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Published by Capn_Ragnar, 2022-10-17 01:43:23

DMR2 - D&D Creature Catalog

DMR2 - D&D Creature Catalog

Keywords: DUngeons & Dragons,DnD,TTRPG

-- I _ ,. ” ._,. ,. ,. -j ,.,*, r. , . ~I. r. c ,.~c. -_.

Armor Class: 8

must be made Damage:

ld4 (ld12) ld4 (ld4) Id2 (1
Fighter: 2 Fighter

day. When the 8 hit points a

and will do 3d6 points a
hen it attacks. 1I
defeated a second time
I
T m i n : Any.

L. ,

t

Armor: 6
Hit Dice:
Move: 1+3*(SI
Attacks: 120' (40'
1 bite
Damage: ld6+poison
No. Appearing: ld4 (44)
Fighter: 1
Save As: 8
U
Morale: 2
Treasure Type: Neutral

Intelligence: 19
Alignment

XP Value:

s Id6 points of damage, and
t make a saving throw vs.

The web of the throw vs. poison or be M m t e r T p : Lowlife (Comma@+
are in contact
ideruses thisattacktotake Huge wood sbiders live in areas of dark, tangled
ider is as strong as the webs woodlands. Theq spiders are three feet long, have long
legs, and are green with irregular brown stripes. These
web at a single opponent up
re hit by the strandmust make allow them to blend in with the surrounding foliage,
gaining surpriseon a roll of 1-4 on ld6.They have sticky
is at +1 or be paralyzed. The pads on their feet which they use to cling to the sides of
b strands to trap victims in a trees and even the undersides of branches.

c; Sand: Cavern, While searchmg for prey, huge wood spiders lurk in
the branches of trees, waiting to leap down on any
passing creature.Their bite deliversa mild poison which

inflictsan additional ld8 points of damage and makes the

victim sluggishfor 2d4+2rounds(botheffects negatedby

a successful saving throw vs. poison at +2). Sluggish
creatures roll for initiativewith a penalty of -2 and move

at half speed until the effects wear off.
Wood imps(page 112)use these spidersasmountsand

extract their poison to envenom weapons. Only wood
impscan control the spiders enoughto getthemto secrete

the~v~~v~om~~~extra~ed~

Terrain: Woo+

Spider, Huge Wood

II

Squid, Giant Steam Weevil

Armor Class: 7
Hit Dice:
We: 6 0.)
AIXacks:
120’ (40’)
10 tentacles/l bite

Damage: ld4 (x10)AdlO

NO.Appearing: 0 (ld4)
Save As:
-3 Morale: Fighter: 3

7
Treasure Type: V
Intelligence:
Alignment 2
Neutral
XP Value:
275

Monster T@: Giant Animal (Rare).

The giant squid lives in deep ocean waters, rising to

the surface only to hunt. It rarely (25%) attacks ships,

preferring to pick off individual sailors. Against indi-

viduals, it attacks with all tentacles for automatic

constridon damage after each hit. Any ,of the eight

lesser tentacles can be severed with a single blow that
does6 or more points of damage,while the twogreater

tentades can only be severed by a Mow d 10points of
damage or greater. Agajmt a ship, a giant squid does

ldlO points of bull damage with its two greater ten- Occasionally, because of volcanic or other seismic

tacles and then attacks with its beak for 2 points per
r o d If its m o d e fails, the squid flees at triple speed, activity,a swarm of steamweevils m y be carried to fhe
leaving great clouds of ink (30-foot radius, 2 times per ouwideworld in a blast of steamor lava.They cannotlive
long in the relativelycold atmosphere,but they can be a
day) to confuse pursuers.
The battlesbemeen legendarily massivegiantsquid: dangerous enemy to any nearby creatures in the 1-4
and other massive denizens of the deep are part of the hours before they die.
A person caught mthe midstof a steamweevil swarm
lore ofthe oceans.Sailorshave reported titanicstruggles
between giant squids and huge whales, Ocean levia- suffers 4 points of damage per round from bu
A thans, and mashers. swarm is at full strength. A swam takes u p an area
roughly5feetwideby 5feetlong by 5feethigh. Natethat
Terrain:Ocean.

I

a swarm can only attack one creature or character at a A character with a Strength of 6 or more has a 5%

time. Smoke and fire do not bother steam weevils, but chance of breaking free of the vine by tugging at it, but
water damages them if it is splashed on the swarm (roll
to hit AC 7). Characters may scoop water from a puddle the more a victim struggles, the tighter the vine clings.
or a stream with their hands, or they may uncover a water
container and attempt to douse the bugs that way. Weaker characters have a greater chance of escaping

For each splash on the swarm, the damage that the than strong ones. Foreach point ofStrength under 6, the
chance increases by 5%(for example, 20?! for Strength3).
steam weevils can inflict is reduced by 1 (to a minimum
of 1). Therefore, if two splashes have hit the swarm, the An alternative means ofbreaking free is to cut away a
swam does only 2 points of damage. sufficient area of vines (8 hp per square foot) with an

Twain: Cavern, Mountain (volcanic area). edged weapon. Characterscaught in the vine may attack

Strangle Vine it with a penalty of-4 to attack rolls.An area equal to the

height of the character being attacked needs to be cleared

to break free. Alternatively,if the the entire area taken up

by the plant is cleared, the victim will be released.

Twain: Woods, Jungle, Swamp.

Armor Class: 9 Strangleweed
8 hp per 1' square (S to L)
Hit Dice: Armor Class: 1
Move: 0' Hit Dice: 12' (L)
Attacks: 1 Move:
Damage: Special Attacks: 0'
No. Appearing: See below
Save As: Normal Man Damage: Special
Morale: 12 Special
Treasure Type: U No. Appearing: 0 (ld3+1)
Intelligence: 0 Save As: Fighter: 6
Alignment Neutral Morale:
12
XP Value: 10 per 1' square Treasure Type: J-N, L +2 magical items

Intelligence: 0
Alignment: Neutral
XP Value:
2,125

Monster T m : Lowlife (Rare). Monster T W : Lowlife (Rare).
A strangle vine looks like ldlO ordinary creepers (up Strangleweed looks like normal seaweed, but if any

to 20 feet long) dangling from the branches of a tree. It creature comes within 10feet of this carnivorousplant, it
istouch-sensitive and attempts to entangle any individual
moving into or through it. Creatures moving throught the - A-willreach outto grab it.Strangleweedattacksarehandled
vines must make a saving throw vs. paralysis or become
entangled. Entangledvictims suffer ld4 points of strangu- in a specialway.The player and the DM eachroll4d6 and
lation damage per round and, since the vine is f d y add 4 (characters also add any Strength bonuses/penal-
anchored to its tree, can even be pulled off their feet.
Strannlewepri

P

J

ues). Ifthevicum s(player’s) total istwicethat of theweed thick green fur, and a hors oison quills, similarto

(the DM), thevictimhasescaped.If thevictim’s roll is less a porcupine’s, lie beneath its shaggy fur. In melee each

than twice the weed‘s but still exceeds it, no damage is attacker must make a saving throw vs. magic wands to

done but the victim is held tight. If the weed beats the avoid the quills; if this is failed, a saving throw vs. poison

viaim’s roll, the difference is the damage done to the mustbe made.If thesavingthrowvs.poison issuccessflll,
victim in hit points. Furthermore, all damage inflicted is
the quills inflict Id6 points of damage; if failed, the
v/subtracted from the victim‘s subsequent rolls, but the
maximum damage the strangleweed can inflict on its attacker also contracts a rotting disease. This causes 1
opponent is the total of its roll plus 4. Other characters
pointof damageper roundthereafter,preventsthe curing

of anywounds,andcanonlybestoppedbya curediseuse

- c --- -0 The tabi aresmall,winged, ape-likecreaturesaboutthe

Moltsta FJ#E: Monster (Very k). size of a large housecat. Their bodies are covered with
long, golden fur while their wings are leathery mem-
&k is a ~ v ~ moan-e~atersh t ly
branes. They give offa stench of rot that can be smelled
welow- amnd m,6o ma w f o M l s . m e creature is h e size
gi;ant serpent’s head, tmohe feet, at up to 100 feet. They are intelligent and clever.
of a In combat, tabi fight with their sharp clawswhich drip

a crystal blue venom. Anyone hit by a tabi must make a

saving rhead is a black, reptilian
then hide while
for 2d6 turns or until
the victim. Tabi also

creatures as lar ar horse with ease. Any c

it will be absolute eaten by the thunderhead. If a thunderhead fa
snatch a victim, it will either fire another lightning bo
8.”--see below) (L)
(1-2 on Id61or else attempt anothergrab (3-6 on ld6).
TreasureType: Nil
Intelligence: 5 Thunderheads encountered outside of thunderstorms
have only 8 Hit Dice and save as 8th-level fighters.

Terrain:Aerial.
Load G Barding Multiplier: As per small dragons.

Topi

Move: 120’ (40‘)
Attacks: 2 claws
Id6/1d6+special
Damage: 2d4 (5d6)
No. Appearing: Fighter: 2
Save As: 12
Morale: Nil
Treasure Type:
Intelligence: 2
Alignment: Chaotic
50
XP Value:

Monster T p : Undead (Very Rare).

Topis are undead human or humanoid creams

similar to zombies. Before these creatures are animated,
however, the corpses are shrunk until they are only two
feet tall, giving them dark, wrinkled, leathay skin. This

processislong and complex,and isknownonlytocertain
primitive tribes.

Topis are more agile than normal zombies. They roll

for initiative asusual,and canleapup tosixfeet(vertically
or horizontally) when attacking. Any creature struck by
a topi’s claw must make a saving throw vs. p i s o n or fall

victim to a venom which acts like a slow spell and lasts

for 1-2 turns.

Nonedgedweapons inflict only half damage on topis,

although a successful hit with such a weapon wid-

1Topi

.

entrances and then die. An armorer can fashion a suit
of lightweight plate mail armor (AC 1) from 25 fresh
tortle's egg shells.

Terrain:Open, Swamp, Wood

knock a topi off balance, making it unable to attack in "kiton 6, 5, or 4 (see below)
the next round. Topis are immune to mind-affecting
spellssuchas deep,c h a mand holdspells.Clericshave Armor Class: (see below) (M,
the same chance of turning topis as of turning wights.

Terrain:Cavern, Ruins,Jungle,

lbrtle

Morale: 11
Trea~~eType:V

IntelHgence: 8

Alignpent Lawful
xp value:
75

A

1

Monster Type: Humanoid (Rare). Vi lire, Nosferatu"
Tritons look very much like mermen, having human
Armor Class: 2 .-
torsoes and fish-like tails. The only differences are Hit Dice: 7-'P (M)
cultural (the braiding of their hair and their use of shells Move: 120' (40')
to adorn themselves, etc.) and their innate ability to cast 180' (609
spells. Flying 1bite, weapon or special
Attacks: ld4 (bite), by weapon type,
Tritons usually ride giant sea horses and carrytridents Damage: or hy magic type
or spears. Like some of the other civilized sea races, ld4 (ld4)
they live in large cities on the ocean floor.Triton cities No. Appearing: Former character class at equivalent level
are works of art, built in picturesque undersea locations Save As: 11
which enhance the beauty of the city. Often these cities Morale: F
are built from coral which has been carried many miles Treasure Type: As former character
by the tritons. Intelligence:
hY
Tritons have variable Hit Dice and abilities. A'triton Alignment: 1,250 (7 HD), 1,750 (8 HD), 2,300 (9 HD)
can cast clerical or magic-user spells (50% chance of if fighter or thief; 1,650, 2,300, 3,000
either, but not both). XP Value: if magic-user or cleric

A 5HD triton,therefore, castsspellseither as a 5th-level Monster Type: Undead (Very Rare).
cleric, or as a 5th-level magic-user. Spell-casting tritons The nosferatu is a special vampire. It has all the
rarelylearn fire-basedspellssuch asfireballor walloffire.
powers and weaknesses of vampires except as noted
Tewuin: Ocean. below. Nosferatu are turned as vampires.

The nosferatu does not drain energy levels. It drinks
blood. It only regenerates 1 hit point of damage per
round. The nosferatu's victims return from the dead
three days later only ifthe nosferatu intendedf o r them
to do so.

The nosferatu retains its character class, skills, pow- searchof prey.Their thornystalkswhip aroundvictim,
ers, and restrictionsin its.undead form-at the level it inflicting ld8 points of damage.The thorns are hollow,
had attained when it died, or at the level of its new hit
dice, whichever is greater. This makes the nosferatu and once the stalk has struck the vampire rose will
very unpredictable-it could have the spells of a 9th-
level cleric in addition to its undead abilities, for automaticallydrain ld8 points of blood per round.The
instance. DMs shoulddesigneach nosferatu separately, plant also injects a hypnotic anaesthetic into a victim's
giving each distinct skills or spells. These undead can bloodstream. Victims must make a saving throw vs.
be of any alignment.
spells or lose all willpower, allowing the plant to
Fighter and cleric nosferatu can wear armor (though
it does no good unless it provides an AC better than 2). continue draining blood until they die. M e r a vampire
Clericnosferatu can only commandundead,neverturn rose has completelydraineda victim, its blooms will be
them. Very old nosferatu can operate in sunlight.
colored red instead of white.
Terrain:Cavern, Ruins, Settled.
Terrain: Open, Ruins, Woods,Jungle, Swamp.
Vampire H
Armor Class: 3

Hit Dice: 7"
Move: 180' (60')
Attacks: 1touch or special
Damage: l&+energy drain or special
No. Appearing: 0 (1)
Save As: Fighter: 9
Morale: 11
F
Treasure Type: 10
Intelligence: Chaotic
Alignment

XP Valuc

Ab

c

Whateverits form, i relya regenerates2 hitpointsper higher. In the latter case, lqwever, the die roll for the
number of Hit Dice of undead destroyed must equal or
und (except for firc 3r acid damage) as soon as it is
swamps. Swamp velyas can
maged. However, ’ a velya is reduced to zero hit eel, or a water curre
points, it does not r ;enerate, but becomes a water summon 3d6 crocodi

current and flees to j crypt where it must rest for a they instantly disintegrate.As lon
whole day. Fire and cid damage is not regenerated
until the velya reach and rests in its crypt, Amor Class:

In shark or manta iy form, the velya’s movement, Damage: 1
attacks, and damagc are those of that animal. The No.Appearing: l+drowning
velya’sArmor Class,I t Dice,moraleand savingthrows Save As: Id2 (Id21
remain unchanged. 3 water form, a velya cannot Morale:
attack,but can swim t 180’per turn and is immune to TreasureType: Fighter: 6
Intelligence:
all weapon attacks.I me spells may Alignment: 12
inflict any damage o it. XP Value: I

In humanform, a \ lya may attack 2
Chaotic
or may summon 0th creatures. The touch of a velya 50

inflicts an energy dra L (removing one level of exp
ence) inadditionto 1( ,pointsof damage.Thecreatu

song can c h a m(as d * chmperson spell). Any victim

hearing the song mu make a saving throw vs. spells
or be charmed. The ong can be heard up to a mile

away, but it can 0.1, :harm characters within 200 feet

of the velya.
Once a successful ving throw is made,that charac-

ter is immune to the relya’s song for 24 hours. If the
charm is dispelled, t :character is still susceptible to
the velya’s song un she or he makes a successful
saving throw.

velya are normallj iccompanied by Id6 wighb, sild
can summon 3d6 m <o sharks from up to one mile

away. The sharks a in ld4 rounds ifthey are close

and forgotten curs( a velya will return from death
the control of the velya.
throughan ancient

A velya is unable to approacn
presented holy symbol,
from another direction.
or they will instantly
velya are unaf-

Monster T@e: Enchanted (Very Rare).
A water weird is a magical creature made of wat

which livesin a pool or anotherbody of water. It attac

all livingthings that disturb it, feedingon the life forc

frome if hard presse le enemies within 10 movement and only attacks every second round), but
s from the water in 2
In combat weird ng a normal attack, fire-based spells do only half or none of their normal
damage (a successful saving throw results in no dam-
age). A punyyfood and water spell kills water weirds

immediately.All other attacks do not harm them.

Larger water weirds are possible. For every adc,
tional 3 Hit Dice, the weird’sArmor Class is improved
by 2, damage is increasedby 1,attack range is increased

by 5 feet, and victim’s saving throws and attacks are

made with additional penalties of -2.

Terrain: Cavern (in water), River/Lake, Ocear

Whipweed

scirxts. Uncomci

to a weirds tota
2 melee rounds.
-u

White-Fang -7

h o r Class: 4
Hit Dice:
Move (surface): G*' (L)
180' (60')
Swimming 120' (40')

Burrowing (snow) 90' (30')
Burrowing (ice) 45' (15')
Attacks: 1bite/l tail lash
Damage:
No. Appearing: 2db+poison/Zd6
Save As:
Morale: Id3 (Id31
Treasure Type: Fighter: 6
Intelligence: 10
Alignment
Self
XP Value:
3
Neutral

725

Momter Type: Lowlife (Rare). t
This strange plant has two thin, whip-like stalks
Monster Type: Monster (Rare).
growingfrom a roughly spherical, gourd-like base. The White-fangs are snake-like creatures between 15and
stalksare light green in color,with thin yellowish stripes
running up their centers. The base is a nondescript 20 feet long, distantly related to white dragons. They are
brown with faint tan and cream-colored veinings. In covered all over in soft,pure white fur except for their
fully grown specimens,the stalks measure up to 15feet heads which are encased in scale-like plates of white
long, and the base is about three feet in diameter, with ivory. They are equally at home in the depths of icy
many short, tough roots sprouting from underneath. In caverns, in the freezing waters of arctic seas, or in
fact, the whipweed is able to control these roots and windswept, snowbound wildernesses.
may withdraw them from the earth in order to move
around, albeit very slowly. White-fangs are capable of keeping the temperature
of their skin the same as their surroundings, thus
The plant will attack anything that moves within the making them 80% undetectable by infravision. This,
and their coloration, gives them excellent camouflage
range of its stalks, each one striking as a 3 Hit Dice in their native environments. White fangs surprise
opponents on a roll of 1 4 on ld6.
monster and attacking different targets if two or more
creatures are within range. Once hit, the victim suffers Although they can move swiftly over open ground,
ld8 points of damage from the highly acidic sap white-fangs prefer to move unseen and attack from
secreted by the stalks and must also make a saving concealment. They can swim well, burrow through
throw vs. death ray or be entungled(unab1e to attack, snow and ice with ease, and also have very sensitive
cast spells, or move until a successful saving throw is infravision which enables them to detect warm crea-
made). Entangled victims continue to automatically
suffer ld8 points of damage each round until released
by the destruction of the stalk or by breaking free. They
may make a saving throwvs. death ray every round they
are entangled to try and break free.

If one or both of the stalks is destroyed, the base is
not affected, and will regrow damaged stalks in ld4+1
days. If the base is destroyed, the whipweed dies, but
the stalks will go into a mad frenzy for one melee round
before wilting. During this round, each stalk will make
three whiplash attacks, inflicting Id6 points of damage
for each successful attack (but no chance to entangle,
and no acid damage).

Terrain:Cavern, Open, Ruins, Woods,Jungle, Swamp.

tures through 30 feet of snow, ice, or water, or up to 120
feet away in the open.

The creature's main attack is a bite by a pair of
needle-sharp fangs. In addition to causing damage,
these fangs inject a magical venom. For those poisoned
victims who fail a saving throw vs. poison, the venom
has the effect of literally freezing the blood. The
unfortunate characters are paralyzed and, while their
skin steadily turns blue, suffer Id8 points of damage per
round until either the poison is neutralized or they die.
Although a neutralizepoison spell removes the paraly-
sis, restores the victim's color, and halts the damage
being caused by the poison, it does not restore hit
points already lost. Those who make a successful
saving throw merely feel chilled and numb, and suffer

fetch as much as 500 graved and decorated to look like a real birds wings.
100 gp in total. A winged warrior must land to fight. It cannot fight

Terrain:ColdArctic. in midair because itsweapons are the razor-sharpedges
of its metal wings. A winged warrior usually swings its
Winged Warrior arm backhanded, causing a powerful slashing blow.
The monster can attack with both wings in a single
Armor Class: 5 round. A winged warrior never carries weapons of any
Hit Dice: 2. (MI type, using only its wings.
Move: 60'(20')
180' (609 A winged warrior is immune to the effects of mind-
Flying 2 wings affecting spells such as sleep, charm and hold.
Attacks: ld6/ld6
Damage: The creature is basically nonintelligent, although it
No. Appearing: ld6 (Id61 can follow simple instructions given to it by its creator.
Save As: Fightec 2 It continues to follow those instructions until it receives
Morale: 11 new ones.
TreasureType: Nil
3 The most common duty for a winged warrior is to
Intelligence: Lawful
Alignment patrol large areas.Usually theyare instructed to attack all
XP Value: 25 creatures of a specifictype entering the area. Sometimes

a winged warrior is instructed to recognize a password
which allowsothers to enterthe area it guards.In thiscase
the warrior must be created with the ability to speak.

Terrain:Open, Settled.

hfonsterT@e: Construct (Very Rare). Wood imp
A winged warrior is a specifically modified form of
Armor Class: 6
crystal living statue, enabled to fly because of a Hit Dice:
permanentflyspell cast on it by the wizard who created Move: 3/4 (ld6 hpY (S)
it. The flying ability of a winged warrior enables it to Attacks:
protect large open areas. Damage: 90' (30')
No.Appearing: 1 bite or 1 weapon
Although the body of a winged warrior is made of Save As: Id3 or by weapon
crystal, its wings are usually made of a polished, silvery Morale: id6 (8d10)
metal. These are attached along its arms from wrist to Treasure Type: Normal Man
armpit and extend down the sides of its body to its Intelligence:
waist, so that the winged warrior flies with its arms Alignment 7 or 9
extended. The wings of this construct are often en- XP Value: S (C+N)
10
a 1 Winged Warrior Chaotic
6

or else the poison evaporates. riuge wood spider

venom can only be successfully extracted by a wood
imp. No other creature can

ma dead spider; chemi- \7 (

cals given off in their death throes render it inert.
If forced to,wood imps meleeby droppingoutof the

trees riding their spiders, and attack with their small

two-handed swords (damage id61 while the spiders
Tttack with their bites.

For every 10 wood imps there is a leader with 1-1
tribe is led by a chief with 1 HD. If these

slain,wood imp morale drops to 7. A wood

imp tribe alsohas ld4 shamans(clerics oflst4th level).
A wood imp lair consists of an area of old and rotted

trees, Here the wood imps keep their prisoners and

supplies of fresh food. The prisoners are composed of
who vary from evil humanoi
all forest creatures.

leaves stuck in it. Wychglow*

faces are round. They have a

the form of co ir victims. Often these take 3amage: Id10
victims into their or snares, set to catch the LVo.Appearir,. ld3 (Id
Save As: Fighter:
ws (see below). 11
Morale: G
Treasure Type: 15
Intelligence: Chaotic
Alignment
725
XP Value:

_.

1

e clinging to the undersidesof

fire even when use shortbows (which they can r
bows inflict l d down). Arrows fired from these
\%;
their arrow he venom from their huge wood
throwsvs. poison are made at +2,

arrowsmustbe are not cumulative. Poisoned
r a n daftertheyareenvenomed

c

wjrchlamp

ows are ballsof eerie light (one to three feet in Armor Class: 2 or 0 (see below)
that appear only at night or in dark under-
Hit Dice: 3+3**(SI
bigger a metal object is, th Move (levitating):
is to it. Plate armor, metal Attacks: 210' (70')
Damage: 1 discharg-
No. Appearing:
Save As: ld4+1
Morale: ld3 (1
Treasure Type:
Nil

0
Neutr,
100

, while those wearing Monster Type: Planar Monster (Very Rare

armor or A wychlamp is a small (up to nine inchesacross) ball

are immuneto electricalattacksandtake 3f glowing light. Wychlamps are composed largely of

Terrain:Cavern, or any (at night onlj' :nergy, although they have wispy, spiderweb-like

iskeletons of geometrical symmetry and tr nslucent-tl

invisible aspect. These strange creatures ander aim-

lessly,drifting by natural levitation, and se m attracted
to any use of magic within 70 feet. They a e silent and
jeemingly unintelligent and come from lanes domi-

nated by the Sphere of Energy.
Much sought after by those who would slay mages,

wychlamps have the unusual nmnertv nf causing anv

1 Wychlamp

'I

after they are hit once (increasing their effectiveArmoj

Class from 2 to 0). They cannot pass through a gap o

less than 6 inches in width and height. They can thu:

be netted. A ring of captive wychlamps a t 0 4 a fightel

is an effective defense against mages.

Wychlampscan discharge their energies upon ohysi

cal contact with a living creature in a lightning-like arc

that does ld4+1points of damage and slowsa victim tc

d in area and doubled i half speed during the following round. They do thk

only 40% of the times they come into contact with a

creature, seemingly at random rather than as an aggres-

~ ~ l a m c h e d si~ve weapon.

Wychlamps take no damage from fire, heat, cold, or

lightning attacks. The latter sort (only) will restore lost

hit points to a wychlamp. Treat each hit point of

damage from lightning or electricty as a hit point of

healing (up to the creature's original hit points).

Any undead energy drain attack (but not simila

spells, which go awry) will destroy a wychlamp.

Wyrd*

Armor Class: Noml Greater
Hit Dice: 0
Move: 4 8*"* (MI
4* (MI 120' (409
FIying: 120' (40')
240' (80')
Attacks: - 2 spheres+special

2 glowing spheres ldlO/ldlO+paralysis



hot desea areas and can glow with an infernal red light, and their teeth are well

ements on the fringes of reas,and thqoften

jaws or their theirpreferredmeat isthatof demihumans.Yowlershav

attack by breathiig fia firstand then closing to use their be heard up to a mile away. Anyone within 90feet must I
jaws in melee.Oncein meleethere isa 1-2 chanceon Id6
that a xytar will breathe instead of biting its opponent. &e a saving throw vs. spell each roundor flee in panic m

Terrain:Desert. ktilthe saving throw is successful. If the pack consists

YMef*- more than five yowlers, the saving throw is made at a

- nalty of -1 for each additional yowler beyond the fifth,

up to a maximum of -10. Once characters have success-

fully saved, they are immune to the baying of this

particularpack as long as they remain within its immedj

ate vicinity.

Yowlers can only be struck by

weapons, and even then only suffer

weapon's magical plus (i.e. a'sword

damage, a dagger +2 inflicts two points,etc.). Silvered

weapons inflict 1PO , Ruins, Woods.
Terrain:Cavern,

1

Armorclass: 0
Hit Dice:
Move:

Flyins
Attacks:
Damage:

Save As: 10
Morale: Nil
TreasureType: 4
Intelligence:
Alignment

xp value:

CL I

Wilderness Encounter Tables

31 e ld4
32 ld2

4344 Harpy 2d4
45-47 Hawk id6

" 2d10
83 Pemtaur

94 storm G d t ld3
95 surtaki ld6
96-37 ld8
Tdl I

Ak

Nilderness Encounter Tables

83-85 TimReetk.Giant 2d4 DlOO Roll Monster Number

27 Dusanu ld4
28 Elder Ghoul
29 Fevwing 1
Pd6
ld3+1

ld4

36 Ghost 1 30-32 Gnome 1d8
37 33 Gremlin 1d6
g3-B Wildat ld2 3840 Ghostlv Horde Special
100
YO* 4d4 41-42 Ghoul' Itlo
43 Gray Ooze ld4

44-45 G phef 1
46
DlOO Roll Monster NUmber 47 G1
01-04
05-1 1 48-50 Iron Gargoyle ld2 44-46 Metamorph 1d20
12-16 47 1d4
17-23 iant ld2' Lich 1 Mujina 4d8
48-51)
24-26 I&% Minotaur Id6 Mvstic
27-30
Cnb, Git id6

Crocodile ld8

Decapus (Marine) 1

Eel, Giant ld4 55-56 Ochre Jelly 1 64-69 NPCPartv 1d4+4
57-58 Oil Beetle, Giant ld8
Poltergeist ld4 70 Polymar 1d3
59 71 Randara 1d2

51-54 Giant Poisonous Id6 66 Revener ld3 " 81-82 Eebear 1d4
55-61 Frog 6d6 Robber Fly 1d6
Lizard Man 67-68 Rock Golem ld2 83-84 Wereboar 1d4
ld4 85 Werefox 1d6
4-9, Shade ld6
76-79 Piranha, Giant 2d4 Silver Golem
80 70-71 Slime Worm 1
Saberclaw ldlOO 72 Sluve. Giant Id3
81-83 73 Spectre
Sea Hvdra 1 74 Stone Ju,gge,mut 1
84-87 75 Tahi
88-94 Serpe&weed,Giant 1 Tiger Beetle, Giant 1
76-77 Troglodyte
95 Trader ld20 78 Undead Beholder 1d4
96-9' Water Elemental 79
1 Undead Dragon 1
98 80 1d4
99-100 Water Fundaniental 2d10 Vampire Id6
81-87 Vision ld8
Water Weird ld2 Whipweed 01-02 mer 3d6
83-84 Wood Juggernaut 1 03
Waterdrake ld4 85 Id3 1
s6 Wr.aIi.th_. '04
87 ld4 1d2
88 Wychlmp 05
Monster Number WFd 1 OGll Baldandar 1
89-90 Wyrd, Grater
DlOO Roll 91 Yellow Mold Id3 12 Bandit 3d10
01 Zombie
02 Amoeha, Giant 1 9,7- 1 1>17 Blackball 1
Apparition 1 ld4
03-04 mea Id6 93 rs-23- 10c16
94 Id3
05 Banshee 1 85 ld6 24 1d8
ld2
06 96-97 25-27 haos 1
98-100 ld8
07-08 Banshee, lesser 1 2d4 28 Decapus 1
29
Bat, Giant ldlO Dragon, Black 1d4

Dragon, Gold 1d4

13 Brain Collector 1 Settled Number 35-37 Gator Man 10d20
Carrion Crawler 38-40 Hydra 1
14-15 Centipede. Gunt ld4 DlOO Roll Monster
16-17 Chimera 2cii
04-06 Berserker 3d10
18 r, Giant ldz
I9 Crone of Chaos
20-21 ld4
22 Darkhood Id4
23
1

ld2

1Wilderness Encounter Tables

L

DlOORoll Monster

61-66 Native Jenraur ._^ 63-64 Panther
67 Nehzon 65-66 P i e
68 Purple P :hameleon Man 1

82 Swamp Velya 1 Giant

83-88 Swamp Water ld4 2‘ 72 Siredower ld6

: 94 Water Weird ld2 3’ 77 Svannle Vine Special
Waterdrake Id4 d12 78 Tarantella
9<36 ld6

Woods 83 Troll ld8
ld2 84 Unicorn
DlOORoll Monster ld8

85 Vampire Rose ld8

90 Weretiger ld4
91-92 Werewolf 2d6
Whipweed ld3
93

IL DImK UI ld6+3 5657 Lynx ld4 99 Wooddrake ld4
Id6 58 Mountain Lion 100 Wyvern Id6
13-14 Boar Oil Beetle, Giant 2d6

1 wilderness tncounter I ames
r-
T

D&D@ G&e Creature Index

described in the Ape, White ............................... 158 nd 193

Apparition ......................... Brontosaurus .. ..29

Bronze Golem..

Archelon ......

Buccanel ..

Athach ...................................... 158
Auratus .....................
Aurochs....................

carp,Gargantua ..
Carrion Crawler......

Baluchitherium

Banshee, Lesser Cattle ................

Cave Bear ..........
Cave Toad ......

WI: Wrath of the rm Bear .....................

AUosaurus ........... Bekkah ............... Crocodile ...............
Crow ..........
Amberllotms Black Dragon .........

Amir .......................
Amoeba,Giant ....

Antelope .................

D&D” Game Creature Index

- .. .. ..- .....h .. ",
.........<-..--.r
ch n 6, .TI.. r

I-

.................... -_*," .. ..".. .. \..*,. I,ur ...........................................

Death Fiend.............................. 26 Drake ...................... Frog, Giant Poisonous '2..

Death Leech ........................... CM1 Druj............................... Frost Giant ...........................
Decapus .................................... 26 Dryad........................................ 174 Frost Salamander ..................... 202
Fundamental......................... .' :42
Deep G l a m t ......................... 27
Deer................................... ,157

.......:..................73

Dervish ..................................... 193
Desert Ghost ............................ 28
Desert kvhthan ..................... 69

Diamond Dragon. Efreeti, Lesser ................... ..,....174

Dire Wolf................................. . 212
Displacer Beast ........................ 166

Djinni, Greater ......................... 167

Dog, EhTen ................................ 30 Elk Centaur ............................
........................ 30
GiantElk ..........
Dolphin .................
Doppleganger....... Giant Foot-Pad
Draco Lizard, Giant .................189
GiantHawk .............................. 52
Draft Horse .............................. 185
Dragon ..................................... 168 Giant Hunting Spider ..

Ifaenare ................ Giant Magpie.............
Giant Octopus .........
Dragon, Blue....................
Dragon, Crystal ............... Giant Owl ...............
Dragon, Diamond........... Giant Racer ...

Dragon, Gemstone .........
Dragon, Gold ..................
Dragon, Green ................

ire Giant ................................. 179 Giantshroud Spider ............. 100
&h, Giant................................ 39 Giantskunk ............
+ish, Giant................................ 177 Giant Swamp Eel .t!.' ..CML)
*ish, pii.anha (Cold-Water) ...40
tlame Salamander ...................202 Giant Swamp

+lapsails ............................ .:... ..HW Gnoll .....................

Drsgon,u- .... ............................. 41 Goblin ..................'.......:... .........180
Gold Dragon..................:.:.........1&
Dragon, White .......... plying Hydra ............................ 186
Foot-Pad Lizard,Giant ...........70
I)r;lgonny ............... Sorest Brooder ........................ 44
................. Fresh Water Termite ................209

L D&D ' Game Creature Index

I'

:........................... 1 Lizard. Roclchome...................71
......................
Hunting Spider. Giant..........100 Lizard. Thumper ...................... HvGr
Great White Sha Huptzeen ................................. AC9 Locust. Giant ............................ 189
Hutaakan .................................. 58 Lupin ......................................... 72
Hag ..........................
Dragon ............................. 171 Lycanthrope ............................. 190
Harpy........................ Living Statue ..................7.0 Lycanthrope. Werejaguar ......72
Lynx .......................................... 18
...................... h. Giant......................... 60 Magen ........................................ 73
Headsman...,............. Magen, Caldron......................
Hellhound ........... Iamara ...................................... 67
Herex ..................... Land Decapus .......................... 26 Magen, Demos .........................
Hi11 Giarit................. Lava Lizard ............................... 68 Magen, Galvan......................... 73
Magen, Hypnos ....................... 73
mv- ............... ....................... 18
Hobgoblin ............... ue ................208 Magpie....................................... 74

H o m d u s ..L.. Magpie, Giant........................... 74
Mako Shark .............................. 203
Hook Jkast .........
Hook Mofior......... Malfera...................................... 191

Horse, Wikl ............ Malice .......................................
Hsiao ......................
Mammoth, Woolly ..................H W
Man, Isolated ........................... 74
Man, Primitive ......................... 76
Man, Wild ................................. 76
M a n - 0 - W ~..............................
Mandrake ................................. 113
Manikin................................. GAZ3

Manscorpion ............................ 191

Manta Ray ................................
Manticore .................................

Marauder ..................................
Marine Decapw ...................... 26
Marine Leviathan.................... 69
Masher ...................................... 78
Mastodon.................................. 176

Medusa ..................................... 192
Megatherim ............................. 9
Mek ........................................... 192
Men ........................................... 193
Merman .................................... 194
Mesmer ..................................... 78
Metamorph ...............................
Minotaur ...................................
Moan Bird ............................ HWRl
Moose ....................................... 157
Mountain Giant ........................
Mountain Lion ..........................
Mud Golem .............................. 180
Mujina ....................................... 195
Mule.......................................... 195

Mummy ....................................
Mystic .......................................
Nagpa ........................................ 79
Narwhal ....................................

D&D9 Game Creature Index

Piranha, Cold-Water ...............40 Rockfa

Neanderthal ............... Pirate ......................... .,._193 Rockhome Lizard .-.* I

A Nekrozon ................... Plasm ....................... 200 Ruby Dragon ..............
Plesiosaurus ............ 200 Ruler of Dragonkind .....
Nightmare ............
Nightshade .........__.. Rust Monster
Nixie ...................
Polar Bear ..................
PWhosaunts ....................
Pony .......................... ...-....J..
mc PaEty ..............
Possession ................ Sea Giant ...... 91
............. Pteranodon .............
Sea Horse......................
orc..................... .._ Purple Worm................ Sea Hydra .......................
Qauriks ..................................... 75 Sea Serpent ........................

Rakasta.. Shade . . . . . . .
Shadow Elf .............
Randarar .............. shargugh ..........,<...
Rat ............................................. 201 Shark ...................................
Raven ........................................ 86 Shark, V a m ~ r a............i
Red Worm ......................

Panther ........................ Revener ........................ Sidhe ........................................ PG1
Pasha ......._...................
Rhinoceros, Woo Silk-Spider ..............
Phantom ............. ,<.
..... Riding Horse ........... Silver Golem ........

Silver Living Statu

Silver Warrior ........

Sirenflower ............ ......
Sis'thik .....
.......... 204
Skeleton.. ......
...CM8
Rock Python ........... Skullwraith...
Rock Rattler ..............
- skunk .. .....

Slime Worm

Slug, Giant...

I ursrd' Game Creature Index

.,209 Whipweed ..... ....... 110

...................... 105 White Ape ..................

...................... 106

.................. 29

aaar 93 Wild Horse ...............
........................... 76
.......................... 18
............HW ..-ant ....................................... 209 Winged Warrior .................... 112
..................... 98 Tree, Killer ......................

205 Triceratops .......... 209
..................2. 05
..................2. 05 Triceratops ............................... HW
Triton ...................
.............206
207 Wolf, Ice .................................... 60

.......GAZ12 Wood Golem ........................... 180
...................204
..................... 177 Wood Imp 112
208 Tuatara, Giant ...
..................... 18 WoodJuggernaut .................... 62
..................210
.............208 Wood Spider, Huge ...............101
,102 Tyrannosaurus Rex . . . . . . . . . . .HW
187 Wooddrake .............................. 173
AC9 Tzitzimitl .
208 Woolly Rhinoceros
........................ 57
1 Wraith .........................

Wychlamp .............................. 114

Un ...................... 211 ..........
Va ............................. 116
............................ 213
Va:
Va

..................... 108 Zombie ..................................... 213
.................... HW
Zzonga-Bush ............................. DE

Viper, Flyi

Vision 199
War Dog .................................... 30

War Horse ................... 185
Warrior, Winged 112

Water Elemental ....................... 175

Water Fundamental................42
Water Weird ......

Thou1 ............... ...............190

Thunderhead ...... .........190

.........190

. . . . . . . . . . . . . . . . . .190
105 Wereshark ............................... ,190

Whales ...................................... 212

D&D i' Game Creature Index




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