The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2022-09-26 08:47:01

OSRIC - OSRIC Pocket SRD 2e (412p)

OSRIC - OSRIC Pocket SRD 2e (412p)

Keywords: OSRIC,AD&D,Dungeons & Dragons

239 Monsters

Hit Dice: Werebear Wereboar Wererat Weretiger Werewolf
Attacks: 7+3 5+2 3+1 6+2 4+3
Damage: 3 1 1 3 1
Special Attacks: 1d3/1d3/2d4 2d6 1d8 (sword) 1d4/1d4/1d12 2d4
Special Defences: Hug for 2d8 None Surprises on 1-4 in 6 Rake for 1d4+1/1d4+1 Surprises on a 1-3 in 6
Hit only by silver or Hit only by silver or Hit only by silver or Hit only by silver or Hit only by silver or
Magic Resistance:
Lair Probability: magic weapons magic weapons magic weapons magic weapons magic weapons
Intelligence: Standard Standard Standard Standard Standard
Alignment: 10% 20% 30% 15% 25%
Level/XP: Exceptional Average Very Average Average
Chaotic good Neutral Lawful evil Neutral Chaotic evil
5/850+10/hp 4/250+6/hp 3/150+4/hp 4/500+8/hp 3/200+5/hp

Werebear:  A werebear appears in human form as a large and surprise on a 1-4. They can assume any of three forms:
hairy human with a solitary disposition. In ursine form, human, giant rat, or man-rat. In human or man-rat form,
he or she is 50% likely to be accompanied by 1d6 brown they often arm themselves with swords, but prefer to lure
bears. A werebear may summon 1d6 brown bears in 2d6 unsuspecting individuals into traps where the victim may
turns if they are within one mile. Werebears are immune be held for ransom or later meals. A wererat may summon
to disease and heal three times faster than normal. They 2d6 giant rats and control them. Rumours persist of a city
can also cure disease in another creature within 1d4 weeks. of black wererats on a remote shore; the more fanciful tales
Treasure:  2d4×1,000 gp (40%), 1d6×100 pp (50%), 4d8 suggest the black wererats may have powerful spellcasters
gems (55%), 1d12 jewellery (50%), 1d4 scrolls + 1 misc. among their number who can magically affect the phases
magic + 1 potion (60%) of the moon.

Wereboar:  A wereboar has a foul tempered disposition in Treasure:  1d12×1,000 cp (20%), 1d6×1,000 sp (30%),
either form and will attack in a frenzy. It is found in heavily 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%),
wooded areas, but rarely with normal boars (15% chance of any 2 magic items (10%)
1d4 boars that will attack on direction by the lycanthrope).
Treasure:  1d8×1,000 cp (50%), 1d6×1,000 sp (25%), Weretiger:  Most weretigers are female and live much like
1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), a normal tiger does, though associating with the normal
1d4 jewellery (20%), sword, armour, or misc. wpn +2d4 breed only 5% of the time. They can rake with their rear
potions (40%) claws like a normal tiger. All normal cats are 75% likely to
Wererat:  The horrid ratmen infest the underground sew- be friendly to a weretiger due to the lycanthrope’s ability
ers and catacombs under large cities. They are stealthy to speak with them.

Treasure:  1d8×1,000 cp (10%), 1d12×1,000 sp (15%),
1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 2d6 gems (50%),
1d6 jewellery (25%), any 2 magic item + 1 potion (15%)

Werewolf:  A werewolf may be of either sex and of any
build. When in wolf form, the lycanthrope tends to walk on
its back legs. If a werewolf pack numbers 5 to 8, then it will
be a family pack which consists of a male, a female and 3-6
younger werewolves ranging from 60% to 90% mature.

When in its pack, the male will fight at +2 and deal full
damage if the female has been attacked. The female will
attack with a +3 bonus to hit and will do full damage if her
cubs are threatened. The cubs will attack with a penalty
of -4 to -1 depending on their stage of maturity and deal
1d4+1 hp per attack. Any pack may also include wolfweres
(wolves who can assume human form).

Treasure:  1d8×1,000 cp (50%), 1d6×1,000 sp (25%),
1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%),
1d4 jewellery (20%), sword, armour, or misc. weapon (10%)

SYLVAN OR FAERIE CREATURES with verdant, lush growth, profuse flowers, sparking wa-
terfalls and limpid pools. Since these creatures tend to be
Sylvan or faerie creatures are encountered in magical highly magical with a mischievous sense of humour, en-
woodlands. Some may share territory with elves. As a group counters with them are often enormous fun—for the GM.
they are reclusive and (with some notable exceptions) good
aligned. Their homes are typically places of extreme beauty

Brian Baird (Order #33926224)

Monsters 240

Brownie Rare prefer unfrequented glades, pastures and woodlands. An
4d4 encountered coterie will be armed with: 50% hardwood
Frequency: Small clubs (2d4 damage), 25% composite and/or longbows with
No. Encountered: 120 ft the remaining centaurs armed with lance and shield (thus,
Size: 3 AC 4)—this last group being the leaders. All centaurs are
Move: 1d4 hp capable of attacking with melee weapons and two hoof
Armour Class: 1 attacks each melee round.
Hit Dice: 1d3
Attacks: See below
Damage: See below
Special Attacks: See below
Special Defences: 20%
Magic Resistance: High
Lair Probability: Lawful good
Intelligence: 2/50+1/hp
Alignment:
Level/XP:

Found in sylvan woodland, often along with fauns, uni- If upon rare occasion encountered in their lush woodland
corns and similar creatures, brownies are shy and retiring. lair, there will be an additional 1d6 (total 5d6 encountered)
They can sometimes be persuaded to help good aligned fighting centaurs, with twice that many females and 5d6
creatures. They are skilled craftsmen, adept at making and young. Non-fighting (female and elderly) centaurs pos-
repairing ordinary things, and highly magical; they may use sess but 3 hit dice and young only 1d3 hit points. The non-
the following spells once each per day: confusion, continual fighters and young attack only if directly threatened, and
light, dancing lights, dimension door, mending, mirror image, with hoof attacks only. Should the non-fighting and young
protectionfromevil, and ventriloquism. They may become in- centaurs be seriously threatened, there is a 90% chance
visible at will, provided they remain still while doing so. They they will be ransomed generously.
are also lucky and strongly defended against magic, which
means they make all saving throws as a 7th level cleric does. Treasure:  Individuals- 2d4 gp (90%), 1d4 gems (50%);
Lair-1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000
Thanks to their excellent senses and habitual alertness ep (15%), 1d6×1,000 gp (50%), 3d6×100 pp (30%), 2d10
Brownies cannot be surprised. They speak their own gems (55%), 1d12 jewellery (50%), 2 magic items (15%),
tongue, elven, halfing, and can communicate with other 1d4 magic scrolls and 1 magic potion (50%).
fey creatures such as spites, nymphs or dryads.
Dryad
Treasure:  1d8×1,000 cp (5%), 1d12×1,000 sp (25%),
1d6×1,000 ep (20%), 1d10×1,000 gp (30%), 1d12 gems Frequency:
(20%), 1d8 jewellery (5%), any 2 magic items plus one po- No. Encountered:
tion and one scroll (15%) Size:
Move:
Centaur Rare Armour Class: Very rare
4d6 Hit Dice: 1d6
Frequency: Large Attacks: Man-sized
No. Encountered: 180 ft Damage: 120 ft
Size: 5(4) Special Attacks: 10
Move: 4 Special Defences: 2
Armour Class: 2 Magic Resistance: 1
Hit Dice: 1d6/1d6 Lair Probability: 1d2
Attacks: None Intelligence: Charm
Damage: None Alignment: See below
Special Attacks: Standard Level/XP: 50%
Special Defences: 5% 10%
Magic Resistance: Average High
Lair Probability: Neutral to chaotic good Neutral
Intelligence: 3/75 + 3/hp 2/30 +10/hp
Alignment:
Level/XP: Dryads are bashful tree sprites who dwell in the most remote
locations. They appear as stunning young maidens. They are
Centaurs are part man, part horse. They have the body of a never far from the oak tree of which they are a part. Dryads
horse, but have the upper torso, arms and head of a human are non-violent and will never attack unless they have no
in place of the horse’s neck and head. Antipathetic toward other choice. A dryad will try to escape by stepping into any
humans, yet friendly toward elves and their kin, centaurs nearby tree. They can also cast dimension door and return

Brian Baird (Order #33926224)

241 Monsters

to their own tree. The only thing different about a tree that Leprechaun Uncommon
houses a dryad is its size. A dryad can also cast a charm per- 1d20
son spell thrice a day. Frequency: Small
No. Encountered: 150 ft
If a dryad sees a young man with a charisma score of at Size: 8
least 16 she will attempt to charm him. If successful there Move: 1d4+1hp
is a 50% chance he will never been again. If the youth does Armour Class: None
return it will be at least 1d4 years later. Hit Dice: Nil
Attacks: See below
Dryads have their own language as well as elven, pixie, Damage: See below
sprite, and they can also speak with animals. Special Attacks: 80%
Special Defences: 10%
Treasure:  2d4×100 gp (100%), 10d4 gems (50%) Magic Resistance: Exceptional
Lair Probability: Neutral
Faun  (Satyr) Uncommon Intelligence: 3/50 + 3/hp
2d4 Alignment:
Frequency: Man-sized Level/XP:
No. Encountered: 180 ft
Size: 5 Leprechauns are a magical race that love to torment those
Move: 5 they encounter with practical jokes, general mischief, and
Armour Class: 1 swindles. They normally live in green fields or rolling hills
Hit Dice: 2d4 on the outskirts of civilisation. A leprechaun can turn in-
Attacks: See below visible, polymorph inanimate objects, make illusions, and
Damage: See below perform ventriloquism at will. Because of their sharp senses
Special Attacks: 50% they are never surprised.
Special Defences: 40%
Magic Resistance: Very One of the leprechaun’s favourite tricks is to grab some valu-
Lair Probability: Neutral able object, turn invisible and flee with it. If they are chased
Intelligence: 5/110 + 4/hp too closely they will drop the item rather then be tracked
Alignment: back to their lair. If they are caught or tracked back to their
Level/XP: lair, the leprechaun will do or say just about anything to win
their freedom back. Be warned, leprechauns are magical and
Fauns live in remote forests or meadows far away from they take great pride in their confidence games. Nothing they
civilisation. They are a frisky race occupying most of their say should be considered the truth. A leprechaun will always
time with playing, flirting, and drinking. Fauns value their be playing some kind of scam.
privacy and will try to drive away any intruders from their
domain. They have been known to ignore intruders from Treasure:  1d20×1,000 sp (10%), 1d12×1,000 ep (15%),
time to time if given enough premium food and or wine. 1d8×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%),
1d10 jewellery (10%), 3 magic items (no sword or misc.
A faun’s primary defence is its magic pipes that only it weapon), 1 potion, 1 scroll (30%).
can play. With it the faun can cast charm, sleep, or fear.
All spells have a 60 ft radius and those within range must Nixie Rare
save vs magic or suffer the effects. Fauns will not attack 10d10
physically unless they themselves are threatened. Their Frequency: Small (4 ft tall)
primary weapon is their horns. Sometimes (20%) they will No. Encountered: 60 ft; 120 ft swimming
be carrying a magic weapon. Size: 7
Move: 1d4 hp
Being nature spirits, fauns are very tuned into their sur- Armour Class: 1
roundings and are surprised only on a roll of 1. Likewise Hit Dice: By weapon type
fauns are experts with camouflage and can become 90% Attacks: Charm
invisible when hiding in foliage. Damage: None
Special Attacks: 25%
Fauns can speak their own language as well as elven and Special Defences: 95%
common. It is also likely that fauns can understand the Magic Resistance: Very
language of centaurs if any live nearby. Lair Probability: Neutral
Intelligence: 1/35+1/hp
The lower body of a faun is covered with coarse fur that Alignment:
ranges from medium brown to dark brown. The upper half Level/XP:
appears to be a deeply tanned human. A faun’s horns and
hooves are coloured a deep black. Nixies are fey creatures related to sprites that make their
home in freshwater lakes. They appear as strangely
Treasure:  3d6×100 pp (30%), 2d10 gems (55%), 1d12 jew-
ellery (50%), 1d12 potions (40%), 2 misc. magic items (60%)

Brian Baird (Order #33926224)

Monsters 242

beautiful humanoids with lightly scaled greenish skin and Hit Dice: 3
webbed hands and feet. Their eyes are silver and their hair Attacks: 1
is dark green, and they clad themselves in garments of sea- Damage: 1d2 or by weapon
weed. Nixies speak their own language and the common Special Attacks: See below
tongue. They also appear to be able to communicate, at Special Defences: See below
least on a rudimentary level, with freshwater fish of all types. Magic Resistance: 50%
Lair Probability: 95%
Being fey, nixies take great delight in enslaving humans. Intelligence: Exceptional
If a human or demi-human approaches within 30 ft of a Alignment: Neutral
group of nixies they will attempt to charm him or her with Level/XP: 3/105 + 3/hp
a special group charm spell. This charm requires a minimum
of 10 nixies to join hands and chant, and any person hearing Nymphs are feminine nature spirits of almost indescrib-
this fey chanting must save vs spells at -2 or enter the water able beauty; it is said that even the mere glimpse of one
to serve the nixies as slave and paramour for a period of a is enough to rob a man of his sight or perhaps kill him.
year and a day. It should be noted a side effect of this variant They typically inhabit natural places of particular loveli-
charm grants the ability to breathe water for the duration ness, such as high mountain lakes or deep forest glades.
of the spell. There is a brief opportunity to break the charm; Those who have attempted to relate what they saw speak
if a dispel magic is cast upon the enthralled person before of absolute perfection. Nymphs typically speak common in
they enter the water there is a 75% the spell will be broken addition to their own enchanting language and reputedly
but once the victim has begun breathing water the chances have voices like honeyed nectar.
of breaking the charm drop to only 10%.
If attacked, nymphs will almost always attempt to flee,
Nixies are weak in combat but make up for this weakness often by means of dimension door, which they are able
by attacking en masse and overwhelming their enemies. to use once every day. Nymphs are also able to employ
They favour fighting with long daggers and long darts magic as though they were 7th level druids. Any character
which, due to the nixies short stature, function as spears that chances to look upon a clothed nymph must make a
in their hands. Nixies will melee with these spears under- saving throw vs spells or be permanently blinded; should
water and above water they will hurl them like missiles a nymph be seen unclothed, then the consequence of a
then melee with their daggers. failed saving throw is death. Should a Nymph deign to
bestow a kiss upon a male, he will forget his troubles and
Nixies fear bright light and fire, their aquatic nature makes pain for the remainder of the day.
these things foreign to them and a strong presentation of
either will drive them away. A strong light source present-
ed underwater will be obscured by schools of nixie sum-
moned fish surrounding the spell effect. Being fey, nixies
have a natural magic resistance of 25% and, besides their
special charm effect, they can also cast a water breathing
spell with a duration of 24 hours once per day.

Nixies lair at the bottom of lakes, where they weave living
seaweed into dwellings. These dwellings blend in with the
underwater growth so well they are 90% unlikely to be
noted until within 20 ft of them. These underwater villages
are guarded by either 1d4 giant gar (25%) or 2d4 giant
pike (75%) which will obey commands from the nixies (see:
Fish, Giant). The nixies can also summon 20d4 small fish to
obstruct both an invader’s vision and movement by mass-
ing upon them. Nixies can venture onto dry land but do so
only with great reluctance.

Treasure:  Carried: magic dagger or javelin, 10%. Lair:
1d10×1,000 cp (25%), 1d6×1,000 sp (25%), 1d6×1,000 ep
(15%), 1d2×1,000 gp (5%), 4d6 gems (45%), 2d4 jewellery
(30%), 2 random scrolls (10%).

Nymph Very rare
1d4
Frequency: Man-sized
No. Encountered: 120 ft
Size: 9
Move:
Armour Class:

Brian Baird (Order #33926224)

243 Monsters

Nymphs abhor evil and will occasionally aid someone in were 8th level), dancing lights, and ESP. Some can also cast
distress. Moreover, there is a small chance that a nymph irresistible dance.
will be favourably inclined towards a good aligned char-
acter who actively seeks her out, as long as he does not Pixies speak their own language, sprite, and common.
look upon her first; in the case of good- aligned human
males with exceptional charisma, the chance of her fa- Treasure:  2d4×1,000 gp (40%), 1d6×1,000 pp (50%), 4d8
vour is very high, but a saving throw is still required if he gems (55%), 1d12 jewellery (45%), 2d4 potions (40%), 1d4
should happen to look upon her. scrolls (50%), 1 misc. magic (60%)

A lock of nymph’s hair woven into a cloak or other item Quickling Very rare
of clothing will magically increase the charisma of those 4d4
who wear it by one point. Alternatively, the lock of hair Frequency: Small
may be used to create a powerful potion of sleep. Nymph No. Encountered: 1,000 ft
tears are sometimes used in the creation of a philtre of Size: -3
love and any woman (female demi-humans included) Move: 2d6 hp
who bathes in a nymph’s pool will have her charisma Armour Class: 3
increased by two points until sundown. Hit Dice: 1d4/1d4/1d4
Attacks: See below
Treasure:  4d10 gems, 1d3 potions (75%). Damage: See below
Special Attacks: See below
Pixie Very rare Special Defences: 10%
5d4 Magic Resistance: High to genius
Frequency: Small Lair Probability: Chaotic evil
No. Encountered: 60 ft; 120 ft flying (AA:V) Intelligence: 4/200+3/hp and higher
Size: 5 Alignment:
Move: 1d4hp Level/XP:
Armour Class: 1
Hit Dice: By weapon Quicklings once resembled brownies, sylphs, pixies
Attacks: See below and other fey creatures, but have become corrupted by
Damage: See below chaos. They dwell in fey areas, but the sylvan beauty of
Special Attacks: 25% their homes has lost its subtlety and become sick, with
Special Defences: 5% plants forced to grow blooms of unnatural size and lurid
Magic Resistance: Exceptional colour, and their delicate scents have become cloying, eye-
Lair Probability: Neutral watering perfume.
Intelligence: 3/50 + 1/hp
Alignment: Quicklings are somehow sped up in time, living at a differ-
Level/XP: ent pace relative to other creatures of the prime material
plane. They move so fast they can only be seen as a blur.
Pixies are a race of troublesome creatures who enjoy play- Their three attacks (with daggers) constitute three sepa-
ing tricks and generally annoying anyone who passes rate attack routines, and the quickling will always win ini-
through their territory. They like to dwell in secluded for- tiative against any opponent who is not hasted. Quicklings
ests. They are normally invisible and can stay invisible even cannot be surprised, and thanks to their enchanted nature
when they attack. Unless the pixie turns visible, or they are and uncanny speed, they make all saving throws at +10
otherwise detected, opponents roll to hit at -4. on the dice.

Even though pixies are small, only about 32 in tall, they can Each quickling can use the following spell-like powers
defend themselves. Their swords are considered daggers. once each per day: dig, fire charm, forget, invisibility, levi-
Their bows shoot three different kinds of arrows at +4 to tate, shatter and ventriloquism.
hit. The first type of arrow is a standard type that causes
1d4+1 points of damage. The second type of arrow causes Each group of quicklings will be led by one with 4d6 hp
sleep for 1d6 hours unless the target saves vs magic. The (treat as a 3HD monster). If there are more than a dozen
third type of arrow causes total amnesia if the target fails quicklings, there will be two such quicklings plus one with
their save vs magic. The only way to regain memory is to 6d6 hp (treat as a 4HD monster). These leader-type quick-
receive an exorcism. lings will have daggers poisoned with a powerful sleep
toxin; anyone hit by their daggers must save vs poison or
Pixies can make themselves visible or polymorph them- fall into a drugged slumber for 1d6 hours.
selves. They are also able to create illusions with both
sight and sound that do not have to be controlled. The Quicklings speak most fey tongues, including elven,
illusion will last until it is touched or dispelled. A pixie’s though they speak at three times normal speed which
touch causes confusion in anyone who fails their save vs makes them very hard to understand.
magic. The confusion will last until they receive a remove
curse. Once each day pixies can cast dispel magic (as if they Treasure:  2d4 gems (50%), one miscellaneous magic item
plus two potions and a scroll (60%).

Brian Baird (Order #33926224)

Monsters 244

Sprite Rare Treasure:  10d4 gems (50%), 1 misc. magic and 1 potion
10d10 (60%)
Frequency: Small
No. Encountered: 90 ft; 180 ft flying (AA:III) Treant Rare
Size: 6 1d20
Move: 1 Frequency: Large
Armour Class: 1 No. Encountered: 120 ft
Hit Dice: By weapon Size: 0
Attacks: See below Move: 7-12 (1d6+6 if randomly determined)
Damage: See below Armour Class: 2 (fists)
Special Attacks: Standard Hit Dice: See below (depends on HD)
Special Defences: 20% Attacks: Animate trees
Magic Resistance: Very Damage: Cannot be surprised
Lair Probability: Neutral good Special Attacks: Standard
Intelligence: 3/50+1/hp Special Defences: 10%
Alignment: Magic Resistance: Very
Level/XP: Lair Probability: Chaotic good
Intelligence: 7HD: 1,295+8/hp
Sprites use daggers in melee, but prefer small bows (treat Alignment:
as a short bow, but half range and 1d3 damage per ar- Level/XP: 8HD: 1,600+10/hp
row). The arrows will be coated with sleep poison (save vs
poison or slumber for 1d6 hours). They can become invis- 9HD: 2,050+12/hp
ible at will, detect evil at will as per the spell, and move in
complete silence. 10HD: 2,350+13/hp

They will typically only attack evil creatures or those that 11HD: 2,750+14/hp
blunder through their homes. Evil things will be slain, oth-
ers removed in their sleep to somewhere far away. 12HD: 3,600+16/hp

Treasure:  In lair: 1d10×1,000 cp (25%), 1d6×1,000 sp Treants are woodland creatures, reclusive to humankind
(25%), 1d6×1,000 ep (15%), 1d2×1,000 gp (5%), 4d6 gems but friendly with other good aligned creatures of the
(45%), 2d4 jewellery (30%), 2 random scrolls (10%) woods. They resemble humanoid trees: their “arms” and
“legs” are not easily seen as such until they begin mov-
Sylph Very rare ing. Treants are vigilant guardians of the woods, despising
1 anyone of evil alignment and all who make reckless use of
Frequency: Man-sized fire, regardless of alignment. Treants can animate 1d2 trees
No. Encountered: 120 ft; 360 ft flying (AA:V) to aid them (see “Tree, Animated”) within a range of 180
Size: 10 ft. Separate experience is not awarded for killing such ani-
Move: 3 mated trees. Treants are quite vulnerable to fire: fire attacks
Armour Class: None requiring a roll to hit gain a bonus of +4, a treant makes sav-
Hit Dice: None ing throws vs fire at –4, and any hit die of damage inflicted
Attacks: See below upon a treant gains a +1 to its result. Damage inflicted by a
Damage: See below treant’s clubbing fists is determined as follows:
Special Attacks: 50%
Special Defences: 10% 7-8 HD: 2d8 damage per fist
Magic Resistance: Exceptional 9-10 HD: 3d6 damage per fist
Lair Probability: Neutral 11-12 HD: 4d6 damage per fist
Intelligence: 3/100 + 3/hp
Alignment: Treasure:  10d4 gems (50%); 2d4 potions (40%)
Level/XP:
Tree, Animated

Sylphs are aerial creatures thought to be closely related to Frequency: Rare
nymphs. She spends most of her time fluttering around. No. Encountered: 1d2
Because a sylph’s territory is so vast it is unlikely they will Size: Large
be encountered anywhere near their lair. Move: 30 ft
Armour Class: 0
Sylphs are able to cast spells as if they are a 7th level magic Hit Dice: 12
user (4—1st level, 3—2nd level, 2—3rd level, 1—4th lev- Attacks: 2 (fists)
el). They also have the ability to cast invisibility at will and Damage: 4d6
conjure air elemental once per week. Special Attacks: None
Special Defences: None
Sylphs have their own language and can also understand Magic Resistance: Standard
common. Lair Probability: 100%

Brian Baird (Order #33926224)

245 Monsters

Intelligence: Non Lair Probability: 5%
Alignment: Neutral Intelligence: Average
Level/XP: 7/1,300+16/hp Alignment: Chaotic good
Level/XP: 5/440 + 4 per hit point
(nil if animated by a treant)

Animated trees are generally encountered when treants
animate a normal tree (see “Treant”).

Treasure: None.

Unicorn Rare Unicorns avoid contact with all but woodland creatures,
1d4+1 although they may render assistance to maidens who are
Frequency: Large pure of heart, allowing themselves to be tamed as steeds.
No. Encountered: 240 ft Unicorns normally charge into battle, attacking only with
Size: 2 their horns but for double damage on the initial attack. A
Move: 4+4 unicorn’s horn negates the effect of poison, with normally
Armour Class: 3 (hoof/hoof/horn) the merest touch being required.
Hit Dice: 1d6/1d6/1d12
Attacks: Charge Treasure:  20d4 gems (50%); 1 miscellaneous magic item
Damage: Save as level 11 magic user; immune and 1 potion (60%)
Special Attacks:
Special Defences: to charm, hold, death magic, and

Magic Resistance: poison; never surprised within 240 ft;

surprise 1-5 on d6; dimension door 1/

day (360 ft range)
Standard

UNDEAD

Undead share the following characteristics: They never Intelligence: Exceptional
check morale and are immune to fear (except that clerics Alignment: Chaotic evil
and paladins may cause a fear-like effect by turning them, Level/XP: 6/665+8/hp
see Chapter III); they are immune to sleep, charm and hold-
type effects except for any such effects that are specific The legendary banshee is the ghost of an evil elven fe-
to undead (for example, if the GM chooses to house-rule male. The spirit is found in remote countrysides and other
a magic item or spell which has the effect hold undead, lonely natural places. The groaning spirit can chill with a
this would work); they suffer 2d4 damage from vials of touch for 1d8 hp damage. It can also wail which will force
holy water; and if damaged—for “injured” is the wrong all creatures within 30 ft to save vs magic or die. The mere
word—they do not automatically heal, though certain sight of a banshee will cause fear unless the viewer saves vs
undead types such as ghouls may be able to recover hit spells. The banshee can wail once per day and only during
points by consuming living flesh and others such as spec- the dark hours. They cannot be affected by sleep, charm or
tres may do so through leeching a living creature’s vital hold spells, and are resistant to cold or electrical attacks.
force (draining a level). An exorcism spell will slay the creature.

Banshee  (Groaning Spirit) Treasure: None.

(turned as type 13) Coffer Corpse

Frequency: Very rare (turned as type 7)
No. Encountered: 1
Size: Man-sized Frequency: Rare
Move: 150 ft No. Encountered: 1
Armour Class: 0 Size: Man-sized
Hit Dice: 7 Move: 60 ft
Attacks: 1 Armour Class: 8
Damage: 1d8 Hit Dice: 2
Special Attacks: See below Attacks: 1
Special Defences: +1 weapon or better to hit Damage: 1d6 or by weapon
Magic Resistance: 50% Special Attacks: None
Lair Probability: 10% Special Defences: Can only be hit by magical weapons
Magic Resistance: Standard

Brian Baird (Order #33926224)

Monsters 246

Lair Probability: 80% Certain entities of the higher hells use ghasts as slaves.
Intelligence: Low
Alignment: Chaotic evil Treasure:  1d8×1,000 cp (50%); 1d6×1,000 sp (25%);
Level/XP: 2/30 + 2/hp 1d4×1,000 ep (25%); d12×1,000 gp (65%); 1d6×1,000
pp (30%); 3d8 gems (50%); 2d6 jewellery (50%); a magic
A coffer corpse resembles a zombie, seeming nothing weapon or armour (25%); 1d4 scrolls (50%)
more then a rotting, fetid corpse. They are the bodies of
the dead who are left behind, never given a proper burial, Ghost  Very Rare
their souls never finding rest. 1
(turned as type 11) Man-sized
Normal weapons do no damage to a coffer corpse. If they 90 ft hovering
are hit for 6 or more points in a single round of combat by Frequency: 0 when manifest/special
a normal weapon they will fall down, only to rise up the No. Encountered: 10+4
next round. All who witness this horror must save vs fear, Size: 1
those who fail will panic and run away. A magic weapon Move: Special
is needed to truly damage a coffer corpse. They are also Armour Class: Wither; Magic Jar
immune to sleep and charm spells. Hit Dice: Magic weapons or special metals
Attacks:
About 25% of the time a coffer corpse will attack with a Damage: required to hit when manifest; im-
weapon, all of the others will attack with their hands. If their Special Attacks:
attack is bare handed and they have successfully hit, they Special Defences: mune to spells when æthereal unless
have grabbed their target by the throat causing 1d6 damage.
Each successive round thereafter they cause an additional Magic Resistance: the caster is also æthereal
1d6 damage as they are strangling their victim, with no ad- Lair Probability: As above
dition roll needed. They will continue choking until they are Intelligence: 25%
destroyed or their victim is dead. Alignment: High
Level/XP: Any evil
Treasure:  1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 8/4200 +14/hp
1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%),
1d4 jewellery (20%), sword, armour, or misc. weapon (10%) Ghosts are the spiritual remains of extremely evil humans
who have been denied the ordinarily inexorable movement
Ghast  Rare of their souls to the outer planes of existence after discard-
1d6 ing their mortal shell. This sundering of their metaphysical
(turned as type 6) Man-sized essence creates a foul thing, roaming dark and desolate
150 ft places, existing in both the æthereal plane and the prime
Frequency: 4 material, seeking to slake a thirst that can never be sated.
No. Encountered: 4 This exigent need for living essences is what drives these
Size: 3 spirits into contact with mortals.
Move: 1d4/1d4/1d8
Armour Class: Paralysation, Stench Merely beholding the awfulness of the ghost requires a
Hit Dice: Standard undead immunities saving throw vs magic. Failure causes the viewer to flee
Attacks: Standard in panic (for 2d8 turns) and initiates a weaker form of the
Damage: 10% ghost’s wither attack—which ages the victim 3d6 years as
Special Attacks: Very the ghost feasts on the life of the victim.
Special Defences: Chaotic evil
Magic Resistance: 4/195 +4/hp Clerics level 7 or greater can ignore this effect, as they have
Lair Probability: a better understanding of how to ward off such metaphys-
Intelligence: ical forces, while other intelligences with 9 or more hit dice
Alignment: or levels gain a +3 to their saves.
Level/XP:
Until the ghost manifests itself physically, it is immune to
These terrible creatures are more powerful versions of all attacks, spell or no, unless the attacker has a method
ghouls, and are indistinguishable from them save their to become æthereal. Even if the spellcaster is in this state,
terrible stench, released when engaged in melee, that ghosts are still immune to many forms of spells, though no
requires a save vs poison to avoid a terrible retching and sage has recorded what those magics might be. Magical
-2 to all actions, including hit and damage. They can ignore weapons used in an æthereal state against a ghost typi-
protection from evil unless it is combined with certain pure cally have to strike against AC 7 or 8.
non-alloyed metals.
As if these terrible powers were not enough, any creature
Ghasts share the same spell immunities that Ghouls do, within 180 ft is threatened by the being’s magic jar ability,
and can travel the dream-realms as well, except in addition as per the spell. If this fails, then the ghost will manifest
to using them to traverse the prime material, they can also itself, taking on an ectoplasmic quality. Specially forged
enter the lower planes.

Brian Baird (Order #33926224)

247 Monsters

“pure” metals, especially silver, can cause half-damage to Treasure:  1d8×1,000 cp (50%); 1d6×1,000 sp (25%);
a ghost while it is manifested in this fashion, and magic 1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 2d4 gems (30%);
weapons can affect it normally—in either case the at- 1d4 jewellery (20%); magic weapon or armour (10%); 1d4
tacker must hit AC 0. Spells still cannot affect it in this state scrolls (10%)
unless the caster is æthereal. The manifest state allows
the ghost to strike victims physically, with the full power Lich  Very Rare
of their withering attack—causing the victim to age 7d6 1
years per successful attack, no save possible. Victims who (turned as type 12) Man-sized
exceed their allotted lifespan are forever dead, with only Frequency: 60 ft
a wish capable of reversing this end. No. Encountered: 0
Size: 12 or more
Treasure:  1d10×1,000 cp (5%); 2d6×1,000 sp (30%); Move: 1
1d6×1,000 ep (25%); 2d4×1,000 gp (25%); 2d6 gems (15%); Armour Class: 2d6 + paralysation
1d6 jewellery (20%); 1d3-1 scrolls (30%); 1d8 potions (40%); Hit Dice: Spell use (as Magic user, Cleric or
1d4-1 any other magic items (25%) Attacks:
Damage: both) at at least 18th level of abil-
Ghoul  Uncommon Special Attacks:
4d6 ity; fear
(turned as type 3) Man-sized Special Defences: +1 or better weapon to hit; immune
90 ft loping
Frequency: 6 Magic Resistance: to cold, electrical, poison, paralysa-
No. Encountered: 2 Lair Probability:
Size: 3 Intelligence: tion, polymorph, and death magic,
Move: 1d3/1d3/1d6 Alignment:
Armour Class: Paralysation Level/XP: as well as sleep, charm, hold and
Hit Dice: Immune to sleep and charm spells
Attacks: Standard other mental based attacks; spells
Damage: 20%
Special Attacks: Low that drain attributes or statistics also
Special Defences: Chaotic evil
Magic Resistance: 3/70 +2/hp have no effect
Lair Probability: Standard
Intelligence: 95%
Alignment: Genius or higher
Level/XP: Any evil
10/at least 10,000 +16/hp

Ghouls are humans, who feasting on corpses and engaging Liches are the remains of powerful wizard-priests who,
in other vileness, have become undead, or in turn were killed through fell magics and sinister grimoires, have cheated
by another ghoul without their corpses being sanctified by death and live on beyond the grave in a decaying shell
a cleric. Loping through the darkness with their vague ca- that still revels in awesome magical energies. Unholy mag-
nine cast and long black marrow licking tongues, they haunt ics and an unwavering devotion are not the only things
graves and ruins, seeking the flesh of the dead and the living. keeping them on the prime material plane. Their souls
Though their minds are warped by the transformation, and are already traded to dark gods, but a spark of their es-
their general intellect stunted, they still retain a terrible cun- sence remains that must be encased in a talisman of sorts.
ning, and they attack in fearless packs to good effect, bring- This trinket is a requirement of their Unlife, but no scholar
ing down the living to feast on their remains. Any human or knows how or why this is.
demihuman, save elves, attacked by a ghoul must make a
saving throw or be paralysed for 3d4 turns. The lair of a lich will often be a complex underworld maze
or a wickedly diseased stretch of thick wilderness, at whose
Protection from evil will keep these things at bay, unless one black heart resides a tower riddled with magic traps and
so protected violates the circle by attacking the ghouls.

Ghouls are also said to be able travel the lands of dreams,
using them as conduit to enter the waking world of men at
various graveyards, and escaping without a trace. Marine
ghouls are called “lacedons” and are sometimes found on
ghost ships or dwelling in wrecks on the sea bed.

Description:  Ghouls appear as emaciated, animated
corpses with sharp teeth and long fingernails to which
shreds of corpse-flesh are sometimes attached. Their
voices are weird and eldritch, sometimes described as
“meeping” and “glibbering”.

Brian Baird (Order #33926224)

Monsters 248

deadly guardians. Liches do not suffer the fools who would will be paralysed for 1d4 rounds. Groups of creatures gain a
tread upon their mysteries. bonus of +1 for their save at a ratio of six creatures for each
mummy (for example: 12 creatures in sight of 1 mummy
Each lich will be able to cast an impressive battery of gain a +2 to save; 12 creatures in sight of 2 mummies gain
spells, and those with magic user abilities will have multi- a +1, and 12 creatures within sight of 3 or more mummies
ple copies of powerful spell tomes. Their magical ability, gain no bonus). If humans confront a mummy, then each
at a minimum, must be 18th, as only those mortals have human will gain a +2 to his or her save.
travelled so far down the path of magic have even a hope
of mastering the rituals of Lichdom. The mere touch of a A mummy cannot be harmed by normal weapons, and
lich will inflict 2 dice of cold damage upon the victim, and magical weapons do only half damage (drop all fractions).
they must save vs paralysation or be held frozen to the A mummy is immune to sleep, hold spells, charm spells, and
spot for 3d8 turns. Anything below 6th level beholding a cold based attacks. Poison and paralysis have no effect on
lich (even in a reflection or a projected image) must save the creature. A raise dead spell will transform the monster
vs magic or never return to the area again. into a 7th-level fighter unless the mummy makes a suc-
cessful save vs magic (unlisted categories).
Often dressed in rich decaying rags that were exquisite in
life, liches are now horrors to behold. They are cadaverous in A mummy is susceptible to fire as follows: a hit from a torch
appearance, with unholy pinpoints of green light emanating will deal 1d3 hp damage, a flask of burning oil causes 1d8
from the otherwise empty pits that are the eye-sockets of hp on the first round and 2d8 hp on the second round, and
its fleshless skull. Diseased and leprous tatters of meat cling magical fires deal +1 for each die of damage. Holy water
feebly to ancient bones, reeking with the rot of the grave. inflicts 2d4 hp per vial that hits.

Liches are believed to feast on Soul Worms. Any character killed by a mummy cannot be raised due to
the amount of damage caused by the rotting waste unless
Treasure:  (1d4+1)×1,000 cp (30%); (d4+1)×1,000 sp a cure disease and raise dead are both cast on the victim
(25%); 1d6×1,000 ep (40%); (1d8+1)×1,000 gp (45%); within one hour of death.
1d4×1,000 pp (25%); 5d8 gems (55%); 8d4 jewellery
(45%); any 3 magic items save potions (40%) Treasure:  1d8×1,000 cp (10%), 1d12×1,000 sp (15%),
1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems
Mummy  (30%), 1d6 jewellery (25%), any 2 magic item + 1 potion
(15%)
(Turned as type 8)
Rare Poltergeist 
Frequency: 2d4
No. Encountered: Man-sized (Turned as type 1 or 3)
Size: 60 ft
Move: 3 Frequency: Rare
Armour Class: 6+3 No. Encountered: 1d8
Hit Dice: 1 Size: Man-sized
Attacks: 1d12 Move: 60 ft
Damage: Fear Armour Class: 10
Special Attacks: See below Hit Dice: 1d4 hit points
Special Defences: See below Attacks: Nil
Magic Resistance: 80% Damage: Nil
Lair Probability: Low Special Attacks: Fear, telekinesis
Intelligence: Lawful evil Special Defences: Invisible, silver/magic weapons to hit
Alignment: 6/985+8/hp Magic Resistance: Standard
Level/XP: Lair Probability: 97%
Intelligence: Low
The undead mummy exists both on the normal and nega- Alignment: Lawful evil
tive material planes. Normally found in tombs or other Level/XP: 2/35 + 1/hp
burial places, they hate life and attempt to destroy any
living creature they encounter. Poltergeists are non-corporeal and invisible spirits of humans
who have died a tragic death or were murdered in cold blood.
The touch of a mummy causes a wasting and rotting dis- So far as is known, all poltergeists were formerly human or
ease which will cause death within 1d6 months. For each at least half-human. They are only rarely encountered as a
month of affliction, the victim permanently loses 2 points of wandering monster but in such a case can be treated as a
charisma, and while diseased no cure wound spells will have type 1 undead for purposes of turning or disrupting. More
any effect and any wounds will naturally heal at a 10% rate. often, however, the poltergeist is in the area where it met its
The mummy rot can only be cured by a cure disease spell. untimely end. The poltergeist’s bond to this area is strong
and turning is much more difficult, treat the poltergeist as a
All creatures within 60 ft of a mummy, upon sight, will turning a type 3 undead in this case.
suffer the effects of fear and revulsion unless a successful
saving throw vs magic is made. If the save fails, the victim

Brian Baird (Order #33926224)

249 Monsters

In combat, the poltergeist can only be struck by magical Due to their partial immaterialness, they can only be hit by
or silver weapons and its invisibility will cause all attacks magic weapons or certain spells. Cold attacks are useless,
against it to be made at -4 (unless the attacker can see invis- as are sleep, hold, and spells that affect the mind. They are
ible). It will not cross over sprinkled holy water, though after nearly undetectable in their normal conditions, requiring
the holy water dries it is no longer effective at warding them. an 18 or better on a d20 to be aware of them before they
Holy water does not cause actual harm to poltergeists. A attack. Infravision does not detect them as they do not
cleric can strongly present a holy symbol to keep them at bay radiate heat, but magical light is sufficient to reveal these
as well, but again this does not harm the creature. horrors for what they are.

Poltergeists cannot physically attack. Instead they hurl ob- Some shadows attack victims in their sleep, giving them
jects with a telekinetic power at their opponents, attacking night-mares from which they never wake, as their physi-
as a 5 HD monster. These objects must be light enough to be cal forms are drained of life by the shadows’ horrid ties to
thrown by a standard human; books, torches, lamps, chairs worlds beyond mundane reckoning.
and so on. A poltergeist’s lair will include many such objects.
Anyone struck takes no damage, but he or she must save Treasure  2d10×1,000 sp (10%); 2d6×1,000 ep (15%);
vs spells or flee at top movement speed for 2d12 rounds. A 2d4×1,000 gp (45%); 1d6×1,000 pp (33%); 4d8 gems (20%);
fleeing victim has a 50% for dropping whatever is held in 2d4 jewellery (8%); any 3 magic items (33%)
his or her hands, but not necessarily right away. When a PC
succumbs to the poltergeist’s fear effect, determine how Skeleton  Rare
many rounds he or she will flee, then roll the dice again to 3d10
determine on which round hand held items will be dropped. (turned as type 1) Man-sized
Once an opponent has made his or her saving throw, that 120 ft
individual will be immune to further fear for that encounter Frequency: 7
only and from that poltergeist only if more than 1 are present. No. Encountered: 1
Size: 1
Treasure: None. Move: 1d6
Armour Class: None
Shadow  Rare Hit Dice: Immune to cold, sleep, charm, hold
2d10+1 Attacks:
(turned as type 4) Man-sized Damage: and other mental based attacks.
120 ft Special Attacks: Standard
Frequency: 7 Special Defences: Nil
No. Encountered: 3+1 None
Size: 1 Magic Resistance: Neutral
Move: 1d6 Lair Probability: 1/15 +1/hp
Armour Class: Drains strength, dexterity or Intelligence:
Hit Dice: Alignment:
Attacks: constitution Level/XP:
Damage: +1 or better weapon to hit; immune
Special Attacks:
to cold, poison, and paralysation, as
Special Defences:
well as sleep, charm, hold and other
Magic Resistance:
Lair Probability: mental attacks
Intelligence: Standard
Alignment: 40%
Level/XP: Low
Chaotic evil
4/250 +4/hp

Shadows flitter about old ruins and dusty dungeons, seek- These things are the result of an evil (or neutral at best)
ing the living. Their ties to the negative material plane magic user or cleric wielding magics that animate the flesh-
cause living things they hit in melee to lose a point of Str, less remains of humans, demi-humans, and various human-
Dex or Con. The attribute drained is random; but once oids. They are completely mindless, only obeying the simple
determined further attacks by the same pack of shadows commands of their animator, which is often limited by the
drain the same attribute until that statistic reaches zero— spell itself to a score of words. Some sages speak, though,
at which point the victim becomes a shadow under the of the mere proximity to great Evil can animate the dead,
control of the creature that drained the last point. Points resulting in armies of these horrors springing to Unlife in
drained, but not brought to nil, will return to the victim forgotten catacombs and foul dungeons. Though given no
after about an hour, but some Shadow attacks take longer
to recover from.

Brian Baird (Order #33926224)

Monsters 250

commands, they seek out the living and attempt to force Armour Class: 1
them into the ranks of the dead. Hit Dice: 8+3
Attacks: 1
No matter how a skeleton attacks, whether rusty blade, a Damage: 1d6+4
stone, or its own former femur, it always deals 1d6 dam- Special Attacks: See below
age. Cold and spells that attack the mind have no affect Special Defences: See below
on skeletons. They take less damage from edged and Magic Resistance: See below
cutting weapons, typically reducing the damage by half. Lair Probability: 25%
Most piercing weapons, like arrows and spears, do but 1 Intelligence: Exceptional
or 2 points maximum per attack. Holy water inflicts 2d4 Alignment: Chaotic evil
hp per vial that strikes. Level/XP: 8/3,810 + 12/hp

Treasure: None. The vampire is one of the most feared of the undead. Being
similar to other undead, they dwell simultaneously in the
Spectre  Rare negative material and material planes. They share other un-
1d6 dead’s immunity to charm, hold, and sleep spells. Electricity
(turned as type 9) Man-sized and cold does only half damage, they are unaffected by
150 ft hovering; 300 ft flying (AA: IV) normal weapons, and they regenerate 3 hit points per
Frequency: 2 round. Vampires must take refuge in a coffin or other hide-
No. Encountered: 7+3 away during daylight, and must slumber on soil from their
Size: 1 own grave once in a while to maintain their powers.
Move: 1d8
Armour Class: Level drain Vampires are immensely strong (18.76), and deal great
Hit Dice: +1 or better weapon to hit; immune blows that inflict 1d6+4 hit points of damage. These blows
Attacks: further reduce the victim’s life energy by two levels, which
Damage: to cold, poison, paralysation, and consequently reduces all other traits linked to a loss in lev-
Special Attacks: els (attack ability, hit dice, etc.).
Special Defences: elemental spells, as well as sleep,
Vampires may take gaseous form at will, and will be forced
Magic Resistance: charm, hold and other mental attacks into this form if their hit points reach zero. They then at-
Lair Probability: Standard tempt to reach their coffin to reform their bodies. If they
Intelligence: 20% do not reach the coffin within 12 turns and rest for 8 hours,
Alignment: High they are unable to reform.
Level/XP: Lawful evil
7/1,815 +10/hp Further, vampires may shape change into a large bat at will,
which grants them flying movement. They can summon
These fiendish shades dwell primarily on the negative mate- 1d10×10 bats or rats when underground or 3d6 wolves
rial plane. Thus, when their barely-material forms come in when above. These creatures will arrive in 2d6 rounds. In
contact with the living, they drain two levels of experience addition, a vampire has a charm gaze (as the charm person
from the victim. Those reduced below zero energy levels be- spell), with a saving throw penalty of -2.
come half-strength spectres under control of the one that
stole their life-force. The living in turn can only affect spectres Although these items do not actually cause harm or com-
with magic weapons (of at least +1 value) or spells. Elemental pletely repel these creatures, vampires will draw back
spells and enchantments that affect the mind have no power from a lawful good holy symbol, a mirror, or garlic if they
over spectres. Liquids blessed by the gods still inflict damage are presented with confidence. Garlic causes a vampire
upon them. If a cleric (good or evil) attempts to restore a to cringe for 1d4 rounds, and a holy symbol or mirror will
spectre back to life via a spell or ritual, the spectre must make cause a vampire to take a position in which the item does
a saving throw or its existence is removed from the plane that not impede his or her progress or attack. A lawful good
fuels its Unlife and it becomes naught in the world of living. holy symbol will affect a vampire no matter what its ethos
was in life. Once a person becomes a vampire, he or she is a
Some sages speculate that spectres have no power in sun- chaotic evil undead creature. Holy water will inflict 1d6+1
light, but no one has ever proved this theory. points of damage per full vial which strikes.

Treasure:  3d4 gems (50%); 3d4×1,000 gp (70%); 1 misc. There are few means by which a vampire may be de-
magic item (60%); 1d2 potions (70%). stroyed. They take great damage from immersion in
running water, and will be killed in 3 rounds (each round
Vampire  Rare reduces 1/3 of the creature’s hit points). If caught in sun-
1d4 light a vampire becomes powerless and will die in 1 turn.
(turned as type 10) Man-sized Finally, a stake through the heart, coupled with decapita-
120 ft; 180 ft flying (AA:V) tion, will destroy a vampire if holy sacraments (such as wa-
Frequency: fers) are placed in the mouth after the head is removed. If
No. Encountered: a vampire is staked he or she will appear to die, but unless
Size:
Move:

Brian Baird (Order #33926224)

251 Monsters

also decapitated the vampire will revive when the stake Size: Man-sized
is removed. Move: 120 ft; 240 ft flying (AA:IV)
Armour Class: 4
Vampires create others of their kind by draining humans Hit Dice: 5+3
or humanoids of all life energy. The victim must be buried. Attacks: 1
After 1 day he or she will arise as a vampire. The victim will Damage: 1d6 + level drain
retain class abilities he or she had in life but will become a Special Attacks: Level drain
chaotic evil undead being. The new vampire is a slave to the Special Defences: Only hit by silver or magic weapons;
vampire that created him or her, but becomes free willed
if the master is killed. Magic Resistance: immune to certain spells
Lair Probability: Standard
There is a variant type of vampire from the east, which Intelligence: 25%
cannot assume gaseous form at will (but will if reduced to Alignment: Very
zero hit points), nor does it have a charm gaze. However, Level/XP: Lawful evil
it is invisible and foes that cannot detect invisibility suffer 6/550 + 6/hp
–4 to strike these vampires in combat.
Wraiths are insubstantial undead creatures that exist
Treasure:  1d20×1,000 sp (10%); 1d12×1,000 ep (10%); partially in the negative material plane, giving them the
1d10×1,000 gp (40%); 1d8×100 pp (35%); 3d10 gems (20%); power to drain one level of experience when they score
1d10 jewellery (10%); 3 magic items (30%). a hit upon an opponent. In sunlight, the wraith cannot
drain levels. Wraiths are shadowy, man-like shapes, dark
Wight  Uncommon and indistinct.
2d8
(turned as type 5) Man-sized Silver weapons inflict only half damage upon a wraith;
120 ft magical weapons inflict full damage. They are immune to
Frequency: 5 cold damage, charms, sleep and hold spells.
No. Encountered: 4+3
Size: 1 (claw) Treasure:  (in lair only) 1d10×1,000 cp (5%); 1d12×1,000
Move: 1d4 + level drain sp (25%); 1d6×1,000 ep (25%); 1d8×1,000 gp (25%); 1d12
Armour Class: Level drain gems (15%); 1d8 jewellery (10%); 3 magic items plus 1
Hit Dice: Silver or magic weapon required to scroll (25%).
Attacks:
Damage: hit; spell immunities Zombie  Normal Monster
Special Attacks: Standard
Special Defences: 70% Frequency: (turned as type 2) (turned as type 6)
Average No. Encountered: Rare Very rare
Magic Resistance: Lawful evil Size: 3d8 1d6
Lair Probability: 6/590 + 4 per hit point Move: Man-sized Large
Intelligence: Armour Class: 60 ft 90 ft
Alignment: Hit Dice: 8 6
Level/XP: Attacks: 2 6
Damage: 1 1
Wights are undead corpses risen with a twisted intelli- Special Attacks: 1d8 2d8
gence. Their undead power is linked to the negative ma- Special Defences: None None
terial plane, and thus they permanently drain a level of Magic Resistance: See below See below
experience from victims when they score a hit in combat. Lair Probability: Standard Standard
Although they are not damaged by sunlight, they loathe Intelligence: Nil Nil
the rays of the sun and do not emerge by choice from their Alignment: Non- Non-
barrows and lairs during daylight. Wights are immune to Level/XP: Neutral Neutral
sleep, hold, cold, and enchantment spells. They take 2d4 2/30+1/hp 3/145 + 6/hp
points of damage from holy water (per vial), and are de-
stroyed by the casting of a raise dead spell. A human killed Zombies are the risen corpses of the dead. In many cases
by a wight becomes a wight under the control of its maker. they have been animated by a powerful spell caster,
though sometimes zombies rise from other supernatural
Treasure:  1d8×1,000 cp (50%); 1d6×1,000 sp (25%); influences. These creatures shuffle slowly into combat;
1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 1d8 gems they are always the last creatures to attack in a melee
(30%); 1d4 jewellery (20%); 1 magic item (sword, armour, round regardless of initiative rolls. Once they begin to at-
or miscellaneous magic) (10%). tack, they never flee unless turned by a cleric. Zombies are
immune to enchantments, hold spells, and any spell that
Wraith  Uncommon inflicts damage from cold.
2d6
(turned as type 7)

Frequency:
No. Encountered:

Brian Baird (Order #33926224)

Monsters 252

Monster zombies are the animated corpses of larger hu- HD monsters, use missile weapons such as crossbows or
manoid monsters such as bugbears, ettins or ogres. They pulled bows, and can even use hurled weapons such as
are harder for a cleric to turn than a normal zombie. spears or javelins.

Treasure: None In combat, juju zombies attack with their clawed hands but
they can be programmed to use weapons by their master.
Due to their strong connection to the Negative Material
Plane, juju zombies can only be hit by magic weapons.
Magic piercing or blunt weapons do half damage owing
to the undead nature of the monsters, magic slashing
weapons do full damage.

Juju zombies are immune to all mind altering magic in-
cluding, but not limited to: illusion, charm, hold monster,
death, cold, and sleep. These monsters are also immune
to poison and electrical damage, while fire or fire based
magic does only half damage. Acid and holy water attacks
do full damage. Juju zombies can be turned, but are more
resistant to a cleric’s divine powers than regular zombies,
hence harder to turn.

The appearance of a juju zombie is much the same as
a regular zombie but their leathery, greyish flesh is less
decayed than the standard variety. The hatred for life of
these obscene creations causes their eyes to burn with a
hellish red glow.

Treasure: None.

ANIMALS

Zombie, Juju  Very rare The creatures in this section are “animals” for the purposes
1d6 of magic such as animal summoning or invisibility to ani-
(turned as type 9) Man-sized mals. Some kindly GMs may permit other creatures, such
90 ft as dinosaurs or giant invertebrates, to count as “animals” in
Frequency: 6 terms of such magic—but this is strictly at the GM’s option.
No. Encountered: 3+12
Size: 1 Ape Normal Carnivorous
Move: 2d6+1 Rare Very rare
Armour Class: See below Frequency: 1d4 2d4
Hit Dice: Can only be hit with magic weapons No. Encountered: Man-sized Large
Attacks: See below Size: 120 ft 120 ft
Damage: Nil Move: 6 6
Special Attacks: Low Armour Class: 4+1 5
Special Defences: Neutral (evil) Hit Dice: 3 3
Magic Resistance: 3/115 + 4/hp Attacks: 1d3/1d3/1d6 1d4/1d4/1d8
Lair Probability: Damage: Mangle Mangle
Intelligence: Special Attacks: None None
Alignment: Special Defences: Standard Standard
Level/XP: Magic Resistance: Nil 10%
Lair Probability: Low Low
Juju zombies are undead specially created by evil magic Intelligence: Neutral Neutral
users practising a little-known and universally-banned Alignment: 3/110+4/hp 3/125+4/hp
magic known as necromancy. This unholy process involves Level/XP:
draining all the life force from the unfortunate victim, who
can be a human, demi-human, or humanoid. These crea- Ordinarily sighted in remote rainforests and similar places,
tures are then completely subservient to their master, who the ape will only fight if forced to do so. If it hits one op-
can issue commands to them to guard, attack, or patrol an ponent with both hands in the same round, it will do an
area, or other similar orders. Juju zombies are like regu- additional 1d6 damage as it mangles its victim.
lar zombies but are improved in virtually every way. This
type of zombie moves more quickly, has an improved Treasure: None.
AC, climbs with the skill of an 8th level thief, attack as 6

Brian Baird (Order #33926224)

253 Monsters

Carnivorous Ape:  Bigger, meaner, and spoiling for a fight, Badger Ordinary Giant
in contrast with its more peaceable cousin, this more in- Uncommon Very Rare
telligent variant lusts for human flesh to devour. Its keen Frequency: 1d4+1 1d4+1
senses render it unlikely to be surprised (1 on 1d6). Its man- No. Encountered: Small Medium
gling attack, initiated if both hands hit the same opponent Size: 60 ft; 30 ft swimming 60 ft; 30 ft swimming
in a round of combat, does 1d8 damage. Move: 4 4
Armour Class: 1+2 3
Carnivorous apes are sometimes found in company with Hit Dice: 3 3
hobgoblins. Attacks: 1d2/1d2/1d3 1d3/1d3/1d6
Damage: None None
Treasure:  In lair only: 1d12×1,000 cp (20%); 1d6×1,000 sp Special Attacks: None None
(30%); 1d4×1,000 ep (10%); 1d6 gems (25%); 1d3 jewellery Special Defences: Standard Standard
(20%); 1d2 magic items (10%) Magic Resistance: 10% 10%
Lair Probability: Semi- Semi-
Axe Beak  (Phorusrhacid) Intelligence: Neutral Neutral
Alignment: 2/30+1/hp 2/50+2/hp
Frequency: Uncommon Level/XP:

No. Encountered: 1d6

Size: Large

Move: 180 ft

Armour Class: 6 Swift-moving burrowers, the badger will defend its terri-
tory. Known to mate for life, and when more than one is
Hit Dice: 3 indicated, the encounter will be with a family. Their pelts
will usually bring 1d3×10 gold each, although juvenile
Attacks: 3 pelts are worth considerably less.

Damage: 1d3/1d3/2d4 The Giant Badger is simply a larger version of the regu-
lar badger. Much rarer, it runs to 3 Hit Dice, with attacks
Special Attacks: None that do 1d3/1d3/1d6 damage. They are Very Rare, even in
Badger-rich areas, but may be encountered in prehistoric
Special Defences: None “lost world” environments.

Magic Resistance: Standard Treasure: None

Lair Probability: Nil

Intelligence: Animal

Alignment: Neutral

Level/XP: 2/50+2/hp

Diurnal hunters, these ostrich-like birds run fast and attack Bat Ordinary Giant
prey with their strong beaks. Common Uncommon
Frequency: 1d100×10 3d6
Treasure: None No. Encountered: Small Small
Size: 10 ft; 240 ft flying 10 ft; 240 ft flying
Baboon Common Move:
10d4 (AA:V) (AA:V)
Frequency: Small Armour Class: 8, see below 8, see below
No. Encountered: 120 ft Hit Dice: 1d2 hp 1d4 hp
Size: 7 Attacks: 1 1
Move: 1+1 Damage: 1 1d2
Armour Class: 1 Special Attacks: Swarm, see below None
Hit Dice: 1d4 Special Defences: None See below
Attacks: None Magic Resistance: Standard Standard
Damage: Climbing Lair Probability: 10% 10%
Special Attacks: Standard Intelligence: Animal Animal
Special Defences: 10% Alignment: Neutral Neutral
Magic Resistance: Low Level/XP: 1/1 1/5+1/hp
Lair Probability: Neutral
Intelligence: 2/30+1/hp This listing includes all types of bats. They will only attack
Alignment: when trapped, seeking to escape. When startled, they
Level/XP: will swarm, causing confusion, extinguishing torches,
etc. Because of their sonar navigation, their AC can rise to
Communal and vegetarian, baboons will defend their ter- 4 given the right conditions, as they are nimble and swift.
ritory if it is invaded. Determined resistance will result in
flight, rather than facing extinction (90% chance of flight). Giant Bats:  These are giant versions of carnivorous or-
If the whole tribe is encountered, half will not participate dinary bats. Their bodies grow up to 3 ft long, and they
in combat, being immature. Leaders, 2d4 of the males in can have wingspans of up to 6 ft. Highly manoeuvrable,
each tribe, gain +1 to damage on their attacks.

Treasure: None

Brian Baird (Order #33926224)

Monsters 254

users of missile weapons will suffer a -3 to hit penalty un- The Barracuda is a fearsome, very fast aquatic predator.
less the attacker’s dexterity is 13 or higher. They must land The natural habitat of this fish is warm salt water. It pre-
on their intended victims to attack. There is a 1% chance fers vulnerable or wounded prey, especially those smaller
that those so bitten will contract rabies, or some similar than itself.
blood-borne infection.
Treasure: None.
Treasure: None
Bear, Lesser
Bat, Mobat Rare Black Brown
1d8 Frequency: Common Uncommon
Frequency: Medium No. Encountered: 1d3 1d6
No. Encountered: 30 ft; 150 ft flying (AA:IV) Size: Medium Large (9 ft)
Size: 2 to 10, see below Move: 120 ft 120 ft
Move: 4 to 6, see below Armour Class: 7 6
Armour Class: 1 Hit Dice: 3+3 5+5
Hit Dice: 2d4 Attacks: 3 3
Attacks: See below Damage: 1d3/1d3/1d6 1d6/1d6/1d8
Damage: See below Special Attacks: Hug: 2d4 Hug: 2d6
Special Attacks: Standard Special Defences: None None
Special Defences: 15% Magic Resistance: Standard Standard
Magic Resistance: Low Lair Probability: 10% 10%
Lair Probability: Neutral (evil) Intelligence: Semi- Semi-
Intelligence: 3/135+3/hp (4 HD) Alignment: Neutral Neutral
Alignment: 5/300+6/hp (6 HD) Level/XP: 3/75+3/hp 4/160+6/hp
Level/XP:

The very large mobat is found in warm regions where a Black:  Of all bears, the black is the least aggressive. If at-
plentiful supply of warm-blooded prey is available. As their tacked, they will defend themselves and their cubs. Any
wingspan can run between 12 and 16 ft, they require a hit roll with a paw of 18 or more will result in the target
large landing area at the entrance to their cave. With nearly being hugged for the additional damage noted. The black
silent flight, they can surprise 50% of the time. They can bear is omnivorous, possesses good hearing and smell,
also emit a terrifying shriek. If a saving throw vs paralysis but has weak vision.
is failed, the victims (all within a 20 ft radius) may only
cover their ears and are thus rendered defenceless. In Brown:  The brown bear, of which the grizzly is the most
flight they have an AC of 2, while when grounded their famous, is an aggressive strain of bear. Any hit roll with a
AC becomes 10. paw of 18 or more will result in the target being hugged
for the additional damage noted. The brown bear is om-
Treasure:  In lair only: 1d12×1,000 cp (20%); 1d6×1,000 sp nivorous, possesses good hearing and smell, but has weak
(30%); 1d4×1,000 ep (10%); 1d6 gems (25%); 1d3 jewellery vision. If reduced to zero hit points, the bear will continue
(20%); any 2 magic (10%) to fight until either 1d4 rounds have elapsed or it is re-
duced to -9 hit points.
Barracuda
Treasure: None
Frequency:
No. Encountered: Uncommon Bear, Greater Cave Polar
Size: 2d6 Uncommon Rare
Move: Small to Large Frequency: 1d2 1d6
Armour Class: 30 ft swimming No. Encountered: Large (12 ft) Large (14 ft)
Hit Dice: 6 Size: 120 ft 120 ft; 90 ft swimming
Attacks: 1 to 3 Move: 6 6
Damage: 1 Armour Class: 6+6 8+8
Special Attacks: 2d4 Hit Dice: 3 3
Special Defences: None Attacks: 1d8/1d8/1d12 1d10/1d10/2d6
Magic Resistance: None Damage: Hug: 2d8 Hug: 3d6
Lair Probability: Standard Special Attacks: None None
Intelligence: Nil Special Defences: Standard Standard
Alignment: Non- Magic Resistance: 10% Nil
Level/XP: Neutral Lair Probability: Semi- Semi-
1/10+1/hp Intelligence: Neutral Neutral
2/50+2/hp Alignment: 5/225+8/hp 6/600+12/hp
Level/XP:

Brian Baird (Order #33926224)

255 Monsters

Cave:  The cave bear, a giant relic of past ages, is particu- are usually somewhat larger, typically being around two feet
larly carnivorous, in contrast to its more omnivorous rela- long and having a wingspan of four to five feet. Eagles can be
tives. Any hit roll with a paw of 18 or more will result in the considerably larger, sometimes exceeding even three feet
target being hugged for the additional damage noted. The in length and having a wingspan of anywhere from five to
cave bear possesses good hearing and smell, but has weak eight feet. The largest types may weigh up to twelve pounds.
vision. If reduced to zero hit points, the bear will continue All of these are capable of a ‘Dive’ attack, which when made
to fight until either 1d4 rounds have elapsed or it is re- from a distance of 120 ft or more grants them +2 to hit and
duced to -9 hit points. double damage from their talons. The Huge versions of
these birds are typically larger and more aggressive, whilst
Polar:  The polar bear is omnivorous, possesses good hear- the Giant types are thought to be the result of sorcery. Giant
ing and smell, but has weak vision. If reduced to zero hit birds of prey can make dive attacks from a distance of 60 ft
points, the bear will continue to fight until either 1d4+1 and gain +4 to hit as well as inflicting double damage with
rounds have elapsed or it is reduced to -13 hit points. their talons. Some of these are rumoured to have consider-
able intelligence and even be capable of speech.
Treasure: None
Treasure: None

Bird Normal Huge Giant Boar Wild Giant
Common Uncommon
Frequency: Common Rare Very rare Frequency: 1d12 2d4
No. Encountered: No. Encountered: Medium Large
Size: 1d20 1 1 Size: 150 ft 120 ft
Move: Move: 7 6
Small Small Medium Armour Class: 3+3 7
Armour Class: Hit Dice: 1 1
Hit Dice: Attacks: 3d4 3d6
Attacks: Damage: None None
Damage: Special Attacks: None None
Special Attacks: Special Defences: Standard Standard
Special Defences: Magic Resistance: 20% 20%
Magic Resistance: Lair Probability: Animal Animal
Lair Probability: Intelligence: Neutral Neutral
Intelligence: Alignment: 3/75+3/hp 4/225+8/hp
Alignment: Level/XP:
Level/XP:
30 ft; 360 ft 30 ft; 360 ft 30 ft; 360 ft Aggressive omnivore, related to a pig. If more than one
is encountered, the others will be sows or sounders on a
flying (AA:IV) flying (AA:IV) flying (AA:IV) 1:4 ratio (e.g., 1 boar, 3 sows, 8 sounders). Sows have 3 hit
dice, and do 2d4 damage when attacking. Sounders will
657 flee. The boar (bull or sow) will fight for 1d4+1 rounds after
reaching 0 hit points, or until -7 hit points are accumulated.
124
Giant Boar:  Ancient ancestor to the modern boar, the giant
333 boar is even more aggressive. If 3 or more are indicated,
young will only be present 25% of the time. Bulls and sows
1d2/1d2/1 1d4/1d4/2 1d6/1d6/2d6 have the same stats and will both fight to -11 hp, or 1d4
rounds after 0 hp.
See below See below See below
Young, when encountered have the following stats: 2-6HD,
None None None between 1d4 and 3d4 damage/attack

Standard Standard Standard Treasure: None

20% 20% 20%

Animal Animal Animal

Neutral Neutral Neutral

1/15 +1/hp 2/40 +1/hp 4/105 +3/hp

Birds are found across the known world in many shapes, Boar, Warthog
forms and colours. They are distinguished from one an-
other by plumage, size, beak shape, body length, wing size Frequency: Common
and talon type, as well as by dietary habits. Those that fall No. Encountered: 1d6
into a similar size range are provided for here and below; Size: Small
most are two or three feet long, weigh up to about three Move: 120 ft
pounds and have a wing span of around four or five feet. Armour Class: 7
Hit Dice: 3
Eagles, Hawks and Falcons are birds of prey. Falcons are gen-
erally the smallest of the three, tending to be around a foot
in length and having a wingspan of two to three feet. Hawks

Brian Baird (Order #33926224)

Monsters 256

Attacks: 2 range of temperatures and environments, and moves 30
Damage: 2d4/2d4 ft more slowly.
Special Attacks: None
Special Defences: None Regardless of the type, all camels can be domesticated,
Magic Resistance: Standard can carry immense loads (up to 6,000 gp, although this will
Lair Probability: 20% cut their movement in half). Between 4 and 5 thousand gp,
Intelligence: Animal speed is reduced to 60 ft.
Alignment: Neutral
Level/XP: 3/50+2/hp Their usual attack is a bite, but they will also spit (50%, with
a 25% chance to blind for 1d3 rounds).
Tropical relatives of the common boar, warthogs will only
attack if threatened or cornered. If more than two are in- Treasure: None
dicated, they will consist of a mated pair and young. All
will fight for 1-2 rounds below 0 hit points, or to -6 hp. Cat Domestic Wild Lynx, Giant
Common Uncommon Rare
Young have the following stats: 1-2 HD, 1d4-1 or 1d4+1 Frequency: 1 or 2d6 1 or 1d4+1 1d4
damage. No. Encountered: Small Small Medium
Size: 50 ft 180 ft 120 ft
Treasure: None Move: 6 5 5
Armour Class: 1d2 hp 1d6 hp 2+2
Camel Common Hit Dice: 1 3 3
1d12 Attacks: 1d2-1 1/1/1d2 1d2/1d2/1d4
Frequency: Large Damage: Rear claws Rear claws Rear claws;
No. Encountered: 210 ft dromedary / 180 ft bactrian Special Attacks:
Size: 7 None surprise on
Move: 3 Special Defences: None Standard
Armour Class: 1 Magic Resistance: Standard 5% a 1d4
Hit Dice: 1d4 Lair Probability: 75% Animal Thief skills
Attacks: Spit Intelligence: Animal Neutral Standard
Damage: None Alignment: Neutral 1/10+1/hp 5%
Special Attacks: Standard Level/XP: 1/3+1/hp Very
Special Defences: Nil Neutral
Magic Resistance: Animal 3/90+3/hp
Lair Probability: Neutral
Intelligence: 2/50+2/hp Agile and proud, cats are found everywhere. Only sur-
Alignment: prised on a 1 (of a d6), they can surprise on a 1-3 (of a d6).
Level/XP: Because of their size, domestic cats have very ineffective
attacks.

When a black cat is found as a mage’s familiar, the cat
confers excellent hearing and night vision on its master
or mistress.

A cat exceeding its needed “to hit” score by 4 or more can
rake with its rear claws as well as its front, so roll the listed
damage twice.

Giant Lynx:  Rare and magical, giant lynxes live in the icy
wastes, where they use their intelligence to advantage
against competing predators. They speak their own lan-
guage. Giant lynxes have the thief skills Hide In Shadows,
Move Silently, and Climb Walls at 90% and Find/Remove
Traps at 75%. Owing to their well-camouflaged pelts, they
surprise opponents on a 1-4 on 1d6.

Treasure:  None (for all cats)

An ornery beast of burden, the camel comes in two types, Cattle Buffalo Bull Wild
both of which have the same stats in game terms. The Uncommon Common Common
dromedary has only one hump and prefers warm climates. Frequency: 4d6 1, plus 50% 20d10 chance
The bactrian camel has two humps, is adaptable to a wider No. Encountered:
Large Large of 3d6 cattle
Size: Large

Brian Baird (Order #33926224)

257 Monsters

Move: 150 ft 150 ft 150 ft Move: 60 ft; 60 ft;
Armour Class: 77 7
Hit Dice: 54 2-4 HD Armour Class: 120 ft swimming 120 ft swimming
Attacks: 22 1 Hit Dice: 4 3
Damage: 1d8/1d8 1d6/1d6 1d4 Attacks: 3 7
Special Attacks: Charge Charge Stampede Damage: 2 2
Special Defences: Head is AC 3 None None Special Attacks: 2d4/1d12 3d6/2d10
Magic Resistance: Standard Standard Standard Special Defences: None None
Lair Probability: Nil Nil Nil Magic Resistance: None None
Intelligence: Animal Animal Animal Lair Probability: Standard Standard
Alignment: Neutral Neutral Neutral Intelligence: Nil Nil
Level/XP: 3/110+4/hp 3/75+3/hp 1/10+1/hp Alignment: Animal Animal
Level/XP: Neutral Neutral
2/50+2/hp 5/225+8/hp

Buffalo:  Native to tropical and subtropical plains, the buf-
falo will usually attack if approached within 60 ft. Any attack
by one may result in the whole herd charging. When charg-
ing, the buffalo will do 3d6 impact damage plus 1d4 tram-
pling damage. The charge must cover a minimum of 40 ft.

50% of all buffalo species are non-aggressive and their May be found in shallow fresh or salt water. They surprise
“charge” will result in flight. on 1-3 of a d6, leaping up from concealment and will eat
just about anything that comes in reach. Cold is their en-
Treasure: None emy, cutting their movement speed in half.

Bull:  The bull is very aggressive. If someone moves to Giant Crocodile:  Normally restricted to prehistoric or salt
within 80 ft, it is likely to charge (75%), even without ap- water environments, the Giant Croc is a fearsome oppo-
parent provocation. The charge will do 3d4 upon impact nent. They surprise on 1-3 of a d6, leaping up from conceal-
plus 1d4 trample damage. The charge must traverse a ment and will eat just about anything that comes in reach.
minimum of 30 ft.
Treasure: None
Treasure: None
Crustacean, Giant
Wild Cattle:  Skittish and likely to flee at the first whiff of
danger, wild cattle keep to their herds. Males have a 75% Frequency: Crab Crayfish
chance to attack if the herd is surprised, with the goal of No. Encountered: Rare Uncommon
covering the escape of the rest of the herd. When flight Size: 2d6 2d6
occurs, the herd will stampede the party 25% of the time. Move: Large Large
Armour Class: 90 ft 60 ft; 120 ft swimming
Stampedes will cause characters to be trampled by 2d4 Hit Dice: 3 4
animals, and take 1d4 damage per animal. Attacks: 3 4+4
Damage: 2 2
Treasure: None Special Attacks: 2d4/2d4 2d6/2d6
Special Defences: None None
Crocodile Normal Giant Magic Resistance: None None
Common Rare Lair Probability: Standard Standard
Frequency: 3d8 1 to 2d6 Intelligence: Nil Nil
No. Encountered: Large Large Alignment: Non- Non-
Size: Level/XP: Neutral Neutral
3/75+3/hp 3/110+4/hp

Brian Baird (Order #33926224)

Monsters 258

Giant Crab:  Found near water (fresh or salt). They achieve Special Attacks: Moray Electric Weed
surprise on 1-4 of 1d6. They will typically rush their prey Special Defences: None Electricity Poison
from a place of concealment, having “scouted” the area Magic Resistance: None None None
with their eyes (which are on stalks). Lair Probability: Standard Standard Standard
Intelligence: Nil Nil 100%
Giant Crayfish:  Found near fresh water. They achieve Alignment: Non- Non- Non-
surprise on 1-3 of 1d6. They will typically rush their prey Level/XP: Neutral Neutral Neutral
from a place of concealment, but they do not have the 4/110+4/hp 2/40+2/hp 1/30+1/hp
advantage of the giant crab’s eyestalks.
Giant moray eels  are salt water dwellers with a nasty
Treasure: None temper and a mouth full of teeth. Though they will gen-
erally keep to themselves if not molested, giant moray eels
Dog War Wild are often found in the service of locathah (q.v.) as both
Uncommon Common battle mounts and guards. Giant morays encountered in
Frequency: Varies 4d4 those circumstances are extremely aggressive. On rare
No. Encountered: Medium Small occasions, a giant moray eel will be found in fresh water.
Size: 120 ft 150 ft
Move: 6 (or as armour) 7 Treasure: None
Armour Class: 2+2 1
Hit Dice: 1 1 Electric eels  are non-aggressive fresh water dwellers,
Attacks: 2d4 1d4 preferring warm water. If an electric eel feels threatened
Damage: None None or is attacked it will discharge a jolt of electricity. This elec-
Special Attacks: None None trical charge causes any creature within 5 ft of the eel to
Special Defences: Standard Standard take 3d8 points of damage, all creatures within a 5 ft to 10
Magic Resistance: Nil Nil ft range will take 2d8 points of damage, and all creatures
Lair Probability: Semi- Semi- within 10 ft to 15 ft take 1d8 hp damage. No saving throw is
Intelligence: Neutral Neutral allowed, though certain magic items and spells may grant
Alignment: 2/50+2/hp 1/10+1/hp immunity or reduced damage from the electrical attack.
Level/XP: Rumours persist of a saltwater electric eel which is double
the size and delivers a jolt twice as powerful.
War Dogs:  Think large mastiffs or pit bulls. These fear-
some dogs are trained to fight. They are typically ar- Treasure: None
moured in leather. They are loyal unto death.
Weed eels  are found in both salt and fresh water, pre-
Wild Dogs:  Roaming in packs, wild dogs compete for food ferring depths of around 30 ft. Weed eels are so-called
with wolves and, sometimes, war refugees. If well fed, they because of their brownish green colouration, and because
will evade. If hungry, they will attack. It is possible to tame they tend to anchor themselves in the rocks and dirt of the
them, but only if removed from the pack. sea or lake bed, looking for all the world like a bed of sea
weed. Weed eels have a single biting attack which injects
Treasure: None a powerful poison into the wound: the victim must save or
die. A weed eel lair consists of many small tunnels of about
Eel, Giant Moray Electric Weed 6 inches diameter which eventually join into a series of 6
Uncommon Rare Very rare ft tunnels, which in turn lead to a large cave which is the
Frequency: 1d4 1d4 1d4 actual lair. The cave is usually about 600 sq ft and the eels
No. Encountered: Large Medium Small pave the bottom of it with any suitable material they find:
Size: 90 ft 120 ft 150 ft small stones, gems, coins, and similar sized shiny objects.
Move: Any attempt by anyone or anything other than a weed
swimming swimming swimming eel to enter any hole leading to the lair will provoke an
Armour Class: 6 9 8 immediate attack by every eel in the colony.
Hit Dice: 5 2 1d6 hp
Attacks: 1 1 1 Treasure:  None carried. In lair: 1d4×1,000 cp (30%),
Damage: 3d6 1d4 1 1d10×1,000 sp (50%), 1d3×1,000 ep (20%), 1d8×1,000 gp
(45%), 2d8×100 pp (60%), 6d6 gems (50%), 2d6 jewellery 50%.

Elephant African Asian Mammoth Mastodon
Common Common Very rare Very rare
Frequency: 1d12 1d12 1d12 1d12
No. Encountered: Large Large Large Large
Size: 150 ft 150 ft 150 ft 150 ft
Move: 6 5 6 6
Armour Class:

Brian Baird (Order #33926224)

259 Monsters

Hit Dice: African Asian Mammoth Mastodon
Attacks: 11 10 13 12
Damage: 5 5 5 5
Special Attacks: 2d8/2d8/2d6/2d6/2d6 2d8/2d8/2d6/2d6/2d6 3d6/3d6/2d8/2d8/2d8 2d8/2d8/2d6/2d6/2d6
Special Defences: None None None None
Magic Resistance: None None None None
Lair Probability: Standard Standard Standard Standard
Intelligence: Nil Nil Nil Nil
Alignment: Animal Animal Animal Animal
Level/XP: Neutral Neutral Neutral Neutral
7/1,400 +14/hp 7/1,100 +13/hp 7/2,300 +17/hp 7/1,900 +16/hp

Elephants are large mammals found in subtropical climates, beasts of burden and obey simple commands and are occa-
where they roam wide open plains and grasslands in small sionally even used for warfare. Mammoths and Mastodons
herds or families. They have a tough hoary grey hide, four are thought to be the ancestors of the common Elephant,
sturdy legs, two large tusks, a great trunk that they use to the principal difference being their great woolly coats,
manipulate their surroundings and two very large ears. which make them better suited to subarctic environments.
African Elephants are typically larger than their Asian
cousins and have proportionally larger ears, but both are In general, Elephants are relatively peaceful creatures, but
relatively intelligent animals that can be trained to work as when roused they can be devastating. All Elephants make
two attacks with their great tusks for 2d8 damage each, ex-
cept for the Mammoth which strikes for 3d6 damage with
each. They may also attack creatures up to medium size
with their trunks for 2d6 damage, or 2d8 in the case of the
Mammoth, as well as attempt to crush their foes with their
two forelegs, which can each inflict 2d6 damage. However,
no single opponent may be subject to more than two at-
tacks at one time, though Elephants can simultaneously
combat as many enemies as it has attacks.

Treasure:  Ivory is worth 1d6×100gp per tusk. An elephant
tusk is hugely encumbering.

Fish, Giant

Frequency: Gar, Giant Pike, Giant Leviathan
No. Encountered: Rare Rare Very rare
Size: 1d6 1d8 1
Move: Large Large Huge
Armour Class: 300 ft swimming 300 ft swimming 300 ft swimming
Hit Dice: 3 5 6
Attacks: 8 4 24
Damage: 1 1 1
Special Attacks: 2d10 3d6 5d4
Special Defences: See below Surprise Swallow whole on 1-4
Magic Resistance: Nil Nil Nil
Lair Probability: Standard Standard Standard
Intelligence: Nil Nil Nil
Alignment: Non- Non- Non-
Level/XP: Neutral Neutral Neutral
6/575+4/hp 4/90+10/hp 9/5,000+24/hp

Giant Gar  live in deep rivers and lakes. They can swallow Giant Pike  are aggressive predators found in larger and
prey whole on an attack roll of 20, including creatures up to deeper lakes. They often guard nixies’ lairs. Due to their
man-sized. A swallowed person has a cumulative 5% chance great speed and acuity of vision giant pike will surprise
per segment of drowning, but if he or she has a cutting their prey on a 1-4 on 1d6.
weapon, may cut him- or herself free. To do so, 25% of the
giant gar’s total hp must be inflicted. Any piercing attack Leviathans  are huge fish that may originate from the
against a giant gar has a 20% chance of causing equal dam- deepest oceans or the Elemental Plane of Water. They
age to a swallowed creature. can overturn small vessels 90% of the time, oceangoing
ships 50% of the time and huge vessels 10% of the time.

Brian Baird (Order #33926224)

Monsters 260

A successful “to hit” roll inflicts the damage shown and manages to strike the tongue, the frog will retract it and
any creature attacked must save vs death or be swallowed attack a different target next round.
whole (see “giant gar” for the effects of this).
If the victim is not freed and weighs less than the frog, the
Treasure: None. frog will attempt to pull the victim into its mouth for maxi-
mum damage. If the victim weighs more than the giant
Frog, Giant Uncommon frog it will take 2 rounds to drag the victim into its mouth.
5d8 If the victim is more then double the frog’s weight, the frog
Frequency: Small to medium will not be able to move the victim. On the 3rd round the
No. Encountered: 30 ft; 90 ft swimming frog will release its tongue.
Size: 7
Move: 1 to 3 If the frog scores a natural 20 on an attack, it has swallowed
Armour Class: 1 its prey. A giant frog can swallow whole anything elf-sized
Hit Dice: 1d3, 1d6 or 2d4 or smaller. If swallowed, there is a chance for the victim to
Attacks: See below cut their way out. They must have in hand a sharp edged
Damage: None weapon and score an 18 or better. The prey get 3 tries to es-
Special Attacks: Standard cape. Any hit to the giant frog, that has swallowed its victim,
Special Defences: Nil has a 33% chance of doing damage to the victim as well.
Magic Resistance: Non-
Lair Probability: Neutral Treasure: None
Intelligence: 1/10 + 5/hp
Alignment: 2/30 + 10/hp
Level/XP: 3/50 + 15/hp

Giant frogs can be 2, 4, or 6 ft in length. They are found
anywhere their normal-size cousins are. They have natural
camouflage and surprise on a roll of 1-4 on 1d6. A 2 ft frog
weighs 50 lbs and can jump 180 ft, a 4 ft frog weighs 150
lbs and can jump 140 ft, and a 6 ft frog weighs 250 lbs and
can jump 100 ft.

The frog can shoot its tongue up to three times its body
length and gets a +4 to hit. The tongue does no damage, it
only sticks to the victim. Any creature hit with the tongue
can attempt to free itself by striking the tongue. If the victim

Horse

Draft Heavy Light Medium Pony Wild
Uncommon Uncommon Uncommon Uncommon Uncommon
Frequency: Common 1 1 1 1 5d6
Large Large Large Large Large
No. Encountered: 1 150 ft 240 ft 180 ft 120 ft 240 ft
7 7 7 7 7
Size: Large 3+3 2 2+2 1+1 2
3 2 3 1 1
Move: 120 ft 1d8/1d8/1d3 1d4/1d4 1d6/1d6/1d3 1d2 1d3
None None None None None
Armour Class: 7 None None None None None
Standard Standard Standard Standard Standard
Hit Dice: 3 Nil Nil Nil Nil Nil
None None None None None
Attacks: 1 Animal Animal Animal Animal Animal
Neutral Neutral Neutral Neutral Neutral
Damage: 1d3 2/20+2/hp 2/20+2/hp 2/20+2/hp 2/20+2/hp 2/20+2/hp

Special Attacks: None

Special Defences: None

Magic Resistance: Standard

Lair Probability: Nil

TREASURE: None

Intelligence: Animal

Alignment: Neutral

Level/XP: 2/20+2/hp

One of the most common domesticated animals, horses environments (cf mule). “Heavy”, “Medium” and “Light”
are almost ubiquitous in most human societies. They are refer to warhorses. Only about 10% of horses can be
insufficiently sure-footed to take into most dungeon trained as warhorses, even by an expert, and warhorse

Brian Baird (Order #33926224)

261 Monsters

training requires very specialised knowledge on the part In combat, a bull bites for 3d6 damage and for every 4
of the trainer. animals in a herd there will be 1 bull. Cows bite for 2d6
damage if pressed into combat. A boat passing over a
Treasure: None. hippo has a 50% of having the animal surface under the
craft, tipping it over.

Treasure: None.

Hyena Normal Huge Giant
Common Rare Very rare
Frequency: 2d6 2d6 1d6
No. Encountered: Medium Medium Large
Size: 120 ft 120 ft 180 ft
Move: 7 6 5
Armour Class: 2 3 4
Hit Dice: 1 1 1
Attacks: 2d4 2d4+1 2d6
Damage: None None None
Special Attacks: None None None
Special Defences: Standard Standard Standard
Magic Resistance: Nil Nil Nil
Lair Probability: Animal Animal Animal
Intelligence: Neutral Neutral Neutral
Alignment: 3/50 +2/hp 4/75 +3/hp 6/160 +6/hp
Level/XP:

Hippopotamus Hyenas are medium sized mammals, 4-5 ft long and
weighing up to around 100 lbs. They are muzzle-snouted,
Frequency: Uncommon fur-covered, four-legged and long-tailed predators and
No. Encountered: 2d6 scavengers that hunt in packs and live in dens in sub-
Size: Large tropical grasslands, woodlands and waste-lands. Many
Move: 90 ft; 120 ft swimming find their haunting, laugh-like bark unnerving and their
Armour Class: 6 tendency to raid shallow graves has sometimes earned
Hit Dice: 8 them an evil reputation.
Attacks: 1
Damage: 2d6 or 3d6 The jaws of a hyena are very powerful for their size and cause
Special Attacks: See below 2d4 damage on a successful attack. They generally retreat to
Special Defences: Nil a safe distance when threatened, but will defend their cubs if
Magic Resistance: Standard their lair is invaded. Huge hyenas are a more ferocious type
Lair Probability: Nil of hyena, but otherwise follow the same behaviour patterns.
Intelligence: Animal Giant hyenas are relatively unknown; it is thought that they
Alignment: Neutral are the result of magical experimentation and their nature
Level/XP: 5/600 + 12/hp is consequently variable.

Treasure: None

Indricotherium

Hippopotami, or hippos, are large semi-aquatic mammals Frequency: Rare
that spend most of their time in the water. They are herbi- No. Encountered: 1d3
vores but they are quite aggressive in defending their terri- Size: Large
tory and their great size makes them dangerous opponents. Move: 120 ft
This is compounded by the fact that, in spite of the bulky Armour Class: 5
appearance, they can run faster than a human on dry land. Hit Dice: 14
Hippos can’t float, though they can propel themselves to Attacks: 2
the surface of the water for a breath of air, and they can stay Damage: 5d4
submerged for 15 minutes at a time. Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Semi-

Brian Baird (Order #33926224)

Monsters 262

Alignment: Neutral
Level/XP: 7/1,800+18/hp

A prehistoric ruminant, the indricotherium looks rather like Jackals are small mammals, 2-3 ft long and weighing
its contemporary descendant the rhinoceros. If spooked, it about 25 lbs. They are muzzle snouted, fur covered, four
will charge in an effort to trample. A “two” on the Number legged and long tailed nocturnal scavengers and occa-
Encountered roll means a mated pair; a “three” means a sional predators. They generally hunt and forage singly or
mated pair with a juvenile. in mated pairs, but occasionally gather in small packs to
bring down difficult prey. Jackals can be found in subtropi-
Treasure: None cal grasslands, woodlands and wastelands, and occasion-
ally in more mountainous terrain. They are most active at
Jackal Normal Huge Giant dawn and dusk, which has occasionally led to them being
Common Rare Very rare revered by death cults.
Frequency: 1d6 1d6 1d4
No. Encountered: Small Small Medium The small size of the Jackal makes it cautious and an unlikely
Size: 120 ft 150 ft 180 ft combatant, but they can bite for 1d4 damage if necessary,
Move: 7 6 5 such as when defending their cubs. Huge Jackals are larger,
Armour Class: 1 2 4 more aggressive and have a stronger bite, but are otherwise
Hit Dice: 1 1 1 similar. Giant Jackals are almost certainly unnatural and are
Attacks: 1d4 1d4+1 1d8 known to often be associated with religious groups. Though
Damage: None None None they are thought to usually behave as other Jackals, there
Special Attacks: None None None are rumours that some possess a greater degree of intel-
Special Defences: Standard Standard Standard ligence and an evil will.
Magic Resistance: 25% 25% 25%
Lair Probability: Animal Animal Animal Treasure: None
Intelligence: Neutral Neutral Neutral
Alignment: 1/10 +1/hp 2/30 +1/hp 3/75 +3/hp
Level/XP:

Lion Lion Cougar Prehistoric
Common Common Rare
Frequency: 2d6 1d2 2d4
No. Encountered: Large Medium Large
Size: 120 ft 150 ft 120 ft
Move: 5 6 5
Armour Class: 5+3 3+2 6+3
Hit Dice: 3 3 3
Attacks: 1d6/1d6/1d10 1d4/1d4/1d6 2d4/2d4/2d6
Damage: Rear claws Rear claws Rear claws
Special Attacks: Only surprised on 1 Only surprised on 1 Only surprised on 1
Special Defences: Standard Standard Standard
Magic Resistance: 25% 15% 25%
Lair Probability: Semi- Semi- Semi-
Intelligence: Neutral Neutral Neutral
Alignment: 4/250+6/hp 3/100+3/hp 4/300+6/hp
Level/XP:

Brian Baird (Order #33926224)

263 Monsters

All lions gain an extra two rear leg raking claw attacks (for Size: Variable
the same damage as their forepaws) if they successfully Move: 10 ft swimming
hit with both clawing attacks in melee. Armour Class: 9
Hit Dice: 1 to 4
Lion:  These prefer warm climates and thrive in any such lo- Attacks: 1
cale be it jungle or savannah. Lions organise themselves into Damage: 1d10
family units called prides. Males are aggressive fighters, de- Special Attacks: Paralysation
fending the territory and the other members of the pride. The Special Defences: Transparent
female, referred to as a lioness, does all the hunting. A pride Magic Resistance: Standard
will have 1d2 males and 2d4+1 females. If encountered in Lair Probability: Nil
their lair, there will be 1d10 cubs in various stages of growth Intelligence: Non-
but too immature to fight. All adult pride members will fight Alignment: Neutral
to the death to protect the young. Lions cannot climb trees Level/XP: 1 HD 2/45+1/hp
and will only swim under duress. 2 HD 3/80+2/hp
3 HD 4/110+3/hp
Cougar:  Popularly known as mountain lions, these great 4 HD 4/150+4/hp
cats are not true lions but are similar in most respects.
Cougars are more solitary than lions and tend to range more The Portuguese man o’war can be found in warm salt wa-
widely while hunting. They are also more prone to attack if ter, floating on the surface as it trails its poisonous tentacles
approached than are true lions. Though they share habitat below. The poison of a man o’war inflicts damage and pa-
preferences with lions they also inhabit mountains as well, ralysis, though a saving throw vs poison negates the latter.
giving rise to their popular name. Mountain lions can leap Creatures succumbing to the man o’war venom are drawn
20 ft to attack or spring upwards 15 ft. up to the body of the creature and consumed in 3d4 turns.
The delicate tentacles can be broken by inflicting 1 hp dam-
Prehistoric Lion:  Also known as cave lions or spotted age upon them, but this does not hurt the man o’war and the
lions, with the exception of their larger size these cats are tentacle regrows in 1d3 days. Only damage to the body of
very similar to regular lions. Cave lions tend to be found the Portuguese man o’war can kill it. Though the man o’war
in “lost world” type settings but have been encountered floats on the surface of the water, the creature breathes wa-
in the same areas as ordinary lions. ter and will suffocate if removed from the sea.

Treasure: None. Description:  Portuguese men o’war comprise a large body
dominated by a huge flotation sac and a number of long
Mule Common slender tentacles that trail beneath it in the water. The man
1 o’war’s flotation sac is translucent and is unlikely to be seen
Frequency: Large 90% of the time unless the being encountering them can
No. Encountered: 120 ft see invisible. The size of the man o’war and the number of
Size: 7 its tentacles is determined by its HD. The man o’war’s body
Move: 3 will be 2½ ft in diameter for every HD. Thus a 1 HD man
Armour Class: 1 or 2 o’war will be 2½ ft in diameter and a 3 HD man o’war 7½
Hit Dice: 1d2 (bite) or 1d6/1d6 (kick) ft in diameter. The number and length of its tentacles also
Attacks: None vary by HD; there will be ten tentacles per HD, and ten ft
Damage: None of length per HD. Thus, a 3 HD Portuguese man o’war will
Special Attacks: Standard have 30 tentacles, each of which are 30 ft long.
Special Defences: Nil
Magic Resistance: Semi- Treasure: None.
Lair Probability: Neutral
Intelligence: 2/20+2/hp Rat
Alignment:
Level/XP: Frequency:
No. Encountered:
Mules, sterile crosses between horses and donkeys, are Size: Huge Giant
sure-footed enough to be taken into dungeons. Their Move: Common Common
stubbornness is legendary. The stats given for mules can Armour Class: 4d20 5d10
also be used for asses and donkeys, although these should Hit Dice: Small Small
have their hp rolled on d6s rather than d8s to reflect their Attacks: 120 ft 120 ft
smaller size. Damage: 8 7
Special Attacks: 1 hp 1d4 hp
Treasure: None. Special Defences: 1 1
Magic Resistance: 1 1d3
Portuguese Man O’ War, Giant Lair Probability: See below See below
None None
Frequency: Uncommon Standard Standard
10% 10%
No. Encountered: 1d10

Brian Baird (Order #33926224)

Monsters 264

Intelligence: Huge Giant Magic Resistance: Standard
Alignment: Semi- Semi- Lair Probability: Nil
Level/XP: Neutral Neutral Intelligence: Non-
1/5 + 1/hp 1/7 + 1/hp Alignment: Neutral
Level/XP: 3/50 + 2/hp or more

Huge and giant rats are vicious, opportunistic omnivores Sharks are scavengers of the seas who viciously attack any-
often found in ruins and upper dungeon levels. Each suc- thing that seems wounded or dying. They are attracted
cessful bite from such a rat has a 5% chance of causing a to splashing, kicking, or any other sound that can be mis-
disease (as the cleric spell cause disease) unless the victim taken for a fish in distress. The smell of blood in the water
passes a saving throw vs poison. can attract sharks from miles away. While sharks come in
all sizes there are basically three that can be considered
Treasure: None. man-eaters. When sharks have targeted their prey they
will enter a feeding frenzy and attack everything in sight,
Rhinoceros Common Woolly sometimes even each other. They will swim up and take a
Common Common bite out of whatever they consider food. Once they have
Frequency: 1d6 1d4 swallowed what they have bitten, they will return for an-
No. Encountered: Large Large other bite until nothing is left.
Size: 120 ft 120 ft
Move: 6 5 Sharks do have a couple of weaknesses. They must remain
Armour Class: 8 or 9 10 in constant motion to breathe. If a shark were to be held
Hit Dice: 1 1 motionless it would drown. Sharks are also vulnerable to
Attacks: 2d4 or 2d6 2d6 a blunt force blow to their side. This smashes their insides
Damage: Charge Charge and they die instantly.
Special Attacks: None None
Special Defences: Standard Standard Treasure: None.
Magic Resistance: Nil Nil
Lair Probability: Animal Animal Squid, Giant Squid Octopus
Intelligence: Neutral Neutral Rare Rare
Alignment: 7/550 + 10/hp 7/900 + 12/hp Frequency: 1 1
Level/XP: No. Encountered: Large Large
Size: 180 ft swimming 180 ft swimming
Rhinoceroses are aggressive quadrupedal herbivores that Move: 3/7 7
will charge any creature they can detect. Rhinos have poor Armour Class: 12 8
eyesight but have a very good sense of smell and excellent Hit Dice: 9 7
hearing. There are 2 common types of rhinos, single horn Attacks: 1d6 (×8)/5d4 1d4+1(×7)/4d4
and double horned. Double horned rhinos are larger, having Damage: Constriction Constriction
9 HD and doing 2d6 damage. The single horn variety has 8 Special Attacks: See below See below
HD and does 2d4 damage. Special Defences: Standard Standard
Magic Resistance: 40% 40%
In combat a rhino will charge, doing double damage on Lair Probability: Non- Non-
a successful attack. Any opponent on the ground or low Intelligence: Neutral Neutral
to the ground will be trampled for 2d4 damage for each Alignment: 7/2,000 + 16/hp 5/500+10/hp
successful foreleg attack. Level/XP:

A woolly rhinoceros is a larger version of the rhino that
roams Arctic areas of “lost world” settings, though they
can also be encountered in the wild.

Treasure: None

Shark Common These monsters live deep within the oceans at depths few
3d4 can reach. Occasionally they will surface to attack a passing
Frequency: Medium to large ship. When these squid attack they will attach themselves
No. Encountered: 240 ft swimming
Size: 6
Move: 3, 5 or 8
Armour Class: 1
Hit Dice: 1d4+1, 2d4 or 3d4
Attacks: None
Damage: None
Special Attacks:
Special Defences:

Brian Baird (Order #33926224)

265 Monsters

with two tentacles to the ship. This leaves the other eight rear legs for 1d6+2 points of damage each. There is a 25%
tentacles free to go after the crew. When the squid has chance a tiger met in its lair will have 1d3 cubs. In such a
picked the ship clean it will crush the hull and drag the case, the tiger will fight to the death to defend them. When
wreckage to its lair. not defending its young, a tiger generally avoids contact
with humans and demi-humans.
A giant squid’s body is protected by a tough shell (AC 3),
but its tentacles and head is more vulnerable (AC 7). Each Smilodons  or sabre-toothed tigers are dangerous and
tentacle hits for 1d6 damage. With each successful hit it aggressive. These giant cats are generally found in “lost
grabs its victim and holds it. With each successive round world” type areas with dinosaurs and cave men, but they
the tentacle does an additional 2d6 crushing damage until are sometimes encountered in more standard settings as
the victim is dead. It takes one round to eat its dead victim, well. Sabre-tooth tigers conform to their smaller cousins
then the tentacle is free to attack a new target. The squid’s in most respects, including the rear leg bonus attacks (2
sharp beak bites for 5d4 damage. They only way to get a × 2d4 points of damage). Smilodon fangs are long and
squid to release its victim is to sever the tentacle by caus- sharp, backed by powerful jaw muscles; these factors
ing 10 hp damage to it. combine to give the sabre-tooth a +2 to hit probability
for its bite attack.
Those within the tentacle’s grasp are 25% likely to have
both arms held, and as such they are helpless. Most of the Treasure: None.
time (50%) they will have one limb held and are able to
attack with a -3 penalty. The other 25% of the time the Toad Giant Giant Poisonous
victim will both arms free and can attack the squid with Common Uncommon
only a -1 penalty. Frequency: 1d12 1d8
No. Encountered: Medium Medium
If the squid looses more then 3 arms it will release the ship Size: 60 ft; 60 ft leaping 60 ft; 60 ft leaping
and flee. As it does the monster will release ink in the water Move: 6 7
leaving a cloud 60 ft deep by 80 ft wide. Armour Class: 2+4 2
Hit Dice: 1 1
Giant octopi  resemble giant squid, but without the shell Attacks: 2d4 1d4+1
or two of their arms, and are smaller. Otherwise they are Damage: Leap Leap, poison
as giant squid. Special Attacks: None None
Special Defences: Standard Standard
Treasure: None. Magic Resistance: Nil Nil
Lair Probability: Animal Animal
Tiger Tiger Smilodon Intelligence: Neutral Neutral
Uncommon Rare Alignment: 2/20+2/hp 2/50+2/hp
Frequency: 1d4 1d2 Level/XP:
No. Encountered: Large Large
Size: 120 ft 120 ft Giant toads hunt any sort of prey, including humans. They
Move: 6 6 can leap forward up to 60 ft and attack in the same round.
Armour Class: 5+5 7+2 Poisonous giant toads are indistinguishable from normal
Hit Dice: 3 3 giant toads (q.v.) but have a poisonous bite that kills if the
Attacks: 1d6/1d6/1d10 1d8/1d8/2d6 victim fails a saving throw.
Damage: See below See below
Special Attacks: Surprised only on 1 Surprised only on 1 Treasure: None.
Special Defences: Standard Standard
Magic Resistance: 7% 15% Turtle Giant Sea Giant Snapping
Lair Probability: Animal Animal Uncommon Uncommon
Intelligence: Neutral Neutral Frequency: 1d3 1d4
Alignment: 4/250 + 6/hp 5/525 + 10/hp No. Encountered: Large Large
Level/XP: Size: 10 ft; 30 ft;
Move: 150 ft swimming
Tigers are large, carnivorous and very cunning cats rang- 120 ft swimming
ing from tropical climes to subarctic tundra. Tigers are Armour Class: 2 (shell) or 5 (head 0 (shell) or 5 (head
ruthless and efficient predators, often hunting in pairs
or family groups, surrounding their prey and attacking Hit Dice: and flippers) and legs)
as one. Tigers can climb trees as easily as walking on the Attacks: 15 10
ground, leap 40 ft to attack from hiding, move silently at Damage: 1 1
quarter speed in natural settings, and spring upwards 10 Special Attacks: 4d4 6d4
ft. Tigers attack with a claw-claw-bite routine. If both claw Special Defences: Overturn boats Surprise on a 1–4 on d6
attacks are successful the tiger has grabbed its victim and Magic Resistance: None None
gains two additional attacks at +4 to hit from its powerful Standard Standard

Brian Baird (Order #33926224)

Monsters 266

Lair Probability: Nil Nil Walruses are large, flippered animals with long ivory tusks.
Intelligence: Animal Animal They are carnivorous and very aggressive in defending
Alignment: Neutral Neutral their territory, and are made every more dangerous due
Level/XP: 7/2,400+ 20/hp 7/1,500+14/hp to their great size and the fact several are usually encoun-
tered. The largest males can weight as much as 4,400 lbs.
Giant sea turtles  are massive beasts, normally placid but
ferocious when they feel they are under attack. They have In combat a walrus attacks with its clawed front flippers
a 90% chance of overturning a boat, and a 10% chance to and its tusks. Males will primarily defend the herd from
overturn even a small ship. A sea turtle can withdraw its intruders but the females, who are also tusked, will fight
vulnerable head and flippers into its shell, but obviously if necessary.
cannot attack or move if it does so.
Treasure:  The ivory tusks of this animal can be sold for
Treasure: None. 1d4+1×100 gp on the market.

Weasel

Huge Giant
Rare
Frequency: Uncommon 1d8
Medium
No. Encountered: 2d6 150 ft
6
Size: Small 3+3
1
Move: 150 ft 2d6
See below
Armour Class: 7 None
Standard
Hit Dice: 1+1 10%
Animal
Attacks: 1 Neutral
3/75+3/hp
Damage: 1d8

Special Attacks: See below

Special Defences: None

Magic Resistance: Standard

Lair Probability: 10%

Intelligence: Animal

Alignment: Neutral

Giant snapping turtles  are less massive than giant sea Level/XP: 2/40+2/hp
turtles, but they are aggressive predators, lying in wait for
prey in the shallow waters of swamps, lakes, and coasts. Huge and giant weasels are typically encountered in for-
The turtle’s lumpy shell is excellent camouflage, granting ested areas, though some may also be found in dungeons.
it an excellent chance to surprise passing creatures. A giant Their bite drains blood after the first successful attack: 1d8
snapping turtle can retract its legs and head into its shell, hp per round for huge weasels, or 2d6 hp per round for
but when it is thus protected it obviously cannot attack the giant version.
or move. Like their smaller cousins, giant snapping tur-
tles have disproportionately long necks, and can snap at Their pelts are quite valuable. Huge weasel pelts sell for
enemies as far as ten ft away. 1d6×100 gp, giant weasel pelts for twice that amount or
more.
Treasure: None.
Treasure:  See creature te×t.

Walrus Whale

Frequency: Uncommon Frequency: Common

No. Encountered: 3d6 No. Encountered: 1d8

Size: Large Size: Large

Move: 60 ft; 180 ft swimming Move: 180 ft to 240 ft swimming

Armour Class: 5 Armour Class: 4

Hit Dice: 6 Hit Dice: 12 to 36

Attacks: 3 Attacks: 1 bite or 1 tail

Damage: 1d6/1d6/2d12 Damage: 5-15 d4 (bite), 1-5 d8 (tail)

Special Attacks: None Special Attacks: None

Special Defences: None Special Defences: None

Magic Resistance: Standard Magic Resistance: Standard

Lair Probability: 20% Lair Probability: Nil

Intelligence: Animal Intelligence: Low

Alignment: Neutral Alignment: Neutral

Level/XP: 4/160 + 6/hp Level/XP: Varies according to hit dice

Brian Baird (Order #33926224)

267 Monsters

As reflected in the statistics above, there is considerable Treasure:  Whale ambergris from a single whale is worth
variation between different species of whales and their 1d20×1,000 gp if properly collected. Whale meat is worth
relative sizes. Larger whales can swallow their prey (or at- 100 gp per hit die of the whale. Additionally, there is a 1%
tackers) whole. Digestive juices from the whale cause 1 chance each of finding cp, sp, ep, pp, gems, jewellery, and
hit point of damage per turn, and the whale will disgorge magic items within the stomach of a whale. Coins found will
prey that attack from the inside, but it may choose to do number 1d3×1,000 of the types found, gems and jewellery
so in deep water. will number 1d20 if found, and magic items will number 1d4.

Wolf Normal Dire Wolves are predators that hunt in packs of up to 30. They
Common Rare are normally 26 to 30 in tall at the shoulder, and males
Frequency: 3d10 3d4 weigh 80 to 100 lbs. A wolf pack’s howling may panic
No. Encountered: Small Medium horses and other herbivores (50% chance per animal). A
Size: 180 ft 180 ft wolf pack will encircle prey, seeking to attack from behind.
Move: 7 6 Once a pack has identified possible prey, they usually (75%)
Armour Class: 2+2 3+3 follow the group, waiting for the chance to attack.
Hit Dice: 1 1
Attacks: 1d4+1 2d4 Dire wolves  are massive wolves, prehistoric ancestors of
Damage: None None the normal species. Like normal wolves, they hunt in packs
Special Attacks: None None and their howl has a 50% chance to panic herbivores such
Special Defences: Standard Standard as horses.
Magic Resistance: 10% 10%
Lair Probability: Semi- Semi- Treasure: None.
Intelligence: Neutral Neutral
Alignment: 2/50 + 2/hp 3/75+3/hp Wolverine
Level/XP:
Frequency:
No. Encountered: Normal Giant
Size: Uncommon Rare
Move: 1 1
Armour Class: Small Medium
Hit Dice: 120 ft 150 ft
Attacks: 5 4
Damage: 3 4+4
Special Attacks: 3 3
Special Defences: 1d4/1d4/1d4+1 1d6/1d6/2d4
Magic Resistance: Musk, +4 to hit Musk, +4 to hit
Lair Probability: None None
Intelligence: Standard Standard
Alignment: 15% 15%
Level/XP: Semi- Semi-
Neutral Evil Neutral Evil
3/125+2/hp 4/235+4/hp

Wolverines are deadly predators, resembling a cross be-
tween a huge weasel and a small bear. These cold-weather
predators can spray musk in a 60 ft cone, which necessi-
tates a saving throw vs poison or the victim will be blinded
for 1d8 hours. Regardless of the saving throw’s result, the
strength and dexterity scores of anyone caught in a musk

Brian Baird (Order #33926224)

Monsters 268

cloud will effectively be halved. The creatures are just Hit Dice: 4+4
intelligent enough to be evil aligned, and are intelligent Attacks: 1 bite
enough to ambush prey. Their savagery and speed grants Damage: 2d4
them a +4 on attacks and an unusually good armour class. Special Attacks: None
Special Defences: None
Giant wolverines  are massive cousins to the normal Magic Resistance: Standard
wolverine. Lair Probability: 10%
Intelligence: Low
Treasure: None. Alignment: Neutral evil
Level/XP: 3/75+3/hp
Worg
Rare Worgs are evil wolves of great size. They speak their own
Frequency: 3d4 language, and will often cooperate with goblin tribes.
No. Encountered: Large These malicious beasts stand 4-5 ft tall at the shoulder
Size: 180 ft and may weigh as much as 600-700 lbs.
Move: 6
Armour Class: Treasure: None.

OTHER CREATURES

“Other creatures” is a catch-all term for the many OSRIC made, inflicts 2d6 hp damage regardless of the save, and
creatures that do not seem to fit anywhere else. blocks line of sight.

Achaierai Treasure:  1d10×1,000 cp (5%), 1d12×1,000 sp (25%),
1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems
Frequency: Very rare (15%), 1d8 jewellery (10%) and 3 magic items and 1 scroll
(25%).
No. Encountered: 1d8

Size: Large (16 ft tall) Aerial Servant

Move: 180 ft

Armour Class: 8 or -1 (see below) Frequency: Very rare
No. Encountered: 1
Hit Dice: Body 40hp, legs 15hp each Size: Large (8 ft tall)
Move: 240 ft flying (AA:VI)
Attacks: 3 Armour Class: 3
Hit Dice: 16
Damage: 1d8/1d8/1d10 Attacks: 1
Damage: 8d4
Special Attacks: None Special Attacks: 66% chance of surprise
Special Defences: +1 or better weapon to hit
Special Defences: Poison cloud Magic Resistance: Standard
Lair Probability: Nil
Magic Resistance: 35% Intelligence: Semi-
Alignment: Neutral
Lair Probability: Nil Level/XP: 9/5,250+20/hp

Intelligence: Average

Alignment: Chaotic evil

Level/XP: 7/2,750

Though not demons, Achaierai are native to the Abyss. Aerial servants are creatures from the Elemental Plane of
They are giant birds, somewhat like ostriches with short Air. They may be encountered on the æthereal or astral
necks and four legs each. They attack as 9 hit dice mon- planes (and are visible there), but are more typically met
sters. Their bite attack (1d10 damage) is usable only against when conjured by a clerical spell aerial servant. On the
foes they can reach—typically those flying or over 8 ft tall. Prime Material Plane, Aerial Servants are invisible.
Against smaller creatures they have only two attacks with
their talons. These creatures may carry approximately 1,000 lbs in
weight at full movement speed, and are immensely strong.
Creatures under 8 ft tall, however, are at an equal draw-
back against Achaierai. They may hit the creature’s AC 8 If the Aerial Servant is prevented from carrying out its
body only with missile weapons, spears or polearms (such mission, it will go mad and return to attack the cleric who
as pikes). If armed with a hand weapon, they must attack summoned it.
the Achaierai’s AC -1 legs.
Treasure: None.
If seriously wounded, such as losing more than two legs,
the Achaierai can emit a cloud of poison in a 20 ft diameter
sphere. This cloud causes insanity (as the druidic spell fee-
blemind) for three hours unless a saving throw vs poison is

Brian Baird (Order #33926224)

269 Monsters

Afreet Very rare Lair Probability: 5%
1 Intelligence: Animal
Frequency: Large Alignment: Neutral
No. Encountered: 90 ft; 240 ft flying (AA:V) Level/XP: 1/5+1/hp
Size: 2
Move: 10 Al-mi’raj resemble large (3 ft) hares with black unicorn
Armour Class: 1 horns projecting from their foreheads. If captured young
Hit Dice: 3d8 they can be trained as guard animals or pets, but wild in-
Attacks: See below dividuals are unpredictable and sometimes aggressive.
Damage: None They live like hares in burrows too small for even a gnome
Special Attacks: Standard or halfling to enter.
Special Defences: Nil
Magic Resistance: Very Treasure: None.
Lair Probability: Lawful evil
Intelligence: 7/7,000 + 12/hp Amber Creeping Vine
Alignment:
Level/XP: Frequency: Vine Vine Zombie
No. Encountered: Rare Rare
Afreeti are creatures from the elemental plane of fire. They Size: 1 1d2
can travel the material plane, the elemental planes, and Move: Large Man-sized
the astral plane. They are the enemies of the genies and Armour Class: Nil See below
will attack them on sight. If an afreet can be subdued it will Hit Dice: 7 See below
serve for 1,001 days or until it has granted three wishes. Attacks: 3 2
Once their service is complete they will be freed and can Damage: See below 1
not be subdued again. Once an afreet is freed, be warned: Special Attacks: Special By weapon type
they are vengeful, cruel, and manipulative. Special Defences: Nil Nil
Magic Resistance: Nil Nil
An afreet can perform the following once per day. They Lair Probability: Standard See below
can grant three wishes, detect magic at will, enlarge them- Intelligence: 100% Nil
selves 200%, create a wall of fire, polymorph themselves, Alignment: Non- Non-
become invisible, change to a gaseous form, or create an Level/XP: Neutral Neutral
illusion with sight and sound that can be self-controlled. 4/75+3/hp 3/40+2/hp
The illusion will last until dispelled or touched. An afreet
can cause pyrotechnics and produce flames at will. An Amber Creeping Vine is a climbing plant with strik-
ing amber flowers like honeysuckle blooms that exude
Any attack to the afreet that uses normal fire does no dam- a musky, heady perfume. Upon reaching maturity each
age. An attack that uses magic fire will do so at a -1 penalty. vine covers about 20 sq ft, has 2d6 blooms and 1d4 buds.
Not only does the amber creeping vine not require sun-
Afreeti are capable of carrying up to 750 lbs, either on foot light to grow, it actually appears to thrive in the absence
or flying, without getting tired. They can carry double the of light. Amber creepers are often found growing in the
weight on foot but for only 30 minutes at a time. Then soil of caverns and dungeons or in the deep, dark hearts
the afreet must rest a full hour before resuming the load. of ancient forests, climbing up the rock walls or clinging
to tree trunks alike with ease. Indeed, the problem is not
Besides speaking their own language afreeti have limited getting the vines to grow, it is controlling their spread.
telepathy, so they can communicate with any intelligent These plants can defend themselves and there are those
creature. who take advantage of these abilities by planting amber
creeping vines near treasure troves.
Treasure: None.
Amber creeping vines sustain themselves by feeding on
Al-Mi’raj Very rare living creatures unfortunate enough to approach too
2d10 close. When a creature approaches within 10 ft of the
Frequency: Small vine its amber blossoms will start waving in a mesmeris-
No. Encountered: 180 ft ing pattern while puffing clouds of fragrant pollen into
Size: 7 the target’s face. A successful hit indicates the victim has
Move: 1 inhaled the pollen and he or she must save vs spells or
Armour Class: 1 become enthralled, walking forward into the mass of
Hit Dice: 1d4 vines to be engulfed within its leafy, tentacle-like limbs.
Attacks: None The individual will resist any attempts to restrain him or
Damage: None her from entering the vines.
Special Attacks: See below
Special Defences:
Magic Resistance:

Brian Baird (Order #33926224)

Monsters 270

Once the victim is inside the plant, numerous root-like or- Ankheg Rare
gans will intrude into his or her skull. The amber creeping 1d6
vine will begin to consume the unfortunate victim’s brain Frequency: Large (10 ft+)
at a rate of 1d4 intelligence points per round. Though the No. Encountered: 120 ft; 60 ft burrowing
brain-consuming tendrils can be easily cut, so many at- Size: 2
tach to the victim so rapidly that the only way to stop the Move: 3 to 8
draining is to kill the creeper. The amber creeping vine has Armour Class: 1
a bulbous root which lies 1 ft beneath the soil; stabbing Hit Dice: 3d6
through the root will kill the vine and halt the consumption Attacks: Squirt acid
of the victim’s brain tissue. Damage: None
Special Attacks: Standard
If the intelligence drain is not halted before the victim’s Special Defences: 15%
intelligence ability score reaches zero, the victim dies and Magic Resistance: Non-
a bud flowers into bloom as a new bud sprouts from the Lair Probability: Neutral
vine. If the intelligence drain in any given round reduces Intelligence: Variable
the victim’s intelligence to exactly 1 or 2, the victim be- Alignment:
comes an amber zombie (see below). Intelligence loss Level/XP:
in persons the creeper does not kill or transform into an
amber zombie is temporary, requiring but a day of rest to Ankheg are gigantic burrowing arthropods with chitin-
regain a point of Int. Healing or other curative magic will ous shells. They can subsist on filtered earth, but are not
restore full intelligence immediately, but a spell used thus averse to meat. If necessary an ankheg can spit digestive
will not heal hit points. acid with a range of 30 ft. This uses up its stock of acid,
which will not be replenished for half a day, and inflicts
Each amber creeping vine will have a number of zombies 4d8 hp damage to a single target (saving throw vs breath
under its control equal to half the number of blooms, weapons for half damage).
rounded down. Creepers do not value treasure but the
belongings of those who have fallen victim to the plant’s When feeding, an ankheg dissolves its prey before sucking
pollen attack will be found in the soil under the plant. the juices from the shrunken husk, like a spider. This attack
The vines are mobile enough to cover the evidence of the inflicts 1d4 hp damage per round.
plant’s peculiar feeding habits.
Ankheg sometimes lurk beneath the earth waiting to feel
Amber Zombies  have varying appearances but are al- the vibrations of an approaching creature, thence to at-
ways human, demi-human, or humanoid. Succumbing to tack it by surprise.
the amber creeping vine turns the skin amber and changes
the eyes into glazed and lifeless parodies of their former Treasure: None.
appearance. The process of draining a victim’s intelligence
also plants a vine seed into the skull. The resulting amber Annis Very rare
zombie is under control of the creating plant. The zombie 1d3
will seek to bring new victims to the creeper’s hungry vines Frequency: Large (8ft approx)
and if the creeper is attacked the amber zombie will de- No. Encountered: 150 ft
fend it. Amber zombies use whatever weapons and armour Size: 0
the victim had at the time of his or her conversion, but the Move: 9
zombie fights as 2HD monster with no spell-using abilities Armour Class: 3
or ability score bonuses. Hit Dice: 1d8+8/1d8+8/1d8+1
Attacks: See below
Despite their name, amber zombies are not undead and Damage: Immune to illusions
cannot be turned by a cleric. They are, however, immune Special Attacks: Standard
to mind-influencing magic just as true zombies are. After Special Defences: 20%
2 months of service the zombie wanders away from the Magic Resistance: Average to exceptional
parent plant to find a nice patch of soil in a likely spot, Lair Probability: Chaotic evil
where it dies and a new amber creeping vine sprouts from Intelligence: 7/1,200+10/hp
the corpse. Alignment:
Level/XP:
The only known way to cure an amber zombie is to kill the
controlling creeper and cast both a neutralise poison and These magical, evil giantesses are gaunt and ragged, wear-
heal upon the zombie in rapid succession. The victim will ing stained and filthy garments. They are anthropophagic
be restored to his or her former self but will require a full by choice, though they will eat almost anything when hun-
week of rest for every 4 points (rounded up) of intelligence gry, which is almost all the time. They are sometimes found
lost before being able to adventure again. cohabiting with giants or trolls. Annises are as strong as hill
giants (19 strength) and if all three of their attacks hit, they
Treasure:  See creature te×t. have held their opponent fast and will devour it rapidly
(in game terms, this means their attacks automatically hit

Brian Baird (Order #33926224)

271 Monsters

while the victim is held). Annises can cast fog cloud thrice Size: Small
per day and change self thrice per day. Move: 90 ft; 30 ft burrowing
Armour Class: 0
Annises speak common, various giantish tongues and their Hit Dice: 12
own language. Attacks: 1
Damage: 2d4
Treasure:  (in lair) 1d20×1,000 cp (25%), 1d8×1,000 sp Special Attacks: See below
(35%), 1d6×1,000 ep (10%), 1d6×1,000 gp (40%), 1d8 Special Defences: See below
gems (30%), 1d6 jewellery (25%), any 2 magic items and Magic Resistance: Standard
one potion (15%) Lair Probability: 25%
Intelligence: Animal
Ant, Giant Worker Soldier Queen Alignment: Neutral
Rare Very rare Very rare Level/XP: 8/2,250+16/hp
Frequency: 1d100 Varies 1
No. Encountered: Small Small Large Also known as the “golden gorger” for its beautiful golden
Size: 180 ft 180 ft Nil coat, the aurumvorax is a long-bodied, eight-legged carni-
Move: 3 3 4 vore. It lives in plains or woods. Though as small as a badger,
Armour Class: 2 3 10 the creature is very dense and heavy, weighing as much as
Hit Dice: 1 2 Nil a bear. A successful bite means the creature has locked its
Attacks: 1d6 2d4/3d4 Nil teeth in its target like a bulldog; it will then bring its claws
Damage: None Poison None up to rake the target, who will suffer 2d4 damage auto-
Special Attacks: None matically each round from the teeth while the creature is at-
Special Defences: Standard 10% 100% tached, and an additional 1d8 attacks from the claws. Each
Magic Resistance: 10% Animal Low claw inflicts a further 1d6 damage. Once locked on, the only
Lair Probability: Animal way to detach the aurumvorax from its target is to kill it.
Intelligence: Neutral 2/50+2/hp 7/700+13/hp
Alignment: 2/30+1/hp The aurumvorax’s thick coat is such good armour it takes
Level/XP: only half-damage from blunt weapons. It is also highly re-
sistant to fire, taking only half damage from fiery sources,
and neither poison nor gas can harm it.

Rumour has it the aurumvorax is not native to this part of
the prime material plane, having been brought here by
visitors from a very distant place.

Treasure:  The aurumvora× does not hoard treasure and
places no value on it. However, its lair might contain treas-
ure assigned by the GM—this would be appropriate in
cases where it has slain a creature carrying treasure and
dragged that creature back to its lair.

If the encounter is with a colony of giant ants, the Number Babbler Very rare
Encountered will represent the workers present. Calculate 1d4
the presence of soldiers at 1:5, that is 1 soldier for every Frequency: Large (8 ft tall)
5 workers, in addition to the number shown on the die. No. Encountered: 60 ft bipedal; 120 ft quadrupedal gait
Size: 6
At the heart of the nest will be the queen. She is immobile Move: 5
and incapable of attacking or defending herself. At least Armour Class: 3
5d10 workers and 5 soldiers will attend her and defend her Hit Dice: 1d6/1d6/1d8
and her eggs. Once slain, the queen’s organising influence Attacks: See below
on the colony will disappear, causing confusion (as the 7th Damage: None
level druid spell) for 1d6 rounds. After the period of con- Special Attacks: Standard
fusion, ants will leave the colony in search of a new one. Special Defences: 15%
Ordinarily, the eggs of giant ants have no market value. Magic Resistance: Average
Lair Probability: Chaotic evil
Treasure:  (In lair only) 3d4 gems (50%); 2d4 potions (40%). Intelligence: 3/100+5/hp
Alignment:
Aurumvorax Level/XP:

Frequency: Very rare So-called for their weird and incomprehensible tongue that
no human or demi-human has ever succeeded in learning,
No. Encountered: 1

Brian Baird (Order #33926224)

Monsters 272

babblers may be a kind of mutant lizard man—though if 1+1 HD, reduces its AC by 1, adds 5% to its magic resist-
so, the mutation is quite extreme. They live in swamps and ance and +1 to its damage dice. When it reaches 12+12 hit
marshes and are yellow in colour with blotches of grey and dice, the Barghest may plane shift itself back to Gehenna,
grey underbellies. They look like miniature tyrannosaurs a power it will typically use at once.
with longer arms, and can move bipedally though they are
better adapted to quadrupedal movement (but they can At will, a barghest may use the following spell-like powers,
only use their claws effectively when standing upright). once each per round: change self, levitation, misdirection, or
When on their bellies in a swamp, they are hard to detect projected image. While in dog form it may also pass without
and may hide like a 5th level thief. trace at will. Once each per day it may charm person and
dimension door.
Babblers like the taste of human. They are occasionally
found in lizard man raiding parties. A barghest that takes more than 15hp damage from a fire
attack must save vs spells or be instantly banished back
Treasure:  (in lair) 1d12×1,000 cp (20%), 1d6×1,000 sp to Gehenna.
(35%), 1d6×1,000 ep (10%), 1d6×1,000 gp (40%), 1d4 gems
(30%), 1d3 jewellery (25%), one magic item and one po- Treasure:  None on the Prime Material Plane.
tion (10%)
Basilisk
Barghest Rare
Frequency: 1d4
Frequency: Very rare No. Encountered: Medium (6 ft+)
Size: 60 ft
No. Encountered: 1d2 Move: 4
Armour Class: 6
Size: Man-sized Hit Dice: 1 (antlers + weapon)
Attacks: 1d10
Move: 150 ft Damage: Petrifying gaze
Special Attacks: None
Armour Class: 2 and lower Special Defences: Standard
Magic Resistance: 40%
Hit Dice: 6+6 and higher Lair Probability: Animal
Intelligence: Neutral
Attacks: 2 Alignment: 7/1,000+8/hp
Level/XP:
Damage: 2d4+a variable amount

Special Attacks: See below

Special Defences: See below

Magic Resistance: 30% and higher

Lair Probability: Nil

Intelligence: High and higher

Alignment: Lawful evil

Level/XP: 7/1,250+10/hp and higher Noting the basilisk’s physiognomy, the wisest sages posit
that it is hatched by a cock from the egg of a serpent, be-
Barghests are native to Gehenna, but send their young to getting an 8-legged anfractuous creature with a lizard-like
the Prime Material Plane during a larval phase. A typical head. The gaze of the basilisk is deadly, as any creature
litter is 2d4 young. These will disperse into pairs or lone meeting its gaze must successfully save vs petrifaction or
barghests. instantly be turned to stone. The gaze effects of the basilisk
extend into both the astral and æthereal planes.
They seem like very large goblins, and may shape change
into large dogs at will. In dog form each barghest’s move- Treasure:  1d10×1,000 cp (5%), 1d12×1,000 sp (25%),
ment speed is doubled and it surprises opponents 50% 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems
of the time. For each human the barghest eats, it gains (15%), 1d8 jewellery (15%), 3 magic items and 1 scroll (10%).

Bee, Giant Worker Honeybee Soldier Honeybee Bumblebee
Rare Very rare Rare
Frequency: 1d10 (20d10 in lair) 1 (3d6 in lair) 1 (1d6+6 in lair)
No. Encountered: Medium Medium Medium
Size: 90 ft; 300 ft flying (AA:IV) 120 ft; 300 ft flying (AA:III) 60 ft; 240 ft flying (AA:II)
Move: 6 5 5
Armour Class: 3+1 4+2 6+4
Hit Dice: 1 1 1
Attacks: 1d3 1d4 1d6
Damage: Poison Poison Poison
Special Attacks: None None None
Special Defences: Standard Standard Standard
Magic Resistance: 20% 90% 10%
Lair Probability:

Brian Baird (Order #33926224)

273 Monsters

Intelligence: Worker Honeybee Soldier Honeybee Bumblebee
Alignment: Semi- Semi- Semi-
Level/XP: Neutral Neutral Neutral
3/100+4/hp 3/150+5/hp 4/300+8/hp

Giant bees live in hives (honeybees) or nests (bumblebees). contain royal jelly. If it does, the royal jelly can be fash-
These lairs will contain non-combatant queens (10 HD but ioned into 2d3 potions of extra healing by a magic user
no effective attack) and 2d3 non-combatant drones (2 HD of 7th or higher level—or a magic user of 12th level or
and no effective attack). A giant bee can only sting once higher may make it into an unguent which preserves the
per encounter; it has a 25% chance of dying after stinging, appearance of youth. Regular application of this unguent
otherwise the stinger will slowly re-grow. They will flee for 1 year makes the user appear 2d3 years younger. Such
from smoke or fire unless their lair is threatened. an unguent is typically worth 3d6x1,000 gp to wealthy
noblewomen.
Giant bee hives or nests will always contain honey worth
10d10 gold pieces. There is a 15% chance that a hive will Treasure:  See creature te×t.

Beetle, Giant

Bombardier Boring Death Watch Fire Rhinoceros Stag Water
Common
Frequency: Common Common Very rare Common Uncommon Common 1d12
Medium
No. Encountered: 3d4 3d6 1 3d4 1d6 2d6 30 ft; 120 ft swimming
3
Size: Medium Large Large Small Large Large 4
1
Move: 90 ft 60 ft 120 ft 120 ft 60 ft 60 ft 3d6
None
Armour Class: 4 33 4 23 None
Standard
Hit Dice: 2+2 5 9+1 1+2 12 7 Nil
Non-
Attacks: 1 11 1 23 Neutral
3/75+3/hp
Damage: 2d6 5d4 2d6 2d4 3d8/2d8 4d4/1d10/1d10

Special Attacks: Acid cloud None See below None None None

Special Defences: Firing cloud None See below None None None

Magic Resistance: Standard Standard Standard Standard Standard Standard

Lair Probability: Nil 40% 10% Nil Nil Nil

Intelligence: Non- Non- Non- Non- Non- Non-

Alignment: Neutral Neutral Neutral Neutral Neutral Neutral

Level/XP: 3/65+2/hp 3/110+4/hp 7/1,100+12/hp 1/30+1/hp 7/1,300+6/hp 4/225+8/hp

Giant Bombardier:  Frequently found in forested regions, When attacked it has a 50% chance to release an 8 ft cube
this beetle primarily scavenges for food above ground. It of noxious gas. The gas will cause 3d4 hp of damage and
will collect decaying matter into a large heap and there the sound of its release will stun (20% chance) and deafen
lay its eggs. (20%) all within a 16 ft radius. The stun effect will prevent
action for 2d4 rounds and the deafness will persist for 2d6
rounds. The cloud can be released every 3rd round (e.g., 1st
and 4th) but not more than twice in 8 hours.

Treasure: None

Giant Boring:  Giant Boring beetles will often be found
in dead trees and tunnel complexes – wherever there is
sufficient rotting wood and moisture to support the fun-
gal cultures they eat. There are rumours that some have
developed a “hive-mind” similar to ants and when threat-
ened they may display surprising group intelligence in the
defence of their home.

Treasure:  In Lair: 1d12×1,000 cp (20%); 1d6×1,000 sp
(30%); 1d4×1,000 ep (10%); 2d4×100 gp (40%); 1d6×10
pp (50%); 3d8 gems (55%); 1d12 jewellery (45%); 2d4 po-
tions (40%); 1d4 scrolls (50%); Any 2 magic items (10%).

Giant Death Watch:  Giant Death Watch beetles live
in temperate areas and sometimes underground. They
disguise themselves by sticking rubbish, branches and

Brian Baird (Order #33926224)

Monsters 274

detritus to their carapaces with their saliva. They are feared sets of legs. These creatures move very fast and can climb
for making terrible, deadly bass vibrations by scraping vertically at half their speed. Their main method of attacking
their hind legs—when a beetle does this, all within 30 is to bite and wrap their body around their prey and squeeze.
ft of the creature must save vs death or die. Even those On the second round they can still bite but the held victim is
who pass their save take 4d6 hp damage. After using this now subject to 6 claw attacks. Every 10 rounds a behir can
special attack, the Death Watch beetle must wait at least also breathe a 20 ft lightning bolt that does 4d6+24 damage
12 turns before using it again. unless a save vs breath is made for half damage. Occasionally
(on a 20) a behir will swallow its victim whole.
Treasure: None
Treasure:  Inside the beast’s stomach will be 10d4 gems
Giant Fire:  With their glowing red glands, one above each (60%), 1d8 jewellery (30%), and a misc. magic item that
eye and one on the back of the abdomen, these nocturnal can survive its digestive juices (10%).
beetles are much sought after by adventurers. The glands
will continue to glow for 1d6 days after removal, illuminat- Blindheim Very rare
ing a 10 ft radius without fail. 1d4
Frequency: Small
Fire beetles can be found both above and below ground, No. Encountered: 90 ft
feeding on decaying matter like all beetles. Size: 3
Move: 4+2
Treasure: None Armour Class: 1
Hit Dice: 1d8
Giant Rhinoceros:  Usually encountered in the tropics, Attacks: Blinding
these massive creatures (roughly 12 ft long, plus another Damage: None
6 ft of horn) live on the fruit and vegetation they crush as Special Attacks: Standard
they roam about. Special Defences: 5%
Magic Resistance: Animal
Treasure: None Lair Probability: Chaotic evil
Intelligence: 3/110+5/hp
Giant Stag:  Giant stag beetles live in woodlands near Alignment:
farmland, preferring for food the young shoots of culti- Level/XP:
vated grains. For this reason, they can often plague regions
and even cause famine should enough of them descend Blindheims are found in subterranean environments.
upon an area. These yellowish, frog-like humanoids project twin beams
of incredibly bright light from their eyes. Anyone who
Treasure: None comes within 30 ft of the Blindheim must save vs aimed
magic items or be temporarily blinded (for 1d8+12 turns).
Giant Water:  Hunting by scent an vibration, and dwell- The saving throw is at -3 if the approaching character has
ing in fresh water at least 30 ft deep, the water beetle is infravision.
a powerful threat to the unwary adventurer. Omnivorous
and insatiable, the water beetle will consume whatever it A character who is not blinded may attack the Blindheim
can get its powerful mandibles around. at a penalty of -2 “to hit” (if he or she is avoiding looking at
the creature) or as normal (if he or she is for some reason
Treasure: None immune to bright light).

Behir Rare Treasure:  In lair only: 2d6×1,000 cp (20%), 1d6×1,000 sp
1d2 (35%), 1d6×1,000 ep (20%), 1d4 gems (20%), 1d4 jewellery
Frequency: Large (25%), random magic item or weapon (15%).
No. Encountered: 150 ft
Size: 4 Blink Dog Rare
Move: 12 4d4
Armour Class: 2 or 7 Frequency: Medium (3 ft at shoulder)
Hit Dice: 2d4/1d4 +1 or No. Encountered: 120 ft
Attacks: Size: 5
Damage: 2d4/1d6/1d6/1d6/1d6/1d6/1d6 Move: 4
Lightning bolt Armour Class: 1
Special Attacks: Immune to electricity and poison Hit Dice: 1d6
Special Defences: Standard Attacks: Rear attack 75% of time
Magic Resistance: Nil Damage: Teleporting
Lair Probability: Low Special Attacks: Standard
Intelligence: Neutral evil Special Defences:
Alignment: 7/2,750 + 16/hp Magic Resistance:
Level/XP:

A behir is a particularly nasty subterranean beast with a
crocodile’s head on a 40 ft long snake-like body with twelve

Brian Baird (Order #33926224)

275 Monsters

Lair Probability: 20% break the surface. Like sharks, they are huge, vicious, and
Intelligence: Average always hungry. They seem to be someone’s experiment
Alignment: Lawful good gone wrong: a turtle crossed with an armadillo with just
Level/XP: 4/175 + 5/hp a touch of demon thrown in. Their favourite food is horse
but they will eat just about anything that moves. The only
Blink dogs are medium-sized dogs, dark brown with white kind of meat they don’t seem to like is dwarf or elf. They
highlights. Blink dogs are intelligent, as smart as the aver- have been know to dig halflings right out of their holes.
age human, and communicate amongst themselves via
their high-pitched barks and low growls. Blink dogs are Being fearless, a bulette will attack anything that moves
so-called because they can use a limited form of telepor- on sight. They have been known to attack a well-armed
tation, called a blink, in a somewhat random fashion and party to get at the horses. When they attack, they use
at random intervals. their vicious bite and their two front claws. They are well
armoured, but have two vulnerable spots: under their
In combat these amazing dogs use the ability to their chests is a soft spot, only AC 6; and a bulette’s eyes are
advantage, blinking either behind or in flanking posi- relatively unprotected, with an AC of 4. When cornered
tion of their opponents (negating dexterity bonuses to or seriously wounded, a bulette will attempt to leap 8 ft
AC and shield bonus to AC, if applicable) 75% of the time. vertically and land directly on top of their victim, clawing
Coupled with their pack hunting tactics, blink dogs are with all four feet.
fearsome opponents. In combat a blink dog will teleport
on roll of 12 or greater on a 1d20. A second roll of the 1d20 Because they are artificially-created animals no one is sure
reveals where the dog reappears: 01-15 = behind, 16-18 how bulettes reproduce. It seems that a pair will share a
= non-shielded or right flank, 19 = shielded or left flank, territory, but no lair has ever been found. Their plates are
20 = front. If the pack takes more than 25% losses all will highly prized by armourers. They can be easily fashioned
simultaneously blink out and not return. There is a long- into +1 or +2 shields.
standing hatred between blink dogs and coeurls and the
two will attack each other on sight. Blinking is a natural Treasure: None.
ability for these animals and they will never materialise in
an occupied space or within a solid object. Carbuncle Rare
1
If a blink dog lair is found there is a 60% chance of 3d4 Frequency: Small
pups. These younglings fight as 1 HD monsters and inflict No. Encountered: 30 ft
1d2 points of damage per attack, though they are far more Size: 2
likely to flee using their teleportation ability. A captured pup Move: 1
will make a loyal companion to a good aligned human, or, it Armour Class: None
can be sold for 1,500 gp (± 100-600 gp). A blink dog lair will Hit Dice: None
contain treasure, see below. Attacks: None
Damage: See below
Treasure:  In lair only: 2d6×1,000 cp (20%), 1d6×1,000 sp Special Attacks: Standard
(30%), 1d6×1,000 ep (15%), 1d6 gems (20%), 1d4 jewellery Special Defences: 10%
(25%), random magic item or weapon×2 (15%). Magic Resistance: Average
Lair Probability: Chaotic neutral
Bulette Very rare Intelligence: 1/5+1/hp
1d2 Alignment:
Frequency: Large Level/XP:
No. Encountered: 140 ft; 30 ft burrowing
Size: -2/4/6 Carbuncles are minor agents of chaos. They seem to be
Move: 9 curious little animals like armadillos, and they feed on
Armour Class: 3 leaves and small insects. Set in the carbuncle’s head above
Hit Dice: 3d6/3d6/4d12 its eyes is a large ruby (randomly-determined value of at
Attacks: 8 ft jump least 500 gp). If the beast dies, any ruby attached to it shat-
Damage: None ters and cannot be reconstituted—but it can voluntarily
Special Attacks: Standard give up its gem, in which case the gem will re-grow over a
Special Defences: Nil period of several months (re-roll the gem’s value each time
Magic Resistance: Animal it re-grows). The carbuncle will not normally give up its gem
Lair Probability: Neutral unless charmed or otherwise enchanted.
Intelligence: 8/2,000+12/hp
Alignment: Carbuncles are empathic and communicate via a minor
Level/XP: form of telepathy. They will approach and seek to join a
party of humans or demi-humans and then try to spread
Bulettes are sometimes called “land sharks” because of discord by means of lies, bearing false witness, or betray-
their habit of burrowing while the crests of their backs ing the party’s presence to nearby monsters.

Treasure:  See creature te×t.

Brian Baird (Order #33926224)

Monsters 276

Carcass Creeper chest, or opening a door. Once animated they will do their ut-
most to prevent the trigger from continuing. When their task
Frequency: Uncommon is complete they will return to their previous place and form.
No. Encountered: 1d6
Size: Large The caryatid column’s main purpose is not combat, but if
Move: 120ft pressed they will use their swords and attack. They attack as
Armour Class: 3/7 5HD monsters. Normal weapons do half damage and magi-
Hit Dice: 3+1 cal weapons score full damage, but without their additional
Attacks: 8 magical effects. Additionally any weapon that hits a cary-
Damage: Paralysis atid column has a 25% chance of breaking. For each plus
Special Attacks: Paralysis that the weapon has reduces the chance of breaking by 5%;
Special Defences: None consider any magical weapons without any pluses as a +1.
Magic Resistance: Standard
Lair Probability: 50% Treasure: None.
Intelligence: Non-intelligent
Alignment: Neutral Caterwaul Rare
Level/XP: 3/105+3/hp 1
Frequency: Medium
A fearsome, subterranean omnivore, the carcass creeper No. Encountered: 180 ft or 240 ft
has been described as the magical hybrid of a cutworm Size: 6 (see below)
and a squid. It requires a steady supply of fresh corpses in Move: 4 +2
which to lay its eggs. Armour Class: 3
Hit Dice: 1d4/1d4/1d6
The well-armoured head belies a tender, vulnerable body Attacks: Screech
so the creeper will rely on its speed and many paralysing Damage: See below
tentacles to protect itself as it secures prey. Each of the Special Attacks: Standard
tentacles has a 2 ft reach, although larger specimens are Special Defences: 20%
not unknown. Magic Resistance: Low
Lair Probability: Chaotic evil
Treasure:  In Lair: 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); Intelligence: 5/400+5/hp
1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 1d8 gems (30%); Alignment:
1d4 jewellery (20%); 1 sword, armour, or misc. weapon (20%). Level/XP:

Caryatid Column A caterwaul is a feline predator that stalks darkened caves
waiting for prey to walk past. These unusual creatures re-
Frequency: Very rare semble black panthers walking upright. On their hind legs
No. Encountered: 1d12 they move at 180 ft. They can drop on all fours and sprint
Size: Medium very fast (240 ft) but only for short distances. Using their
Move: 60 ft claws they can scale vertical walls with only a 5% chance
Armour Class: 5 of slipping. Being feline, they retract their claws to move
Hit Dice: 5 silently (75%). Because of their soft coat, they are able to hide
Attacks: 1 in shadows 75% of the time. They also possess keen senses
Damage: 2d4 and can only be surprised 10% of the time.
Special Attacks: Nil
Special Defences: See below When they pounce on their victims they make their distinc-
Magic Resistance: All saves at +4 tive screech, doing 1d8 damage to all within hearing range
Lair Probability: Nil (60ft). They attack with their usual claw, claw, bite. What
Intelligence: Non- makes these creatures unique is their unusually high dex-
Alignment: Neutral terity. This will vary from individual to individual. Roll d%
Level/XP: 5/110 + 3/hp and check the chart below.

Caryatid columns share many similarities to stone golems, d% AC Bonus Attacks/round
being created in much the same way. They appear as intri-
cately-carved columns in the shape of a person, usually in 01-30 0 1/1
pairs. The most common type is maidens, however they can 31-60 -1 3/2
resemble practically anyone. In their dormant state they are 61-90 -2 3/2
almost indistinguishable from a normal statue. The only in- 91-93 -3 2/1
dication of their true nature is a faint outline of sword held 94-97 -4 2/1
in one hand. They are created as guardians and will animate 2/1
only when triggered by a certain event. Their trigger must 98 -5 5/2
be something simple like someone entering a room, lifting a 99 -6 5/2
00 -7

Brian Baird (Order #33926224)

277 Monsters

The AC bonus applies to the creature’s armour class and Special Attacks: Breath weapon 2 breath weapons
its dodging saving throws. Special Defences: None None
Magic Resistance: Standard Standard
The attacks per round works much the same way as for Lair Probability: 40% 30%
fighters, referring to a full attack routine (claw, claw, bite) Intelligence: Semi- Semi-
rather than individual attacks. Alignment: Chaotic evil Chaotic evil
Level/XP: 7/1,300 + 12/hp 8/2,250+14/hp
Caterwauls are attracted to shiny items. Thus their treasure
hoard will often contain jewellery, gems and gold. Chimæra:  A chimæra has the hind quarters of a goat, the
forequarters of a lion, the wings of a dragon and 3 heads,
Treasure:  1d6×1,000 gp (50%), 1d8 gems (40%), 5d6 jew- one each of the aforementioned creatures. The dragon
ellery (40%), 2d4 potions + 1 magic item (40%) head is capable of breathing fire to a 60 ft distance inflict-
ing 3d8 points of damage. Normal saving throws vs breath
Centipede Large Huge Giant weapon apply. The creature may make up to 6 natural at-
Uncommon Common Very rare tacks per round, two with clawed lion paws, one with each
Frequency: 5d6 2d12 1d4 of the goat’s head 2 horns, the mighty bite of the lion’s
No. Encountered: Small Small Man-sized maw and another powerful bite by the dragon.
Size: 210 ft 150 ft 180 ft
Move: 9 9 5 Chimæra language is an imperfect form of the red dragon
Armour Class: 1 hp 1 to 2 hp 3 tongue.
Hit Dice: 1 1 1
Attacks: None None 1d3 Treasure:  1d20×1,000 sp (10%), 1d12×1,000 ep (15%),
Damage: Poison Poison Poison 1d10×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%),
Special Attacks: None- None- None- 1d10 jewellery (10%), 3 magic items (no magic weapons)
Special Defences: Standard Standard Standard and 1 magic scroll and 1 magic potion (30%)
Magic Resistance: 15% 15% 15%
Lair Probability: Non- Non- Non- Gorgimæra:   Like a chimæra, save the goat’s head is re-
Intelligence: Neutral Neutral Neutral placed with that of a gorgon. The gorgon’s head breathes a
Alignment: 2/31 2/30+1/hp 3/125+3/hp cloud of petrifying gas in a cone 30 ft long and 10 ft radius
Level/XP: at the base; and the creature has the dragon head breath
weapon as well, with the same effect as a chimæra. They
Large:  The smallest of the monstrous ‘pedes, the large speak the same language as their less powerful relatives.
has a weak venom (save at +4) that only does 4d4 damage
if the saving throw fails. Further, they themselves save at Treasure:  1d20×1,000 sp (20%), 1d12×1,000 ep (25%),
a -2 penalty. 1d20×1,000 gp (50%), 1d10×100 pp (40%), 4d10 gems
(25%), 1d12 jewellery (15%), 3 magic items (no magic
Huge:  The most common of the monstrous ‘pedes, the weapons) and 1 magic scroll and 1 magic potion (40%)
huge has a weak venom (save at +4), but its venom is lethal
if the saving throw fails. Further, they themselves save at Cockatrice
a -1 penalty.
Frequency: Uncommon
Giant:  The largest known of the monstrous ‘pedes, the No. Encountered: 1d6
giant has a relatively powerful venom (no adjustment to Size: Small
saving throw). Death is the result of a failed save, but a Move: 60 ft; 180 ft flying (AA:IV)
successful save still results in 1d8 acid damage. Giant cen- Armour Class: 6
tipedes save without penalty. Hit Dice: 5
Attacks: 1
Treasure:  None (for all centipede types). Damage: 1d3
Special Attacks: Touch petrifies
Chimæra Chimæra Gorgimæra Special Defences: Nil
Rare Very rare Magic Resistance: Standard
Frequency: 1d4 1 Lair Probability: 40%
No. Encountered: Large Large Intelligence: Animal
Size: 90 ft; 180 ft flying 120 ft; 150 ft flying Alignment: Neutral
Move: Level/XP: 4/170 + 4/hp
(AA:II) (AA:II)
Armour Class: 4 3 A cockatrice possesses the physical attributes of both a ser-
Hit Dice: 9 10+1 pent and a cock. These creatures will have the head, legs
Attacks: 6 5 and wings of a cock, while the body will be of a serpent.
Damage: 1d3/1d3/1d4/ 1d3/1d3/2d4/1d4/ Its wings are functional and allow it to fly. The creature is
believed to be from a cock’s egg hatched by a serpent.
2d6/3d4 2d4/3d4

Brian Baird (Order #33926224)

Monsters 278

ability to roll all saving throws at +6. They can communi-
cate telepathically, though they rarely do so.

Coeurls hate Blink Dogs (q.v.) and will hunt them down
and kill them if possible.

Treasure:  1d8×1,000 cp (15%), 2d6×1,000 sp (20%),
1d6×1,000 ep (5%), 1d8×1,000 gp (35%), 2d6 gems (15%),
1d8 jewellery (10%) and 2 magic items (25%)

Although the beast is capable of inflicting light wounds Couatl Vary rare
with its beak and talons, the mere touch of the cockatrice 1d4
is capable of turning any creature to stone. The touched Frequency: Medium
creature must roll a successful saving throw vs petrifaction No. Encountered: 60 ft; 180 ft flying (AA:VI)
or be instantly turned to stone. The power of this touch is Size: 5
capable of affecting astral and æthereal beings. Move: 9
Armour Class: 2
Treasure:  1d10×1,000 cp (5%), 1d12×1,000 sp (25%), Hit Dice: 1d3/2d4
1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems Attacks: Poison, magic use
(15%), 1d8 jewellery (10%) and 3 magic items and 1 magic Damage: Æthereal
scroll (35%) Special Attacks: Standard
Special Defences: 10%
Magic Resistance: Genius
Lair Probability: Lawful good
Intelligence: 8/2,000+12/hp
Alignment:
Level/XP:

Coeurl Very rare Couatl are a race of brightly feathered serpents with wings.
1d4 They are rarely encountered and if so, would be in a remote
Frequency: Large tropical environment. They are often treated as gods by
No. Encountered: 150 ft those who serve them, however couatl rarely meddle in
Size: 2 human events.
Move: 6+6
Armour Class: 2 They can polymorph themselves, turn æthereal, and cast
Hit Dice: 2d4/2d4 magic. Most are equal to a 5th level mage (45%), but a few
Attacks: None are 7th level clerics (35%). There are a handful of couatl
Damage: Save at +6 (20%) who cast as a magic user/cleric. In combat a couatl
Special Attacks: Standard attacks with its bite that causes 1d3 damage and the victim
Special Defences: 25% must save vs poison or die. A couatl can also constrict with
Magic Resistance: Average its body. A successful attack means the beast has grabbed
Lair Probability: Neutral its victim causing 2d4 damage, with an additional 2d4
Intelligence: 6/400+6/hp damage each round until one or the other is dead.
Alignment:
Level/XP: Treasure:  1d8×1,000 cp (50%), 1d6×1,000 sp (25%),
1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 3d4×100 pp
(30%), 2d19 gems (55%), 1d12 jewellery (50%), any 1 magic
item (15%)

Inspired by the work of A.E.Van Vogt, Coeurls are vaguely Crabman Rare
feline predators with twin tentacles. They are black in 2d6
colour. They feed on what they call the “id” of living crea- Frequency: Large (9 ft tall)
tures—by this they mean their essential life force, not “id” No. Encountered: 90 ft; 60 ft swimming
in the Freudian sense. Owing to their alien nature Coeurls Size: 4
are hard to target, hence their low armour class and their Move: 3
Armour Class: 2
Hit Dice: 1d4/1d4
Attacks: None
Damage: None
Special Attacks: Standard
Special Defences: 20%
Magic Resistance:
Lair Probability:

Brian Baird (Order #33926224)

279 Monsters

Intelligence: Low to average crypt thing can also defend itself with its claw like hands
Alignment: Neutral for 1d8 points of damage. Crypt things are immune to non-
Level/XP: 2/40 + 2/hp magical weapons.

Crabmen are humanoid amphibious creatures. Each has a Crypt things speak common. If questioned about the
tough reddish-brown exoskeleton and pincers in place of disappear-ance of any comrades, they will say they were
hands. In combat crabmen tend to attack with their pincers, disintegrated.
inflicting 1d4 points of damage for a successful attack.
Treasure:  1d3×1,000 cp (20%), 1d4×1,000 sp (25%),
Crabmen lair in caves along the seashore and are generally 1d4×1,000 ep (25%), 1d4×1,000 gp (30%), 1d6×100pp
peaceful creatures, though they are often forced to defend (30%), 10d6 gems (55%), 5d6 jewellery (50%), 3 magic
themselves from raids. items (50%)

Crabmen will shun humans for the most part, with two Dakon Uncommon
notable exceptions. These creatures prize silver very highly 6d10
and will attack, on sight, anyone openly carrying silver ob- Frequency: Man-sized
jects or items which appear to be made of silver. Crabmen No. Encountered: 60 ft
will also undergo some sort of tribal frenzy from time to Size: 5
time, forming a group of 30 to 40 individuals and raiding Move: 1+1
inland. These raids will pillage all property in their path Armour Class: 2
and the crabmen attack any who oppose them. Hit Dice: 1d10/1d10
Attacks: None
Treasure:  3d8 sp per individual. Damage: None
Special Attacks: Standard
Crypt Thing Special Defences: 50%
Frequency: Magic Resistance: Average
Vary rare Lair Probability: Lawful neutral
Intelligence: 2/25 + 2/hp
No. Encountered: 1 Alignment:
Level/XP:
Size: Man-sized

Move: 120 ft

Armour Class: 3

Hit Dice: 6 Dakon are intelligent apes resembling gorillas with light
brown colouration, green eyes, and black hands. Dakon
Attacks: 1 are peaceful, fighting only in defence or to regain treas-
ure stolen from them. These apes are likely to be settle
Damage: 1d8 anywhere but avoid large expanses of water. They are on
good terms with lawful humans and demi-humans and are
Special Attacks: See below able to speak the common tongue, but they have a deep
mistrust of humanoids and shun them.
Special Defences: See below
In combat dakon attack with a +2 hit probability due to their
Magic Resistance: Standard incredible strength and the knife-edged sharpness of their
claws.
Lair Probability: 100%
Treasure:  2d6×1,000 cp (5%), 2d6×1,000 sp (30%),
Intelligence: Very 1d4×1,000 ep (20%), 1d10×1,000 gp (45%), 1d10×100pp
(40%), 3d12 gems (25%), 1d10 jewellery (10%), any 3 maps
Alignment: Neutral or magic + 1 scroll (35%)

Level/XP: 4/160 + 4/hp

A crypt thing appears as a cloaked skeleton, but contrary Dark Creeper Dark Creeper Dark Stalker
to appearances, is not undead and cannot be turned. They Rare Very rare
reside in their lairs and never venture forth. A crypt thing Frequency: 1 (or 20d4, 1 see below)
will never attack first, they will always let the party attack No. Encountered: Small (4 ft tall) Man-sized
before they do. If they are not molested they will leave Size: 90 ft 90 ft
the adventurers alone. If they are attacked then they will Move: 0 (or 8, see below) 0 (or 8, see below)
respond by activating their teleport ability. All those at- Armour Class: 1+1 2+1
tempting to attack must save vs spell or be instantly tel- Hit Dice: 1 1
eported in a random direction. Each individual who fails Attacks: 1d4 (dagger) 1d6 (short sword)
must roll d%. Those who roll 01-20 are teleported from Damage: See below See below
100 to 1,000 ft north. Those who roll 21-40 are teleported Special Attacks: Nil See below
100-1,000 ft south. Those who roll 41-60 are teleported Special Defences: Standard Standard
100-1,000 ft east. Those who roll 61-80 are teleported Magic Resistance:
100-1,000 ft west. Those who roll 81-90 are teleported one
dungeon level up. Those who roll 91-00 are teleported one
dungeon level down.

This is an advanced form of teleportation. Individuals will
arrive safely, not in solid areas like floors or walls. Those
who make their save can continue with their attack. A

Brian Baird (Order #33926224)

Monsters 280

Lair Probability: Dark Creeper Dark Stalker
Intelligence: 20% 20%
Alignment: Average Average
Level/XP: Chaotic neutral Chaotic neutral
3/50 + 2/hp 4/200 + 3/hp

Dark creepers are short, spindly humanoids with pale skin Dark stalkers  are the leaders of the dark creepers, though
who like to wrap themselves in loose, dark clothing, leav- it is not known whether they are dark creepers altered
ing little exposed save their eyes and hands. Dark creepers through some means either genetic or magical, or if they
detest sunlight and avoid any light as best they can, dwell- are a breed apart. What is known for certain is the dark
ing alone in dungeons or profane villages even deeper un- stalker is much taller than its dark creeper followers and
derground, composed of clans of 75-100 individuals. 25% one will be found as the leader of any dark creeper village.
of the population of a dark creeper village will be female. In an area settled by at least 25 solitary dark creepers there
These villages are always governed by a dark stalker (q.v.). is a 90% chance there will be a dark creeper in the area,
increased by 2% for every 5 additional creepers. A dark
Solitary dark creepers tend to carry their treasure with stalker is rarely encountered away from his or her clan,
them, concealed within the many loose folds of their but if such an encounter occurs the stalker is probably on
dark clothing. There is a 20% chance a dark creeper will some mysterious personal mission and will not engage
carry a magic dagger, 15% chance of a magic ring, and 10% PCs unless forced to do so.
chance of either 1d4 gems of random value or 1d3 items
of random jewellery. Lair treasure probabilities for a lone In combat dark stalkers fight with abilities identical to dark
dark creeper are 50% for a magic dagger, 10% for a magic creepers except they favour short swords over daggers and
ring, 30% for gems or jewellery. To generate treasure for a have an additional spell-like ability; wall of fog twice per day
dark creeper village, multiply individual treasure chances as per the spell. Dark stalkers use the same tactics regarding
by the number of males, adding 5d20 pp and 5d12 gp. light and detected small magic items as their dark creeper
brethren if they have the opportunity, and suffer the same
Dark creepers have all the skills of a 4th level thief along AC penalty as well.
with the following abilities: Detect magic and create dark-
ness for 1 hour in a 50 ft radius from target thrice per day. Dark stalkers carry their treasure in their robes like dark
The creepers’ general plan of attack is to use their dark- creepers: 30% chance of magic short sword, 10% of magical
ness power to extinguish a party’s light sources, then rings (worn if possible), 10% chance of either 2d4 gems or
sneak in and destroy all lanterns, torches, oil flasks, and 1d2 items of jewellery to be determined randomly by GM.
tinderboxes. Any magical sources of light gain a saving
throw vs magical cold to negate the affects of darkness When a dark stalker dies, it explodes in a sickly blue 3d8
upon that item only, if it fails the save it will function nor- fireball blast. Magic items carried by the stalker have a 75%
mally after 1 hour. After it accomplishes this task, the dark chance of surviving the blast in usable condition.
creeper will use its detect magic to find and steal any small
magic items it can detect. Though the dark creeper will Treasure:  See creature te×t.
not fight to the death to steal the party’s magic items, it
craves them and will take foolhardy chances if it feels it
has even a small chance of success. A creeper’s darkness
power will stop infravision, but it will generally only use it
on a party’s sources of artificial light. A party travelling in
the dark using infravision will not likely be blacked out by
the creeper’s darkness.

In combat a creeper is AC 0 in darkness, and if it has a
magic dagger or magic ring as part of its treasure hoard
it will use them. A dark creeper’s darkness power can be
negated by spells that create light, and in such a case the
creeper is only AC 8. When a creeper dies it body magi-
cally immolates in a fiercely hot blaze of disgusting purple
and green flames. Metal items, including magical items
of metal, carried as part of the creeper’s treasure hoard
have an 80% of surviving this magical fire undamaged.
Any magic item damaged by the creeper’s death fire will
lose its enchantment.

Treasure:  See creature te×t.

Brian Baird (Order #33926224)

281 Monsters

Disenchanter Doppelgängers are strange beings that are able to take on
the forms of those they encounter, including the appear-
Frequency: Very rare ance of equipment and any clothing the victim is wearing.
A doppelgänger can assume any humanoid form between
No. Encountered: 1d2 4 ft to 8 ft tall, but the creature must first see the victim to
be copied. Any doppelgänger’s attempt at physical dis-
Size: Medium (5 ft high at shoulder) guise is only faulty 10% of the time, and its knowledge
of the victim is facilitated by the doppelgänger’s innate
Move: 120 ft ESP ability. In its natural form, a doppelgänger is a 5 ft-6 ft
tall humanoid, slender with gangly limbs and half-formed
Armour Class: 5 features. Its flesh is pale and hairless, and its large, bulg-
ing eyes are yellow with slitted pupils. The creature will
Hit Dice: 5 assume its natural form upon death.

Attacks: 1 Doppelgängers make excellent use of their natural mim-
icry to stage ambushes, bait traps, and infiltrate society.
Damage: See below-special effect only Their classic tactic in a dungeon is to take the form of a
member of an adventuring party, dispatch him or her, and
Special Attacks: Disenchants, see below take his or her place amongst the group until a good time
presents itself to kill them or rob them.
Special Defences: Can only be hit magical weapons
Doppelgängers save as 10th level fighters, and are im-
Magic Resistance: Standard mune to the effects of charm and sleep spells.

Lair Probability: Nil Treasure:  1d10×1,000 cp (5%), 1d12×1,000 sp (25%),
1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems
Intelligence: Average (15%), 1d8 jewellery (10%), 1 scroll and any 3 magic items
(25%)
Alignment: Neutral

Level/XP: 4/225+5/hp

The disenchanter resembles a rather bizarre cross between Dracolisk Very rare
a dromedary camel and a cow, with a muscular prehensile 1d2
snout stuck on for good measure. Colouration is a shimmery Frequency: Large (20 ft)
electric blue and the entire creature appears to be some- No. Encountered: 90 ft; 150 ft flying (AA:II)
what translucent and difficult for the eye to focus upon. Size: 3
Move: 7+3
The disenchanter is a thaumivore, feeding on magical power. Armour Class: 3
It sucks the dweomer from enchanted objects by attaching Hit Dice: 1d6/1d6/3d4
its snout to them with a successful hit roll. One touch is all it Attacks: See below
takes to render any magic item (except major artifacts) com- Damage: None
pletely inert. The creature has no other attacks and causes Special Attacks: Standard
no physical damage of any kind. The muscular snout can be Special Defences: 60%
extended as much as 5 ft and the disenchanter is capable of Magic Resistance: Low to average
detecting relative strengths of magic enchantment, know- Lair Probability: Chaotic evil
ing, for instance, that plate mail +5 will be a tastier morsel Intelligence: 7/1,000 + 10/hp
than a mere +1 ring of protection. Alignment:
Level/XP:
The disenchanter can only be hit by magic weapons but
doing so will not affect the dweomer of the weapon; only
the snout has the ability to disenchant items. Even the wis-
est and most learned of sages know nothing about the
ecology of the disenchanter or why it seems to be able to
sustain itself only with magic items.

Treasure: None.

Doppelgänger

Frequency: Very rare Dracolisks are surmised to be the result of the mating of a
No. Encountered: 3d4 black dragon and a basilisk, though rumours persist of the
Size: Man-sized existence of other sorts. These fearsome creatures most
Move: 90 ft resemble their draconic sires, being armoured with thick
Armour Class: 5 black scales and having the horns and sharp toothed maws
Hit Dice: 4 of their forebears; they also have six powerful clawed limbs
Attacks: 1 and two large wings. If a dracolisk speaks a language at
Damage: 1d12 all, it is usually Draconic, though it may be that some can
Special Attacks: Stealth (surprises with 1-4 on 1d6) understand other languages.
Special Defences: See below
Magic Resistance: See below Although capable of flight, dracolisks are limited to only
Lair Probability: 20% short durations, ten or twenty minutes at the most, be-
Intelligence: Very fore they have to rest, so they principally use this form of
Alignment: Neutral movement to swoop down upon or escape from foes. In
Level/XP: 4/285 + 3 per hp

Brian Baird (Order #33926224)

Monsters 282

physical combat, dracolisks bite for 3d4 damage and strike Hit Dice: 13
for 1d6 damage with their two forelimbs. However, they Attacks: 3
are more likely to use their breath weapon or gaze attack Damage: 2d6/2d6/4d8
before entering melee. Up to thrice a day, a dracolisk is Special Attacks: Steam cloud
capable of shooting an acid stream out of its mouth up Special Defences: None
to 30 ft and with a width of 5 ft; this causes 4d6 damage Magic Resistance: Standard
to anybody caught in its path, though a successful saving Lair Probability: 5%
throw vs breath weapons reduces this by half. Additionally, Intelligence: Very
anybody unfortunate enough to be within 30 ft of a dra- Alignment: Neutral
colisk and meet its gaze must make a saving throw vs Level/XP: 10/7,000+18/hp
petrifaction or be turned to stone. As with its basilisk par-
ent, the gaze attack of the dracolisk extends into the astral Dragon turtles are not true dragons, but seem to be a
and ethereal planes and those who seek to avoid looking blend of the same kind that produced the owlbear. They
directly at the beast attack with a -4 penalty. do resemble true dragons in that they have a breath
weapon: a cloud of steam 60 ft long, 40 ft wide and 40 ft
Treasure:  1d10×1,000 cp (25%), 1d8×1,000 sp (25%), high. The steam does damage equal to the dragon turtle’s
1d6×1,000 gp (25%), 1d6×100 pp (25%), 3d6 gems (50%), remaining hp (save for half damage) to all within the cloud.
3d4 jewellery (50%) and any three magic items (25%)
A dragon turtle surfacing beneath a vessel will capsize it
Dragon Turtle 90% of the time (even if it is a very large vessel such as
a galley).
Frequency: Very rare
No. Encountered: 1 Treasure:  (For a typical individual) 5d6×1,000 cp (25%),
Size: Large 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000
Move: 90 ft swimming gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10
Armour Class: 0 jewellery (50%), 4 magic items plus 1 potion and 1 scroll
(15%), 2d4 potions (40%), 1d4 scrolls (50%).

Elemental Air Earth Fire Water
Very rare Very rare Very rare Very rare
Frequency: 1 1 1 1
No. Encountered: Large Large Large Large
Size: 360 ft flying (AA:VI) 60 ft 120 ft 60 ft; 180 ft swimming
Move: 2 2 2 2
Armour Class: 8, 12, or 16 8, 12, or 16 8, 12, or 16 8, 12, or 16
Hit Dice: 1 1 1 1
Attacks: 2d10 4d8 3d8 5d6
Damage: See below See below See below See below
Special Attacks: Hit only by +2 or better Hit only by +2 or better Hit only by +2 or better Hit only by +2 or better
Special Defences:
magic weapons magic weapons magic weapons magic weapons
Magic Resistance: Standard Standard Standard Standard
Lair Probability: Nil Nil Nil Nil
Intelligence: Low Low Low Low
Alignment: Neutral Neutral Neutral Neutral
Level/XP: (8 HD) 6/900 + 12/hp (8 HD) 6/900 + 12/hp (8 HD) 6/900 + 12/hp (8 HD) 6/900 + 12/hp
(12 HD) 8/2,000 + 16/hp (12 HD) 8/2,000 + 16/hp (12 HD) 8/2,000 + 16/hp (12 HD) 8/2,000 + 16/hp
(16 HD) 9/3,650 + 20/hp (16 HD) 9/3,650 + 20/hp (16 HD) 9/3,650 + 20/hp (16 HD) 9/3,650 + 20/hp

Air Elementals  are creatures from the Elemental Plane especially in aerial combat where it gains +1 to hit and
of Air, though they may sometimes be found elsewhere. +4 to damage.
When encountered on the Prime Material Plane, usually as
a result of summoning magic, they take the form of billow- Air Elementals may also use a whirlwind attack if so com-
ing clouds of vapour or dust. Whilst they may understand manded. To do this, the Air Elemental must assume the
what is said to them, they rarely respond in kind and their form of a small cyclone, which takes one turn. Typically,
language is that of the wind. this appears to be 30 ft in diameter at the top and funnels
down to 10 ft in diameter at its base; the cone extends 20
Their primary attack form is a stream of air that they use ft in height for every 4 HD the elemental possesses. This
like an invisible limb to strike for 2d20 damage. Its great whirlwind attack lasts for only one round, but any crea-
airborne speed makes it a swift and formidable opponent, tures with less than 3 hit dice that find themselves within

Brian Baird (Order #33926224)

283 Monsters

it are slain; creatures with 3 HD or more take 2d8 damage. Fire Elementals  are creatures from the Elemental Plane
Should the cyclone for some reason be unable to reach of Fire, though they may sometimes be found elsewhere.
its full height, only creatures with less than 2HD will suffer When encountered on the Prime Material Plane, usually
immediate death, whilst all others take only 1d8 damage. as a result of summoning magic, they take the form of a
Earth Elementals  are creatures from the Elemental Plane great flickering sheet of flame, which occasionally seems
of Earth, though they may sometimes be found elsewhere. to have a somewhat humanoid shape. Though they can
When encountered on the Prime Material Plane, usually as apparently understand what is said to them, they do not
a result of summoning magic, they seem to be vaguely hu- usually respond in kind, their language being heard only
manoid mounds of stone, earth, metal and crystal. Whilst in the dull roar of burning fire.
they may have a discernible head and face, it is usually de-
void of expression and they will not speak, their language Although Fire Elementals themselves travel at a fairly nor-
being the rumblings of the earth. mal speed, the same cannot be said about the fires they
What Earth Elementals lack in speed, they make up for are capable of starting. Indeed, those unlucky enough to
in relentless determination and dedication. They pass be struck by a fiery appendage not only suffer 3d8 points
through rock and earth without hindrance, as they do of damage, but any combustible items exposed will be set
along the ground, but they cannot travel through the air alight if they fail a saving throw against magical fire, which
nor in or over water unless they remain in contact with is subject to a -2 penalty.
the earth.
Fire Elementals may not travel across or enter non-flam-
Earth Elementals prefer to fight enemies on the ground mable liquids; they cannot, for instance, cross broad rivers
and will almost always seek a way to do so, as when without the aid of a bridge or a similar contrivance, though
they strike opponents who are also in contact with the they can leap narrow streams. Creatures capable of innately
earth their great limbs strike for 4d8 points of damage; controlling or otherwise making use of fire are somewhat
against foes who are not in contact with ground, the Earth resistant to the Fire Elementals, taking only 3d6 points of
Elemental strikes for only 4d6 points of damage. damage if struck by one.
The power of Earth Elementals against ground built
structures and fortifications is truly devastating; they are Water Elementals  are creatures from the Elemental
capable of reducing small structures to rubble in a matter Plane of Water, though they may sometimes be found
of minutes and even the largest will eventually collapse if elsewhere. When encountered on the Prime Material
the Elemental is free to work against it. Plane, usually as a result of summoning magic, they take
the form of a great wave of water or other liquid, constant-
ly in motion, but retaining an almost humanoid shape.
Some claim that they have sea green eyes, of a sort, and
others that they were able to discern a mouth. Like others
of its kind, though, it rarely responds in kind when spoken
to, its language being heard only in the crash of waves.

While Water Elementals can fight on land, they prefer to be
surrounded by as much liquid as possible, which greatly
increases their speed and allows them to effectively disap-
pear from sight whenever they wish. In such an environ-
ment they strike opponents with a great watery limb for
5d6 points of damage.

Water Elementals forced to fight on land cannot do
so more than sixty yards from the place at which they
entered the plane they are currently on, which on the
Prime Material Plane is generally the place of summon-
ing. Additionally, when fighting on land they strike op-
ponents for only 5d4 points of damage.

Ships are particularly vulnerable to Water Elementals; they
are capable of overturning any vessel with a tonnage equal
to or less than their HD and of stopping those with a ton-
nage equal or less than the Water Elemental’s hp. Ships
with a greater tonnage than the Elemental has hp total
travel at 1% of their speed for each point by which they
exceed it.

Treasure:  None (for all elementals).

Brian Baird (Order #33926224)

Monsters 284

Ettercap Eye of the Deep

Frequency: Rare Frequency: Very rare
No. Encountered: 1d2 No. Encountered: 1
Size: Man-sized Size: Large
Move: 120 ft Move: 60 ft swimming
Armour Class: 6 Armour Class: 5
Hit Dice: 5+1 Hit Dice: 11
Attacks: 3 Attacks: 3
Damage: 1d4/1d4/1d8 Damage: 2d4/2d4/1d6
Special Attacks: Poison Special Attacks: See below
Special Defences: See below Special Defences: None
Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 30% Lair Probability: 20%
Intelligence: Semi- Intelligence: Very
Alignment: Neutral evil Alignment: Lawful evil
Level/XP: 4/150+5/hp Level/XP: 9/3,000+16/hp

Ettercaps appear to be humanoid arachnids. Their bite is The eye of the deep is globular in shape (about 4 ft in
venomous and they can spin silk from their short, stubby diameter) and has a massive central eye. Two further eyes
tails like a spider does. An ettercap will use this silk to pre- on stalks sprout from the top of the monster, two huge
pare traps around its lair, such as webs and tripwires, and lobster-like pincers emerge from the side, and it has a
may use a silk-based weapon such as a lassoo or garrotte. gaping maw below. Each eye has a unique power: the
central eye can fire a cone 30 ft long and 20 ft in diameter
Treasure: None. at the base that stuns all within the area of effect for 2d4
rounds (save vs aimed magic items to avoid the effect),
Executioner’s Hood while the left and right eyestalks can cast hold monster
and hold person respectively, once each per round, at will.
Frequency: Rare The two eyestalks together can cast phantasmal force
No. Encountered: 1 once per round, at will, if not used to cast hold spells.
Size: Small
Move: 60 ft Treasure:  2d6×1,000 gp (50%), 1d4×1,000 pp (40%), 4d10
Armour Class: 6 gems (40%), 2d6 jewellery (35%).
Hit Dice: 3 to 6 hit dice
Attacks: 1 Fly, Giant Blow Fly, Giant Horsefly, Giant
Damage: 1d4 Rare Very rare
Special Attacks: See below Frequency: 1d12 1d6
Special Defences: See below No. Encountered: Medium Large (9 ft long)
Magic Resistance: Standard Size: 90 ft; 300 ft flying 90 ft; 300 ft flying
Lair Probability: Nil Move:
Intelligence: Semi- (AA: III) (AA: III)
Alignment: Neutral evil Armour Class: 6 5
Level/XP: 4/250+4/hp Hit Dice: 3 6
Attacks: 1 1
A small, weird monster that may be related to the Lurker Damage: 1d8+1 2d6
Above, the Executioner’s Hood often dwells underground Special Attacks: See below See below
or in ruins. It drops from niches, cracks or anchor-points on Special Defences: Jump Jump
the ceiling onto its victim’s head and begins to strangle. If Magic Resistance: Standard Standard
its first attack is successful, the creature will hit automatical- Lair Probability: Nil Nil
ly each round thereafter, inflicting rolled damage (1d4hp). Intelligence: Non- Non-
Alignment: Neutral Neutral
Because the Executioner’s Hood actually surrounds its Level/XP: 3/40+3/hp 4/165+6/hp
victim’s head, any attack affecting the creature will also
affect its victim. Giant flies are more massive than the normal variety of
flying insects and thus are Aerial Agility: Level III, though
The only known ways to remove an Executioner’s Hood they can hover. They do retain a normal fly’s ability to react
are to kill it or to bathe it in alcohol, which will intoxicate quickly and thus they can jump away from an attack in only
it until it becomes flaccid and helpless. 1 segment. This jumping defensive move is a backward
springing leap which carries the giant fly 30 ft away and
Treasure: None does not count as a retreat for purposes of a free attack.

Brian Baird (Order #33926224)

285 Monsters

Giant flies can also remain airborne at the end of their leap. Intelligence: Non-
At the end of its leaping retreat manoeuvre they end up 30 Alignment: Neutral
ft away and 10 ft off the ground. This special movement Level/XP: 3/50+1/hp
grants a giant fly with initiative the tactical ability to land
near a target, bite, then leap away. Violet fungi looks like shriekers and in fact the two are
often found growing together. The plants are usually 4 to
Blow Fly, Giant:  These flies will rarely attack living 7 ft tall, and each plant has 1d4 branches growing out if it.
prey unless he or she is covered with blood or has open At 4 ft tall, the fungi will have 1 ft branches. For every foot
wounds. They are also attracted to sweet food and drink, taller the fungi grows, the branches grow a foot longer.
an abundance of these might garner the attention of this When the fungi detects movement nearby it will wave
monster. Giant flies are more often encountered wherever its branches around releasing its spores. Anyone within
there is an abundance of their preferred diet: carrion, rot- 4 ft will have to save vs poison or their exposed flesh will
ting food, and malodorous refuse. The bite of a giant blow begin to rot within 1 round. Anyone who fails their save
fly has a 10% chance of infecting the victim with disease. will require a cure disease spell.
Giant blow flies have a shiny metallic green or blue body
covered with coarse black hair. Their large eyes are a dark Treasure: None.
orange colour.
Gargoyle
Horsefly, Giant:  This giant insect is even larger than the Uncommon
giant blow fly and far more aggressive. The giant horsefly Frequency: 2d8
dines on fresh blood and it will land on any warm-blooded No. Encountered: Man-sized
creature is encounters, attempting to draw blood from the Size: 90 ft; 150 ft flying (AA:IV)
target with its bite. The round after a successful biting at- Move: 5
tack the horsefly inflicts the same amount of damage upon Armour Class: 4+4
the victim again as it draws blood from the bite wound Hit Dice: 4
inflicted on the victim. This process can be halted by either Attacks: 1d3/1d3/1d6/1d4
killing or driving the giant horsefly away. Giant horseflies Damage: None
are flat tan and brown in colour, with shiny brown eyes. Special Attacks: +1 or better weapon to hit
Special Defences: Standard
Treasure:  None (for all giant flies). Magic Resistance: 20%
Lair Probability: Low
Intelligence: Chaotic evil
Alignment: 4/155 + 4/hp
Level/XP:

Gargoyles are cruel creatures, 90% likely to attack any liv-
ing creature they encounter. When attacking a gargoyle
will employ two clawed hands, a single horn projecting
from the centre of its forehead and a bite. They are usually
encountered in ruins and underground caverns.

Treasure: None.

Gelatinous Cube

Fungi, Violet Rare Frequency: Uncommon
1d4 No. Encountered: 1
Frequency: Small to medium Size: Large (typically 10 ft cube)
No. Encountered: 10 ft Move: 60 ft
Size: 7 Armour Class: 8
Move: 3 Hit Dice: 4
Armour Class: 1d4 Attacks: 1
Hit Dice: See below Damage: 2d4
Attacks: See below Special Attacks: Paralysing touch, surprise on a 1-3
Damage: None Special Defences: See below
Special Attacks: Standard Magic Resistance: Normal
Special Defences: Nil Lair Probability: Nil (no lair)
Magic Resistance: Intelligence: Non-
Lair Probability: Alignment: Neutral
Level/XP: 3/150 + 4/hp

Brian Baird (Order #33926224)

Monsters 286

Attacks: 1
Damage: 2d8
Special Attacks: See below
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Average to high
Alignment: Chaotic good
Level/XP: 5/350 + 8/hp

Gelatinous Cubes are dungeon scavengers. They move Genies come from the Elemental Plane of Air and are
slowly through corridors and rooms, absorbing carrion, fun- quite magical. They can travel the elemental planes and
gi, algae and other nutrients from the surfaces they touch. the Astral Plane, as well as the Prime Material. If subdued
they can be enslaved for 1,001 days. Once their service has
Being silent and virtually transparent, Gelatinous Cubes expired they are free and may not become enslaved again
have a higher-than-usual chance to surprise (1-3 on 1d6). by the same creature.

Gelatinous Cubes can only digest organic material, and Genies can perform any of the following abilities once per
they will sometimes sweep up inorganic substances (in- day: create food for up to 12 people; create water or wine for
cluding metal items such as coins, glass or ceramic items up to 12 people; create up to 16 cubic ft of cloth, 9 cubic ft
such as potion bottles, etc.). These incidental items are of wood, or 100 lbs of metal (the metal is not permanent
sometimes kept in the body of the ‘Cube for many days be- and will disappear within a day); create an illusion with
fore being ejected. Such items form the creature’s treasure. both sight and sound that will act on its own without be-
ing controlled. The illusion will last until it is dispelled or
The touch of a Gelatinous Cube causes paralysis for 3d6+2 touched. Genies can become invisible or gaseous at will.
rounds (a saving throw vs paralysation is permitted to They can also walk on the wind. Genies can assume the
avoid this effect). form of a whirlwind 7 ft tall, 3 ft across at the top, and 1
ft across at the bottom. This lasts for an entire round and
Gelatinous Cubes are immune to electricity, fear, sleep, does 2d6 hit points of damage to all creatures caught in
hold, paralysis, and polymorph. Cold based attacks slow its path. Any creature with less then 2 hit dice are killed
them (as the spell) and inflict a maximum of 1d4 damage, instantly. If any air-based attack is performed on the genie,
unless they save in which case the cold based attack will it will be at -1 to hit and -1 to damage.
have no effect. They have standard resistance to other
forms of magic such as fire. A genie can carry up to 600 lbs without tiring, either flying
or walking. A genie is able to carry double the weight on
Treasure:  Incidental; see creature description. foot but only for about thirty minutes. A genie will require
an hour’s rest for every 30 minutes of carrying.

A noble genie has 10d8 hit dice, does 3d8 damage, and
their whirlwind does 3d6 damage. Besides their normal
abilities a noble genie is also able to grant three wishes.
If subdued a noble genie need only grant three wishes to
be released from service.

Genies have their own language but they also have a lim-
ited form of telepathy that enables them to communicate
with any intelligent creature.

Treasure: None.

Genie Very rare Gorgon Rare
1 1d4
Frequency: Large Frequency: Large
No. Encountered: 90 ft; 240 ft flying (AA:VI) No. Encountered: 120 ft
Size: 4 Size: 2
Move: 7 +3 Move: 8
Armour Class: Armour Class: 1
Hit Dice: Hit Dice: 2d6
Attacks: Petrifying breath
Damage: None
Special Attacks:
Special Defences:

Brian Baird (Order #33926224)

287 Monsters

Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 40% Lair Probability: 25%
Intelligence: Animal Intelligence: Semi-
Alignment: Neutral Alignment: Neutral
Level/XP: 7/1,500 + 10/hp Level/XP: 7/225 + 8/hp

Like giant bulls with thick metal scales, gorgons are magi-
cal creatures capable of breathing a cloud of petrifying gas
in a cone 60 ft long and 10 ft in radius at the base up to 3
times per day. They will usually (85%) use this attack form
in preference to hitting with their horns.

Treasure:  (In lair only) 1d8×1,000 cp (10%), 1d12×1,000 sp
(25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d10 gems
(15%), 1d8 jewellery (10%), any four magic items (25%).

Grey Ooze Rare Griffons build nests on cliff faces and rocky outcrops.
1d3 Where possible they even have been known to build nests
Frequency: Medium to large inside shallow caves. Horses are their favourite meal and
No. Encountered: 10 ft being the fearsome hunters they are, griffons will usually
Size: 8 attack their prey on sight.
Move: 3+3
Armour Class: 1 Hatchlings are particularly valuable as they can be trained
Hit Dice: 2d8 as mounts. This takes time, effort, and money. The training
Attacks: See below takes years and must begin early in a griffon’s life. Once the
Damage: See below griffon reaches maturity there is no chance of training it.
Special Attacks: See below
Special Defences: Nil When ridden by a creature weighing more than 100 lbs, a
Magic Resistance: Animal griffon’s aerial agility decreases to III.
Lair Probability: Neutral
Intelligence: 4/75 + 3/hp Treasure:  1d12×1,000 cp (20%), 1d6×1,000 sp (30%),
Alignment: 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%),
Level/XP: 2 magic items (10%), 2d4 potions (40%)

Grey ooze is indistinguishable from wet stone until it at- Harpy
tacks. It will form tentacles that lash out at any who pass. It
is corrosive and will eat through chain in 1 round, 2 rounds Frequency: Rare
to eat through plate. It will not damage wood or stone. No. Encountered: 2d6
Magic involving heat or cold does not harm grey ooze Size: Medium
but lightning will. Grey ooze also takes full damage from Move: 60 ft; 150 ft flying (AA:IV)
normal weapons, but if the weapon is made of metal it too Armour Class: 7
will begin to dissolve. Hit Dice: 3
Attacks: 3
As it matures grey ooze gets larger. Specimens over 20hp Damage: 1d3/1d3/1d6
can be as large as 36 sq ft. While they cover a huge area Special Attacks: Singing and charm
they are never more then a few inches deep. At larger sizes Special Defences: None
they begin to form a kind of consciousness. Magic Resistance: Standard
Lair Probability: 25%
Treasure: None. Intelligence: Low
Alignment: Chaotic evil
Griffon Uncommon Level/XP: 3/50 + 3/hp
2d6
Frequency: Large These nasty creatures are part vulture and part woman.
No. Encountered: 120 ft; 300 ft flying (AA:IV) They emit a pleasant-sounding call and all who hear it must
Size: 3 save vs magic or be drawn to the source. Once there, the
Move: 7 touch of a harpy will charm the victim unless they save vs
Armour Class: 3 magic. When the victim is helpless, the harpies will torture,
Hit Dice: 1d4/1d4/2d8 kill, and consume her prey. In combat a harpy attacks with
Attacks: None
Damage: None
Special Attacks:
Special Defences:

Brian Baird (Order #33926224)

Monsters 288

her clawed feet and, usually, some kind of club as a melee Hippogriff Rare
weapon. Most harpies speak only their own language. 2d8
Frequency: Large
No. Encountered: 180 ft; 360 ft flying (AA:IV)
Size: 5
Move: 3 +3
Armour Class: 3
Hit Dice: 1d6/1d6/1d10
Attacks: None
Damage: None
Special Attacks: Standard
Special Defences: 10%
Magic Resistance: Semi-
Lair Probability: Neutral
Intelligence: 4/150 + 3/hp
Alignment:
Level/XP:

Treasure:  1d12×1,000 cp (20%), 1d6×1,000 sp (30%), Hippogriffs can only be found in remote locations far from
1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), civilisation. They make their nests on rocky outcrops and
any 2 magic items (10%). cliff faces. Even though hippogriffs are omnivorous they
do not mix well other winged beasts. If encountered near
Hell Hound its nest, a hippogriff will fight ferociously to defend itself
and its young. Eggs and hatchlings bring a high price from
Frequency: Very rare those wishing to train them as mounts.
No. Encountered: 2d4
Size: Medium When ridden by a creature weighing more than 100 lbs, a
Move: 120 ft hippogriff’s aerial agility rating decreases to III.
Armour Class: 4
Hit Dice: 4 to 7 Treasure:  5d4 gems (50%)
Attacks: 1
Damage: 1d10 Homonculus Very rare
Special Attacks: Breathe fire 1
Special Defences: See below Frequency: Small (18 in)
Magic Resistance: Standard No. Encountered: 60 ft; 180 ft flying (AA:V)
Lair Probability: 30% Size: 6
Intelligence: Low Move: 2
Alignment: Lawful evil Armour Class: 1
Level/XP: (4 HD) 4/75 + 4/hp Hit Dice: 1d3
Attacks: Bite causes sleep
(5 HD) 5/110 + 5/hp Damage: See below
Special Attacks: See below
(5 HD) 6/160 + 6/hp Special Defences: Nil
Magic Resistance: See below
(7 HD) 7/225 + 8/hp Lair Probability: See below
Intelligence: 2/81 + 2/hp
Hell hounds are not native to the material plane; they Alignment:
are brought here by others to serve as guard dogs. These Level/XP:
beasts have their normal bite but they can also breath fire
up to 10 ft. Their breath’s damage equals in hit points their A homonculus is a small construct that is vaguely human-
hit dice. Thus a 6 hit dice hell hound breathes fire that does oid in form, stands about 18 in tall, and has bat-like wings
6hp damage, unless the opponent saves vs breath weap- with a 24 in wingspan. Homonculi have greenish reptilian
ons for half damage. skin, a bat-like head and ears, and a mouth full of needle
sharp teeth. The bite of a homonculus is venomous and
Because hell hounds can move so quietly they surprise on causes a comatose state for 1d6 × 5 (5-30) minutes un-
a roll of 1-4. They can only be surprised on a roll of 1 due to less the victim saves vs magic to negate. A homonculus
their own sharp senses. Their own vision is so sharp that is a reflection of its magic user creator and therefore rolls
50% of the time they can spot hidden or invisible creatures. saves at whatever level its owner makes his saving throws.
These fiendish dogs are dark reddish in colour with glow- Magical defences in effect upon the owner, resist fire or
ing red eyes and black mouths. bless for example, also protect the homonculus.

Treasure:  1d12×1,000 cp (20%), 1d6×1,000 sp (30%), Similarly, its alignment is the same as its creator’s align-
1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), ment. A homonculus cannot speak, but knows what its
2 magic items (10%)

Brian Baird (Order #33926224)


Click to View FlipBook Version