W
c,,, .c who died with some important philosophical concentration will nL, ,e broken even if it ,,,,<ked.
deliberationsunresolvedin his or hermind.In its undead
state, the philosopher does nothing but ponder these When its moment of destructioncomes,however, it will
weighty matters. However it seems always unable to look up with an expression of malicious enlightenment
reach a conclusion. Over the centuries,the evil notions on its face and thenvanish with a lingering scream of evil
of the philosopher take on substance and gain a will of delight. All malices vanish instantly when the philoso-
their own.These animated thoughts,known as malices, pher is destroyed.
appearas small,luminous,translucent wispswith vaguely
human faces, gaping maws, and spindly, clawed hands. Both the philosopher and the malices are immune to
They fly throughthe air,constantly searching for victims
onwhich to vent theirpetty,but eternal,spite.Malicesdo mind-affecting magic (cham, phantasmal force, etc.)
not stray more than 100feet from their philosopher, but and to attacks from nonmagical weapons.
areable to squeeze throughthe narrowestof gaps intheir
wanderings. A gray philosopher typically creates 2d4 Terrain:Ruins.
malices for each century of its deliberations.Clericsturn
malices as spectres. GuardianWarrior & Horse
Malices have the same attack rolls as a 9 Hit Dice Armor Class: Warrior Horse
creature, and the amount of damage done depends on Hit Dice:
the alignment of the victim: Id6 points of damage for Move: 4 4
chaoticcharacters,ld8for neutral charactersand ld10for Attacks: 5** (MI
lawful characters. Damage: Y (L)
No. Appearing: 90’ (30’)
I +1The philosopher itself appears as a seated, gray, Save As: 1weapon 150’ (50’)
insubstantial, robed figure who is deep in thought. It Morale: Id12 1bite/2 hooves
cannot be turnedby a cleric,has no attack of its own,and Treasure Type: ld4Ad6/l d6
will not defend itself. Until it is actually destroyed, its Intelligence: 3d10 (0) ldlO (0)
Alignment: Fighter: 5 Fighter: 5
r GuardianWarrior &Horse XP Value: 12 12
See below Nil
2
4 See below
See below 425
425
Gyerian 3 !
3GtoM)
Armor Class: 150' (509 .I,
Hit Dice: 2 cl
ld4 T"
ck
Morale: 8
K, 0
Treasure Type: 8
Intelligence: Iawful
Alignment:
35
XP Value:
Moptsler T-: Chnstrua(Yery Rare).
In their o r @ d fam, guardian warriors and their
on a scroll or on a set of
ai&mentof the animated
,purewater forNeutral,and
Corhorse) hasthe same alignment
diligently follow any instructions
(Iasv€ul/btic), itwill arts& theanimatorassoonasthe ftsh,and snails.They are
process is c o w . with bright,shiny objects,
Guardkdn warriors and horses are immune to fire- in wild woods.
based attacks, to
have no eyes as such,
da* etc.).Attacks
infliufulldamage.kll attacksby guardianwafilorsinflict
ld12 points of less of weapon.
Guardian lmms fiormally serve as steeds to guardian
wmricns, but may be c e d by their animators to
allow other creatures to ride them.
T m h :S d e d , Ruins.
IGyerian
ever, most gyerians are cowards and will either babble, mortal body perished-often a gloomy bog, tangled
flee, or cry. The very nervous ones have been known forest, or abandoned dungeon.
to sneeze-and little can stand up to the sneeze of a
Unlike the greater haunts, the leaacl haunt cannot be
gyerian. If a gyerian sneezes,anyone in front of it must destroyed, only laid to rest by some special means
roll less than his or her Dexterityon ld20 or be bowled decided by the DM. For example, the haunt might
over for ld4 points of damage. She or he must spend require mortal aid (from the PCs) to enable it to
completeits task,andthey mayonly receivethe haunt'-
one round standing up again.
For every 10 gyerians in a flock, there is also one XP value once it has attained peace.
cockrobin(AC 2; HD 5; Damage ld6/ld6/2d6). A flock Conversely, lesser haunts are much less dangeroi
is led by one rooster (AC 1; HD 7; Damage ld8/ld8/ than greater haunts. They cannot attack or cau:
damage, although an encounter with certain haunts
2-16). may requirecharactersto make a saving throw vs. spell
or run away in fear. Characterswho happen to fail their
Terrain:Open, Woc,. saving throws will not willingly go into that haunted
area again.
Haunt, Lessei
Terrain:Any (see above).
Armor Class: Not applicable
Hit Dice: Not applicable Hawk
Move: Nil
No. Appearing: Fear
Save As: Nil
Morale: Id2 (ld2)
Treasure Type: Special
Intelligence: Not applicable
Alipment: Nil
XP Value:
10
hY
100 (see below)
'I
\I
I Armor Class: Normal 6
Hit Dice: 8 3+3(MI
Monster T e : Undead (Rare). Move (flying): 450'(150')
Like the greater haunts(banshees,ghosts and polter- Attacks: '/z (ld4hp) (SI 1
Damage: 480' (1609 id6
geist, described under H m n t in the D&D@ Rules No. Appearing: 1 0 (Id31
CyZopdia), the lesser haunt is the ghost-like spirit of Save As: Fighter: 2
some dead characteror creature which is unable to rest Morale: ld2 8
for some reason (the need to pass on some message or Treasure Type: 0 (ld6)
to fulfill a broken oath,for example), and is bound to Intelligence: Normal Mat Nil
a particular location. This is often the place where its Alignment:
7 3
XP Value:
Nil 50
2
Neutral
5
Hawks are hunting birds that glide on the updrafts of Monster Tfie:Giant Humanoid (Very Rare).
the wind, watching the ground for prey. If a hawk A hephaeston is a giant-sized humanoid creature (18-
surprises its victim,it will do double damage on its first
25 feet tall) with a skin of flexible iron, whch gives it an
attack. Both types of hawks discussed below may be Armor Classof -2, and immunityto blows from weapons
trained as pets or guards by an animal trainer. of lessthan +2enchantment.These creaturesare immune
to any spells or magic affecting the mind and to all 1st-
N o d Hawlcs: Normal hawks will not attack hu- and 2nd-level spells. They are also immnne to all forms
of fire. Hephaestons are solitary creatures who spend
man-sized or larger creaturesunless they appear unable most of their time forging weapons.
to defend themselves (wounded, bound, etc). Normal A hephaeston will normally wield a huge ironwea
hawks are often trained by the nobility to hunt for small (usually a sword or an axe) and attacks with it o
round. In addition,the creature can either attack
game and birds.The noble will ride out to hunt (often in fM or use one of its special abilities (see below). If the fist
a party with other nobles and attendants) with a special hits with a roll of 18-20,the hephaeston has grabbed its
saddle featuring a perch for the hawk, which is kept opponent (3d10 points of damage) and will throw the
hooded and tied to the perch until it is to be released to
victim to the ground (5d6 points of additional damage-
attack. halved by a successful saving throw vs. death ray) at the
end of the round.
GiantFfmvksc These birds are the size of a very large
A hephaeston's special abilities are as follows:
dog or small pony. Giant hawks are very strong and will Levitate iron or steel objects (as the 2nd-level
magic-user spell, but double speed and no need
attack human-sized creatures if hungry. They can carry to concentrate; range-120 feet);
offhalfling-sized prey. They prefer nesting in tall, rocky Heat one iron or steel object up to 700 cn weight
crags, but some varieties will also nest in very tall trees. within 100 feet to red heat for ld4+1 rounds.
Contact with such an objectwill inflict 2d6 points
Twain:Mountain, Open, Settled, Woods. of damage per round (halved by a successful
saving throw vs. spell);
Hephaeston" Createa wallof irononceper day (as the 6th-level
magic-user spell, but only lasts 3 turns).
Armor Class: -2
Hit Dice: Temin:Cavern, Mountain.
Move: 25- (L)
Attacks: . nerex
Damage: 120' (40')
NO.Appearing: 1weapodl hand or
Save As: 1weapon+special (see below)
Morale 4d10/3d10 or 4dlO+special (see below)
Treasure Type: 1(1)
Intelligence: Fighter: 25 ,
Alignment: 11
F
YP Value: 14
Neutral
15,500
Herex d1
1bite+acid 1bite+acid/l sting mandibles and saliva.Once it reaches the outside world,
2d8+special it goes through a final shedding of its carapace and
DWlX3ge: ldlO+special/ emerges in its adult form with 13Hit Dice.
ld6+paralysis
The body of the adult is similar to that of the larva, but
NO.Appearing: ld6 (0) 0 (Id31 the creaturenow has a smaller head and mandibles,four
Fighter: 7 wings (like those of a dragonfly), and a sting at the end
Fighter: 3-6 of its abdomen.The main aim of the adult herex is tofind
a mate. Since this can take some time, the creatureshave
Morale: 12 1I 12 to hunt for prey in order to survive. Once she has mated,
T m Type: Nil the final action of a female herex is to burrow under-
Monster Type: Lowilie (Rare ground for the last time in order to lay her eggs.
Although the bite of the adult herex is less damaging
than that of the larva, its acid saliva has exactly the same
effect. The adult can also attack with its tail sting. This
inflicts Id6 points of damage and injects a poison which
paralyzes victims for 4d8 round
the three stages in its life cycle: Terrain:EgR/Larva: Cavern; Adult Any except C o l d
Arctic, Ocean,-Riverbke, and Settled.
Herex eggs are spherical and about three feet in
diameter,with a hard,opaquewhiteshell.They arefound Hivebrood
only underground (in dungeons, caverns and so on),
where they are laid by the adults in clutches of ld6. The
eggs remain dormant for many years, hatching only if Broodling Hivebrood Hiveh&
disturbed by some unwary creature. In this way, the Armor Class: 6 32
emerging ravenous larva is assured of having the oppor- Hit Dice: As host+ld4 hp* 3+1**(M) 5+1**(MI
tunity to gain its fmt meal as soon as it hatches! or 2+1*,which-
Iarva:The larva of the herex resembles a flattened, ever is greater
wingless beetle with an elongated, flexible abdanen, a Move: 120' (40') 120' (40') 120' (40')
Attacks: -1 bite/2 claws or 1bite/l weapon-
large head, and powerful mandibles.Its sole purpose in Damage: ld6/ld4/ld4 l&+paralysis/ ld10+
life is to eat and grow,sheddingits outer carapaceseveral or Id6 by ld4/ld4 or paralysis/ld6/
times as it dces so.When it fmt emerges from its egg,the weapon I&+paralysis/ ld6 or l d l h
larva is about 10feet long and has 6 Hit Dice. Over five by weapon paraiysish
weapon
to 10months,however,itgrows toabout 20feet inlength, No. Appearing: Id100 (ld100) ldl00 (ld100) 2d4 (2d4)
by which time it has 12 Hit Dice. During this time, the Save As: Fighter: 3 Fighter: 4 Fighta
larva lives completely underground, wandering the tun- Morale: 12 12
nels and/or caverns of its birthplace in search of prey. Treasure Type: -N, 0,U+V-
The larva's main attack is its bite. In addition to Intelligence: 4 I
Alignment: NeLIWdt
r
suffering n d damage, any creature bitten by a herex XP Value:
35 or by host I
larva will be af€ecte id saliva. If the victim is Broodmother Hivemind
wearing armor, the anently reduces its effec- Armor Class: 8 6
6+6*"* (
tiveness by 2 in the case of normal armor (for example, Hit Dice: 12+2*(L) 30' (10')
2 claws/
plate mail becomes AC 5 rather than 3) or 1 in the case Move: 10' (3')
Attacks: 1x30' rad. ld4/ld4/ld6+paralysis
of magical a m . Each successive bite has the same ld4 (ld4)
gas cloud Fighter: 12 or better
effect, and if the armor is reduced to AC 9 or worse, it 12
Damage: 3d6 per round
disintegratescompletely.Magical protectiondevices (for
No. Appearing: 1(1)
example, rings ofpmtection and cloaks of dkpkacement)
Save As: Fighter: 12
are not affected. If the victim is not wearing armor (or if
Morale: 12
the armor has been destroyed) she or he suffers Id10 Treasure Type:
1 additional points of acid damage from a bite. Intelligence: 0
Adatt:Just beforeitcompletesits growth,a herex larva Alignment N
abandonsitsundergroundhome.and makesitsway tothe XP Valuc 1,
I Hivebrood
..-,.,.-.,. .. _..-..-.. *.. .- I.. . ... -5 r
.. ._ .~.... . ,.. ,., .? r .~~ ,... .._Ll_lc.,., %. ,., -, l.L
)"
T m :Monster (Rare). more insect-like in its movements.After this change is
complete the new broodling
rood are a type of insect that live in communi- membersat work until the
es somewhat similar to ants' nests. Udike ants, takes place. Broodlings
claws, teeth, or weapons o
er, hivebrood are large parasitic creatureswhich abiiities transmitted to them by the hiveminds (see
infesting other beings, controlling and eventu- below),
ly destroying them-as individuals-in the process.
For hivebrood individualshave no meaning or worth- pel1 or a cureall spell on a
only the interests of the hive are important.
The broodmother is the most important member of creature will be badly affe
the hivebrood, living at the center of all the hive's
lactivities and protected with fanatical devotion by her permanent loss of Id6 p
children. This large creature-ne per hive-is barely
capable of independent movement and exists solelyto dom, Dexterity, and Ch
produce broodlings.
metabolic tamperings. However, the host
lized is the broodmother that she has none through a +1 to Armor Class due to the chitinous nature
normal abilities of hivebrood and can only
herself by emitting a 30-foot-radius cloud of of his or her new skin.
3 times per day. Thos After a period ofseveraldays,the br-g S
make a saving throw
dormant for ld4+4 hours. During this time it S
d purposes, a swe cxe
This process takes a wh outerskin and becomes a fullhivebrood.Thisnew form
host creature-usually a humanoid of some of the original host but is more
evelops a chitinous outer layer to its skin, and
eyes film over. The host also becomes stiffer and e, with antennae, compound
eyes and a tough, chitinous exoskeleton. In this fora
the hivebrood acts as a worker and sol
the hive, forgets any of the host cre
abilities, and normally (but not
special physical characteristicsof
abilitiesemitted by chemical scent
hiveleaders (see below).
Hivebroodare very simple-m
deal with complex problems.
controlled by a complex series of chemical scents that
govern their r. If all else fails, they resort to
instinctive re and violence. 4
A hivebrood can attack the methods avail-
able to a broodling,but in a ,its powerful, sticky
1Hivebrood
saliva causesparalysis(unlessa successfulsavingthrow per hivemind may be active at any one timein a single
vs. poison is made) for 2d8 turns or until a neutrulize before the first has va
poison, cuteseriouswoundsor hastespell is cast on the
victim. This saliva can be collected, and is prized by
alchemists for its usdulness in preparing magical
All types of Iiivebrood ha
well in totaldarknessas in da
The broodmother also e
which is sometimes fed to
hivebrood becomes a hiveleader, capable of giving If a hivebrood of any type casts a spell of any sort, it
orders to &r members of the hive through emitted loses 1hit point in the process. A hivebrood will cast a
scents if they are within a 3Wfoot radius. Hiveleaders spell and lose a hit point even if this leads to death, for
can a h “store”up to five abilitieswhich they receive the hive is far more important than the individual.
through the hivemind scents (see below) and pass Finally, treasure, atthough it is found in hivebrood
these on to hivebrood under their command. nests,is simplyan irrelevanceto hivebrood.If a treasure
If feeding on the jelly continues, the hiveicraucl is magical,usable (strolls, for example,can be read by
undergoes a second period of dormancy and emerges a hivemind if it has eaten someone who can read) and
as a hivemind. A hivemind is another barely mobile recognized as such, it will be used by a hivemind.
type;it is erutireky devoted to colbtrollingthe activitiesof Otherwise, small items of treasure can be found scat-
the hive. It is the hivemindsthat decide when it is time tered around a hivebrood lair.
farthe broadmaher to layanother broodmotheregg-
and where and when this egg s h l d be sent with a
retinue of hivehood to start another nest.
Hivemindshave onevery powerfuI abilitythatmakes Homunculus*
them creatures truly to be feared. If a hivemind eats a
creature,it gainsallafthat creature’sabilities(including
its savingthrowsif these are better than it a k a d y has).
These abilities can be passed on to any r i m n k s of its
hive through its windborne chemical missions. If, for
example,a hivemind has dined’ona 3r.d-level thief and
a 6th-bel magic-user,it can sehd out chemlcaisignals
EOall the hivei.ood so that they can hide in’ shadows
as thoughthey were 3rd-levelthieves or cast any of the
-level magic-user had memorized at
was eaten. Thus, it is possible for all
the members of a hive to ciast j h b a l l spells if a
hivemind has eaten a magic-uer who knew and had
memorized the spell!
Thee aae Iimits to this chemical skitl transfix. The
chnicals anly spread at a rate of 60 feet per round and
dissipatecompleaely afterthree rounds.Ifthe abihies are
not used withina furtherthreerands,the hivebroodand
b m s involved carmot use them at all (hieleaders
2 c are anexception). Fu&&more, only one chemicalscent
Armor Class: Fylgar' Gretch* Lnzaq* IlI"
Hit Dice: 0 0
Move 0 3"" (S) body on the Prime Plane is destroyed, and its life-force
150' (50') 3""' (SI will return to the plane it originally came from. The
Flying 3"" (S) 180' (60') 60' (20') character whom the homunculus served will not be
Attacks: 1 tail or - granted a replacement for at least one year and will
GO' (20') 1 bite
Damage ld4tspecial 2 clawdl bite suffer the permanent loss of a ld4+1 hit points. s
240' (80') or ld4 or 1bite Fylgac These are the most attractiveof the homunculi, I
1bite or ld2/ld2/ld4
1 tail 1 (0) +specialor ld4 with childlike features, no horns, and brightly colored
h4agic-user:21 +special
ld4 or Id3 8 wings. Fylgar may polymorph themselves into either
L 1 (0)
12 Magic-user: 21 black cats or hawks. They have extremely quick -
Neutral 8
No. Appearing: 1 (0) 95 L reactions (gaining +l to initiative rolls),and when using
Save As: Magic-user: 21
Morale: 6 their long, whip-like tails (natural form only) attack
Treasure Type: 9
Intelligence: L Chaotic with a bonus of +4.
Alignment: 11
Lawful 110 All fylgar have the innate ability to detect invisible.
XP Value:
95 Three times per day they can use a protectionfrom evil
Monster Type:Planar Monster (Very Rare). 10' radius spell.
Although a homunculus appears to be simply a two- Gretch:This winged homunculus looks very similar
foot-tall humanoid creature, it is actually the special to an ulzaq in its natural form, and maypolymorphitself
form taken on the Prime Plane by an Immortal sent
there on a special mission or as a penance. As a (at will) into a raven or giant rat. If not polymorphed,
homunculus, the Immortal serves a mortal master, who
may be a cleric or magic-user. Homunculi generally the creature attacks with its tail, which has a cruel and
serve their masters out of choice or duty and, although
high-level characters occasionally bind homunculi to poisonous barb on the end. Victims hit by the tail who
their service,this is a very risky business involving long,
dangerous, and costly magical operations. fail a saving throw vs. poison suffer the loss of 1 point
There are three types of homunculi (one for each of Dexterity per hit. This drain lasts for 2d4 turns, and
alignment), and although superficially similar, each
type has its own strengths and weaknesses. anyone whose Dexterity is reduced to 3 or less will fall
All homunculi are immune to nonmagical weapons, unconscious.
as well as all cold- and fire-based attacks. They can
become invisibleand may detect evil and detect magic Gretch are also immune to mind-affecting spells.Once
at will. They all regenerate damage at the rate of 1 hit
point per round, and this ability is passed on to their per day a gretch can slow opponents (as the spell).
master, as long as the character is within 10 feet. Ulzaq: These are by far the ugliest of the homunculi,
Homonculi use their magical abilities as if 21st level and
make saving throws as if they were magic-users of 21st with hideous, misshaped features, scaly skin, and
level.
gnarled horns sprouting from their small heads. Unlike
As long as it is a willing servant, a homunculus can
communicate telepathically with its master up to a the other homunculi, ulzaq cannot fly in their natural
distance of one mile. The master is able to use all the
senses (including infravision) of the homunculus as form, but have the ability to polymorph themselves (at
long as it stays within a mile of him or her. If the
character is in actual physical contact with the will) into normal bats orfrogs, in which case they move
homunculus, she or he gains a bonus of +3to all saving and attack as those creatures. In their normal form,
throws. ulzaq attack by means of their filthy talons and vicious
Once per week, a homunculus may use its own
fangs.Whatever form the creature assumes,the wounds
special knowledge and insight to help its master make
some important decisions. The assistance it gives is caused by its bite will drain the victim's Strength at the
equivalent to a commune spell.
rate of 1point per hit (negated by a successful saving
If a homunculus is ever reduced to 0 hit points, its
throw vs. poison). Strength loss remains for 2d4 turns,
and anyone whose Strength is reduced to 3 or less will
fall unconscious.
In addition to the immunities common to all
homunculi, ulzaq are immune to electrical attacks.
Once per day, an ulzaq can cause confusion (as the
spell).
I1
I
L1 - HmkHomr Hulk rf
2 2 .
Armorclass: 10
Hit Dice: 5( 60'
Move: 2 clawdl bit
Atfa& 1 &ws/l bite 2d6/2d6/2&
lklmas: ld8/1&/3d6 ld4 (0)
2d6 (Q) Fighter: 10
1. NO.ApPeariarg: Fighter: 5 10
' save& 8 G
Morale: K 6
TreasureType: 4 chaotic
Intelligence: chaotic 1,000
Alignment: 175
XP Value:
Monster T-: Monster (Very Rare). Hullr;er: Hulkers are taller than hook horrors (nine
The name hook beasts is used to refer to two closely feet) and have several hooked talons on each paw.Their
related species of aggressive bipedal monstew-the mouths have mandibles and do not inflict as much
hook h o r n and the hulker-which are often encow-
tered together underground in dungeons a d caverns. damage as the hook horrors' beaks.Unlikehook horrors,
Although the two species can communicate with
hulkers have excellent vision and infravision (120-foot
other using a crude language of clicks made with their
talons,they are not intelligent enough to use tools or range), which is conveyed by their many eyes. The
weapons or to form proper societies or tribes. Even so,
hunting bands of hook horrorsare often led by the more are sensitivetoheat,providingthe infravision
and the widely spaced larger eyes provide
powerful hulkers in search of prey. Both moftsters
binocular vision as good or better than that of most cats
particularlyrelishhumanoidflesh, and sothey will attack
humanoids on sight to obtain this delicacy. in low light situations.
Termin:Caverns.
Armor Class: 6
Hit Dice
Move:
Attacks: 1weapon 1weapon 1weap
or 1spell
Damage: Byweapon Byweapon uJ weap,,,,
No. Appearing: ld4+1(5dlO) ld4+4 (9d10) 0 (20d10)
Save As: Cleric: 2 Fighter: 1 NormalMan
Morale:
Treasure Type:
Intelligence:
Alignment:
XP Value:
I.
Hook Horror: These seven-foot-tall, powerful crea- Monster Type:Humanoid (Very Rare).
The race of Hutaakans are tall, slender, humanoid
tures have vulture-like heads and thick, rhinoceros-like
skin. Each arm ends in one hooked talon with -like heads.Their bo
except that their ha
which it slashes while rendin its huge beak. The narrowwith claw-liienails.AU Hutaakanshave infravision
(&-foot range) and have the same chance of moving
hook horror's vision silently as a thief of the equivalent level as their Hit Dice.
ood. It has only a 1
I HookBeast I
% Hypnosnake
c .u,, .....\' .......
In the IEcnown World, the Hutaakan empire once
now live in isolated communities in the mountains Annorclass: 4
of Karameikos.Inorhergame worldsthe Hutaakans Hit Dice:
dbesimilarlyisolated,althoughtheymayin the past Move: 1(1)
Magic-Use+. 5
ugh there are many craftsmen and artists among Attacks: 9
D
:The life ofthe Damage: 3
No. Appearing: Chaotic
Save As 1,200
Mmle:
TreasureType:
Int&gmce:
Alignment:
XP Value:
ice and spells. The Wer level clerics are the Monster Type: Monster (Very Rare).
eaders. All are d y armed with maces. is a semi-intelligent @e that at-
orc swords,spears, mslings. fore devouring it. This
t also those craftsmen and hideous serpent is a re reen-saped that
ith arms.These Hutaakans
me,using clubs or daggers,but may grow up to 20 feet in length. Its eyes are a whirling
civilized, intellectual people, suffering as a blend of all the colors of the rainbow. To hypnotize its
theis cultured nature, They are not boldly
prey, the hypnosnake stares into the eyes of a potential
,but fight without mercy when forced. They victim while swaying in a rhythmicalfashion. The victim
must make a saving throw vs. paralysis or fall instantly
to ambush enemies and attack with missile weap-
in:M o u r n ,Ruins, LostWorld, or other isolated asleep. The next round, the hypnosnalce may seek out
another victim and attempt to hypnotize him or her.
A character who is surprised by a hypnasnake auto-
matically meets its gaze. Characters who are in hand-to-
hand combat with it will meet its gaze unless they state
that theyare looking away. Inthelattercase,the character
attacksat-4, and the hypnosnake attacksat +2on all rolls
to attack. If the hypnosnake watches itself in a mirror for
a full round it must make a saving throw vs. paralysis or
fall asleep itself.
ThR hypnosnake can also lash out with its barbed tail
-4
for ldlOpointsof damage orbite for Id8points.Notethat and, if successful, takes onIy half damage.
if it chooses to bite, it cannot attempt to hypnotize at the
Ice wolves are immune to normal cold and take onlj
half damage from magical cold attacks. If normal 01
magical fire is used, however, one extra point is addec
to each die of damage inflicted(in other words, a torck
does ld4+1 points of damage to an ice wolf).
Terrain:Cold/Arctic, Mountain.
Jellyfbh,Giant
XP V h e : 100,275 or 575 Armor Class: Marauder Man-0-War
Hit Dice:
Move (floating): 9 d10 eacl
Attacks: 4" (L) Qadysis
Damage: 15' (5') (Id4
TenBcles
No. Appearing: Id10 eacl 'ighter: 5
Save As: +paralysi
Morale: 0 (ld10)
Treasure Type: Fighter: 2
Intelligence:
Alignment 8
Nil
XP Value: 0
Neuu
175
..
Monster Type:Monster (Rare). Monster Type:Lowlife (Rare
Ice wolves are huge hounds (as big as a pony) with
These huge, translucent s have stingmg Len
snow-white fur and icy blue eyes. They live mostly on
tacles up to 100 feet long. The tentacles look likr
high mountainsand in arctic regions,but often venture
onto the lowlands during winter or in search of food innocuous weeds hanging down into the water. How
when game is scarce. Icewolves are sometimestrained ever, the giant jellyfish is able to manipulate thest
and used as mounts by creatures such as hobgoblins
and Qauriks (page 75). appendages to slash and paralyze its unfortunate vic
Each round during combat, ice wolves normally tims. Giant jellyfishstay afloaf by retaining air in a largc
(1-4 on ld6) attack with a bite. Alternatively (5-6 on
1d6), they attack by breathing out an icy blast of air at bladder which forms the maj
a single victim w i t h 15 feet. The blast automatically
hits, inflicting ld4 points of damage for each full hit die will alwaysbe foundfloating
A of the creature (for example, the breath of an ice wolf Maursader:The marauderis 10feet across and has 4(
with 3+1 hit points will inflict 3d4 points of damage).
The victim is allowed a saving throw vs. dragon breath tentacles. It can only use ld4 of them against eacl
k
N
‘L
Jellyfish,Giant ca
I
opponent, however, Each ht inflicts ldlO points of Juggernautsare very maneuverable. They can stop,
damage and the victim must make a saving throw vs. reverse, or turn around in just 1round, allowing them
paralysis or be paralyzed for Id10 rounds. The monster to attack creatures behind, beside, or in front of them
gains a +4 bonus on all attack rolls against paralyzed from one round to the next.They attack by rolling over
victims with their huge wheels.These are 30 feet wide,
opgxxmlts.
Man-O-War: The man-0-war is a larger form of the making it possible for juggernauts to attack more than
onetarget in theirpath.If there is onlyonetarget intheii
iarauder. It is 20 feet across, with 80 tentacles. The path, the attack is made normally. If there are two 01
..Ian-o-war can attack a single opponent with Id10 of more targets in the path then each is allowed to make
its tentacles each round. The same attack roll bonuses a saving throw vs. dragon breath. Targets that make
apply againstopponentswho fail their savingthrows as
with marauders. their saving throw have managed to get out of the path
of the juggernaut.Those that fail to savewill be hit if the
T v u i n : Ocean.
juggernaut makes a successful attack roll against them
mor Class: Stone* Wood
€itDice: 6 A separate roll is made for each target.
Idme: 0 25** (L) All juggernauts have the following immunities ir
Attacks: 30” (L) 120’ (40’) common:all nonmagical missile fire; deep, charm, and
Damage: 90’ (30‘) 1 crush hold spells; and poison.
No. Appearing: 1 crush 8d10
Save As: 0 (1) Stone Juggernaut: Stone juggernauts appear a5
Mode: lOdlO Special
0 (1) 12 small pyramids or huge statues on rollers. They stanc
Treasure Type: Special G 40 feet to 50 feet high.They may only be damaged bj
12 magical weapons or spells. Stone juggernauts make a1
Intelligence: M+l lYt?UEIdl their saving throws on a roll of 4 or better. Stone
Miment 3 juggernautscaneasilycrushsmall buildings,eventhose
Neutral 7,500 made of stone.
XP Value: 11,250
WoodJuggernaut:This type of juggernaut normall)
I
appears as a large wooden building on rollers. It is 2(
feet to 30 feet high. Its saving throw vs. everything
(except magical fire) is 5 or better. A wooden jugger
naut automatically fails its saving throw against anj
type of magical fire attack.
A juggernaut carries its treasure inside itself. Thii
treasure may only be found after the monster i:
destroyed.
Terrain:Ruins, Settled.
Kal-Muru* (Shipbane)
I Armor Class: 4
Hit Dice: 2’ (MI
Monster T@e: Construct (Very Rare). Move (flying): 120’ (40‘)
Juggernauts are huge magical machines. They may Attacks: 2 clawdl bite+specia
Damage: ld3/ld3/ld6
be encountered in a variety of shapes and sizes: Some No. Appearing: 0 (lOd6)
look like houses,pyramids,or evenstatuesmountedon Save As:
great rollers. They are magically animated and have Morale: Fighter: 4
some awareness of their surroundings, allowing them Treasure Type:
to hunt and kill. They are made of wood or stone. 9
-Intelligence:
Nil
Alignment
xp Value: 6
Monster TvD onster (Very Rare).
I*
These vicious,man-sizedcreaturesfromthe Elemer
tal Plane of Air are normally encountered flying ove
Juggernaut
Kara-Kara
Armor Class: 9 (see below)
Hit Dice:
1+1or 1+4 (see below) (M)
dove:
Attacks: 120' (40')
Damage: 1 weapon
No. Appearing: By weapon
Save As:
Morale: 2d4 (10d6)
Fighter: 1 or Fighter: 2 (see below)
Treasure Type: 9 or 11 (see below)
R (GI(see below)
Intelligence:
Alignment: 7
Chaotic
W Value: 15
windswept oceans in wandering groups of 10or more. .
These groups are able to completely enshroud them-
selves in a cloud of magical, fog-like vapor which Monster Type: Humanoid (Rare).
reduces visibility to 3 feet within its area of effect. The Kara-kara inhabit tropical islands, but may occasion-
cloud is 20 feet deep and has a diameter of 10 feet per
kal-muru present. The fog is unaffected by the wind, ally be encountered at sea in their large outrigger
and can move at the samespeed asthe flying kal-murus. canoes or while raiding the coasts of civilized lands
It will vanish if the number of kal-murus is reduced to
They are tribal humanoids distantly related to orcJ.
(as the spell), but creatures having 5 or more Hit Dice ara-kara are slightly shorter than humans and have
save at +4, and those with 8 or more Hit Dice are dive-green skin; tangled, curly, dark green hair; and
unaffected.Kal-mums can change their shape (but not muzzle-like mouths with curved,yellowing fangs. Most
their size or attacks) at will,which adds to the confusion wear only loincloths, lurid body paint and primitive
and terror of their victims. jewelry. They speak only their own language, which
can be understood by creatures who know the orcish
Kal-murus attack with two claws and a bite. They are tongue.
immune to mind-affecting spells such as sleepor cham, In a tribe there are as many adult females as males
and can only be hit by silver or magical weapons. and Id2 young for every pair of adults. The young do
not fight, but the females are armed with stone daggers
Sailorsknow and fear the unnatural fog createdby kal- and fight in self-defense. For every 10 warriors, there
mums, since ships engulfed by it usually vanish or are will be a leader with 9 hit points (12 when chanting-
found adrift with the entire crew mysteriously and see below).
viciously slain. Marinershave given the kal-muru fog the Kara-kara do not know how to work metals, and so
name shipbane, and the mere mention of it is enough to nearly all of their weapons are made of stone, wood,
and teeth. Warriors and leaders will each have a large
terror in the heart of the most hardened seafarer.
in: Ocean.
decorated wooden shield and one or two spears. In Killer ’kee
addition they will have a stone-headed mace,a wooden
pick, or a wooden short sword edged with sharks teeth. Armor Class: 5
Females usually have stone daggers. Stone daggers
inflict ld4 points of damage; all of the other weapons Hit Dice: 6 (L)
inflict Id6 points.
Move: 0’
Tribes of kara-kara are usually ruled by councils of
manwu-papas, or witch doctors. Most manwu-papas Attacks: 4 limbs/l mouth
are 4th-level clerics and have the following spells:
causefeac holdperson and cause light wounds. Damage: 0 eacW3d6
Some manwu-papas are 6th-level clerics and nor- No. Appearing: 0 (2d6)
mally have the spells listed above plus silence 15’
radius and curse. Save As: Fighter: 3
Manwu-papasnormally have metal weapons gained Morale: 12
through trade or war with outsiders. They often wear
armor made from thin plates of tough wood. This armor Treasure Type: Nil
has the same Armor Class as leather armor.
Intelligence: 1
The kara-kara are a singing people. In battle the
males set up rhythmic chant which raises their morale Alignment: Neutral
to 11. It also increases the hit points of warriors and
XP Value: 275
leaders by 3 and makes them the equivalent of 2 Hit
Dice creatures for the purposes of determining the I
effects of spells such as sleep.The chant takes effect in
-A
the round after it is started. It requires at least five kara-
kara to maintain it and can be negated by, for example, Monster Type,Lowlife (Rare).
a silence 15‘radiusspell. Dispel magic or similar spells Killer trees look llke large trees and can resemble any
have no effect.
tree species,sothat it is very hard to distinguish one from
Because they have little understanding of metals, the normal trees around it. Killer trees are unable to move
kara-kara value them only for their useful qualities. since their roots are set into the earth like those of a
Precious metals (for example, gold and silver) are normal tree.
considered worthless since they are too soft to hold a
shape, and the kara-kara do not hoard them. The Killer trees are part animal and part vegetable, needing
treasure types given above for the kara-kara should both sunlight and the concentrated nourishment found in
only be used to calculate the value of their treasure, meat to survive. Because of their need for meat, killer
which will consist almost entirely of jewelry. Kara-kara trees are often found by the sides of animal trails or along
jewelry is made from jade, pig tusks, pearls, mother-of- forest paths.
pearl, bones, teeth, and other gems (occasionally).
Some of the branches of a killer tree are actually
The kara-kara are followers of a pig cult, and regard
- t.. pigs and boars as semi-sacred animals. A kara-kara
island will always be inhabited by large numbers of
foraging pigs (the equivalent of boars).
Terrain: Ocean, Open, Jungle (on or near tropical
islands only).
I
with which the tree can reach out up to 20 feet
o grab victims and then drag them to its mouth (which
disguised as a large tree-bole). Each branch has 1 Hit
ie and a s u c c e d atlackon it which inflicts 5 or more
damage will sever it, One attack can only sever
,regardless of the number of points of damage
inan attack.If victimsdon dcuttheir way free,they
be dragged to the mouth on the round after a lhnb
and will take an automatic3d6 points of damage per
round thereafter from the mouth's bite, The strong
crushing actionofthe mouthand the powerful sap of the
digestive chambetleave nothingleft of victims, and thus
killer tress do not have even incidental treasure.
Temin: Swamp,Woods.
Krya
Armor class: 5
Hit Dice:
7u.J
1Move (swimming): 150'(50')
ADnaamckasg:e: Blyw-nweapon4
No,Appewhg O(2dlO)
Monster Type:Humanoia (Common). ers (see page 78) for use as J-
ve the stingers from the
Kna are tall (10 to 12feet), strong, aquatic humanoids. huge,slow creaturesandharness themtotow trainsofas
They have orange, scaly skin,bulgy eyes, and large fins many as 10 large (up to 3O-foot-long), semi-buoyant
barge-like platforms which float 20 to 30 feet above the
along their backs and heads.They generally arm them- sea bed.These platformsare madeEromthe lightinternal
selves with short thrusting spears and with crossbows shells of giant squid and are gaily decorated with shells
specially made for underwater use. and colored stones.
Each family group within a tribe has its own masher
and makes its home in shelters built on one or more of
the platforms the masher pulls,The other platforms are
used for freight, since the kna make their living as
merchants and/or haulers, dealing both with undersea
andterrestrialraces.The knaareexpertsatpackinggoods
so as to protect them from the effects of seawater.
Unfortunately not all kna are peaceful traders.Some
tribes whose livings have been badly affected by the
competitionof surfaceshipshaveabandonedtradingand
have taken to piracy. Kna cannot breathe air, so their
favoritetactic istowreck ships,overcomethe crew when
they are inthewater,and then collectthe cargowhenthe
vessel sinks. To sink a boat the kna harness a team of
mashersto the vessel with chains,The mashersthentow
the ship onto a reef or rocks where it is soon wrecked.
Ternin: Ocean.
b Kna
1round. If the victim fails to make a saving throw vs.
death ray, the character becomes totallv obedient to the
mental commands of the kopru. If & saving throw is
successful, no other kopru from the same group may
attempt to charm that character again.
special charm of the kopru is different from the
person spell in that the person acts nomially
(including the use of spellsandmagic item),but istotally
committedto the interests of the kopru. A kopru knows
the thoughts and memories of any character it has
charmed. A character may only be controlled by m e
kopru at a time, but there is no limit to the &tamesit
which a charactermay be controlled. The charmcan be
broken by a dLp1 magic spell, a w&bspell, or by the
death of the controlling kopru.In addition,the controlled
character gets a new saving throw at the beginning of
each game month.Ifsuccessful, the characterbreaksh e
of the charm.
Terrainn:Cavern, Ocean, Swamp (tropical).
Kraken
Kopru
m e r (Very Rare Armor Class: 4
Hit Dice: 1 (1
n ISone af the largest Move: Magic-User:8
tentaclesaroundthe Attacks:
the remaining four. Damage:
No. Appearing:
Save As:
Morale:
Treasure TVD
cally inflicting 7d6 points of
round (half damage, in hufl p
with all tentacles.The victimsare drawn head and torso of
cavernous mouth in 2d4'mmds. Any vi snake. It cannot sp
a -4 penaltyto all attack rolls,but mayattac spells.
The lamara finds victims through trickery and deceit.
holding h m or her (GO hit points each, in addition to the
It produces i l w n s at will, and usually appears as a
body's 64 Hit Dice) to attempt to escape.
normal human (either male orfemale). Thisillusion can
If the kraken loses five or more tentacles,it releases all
its victims and flees, releasing a lo00 foot by 1000 foot c h a m those of the Tposite sek. Each potentialvictim
cloud of ink for obscurement. ThWcloud blinds all seeing the illusion must make a saving throw vs. spell
(at -2) or be charmed.Thiseffect is more powerfulthan
creatures for as long as they remain within
Tmuin: Ocean.
1- Lamara I
CI I
i
I must make a saving throw vs. dragon breath. If the
saving throw is unsuccessful, the creature is gripped
normal, and those succumbing to the effect will defend momentarily by the lava lizards jaws and takes an
the lamarato thedeath,even againsttheattacks additional Id6 points of damagefrom heat.For magical
friends. When a lamara is alonewith a victim, i typesof fire resistance,suchasrings andspells,treatthe
an illusory enemy,and the victim is always slain heat damage as red dragon breath in terms of saving
ensuing battle (killed by the lamara). A lamara p
to let its charmedvictims fight for it, but can attac and reduction of damage.
its long serpent tail by constriction (holding on for ava lizard also has a specialdefense.Whenever
automatic damage in subsequent rounds after a SUC the creature is struck by a nonmagical metal weapon
cessful attack, if desired (such as a swordor dagger), the owningcharactermust
make a saving throw vs. wands or the weapon melts
Terrain: Dese from the intenseheat of the creature's interior. Note that
a meltedweapon still inflictsdamageon that round,but
No. A p p e w g : 1 (1) is unable to do so thereafter.
Fighter: 4 Although these creatures dwell in hot subterranean
Save As: 12 caverns, they have been known to travel several miles
Mot& Nil from the lava they need to survive. As they feel their
TreasuteType: 2
Neutral body temperature cooling, they will attempt to return
Int- to the nourishing fires. There are a few unconfirmed
reports of lava lizards being found in statue-like immo-
Alignment: bility,presumablyhaving beencaughttoofar fromtheir
source of heat.
Terrain:Cavern.
MrmW Type:Monster (Very Rare).
va lizard is a bizarre reptile that dwells in
caverns among pools of bubbling lava
has a rock-like outer shell that helps
high body temperature a lava lizard m
have to survive. g to bite a creature with
The lava lizardfi
IW' quick but, relat jaws. A bitten creature
takes ld6 points of damage from the lizards bite and
1 Lava Lizard
I
or Class: Desert Maa'ne 50 feet wide by 50 feet tall, respectively). Each victim !
Damage: 2 within that area must make a saving throw vs. dragon '
NO.Appearing: 4 breath with a -4 penalty to the roll or be swallowed.
Save As: a*(*L) 70"* (L) (' -P
Morale: 300' (100') Each victim swallowed takes 3-36 (3d12) points of *T'
240' (809 1bite damage from the bite, plus 4-48 (4d12) points of
Treasure Type: 1bite 4d10 (see belo automatic digestive damage each round thereafter
3d12 (see below) 0 (1) Victims may, however, attack the soft inside of tht
Intelligence: 0 (1) Fighter: 36
Alignment: 10 creature (AC 5) while alive. A leviathan cannot digest
XP Value: Fighter: 36 Nil (see below)
0 magical items. If an object or creature has not been
11 Neutral totally dissolved within 1 turn, the monster ejects i
57,500 before returning to the depths.
Nil (see below)
Leviathans are immune to poison, take half damagr
0
Neutral
35,750
ripple in the shifting sand like a huge Ocean wave.
MarineMathan:
in the deepest parts of
Morrster Type:Lowlife (Very Rare Terrain:Desert Leviathan:Desert; Marine Leviathan
The dreaded desert and marine
om-like creatures with massive, ."..............UUF -. ..'
re among the mightiestof aea
Prime Plane. The largest 7
e been reported at 500 fe
nd the greatest marine specimens r
espite their size, however,
eserts and the fathomless depth of the oceans where
two varieties live mean that these monstrous
tures are rarely seen by civilized beings. Those
elers who encounter a leviathan seldom survive to
Nevertheless, the often distorted tales of
have reached the outsideworld havebeen
legends of awesome power and
jestruction vast enough to rival even the creatures
themselves.
Both varieties of leviathan attack by swallowing
everythmg in a large volume of sand or water (30 feet
long by 30 feet wide by 30 feet tall or 50 feet long by
'k; Armorclass: Jade* RmWoze Silver' Steel* statues(about onefoothigh) andhavea thickskinof pure
Hit Dice: 44 1 silver(value 50gpwhen the statueis killed). They arenot
n Move: 3+1" (MI 5" (M> 4
Attadtsc 5** (MI harmedbynonmetal,nonmagicalweaponsornonmagical
1 60'(209 bo' (20') 1+1* (M) 50' (109 fire, and take only half damage from edged weapons.
2 squirts 120'(40 7 fictc Steel: These statuesare immune to nonmagical iron
1 bite or steel weapons. Any iron or steel weapon striking a
No. Appearing: ld6 (ld6) ld3 (ld3) ldWld8 steel statue automatically becomes stuck in it. On the
Fighter: 10 Dwarf: 5 following round the weapon is absorbed by the statue,
2d6 (2d6) ld4 (ld4) which gains ld4+1 hit points (up to a maximum of 40).
11 Fighter: 2 Fighter: 5
Nil Magical weapons are unaffectedby the statue's absorp-
7 12 12 tion power and so do standard damage.
Neuq
Nil Nil Terrain: Cavern, Ruins, Settled.
7 7
Neutral Neutral
19 425
Lizard,Giant Foot-Pad
Amor Class: 6
Hit Dice:
Move: 2+1
Climbing 120'(40')
Attacks:
Damage: 60'(20')
No. Appearipg: 1 bite
Save As: ld6
Morale:
Treasure Type: ld3 (ld4+1)
Intelligence: Fighter: 2
Alignment:
7
XP Value: Nil (see below)
2
Neutral
25
Monster T@: Construct (Very Rare).
Besides the more common types of
numerous other types are known to
silver, rock/ooze, jade, and steel. Like normal rock
livingstatues,these are all immuneto deep, c h a m , and
They areresistantto Monster Type:Monster (Rare).
as 5th-level dwarves. These slender giant lizards have long, spindly legs
Slvec These are much smaller than normal living with toes which are flattenedout to form round, sticky
pads. These pads, allied with the creatures' agility and
low body weight, make foot-pad lizards excellent
climbers. They can cope with any but the smoothest of
surfaces,at any angle up to the vertical. Provided they
are captured young and properly trained, foot-pad
Lizard, Giant Foot-Pad I
- W'- - - -L -7
I'
lizards can be used as mounts or pack animals. How- domesticated dog. It has weak but long forelimbswhich
it uses to catch at prey. It possessesstrongjaws,runsvery
ever, they cannot climb slopes steeper than 60 degrees fast, and varies in color from pure white to whitish hues
of green and blue. The creatureis completely nocturnal.
when mounted. It lives in cavesand can only emergeat night, and seldom
Terrain: Cavern, Mountain, Woods. chooses to do so then.
Load: 2,500 cn at normal speed;4,000 cn at half speed.
In the wild, the rockhome lizard lives in large cave
complexesand feeds on rats and the occasional choker. A-
If subterraneanfood is rare,the lizardsemerge at night to
feed on small forest animals and, sometimes, wolves or L'
lone travelers.
Armor Class: 5
Hit Dice: 3 (L) However, the lizard thrives in captivity and can be
Move: trainedto performsimpletasks.They arecommonlyused
Attacks: 120'(40') to continually run in large wheels to provide power to
Damage: machines,catch rats and chokers,carrydwarves,or haul
No. Appearing: 1 bite wagons,chariots,or heavy blocks of stone (whenyoked
Save As: ldb together in groups).
Mot-dle: 2d4 (2d4)
Treasure Type: Fighter: 3 Unfortunately,rockhomelizardsdie when exposed to
Intelligence: 9 sunlight and don't get alongtoo well with horses, or else
Alignment: Nil they'd be the dwarves' draft animal of choice.Rockhome
2 lizards suffer Id6 points damage for each hour they are
XP Value: in sunlight due to sensitivity to ultraviolet radiation.
Neutral
Terrain: Cavern.
35 Load: 4,500 cn at normal speed;9,000cn at half speed.
Barding MultiDlier: x2.
Monster Type:Monster (Common).
If the dogis man's best friend,then the rockhomelizard
is the best friend of many a subterranean dwarf. This
lizard, possibly an ancestor of the lizard man, stands on
two legs, averaging about five feet high (about nine feet
f*nm head to ta"' a n A is --3hly intelligent as the
I
ILizard, Rockhome
Lupin rranged around a central fire which serves as a
gplacefor the tribe,Eachlodgenormally houses
&mor class: G a single pack, but some large lodges are home to as
21200(40')
Hit Dice: 1weapon many as four packs,
ld8 "emin:Open, Woods.
MOW: ,
Lycanthrope, Werejaguar"
Atracksr
Damagr.
No.AppearinB:
8 Armor Class: 4
C 9 2 . (MI
180' (GO')
2 clawdl bite
1d4/1d4/ld8+1dG/ld6
bark fastened onto a wooden frame. These lodges are in the same round. Make separate damage rolls for both
mb - -
Lupin
raking attacks. A werejaguar can also summon ld2 1
~ormajlaguars,which will arrive in ld4 rounds.A silver
or magical weapon must be used to hit a werejaguar. I
In jaguar shape these beasts are excellent climbers.
ecause of their feline stealth and their natural camou-
age in rain forests, they gain surprise on 1-3 on ld6.
also have +1on attack rolls when leaping down
bes of the rain forests, werejaguars
ed and revered as minions of evil Immortals.
are whispered of savage cleric werejaguars in
p rain forest who, in unspeakable
, sacrifice to the darkest Immortals by d
Even so, there is a a good chance that the
incantationsinvolved il,sometimeswith dramatic
and dangerous consequences.
There are four basic types
although the DM may
no outwardly visible d
ey reveal their special
Caldton: These mag the ability to stretch
their arms and legs up to 20 feet.Th
their limbs around a victim and, if s
acid which does ldlO points of damag
the victim is freed.Victims may break
ing at a Strength ability check wit
cpldron’s death also releases a held victim.
Demos: These magen have no special pow
fight with weapons. If they wear armor, they
the Armor Class of that armoT; otherwise,their Armor
lae. They will follow the commands of their creator to Class is 7 .
the death. Although magen resemble perfectly formed Galvm These magen have the ability to store static
not a d y living beings at all. They electricity, which they discharge as lightning bolts
gh magic and do not need air,water,
or sleep.They do not even age.When killed, their doing3d6points of damage.The lightningbolt is60feet
dissolve suddenly in an acrid burst of multi-
flame and smoke. long and 5 feet wide. A successful saving throw vs.
The procedurefor creating a magen varies according
the type required,and the special propertiesof some dragon breath reduces the damage by half. Galvan can
agen require extrawork on the part of the magic-user.
In general a large expenditure of time and money (for discharge up to 3 lightning bolts per day and may also
the costly andlor magical ingredients) is necessary to
create even one or two of these magical people. use weapons.
Moreover, many high-level spells, scrolls, and wish Hypnos:These magen are telepathic and
spells,must be used duringthe elaboratepreparatiom
given a permanent c h a mperson ability
ator. They can attempt to charm one victim per round.
If the victim fails a saving throw vs. spell, she or he will
obey the magen’stelepathic commands.Thevictimwill
not obey suicidal commands. Once an individual has
successfully saved, she or he is immune to the charm
person power of that particular magen.
Terrain:Ruins, Settled.
Magen
,. ”.,r. r. ~...* ,__ ._. ,. ,. ” ^ ,.r. I. ,., ,.
r.. I . . r.,
....,._,.. L,. LC.
agpies will not fight, even if thei
temperate lands, making t
agricultural land, and even
Magpies have a well-deserved reputation as thieve .Although some still thrive, many have fallen and
hed, and the remnants of othersremain in isolated,
en communities. These are collectively known as
cities, although their inhabitants could well live
either normal men or 1st-level fighters, although there
down totak an obj aggressivetoward outsidersbut, although human, they
ited community and living for a long period in
a particular environment often give lost city
dwellersphysicalpeculiarities,such as unusual
lated humans, it can a
affect their abilities. They could, for example, strengthen their trances. Most Cynidiceans have forgot-
have mfravision, telepathy, an acute sense of ten that the outside world exists-the times when they
smell, a highly developed (or retarded) intel- seem normal are becoming fewer and fewer as their
lect, great physical strength (or weakness), dream worlds gradually replace reality.
extremely long life spans, or even poisonous
fingernails! Most Cynidiceans are normal men, but some are
Artifacts, Clothes and Weapons: Cut off from clerics (1st-5th level) or magic-users (1st-3rd level).
the outside world, the innovation and taste of
isolated humans may have strayed far from When encountered, Cynidiceans can be as weird as
“normal.”As a result, the objects and weapons the DM desire-they could ignore the party, pretend
they use and the clothes they wear may be that they are song birds, see the party as great gods or
arcane, highly sophisticated, or simply bizarre. even terrible fiends, orthey could shower wealth on the
Behavior To outsiders, the actions, responses party. The possibilities are vast and should be as varied
and attitudes of isolated humans may seem as possible, with no two groups of Cynidiceans acting
irrational, outrageous, insane or just extreme. the same.
To the isloated humans, of course, these will
seem perfectly right and proper. Theywill often Terrain: Cavern.
follow odd religions or philosophies and may
have a very distorted idea of history and/or the Qauriks
outside world. Some lost cultures may have a
subject race (slaves) to serve them. These Armor Class: 6
slaves may be very different in appearance
from their masters. Hit Dice: 2 (MI
Examples of isolated human groups follow. DMs can
use these or be inspired by them to create fantastic Move: 9 (30’)
humans of their own making. Attacks: 1 weapon
Damage: By weapon
No. Appearing: 0 (5d6; 2d10x10 in their city)
Save As: Fighter: 2
Morale: 10
Treasure Type: F
Intelligence: 7
Alignment: Neutral
XP Value: 20
Cynidiceans Monster Type:Human (Very Rare).
The Qauriks live in a domed crystal city within the
Armor Class: 9
1 (M) polar regions. They are a hardy race who take great
Hit Dice: pride in their culture and achievements.The Qaurik city
lies in the midst of an icy valley. The city was cut off
Move: 120’ (40’) many millennia ago by huge avalancheswhich blocked
the mountain passes and have since frozen solid.
Attacks: 1 weapon
They are led by a group of eight magic-users (8th-
Damage: By weapon+Su.bonus 15th level) known as the Firelords. The Firelords
No. Appearing: ld8 (la) control all the aspects of the city and ensure that its
Fighter: 1 inhabitants survive the harsh conditions of the region.
Save As: The Firelordslive in a majestic palace in the heart of the
crystal city, from where they control the powerful fire
Morale: Special elementals which provide heating for the city.
Treasure Type: A The folk of Qaurik are kept in awe of the Firelords by
their use of phantasmalforce spells to appear as
Intelligence: Varies mighty supernatural beings. The Qauriks willingly die
fortheir leaders, believing that in so doing they become
Alignment Chaotic supernatural beings. The Firelords exploit their sub-
jects’ fanaticism by actively preying on them. It is
XP Value: 10 considered a great honor to be called to the Firelords’
palace, where it isbelieved the person dwells in ecstasy
Monster T@: Human (Very Rare). forever. What the Qauriks do not realize is that those
The Cynidiceans live in an underground lost city in entering the palace fall prey to the unspeakable rites
the desert. They have pale skin, bone-white hair, large and annetires nf the Firelords
eyes, and infravision. They wear colorful masks in the
form of birds or animals, bright clothing, and carry short
swords, but wear no armor. Some even paint their
bodies with bright colors. The Cynidiceans have lived
underground for so long that their attack rolls are at
-1 when attacking in full sunlight (like goblins).
The Cynidiceans are a dying race; each new genera-
tion is smaller than the last. They spend most of their
time living in exotic wine- or fungi-induced dream
nrnrlrlc ~ n r ltheir i i n i i ~ i i g lr l r e s ~2nd masks serve tn
No Qaurik can be ubt the wisdom of thek
leaders, and they are fond of pointing to the warmth 10,and attack as 1+1 HD monsters. They usually wear
and majestyoftheir city as proof of the Firelords' powei leather armor, carry wooden shields, and wield spears
or hand axes. The crudeness of the warriors' weapons
and beneficence. They see themselves as B people
is made up for by their Strength-ordinary warriors
blessed, for their gods live among them. Any evidence have +1to hit and damage, and leaders have a Strength
bonus of +1 to +3.
to the contrary will be dismissed-it is not their place
Vocals: Some members of Traldan tribes are selected
in life to doubt the actions of the gods. for special training as vocals.A fully trainedvocal has an
normal height and are very abnormally large chest and neck, but is otherwise less
strong. Strength scores of 15-18 are quite common for muscular thanotherTddar. Thetraininggivesvocals the
them. They hawe death-white skins and pale blue eyes ability to shout incredibly loud, projecting most of the
soundforwardwithin a 45-degree cone.The o&jnal task
and hair. At the corners of their mouths are two of vocalswas communication.Theirvoices can bedearly
protrudingfangs.Their €eetare hairy,and featuresharp, heard up to 5 miles away in the dimxion of the shout,
although the sound carries no furthez than a normal
downward-curving claws which are used to grip the human shout in any other direction. This 8pecial ability
can also be used to attack, however, and any character
ice. They wear heavy furs and ride ice wolves outside caught within thecone of a vocal's shout at close mnge
may suffer the following mental and physical effects:
the city.Inside,they favorred-and-orangegarb.Qauriks
Range 20-30 Feet:, Make a saving throw vs.
wield two-handedswords,large battle axes,and lances.
magic wands with a bonus of +2 to the roll,or
They do not use shields. suffer a -2 penalty on attack rolls and damage
rolls, and Armor Class for 1round.
The Firelords have an unimposing appearance.They Range 10-20 Feet: As above, but there is
are short and thin, with straggly gray hair and small, bonus to the saving throw.
sharp needle-liketeeth. None of the Quariks are aware Range 0-10 Feet: Victims suffer ld2
of the Firelords' true appearance. damage from the force of the sound
a -2 penalty on attacks and Armor Clas
Terrain:Cold/Arctic. rounds. Both effects are autoanatic (no saving
Traklar Wanior Vwal Other throw).
6
Armorclass: 1+1 (MI 9 9 Terrain:Mountain.
Hit Dice: 1' (MI 1-1 (M)
Move 120' (40') 120' (40') 120' (40')
Atfa&: 1shout or
1weapon 1weapon
Damage: By weapon+l By weapon Qy weapon
See below or see below
NO.App-g: Fighter: 1 See below See below
Fighter: 1 NomalMan
Save As:
(Barbarian, Native, Wild Man)
Treasureppe: A
Intelligence: Varies
except on the backs of their large, strong han
The Traldar are a cruel and embittered people
in bade they are aggressive and bloodthirsty.
barricade themselves ind
Warriom The stronge
......_ - I
a:.
r’(
able threat to any outsiders who happen to stumble on
them.
Native:The term nativemay be applied to those whc
live in jungles or on islands in tropical areas.Thewarriors
of the more warlike tribes are all 1st-levelfighters,but the
natives of more peaceful tribes are mostly normal hu-
mans who have a few higher level leaders.
Most natives wear scant clothesand no armor (AC 9)
but some wear the equivalent of leather armor (AC 7),
and the tribal chiefs may wear special armor of har‘d-
ened bone or lacquered wood (AC 5 or 6). Their’most
common weapons are spears,daggers, knives, axes,or
javelins, although some may use nets, tridents, bolas,
and/or blowguns. Natives may also carry shields.
Natives are usually encountered in groups of 10-30,
although their villages may contain up to 300. Leaders,
can range from 4th level (war leader) to 9th level (great
chieftain), A tribe may also have a shaman who is T
Some natives
on the outside world for more
such as iron weapons. These a
Since primitive peoples live close their wild men
cieties and cultures reflect thelhitati edon arenoma
BarbarJlafl:Barbarians are primitive,nomadic peoples men (including pagans-see below) use portable tents
who inhabit cold northern plains and tundra where of animal skins. Their encounters with outsiders (who
they live by hunting. Most are 1st-level fighters, al- call them wild men, men of the woods, etc.1, are brief-
though their leaders can be of much higher level.Some whether for trade (often in skins) or combat.
barbarians are thieves or clerics, and druids are not
unknown. They generally wear thick clothing of skins Most wild men are 1st-levelfighters.Although some
and furs (AC 7) and arm themselves with bows, spears,
fighters rise to 2nd-4th level, few groups have a leader
swords and so on. Some leader types have metal armor, as such. They prefer to organize themselves on a day-
obtained, like their metal weapons, by trading or
to-day basis.
arfare with civilized peoples.
So long as they are allowed to lead their lives and Wild men generally wear clothes of skins or coarse
cloth and rarely, use armor or shields. Their weapons
include bows, slings, spears, daggers, knives, and small
than wage war. They have a strong sense of honor, The name pagan is given to those wild men who
however, and fight fiercely if they are offended. They
worship certain Immortals of nature. Their clerics (1st-
are fond of wrestling, and will form strong allegiances
6th level) practice seasonal sacrifkes which they be-
with those who prove their might and worth either in lieve help maintain the cycles of the year. Pagan
a wrestling match or otherwise. ceremonies are held in isolated forest glades and
For most of the year, barbarians live in scattered grottoes and attended by large gatherings of pagans.
groups and tribes. At the time of the summer solstice, They often include sacrifices of animals and captured
however, these groups gather for a short time into bounty, ranging from produce to defeated opponents’
massive hordes for religious worship and games of skill
for honor and status. These groups can be a consider- weapons.
Terrain:Any (see above).
Man, Primitive (Barbarian, Native, Wild Man)
1 Mesmer”
e 1
Monster:’T Lowlife (Rare ter Type: Undead (Very Ran
Mashers are segmented sea wor is undead wraith-like creature lives on the ocean
but can sense the presence of other creatures affects all creatures viewing it (from above) within 240
feet. Creatures viewing the pattern will be irresistibly
drawn into the monster’slair (no saving throw). The lair
The insatiably hungry mesmer waits at the center of
the pattern, dining on its victims. It can cast 2 powerful
c h a m monster spells per round (60-foot range). A
(guided by scents carried on the ocean currents) t ed by a cleric as a “special”creature.It can only be
ed by magical weapons.
1 Masher
li
“9p9 Nightmare
Armwclas6: 3 Armor Class: -4
Hit Dice
Move: 9” (MI Hit Dice: 7***(L)
12P (401) Move:
Attaclrs: 1 bire or spells 150’ (50’)
Damage: ld8 or special Flying 360’ (120’)
NO.Appearing: 1 (1) Attacks: 3
Save As: Magic-User: 9 Damage:
9 No. Appearing: ld12/2dG/2d6
Morale 1 (1)
T r e a s ~ ~ T y p e :I Save As: Fighter: 7
Intelligence: 12 Morale: 12
Alignment: Chadc Treasure Type: Nil
Intelligence: 13
XP value: 2,300 Chaotic
Alignment: 1,650
XP Value:
Y
Monster Type: Monster (Rare). oftenused as steeds by
Nagpa look like dried, withered humans with the
awayand causeparalysis in
heads of vultures. They are intelligent and are highly in the samearea. Paralyzed creaturesmay make a saving
magical in nature. They may use the followingpowers throw vs. paralysis each round. Once a succe&l roll is
up to t h e e times each day: oeudejlalrpes (cause an
inflammable object within 60 feet to burst i‘ntb flames made,they are no 1onger:affected. Even the places
for ld3 rounds, inflicting 2d6 pints of damage per a nightmare has touched the ground becoane bli
a d barren.
halved by a successful saving throw vs. spell),
Nightmares attack with their fan
r@ysis (all Lawful characters within 10 feet must hooves. They also bre
make a saving throw vs. spell or be paralyzed for ld4 noxious vapors duri
rounds), corruption (causes a nodiving object within cloud, which measures 20 feet long by 20 feet wide,
must make a successfulsavingthrow vs. dragon breath
60 feet to decay or rot into an u n w b l e condition-
magicalitemsare allowed a savingthrow vs. spell at the 1
level of the charmer using the item), darkness, and A
Nightmare I 1
or suffer a -2 penalty to attack rolls, damage rolls, owl, iant
Armor Class, and saving throws.
Armor Class: 6
Nightmares canfly and become Invisible(along with 4(MI
their riders, otherwise as the spell) at will, up to three Hit Dice:
times per day. Move (flying): 300' (1001)
Terrain:Any.
Luud: 4,500 cn at normal speed,or 9,000 at half speed. Attacks: 2 clawdl bite
Barding Multipliee x l. Damage: ld8/ld8/ld6
No. Appearing: 0 (ld3)
Save As: Fighter 2
Morale: 8
Treasure Type: V (no coin
Octopus, Giant
Intelligence: 4
Armor Class: Alignment: Neutra-
HitDice:
7 XP Value: 75
8Q
w:Monster Giant Animal (Rare).
Giant owls can be found in any temperate or cold
(not arctic) region, but are rarely encountered. Like
normal owls, they are primarily nocturnal hunterswith
excellent night vision and the ability to fly almost
silently (surprise on 1-5 on ld6).
A giant owl'smain weapons ofattack are itsfearsome
claws, with which it can carry off prey weighing up to
1500 cn. Although owls have a reputation for wisdom
Monster ZJge: Giant Animal (Rare). and intelligence,they are neither more nor less friendly
In combat, a giant octopus will squeeze a creature toward people than most animals.
with its tentacles and stab or bite the creature with its Terrain:Mountain, Open, Woods
fearsomebeak. Once its tentacleshit, theywill constrict
and automaticallydo ld3pointsof damageeach round.
Each tentacle that hits also reduces its victim's chance
to hit by 1.A characterseversa tentaclewhen any single
hit with an edged weapon does 6 or more points of
damage. If combat is going against the giant octopus,
it will flee, jetting away at triple speed and trailing a
large, black cloud of ink (@foot radius).
Twain: Ocea U
P
Octopus, Giant
-...". ._... ..... . ,.. .._..
I_>- _.I;-.. .. 1 I^ I.. F -." .. .
Oyster, Giant Pach
Armor€.:. 5 (-2) lrmor Class: 3
Hit% 10 0 Hit Dice:
Move: 0 Move: 7 (I
Attacks: 90' UU'J
Attacks: 1 Damage: 2 swords/l mace
No. Appearing: ld10+3/ld10+3/ld12+6
Damage: 4d6 Save As:
Morale: ld3 (2d10)
No.Appearing: 0 (Id41 Treasure Type: Fighter: 7 S
F@ec 5 Intelligence: 9
SaVeAs: Alignment: A
Mold€?: NOtW 14+
Tm'Fjpe: E XP Value: Neutral
Intelligence: 0 450
Alima Neutral
XP Value: 1,090
I 1
Monster me:Giant Animal (Rare). Monster Tm:Humanoid (VeryRare).
Giantoysters lookjust like ordinaryones, except that
very intelligent, elephant-like
they are six feet in diameter and stand four feet high. found in temperate regions,
They may be found in nearly any type of watery tropical jungles, and savannah.They stand at least nine
environment, although they are most often found in feet tall and have el
cold, shallow water. When open, the Armor Class of a gray, leathery bodies.
giant oyster is 5 , and -2 when closed. When attacked Pachydermions live in cities wi carved ~ L W I ~ CT.hey
from a distance, a giant oyster closes its shell and does have a great knowledge of history and other lore. This
not open for at least 1turn. knowledge is never written down and is passed down
verbally from generation to generation. It is a well-
T m t n : Riverhke, Ocean. 'mown factthat pachydermionsnever forgetanyknowl-
zdge orexperience,andthese creaturesareoccasionally
sought out and consulted for information-but they I4
lnvariably require payments of at least 2,000 gp.
Although not normally aggressive, pachydermions
will defend themselves. They occasionally raid enemy
villages and towns. In battle a pachydermion wears
ornate armor,uses two swords(one in each hand), and
wields a great mace in its prehensile trunk. Because of
the Creatures' strengthand the size and weight of these
weapons, the damage for each of these weapons is
much greaterthan usual. For every 20 pachydermions,
m EPachvdermion
I
one is a leaderwith8 Hix Dice. fie
L
may attain a lIMxlmLlmof 12th level.
T m i n :Jungle,Open, Settled (by.pachydermions)).
Amzor uass: 5 or better
Hit Bee: 5*-14'" (L)
Move: 180'(60')
Plying 36(r (120')
Attacks: 2 hoOves/l wespan or 1 spell
hl.mw
Treasure Type:
Intelligence:
Ali-t
Phanaton
Armor Class: 7 \
Hit Dice: 1-1 (SI
XP Value: 5
Pegataur
Phantom, Lesser4 1
Armor Class: 9 .1I
Hit Dice. 6** (S)
120' (40')
Move. 240' (SO')
Flying
Id3 (Id
Attacks.
Damage. C
No Appeanng. 10
Save As:
Morale:
Treasure Type.
Intelligence:
tacticis to to take an innocuousformand callfor aid.Any
characterwho triesto aid the phantom discovers that the
seeminglysolidground it standson is actuallyquicksand.
Magical attacks upon a phantom will do full damage,
while other attacks will do only half damage. Phantoms
can become inviszble at will and can cast the following
spells once per day: confusion, hallucinatory terrain,
andphantasmalforce.These creaturesarecowardly,and
if their deception is discovered, they will become invis-
-iPhantom, Lesser
I ranha birds do not
iqle and attempt to flee.If forced tofight,they will aaack, barren of any shade.
@using 164 points of damage with each blow. dense forest or mde
Terrain: An..
Piranha Bird
Laser Greater foot long. A victim
Atmiorclass: 6 7
F Hb Dice:
Move: '/z (ld4hit points) (SI 2 (MI
30'(10') 30'(10')
Flying 180 (60') 12w (499
Attacks: 1 flock 1 bite
Damage: Id4 Id6
Nb. Appearing: 4d6 (4d6) 2d6 (2d6)
Save As: N o d Man Fighter: 1
h.pbaale: 9 11
TdeasureTm Nil
IrateIligence: 2 Nil
2
Agnment: Neutral Neutral
XP Value:
5 20 Armor Class: 9
Hit Dice: 10' (S to L)
Move: 60' (20')
Attacks: 3 blows
Damage:
No. Appearing: ld6/ld6/ld6
Save As:
Morale: ld2 (Id31
Treasure Type: Fighter:
Intelligence:
Alignment: 10
XP Value: B
5
Chaotic
1,750
Monster T p :Monster (Lesser: Rare;Greater:Very Rare). Monster Type: Monster (Rare).
Both varieties of piranha bird are garishly colored The polymar is an intelligent creature that can change
creatures, always hungry for fresh meat. Individual birds its shape. It can look llke any creature with 10 or fewer
may have green, blue, red, brown, black, or even purple Hit Dice, or any object no larger than 100cubic feet (10
feathers-the entire variety of colors is displayed in a feet long by 10feet wide by one foot deep,for example).
single flock. Their beaks are sharp and pointed and have The polymar gains no special abilities when it changes.
razor-like edgesso that the bird can stick its beak into the
flesh of a creature, bite, and fly away with a snack.
Piranha birds can fly with hummingbird-like maneu-
verability.They can make sudden changes in directionor
even hover in the air. When one bird catches sight of a
potential meal, it utters a high-pitched whistle, alerting
' thewhole flock.Thesebirdsalwaysattackwarm-blooded
creaturesand do not need to check their morale until half
of the flock has been eliminated.
dt
Piranha Bird
iI 1c
however, is not perfect. Characters,including Armor Class: 6
e the same chance to detect the polymar as Hit Dice:
find secret doors.Thus elves are more likely Move: 2+1 (MI
Attacks:
o notice polymars than other character classes. If the Damage: 90'(30')
No. Appearing: 2 clawdl bite
not detected hefore it attacks, it will attack Save As: ld4 each
Morale: 0 (3d10+ld8 saber-tooulm
Treasure Type: Fighter: 2
Intelligence:
Alignment: 9
XP Value: M (special)
12
Neutral
25
vores are not aggressive, but they are well able to Monster Type: Humanoid (Rare). I
nd themselves against thos The rakasta are a race elligent,nomadic, catlike
m threatening to them. Not
e attack with a vicious bite, it a n also humanoids.They walk upright, much
of Id8 quills from its back at attackers(range 30 feet3 are coveredwith soft, tawny fur and h
The quills maybe directedat one or twotargets(normal The rakasta are a pro
r h i n r e tn hit\ inrl e i r h innirtc %& n n i n t c nf rlomine fierce fighters who employ s
fitted over their natu
A porcupine can fire up to inflict only Id2 points
T m & Open, Woods.
rakasta can use normal weapons, such as swords, but
generally disdain them, preferring instead to use their
war claws.
Certain rakasta ride saber-toothed tigers.These tigel
riders are considered to be the bravest and strongest of
the rakasta warriors, and only they can holdthe respect
of the saber-toothed tigers.The tiger riders hold places
of great honor within the rakasta culture. The saber-
toothed tigers are controlled with knee pressure and
heavy riding crops, and are fitted with special saddles
that do not hinder their fighting abilities.These saddles
also allow the rakasta to leap up to 20 feet from their
mounts andattackin thesameround.The "tame" saber-
IRakasta
II tooths are much too ferocious to be ridden by any A randara is very fond of human flesh and will go to
1
creature other than a rakasta warrior. great lengths to ensure itself a ready supply. Usually a
Rakasta settlements average 3d10 rakasta and ld8 randara seeks out a human settlement and enten it
saber-toothed tigers, and are made up of many colorful &wised as a human or small animal. It then seeks out
tents and pavilions. Alhough they have treasuretype M, a respected person, often a merchant or tradesman, and
the rakasta have bright rugs and silk tapestries of fine observes its victim with ESP. When it has discovered all
workmanship, artfully crafted bowls and drinking cups, it wishes to know, it murders its prey and takes it place
II T and other items of value, rather than gems and jewels. using its poZpopb ability. Now established within the
community,the randarauses its new position to
Terrain:Desert, Jungle,Open.
slay more prey, always striving to divert suspic
Randara* itself, and taking on new identities to avoid discove
necessary. Should it come close to bein
Ammorclas: 0 randara will depart for a new settlement.
Terrain:Any.
Raven & Crow
mI - ' 1 Armor Class: Nomr 2+2
Hit Dice:
Move: 8 1 bite
Attacks: '/4 (ld2 hit points) (S> id6
Damage: 330' (110') 0 (2d8)
No. Appearing: 1 bite per flock Fighter: 1
Id6 7
Save As: 0 (3d10) Nil
Morale: Normal Mal.
Treasure Type: 5
Nil
Momter T*: Monsm (Very Rare).
The dreaded randara is an evil being of
power.Its true appearance is unknown, for it is a na
shapechanger,with the nonmagicai ability topolymorph
itself into any creature.A randara castsspells as an llth-
level cleric, and once per day it can cast a champerson rmalAnimal (Common), GiantAnimal
spell. It can use B P a t will. A randara is
3rdlevel spells,a d takesonlyhalfdama sely related species of birds inhabit a
environments from cool to tropical. So
, weapons (normal weapons do not &e
long as they have somewhere +n
~
languages and often takes the form of
or small animal to deceive and surprise its victims.
le
These birds are not parti&y aggressive, but will will normally have been reduced to
merely attempt to frighten them off with loud throwvs. poison re
Twain: Cavern.
,andsufferstheequivalentofoneattackeachrou Armor uass: Normal WOO&
5
irds are large enough to attack individua 4
Any except ColdArctic and Ocean.
orale Fighter: 3
9
me:Monster Normal: Normal Ani
Woolly: Prehistoric Animal (Common
These large,rhick-skinnedcreatures
ingthe plains and savannahsof tropicallands.Althougu
IRhinoceros
they are unintelligent plant eaters, rhinoceroses can be the rock men surprise on ,011 of 1-3. Dwarves can
mydangerous.I f h a t e n e d ,surprised,orcharged,they more easily recognize a rock man, and they are only
will stampede in a random direction, goring all in their surprised on a roll of 1-2 on I d 6
Slsouth; 6=sw-; 7-west; &.northwest
Wo04lylWnustTheselargerhinoceroses
any road near their mountain homes. They have a
Coldkctic, Open (prehistoric). bat, and subtract 2 fromallfollowinginitiative rolls.
are immune to all types of fire attacks. When
Rock Man
,a rock man crumbles and becomes rockydebris
Armorclass: 2 Armor Class: 0
Hit Dice:
Hit Dice: 30 12'
60'(209
Move: 1fist
Attacks: Ids
Damago:
NO. Appearing: 0 (ld6)
Save As: Dwarf: 3
Morale:
7
A rock man is a strange creature whose skin has the I -4-
appearance of granite. Rock men have arms and legs,
but their bodies are roughly cone-shaped,so that they
look like a stalagmites or rock spires when standing
still.This serves as camouflagein the rock men's natural
habitat of broken or mountainous terrain.When in their
can take rtre shape of m:Monster Enchanted Monster (very Rare).
Cavern, Jungle, Swamp, Woods.
Saberclaws are large, hairy, flying creatures magicall!
created from befouled waters by a series of high-lev&
magic-user and clerical spells. Their fur is a slick,greasj
black, and their wings are hairless and leathery, like a
bat's. Their eyes glow feverishly red. The right arm of a
saberclawends in a large bone extension that resembles
a sword.
Saberclaws are created in wings of ld20 individuals.
For attack rolls, each individual f;nctions as a 5 Hit Dic
monster. Each individual adds 25 points to the total hi
points of the wing. None of themembersof thewingcan
be slain until the entire wing is killed. Thus,a wing of 11
saberclaws has 275 hit points. The entire wingdieswhe
damage equal to 275 points has been inflicted on Itr
members.
Because of their origin, these creatures are hard tc
affect with magic. They are completely imrouneto 1st-
3rd levelspells from both clerics and magic-users.meit
saving throws against higher-level spells are determined
by the total number of hit dice in the wing, Thus, an
individual froma wing of five saberclawssaves asa 25th-
level fighter. Also,because of their origin, saberclawsare
immune to all types of normal and magical poisons.
The creatures possess a limited te
allowing them to slightly anticipate the
This accountsfor their relatively low
bonus to all attack rolls' Saberclam cran see invisible,
ethereal and hidden creaturesand objectsas
had a truesight spell cast upon th
T m a h Riverbke, Ruins.
Scamillt:
n
Scamille
IF1 I Armor Class: 5 .-
10. (M to L) A
Hit Dice:
if disturbed or threatened, but a character could easilydo
Move: 30' (10') this inadvertently while, for example, negotiating a
confined passage, searching through debris or rubble, or
Attacks: 6 pseudopods+special even seeking for a secret door. Scorpionsare sometimes
put inside chests, boxes, jars, and so on,to act as a form
Damage: 3d6 eachtspecial of trap for those attempting to steal the contents.
1 No. Appearing: ld4 (0)
If a scorpion gains surprise, it has a +2 bonus to hit for
Save As: Fighter: 7 its first attack with its venomous sting. Different types of
scorpion have poisons of differing potency. The least
Morale: 8 dangerous will inflict 2 points of damage, while the most
deadly inflict 2d6. This damage is halved by a successful
I TrCdSLIre ~ y p e : Nil saving throw vs. poison.
Intelligence 1-9 Tmuin:Cavem, Desert,Open,Mountain,Ruins,Settled.
Alignment: Neutral Sea Horse
XP Value:
1,750
Monster Type: Monster (Very Rare).
A scamille dwells in dark places and rarely appears
aboveground,even at night. Inits natural form,it appears
similar to a giant amoeba. When it rests, it usually takes
the form of some object (never that of a creature).Typical
forms include a rock, door, wall, table, chair, or treasure
chest. Scamilleslike to learn secrets, and because of their
camouflage ability, they are in an ideal position to
eavesdrop o n other underground dwellers.Somescamilles
are friendly,some nof;some are stupid, and some smart.
When found in a good mood, a scamille may offer
information in exchange for food. If hostile, a scamille
may attack with a sticky,blob-like arm (a pseudopod). If
a hit is scored, the victim is stuck fast. Stuck victims can
only attack with any weapon that was in hand, and have
-4 to theirattackroll.Thevictim must havegiant Strength
to pull free.The scamillethen makes more (dry) pseudo-
pods to attack the victim. It may produce up to 6
pseudopods at once, but onlyone willbe sticky.Each hit,
including the First, does 3-18 points of damage.
Terrain:Cavern.
ScorDion. Normal
Armor Ckdss: 8
Hit Dice: 'h(hit point) (9
Move: 6' (2')
Attacks: 1 sting
Damage: Poison (see below)
No. Appearing: ld6 (ld6)
Save As: Normal Man
Morale
Treasure Type: 10
Intelligence:
Alignment Nil
XP Value:
0
Neutral
6
Monster Typ: Lowlife (Common).
As well as lurking underground, normal scorpions
inhabithot, dry parts of theworld, preferring those places
A where they can hide easily (for example, under stones,
in rocky clefts, or amid undergrowth). They attack only
Scorpion, Normal
a horse is 15feet long and has the head of a horse. Serpentweed, Giant IST
creatures are the favoritesteeds of mermen and
ns. In their native statetheyhave a morale of 5.Wild Armor Class: 6
orses are shy creatures and will not attack unless 9 per stalk (I,)
Hit Dice:
.They are capable of movingat double speed 0'
Move:
to 10 rounds before tiring. 1 bite per stak
horses are known to come in a variety of Attacks: 2d6
om. Mermen tend to prefer the sea horses with
o m comparable to land horses, while tritons Damage: 0 (1)
ocean-coloredvarietiesin greens,blues, and purples.
No. Appearing: Fighter: 9
1,750cn at m m i speed;3,500cn at half speed. Save As: 12
Morale: D
Treasure Type: 0
Intelligence: Neu
Alignment: 300
XP Value:
squeezing-causing ldlO (lesserserpents)
2d10 (greater serper$s) points of hull damage per
:Lowlife (Rare).
erpentweed is a flesh-eatingplant found
,in bogs and areas of standingwater. Much of the plant
1Serpentweed, Giant
lives under water, rooted to the bog bottom, but it has are sometimes armedwith silverdaggers.Each individual
Id6 stalks that reach above the surface. These thick, or group has a woodland territory roughly 24 miles in
scaly stalks each end in a digestive sac that resembles diameter.(It is exactly equal to a 24-mile-widewilderness
a toothed mouth. From a distance, the stalks look like hexagon, if these are being used.) A shargugh is tied to
giant snakes. its territory, which nurtures its life force. In a sort of
symbiosis, the woodland territory also takes strength
The stalks normally lie in wait just under the surface from the shargugh,as well as being protected actively by
of the water. From there, they detect the vibrations of the woodland folk. A shargugh will never voluntarily
passing creatures, which they then attack aggressively. leave its territory, and if forced to do so,will sicken and
The stalks can attack anything within a 20-foot radius die in one to two days unless returned before that time.
of the plant. When a stalk loses all of its hit points, it is
severed. When all the stalks are severed, the plant can Any section of woodlandwhoseshargugh is killed will
no longer attack, but the plant itself is not dead. The become cursed and infertile for seven years. During that
only way to kill a serpentweed permanently is to burn time, no new plants ortrees will grow. Existingplants and
the underwater roots. A severed stalk will grow back trees will continue to grow, but will not bear any fruit or
within six months. flowers. A druid who casts a m o v e curse spell can
restore fertility to the land at any time.
Terrain:River/Lake (shallow), Swamp.
A shargugh has the ability to transport itself instanta-
Armor Class: 7 neously through trees for up to 600 yards. It does this by
3' (SI passing into one tree and emergmg from another in its
Hit Dice: 150' (50')
1 bite or weapon destination area. A shargugh can use this ability 5 times
Move: ld4 or by weapon
per day.
Attacks: 0 (ld3) Shargugh are mischievous and are likely to steal
Damage:
No. Appearing: Elf: 6 valuable objects from any creature encountering them.
7 They are able to pick pockets with an 85% chance of
Save As: success and move silently 85% of the time. To dissuade
Nil shargugh from stealing, woodland folk often leave offer-
Morale: ings of food and drink for the creatures. In return for this,
Treasure Type: 10 shargugh have been known to carry out small but useful
Intelligence: Neutral tasks. They are also ableto hide in woodsin the sameway
Alignment: as halflings, with a 90% chance of success.
50
XP Value: Terrain:Woods.
Shark, Vamora
Monster Type:Humanoid (Very Rare).
Shargugh are three-foot-tall humanoids with wild,
matted, brown hair and long, tangled, brown beards.
tShargugh wear ragged, brown-and-green clothiig and
L)
-1
nster T@: Normal Animal (Common).
d o m e r T@: Humanoid (COITUIIUII~. numbering one for every two or three adult shark-kin.
The shark-kin are a race of aquatic humanoids Shark-kin are nomadic hunters of the ocean depths,
fish eyes, fii-crested heads, and scaly skin. They and use only simple tools and weapons, including
tridents, spears, javelins and nets. Their sharks play an
webbed hands and feet which end in sharp c
$hark-kin have only vestigal lower limbs (they on important part in their hunting lifestyle, the larger ones
serving as mounts and the smaller serving them much
l&vedon land) and swim by means of their powerful, like hunting dogs.
@gator-like tails. During certain times (see below)
these legs grow, enabling the creatures to stand and Shark-kinlive in tribal groupsled by an elder (HD 3).
walk upright. When a group's elder dies,the other membersundergo
a strange change. Over a period of a few weeks, their
As their name suggests, shark-kin have a closc
legs grow to human-like proportions, and their gills
affinity with sharks of all kinds and can communicat change to allow them to breathe both air and water.
With them empathically on a very basic level. EacI This change (which is a throwback to their ancient
terrestrial origins) enables the shark-kin to come up
group of shark-kin has its own pack of tame sharks onto land and head for a traditional site (usually a
hilltop or mountain) where they conduct an age-old
ceremonyto initiatea new elder.Oncethis is done,they
return to the sea and revert to normal. While on land,
shark-kin are particularly nervous and aggressive, re-
garding every creature they meet as a threat and
attacking without warning.
Terrain:Ocean.
Shark-Kin I
Sirenflower
Armor Class: 9
5 (L)
Hit Dice:
Move: 0'
Attacks:
Damage: Special
Specid1
No. Appearing: ld2 (ld6)
Save As: Fighter: 5
Morale:
Treasure Type: 12
Intelligence: V
Alignment:
W Value: 0
Neutral
175
. I.th
Armor Class: 2 (-2)
7' (MI
Hit Dice: 120' (40')
Move: 1 sword +1
Attacks: ld8t-1
Damage: 0 (ld6)
No. Appearing: Fighter: 7
Save As:
Morale: 12
Treasure Type:
Nil
Intelligence:
Alignment: 9
XI' Value: Neutral
850
Monster Type: Enchanted Humanoid (Very Rare). Monster Type: Lowlife (Rare).
Silver warriors exist only on the Shining Isle of the The sirenflower is a large, carnivorous fungus that
faedornae (see page 381, except when sent to aid a has developed the disguise of looking like a normal
favored elf by a faedorne. They are the guardians of the plant. It captures prey by luring the prey toward its
islesand will fight to the death to defend them. They are center, using scent and lights. The scents are similar to
always dressed in silver plate mail armor and carry those near the plant, particularly fragrant flowers or
magical silver swords +l. They appear very similar to rotting meats. The light is a pale glow, no brighter than
elves; they are the same size as elves and wearing a candle at best.
skillfully crafted armor of elfin design.
Once a creature reaches the center ofthe plant, a web
In combat, silver wdniors are able to become invisible of branching arms closes in, trapping the creature and
and can remain invisible even when attackmg. They are slowly crushing it. These branches squeeze with great
known to be silver onlythrough the reports of those elves force, automatically causing ld4 points of damage per
lucky enough to own items allowing them to see the round until all the branches have been chopped away
invisible.Unless detected by magical means, they always (see below). In addition, the branches ooze an enzyme
gain initiativeon the frst round of combat.On successive that dissolves flesh. This enzyme is very slow-acting
rounds, initiative is deteimined normally. All attack rolls and only does ldlO points of damage each turn (not
against an unseen silver warrior are at -4 penalty.A silver round). Creatures trapped by the sirenflower can still
warrior slain incombat will dissolveinto the substance of fight, but have a -4 penalty on all attack rolls.
A a Shining Isle, as will its weapon and armor When the sirenflower reaches 0 hit points, it is not
dead. but all the entrapping branches have been
A Terrain Aerial, Other Plane chopped away.The only way to kill a sirenflower totally
I silver Warrior
I
is to dig up and burn its main root. Otherwise, the vater in the scorchingheat of the desert,allowingthem
creature grows back to full function in a week or two. o go long periods of time without drinking, because
hey do not lose fluids to perspiration in the heat. A
Terra&: Open, Woods,Swamp,Jungl- is’thik can travel long distances and even fight in the
nidday sun with a daily water intake of less than one-
sii’thik(Desertscourge) parter of the amount a human would need.
ArmorClass: The female sis’thikscontrol the tribe and do all the
fighting. The males, who tend to be slow and stmid,
(rnHit Dice
Move 5m4 and nothing. They consider the desert to
3+3
the desert safely only if they
90’(409
2 clawdl bite or 1 weapon
Attacks: ld&lld6/ld3 or by weaponc2
Damage:
NO.Appearing: 2d6 (3d6x10)
Save As: Fighter: 2
Morale:
10
Trea~ureTYpe: A
Intelligence: 8
Alignment: Neutral
XP Vdut
50
sis’thik lands.
cks with a long spar,while the
hiks, a xytar’smorale increases to
unable to make the xytar use its
Humanoid (Rare). (1-2 on ld6) that it will breathe.
The sis‘thiks(or desert scourges) are nomadic lizatd- Occasionally sis’thiktribes work in conjunction with
humanoids who live in burning deserts.They have blue dragons to attack settlements near their deserts.
nostrils and transparent, membraneous eye Sis’thiksriding the dragons sweep over the walls of the
settlement as xytar-mounted sis’thiksattack and storm
creens which allow them to function in the fiercest of the gates. Fortunately these alliances are very rare and
andstanns. Their skin is thick and leathery, giving last only long enough to satisfyboth the dragons’greed
for treasure, and the sis’thiks’love of battle.
5 without a shield (AC 4 with a
hield). This leathery skin helps sis’thiksto conserve Female sis’thiksare very strong and inflict an extra 2
points of damagewith any weapon they use. When not
mounted, they use scimitars (long, curved swords that
do ld8 points of damage on a successful attack) and
bite their opponents.They are led by a queen with 8Hit
Dice who does +3 damage and who has 2d4 body-
guards with 4 Hit Dice with her at all times. Each tribe
also has ld4 shamans of lst-8th level who care for the
spiritual needs of the tribe.
Sis’thiksare unaffected by normal fires and take on
minimum damage from magical fires.
Terrain:Desert.
ISis’thik (Desert Scourge)
Skunk Normal Giant skunk reduces the victims’ chance of surprising oppo-
nents by 2. It also makes characters so repellent to
AHitmRwicQeaa: 71-1. (SI 1 kdte+squirt others that they have an effective Charisma of 3 until
W e :9 150‘(90’) 1 (ld3) they and their clothes are thoroughly washed. Even
Aaacks: Fighter:2 after that, the characters’Charismas are halved for ld4
1- days until the smell finally dissipates.Simply changing
NO.App-: Il+ds2p(eIdc41 clothes does not help matters, as the smellwill cling to
NormalMan characters’skin and hair.
Terrain:Woods.
Slime Worm
I
I
Momw 7jpe:NormalAnimal (Common);GiantAnima
(Rare).
Skunks are scavenging omnivores which live h
woodlands. These creatures are poor at fighting, bu
have a particularly effective defense which deters ah
attackers.If threatened,the
s back on its adversaryand,
if the other does nor back away, squirts a cloud of foul-
smelling musk toward its victims. The musk spray of a
normal skunk covers an area 5 feet wide, 5 feet high,
and 15 feet long. Any creature caught within it must
make a saving throw vs. poison or be helpless with
nausea forZd66 rounds. Even those who saveare only
2bie to move, attack, cast spells, and so on at half the their backs are c
normal rate for this period of time.
The giant skunk’sspray is 15feet wide, 15feet high, ishabie from a
and 40 feet long.Its immediate effects are similar,but
East for 2d10+10rounds. sattackwith surprisewheneve
I In additionto the short-termeffectsdescribedabove, They swallow prey whole on an
the smell from a coating of musk from either kind of succ&ssfulattack roll of 18or more (or on
I
IS k u n k
--
succeed). Swallowed victims This snake is not normally aggressive, preferring to
attacks on the wo (with a penalty of
Twain: Mountai
'Snake.Rock
Snapper
Armorclass: 7
Armor Class: 5
Save As: Fighter: 3
Morale: 9
Treasure Type: T
Intelligence: 8
Alignment: Chaotic
XP Value:
35
A
must make a sa Animal (Common), Giant Animal Monster Tm:Humanoid (Ra
additional ld4+1 is is a two-foot-long gray Snappers are humanoid, re
along its back. Its only in mountains. Its bite whose backs are protected by shells like those of
turtles. Adult snappers stand six feet tall and weigh in
or flee in terror ison or take an at a solid 1000pounds. Using their webbed hands and
feet, snappers are able swimmers and, although they
breathe air, they can hold their breath under water
up to 10 turns.
Snappers wear no armor or clothes and use on1
straps and belts to hold their weapons and
personal possessions.Unlike tortles, they cannot r
into their shells.
Snappers are bad-tempered and will attack othe
Snapper
Sollux (SunBrother)
~
s
-c -
Soul Eater I