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Monstrous Manual"
Game Accessory
Project Coordinator: Tim Beach
Editor: Doug Stewart
Editorial Assistant: Gaye OKeefe
Cover Illustration: Jeff Easley
giants, genies, dragonets, and miscellaneous part-human creatures),
Dave Simons (pencils, inks, and colors on normal animals, almost
normal animals, and squishy things), Tom Baxa (pencils, inks, and
colors on gith-kind and miscellaneous), Mark Nelson (pencils and
inks on dragons, dinosaurs, and miscellaneous), Les Dorscheid
(colon on most of the book), Tim Beach and Doug Stewart
(invisible stalker)
Art Coordination: Peggy Cooper with Tim Beach
Typesetting: Gaye OKeefe
Keylining: Paul Hanchette
Proofreading: Karen Boomgarden, Anne Brown, Anarta nayaay,
Thomas Reid, David Wise
Guidance: Steve Winter, Tim Brown, James M. Ward
Monster Selection Committee: Jeff Grubb, David Wise, John Rateliff,
W w o u l d like to offerrp-i ihanksro the mt!slrand thepeople who h e l d with devdopmcnt. a i well os lOch Baler. Cam+
, .C h a r n h . Bill C O M O ~P.e w Coopr. Slade Hmron. Dawn Kcploy. Dana Knutron. Georgia S Stmm. and Sur Wemlctn
Msnv rroo.ls h a w conlnbuted to othpr the oti6nal fin, ediiion momto book? or to the MONSTROUS COMPENDiUM'
appendleer.The list that followsmay notbe corn&. but we w o u i d k to than* the followingpople forthei eontniutions to
themolutendemitdin thisbook: thedeignwandeditom, RichBaker, Jay Battista, WolgangBaur. TimBeach. Scott BeMie.
Donald J. Binglc. din& Binge. Karen Boomgordm, Grant Boucher, Al B o p . Mike Breault, Anne Brown. Tim Brown, Dr.
A r t h u r W . C o ~ n s . B L U C o n n o r r , D a v i d " Z ~ C D o k , T r o y ~ , D a l e D o n o u a n , N ~ o n E wNeiglelI. Findley,SteveCiIbert.
Ed G~emuood!.df Grubb, Gary G y g a , Luke G y p , Alien Hamma&, Kris h Stwe Hardinger, Andria Hayday, Bruce A.
Heard, %de Henson, Tracy Hickman, Harold Johnson,Rob King. Vera Jane Koffler, Heike Kubmh, Steve Kurt., 1. Pad
LaFountsin, Len.rd Lakoflra, Jim Lwder, Francois M-lrFroidevd, David Martin, ColinMcComb, AM^ Meready, Blake
Mobley, Kim M o b , RogerE.Moore, Chrk Mot'tika. BruceN d t h , C. Terry Phillips, JonP i h , Brian P i w , Mike Price.
La& J. Pmrperi, Tomh a , JeanRabe, PaulRdchc, JimSandt, LawrenceSchick,Rick Swan. Greg S w d w g , Teeumnn. John
Terra, Gary Thomas,Men Vamey, JamesM. Ward. Dori Warn, SkipWilliams, and Stwe Winter; the artistswho helped define
the monstus, Tom Baa, Brmn, Jeff Butler, Clyde Cddwcll, Doug Chaffee, Tony DiTerliui, L s Dolorxheid. Jeff Easley, Larry
Elmore, Fred Fields. Jim Holloway. Daniel Home, Mirk Nelson, Keith P a r h o n , Harry QY-, Robh Ruppel. Dave Simaru,
Dave Sutherland. D.A. Trampier, Valerie V d d ; and the people who p t the boo
Baldi, Dee Barnett, Stwe M .P.gw Cooper, Sarah +tad, Paul Hanchette,
Tabat, and T r a q Zamagne: and anyone who has wer asked a question. o f f 4
offered an opinion about the monsters ofthe ADdrD game. S p i a l thank to Christopher M. Carter and Seth Goodkind for
sparing errors.
How To U s e This Book
This hardcover Monstrous Manual was created in response to the ORGANJZATION is the general socialstructure the mon opts.
many requests to gather monstersinto a single, durablevolume which "Solitary" includes small family groups.
would be convenient to carry,With the DUNGEONMASTER" Guide
ACTIVTIY CYCLE is the time of day when the monster is most active.
(DMG) and the Player's Handbook (PHB), the Monstrous Manual Those active at Nght can be activeat any time m subtenanem settings.
forms the core of the A D & P 2nd Edition game. These are general guidelinesand exceptionsan fairly common.
Every monster from the MONSTROUS COMPENDNMa Volumes DIET shows what the creature usually eats. Carnivores eat meat, her-
One and Two are contained within, as well as a few creatures from bivores eat plants, and omnivores eat either. Scavengersprimarily
later volumes. The monsters in the Monstrous Manual have been re- eat carrion. If a monster does not fit any of these categories, the sub-
vised, edited, and updated. Statistics for many of the creatures have stances it does eat are described in the entry or in the text.
been comted, new information has been added to many of the en-
INTELLIGENCE is the equivalent of human "IQ." Certain monsters
tries, and many monsters have been reclassified. There some new are instinctivelycunning; these are noted in the monster descriptions.
beasts, as well. In cases of conflicting information, the Monstrous Ratings correspond roughly to the following Intelligence ability
Manual supersedesall previously published data.
scores:
Certain entries have been greatly condensed from MONSTROUS
COMPENDIUMentries, to make this book as complete as possible 0 Nonintelligent or not ratable
without increasing its size or price. For instance, there is a full-page 1 Animal intelligence
description of ravens in the MONSTROUSCOMPENDIUM appen- 2-4 Semi-intelligent
dix for the GREYHAWKa campaign setting; in this book, ravens are 5-7 Low intelligence
8-10 Average (human)intelligence
given only a few lines in the "Bird entry. Thisprovides enoughinfor-
mation to use the creatures for a short encounter, and it allowsa page 11-12 Very intelligent
to be devoted to another adversary. 13-14 Highly intelligent
15-16 Exceptionally intelligent
To find a monster in this book, flip through the pages or look in the 17-18
index, which contains listings for the common name(s)of every mon- 19-20 Genius
Supra-genius
ster in the book, referenced to the comect page. 21 + Godlike intelligence
All of the monsters described here are typical for their type. DMs
TREASURErefersto the treasure tables in the DUNGEON MASTER
should note that unusual variations are encouraged, but they are
most effective when they depart from the expected. Likewise,entries Guide. If individual treasure is indicated, each individual may carry
describe typical lairs for creatures, from the dungeon complexes they it (ornot, at the DMs discretion). Major treasures are usually found
in the monster's lair; these are most often designed and placed by the
inhabit to the tree houses they build; changing the look of these can DM. Intelligentmonsterswill use the magical itemspresent and try to
make a monster encounter unique. carry off their most valuable treasures if hard pressed. If treasure is
Contents assignedrandomly, roll for each type possible; if all rolls fail, no trea-
This introduction describes how to interpret the monsteE in this sure of any type is found. Treasure should be adjusted downward if a
book. In addition, there are three small amendices in the back of the
hook.Thefirst dcalswithmakingmonsters.Thesecondcoversmnn- few monsters are encountered. Large treasures are noted by a multi-
plier ( X 10, for example); this should not be confused with treasure
ster summoning and includes tables for random derermination of type X. Treasure types listed in parentheses are treasures found in the
creatures' lair. Do not use the tables to place dungeon treasure, since
summoned creature% to make random encounter cham fur a cam- the numbers encountered underground will be much smaller.
pargn, the DM should refer to Chapter 11 of the DMC. The third
appendix is concerned with creating NI'C parries.
Other Worlds ALIGNMENT shows the generalbehavior of the average mwster of
that type. Exceptions, though uncommon, may be encountered.
Severalof the monstersin this book have beenimported from s p e c i a l d
NO. APPWUNC indicates an average encounter size for a wilder-
game worlds. such as the SPELLJAMMER' campaign eta.the
FORGOTTEN R E A L M 9 settmg. or the DARK SUN" wurld.The mon- ness encounter. The DM should alter this to fit the circumstances as
sters m this book may be used in any settin+: If a campaign rtting is the need arises. This should not be used for dungeon encounters.
noted. II simply dcxribe where the monster w b fusr encountered or
where It is the most common. A particular monster std may not be en- Note that some solitary creatures are found in small groups; this
countered in a specific camp* world; t l s is up Io the DM. Fur mon-
means they are found in very smallfamily units, or that several may
YCE from one of the @tic worlds. the DM should comult the happen to be found together, but do not cooperate with one another.
appropriateMONSTROUS COMI'ENUIIIM appendices
The Monsters ARMOR CLASS is the general protection worn by humans and hu-
Each monster is described fully, with entries that describe behavior, manoids, protection due to physical structure or magical nature, or
combat modes, and so on, These are explained in the following text. difficulty in hitting due to speed, reflexes, etc. Humans and human-
oids of roughly maniize that wear armor will have an unarmored
CLIMATEKERRAm defineswhere the creature is most often found. rating in parentheses. Listed AC does not include any specialbonuses
Climates include arctic, sub-axtic, temperate, and tropical. Typical noted in the description.
terrain includes plainlsrmb, forest, roughlhill, mountain, swamp, MOVEMENT shows the relative speed rating of the creature. Higher
and desert. In some cases, a range is given; for instance, "cold im- speedsmay be possible for short periods. Human, demihuman, and
plies arctic, sub-arctic, and colder temperate regions. humanoid movement rate is often determined by armor type (mar-
mored rates are given in pa
FREQUENCY is the likelihood of encountering a creature in an area. ums are abbreviated as foll
Chances can be adjusted for special areas. Fl = flying
Sw E swimming
Very rare = 4 % chance Br = burrowing
Rare = 11%chance CI = climbing
Uncommon Wb = moving across we
= W %chance
=A<% chance
How To U s e This Book
Flying creatures also have a Maneuverability Class from A to E. size category than indicated above. For instance, while a &foot tall
Class A creatures have virtually total command over their move-
ments in the air; they can hover, face anv direction in a given round, humanoid is considered sizeM, a spherical creature6 feet in diameter
and attack each round. Class B creatures are very m&euverable; has much more mass, so is considered size L. Similarly, a creature 12
they can hover, turn 180 degrees in a round, and attack in each feet long with a very slender body (likea snake) might be considered
round. Class C creatures are somewhat agile in the air; they cannot
only man-sized. Adjustments like these should not move a creature
move less than half their movement rate without fallin"n, thw. can more than one size category in either direction.
turn up to 90 degrees in a round. and attack aerially once every two MORALE is a general rating of how likely the monster is to persevere
rounds. Class D creatures are somewhat slow: they cannot move less in the face of adversity nr armed opposition. This guideline can be
than half their movement rate without falling, can turn only M) de- adjusted for rndividual cucumstances. Murale ratings correspond to
gree<in a round, and can make d pass once every thrw rounds. Class
E includes large, clumsy fliers; these cannot move less than half their the fullowing range:
movement rate without falling, can turn only 30 degrees in a round.
and they can make one pass every six rounds. See Chapter 9 of the 2-4 Unreliablc
DMC' for more intormation. Unsteady
5-7 Average
HIT DICE controls the number of hit points damage a creature can Steady
withstand before being killed. Unless orherwise stated. Iiii Dice are 8-10 Elite
Erided (1-8 hit pnintsl. The Hit Dice are rnlled and the numbers 11-12 Champion
shown are added to determine the monster's hit points. Some mon- 13-14 Fanatic
stershave a hit point spread instead of Hit Dice. and some have addi- 15-16 Fearless
tional pornts added lo their Hit Dice. Thus, a creature with 4+4 Hit 17-1$
Dice hab4&+4 hit points (8-36total). Note that creatures with + 3 19-20
or more hit points we consrdered the next h@er Hit Dir for purpnses
of attack rolls and wvmg throws. XP VALUE IS the number of experiencepoints awarded fordefeating,
but nor necessarily killing. the monster. Thha value is a guideline that
THACO is the attack roll the monster needs tn hit Armor Class 0.
This is always a funclionof Hit Dice. except in the case of very large. can be modified by the DM for the dep- n( r h z l b n o e -ncounto.
nonaggresrve herbivores (such as some dinosaurs!. or creatures situation. and for overall campaign hala
which have certain innate combat abilities. A human or demihuman
always uses a player character THACO. regardless ot whether they Combat is the part of the description that discusses special combat
are player characters or "monsters." The ThXCO does not include abilities, arms and armor, and tactics.
any specral bonuses noted in the description$.
HabitaVSocietyoutlines the monsteis general behavior, nature. so-
NUMBER OF ATTACKS shows the basic attacks the monster can cial structure, and goals. In some cases, it further describes their lairs
(the places they live in), breeding habits, and reproduction
make in a melee round. excluding swcial attacks. This number can
be modified by hits that sever members, spells such as h a r e and Ecology describes how the monster fits into the campaig
slow. and so forth.Multiple attacks indicate several memben, raking gives any useful products or byproducts, and any other miscellanc
paws. mult\pk heads, etc. ous information.
Variations of a monster m given in a speciald o n after the main mon-
ster entry. T h e can be foundby cansulthg the index. For instance, the
xom envy also d&bg the xam~,a very similar maw.
DAMAGLATTACK shows the amount of damage a given attack Psionics are mental powers possessedby many creatures in the Mon-
causes, expressed as a spread of hit pnints (basedun a die roll or cum- strous Manual. The psionic listings are explained below:
bination of die roUsl. If the monster uses weapons, the damage done Level: How tough the monster is in t e r n of psionic experiencelevel.
by the typical weapon will be allowed by the parenrhetical note
'weapon." Damage bonuses due to Strength are listed as a bonus fol- DislScilDev: How many disciplinesthe creaturecan access, followed
lowing the damage rawe. by the total number of sciences and devotions the creature knows.
SPECIALATTACKSdetadattack modessuch asdragon breath. mag- Monsters can know sciencesand devotions only from the disciplines
ic use,etc. These are erplained in the monstcr description.
they can access.
SPECIAL DEFENSESare precisely that, andare detailed in the mon- AttacWDefense: The telepathic attack and defense modes that the
ster dermption. creature can use. Note that defense modes are not included in the
total number of powers the creature knows. Abbreviations used
MAGIC RESISTANCE i s the percentage chance that any magic cast as follows:
upon the creature will lad to affectil, even if other creatures nearby
are affected.If the magic penetrates the resistance. the credture is still PB Psionic Blast M- MindBlank
mtttled to any normal saving throw allowed. Creatures may have MT MindThrust TS Thought Shield
resistances to certarn spells: this is not consrdered 'magic resistance:' EW Egowhip MB Mental Barrier
whrch is effective agarnst all spells I1 Id Insinuation IF Intellect Fortress
PsC Psychic Crush TW Tower of Iron Will
SIZE is abbrewatd as
Power Score:The creature's usual Score when using a power that is
T = tiny (2'tall or less,; not automatically successful.
S = smaller than a typical human (2+' to 4'),
M = man-sized 14* ' IO 7'); PSPs: The creature's total pool of psionic strength points (the max-
L = larger than man-sued (7+' tu 12'1, mum available to it).
H = huge(12+'to25'l:and
The rest of the listing indicates, by discipline, which powers the
G = gargantuan (25+ J .
creature has, sometimes listing the most common powers, sometimes
Most creaturm are measured m height or lengrh; some are measured listing only the powers that all members of the species have. Unl
in diameter. Thorp measured in diameter mdy be Wven a different
otherwise noted, the creature always knows powers marked by
asterisk.
For information regarding psionic powers, see PHBR5, The CO
pletePsionics Handbook. If the DMchoosesnot to use psionicr in the
campaign, the powers can be changed to magical equivalents or sim-
ply ignored, though the latter severely impedes certain monsters.
Aarakocra
CLIMATE/IERRAIN: Tropical and temperate W '-
mountains
FREOUENCY: Verv rare I-
ORGANIZATION Tribal
ACTIVIN CYCLE Day F'
DIET: Carnivore
INTELLIGENCE: Average (8-10) .,,;,,<,i.,.~.~,,..I,
TREASURE: 0
ALIGNMENT: Neutral good
NO. APPEARING: 1-10
ARMOR CLASS: 7
MOVEMENT: 6, Fl36 (C)
1+2
HIT DICE: 19
2
THACO: 1-311-3or 2-8 (weapon)
NO. OF ATTACKS Dive + 4
DAMAGEIATTACK Nil
SPECIALATTACKS: Nil
SPECIAL DEFENSES: M (20' wing span)
MAGIC RESISTANCE: Steady (11)
SIZE 65
MORAE
XP VALUE:
The aarakocra are a race of intelligent bird-men that live on he used except when cornered, an aarakocra's sharp beak can bite
peaks of the highest mountains, spending their days soaring on for 1-3 points of damage.
the thermal winds in peace and sditude.
HabitaVSociety: Aarakocra live in small tribes of about 11-30
Aarakocra are about 5feet tall and have a wing span of 20 feet. (ldZO+lO) members. Each tribe has a hunting territory of about
About halfway along the edge of each wing is a hand with three 10,000sauare miles with colorful banners and pennants marking
human-sized fingers and an opposable thumb. An elongated the bounharies.
fourth finger extends the length of the wing and locks in place for
flying. Though the wing-hands cannot grasp during flight, they Each tribe lives in a communal nest made of woven vines with
are nearly as useful as human hands when an aarakocra is on the a soft lining of dried grass. The eldest male serves as the tribe's
ground and its wings are folded back. The wing muscles anchor leader. In tribes of more than 20 members. the second oldest male
in a bony chest plate that provides the aarakocra with extra pro- serves as the shaman, leading simple religiousceremonies involv-
tection. The powerful legs end in four sharp talons that can un- ing the whistling of melodic hymns at sunset on the first day of a
lock and fold back to reveal another pair of functional hands, new month. Males spend most of their waking hours hunting for
also with three human-sized fingers and an opposable thumb. tood and occasionally for treasure, such a5 gems and other shiny
The hand bones, like the rest of an aarakocra's skeleton, are hol- objects. Females spend eight months of the year incubating their
low and fragile. eggs, passing the time by fabricating lavelins and other tools
from wood and stone While resting on their backs, aarakocra
Aarakocra faces resemble crosses between parrots and eagles. females can use all four hands at the same time to weave bound-
They have gray-black beaks, and black eyes set frontally in their ary pennants, javelins sheaths. and other useful objects from
vines and feathers.
heads that provide keen binocular vision. Plumage color varies
from tribe to tribe, but generally males are red, orange, and yel- Five aarakocra. including a shaman, can summon an air ele-
low while females are brown and gray. mentdl by chanting and performing a n intricate aerial dance for
three melee rounds. The summoned air elemental will comply
Aarakocra speak their own language, the language of giant ea- with the aarakocras' request for a favor, though it will not endan-
gles, and, on occasion, the common tongue (10% chance). ger its life un their behalf.
Combat: In aerial combat, an aarakocra fights with either tal- Aarakocra are extremely claustrophobic and will not willingly
ons or the heavy fletched javelins that he clutches in his lower enter a cave, building, or other enclosed area.
hands. An aarakocra typically carries a half dozen javelins
strapped to his chest in individual sheaths. The javelins, which Ecology: Aarakocra have little to do with other spcies. includ-
can be used for throwing or stabbing, inflict 2d4 points of dam- ing neighboring aarakocra tribes. and leave their home territory
age, Owing to the aarakocra's remarkable skill at throwing jave- only in extreme circumstances. They rarely encounter humans
lins in the air, it incurs none of the attack penalties for aerial except for an uccasional foray into a rural community to snatch a
missile fire. An aarakocra will always save its last javelin for stray farm animal: this is not an intentionally malicious act, as
stabbing purposes rather than throwing it, Its favorite attack is to aarakocra are unable to distinguish between domestic and wild
dive at a victim while clutching a javelin in each hand, then pull animals. A human venturing into aarakocra territory may be
out of the dive just as it reaches its target, and strike with a able to convince one to serve as a guide or a scout in exchange for
bloodcurdling shriek. This attack gains a +4 bonus to the attack a shinv iwel or coin.
roll and c a u w double damage, but an aarakocra must dive at
least 200 feet to execute it properly.
An aarakocra is reluctant to engage in grappling or ground
combat, since its fragile bones are easily broken. Though rarely
Aboleth
CLIMATUTERRAIN: Tropical and
temperatelsubterranean
FREOUENCY: Verv rare
OR~ANUATION Brood
ACTIVITY CYCLE: Ni&t
DIET: &nivore
INTELLIGENCE: High (13-14)
TREASURE: F
ALIGNMENT: Lawful evil
NO. APPEARING: ld4
4
ARMOR CLASS: 3, s w 18
MOVEMENT:
HIT DICE: 8
4 c
SPECIAL DWENSES: Slime
Nil
MAGIC RESISTANCE:
H (20' long)
SUE:
Elite (13)
MORALE:
5.000
XP VALUE:
Level Dis/Sci/Dev Attack, Power PSPs
Defense Score
EW, 11PsC, +1/
8 3/5/16 TS,E,TW = Int 250
TelepathFFalse Sensor Input, Mindlink, Mass Domination.
The aboleth is a loathsome amphibious creature that lives in sub- ing the mucus must roll a successful saving throw vs. poison
terranean caves and lakes. It despises most landdwelling crea- lose the ability to breathe air. The victim is then able to breathe
water, as if having consumed a potion of water breathing, for 1-3
tures and seeks to enslave intelligent surfacebeings. It is as cruel hours. This ability may be renewed by additional contact with
as it is intelligent. the mucous cloud. An affected victim attempting to breathe air
will suffocatein 2d6 rounds. Wine or soap dissolves the mucus.
An aboleth resembles a plump fish, 20 feet in length from its
bulbous head to its fluke-like tail, Its body is blue-green with Habitat/Society An aboleth brood consists of a parent and one
gray splotches, and its pink-tan underbelly conceals a toothless, to three offspring. Though the offspring are as large and as
rubbery mouth. Three slit-like eyes, purple-red in color and pro- strong as the parent, they defer to the parent in all matters and
tected by bony ridges, are set one atop the other in the front of its obey it implicitly.
head. Four pulsating blue-black orifices line the bottom of its
body and secrete gray slime that smells like rancid grease. Four Aboleth have both male and female sexual organs. A mature
leathery tentacles, each 10 feet in length, grow from its head. An aboleth reproducesonce every five years by concealing itself in a
aboleth uses its tail to propel itself through the water and its ten- cavern or other remote area, then laying a single egg and cover-
tacles to drag itself along dry land. ing it in slime. The parent aboleth guards the egg while the em-
bryo grows and develops, a process that takes about five years
Combat The aboleth attacks with its tentacles for ld6 points of A newborn aboleth takes about 10 years to mature.
damage each.If a victim struck by a tentacle failsa saving throw vs. The aboleth spends most of its time searching for slaves, prt
spell, the victim's skin transfom into a clear, slimy membrane in erably human ones. It is rumored that the aboleth use their slaves
l d 4 + 1 rounds. If this OECUTS, the victim must keep the membrane to construct huge underwater cities, though none have ever been
damp with mol water or suffer Id12 points of damage each turn. found. The aboleth are rumored to know ancient, horrible se-
Cure disease cast upon the victim before the membrane completely crets that predate the existence of man, but these rumors are also
forms stops the transformation. Otherwise, cure serious wounds unsubstantiated. There is no doubt that aboleth retain a stagger-
will cause the membrane to revert to normal skin. ing amount of knowledge. An offspringacquiresall of its parent's
knowledge at birth, and a mature aboleth acquires the knowl-
Because its sluggish movement makes attacks difficult, the edge of any intelligent being it consumes.
aboleth attempts to lure victims dose by creating realistic illu-
An aboleth's treasure consists of items taken from its slaves.
sions at will, completewith audible, olfactory, and other sensory The items are buried in caverns under a layer of slime resembling
gray mud, recognizable by the distinctive rancid grease odor.
components. The aboleth can attempt to enslave creatures within
30 feet; it can make three attempts per day, one creature per at- Ecology: The omnivorous aboleth will eat any organic matter,
usually algae and micro-organisms, but they are also fond of in-
tempt. If thevictim fails a saving throw vs. spell, he follows all of telligent prey so they can absorb nutrients and information at the
the aboleth's telepathic commands, although the victim will not same time. Aboleth have no natural enemies, as even the mighti-
est marine creatures give them a wide berth. Aboleth slime i5
fight on the aboleth's behalf. The enslavementcan be negated by sometimes used as a component for potions of water breathin.
remoue curse, dispel magic, the death of the enslaving aboleth,
or, if the victim is separated from the aboleth by more than a
mile, a new saving throw (one attempt per day.)
When underwater, an aboleth surrounds itself with a mucous
cloud 1 foot thick. A victim in contact with the cloud and inhal-
Ankheg
CLIMATEITERRAIN: Temperate and tropicall A
Plains and forests
FREQUENCY: Rare
ORGANIZATION: Brood
A m CYCLE
DIET: hY
INTELLIGENCE: Omnivore
TREASURE:
ALIGNMENT: Non- (0)
C
Neutral
NO. APPEARING: 1-6 A
Overall 2, underside 4 P
ARMOR CLASS: 12,Br 6
MOVEMENT: 3-8 A
HIT DICE: 17-13
1
T.H.A_CO.:_. 3-18 (crush)+1-4 (acid)
Squirt acid
NO. OF AlTACKS:
DAMAGEIATMCK: Nil
Nil
SPECL4L ATTACKS:
L-H (10’ to 20’ long)
SPECIALDEFENSES: Average (9)
175-975
MAGIC RESISTANCE:
SIZE:
MORALE
XP VALUE:
The ankheg is a burrowing monster usually found in forests or with full adult capabilities and gains an additional Hit Die until it
choice agricultural land. Because of its fondness for fresh meat, reaches 8 Hit Dice.
the ankheg is a threat to any creature unfortunate enough to en-
counter it. Beginning in its second year of life, the ankheg sheds its chitin-
ous shell just before the onset of winter. It takes the ankheg two
The ankheg resembles an enormousmany-legged worm. Its six days to shed its old shell and two weeks to grow a new one. Dur-
legs end in sharp hooks suitable for burrowing and grasping, and ing this time, the sluggish ankheg is exceptionally vulnerable. Its
its powerful mandibles are capable of snapping a small tree in overall AC is reduced to 5 and its underside AC is reduced to 7.
half with a single bite. A tough chitinousshell, usually brown or Additionally, it moves at only half its normal speed, its mandible
yellow, covers its entire body except for its soft pink belly. The attack inflicts only ldlO points of damage, and it is unable to
ankheg has glistening black eyes, a small mouth lined with tiny squirt acidic enzymes. While growing a new shell, it protects it-
rows of chitinous teeth, and two sensitive antennae that can de- self by hiding in a deep tunnel and secreting a repulsive fluid that
t e b movement of man-sized creatures up to 300 feet away. smells like rotten fruit. Though the aroma discourages most crea-
tures, it can also pinpoint the ankheg’s location for human
Combat: The ankheg’s preferred attack method is to lie 5 to 10 hunters and desperately hungry predators.
feet below the surface of the ground until its antennae detect the
approach of a victim. It then burrows up beneath the victim and Ankhegs living in cold climates hibernate during the winter.
attempts to grab him in its mandibles, crushing and grinding for Within a month after the first snowfall, the ankheg fashionsa lair
3d6 points of damage per round while secreting acidic digestive deep within the warm earth where it remains dormant until
enzymes to cause an additional ld4 points of damage per round spring. The hibernating ankheg requires no food, subsisting in-
until the victim is dissolved. The ankheg can squirt a stream of stead on nutrients stored in its shell. The ankheg does not secrete
acidic enzymes once every six hours to a distance of 30 feet. aromatic fluid during this time and is thus relatively safe from
However, since it is unable to digest food for six hours after it detection, Though the ankheg’s metabolism is reduced, its anten-
squirts enzymes, it uses this attack technique only when desper- nae remain functional, able to alert it to the approach of an in-
ate. A victim struck by the stream of acidic enzymes suffers 8d4 truder. A disturbed ankheg fully awakens in ld4 rounds, after
points of damage (half damage if the victim rolls a successfulsav- which time it can attack and move normally.
ing throw vs. poison).
The ankheg does not hoard treasure. Items that were not d i s
Habitafiocieiety: The ankheg uses its mandibles to continuously solved by the acidic enzymes fall where they drop from the
dig winding tunnels 30-40 feet deep in the rich soil of forests or ankheg’s mandibles and can be found scattered throughout its
farmlands. The hollowed end of a tunnel serves as a temporary tunnel system.
lair for sleeping, eating, or hibernating. When an ankheg ex-
hausts the food supply in a particular forest or field, it moves on Ecology: Though a hungry ankheg can be fatal to a farmer, it
to another.
can be quite beneficial to the farmland. Its tunnel system laces the
Autumn is mating season for ankhegs. After the male fertilizes soil with passages for air and water, while the ankheg’s waste
the female, the female kills him and deposits 2d6 fertilized eggs in products add rich nutrients. The ankheg will eat decayed organic
his body. Within a few weeks, about 75% of the eggs hatch and matter in the earth, but it prefers fresh meat. All but the fiercest
begin feeding. In a year, the young ankhegs resemble adults and predators avoid ankhegs. Dried and cured ankheg shells can be
can function independently. Young ankhegs have 2 Hit Dice and made into armor with an AC of 2, and its digestive enzymes can
an AC 2 overall and an AC 4 for their undersides; they bite for be wed reeular acid.
ld4 points of damage (with an additional ld4 points of damage
from enzyme secretions), and spit for 4d4 points of damage to a
distance of 30feet. In every year thereafter, the ankheg functions
7
Arcane
CLIMATVIZRRAIN: Any
FREQUENCY:
ORGANIZATION: Very rare
ACTIVITY CYCLE Entourage
~~~ .A-n."
DIET: Omnivore
INTELLIGENCE: Genius (17-18)
TREASURE:
ALIGNMENT: R
Lawful neutral
NO. APPEARING: 1~ C,~I-6)
ARMOR CLASS:
MOVEMENT: 5 (3)
HIT DICE
_-12
~~
lll
THACO:
NO. OF AlTACKS: 11
1
DAMAGG~~ ,ATTACKS: 1-8(weapon)
Nil
SPECLAL AlTACKS: Invisibility, dimension uuuL
SPECIAL DEFENSES: 40 %
MAGIC WISTANCE:
L (12'tall)
XP VALUE Champion (15)
3,m
The arcane are a race of merchants, found wherever there is po- W
tential trade in magical items. They appear as tall, lanky, blue
giants with elongated faces and thin fingers; each finger having of findingan arcane, if PCs actively look for one; the chance in-
one more joint than is common in most humanoid life. The ar- creases or decreases depending on their location. Arcane never
cane dress in robes, although there are individuals who are found set up permanent "magic shops."
in heavier armor, a combination of chain links with patches of
plate (AC 3). The arcane's stock in trade is to providemagical items, particu-
larly spelljamminghelm, which allow rapid movement through
Combat: For creatures of their size, the arcane are noticeably space. The arcanes' high quality and uniform (if hiph) prices
make them the trusted retailers. They accept payment in gold, or
weak and nonsombative. They can defend themselves when barter for other magical items (asa rule of thumb, costs should be
called upon, but prefer to talk and/or buy themselves out of dan- five times the Xl'reward of the item, or a more valuable item).
gerous situations. If entering an area that is potentially danger- The arcane take no responsibility for the use of the items they
ous (like most human cities), the arcane hires a group of sell. The arcane will deal with almost anyone. They often make
adventurers as his entourage. deals with both sides in a conflict, fully aware that they might
annihilate all of their potential customers in a region. The arcane
The arcane can become invisible, and can dimension door up have no dealings with neogi, nor with creatures from other
to three times a day, usually with the intention of avoiding com- planes, such as genies, tanar'ri, and fiends. It is unknown wheth-
bat. An arcane feelsno concern about abandoning his entourage er the arcane create a wide variety of magical devices, or secure
in chancy situations. They can also use any magical items, re- them from an unknown source.
gardless of the limitations of those items. This includes swords,
Those dealing with the arcane find them cool, efficient, and
wands, magical tomes, and similar items restricted to one type of most importantly, uncaring. Trying to haggle with an arcane is a
character class. They will use such items if pressed in combat and chancy business, at best. Sometimes they will engage in haggling
with a bemused smirk, but just as often leave the buyer hanging
they cannot escape, but more often use them as bartering tools and walk out on the negotiations. They do not like being threat-
ened, insulted, or blackmailed. Those who do so will find it very
with others. difficultto purchase reliable equipment. An arcane will not raise
Arcane have a form of racial telepathy, such that an injury to his hand in vengeance or anger-tb-0 >re more subtle ways to
wreak revenge.
one arcane is immediately known by all other arcane. The arcane
do not seek vengeance against the one who hurt or killed their Ecology: It is not known what arcane do with the gold, gems,
and magic they collect. One theory says they need the items for
fellow. They react negatively to such individuals, and dealing reproduction (the basis for a large number of bawdy arcane
with the arcane will be next to impossible until that individual jokes), while another links it to production and acquisition of
makes restitution. more magical items. The arcane seem sexless. No young arcane
have been reported, and the arcane keep their own counsel.
HabitavSociety: Nothing is known about the arcane's origins;
they come and go as they please, and are found throughout the
known worlds. when they travel, they do so on the ships and
vehicles of other races. Finding such ships with arcane aboard is
rare, and it is suspected that the arcane have another way of trav-
elling over long distances.
Contacting the arcane is no trouble in most civilized areas: a
few words spread through the local grapevine, through taverns,
guilds, and barracks, are enough to bring one of these creatures
to the surface. In game terms, there is a base 10% chance per day
8
Argos
CLIMATEITERRAIN: SpaceIAny Earth-based body
FREQUENCY: Very rare
ORGANlZATlON:
ACTIVITY CYCLE Solitary
Feed till consume 2xHD. then rest 2
DIET: hours1HD
INTELLIGENCE: Omnivore
TREASURE: Low to High (5-14)
ALIGNMENT:
U
Neutral evil
NO. APPEARING: 1 ,d
ARMOR CLASS: 0
MOVEMENT:
HIT DICE: 9, FI 3 (B)
THACO:
5-10
NO. OF AlTACKS: 5-6 HD: 15
DAMAGFJATTACK 7-8HD: 13
SPECIALATTACKS: 9-10 HD: 11
SPECIAL DEFENSES: 3 per victim
MAGIC RESISTANCE:
SIZE: 14
MORALE:
See below
W VALUE:
See below
25%
LG (2' per HD)
Champion (16)
5-6HD: 2,000
(+1,000for additional HD)
Argos are found in the same regions of wildspace as the baleful argos's Hit Dice as the caster level. Roll ld20 and check the
beholder nations. An argos resembles a giant amoeba. It has one lowing table for a particular eye's power.
large, central eye with a tripartite pupil, and a hundred lashless,
inhuman eyes and many sharp-toothedmouths. An argos can ex- 1. Blindness 11.Gaze Reflection
trude several pseudopods, each tipped with a fanged maw that
functions as a hand to manipulate various tools. 2. Burning Eyes (Hands) 12. Heat Metal
Argos move by slithering; they can cling to walls and ceilings. 3. Charm Monster 13. Hold Monster
They can levitate and fly at the very slow rate of 3.
4. Clairvoyance 14. Imp. Phantasmal Force
Argos colors tend toward shades of transparent blues and vio-
lets; they smell like a bouquet of flowers. They are huge beasts 5. Confusion 15. Irritation
ranging in size from 10 to 20 feet in diameter, weighing about 200
pounds per Hit Die. Though they exhibit signs of being intelligent 6. Darkness. 15' rad. 16. Light
tool users, they do not wear clothes, choosing rather to carry
gear stored in temporary cavities within their bodies. However, 7. Dispel Magic 17. Slow
their digestive juices often ruin devices within two to three weeks
(saving throw vs. acid). 8. Emotion 18. Suggestion
Combat: An argos can attack with one to three weapons or 9. ESP 19. Tongues
items, or it can enfold a victim in a pseudopod and attack with
l d 3 mouths for ld4 points of damage each. It may attack as 10.Fumble 20. Turn Flesh to Stone
many foes in this way as it can physically reach.
The central eye can use one of three different powers once per
If an argos rolls a natural 20 on an attack, it envelopes its vic-
tim, swallowing him whole. A swallowed victim suffers 2d8 round, It can create a personal illusion (an alter self spell), or it
points of damage each round from the creature's digestive juices.
The victim may attempt to cut his way free from within, using can cast a color spray or a ray of enfeeblement spell.
only short cutting weapons. He must inflict 8points of damage to
break free. HabitaUSociety: Argos are solitary creatures, though it is not un-
heard of to discover an argosguardian aboard an eye tyrant ship.
The eyes of an argos, like those of a beholder, have a variety of Argos appear capable of replenishing their own air envelope and
special powers. An argos can bring ldlO of its smaller eyes to thus may be encountered wandering asteroid rings and dust
bear on any target. The large, central eye can focus only on tar- clouds alone.
gets that are in front of the m a t u r e (within 90 degrees of the
"straight-ahead point" of the central eye). Though the creature Desoite its relative intelligence, the argos is a ravenous crea-
has nearly 100 eyes, only 20 special powers have been noted: ture driven by its hunger. It Iries to lure pbey into its grasp, feed-
therefore a number of eyes must posses the same power. ing until it has consumed a number of creatures equal to two
times its own Hit Dice. It then slips away to digest its meal for a
Each point of damage inflicted on an argos eliminates one eye; period equal to two hours per Die. If an argos is unable to find
the DM decides which powers are reduced in the process. It is food within a week of its last meal, it loses 1Hit Die per week
possible to target one particular eye by attackingwith a -4 pen- until it becomes a 5-Hit Die creature. After that point, it can hi-
alty to the attack roll. bernate for up to a year by crystallizing its outer shell and fonn-
ing a chrysalis.
Each ability of an argos's eye is treated as a spell effect. Use the
Ecology: Argos consume anything that moves and is digestible.
Their preference is to use their abilities to lure their prey into
traps and then to pick off individuals one at a time. It sorts
through the tools and weapons of its victims and keeps the useful
items.
9
Aurumvorax
CLIMATEITERRAIN: Temperate hills
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE Day
DIET: Carnivore (see below)
INTELLIGENCE: Animal (1)
Swcial
TREASUIE Neutral
ALIGNMENT:
NO. APPEARING: 1
ARMOR CLASS
MOVEMENT: 0
9, Br3
HIT DICE 12
9
THACa 1
2-8
NO.OFATIACKS: 2-8 claws for 2-8 each
See below
DAMAGEIATTACK: Nil
SPECIAL:&%A s (3' lonrr)
SPECIAL DEFENSES: Fe&s rl9-20)
MAGIC RESISTANCE:
9.000
SIZE:
MORALE:
XP VALUE
espite being only the size of a large badger, the aurumvorax, The pair will stay together for a week or two before the male
or "golden gorger: is an incredibly dangerous creature. The ani- returns to his territory and the female prepares for the birth of
mal is covered with coarse golden hair and has small silver eyes her kits. A litter of ld6 +2 kits is born four months after mating.
with golden pupils. It has eight powerful legs that end in 3-inch-
long copper claws. The aurumvorax's shoulders are massively For the first two weeks of life, the kits are blind and hairless.
muscled while its heavy jaw is full of coppery teeth. They must be fed both meat and precious ores, including gold, in
order to survive. It is unusual for more than 1-2 of the strongest
The creature weighs over 500 pounds. This incredible density kits to survive. If a kit is found and "adopted before its eyes are
open, it can be tamed and trained.
provides the animal with much of its natural protection. This,
Dwarves tend to dislike aurumvorae, though some communi-
combined with its speed, power, and sheer viciousness, makes it ties have been known to raise one or more of the beasts for use in
one of the most dangerous species yet known. sniffing out veins of ore.
Combat:The aurumvorax charges any aeature that enters its Ecology: In order to survive, the aurumvorax supplements its
territory, causing a -3 to opponents' surprise rolls if attacking carnivorousdiet with quantities of gold. The ability to digest and
from its den. A female of the species receives a + 2 bonus to at- utilize gold and other ores makes it possible for the creature to
tack rolls when guarding her young. develop the dense fur, hide, and bones that protect it so well.
The creaturebites at its prey until it hits, clamping its massive If an aurumvorax is killed with a minimum of cutting damage
jaws onto the victim and doing 2-8 hit points of damage. After it to its hide, the hide may be turned into a g m e n t of incredible
hits, the a u m v o r a x locks its jaws and hangs on, doing an addi- strength and beauty worth.15.00Q20,OW gold pieces. The gar-
ment will also protect its wearer as armor, the specific Armor
tional a points of damage per round until either the aurumvorax Class depending on the size of the aurumvorax. A garment with
AC 2 weighs 50 pounds, one with AC 3 weighs 40 pounds, and
or its enemv is dead. Onlv death will cause the aurumvorax to one with AC 4 weighs 30 pounds.
relax its grip.
The wearer also receives a +4 bonus on saving throws vs. nor-
Once its iaws lock, the golden zorger also rakes its victim with mal fires and a +2 bonus on saving throws vs. magical fire.
2-8 of its legs, causing 2-8kt poi& i f damage per additionalhit.
An opponent who is held by an aurumvorax receives no dexteri- If an aurumvorax is burned in a forge, approximately150-200
ty adjustment to Armor Class.
pounds of gold are left behind. This burning process is very diffi-
Due to its incredibly dense hide and bones, the aurumvorax cult and usually takes between one and two weeks to perform.
takes only half damage from blunt weapons. It is immune to the
effects of small, normal fires and takes only half damage from Of course, the hide may be removed before the creature is
magical fires.Neither poison nor gasses have any effect on the
sturdy creature. burned; if burned at the same time, the hide will provide an addi-
tional 2140 (ld20+20) pounds of gold.
Habitat/Society The aummvorax makes its solitary home in
light forests, hills, and at the timberline on mountainsides. An The aurumvorax's teeth and claws are also prized for decora-
aurumvorax chooses a likely spot and then uses its powerfully tion, and can bring up to 1gp each on the open market.
clawed legs to create a burrow, sometimes into solid rock.
Due to their unusual dietary needs, aurumvorae make their
lairs in spots that either contain rich veins of gold ore or are very
near to an area where gold is readily available.
The a u m v o r a x is a solitary creature which jealously guards
its territory, even from others of its kind. The only time adult
aurumvorae willin_dv .meet is durin-g matin.z season, which w-
NIS approximately every eight years.
Baatezu
CLIMATWERRAIN: Pit Fiend Black Abishai Green Abishai Red Abishai
The Nine Hells The Nine Hell The Nine Hells The Nine Hells
FREQUENCY: Very rare Common Common Common
Solitary Solitary Solitary Solitary
ORGANIZATION
Any hY Any Any
ACTlvITyCYCLE Carnivore Carnivore Carnivore Carnivore
DIET: Genius (17-18) Average (8.10) Average (8-10) Average (8.10)
INTELLIGENCE: Nil Nil Nil
G. W Lawful evil Lawful evil Lawful evil
TREASURE:
Lawful evil
ALIGNMENT:
NO. APPEARING: 14 2-20 2-8 1
ARMOR CLASS: 5 3 1
MOVEMENT: -5 9, F112 (C) 9, F112 (C)
HIT DICE: 4+1 n9, 12 (C) 6+3
THACO: n15, 24 (r-) 17 13
NO. OF AlTACKS: 3 5+2 3
DAMAGUA3TACK: 13 1411-412-5 15 1-4t1-412-5
3
SPECL4L ATTACKS: 7 Poison, dive 1-411-412-5 Poison, dive
SPECIAL DEFENSES: 6 Regeneration, Poison, dive Regeneration,
+1 or better +1or better
MAGIC RESISTANCE: 1-4 X2l1-6 X 21 weapons to hit Regeneration, weapons to hit
SUE: 30% +1or better 30 %
MORALE 2-1212-8 or weapon weapons to hit M (6' tall)
L (8' tall) 30% Steady (11-12)
XP VALUE Fear, poison, Average (8-10) L (7' tall) 25,500
Average (8-10)
tail constriction 21,500 23,500
Regeneration,
+ 3 or better
weapons to hit
50%
L (12' tall)
Fearless (19-20)
57,500 '
General: The baatezu are the primary inhabitants of the Nine Pit Fiend: The most terrible baatezu of the Nine Hells, pit fiends
Hells. They are a strong, evil tempered race held together by an appear to be giant, winged humanoids, very much like gargoyles
equally strong organization. The baatezu live in a rigid caste sys- in appearance, with huge wings that wrap around their bodies
tem where authority is derived from power and station. for defense. Pit fiends fangs are large and drip with a vile, green
liquid, Their bodies are red and scaly, often emittingflameswhen
The baatezu wish to fulfill their ancient quest to destroy the they are angered or excited. In the rare situations they choose tc
tanar'ri, their blood enemies. The baatezu also know that by in- communicate, they use telepathy.
filtrating humans and entering their world they will gain power
over the tanar'ri. Toward this end they constantly strive to domi- Combat: In physical combat, the pit fiend is capable of dealiq
nate the Prime Material plane and its natives. out tremendous punishment, using its incredible 18100 Strengtb
( + 6 damage adjustment). They can attack six times in a sin&
The baatezu are divided into three groups: greater, lesser, and round, dividing attacks against six different opponents. They car
least. Below are listed a few: attack with two hard, scalywing buffetsfor 1-4 points of damagt
per hit. Their powerful claws do 1-6 points of damage per suc.
Greater baatezu Lesser baatezu least baatezu cessful attack. The bite of a pit fiend is dreadful indeed, causing
amnizu abishai nupperibo any creature bitten to take 2-12 points of damage and receive i
comugon barbazu spinagon lethal dose of poison. A saving throw vs. poison is required 01
Telugon erinyes the victim dies in 1-4 rounds. The bite also infects the victim witt
?it fiend hamatula a disease.
osyluth
Pit fiends can also attack with their tail every round, inflicting
In addition, there are the lemures, the common "foot soldiers" 2-8 points of damage per hit. The tail can then hold and constrict
of the baatezu at the very bottom in station. the victim for 2-8 points of damage per round until'the victim
Combat: All baatezu except for lemures, nupperibo, and spina- makes a successful Strength check to break free: Pit fiends car
gon are able to perform the following magical abilities, once per
round, at will: advanced illusion, animate dead. charm person, also carry jagged-toothed clubs which inflict 7-12 points of dam
infravision, know alignment (always active), suggestion, and age per hit (this replaces one claw attack).
teleport without error.
Once per round a pit fiend can use one of the following spell
Baatezu are affected by the followingattack forms: like powers, plus those available to all baatezu: detect magic, de
tect invisibility, fireball, hold person, improved invisibility
Attack Damage Attack Damage polymorph self, produce flame, pyrotechnics, and wall offire.
acid full cold half' They can, once per year, cast a wish spell. They may alway:
gate in two lesser or one greater baatezu with a 100%chance o
electricity (lightning) full fire (dragon, magical) none' success, performing this action once per round. Once per day, i
pit fiend can use a symbol of pain-the victim must save vs. rod
gas (poisonous, etc.) half ' iron weapon none** staff or wand or suffer a -4 penalty on attack dice, and a -2 pen
alty to Dexterity for 2-20 rounds.
magic missile fUll poison none
Pit fiends regenerate 2 hit points per round and radiate a fea
silver weapon full"* aura in a 20-foot radius (savevs. rod, staff, or wand at a -3penal
ty or flee in panic for 1-10 rgunds).
'the gelugon suffers half damage from fire and none from cold.
"unless affected by normal weapons.
***greaterbaatezu suffer half damage from silver weapons.
11
Baatezu
itat/Society: Pit fiends are the lords of the Nine Hells. They In addition to the powers possessed by all baatezu, an abishai
are the baatezu of the greatest power and the highest station. Pit can perform the following magical powers, one at a time, once
fiends are found throughout the various layers of the Nine Hells, per round: change self, command, produce flame, pyrotechnics,
but are very rare on the upper layers. and scare. They can also attempt to gate 2-12 lemures (60%
chance of success, once per day) or 1-3abishai (30% chance of
Wherever they are found, these mighty lords hold a position of success, once per day).
great authority and power. They sometimes command vast le-
gions consisting of dozens of complete annies, leading them into All abishai are susceptible to damage from holy water. If a vial
battle against the tanar’ri. These huge forces are terrifying to be- is splashed on it, an abishai suffers 2-8 points of damage. All
hold, and any non-native of the lower planes, of less than 10Hit abishai regenerate 1hit point per melee round unless the damage
Dice, who sees them, flees in panic for 1-3days. Those of 10 Hit was done by holy water or a holy magical weapon.
Dice or more must make a saving throw vs. rod, staff, or wand
or flee in panic for 1-12 turns. Habitat/Society Abishai are voracious and evil. They delight in
tormenting those few natives of the Nine Hells that are lower in
Icology: Pit fiends are spawned from the powerful gelugons of power. Abishai are fond of using change self and charm person to
he Nine Hells’ eighth layer. When those icy fiends are found tempt mortals bold enough to travel to the Nine Hells.
worthy they are cast into the Pit of Flame for 1.001 days after
which they emerge as pit fiends. Ecology:The abishai comprise the main body of many large, evil
armies battling against the tanar’ri and intruders against the Nine
i: Abishai are common on the first and second layers of Hells. In some cases, a red abishai may have proven himself wor-
me mme Hells, appearing much like gothic gargoyles. They are thy enough to command a force of lemures. If it is successful in
thin and reptilian with long, prehensile tails and great wings. this endeavor, the red abishai may be promoted to a higher form
There are three varieties of abishai. They are, in ascending order of baatezu.
of station, black, green, and red. Abishai communicatewith te-
lepathy.
:ombat: In battle, the abishai strikes with formidableclaws, in-
flicting 14points of damage per successful hit. It can also lash
out with its flexible tail for 2-5 points of damage. Hidden in the
end of an abishai‘s tail is a small stinger that injects poison on a
successful hit, requiring a saving throw vs. poison (failureresults
in death).
Abishai can fly into the air and dive at enemies, striking with
both claws. Their attack roll is made with a +2 bonus. A success-
ful hit inflicts double damage.
Banshee
CLIMATEiTERRAIN: AnV
FREQUENCY: Very rare
Solitary
ORGANlzAnOIN: Night
ACTIVITY CYCLE:
GNMENT: Chaotic evil
NO. APPEARING: 1
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE:
THACO: 7
NO. OF AlTACha: 13
DAMAGWATTACK
SPECIAL ATTACKS: 1
SPFCIAL DEFENSES:
MAGIC RESISTANCE 1-8
SIZE:
MORALE Death wail
t1or better weapon to hit
XP VALUE: 50%
M (5'-6' tall)
Elite (13)
4,000
The banshee or groaningspirit, is the spirit of an evil femaleelf- tims are dead or have left the groaning spirit's domain, or until
a very rare thing indeed. Banshee hate the living, finding their the groaning spirit is slain.
presence painful, and seek to harm whomever they meet.
Habitat/Society Banshees loathe all living things and thus
Banshees appear as floating, luminous phantasms of their
former selves. Their image glows brightly at,night, but is trans- make their homes in desolate countryside or ancient ruins. There
parent in sunlight (60% invisible). Most banshees are old and
withered, but a few (10%)who died young retain their former
beauty. The hair of a groaning spirit is wild and unkempt. Her
,'dress is usually tattered rags. Her face is a mask of pain and an-
guish, but hatred and ire bums brightly in her eyes. Banshees fre-
quently cry out in pain-hence their name.
Combat: Banshees are formidable opponents. The mere sight they hide by day, when they cannot keen, and wander the sur-
of one causes fear, unless a successful saving throw vs. spell is
rolled. Those who fail must flee in terror for 10 rounds and are rounding countryside by night. The land encircling a groaning
50%likely to drop any items they were carrying in their hands.
spirit's lair is strewn with the bones of beasts who heard the
A banshee's most dreaded weapon is its wail or keen. Any
creature within 30 feet of a groaning spirit when she keens must groaning spirit's cry. Once a groaning spirit establishes her la
roll a saving throw vs. death magic. Those who fail die immedi-
ately, their face contorted in horror. Fortunately, groaningspirits she will remain there.
can keen just once per day, and then only at night. The touch of a
groaning spirit causes Id8 points of damage. The treasure of groaning spirits varies considerably and oftt
Banshees are noncorporeal and invulnerable to weapons of reflects what they loved in life. Many hoard gold and fine gem
less than t1enchantment. In addition, groaning spirits are high-
ly resistant to magic (50%).They are fully immune to charm, Other groaningspirits, particularly those that haunt their fonner
sleep, and hold spells and to cold- and electricity-based attacks.
HoIy water causes Zd4 points of damage if broken upon them. homes, show finer tastes, preserving great works of art and
An dispel evil spell will kill a groaning spirit. A banshee is turned
as a "special" undead. sculptures, or powerful magical items.
Banshees can sense the presence of living creatures up to five It is nearly impossible to distinguish the cry of a groaning spirit
miles away. Any creatwe that remains within five miles of a
groaning spirit lair is sure to be attacked when night falls. The from that of a human or elf woman in pain. Many a knight gal-
nature of this attack varies with the victim. Beasts and less
threatening characters are killed via a touch. Adventurers or lant has mistaken the two sounds, and then paid for the mistake
demihumans are attacked by keening. Creatures powerful
with his life. Banshees are exceptionally intelligent and speak nu-
enough to withstand the groaning spirit's keen are left alone.
merous languages, including common, elvish, and other demi-
--..,--Ihuman languages. c-L -0-
Banshees occasionally use their destructiv?
venge against their former adversaries in life
Ecology: Banshees are a blight upon wherever they settle. They
kill without discretion, and theu only pleasure is the misfortune
and misery of others. In addition to slaying both man and beast,
a groaning spirit's keen has a powerful effect upon vegetation.
Flowers and delicate plants wither and die and trees grow twisted
and sickly, while hardier plants, thistles and the like, flourish.
After a few years all that remains within five miles of a groaning
spirit's lair is a desolate wilderness of warped t r m and thorns
mixed with the bones of those creatures that dared to cross into
the groaning spirit's domain.
CLIMATE/TERRAIN: Lesser Greater Dracolisk
FREQUENCY: Any land Any land Any land
ORGANIZATION: Uncommon Very rare Very rare
Solitary Solitary Solitary
ACTIVITY CYCLE: Day
DIET: Day Carnivore Day
INTELLIGENCE: Carnivore Low (5-7) Carnivore
TREASURE: Animal (1) Low to Average (5-10)
ALIGNMENT: H
F c. I
Neutral
Nil Chaotic evil
NO. APPEARING: 1-4 1-7 1-2
4
ARMOR CLASS: 6 2 3
6+1 6 9, FI 15 (“’
MOVEMENT: 15 10 7+3
1 11 13
HIT DICE:
1-10 3 3
THACO: 1-611-612-16 1-611-613-12
Gaze turns to stone See below
NO. OF ATTACKS: Nil Surprised only on a 1 ~~
Nil Nil
DAMAGDATTACK: M (7’ lone) L (12’lone) See below
SPECIAL ATTACKS: Steady):1( Champion(16) Nil
1,400 7,000 Nil
SPECIAL DEFENSES:
H (15-20’lone)
MAGIC RESISTANCE:
Champion (iSj
SIZE:
3.000
MORALE:
W VALUE:
These reptilian monsters all posses a gaze that enables them to Combat: This horror can attack with its taloned forelegs and d e -
turn any fleshy creature to stone; their gaze extends into the As-
tral and Ethereal planes. liver vicious bites. In addition, it can spit a stream of acid 5 feet:
Basilisk wide and up to 30 feet away. The acid causes 4d6 points of dam-
Although it has eight legs, its sluggish metabolism allows only a age, half-damage If a successful saving throw vs. breath weapon
slow movement rate. A basilisk is usually dull brown in color, is rolled. The dracolisk can spit up tn three time5 per day.
with a yellowish underbelly. Its eyes glow pale green.
The eyes of a dracolisk can petrify any opponent within 20 feet
Combat: While it has strong, toothy jaws, the basilisks major
weapon is its gaze. However, if its gaze is reflected, and it sees its it the monster‘s gaze is met. Because its hooded eyes have nictat-
own eyes, it will become petrified itself, but this requires light at
least equal to bright torchlight and a good, smooth reflector. In ing membranes. the monster is only 1090likely to be affected by
the Astral plane its gaze kills; in the Ethereal plane it turns vic-
tims into ethereal stone. These will only be seen by those in the its own gaze. Opponents in melee with a dracolisk and seeking to
Ethereal plane or who can see ethereal objects. avoid its gaze fight with a -4 penalty to their to attack rolls
Greater Basilisk
The greater basilisk is a larger cousin of the more common reptil-
ian horror, the ordinary basilisk. Th-e monsters are typically
used to guard treasure.
Combat: The monster attacks by raising its upper body, striking I I
with sharp claws, and biting with its toothy maw. The claws car-
ry Type K poison (saving throws vs. poison are made with a +4
bonus). Its foul breath is also poisonous, and all creatures, com-
ing within 5feet of its mouth, even if just for a moment, must roll
successful saving throws vs. poison (with a + 2 bonus) or die
(check each round of avosure).
Even if a polished reflector is used under good lighting condi-
tions, the chance for a greater basilisk to see its own gaze and
become petrified is only 10%,unless the reflector is within 10feet
of the creature. (Whileits gaze weapon is effective to 50 feet, the
creature’s oddlyshaped eyes are nearsighted and it cannot see its
own gaze unless it is within 10 feet.)
Dracolisk .
The sages say that the dracolisk is the offspring of a rogue black
dragon and a basilisk of the largest size.
The result is a deep brown, dragon-like monster that moves
with relative auickness on six le-gs. It can fly, but onlv for short
periods-a turn or two at most.
Bat
CLIMATWTERRAIN: Common Large Huge Azmyth Night Hunter Sinister
FREQUENCY: Any land Any land Warm caves Any land Any land Any land
ORGANWON: common Uncommon Rare Rare Uncommon Rare
ACTIVITYCYCLE Flock Flock Solitary Pack Band
SWCllll7 Night Night hY
Omnivore Omnivore Omnivore Nightlany Any
Night Low (5-7) High (13-14) Carnivore Omnivore
Omnivore Neutral Average to Average to
C Nil High (8-14) Except. (8-16)
ALIGNMENT: Neutral Neutral evil Chaotic neutral M, 0,Z (in lair) Nil
Neutral evil Lawful evil
NO. AWEARING: 1-100 3-18 1-8 1 1-12 (1-30in lair) ld6
ARMOR CLASS: 8(seebelow) 8 2
MOVEMENT: 7(seebelow) 3, Fl 24 (A) 63
1 19 or 20 2
NO.0FAlTACKS: 1 3, FI 15 (C) 19 2, Fl 18 (A) 2, Fl21 (A)
DAMAGWAlT.ACK: 1 4-6
ld2 or ld4 17 (4 HD) 2 2+2 4+4
15 (5-6HD) 1/1-2
19 17
1 Magic use
2d4 magic use 4 1
40% 14/1-2/1-2/1-6 2-5
SPECIAL AlTACKS: See below Nil See below or 3-U
SPECIAL DEFENSES: Nil See below s (3') Nil Magic use
MAGIC RESISTANCE: Nil Nil See below Energy field
Nil Elite (14) Nil 70%
T (1') M (5'4') 650 Nil
Unreliable (24) Unsteady (5-7) H (12'-16') L (9')
Steady (11-12) M (7') Champion (15-16)
Steady (11) 2.000
420 (4HD)
650 (5 HD) 175
975 (6 HD)
Bats are common animals in many parts of the world. While or- known to live in the guano on the floor of large bat-infested ca-
dinary bats are annoying but harmless, larger varieties can be verns, making any expeditions into such caves dangerous indeed.
quite deadly. With almost 2.000 different species of bats known,
one can find wingspans from lesi than two inches across to 15 If the noxious odor from the guano is not enough to subdue the
feet or more. The small body of the ordinary bat resembles a
mouse, while the wings are formed from extra skin stretched hardiest of adventurers (a single Constitution check to stay con-
across its fore limbs. The larger bats are scaled up but otherwise scious), these crawling denizens are.
similar in appearance.
Large Bat
Despite the common belief that bats are blind, nearly all Thme creatures are large versions of the carnivorous variety of
known species have rather good eyesight. In the dark, however, the ordinary bat with 3-foot-long bodies and 5- to Moot-long
they do not rely on their visual acuity, but navigate instead by wingspans. They dwell in dark caverns, usually underground,
echo-location. By emitting a high-pitched squeal and listeningfor and depend on their sonar in flight to compensate for their poor
it to bounce back to them, they can "see" their surroundings by eyesight. Only 10% of giant bats are of the more powerful 1 Hit
this natural form of sonar. Die variety.
Combat Ordinary bats attack only if cornered and left with no Extremely maneuverable in flight, large bats gain an Armor
Class bonus of + 3 when an opponent with a Dexterity of 13or
other option. If startled, bats tend to become frightened and con- less fires a missile weapon at it, The creature must land (usually
fused. -This causes them to swarm around anh often fly into on its victim) to attack with its bite. The typical example of this
thinm. The typical bat swarm ends up puttinp. out torches (1% species inflictsI d 2 points of damage with its teeth while the larg-
chance per bai encountered per round); co&ing spell casting er does ld4 points of damage. Anyone bitten by a large bat has a
(Wisdom roll required to cast spells), inhibiting combatantr' abil- 1%chance per point of damage done to contract rabies.
-iity to wield weapons (by a THACO penaky), and otherwise When rabies is contracted, there is a l d 4 + 6 day incubation
period. Once this period has ended, the victim has 10 days to
getting in the way. Under '
Class rating rises from 8 t - -live. The victim c+nnot drink or eat anything and is overly irrita-
HabitaffSociety; While b ble. Anv,thin.e,from loud noises to beina awakened at nieht can
prefer warm and humid climes. Some species hibernate during
the cold season and a few are know to migrate. Bats live in caves, set the victim off (the DM determines the temper triggers). If tem-
dark buildings, or damp crevices, hanging by their toes during per flares. the victim must roll a Wisdom check. If the check fails,
the day, and leaving at dusk to feed during the night. In large, the rabid person attacks until he is killed or knocked uncon-
isolated caverns there may be thousands of bats. scious. When a character contracts rabies, he or she dies from the
infliction, unless cured by a wish, alter reality, limited wish, cure
Ecology: Most bats eat fruit or insects, though some include disewe, or similar spell.
small animals or fish in their diets. The rare vampire bat travels
at night to drink the warm blood of living mammals, but its vic- Huge Bat (Mobat)
tims are rarely humans or demihumans. Care must be taken not
_ .Mobats meter warm-blooded urev that thev bite to death with
confuse the vampire bat with the true vampire in this regard.
their fangs. They have a dim and evil intelligencethat gives them
a desire for shiny objects. Because the typical mobat has a wing-
span of 12 to 16 feet, they must have large areas to serve as flight
runways.
Bat
Because Mobats' flrgu 1s so rapid and silent, their victims suf- I
fer a -3penalty to their surpriserolls. They can also give a pierc-
ing screech that causes such great pain that victims seek to cover bones common to most bats. A natural ability of levitation al-
their ears rather than fight, unless a saving throw versus paraly- lows them to hang motionless in midair, This unnerving appear-
zation is successful. This screedl is always used if the prey resists ance and behavior has earned them their dark name, but sinisters
and it is effective in a 20-foot radius about the mobat. Note that are not evil. Above ground, they prefer to hunt at night, when
mobile mobats have an Armor Class of 2. Under crowded flying their 160'-range infravision is most effective.They eat carrion if
conditions, their Armor Class suffers and raises to 7.When not no other food is available, and regularly devour flowers and seed
in flight, mobats have an Armor Class of 10. pods of all sorts.
Azmyth Sinisters are both resistant to magic and adept in its use. In
Azmyths live on flowers, small plants, and insects. They are soli- addition to their pinpoint, precision leuitation, they are sur-
tary wanderers, though they do have "favorite haunts" to which rounded at all times by a naturally-generated 5-foot-deep energy
they return. They often form partnerships with humanoids for field akin to a wall of force. This field affords no protection
mutual benefit, sometimes forming loyal friendships in the proc- against spells or melee attacks, but missile attacks are stopped
ess. Azmyths have been known to accompany creatures for their utterly; normal missiles are turned away, and such effects as
entire lives, and then accompany the creatures'offspring. The life magic missile and Melfs acid arrow are absorbed harmlessly. In
span of azmythsare presentlyunknown but isbelieved to be over addition, all sinisters can cast one hold monster (as the spell)
100years. They are not familiarsaswizards understand the term; once per day. They usually save this for escaping from creatures
no direct control can be exercised over one, except by spells, more powerful than themselves, but may use it when hunting, if
ravenous.
Azmyths have crested heads and bearded chins, white, pupil-
less eyes, and leathery gray, mauve, or emerald green skin. They Curiously, though they are always silent (communicating only
emit shrill squeaks of alarm or rage, and endearing, liquid chuck- with others of its kind via 20-foot-range limited telepathy), sinis-
les of delight or amusement. They communicate by telepathy ters love music-both vocal and instrumental. Many a bard mak-
that has a range of 60feet, and have idravision to 90 feet. They ing music at a wilderness campfire has found him or herself
can know alignment three times per day, become invisible (self surrounded by a silent circle of floating sinisters. Unless they are
only for six rounds or less, ending when the azmyth makes a suc- directly attacked, the sinisters will not molest the bard in any
cessful attack) once per day, and create silence 15' radius, cen- way, but may follow the source of the music, gathering night af-
tered on themselves, once per day. ter night to form a rather daunting audience.
In combat, the azmyth bites for 1point of damage and stabs Sinisters are usually encountered in small groups and are
with its powerfulneedlesharp tails for Id2 points. Twice per day, thought to have a long life span. Their social habits and mating
an azmyth can unleash a shocking grasp attack, transmitting
l d 8 + 6 points of electrical damage through any direct physical
contact with another creature. Thisattack can be combined with
a physical attack for cumulative damage.
Night Hunter
This species, know as dragazhar, is named after the adventurer
who first domesticated one, long ago. Nocturnal on the surface,
it is active anytime in the gloom of the underworld. It eats carri-
on if it must, but usually hunts small beasts. Desperate dragazhar
are known to attack livestock, drow, or humans.
Night hunters swoop down to bite prey (ld4). rake with their
wing claws (Id2 each), and slash (ld6) or stab (3d4) with their
dexterous, triangular-shaped, razor sharp tails. They stalk their
prey, flying low and dodgmg behind hillocks, ridges, trees, or
stalactites, to attack from ambush. They have infravision to a
distance of 120 feet, but rarely surprise opponents, since they
emit echoing, loon-like saeams when excited.
Night hunter lairs usually contain over 30 creatures. They typ-
ically live in double-ended caves, or above ground in tall, dense
woods. Night hunters do not tarry to eat where they feel endan-
gered. so their lairs often contain treasure fallen from prey car-
ried there. Night hunters roost headdown when sleeping. They
are velvet in hue, even to their claws, and have violet, orange, or
red eyes.
These mysterious jet-black creatures most closely resemble man-
ta rays. They have no distinct heads and necks, and thelr
pwerf&y-muwled wings do not show the prominent finger
Beai
CLIMATVTERRAIN: Black Brown Cave Polar
fREQUENcY:
Temperate land Nil Any land Semi- (2-4)
ORGANIZATION: Common Neutral Uncommon Nil
Family Family Neutral
ACTIVITY CYCLE: Day
DIET: Omnivore Day
INTELLIGENCE Omnivore
semi-(2-4) Semi- (2- 4 )
TREASURE: Nil
Nil Neutral
ALIGNMENT: Neutral
NO. APPEARING: 12 1-6 1-2 1-6
3+3 6
ARMOR CLASS: 6 12 6
MOVEMENT: 17 ' 6+6
HIT DICE: 12 12,sw !
3 5+5 13 ,
THACO: 1-3fl-3/14 8+8
15 Nil '
NO. OF ATTACKS: Hug H(12'+ tall) 11
Nil 3 3
DAMAGWAlTACK: Nil 1-6/1-&/1-8 Average (8-10) 1-1011-10/2-12
M,(6'+ tall) 650 Hug
SPECIAL ATTACKS: Hug Nil
SPECIAL DEFENSES: Averag.e (8-10) Nil
MAGIC RESISTANCE 175 Nil Nil
SIZE L (9'+ tall) H (14'+ tall)
MORALE Average (8-10) Average (8-10)
420 1,400
W VALUE:
A rather common omnivorous mammal, bean tend to avoid humans un- it also hugs for 2-16 (2d8)points of additional damage. Cave bears wii
less provoked. Exceptions to this rule can be a most unfortunate occur- continueto fightfor 1-4 melee roundsafter reaching 0 to -8 hit points. A
-9 or fewerhit points, they are killed immediately.
ltnce.
Polar Bear
Bears are, in general, large and powerful animals which are found These powerful swimmers feed mostly on marine animals. A paw hit c
throughout the worlds temperate and cooler climates. With dense fur 18orbetter indwatesa "hug", which inflicts 3-18 (3d6)pointsof additior
protecting them from the elements and powerful daws protectingthem al damage. Theseaggressiveanimals will fight for 2-5 rounds after bein
from otheranimals,bearsare the true rulem of the animalkingdom in the brought to 0 to -12hit points, but beyond that they will die instantly.
areas where they live.
The so-calledblack bear aduallyrangesmcolorfromblack to l i t brown.
It is d e r than the brown bear and the most widespread We8 by far.
Combat. Although black bean are usually not aggressive. they are able
fighterswhen pressed. If a black bear scoresa paw hit with an 18or better
it also hugs for 2-8 (2d4)points of additional damage.
HibitaVSociety All bears have excellent senses of hearing and smell
but rather poor eyesight. The sire shownis an averageforthe variety and
larger individualswill, of course, be correspondingly more powerful.
One common misconception pwple hold about bears is that they hi-
bernate dryins the winter. In fact, they sleep most of the time, but their
metabolism does not slow down, and they often wake up and leave their
lairs duringwarm spells.
Bears live in mall family groups. Female bears are very protectiveof
their young, and more than one individualhas been b d y injuredwhen
taunting or playing with seemingly harmlessbear cubs.
Ecology: All of these ursoids omnivorous, although the gigantic c
cave bear tends towardsa diet of meat.
Bears are fairly intelligent animals that can be trained to perform in a
variety ofways, particularly if capturedas cubs. Bearscan thubbe found
dancing in circum or accompanying "mountain men' in the wildernen.
Bmwn Bear I
The brown bear, of which the infamous g d y is the most well known
variety, is a bear of very aggressive disposition. Brown bears are more
' carnivorous than their smaller cousins, the black bears. The grizzly in
particular will often bring down large game such as deer and elk.
Brown bears are aggressivehunters. If a brown bear scoresa paw hit
with a roll of 18 or better it will also hug for 2-12(2d6)points ofaddi-
tional damage.Brown bears will continue to fight for 1-4melee rounds
.afterreaching0 to -8 hit points. At -9 or fewer hit points, they arekilled
immediately.
Cave Bear
Cave beam are quite aggressive, willing to attack well-anned partis
without provocation,If a cave bear scoresa paw hit with an 18or better
Beetle, Giant
CLIMATE/TERRAIN: Bombardier ~~ ~~~~~~ Rhinoceros Stag Water
FREQUENCY: Any forest
ORGANEATION: Common Boring Fire Any jungle Any forest Fresh water
Solitary Any land Any land Uncommon Common Common
ACTIVITY CYCLE: Common Common Solitary Solitary Solitary
DIET: Day Solitary Solitary
INTELLIGENCE Carnivore Night Any Any Any
TREASURE: Non- (0) Night Omnivore Herbivore Herbivore Omnivore
ALIGNMENT: Omnivore Non- (0) Non- (0) Non- (0) Non- (0)
Nil Animal (1) Nil Nil Nil Nil
Neutral C. R, S. T Neutral Neutral Neutral Neutral
Neutral
NO. APPEARING: 3-12 3-18 1+2 14 2-12 1-12
ARMOR CLASS: 4 3 2 3 3
MOVEMENT: 9 6 1..9 6 6 3, sv- n
2+2 5 1 12 7 4
HIT DICE 19 15 9 13 17
1 1 2-8 2 3 1
THACQ 2-12 5-20 3-1812-16 4-16/1-lo/ 3-18
NO. OF m C K S : Nil 1-10
DAMAGBATTACK: Nil Nil Nil Nil Nil
Nil Nil Nil Nil
SPECIAL m C K S Acid cloud Nil Nsi(l2 1/2' Nil Nil Nil
SPECIAL DEFENSES: Fire cloud L (12' long) M (6' long)
Nil L (9' ng) long) L (10' long)
MAGIC RESISTANCE: S (4' long) Steady (12) Elite (14) Elite (14)
Elite (14) 35 4,000 Elite (13) 120
SIZE: 175 975
MORALE: Elite (13)
120
XF' VALUE:
Giant beetles are similar to their more ordinary counterparts, but Ecology: The bombardier action of this beetle is ca
thousands of times larger-with chewing mandibles and hard explosive mixture of two substances that are produced internally
wings that provide substantial armor protection. and combined in a third organ. If a bombardier is killed before it
has the opportunity to fire off both blasts, it is possible to cut the
Beetles have two pairs of wings and three pairs of legs. Fortu- creature open and retrieve the chemicals. These chemicals can
nately, the wings of a giant beetle cannot be used to fly, and in then be combined to produce a small explosive, or fire a projec-
most cases, its six bristly legs do not enable it to move as fast as a tile, with the proper equipment.
fleeing man. The hard, chitinous shell of several varieties of these
beetles are brightly colored, and sometimes have value to art col- The chemicals are also of value to alchemists, who can use
lectors. While their shells protect beetles as well as plate mail ar- them in various preparations. They are worth 50 gp per dose.
mor, it is difficult to craft armor from them, and a skilled
alchemist would need to be brought in on the job. Boring Beetle
Boring beetles feed on rotting wood and similar organic material,
All beetles are basically unintelligent and always hungry. They so they are usually found individually inside huge trees or
will feed on virtually any form of organic material, including massed in underground tunnel complexes
other sorts of beetles, They taste matter with their antennae, or
feelers;if a substance tasted is organic, the beetle grasps it with its Combat: The large mandibles of the boring beetle have a power-
mandibles, crushes it, and eats it. Because of the thorough grind- ful bite and will inflict up to 20 points on damage to the victim.
ing of the mandible, nothing eaten by giant beetles can be re-
vived by anything short of a wish. Beetles do not hear or see well, HabitatiSociety: Individually, these creatures are not much more
and rely primarily on taste and feel. intelligent than other giant beetles, but it is rumored that nests of
them can develop a communal intelligence with a level of con-
Except as noted below, giant beetles are not really social ani- sciousness and reasoning that approximates the human brain.
mals; those that are found near each other are competitors for the This does not mean that each beetle has the intelligence of a hu-
same biological niche, not part of any family unit. man, but rather that, collectively, the entire nest has attained that
level. In these cases, the beetles are likely to collect treasure and
Bombardier Beetle magical items from their victims.
The bombardier beetle is usually found above ground in wooded
areas. It primarily feeds on offal and carrion, gathering huge Ecology: In tunnel complexes, boring beetles grow molds, slimes,
heaps of the stuff in which to lay its eggs. and fungi for food, beginning their cultures on various forms of
decaying vegetable and animal matter and wastes.
Combat: If it is attacked or disturbed, there is a 50% chance each
round that it will turn its rear toward its attacker and fire off an One frequent fungi grown is the shrieker, which S ~ Na~dSual
%foot, spherical cloud of reeking, reddish, acidic vapor from its role. Not only is the shrieker a tasty treat for the boring beetle,
abdomen. This cloud causes 3d4 points of damage per round to but it also functions as an alarm when visitors have entered the
any creature within range. Furthermore, the sound caused by the fungi farm. Boring beetle are quick to react to these alarms, d i s
release of the vapor has a 20% chance of stunning any creature patching the invaders, sometimes eating them, but in any case
with a sense of hearing within a 15-foot radius, and a like chance gaining fresh organic matter on which to raise shrieker and other
for deafening any creature that was not stunned. Stunning lasts saprophytic plants.
for 2d4 rounds, plus an additional 2d4 rounds of deafness after-
wards, Deafening lasts 2d6 rounds. The giant bombardier can
fireits vapor cloud every third round, but no more than twice in
eight hours.
18
Beetle, Giant
Fire Beetle Water Beetle
The smallest of the giant beetles, fire beetles are nevertheless ca- The giant water beetle is found only in fresh water no less than 3(
pable of delivering serious damage with their powerful mandi- feet deep.
bles. They are found both above and below ground, and are
primarily nocturnal. Combat: Voracious eaters, these beetles prey upon virtually an)
form of animal, but will eat almost anything. Slow and ponder
mbat:l)espiteitsname, thefirebeetlehasnofireattacks, rely- ous on land, they move very quickly in water. Giant water bee
instead on its huge mandibles to inflict up to three times the tles hunt food by scent and by feeling vibrations.
mage of a dagger in a single attack.
HabitatBoaety: Water beetles sometimes inhabit navigable riv
logy:Fire beetles have two special glands above their eyes e n and lakes, in which case they can cause considerable damagi
one near the back of their abdomens. These glandsproduce a to shipping, often attacking and sinking craft to get at the tasti
inous red glow, and for this reason they are highly prized by morsels inside.
miners and adventurers. This luminosity persists for Id6 days d- Ecology:Although they are air breathers, water beetles manag
to stay underwater for extended periods of time by catching an(
ter the glands are removed from the beetle, and the light shed will holding a bubble of air beneath their giant wings. They will carq
illuminatea radius of 10feet. the bubble underwater, where it can be placed in a cave or somi
other cavity capable of holding an air supply.
The light from these glands is "cold-it produces no heat.
any mages and alchemists are eager to discover the secret of
this cold Ilght, which could be not only safe, but economical,
no parts to heat up and bum out. In theory, they say, such a
source could last forever.
Rhinoceros Beetle
This uncommon monster inhabits tropical and subtropical jun-
gles. They roam the rain forests searching for fruits and vegeta-
tion, and crushing anything in their path. The horn of a giant
rhinoceros beetle extends about 6 feet. '
Combat: The mandibles of this giant beetle inflict 3d6 points of
damage on anyone unfortunate enough to be caught by them; the
tremendous horn is capable of causing 2d8 points of damage by
itself.
Ecology:The shell of this jungle dweller is often brightly colored
or iridescent. If retrieved in one piece, these shells are valuable to
clerics of the Egyptiah pantheon, who use them as giant scarabs
to decorate temples and other areas of worship. It is a repremta-
tion of this, the largest of all beetles, that serves as the holy sym-
bol for clerics of Apshai, the Egyptian god whose sphere of
influence is said to include all insects.
Stag Beetle
These woodland beetles are very fond of grains and similar mow-
ing crops, and they sometimesberome great nuisances when they
raid cultivated lands.
Combat: Like other beetles, they have poor sight and hearing,
but they will fight if attacked or attack if they encounter organic
material they consider food. The giant stag beetle's two horns are
usually not less than 8 feet long; they inflict up to 10 points of
damage each.
Ecology.The worst damage from a stag beetle raid is that done to
crops; they will strip an entire farm in short order. Livestock suf-
fers too, stampeding in fear and wreaking more havoc. The bee-
tles may even devour livestock, if they are hungry enough.
Behir
CLIhC4lWTERRAIN: Anv land
FREQUENCY: Rare
ORGANIZATION: Solitarv
ACTIVE TIME:
Day
DIET: Carnivore
Low (5-7)
INTELLIGENCE See below
Neutral evil
TREASURE:
ALIGNMENT:
ARMOR I 15
MOVEMENT:
HIT DICE: 12
THACO
NO. OF ATTACKS: 9
DAMAGRATTACK:
2 or 7
SPECIAL ATTACKS: 2-8 (2d4)/2-5 (ld4 +1)or 2-8
SPECIAL DEFENSES:
MAGIC RESISTANCE: -(2d4)/6x 1-6
SUE:
MORALE: Liehtnine bolt
I
XP VALUE:
Immune to electricity,poison
Nil
G (40 long)
Champion (15)
7.000
The behir is a snake-like reptilian monstcr whose dozen legs al- Newly hatched behir are about 2 feet long. Behir grow at a rate
low it to move with considerable speed and climb at fully half it5 of 8 feet per year until fully mature. Interestinglyenough, new1
normal movement rate. It can fold its limbs close to its long, nar- hatched behir do not have all of their legs, having instead only si
row body and slither in snake-fashion if it desires. The head or e&t. Additional pairs of legs grow slowly over time until th-
looks more crocodilian than snakelike, but has no difficulty in creature has its full complement when it reaches adulthood.
opening its mouth wide enough to swallow prey whole. the way
a snake does. Behir range over a territory of about 400 square miles, often
living high up a cliff face in a cave.
Behir have band-like scalesof great hardness. Their color rang-
es from ultramarine to deep blue with bands of gray-brown. The Behir are never friendly with dragonkind, and will never be
belly is pale blue. The two large horns curving back over the found coexisting in the same geographical area with any type of
head look dangerous enough but are actually used for preening dragon. If a dragon should enter a behir's territory, the behir will
the creature's scales and not for fighting. do everything it can to drive the dragon out. If the behir fails in
this task, it will move off to find a new home. A behir will never
Combat: A behir will attack its prey by first biting and then knowingly enter the territory of a dragon.
looping its body around the victim and squeezing. If the latter
attack succeeds, the victim is subject to six talon attacks next Ecology: Ekhir are useful to mages. priests, and alchemists for a
round. number of concoctions. The horns of a behir can be used to brei
.' . A behir can discharge a 20-foot long stroke of electricalenergy the ink necessary to inscribe a lightning bolt scroll, and the shar
once every 10rounds. This lightning bolt will cause 24 points of talons can likewise be used by a cleric to make the ink for a nei
damage unless a saving throw vs. breath weapon is made. In the tralize poison scroll. The heart of the behir is one of the mol
latter case, the target takes only half damage. common ingredients for ink for a protection frompoison scroll
On a natural attack roll of 20 the behir swallows man-sized As behir sometimes swallow prey whole, there is a 10%chanc
prey whole. Any creature swallowed will lose 1/6 of its starting that there will be some small items of value inside the monste
Hit Points each round until it dies at the end of the sixth round. More often than not (60%)these will be gems (10x Q). Othei
The behir will digest its meal in 12 turns, and at that time the wise, there is a 30% chance that there will be from 1-8 pieces c
victim is totally gone and cannot be raised from the dead. Note, jewelry and a 10%chance that a single small magical object of at
however, that a creature swallowed can try to cut its way out of indegistible nature may be found. Such objects are never found
the behir's stomach. The inner armor class of the behir is 7,but in a behir's lair. because the creahue exDels this waste and buries
each round the creature is in the behir it subtracts 1 from the it elsewhere.
~' damage each of its attacks does. This subtraction is cumulative,
so onthe second melee round there is a -2, on the third a -3, and The scales are valued for their hardness and color. and are
so on. worth up to 500 gp to an armorer who can use them to fashion
highly ornate set of scale mail armor.
HabitaVSociety Behir are solitary creatures, meeting others of
their kind only to mate and hatch a clutch of 1-4 eggs. The female
guards these eggs for eight months while the male hunts for the
pair, When the young hatch, they are immediately t
the nest to fend for themselves, and the adults separ
C 1?' f & . > ,-,- % Beholder and Beholder-kin
ALIGNMENT: neutral Lawful evil
NO. APPEARING: 1 1 1 1 1 1
4/6/8 4/7/7 0/2/7
ARMOR CLASS: 0/2/7 5 0/2/7 FI 9 (B) FI 2 (C)
FI 9 (E 4+4 45-75 hp
.MOVEbENX FL 3 (8) Id8 + Sw6 FI 9 (B) 15 45-49 hp: 11
10-12 50-59 hp: 9
HIT DICE: 45-75 hp 11 6+6or9+9 @69 hp: 7
10 HD:11 70+ hp: 5
THAC@ 45-49 hp: 11 10 6+6HD:13 1
1-8 11-12 HD: 9 9 + 9 H D : 11 2-8
50-59 hp: 9 Blood Magic
Regeneration Antimagic I
60-69 hp: 7 Nil Nil
H (6'-12' in L (4'-b' in
70+ hp: 5 diameter) diameter)
Fanatic (17) Fanatic (18)
NO.OFATIACKS: : 1 3 1 1
8.wo 2-8/2-8/1-b 2-5 13,oooO
DAMAGVATTACcKsr 2-8 Magic 3-12 Magic
Magic Magic
SPECIAL ATTACKS: Magic Nil 5%
Nil Regeneration
SPECIAL DEFENSES: Anti-magic ray S-M (3'-5' in Nil M (4' in
L (4'-6') diameter)
MAGIC RESISTANCE: Nil diameter) diameter) Elite (14)
n s - p i o n (IC.> Champion to
SIZE: M (4'4' in fanatic (15-18) 4.W
diameter) 6 + 6 HD: 6.000
9 +9 HD: 9 , m
MORA,, Fanatic (18)
XP VALUE: 14.000
IO. Death ray (as a death spell, with a single target, 40-yard range)
sphere of many eyes or the eye tyrant. appeamas a large orb dominated The central eye produces an anti-magic ray with a 140-yard range
by a central eye and a large toothy maw, has 10 smaller eyes on stalks which coversa h ) degree arc before the creature. No magic (including th
sprouting from the top of the orb. Among adventurers, beholders are effects of the other eyes) will function within that area. Spells cast in o
known as deadly adversaries. passing through that zone cease to function.
Equally deadly are a number of variant creatures known collectiveIyas A beholder may activate the magical powers of its eyes' at will. Gene,
beholder-kin. including radical and related creatum. and an undead va- ally, a beholder can use ld4 smaller eyes if attackers are within a 90 de
riety. These creatum are related in manners familial and arcane to the gree angle in front, Id6 if attacked from within a 180d e g m angle, Id8 i
"tradition& beholders, and share a number of features, including the attacked from a 270 degree arc, and all 10eyes if attacked from all side
deadly magical nature of their eyes. The most extreme of these creatures The central eye can be used only against attacks from the front. If a1
are called beholder abominations. tacked from above, the beholder can use all of the smaller eyes.
The globular body of the beholder and its kin is supported by levita- The beholdwcan withstand the loss of its eyestalks, each eyestalk
, tion, allowing it to float slowly about as it wills. smaller eye having 5-12 hit points. This loss of hit points is over an,
Beholdersand beholder-kin are usually solitary creatures, but there are above any damage done to the central body. Thebody can withstand two
reports of large communities of them surviving deep beneath the earth thirds of the listed hit points in damage before the creature perishes. The
and in the void between the stam, under the dominion of hive mothers. remaining third of the listed hit points are located in the central eye, and
All beholders speak their own language, which is also understood by destroying it will eliminate the anti-magic ray. A beholder with 45 hit
all beholder-kin. In addition, they often speak the tongues of other lawful points will have a body that will take 30 points of damage, a central eye
evil creatures. that will take 15 points, while one with 75 hit points will have a body that
will withstand 50 points of damage, and a central eye that takes 25 hit
Combat: The beholder has different Armor Classes for different parts of points to destroy. Both beholders would have smaller eyestalks/eyes that
their body. When attacking a beholder, determine the location of the at- take 5-12 (ld8+4) points of damage to destroy, but such damage would
tack before striking (asthe various Armor Classes may make a strike in not affect the body or central eye. Slaying the body will kill the beholder
one area, and a mi= in another): and render the eyes powerless. Destroyed eyestalks (but not the centrr
eye) can regenerate at a rate of one last member per week.
Location AC HabitaVSodety: The beholders are a hateful, aggressive and avaricious
race, attacking or dominating other races, including other beholders and
Body 0
Central Eye 7 many ofthe beholder-kin. This is because of a xenophobic intolerance
Eyestalk 2 among beholders that taus them to hate all creatures not like then
One smaller eye 7 selves. The basic, beholder body-type (a sphere with a mouth and a cer
tral eye, eye-tipped tentacles) allows for a great variety of beholder
Each of the beholdeis eyes, including the central one has a different h c - subspecies. Some have obvious differences, there are those covered with
tion. The standard smaller eyes of a beholder are as follows:
overlapping chitin plates, and those with smooth hides, or snakelike eye
, 1. Cham perron (as spell)
tentacles, and some with crustacean-likejoints. But something as small as
2. C h a m monster (as spell)
a change in hide color or size of the central eye can make two groups of
3. Sleep (as spell. but only one target)
beholders sworn enemies. Every beholder declares its own unique bod)^
4. Telekinesis (250 pound weight)
form to be the "trueideal" ofbeholderhood, the others being nothing bi
5. Flesh to stone (as spell, -yard ra
ugly copies, fit only to be eliminated.
6. Disintegrate (20-yard range)
Beholders will normally attack immediately. If confronted with a p a
7. Fear (as wand)
ticular party there is a 50% chance they will listen to negotiations (brit
8 . Slow (as spell,but only a single target) ~,
ery) before raining death upon their f--
9. Cause saious wounds (%yard range) ..
21
Beholder and Beholder-kin
Ecology:The exact reproductive process of the beholder is unknown. The A hit on a tentaclemouth inflicts no damage, but stuns the tentacle,
core racial hatred of the beholders may derive from the nature of their causing it to writhe helplessly for 1-4 rounds. If its central eye is de-
stroyed. a bleeder locates beings within 10 feet by smell and sensing vi-
reproduction, which seems to produce identical (ornearly so) individuals brations, but it is otherwise unaffected.
with only s l i t margin for variation. Beholden may use parthenogenic
Tentacles mast be struck with edged weapons to injure them. They can
reproduction to duplicate themselves, and give birth live (no beholder be tom free from the victim by a successfulbend barsllift gates roll. Such
eggs have been found). Beholders may also (rarely) mate with types of a forceful removal does the victim 1-6 damage per tentacle, since the
beholder-kin. , barbed teeth are violently tom free from the tentacle.
T h e smaller eyes of the beholder may be used to produce a potion of If an attached tentacle is damaged but not destroyed, it instantly and
levitation,and as such can be sold for 50 gp each. automatically drains sufficient hit points, in blood. from the victim's
body to restore it to a full 6 hit points. This reflex effect occurs after every
Death Kiss (beholder-kin) non-kiUii hit on a tentacle, even if it is wounded more than once in
The Death Kiss,or Bleeder; is a fearsome predator found in cavern or
round. This cannot occur more than twice in one round. The parasit:
ruins. Its spherical body resembles that of the dreaded beholder, but the
"eyestalks" of this Mature are bloodsucking tentacles, its "eyes" are healing effectdoes not respond to damage suffered by the central body c
hook-toothed orifices. They favor a diet of humans and horses, but will other tentacles.
attack anything that has blood. An older name for these creatures is eye
A tentacle continues to drain blood, if it was draining when the centri
of terror body of the death kiss reaches 0 hit points. Tentacles not attached to P
victim at that time are incapable of further activity. A death kiss can IP
The central body of a death kiss has no mouth. Its central eye gives it
12C-foot infravhion, but the death kiss has no magical powers. A death tract a draining tentacle, but voluntarily does so only when its c e n t d
kiss is 90% likely to be taken for a beholder when sighted. The 10 tenta- body is at 5 hit points or less; it willfully detaches once the victim hi
cles largely retract into the body when not needed, resembling eyestalks, been drained to 0 hit points.
but can lash out to a full 20-foot stretch with blinding s p e d . The tenta-
cles may act separately or in concert, attacking a single creature or an Ingested blood is used to generate electrical energy-1 hit point <
entire adventuring company. blood becomes 1 charge. A death kiss uses this energy for motor activit
and healing. An eye of terror expendsone charge every two turns in mol
A tentacle's initial strike does 1-8 points of damage as the barb- ing, and thus is almost constantly hunting prey. Spending one charge er
mouthed tip attaches to the victim. Each attached tentacle draina 2 hit ables a bleeder to heal 1hit point of damage to each of its 10tentacles, ii
paints worth of blood per round, beginning the round after it hits. central body, and its eye (12hit points in all). It can heal itse!f with on
charge of stored energy every other round in addition to its normal a
Like the beholder, the death kiss has variable Armor Classes. In ordi- tacks and activity.
nary combat, use the following table, though situations may dictate other
Each tentacle can store up to 24 charges of drained energy, the bod
methods (should the creature be attacking with a tentacle from 20 feet capable of staring 50 chargesof drained energy. A severed tentacle is 70:
away, then no attack on the body or central eye may be made, while
likely to discharge its cumulative charges, when severed, into anythin
attacks on the stalk and mouth are still possible). touching it; each charge delivers 1hit point of electrical damage.
Roll Location AC Hitpoints Finally, bleeders can ram opponenk with their mass. This attack dot
01-75 4 77-84
Body 86 1-8 damage.
76-85 CentralEye A death kiss may '"shutitself down; remaining motionlessand insens&
86-95 26
9642 Tentaclestalk 4 See followine text ~
Tentacle mouth
tive on the ground, and can remain alive in that state far long periods af
time. To awaken from its hibernation, the Mature requires an influx of
and Beholder-kin
t, or the internal shock caused by a mits the gauth to drain chargesfrom magical items. It has a @foot rangf
ck; any of the above stimulants must
he death kiss to awaken it. Adventur- and can be targeted 9n one individual per round. In addition to prevent.
iting the paranoia and ing one obiect from functioning for the duration of that round, this
r one of their kin, the
ser's body becomes an power drains one charge from one charged object. Permanent objects.
offspring. Within one
such as magical swords, are rendered powerless for one round by this
as half its parent's hit
ability. Artifacts are not affected by the dweomor drain. The eye has nc
I body that is a valued
cerned with levitation effecton spells that have been memorized (but not yet cast) and it will not
a brain or nerve node,
break the concentration of a wizard. It does neutralize any spell cast b)
aceted red gem upon
ically fetch a market its target that round, however.
sincethey glow more
A dispel magic spell cast on any of the gauths eye stalks prevents it!
ths, floating slowly about, stalking prey. They have two crablike
e n which inflict 2-8 (2d4)points of damage each, and a wide mouth use for ld4 rounds. The central eye, any fully retracted eye stalks. tht
11of sharp teeth that does 1 4 points of damage. body's ability to glow, and the gauths natural levitation are not subject
e creatues large central eye emits a cone of blinding light 5 feet wide at to injury by such a spell.
start, 30feet long. and 20 feet wide at its base. Those in the cane must
e VI. poison or be stunned for 2-8 (2d4) rounds. -If a gauth is slain, its magical energy dissipates. Usually, this is a h a m it is 4d4
event.less, but there is a 2% chance that catastronhic. inflictire
e eye of the deep has an Armor Class of 5 everywhere. including its ~~~~ ~~ ~ ~~ ~
points ofdamaee to all cre~tureswithin 10feet (noraving throw,. Gautt
are immune to rherr own powerr and Io those of ocher gauth. They haw
an unusual physiology that enables them to rcxenerate 1 hit point ever)
two turns.
Although gauth are not known to fight over territories or prey, they dc
go to great lengths to avoid each other. Even when they encounter an
other of their kind in the wilderness, they often ignore them utterly.
A gauth can survive by eating meat but it greatly prefen to devou,
magical objects. In some unknown manner, the creature is able to absorl
magical energy and feed on it. Each turn that an object spends in tha
gauths stomach causes it to lose one charge. A permanent object is ren
dered inoperative after one day (artifacts are not affected, nor do the)
provide sustenance).Magical objectsthat cannot heentirely digested by i
gauth are spat out after they have been drained of all their power.
Gauth are thought to live a century or EO. Within a week of their "natu
ray death. twa young gauth emerge from the corpse. Although smalle
than their parent (each has 2 + 2 or 3 + 3 HD and a bite that causes onl!
2d4 points of damage), they have all the powers of a full-grown adult.
is 5 feet in diameter and brown in color, mottled with purple and Spectator (beholded4nl
Located in the center of the gauths forward hemisphere is a large Another relat~veof the brhulder, the spectator ISa guardian of placer ani
treaaurs andcdpdbleol limiredplanartravcl Oncert irgivena task th
of tough flesh. These secondary body eyes provide the creature 5pectaror will watch tor up to 101 years It will allow no one to u% bor-
row, or examine an item or treasure, except the one who gave it its or-
acks on the creature hit as follows. den. The spectator has a large central eye and four smaller eye stalks
protruding from the top of its hovering, spherical body.
The spectator is difficult to surprise, and has a + 2 surprise modifier
. .and a +1 initiative modifier. It is hasicallv a Dassive creature. and wif
attempt to communicateand implant ruggertmnas III frrst act, unless It I
immediately attackcd Striking a spectator has the followinv Pfhm
Roll Location AC Hitpoints Roll Location AC Hitpoints
9100
0 As listed ~~~ ~~~ ~ 4+4HD
1bit point
7 PartofBody 01-70 Body 1hit point
n-90 Eyestalk/Eye
Eyestalk/Tendril 2 6 hit points 9140 Central Eye
e the gauth is similar to the beholder, its ability to feed on the A spectator If blrnded I" all 01 11s eyes. cannot defend its treasure and
energy of magical objects makes it even more dangerous in some ways.
wdl releporl IO the outer plane of Nirvana This IS the only condition
When a gauth moves into combat. it begins to glow. much as if it were
the object of a faerie fire spell, to attract the attention of its foes. A crea- under which ~t will leave 11s post Ita eyes regenerate m one day and then
ture that meets the gaze of the central eye must roll a successful saving
throw vs. spell. with a -2 penalty, or be affected as if the victim of a it returns. If the treasure is gone, the creature again leaves for Nirvana,
never to return.
Spectator has a general magic resistance of 5%. As long as the centri
If a gauth chooses to bite with its great maw, the sharp fangs inflict 3d4 eye is undamaged, it can also reflect one spell cast at it, per round, send
points of damage. The four tendrils around the mouth can grab and hold ingit back against the caster. This does not apply to spells whose range i
victims as if they had a Strength of 18, but they can inflict no damage.
touch. Reflection occurs only if the spectator rolls a successful savin
A gauth in combat can also employ its six eye stalks. These eyes have
the following powers: throw vs. spell. If the saving throw fails, magic resistance (and a furthr
1. Cause serious woundr (as spell, 30-foot range).
2. Repubion (as spell, 10-foot wide path, 40-foot range) saving throw) must be rolled. Reflection is possible only if the caster i
3. Cone ofcold (as spell, inflicts3d4 points of damage and has an area of
effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; standing within the 60 degreearc of the central eye. Only the spellcasterI
this eye can be used only three times per day)
4. Lighhming bolt (asspell, inflicts 4d4 damage with 80'range; thispower affected hy a reflected spell.
All of the smaller eyes may be used at the same time against the Same
target. Their powers are:
1. Create food m d water (creates the amount of food and water for
~
l.e.r.e~e m.eal for U.rD to six oe~ ool~e:~th~,~~~ is takes one full round)
~~~~~~~ ~~
~~ ~~
2. Cause seriow wounds (inflicts 2&+3 piints of damage to a s i 4
being at a range of 60 yards; a saving throw vs. spell is allowed for half
damage)
3. Paralyzation ray (range90 feet, one target only, for 8d4 rounds).
4. Telepathy (range 120 feet, only one target, communication is possible
in this way, and the beast can also olant a suaaestion if the target fails a
Beholder and Beholderwkin
saving throw VS. spell; the ruggestion is always to leave in peace). gaze remains steadily focused on them. If the eye is turned on anothe
If properly met, the spectator can be quite friendly. It will tell a party
being, or the victim hooded, or forcibly removed, the hold lasts anothe
exactly what it is guarding early in any conversation. If its charge is not 1-3 rounds. Death tyrants are immune to sleep, charm and hold spells.
threatened, it can be very amiable and talkative, wing its telepathy.
If not controlled by another creature through magic, a death tyran
Spectaton move by a very rapid levitation, in any direction. They will hangs motionless until its creator's instructions are fulfilled (for example
drift aimlesly when asleep (20% likely when encountered), never touch- "Attack all humans who enter this chamber until they are destroyed o
ing the ground. flee.Do not leave the chamber,"). If no instructions are given to a '"new
death tyrant, it attacks all living things it perceives. Death tyrants occu
The treasure b e i i guarded is 90% I&ely to be a magical item. If the spontaneously in very rare instances. In most cases, they are cream
spectator gains incidental treasure while performing its duty, this is not through the magic of evil beings-from human mages to illithid villains
part of its charge and it will freely allow it to betaken. Incidental treasure Some outcast, magic-using beholders have even been known to creati
can be generated as follows: 40% for 3-300 coins of mixed types, 33% for death tyrants from their own unfortunate brethren.
Idbgemsof50gpbasevalue,20%forld4potions. 15%fora +lpieceof
armor,15% for a +1 weapon, and 5 % for a miscellaneous magical item Death tyrants have no self-awareness or social interaction; they an
valued at 1,ooOXP or less. mindless servants of more powerful masters. "Mindless" is a relativi
Spectators are summoned from Nirvana by casting momtersummon- term; the once highly intelligent brains of death tyrants still use eyes skill
ing V with material components of three or more small eyes from a be- fully to perceive and attack nearby foes. When a death tyrant is con
holder. (The chance of success is 10% per eye.) The spectator can be trolled by another being, consider it to have the intelligence of i
controller.
commanded only to guard some treaSUTe. It performs no other duty, and
if commanded to undertake someather task, it return to Nirvana imme Death tyrants are created from dying beholders. A spell, though
diately. If its guarded treasure is ever destroyed or stolen, the spectator is have been developed by human m a g s in the remote past, forces a
released from service and returns to Nirvana. The summoner may take holder from a living to an undead state, and imprints its brain with
the item with no interference from the spectator, but this releases the structions. "Rogue"death tyrants also exist: those whose instructi
creature. specificallyenable them to ignore all controlling attempts. These are
mune to the control attempts of all other beings. Beholders often le
e them as traps against rivals.
e
r Human spell researchers report that control of a death tyrant is
difficult.A beholder's mind fluctuates wildly in the frequency and lev
rs of its surviving eyes, just as its mental activity, scrambling normal charm monster and control
it did in life. The powers of 2-5 eyes (select randomly, including the cen- dead spells. A special spell must be devised to command a death tyr
tral eye) are lost due to injuries or death, and the change to undeath.
Although a death tyrant "heals'' its motive energies through time, it can- Saving Throws
not regenerate lost eyestalk. or their powers. Most beholders make saving throws according to their-Hit Dice.
Death Kiss makes saving throws as a 10th-level warrior. The typica
Cham powers are lost in undeath. The two eyes that charmed either hdder and undead beholders make saving throws as follows:
becomeuseless (W%),or h c t i o n a s w e a k holdmonstereffects (40%).A
being failing to save against such a hold remains held as long as the eye's Creature hit points Saves as
45-49 loth level warrior
12th level warrior
5059 14th level warrior
16th level warrior
6069
70+
Beholder and Beholder-kin
CUMATEITERRAIN: Hive Mother Director Examiner Lensman Overseer Watcher
FREQUENCY: Any remote Any remote Any remote Any remote Any remote Any m o t e
ORGANEATION: Very rare Very rare Very rare Very rare very rare
ACTIVITY CYCLE: Solitary Squad Squad Squad Very rare Solitary
DIET: Any Day Night Day Solitary Any
INTELLIGENCE: Omnivore Omnivore Omnivore Insectivore Scavenger
Average (8-10) Genius (17-18) Low (5-7) Any Semi- (2-4)
TREASURE: Lawful evil Omnivore
ALIGNMENT: G vx4 R Supra-genius Nil
Lawful evil Lawful neutral Neutral evil (19-20) Neutral
U
Lawful evil
NO. A P P W G : 1 25 1-6 1-10 1 1-4
ARMOR CLASS: 217
MOVEMENT: 0 2 (4) 5 317 1 7
FI 6 (A) 14 F16 (A)
HIT DICE: 20 15,Fl3 (A) FI 6 (C) 9 7 3+3
5 1 17
THACO: 12 (8) 82 3-12
NO-. O-F ATTAC~K.S.- 1 ,. 9 Magic 1
5-20 13 19 Magic 3-18
~ 2 35% Magic
Magic 2-812-8 11 H (15'tall) Magic
DAMAGGATTACKS: Nil
S P E C W ATTACKS: Anti-maz-ic ray. Magic 1-6 or weapon 1-8or weapon Champion (16)
SPECIAL DWENSES: Nil 15,000 L (6' in
MAGIC RESISTANCE: 5% 20 % Magic Nil diameter)
H (8-10'in
SIZE: H (8' in diameter) Magic Magic
diameter)
MOW. Fanatic (18) 25% Nil
XP VALUE: 24.m M (4' in diameter) M (5' tall)
Steady (11) Wire (14)
6,W 175
Hive Mother (beholdeAin) A dincwr5 central eye has the power of deflertion--all frontal attacks
The legendary hive mothers are also called the "Ultimatetyrants", or j u t on director suffer a - 2 penalty io the attack roll and damage IShalved
'Zntimatw". They are twice the size of typical beholders, and differ in The director also gams a + 2 bonus to all raving rhrowr aBainst spells cast
appearance as well. by those I" the field of vision ofthe centrdl eye.
Their mouths are larger, so large that they can gulp down a man-sized Directqrmountswmto havrderivedfrumanrnrprt stock, asthey are
target on a natural die roll of 20. Once swallowed, the prey takes 5-20 covered ~n chitin and haw simple eye spots and multiple limbs.
points of damage (5d4)each round until it is dead or escapes. The behold-
Directon normally pusses 8 Hit Vice. hut when mounted the dimtor
er's mouth is not very deep, so a victim can escapeby making a succesfni and mount are matea as a single czeature whose Hit Dice equals the rum
attack roll. of tho- of the director and the mount. After a director mount suffers
half damage. the mmnt'i s p e d is reduced to half and the drrxtor gets
The ultimate has no eyestalks, but its magical eyes are protected by only one physical attack per round A director may flee and leave his
hooded covers in the flesh of the creature's body, so that they cannot be mount to fend for irself \the mount sufferr a -1 penalty to its attack
severed. The central eye has 15 hit points. rulls~D. incmrs haveanACof4. butareAC2whenmounled. Directors
may u x d l of their normal powers whiiemounted. wrthrn the restrictions
Roll Location AC HitPoink ., ut heholder targetw anglo.
01-90 Body ~
91do Central Eye C m w h \a typical mount!. A crawler rrwmbler a crocs between a cen-
0 20HD tipede and a spider It has 4 Ha Dice. It has 10 legs, two pain 01 frontal
7 15 hp antennae. and lwo fighrrng spider fangs ,hat can be used fur reparate
stabbing atraclr caurmg 7d.1pornlr of damage each Victims who fail IC
'.> roll ruccssrful saving throws vs. poison are paralyzed for Id4 rounds.
Crawlers are amnivorn that prefer to ear smaller creatures. Unmounted.
The ultimate's true ability is in controlling the actions of large numbers they may roll m l o a ball togain an AC of 0. They havecultinDmandiblm
ofbeholders and beholder-kin. A hive mother may have 5-10 ordinary beneath their Iron1 rangr
beholders under its command, or 5-20 abomination beholder-kin (see be-
law), which it communicates with telepathically. A nesting hive mother Examiner labominaHonr
spells disaster for the surrounding region, as it can apparently create a An examine( is a 4-fool diameter sphere with no central eye and only tow
community of beholders, beholder-kin, and abominations. If destroyed, small eyer. each at the end of an antenna. mounted atop the 5phere. They
the beholdersand beholder-kinwill turn on each other, or seek their o m haw one smdll, lamprey-likemouth on their ventral surface. The mouth
lairs. 1s surrounded by four multi-pmted lrmbr ending in grrpper pads. Thest
limbs can pick up and manipulate took. the chiet strength of the exmi-
Hive mothers may be the ancestral stock of the better known beholder, ,"el.
the next step ofits evolution, a magical mutation, or a separate species.
Examiners arc. achuiam and clerks involved in spell and magical item
The reality remains unknown. enhancement. research. and creation They can use any artifact or tool as
well as humans, and they can wield up to four items at a time. haminers
Director (abomination) regmerate 1 poml of darnape each round. The powers of their four eyer
Directors are a social. warrior-beholder, and breed specialized mounts. are given below (all spell-likeeftectr are cast at the 8th I e v e l ~ .
They mindlink with their mounts to better control them. 1. Etilar~eor Kedoce
2. Idmrtiy or L e p l l l Lore
Directors resemble beholders, but their central eye is smaller. They 3. ' h m i a t e f a n nwmilar toaStoneShaperpell, but worksonalltype:
possess only six small eys M retractable eye stalks. Directors have a
fanged mouth below the central eye and possesses three clawed, sensory of nonmagical, nonliving material,
tendtils on their ventral surface. These tendrils are used to c l i to the 4. Spell Reflairmi ar a nug of spell turning
mount and link with its limited mind.
Examiners ale nor the bravr%tof beholder-km. but they are potentially
Directors' eyes have their own powers: the most dangerous with their command of artifacts. They are often thc
lacleyr of beholders. overreem, and hive mothers
1. Magic Missile (asspell ,2/round)
2. Bumiw Hands (as EWU at 8th level)
3. Wall O F h (ass p e l l i
4. Slow (asspell)
5. Enemation (as spell)
6 . Imvroved Phantmmal Force (as soell)
Beholder and Beholder-kin
Lensman (abomination) Other Beholders and Beholderkin
A lensman has one eye set in the
simian body. Beneath the eye is a leering, toothy maw. Four of the five The beholder races are not limited to the ones presented here. The plastic
limbs end in three-fingered, two-thumbed, clawed hands. The fifth limb, nature of the beholder race allows many mutations and abominations in
atop the body, is a prehensile. whip-like tentacle. Its chitin is soft and the breed, including, but not limited to. the following.
there are many short, fly-like hairs. Lensmen are the only kin to wear any
sort of garb--a webbing that is used to hold tools and weapons. Their Beholder Mage
preferred weapons are doubleheaded pole a m e . Shunned by other beholders, this is a beholder which has purposely
blinded its central eye, so that it might cast spells. It does so by c h a ~ e l -
Lensmen are semi-mindles drones that don't question their lot in life. ing spellenergy through an eyestalk, replacingthe normal effectwith that
of a spell of its choice.
T h e eye of each lensman p o s m s e only one of the following six special
pow- (all at the 6th level of ability). Elder Orb
These are extremely ancient beholders of godlike intelligence and powe
1. Emotion Though they have lost the function of some of their eyestalk, they ha,
2. Heal more hit points and are able to cast spells. They can supposedly mea
3 . Dispel Magic and control death tyrants
4. Tongues
5. Phantasmal Force Orbus
6. Protections (as scrolls, any type, but only one at a time) This is B stunted, pale-white beholder retaining only its anti-magic e)
and reputed to have great magical ability.
Overseer (abomination)
Overseers resemble fleshy trees. They have 13limbs, each of which ends Doomsphere
in a bud that conceals an eye; one of these limbs forms the top spine, and This ghost-like undead beholder is created by magical explosions.
three yammering mouths surround the spine. There are eight thorny,
vinelike limbs that are used to grasp tools and for physical defense, in- Kashadn
flicting ld10+2 points of damage each. Overseers sit on root-like b a m An undead beholder, it passes on the rotting disease which killed it
and can inch along when movement is required. They cannot levitate.
Astereater
Overseers are covered with a fungus which changes color as the over- This abomination is a great boulder-like beholder-kin without eyes.
seers desire, commonly mottled green, gray, and brown.
Corbel
Overseers may use any physical weapons or artifacts. The powen of
their 13e y e are as follows (all magical effects are cast at 14th level). The gorbel is a wild, clawed beholder-kin lacking magic but with the M
ty habit of exploding if attacked.
:, 1. Cone of Cold
2. DispelMnHc In addition, there are beholders which are in all appearances "noma
but have eyes with alternate magical abilities, such as a detect lie instead
,, , 3 . paralysis of a death ray. Such creatures are usually treated as outcasts by all the
4. Chain Lighhing beholder and beholder-kin races.
' 5. Telekinesis 250 Ib. weieht
8. Domination
9. Mass Susgestion
10. Major Creation
11. Spell Turning
12. Serten3 Spell Immunity
13. Temporal Stasis
An overseer's AC is 2, but each eye stalk is AC 7 and is severed if it
suffers 10 points of damage.
Like hive mothers (that operate with them), overseers can convince
similar beholders and beholder-kin to work together. Overseen are very
protective of their health and always have one or two beholder guards
and at least a half dozen directors protecting their welfare.
Watcher (abomination)
Watchers are 6-foot-diameter sphere with three central eyes arranged
around the circumference of the sphere. These eyes are huge and un-
lidded. O n the crown of the sphere is a compound eye and a ring of six
eyespots that makeit difficult tosurprise awatcher. Alarge tentaclewith
a barbed prehensilepad extendsfrom the ventral surface, right behind the
small mouth with its rasp-like tongue. Watchers feed on carrion and
stunned prey. They are information gatherers and are the least brave of
all the eye tyrant racer.
, Watcherscanattackwith their singletentacleforjdbpointsof damage.
The tentacle also inflicts an electrical shock; victims who fail a system
shock roll fall unconscious.
Each of a watcher's main eyes has two powers, and the compound eye
on top may draw on three different abilities. The six eye spots have no
specla1 powers.
1 T u Seemg and ESP
i 2. Adoanced Illuszon and Demi Shadow Ma"mc
3. Telekinesis 1.NIb. and Teleport
Compound Eye: Message, Tongues, and Suggestion
Watchers are not aggressive warriors; they prefer misdirection and
. flight to actual confrontation.
Bird
Bird XAP AC MV HD THACO #AT DmgiAT Morale w Value
Blood Hawk 4-15 7 l,n24(B) 1+1 19 3 1-4/1-4/1-6 Steady (11)
Boobrie 1-2 5 15,Fl15(D) 9 11 3 1-6(X 2)/2-16 Steady (11-12) 120
Condor 1-2 7 3,Fl24(D) 3+3 17 1 25 Average (8-10) 2,000
Crow (See Raven)
Eagle, Giant 1-20 7 3, FI48(D) 4 17 3 1-6/1-6/2-12 175
Eagle, Wild 5-12 6 1. FI30 (C) 1+3 19 3 1-2/1-2/1
Eblis 4-16 3 12,FI12(C) 4+4 15 4 1 4 x 4) Elite (13) 420
Falcon 1-2 5 1.FI36 (B) 1-1 20 3 1./1. /1. Average (9) 175
Flightless 2-20 7 18 1-3 1-2HD: 19 1
3 HD: 17 1 HD: 14 Champion (15-16) 650 (normal)
1, F133 (B) 1 3 2 HD: 1-6
1,Fl27 (D) 1 19 3 3 HD: 1-8 1,400 (spell user)
4 19 3 1-2/1-2/1
3, Fl 18 (E) 2+2 17 3 1-2/1-2/1 Unsteady (6) 65
1-2 hp 19 1 2-8/2-8/2-5
1,Fl36 (C) 1-1 20 1 1-4/1-4/1-2 Average (8-10) 1 HD: 15
1,Fl36 (B) 20 1 1
1.FL 27 (C) 3+2 3 1-2 2 HD: 35
3: FI 18 1D; 17 1 34
1-2 1 1/1/1-2 3 HD: 65
1-2
Hawk. Large 1(2) 1-4 Average (9) 65
Owl 2-5
1 Unsteady (5-7) 65
Owl, Giant
Owl, Talking 4-32 Steady (11-12) 270
2-8
Raven 4-16 Champion (15) 975
Raven, Huge Average (8.10) 15
Steady (11-12) 35
Raven. Giant
Elite (13-14) 175
Unsteady (6) 65
Unsteady (5-7) 65
Avaage (8-10) 120
Avians, whether magical or mundane in nature, are among the most in- ever, if a giant eagle dives more than 50 feet, it adds +4 to its attack roll
teresting creatures ever to evolve. Their unique physiology sets them and doubles its daw damage.
apart from all other life, and their grace and beauty have earned them a
place of respect and adoration in the tales of many races. Giant eagles have exceptional eyesight and hearing and cannot be sur-
prised except at night or in their lair, and then only 10% of the time, Far
Blood Hawk more social than normal eagles, up to 20 m t s can be found in the same
Blood hawk hunt in flocks and are fond of humanoids. Thev continue to area, one nest for each mated pair. Giant eagles can be trained, and their
attack humans even if the melee has gone against them. Male blood eggs sell for 500 to 800 gp.
hawks kill humans not only for food but also for gems, which they use to
line their nests as an allurement to females. Eblis
Boobde Their bodies look like those of storks, with grey, tan, or off-white plum-
age on their bodies and sleek black necks. Their heads are narrow and
The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie’s end in long, glossy-black, needlelike beaks. Eblis speak a language of
chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis
diet consists of giant catfish and other wetland denizens. When times are have managed to learn a rudimentay version of common, allowing them
lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasion- to converse with those they encounter. Each community is led by one
al dependence on a diet of creatures that deliver a toxic bite has made the individual with spellcasting ability. These eblis cast 2d4 spells per day as
boobrie immune to all poisons. when a boobrie hunts, it finds a grove of 3rd-level casters. To determine the available spells, roll ld8 and consult
tall marsh grass or similar vegetation and slipsinto it. Once in its hunting the following table. Duplicate rolls indicate the spell may be employed
blind, it remains still for hours at a time, until prey comes withp sight. more than once per day.
-when employing this means of ambush, its opponents suffera 3 penal- Roll Spell Roll Spell
1 Audible gfamer 5 Hypnotic pattern
ty to their surprise rolls. 2 Blur 6 Spook
Condor 3 Changeself 7 Wolfof fog
Condors meamre three to six feet and have a wingspan of 13 to 20 feet. 4 Hypnotism 8 Whispering wind
They rarely land except to feed-they even sleep in flight. Condor eggs
and hatchliw are worth 30-60 gp. They can be trained to act as spotters Eblis loveshiny objects (likegems);even the most wiseand powerful of
or retrievers. Humanoids of small or tiny sire can train them as aerial the eblis can be bribed with an impressive jewel. An ebbs community
consists of 2d4 huts built from straw and grasses common to the marsh
mounts. Used in this way, they can carry 80 pounds, either held in their
around the community. Care is taken by the eblis to m&e these huts diffi-
daws or riding atop their backs. cult to detect. In fact, only a determined search of the area by a ranger or
Eagle someonewith the animal lore proficiency is likely to uncover the commu-
An eagle typically attacks from great heights, letting gravity hurtle it t e nity.
ward its prey. If an eagle dives more than 100 feet, its diving speed is
double its normal flying speed and the eagle is restricted to attacking with All eblis secrete an oil that coats their feathers and provides them with
its daws. These highspeed attacks gain a + 2 attack bonus and double a +1 bonus to all saving throws against fire- and flame-based attacks.
damage. Eagles are never surprised because oftheir exceptional eyesight
and hearing. Eaglesmate farlife and, sincethey nest in one spot, it is easy -Any damage caused by a f i r eor flamebased attack is lessened by 1for
to identify p l a m where eagles are normally present. On occasion, in an
area of richfeeding, Id8 + 4 eagles are encountered instead of the normal each die of damage.
individual or pair. Eagles generally hunt rodents, fish, and other small
animals. Eagles also feed on the carrion of recently killed creatures as The evil nature of the eblis is best seen in the delight it takes in hunting
well. Eagles never attack humanoids, though small creatures like brown- and k i l l i i . when an eblis spots travelers who have objects it desires for
ies have to be wary of a hunting eagle. its nest, it attacks. Since the eblis is cunning. these attacks often take the
Eagle, Giant forms of ambushes.
Giant eagles stand 10 feettall and have wing spans of up to 20 feet. They
share the coloration and fighting methods of their smaller cousins. How- Falcon
Falcons are smaller, swifter, and more maneuverable than hawks. These
birds of prey are easily trained and are preferred by hunters over hawks.
Trained falcons sell for around Loo0gp each.
Bird A
ese avians are typified by the ostrich, emu, and rhea. Although they E
300pounds. The animal's small head and short, flat beak are perched
er hour. If forced to figbt, an ostrich uses its legs to deliver a kick that
fnflicts ld8 points of damage.
The emu reaches 6 feet high and 130pounds. Unlike those of their larg- .I
& hiawk Raven Giant
Giant ravens are both pugnacious and easily trained (if raised from fledp-
31 Hawks have wingspans up to 5 feet. They attack in plummeting dives, l i s ) , and are often used as guards and messengers. While they are too
usually from a height of 100 feet or more. This dive gives them a +2
attack bonus, enabling their talons to inflict double damage. Hawks can- small to be wed as mounts by all but small humanoids be.. faerie folk
not attack with their beaks during the round in which they use a dive andPCsunder theeffectsofapotionofdiminution). thestrengthof these
attack. After theinitial dive, hawks fight by biting and pecking with their
beaks, tearing at their opponents with their talons. Hawks target eyes birds is enough to carry an adult halfling.
and they have a 25% probability of striking an eye whenever its beak
strikes. Opponents struck in the eye are blinded for ldlO roundsand have Raven, Huge
a 10% chance of losing the use of the eye. Because of their superior e y e
sight. hawks can never be surprised. Any intruder threatening the nest is Huge ravens have malicious dispositions, occasionally serving evil mas-
attacked, regardless of size. If taken young and trained by an expert, ters. Not all raven familiars and consorts are evil-the a l i m e n t of the
hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks master is a decisive factor in such anangem
sell foras much as 1,200 gp.
Swan
Owl These aquatic birds tend to inhabit areas fr
fowl. Such areasinclude rivers, ponds, lakes, and marshes. Swans posses
Owlshunt rodents, malllizards, and insects, attacking humans only when acute senses. They are 90% likely to detect intruders. There is a 10%
chance that any swan encounter includesone or more swanmays (q.v.1in
frightened (ormagically commanded).They have 120'infravi+m and quad- avian form.
-ruple normal hearing. They fly in total silence,giinp theirprey a 6 penalty Vulture
Vultures are scavengersthat search the skiesfor injured or dead creatures
to their surprise rolls. O w l s m o t be surprised during houn of dusk and to feed upon. Tbey measure 2 to 3 feet long with a wingspan of up to 7
darknm;during daylight hours. their eye sight bworse than that of humans, feet. Greasy blue-black feathers cover the torso and wings; its pink head
suffering a -3 on their surprise roll if &overed in their daylight roosting is bald. Vultures are cowards, and will wait until an intended meal stops
place. Owlsattackwithsharp talonsandhookedbeaks. Iftheyswoopfroma moving. If six or more vultures are present. they may attack a weakly
height of 50 feet or more, each attack is +2 and inflicts double damage. but movingvictim. If thevictimdefendsitself, thevulturesmoveout of reach
no beak attack is possible. but maintain their deathwatch. Creatures that are unconscious, dead. or
O w l Giant magcally sleeping or held are potential meals. If the surviving combat-
These nocturnal creatures inhabit very wild areas, preying on rodents. ants are further than 20 feet from the fallen creatures, the vultures alight
large game birds, and rabbits. They are too large to gain swoop bonuses and begin feeding. Because of their diet, vultures kin have developed a
but can fly.in nearly perfect silence; opponents suffer a -6 on their sur- natural resistance to d~seseaseand organic toxins.
prise roll. Giant owls may be friendly toward humans. though they are
naturally suspicious. Parents will fight anything that threatens their GiantVulture.~ ~~~~~~~
young. Eggs sell for 1,000sp and hatchlings sell for 2,000sp. ~,~ ~~~.
Owl Talking Giant vultures measure 3 to 5 feet. Domesticated giant vultures can be
Talking owls appear as ordinary owls, but speak common and six other trained to associate specificspecies ( i t . , as humanoids) with food, hence
lanauares (DMi option). Their role is to serve and advise champions of
the birds concentrate on locating tho
g&d ekes on dangerous quests, which they do for ld3 weeks it treated
hatchlings are worth 304056.
kindly on the first encounter; a talking owl feigns a broken wing to see
how a party will react. Talking owls can detect good. They have a w i r
dom score of 21. with the appropriate spell immunities.
Raven (Crow)
Ravens and crows are often mistaken as bad omens by superstitious
f a m e n and peasants. They attack with Strong claws and their long,
sharp beaks. Ravens employ a grab and peck approach to combat. These
birds are 10%likely to attack an opponent's eyes. If successful, the attack
causes the opponent to lose an eye. All birds of this type travel in flocki.
Any encountered solo are actually scouts. As soon as they see any ap-
proaching Creature, the scouts give warning cries and maintain a safe d i r
tance to keep track of them. Because of the scouts, ravens cannot be
surprised during daylight conditions.
Brain Mole
CLIMATEIIERRAIN: Any/ Below ground
FREQUENCY:
ORGANIZATION: Very rare
ACTIVITY CYCLE: Family
DIET:
INTELLIGENCE: Night
TREASURE: Psionic enerw
ALIGNMENT:
I_
Animal (1)
Nil
Neutral
NO. APPEARING: 1-3
ARMOR CLASS 9
LBr3
MOVEMENT:
1 hp
HIT DICE: Nil
Nil
THACO: Nil
NO. OF ATTACKS: Psion-
DAMAGUAITACK: Psionic
SPECIAL ATWCKS: Nil
SPECIAL DEFENSES: T (3”long)
MAGIC RESISTANCE:
Unsteady (5-7)
SIZE:
35
MORALE:
XP VALUE:
These small, furry animals are nearly blind, and look like normal A brain mole can perform mindwipe up to a range of 30 feet.
moles. Brain moles are seldom seen, however. They live in un- Strangely enough, a brain mole must establish contact before us-
derground tunnels, burrowing through rock as easily as through ing psychic drain. Furthermore, it can only perform psychic
dirt. Usually, the only discernibleevidence of a brain mole’spres- drain upon psionicists or psionic creatures. However, it does not
ence is a network of blistered stone or mounded dirt above have to put them into a trance or a deep sleep first, it just starts
ground, which marks the tunnel complex. These creatures dam- siphoning away psionic energy.
age more than landscapes, however. Brain moles feed on psionic
activity. From the protection of their tunnels, they will psionical- HabitatSociety: Brain moles live in family units that include one
ly burrow into a victim’s brain, and drain his psionic energy. male, one female, and ld6 young (one of which may be old
enough to feed by itself). Large brain mole towns of up to 3d6
Combat: A brain mole commonly attacks its victim in forests or family units have been reported. Of course, these only occur in
places frequently traveled by the psionically empowered.
underground: in either case, the creature is usually out of its di-
Ecology: Though brain moles can be dangerous to some, others
rect line of sight. The mole waits for a psionically endowed being keep them as pets. The moles are rather friendly, and easily
to appear above it, or it will burrow in search of prey. tamed. They are favored by royalty, who enjoy the special pro-
tection which only brain moles can provide. Some sages claim
Brain mol= have an innate psionic sense and can automati- that even a dead brain mole can offer protection from psionic
attacks, provided the carcass is worn about one’s neck as a me-
cally detect any psionic activity within 200 yards. However, they dallion. Sometimes, nobles who have been harassed by a particu-
lar psionicist will send heroes out on quests for the little furry
can only feed on psionic energy when their victim is nearby: rodents.
within 30yards if the victim is a psionicist or psionic creature, 30
feet if the victim is a wild talent, The mole can’t get a fix on its On the open market, adult brain moles sell for 50 gp. Young-
sters sell for 5 gp each.
prey until the victim actually uses a psionic power.
Once a brain mole locates a victim it will attempt to establish
contact. If contact is made, it will attempt to feed. If the victim is
a wild talent, feeding is accomplished by using mindwipe. If the
victim is a psionicist (or psionic creature), feeding is accom-
plished through amplification.
A brain mole does not attack maliciously. It must feed at least
once a week or it will die.
Psionics Summarv:
Level Dis/Sci/D~ AttacUDefense Score PSPs
100
6 2/1/4 MTIM- 12
Telepathy - Sciences: mindlink, mindwipe; Devotions: contact,
mind thrust
Ietapsionics -Devotions: psychic drain (no cost), psionic sense
Broken One
CLIMATEIIERRAIN: Common Greater
FREQUENCY: Anv land Anv land
ORGANIZATION: Rak Very Rare
Pack Pack
ACTIVITY CYCLE:
DIET: Any (night) Any (night)
INTELLIGENCE: Vanes Varies
Low (5-7) High (13-14)
TREASURE:
ALIGNMENT: I. K,M 1. K,M (Z)
Neutral evil Neutral evil
NO. APPEARING: 3-12 (3d4) 1-4 (ld4) .
7 (10)
ARMOR CLASS: 9 5 (8) A
MOVEMENT: 3 9
17 5 1
HIT DICE: 15
THACO: 1 1 to seek out their creator and destroy him for the transformations
Id8 (or by he has brought upon them.
NO. OF ATTACKS: 1-6 (or by weapon)
weapon) See below When a society of these monsters is found, it will always be
DAMAGEIATIACK See below Regeneration tribal in nature. There will be from 10-60typical broken ones
Regeneration Nil with one greater broken one for every 10individuals. The greater
SPECIAL AlTACKS: Nil M (4-7‘ tall) broken ones (described below) will act as leaders and often have
SPECIAL DEFENSES: Steady 01-12) absolute power over their subjects.
MAGIC RESISTANCE: M (4-7’talI) 650
SUE: Ecology: Broken ones are unnatural combinations of men and
MORALE Unsteady (5-7) animals. Their individual diets and habits are largely dictated by
175 their animal natures. Thus, a broken one who has leonine char-
XP VALUE: acteristics would be carnivorous, while one infused with the es-
sence of a horse would be vegetarian. There are no known
Broken ones (or animal men) are the tragic survivors of scientific examples of a broken one who has been formed with the essence
and magical experiments gone awry. While they were once hu- of an intelligent nonhuman creature.
man, their beings have become mingled with those of animals
and their very nature has been forever altered by the shock of this Broken ones do manufacture the items they need to survive.
event. It is rumored that some broken ones are the result of failed These are seldom of exceptional quality, however, and are of lit-
attempts at resurrection, reincarnation, or polymorph spells. tle or no interest to outsiders. Occasionally, broken ones may be
captured by evil wizards or sages who wish to study them.
While broken ones look more or less human, they are physi-
cally warped and twisted by the accidents that made them. The Greater Broken Ones
characteristics of their non-human part will be clearly visible to From time to time, some animal men emerge who are physi-
any who see them. For example, a broken one who has been in-
fused with the essence of a rat might have horrific feral features, cally superior, While they are still horrible to look upon and can-
wiry whiskers, curling clawed fingers, and a long, whip-like tail. not dwell among men, they are deadly figures with keen minds
and powerful bodies. Their twisted and broken souls, however,
Broken ones know whatever lanrmages thev knew as human often lead them to acts of violence against normal men.
beings and 10%of them can comm&ate with their non-human
kin as well. It is not uncommon for the speech of a broken one to These creatures regenerate at twice the rate of their peers (2 hit
be heavily accented or slurred by the deiormities of its body. points per round) and inflict Id8 points of damage in unarmed
combat. When using weapons, they gain a + 3 to +5 bonus on
Combat: Broken ones tend to be reclusive creatures and combat all attack and damage rolls. Like their subjects, they often have
with them is rare. Still, they are strong opponents. Broken ones special abilities based on their animal natures. Such powers,
are almost always blessed with a greater than human stamina, however, are often more numerous (from 1-4 abilities) and may
reflected in the fact that thev alwavs have at least 5hit points per be even better than those of the animal they are drawn from. For
Hit Die. Thus, the weakest of broken ones has at least 15hit example, a greater broken one who is created from scorpion
points. In addition, broken ones heal at a greatly accelerated stock might have a chitinous shell that gives it AC 2 and it mi&t
rate, regenerating 1hit point each round. have a poisonous stinger.
A broken one will often wield weapons in combat, inflicting
damage according to the weapon used, Many broken ones have
also developed daws or great strength, which makes them deadly
in unarmed combat. Hence. all such creatures inflict Id6 Doints
of damage in melee. Unusually strong strains might receiGe bo-
attack and damage rolls.
broken ones have other ab es (night vision, keen
etc.) that are derived from their animal half. As a gen-
, each creature will have a single ability of this sort.
Habitat/Sodety: Broken ones tend to gather together in bands of
between 10and 60 persons. Since they seldom find acceptance in
human societies, they seek out their own kind and dwell in se-
cluded areas of dense woods or rocky wastes far from the homes
of men. From time to time they will attack a human village or
caravan, either for supplies, in self-defense, or simply out of
vengeance for real or imagined wrongs. If possible, they will try
30
Brownie
CLIMATE/TERRAIN: Brownie KiIlmoulis
Temperate rural Human areas
INTELLIGENCE: Rare Uncommon
Tribal Solitary
TREASURE: Night Nocturnal
Vegetarian Omnivore.
ALIGNMENT:
-High (13-14) Average (8-10)
.K.
0.P. 0
Lawful good Neutral
(chaotic good)
NO. APPEARING: 4-16 1-3
ARMOR CLASS: 3 6
MOVEMENT: 12 15
HIT DICE:
THACO: 1/2 1/2
NO. OF ATTACKS:
DAMAGEIATTACK: 20 _?n .
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: ~ Nil
See below
MAGIC RESISTANCE: 1 See below
SIZE: 1-2 (weapon)
Spells 20%
Save as Tiny (under
9th-level cleric 1' tall)
Nil Average (8.10)
Tiny (2' tall) 35
MORALE: Steady (11-12)
175
XP VALUE:
Brownies are small, benign humanoids who may be very distant- ments. keeping i o x r 5 o u t of the hen house. mending clothes. and
ly related to halflings. Peaceful and friendly, brownies live in pas- performing other household tasks. If a thief crecps silently into
toral regions, foraging and gleaning their food. the house. they will make enough noise to dwdken the residents.
Watchdogs and domestic animals consider brownies friendly and
Standing no taller than 2 feet, brownies are exceedingly nim- never attack or even bark at them.
ble. They resemble small elves with brown hair and bright blue
eyes. Their brightly colored garments are made from wool or lin- All brownies ask in exchange for their labor IS a little milk,
en with gold ornamentation. They normally carry leather some bread, and an occd~ionalbit of fruit. Etiquette demands
pouches and tools for repairing leather, wood, and metal. that no notice be taken of them. If the residents boast about the
pmence of a brownie. the brownie vanishes.
Brownies speak their own language and those of elves, pixies,
sprites, and halflings, as well as common. Brownie5 are not greedy. but they do have ,mall hoards 01
ireasure which they have taken from evil monsters o r received as
Combat: Brownies prefer not to engage in combat, and only do giftsfrom humans. A brownie sometimes leaves his IrCdSUW In a
so if threatened. Angry brownies rarely meet their foesin hand to location where a gnod person in need is bound to find it.
hand combat, relying instead on magic.
Strangers and outsiders are constantly watched by the brown-
Since their senses are so keen, it is impossible to surprise ies ot the community untll their motives are established. If the
brownies. They are superb at blending into their surroundings brownit.s decide that a stranger is harmless. he is left in peace. If
and can become all but invisible when they choose. This, com- nut. the brownies unite and drive the intruder out.
bined with their great agility, gives them an AC of 3.
Brownies know every nook and cranny of the arrar where they
Brownies use spells to harass and drive away enemies. They live, and thus mahe excellent guides. If asked politely, there is a
can use the following spells, once per day: protection from evil, 5Oyb chdnre that a brownie will agree to act a\ a guide.
ventriloquism, dancing lights, continual light, mirror image (3
images), con+ion, and dimension door. If cornered and unable Ecology: Rrownies are basically vegetarians who live very r o m -
fortably on the gleanings of agricultural hfe They make efficient
to employ any spells, brownies attack with short swords. use of leftovers that are ton small for humans to notice. When
brownies glean trom field$, they do so after harvest. gatherrng
HabitaUSociety Brownies live in rural areas, making their grains and fruits which might oth~rwisebe wasted.
homes in small burrows or abandoned buildings. They often live
Killmoulir: The killmoulis is a distant relative ot the brownie,
close to or on farms, as they are fascinated by farm life. standing under 1-foot in height but with a disproportionately
Brownies live by harvesting wild fruits and gleaning grain large head and a prodigious nose. Killmoulis are able to blend
into surroundings and are thererorr 10%detectable. l h e y live in
from a farmer's field. Being honest to the core, a brownie always symbiotic reldtimships with humans, usually where roodstuffs
performs some service in exchange for what is taken. One might are handled, making their homes under the floors, and in the
milk a farmer's cows and take only a small amount. walls and crawlspaces.
Some brownies go so far as to become house brownies. They
observe the families in a given area, and if one meets their high
moral standards, these brownies secretly enter the household. At
night, while the residents are asleep, they perform a variety of
helpful tasks; spinning, baking bread, repairing farm imple-
31
Bugbear
CLIMAFXERRAIN: Any subterranean f
FREQUENCY: Uncommon
ORGANWON: Tribal
ACTIWIY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: Individual: J, K, L, M, (B)
ALIGNMENT: Chaotic evil
NO.APPEARING: 2-8 (2d4)
ARMOR CLASS: 5 (10)
MOVEMENT: 9
3+1
HIT DICE: 17
THACO:
I
NO. OF ATTACKS:
2-8 (2d4) or by weapon
DAMAGUATTACK Surprise, +2 to damage
SPECL4L ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE:
SIZE: L (7'tall)
MORALE:
Steady to Elite (11-13)
XP VALUE: 120
175
Bugbear leader: 175
Bugbear chief: 175
Bugbear shaman:
Bugbears are giant, hairy cousins of goblins who frequent the Their great strength gives them a + 3 to all damage inflicted in
same areas as their smaller relatives. melee combat.
Bugbears are large and very muscular, standing 7' tall. Their If 24 or more bugbears are encountered, they will have a chief
hides range from light yellow to yellow brown and their thick in addition to their leaders. Chiefs have between 28 and 30 hit
coarse hair varies in color from brown to brick red. Though points, an Armor Class of 3, and attack as 4 Hit Die monsters.
vaguely humanoid in appearance, bugbears seem to contain the Chiefs are so strong that they gain a + 4 bonus to all damage
blood of some large carnivore. Their eyes recall those of some caused in melee. Each chief will also have a sub-chief who is iden-
savage bestial animal, being greenish white with red pupils, while tical to the leaders described above.
their ears are wedge shaped, rising from the top of their heads. A
bugbear's mouth is full of long sharp fangs. In a lair, half of the bugbears will be females and young who
Bugbears have a nose much like that of a hear with the same will not fight except in a life or death situation. If they are forced
fine sense of smell. It is this feature which earned them their
name, despite the fact that they are not actually related to bears into combat, the femalesattack as hobgoblins and the young as
in any way. Their tough leathery hide and long sharp nails also kobolds.
look something like those of a bear, but are far more dexterous.
The species survivesprimarily by hunting. They have no com-
The typical bugbear's sight and hearing are exceptional, and
they can move with amazing agility when the need arises. Bug- punctions about eatinganything they can kill, includinghumans,
bear eywight extends somewhat into the infrared, giving them
infravision out to 60 feet. goblins, and any monsters smaller than themselves. They are
so fond of wine and strong ale, often drinking to excess.
The bugbear language is a foul sounding mixture of gestures,
grunts, and snarls which leads many to underestimatethe intelli- Bugbears are territorial, and the s u e of the domains vary witn
gence of these creatures. In addition, most bugbears can speak the size of the group and its location. It may be several square
the language of goblins and hobgoblins. miles in the wilderness, or a narrow, more restricted area in an
underground region.
Combat: Whenever possible, bugbears prefer to ambush their
foes. They impose a -3 on others' surprise rolls. Intruders are considered a valuable source of food and trea-
sure, and bugbears rarely negotiate. On occasion, they will par-
If a party looks dangerous, bugbear scouts will not hesitate to ley if they think they can gain something exceptional by it.
fetch reinforcements. A bugbear attack will be tactically sound, Bugbears sometimes take prisoners to use as slaves.
if not brilliant. They will hurl small weapons, such as maces,
hammers, and spears before closing with their foes. If they think Extremely greedy, bugbears love glittery, shiny objects and
they are outnumbered or overmatched, bugbears will retreat, weapons. They are always on the lookout to increase their
preferring to live to fight another day. hoards of coins, gems, and weapons through plunder and am-
bush.
HabitatlSociety: Bugbears prefer to live in caves and in under-
ground locations. A lair may consist of one large cavern or a Ecology Bugbears have two main goals in life: survival and
group of caverns. They are well-adapted to this life, since they treasure. They are superb carnivores, winnowing out the weak
operate equally well in daylight and darkness. --and carelessadventurer, monster and animal. Goblins are always
If a lair is uncovered and 12 or more bugbears are encountered
on their toes when bugbears are present, for the ,*.-=L " b . ~ , i
they will have a leader. Theseindividualshave between 22 and 25 quickly end up in the stewpot.
hit points, an Armor Class of 4, and attack as 4 Hit Die monsters.
Bulette
CLIMATEITERRAIN Temperate/Any terrain
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: AnY
DIET: Carniv0r0us
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-2
ARMOR CLASS: -2/4/6
MOVEMENT:
HIT DICE: 14 (3)
THACO:
NO. OF ATMCKS: 9
DAMAGEIATIACK:
SPECIAL ATTACKS: 11
SPECIAL DEFENSES: 3
MAGIC RESISTANCE: 4-48/3-18/3-18
8‘ jump
SIZE: Nil
Nil
MORALE:
L 9112’ tall, 12’long
XP VALUE: Steady (11)
4.000
Aptly called a landshark, the bulette (pronouncedBoo-lay) is a ing eat first and think later. When everything in the territory is
terrifymg predator that lives only to eat. The bulette is univer- eaten, the bulette will move on in search of a new territory. The
sally shunned, even by other monsters. sole critena for a suitableterritory is the availabilityof food, so a
bulette will occasionally stake out a new territory near human
It is rumored that the bulette is a cross between an armadillo and halfling territories and terrorize the residents.
and a snapping turtle, but this LS only conjecture. The bulette’s
head and hind portions are blue-brown, and they are covered Very little is known of the life cycle of the bulette. They pre-
with plates and scales ranging from gray-blue to blue-green. sumably hatch from eggs, but no young have ever been found,
Nails and teeth are dull ivory. The area around the eyes is brown- though small landsharksof 6 Hit Dicehave been killed. It may be
black, the eyes are yellowish and the pupils are blue green. that the bulette is hatched from very small eggs, with few young
surviving to maturity Still other sages theorize that the bulette
Combat: A bulettewill attack anything it regards as edible. The bears live young. There is also evidencethat the bulette, like carp
only things that it refuw to eat are elves, and it dislikes dwarves. and sharks, grow larger as they get older, for unusually large
The bulette is always hungry, and is constantly roaming its terri- landsharks of 11feet tall and taller have been seen. Certainly no
tory in search of food. When burrowing underground, the land- one has ever come upon the carcass of a bulette that died of old
shark relies on vibrations to detect prey. When it senses
something edible (i.e., senses movement), the bulette breaks to age.
the surface crest first and begin its attack. The landshark has a
temperament akin to the wolverine-stupid, mean, and fearless. Ecology The bulette has a devastatingeffect on the ecosystem
The sue, strength, and numbers of its opponents mean nothing.
The bulette always attacks, choosing as its target the easiest or of any area it inhabits. Literally nothing that moves is safe from
closest prey. When attacking, the bulette employs its large jaw
and front feet. it-man, animal, or monster. In the process of hunting and
roaming, the landshark will uproot trees of considerable size. In
The landshark can jump up to 8 feet with blinding speed, and hilly and rocky regions, the underground movements of the bu-
does this to escape if cornered or injured. While in the air, the lette can start small landslides. Ogres, trolls, and even some gi-
bulette strikeswith all four feet. causine3d6 ooints of d a m e for ants all move off in search of greener and safer pastures when a
bulette appears. A bulette can turn a peaceful farming commu-
each of the rear feat as well. The 1and;hark’has two vuInGabIe
areas: the shell under its crest is only AC 6 (but it is only raised nity into a wasteland in a few short weeks, for no sane human or
during intense combat), and the region of the bulette‘s eyes is AC demihuman will remain in a region where a bulette has been
4, but this is a small oval area about 8 inches across.
sighted.
HabitaVSouety Fortunately for the rest of the world, the bu- There is only one known benefit to the existence of the bulette:
lette is a solitary animal, although mated pairs (very rare) will
share the same territory. In addition, other predators rarely share The large plates behind its head make superb shields, and dwar-
a territory with a landshark for fear of being eaten. The bulette ven smiths can fashion them into shields of + 1 to + 3 in value.
has no lair, preferring to wander over its territory, above and be- Some also claim that the soil t h r o u h which a bulette has passed
low ground, burrowing down beneath the soil to rest. Sincetheir becomes imbued with magical, ro&-dissolving properties.-Many
appetites are so voracious, each landshark has a large territory would argue, however, that these benefits are scarcely worth the
that can range up to 30 square miles. price.
Bulettes consume their victims, clothing, weapons, and all,
and the powerful acids in the stomach quickly digest the armor,
weapons, and magical items of their victims. They are not above
nibbling on chests or sacks of coins either, the bulette motto be-
33
Bullywug
CLIMATmRRAIN: Tropical, subtropical, and \A
temperate/Swamp
FREQUENCY: Rare
ORGANJZATION: Tribal
ACTIVITY CYCLE AnV
DIET:
INTELLIGENCE: ~~
TREASURE:
ALIGNMENT: Carnivore
Low to average (5-10)
NO. APPEARING:
ARMOR CLASS: J, K, M, Q, (x5); C in lair
MOVEMENT:
Chaotic evil
HIT DICE
~
THACO:
10.80
NO. OF AlTACKS: 6 (better with armor)
3 Sw 15 (9 in armor)
DAMAGE/ATZACK: 1
SPECIALAlTACKS: 19
SPECIAL DEFENSES: 3or 1
M G I C RESISTANCE: 1-2/1-2/25 or by weapon
SIZE:
MORALE: HOP
Camouflage
XI' VALUE Nil
Average (10)
65
The bullywugs are a race of bipedal, frog-like amphibians. They tain only loose territorial boundaries. Ordinary bullywugs do
inhabit swamps, marshes, meres, or other dank places. not deal with incursions into their territory very efficiently, but
they kill and eat interlopersif they can. They hate their largerela-
Bullywugs are covered with smooth, mottled olive green hide tives (advanced bullywttgs. see below, with a passion. and make
that is reasonably tough, giving them a natural AC of 6. They war upon them at every opportunity. Bullywugs prize treasure,
can vary in size from smaller than the average human to about though it benefits them little. They value coins and jewels, and
seven feet in he&. Their faces resemble those of enormous occasionally a magical item can be found amongst their hoard.
frogs, with wide mouths and large, bulbous eyes; their feet and
hands are webbed. Though they wear no clothing, all bullywugs On an individual level, bullywugs lack the greed and po-
use weapons, m o r , and shieldsif they are available. Bullywugs werlust seen in the individuals of other chaotic races. such as
have their own language and the more intelligentones can speak orcs. Fighting among members of the Samegroup. forexample, is
a limited form of the common tongue. almost nonexistent. Some would say that this is because they
lack the intelligence to pick a fight, and not from a lack of spite.
Combat: B d y w u g s always attack in groups, trying to use their The tribes are lead by the dominant male, who kills and eats the
numbers to surround their enemies. Whenever they can, bully- previous leader when it is too old to rule. This is one of the few
wugs attack with their hop, which can be up to 30 feet forward instances when they fight among themselves.
and 15feet upward. When a t t a c k w with a hop, bullywugs add a
+1 bonus to their attack (not damage) rolls, and double the dam-
age if usingan impaling weapon. This skill, combined with their
outstanding camouflage abilities, frequently puts the bullywugs
in an ideal position for an ambush (-2 penalty to opponent's sur-
prise rolls).
HabitatiSociety: More intelligentthan frogs, all bullywugs live Ecology: Bullywugs tend to disrupt ecosystems, rather than fill ~
a niche in them. They do not have the intelligence to harvest their
in organized or semi-organized sociallyfascist groups, cooperat- food supplies wnsibly and will fish and hunt in an area until its
natural resources arc depleted, and then move on to a new terri-
ing for the purpow of hunting and survival. They live primarily tory. They hate men. and will attack them on sight, but fortu-
on fish and any other game, prefening a diet of meat. They are nately prefer to dwell in isolated regions far from human beings.
adept hunters and fisherman, and skilledin the use and construc- Bullywug, Advanced
tion of snares and nets. A smallnumber of bullywugs are larger and more intelligentthan
the rest oftheir kind. Thesebullywugs make their homes in aban-
Bullywug society is a savage one. Males are the dominant sex, doned buildings and caves, and send out regular patrols and
hunting parties. These groups tend to be well equipped and orga-
and females exist only to lay eggs. Though females and young nized, and stake out a regular terntory, which varies with the size
make up about one-half of any tribe, they count for little in the of the group. They are more aggressive than their smaller cous-
social order. The only signs of respect that bullywugs ever ins, and will fight not only other bullywugs but other monsters as
bestow are toward their leader and their bizarre frog god. The well. The intelligent bullywugs also organize regular raids out-
side their territory for food and booty, and especiallyprize hu-
race is chaotic evil, and totally lacking in any higher emotions or man flesh. Since they are chaotic evil, all trespassers, inch
other bullywugs, are considered threats or sources of food.
feelings.
The leader of a bullywug community is a large individual with For every 10 advanced bullywugs in a community, there
10%chance of a 2nd-level shaman being present.
8 hit points. Communities of 30 or more bullywugs have five
subleaders (8 hp each) and a powerful leader (2 HD, 12+ hp, +1
to damage). Communities of 60 or more bullywugs have a chief-
tain (3 HD, 20+ hp, +2 to damage) and five subchieftains (2
HD,12+ hp, +1 to damage).
All bullywugs favor dank,dark places to live, since they must
keep their skin moist. Most bullywugs live in the open and main-
34
Carrion Crawler
CLIWE/TERRAIN: Subterranean
FREQUENCY:
ORGANIZATON: Uncommon
Solitary
ACTNI'IY CYCLE
DIET: hY
INTELLIGENCE: Carnivorous
TREASURE: Non- (0)
ALIGNMENT: B
Neutral
NO. APPEARING: 1-6
ARMOR CLASS: 317
MOVEMENT: 12
HIT DICE:
THACO: 3+1
NO. OF AlTACKS:
DAMAGUATlXCK: 17
SPECIAL ATWCKS: lor8
SPECIAL DEFENSES: Special or 1-2
Paralysis
MAGIC RESISWCE: Nil
Nii
SIZE L 19' lone)
MORALE:
I
XP VALUE:
S&al
420
The carrion crawler is a scavenger of subterraneanareas,feeding cooperate in hunting, but merely share the same space and com-
primarily upon carrion. When such food becomes scarce, how- pete fiercelyfor the same food. If 2 crawlers have made a kill or
ever, it will attack and kill living creatures. discovered carrion, they will often fight over the food, some-
times killing one another in the process.
The crawler l w k s like a cross between a giant green cutworm
and a cephalopod. Like so many other hybrid monsters, the car- The carrion crawler m a t s once a year. Several days after mat-
rion crawler may well be the result of genetic experimentationby ing, the female will go off in search of a large kill. When she has
a mad, evil wizard. found or killed an adequate food supply, she lays about 100 eggs
among the carrion. The grubs hatch one week later and begin
The monster's head, which is covered with a tough hide that feeding.
gives it Armor Class 3, sprouts eight slender, writhing tentacles.
The body of the carrion crawler is not well protected and has an Maternal care ceases once the eggs have been laid and it is not
armor class of only 7. The monster is accompanied by a rank, uncommon for eggs to later be eaten by the female who laid
fetid odor which often gives warning of its approach. them. Females die a few weeks after laying their eggs, exhausted
by the effort. Males live only a short time longer, having mated
Combat: The carrion crawler can move along w a b , ceilings with as many females as possible. Grubs have been known to
and passages very quiddy, using its many clawed feet for trac- consume one another in feeding frenzies, and are a favorite food
tion. of adult carrion crawlers Few of the grubs reach maturity, but
those who do have eaten voraciously and will achieve their full
When attackinp, the monster lashes out with its 2' long tenta-
cles, each of which produces a sticky secretion that can paralyze size in a sinde year. When thev reach maturitv, the matin_g cvc.le
its victims for 2-12 turns. A save versus paralyzation is allowed beginsagain. .
to escape these effects. They kill paralyzed creatures with their
bite which inflicts1-2points of damage. The monster will always These monstersexist on the most basic instinctuallevel, having
attack with all of its tentacles. no more intelligence than earthworms or most insects. The carrc
on crawler is driven by two urges: food and reproduction. It has
Carrion crawlers are non-intelligent, and will continue to at- absolutely no interest in the collection of treasure.
tack as long as any of their opponents are unparalyzed. Groups
of crawlers attacking together will not f i t in unison, but will Ecology: The carrion crawler provides the same useful, if dis-
each concentrate on paralyzing as many victims as they can. agreeable, function that jackals, vultures, and crows perform.
When seeking out prey, they rely primarily on their keen senses Like so many other predators carrion crawlers instinctivelyprey
of sight and smell. Clever travelers have been known to fool an on the weak, sick, and foolish. In the long run,this has a benefi-
approaching carrion crawler with a sight and smell illusion, thus cial effect on the prey, strengthening its gene pool. The carrion
gaining time to make good their escape. crawler also works wonders in over crowded caverns, quickly
eliminating population problems among the weaker monsters.
HabitruSociety Carrion crawlers are much-feared denizens of Thus, the life cycle of the crawler is inextricably linked to tho=
the underground world. They live in lairs, venturing out in of its prey-when the prey flourishesso does the crawler.
search of carrion or food every few days. Some underground in-
habitants such as goblins and trolls will make use of carrion
crawlers by leaving the bodies of dead foes out in designated ar-
eas. This keeps the creaturs at a good distance from their own
homes and encourages them to "patrol" certain areas. Some orcs
have been known to chain live prisoners near the lairs of these
fearsome monsters.
Carrion crawlers will sometimeslive with a mate or in a small
group numbering no more than 6. This does not mean that they
Cat, Great
Cheetah Jaguar Leopard Common Mountain Spotted Giant Lynx Wild Tiger Smilodon
Lion Lion Lion
CL:-I Warm plains Tropical Tropical Warm plains Any warm Warm plains Subarctic Subarctic to Subarctic to
FREQUENCY: and grasr jungle jungle or and grass- or temperate and desert forest tropical tropic-'
ORGANIZATION:
ACTIvLnCYCLE: lands forst lands forest forest
DIET: Uncommon Uncommon Uncommon Uncommon Uncommon Rare Rare Uncommon Rare
INTELLIGENCE:
TREASURE: Family groupSolitary Solitary Pride Solitary Pride Solitaly Solitary Solita
ALIGNMENT:
Day Any Any Day Dawnor Day Night Night Night
dusk
Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous Carnivorous
Animal (1) Semi42-4) Semi- (2-4) Semi (2-4) Semi (2-4) Semi (2-4) Very (11-12) Semi (24) Animal (1)
Nil Nil Nil Nil Nil Nil Nil Nil Nil
Neutral Neutral Neutral 'Neutral Neutral Neutral Neutral Neutral Neutral
N0.APPEARING: 1-4 1-2 1-2 2-12 (2d6) 1-2 2-8(2d4) 1-4 1-4 1-2
ARMOR CLASS: 5 6 6 5/6 6 5/6 6 6 6
MOVEMENT: 15, sprint 45 15 15 12 12 12 12 12 12
HIT DICE: 3 4 + 1 3+2 5+2 3+1 6 +2 2+2 5+5 7+ 2
THAca 17 17 17 15 17 15 19 15 11(13)
NO.0FAlTACKS: 3 3 3 3 3 3 3 3 3
DAMAGWATTACK: 1-2/1-2/1-8 1-3/1-3/1-8 1-3/1-3/1-6 14/14/1-10 1-3/1-3/1-6 1-4/1-4/1-12 1-2/1-2/1-2 2-5 (ld4+1)/2-5 (ld4+l)/
2 5 (ld4+1)/2-5(ld4+1)/
1-10 2-12 (2d6)
SPECIALAlTACKS Rear claws Rear daws Rear claws Rear claws Rear claws Rea; claws Rear claws Rear claws Rear claws
.1-2 each 2 5 (ld4+1) 1-4each 2-7 (ld6+1) 1-4 each 2-8 (2d4) 1-3each 2-8 (2d) 2-8 (2d4)
each each each
SPECIAL DEFENSES: Surprised Surprised Surprised Surprised Surprised Surprised See below Surprised Surprised
only on a 1 only on a 1 only on a 1 only an a 1 only on a 1 only on a 1 only on a 1 only on a 1
MAGIC RESISTANCE: Nil Nil Nil Nil Nil Nil Nil Nil Nil
SIZE: M (4'4V2' L (5'-6' M (4'-4V2' M (4W- M (4'6' L (4%'- M ( 4 W L (6'-9' L (8'-12'
long) long) long) b W long) long) 6%' long) long) long) long)
MORALE: Average Average Average Average Average Average Average Average Steady
(8-10) (8.10) (8-10) (8-10) (8.10) (8.10) (8-10) (8-10) (8-10)
XP VALUE 175 420 270 650 270 975 175 650 1,400
The great cats are among the most efficient of all predators. strike it will rake with its two rear claws for 2-5 (ld4 +1)point
of damage each.
Cheetah
The cheetah is a medium-sized, lightly built cat. Its fur is sand
colored and it is covered with dark spots. The cheetah is unique
among cats because of its non-retractable claws.
A skilled hunter endowed with natural camouflage, victims of
a cheetah attack suffer a -3 on their surprise roll. They are famed
for their tremendous bursts of speed, and can run at triple speed
(45 feet per round) for three rounds. The cat must rest 3 turns
before sprinting again. Cheetahs can spring 10feet upward or 20
feet forward. If both forepaws hit during an attack the cheetah is
able to rake for 1-2 points of damage with each of its rear claws.
If defending their young, cheetahs receive~a+2 on their attack
and damage rolls and will fight to the death.
Cheetahs inhabit warm plains and grasslands, often sharing
their range with lions. Their favorite prey are the antelope that
inhabit the plains, and they rarely attack men. Cheetahs aretern-
torial, but may live alone, in pairs and in groups. The female
raises a litter of 2-4 young alone. The young, who stay with their
mother for as long as 2 years, can be completely trained and do-
mesticated.
The fortunes of the cheetah rise and fall with those of its prey;
when the population of antelope and other game declines, so
does that of the cheetah.
Jaguar
The jaguar is a powerful cat with a deep chest and muscular
limbs. Its color ranges from light yellow to brownish red, and it is
covered with dark spots.
The jaguar will attack anything that it perceives as a threat. It
relies on stealth to close with its prey, often pouncing from
above, The jaguar can leap 30' to attack. If both of its forepaws
36
Cat, Great
The jaguar inhabits jungles, spending a m a t deal of time in tree Spotted Lion
t o p . It climbs, swims, and stalks superbly. Jaguanare solitary and Spottedlions are large, fierce, dappled versions of the lion. They
are generally found in the plains of the Pleistocene epoch, and
territorial, meeting only to mate. If found in a lair, there is a 75% rarely occur elsewhere.
chance there will be 1-3cubs. Cubs do not fight effectively. Giant Lynx
Their strength and ferocity make jaguars one of the\,most The giant lynx is distinguished by its tufted ears and cheeks,
short bobbed tail, and dappled coloring. It has a compact muscu-
feared predators of the jungle. lar body, with heavy legs and unusually large paws.
Leopard The giant lynx is the most intelligentof the great cats and uses
The leopard is a graceful cat with a long body and relatively Its wits in combat. When hiding, a giant lynx will avoid detedion
short legs. Its color varies from buff to tawny, and its spots are 90% of the time. The lynx can leap up to 15feet and imposesa -6
rosette shaped. on the surprise rolls of its prey. It has a 75% chance of detecting
traps. If a giant lynx strikes with both forepaws, it attempts a
Leopards prefer to leap on their prey, imposing a -3 on the sur- rear claw rake, causing 1-3points of damage per claw. The giant
prise rolls of their victims. Leopardscan springupward 20 feet or lynx almost never attacks men.
ahead 25 feet. If they strikesuccessfully with both forepaws, they
rake with their rear claws for 1-4points each. The giant lynx prefers cold coniferousand s a u b forests. They
can communicatein their own language with others ofits kind,
Leopards are solitary, inhabitingwarm deserts, forest, plains, which greatly increases its chances of survival. The nocturnal
and mountains. They hunt both day and night preying on ani- lynx stalks or ambushes its prey, catching rodents, young deer,
mals up to the size of large antelopes. They swim and climb well, grouse, and other small game. The cubs remain with their mother
and will often sit in treetops sunning themselves. Leopards will for 6 months.
also drag their prey to safety in the treetops to devour in peace.
The female bears 1-3 young, and cares for them for up to two The giant lynx has all the advantagesof the great cats plus the
years. If found in the lair, there is a 25% chancethat there will be added bonus of a high intelligence which makes it even more
cubs there. The young have no effective attack. adaptable.
A skilled predator, the leopard is often threatened by human
incursions. In areas where it is hunted, it is nocturnal.
Lion Tiger
Among the largest and most powerful of the great cats, lions The tiger is the largest and most feared of the great cats. Tigers
have yellow or golden brown fur. The males are distinguishedby have reddish-orangefur and dark vertical stripes.
their flowing manes.
A tiger is a redoubtablefoe in battle and is surprised only on a
Both male and female lions are fierce fighters. Lions hunt in 1.They are expertsin stalking and often hunt in pairs or groups.
prides, with femalesdoing most of the actualhunting. Sincetheir They can leap 10 feet upward, and spring forward 30 feet to 50
sen= are so keen, lions can only be surprised on a 1.All lions feet to attack, If they strike successfully with both forepaws,
can leap as far as 30feet. Males have an Armor Class of 5 in their their rear claws rake for 2-8 (2d4)points of damage per daw.
forequarters and 6 in their hindquarterswhile femalesare Armor
Class 6 in all areas. If a lion hits with both forepaws, it can rake This species ranges from the subarcticto the tropics, generally
with its rear claws doing 2-7 points damage each. inhabiting wooded or covered terrain. Tigers are nocturnal, soli-
tary, graceful climbers and swimmers who are capable of sus-
Lions prefer wanner climates, thriving in deserts, jungles, tained high speed. These animals rarely fight among themselves,
grasslands, and swamps. They live and hunt in prides, and are but will protect their territories ferociously. They are also the
extremely territorial. A pride usually consists of 1-3males and 1- most unpredictable and dangerous of the great cats, not hesitat-
10 females. Lions frequently kill animals the size of zebras or gi- ing to attack men. Their favorite prey includes cattle, wild pigs
raffes. Lionesseswill cooperatewhen hunting, driving their prey and deer. Females raise their 1-3 cubs alone. The cubs remain
into an ambush. They have been known to attack domesticlive- with their mother for several years. If encountered in the lair,
stock, but will almost never attack men. A lair will contain from
1-10 cubs which are 30%-60% grown. Cubs are unable to fight. there is a 25% chance that the cubs will be present.
Lions are poor climbersand dislike swimming.
Feared by men, tigers are hunted aggressively, and are threat-
Lions flourishonly when the supply of game is adequate. Their ened by the destruction of forests. In the untamed wilderness,
size and strength have made them a favorite target of human however, the tiger occupim the top predatory niche.
hunters.
SmiIodon
Mountain Lion
Not a true lion, this brownish cat is lankier than its largecousins. Althoueh not trulv a member of the cat family, the so-called
Except for their size, males and females are difficult to tell apart. sabretoothed tiger is similar to them in many ways. Smilodons
are known for their 6 inches long fangs which are capable of in-
The mountain lion is more cautiousand less aggressive than its flictingterrible wounds. Their powerful jaws and large teeth give
larger relatives. They can spring upward 15feet or ahead 20 feet them a + 2 on their attack rolls. They are similar to normal tigers
to attack or retreat. If they scorehits with both of their forepaws, but are found only during the Pleistocene epoch.
they will rake with their back onesfor1-4points of damage each.
It will not attack men unless threatened.
Mountain lions range in warm and temperate mountains, for-
ests, swamps, and plains. They are solitary, with males and fe-
males each maintaining separate territories. Their favorite prey
are deer. The femalerears 2-4 cubs alone, which remain with her
for 1-2 years.
The mountain lion is flexible and elusive. It is adept at SUN~V-
ing on the fringes of human civilization.
37
Cat, Small
FREQUENCY: Domestic Wild Elven
Any inhabited Temperate forr..
ORGANIZATTON: Common Any non-arctic Rare
ACTIVITY CYCLE Solitary Uncommon Solitary
DIET: Solitary
INTELLIGENCE Any AnY
Carnivore hY Carnivore
TREASURE: Animal (1) Carnivore
Nil Animal (1) ....Semi- to low (2-7)
N...i.l Nil
ARMOR CLASS: 6 18 A
9
MOVEMENT: 1 ia
’/2
m DICE ~ -3+6-
20
THACO: 3 19 17
NO. OF AlTACKS: 1-2/1(clawdbite) 3 3
DAMAGDAmACK: Rear claw rake, 1-2/1-2/1-2 1-2/1-2/1-3
see below
S P E W ATTACKS: se,1-2 Rear claw rake,
below See below
SPECIAL DEFENSES: Nil 7.711 -7
MAGIC RESISTANCE T (1’tall) 20%
SIZE Average (8-10) _-I_- T (1‘tall,
7 Elite (13-14)
MORALE See below 650
XP VALUE Nil
T (1’4’tall)
Average (8-10)
35
Cats of different sizes and colorations are common throughout Wild Cat
the world. Some are pets, while many are wild.
Wild cats are very similar to domestic cats, and some were pe
Combat: Cats are efficient hunters, moving with grace and that went feral. Generally, wild cats are tougher, stronger,
stealth; opponents suffera -3 penalty on surprise rolls.A cat’s more capable hunters than domesti
excellent sensff and agilityallows it to be surprised only on a 1or
2.Its senses also allow it to hunt efficiently at night. Elven Cat
Cats kept by elves h
Cats attack with their claws and teeth: if they hit with front aided by arcane means. They are very intelligentand have their
daws, they rake with rear claws. A domesticcat’s daws and rake own language, and many can speak a crude form of the elven
each count as only one attack, rather than one per claw. tongue. Some live with gnomes, brownies, or woodland crea-
tures, and also speak a basic form of their keepers’ language.
Cats have retractable claws which can be extended for climb- Most have gray-brown fur with dark stripes.
ing or drawn in for speed.They are agile climbersand can scale
or move in trees at half normal movement rate. They can leap Elven cats are very stealthy, imposing a -5 penalty to oppo-
great distances to avoid obstacles or spring onto prey. nents’ surprise rolls. They are surprised only on a 1.Elven cats
have a 99.9% chance to move silently, and a 90% chance to hide
HabitaVSodety: Cats are common in settled regions. Many cul- in wilderness areas. They are excellent climbers, can leap 20 feet
tures keep them as pets, and they can be found m the homes of with ease, and enjoy swimming and playing in water.
nobles and peasants alike. Some societies worship cats as divine
beings, while other nations fear and hate them as the minions of Elven cats have magical abilities that they use to avoid ene-
evil. mies. They have limited ESP which is used to determine intent
They can use enlarge and h i p once per day, and reduce and ire
Ecology:Cats are commonly used to control rodent populations, twice per day: for magical abilities, elven cats are treated as 9th-
though some hunters use them to recover downed birds and oth- level spellcasters. Enlarge doubles an elven cat’s Hit Dice and
er small prey. damage: tree allows it to assume the form of a tree‘s limb.
Domestic Cat L
There are many breeds of domestic cat, all of which share basic c-L
characteristics, differingonly in outward appearance. An aver-
age adult cat weighs eight to ten pounds, though some pampered
specimens can weigh as much as 25 pounds.
Cats seldom attack creatures larger than themselves, though
they will defend themselves. They often chase and kill mice,
buds, rats, and other small creatures. A domestic cat is capable
of a burst of speed, boosting its movement rate to 18for a round
and m a i n t a i i such speed for Id10 rounds.
A well-treated cat will live for 15 years or more. The cat’s ges-
tation period is about two months, with l d 4 + 1 kittens in each
litter. Kittens are weaned when about eight weeks old. Mother
cats will fight to the death to defend kittens.
Catoblepas
CLIMATWERRAIN: Any swamp I
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Semi (24)
TREASURE:
ALIGNMENT: (C)
Neutral
NO. APPEARING: 1-2 I il
ARMOR CLASS:
MOVEMENT: 7
HIT DICE: 6
THACO: 6+2
NO. OF ATTACKS: 15
DAMAGBAITACK:
SPEClAL AlTACKS: 1
SPECML DEFENSES: I-b+stun
MAGIC RESISTANCE: Gaze causes death
Nil
SIZE: Nil
MORALE: L (6' tall at shoulder)
Steady (11-12)
XP VALUE: 975
The catoblepas is a bizarre. loathsome creature that inhabits dis- W
mal swamps and marshes. Its most terrifying features are its large
bloodshot eyes, from which emanate a deadly ray. The lair of the catoblepas is usually some sort of sheltered
place where the ground is firm. More often than not it is sur-
The body of the catoblepas is like that of a large. bloated buf- rounded by a tall stand of reeds or other marsh plants. The crea-
falo. and its legs are stumpy, like those of a pygmy elephant or a ture has little fear of being disturbed in its lair, since it is
hippopotamus. Its long, snakey tail is swift and strong, and can frequently the most feared carnivore in the swamp.
move with blinding speed. The head of the catoblepas is perched
upon a long, weak neck, and would be much like that of a wart- The catoblepas mates for life and when more than one catoble-
hog except that the catoblepas is qlier. pas is encountered they will be a mated pair. There is a 10%
chance that the couple will have a single offspring with them. An
Combat: In combat, the catoblepas relies on two forms of at- immature catoblepas will have half the Hit Dice of an adult. It
takes almost nine years for the offspring to reach youthful matu-
tack. rity and an adult female will bear but one child every 10 or 12
First, it will use its strong, snaky tail to strike and stun its foes. years. Both the male and the female will cooperate in raising the
offspring.
Anyone struck by the tail suffers 1-6 points of damage and has a
base 75% chance of being stunned for 1-10 melee rounds. The When the catoblepas ventures forth to hunt it eats fish, marsh
base chance of being stunned is lowered by 5% for every level birds, eels, water rats, large amphibians, snakes, and other
above first. or for each additional Hit Die in the case of monsters swamp animals. The catoblepas usually stuns its prey with its tail
and animals. and then kills it with its gaze.
Despite thedanger of a tail strike, thecatoblepas'second mode The catoblepas is an opportunistic predator when it hunts and
of attack IS by far the more fearsome of the two. The gaze of the it is not above eating carrion. Since it is semi-intelligent, it will
catoblepas emanates a deathray. with a 60 yard range. Any crea- treat parties of humans with respect, preferring to size them up
ture meeting its gaze dies without a saving throw. If a party is first, As a rule, it will not attack unless it is hunting or feels that
surprised by a catoblepas. there is a 1 in 6 chance that someone in its mate or offspring is threatened. Being long-lived (150 to 7-03
the group has met the creature's gaze. Those who close their eyes years or so) and semi-intelligent, the catoblepas is capable of
or act with their eyes averted can still be affected by the learning from the mistakes of earlier encounters and hunts.
deathray. but a saving throw vs. death magic is allowed.
The catoblepas has no special interest in wealth, and the listed
Since the neck of the creature is very weak. it has only a 25% treasure type is the result of victorious encounters with intruders.
It attaches no value to the coins, gems, and occasional magical
chance of raising its head and using the deathray on subsequent items strewn about the lair.
rounds. I f the catoblepasand its target are both relatively still. this
inmeass by 15% per melee round. U the catoblepasis forced to fol- Ecology: The catoblepas has no natural enemies, since its gaze
low quick motions it has only a 10%chance of raising its head. provides it with more than adequate protection from even the
fiercest of predators
If more than one catoblepas is attacking. the monsters will c(1-
operate with one another, attempting to herd their targets into a
crossfire.
Habitat Society: For the most part, the catoblepas is a mean-
dering creature that wanders about its swamp nibbling on marsh
grasses and the like, Once a month, usually under the light of the
full moon, the catoblepas seeks out meat IO round out its diet. It
is at this time that the catoblepas is most likely to be encountered
by adventurers.
Cave Fisher
CL-RRAIN: Subterranean
Rare
FREQUENCY: Group
ORGANIZATION: Night
ACTIVITY CYCLE: Carnivorous
DIET: h i - (2-4)
INTELLIGENCE:
TREASURE: hY
ALIGNMENT: Neutral
NO. APF’EARING: 1-4
ARMOR CLASS:
MOVEhlMENT: 4
HIT DICE: 1
3
THACa 17or 15 (seebelow)
2
NO. OF AlTACKS: 2-8 (2d4)/24 (2d4)
Adhesive trapline
DAMAGFJAXTACK: See below
Nil
SPECIAL m c K S
M (7’long)
SPECIAL DEFENSES: Steady (11-12)
MAGIC RESISMNCE:
175
SIZE;
MORALE:
XP VALUE
The cave fisher is a large insectoid that has adapted to life below their kind. No more thanfour cave fishers will be found in one I;u
ground. It combinesmany of the characteristicsof a spider and a
lobster. Their filaments are always strung before their lair, and they atteml
to kill anythmg they trap, often storing food for fu- use.
The cave fisher has a hard, chitinous shell of overlapping
plates and eight legs. The 6 rear legs are used for movement and Their territories are very small, and never larger than aboi
traction on stony walk and corridors. Because of these limbs, the 300 feet to either side of the lair. Anything man-sized or smaller is
fisher has no difficulty in moving up and down vertical walls. considered fair game by the cave fisher and halflings are thought
The front pair of legs are equipped with powerful pincers, which to be tasty treats. A single cavefisherwould never attack a large,
are used for killing and dismembering prey. The most unusual well armed party for the sake of a single meal. Still, they are cun-
feature of the cavefisher is its long snout, which can fire a strong, ning, and a group of the monsters might reel in W W a m e n t s
adhesive filament. The monster can also use its adhesive to an- and attempt an ambush if they thought they could get away with
chor itself in place on walls and ledges. it. If hunting in one area becomesscarce, the cave fisherwill sim-
Combat: The cave fisher has two ways of hunting. Its preferred _ .DIVfind a new area to hunt. where the small eame is more olenti-
method is to string its long filament in the vicinity of its lair. The I
filamentsare thin and strong, making them exceedinglydifficult
to detect or cut. There is only a 20% chance of noticing the ful and careless.
strand at 10’. and no chance at all of seeing them at a greater Like all oredators. the cave fisheris interestedin survival. This
distance. A detect snares and pits spell will reveal a strand. The
filament is coated with an adhesive which can only be dissolved means a sieady supply of food and a mate. Females lay eggs in
by liquids with a high alcohol content (such as the cave fisher’s the vicinity of the lair, which they protect from pddators. TI.-
blood). The filaments can only be cut by +1 or better edged young scatter when the eggs hatch, seeking lairs of their own.
weapons.
Although the cave fisher does not collect treasure, its lair
The fisher‘s favorite food are small, flying creatures like bats. often strewn with the possessions of its forrrir victims.
Ever opportunistic, they are constantly trying to vary their diet
by trapping a carelessadventurer, foolishgoblin, or orc (provid- Ecology: The cave fisher preys primarily on small flying gam-,
and in the subterranean world this frequently means a diet of
ed that they think that they can get away with it). If more than bats. It is not the top predator in its ecological niche, and has
learned caution in dealingwith other monsters. The cavefisher
one fisher inhabits a lair,they will frequentlypool their resources sufficientlyintelligent to know the dangers of preying on larg
to catch larger prey. Once the victim is trapped in the filament, well-organizedgroups, who might grow tired of its depredations
the cave fisher draws its prey in, reeling its filamentin like a fish- and hunt it to extinction. The monster instinctively picks the
ing line. easiest route for survival, and relies on stealth and cunning to
trap its prey and avoid being eaten itself.
Should a tempting target escape the monster’s neatly laid traps,
the cave fisher will try another mode of attack. It will spend one The filaments of the cave fisher are highly prized by mar
round drawing its filament in and then shoot it at the prey, strik- thieves’ guilds, for they can be made into thin and very strong
ing as a 6 Hit Die monster. It will try to snare its prey in this rope which is nearly invisible. The filaments are wound onto
manner so long as it remains within the fisher’s established terri- reels and then specially treated to dilute theadhesive. The result-
ing strands are made into ropes, while the diluted adhesive is
tory E the prey is hit by the filament, the monster can pull a turned into a special solution, which when applied to gloves a d
boots, greatly increases traction for climb&,-
weight of up to 4W pounds at a movement rate of 15’per round.
In the event that a “tug of war” breaks out, the fisher has a
strength of 18/00with its strand.
HabitaVSodety: Cave fishers prefer living on ledges and caves 1-
cat& above well+aveled paths, sharing their lairs with others of
:;;...:;
SL I
.‘
Centaur
CLIMATUTERRAIN: Temperateforest
FREOUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivorous
INTELLIGENCE:
TREASURE: Low to average 6-10)
ALIGNMENT:
M. Q (D. I. i,
Neutral or chaotic good
NO. APPEARING: 1-8
ARMOR CLASS: 5 (4)
18
MOVEMENT: 4
17
HIT DICE: 3
~~~~ ~ ~ ~~~
1-6/1
THACO: Nil
Nil
NO. OF ATEACKS: Nil
L(8’-9’ tall)
DAMAGE/ATTACK: Elite 03-14)
175
SPECIAL ATEACKS: 270
SPECIAL DEFENSES: 420
MAGIC RESISTANCE:
SIZE:
MORALE
XP VALUE:
Centaur leader L
Centaur priest Centaurs survive through a mixture of hunting, foraging, fish-
ing, agriculture and trade. Though they shun dealings with hu-
Centaurs are woodland beings who shun the company of men. mans, centaurs have been known to trade with elves, especially ,
They dwell in remote, secluded glades and pastures. for food and wine. The elves are paid from the group treasury,
which comes from the booty of slain monsters.
The appearance of a centaur is unmistakable: they have the
upper torso, arms, and head of a human being and the lower The territory of a centaur tribe varies with its size and the na-
body of a large, powerful horse. ture of the area it inhabits. Centaurs are also not above sharing a
territory with elves. The attitude of a centaur toward a stranger
Centaurs speak their own language and some among them in its territory will vary with the visitor. Humans and dwarves
(about 10%) can converse in the tongue of elves. will usually be asked to leave in a polite manner, while halflings
Combat: A band of centaurs is always armed, and the leaders or gnomes will be tolerated, and elves will be welcomed. Mon- ,
carry shields. Half of the centaurs will be wielding oaken clubs
(the equivalent of morning stars), one quarter will carry compos- stem will be dealt with in a manner according to the threat they
ite bows and have 10-30 arrows (eitherflight or sheaf, depending represent to the welfare and survival of the tribe. Were a giant or
on the current state of affairs in the area). The remainder of the dragon to enter the territory, the centaurs would pull up stakes
band will be leaders (AC4;HD5)using medium shieldsand medi- and relocate, while trolls and orcs and their like will be killed.
um horse lances. Centaurs make 3 attacks each round in melee:
once with their weapons and twice with their hooves. Centaurswill take the treasure of their fallenfoes, and are fully
~
HabitaUSociety: Centaurs are sociable creatures, taking great
pleasure in the society of others of their kind. Their overall orga- aware of its value. Most male centaurshave a small coin supply,
nization is tribal, with a tribe divided into family groups living ~
together in harmony. The size of the tribe varies, it range from 3-
4familiesto upwards of 20 families.Sincemales have the danger- while the tribe has a treasury which may well include some magi- ’
ous roles of hunter and protector, females outnumber males by cal items, Leaderswill have twice the normal individualtreasure. 4
two to one. The centaur m a t s for life,and the entire tribe partic- This treasure is used to buy food for the group, or to ransom
ipates in the education of the young. (90% likely) captured or threatened members of the tribe.
The lair is located deep within a forest, and consists of a large, While basically neutral or chaotic good, centaurs have been::
hidden glade and pasture with a good supply of running water. known to become rowdy, boorish, and aggressive when under
Depending upon the climate, the lair may contain huts or lean-
tos to shelter the individualfamilies. Centaurs are skilled in hor- ~
ticulture, and have been known to cultivate useful plants in the
vicinity of their lair. In dangerous, monster infested areas, cen- the influence of alcohol. They are also extremely protective OF
taurs will sometimesplant a thick barrier of tough thorn bushes their femalesand young. Centaursare basicallypastoral, but wilb
around their lair and even set traps and snares. In the open area, react with violence if their lifestyle and survival is threatened. [
away from the trees, are hearths for cooking and warmth. If en-
countered in their lair, there will be 1-6additional males, females Ecology: The centaur lives in
equal to twice the number of males, and 5-30 young. The females spends its lifetime carefully c
(3 Hit Dice)and the young (1-3Hit Dice)will fight only with their around its lair. The race seems
hooves, and only in a life or death situation. how to achieve this precious bal
tree, a centaur will plant anot
Each tribe will have a priest who is treated as a leader but has over hunt or over fish an area as a human group might do, but
the spell abilities of a 3rd level druid. choose their game with care, limiting the amount they eat.
Centipede
CLIMATWERRAIN: Giant Huge Megalo Tunnel
FREQUENCY: Any Subterranean
ORGANIZATION: Common Any Any Rare
Nil Common Very R a x swarm
ACTIVITY CYCLE Nil Nil
DIET: Any Any
INTELLIGENCE: Carnivore hY hY Carnivore
TREASURE: Non- ( 0 ) Carnivore Carnivore Non- (0)
Nil Non- (0) Animal (1)
ALIGNMENT: Nil Nil (M. N. Q)
Neutral Neutral Neutral
Neutral
NO. APPEARING: 2-24 5-30 14 1-6
9 9 5 4
ARMOR CLASS: 15 21 18 6
1hp 3
MOVEMENT: 2 hp 20 17 9+3
1 11
HIT DICE: 20 1 1-3 1
1 Nil Poison
THACO: Nil 2-a
NO. O F AITACKS: Poison 5') Lunging
DAMAGUATWCX Poison Nil Nil
SPECIAL ATWCKS: Nil Average (&lo)
SPECIAL DEFENSES: Nil 175 Nil
Nil Tiny (6") G(25'+)
MAGIC RESISTANCE: Tiny (1') Unsteadv, 1(5-7)
SIZE: Unsteadv1 ,(5-7) 35 Steady (12)
MORALE: 35 1,400
XF' VALUE:
Giant centipedes are luathwne. crawling arrhropud, that arouse al- Megalo-centipede
most universal drsgust mom all intelligent creatures (even other mon- The megalo-centipede, because of its great sue, is no longer classel
sters). They arc endemic to most regions. as an irritant but is a threat to human and animal alike. Its acidic
Oneof therhmgsrhat makes thecentipedero repulsive is itsrerem- poison is far more potent than that of its weaker cousins. Thevictims
blancc to the wurm. Its long body is divided into many segments of a megalo-centipede bite receive no bonuses on their saving throws
from which protrude many tiny feet. Henw ihename'centipede" lor
hundred-footed]. The gidnt centipede is w named because it is over and failure indicates death. If the target successfully resists the poi-
I-toot long. The body ic plated with a chitinuus shell and it m o v s son, the acid burns the victim's skin, inflicting 2d4 points of damage.
with a slight undulating motton. The creature has the Added benefit
of protective coloration. and v a n e in colordependmg an the terrain The megalo-centipede is more intelligent than its smaller cousins
it inhabits. Those that favor rocky areas aregray. those that live un- and it is a far more cunning hunter, although they still do not cooper-
derground are black, while centipedes nt the forest are brown or red. ate with each other. In the wilderness the megalo-centipede prey on
Combat: When huntmg, centipedes UY their natural coloration to re- animals the size of deer. In the subterranean environment, it attacks
main unseen untrl they can drup on their prey from above or crawl man-sized or smaller Creatures, including orcs, goblins, or humans.
o u t o t hiding in pursurt of food. They attack by brtrng their r n s and The megalo-centipede receives no penalties t o its own saving throws.
injectmg a paralytrc poisnn The poison can paralyze a victim for 2d6
hours, but is so weak that victims are permitted a + 4 bonus io ihrir Tunnel Worm
saving throw. Due to its small sue, the giant centipede is less lrkely to This cousin of the giant centipede feeds upon and lays its eggs in car-
rion. A tunnel worm attacks by lunging out of its hidden burrow t o
-resist attacks and receives a 1penalty to all its saving throws. Al- strike with a + 2 bonus to the attack roll. Success indicates the tunnel
worm has seized its prey in its mandibles, but no damage is inflicted
though a single gidnr centipede rarely constiiutcs a serious threat to a until the worm chews through the victim's amor. It takes one round
man. thew creatures trequently travel in groups. When more than for the worm to chew through leather or worse, two rounds for ar-
one centipede is encountered. the monsters will tight independently, mor tougher than leather but no tougher than chain mail. and three
even to the point of fighting among themselves over fallen victims. rounds for armor tougher than chain mail. Once the armor is
breached, the worm automatically inflicts 2d8 points of damage each
Habital6odety: The centipede behaves like most other insects. rov- round. If the worm suffers 15 or more points of fire damage or loses
60% of its hit points, it drops its victim and retreats t o its lair. Tunnel
iw from place to place in search of food; it has no set territory or worm lairs often have treasure from earlier victims.
dwelling. The centipede simply goes where its hunger leads it. It is an
aggressrve and hungry carnivore that must eat at least once a day to
su~viveH. ungry centipedes often resort to cannibalism.
Ecolog,cGiant centipede haveseveral natural advantages. including
purson and protrrtive coloration. allowing them to curnpete with
other small predators for game. Their poison betows a certain im-
munity from being hunted. but hungry and skilled animals such as
coyotesand large predatory birds hunt them effectivelym lean times.
Their preferred targets arc small mammals that are easily over-
come by their weal. porson. I t they are very hungry. however. they
have been known to attack anything that moves, including humans.
Huge Centipedes
There are identical to t ant centipedes save that they are only 6 mnch-
er long. Their poison is weaker than that of their largercuusms and a
failed saving throw will immobilize the victim for only Id6 hours.
Hugecentipedes make their own caving throwsat -2. Miceand oth-
er large insects are the favunte prey of huge cenripedes. They in t u r n
are hunted by @ant centipeds.
CLIMATEfTERRAIN: Chimera Gorgimera -Chimera
FREQUENCY: Any temperate Any temperate A-
ORGANIZATION: to tropical to tropical
ACnVlTYCYCLE Rare Very rare A
Solitary or pride Solitary
~~ Anv A
divore .A-n.v
DIET: Semi- ( 2 4 )
INTELLIGENCE: F Omnivore
Chaotic evil Semi- (2-4)
TREASURE: F
Neutral
ALIGNMENT:
NO. APPEARING: 1-4 1
512
ARMOR CLASS: 61512 12, Fl15 (E)
10
MOVEMENT: 9, Fl18 (E)
11
HIT DICE 9
5
THACO: 11 1-3/1-3/2-8 (2d4)
12-17. (2d6)I
NO.OFATTACKS: 6 3-12 (3d4)
Breath weapons
DAMAGEINTACK: 1-311-311-4/1-41 Nil
Nil
2-8 (2d4)I
L(5.tall at the
3-12 (3d4) shoulder)
Elite 03-14)
SPECIAL ATIACKS: Breath weapon 6000
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (5’ tall at the
shoulder)
MORALE: Elite (13-14)
XP VALUE: 5000
How chimerae were created is a dark mystery better left unex-
plored. The chimera has the hindquarters of a large, black goat over those it preys on. Having a voracious appetite, it sometimes
and the forequarters of a huge, tawny lion. Its body has roams over territories as large as 20 square miles,
brownish-black wings like those of a dragon.
Being chaotic evil in nature, the chimera enjoys preying upon
The monster has three heads, those of a goat, a lion, and a men, elves, dwarves, and halflings. It will even gladly attack oth-
fierce dragon. The goat head is pitch black, with glowing amber er monsters in its search for food. Anyone entering its territory
eyes and long ochre horns. The lion head is framed by a brown becomes prey, and will be treated accordingly.
mane and has green eyes. The dragon head is covered with or-
ange scales and has black eyes. The chimera cannot resist attacking groups of travelers or
monsters for another reason: its dragon nature craves the trea-
The chimera speaks a limited form of the foul language of red sure that its prey might be carrying. Although it has no earthly
dragons. As a rule, however, it will only pause to communicate use for it, the chimera will gather the coins of its fallen foeinto a
with those creatures who are more powerful than itself. heap and roost on it like a dragon. Its hoard is nothing like that
Combat: Its many heads and powerful physique make the chi- of a true dragon, however, and consists mainly of copper and
mera a deadly foe in combat. The monster prefers to surprise its silver coins, with perhaps some jewelry and a few magical items.
victims, often swooping down upon them from the sky. It can Ecology: The chimera fills the role of both omnivore and a top
attack 6 times each round, clawing with its forelegs, goring with predator in its ecosystem. It is very adaptable. During times
its two horns, and biting with its lion and dragon heads. If it de- when its prey is scarce or non-existent, the chimera can make do
siresto do so, the dragon head can loose a stream of flame some5 with a vegetarian diet.
yards long in lieu of biting. The dragon‘s fire causes 3-24 (3d8)
points damage, although a saving throw vs. breath weapon will The Gorgimera
cut the damage in half. The chimera will always attempt to The gorgimera has the hindquarters of a gorgon, forequarters of
breathe if its opponents are in range. If more than 1chimera is a lion, and body and wings of a red dragon. Like the chimera, it
encountered, they will attack in concert. has the heads of its three constituent creatures.
The armor classes are split as follows: Dragon, AC 2 (flank); The monster can attack with its claws, bite with its lion and
Lion, AC 5 (front); Goat, AC 6 (rear). dragon heads, and butt with its gorgon head. In place of making
its normal attack, the gorgon and dragon heads can employ their
HabitaWSociety The chimera, being a hybrid, combines the breath weapons. While the dragon’s attack is similar to that of
preferences of the lion, the goat, and the dragon in its habitat, the chimera, the gorgon’s breath causes petrification to any
society and ecology. The dragonish part of its nature gives the caught in its area of effect. The gorgon head can use its breath
chimera a distinct preference for caves as lairs. The dragon and weapon twice per day to strike in a cone 3 feet long which is 1
lion parts seem to war with one another, for some chimerae are foot wide at its base and 3 feet wide at its mouth. The gorgimera
dragon-like in their preference for solitude, while others live in will always use one of its breath weapons if its foes are within 10
small prides. Even if they mate, offspring are rare. feet. A save vs. petrification will allow a victim to avoid the ef-
fects of the gorgon’s breath.
The monster is an omnivore. The goat head will browse on the
toughest plants and shrubs and will derive nutrition from the The gorgon‘s head can see into both the Astral and Ethereal
most barren vegetation while the lion and dragon heads can only planes, and its breath weapon extends therein.
be satisfiedwith flesh. The chimera hunts once every 3 or 4 days,
Like its relative the chimera, the gorgimera can also speak a
-sing its &I& and limited intelligence to gain an advantage limited form of the language of red drago--
43
Cloaker
CLIMATmERRAIN: Any subterranean
FREQUENCY: Very rare
ORGANIZATION:
ACTNlTY CYCLE: -Solitary
DIET:
Nieht
INTELLIGENCE: Carnivore
TREASURE: High (13-14)
C
ALIGNMENT: Chaotic neutral
NO. APPEARING: 1-4
ARMOR CLASS: 3 (1)
MOVEMENT: 1,Fl15 (D)
HIT DICE
THACO: 6
15
NO. OF AITACKS: 2 +special
DAMAGFJATTACK: 1-611-61 +special
SPECIAL ATMCKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: L (8' long)
MORALE: Elite (13.14)
1,400
XP VALUE
Cloakers are fiendish horrors, related to trappers, that dwell m rarily forced into a trance that renders it unable to attack or de-
dark places far beneath the surface of the earth. They generally fend itself as long as the moaning continues.
seek to kill those who enter their lairs, unless they can think up
some other, more amusing way to punish interlopers. The second intensity of moaning acts as a fear spell. All crea-
tures within 30 feet of the cloaker must roll a successful saving
When a cloaker is first seen, it is almost impossible to distin- throw vs. spell or flee in terror for two rounds.
guish this monster from a common black cloak. The monster's
back has two rows of black eye spots running down it that look The third intensity of moaning causes nausea and w e a h e
much like buttons, and the b o ivory-colored claws on its upper and affects all those in a cone 30 feet long and 20 feet wide at its
edge can easily be mistaken for bone clasps. open end. Anyone caught in this area must roll a successful sav-
ing throw vs. poison or be overcome by nausea and weakness fr-
When it unfurls itself and moves to attack, however, its true l d 4 + 1 rounds. During this time, those who fail their savir
nature becomes all too obvious. At this point, its white underside throws are unable to act in any manner.
is clear and the monster's face is fully visible. This face, with the
glow of its two piercing, red eyes and the needle-like fangs that The fourth and final intensity of moaning acts as a hold persc
line its mouth, is a truly horrible sight. At this point, the monster spell. This power can be used on only one person at a time, has
also uncurls the whip-like tail at its trailing edge and begins to range of 30 feet, and lasts for five rounds.
swish it back and forth in anticipation.
Each of the various effectsof the cloaker's moan can be defea
Combat: When a cloaker strikes at its victim, it moves with ed by the use of a neutralize poison spell on a victim.
blinding speed. Without warning, the cloaker flies at its target
and, if the attack roll is successful, engulfs its prey within its Cloakers also have the power to manipulate shadows. Knon
folds. Any creature that falls victim to this attack is all but help- as shadow shifting, this power can be used in a number of way
less and can be bitten easily (no roll required) for ld4 points of but in only one particular manner at any given time. The cloak
damage plus the victim's unadjusted Armor Class. Thus, an ad- can employ its shadow shifting ability to obscure its opponent
venturer in chain mail (AC 5) suffers l d 4 + 5 points of damage vision, thus bettering its Armor Class to 1.Or the creature can
each round. Shields offer no protection from such attacks. produce precise images from the shadows that can be used to
trick its adversaries. One common means of employing these im-
While it is devouring its chosen victim, the cloaker uses its two ages is to create a duplicate of the cloaker to draw away enemy
whip-like tail attacks to inflict ld6 points of damage on those attacks. If this method of shadow shifting is employed, it can be
who move in to help rescue the captive. The tail is AC 1and can treated as a mirror image spell that creates ld4 +2 images.
be cut off if a total of 16 points of damage are inflicted upon it.
A fightspell cast directly at a specificcloaker blinds it and pre-
Any attacks made on the cloaker inflict half their damage to vents it from using its shadow shifting powers.
the cloaker and the other half to the trapped victim. Area effect
spells, such as fireball, cause full damage to both the monster and HabitaUSociety The thought processes of cloakers are utterly
its victim, alien to most other life forms. As such, they can only be commu-
nicated with by mages who have devoted long hours to training
The cloaker can also emit a special subsonic moan of increas- their minds in the arcane disciplinenecessary to understand these
ing intensities. Although this power is blocked by stone or other creatures.
dense materials, it can be very effective in an open chamber.
Cloakers may not moan and bite during the same round. A Ecology: It is believed that cloakers are asexual, although r
cloaker may emit one of four types of moan each round. definitive proof of this has ever been found.
The first intensity of moaning causes unease and numbs the
minds of those within 80 feet of the cloaker. The immediate effect
of this moan is to cause a - 2 penalty to the victims' attack and
damage rolls against the cloaker. Further, any creature that is
forced to listen to the moan for six consecutive rounds is tempo-
Cockatrice
Cockatrice Pyrolisk
CLIMATWERRAIN: Temperate to trop- Temperate to trop-
FREQUENCY: ical, any terrain ical, any terrain
ORGANIZATION
ACTIWCYCLE: Uncommon Rare
DIET:
INTELLIGENCE: Flock Flock
TREASURE:
ALIGNMENT: Any Any
Omnivorous Omnivorous
Animal (1) Low (5)
DD
Neutral Neutral evil
NO.APPEARING: 1-6 1-4
6
ARMOR CLASS: 6 6, FI 18 (C)
6+2
MOVEMENT: 6. FI 18 (C) 13
1
HIT DICE: 5
1-4
THACO: 15
Gaze
NO. OF ATTACKS: 1 Immune to fire
Nil
DAMAGEIATTACK: 1-3 S (3’tall)
Steady (11-12)
SPECIALATTACKS: Petrification 1400
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S (3’tall)
MORALE: Steady (11-12)
XP VALUE 650
The cockatrice is an eerie, repulsive hybrid of lizard, cock, and Females lay 1or 2 brownish red, rust speckled eggs per month.
bat, It is infamous for its ability to turn flesh to stone. There is only a 25% chance that any given egg will hatch. Those
that are fertile will hatch in 11-19days. The young reach matu-
The cockatrice is about the size of a large goose or turkey, and rity and full power within 6 months, Once they achieve adult-
has the head and body of a cock, with two bat-like wings and the hood, the hatchlings are driven away from the nesting site by
long tail of a lizard tipped with a few feathers. Its feathers are their parents. Larger groups of cockatrices encountered will fre-
golden brown, its beak yellow, its tail green, and its wings gray. quently be young driven from the nest who have temporSrily
The cockatrice’swattles, comb, and eyes are bright red. united for survival.
Females, which are much rarer than males, differ only in that Ecology: The cockatrice thrives in the wilderness. Its petrifica-
they have no wattles or comb. tion power makes it immune to most predators, and enables it to
competewith other birds for food, The feathers of the cockatrice
Combat: The cockatrice will fiercely attack anything, human are prized by certain wizards as many magical scrolls must be
or otherwise, which it deems a threat to itself or its lair. When inscribed with pens made from such quills. Many people also
attacking, the cockatrice will attempt to grapple with its foe, seek unhatched eggs, or even a live cockatrice, as unusual pets or
touching exposed flesh and turning it to stone. Flocks of cocka- guardians.
trices will do their utmost to overwhelm and confuse their oppo-
nents, and they will sometimes fly directly into their victims’ Pyrolisk
faces. Frequentlymistaken for its less malignant relative, the pyrolisk is
virtually identical to the cockatrice except for the single red
While the fatal touch of a cockatrice‘sbeak will affect victims feather in its tail and the reddish cast of its wings. Whereas the
clothed in leather or fabric, it will not work through metal armor. cockatrice is motivated by instinct alone, the pyrolisk revels in
The touch will, however, extend into the ethereal plane. The spreading mayhem. Any victims who fail to save vs. death magic
cockatrice is somewhat aware of the limits of its powers, and nat- when meeting its gaze will instantly burst into flames, dying in
ural selectionhas taught it to strike only at exposed flesh. If large agony. If the save is made, they are still burnt for 2-13(Id12+1)
areas of the opponent’s flesh are exposed, it should be assumed points of damage. Any creature innately or magically immune to
that the cockatrice automatically touches flesh. If the target is fire will not be affected by its gaze, and anyone who makes their
reasonably well armored, the base chance of a cockatrice striking saving throw is thereafter immune to the gaze of that particular
an area which it can affect is equal to 10% times the adjusted pyrolisk.
Armor Class of the victim.
The creature can cause any fire source within 30 yards to ex-
HabitaVSodety The cockatrice is immune to the petrification plode in fireworks (as a pyrotechnics spell) once per round.
powers of others of its kind.
The pyrolisk is itself immune to all fire-based spells and at-
The diet of the cockatrice consists of insects, small lizards and tacks.
the like. When it hunts these animals, the creature does not em-
ploy its power to petrify living things. The pyrolisk‘smortal enemy is the phoenix, although any crea-
ture which the monster encounters is likely to be attacked.
It is distinguishedfrom other aviansby its unusual habits and nas-
ty temperament. Since females are rare, they a n the dominant s6i.
and will often have more than one mate. In fact, males will often
fght or shut for the privilege of joininga female’sharem. Thesemat-
ed groups usually build their nests in caves. Nest sites are perma-
nent, and the cockahice constantlyseeksto decorate its nesting site
by lining it with shuung objectslike coins and gems.
45
Couatl
CLIMATEmERRAIN: Tropical and subtropicaljungles
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE:
DIET: An"
INTELLIGENCE:
TREASURE: ~ ~~~
ALIGNMENT:
Carnivorous
Genius (17.18)
B. I
Lawful good
NO. APPEARING: 1-4
ARMOR CLASS 5
MOVEMENT: ;' 6. FI 18 (AI
HIT DICE: 9
THACO:
11
NO. OF m C K S : 2
DAMAGUTACK: ~
SPECIAL A'ITACKS:
1-3L2-8 (2d4)
SPECIAL DEFENSES:
MAGIC RESISTANCE: Poison.. mae-ic use
SIZE:
MORALE: Etherealness
Nil
XP VALUE: L (12' long)
Elite (13-14)
6000
Level WSci Attack/ Power PSPS
9 Dev Defense Score ld100+110
AnyIAll = Int
4/5/18
Claaentience: aura sight, all-round vision, see sound; Psychome-
, tabolism metamorphosis, clemical simulation, ectoplasmic
form; Psychoporatation: teleport, time shift; Telepathy:
mindlink, ESP, invisibility.
The couatl are featheredserpents of myth and lore. It is believed HabitaUSodety; This winged serpent is native to warm, jungle-
that they are distant relatives of dragons, although this remains like regions but can also be found flying through the ether. Their
unproven. intelligence and goodness have made them objects of reverence
by the natives of the regions which they inhabit. Considered to
So rare as to be considered almost legendary, the couatl is one be divine, there are many legendsin which the couatl is the bene-
of the most beautiful creatures in existence. It has the body of a factor of mankind and the bestower of such precious gifts as agri-
long serpent and feathered wings the color of the rainbow. Since culture and medicine. There are even shrines in certain areas
it has the ability to polymorph, the couatl will sometimesappear dedicated to the couatl, and any who attack or harm a couatl are
in the form of other creatures (alwaysof good alignment). automatically viewed as the blackest of villains.
Couatl are able to communicatevia telepathy with almost any Although solitary in nature, couatl think of themselves as a
intelligent creature which they encounter. In addition, they can single, extended clan. This clan is led by the oldest and wisest of
speak common and most serpent and avian languages. their numbers but assembles only in dire emergencies.
Combat: A couatl will seldom attack without provocation, Mosf couatl dwell alone, making their lairs in caves and aban-
though it will always attack evildoerscaught red-handed. When- doned buildings in remote, uninhabited regions. They hunt jun-
ever possible, a couatl will attack from the air. gle animals for food once every fortnight or so. Many enjoy
traveling, often undertaking long journeys of exploration.
Since it is highly intelligent, the couatl will frequently use its
spells from a distance before closing with its foes. If more than On rare occasions, a pair will mate for life and establish a joint
one couatl is involved, they will discuss their strategy before a lair. Unlike many other reptiles, the couatl bear live young.
Births are rare, averaging only one per coupleeach century. Both
battle. The couatl will also not hesitate to polymorph into an- parents participate in the rearing and education of the single off-
other, more effective form in combat. spring, and will fight to the death if their child is threatened.
Young couatl reach maturity in thirty or forty years and, though
The couatl have a variety of abilities which make them more somewill elect to remain with their parents for as long as a centu-
than a match for most other creatures. In addition to being able ry, will eventually set off in search of the couatl's never-ending
quest for wisdom.
to polymorph themselves at will, a couatl can use magic. Fully
45% will be 5th level wizards, while 35% can act as 7th level Intellectuallycurious, all couatl have vast stores of informa-
priests. The remaining20% are able to use both types of abilities. tion and enjoy learning more. When one of them learns some
new and fascinatingfact he will inevitably set out in search of his
In addition to their other magical abilities, couatl can render brethren to share and discuss it.
themselves and up to 450 pounds of additional matter ethereal at
will. Further, they can detect good/evil, detect magic, turn inuisi- Couatl can sometimes be persuaded to help good adventurers
ble, and employ ESP whenever they desire to do so. The oldest or give sound council. If they feel that they are being sought for
and most powerful of couatl can also use a plane shift on them- frivolous reasons, they will simply fly away. They are not greedy
and do not seek treasure for its own sake. Aid from a couatl may
selves and up to 8 others. This ability has a 90%chance of reach- well take the form of a magical item from its hoard.
ing the desired plane.
Ecology: The couatl usually reigns supreme in its jungle, hav-
The couatl uses its poisonous bite and constridon when forced ing little to fear from most other monsters.
into melee combat. Wen it bites it does 1-3 points of damage and
injeds a deadly toxin. If the victim fails a savevs. poison it is killed
instantly. If the constriction attack succeeds, the victim takes 2-8
uoints damaee each round until it or the couatl is killed.
Crabman
CLIMATEIIERRAIN: Temperate to tropical sea coasts I
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Low to average (5.10)
TREASURE: Nil (In lair: K X 5, L X 5, C)
Neutral
ALIGNMENT:
NO. APPEARING: 2-12
ARMOR CLASS: 4
9, Sw 6
MOVEMENT: 3
HIT DICE:
THACO: 17
NO.OFATTACKS: 2
DAMAGEIATTACK: 1-6/1-6
SPECIAL A l T A U S : Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M-L W 1 0 ' tall)
MORALE Steady 01-12)
65
XP VALUE:
Crabmen are man-sized intelligent crabs. They walk upright on Crabmen continue to grow and molt throughout their'lives,
two pairs of legs. The small pincerstipping the short arms above and specimensas tall as 10 feet have been reported. A crabman
their legs are used for fine manipulation. The two longer arms can live for up to 20 years.
end in large claws. Two slender eyestalks bob above the beak-
like collection of mandibles which makes up the crabman's A crabman tribe seldom has commercewith other tribes, and
mouth. Male crabmen are often brightly colored and females almost never with other intelligent races. They produce few arti-
may be reddish-brown, green, or black. facts, primarily seaweed weavings, driftwood carvings, and
seashell constructions. Though these are often impermanent,
Combat: Though generally peaceful, crabmen will fight back some are quitebeautiful. Though details of crabman religion are
with their large claws if attacked, causing ld6 points of damage unknown, most artifacts are believed to be religious in nature,
per hit. Males of certain subspecieshave an enlarged claw on and are jealously guarded.
one side which does Id8 damage. Crabmen have never been
known to wield weapons. Each tribe appears to be led by a dominant, elder male or fe-
male. Theseleadershave maximum hit points, but are otherwise
If severed, a crabman's limbs and eyestalks will grow back in unremarkable.
At certain times, population pressure and food shortages will Crabmen speak their own language, which consists mostly of
ause crabmen to voraciously hunt other creatures. Most such hisses and clicks. The crabmen's xenophobia and the extreme
attacks are directed towards other tribes of crabmen or other difficulty of their language make it virtualIy impossible for hu-
coastal inhabitants. However, they will occasionally raid mans and similar races to learn to speak the crabman tongue.
coastal towns for food, attacking anything that moves. Such Those few sages who know anything about the language know
savage frenzieslast only a few days, during which the crabman only a few basic words.
population is generally reduced back to a tolerable level.
Crabmen are attracted to shiny metal, particularly silver-
HabitatiSociety Crabmen live as simple hunter-gatherers, sub- colored metal, though they seem unable to differentiatebetween
sisting primarily on carrion and algae. Much of each crabman's silver, platinum, and steel. Crabman lairs often contain piles of
day is spent hunting, filtering algae, or scavenging along the these metals, with many pieces worked into sculptures. If the
shore. Crabman often gather large amounts of sand into their metal has rusted or tarnished, it is sometimes scraped to reveal
mouths, suck out all the organic material, and spit out fist-sized the shine again, but often simply thrown into a refuse pile.
pellets of sand and dirt. These hardened pellets betray the pres-
ence of a nearby crabman lair. Ecology: Crabman artifacts can sometimes bring good prices
from collectors, though they are often fragile, and readily de-
Crabmen generally live in coastal caves. Some tribes dig ex- composeif made of plants.
tensive burrows in seaside cliffs. Within a burrow complex,
each crabman has an individual lair, situated near a large, cen- Crabmen are rumored to be very tasty, especially their legs
tral meeting area. and claws. Primitive coastal inhabitants, particularlysahuagin,
consider them a delicacy and often raid crabman villages. Their
Males and femalesare found in approximately equal numbers shells dry out and become brittle soon after they are removed or
in a tribe. They mate at irregular times throughout the year. The molted, so they cannot be used as armor, The claws can be used
femaleproducesabout 100eggswithin two weeks. They are laid as passable clubs.
in the ocean, where they hatch into clear, soft-shelled,crablike
larvae. In six months they molt, develop a stronger shell, and
begin to dwell on land. The eggs and larvae are delicious, and
predators greatly reduce their numbers before they reach adult-
hood. Larvae are almost defenseless, with AC 8, 1 HD, and
weak claws which do onlv 1-7 mints of damage per h i t
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