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AD&D - Monstrous Manual (Premium Edition) (2e)

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Published by Capn_Ragnar, 2022-12-05 00:14:36

AD&D - Monstrous Manual (Premium Edition) (2e)

AD&D - Monstrous Manual (Premium Edition) (2e)

Keywords: Dungeons & Dragons,AD&D,DnD,TTRPG,TSR

Elemental, Fire/Water

CLIMATE/TERRAIN: Fire Water
FREQUENCY:
ORGANIZATION: $Q\ GU\ ODQG /DUJH DUHDV RI ZDWHU
ACTIVITY CYCLE: Very rare Very rare
DIET: Solitary Solitary
INTELLIGENCE:
TREASURE: $Q\ $Q\
ALIGNMENT:
$Q\ FRPEXVWLEOH $Q\ OLTXLG

/RZ /RZ

1LO 1LO

1HXWUDO 1HXWUDO

NO. APPEARING: 1 1
2
ARMOR CLASS: 2 6, Sw 18
8, 12, or 16
MOVEMENT: 12 8 HD: 12
12 HD: 9
HIT DICE: 8, 12, or 16 16 HD: 7
1
THAC0: 8 HD: 13 5-30
See below
12 HD: 9 +2 weapon or better
to hit
16 HD: 5
1LO
NO. OF ATTACKS: 1
/ WR + · WR · WDOO
DAMAGE/ATTACK: 3-24 8-12 HD:

SPECIAL ATTACKS: See below &KDPSLRQ
SPECIAL DEFENSES: +2 weapon or better
+' )DQDWLF
to hit 8 HD: 2,000
12 HD: 6,000
MAGIC RESISTANCE: 1LO 16 HDe: 10,000

SIZE: / WR + · WR · WDOO

MORALE: 8-12 HD:

&KDPSLRQ

XP VALUE: +' )DQDWLF :DWHU HOHPHQWDOV FDQ EH FRQMXUHG LQ DQ\ DUHD FRQWDLQLQJ D ODUJH DPRXQW
8 HD: 2,000
RI ZDWHU RU ZDWHU\ OLTXLG $W OHDVW RQH WKRXVDQG FXELF IHHW RI OLTXLG LV
12 HD: 6,000
UHTXLUHG WR FUHDWH D VKHOO IRU WKH ZDWHU HOHPHQWDO WR LQKDELW 8VXDOO\ D
16 HD: 10,000 large pool serves this purpose, but several large kegs of wine or ale will

)LUH HOHPHQWDOV FDQ EH FRQMXUHG LQ DQ\ DUHD FRQWDLQLQJ D ODUJH RSHQ GR MXVW DV ZHOO

ÁDPH 7R SURYLGH D ÀUH HOHPHQWDO ZLWK DQ DGHTXDWH VKHOO RI 3ULPH 7KH ZDWHU HOHPHQWDO DSSHDUV RQ WKH 3ULPH 0DWHULDO SODQH DV D KLJK
0DWHULDO ÁDPH D ÀUH EXLOW WR KRXVH DQ HOHPHQWDO VKRXOG KDYH D GLDP-
eter of at least six feet and reach a minimum of four feet into the air. FUHVWHG ZDYH 7KH HOHPHQWDO·V DUPV DSSHDU DV VPDOOHU ZDYHV RQH WKUXVW

2Q WKH 3ULPH 0DWHULDO SODQH D ÀUH HOHPHQWDO DSSHDUV DV D WDOO VKHHW RXW RQ HDFK VLGH RI LWV PDLQ ERG\ 7KH DUPV HEE DQG ÁRZ JURZLQJ

RI ÁDPH 7KH ÀUH HOHPHQWDO ZLOO DOZD\V DSSHDU WR KDYH WZR DUPOLNH ORQJHU RU VKRUWHU DV WKH HOHPHQWDO PRYHV 7ZR RUEV RI GHHS JUHHQ SHHU

DSSHQGDJHV RQH RQ HDFK VLGH RI LWV ERG\ 7KHVH DUPV VHHP WR ÁLFNHU RXW RI WKH IURQW RI WKH ZDYH DQG VHUYH WKH HOHPHQWDO DV H\HV /LNH DOO
other common elementals, water elementals rarely speak on the Prime
EDFN LQWR WKH FUHDWXUH·V ÁDPLQJ ERG\ RQO\ WR VSULQJ RXW IURP LWV VLGHV Material plane, but their voices can be heard in the crashing of waves
on rocky shores and the howl of an ocean gale.
VHFRQGV ODWHU 7KH RQO\ IDFLDO IHDWXUHV RI D ÀUH HOHPHQWDO DUH WZR ODUJH
Combat: ,Q FRPEDW WKH ZDWHU HOHPHQWDO LV D GDQJHURXV DGYHUVDU\ ,W
JORZLQJ SDWFKHV RI EULOOLDQW EOXH ÀUH ZKLFK VHHP WR IXQFWLRQ DV H\HV IRU SUHIHUV WR ÀJKW LQ D ODUJH ERG\ RI ZDWHU ZKHUH LW FDQ FRQVWDQWO\ GLVDS-
pear beneath the waves and suddenly swell up behind its opponent.
WKH HOHPHQWDO /LNH DOO FRPPRQ HOHPHQWDOV ÀUH HOHPHQWDOV UDUHO\ VSHDN When the elemental strikes, it lashes out with a huge wave-like arm,
on the Prime Material plane, though their voices can be heard in the doing 5-30 points of damage.
FUDFNOH DQG KLVV RI D ODUJH ÀUH
Water elementals are also a serious threat to ships that cross their
Combat: %HFDXVH WKH\ UHVHQW EHLQJ FRQMXUHG WR WKLV SODQH ÀUH HOHPHQ-
WDOV DUH ÀHUFH RSSRQHQWV ZKR ZLOO DWWDFN WKHLU HQHPLHV GLUHFWO\ DQG SDWKV $ ZDWHU HOHPHQWDO FDQ HDVLO\ RYHUWXUQ VPDOO FUDIW RQH WRQ RI
ship per hit die of the elemental) and stop or slow almost any vessel
VDYDJHO\ WDNLQJ ZKDW MR\ WKH\ FDQ LQ EXUQLQJ WKH ZHDN FUHDWXUHV DQG
RQH WRQ RI VKLS SHU KLW SRLQW RI WKH HOHPHQWDO 6KLSV QRW FRPSOHWHO\
REMHFWV RI WKH 3ULPH 0DWHULDO WR DVKHV ,Q FRPEDW D ÀUH HOHPHQWDO ODVKHV stopped by an elemental will be slowed by a percentage equal to the

RXW ZLWK RQH RI LWV HYHU PRYLQJ OLPEV GRLQJ SRLQWV RI GDPDJH $Q\ UDWLR RI VKLS·V WRQV RYHU WKH KLW SRLQWV RI WKH DWWDFNLQJ HOHPHQWDO

ÁDPPDEOH REMHFW VWUXFN E\ WKH ÀUH HOHPHQWDO PXVW VDYH YHUVXV PDJLFDO 7KRXJK WKH ZDWHU HOHPHQWDO LV PRVW HIIHFWLYH LQ ODUJH DUHDV RI RSHQ
ÀUH DW D –2 or immediately begin to burn. water, it can be called upon to serve in a battle on dry land, close to
the body of water from which it arose. However, the movement of the
)LUH HOHPHQWDOV GR KDYH VRPH OLPLWDWLRQV RQ WKHLU DFWLRQV LQ water elemental on land is the most restricted of any elemental type: a
water elemental cannot move more than 60 yards away from the water
WKH 3ULPH 0DWHULDO SODQH 7KH\ DUH XQDEOH WR FURVV ZDWHU RU QRQ
LW ZDV FRQMXUHG IURP DQG SRLQW RI GDPDJH LV VXEWUDFWHG IURP HDFK
ÁDPPDEOH OLTXLGV 2IWHQ D TXLFN GLYH LQWR D QHDUE\ ODNH RU VWUHDP
is the only thing that can save a powerful party from certain death GLH RI GDPDJH WKH\ LQÁLFW RXW RI WKH ZDWHU WR D PLQLPXP RI SRLQW RI
IURP D ÀUH HOHPHQWDO $OVR EHFDXVH WKHLU QDWXUDO DELOLWLHV JLYH WKHP damage per die).
VRPH EXLOW LQ UHVLVWDQFH WR ÁDPH EDVHG DWWDFNV FUHDWXUHV ZLWK LQ-
QDWH ÀUH XVLQJ DELOLWLHV OLNH UHG GUDJRQV WDNH OHVV GDPDJH IURP D

ÀUH HOHPHQWDO·V DWWDFN 7KH HOHPHQWDO VXEWUDFWV SRLQW IURP HDFK

GLH RI GDPDJH LW GRHV WR WKHVH FUHDWXUH WR D PLQLPXP RI SRLQW RI
damage per die).

100


Elemental, Air Kin

CLIMATE/TERRAIN: Sylph Aerial Servant
High altitudes $Q\ VHH EHORZ
FREQUENCY: or treetops
ORGANIZATION: Very rare Very rare
ACTIVITY CYCLE: Solitary Solitary
DIET: $Q\
INTELLIGENCE: $Q\ Wind
6HPL
TREASURE: 2PQLYRUH
ALIGNMENT: 1LO
([FHSWLRQDO 1HXWUDO



4 ð ;

1HXWUDO JRRG

NO. APPEARING: 1 1
ARMOR CLASS: 9 3
MOVEMENT:
HIT DICE: )O $ )O $
THAC0: 3 16
NO. OF ATTACKS: 17 5
DAMAGE/ATTACK: 0 1
SPECIAL ATTACKS: 0
SPECIAL DEFENSES: See below G
See below See below
+1 or better weapon
MAGIC RESISTANCE: to hit
SIZE:
MORALE: 0 · · WDOO 1LO
XP VALUE:
(OLWH / · WDOO
2,000
(OLWH
9,000

Sylphs are beautiful, humanoid women with wings like dragonflies. Ecology: Sylphs usually maintain their distance from the more mundane
7KHLU ZLQJV DUH IHHW ORQJ DQG WUDQVOXFHQW FOHDU RU VSRWWHG ZLWK LUL-
GHVFHQW FRORU 7KHLU ORQJ EULJKW KDLU PD\ EH DQ\ ´QRUPDOµ FRORU RU KXPDQRLG UDFHV EXW DVVRFLDWH IUHHO\ ZLWK Q\PSKV DQG GU\DGV $HULDO
EOXH SXUSOH RU JUHHQ 7KH\ ZHDU ÁRZLQJ GLDSKDQRXV UREHV ZKLFK DF- monsters occasionally feed on them, but they are in greater danger from
cent their wings or hair. evil humanoid males who attempt to capture them for dark purposes.

Sylphs are related to air elementals and to nymphs, perhaps originat- Aerial Servant
LQJ DV D FURVV EUHHG EHWZHHQ Q\PSKV DQG DHULDO VHUYDQWV 7KH\ VSHDN
Common and their own musical language. Sylphs are friendly and may 7KLV FUHDWXUH LV D IRUP RI DLU HOHPHQWDO QDWLYH WR WKH SODQH RI HOHPHQWDO
EHIULHQG DGYHQWXUHUV DQG JLYH WKHP DLG LQ H[FKDQJH IRU D IDYRU
$LU DV ZHOO DV WKH (WKHUHDO DQG $VWUDO SODQHV DQG FDQ EH VXPPRQHG WR
Combat: 6\OSKV GHIHQG WKHPVHOYHV RQO\ ZLWK PDJLFDO DELOLWLHV $ V\OSK the Prime Material plane by clerics.
FDQ FDVW VSHOOV DV D WK OHYHO ZL]DUG DQG PRVW SUHIHU VSHOOV RI HOHPHQWDO
DLU ,Q DGGLWLRQ WKH V\OSK FDQ EHFRPH invisible at will and summon an air 1RUPDOO\ LQYLVLEOH LI VHHQ RQ WKHLU KRPH SODQH WKH\ UHVHPEOH OHJ-
elemental once each week. less humanoids of sparkling blue smoke, with empty eyes, a slash for a

Habitat/Society: 6\OSKV UDUHO\ WRXFK JURXQG LQ WKH ORZODQGV 7KH\ DUH PRXWK DQG ORQJ IRXU ÀQJHUHG KDQGV
IRQG RI WUDYHO DQG LW LV UDUH WR ÀQG RQH QHDU LWV KRPH $HULDO VHUYDQWV WU\ WR DYRLG FRPEDW RQ WKHLU QDWLYH SODQHV $Q DHUL-

Sylph nests are highly individualistic, some formed from whatever al servant has a Strength of 23 and attacks by grabbing and strangling
materials are available, others are elaborate retreats perched in tall trees opponents, causing damage with the hit, and in each round, until the
or carved into mountains. Sylphs prefer simple and light possessions,
NHHSLQJ RQO\ JHPV DQG PDJLFDO LWHPV DV WUHDVXUH 7KH\ RIWHQ WUDGH YLFWLP EUHDNV IUHH $ FKDUDFWHU ZLWK H[FHSWLRQDO 6WUHQJWK UHFHLYHV D
wealth for furnishings, such as light draperies, silks, and pillows. percentage chance equal to the percentage of exceptional Strength.
Creatures with 18/00 Strength and above break free easily. Creatures
7KHUH LV D FKDQFH WKDW D V\OSK·V KRPH KROGV DQ HJJ RU D FKLOG $OO with more hit points than the aerial servant can likewise break its
sylphs are female and mate with humanoid males, preferring elves,
EXW VRPHWLPHV DFFHSWLQJ D KXPDQ RU KDOÁLQJ PDWH 7KUHH PRQWKV DI- JUDVS $HULDO VHUYDQWV SHQDOL]H RSSRQHQWV VXUSULVH UROOV E\ ² ZKHQ
ter conception, the sylph lays a pearly egg in a special nest, and sum- invisible.
mons an air elemental to guard it. Six months later, the egg hatches a
EDE\ JLUO ZLWK ZLQJ EXGV 7KH FKLOG JURZV DW WKH VDPH UDWH DV D KXPDQ $ FOHULF ZKR VXPPRQV DQ DHULDO VHUYDQW ZLOO EH DWWDFNHG XQOHVV
behind a protection from evil, because the servants resent being sum-
FKLOG JDLQLQJ PDJLFDO DELOLWLHV DW DJH ÀYH DQG IXOO ÁLJKW E\ DJH
PRQHG 2WKHUZLVH WKH VHUYDQW ZLOO FRPSOHWH DQ\ GXW\ IRU WKH FOHULF
7KH V\OSK KDV WKH LQQDWH DELOLW\ WR OHYLWDWH ZLQJV DUH QHHGHG RQO\ WR
H[FHSW ÀJKWLQJ DV IDVW DV SRVVLEOH ,I WKH VHUYDQW LV SUHYHQWHG IURP
SURYLGH WKUXVW ,I D V\OSK·V ZLQJV DUH LQMXUHG LW FDQ RQO\ JOLGH RU KRYHU completing its mission, it goes insane and returns to kill the summon-
$QWL PDJLFDO DWWDFNV PD\ JURXQG D V\OSK E\ QHJDWLQJ LWV SRZHU RI levi- ing cleric.
tation. Sylphs live for up to 1,000 years, retaining their youthful looks
throughout their lives. $HULDO VHUYDQWV DUH ZDQGHUHUV GUDZQ WR DUHDV RI H[WUHPH ZHDWKHU ,I

(YHU\ \HDUV DOO V\OSKV JDWKHU LQ D JUDQG PHHWLQJ WR WUDGH VKDUH FDXJKW LQ D VWRUP WKHUH LV D FKDQFH LW ZLOO EH EORZQ LQ WZR WKLV LV WKH
news, renew friendships, and welcome young sylphs. only way it can reproduce.

$HULDO VHUYDQWV PXVW IHHG RQ ZLQGV RI WKHLU KRPH SODQHV DW OHDVW RQFH
per month, or suffer 1d8 damage per day over 30 that they go without
feeding.

101


Elemental, Earth Kin

CLIMATE/TERRAIN: Pech Sandling
$Q\ VXEWHUUDQHDQ 7HPSHUDWH RU
FREQUENCY: tropical, sandy or
ORGANIZATION: Rare subterranean
ACTIVITY CYCLE: Clan Rare
DIET: Darkness Solitary
INTELLIGENCE: 2PQLYRUH $Q\
$YHUDJH WR H[FHS- Minerals
TREASURE: WLRQDO 1RQ
ALIGNMENT: See below
1HXWUDO JRRG 1LO
1HXWUDO

NO. APPEARING: 5-20 1
ARMOR CLASS: 3 3
MOVEMENT: 9 12, Br 6
HIT DICE: 4 4
THAC0: 17 17
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: By weapon +3 2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below 1LO
MAGIC RESISTANCE: See below
SIZE:
MORALE: 1LO
LEVEL/XP VALUE: 6 · WDOO
/ · GLDPHWHU
$YHUDJH
1,400 8QVWHDG\
420

7KH SHFK DUH FUHDWXUHV RI WKH SODQH RI HOHPHQWDO (DUWK WKRXJK VRPH Sandling
have extensive mines in the deepest regions of the Prime Material plane. 7KHVH FUHDWXUHV DUH FRPSRVHG RI VLOLFDWHV DQG RULJLQDWHG RQ WKH HOHPHQ-
7KH\ GZHOO LQ GDUN SODFHV DQG ZRUN VWRQH
WDO SODQH RI (DUWK 7KH\ ORRN OLNH SLOHV RI VDQG DQG FDQ YDU\ FRORU WR
3HFK DUH WKLQ DQG KDYH ORQJ DUPV DQG OHJV 7KHLU EURDG KDQGV DQG blend with backgrounds. Sandlings have the same temperature as their
IHHW DUH H[FHOOHQW IRU EUDFLQJ DQG HPSOR\LQJ WRROV WR ZRUN VWRQH 7KH\ surroundings, and are immune to sleep, charm, hold, and other mind-
KDYH SDOH \HOORZLVK VNLQ DQG UHG RU UHGGLVK EURZQ KDLU 7KHLU ÁHVK LV DIIHFWLQJ VSHOOV RU DWWDFNV 7KH\ FODLP WHUULWRULHV ZLWK ERXQGDULHV UHFRJ-
QHDUO\ DV KDUG DV JUDQLWH 7KHLU H\HV DUH ODUJH DQG KDYH QR SXSLOV 3HFK
have infravision to 120 feet. QL]DEOH RQO\ E\ WKHP
Sandlings are not aggressive unless provoked, but guard their ter-
Combat: 7KH SHFK XVH SLFNV DQG SHDW KDPPHUV WUHDW DV ZDU KDPPHUV
for work and armament, and are usually equipped with equal numbers ULWRULHV IURP LQWUXGHUV ,I VWHSSHG RQ D VDQGOLQJ UHÁH[LYHO\ OXQJHV XS-
of each. Pech have 18/50 Strength. ZDUG WUDSSLQJ PDQ VL]HG RSSRQHQWV RSSRQHQWV UHFHLYH D ² SHQ-

(DFK SHFK FDQ FDVW IRXU stone shape and four stone tell spells per day. DOW\ WR VXUSULVH UROOV ZKHQ DWWDFNHG LQ WKLV PDQQHU ,I WKH VDQGOLQJ KLWV
)RXU SHFK FDQ EDQG WRJHWKHU WR FDVW D wall of stone spell as a 16th-level its targets, they are unable to attack or defend for 1d4 rounds. Sandlings
PDJH (LJKW WRJHWKHU FDQ FDVW D VWRQH WR ÁHVK spell. Group spells can be DOVR DWWDFN E\ VODVKLQJ ZLWK DQ DEUDVLYH SVHXGRSRG ,I DW OHDVW JDO-
FDVW EXW RQFH SHU GD\ E\ DQ\ JURXS 3HFK DUH LPPXQH WR SHWULÀFDWLRQ lons of water are poured on a sandling, it is affected as if by a slow spell,
and its attacks cause only half normal damage.
:KHQ ÀJKWLQJ OLWKLF PRQVWHUV VXFK DV VWRQH JROHPV JDUJR\OHV RU
galeb duhr, pech are quite capable of knocking them to rubble, as their 6DQGOLQJV KDYH QR VRFLHW\ DQG WKHLU ÀHUFH GHIHQVH RI WKHLU WHUULWRULHV
knowledge of stone allows them full attack capability against such usually precludes cooperation, even with other members of their own
FUHDWXUHV HYHQ ZLWK QRQPDJLFDO ZHDSRQV (DFK VXFFHVVIXO VWULNH GRHV
maximum damage. UDFH 7KH\ OLYH RQ PLQHUDOV EXW GHVSLVH RUJDQLF PDWWHU DOZD\V PRYLQJ
several hundred yards from any place they have killed an intruder.
Habitat/Society: Pech are basically good and peaceful creatures that
ZDQW WR EH OHIW WR WKHPVHOYHV 7KH\ KDWH EULJKW OLJKW DQG RSHQ VNLHV $ VDQGOLQJ JURZV XQWLO LW UHDFKHV LWV IXOO VL]H IHHW LQ GLDPHWHU
DQG WKH\ DUH TXLFN WR DVN RWKHUV WR GRXVH OLJKWV 7KHLU ODLUV DUH FRQ- then reproduces by budding. Sandling buds split from their par-
structed with numerous choke points so that walls of stone can quickly
VWRS LQWUXGHUV 7KHLU ODLU KROGV LQGLYLGXDOV ZLWK HTXDO QXP- HQW ZKHQ WKH\ DUH DERXW LQFKHV ORQJ DQG DQ DGXOW·V WHUULWRU\ PD\
EHUV RI IHPDOHV DQG PDOHV DQG \RXQJ HTXDO WR RI WKH IHPDOHV swarm with thousands of these creatures. When an infant grows to at

Ecology: 7KH SHFK KRPH SODQH LV KRVWLOH VR PDQ\ WUDYHO WR WKH 3ULPH OHDVW LQFKHV LQ GLDPHWHU LW HLWKHU PRYHV RII WR ÀQG LWV RZQ WHUULWRU\
0DWHULDO SODQH WR VHDUFK IRU D EHWWHU OLIH 7KH\ KDYH IHZ HQHPLHV WKHUH
3HFK GR QRW VDYH ODUJH DPRXQWV RI WUHDVXUH WKH\ PLQH IRU WKLQJV WR RU LV KXQWHG DQG NLOOHG E\ WKH SDUHQW $ JURXS RI LPPDWXUH VDQGOLQJV
WUDGH ZLWK RWKHUV IRU IRRG RU VHUYLFHV 7KH\ GR VRPHWLPHV FUHDWH VLP- forms a surface with myriad tiny bumps, which may trip the unwary.
SOH XQREWUXVLYH RUQDPHQWDO REMHFWV IRU HYHU\GD\ XVH $ SHFK ODLU PD\
contain 50-100 trade gems plus 5-30 dishes and utensils worked from Sandlings have little effect on an ecosystem, taking only a fraction
VWRQH DQG UDZ PHWDO 7KHVH LWHPV DUH QRW YHU\ YDOXDEOH D YHUDJLQJ of the minerals in any parcel of land. Dwarves sometimes seek them
150 gp each. LQ KRSHV RI ÀQGLQJ D ULFK PLQHUDO GHSRVLW 7KH\ DUH VDLG WR EH H[FHO-

OHQW LQJUHGLHQWV IRU PRUWDU EXW WKH\ DQG PDQ\ GUXLGV REMHFW WR WKLV
treatment.

102


Elemental, Fire Kin

CLIMATE/TERRAIN: Salamander Fire Snake
FREQUENCY: Special )LUHV
ORGANIZATION: Rare 8QFRPPRQ
ACTIVITY CYCLE: Pack Pack
DIET: $Q\
INTELLIGENCE: $Q\ )LUH
TREASURE: 6HPL
ALIGNMENT: 2PQLYRUH 4
1HXWUDO
NO. APPEARING: +LJK
ARMOR CLASS:
MOVEMENT: )
HIT DICE: Chaotic evil
THAC0:
NO. OF ATTACKS: 2-5 1-6
DAMAGE/ATTACK:
SPECIAL ATTACKS: 5/3 6
SPECIAL DEFENSES:
MAGIC RESISTANCE: 94
SIZE:
MORALE: 7+7 2
XP VALUE:
13 19

21

ZHDSRQ 1-4

Heat 1-6 3DUDO\]DWLRQ

+1 or better to hit ,PPXQH WR ÀUH

1LO 1LO

0 · ORQJ 6 · · ORQJ

(OLWH 6WHDG\

2,000 120

6DODPDQGHUV DUH QDWLYHV RI WKH HOHPHQWDO SODQH RI )LUH DQG WKXV WKH\ a combustible nature, such as parchment and wood, soft metals such as
WKULYH LQ KRW SODFHV 7KHVH FUXHO HYLO FUHDWXUHV FRPH WR WKH 3ULPH 0DWH- gold and silver, and liquids, which quickly boil away, are never found
rial plane for reasons known only to them. in salamander lairs.

7KH KHDG DQG WRUVR RI D VDODPDQGHU LV FRSSHU FRORUHG DQG KDV D KX- Having a nasty disposition and an evil bent, salamanders respect
PDQ OLNH DSSHDUDQFH 0RVW RI WKH WLPH WKLV DVSHFW LV D PDOH ZLWK RQO\ SRZHU HLWKHU WKH DELOLW\ WR UHVLVW WKHLU ÀUH RU WKH FDSDELOLW\ WR GR
ÁDPLQJ EHDUG DQG PRXVWDFKH 7KH IHPDOH YHUVLRQ KDV ÁRZLQJ ÀHU\ JUHDW GDPDJH $Q\RQH HOVH LV GHDOW D SDLQIXO VORZ EXUQLQJ GHDWK ,W LV
red hair. Both aspects have glowing yellow eyes that sometimes switch rumored that they have some sort of dealings with the efreeti.
WR ÁXRUHVFHQW JUHHQ $OO DVSHFWV FDUU\ D VKLQ\ PHWDO VSHDU UHVHPEOLQJ
highly polished steel. When encountered on the Prime plane, salamanders can be found
SOD\LQJ LQ IRUHVW ÀUHV ODYD ÁRZV ÀUH SLWV DQG RWKHU DUHDV RI H[WUHPH
7KH ORZHU WRUVR LV WKDW RI D ODUJH VQDNH ZLWK RUDQJH FRORULQJ VKDGLQJ KHDW 7KH\ XVXDOO\ DSSHDU RQ WKH 3ULPH SODQH IRU D SXUSRVH DQG LI LQ
WR GXOO UHG DW WKH WDLO HQG 7KH HQWLUH ERG\ LV FRYHUHG ZLWK ZLVS\ DS- the middle of a task they do not take kindly to being interrupted.
pendages that appear to burn but are never consumed.
Ecology: 7KHVH ÀHU\ FUHDWXUHV· LFKRU LV XVHIXO LQ WKH FUHDWLRQ RI potions
Combat: $ VDODPDQGHU W\SLFDOO\ DWWDFNV ZLWK LWV PHWDO VSHDU ZKLFK LQ- RI ÀUH UHVLVWDQFH and the metal of their spears can be used to create rings
ÁLFWV G SRLQWV RI GDPDJH SOXV D OLNH DPRXQW IRU WKH VSHDU·V KHDW $W WKH RI ÀUH UHVLVWDQFH
same time, it can lash out and coil around an opponent with its snake-
like tail, constricting for 2d6 points of damage, plus an additional 1d6 Fire Snake
SRLQWV RI GDPDJH IURP WKH KHDW RI LWV ERG\ :KLOH ÀUH UHVLVWDQW FUHDWXUHV 6RPH VDJHV VD\ WKDW ÀUH VQDNHV DUH ODUYDO VDODPDQGHUV )LUH VQDNHV
GR QRW VXIIHU IURP WKH VDODPDQGHU·V KHDW GDPDJH WKH\ DUH VWLOO VXEMHFW WR FRORUHG LQ VKDGHV IURP EORRG UHG WR RUDQJH DUH DOZD\V IRXQG LQ ÀUHV
the spear and constriction damage. 6RPH ODUJH SHUPDQHQW ÀUHV FRQWDLQ G RI WKHVH FUHDWXUHV WKRXJK LQ
VPDOOHU WHPSRUDU\ ÀUHV OLNH ÀUH SLWV DQG RLO ERZOV WKHUH PD\ EH EXW
Salamanders can be affected only by magical weaponry or by crea- RQH VQDNH 7KH RQO\ WUHDVXUH WKH VQDNHV KDYH LV WKH JHPV WKH\ RIWHQ
WXUHV RI D PDJLFDO QDWXUH RU WKRVH RI RU PRUH +LW 'LFH 7KH\ DUH accumulate.
LPSHUYLRXV WR DOO ÀUH EDVHG DWWDFNV Sleep, charm, and hold spells are in-
effective against them. Cold-based attacks cause an additional 1 point Since their color matches their surroundings, they can surprise oppo-
RI GDPDJH SHU GLH RI GDPDJH 7KH KHDG DQG XSSHU ERG\ RI WKH VDODPDQ- QHQWV HDVLO\ SHQDOW\ WR RSSRQHQWV· VXUSULVH UROOV 7KHLU ELWH LQÁLFWV
GHU KDV DQ $& RI ZKLOH WKH ORZHU ERG\ LV $& G SRLQWV RI GDPDJH DQG LQMHFWV D PLOG YHQRP WKDW FDXVHV SDUDO\]DWLRQ
of the victim for 2d4 turns unless a saving throw vs. poison is successful.
$ IDYRULWH VDODPDQGHU WDFWLF LI WKH FUHDWXUH LV HQFRXQWHUHG LQ D
ODYD SLW RU URDULQJ ÀUH LV WR JUDE LWV RSSRQHQWV DQG KXUO WKHP LQWR WKH
ÁDPHV 7KH YLFWLP ZRXOG QDWXUDOO\ WDNH GDPDJH IURP FRQWDFW ZLWK WKH
salamander, then take even more from being thrown inside a roaring
FRQÁDJUDWLRQ

Habitat/Society: Salamanders are native to the elemental plane of
)LUH 7KH\ FRPH WR WKH 3ULPH 0DWHULDO SODQH IRU UHDVRQV NQRZQ RQO\
WR WKHP WKRXJK LW LV UXPRUHG WKDW SRZHUIXO ZL]DUGV DQG SULHVWV RI FHU-
tain religions can summon them for a short time. Salamanders hate cold,
SUHIHUULQJ WHPSHUDWXUHV RI GHJUHHV RU PRUH WKH\ FDQ DELGH ORZHU
WHPSHUDWXUHV IRU RQO\ D IHZ KRXUV 7KHLU ODLUV DUH W\SLFDOO\ DW OHDVW
GHJUHHV $Q\ WUHDVXUH IRXQG WKHUH LV WKH VRUW WKDW FDQ VXUYLYH WKLV KHDW
VXFK DV VZRUGV DUPRU URGV RWKHU IHUURXV LWHPV DQG MHZHOV 7KLQJV RI

103


Elemental, Water Kin

CLIMATE/TERRAIN: Nereid Water Weird
$Q\ ZDWHU
FREQUENCY: 7URSLFDO RU
ORGANIZATION: temperate water Very rare
ACTIVITY CYCLE: Very rare Solitary
DIET: Solitary $Q\
INTELLIGENCE: See below
TREASURE: $Q\ 9HU\
ALIGNMENT: Clean water , 2 3 <
Chaotic evil
9HU\

;

&KDRWLF DQ\

NO. APPEARING: 1-4 1-3
ARMOR CLASS: 10 4
MOVEMENT: 12, Sw 12 12
HIT DICE: 4 3+3
THAC0: 17 15
NO. OF ATTACKS: 0 0
DAMAGE/ATTACK: 0 0
SPECIAL ATTACKS: See below Drowning
SPECIAL DEFENSES: See below See below
MAGIC RESISTANCE:
SIZE: 1LO
MORALE:
XP VALUE: 0 · · WDOO / · ORQJ

6WHDG\ (OLWH
975 420

7KHVH FUHDWXUHV IURP WKH HOHPHQWDO SODQH RI :DWHU VRPHWLPHV FDOOHG Habitat/Society: $ QHUHLG IRXQG RQ WKH 3ULPH 0DWHULDO SODQH KDV HLWKHU
HVFDSHG RU EHHQ H[LOHG IURP LWV KRPH SODQH 7KRXJK XVXDOO\ VROLWDU\
´KRQH\HG RQHV µ DUH XQSUHGLFWDEOH DQG SOD\IXO KDOI DUH FKDRWLF QHXWUDO a small group of nereids with the same alignment sometimes live to-
gether, led by the eldest.
DQG RWKHUV WHQG WRZDUG JRRG RU HYLO 8VLQJ GLVJXLVH QHUHLGV OHDG VDLORUV
to their dooms. 3ROOXWHG ZDWHUV GUDLQ QHUHLGV· YLJRU DQG HYHQ JRRG QHUHLGV PD\ DW-
WDFN WKRVH ZKR SROOXWH WKHLU ODLUV 1HUHLGV GR QRW YDOXH PHWDOV EXW VDYH
1HUHLGV DUH WUDQVSDUHQW LQ ZDWHU XQGHWHFWDEOH H[FHSW DV IURWK DQ\ PDJLFDO WUHDVXUH WKH\ JDLQ 7KH QHUHLG KDV QR JRDOV RU DPELWLRQV
other than cavorting in water.
DQG JROGHQ VHDZHHG 8SRQ FRQWDFW ZLWK DLU WKH\ DVVXPH KXPDQ
form, usually as voluptuous young females with long, golden hair, Ecology: 1HUHLG VKDZOV FRPPDQG KDQGVRPH VXPV EXW DUH VHOGRP VROG
SHDUO\ ZKLWH VNLQ DQG VSDUNOLQJ JUHHQ H\HV 7KHLU YRLFHV DQG VRQJV DQG DUH YHU\ UDUH 2QH ZKR KROGV D VKDZO FDQ XVH WKH HQVODYHG QHUHLG DV
a guide on the plane of Water.
DUH ORYHO\ $ QHUHLG DOZD\V FDUULHV D ZKLWH VKDZO HLWKHU LQ LWV KDQGV
Water Weird
RU RYHU KHDG DQG VKRXOGHUV DQG LV OLJKWO\ FODG LQ ZKLWH DQG JROG ,I 7KHVH VWUDQJH FUHDWXUHV IURP WKH SODQH RI :DWHU DUH KRVWLOH ZKHQ HQ-
confronted by only females, the nereid appears in a male guise, but a countered on the Prime Material plane, as they are usually magically
ZRPDQ KDV D FKDQFH WR VHH WKURXJK WKH GLVJXLVH $OO PDOHV ZKR NHSW IURP JRLQJ KRPH ,I FRPPXQLFDWLRQ LV DFKLHYHG D EDUJDLQ FDQ
sometimes be struck with the creature.
VHH D QHUHLG DUH LQFDSDEOH RI KDUPLQJ LW QR VDYLQJ WKURZ
:DWHU ZHLUGV DSSHDU WR EH FRPPRQ ZDWHU D detect invisibility re-
Combat: 1HUHLGV FDQ VSLW YHQRP IHHW EOLQGLQJ D WDUJHW IRU G veals something amiss, but not the nature of the threat. When a water
URXQGV LI LW KLWV WKH YHQRP FDQ EH ZDVKHG DZD\ ZLWK ZDWHU $ EOLQGHG ZHLUG GHWHFWV D OLYLQJ EHLQJ LW DVVXPHV VHUSHQWLQH IRUP WKLV WDNHV WZR
URXQGV ,W DWWDFNV DV D +' FUHDWXUH WKRVH KLW PXVW PDNH D VXFFHVV-
YLFWLP·V DWWDFN UROOV VDYLQJ WKURZV DQG $& DUH DOO ZRUVHQHG E\ XQWLO IXO VDYLQJ WKURZ YV SDUDO\]DWLRQ RU EH SXOOHG LQWR WKH ZDWHU (DFK
the effects wear off. URXQG VSHQW LQ WKH ZDWHU UHTXLUHV DQRWKHU VDYLQJ WKURZ IDLOXUH LQGL-
cates death by drowning, which releases energy that the water weird
1HUHLGV FDQ control water ZLWKLQ IHHW LW FDQ XVH ZDYHV WR VORZ FRQVXPHV $ ZDWHU ZHLUG WKDW FRPHV LQ FRQWDFW ZLWK D QRUPDO ZDWHU
movement to ¼ QRUPDO LQFUHDVH FKDQFHV RI GURZQLQJ E\ RU FUDVK HOHPHQWDO KDV D FKDQFH WR XVXUS FRQWURO RI LW
with a roar that deafens characters within 60 feet for 3d4 rounds if pre-
FDXWLRQV DUH QRW WDNHQ 1HUHLGV FDQ DOVR IRUP WKH ZDWHU WR ORRN OLNH D Water weirds take only 1 hp damage from piercing and slashing
ZHDSRQV 7KH\ WDNH KDOI GDPDJH IURP ÀUH QRQH LI WKH\ PDNH D VXF-
ZDWHU ZHLUG DQG FDXVH LW WR VWULNH DV D +' PRQVWHU DQG LQÁLFW G FHVVIXO VDYLQJ WKURZ ,QWHQVH FROG DFWV DV D slow spell on water weirds.
points of damage. ,I UHGXFHG WR KS RU OHVV D ZDWHU ZHLUG LV GLVUXSWHG DQG LW UH IRUPV LQ
WZR URXQGV $ purify water spell will instantly kill a single water weird.
$ QHUHLG LV OLNHO\ WR KDYH D SHW IRU SURWHFWLRQ ZLWK HTXDO FKDQFHV
for a giant eel, giant otter, giant poisonous snake, giant octopus, giant
squid, dolphin, giant leech, or sting ray.

,I WKH QHUHLG PDNHV D VXFFHVVIXO VDYLQJ WKURZ YV SRLVRQ VKH FDQ ÁRZ

OLNH ZDWHU DYRLGLQJ ZHDSRQ GDPDJH RU HVFDSLQJ D FDSWRU 7KH QHUHLG·V
kiss causes a man to drown, unless he makes a successful saving throw
YV EUHDWK ZHDSRQ ZLWK D ² SHQDOW\ ,I KH OLYHV KH ÀQGV HFVWDV\

7KH QHUHLG SURWHFWV LWV VKDZO DW DOO FRVWV IRU LW FRQWDLQV WKH QHUHLG·V
HVVHQFH LI LW LV GHVWUR\HG WKH QHUHLG GLVVROYHV LQWR IRUPOHVV ZDWHU 3RV-
VHVVLRQ RI D QHUHLG·V VKDZO JLYHV D FKDUDFWHU FRQWURO RYHU WKH FUHDWXUH
which will accept commands to avoid damage to the shawl. Stories tell
of forlorn nereids who follow the ships of powerful foes who have sto-
OHQ WKHLU VKDZOV $ QHUHLG ZLOO OLH DQG DWWHPSW DQ\WKLQJ VKRUW RI YLROHQW
action to regain its soul-shawl.

104


Elemental, Composite

CLIMATE/TERRAIN: Tempest Skriaxit
FREQUENCY: Subtropical desert
ORGANIZATION: $Q\ RXWVLGH Very rare
ACTIVITY CYCLE: Very rare Pack
DIET: Solitary $Q\
,NTELLIGENCE: See below
$Q\ ([FHSWLRQDO
TREASURE: See below
ALIGNMENT: 1LO
/RZ WR DYHUDJH 1HXWUDO HYLO


K
Chaotic neutral

NO. APPEARING: 1 3-18
ARMOR CLASS:
MOVEMENT: 2 -5
HIT DICE:
THAC0: )O 12, 18, or 24
9-12 16 + 16 or 24 + 24
NO. OF ATTACKS:
DAMAGE/ATTACK: 9-10 HD: 11 5
SPECIAL ATTACKS:
11-12 HD: 9
SPECIAL DEFENSES:
12
MAGIC RESISTANCE:
SIZE: 2-16 2-20/2-20
MORALE: Whirlwind Sandstorm, dispel
XP VALUE:
lightning magic

+2 or better weapon +2 or better weapon

WR KLW VHH EHORZ WR KLW VHH EHORZ

1LO

* · GLDPHWHU / · WDOO

&KDPSLRQ )DQDWLF

9 HD: 6,000 16 + 16 HD:

10 HD: 7,000 16,000

11 HD: 8,000 24 + 24 HD:

12 HD: 9,000 24,000

7KH WHPSHVW LV D OLYLQJ VWRUP ZKLFK DSSHDUV DV D GDUN VWRUP FORXG RI LV OLNH WKH UG OHYHO ZL]DUG VSHOO LQ RWKHU UHVSHFWV KDYLQJ D OHQJWK RI
IHHW VHWWLQJ ÀUH WR FRPEXVWLEOHV PHOWLQJ PHWDOV DQG VKDWWHULQJ EDUUL-
FRPSDUDWLYHO\ VPDOO VL]H +XPDQ RU EHVWLDO IHDWXUHV FDQ RIWHQ EH VHHQ
in the roiling vapors of the tempest. Silver veins extend across the crea- HUV $Q H[FHSWLRQDOO\ KXQJU\ RU SHUWXUEHG WHPSHVW PD\ XVH OLJKWQLQJ
to destroy an entire building to reach the creatures inside.
WXUH DQG FDUU\ WKH HOHFWULFDO LPSXOVHV WKDW PDLQWDLQ WKH VWRUP·V HQHUJ\
7HPSHVWV KDYH QR ODQJXDJH WKDW KXPDQV PD\ OHDUQ 7KH\ FDQ FRP- 7HPSHVWV FDQ DOVR XVH D FKLOOLQJ ZLQG WR DIIHFW RSSRQHQWV FDXVLQJ
damage as a chill touch spell, 1d4 points of damage and the loss of 1
municate with air and water elementals and their kin, and genies, point of Strength, unless the victim makes a successful saving throw vs.

WKURXJK VXEWOH ZLQG EXIIHWV DQG VSDWWHULQJV RI SUHFLSLWDWLRQ $ IHZ VSHOOV 7KLV DWWDFN WDNHV WKH SODFH RI HLWKHU DQ HOHFWULFDO DWWDFN RU DQRWKHU
wind attack.
SHUKDSV KDYH OHDUQHG WR VSHDN D IHZ ZRUGV RI &RPPRQ 7KHLU
voices are very soft and sibilant, with a hint of malice behind the words. $ WHPSHVW FDQ SURGXFH XS WR JDOORQV RI UDLQ SHU URXQG LI LW FRQ-
centrates and forgoes other attacks while raining. While precipitation
Combat: 7HPSHVWV DUH WHUULWRULDO DQG FRQVLGHU DQ\ YLRODWLRQ RI WKHLU is usually evenly distributed throughout its area, the tempest can con-

DLUVSDFH WR EH D GLUHFW FKDOOHQJH 7KH\ IHHG RQ PRLVWXUH IURP DQLPDOV FHQWUDWH WKH IDOO WR ÀOO D KROH ZDVK RXW D EULGJH RU RWKHUZLVH KDUP LWV
victims.
DQG RIWHQ KXQW LQ DQG DURXQG WKHLU WHUULWRULHV 7KH\ KDYH D QXPEHU
of innate abilities which they can use to make life miserable for other 7HPSHVWV DUH LPPXQH WR ZLQG JDV DQG ZDWHU DWWDFNV DQG WDNH RQO\

FUHDWXUHV 8QOHVV RWKHUZLVH VSHFLÀHG DOO VSHFLDO DELOLWLHV DUH XVHG DV LI KDOI GDPDJH IURP HOHFWULFDO RU FROG EDVHG DWWDFNV 7KH\ DUH LPPXQH WR
all weapons of less than +2 enchantment.
WKH WHPSHVW ZHUH D WK OHYHO ZL]DUG $ WHPSHVW FDQ PDNH WZR DWWDFNV
each round, one using its wind powers and one using its lightning Habitat/Society: 7KHUH LV PXFK VSHFXODWLRQ DERXW WKH RULJLQ RI WKHVH EH-
power. LQJV ZKR DUH DSSDUHQWO\ UHODWHG WR HOHPHQWDOV DQG WR JHQLH NLQG 7HP-

2QFH SHU URXQG D WHPSHVW FDQ XVH wind wall or gust of wind, or may SHVWV DUH FRPSRVHG RI DOO IRXU EDVLF HOHPHQWV ÀUH HDUWK DLU DQG ZDWHU

DWWDFN ZLWK D VWURQJ ZLQG EXIIHW IRU SRLQWV RI GDPDJH $OWHUQDWHO\ ÀUH LQ WKH IRUP RI OLJKWQLQJ HDUWK LQ WKHLU VLOYHU ´FLUFXODWRU\ V\VWHP µ DLU
it may create a small whirlwind, which is conical in shape, 10 feet in di-
LQ WKHLU ZLQGV DQG ZDWHU LQ WKH IRUP RI UDLQ 7KH\ PD\ EH VXPPRQHG
DPHWHU DW WKH ERWWRP DQG IHHW LQ GLDPHWHU DW WKH WRS 7KH ZKLUOZLQG accidentally when a spellcaster tries to summon an elemental, especially

FDQ EH XS WR IHHW KLJK DQG PXVW FRQQHFW WR WKH WHPSHVW·V PDLQ ERG\ RQH RI DLU RU ZDWHU $W WKH '0·V RSWLRQ ZKHQ D VXPPRQLQJ LV LQWHUIHUHG

7KH WHPSHVW WDNHV RQH IXOO URXQG WR FUHDWH WKH ZKLUOZLQG ZKLFK FDQ ZLWK WKH FDVWHU PD\ EH JLYHQ D FKDQFH WR VXPPRQ D WHPSHVW
cover an area of 100 square feet per round. Within that area, it auto- 7KHVH EHLQJV PD\ DOVR EH DWWUDFWHG E\ D weather summoning spell, with a
matically sweeps away and kills all creatures with less than 2 Hit Dice,
and causes 2d6 points of damage to all creatures which it fails to kill QRQ FXPXODWLYH FKDQFH RI DSSHDULQJ HDFK WLPH D VSHOO LV FDVW
outright.

7HPSHVWV PD\ DOVR XVH WKHLU SRZHUV RYHU WKH DLU WR SHQDOL]H PLVVLOH
DWWDFNV E\ ² RU WR EDWWHU GRZQ Á\LQJ FUHDWXUHV FDXVLQJ IDOOLQJ GDP-

DJH WR Á\LQJ FUHDWXUHV WKDW IDLO WR PDNH D VXFFHVVIXO VDYLQJ WKURZ YV

SDUDO\]DWLRQ
$ WHPSHVW FDQ DOVR FDVW D lightning bolt once per round, at one victim.

7KH lightning bolt causes one die of damage per Hit Die of the tempest.
$ YLFWLP RI D OLJKWQLQJ DWWDFN FDQ PDNH D VDYLQJ WKURZ YV VSHOOV LI VXF-
FHVVIXO WKH YLFWLP WDNHV RQO\ KDOI GDPDJH 7KH WHPSHVW·V lightning bolt

105


Elemental, Composite

6RPH VDJHV EHOLHYH WKHVH FUHDWXUHV DUH MDQQ WKDW KDYH EHHQ LQMXUHG UDGLXV DURXQG WKHP WKRVH FDXJKW LQ WKLV VWRUP VXIIHU SRLQW RI GDPDJH
in some way and cannot retain human form. Whatever their origin, SHU URXQG SHU VNULD[LW VR LI WKHUH DUH VNULD[LWV LQ D SDFN YLFWLPV WDNH
WKH\ GR EUHHG DQG UHSURGXFH DV VWRUPV 7KRXJK ´PDOHµ DQG ´IH- 12 points of damage per round).

PDOHµ GR QRW WUXO\ GHVFULEH WKH GLIIHUHQW W\SHV RI WHPSHVWV WKHUH Within this sandstorm, the skriaxit pack constantly dispels magic as
are two genders. When living storms of different genders meet, they D WK OHYHO ZL]DUG

KDYH D EULHI WHPSHVWXRXV DIIDLU FDXVLQJ D JUHDW FRQÁDJUDWLRQ WKDW (DFK VNULD[LW FDQ IRUP LWV ZLQGV LQWR UD]RU VKDUS ODVKHV LQÁLFWLQJ
may last more than a week. Hurricanes or tornadoes are produced ir- 2d10 points of damage on a successful strike.
regularly from the mass, to wreak havoc upon the surrounding area.
7KRXJK WKH\ ZHUH RULJLQDOO\ VXPPRQHG IURP WKH HOHPHQWDO SODQH RI
:KHQ WKH VWRUP ÀQDOO\ EUHDNV WKH WZR WHPSHVWV OHDYH WKH DUHD DQG $LU WKH\ KDYH PHUJHG ZLWK HDUWK DQG WKH 3ULPH 0DWHULDO SODQH LV QRZ
WKHLU KRPH 7KXV WKH\ FDQQRW EH VHQW WR DQ HOHPHQWDO SODQH E\ D KRO\
WKH UHVLGXH WKH\ OHDYH EHKLQG IRUPV G LQIDQW WHPSHVWV 7KHVH LQIDQW ZRUG RU VLPLODU PDJLF 1R NQRZQ PDJLF FDQ FRQWURO WKHP WKRXJK WKH\
storms, sometimes referred to as tantrums, often travel together until are susceptible to wards against air elementals.

WKH\ UHDFK PDWXULW\ RQH \HDU DIWHU ELUWK 7KH \RXQJ VWRUPV KDYH +LW (DFK VNULD[LW SDFN LV OHG E\ D *UHDW 6NULD[ WKH PRVW HYLO PHPEHU RI
Dice each, and can use only the gust of wind power, besides producing WKH SDFN 7KLV FUHDWXUH KDV +LW 'LFH DQG JDLQV D ERQXV WR DW-
rain. tack and damage rolls.

Most tempests quite naturally seem to have very stormy disposi- Habitat/Society: Skriaxits are highly intelligent, but extremely evil, el-
WLRQV 7KHLU KXQJHU IRU DQLPDO OLIH JRHV EH\RQG WKHLU QHHG IRU WKH PRLV- HPHQWDOV FRPELQDWLRQV RI WKH HOHPHQWV RI DLU DQG HDUWK 7KH\ KDWH DQG
ture contained in animal bodies. Some sages speculate that their physi- IHDU QRWKLQJ EXW VLPSO\ GHOLJKW LQ GHVWUXFWLRQ 7KH\ IHHG RQ WHUURU DQG
cal form, or possibly some event in their history, causes them to hate GHVWUXFWLRQ RQFH WKH\ KDYH FDXVHG HQRXJK FDWDVWURSKH WKH\ VOHHS IRU
1d3 centuries. While asleep, they cannot be affected in any way by any
DQLPDO OLIH ,W LV TXLWH SRVVLEOH WKDW WKH HOHFWULFDO LPSXOVHV SURGXFHG E\ EHLQJ 7KH\ UHDZDNHQ ZKHQ KXQJU\ 7KH\ YLHZ KXPDQV GHPLKXPDQV
animal brains cause pain to the tempest. and humanoids as playthings, with the same sadistic attitude as a hu-
PDQ FKLOG SOD\LQJ ZLWK D Á\ 7KH\ PD\ DPXVH WKHPVHOYHV E\ OLVWHQLQJ
7HPSHVWV PD\ EH UHODWHG WR VNULD[LWV WKH OLYLQJ VDQGVWRUPV RI VRPH to humans bargain with them, but humans have nothing of interest to
ZRUOGV· GHVHUWV 1R WHPSHVW KDV HYHU EHHQ NQRZQ WR HQFRXQWHU D VNUL- offer them.
axit, and their relationship and possible interactions are completely
unknown. Ecology: Skriaxits feed upon the emotions of terror and fear they gener-
ate in those they destroy and kill.
Ecology: 7HPSHVWV IHHG RQ WKH PRLVWXUH IRXQG LQ DQLPDO ERGLHV 7KRXJK
unable to cause harm to living creatures by draining their moisture, they Arctic Tempest
hover close to the ground after a battle to suck the water from dead 7KLV LV D YDULHW\ RI WHPSHVW IRXQG RQO\ LQ DUFWLF UHJLRQV DQG VRPH RI
opponents, as well as any water they may have precipitated during the the colder temperate lands. While they are similar to tempests in most
UHVSHFWV WKHLU VSHFLDO SRZHUV GLIIHU 7KH\ FDQQRW XVH WKH ZKLUOZLQG RU
EDWWOH 7KH\ DUH VRPHWLPHV IRXQG VFDYHQJLQJ DIWHU JUHDW EDWWOHV EHWZHHQ lightning bolt SRZHUV RI WKH VWDQGDUG WHPSHVW ,QVWHDG WKH\ FDQ HLWKHU
humans. By removing water from a corpse, they render it inviable to cause snow to fall or cast ice storm VSHOOV 7KH DUFWLF WHPSHVW XVXDOO\ XVHV
return to life via a raise dead spell, though resurrection and other spells a hail form of ice storm, EXW PD\ XVH VOHHW LQVWHDG ,W FDQ FDXVH YHU\ FROG
work normally. VQRZ WR IDOO LQÁLFWLQJ G SRLQWV RI FROG GDPDJH WR WKRVH EHQHDWK LW
Victims who make a successful saving throw vs. spells suffer only half
When a tempest is killed, a silver residue rains down from its form. damage from the attack.

,I FDUHIXOO\ JDWKHUHG WKLV UHVLGXH SURYLGHV D PDVV RI VLOYHU HTXLYDOHQW /LNH WKH VWDQGDUG WHPSHVW WKH DUFWLF YDULHW\ FDQ PDNH RQO\ WZR DW-
tacks per round, one using a wind power, such as gust of wind or wind
WR G VLOYHU SLHFHV 7KRXJK YDOXDEOH DV D SUHFLRXV PHWDO WKH VLOYHU FDQ wall, and one using a cold-based power, such as ice storm or cause snow.
also be used as a component in making a wand of lightning or casting a ,W PD\ DOVR VXEVWLWXWH DQ HOHFWULFDO DWWDFN IRU HLWKHU RI LWV QRUPDO DWWDFNV
weather-related spell. Bits of the silver are also useful for making other causing damage as a shocking grasp spell for 1d8 + 9 points of damage.
weather or elemental related magical items.
Black Cloud of Vengeance
*HQLHV DQG HOHPHQWDOV DUH HQHPLHV RI WHPSHVWV WKH\ RIWHQ DWWDFN 7KLV OLYLQJ VWRUP XVXDOO\ IRXQG LQ GHVHUWV FRPELQHV WKH HOHPHQWV RI
them, and tempests respond in like manner. However, some genies, ÀUH DQG DLU ,W XQOHDVKHV D ÀHU\ UDLQ ZKLFK FDXVHV G GDPDJH WR DOO
beneath it, though a successful saving throw vs. breath weapon halves
HVSHFLDOO\ GMLQQ DQG PDULGV NHHS WHPSHVWV DV SHWV WUDLQLQJ WKHP DV WKH GDPDJH ,W WKHQ IDQV WKH ÁDPHV DQG WKH\ ZLOO FRQWLQXH WR EXUQ DV
guards and to attack. long as there is fuel.

7HPSHVWV FDQ EH TXLWH GHYDVWDWLQJ WR D ORFDO HFRORJ\ LI DQQR\HG DQG

FDQ FDXVH JUHDW GDPDJH ZLWK ZLQG UDLQ DQG RWKHU DWWDFN IRUPV /LYLQJ
storms are never found inside buildings or underground.

Skriaxit
Skriaxits, also called blackstorms or living sandstorms, are the most
feared creatures in many deserts. Spirits of retribution summoned
millennia ago by ancient gods, blackstorms combine the elements of

HDUWK DQG DLU WR GDQJHURXV HIIHFW 7KH\ DUH IRUWXQDWHO\ RQO\ UDUHO\
DFWLYH 7KH\ VSHDN WKH WRQJXH RI DLU HOHPHQWDOV DQG WKHLU RZQ ODQ-
guage, a howling, shrieking tongue that frightens most humans who
hear it.

Much like very large versions of the dust devils FUHDWHG E\ WKH ZL]-

DUG·V VSHOO EODFNVWRUPV WDNH WKH VDQG DQG WKH GXVW RI WKH GHVHUW DQG
ZKLUO LW WR FUHDWH WKHLU IRRW WDOO FRQLFDO IRUPV $W UHVW D VNULD[LW DS-

SHDUV WR EH D ZLQG VFDWWHUHG SLOH RI EODFN GXVW $V D SDFN WKH\ FUHDWH

WKHLU JUHDWHVW WHUURU JHQHUDWLQJ KLJK ZLQGV DQG D ÀHUFH VDQGVWRUP WKDW

FDQ UHQGHU D KXPDQ ÁHVKOHVV LQ PLQXWHV

Combat: Skriaxits move by generating a large vortex of wind that pro-
SHOV WKHP DW KLJK VSHHGV ,I WKHUH DUH VNULD[LWV WRJHWKHU WKHLU VSHHG
LV VNULD[LWV KDYH D VSHHG RI LI WKHUH DUH RU PRUH VNULD[LWV
WKHLU VSHHG LV 7KH VNULD[LW YRUWH[ FUHDWHV D VDQGVWRUP LQ D \DUG

106


Elephant

CLIMATE/TERRAIN: Elephant (African) Mammoth Mastodon Oliphant
Subtropical to tropical Subarctic plains Subarctic plains 7HPSHUDWH WR VXEDUFWLF
FREQUENCY: plains and tundra
ORGANIZATION: MXQJOH DQG SODLQV 9HU\ UDUH &RPPRQ 9HU\ UDUH &RPPRQ Rare
ACTIVITY CYCLE: Common Herd Herd Herd
Herd Day $Q\ Day
DIET: Dawn, dusk, early morning,
INTELLIGENCE: and early evening Herbivore Herbivore Herbivore
TREASURE: Herbivore 6HPL 6HPL /RZ
ALIGNMENT: 1LO 1LO 1LO
6HPL 1HXWUDO 1HXWUDO 1HXWUDO

1LO

1HXWUDO

NO. APPEARING: 1-12 1-12 1-12 1-8
ARMOR CLASS: 6 5 6 4
MOVEMENT: 15 12 15 15
HIT DICE: 11 13 12
THAC0: 9 7 9
8 + 4 HD: 11
NO. OF ATTACKS: 5 5 5 10 + 5 HD: 9
DAMAGE/ATTACK: 2-16/2-16/2-12/2-12/2-12 3-18/3-18/2-16/2-12/2-12 2-16/2-16/2-12/2-12/2-12 4
SPECIAL ATTACKS: 1LO 1LO 1LO 3-12/3-12/3-12/3-12
SPECIAL DEFENSES: 1LO 1LO 1LO
MAGIC RESISTANCE: 1LO 1LO 1LO 1LO
SIZE: / · WDOO / WR + · WR · WDOO / · WDOO
MORALE: 8QVWHDG\ 8QVWHDG\ 8QVWHDG\ 1LO

XP VALUE: 4,000 6,000 5,000 1LO

/ · WR · WDOO

8QVWHDG\

$YHUDJH
8 + 4 HD: 2,000
10 + 5 HD: 4,000

(OHSKDQWV KDYH WKLFN EDJJ\ KLGHV FRYHUHG ZLWK VSDUVH DQG YHU\ FRDUVH Mastodons: /LNH WKH PDPPRWK WKH PDVWRGRQ LV DQ DQFHVWRU RI WKH HO-
WXIWV RI JUD\ KDLU 7KH HOHSKDQW·V PRVW UHQRZQHG IHDWXUH LV LWV WUXQN ephant that was common in the Pleistocene era, when they roamed from
which it uses as a grasping limb. VXEDUFWLF WR WURSLFDO SODLQV 7KH\ DUH ODUJHU WKDQ WKH PRGHUQ HOHSKDQW
KDLULHU DQG VRPHZKDW JUHDWHU LQ OHQJWK (QFRXQWHUHG RXWVLGH RI D 3OHLV-
Combat: $Q HOHSKDQW FDQ PDNH XS WR ÀYH DWWDFNV DW RQH WLPH LQ D EDWWOH tocene campaign, mastodons are rare, and found only in subarctic plains.
,W FDQ GR VWDEELQJ GDPDJH RI SRLQWV G ZLWK HDFK RI LWV WZR WXVNV
FRQVWULFWLQJ GDPDJH RI SRLQWV ZLWK LWV WUXQN DQG SRLQWV RI Oliphants: 7KH ROLSKDQW LV D PRGHUQ GD\ PDVWRGRQ ZLWK VKDJJ\ KDLU
WUDPSOLQJ GDPDJH ZLWK HDFK RI LWV IURQW IHHW 1R VLQJOH RSSRQHQW FDQ EH DQG WXVNV WKDW FXUYH GRZQ 7KH ROLSKDQW·V WUXQN LV WRR VKRUW WR EH XVHG
VXEMHFW WR PRUH WKDQ WZR RI WKHVH DWWDFNV DW DQ\ RQH WLPH +RZHYHU WKH LQ FRPEDW 7KLV OLPLWV WKH QXPEHU RI PDQ VL]HG RSSRQHQWV DQ ROLSKDQW
HOHSKDQW FDQ EDWWOH XS WR VL[ PDQ VL]HG RSSRQHQWV DW RQH WLPH FDQ DWWDFN DW RQH WLPH WR IRXU 2OLSKDQWV DUH PRUH LQWHOOLJHQW WKDQ HO-
HSKDQWV DQG GR QRW VKDUH WKHLU FRXVLQV· XQUHDVRQLQJ IHDU RI ÀUH 7KH\
&UHDWXUHV ODUJHU WKDQ RJUH VL]HG DUH QRW VXEMHFW WR WKH HOHSKDQW·V are also very aggressive, and when properly trained and fed, oliphants
WUXQN DWWDFN $OVR DQ HOHSKDQW ZLOO QHYHU DWWHPSW WR JUDVS DQ\WKLQJ JURZ WR JUHDWHU EXON +LW 'LFH WKDQ WKHLU ZLOG FRXQWHUSDUWV
WKDW PLJKW KDUP LWV WUXQN³OLNH DQ REMHFW FRYHUHG ZLWK VKDUS VSLNHV 7KHVH WUDLQHG ROLSKDQWV DUH H[FHOOHQW IRU FRPEDW GXW\ DQG KDYH D PRUDOH
(OHSKDQWV JUHDWO\ IHDU ÀUH RI $Q ROLSKDQW·V WXVNV DUH ZRUWK WR JROG SLHFHV HDFK RU DERXW
JS SHU SRXQG EXW DUH VPDOOHU WKDQ DQ HOHSKDQW·V
Habitat/Society: (OHSKDQWV DUH SHDFHIXO KHUELYRUHV WKDW WUDYHO LQ D KHUG
7KH KHUG LV PDGH XS RI ERWK PDOH DQG IHPDOH HOHSKDQWV DV ZHOO DV WKHLU
\RXQJ ,I D KHUG RI RU PRUH HOHSKDQWV LV HQFRXQWHUHG WKHUH ZLOO EH
\RXQJ IURP WR PDWXUH ZLWK WKH JURXS ,Q WKH KHUG D FOHDU
hierarchy exists, with the older males in a clear position of dominance.

2FFDVLRQDOO\ DQ ROGHU PDOH HOHSKDQW ZLOO EH EHDWHQ E\ D ULYDO LQ WKH
KHUG 7KH GHIHDWHG HOHSKDQW PXVW WKHQ OHDYH WKH JURXS DW ZKLFK SRLQW LW
EHFRPHV D YLROHQW ´URJXH µ 5RJXH HOHSKDQWV HQFRXQWHUHG DORQH DUH
likely to attack, and will have no fewer than 6 hit points per hit die.

Ecology: (OHSKDQWV DUH FRPPRQO\ FDSWXUHG ZKHQ \RXQJ DQG WUDLQHG

7KH\ PDNH JRRG EHDVWV RI EXUGHQ EXW DUH RIWHQ XVHG LQ ZDUIDUH DV
mounts and living battering rams, as well.

(OHSKDQW WXVNV DUH ZRUWK WR KXQGUHG JROG SLHFHV HDFK RU
DERXW JS SHU SRXQG ,Q DUHDV KHDYLO\ SRSXODWHG E\ HOHSKDQWV D VXE-
stantial trade in this ivory will be common.

Mammoths: 7KLV DQFHVWRU RI WKH HOHSKDQW ZDV FRPPRQ GXULQJ WKH
Pleistocene era. Mammoths are covered with thicker, woolier hair than
the modern elephant, and they are considerably larger. Mammoths are
much more aggressive than elephants and will attack with less provoca-

WLRQ %HFDXVH WKH\ DUH KHDYLHU D PDPPRWK·V WXVNV DUH ZRUWK PRUH

WKDQ DQ HOHSKDQW·V 0DPPRWKV DUH UDUH ZKHQ HQFRXQWHUHG RXWVLGH RI D
Pleistocene campaign, and will only be found in subarctic plains.

107


Elf

CLIMATE/TERRAIN: 7HPSHUDWH WR VXEWURSLFDO IRUHVW
FREQUENCY:
ORGANIZATION: 8QFRPPRQ
ACTIVITY CYCLE: Bands
INTELLIGENCE:
DIET: $Q\
TREASURE:
ALIGNMENT: +LJK WR 6XSUD

2PQLYRUH

1 * 6 7 LQ ODLU
Chaotic good

NO. APPEARING: 20-200
ARMOR CLASS:
HIT DICE:
THAC0: 1+1
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS: 1
SPECIAL DEFENSES: 1-10
MAGIC RESISTANCE: +1 to hit with bow or sword
See below
SIZE:
MORALE: UHVLVWDQFH WR VOHHS DQG DOO
XP VALUE: charm-related spells

0 · WDOO

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420

7KRXJK WKHLU OLYHV VSDQ VHYHUDO KXPDQ JHQHUDWLRQV HOYHV DSSHDU DW ÀUVW (OYHV OLYH LQ WKH ZLOG VR ZHDSRQV DUH XVHG IRU HYHU\WKLQJ IURP GHDO-
glance to be frail when compared to man. However, elves have a num- ing with the hostile creatures around their camps, to such mundane
ber of special talents that more than make up for their slightly weaker
constitutions. WDVNV DV KXQWLQJ IRU GLQQHU 7KH HOYHV· ULJRURXV WUDLQLQJ ZLWK ERZV DQG
swords, in addition to their great dexterity, gives them a natural bonus
High elves, the most common type of elf, are somewhat shorter
than men, never growing much over 5 feet tall. Male elves usually RI WR KLW ZKHQ ÀJKWLQJ ZLWK D VKRUW RU ORQJ VZRUG RU ZKHQ XVLQJ D
weigh between 90 and 120 pounds, and females weigh between 70
and 100 pounds. Most high elves are dark-haired, and their eyes are ERZ RI DQ\ NLQG RWKHU WKDQ D FURVVERZ (OYHV DUH HVSHFLDOO\ SURÀFLHQW

D EHDXWLIXO GHHS VKDGH RI JUHHQ 7KH\ SRVVHV LQIUDYLVLRQ XS WR LQ WKH XVH RI WKH ERZ %HFDXVH RI WKHLU DJLOLW\ HOYHV FDQ PRYH ÀUH D
ERZ DQG PRYH DJDLQ DOO LQ WKH VDPH URXQG 7KHLU DUFKHUV DUH H[WUHPH-
IHHW 7KH IHDWXUHV RI DQ HOI DUH GHOLFDWH DQG ÀQHO\ FKLVHOHG ly mobile, and therefore dangerous.

(OYHV KDYH YHU\ SDOH FRPSOH[LRQV ZKLFK LV RGG EHFDXVH WKH\ VSHQG Because of limitations of horses in forest combat, elves do not usu-

D JUHDW GHDO RI WLPH RXWGRRUV 7KH\ WHQG WR EH VOLP DOPRVW IUDJLOH 7KHLU DOO\ ULGH (OYHV SUHIHU WR ÀJKW DV IRRW VROGLHUV DQG DUH JHQHUDOO\ DUPHG
pale complexion and slight builds are the result of a constitution that is as such. Most elves wear scale, ring, or chain mail, and almost all high

ZHDNHU WKDQ PDQ·V (OYHV WKHUHIRUH DOZD\V VXEWUDFW SRLQW IURP WKHLU HOYHV FDUU\ VKLHOGV $OWKRXJK HOYHV KDYH QDWXUDO ERQXVHV ZKHQ WKH\ XVH

LQLWLDO &RQVWLWXWLRQ VFRUH 7KRXJK WKH\ DUH QRW DV VWXUG\ DV KXPDQV ERZV DQG VZRUGV WKHLU EDQGV FDUU\ D YDULHW\ RI ZHDSRQV 7KH ZHDSRQV
elves are much more agile, and always add 1 point to their initial Dex-
WHULW\ VFRUHV (OYHQ FORWKLQJ WHQGV WR EH FRORUIXO EXW QRW JDULVK 7KH\ RI- FRPSRVLWLRQ RI D EDQG RI HOYHV LV VSHDU VZRUG VZRUG DQG
ten wear pastel colors, especially blues and greens. Because they dwell
in forests, however, high elves often wear greenish grey cloaks to afford VSHDU VZRUG DQG ERZ ERZ WZR KDQGHG VZRUG

WKHP TXLFN FDPRXÁDJH (OYHQ ÀJKWHUV DQG PXOWL FODVV ÀJKWHUV KDYH D FKDQFH SHU OHYHO
(OYHV KDYH OHDUQHG WKDW LW LV YHU\ LPSRUWDQW WR XQGHUVWDQG WKH FUHD-
WR SRVVHVV D PDJLFDO LWHP RI XVH WR KLV RU KHU FODVV 7KLV SHUFHQWDJH LV
tures, both good and evil, that share their forest home. Because of
this, elves may speak the tongues of goblins, orcs, hobgoblins, gnolls, FXPXODWLYH DQG FDQ EH DSSOLHG WR HDFK PDMRU W\SH RI PDJLFDO LWHP WKDW
JQRPHV DQG KDOÁLQJV LQ DGGLWLRQ WR FRPPRQ DQG WKHLU RZQ KLJKO\ GH-
FKDUDFWHU ZRXOG XVH³IRU HDFK FODVV LQ WKH FDVH RI PXOWL FODVV FKDUDFWHUV
YHORSHG ODQJXDJH 7KH\ ZLOO DOZD\V VKRZ DQ LQWHUHVW LQ DQ\WKLQJ WKDW
will allow them to communicate with, and learn from, their neighbors. )RU H[DPSOH D ÀJKWHU SULHVW RI OHYHO RU ZRXOG KDYH D FKDQFH

Combat: (OYHV DUH FDXWLRXV ÀJKWHUV DQG DOZD\V XVH WKHLU VWUHQJWKV WR WR KDYH D PDJLFDO LWHP XVHIXO WR ÀJKWHUV DQG D FKDQFH RI KDYLQJ DQ

DGYDQWDJH LI SRVVLEOH 2QH RI WKHLU JUHDWHVW VWUHQJWKV LV WKH DELOLW\ WR SDVV LWHP XVHIXO WR SULHVWV ,Q DGGLWLRQ LI DERYH WK OHYHO HOYHQ PDJHV JDLQ
through natural surroundings, woods, or forests, silently and almost in- the same percentage chance to gain items, but gain 2-5 magical items
visibly. By moving quietly and blending into vegetation for cover, elves useful to them if a successful roll is made.
ZLOO RIWHQ VXUSULVH D SHUVRQ RU SDUW\ RSSRQHQWV KDYH D VXUSULVH PRGL-
)RU HYHU\ HOYHV LQ D JURXS WKHUH ZLOO EH RQH QG RU UG OHYHO
ÀHU RI $V ORQJ DV WKH\ DUH QRW DWWDFNLQJ WKH HOYHV KLGLQJ LQ WKH IRUHVW ÀJKWHU FKDQFH RI HLWKHU )RU HYHU\ SDUW\ RI HOYHV DQG LQ DG-
can only be spotted by someone or something with the ability to see
GLWLRQ WR WKH KLJKHU OHYHO ÀJKWHU WKHUH ZLOO EH D VW RU QG OHYHO PDJH
LQYLVLEOH REMHFWV 7KH PLOLWDU\ YDOXH RI WKLV VNLOO LV LPPHQVH DQG HOYHQ DJDLQ FKDQFH RI HLWKHU ,I RU PRUH elves are encountered, the
armies will always send scouts to spy on the enemy, since such spies are IROORZLQJ DGGLWLRQDO FKDUDFWHUV ZLOO EH SUHVHQW WZR WK OHYHO ÀJKW-
rarely caught-or even seen.
HUV RQH WK OHYHO PDJH DQG D WK OHYHO ÀJKWHU WK OHYHO PDJH WK
$OWKRXJK WKHLU FRQVWLWXWLRQV DUH ZHDN HOYHV SRVVHV DQ H[WUHPHO\
OHYHO WKLHI )LQDOO\ LI RYHU HOYHV DUH HQFRXQWHUHG WKHUH ZLOO EH
VWURQJ ZLOO VXFK VWURQJ ZLOOV LQ IDFW WKDW WKH\ KDYH D LPPXQLW\ WR
all charm and sleep VSHOOV $QG HYHQ LI WKHLU QDWXUDO UHVLVWDQFH WR WKHVH WZR SRZHUIXO OHDGHUV WK OHYHO ÀJKWHU WK OHYHO PDJH WK OHYHO
spells fails, they get a normal saving throw-making it unlikely an elf
will fall victim to these spells very often.

108


Elf

WKLHI ZLWK WZR UHWDLQHUV HDFK D WK OHYHO ÀJKWHU WK OHYHO PDJH DQG Grey Elves (Faerie)
Grey elves have either silver hair and amber eyes, or pale golden
D UG OHYHO ÀJKWHU UG OHYHO PDJH UG OHYHO WKLHI $OO RI WKHVH DUH LQ KDLU DQG YLROHW H\HV WKH YLROHW H\HG RQHV DUH NQRZQ DV IDHULH HOYHV
addition to the total number of elves in the band.
7KH\ IDYRU EULJKW JDUPHQWV RI ZKLWH JROG VLOYHU RU \HOORZ DQG
(OYHQ ZRPHQ DUH WKH HTXDO RI WKHLU PDOH FRXQWHUSDUWV LQ DOO DV- wear cloaks of deep blue or purple. Grey elves are the rarest of
elves, and they have little to do with the world outside their forests.
SHFWV RI ZDUIDUH ,Q IDFW VRPH EDQGV RI HOYHV ZLOO FRQWDLQ XQLWV RI 7KH\ YDOXH LQWHOOLJHQFH YHU\ KLJKO\ DQG XQOLNH RWKHU HOYHV GHYRWH

IHPDOH ÀJKWHUV ZKR ZLOO EH PRXQWHG RQ XQLFRUQV 7KLV RFFXUV UDUHO\ PXFK WLPH WR VWXG\ DQG FRQWHPSODWLRQ 7KHLU WUHDWLVHV RQ QDWXUH DUH
astounding.
FKDQFH DQG RQO\ HOI PDLGHQV ZLOO EH HQFRXQWHUHG LQ VXFK
a unit. However, the legends of the destruction wrought by these Grey elves value their independence from what they see as the cor-
elven women are rampant among the enemies of the elves. UXSWLQJ LQÁXHQFH RI WKH RXWVLGH ZRUOG DQG ZLOO ÀJKW ÀHUFHO\ WR PDLQ-
WDLQ WKHLU LVRODWLRQ $OO JUH\ HOYHV FDUU\ VZRUGV DQG PRVW ZHDU FKDLQ
Habitat/Society: (OYHV YDOXH WKHLU LQGLYLGXDO IUHHGRP KLJKO\ DQG WKHLU
PDLO DQG FDUU\ VKLHOGV )RU PRXQWV JUH\ HOYHV ZLOO ULGH KLSSRJULIIV
VRFLDO VWUXFWXUH LV EDVHG RQ LQGHSHQGHQW EDQGV 7KHVH VPDOO JURXSV
XVXDOO\ FRQVLVWLQJ RI QR PRUH WKDQ UHFRJQL]H WKH DXWKRULW\ RI D UR\- RU JULIIRQV 7KRVH WKDW ULGH JULIIRQV ZLOO KDYH JULIIRQV
al overlord, who in turn owes allegiance to a king or queen. However, for guards in their camps, instead of giant eagles.
the laws and restraints set upon elven society are very few compared to
human society and practically negligible when compared to dwarven Wood Elves
society. $OVR FDOOHG sylvan elves, wood elves are the wild branch of the elf family.
7KH\ DUH VOLJKWO\ GDUNHU LQ FRPSOH[LRQ WKDQ KLJK HOYHV WKHLU KDLU UDQJHV
(OYHQ FDPSV DUH DOZD\V ZHOO KLGGHQ DQG SURWHFWHG ,Q DGGLWLRQ WR in color from yellow to coppery-red, and their eyes are light brown, light
the large number of observation posts and personnel traps set around JUHHQ RU KD]HO 7KH\ ZHDU FORWKHV RI GDUN EURZQV DQG JUHHQV WDQV DQG
a camp, high elves typically set 2-12 giant eagles as guardians of their russets, to blend in with their surroundings. Wood elves are very inde-
SHQGHQW DQG YDOXH VWUHQJWK RYHU LQWHOOLJHQFH 7KH\ ZLOO DYRLG FRQWDFW
HQFDPSPHQWV RI WKH WLPH )RU HYHU\ HOYHV HQFRXQWHUHG LQ D
camp, there will be the following high level elves, as well as the lead- ZLWK VWUDQJHUV RI WKH WLPH

HUV QRWHG DERYH D WK OHYHO ÀJKWHU D WK OHYHO FOHULF DQG D QG OHYHO ,Q EDWWOH ZRRG HOYHV ZHDU VWXGGHG OHDWKHU RU ULQJ PDLO DQG RI

ÀJKWHU QG OHYHO PDJH QG OHYHO WKLHI $ WK OHYHO ÀJKWHU WK OHYHO WKHLU EDQG ZLOO EH HTXLSSHG ZLWK ERZV 2QO\ RI ZRRG HOYHV FDUU\

PDJH D WK OHYHO ÀJKWHU D WK OHYHO ÀJKWHU DQG D WK OHYHO FOHULF ZLOO VZRUGV DQG RQO\ XVH VSHDUV :RRG HOYHV SUHIHU WR DPEXVK WKHLU
enemies, using their ability to hide in the forest until their foes are close
DOVR EH SUHVHQW )HPDOHV IRXQG LQ D FDPS ZLOO HTXDO FKLOGUHQ DW KDQG ,Q PRVW FDVHV ZRRG HOI FDPSV DUH JXDUGHG E\ JLDQW
of the males encountered.
RZOV RU E\ JLDQW O\Q[ 7KHVH HOYHV VSHDN RQO\ HOI DQG WKH
Because elves live for several hundred years, their view of the languages of some forest animals, and the treant. Wood elves are more
inclined toward neutrality than good, and are not above killing people
ZRUOG LV UDGLFDOO\ GLIIHUHQW IURP PRVW RWKHU VHQWLHQW EHLQJV (OYHV GR who stumble across their camps, in order to keep their locations secret.
not place much importance on short-term gains nor do they hurry to
ÀQLVK SURMHFWV +XPDQV VHH WKLV DWWLWXGH DV IULYRORXV WKH HOYHV VLP- Half-Elves
Half-elves are of human stock, and have features of both the elf and hu-
SO\ ÀQG LW KDUG WR XQGHUVWDQG ZK\ HYHU\RQH HOVH LV DOZD\V LQ VXFK PDQ SDUHQWV 7KH\ DUH VOLJKWO\ WDOOHU WKDQ FRPPRQ HOYHV JURZLQJ DV WDOO
a rush.
DV ô IHHW DQG ZHLJKLQJ XS WR SRXQGV 7KRXJK WKH\ GR QRW JDLQ WKH
(OYHV SUHIHU WR VXUURXQG WKHPVHOYHV ZLWK WKLQJV WKDW ZLOO EULQJ WKHP natural sword or bow bonuses from their elven relatives, they do have
MR\ RYHU ORQJ SHULRGV RI WLPH³WKLQJV OLNH PXVLF DQG QDWXUH 7KH FRP- normal elven infravision.

SDQ\ RI WKHLU RZQ NLQG LV DOVR YHU\ LPSRUWDQW WR HOYHV VLQFH WKH\ ÀQG LW $ KDOI HOI FDQ WUDYHO IUHHO\ EHWZHHQ PRVW HOYHQ DQG KXPDQ VHWWOH-
hard to share their experiences or their perspectives on the world with PHQWV WKRXJK RFFDVLRQDOO\ SUHMXGLFH ZLOO EH D SUREOHP 7KH KDOI HOI·V
life span is their biggest source of grief, however. Since a half-elf lives
RWKHU UDFHV 7KLV LV RQH RI WKH PDLQ UHDVRQV HOYHQ IDPLOLHV DUH VR FORVH more than 125 years, he or she will outlive any human friends or
However, as friendship, too is something to be valued, even friends of relatives, but grow old too quickly to be a real part of elven society.
other races remain friends forever. Many half-elves deal with this by traveling frequently between the
WZR VRFLHWLHV HQMR\LQJ OLIH DV LW FRPHV WKH EHVW RI ERWK ZRUOGV +DOI
7KRXJK WKH\ DUH LPPXQH WR D IHZ VSHFLÀF VSHOOV HOYHV DUH FDSWL-
HOYHV PD\ VSHDN FRPPRQ HOI JQRPH KDOÁLQJ JREOLQ KREJREOLQ
YDWHG E\ PDJLF 1RW VSHFLÀF VSHOOV RI FRXUVH EXW WKH YHU\ FRQFHSW RI orc, and gnoll.
magic. Cooperation is far more likely to be had from an elf by offering

DQ REVFXUH HYHQ ZRUWKOHVV EXW LQWHUHVWLQJ PDJLFDO LWHP WKDQ LW LV

ZLWK WZR VDFNV RI JROG 8OWLPDWHO\ WKHLU UDGLFDOO\ GLIIHUHQW SHUVSHFWLYH

VHSDUDWHV WKH HOYHV IURP WKH UHVW RI WKHLU ZRUOG (OYHV ÀQG GZDUYHV WRR
dour and their adherence to strict codes of law unpleasant. However,

HOYHV GR UHFRJQL]H GZDUYHQ FUDIWVPDQVKLS DV VRPHWKLQJ WR EH SUDLVHG

(OYHV WKLQN D ELW PRUH KLJKO\ RI KXPDQV WKRXJK WKH\ VHH PDQ·V UDFH

DIWHU ZHDOWK DQG ÁHHWLQJ SRZHU DV VDG ,Q WKH HQG DIWHU D IHZ KXQGUHG
years, all elves leave the world they share with dwarves and men, and

MRXUQH\ WR D P\VWHULRXV ODQG ZKHUH WKH\ OLYH IUHHO\ IRU WKH UHVW RI WKHLU
extremely long lives.

Ecology: (OYHV SURGXFH ÀQH FORWKHV EHDXWLIXO PXVLF DQG EULOOLDQW SR-
HWU\ ,W LV IRU WKHVH WKLQJV WKDW RWKHU FXOWXUHV NQRZ WKH IRON RI WKH IRU-

HVW EHVW ,Q WKHLU ZRUOG ZLWKLQ WKH IRUHVW KRZHYHU HOYHV KROG LQ FKHFN
the dark forces of evil, and the creatures that would plunder the forest

DQG WKHQ PRYH RQ WR SOXQGHU DQRWKHU )RU WKLV UHDVRQ DORQH HOYHV DUH
irreplaceable.

109


Elf, Aquatic

CLIMATE/TERRAIN: 7HPSHUDWH 6KDOORZ VDOW ZDWHU
FREQUENCY: Very rare
ORGANIZATION: Bands
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE:
TREASURE: 2PQLYRUH
ALIGNMENT:
+LJK WR JHQLXV

. 4 , 2 ; < LQ ODLU
Chaotic good

NO. APPEARING: 20-120
ARMOR CLASS:
MOVEMENT:
HIT DICE: 9, Sw 15
THAC0: 1+1
NO. OF ATTACKS: 19
DAMAGE/ATTACK: 1 or 2
SPECIAL ATTACKS:
SPECIAL DEFENSES: ZHDSRQ
MAGIC RESISTANCE: +1 with spears and tridents
SIZE: See below
MORALE: WR sleep and charm spells
XP VALUE:
0 · WDOO

(OLWH
420

Beneath the crashing waves of wild coastlines lives the sea-elf, aquatic /LNH WKHLU VXUIDFH FRXQWHUSDUWV DTXDWLF HOYHV GHPRQVWUDWH VWURQJ UH-
cousin of the woodland elves in conduct and outlook. sistance to sleep and charm VSHOOV $TXDWLF HOYHV DOVR KDYH D LPPX-
nity against charm person VSHOOV $QG HYHQ LI WKHLU QDWXUDO UHVLVWDQFH WR
$TXDWLF HOYHV OLYH IRU PDQ\ FHQWXULHV DQG WKHLU H\HV RIWHQ VKRZ WKH sleep and charm spells fails, aquatic elves still get a normal saving throw.

HIIHFWV RI VXFK JUHDW DJH 2WKHUZLVH VHD HOYHV VKRZ OLWWOH HYLGHQFH RI ,Q FRPEDW OHDGHUVKLS LV GLYLGHG DFFRUGLQJ WR WKH VL]H RI WKH ZDU SDU-

DJLQJ 7KH\ KDYH JLOO VOLWV RQ HLWKHU VLGH RI WKHLU WKURDWV DQG JUHHQLVK W\ )RU HYHU\ HOYHV LQ D EDQG WKHUH LV DQ DGGLWLRQDO UG OHYHO ÀJKWHU

VLOYHU VNLQ 7KHLU KDLU LV XVXDOO\ VWULQJ\ DQG HPHUDOG JUHHQ WR GHHS EOXH )RU HYHU\ HOYHV WKHUH LV DQ DGGLWLRQDO WK OHYHO ÀJKWHU ,Q D IRUFH
in color. Males usually wear their hair short, but females allow their
QXPEHULQJ RYHU WKHUH ZLOO EH DQ WK OHYHO ÀJKWHU DQG WZR WK
KDLU WR UHDFK DV PXFK DV IHHW LQ OHQJWK 8QOLNH PHUPHQ DTXDWLF HOYHV
have legs and usually wear clothes woven from underwater plants and OHYHO OLHXWHQDQWV LQ DGGLWLRQ WR WKH UG DQG WK OHYHO ÀJKWHUV DERYH

UHHGV 7KHLU GUHVV LV TXLWH LQWULFDWH PRVW RIWHQ RI JUHHQV EODFNV DQG $ FRPEDW XQLW RI PRUH WKDQ HOYHV DUH DFFRPSDQLHG E\ D WK OHYHO
browns woven in subtle, swirling designs. Sea elves speak elvish, sa-
huagin, and an oddly accented common. ÀJKWHU DQG D WK OHYHO WKLHI LQ DGGLWLRQ WR WKHLU RULJLQDO QXPEHUV
Sea elves befriend dolphins and employ them as companions and
Combat: 6HD HOYHV DUH D SHDFHIXO FXOWXUH ,W LV D UDUH VLJKW WR VHH DQ
aquatic elf launch an attack, and rarer still for an entire band to prepare FRPUDGHV LQ DUPV ,Q DQ\ SDUW\ RI DW OHDVW VHD HOYHV WKHUH·V D
for war. Sea elves will leave their homes to go to battle only when the
entire community is in danger, or against great enemies. When forced FKDQFH IRU WKHP WR EH DFFRPSDQLHG E\ G GROSKLQV 7KH GROSKLQV
are companions, however, they are neither pets nor cannon fodder.
WR ZDU WKH\ LPSUHVV DOO RSSRQHQWV ZLWK WKHLU ÀHUFH EUDYHU\ DQG VNLOO
:KHQ GDQJHU WKUHDWHQV GROSKLQV MRLQ WKH FRPEDW DV ZLOOLQJ DOOLHV
,I JLYHQ WKHLU FKRLFH RI EDWWOHÀHOG DTXDWLF HOYHV ZRXOG SUHIHU WR ÀJKW Battle tactics of the sea elves differ from one band to another, but
in a bed of seaweed, or on the reefs, where their natural coloration and
common strategies include the following:
VWHDOWK VNLOOV FDQ JLYH WKHP WKH FKDQFH WR KLGH IURP WKHLU HQHPLHV 7KH\ $ FKDUJH IURP GLUHFWO\ EHQHDWK DQ RSSRQHQW 7KLV LV SDUWLFXODUO\ HI-
can become as invisible in seaweed as their woodland cousins can in
fective against unwanted visitors from the surface, who are unaccus-
WKH IRUHVWV LPSRVLQJ D ² SHQDOW\ WR WKHLU RSSRQHQW·V VXUSULVH UROO 6HD
WRPHG WR EHLQJ DWWDFNHG IURP EHORZ ,I WKH HOI ODXQFKHG WKLV DWWDFN IURP
HOYHV HQMR\ WKH DELOLW\ WR PRYH XQKLQGHUHG WKURXJK VHDZHHG JLYLQJ a bed of seaweed, he might well escape back to cover before his oppo-
them tremendous advantages in maneuverability. While they lack the nents could react.

LQIUDYLVLRQ RI WKHLU ODQG EDVHG FRXVLQV WKH\ FDQ VHH FOHDUO\ DW DPD]LQJ $ EHDFKLQJ XVXDOO\ E\ PRUH WKDQ RQH HOI 6HD HOYHV FDQ VXUYLYH RQ
land for a few minutes at a time, though in a state of growing discom-
GLVWDQFHV $Q DTXDWLF HOI FDQ FRXQW WKH WURRSV RI DQ HQHP\ DW GLVWDQFHV fort. Many of their opponents, like sharks, cannot. Several elves may
of up to 1 mile. attempt to wrestle an opponent to the beach, taking it well away from
the ocean.
7KHLU SUHIHUUHG ZHDSRQV DUH WKH WULGHQW DQG WKH VSHDU 7KHVH DUH
7UDSV %HGV RI VHDZHHG DQG FRUDO UHHIV DUH H[FHOOHQW VWDJLQJ DUHDV
XVHG IRU KXQWLQJ DV ZHOO DV IRU FRPEDW 7KH WULGHQW DQG VSHDU DUH for all manner of spring-loaded booby-traps, nets, and perhaps magical
wielded so well by sea elves that they receive a +1 bonus to their entrapments designed and built by surface elves in return for favors.
Predators have often decided to turn toward easier prey after encoun-
DWWDFN UROO ZKHQ XVLQJ WKHP 7KH\ ZLOO DOVR XVH FRPEDW QHWV DJDLQVW
WHULQJ D VHD HOI EDQG·V GHIHQVHV
WKHLU HQHPLHV 7KHVH RII KDQG ZHDSRQV ZLOO ELQG DQ RSSRQHQW LI WKH

ZLHOGHU UROOV D VXFFHVVIXO DWWDFN DJDLQVW $& %HFDXVH RI WKHLU JUHDW
Dexterity, aquatic elves do not suffer a penalty to the attack roll for

WKH QHWV +DOI WKH WLPH RQO\ D YLFWLP·V ZHDSRQ LQFOXGLQJ QDWXUDO

ZHDSRQV OLNH D VKDUN·V WHHWK ZLOO EH HQWDQJOHG LQ WKH QHW 7KH UHVW RI

WKH WLPH WKH YLFWLP LV WUDSSHG $ QHWWHG YLFWLP PXVW HLWKHU EUHDN WKH

QHW D EHQG EDUV UROO RU GLVHQWDQJOH KLPVHOI D 'H[WHULW\ FKHFN DW D ²
penalty) to get free. Magical gestures are impossible in a net.

2Q VRPH ZRUOGV VHD HOYHV DUH XQDEOH WR FDVW VSHOOV 7KH UHDVRQV
for this are unknown, but there is a legend among these non-magical
sea elves that the drow stole this ability from them, long ages ago.

110


Elf, Aquatic

Habitat/Society: Small communities of 3d100 + 100 normal inhabit- 7KH VHD HOYHV KDYH OHJHQGV WKDW VSHDN RI IDU DZD\ XQGHUVHD HOYHV

DQWV DUH WKH UXOH RI DTXDWLF HOYHQ OLIHVW\OH 7KHVH FRPPXQLWLHV DUH RIWHQ ZKR KDYH OHDUQHG WR VKDSHFKDQJH LQWR VHD RWWHUV RU GROSKLQV 7KHUH
found in heavy weed beds in sheltered waters, though the aquatic elves have been search parties motivated by these tales, but no such elves
may fashion homes in caverns in lagoon bottoms and coral reefs. Sea elf have ever been found.
communities keep in touch with each other through an elaborate and
Ecology: (DFK EDQG RI VHD HOYHV LV VHOI VXIÀFLHQW UDLVLQJ WKHLU NHOS DQG
LQHIÀFLHQW FXVWRP RI ZDQGHULQJ KHUDOG PHVVHQJHUV ZKR WUDYHO IURP
one band to another, much like postal carriers transmitting oral mes- KXQWLQJ ÀVK ZKHQ QHFHVVDU\

VDJHV ,Q HDFK FRPPXQLW\ WKHUH DUH VHYHUDO OHDGHU W\SHV DV RXWOLQHG 6HD HOYHV VFDYHQJH 7KH\ DUH HQFKDQWHG E\ WKH LGHD RI PDJLF EXW

HDUOLHU UXOHG RYHU E\ D ÀJKWHU RI WK WK OHYHO ZLWK D SHUVRQDO JXDUG WKH\ UHDOL]H WKDW ODQG HOYHV DUH PRUH HTXLSSHG WR GHDO ZLWK LW 7KH\
often trade rare or decorative items they have found to the high elves
RI HLJKW WK OHYHO HOI ÀJKWHUV 0DJLFDO ZHDSRQV ZRXOG EH FDUULHG E\ WKH in exchange for metal weapons and tools, which they cannot forge
leader or one of his guards. underwater.

$TXDWLF HOYHV DUH DQ DQWL VRFLDO UDFH 7KH\ DYRLG DLU EUHDWKHUV DV ZHOO $TXDWLF HOYHV DUH YDOXDEOH VRXUFHV RI LQIRUPDWLRQ UHJDUGLQJ WKH
ODQGV EHQHDWK WKH VHD 7KHLU VFDYHQJLQJ SDUWLHV KDYH XQFRYHUHG DU-
DV RWKHU UDFHV WKDW GZHOO EHQHDWK WKH ZDYHV 7KHLU FLWLHV DUH XVXDOO\ tifacts and tidbits of knowledge from a vast collection of underwater
carved from the rock beneath beds of seaweeds, practically invisible to ruins and sunken ships. Sea elf traders remember the histories of other
QRQ HOYHV $ FKDUDFWHU KDV WKH VDPH RSSRUWXQLW\ WR ÀQG D VHD HOI FRP-
munity as he has to detect a secret door. UDFHV EDFN EH\RQG WKH LPDJLQLQJV RI WKH FXUUHQW JHQHUDWLRQ 7KH WULFN LV
to get them to reveal this information.
$V LQGHSHQGHQW DV WKH IUHHGRP ORYLQJ HOYHV DUH RI HDFK RWKHUV·
communities, they live in even greater isolation from the rest of the Malenti
7KHUH LV D ERQG EHWZHHQ DTXDWLF HOYHV DQG WKHLU KDWHG HQHPLHV WKH VD-
XQGHUVHD UDFHV ZKRP WKH\ ZRXOG UDWKHU QRW GHDO ZLWK $OWKRXJK WKH
aquatic elves see nothing wrong with the mermen, the tritons, and KXDJLQ WKDW QHLWKHU UDFH RSHQO\ DFNQRZOHGJHV ,I VHD HOYHV DUH SUHVHQW
other good-aligned undersea races, the elves see no reason to involve within a mile or so of a sahuagin encampment, then approximately one
out of every hundred sahuagin births resembles an aquatic elf rather
WKHPVHOYHV LQ WKH SUREOHPV RI VXFK WUDQVLWRU\ SHRSOHV ,W LV SDUW RI WKH than a sea-devil. Most of the time, these offspring, known as malenti,
elven philosophy to let others go about their business with a mini-
DUH HDWHQ E\ WKHLU SDUHQWV 2QFH LQ D JUHDW ZKLOH D PDOHQWL LV DOORZHG
PXP RI LQWHUUXSWLRQ DTXDWLF HOYHV ZRXOG SUHIHU LW LI RWKHUV UHWXUQHG to live to adulthood because its physical resemblance to an aquatic elf,
the favor. in combination with its sahuagin upbringing and attitude, make it an
LGHDO VS\ LQ HOYHQ FRPPXQLWLHV ,QGHHG PDOHQWL RIWHQ GHYHORS WKH DELO-
7KRVH DTXDWLF HOYHV ZKR DUH ZLOOLQJ WR GHDO ZLWK QRQ HOYHV DUH ity to sense the presence and position of any aquatic elves within 120
feet, an invaluable skill for either a spy or a scout for an invading sa-
KLJKO\ LQVXOWHG LI WKH QRQ HOYHV H[SUHVV DQ\ ODFN RI FRQÀGHQFH LQ WKH huagin force.

VHD HOI·V ZRUG $Q DTXDWLF HOI ZKR PDNHV D SURPLVH ZLOO FDUU\ RXW KLV )HZ DTXDWLF HOYHV EHOLHYH LQ WKH H[LVWHQFH RI PDOHQWL DV WKH\ VXJJHVW
obligation unto death. Should he be killed before he can succeed, his some disturbing possibilities about sahuagin origins.

HQWLUH EDQG ZLOO ZRUN WR VHH WKDW WKH SURPLVH LV IXOÀOOHG 2Q WKH RWKHU Malenti do exist, however, and are identical to aquatic elves in most
hand, aquatic elves do not accept promises from non-elven characters.
ZD\V 7KH\ DJH PXFK IDVWHU WKRXJK ZLWK D OLIH VSDQ RI RQO\ \HDUV
7KH VHD HOYHV NQRZ WKDW WKH\ DUH WKH RQO\ UDFH ZLWK WKH KRQRU WR FDUU\ RU VR $OWKRXJK WKH VHD HOYHV WKHPVHOYHV KDYH D GLIÀFXOW WLPH GLVFHUQ-

RXW WKH GXWLHV RI LWV GHDG PHPEHUV $QG EHVLGHV RQO\ HOYHV OLYH ORQJ LQJ PDOHQWL VSLHV GROSKLQV PLJKW VHQVH RQH RI WKH FKDQJHOLQJV

HQRXJK WR JXDUDQWHH WKDW WKH\ ZLOO KDYH WKH WLPH WR IXOÀOO D YRZ 0DOHQWL XQGHUVWDQGDEO\ DUHQ·W IRQG RI GROSKLQV
Dolphins are one of the few creatures the sea elves genuinely like.
,W LV SRVVLEOH IRU VDKXDJLQ DQG PDOHQWL WR EUHHG WKH LVVXH LQYDULDEO\
7KHUH DUH G GROSKLQV VZLPPLQJ DERXW PRVW DTXDWLF HOI EDQGV EHLQJ PDOHQWL ,Q WKLV ZD\ ZKROH VDKXDJLQ FRPPXQLWLHV KDYH YDQ-
providing one of the few clues as to where the elven cities are lo-
LVKHG UHSODFHG E\ PDOHQWL 7KHVH H[WUDRUGLQDULO\ UDUH EDQGV UHVHPEOH
FDWHG $TXDWLF HOYHV DUH DOVR IDLUO\ IRQG RI ODQG HOYHV ,W LV XQFHUWDLQ
how closely related the two races are, although matings between DTXDWLF HOYHV LQ QHDUO\ HYHU\ ZD\ H[FHSW OLIH VSDQ NQRZQ ODQJXDJHV
land elves and aquatic elves produce elves with the coloring of high
DQG RWKHU REYLRXV DVSHFWV EXW WKH\ DUH MXVW DV HYLO DV WKHLU VDKXDJLQ
HOYHV EXW ZLWK JUHHQLVK KDLU $V WKH\ KDYH KLGGHQ JLOO VOLWV WKDW RSHQ
up when they dive under the surface, these elves can breathe either SDUHQWV 7KH\ RIWHQ ÀJKW LQ WKDW VW\OH DQG WKH\ ZRUVKLS WKH VDPH HYLO
powers as the sahuagin.
DLU RU ZDWHU LQGHÀQLWHO\ 7KH DWWLWXGHV DQG DELOLWLHV RI WKHVH KDOI
breeds depend upon whether they were reared in the forests or the
ULFK NHOS EHGV ZLWK LQGLYLGXDOV LQFOLQHG WR IROORZ WKH OLIH-
styles of their mothers.

Sea elves have an outlook on the world that comes from long lives

DPRQJ TXLHW QDWXUDO EHDXW\ (YHQ ZLWK PDJLFDO DVVLVWDQFH WR HQDEOH
them to breathe air, aquatic elves are uncomfortable above the waves,
and so very few have seen the forests that the high elves speak of with
such enthusiasm. But there are few aquatic elves who would not like
to take the impossible trip overland to see the wonders of a forest

ÀUVW KDQG

6HD HOYHV KDWH VDKXDJLQ 7KLV LVQ·W PXFK RI D VXUSULVH DV DOPRVW HYHU\
undersea race, with the exception of the perverse ixitxachitl, hates the
VHD GHYLOV %XW VHD HOYHV JHQHUDWH D SDVVLRQ IRU FRQÁLFW ZLWK WKH VDKXD-

JLQ WKDW VXUSULVHV HYHQ WKHPVHOYHV $TXDWLF HOYHV OHDYH WKHLU VKHOWHUHG
bands in war parties if they have reason to suspect that sahuagin are
dwelling nearby. Should a party of sea elves encounter sahuagin, the

IRUPHU QHDUO\ DOZD\V DWWDFN LI WKH\ RXWQXPEHU WKHLU KDWHG IRHV $TXDWLF
elves also make it a point to kill any great sharks in their territory.

6HD HOYHV KDYH QR RWKHU PDMRU HQHPLHV EXW WKH\ GLVOLNH VXUIDFH

GZHOOLQJ ÀVKHUPHQ GXH WR WKH QXPEHUV RI VHD HOYHV VQDUHG LQ QHWV RU
mistakenly killed as sahuagin by these ignorant humans.

111


Elf, Drow

CLIMATE/TERRAIN: Drow Drider
Subterranean Subterranean
FREQUENCY:
ORGANIZATION: FDYHV FLWLHV FDYHV FLWLHV
ACTIVITY CYCLE: Very rare Very rare
DIET: Clans, bands Bands
INTELLIGENCE:
TREASURE: ³$Q\ XQGHUJURXQG QLJKW DERYHJURXQG³
ALIGNMENT:
2PQLYRURXV See below

+LJK +LJK

1 ð 4 ð 1 ð 4
Chaotic evil Chaotic evil

NO. APPEARING: 50 1 or 1-4
3
ARMOR CLASS: 12
6+6
MOVEMENT: 12 13
1
HIT DICE: 2 1-4 or by weapon
See below
THAC0: 19
1LO
NO. OF ATTACKS: l or 2

DAMAGE/ATTACK: By weapon
/ · WDOO
SPECIAL ATTACKS: See below
(OLWH
SPECIAL DEFENSES: See below
7UDQVIRUPHG
MAGIC RESISTANCE: See below mages: 3,000

SIZE: 0 · WDOO 7UDQVIRUPHG
priests: 5,000
MORALE: (OLWH

XP VALUE: Priests: 975

2WKHUV

7KHVH GUHDGHG HYLO FUHDWXUHV ZHUH RQFH SDUW RI WKH FRPPXQLW\ RI HOYHV Combat: 7KH GURZ·V ZRUOG LV RQH LQ ZKLFK YLROHQW FRQÁLFW LV SDUW RI
HYHU\GD\ OLIH ,W VKRXOG QRW EH VXUSULVLQJ WKHQ WKDW PRVW GURZ HQFRXQ-
WKDW VWLOO URDP WKH ZRUOG·V IRUHVWV 1RZ WKHVH GDUN HOYHV LQKDELW EODFN
caves and winding tunnels under the earth, where they make dire plans WHUHG ZKHWKHU DORQH RU LQ D JURXS DUH UHDG\ WR ÀJKW 'URZ HQFRXQWHUHG
against the races that still walk beneath the sun, on the surface of the
green earth. RXWVLGH RI D GURZ FLW\ DUH DW OHDVW QG OHYHO ÀJKWHUV 6HH 6RFLHW\ QRWH
below.)
'URZ KDYH EODFN VNLQ DQG SDOH XVXDOO\ ZKLWH KDLU 7KH\ DUH VKRUWHU
and more slender than humans, seldom reaching more than 5 feet in 'URZ ZHDU ÀQHO\ FUDIWHG QRQ HQFXPEHULQJ EODFN PHVK DUPRU 7KLV
height. Male drow weigh between 80 and 110 pounds, and females be- extremely strong mail is made with a special alloy of steel containing

WZHHQ DQG SRXQGV 'URZ KDYH ÀQHO\ FKLVHOHG IHDWXUHV DQG WKHLU DGDPDQWLWH 7KH VSHFLDO DOOR\ ZKHQ ZRUNHG E\ D GURZ DUPRUHU \LHOGV
mail that has the same properties of chain mail +1 to +5, although it does
ÀQJHUV DQG WRHV DUH ORQJ DQG GHOLFDWH /LNH DOO HOYHV WKH\ KDYH KLJKHU QRW UDGLDWH PDJLF (YHQ WKH ORZOLHVW GURZ ÀJKWHUV KDYH LQ HIIHFW chain
Dexterity and lower Constitution than men. mail +1, ZKLOH KLJKHU OHYHO GURZ KDYH PRUH ÀQHO\ FUDIWHG PRUH SRZHU-

Drow clothing is usually black, functional, and often possesses spe- IXO PDLO 7KH DUPRU XVXDOO\ KDV D IRU HYHU\ IRXU OHYHOV RI H[SHULHQFH
of the drow wearing it.)
FLDO SURSHUWLHV DOWKRXJK LW GRHV QRW UDGLDWH PDJLF )RU H[DPSOH GURZ
cloaks and boots act as if they are cloaks of and boots of elvenkind, except 'DUN HOYHV DOVR FDUU\ VPDOO VKLHOGV EXFNOHUV IDVKLRQHG RI DGDPDQ-

WKDW WKH ZHDUHU LV RQO\ OLNHO\ WR UHPDLQ XQGHWHFWHG LQ VKDGRZV RU WLWH /LNH GURZ DUPRU WKHVH VSHFLDO VKLHOGV PD\ EH RU HYHQ

WR VXUSULVH HQHPLHV 7KH PDWHULDO XVHG WR PDNH GURZ FORDNV GRHV QRW WKRXJK RQO\ WKH PRVW LPSRUWDQW GURZ ÀJKWHUV KDYH EXFNOHUV
Most drow carry a long dagger and a short sword of adamantite al-
FXW HDVLO\ DQG LV ÀUH UHVLVWDQW JLYLQJ WKH FORDNV D ERQXV WR VDYLQJ
OR\ 7KHVH GDJJHUV DQG VZRUGV FDQ KDYH D WR ERQXV DQG GURZ
WKURZV YV ÀUH 7KHVH FORDNV DQG ERRWV ÀW DQG IXQFWLRQ RQO\ IRU WKRVH
QREOHV PD\ KDYH GDJJHUV DQG VZRUGV RI ERQXV 6RPH GURZ
RI HOYHQ VL]H DQG EXLOG $Q\ DWWHPSW WR DOWHU D GURZ FORDN KDV D also carry small crossbows that can be held in one hand and will shoot
chance of unraveling the material, making it useless.
GDUWV XS WR \DUGV 7KH GDUWV RQO\ LQÁLFW SRLQWV RI GDPDJH EXW
,Q WKH FHQWXULHV WKH\·YH VSHQW XQGHUJURXQG GURZ KDYH OHDUQHG WKH dark elves commonly coat them with poison that renders a victim un-
languages of many of the intelligent creatures of the underworld. Be- conscious, unless he rolls a successful saving throw vs. poison, with a
sides their own tongue, an exotic variant of elvish, drow speak both
common and the subterranean trade language used by many races ² SHQDOW\ 7KH HIIHFWV ODVW G KRXUV

XQGHU WKH HDUWK 7KH\ VSHDN WKH ODQJXDJHV RI JQRPHV DQG RWKHU HOYHV $ IHZ GURZ FDUU\ DGDPDQWLWH PDFHV WR ERQXV LQVWHDG RI

ÁXHQWO\ EODGHV 2WKHUV FDUU\ VPDOO MDYHOLQV FRDWHG ZLWK WKH VDPH SRLVRQ DV WKH
Drow also have their own silent language composed of both
GDUWV 7KH\ KDYH D UDQJH RI \DUGV ZLWK D VKRUW UDQJH ERQXV RI D
VLJQHG KDQG PRYHPHQWV DQG ERG\ ODQJXDJH 7KHVH VLJQV FDQ FRQ- +2 at medium, and a +1 at long.

YH\ LQIRUPDWLRQ EXW QRW VXEWOH PHDQLQJ RU HPRWLRQDO FRQWHQW ,I 'URZ PRYH VLOHQWO\ DQG KDYH VXSHULRU LQIUDYLVLRQ IHHW 7KH\
within 30 feet of another drow, they can also use complex facial also have the same intuitive sense about their underground world as
expressions, body movements, and postures to convey meaning. dwarves do, and can detect secret doors with the same chance of suc-
Coupled with their hand signs, these expressions and gestures give
FHVV DV RWKHU HOYHV $ GDUN HOI FDQ RQO\ EH VXUSULVHG E\ DQ RSSRQHQW RQ
WKH GURZ·V VLOHQW ODQJXDJH D SRWHQWLDO IRU H[SUHVVLRQ HTXDO WR PRVW a roll of 1 on ld10.
spoken languages.

112


Elf, Drow

$OO GDUN HOYHV UHFHLYH WUDLQLQJ LQ PDJLF DQG DUH DEOH WR XVH WKH IRO- 7KH\ ZRUVKLS D GDUN JRGGHVV FDOOHG /ROWK E\ VRPH DQG KHU SULHVW-
lowing spells once per day: GDQFLQJ OLJKWV IDHULH ÀUH and darkness. Drow esses hold very high places in society. Since most drow priests are fe-
above 4th level can use levitate, know alignment, and detect magic once
per day. Drow priests can also use detect lie, clairvoyance, suggestion, and PDOH ZRPHQ WHQG WR ÀOO QHDUO\ DOO SRVLWLRQV RI JUHDW LPSRUWDQFH
dispel magic once per day.
'URZ ÀJKWHUV JR WKURXJK ULJRURXV WUDLQLQJ ZKLOH WKH\ DUH \RXQJ
Perhaps it is the common use of magic in drow society that has given 7KRVH ZKR IDLO WKH UHTXLUHG WHVWV DUH NLOOHG DW WKH SURJUDP·V FRQFOX-
the dark elves their incredible resistance. Drow have a base resistance
VLRQ 7KDW LV ZK\ GDUN HOI ÀJKWHUV RI OHVV WKDQ QG OHYHO DUH UDUHO\ VHHQ
WR PDJLF RI ZKLFK LQFUHDVHV E\ IRU HDFK OHYHO RI H[SHULHQFH outside a drow city.

0XOWL FODVVHG GURZ JDLQ WKH ERQXV IURP RQO\ WKH FODVV LQ ZKLFK WKH\ 'URZ RIWHQ XVH JLDQW OL]DUGV DV SDFN DQLPDOV DQG IUHTXHQWO\ WDNH
KDYH WKH KLJKHVW OHYHO $OO GDUN HOYHV VDYH YV DOO IRUPV RI PDJLFDO DW- bugbears or troglodytes as servants. Drow cities are havens for evil be-
LQJV LQFOXGLQJ PLQG ÁD\HUV DQG GURZ DUH DOOLHG ZLWK PDQ\ RI WKH XQ-
WDFN LQFOXGLQJ GHYLFHV ZLWK D ERQXV 7KXV D WK OHYHO GURZ KDV
GHUZRUOG·V HYLO LQKDELWDQWV 2Q WKH RWKHU KDQG WKH\ DUH FRQVWDQWO\ DW
D EDVH PDJLF UHVLVWDQFH DQG D ERQXV WR KHU VDYLQJ WKURZV YV war with many of their neighbors beneath the earth, including dwarves
spells that get past her magic resistance.
RU GDUN JQRPHV VYLUIQHEOLQ ZKR VHWWOH WRR FORVH WR D GURZ FLW\ 'DUN
Drow encountered in a group always have a leader of a higher elves frequently keep slaves of all types, including past allies who have
failed to live up to drow expectations.
OHYHO WKDQ WKH UHVW RI WKH SDUW\ ,I RU PRUH GURZ DUH HQFRXQWHUHG D
Ecology: 7KH GURZ SURGXFH XQXVXDO ZHDSRQV DQG FORWKLQJ ZLWK TXDVL
ÀJKWHU PDJH RI DW OHDVW UG OHYHO LQ HDFK FODVV LV OHDGLQJ WKHP ,I magical properties. Some scribes and researchers suggest that it is the
strange radiation around drow cities that make drow crafts special.
GURZ DUH HQFRXQWHUHG WKHQ LQ DGGLWLRQ WR WKH KLJKHU OHYHO ÀJKWHU
2WKHUV WKHRUL]H WKDW ÀQH ZRUNPDQVKLS JLYHV WKHLU ZRQGHUIXOO\ VWURQJ
PDJH WKHUH LV D ÀJKWHU SULHVW RI DW OHDVW WKH WK OHYHO LQ ERWK FODVVHV metals and superior cloth its unique attributes. Whatever the reason,
LW·V FOHDU WKDW WKH GURZ KDYH GLVFRYHUHG VRPH ZD\ WR PDNH WKHLU FORWK-
,I WKHUH DUH PRUH WKDQ XS WR DUH SULHVWV DQG WKH OHDGHU LV DW ing and weapons without the use of magic.

OHDVW D WK OHYHO ÀJKWHU WK OHYHO SULHVW ZLWK D WK OHYHO ÀJKWHU WK Direct sunlight utterly destroys drow cloth, boots, weapons, and ar-
level mage for an assistant, in addition to the other high level leaders. mor. When any item produced by them is exposed to the light of the
sun, irreversible decay begins. Within 2d6 days, the items lose their
Dark elves do have one great weakness: bright light. Because the magical properties and rot, becoming totally worthless. Drow artifacts,
drow have lived so long in the earth, rarely venturing to the surface, protected from sunlight, retain their special properties for ld20 + 30
they are no longer able to tolerate bright light of any kind. Drow with-
in the radius of a light or continual light VSHOO DUH OLNHO\ WR EH VHHQ GD\V EHIRUH EHFRPLQJ QRUPDO LWHPV ,I D GURZ LWHP LV SURWHFWHG IURP
direct sunlight and exposed to the radiations of the drow underworld
,Q DGGLWLRQ WKH\ ORVH SRLQWV IURP WKHLU 'H[WHULW\ DQG DWWDFN ZLWK D
–2 SHQDOW\ LQVLGH WKH DUHD RI WKHVH VSHOOV &KDUDFWHUV VXEMHFW WR VSHOOV IRU RQH ZHHN RXW RI HYHU\ IRXU LW ZLOO UHWDLQ LWV SURSHUWLHV LQGHÀQLWHO\
cast by drow affected by a light or continual light spell add a +2 bonus
'URZ VOHHS SRLVRQ XVHG RQ WKHLU GDUWV DQG MDYHOLQV LV KLJKO\ SUL]HG
WR WKHLU VDYLQJ WKURZV ,I GURZ DUH DWWDFNLQJ D WDUJHW WKDW LV LQ WKH DUHD by traders on the surface. However, this poison loses its potency in-
of effect of a light or continual light spell, they suffer an additional –1 stantly when exposed to sunlight, and remains effective for only 60
penalty to their attack rolls, and targets of drow magical attacks save days after it is exposed to air. Drow poison remains potent for a year if
kept in an unopened packet.
DW DQ DGGLWLRQDO 7KHVH SHQDOWLHV DUH FXPXODWLYH L H LI ERWK WKH
drow and their targets are in the area of effect of a light spell, the drow Driders
suffer a –3 penalty to their attack rolls and the targets gain a +3).
7KHVH VWUDQJH FUHDWXUHV KDYH WKH KHDG DQG WRUVR RI D GURZ DQG WKH OHJV
Because of the serious negative effects of strong light on the drow,
DQG ORZHU ERG\ RI D JLDQW VSLGHU 'ULGHUV DUH FUHDWHG E\ WKH GURZ·V
WKH\ DUH OLNHO\ WR OHDYH DQ DUHD RI EULJKW OLJKW XQOHVV WKH\ DUH LQ dark goddess. When a dark elf of above-average ability reaches 6th
EDWWOH /LJKW VRXUFHV OLNH WRUFKHV ODQWHUQV PDJLFDO ZHDSRQV RU faerie
ÀUH spells, do not affect drow. OHYHO WKH JRGGHVV PD\ SXW KLP RU KHU WKURXJK D VSHFLDO WHVW )DLOXUHV
become driders.
Habitat/Society: /RQJ DJR GDUN HOYHV ZHUH SDUW RI WKH HOYHQ UDFH WKDW
Driders are able to cast all spells a normal drow can use once per day.
URDPHG WKH ZRUOG·V IRUHVWV 1RW ORQJ DIWHU WKH\ ZHUH FUHDWHG WKRXJK 7KH\ DOVR UHWDLQ DQ\ PDJLFDO RU FOHULFDO VNLOOV WKH\ KDG EHIRUH WUDQV-
the elves found themselves torn into rival factions + one following the
IRUPDWLRQ $ PDMRULW\ RI GULGHUV ZHUH SULHVWV RI WK RU WK OHYHO
WHQHWV RI HYLO WKH RWKHU RZQLQJ WKH LGHDOV RI JRRG RU DW OHDVW QHXWUDOLW\ before they were changed, all other driders were mages of 6th, 7th, or
8th level.
$ JUHDW FLYLO ZDU EHWZHHQ WKH HOYHV IROORZHG DQG WKH VHOÀVK HOYHV ZKR
followed the paths of evil and chaos were driven into the depths of the 'ULGHUV DOZD\V ÀJKW DV +LW 'LH PRQVWHUV 7KH\ RIWHQ XVH VZRUGV
earth, into the bleak, lightless caverns and deep tunnels of the under- or axes, though many carry bows. Driders can bite for 1d4 points of
damage, and those bitten must save vs. poison with a –2 penalty or be
ZRUOG 7KHVH GDUN HOYHV EHFDPH WKH GURZ
SDUDO\]HG IRU WXUQV
7KH GURZ QR ORQJHU ZLVK WR OLYH XSRQ WKH VXUIDFH RI WKH HDUWK ,Q IDFW
few who live on the surface ever see a drow. But the dark elves resent %HFDXVH WKH\ KDYH IDLOHG WKHLU JRGGHVV·V WHVW GULGHUV DUH RXWFDVWV
the elves and faeries who drove them away, and scheme against those from their own communities. Driders are usually found alone or with
that dwell in the sunlight.
G KXJH VSLGHUV FKDQFH UDWKHU WKDQ ZLWK GURZ RU RWKHU GULGHUV
'URZ OLYH LQ PDJQLÀFHQWO\ GDUN JORRP\ FLWLHV LQ WKH XQGHUZRUOG
WKDW IHZ KXPDQV RU GHPLKXPDQV HYHU VHH 7KH\ FRQVWUXFW WKHLU EXLOG- 7KH\ DUH YLROHQW DJJUHVVLYH FUHDWXUHV WKDW IDYRU EORRG RYHU DOO W\SHV
ings entirely out of stone and minerals, carved into weird, fantastic
RI IRRG 7KH\ VWDON WKHLU YLFWLPV WLUHOHVVO\ ZDLWLQJ IRU WKH ULJKW FKDQFH
VKDSHV 7KRVH IHZ VXUIDFH FUHDWXUHV WKDW KDYH VHHQ D GDUN HOI FLW\ DQG to strike.
returned to tell the tale) report that it is the stuff of which nightmares
are made.

Drow society is fragmented into many opposing noble houses and

PHUFKDQW IDPLOLHV DOO VFUDPEOLQJ IRU SRZHU ,Q IDFW DOO GURZ FDUU\
brooches inscribed with the symbol of the merchant or noble group
they are allied with, though they hide these and do not show them of-

WHQ 7KH GURZ EHOLHYH WKDW WKH VWURQJHVW VKRXOG UXOH WKHLU ULJLG FODVV
system, with a long and complicated list of titles and prerogatives, is
based on the idea.

113


Ettercap

CLIMATE/TERRAIN: Heavily wooded forest
FREQUENCY: Rare
ORGANIZATION: Solitary or pairs
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE: Carnivore
TREASURE:
ALIGNMENT: /RZ

NO. APPEARING: 1LO
ARMOR CLASS:
MOVEMENT: 1HXWUDO HYLO
HIT DICE:
THAC0: 1-2
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 12
SPECIAL ATTACKS: 5
SPECIAL DEFENSES: 15
MAGIC RESISTANCE: 3
SIZE: 1-3/1-3/1-8
MORALE: Poison
XP VALUE:
7UDSV VHH EHORZ

1LO

0 · WDOO

(OLWH
650

(WWHUFDSV DUH XJO\ ELSHGDO FUHDWXUHV WKDW JHW DORQJ YHU\ ZHOO ZLWK DOO Habitat/Society: (WWHUFDSV SUHIHU WR GZHOO LQ WKH GHHSHVW SDUW RI D IRU-
W\SHV RI JLDQW VSLGHUV 7KHVH FUHDWXUHV RI ORZ LQWHOOLJHQFH DUH H[FHHG-
LQJO\ FUXHO YHU\ FXQQLQJ DQG DUH VNLOOHG LQ VHWWLQJ WUDSV³YHU\ GHDGO\ HVW QHDU SDWKV WKDW DUH IUHTXHQWHG E\ JDPH RU WUDYHOHUV 7KH FUHDWXUHV·

WUDSV³PXFK OLNH WKH VSLGHUV WKDW RIWHQ OLYH DURXQG WKHP QHVWV DUH PDGH RI D IUDPH RI VWUDQGV ÀOOHG ZLWK URWWLQJ OHDYHV DQG PRVV

(WWHUFDSV VWDQG DURXQG VL[ IHHW WDOO HYHQ ZLWK WKHLU VWRRSLQJ 7KH ODLUV DUH RIWHQ ORFDWHG RQ WKH JURXQG EXW FDQ DOVR EH IRXQG XS LQ
ODUJH VWXUG\ WUHHV 1R WUHDVXUH LV WR EH IRXQG LQ HWWHUFDS ODLUV EXW RF-
JDLW DQG KXQFKHG VKRXOGHUV 7KH FUHDWXUHV KDYH VKRUW VSLQGO\ casionally items dropped by adventurers who have fallen into ettercap
legs, long arms that reach nearly to their ankles, and large potbellies. traps are found nearby.
7KH KDQGV RI HWWHUFDSV KDYH D WKXPE DQG WKUHH ORQJ ÀQJHUV WKDW
7KRXJK XVXDOO\ RQO\ RQH HWWHUFDS LV HQFRXQWHUHG DW DQ\ WLPH RQ UDUH
HQG LQ UD]RU VKDUS FODZV 7KHLU ERGLHV DUH FRYHUHG E\ WXIWV RI WKLFN RFFDVLRQV D SDLU RI HWWHUFDSV FDQ EH IRXQG WRJHWKHU 7KH SDLUV HQFRXQ-
tered are always mated couples, though the female and male appear to
ZLU\ EODFN KDLU DQG WKHLU VNLQ LV GDUN DQG WKLFN (WWHUFDSV· KHDGV
are almost equine in shape, but they have large reptilian eyes, usu- EH LGHQWLFDO (WWHUFDS \RXQJ DUH DEDQGRQHG DV VRRQ DV WKH\ DUH ERUQ VR
ally blood-red in color, and large fangs, one protruding downward adults are never encountered with young.
IURP HDFK VLGH RI WKH PRXWK 7KH PRXWK LWVHOI LV ODUJH DQG OLQHG ZLWK
very sharp teeth. Ecology: $Q HWWHUFDS HDWV DQ\ PHDW UHJDUGOHVV RI WKH W\SH RI FUHDWXUH

(WWHUFDSV GR QRW KDYH D IRUPDO ODQJXDJH 7KH\ H[SUHVV WKHPVHOYHV IURP ZKLFK LW FRPHV 8SRQ FDSWXULQJ D YLFWLP WKH HWWHUFDS SRLVRQV
through a combination of high-pitched chittering noises, shrieks, and LW VR LW FDQQRW HVFDSH RQFH WKH FUHDWXUH LV GHDG WKH HWWHUFDS LPPH-
violent actions. GLDWHO\ GHYRXUV DV PXFK RI WKH FRUSVH DV SRVVLEOH 7\SLFDOO\ DQ HW-
tercap can consume an entire deer or a large humanoid in a single sit-
Combat: ,I FDXJKW LQ D EDWWOH DQ HWWHUFDS ÀUVW VWULNHV ZLWK LWV FODZV
FDXVLQJ SRLQWV RI GDPDJH ZLWK HDFK VHW 7KH FUHDWXUH WKHQ WULHV WR WLQJ $Q\WKLQJ UHPDLQLQJ DIWHU WKH HWWHUFDS KDV JRUJHG LWVHOI LV OHIW IRU
scavengers.
ELWH LWV RSSRQHQW LQÁLFWLQJ G SRLQWV RI GDPDJH ZLWK LWV WHHWK DQG
SRZHUIXO MDZV $ VXFFHVVIXO ELWH DWWDFN E\ DQ HWWHUFDS HQDEOHV WKH PRQ- 2IWHQ G VSLGHUV RI VRPH PRQVWURXV W\SH DUH IRXQG FRRSHU-
VWHU WR LQMHFW LWV YLFWLP ZLWK D SRZHUIXO SRLVRQ IURP WKH JODQGV DERYH DWLQJ ZLWK DQ HWWHUFDS 7KH HWWHUFDS XVHV DQ\ JLDQW VSLGHU ZHEV DYDLO-
able when it designs its traps. Creatures killed by an ettercap in the web
WKH HWWHUFDS·V IDQJV of a giant spider are shared with the spider instead of being devoured
entirely by the ettercap.
7KH SRLVRQ VHFUHWHG E\ DQ HWWHUFDS LV KLJKO\ WR[LF DQG YHU\ VLPLODU
WR WKH SRLVRQ RI JLDQW VSLGHUV $ FUHDWXUH LQMHFWHG ZLWK LW PXVW LP- (WWHUFDS SRLVRQ LV KLJKO\ YDOXHG SDUWO\ EHFDXVH RI LWV H[WUHPH WR[LF-
PHGLDWHO\ UROO D VDYLQJ WKURZ YV SRLVRQ $ IDLOHG UROO PHDQV WKDW LW\ DQG SDUWO\ EHFDXVH LW LV UDWKHU GLIÀFXOW WR REWDLQ $Q HWWHUFDS·V SRL-
son glands hold only one ounce of poison at any time, but this ounce is
WKH FUHDWXUH GLHV ZLWKLQ G WXUQV ZKHQ WKH WR[LJHQ SDUDO\]HV WKH worth up to 1,000 gp on the open market.

YLFWLP·V KHDUW
Many adventurers never get the chance to raise a sword against et-

WHUFDSV EHFDXVH RI WKH GHYLRXV WUDSV WKH\ XVH IRU SURWHFWLRQ (WWHUFDSV
prefer to ambush unwary travelers and lead them into traps rather than
ÀJKW WKHP IDFH WR IDFH

/LNH VSLGHUV HWWHUFDSV KDYH VLON JODQGV ORFDWHG LQ WKHLU DEGRPHQ 7KH
thin, strong strands of silvery silk-like material these glands secrete are
used by ettercaps to construct elaborate traps made up of nets, trip wires,
garrotes, and anything else the monsters can make out of the strands.
7KH WUDSV DUH GHVLJQHG VR WKDW WKH\ RIWHQ LPPRELOL]H WKH DGYHQWXUHU ZKR

VWXPEOHV LQWR LW ,I WKLV LV WKH FDVH HWWHUFDSV QHYHU KHVLWDWH WR DWWDFN WKDW

FKDUDFWHU ÀUVW WU\LQJ WR SRLVRQ WKH YLFWLP EHIRUH KH HVFDSHV 'LIIHUHQW
ettercaps prefer different trap designs, so encounters with different et-
tercaps should expose the adventurer to new traps each time.

114


Eyewing

CLIMATE/TERRAIN: 7KH $E\VV SUHIHUUHG
FREQUENCY: Rare
ORGANIZATION: Band
ACTIVITY CYCLE:
DIET: $Q\
INTELLIGENCE:
TREASURE: 1RQH NQRZQ
ALIGNMENT:
/RZ

1LO

/DZIXO HYLO

NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVEMENT:
HIT DICE: )O %
THAC0: 3
NO. OF ATTACKS: 17
DAMAGE/ATTACK: 3 or 1
SPECIAL ATTACKS: 1-6/1-6/1-4 or eyewing tears
SPECIAL DEFENSES:
MAGIC RESISTANCE: 7HDUV
SIZE: See below
MORALE:
XP VALUE: 1LO

/ · ZLQJVSDQ

6WHDG\
650

(\HZLQJV DUH ORDWKVRPH LQKDELWDQWV RI WKH $E\VV 7KH\ DUH REHGLHQW Habitat/Society: (\HZLQJV DUH VXSHUQDWXUDO FUHDWXUHV WKDW H[LVW RQO\ WR
OR\DO DQG GXPE³SHUIHFW VHUYLWRUV IRU WKH GDUN JRGV DQG WKHLU PRUH serve their dark masters. When left without orders they become slug-
powerful minions. JLVK DQG OLVWOHVV 7KLV VKRXOG QRW EH WDNHQ WR PHDQ WKDW WKH\ DUH DQ\ OHVV
GDQJHURXV 7KLV OLVWOHVVQHVV LV WKHLU H[SUHVVLRQ RI ERUHGRP EXW QRWKLQJ
$Q H\HZLQJ·V ERG\ LV D IDW HJJ VKDSHG EDOO FRYHUHG ZLWK PDWWHG relieves eyewing boredom quite like tearing apart innocent creatures.
EODFN IXU 7KH IRRW ZLGH ERG\ LV VXSSRUWHG E\ D SDLU RI ÀYH IRRW ORQJ
OHDWKHU\ EDW ZLQJV (DFK ZLQJ LV WLSSHG ZLWK D VHW RI WKUHH UD]RU VKDUS (\HZLQJV KDYH QR VRFLHW\ DV VXFK 7KH\ GR QRW KDYH D FXOWXUH 7KHLU
WDORQV $Q IRRW ORQJ UDW·V WDLO GDQJOHV IURP WKH EDFN RI WKH ERG\ 7KH VLPSOH ODQJXDJH FRQVLVWV RI VKULOO VTXHDNV 7KH\ XQGHUVWDQG RWKHU
WDLO HQGV LQ D VPDOO VKDUS VSXU ,W KDV QR IHHW DQG KDV QHYHU EHHQ NQRZQ VSRNHQ ODQJXDJHV EXW FDQQRW VSHDN WKHP :KHQ LQ WKH $E\VV WKH\
to land. DUH IRXQG RQO\ RQ OD\HUV WKDW DOORZ IRU Á\LQJ 7KHLU LPPXQLW\ WR FROG
makes them at home on any of the icy layers as well.
7KH ERG\ LV GRPLQDWHG E\ WKH VLQJOH EXOJLQJ IRRW ZLGH H\HEDOO
7KH H\HEDOO LV EODFN ZLWK D EORRG UHG SXSLO $ YLOH EOXH ÁXLG FRQWLQX- Ecology: (\HZLQJV DUH VH[OHVV FUHDWXUHV WKDW DUH QRW D SDUW RI QDWXUH
RXVO\ OHDNV IURP WKH H\H VRLOLQJ LWV IXU *UHDW OHDWKHU\ H\HOLGV VTXHH]H 7KH\ NLOO HYHQ ZKHQ WKH\·UH QRW RUGHUHG WR MXVW IRU WKH SOHDVXUH RI LW
WKLV ÁXLG RXW DQG DZD\ IURP WKH FUHDWXUH 7KH VWHQFK LV XQEHOLHYDEOH (\HZLQJV KDYH EHHQ HQFRXQWHUHG RQ WKH PRRQ ZKHUH WKHUH LV QR DLU
,W JLYHV RII DQ DFLGLF VPHOO WKDW VFRUFKHV WKH VHQVLWLYH WLVVXHV LQ RWKHU WR EUHDWKH DQG QR ZDWHU WR GULQN ,W LV DVVXPHG WKDW WKH\ GR QRW QHHG
FUHDWXUHV· QRVHV DQG PRXWKV DLU RU ZDWHU 7KH\ KDYH QHYHU EHHQ VHHQ WR HDW LW LV DVVXPHG E\ PRVW
ZKR KDYH VWXGLHG WKHP WKDW WKH\ DUH VXVWDLQHG E\ PDJLF 7KH PRUH
Combat: $Q H\HZLQJ KDV WZR PDLQ IRUPV RI DWWDFN 7KH PRVW FRP- SRZHUIXO FUHDWXUHV RI WKH $E\VV KDYH QR TXDOPV DERXW DQ H\HZLQJ
PRQ IRUP LV WR XVH LWV FODZV DQG WDLO WR VWULNH LWV RSSRQHQWV ,W FDQ snack should one be nearby, but they are not the natural prey of any
HLWKHU VZRRS GRZQ RQ WKHP RU KRYHU DQG VODVK ,WV VHFRQG IRUP creature.
of attack is to bomb its enemies with a large eyewing tear that is
VTXHH]HG RXW RI WKH ODUJH H\HEDOO E\ WKH OHDWKHU\ H\HOLG ,W KDV DPD]-
LQJ FRQWURO RYHU WKH UHOHDVH RI WKH WHDU³LW KDV WKH VDPH FKDQFH WR
KLW ZLWK D WHDU DV ZLWK LWV PHOHH DWWDFNV ,W UHOHDVHV D WHDU ZKHQ LW LV
ZLWKLQ IHHW RI LWV WDUJHW ,W FDQ GHOLYHU WKLV DWWDFN ZKLOH KRYHULQJ
or diving.

$Q H\HZLQJ WHDU LV D RQH IRRW GLDPHWHU EDOO RI SRLVRQRXV EOXH ÁXLG
7KH DWWDFN UROO GHWHUPLQHV LI WKH WDUJHW GRGJHG WKH WHDU ,I WKH WHDU KLWV
the victim must roll a successful saving throw vs. poison or suffer 2d6
SRLQWV RI GDPDJH VXFFHVV PHDQV RQO\ G SRLQWV RI GDPDJH 7KH WHDUV
PD\ DOVR VSODVK RQWR DQ\RQH ZLWKLQ WHQ IHHW RI WKH WDUJHW 7KH DWWDFN UROO
IRU WKH VSODVK DWWDFN LV PDGH ZLWK D ² SHQDOW\ ,I VRPHRQH LV VSODVKHG D
VDYLQJ WKURZ YV SRLVRQ PXVW EH UROOHG WKRVH ZKR IDLO VXIIHU G SRLQWV
of damage, while those who succeed suffer 1d4 points of damage.

$ WHDU KDUGHQV LQWR D UXEEHU\ OXPS ZLWKLQ G KRXUV DIWHU EHLQJ
VKHG 7KH H[DFW WLPH GHSHQGV XSRQ WKH KXPLGLW\ WHPSHUDWXUH HWF
$Q\ERG\ KDQGOLQJ D KDUGHQHG WHDU PXVW UROO D VXFFHVVIXO VDYLQJ WKURZ
vs. poison or suffer 1 point of damage.

(\HZLQJV KDYH H[WUHPHO\ DFXWH YLVLRQ WKDW HQDEOHV WKHP WR VHH ZLWK
SHUIHFW DFFXUDF\ IRU XS WR PLOHV 7KH\ DOVR KDYH LQIUD YLVLRQ RXW WR
IHHW 7KH\ DUH LPPXQH WR DOO FROG EDVHG DWWDFN IRUPV DV DUH WKHLU WHDUV

115


Feyr

CLIMATE/TERRAIN: Feyr Great Feyr
FREQUENCY:
ORGANIZATION: 8UEDQ $Q\
ACTIVITY CYCLE: Very rare Very rare
DIET: Solitary
INTELLIGENCE: /RRVH EDQG
TREASURE: $Q\
ALIGNMENT: 1LJKW
(PRWLRQV
(PRWLRQV
+LJK
/RZ
1LO
1LO Chaotic evil
Chaotic evil

NO. APPEARING: 1-4 1
ARMOR CLASS: 2 –2
MOVEMENT: 12
HIT DICE: 4 )O %
THAC0: 17 16
NO. OF ATTACKS: 1 5
DAMAGE/ATTACK: 1-4 1-4
SPECIAL ATTACKS: 2-12/2-12/2-12/2-12
SPECIAL DEFENSES: )HDU
MAGIC RESISTANCE: (PRWLRQ FRQWURO
SIZE: 1LO
MORALE: ,QYLVLELOLW\
XP VALUE:

6 · WDOO
0 · WDOO
)DQDWLF
975 )DQDWLF
13,000

)H\UV SURQRXQFHG ´IHDUVµ DUH FUHDWHG IURP WKH UHPQDQWV RI RU- Habitat/Society: ,QGLYLGXDO FRPPRQ IH\UV DUH VODLQ E\ WKH PRUQLQJ
dinary nightmares, mixed with residual magical energies, and un-
knowingly brought to life by the strong emotions of a large group OLJKW 7KHUH DUH RFFDVLRQV ZKHQ VHYHUDO FRPPRQ IH\UV FRPELQH WR IRUP
a great feyr, which in addition to being immune to the effects of the sun,
RI SHRSOH 7KH\ DUH PRVW FRPPRQO\ IRXQG LQ ODUJH FLWLHV WKDW KDYH D
LV PXFK PRUH LQWHOOLJHQW 7KH JUHDWHU IH\U VHHNV WR LQVSLUH HYHQ VWURQJHU
JRRG QXPEHU RI PDJHV SULHVWV DQG RWKHU VSHOOFDVWHUV 1RUPDO IH\UV emotions, which it may then use to stay alive. While common feyrs do
stalk the streets at night, seeking nothing more than to create havoc. not travel far from their point of origin, great feyrs may undertake long
Great feyrs, on the other hand, are the combination of lesser feyrs, trips, lured by strong emotional states.
and may be found anywhere, though they are much rarer than the
common feyrs. While a common feyr merely slouches through the evening shadows

Common feyrs appear as humped, hunchbacked creatures, grim DQG IRJV ORRNLQJ IRU D FROOHFWLRQ RI YLFWLPV WR WHUURUL]H DQG WKHUHE\
enrich itself on their emotions, a great feyr chooses to attack while in-
DQG LQKXPDQ LQ DSSHDUDQFH 7KHLU KLGH LV PRWWOHG DQG ZDUSHG OLNH visible, playing the emotions of others, heightening emotional states
already present, and driving mortal beings mad with terror and fear.
WKH VXUIDFH RI WKH KXPDQ EUDLQ 7KH FUHDWXUH LV VXSSRUWHG E\ WZR PDLQ While the great feyr is not banished by daylight, it prefers to work at
tentacles which act as legs, and by a handful of other tentacled limbs. night, and seeks to retreat into a hidden lair during daylight hours,
preferably some abandoned area such as an old house, cavern, or un-
0DVVLYH KRUL]RQWDO MDZV OLQH LWV XQGHUVLGH DQG WKH IRUHSDUW RI WKH derground structure.

EHDVW KDV H\HV XVXDOO\ WKH FRORU RI PHOWHG JROG 7KH IH\U·V KLGH LV Ecology: Common feyrs are created by the emotions of large masses

D VLFNO\ UDLQERZ RI VKDGHV OLNH OLJKW UHÁHFWHG RII DQ RLO VOLFN 7KHUH DUH RI SHRSOH DQG JUHDW IH\UV E\ FRPSLODWLRQV RI OHVVHU IH\UV 7KH UDZ
dull blues and blacks along the body, pale reds and magentas toward materials for such creatures may be found in any urban settlement,
the head, and deathly greens and yellows along the belly. and when there is additional tension in the air, the feyrs stalk at
night. Cities under siege, towns divided by rivalries or civil wars,
Combat: 7KH KRUL]RQWDO MDZV RI WKH IH\U VOXQJ EHQHDWK LWV EHOO\ DUH WKH oppressed peoples, and settlements baking under a merciless sum-
mer heat are all possible breeding grounds of feyrs. Guard and watch
FUHDWXUH·V SULPH IRUP RI DWWDFN LQÁLFWLQJ G SRLQWV RI GDPDJH IRU
XQLWV DUH XVXDOO\ PRUH WKDQ VXIÀFLHQW WR KDQGOH WKH FRPPRQ IH\UV
FRPPRQ IH\UV G SRLQWV IRU JUHDW IH\UV 7KH IH\U GRHV QRW XVH LWV MDZV as those feyrs attack anything that moves. But the more dangerous
to eat, but rather to strike terror into the hearts of those who witness its JUHDW IH\UV PXVW EH GHDOW ZLWK E\ D ZL]DUG RU VLPLODU KLJK OHYHO LQGL-
vidual, who can both withstand the attack of the feyr and dispatch it.
VDYDJH DQG EORRG\ DWWDFNV 7KRVH ZKR ZLWQHVV WKH DWWDFN RI HLWKHU W\SH
of feyr must make a successful saving throw vs. spells or be consumed
by fear DV WKH VSHOO RI WKH VDPH QDPH 7KLV fear acts for 1d4 rounds for
FRPPRQ IH\UV DQG G URXQGV IRU JUHDW IH\UV 7KLV IRUP RI fear only
applies when the creature attacks. Merely sighting a common feyr does
not inspire fear.

7KH JUHDW IH\U KDV DQ DGGLWLRQDO SRZHU WKDW FDQ DIIHFW WKH HPRWLRQV
VLPLODU WR WKH WK OHYHO ZL]DUG VSHOO emotion. 7KH UDQJH RI WKLV DWWDFN LV
100 yards, may affect a 20-foot by 20-foot area, and the intended vic-
tim must make a successful saving throw vs. spells at –2 or be affected.
2QO\ WKH QHJDWLYH HPRWLRQV RI fear, hate, hopelessness, and sadness may

EH FDVW E\ WKH JUHDW IH\U 7KH JUHDW IH\U PD\ FDVW WKLV VSHOO DQG UHWDLQ
its invisibility.

Common feyrs are slain by direct sunlight, though they have no fear
of it themselves, and do not seek shelter with the coming sun, nor hesi-
tate to venture out if they are still alive after sun-up. Common feyrs can
use a saving throw vs. spells against sunlight created by magic spells,
such as continual light, in addition to their standard magic resistance.
Greater feyrs are unaffected by sunlight.

116


Fish

Fish #AP AC MV HD THAC0 # of Att Dmg/Att Morale XP Value
Barracuda 2-12 6 Sw 30 1 to 2 HD: 19 1 2-8 6WHDG\ 1 HD: 15
Carp, Giant 3 HD: 17 2-20 2 HD: 35
$YHUDJH 3 HD: 65
1-4 6 Sw 18 8 to 12 8 HD: 13 1 8 HD: 3,000
9-10 HD: 11 $YHUDJH 9 HD: 4,000
11-12 HD: 9 10 HD: 5,000
8QVWHDG\ 11 HD: 6,000
&DWÀVK *LDQW 1 7 Sw 18 7 to 10 7 HD: 13 1 3-12 8QVWHDG\ 12 HD: 7,000
7-9 HD: 12 $YHUDJH 7 HD: 2,000
10 HD: 11 1-6 $YHUDJH 8 HD: 3,000
1-3 9 HD: 4,000
'UDJRQÀVK 14 Sw 6 2 19 1 3-18 8QVWHDG\ 10 HD: 5,000
(HO (OHFWULF 1-3 9 Sw l2 2 16 1 6 HD: 2-8 $YHUDJH 270
(HO *LDQW 1-4 6 Sw 9 5 15 1 7 HD: 3-12 (OLWH 65
(HO 0DULQH 16 Sw 9 6 to 8 6-7 HD: 13 1 8 HD: 4-16 175
8 HD: 12 1 1 420
(HO :HHG 10-60 8 Sw l5 1-1 1 5-20 650
Gar, Giant 1-6 3 Sw 30 8 20 1 3-12 975
,[LW[DFKLWO 5-12 6 Sw l2 1+1 12 1 120
19 1 2,000
normal: 35
/DPSUH\ 1-2 7 Sw l2 1+2 18 1 1-2 8QVWHDG\ 1 + 1 HD cleric: 65
/DPSUH\ *LDQW 1-4 6 Sw 9 5 20 1 1-6 $YHUDJH 2 + 2 HD cleric: 175
/DPSUH\ /DQG 2-12 7 12 1+2 18 2 1 hp/round 8QVWHDG\ 3 + 3 HD cleric: 270
Manta Ray 1 6 Sw 18 8 to 11 8 HD: 13 1 3-12 or 2-20 (OLWH 4 + 4 HD cleric: 420
9-10 HD: 11 2 + 2 HD vampiric: 270
11 HD: 9 4-16 $YHUDJH 65
1-2 8QVWHDG\ 270
Pike, Giant 1-8 5 Sw 36 4 15 1 1-6 $YHUDJH 120
Piranha 5-50 8 Sw 9 ½ 20 1 1-4 8QVWHDG\ 3,000
Piranha, Giant 2-20 7 Sw l5 2+2 16 1 1-2 8QVWHDG\ 4,000
Pungi Ray 1-3 7 Sw l2 4 17 1 or 2-8 1-4, 2-5, or 2-8 $YHUDJH 5,000
5-50 8 Sw 9 ½ 20 1 6,000
4XLSSHU 7 Sw 21 2 to 4 2 HD: 19 1 3-4 HD: 2-5 $YHUDJH 175
Sea Horse, Giant 1-20 3-4 HD: 17 5-6 HD: 2-8 7
7-8 HD: 3-12 65
Shark 3-12 6 Sw 24 3 to 8 3-4 HD: 17 1 975
5-6 HD: 15 7
7-8 HD: 13 2 HD: 35
3 HD: 65
Shark, Giant 1-3 5 Sw l8 10 to 15 10 HD: 11 1 10-11 HD: 4-16 6WHDG\ 4 HD: 120
12-13 HD: 5-20 3 HD: 65
11-12 HD: 9 14-15 HD: 6-24 4 HD: 120
5 HD: 175
13-14 HD: 7 6 HD: 270
7 HD: 420
15 HD: 5 8 HD: 650
10 HD: 2,000
Sting Ray 1-3 7 Sw 9 1 20 1 1-3 8QVWHDG\ 11 HD: 3,000
12 HD: 5,000
13 HD: 6,000
14 HD: 7,000
15 HD: 8,000
120

*LDQW ÀVK DUH D GLYHUVH JURXS RI FUHDWXUHV ZLWK YDU\LQJ DWWDFN DQG GH- Carp, Giant
fense capabilities. Many of these creatures are able to swallow victims *LDQW FDUS DWWDFN E\ ELWLQJ LQÁLFWLQJ SRLQWV RI GDPDJH ZLWK WKHLU
whole. Swallowed victims take normal bite damage. Victims take 1 VKDUS FXUYHG WHHWK $GGLWLRQDOO\ LI DQ DWWDFN FDXVHV RU PRUH SRLQWV
SRLQW RI GDPDJH SHU URXQG IURP WKH ÀVK·V GLJHVWLYH MXLFHV DQG KDYH of damage, the carp swallows its victim.
D FXPXODWLYH FKDQFH SHU URXQG RI VXIIRFDWLQJ 7R HVFDSH WKH ÀVK·V
VWRPDFK D YLFWLP FDQ FXW IUHH ZLWK D VKDUS HGJHG ZHDSRQ 7KH YLFWLP &DWÀVK *LDQW
PD\ EH UHVFXHG E\ FXWWLQJ RU WHDULQJ IURP WKH RXWVLGH :KHQ WKH ÀVK $ JLDQW FDWÀVK ELWHV IRU G SRLQWV RI GDPDJH ,W VZDOORZV LW SUH\ LI LWV
KDV ORVW RI LWV KLW SRLQWV WKH YLFWLP EUHDNV IUHH DWWDFN UROO LV SRLQWV PRUH WKDQ LW QHHGHG 7KH ÀVK FDQ HPSOR\ LWV IHHO-
HUV DV ZHDSRQV E\ ZKLSSLQJ LWV KHDG EDFN DQG IRUWK 7KHVH IHHOHUV VH-
Barracuda FUHWH D WR[LQ WKDW FDXVHV G SRLQWV RI GDPDJH $ VDYH YV SRLVRQ OLPLWV
7KH ÀUVW FOXH WKDW EDUUDFXGD DUH LQ WKH DUHD PLJKW EH D VXGGHQ SDLQ LQ WKH GDPDJH WR G SRLQWV 7ZR DGGLWLRQDO RSSRQHQWV FDQ EH DWWDFNHG LI
the foot, as the marauder swims by and bites off a few tender toes. they are within range of the feelers.

117


Fish

'UDJRQÀVK

'UDJRQÀVK ELWH IRU SRLQWV RI GDPDJH +RZHYHU PRVW DGYHQWXUHUV

VWXPEOH DFURVV WKHVH FUHDWXUHV 7KHVH HQFRXQWHUV FDXVH G RI WKH ÀVK·V
spines to penetrate boots, causing 1 point of damage apiece before snap-

SLQJ RII LQ WKH ZRXQG 7KH VSLQHV· SRLVRQ LV VORZ DFWLQJ DQG FUHDWXUHV

LQMHFWHG ZLWK WKH WR[LQ PXVW PDNH D VDYLQJ WKURZ YV SRLVRQ DW D ² RU
GLHV ,I VXFFHVVIXO WKH FKDUDFWHU VXIIHUV D ² penalty on all attack rolls
for the next ld12 + 4 hours.

Eel, Electric

$Q DWWDFNLQJ HHO GLVFKDUJHV D MROW RI HOHFWULFLW\ ZLWK D IRRW UDGLDO
range. Creatures less than 5 feet from the eel suffer 3d8 points of damage,
creatures 5 to 10 feet away receive 2d8 points, and all others in range suf-

IHU G SRLQWV $Q HHO PXVW UHFKDUJH LWVHOI IRU DQ KRXU EHWZHHQ DWWDFNV

Eel, Giant

*LDQW HHOV KDYH QR HOHFWULFDO GLVFKDUJH DWWDFN ,QVWHDG WKH\ DWWDFN ZLWK

WKHLU WHHWK 6LQFH WKH\ VWULNH ZLWK DPD]LQJ VSHHG JLDQW HHOV UHFHLYH D
bonus to initiative rolls.

Eel, Marine Pike, Giant
0DULQH HHOV KDYH DQ HOHFWULFDO GLVFKDUJH ZLWK D UDQJH RI IHHW FUHDWXUHV %HFDXVH RI WKHLU VSHHG DQG QDWXUDO FDPRXÁDJH D SLNH·V RSSRQHQWV VXI-
less than 5 feet from the eel suffer 6d6 points of damage, those 5 to 10 feet fer a –2 penalty to their surprise roll.
away receive 4d6 points, and all others in range suffer 2d6 points. Victims
PXVW UROO D VDYLQJ WKURZ YV SDUDO\]DWLRQ RU EH VWXQQHG IRU D QXPEHU RI Piranha
rounds equal to the damage they sustained from the electrical shock. 3LUDQKDV WUDYHO LQ VFKRROV RI 7KHUH LV D FKDQFH WKDW DW OHDVW
RQH ZLOO DWWDFN DQ\ FUHDWXUH WKDW VZLPV RU ZDGHV QHDU WKH VFKRRO ,I
Eel, Weed they attack and blood is drawn, the entire school goes berserk and each
7KH ELWH RI WKH ZHHG HHO LV SRLVRQRXV YLFWLPV IDLOLQJ D VDYLQJ WKURZ YV SLUDQKD DWWDFNV WZLFH SHU PHOHH URXQG 8S WR SLUDQKDV FDQ DWWDFN D
poison die in 1d4 rounds. VLQJOH PDQ VL]HG LQGLYLGXDO VLPXOWDQHRXVO\

Gar, Giant Piranha, Giant
7KH JDU DWWDFNV ZLWK LWV WHHWK LQÁLFWLQJ G SRLQWV RI GDPDJH 2Q D Giant piranhas behave like their smaller counterparts, but only 10 can
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FDQ VZDOORZ DQ REMHFW XS WR IHHW ORQJ

Ixitxachitl Pungi Ray
7KH L[LW[DFKLWO LFNV LW =$&+ LW XO DUH DQ LQWHOOLJHQW UDFH RI HYLO PDQWD $Q\ FUHDWXUH VWHSSLQJ RQ D SXQJL PXVW VDYH YV SRLVRQ RU GLH $ IRRW-
UD\V )RU HYHU\ HQFRXQWHUHG WKHUH LV D QG OHYHO SULHVW )RU HYHU\ VWHS RQ D SXQJL UD\ HTXDOV RQH DWWDFN LI D FUHDWXUH IHOO RQ D SXQJL UD\ LW
WKHUH LV D UG OHYHO SULHVW )RU HYHU\ WKHUH LV D +LW 'LFH WK OHYHO ZRXOG VXIIHU VSLQDO DWWDFNV ,I DWWDFNHG LW VZLPV DZD\
SULHVW ,I WKHUH DUH PRUH WKDQ WKHUH LV D +LW 'LFH WK OHYHO SULHVW
leader and two 3 + 3 Hit Dice 6th-level priest-guards. Spell spheres Quipper

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3URWHFWLRQ DQG 6XQ GDUNQHVV RQO\ )RU HYHU\ HQFRXQWHUHG WKHUH LV D
FKDQFH WKDW RQH LV D YDPSLULF L[LW[DFKLWO ZLWK GRXEOH +LW 'LFH WKDW Seahorse, Giant
drains one level per hit, and regenerates 3 points per round. $ VHD KRUVH DWWDFNV ZLWK D KHDG EXWW EXW D VHD KRUVH WUDLQHG DV D VWHHG
FDQ XVH LWV ORQJ WDLO WR FRQVWULFW DQG UHVWUDLQ HQHPLHV $ FDSWXUHG RSSR-
Lamprey QHQW FDQ IUHH LWVHOI ZLWK D RSHQ GRRUV UROO PDGH ZLWK D ² SHQDOW\ 7KH
7KH ODPSUH\ IHHGV E\ ELWLQJ LWV YLFWLPV DQG IDVWHQLQJ LWVHOI E\ LWV tail of a giant sea horse is so long it can attack the same opponent its
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per Hit Die of blood on the next and successive rounds. Sea lampreys damage, but the sea horse can still butt the helpless victim.

DUH HVSHFLDOO\ VXVFHSWLEOH WR ÀUH PDNLQJ WKHLU VDYLQJ WKURZV DJDLQVW Shark
ÀUH EDVHG DWWDFNV ZLWK D ² SHQDOW\ Sharks attack mercilessly at the scent of blood, which they can detect a
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Lamprey, Land D IHHGLQJ IUHQ]\ 6LQFH VKDUNV PRYH XS WDNH D ELWH RI ÁHVK DQG UHWUHDW
/DQG ODPSUH\V IHHG DV GR DTXDWLF RQHV 2QFH DWWDFKHG D KLW IRU SRLQW QRUPDO VL]HG VKDUNV FDQ DWWDFN D PDQ VL]HG RSSRQHQW
of damage), it drains blood for three rounds, unless killed or removed,
IRU SRLQW RI GDPDJH SHU URXQG ,Q DGGLWLRQ ZKLOH DWWDFKHG WR D FKDU- Shark, Giant
DFWHU HDFK ODPSUH\ HQFXPEHUV DQ LQGLYLGXDO WKLV LV HTXLYDOHQW WR D ORVV 7KH KXJH PHJDORGRQV JLDQW VKDUNV QHYHU UHDFK D IUHQ]\ VLQFH WKH\
of 1 point of Dexterity per lamprey attached. can swallow most creatures whole on an attack roll 4 greater than mini-
mum number needed to hit.
Manta Ray

,I WKH PDQWD·V DWWDFN UROO LV RU PRUH JUHDWHU WKDQ WKH QXPEHU QHHGHG Sting Ray
,I D FUHDWXUH VWHSV RQ D VWLQJ UD\ LW ODVKHV RXW ZLWK LWV WDLO VSLQH 7KH
WR KLW LW VZDOORZV LWV SUH\ $ PDQWD UD\ FDQ VZDOORZ RQH PDQ VL]HG FUHDWXUH PXVW VDYH YV SRLVRQ RU EH SDUDO\]HG IRU WXUQV

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XVHV LWV VWLQJHU IRU SRLQWV RI GDPDJH DQG D VDYH YV SDUDO\]DWLRQ RU
be stunned for 2-8 rounds.

118


Frog

CLIMATE/TERRAIN: Giant Killer Poisonous
FREQUENCY:
ORGANIZATION: $Q\ IUHVK ZDWHU $Q\ IUHVK ZDWHU $Q\ IUHVK ZDWHU
ACTIVITY CYCLE: Very rare Rare
DIET: 8QFRPPRQ Pack Pack
INTELLIGENCE: Pack
TREASURE: $Q\ $Q\
ALIGNMENT: $Q\ Carnivore
Carnivore ,QVHFWLYRUH
1RQ
1RQ 1RQ
1LO
1LO 1LO
1LO
1LO 1LO

NO. APPEARING: 5-40 3-18 2-12
ARMOR CLASS: 7 8 8
MOVEMENT: 3, Sw 9 6, Sw 12 3, Sw 9
HIT DICE: 1+3 1+4 1
THAC0: 1 HD: 19 18 19
2-3 HD: 16
NO. OF ATTACKS: 1 3 1
DAMAGE/ATTACK: 1-3/1-6/2-8 1-2/1-2/2-5 1
SPECIAL ATTACKS: 1LO 1LO
SPECIAL DEFENSES: 7RQJXH DQG VZDOORZ ZKROH 1LO Poison
MAGIC RESISTANCE: 1LO 1LO
SIZE: 1LO 6 · ORQJ 7 µ · ORQJ
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7 0 · · ORQJ

$YHUDJH
1 HD: 120
2 HD: 175
3 HD: 270

Giant Frogs chance to cut its way out of the frog with a sharp-edged weapon, but
Giant frogs resemble their more common relatives in everything but PXVW UROO DQ DWWDFN UROO UHVXOW RI RU EHWWHU $ YLFWLP KDV RQO\ WKUHH
URXQGV WR HVFDSH EHIRUH DVSK\[LDWLQJ $ VXFFHVVIXO HVFDSH NLOOV WKH IURJ
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a source of food, making small creatures and even demihumans pos- KDV D FKDQFH RI DOVR EHLQJ LQÁLFWHG RQ WKH VZDOORZHG YLFWLP

VLEOH SUH\ $ JLDQW IURJ FDQ UDQJH IURP WR IHHW LQ OHQJWK DQG ZHLJK *LDQW IURJV IHDU ÀUH DQG DOZD\V UHWUHDW IURP LW

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VRFLDO VWUXFWXUH 7KH\ DUH DJJUHVVLYH KXQWHUV DQG HDW LQVHFWV ÀVK DQG
SRXQGV IRU HDFK DGGLWLRQDO IRRW RI OHQJWK )URJV ZLWK +LW 'LH DUH VPDOO PDPPDOV /DUJH DTXDWLF SUHGDWRUV VXFK DV JLDQW ÀVK DQG JLDQW
feet long, while those 2 to 4 feet long have 2 Hit Dice, and those over 4 turtles often prey upon them.
feet long have 3 Hit Dice.
Killer Frogs
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talons. While it does not swallow victims whole, the killer frog is a vi-
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6XEWUDFW IHHW IRU HYHU\ DGGLWLRQDO SRXQGV WKH IURJ ZHLJKV $ JLDQW Poisonous Frogs
$ UDUH W\SH RI QRUPDO IURJ WKLV EUHHG VHFUHWHV D FRQWDFW SRLVRQ IURP
IURJ FDQQRW MXPS EDFNZDUG RU GLUHFWO\ WR HLWKHU VLGH EXW FDQ OHDS LWV VNLQ DV ZHOO DV ZLWK LWV ELWH 7KH ZHDNQHVV RI WKH SRLVRQ JLYHV DOO
feet straight up. victims a +4 bonus to their saving throws. Due to its weakness and the
GLIÀFXOW\ RI FROOHFWLQJ LW WKHUH LV QR PDUNHW IRU WKLV SRLVRQ
Combat: %HFDXVH RI LWV FDPRXÁDJLQJ FRORU D JLDQW IURJ VXUSULVHV RSSR-

QHQWV HDVLO\ SHQDOW\ WR RSSRQHQWV· VXUSULVH UROOV ZKHQ LQ LWV QDWXUDO

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ZLWK D ERQXV WR WKH DWWDFN UROO 7KH WRQJXH LQÁLFWV QR GDPDJH ZKHQ
it hits.

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WKH WRQJXH EHIRUH WKH IURJ DWWHPSWV WR UHHO LW LQ ,I WKH WRQJXH LV KLW WKH
IURJ UHOHDVHV WKH YLFWLP DQG GRHV QRW DWWDFN WKDW FUHDWXUH DJDLQ 2WKHU-
wise, the victim is reeled in.

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the creature weighs more than the frog, an extra round is required for
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QLW\ WR KLW WKH WRQJXH $Q\ FUHDWXUH ZHLJKLQJ PRUH WKDQ WZLFH WKH IURJ·V
weight cannot be pulled by the frog and is released on the third round
after it was caught, even if the tongue is never struck.

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WHPSWV WR HDW LW ,I WKH JLDQW IURJ VXFFHVVIXOO\ ELWHV LWV YLFWLP LQ WKH ÀUVW
round the creature is in range, it automatically scores maximum dam-

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+LW 'LFH SRLQWV DQG WKRVH ZLWK +LW 'LFH LQÁLFW SRLQWV RI ELWLQJ
damage.

2Q DQ DWWDFN UROO UHVXOW RI WKH IURJ FDQ VZDOORZ ZKROH DQ\ FUHD-

WXUH VKRUWHU WKDQ IHHW ORQJ $Q\ FUHDWXUH VZDOORZHG ZKROH KDV D

119


Fungus

CLIMATE/TERRAIN: Violet Shrieker Phycomid Ascomoid Gas Spore
FREQUENCY: Subterranean Subterranean Subterranean Subterranean Subterranean
ORGANIZATION: Rare Common Rare Very rare Rare
ACTIVITY CYCLE: Multicellular Multicellular Multicellular Multicellular Multicellular
DIET: $Q\
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TREASURE: Scavenger 1RQ Scavenger Scavenger Scavenger
ALIGNMENT: 1LO
1RQ 1HXWUDO 8QUDWDEOH 8QUDWDEOH 1RQ

1LO G 1LO 1LO 1LO
7
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3
NO. APPEARING: 1-4 17 1-4 1 1-3
0 5 3 9
ARMOR CLASS: 7 1LO 3 3
1LO 5 VHH EHORZ l hp
MOVEMENT: 1 1RLVH 15 6+6 20
1LO 2 13 1
HIT DICE: 3 0 · · 3-6/3-6 1 See below
6WHDG\ See below See below
THAC0: 17 120 ,QIHFWLRQ See below
See below 6SRUH MHW
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1LO
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7 · GLD
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(OLWH 120
SPECIAL DEFENSES: 1LO 650 &KDPSLRQ
1,400
MAGIC RESISTANCE: 1LO

SIZE: 0 · ·

MORALE: 6WHDG\

XP VALUE: 175

)XQJL DUH VLPSOH SODQWV WKDW ODFN FKORURSK\OO WUXH VWHPV URRWV DQG Many fungi are edible, and connoisseurs consider some to be deli-
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saprophytes. FLRXV 3LJV DUH XVHG WR KXQW IRU WUXIÁHV DQ XQGHUJURXQG IXQJXV WKDW

Ordinary Fungi JURZV QHDU WUHH URRWV DQG JLYHV IRRG D SLTXDQW ÁDYRU 1R RQH KDV DV \HW
2UGLQDU\ IXQJL DUH ZHOO NQRZQ WR PDQ PROGV \HDVW PLOGHZ PXVK-
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varieties. mint by learning to grow these.

Combat: 2UGLQDU\ IXQJL GR QRW DWWDFN RU GHIHQG WKHPVHOYHV EXW WKH\ Mushrooms, the fruiting body of another underground fungus, can
DUH SUROLÀF DQG FDQ VSUHDG ZKHUH XQZDQWHG sometimes be eaten, but can be so poisonous that the novice mushroom

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have had unpleasant encounters with fungi. a single mushroom might extend beneath the ground for several feet in
any direction.

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remedies for various bacterial infections.

Habitat/Society: 7KH ERGLHV RI PRVW WUXH IXQJL FRQVLVW RI VOHQGHU FRW-

WRQ\ ÀODPHQWV $Q\RQH ZKR ZLVKHV WR VHH WKLV IRU KLPVHOI QHHG RQO\

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the black mold on the bread with a magnifying glass will show off not

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spores are what gives mold its color.

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one.

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DOO WRR HDVLO\ LQ D NLWFKHQ FXSERDUG EDFNSDFN RU ERRW $ ZDUP HQYL-
ronment is preferred by some, such as yeasts and certain molds, but
excessive heat kills fungi.

Proper storage and cleanliness can be used to avoid most ordinary
fungi.

Ecology: )XQJL EUHDN GRZQ RUJDQLF PDWWHU WKXV SOD\LQJ DQ LPSRUWDQW
part in the nitrogen cycle by decomposing dead organisms into ammo-
nia. Without the action of mushrooms and bracket fungi, soil renewal
could not take place as readily as it does.

)XQJL DUH DOVR XVHIXO WR PDQ IRU PDQ\ SXUSRVHV <HDVWV DUH YDOX-
able as fermenting agents, raising bread and brewing wines, beers, and

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blue cheese is a mold that has been encouraged to grow in this semisoft
cheese.

120


Fungus

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useful substances from their action on various materials. $VFRPRLGV DUH KXJH SXIIEDOO OLNH IXQJL ZLWK YHU\ WKLFN OHDWKHU\ VNLQ
7KH\ PRYH E\ UROOLQJ
Violet Fungus
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HQFRXQWHUHG ZLWK WKHP 7KH ODWWHU DUH LPPXQH WR WKH WRXFK RI YLR- URXQG WKH QH[W WKHQ WKHQ ÀQDOO\ ³EXW WKH\ FDQ NHHS LW XS IRU
OHW IXQJL DQG WKH WZR W\SHV RI FUHDWXUHV FRPSOHPHQW HDFK RWKHU·V hours without tiring.
existence.
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Combat: 9LROHW IXQJL IDYRU URWWHG DQLPDO PDWWHU WR JURZ XSRQ (DFK GLXP VL]HG RSSRQHQWV DUH NQRFNHG GRZQ DQG PXVW ULVH GXULQJ WKH QH[W
IXQJXV KDV RQH WR IRXU EUDQFKHV ZLWK ZKLFK LW ÁDLOV RXW LI DQ\ DQLPDO round or remain prone.
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rolled or a cure disease VSHOO LV XVHG 7KH EUDQFK OHQJWK RI WKLV IXQJL GH- VHUYH DV VHQVRU\ RUJDQV (DFK SRFN FDQ DOVR HPLW D MHW RI VSRUHV WR
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KDYLQJ WZR IRRW ORQJ EUDQFKHV DQG VR RQ $Q\ VL]HG JURZWK FDQ KDYH 7KH VWUHDP RI VSRUHV LV DERXW RQH IRRW LQ GLDPHWHU DQG IHHW ORQJ
up to four branches. 8SRQ VWULNLQJ WKH VWUHDP SXIIV LQWR D FORXG RI YDULDEOH GLDPHWHU ÀYH
WR IHHW 7KH FUHDWXUHV XQGHU DWWDFN PXVW UROO D VXFFHVVIXO VDYLQJ
Shrieker throw vs. poison or die from infection in their internal systems in
6KULHNHUV DUH QRUPDOO\ TXLHW PLQGOHVV IXQJL WKDW DUH DPEXODWRU\ 7KH\ G URXQGV (YHQ WKRVH ZKR VDYH DUH EOLQGHG DQG FKRNHG WR VXFK
are dangerous to dungeon explorers because of the hellish racket they DQ H[WHQW WKDW WKH\ UHTXLUH G URXQGV WR UHFRYHU DQG UHMRLQ PHOHH
make. Meanwhile, they are nearly helpless, and all attacks upon them gain a
+4 bonus to attack rolls with no shield or Dexterity bonuses allowed.
Combat: /LJKW ZLWKLQ IHHW RU PRYHPHQW ZLWKLQ IHHW FDXVHV
D VKULHNHU WR HPLW D SLHUFLQJ VKULHN WKDW ODVWV IRU URXQGV 7KLV Different types of weapons affect the ascomoid differently. Pierc-
QRLVH KDV D FKDQFH RI DWWUDFWLQJ ZDQGHULQJ PRQVWHUV HDFK URXQG ing weapons, such as spears, score double damage. Shorter stab-
thereafter. ELQJ ZHDSRQV GR GDPDJH DV LI DJDLQVW D VPDOO VL]HG RSSRQHQW
%OXQW ZHDSRQV GR QRW KDUP DVFRPRLGV VODVKHV DQG FXWV IURP
Habitat/Society: 7KH\ OLYH LQ GDUN SODFHV EHQHDWK WKH JURXQG RIWHQ LQ HGJHG ZHDSRQV FDXVH RQO\ SRLQW RI GDPDJH $Q DVFRPRLG VDYHV
the company of violet fungi. When the shriekers attract curious dun- DJDLQVW PDJLFDO DWWDFNV VXFK DV PDJLF PLVVLOHV ÀUHEDOOV DQG OLJKW-
geon dwellers by their shrieking, the violet fungi are able to kill them QLQJ ZLWK D ERQXV WR WKH VDYLQJ WKURZ GDPDJH LV RQO\ RI
with their branches, leaving plenty of organic matter for these sapro- QRUPDO &ROG EDVHG DWWDFNV DUH DW QRUPDO SUREDELOLWLHV DQG GDP-
phytic life forms to feed on. DJH $V WKHVH IXQJL KDYH QR PLQGV E\ RUGLQDU\ VWDQGDUGV DOO VSHOOV
DIIHFWLQJ WKH EUDLQ charm, ESP, HWF XQOHVV VSHFLÀF WR SODQWV DUH
Ecology: 3XUSOH ZRUPV DQG VKDPEOLQJ PRXQGV JUHDWO\ SUL]H VKULHNHUV useless.
DV IRRG DQG GRQ·W VHHP WR PLQG WKH QRLVH ZKLOH HDWLQJ
Gas Spore
Shrieker spores are an important ingredient in potions of plant $W DQ\ GLVWDQFH JUHDWHU WKDQ IHHW D JDV VSRUH LV OLNHO\ WR EH
control. PLVWDNHQ IRU D EHKROGHU (YHQ DW FORVH UDQJHV WKHUH LV D SRVVLELOLW\
that the creature is seen as a beholder, for a gas spore has a false central
Phycomid H\H DQG UKL]RPH JURZWKV DWRS LW WKDW VWURQJO\ UHVHPEOH WKH H\H VWDONV
7KH DOJDH OLNH SK\FRPLGV UHVHPEOH ÀEURXV EOREV RI GHFRPSRVLQJ of a beholder.
PLON FRORUHG PDWWHU ZLWK FDSSHG IXQJL JURZLQJ RXW RI WKHP 7KH\
H[XGH D KLJKO\ DONDOLQH VXEVWDQFH OLNH O\H ZKHQ DWWDFNLQJ Combat: ,I WKH VSRUH LV VWUXFN IRU HYHQ SRLQW RI GDPDJH LW H[SORGHV
(YHU\ FUHDWXUH ZLWKLQ D IRRW UDGLXV VXIIHUV G SRLQWV RI GDPDJH
Combat: 7KHVH IXQJRLG PRQVWHUV KDYH VHQVRU\ RUJDQV IRU KHDW VRXQG G LI D VDYLQJ WKURZ YV ZDQGV LV VXFFHVVIXO
and vibrations located in several clusters. When phycomids attack, they
H[WUXGH D WXEH DQG GLVFKDUJH WKH DONDOLQH ÁXLG LQ VPDOO JOREXOHV WKDW ,I D JDV VSRUH PDNHV FRQWDFW ZLWK H[SRVHG ÁHVK WKH VSRUH VKRRWV WLQ\
have a range of 1d6 + 6 feet. UKL]RPHV LQWR WKH OLYLQJ PDWWHU DQG JURZV WKURXJK WKH YLFWLP·V V\VWHP
ZLWKLQ RQH URXQG 7KH JDV VSRUH GLHV LPPHGLDWHO\ 7KH YLFWLP PXVW
,Q DGGLWLRQ WR DONDOLQH GDPDJH WKH JOREV WKDW WKHVH FUHDWXUHV GLV- have a cure disease spell cast on him within 24 hours or die, sprouting
charge might also cause victims to serve as hosts for new phycomid 2d4 gas spores.
JURZWK ,I D YLFWLP IDLOV D VDYLQJ WKURZ YV SRLVRQ WKH LQGLYLGXDO EH-
JLQV WR VSURXW PXVKURRP OLNH JURZWKV LQ WKH LQIHFWHG DUHD 7KLV RFFXUV
LQ G URXQGV DQG LQÁLFWV G SRLQWV RI GDPDJH 7KH JURZWKV
then spread throughout the host body, killing it in 1d4 + 4 turns, and
WXUQLQJ LW LQWR D QHZ SK\FRPLG $ cure disease spell will stop the spread
through the host.

121


Galeb Duhr

CLIMATE/TERRAIN: $Q\ PRXQWDLQ
FREQUENCY: Very rare
ORGANIZATION:
ACTIVITY CYCLE: )DPLO\
DIET: Day
INTELLIGENCE: Special
TREASURE:
ALIGNMENT: 9HU\

4 ð ;

1HXWUDO

NO. APPEARING: 1-4
ARMOR CLASS: -2
MOVEMENT: 6
HIT DICE: 8-10
THAC0: 8 HD: 13
9-10 HD: 11
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16, 3-18, or 4-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE:
SIZE:
MORALE:
XP VALUE: / · · WDOO

)DQDWLF
8 HD: 8,000
9 HD: 9,000
10 HD: 10,000

7KH JDOHE GXKU LV D FXULRXV ERXOGHU OLNH FUHDWXUH ZLWK DSSHQGDJHV WKDW 7KH ´PXVLFµ RI WKH JDOHE GXKU RIWHQ SURYLGHV WKH ÀUVW HYLGHQFH WKDW
DFW DV KDQGV DQG IHHW 7KHVH LQWHOOLJHQW EHLQJV DUH YHU\ ODUJH DQG VORZ WKHVH FUHDWXUHV DUH QHDU³DQG XVXDOO\ WKH RQO\ HYLGHQFH DV WKH XQVR-
PRYLQJ 7KH\ OLYH LQ URFN\ RU PRXQWDLQRXV DUHDV ZKHUH WKH\ FDQ IHHO ciable galeb duhr are quick to pass into the ground when they feel the
the earth power and control the rocks around them. vibrations of approaching visitors.

$ W\SLFDO JDOHE GXKU LV IURP WR IHHW WDOO :KHQ QRW PRYLQJ LW 6LWWLQJ WRJHWKHU LQ JURXSV WKH JDOHE GXKU KDUPRQL]H WKHLU JUDYHOO\
looks like part of the terrain it lives in.
YRLFHV LQWR HOGULWFK WXQHV VRPH VDJHV VSHFXODWH WKDW WKHVH PHORGLHV FDQ
Combat: Galeb duhr are fairly solitary creatures, preferring to live FDXVH RU SUHYHQW HDUWKTXDNHV 2WKHUV DUJXH WKDW WKH ORZ UXPEOLQJ SUR-
with a few of their own kind, and none of any other kind, including duced by these creatures is a form of warning to others in the group, but
earth elementals. When approached, a galeb duhr is liable to avoid there is no conclusive evidence either way.
WKH HQFRXQWHU E\ GLVDSSHDULQJ LQWR WKH JURXQG ,I FKDVHG RU RWKHU-
ZLVH LUULWDWHG KRZHYHU D JDOHE GXKU GRHV QRW KHVLWDWH WR ÀJKW WKH Ecology: Galeb duhr have no natural enemies, other than those who
intruder. crave the gems they collect. Galeb duhr eat rock, preferring granite to

Galeb duhr can cast the following spells as 20th-level mages, once RWKHU W\SHV DQG GLVGDLQLQJ DQ\ VHGLPHQWDU\ W\SH 7KH URFNV WKH\ HDW
per day: move earth, stone shape, passwall, transmute rock to mud, and wall
of stone. 7KH\ FDQ FDVW stone shape at will. EHFRPH SDUW RI WKH KXJH FUHDWXUHV VXFK D PHDO QHHG WDNH SODFH RQO\
once every two or three months.
7KH\ FDQ DQLPDWH ERXOGHUV ZLWKLQ \DUGV RI WKHP $& 09
+' 'DP G DV D WUHDQW FRQWUROV WUHHV *DOHE GXKU VXIIHU GRXEOH Besides the gems that they carry with them, galeb duhr are likely to
damage from cold-based attacks and save with a –4 penalty against know where many other gems are, as well as veins of precious metals,
WKHVH DWWDFNV 7KH\ DUH QRW KDUPHG E\ OLJKWQLQJ RU QRUPDO ÀUH EXW VXI- such as gold, silver, and platinum, though galeb duhr seem to have no
IHU IXOO GDPDJH IURP PDJLFDO ÀUH WKRXJK WKH\ VDYH ZLWK D ERQXV
DJDLQVW ÀUH DWWDFNV LQWHUHVW LQ WKHVH PLQHUDOV IRU WKHPVHOYHV $ IHZ SRZHUIXO PDJHV KDYH

Habitat/Society: Galeb duhr, thought to be native to the elemental EHHQ DEOH WR EDUJDLQ ZLWK WKH JDOHE GXKU IRU WKLV LQIRUPDWLRQ 7KLV LV D
SODQH RI (DUWK DUH VRPHWLPHV HQFRXQWHUHG LQ VPDOO IDPLO\ JURXSV LQ GLIÀFXOW DJUHHPHQW WR FRQVXPPDWH IRU WKH JDOHE GXKU DUH YDOLDQW ÀJKW-
mountainous regions of the Prime Material plane.
HUV DQG XVXDOO\ KDYH QR GLIÀFXOW\ LQ HVFDSLQJ IURP DQ\ KDUP LI WKH\ DUH
,W LV QRW NQRZQ KRZ RU ZKHWKHU JDOHE GXKU UHSURGXFH EXW ´\RXQJµ
JDOHE GXKU KDYH RFFDVLRQDOO\ EHHQ UHSRUWHG³WKRVH VSHFLPHQV HQFRXQ- LQFOLQHG WR GR VR )XUWKHU WKH JDOHE GXKU DUH WHUULWRULDO DQG ZRXOG EH
WHUHG EHLQJ D VPDOOHU VL]H WKDQ QRUPDO irritated at any attempt to make use of this knowledge in their vicinity.

While galeb duhr seem to have no visible culture above ground, ,Q VRPH VWUDQJH ZD\ JDOHE GXKU IHHO UHVSRQVLEOH IRU WKH VPDOOHU
WKH\ DUH NQRZQ WR FROOHFW JHPV ZKLFK WKH\ ÀQG WKURXJK WKHLU SDVVZDOO rocks and boulders around them, in much the same way that a treant
DELOLW\ 7KH\ VRPHWLPHV KDYH VPDOO PDJLFDO LWHPV LQ WKHLU SRVVHVVLRQ
evidently taken from those who attacked them to take their gems. IHHOV UHVSRQVLEOH IRU WUHHV LQ LWV QHLJKERUKRRG $ WUDYHOHU ZKR GLVWXUEV
the area near a galeb duhr does so at his own peril.

122


Gargantua

CLIMATE/TERRAIN: Reptilian Gargantua Humanoid Gargantua Insectoid Gargantua

FREQUENCY: 7URSLFDO DQG 7URSLFDO DQG VXEWURSLFDO LVODQGV 7URSLFDO VXEWURSLFDO DQG WHPSHUDWH
ORGANIZATION: subtropical islands mountains
ACTIVE TIME: Rare MXQJOHV DQG PRXQWDLQV Rare
DIET: Solitary or mated pair Very rare Solitary or mated pair
INTELLIGENCE: Solitary or mated pair
TREASURE: 1LJKW $Q\
ALIGNMENT: Special $Q\
2PQLYRUH
/RZ 2PQLYRUH
/RZ
1LO /RZ
Chaotic neutral 1LO
1LO Chaotic neutral
Chaotic neutral

NO. APPEARING: 1-2 1-2 1-3
ARMOR CLASS: 2 4 6
MOVEMENT: 18, Sw 12 21
HIT DICE: 50 35 )O (
THAC0: 5 5 20-30
NO. OF ATTACKS: 3 2 5
DAMAGE/ATTACK: 3-30/3-30/6-60 4-40/4-40 1
SPECIAL ATTACKS: See below 3-30
SPECIAL DEFENSES: Regeneration 7UDPSOH See below
MAGIC RESISTANCE: Regeneration Regeneration
SIZE: 1LO
MORALE: 1LO 1LO
XP VALUE: * · · WDOO
* · · WDOO * · ORQJ
(OLWH
43,000 (OLWH (OLWH
28,000 20 HD: 14,000
30 HD: 24,000

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Whether they are throwbacks to another age, aberrations of natural
SURFHVVHV RU UHVXOWV RI FUD]HG PDJLFDO H[SHULPHQWV LV XQNQRZQ LWV LPPHQVH VL]H PDNHV LW HDV\ WR VSRW IURP D GLVWDQFH )XUWKHUPRUH
the squealing roars that accompany its every action make it virtually
Gargantua appear in many different forms, but most resemble gigantic impossible to ignore.
KXPDQRLGV LQVHFWV DQG UHSWLOHV 2I WKHVH WKUHH W\SHV WKH PRVW FRPPRQ
is also the largest and most dangerous: the reptilian gargantua. 7KH UHSWLOLDQ JDUJDQWXD·V WRXJK KLGH JLYHV LW DQ $UPRU &ODVV RI
forming a strong defense against most physical attacks. When it does
7KH UHSWLOLDQ JDUJDQWXD LV VR LPPHQVH WKDW LW GZDUIV YLUWXDOO\ DOO suffer damage, the creature can regenerate 4 hit points per round.

RI WKH ZRUOG·V FUHDWXUHV 6RPH UHSWLOLDQ JDUJDQWXD PRYH RQ DOO IRXUV )RUWXQDWHO\ UHSWLOLDQ JDUJDQWXD VHOGRP ERWKHU KXPDQV %XW WKHLU
Most, however, are bipedal, supported by two massive legs rivaling memories are long, and their appetite for revenge is nearly limitless. Hu-
WKH ZLGWK RI WKH ODUJHVW WUHH WUXQNV 7KH FUHDWXUH·V ERG\ LV WKLFN DQG mans who attack reptilian gargantua, disturb their lairs, or otherwise pro-

EXON\ 5RFN\ VFDOHV³XVXDOO\ GDUN JUHHQ ZLWK EODFN DFFHQWV³FRYHU LW YRNH WKH FUHDWXUHV ZLOO ÀQG WKHPVHOYHV UHOHQWOHVVO\ SXUVXHG³HYHQ LW PHDQV

IURP KHDG WR WRH ,WV VPRRWK EHOO\ LV D OLJKWHU VKDGH RI JUHHQ &HUWDLQ WKH JDUJDQWXD PXVW FURVV WKRXVDQGV RI PLOHV RI RFHDQ 7KLV FUHDWXUH·V
rare types have mottled scales in shades of brown, gray, and yellow.
KXQJHU IRU UHYHQJH LV VHOGRP VDWLVÀHG XQWLO LW KDV WKRURXJKO\ UDYDJHG
,WV KDQGV DUH DOPRVW KXPDQ WKRXJK HDFK RI LWV IRXU ORQJ ÀQJHUV
LWV DWWDFNHUV· YLOODJHV 6RPHWLPHV HQWLUH SURYLQFHV ZLOO EH ODLG WR UXLQ
HQGV LQ D KRRNHG FODZ ,WV IHHW DUH ÁDW DQG EURDG ZLWK ZHEEHG WRHV
7KH VXUHVW ZD\ WR SURYRNH WKH ZUDWK RI D UHSWLOLDQ JDUJDQWXD LV WR
7KH WRHV DOVR HQG LQ KRRNHG FODZV EXW WKH\·UH VKRUWHU DQG WKLFNHU WKDQ
WKUHDWHQ LWV RIIVSULQJ $GXOW JDUJDQWXD KDYH UHPDUNDEOH PHQWDO ERQGV
WKRVH RQ LWV ÀQJHUV $ ERQ\ ULGJH VWUHWFKHV IURP WKH EDVH RI LWV QHFN with their young, enabling them to locate their young with pinpoint
down along its spine, and extending the length of its immense tail. accuracy at an unlimited range.

7KH KHDG RI WKH UHSWLOLDQ JDUJDQWXD LV VRPHZKDW VPDOO LQ SURSRUWLRQ ,Q VSLWH RI WKHLU UHSXWDWLRQ DV PLQGOHVV GHVWUR\HUV UHSWLOLDQ JDUJDQ-
WR LWV ERG\ ,W KDV WZR JODULQJ H\HV XVXDOO\ JROG RU EULJKW UHG ,WV QRV- tuan actually possess a simple empathy that enables them to sense the
WULOV DUH ÁXVK ZLWK LWV KHDG DQG LWV HDUV DUH WZLQ WULDQJXODU SURMHFWLRQV
HPRWLRQV DQG GHVLUHV RI RWKHUV DOEHLW RQ D SULPLWLYH OHYHO 7KH\ VHHP WR
UHVHPEOLQJ WLQ\ ZLQJV ,WV PRXWK LV D ZLGH VODVK WKDW QHDUO\ ELVHFWV LWV instinctively know which creatures bear them ill will, and direct their
entire head and is lined with rows of long fangs. attacks accordingly.

7KH UHSWLOLDQ JDUJDQWXD FDQQRW VSHDN EXW LW HPLWV GHDIHQLQJ URDUV Habitat/Society: $ IHZ UHSWLOLDQ JXDUJDQWXD PDNH WKHLU KRPH RQ WKH
WKDW VRXQG OLNH WKH WUXPSHWLQJ RI D EXOO HOHSKDQW DPSOLÀHG D WKRXVDQG- ÁRRUV RI VXEWURSLFDO RFHDQV 0RVW KRZHYHU OLYH RQ UHPRWH WURSLFDO LV-
IROG ,W FDQ EUHDWKH ERWK DLU DQG ZDWHU
ODQGV IDU IURP FLYLOL]HG ODQGV 6XFK LVODQGV DUH VFDWWHUHG WKURXJKRXW
Combat: $OWKRXJK LW KDV VRPH GHJUHH RI LQWHOOLJHQFH WKH DFWLRQV RI WKH WKH RFHDQV RI .DUD 7XU ZLWK PRVW RI WKHP XQFKDUWHG 7KH PRVW QR-
UHSWLOLDQ JDUJDQWXD³DORQJ ZLWK WKH DFWLRQV RI PRVW JDUJDQWXD³DUH
WDEOH H[FHSWLRQ LV WKH ,VOH RI *DUJDQWXD RQH RI WKH 2XWHU ,VOHV RII WKH
WKRVH RI PLQGOHVV EUXWHV EHQW RQ GHVWUXFWLRQ IRU GHVWUXFWLRQ·V VDNH ,W
attacks with sweeping rakes of its front claws and lunging bites from VRXWKZHVWHUQ WLS RI :D 7KLV LVODQG LV LQKDELWHG HQWLUHO\ E\ JDUJDQWXD
LWV SRZHUIXO MDZV ,I PRYLQJ XSULJKW LW FDQ WUDPSOH YLFWLPV IRU of various types.

G KLW SRLQWV RI GDPDJH ,W FRQWLQXDOO\ VZHHSV WKH JURXQG ZLWK LWV ([SORUHUV LQ WKH DUFWLF UHJLRQV RI .DUD 7XU RQFH IRXQG D PDWXULQJ
UHSWLOLDQ JDUJDQWXD IUR]HQ LQ D EORFN RI LFH 7KH H[SORUHUV EXLOW D PDV-
PDVVLYH WDLO VZLQJLQJ IHHW EHKLQG LW DQG WR HDFK VLGH $Q\ FUHDWXUH
within range of the tail must make a successful saving throw vs. death VLYH VOHG WR KDXO WKHLU GLVFRYHU\ EDFN WR FLYLOL]DWLRQ 7KH LFH EHJDQ WR
RU VXIIHU G KLW SRLQWV RI GDPDJH WKDZ HQ URXWH UHYLYLQJ WKH FUHDWXUH 7KH JDUJDQWXD VKDWWHUHG WKH PHOW-
ing ice block, crushed his captors, and lumbered into the mountains.
$ UDPSDJLQJ UHSWLOLDQ JDUJDQWXD LV DOO EXW REOLYLRXV WR LWV VXUURXQG-
LQJV FUXVKLQJ HYHU\WKLQJ³DQG HYHU\RQH³LQ LWV SDWK 7KH JURXQG $Q\ JURWWR RU FDYH WKDW SURYLGHV VKHOWHU SULYDF\ DQG VXIÀFLHQW URRP
trembles under its weight when it walks. Since quaking earth always
foreshadows its appearance, it never can surprise its prey. When swim- WR KRXVH D UHSWLOLDQ JDUJDQWXD FDQ VHUYH DV LWV ODLU )LHUFHO\ WHUULWRULDO
ming, a reptilian gargantua is similarly handicapped, as its appearance a reptilian gargantua and its family usually claim an area of several
square miles as their personal property, defending it against any and
all intruders. Since their eyes are sensitive to bright light, the creatures

123


Gargantua

spend most of the day sleeping in their lairs, becoming active at night to

VHDUFK IRU IRRG DQG SDWURO WKHLU WHUULWRU\ 7KHLU WKXQGHURXV URDUV PDNH
their presence known to all. Reptilian gargantua do not collect treasure
or any other items.

5HSWLOLDQ JDUJDQWXD OLYH VHYHUDO KXQGUHG \HDUV 7KH\ FKRRVH PDWHV
within a few years of reaching maturity, and remain with them for the

UHVW RI WKHLU OLYHV $ IHPDOH UHSWLOLDQ JDUJDQWXD JLYHV ELUWK WR D VLQJOH

RIIVSULQJ RQFH SHU FHQWXU\ 7KH ELUWK RI D UHSWLOLDQ JDUJDQWXD LV PDUNHG
by shattering thunderstorms that rock the skies over the territory of its
parents for 101 days.

$Q LPPDWXUH UHSWLOLDQ JDUJDQWXD VWDQGV DERXW IHHW WDOO ,W DOVR
KDV +' 7+$& DQG D PRYHPHQW UDWH RI 6Z $ \RXQJ-

OLQJ·V FODZV LQÁLFW KLW SRLQWV RI GDPDJH HDFK DQG LWV ELWH LQÁLFWV

G KLW SRLQWV RI GDPDJH ,WV WDLO³QRW QHDUO\ DV IRUPLGDEOH DV

DQ DGXOW·V³VZHHSV WKH JURXQG LQ DQ DUFK UHDFKLQJ IHHW EHKLQG DQG

WR ERWK VLGHV LQÁLFWLQJ G SRLQWV RI GDPDJH WR DOO YLFWLPV ZKR
fail their save vs. death.

Ecology: 7KH UHSWLOLDQ JDUJDQWXD LV DQ RPQLYRUH ,W SULPDULO\ HDWV 7+$& DQG D PRYHPHQW UDWH RI ,WV ÀVWV LQÁLFW SRLQWV RI

SODQWV VZDOORZLQJ ZKROH WUHHV LQ D VLQJOH JXOS %XW LW DOVR HQMR\V OLYLQJ GDPDJH HDFK ,W FDQQRW PDNH WUDPSOLQJ DWWDFNV
SUH\ RI DOO YDULHWLHV ,W FDQ HYHQ GLQH RQ PLQHUDOV JHPV DQG RWKHU LQRU- 7KHVH PRQVWHUV SHDFHIXOO\ FRH[LVW ZLWK RWKHU FUHDWXUHV LQ WKHLU HQ-
ganic substances in times of scarce vegetation and game.
YLURQPHQW EXW KXPDQRLG JDUJDQWXD FRPSHWH ÀHUFHO\ ZLWK ULYDO JDU-
5HSWLOLDQ JDUJDQWXD VKXQ WKH FRPSDQ\ RI RWKHU FUHDWXUHV 7KH\ HVSH-
cially dislike other types of gargantua, which sometimes compete with JDQWXD DQG YLROHQW FRQÁLFWV RIWHQ UHVXOW 0DQ\ VXFK FRQÁLFWV FRQWLQXH
their reptilian cousins for the same territory. until one of the gargantua is dead.

Reptilian gargantua have two properties useful to humans: Humanoid gargantua eat all types of game and vegetation, prefer-
ring deer, bears, horses, and similar game.
‡ 7KH SHWDO RI DQ\ ÁRZHU WKDW JURZV LQ WKH IRRWSULQW RI D UHSWLOLDQ
gargantua can serve as a component for a potion of growth. 6XFK D ÁRZHU Insectoid Gargantua

PXVW JURZ QDWXUDOO\ LQ WKH IRRWSULQW LW FDQQRW KDYH EHHQ SODQWHG WKHUH $GXOW LQVHFWRLG JDUJDQWXD UHVHPEOH LPPHQVH PRWKV 7KHLU ERGLHV DUH
by a human or other intelligent being. FRYHUHG ZLWK ÀQH IXU XVXDOO\ JUD\ RU EODFN DQG WKHLU ZLQJV EHDU FRORU-

‡ $V QRWHG DERYH WKXQGHUVWRUPV RFFXU ZKHQ D UHSWLOLDQ JDUJDQWXDQ IXO SDWWHUQV LQ EULOOLDQW EOXH UHG \HOORZ DQG JUHHQ 7KHLU PRYHPHQWV
and other actions are accompanied by a piercing screech that sounds
LV ERUQ ,I D GHDG FUHDWXUH RI DQ\ NLQG LV VWUXFN E\ D OLJKWQLQJ EROW IURP like a warning siren.
such a storm, the bolt acts as a resurrection spell.
7KH LQVHFWRLG JDUJDQWXD EHJLQV OLIH DV D JLJDQWLF HJJ ZKLFK KDWFKHV
Humanoid Gargantua
WR UHYHDO D JLJDQWLF ODUYD 7KLV ODUYDO IRUP KDV +' $V D ODUYD WKH
+XPDQRLG JDUJDQWXD DUH WKH OHDVW LQWHOOLJHQW W\SH 7KH\ UHVHPEOH insectoid gargantua can shoot a strand of cocoon silk to a range of 60
gigantic humans, somewhat anthropoid facially, with stooped shoul-
IHHW 7KLV VLON LV H[FHSWLRQDOO\ VWURQJ DQG VWLFN\ DGKHULQJ WR ZKDWHYHU
GHUV ORQJ DUPV DQG MXWWLQJ MDZV /RQJ JUHDV\ KDLU GDQJOHV DERXW WKHLU
shoulders, though a few humanoid gargantua are completely bald. LW KLWV :LWK WKLV VLONHQ VWUDQG WKH ODUYD FDQ HQWDQJOH DQG LPPRELOL]H
YLFWLPV $ VWUDQG FDQ EH VHYHUHG LQ WKUHH ZD\V ZLWK SRLQWV RI GDP-
7KH\ VWDQG WR IHHW WDOO DQG DUH VRPHWLPHV FRYHUHG ZLWK EODFN
EURZQ RU JROGHQ IXU 7KHLU VNLQ FRORU UDQJHV IURP SDOH SLQN WR GXOO \HO- DJH IURP DQ HGJHG ZHDSRQ D VXFFHVVIXO ´EHQG EDUV OLIW JDWHVµ UROO RU
by monsters of 10 HD or more.
ORZ WR GHHS EODFN 7KH\ KDYH EOXQW QRVHV KXJH HDUV DQG EULJKW H\HV
which are usually brown or red. Single-eyed humanoid gargantua also 7KH ODUYDO LQVHFWRLG JDUJDQWXD JURZV DW D SKHQRPHQDO UDWH LQFUHDVLQJ
are rumored to exist.
+' SHU ZHHN 8SRQ DWWDLQLQJ +' WKH ODUYD VSLQV D FRFRRQ DQG HQWHUV
Humanoid gargantua have no language of their own, but because
of their strong empathy with humans, they are able to comprehend WKH SXSDO VWDJH ,W UHPDLQV D SXSD IRU G ZHHNV ÀQDOO\ HPHUJLQJ

VKRUW SKUDVHV RI KXPDQ ODQJXDJHV RI WKH WLPH 7KH PRYHPHQWV DV DQ LPPHQVH PRWK ZLWK +' ,Q WKLV IRUP WKH FUHDWXUH FDQ QR ORQJHU
and other actions of humanoid gargantua are typically accompanied by
thunderous bellowing and grunting. VSLQ VLON +RZHYHU E\ ÁDSSLQJ LWV ZLQJV LW FDQ FUHDWH D KXJH ZLQGVWRUP

7KH FUHDWXUH DWWDFNV ZLWK LWV WZR ÀVWV IRU G KLW SRLQWV RI IHHW ZLGH DQG H[WHQGLQJ IHHW DKHDG 7R UHPDLQ VDIH HYHU\RQH DQG

GDPDJH HDFK ,W VHOGRP XVHV ZHDSRQV RU WRROV VLQFH LWV EOXQW ÀQJHUV HYHU\WKLQJ ZLWKLQ WKH SDWK RI WKH VWRUP PXVW EH VROLGO\ DQFKRUHG H J WLHG

PDQLSXODWH WKHVH REMHFWV ZLWK GLIÀFXOW\ +RZHYHU UHSRUWV H[LVW RI WR D ERXOGHU 8QDQFKRUHG YLFWLPV PXVW PDNH D VDYLQJ WKURZ YV GHDWK

KXPDQRLG JDUJDQWXD ZLHOGLQJ WUHHV OLNH FOXEV 7KH FUHDWXUHV DOVR FDQ ZLWK D ² SHQDOW\ 7KRVH ZKR IDLO WKHLU VDYLQJ WKURZ DUH EORZQ EDFN
10 to 40 feet, suffering 1d6 hit points of damage for every 10 feet blown.
PDNH WUDPSOLQJ DWWDFNV RQ DQ\RQH RU DQ\WKLQJ ZKR FRPHV XQGHUIRRW
FDXVLQJ G SRLQWV RI GDPDJH +XPDQRLG JDUJDQWXD UHJHQ- ,QVHFWRLG JDUJDQWXD HVWDEOLVK ODLUV LQ WKH YDOOH\V DQG FDYHUQV RI
erate hit points at the rate of 4 per round. ZDUP PRXQWDLQRXV UHJLRQV 7KH\ OLYH IRU VHYHUDO KXQGUHG \HDUV )H-

/LNH UHSWLOLDQ JDUJDQWXD KXPDQRLG JDUJDQWXD SRVVHVV D VLPSOH HPSD- PDOHV OD\ D VLQJOH HJJ HYHU\ GHFDGH EXW WKHUH LV RQO\ D FKDQFH WKDW
thy that enables them to sense the basic emotions and desires of others. any given egg is fertile.

8QOHVV KXQJU\ WKH\ WHQG WR DYRLG FUHDWXUHV ZKR LQWHQG WKHP QR KDUP 7KHVH PRWKOLNH FUHDWXUHV HDW DOO W\SHV RI JDPH DQG YHJHWDWLRQ 7KH\
while actively seeking out and pursuing those with hostile intentions. SUHIHU PXOEHUU\ WUHHV DQG LQ MXVW D IHZ KRXUV D KXQJU\ LQVHFWRLG JDU-
gantua can consume an entire grove of them.
+XPDQRLG JDUJDQWXD OLYH LQ YDOOH\V LQ VXLWDEO\ VL]HG FDYHV LQ UHPRWH
7KH VLON RI LQVHFWRLG JDUJDQWXD ODUYDH FDQ EH ZRYHQ LQWR FORWK IURP
MDJJHG PRXQWDLQV RU RQ WKHLU RZQ LVODQGV IDU IURP FLYLOL]HG UHJLRQV 7KH\ which magical robes are created.
collect no treasure, spending most of their time eating and sleeping.

7KH\ OLYH IRU VHYHUDO FHQWXULHV DQG PDWH IRU OLIH 2QFH HYHU\ KXQGUHG
years or so, a female humanoid gargantua gives birth to 1-2 offspring.

$Q LPPDWXUH KXPDQRLG JDUJDQWXD LV DERXW IHHW WDOO ,W KDV +'

124


Gargoyle

Gargoyle Margoyle

CLIMATE/TERRAIN: ³$Q\ ODQG VXEWHUUDQHDQ RFHDQ ²
FREQUENCY:
ORGANIZATION: 8QFRPPRQ Rare
ACTIVITY CYCLE:
DIET: 7ULEH 7ULEH
INTELLIGENCE:
TREASURE: $Q\ $Q\
Carnivore Carnivore
ALIGNMENT:
/RZ /RZ

0 ð & LQ ODLU 4 & LQ ODLU

Chaotic evil Chaotic evil

NO. APPEARING: 2-16 2-8 FPO
ARMOR CLASS: 5 2
MOVEMENT:
HIT DICE: )O & )O &
THAC0: 4+4 6
NO. OF ATTACKS: 15 15
DAMAGE/ATTACK: 4 4
SPECIAL ATTACKS: 1-3/1-3/1-6/1-4 1-6/1-6/2-8/2-8
SPECIAL DEFENSES: See below
1LO +1 or better
MAGIC RESISTANCE: +1 or better weapon to hit
SIZE: weapon to hit
MORALE: 1LO
XP VALUE: 1LO
0 · WDOO
0 · WDOO
(OLWH
6WHDG\ 975
420

7KHVH PRQVWHUV DUH IHURFLRXV SUHGDWRUV RI D PDJLFDO QDWXUH W\SLFDOO\

IRXQG DPLG UXLQV RU GZHOOLQJ LQ XQGHUJURXQG FDYHUQV 7KH\ KDYH WKHLU
own guttural language.

Combat: Gargoyles attack anything they detect, regardless of whether Gargoyles do not need to eat or drink, so they can stand motion-
OHVV IRU DV ORQJ DV WKH\ ZLVK DOPRVW DQ\ZKHUH 7KH GDPDJH WKH\ GR WR
LW LV JRRG RU HYLO RI WKH WLPH 7KH\ ORYH EHVW WR WRUWXUH SUH\ WR GHDWK other creatures is not for sustenance, but only for their distorted sense
when it is helpless. of pleasure.

7KHVH ZLQJHG FUHDWXUHV DUH H[FHOOHQW ÀJKWHUV ZLWK IRXU DWWDFNV SHU Because they are fairly intelligent and evil, they will sometimes serve
DQ HYLO PDVWHU RI VRPH VRUW ,Q WKLV FDVH WKH JDUJR\OHV XVXDOO\ DFW DV
URXQG 7KHLU FODZ FODZ ELWH KRUQ FRPELQDWLRQ FDQ LQÁLFW XS WR JXDUGV RU PHVVHQJHUV EHVLGHV VRPH JROG RU D IHZ JHPV WKHLU XQVDYRU\
points of damage, while their naturally tough hide protects them from SD\PHQW LV WKH HQMR\PHQW WKH\ JHW IURP DWWDFNLQJ XQZDQWHG YLVLWRUV

YLFWLP·V DWWDFNV 7KH KRUQ RI WKH JDUJR\OH LV WKH PRUH FRPPRQ DFWLYH LQJUHGLHQW
Gargoyles favor two types of attack: surprise and swooping. Count- for a potion of invulnerability and can also be used in a SRWLRQ RI Á\LQJ

ing on their appearance as sculptures of some sort, gargoyles sit mo- Kapoacinth
tionless around the rooftop of a building, waiting for prey to approach. 7KLV FUHDWXUH LV D PDULQH YDULHW\ RI JDUJR\OH WKDW XVHV LWV ZLQJV WR VZLP
DV IDVW DV WKH ODQG GZHOOLQJ JDUJR\OH ÁLHV .DSRDFLQWK FRQIRUP LQ DOO
$OWHUQDWLYHO\ D JDUJR\OH PD\ SRVH LQ D IRXQWDLQ RU D SDLU RI WKH KRUULG UHVSHFWV WR D QRUPDO JDUJR\OH 7KH\ GZHOO LQ UHODWLYHO\ VKDOORZ ZDWHUV
beasts sit on either side of a doorway. When the victim is close enough, lairing in undersea caves.

WKH JDUJR\OHV VXGGHQO\ VWULNH RXW DWWHPSWLQJ RQO\ WR LQMXUH WKH YLFWLP /LNH JDUJR\OHV NDSRDFLQWK DUH HDJHU WR FDXVH SDLQ WR RWKHUV DQG
PHUPHQ VHD HOYHV DQG KXPDQ YLVLWRUV DUH DOO HTXDOO\ TXDOLÀHG FDQGL-
UDWKHU WKDQ WR NLOO LW DOO DW RQFH 7R D JDUJR\OH LQÁLFWLQJ D VORZ SDLQIXO dates for this.
death is best.)

:KHQ RQ WKH PRYH JDUJR\OHV VRPHWLPHV XVH D ´VZRRSµ DWWDFN
dropping down suddenly from the sky to make their attacks in an aerial

DPEXVK ,Q WKLV FDVH WKH\ FDQ PDNH HLWKHU WZR FODZ DWWDFNV RU RQH KRUQ

DWWDFN 7R PDNH DOO IRXU RI WKHLU DWWDFNV WKH\ PXVW ODQG

Habitat/Society: Gargoyles live in small groups with others of their Margoyle

NLQG LQWHUHVWHG LQ OLWWOH PRUH WKDQ ÀQGLQJ RWKHU FUHDWXUHV WR KXUW 0DUJR\OHV DUH D PRUH KRUULG IRUP RI JDUJR\OH 7KH\ DUH IRXQG PDLQO\
Smaller animals are scarcely worth the trouble to these hideous mon-
sters, who prefer to attack humans or other intelligent creatures. LQ FDYHV DQG FDYHUQV 7KHLU VNLQ LV VR OLNH VWRQH WKDW WKH\ DUH RQO\

*DUJR\OHV RIWHQ FROOHFW WUHDVXUH IURP KXPDQ YLFWLPV ,QGLYLGXDOV OLNHO\ WR EH VHHQ ZKHQ DJDLQVW LW 7KH\ DWWDFN ZLWK WZR FODZV D SDLU
usually have a handful of gold pieces among them, with the bulk of RI KRUQV DQG D ELWH 7KH\ VSHDN WKHLU RZQ ODQJXDJH DQG WKDW RI JDU-
their treasure hidden carefully at their lair, usually buried or under a
large stone. JR\OHV 7KH\ DUH OLNHO\ WR EH IRXQG ZLWK WKH ODWWHU HLWKHU DV OHDGHUV
or masters.

Ecology: 2ULJLQDOO\ JDUJR\OHV ZHUH FDUYHG URRI VSRXWV UHSUHVHQWLQJ
JURWHVTXH KXPDQ DQG DQLPDO ÀJXUHV 7KH\ ZHUH GHVLJQHG LQ VXFK D

ZD\ WKDW ZDWHU ÁRZLQJ GRZQ JXWWHUV ZRXOG EH WKURZQ DZD\ IURP WKH

ZDOO VR DV WR SUHYHQW VWDLQV DQG HURVLRQ /DWHU VRPH XQNQRZQ PDJH
used a powerful enchantment to bring these horrid sculptures to life.
7KH UDFH RI JDUJR\OHV KDV ÁRXULVKHG VSUHDGLQJ WKURXJKRXW WKH ZRUOG

125


Genie

CLIMATE/TERRAIN: Djinni Dao Efreeti Marid Jann
FREQUENCY: (DUWK )LUH Water $Q\ ODQG
ORGANIZATION: $LU Rare Very rare Very rare Very rare
ACTIVITY CYCLE: Very rare Khanate Sultanate Padishate $PLUDWH
DIET: Caliphate Day Day Day Day
INTELLIGENCE: Day 2PQLYRUH 2PQLYRUH 2PQLYRUH 2PQLYRUH
/RZ WR YHU\ 9HU\ High to genius Very to
TREASURE: 2PQLYRUH H[FHSWLRQDO
ALIGNMENT: 1LO 1LO 1LO 1LO
$YHUDJH WR 1HXWUDO HYLO 1HXWUDO ODZIXO Chaotic neutral 1HXWUDO JRRG
evil)
KLJK 1 1 1-2
3 1 0
1LO )O % %U 2 )O % 6Z )O $
Chaotic good 8+3 )O % 13 6+2
11 10 7 15
NO. APPEARING: 1 1 11 1 1
ARMOR CLASS: 4 G 1 G 1-8 + Strength bonus
MOVEMENT: G or by weapon
HIT DICE: )O $ + Strength bonus
THAC0: 7+3 See below
NO. OF ATTACKS: 13 See below
DAMAGE/ATTACK: 1
0 · · WDOO
G &KDPSLRQ

SPECIAL ATTACKS: See below See below See below See below per added Hit Die)
SPECIAL DEFENSES: See below See below See below See below
MAGIC RESISTANCE:
SIZE: 1LO 1LO 1LO
MORALE:
XP VALUE: / ô· WDOO / · · WDOO / · WDOO + · WDOO

(OLWH &KDPSLRQ &KDPSLRQ &KDPSLRQ
5,000 5,000 8,000 16,000

1REOH

*HQLHV FRPH IURP WKH HOHPHQWDO SODQHV 7KHUH DPRQJ WKHLU RZQ NLQG 2d6 points of damage per round of contact with the whirlwind.
they are have their own societies. Genies are sometimes encountered
RQ WKH 3ULPH 0DWHULDO SODQH DQG DUH RIWHQ VXPPRQHG VSHFLÀFDOO\ WR $ GMLQQL FDQ ULGH LWV ZKLUOZLQG DQG HYHQ WDNH DORQJ SDVVHQJHUV ZKR
OLNH WKH GMLQQL VXIIHU QR GDPDJH IURP WKH EXIIHWLQJ ZLQGV 7KH ZKLUO-
SHUIRUP VRPH VHUYLFH IRU D SRZHUIXO ZL]DUG RU SULHVW $OO JHQLHV FDQ
travel to any of the elemental planes, as well as the Prime Material and ZLQG FDQ FDUU\ WKH JHQLH DQG XS WR VL[ PDQ VL]HG RU WKUHH JHQLH VL]HG
$VWUDO SODQHV *HQLHV VSHDN WKHLU RZQ WRQJXH DQG WKDW RI DQ\ LQWHOOLJHQW companions.
beings they meet through a limited form of telepathy.
$LUERUQH FUHDWXUHV RU DWWDFNV UHFHLYH D ² SHQDOW\ WR DWWDFN DQG GDP-
Djinni
7KH GMLQQ DUH JHQLHV IURP WKH HOHPHQWDO SODQH RI $LU ,W VKRXOG EH QRW- DJH UROOV DJDLQVW D GMLQQL ZKR DOVR UHFHLYHV D ERQXV WR VDYLQJ WKURZV
HG WKDW ´GMLQQµ LV WKH SOXUDO IRUP RI WKHLU QDPH ZKLOH ´GMLQQLµ LV WKH against gas attacks and air-based spells.
singular.
'MLQQ DUH QHDUO\ LPSRVVLEOH WR FDSWXUH E\ SK\VLFDO PHDQV D GMLQQL
Combat: 7KH GMLQQ·V PDJLFDO QDWXUH HQDEOHV WKHP WR GR DQ\ RI WKH IRO- ZKR LV RYHUPDWFKHG LQ FRPEDW XVXDOO\ WDNHV WR ÁLJKW DQG XVHV LWV ZKLUO-
lowing once per day: create nutritious food for 2d6 persons and create wind to buffet those who follow. Genies are openly contemptuous of
water or create wine IRU G SHUVRQV create soft goods XS WR FXELF IHHW WKRVH OLIH IRUPV WKDW QHHG ZLQJV RU DUWLÀFLDO PHDQV WR Á\ DQG XVH illusion
or create wooden items XS WR FXELF IHHW RI D SHUPDQHQW QDWXUH create and invisibility DJDLQVW VXFK HQHPLHV 7KXV WKH FDSWXUH DQG HQVODYH-
metal, XS WR SRXQGV ZHLJKW ZLWK D VKRUW OLIH VSDQ WKH KDUGHU WKH
PHWDO WKH OHVV WLPH LW ODVWV JROG KDV DERXW D KRXU H[LVWHQFH ZKLOH PHQW RI GMLQQ LV EHWWHU UHVROYHG E\ WKH '0 RQ D FDVH E\ FDVH EDVLV ,W LV
GMLQQL VWHHO ODVWV RQO\ RQH KRXU create illusion DV D WK OHYHO ZL]DUG worth noting, however, that a good master will typically encourage a
with both visible and audible components, which last without con-
FHQWUDWLRQ XQWLO WRXFKHG RU PDJLFDOO\ GLVSHOOHG XVH invisibility, gaseous GMLQQL WR DGGLWLRQDO HIIRUW DQG KLJKHU SHUIRUPDQFH ZKLOH D GHPDQGLQJ
form, or wind walk. and cruel master encourages the opposite.

2QFH SHU GD\ WKH JHQLH FDQ FUHDWH D ZKLUOZLQG ZKLFK LW FDQ ULGH 'MLQQ DUH DEOH WR FDUU\ XS WR SRXQGV RQ IRRW RU Á\LQJ ZLWKRXW

RU HYHQ GLUHFW DW ZLOO IURP D GLVWDQFH 7KH ZKLUOZLQG LV D FRQH VKDSHG WLULQJ 7KH\ FDQ FDUU\ GRXEOH WKDW IRU D VKRUW WLPH WKUHH WXUQV LI RQ IRRW
spiral, measuring up to 10 feet across at its base, 40 feet across at the top,
DQG XS WR IHHW LQ KHLJKW WKH GMLQQL FKRRVHV WKH GLPHQVLRQV ,WV PD[L- RU RQH WXUQ LI Á\LQJ )RU HDFK SRXQGV EHORZ WKH PD[LPXP DGG
PXP VSHHG LV ZLWK PDQHXYHUDELOLW\ FODVV $ 7KH ZKLUOZLQG·V EDVH
RQH WXUQ WR WKH WLPH D GMLQQL PD\ ZDON RU Á\ EHIRUH WLULQJ $ IDWLJXHG
PXVW WRXFK ZDWHU RU D VROLG VXUIDFH RU LW ZLOO GLVVROYH ,W WDNHV D IXOO GMLQQL PXVW UHVW IRU DQ KRXU EHIRUH SHUIRUPLQJ DQ\ DGGLWLRQDO VWUHQX-
turn for the whirlwind to form or dissolve. During that time, the whirl- ous activity.
ZLQG LQÁLFWV QR GDPDJH DQG KDV QR RWKHU HIIHFW 7KH ZKLUOZLQG ODVWV
Habitat/Society: 7KH GMLQQ·V QDWLYH ODQG LV WKH HOHPHQWDO SODQH RI $LU
DV ORQJ DV WKH GMLQQL FRQFHQWUDWHV RQ LW PRYLQJ DW WKH FUHDWXUH·V ZKLP
ZKHUH WKH\ OLYH RQ ÁRDWLQJ LVODQGV RI HDUWK DQG URFN DQ\ZKHUH IURP
,I WKH ZKLUOZLQG VWULNHV D QRQ DHULDO FUHDWXUH ZLWK IHZHU WKDQ +LW
Dice, the creature must make a saving throw vs. breath weapon for each \DUGV WR VHYHUDO PLOHV DFURVV 7KH\ DUH FUDPPHG ZLWK EXLOGLQJV
round of contact with the whirlwind, or be swept off its feet, battered,
and killed. Hardier beings, as well as aerial or airborne creatures, take FRXUW\DUGV JDUGHQV IRXQWDLQV DQG VFXOSWXUHV PDGH RI HOHPHQWDO ÁDPHV
,Q D W\SLFDO GMLQQ ODQGKROG WKHUH DUH G GMLQQ RI YDULRXV DJHV DQG SRZ-

HUV DV ZHOO DV G MDQQ DQG G HOHPHQWDO FUHDWXUHV RI ORZ LQWHOOLJHQFH

$OO DUH UXOHG E\ WKH ORFDO VKHLN D GMLQQ RI PD[LPXP KLW SRLQWV

7KH VRFLDO VWUXFWXUH RI 'MLQQ VRFLHW\ LV EDVHG RQ UXOH E\ D FDOLSK
VHUYHG E\ YDULRXV QREOHV DQG RIÀFLDOV YL]LHUV EH\V HPLUV VKHLNV VKHU-

LIIV DQG PDOLNV $ FDOLSK UXOHV DOO WKH GMLQQ HVWDWHV ZLWKLQ WZR GD\V·

WUDYHO DQG LV DGYLVHG E\ VL[ YL]LHUV ZKR KHOS PDLQWDLQ WKH EDODQFH RI
the landholdings.

126


Genie

,I D ODQGKROG LV DWWDFNHG E\ D ODUJH IRUFH D PHVVHQJHU XVXDOO\ WKH
\RXQJHVW GMLQQL LV VHQW WR WKH QH[W ODQGKROG ZKLFK VHQGV DLG DQG GLV-
SDWFKHV WZR PRUH PHVVHQJHUV WR ZDUQ WKH QH[W ODQGKROGV LQ WKLV IDVK-
ion the entire nation is warned.

Noble Djinn
6RPH GMLQQ DUH ´QREOHµ DQG DUH DEOH WR JUDQW WKUHH wishes to their

PDVWHUV 1REOH GMLQQ SHUIRUP QR RWKHU VHUYLFHV DQG XSRQ JUDQWLQJ
the third wish DUH IUHHG RI WKHLU VHUYLWXGH 1REOH GMLQQ DUH DV VWURQJ DV

HIUHHW ZLWK +LW 'LFH 7KH\ VWULNH IRU G SRLQWV RI GDPDJH DQG WKH
whirlwinds they create cause 3d6 hit points of damage.

Dao
$ GDR LV D JHQLH IURP WKH HOHPHQWDO SODQH RI (DUWK :KLOH WKH\ DUH JHQ-

HUDOO\ IRXQG RQ WKDW SODQH WKRXJK HYHQ WKHUH WKH\ DUH XQFRPPRQ WKH
dao love to come to the Prime Material plane to work evil. Dao speak
all of the languages of the genies, as well as Common and the tongue
of earth elementals.

Combat: 7KH GDR·V PDJLFDO DELOLWLHV HQDEOH WKHP WR XVH DQ\ RI WKH IRO- Habitat/Society: 7KH GDR GZHOO LQ WKH *UHDW 'LVPDO 'HOYH RQ WKHLU RZQ
lowing magical powers, one at a time, once each per day: change self, plane and in deep caves, caverns, or cysts on the Prime Material plane.
detect good, detect magic, gaseous form, invisibility, misdirection, passwall, Dao settle pockets of elemental matter on their own plane, bending
spectral force, and wall of stone. 7KH\ FDQ DOVR IXOÀOO DQRWKHU·V limited wish
LQ D SHUYHUVH ZD\ RQFH HDFK GD\ 'DR FDQ XVH rock to mud three times WKRVH SRFNHWV WR WKHLU ZLOO DQG GHVLUH $ GDR PD]HZRUN FRQWDLQV G
per day and dig six times per day. Dao perform all magic as 18th-level GDR DV ZHOO DV G HOHPHQWDO DQG QRQ HOHPHQWDO VODYHV (DFK PD]H-
spellcasters. work is ruled by an ataman or hetman who is advised by a seneschal.
7KH OR\DOW\ RI D PD]HZRUN·V DWDPDQ WR WKH *UHDW 'LVPDO 'HOYH LV DO-
$ GDR FDQ FDUU\ XS WR SRXQGV ZLWKRXW WLULQJ 'RXEOH ZHLJKW ZLOO ways questionable, but the seneschals are chosen by the khan of the
cause tiring in three turns, but for every 100 pounds of weight under dao, and their loyalty is to him alone.
1,000, the dao may add one turn to the duration of its carrying ability.
7KH NKDQ RI WKH GDR OLYHV DW WKH FHQWHU RI WKH JUHDW PD]HZRUN FDOOHG
$IWHU WLULQJ D GDR PXVW UHVW IRU RQH KRXU 'DR FDQ PRYH WKURXJK HDUWK
WKH *UHDW 'LVPDO 'HOYH 7KH ODQG ZLWKLQ WKH GHOYH LV VDLG WR EH ODUJHU
QRW ZRUNHG VWRQH DW D EXUURZLQJ VSHHG RI 7KH\ FDQQRW WDNH OLYLQJ
WKDQ PRVW 3ULPH 0DWHULDO FRQWLQHQWV 7KH *UHDW 'LVPDO 'HOYH LV OLQNHG
EHLQJV ZLWK WKHP EXW FDQ VDIHO\ FDUU\ LQDQLPDWH REMHFWV to all manner of elemental pockets, so the khan can call forth whatever
Dao are not harmed by earth-related spells, but holy water has twice
SRZHUV KH QHHGV 7KH SRSXODWLRQ RI GDR LQ WKH GHOYH LV XQNQRZQ DV LV
its normal effect upon these monsters. the number of slaves that constantly work the tunnels and clear away
damage caused by the quakes which frequently shake it.

Dao dislike servitude as much as efreet and are even more prone to

PDOLFH DQG UHYHQJH WKDQ WKHLU ÀHU\ FRXQWHUSDUWV

Ecology: 7KH GDR PDQDJH D WKULYLQJ EXVLQHVV RI WUDGH GULYHQ E\ D
desire for more power and access to precious gems. High on their list

RI KDWUHGV DUH PRVW RWKHU JHQLHV H[FHSW HIUHHW ZLWK ZKRP WKH\ WUDGH
ZRUNHG PHWDOV IRU PLQHUDOV 7KH\ DOVR KDYH OLWWOH XVH IRU RWKHU HOHPHQ-

WDO FUHDWXUHV WKH GDR YDOXH WKHVH RQO\ LI WKH\ FDQ H[SORLW WKHP LQ VRPH
fashion.

Efreet

7KH HIUHHW VLQJXODU HIUHHWL DUH JHQLHV IURP WKH HOHPHQWDO SODQH RI )LUH
7KH\ DUH HQHPLHV RI WKH GMLQQ DQG DWWDFN WKHP ZKHQHYHU WKH\ DUH HQ-
FRXQWHUHG $ SURSHUO\ VXPPRQHG RU FDSWXUHG HIUHHWL FDQ be forced to

VHUYH IRU D PD[LPXP RI GD\V RU LW FDQ EH PDGH WR IXOÀOO WKUHH
wishes. (IUHHW DUH QRW ZLOOLQJ VHUYDQWV DQG VHHN WR SHUYHUW WKH LQWHQW RI
their masters by adhering to the letter of their commands.

7KH HIUHHW DUH VDLG WR EH PDGH RI EDVDOW EURQ]H DQG VROLG ÁDPHV

7KH\ DUH PDVVLYH VROLG FUHDWXUHV

127


Genie

Combat: $Q HIUHHWL LV DEOH WR GR WKH IROORZLQJ RQFH SHU GD\ JUDQW XS WR
three wishes; use invisibility, gaseous form, detect magic, enlarge, polymorph
self, and ZDOO RI ÀUH create an illusion with both visual and audio compo-
nents which will last without concentration until magically dispelled or
WRXFKHG $Q HIUHHWL FDQ DOVR SURGXFH ÁDPH RU XVH pyrotechnics at will.

(IUHHW DUH LPPXQH WR QRUPDO ÀUH EDVHG DWWDFNV DQG HYHQ DQ DWWDFN ZLWK

PDJLFDO ÀUH VXIIHUV D ² SHQDOW\ RQ DOO DWWDFN DQG GDPDJH UROOV

(IUHHW FDQ FDUU\ XS WR SRXQGV RQ IRRW RU Á\LQJ ZLWKRXW WLULQJ

7KH\ FDQ DOVR FDUU\ GRXEOH ZHLJKW IRU D OLPLWHG WLPH WKUHH WXUQV RQ IRRW

RU RQH WXUQ DORIW )RU HDFK SRXQGV RI ZHLJKW XQGHU DGG RQH

WXUQ WR HLWKHU ZDONLQJ RU Á\LQJ WLPH SHUPLWWHG $IWHU WLULQJ WKH HIUHHWL
must rest for one hour.

Habitat/Society (IUHHW DUH LQIDPRXV IRU WKHLU KDWUHG RI VHUYLWXGH GH- $ PDULG FDQ FDUU\ SRXQGV 'RXEOH ZHLJKW FDXVHV WLULQJ LQ WKUHH
VLUH IRU UHYHQJH FUXHO QDWXUH DQG DELOLW\ WR EHJXLOH DQG PLVOHDG 7KH
HIUHHW·V SULPDU\ KRPH LV WKHLU JUHDW FLWDGHO WKH IDEOHG &LW\ RI %UDVV WXUQV )RU HYHU\ SRXQGV XQGHU DGG RQH WXUQ WR WKH WLPH WKH
EXW WKHUH DUH PDQ\ RWKHU HIUHHW RXWSRVWV WKURXJKRXW WKH SODQH RI )LUH
PDULG FDQ FDUU\ EHIRUH WLULQJ $ WLUHG PDULG PXVW UHVW IRU RQH KRXU
$Q HIUHHW RXWSRVW LV D KDYHQ IRU G HIUHHW DQG LV UXQ DV D PLOLWDU\ Marids swim, breathe water, are at home at any depth, and have
VWDWLRQ WR ZDWFK RU KDUDVV RWKHUV LQ WKH SODQH 7KHVH RXWSRVWV DUH UXQ
E\ D PDOLN RU YDOL RI PD[LPXP QRUPDO KLW SRLQWV 7KHUH LV D FKDQFH LQIUDYLVLRQ 7KH\ DUH QRW KDUPHG E\ ZDWHU EDVHG VSHOOV &ROG EDVHG
WKDW WKH RXWSRVW LV DOVR SURYLGLQJ D WHPSRUDU\ KRPH IRU G MDQQ RU G spells grant them a +2 bonus to saving throws and –2 to each die of
GDR WKH RQO\ RWKHU JHQLHV HIUHHW WROHUDWH 2XWSRVW IRUFHV DUH XVXDOO\
GLUHFWHG DJDLQVW LQFXUVLRQV IURP WKH HOHPHQWDO SODQH RI $LU EXW WKH\ GDPDJH )LUH LQÁLFWV SHU GLH RI GDPDJH ZLWK VDYLQJ WKURZV DW D ²
can be directed against any travelers deemed suitable for threats, rob- penalty. Steam does not harm them.
bery, and abuse.
Habitat/Society: Marids live in a loose empire ruled by a padisha.
(IUHHW DUH QHXWUDO EXW WHQG WRZDUG RUJDQL]HG HYLO 7KH\ DUH UXOHG E\
a grand sultan who makes his home in the City of Brass. He is advised (DFK PDULG OD\V VRPH FODLP WR UR\DOW\ WKH\ DUH DOO VKDKV DWDEHJV
by a variety of beys, amirs, and maliks concerning actions within the
plane, and by six great pashas who deal with efreet business on the EHJOHUEHJV RU PXIWL DW WKH YHU\ OHDVW 7KHUH KDYH RIWHQ EHHQ VHYHUDO
Prime Material plane.
VLPXOWDQHRXV ´VLQJOH WUXH KHLUVµ WR WKH SDGLVKD·V WKURQH WKURXJK
7KH &LW\ RI %UDVV LV D KXJH FLWDGHO WKDW LV KRPH WR WKH PDMRULW\ RI the eons.
HIUHHW ,W KRYHUV LQ WKH KRW UHJLRQV RI WKH SODQH DQG LV RIWHQ ERUGHUHG
E\ VHDV RI PDJPD DQG ODNHV RI JORZLQJ ODYD 7KH FLW\ VLWV XSRQ D $ PDULG KRXVHKROG QXPEHUV G DQG LV ORFDWHG DURXQG ORRVHO\
KHPLVSKHUH RI JROGHQ JORZLQJ EUDVV VRPH PLOHV DFURVV )URP WKH grouped elemental pockets containing the necessities for marid life.
XSSHU WRZHUV ULVH WKH PLQDUHWV RI WKH JUHDW EDVWLRQ RI WKH 6XOWDQ·V 3DO- /DUJHU JURXSV RI PDULGV JDWKHU IRU KXQWV DQG WRXUQDPHQWV ZKHUH LQGL-
DFH 9DVW ULFKHV DUH VDLG WR EH LQ WKH SDODFH RI WKH VXOWDQ 7KH FLW\ KDV
an efreet population that far outnumbers the great cities of the Prime YLGXDO HIIRUW LV KHDYLO\ HPSKDVL]HG
0DWHULDO SODQH 7KH VXOWDQ ZLHOGV WKH PLJKW RI D *UHDWHU 3RZHU ZKLOH Marids are champion tale-tellers, although most of their tales empha-
PDQ\ RI KLV DGYLVRUV DUH DNLQ WR /HVVHU 3RZHUV DQG 'HPL 3RZHUV
VL]H WKHLU RZQ SURZHVV DQG EHOLWWOH RWKHUV :KHQ FRPPXQLFDWLQJ ZLWK
Ecology: )LUH HOHPHQWDOV WHQG WR DYRLG WKH HIUHHW ZKRP WKH\ IHHO DUH a marid, one must attempt to keep the conversation going without con-
RSSUHVVLYH DQG RSSRUWXQLVWLF 'MLQQ KDWH WKHP DQG WKHUH KDYH EHHQ QX- tinual digression for one tale or another, while not offending the marid.
PHURXV GMLQQ HIUHHW FODVKHV (IUHHW YLHZ PRVW RWKHU FUHDWXUHV HLWKHU DV Marids consider it a capital offense for a lesser being to offend a marid.
enemies or servants, a view that does not endear them to other genies.
0DULGV DUH ERWK ÀHUFHO\ LQGHSHQGHQW DQG H[WUHPHO\ HJRLVWLFDO
Marid
7KH PDULGV DUH VDLG WR EH ERUQ RI WKH RFHDQ KDYLQJ FXUUHQWV IRU PXVFOHV 7KH\ DUH QRW HDVLO\ IRUFHG WR SHUIRUP DFWLRQV HYHQ LI FRQYLQFHG
DQG SHDUOV IRU WHHWK 7KHVH JHQLHV IURP WKH HOHPHQWDO SODQH RI :DWHU DUH WKURXJK ÁDWWHU\ DQG EULEHU\ WR REH\ WKH\ RIWHQ VWUD\ IURP WKHLU LQ-
WKH PRVW SRZHUIXO RI DOO JHQLHV 7KH\ DUH DOVR WKH PRVW LQGLYLGXDOLVWLF tended course to seek some other adventure that promises greater
and chaotic of the elemental races, and only rarely deign to serve others. glory, or to instruct lesser creatures on the glories of the marids.

2Q WKHLU RZQ SODQH WKH\ DUH UDUH PDULGV WUDYHO VR VHOGRP WR WKH 0RVW PDJHV VNLOOHG LQ VXPPRQLQJ DQG FRQMXUDWLRQ FRQVLGHU PDULGV
Prime Material plane that many consider marids to be creatures of leg- to be more trouble than they are worth, which accounts for the great
end only.
ODFN RI LWHPV RI PDULG FRQWURO DV RSSRVHG WR WKRVH DIIHFWLQJ HIUHHW
Combat: Marids perform as 26th-level spellcasters, and can use any
of the following magical powers, one at a time, twice each per day: DQG GMLQQ
detect evil, detect good, detect invisibility, detect magic, invisibility, liquid
form VLPLODU WR gaseous form), polymorph self, and purify water. Marids 0DULGV FDQ WUDYHO WKH (WKHUHDO SODQH LQ DGGLWLRQ WR WKRVH SODQHV WR
can use any of the following up to seven times per day: gaseous form, which all genies can travel.
lower water, part water, wall of fog, or water breathing XVHG RQ RWKHUV
ODVWLQJ XS WR RQH IXOO GD\ 2QFH SHU \HDU D PDULG FDQ XVH alter reality.

Marids can always create water, which they may direct in a powerful
MHW XS WR \DUGV ORQJ 9LFWLPV VWUXFN E\ WKH MHW WDNH G SRLQWV RI GDP-
age and must make a successful saving throw vs. breath weapon or be
blinded for 1d6 rounds. Marids also have the innate ability to water walk
DV WKH ULQJ

128


Genie

Ecology: 0DULGV WROHUDWH WKHLU JHQLH UHODWLYHV SXWWLQJ XS ZLWK MDQQ DQG
GMLQQ OLNH SRRU FRXVLQV ZKLOH WKH\ KDYH DQ DYHUVLRQ WR HIUHHW DQG GDR

7KHLU DWWLWXGH WRZDUG WKH UHVW RI WKH ZRUOG LV VLPLODU PRVW FUHDWXUHV

IURP RWKHU SODQHV DUH FRQVLGHUHG OHVVHU EHLQJV QRW ÀW WR EH ERWKHUHG
with unless one lands in the feast hall at an inopportune time.

Janni
7KH MDQQ DUH WKH ZHDNHVW RI WKH HOHPHQWDO KXPDQRLGV NQRZQ FROOHFWLYH-
ly as genies. Jann are formed out of all four elements and must therefore

VSHQG PRVW RI WKHLU WLPH RQ WKH 3ULPH 0DWHULDO SODQH ,Q DGGLWLRQ WR

VSHDNLQJ &RPPRQ DQG DOO WKH ODQJXDJHV RI JHQLHV MDQQ FDQ VSHDN ZLWK
animals.

Combat: -DQQ RIWHQ ZHDU FKDLQ PDLO DUPRU FKDQFH JLYLQJ WKHP

DQ HIIHFWLYH $& RI 7KH\ W\SLFDOO\ XVH JUHDW VFLPLWDUV ZKLFK LQÁLFW G
damage to small and medium creatures, and 4d4 points of damage to

ODUJHU RSSRQHQWV 7KH\ DOVR XVH FRPSRVLWH ORQJ ERZV 0DOH MDQQ KDYH

H[FHSWLRQDO 6WUHQJWK VFRUHV UROO SHUFHQWLOH GLFH IRU WKHLU 6WUHQJWKV )RU
IHPDOH MDQQ UROO SHUFHQWLOH GLFH DQG VXEWUDFW DQ\WKLQJ DERYH LQGL-
cates percentage Strength equal to that number, while anything below
indicates 18 Strength.

Jann can use one of the following magical powers each round: en-
large or reduce, WZLFH HDFK SHU GD\ invisibility WKUHH WLPHV SHU GD\ create
food and water RQFH SHU GD\ DV D WK OHYHO SULHVW DQG etherealness DV WKH
armor) once per day for a maximum of one hour. Jann perform at 12th-
level ability, except as noted.

Habitat/Society Jann favor forlorn deserts and hidden oases, where Ecology: Jann are suspicious of humans, dislike demihumans, and de-
they have both privacy and safety. Jann society is very open, and males WHVW KXPDQRLGV -DQQ DFFHSW GMLQQ EXW VKXQ GDR HIUHHW DQG PDULGV
7KH\ VRPHWLPHV EHIULHQG KXPDQV RU ZRUN ZLWK WKHP IRU D GHVLUHG UH-
DQG IHPDOHV DUH UHJDUGHG DV HTXDOV $ WULEH LV PDGH XS RI OG ward, like potent magical items.
LQGLYLGXDOV DQG LV UXOHG E\ D VKHLN DQG RQH RU WZR YL]LHUV ([FHSWLRQ-
ally powerful sheiks are given the title of amir, and in times of need 2QH HWKLF WKH MDQQ VKDUH ZLWK RWKHU QRPDGV LV WKH FXOWXUDO GHPDQG
IRU WUHDWLQJ JXHVWV ZLWK KRQRU DQG UHVSHFW ,QQRFHQW YLVLWRUV LQFOXGLQJ
WKH\ JDWKHU DQG FRPPDQG ODUJH IRUFHV RI MDQQ DQG VRPHWLPHV DOOLHG humans) are treated hospitably during their stay, but some day might
humans). be expected to return the favor.

0DQ\ MDQQ WULEHV DUH QRPDGLF WUDYHOLQJ ZLWK ÁRFNV RI FDPHOV JRDWV Jann Leaders: -DQQ OHDGHUV KDYH ,QWHOOLJHQFH DQG KDYH
RU VKHHS IURP RDVLV WR RDVLV 7KHVH LWLQHUDQW MDQQ DSSHDU KXPDQ LQ HY- 6WUHQJWK 6KHLNV KDYH XS WR +LW 'LFH DPLUV XS WR 9L]LHUV KDYH
ery respect, and are often mistaken for them, unless they are attacked. ,QWHOOLJHQFH DQG WKH IROORZLQJ PDJLFDO SRZHUV HDFK XVDEOH WKUHH
Jann are strong and courageous, and they do not take kindly to insult times per day at 12th-level spellcasting ability: augury, detect magic, and
divination.
RU LQMXU\ 7KH WHUULWRU\ RI D MDQQ WULEH FDQ H[WHQG KXQGUHGV RI PLOHV LQ
any direction.

:KLOH WUDYHOLQJ PDOH MDQQ OLYH LQ ODUJH FRORUIXO WHQWV ZLWK WKHLU
wives and married male children, and their families. Married daugh-
ters move away to live with their new husbands. When a family eventu-
ally grows large enough that it can no longer reside comfortably in the
tent, a new tent is built, and a son takes his wife and family with him to

WKLV QHZ GZHOOLQJ $W SHUPDQHQW RDVHV WKH MDQQ OLYH QRW RQO\ LQ WHQWV
but also in elegantly styled structures built from materials brought from
any of the elemental planes.

-DQQ DUH DEOH WR GZHOO LQ DLU HDUWK ÀUH RU ZDWHU HQYLURQPHQWV IRU

XS WR KRXUV 7KLV LQFOXGHV WKH HOHPHQWDO SODQHV WR ZKLFK DQ\ MDQQL
can travel, even taking up to six individuals along if those others hold

KDQGV LQ D FLUFOH ZLWK WKH MDQQL )DLOXUH WR UHWXUQ WR WKH 3ULPH 0DWHULDO

SODQH ZLWKLQ KRXUV LQÁLFWV SRLQW RI GDPDJH SHU DGGLWLRQDO KRXU

RQ WKH MDQQ XQWLO WKH MDQQ GLHV RU UHWXUQV WR WKH 3ULPH 0DWHULDO SODQH
7UDYHO WR DQRWKHU HOHPHQWDO SODQH LV SRVVLEOH ZLWKRXW GDPDJH SURYLG-
ing at least two days are spent on the Prime Material plane immediately
prior to the travel.

129


Ghost

CLIMATE/TERRAIN: $Q\
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVE TIME: 1LJKW
DIET:
INTELLIGENCE: 1RQH
TREASURE:
ALIGNMENT: +LJK

NO. APPEARING: ( 6
ARMOR CLASS:
MOVEMENT: /DZIXO HYLO
HIT DICE:
THAC0: 1
NO. OF ATTACKS: RU VHH EHORZ
DAMAGE/ATTACK: 9
SPECIAL ATTACKS: 10
SPECIAL DEFENSES: 11
MAGIC RESISTANCE: 1
SIZE: $JH \HDUV
MORALE: See below
XP VALUE: See below
1LO

0 · · WDOO
Special
7,000

Ghosts are the spirits of humans who were either so greatly evil in life
or whose deaths were so unusually emotional they have been cursed

ZLWK WKH JLIW RI XQGHDG VWDWXV 7KXV WKH\ URDP DERXW DW QLJKW RU LQ

SODFHV RI GDUNQHVV 7KHVH VSLULWV KDWH JRRGQHVV DQG OLIH KXQJHULQJ WR
draw the living essences from the living.

Combat: $V JKRVWV DUH QRQ FRUSRUHDO HWKHUHDO WKH\ DUH XVXDOO\ HQ- ,Q UDUH FLUFXPVWDQFHV PRUH WKDQ RQH JKRVW ZLOO KDXQW WKH VDPH
countered only by creatures in a like state, although they can be seen
ORFDWLRQ 7KH FODVVLF H[DPSOH RI WKLV LV WKH KDXQWHG VKLS D YHVVHO ORVW
E\ QRQ HWKHUHDO FUHDWXUHV 7KH VXSHUQDWXUDO SRZHU RI D JKRVW LV VXFK
however, that the mere sight of one causes any humanoid being to age DW VHD QRZ HWKHUHDO DQG FUHZHG HQWLUHO\ E\ JKRVWV 7KHVH VKLSV DUH
\HDUV DQG ÁHH LQ SDQLF IRU G WXUQV XQOHVV D VDYLQJ WKURZ YHU- PRVW RIWHQ HQFRXQWHUHG LQ WKH SUHVHQFH RI 6W (OPR·V ÀUH DQ HOHFWUL-
sus spells is made. Priests above 6th level are immune to this effect and cal discharge that causes mysterious lights to appear in the rigging
all other humanoids above 8th level may add +2 to their saving throws. of a ship.

$Q\ FUHDWXUH ZLWKLQ \DUGV RI D JKRVW LV VXEMHFW WR DWWDFN E\ D magic ,Q PDQ\ FDVHV D JKRVW FDQ EH RYHUFRPH E\ WKRVH ZKR PLJKW EH QR
jar. ,I WKH JKRVW IDLOV WR magic jar its chosen victim, it will then semi- match for it in combat simply by setting right whatever events led
PDWHULDOL]H LQ RUGHU WR DWWDFN E\ WRXFK LQ ZKLFK FDVH WKH JKRVW LV $U-
WR WKH DWWDLQPHQW RI WKH JKRVW·V XQGHDG VWDWXV )RU H[DPSOH D \RXQJ
PRU &ODVV 6HPL PDWHULDOL]HG JKRVWV FDQ EH VWUXFN RQO\ E\ VLOYHU KDOI woman who was betrayed and murdered by someone who pretend-
ed to love her might be freed from her curse if the cad were humili-
GDPDJH RU PDJLFDO ZHDSRQV IXOO GDPDJH ,I WKH\ VWULNH DQ RSSRQHQW
DWHG DQG UXLQHG ,Q PDQ\ FDVHV KRZHYHU D JKRVW·V UHYHQJH ZLOO EH
LW DJHV KLP G ð \HDUV 1RWH WKDW JKRVWV FDQ EH DWWDFNHG ZLWK far more demanding, often ending in the death of the offender.

VSHOOV RQO\ E\ FUHDWXUHV ZKR DUH LQ DQ HWKHUHDO VWDWH $Q\ KXPDQ RU Ecology: 7KH GUHDGIXO IHDU FDXVHG E\ WKH JKRVW ZKLFK DJHV D YLFWLP
demihuman killed by a ghost is drained of its life essence and is forever 10 years, is not well understood by the common man, who often as-
dead.
FULEHV LW WR WKH IDFW WKDW D JKRVW LV ´GHDG µ ,I WKLV ZHUH WKH FDVH WKHQ
,I WKH JKRVW IDLOV WR EHFRPH VHPL PDWHULDO LW FDQ RQO\ EH FRPEDWWHG
FHUWDLQO\ VNHOHWRQV DQG ]RPELHV ZRXOG KDYH WKH VDPH HIIHFW ZKLFK
E\ DQRWKHU LQ WKH (WKHUHDO SODQH LQ ZKLFK FDVH WKH JKRVW KDV DQ $UPRU they do not.
Class of 8).
Common folklore further confuses this fact by relating details of
Ghosts can be turned by clerics after reaching 7th level and can be
damaged by holy water while in their semi-material form. WKH JKRVW·V SK\VLFDO IRUP WKH FODVVLF H[DPSOH RI ZKLFK LV WKH KHDGOHVV
horseman, thought by many to be particularly frightening simply be-
Habitat/Society: ,Q PRVW FDVHV D JKRVW LV FRQÀQHG WR D VPDOO SK\VL-
FDXVH KH KDG QR KHDG 8QGHU WKLV EHOLHI RQH FRXOG IDFH D JKRVW LI RQO\
FDO DUHD ZKLFK WKH JKRVW KDXQWV 7KRVH ZKR KDYH KHDUG VWRULHV RI D one had the courage to stand up to him. Such a mistaken impression
haunted area can thus attempt to avoid it for their own safety.
KDV FRVW PDQ\ OLYHV RYHU WKH \HDUV $FWXDOO\ WKH IHDU LV FDXVHG E\ WKH
$ JKRVW RIWHQ KDV D VSHFLÀF SXUSRVH LQ LWV KDXQWLQJ VRPHWLPHV WU\- supernatural power of the ghost, and has nothing whatsoever to do
with courage.
LQJ WR ´JHW HYHQµ IRU VRPHWKLQJ WKDW KDSSHQHG GXULQJ WKH JKRVW·V OLIH

7KXV D ZRPDQ ZKR ZDV MLOWHG E\ D ORYHU DQG WKHQ FRPPLWWHG VXLFLGH

PLJKW EHFRPH D JKRVW DQG KDXQW WKH FRXSOH·V VHFUHW WU\VWLQJ SODFH
Similarly, a man who failed at business might appear each night at his
storefront or, perhaps, at that of a former competitor.

$QRWKHU FRPPRQ UHDVRQ IRU DQ LQGLYLGXDO WR EHFRPH D JKRVW LV WKH

GHQLDO RI D SURSHU EXULDO $ JKRVW PLJKW LQKDELW WKH DUHD QHDU LWV ERG\

ZDLWLQJ IRU D SDVVHUE\ WR SURPLVH WR EXU\ WKH UHPDLQV 7KH JKRVW LQ LWV
resentment toward all life, becomes an evil creature intent on destruc-
tion and suffering.

130


Ghoul

CLIMATE/TERRAIN: Ghoul Lacedon Ghast
FREQUENCY: Any land Any water Any land
ORGANIZATION: Uncommon Very rare Rare
ACTIVE TIME: Pack Pack Pack
DIET: Night Night Night
INTELLIGENCE:
TREASURE: &RUSVHV &RUSVHV &RUSVHV
ALIGNMENT: Low (5-7) Low (5-7) Very (11-12)
B, T B, T B, Q, R, S, T

&KDRWLF HYLO &KDRWLF HYLO &KDRWLF HYLO

NO. APPEARING: 2-24 (2d12) 2-24 (2d12) 1-4 (with ghoul packs)
ARMOR CLASS: 6 6 4
MOVEMENT: 9 6, Sw 9 15
HIT DICE: 2 2 4
THAC0: 19 19 17
NO. OF ATTACKS: 3 3 3
DAMAGE/ATTACK: 1-3/1-3/1-6 1-3/1-3/1-6 1-4/1-4/1-8
SPECIAL ATTACKS: Paralyzation Paralyzation See below
SPECIAL DEFENSES: See below See below See below
MAGIC RESISTANCE: Nil Nil Nil
SIZE: M (5’-6’ tall) M (5’-6’ tall) M (5’-6’ tall)
MORALE: Steady (11-12) Steady (11-12) Elite (13-14)
XP VALUE: 175 175 650

*KRXOV DUH XQGHDG FUHDWXUHV RQFH KXPDQ ZKR QRZ IHHG RQ WKH ÁHVK which causes retching and nausea unless a saving throw versus poison
of corpses. Although the change from human to ghoul has deranged is made. Those failing to make this save will attack at a penalty of -2.
and destroyed their minds, ghouls have a terrible cunning which en-
ables them to hunt their prey most effectively. Worse, the ghast shares the ghoulish ability of paralyzation, and
their attack is so potent that it will even affect elves. Paralysis caused
Ghouls are vaguely recognizable as once having been human, but by a ghast lasts for 5-10 (4 + 1d6) rounds or until negated by a priest’s
remove paralysis spell.
KDYH EHFRPH KRUULEO\ GLVÀJXUHG E\ WKHLU FKDQJH WR JKRXOV 7KH WRQJXH
becomes long and tough for licking marrow from cracked bones, the Ghasts, like ghouls, are undead class and thus sleep and charm spells
teeth become sharp and elongated, and the nails grow strong and sharp do not affect them. Though they can be struck by any sort of weapon,
like claws. FROG LURQ LQÁLFWV GRXEOH QRUPDO GDPDJH &OHULFV FDQ WXUQ WKHP EHJLQ-
ning at 2nd level. The circle of protection from evil does not keep them
Combat: *KRXOV DWWDFN E\ FODZLQJ ZLWK WKHLU ÀOWK\ QDLOV DQG ELW- at bay unless it is used in conjunction with cold iron (such as a circle of
ing with their fangs. Their touch causes humans (including dwarves, powdered iron or an iron ring).

JQRPHV KDOI HOYHV DQG KDOÁLQJV EXW H[FOXGLQJ HOYHV WR EHFRPH ULJLG
unless a saving throw versus paralyzation is successful. This paralysis
lasts for 3-8 (2 + 1d6) rounds or until negated by a priest.

$Q\ KXPDQ RU GHPLKXPDQ H[FHSW HOYHV NLOOHG E\ D JKRXOLVK DWWDFN
will become a ghoul unless blessed (or blessed and then resurrected).
Obviously, this is also avoided if the victim is devoured by the ghouls.
Ghoul packs always attack without fear.

7KHVH FUHDWXUHV DUH VXEMHFW WR DOO DWWDFN IRUPV H[FHSW sleep and charm
spells. They can be turned by priests of any level. The magic circle of
protection from evil actually keeps ghouls completely at bay.

Habitat/Society: Ghouls and ghasts are most frequently encountered

DURXQG JUDYH\DUGV ZKHUH WKH\ FDQ ÀQG SOHQW\ RI FRUSVHV RQ ZKLFK
to feed.

Ecology: Ghouls (and ghasts, as described later) delight in revolting
and loathsome things—from which we draw our adjectives “ghoulish”
and “ghastly.”

Lacedon
The lacedon is a marine form of the ghoul. Lacedons are sometimes
found near marine ghosts, particularly ghost ships. Lacedons are less
common than ghouls because of the fewer corpses available for them
to feed on, but they can often be found swarming around recent ship-
wrecks in rivers, lakes, and oceans.

Ghast
These creatures are so like ghouls as to be completely indistinguish-
able from them, and they are usually found only with a pack of ghouls.
When a pack of ghouls and ghasts attacks it will quickly become evident

WKDW JKDVWV DUH SUHVHQW IRU WKH\ H[XGH D FDUULRQ VWHQFK LQ D · UDGLXV

131


Giant, Cloud

CLIMATE/TERRAIN: Any mountains or magical cloud islands
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Average to very (8-12)
TREASURE: E, Q (×5)
ALIGNMENT: Neutral (good 50%, evil 50%)

NO. APPEARING: 1-10
ARMOR CLASS: 0
MOVEMENT: 15
HIT DICE: 16 + 2-7 hit points
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10, or by weapon (6-24 + 11)
SPECIAL ATTACKS: Hurling rocks for 2-24
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Nil
SIZE: H (24’ tall)
MORALE: Fanatic (17-18)
XP VALUE: 10,000
Nil
Infant 975
Juvenile, -3 3,000
Juvenile, -2 5,000
Juvenile, -1 11,000
Spellcaster, 1st 11,000
Spellcaster, 2nd 11,000
Spellcaster, 3rd 13,000
Spellcaster, 4th

&ORXG JLDQWV FRQVLGHU WKHPVHOYHV DERYH DOO RWKHU JLDQWV VDYH VWRUP leader—this is usually an older cloud giant who has magical abilities.
One in 10 cloud giants will have spells equivalent to a 4th level wizard,
JLDQWV ZKRP WKH\ FRQVLGHU HTXDOV 7KH\ DUH FUHDWLYH DSSUHFLDWH ÀQH and one in 20 cloud giants will be the equivalent of a 4th level priest. A
things, and are master strategists in battle. cloud giant cannot have both priest and wizard abilities.

&ORXG JLDQWV KDYH PXVFXODU KXPDQ EXLOGV DQG KDQGVRPH ZHOO GH- If encountered in a lair, half will be immature giants. To determine a
giant’s maturity, roll 1d4. A roll of 4 indicates an infant with no combat
ÀQHG IHDWXUHV 7KH W\SLFDO FORXG JLDQW LV IHHW WDOO DQG ZHLJKV ability and hit points of ogre. Rolls of 1-3 indicate older progeny with
pounds. Female cloud giants can be 1 to 2 feet shorter and 1,000 to 2,000
KLW GLFH GDPDJH DQG ´WR KLWµ UROOV HTXDO WR WKDW RI D ÀUH JLDQW
SRXQGV OLJKWHU &ORXG JLDQWV· VNLQ UDQJHV LQ FRORU IURP D PLON\ ZKLWH The majority of cloud giants live on cloud-covered mountain peaks
tinged with blue to a light sky blue. Their hair is silvery white or brass
in temperate and subtropical areas. These giants make their lairs in
DQG WKHLU H\HV DUH DQ LULGHVFHQW EOXH &ORXG JLDQWV FDQ OLYH WR EH crude castles. Only 10% of good cloud giants live in castles on enchant-
years old. ed clouds. All giants dwelling there are able to levitate their own weight
plus 2,000 pounds three times a day, create a fog cloud three times a day,
$ FORXG JLDQW·V QDWXUDO $UPRU &ODVV LV $OWKRXJK WKH\ ZLOO ZHDU and create a wall of fog once a day. These abilities are performed as a 6th
no armor, these giants prize magical protection devices, and one in 20 level wizard.
ZLOO KDYH VXFK D GHYLFH &ORXG JLDQWV GUHVV LQ FORWKLQJ PDGH RI WKH ÀQ-
est materials available and wear jewelry. Many of the giants consider There is a 60% chance a cloud giant mountain lair will be guarded
their appearance an indication of their station; the more jewelry and the by 1-4 spotted lions, 2-5 (1d4 + 1) owl bears, or 2-5 (1d4 + 1) griffons
EHWWHU WKH FORWKHV WKH PRUH LPSRUWDQW WKH JLDQW &ORXG JLDQWV DOVR DS- (1-2 wyverns for evil cloud giants). In addition, there is a 50% chance the
preciate music, and the majority of giants are able to play one or more lairs of evil cloud giants will contain 1-20 human and demihuman slaves.
instruments (their favorite is the harp). Unlike most other giant races, There is an 80% chance that a cloud island lair will be guarded by 2-5 (1d4
cloud giants leave their treasure in their lairs, carrying with them only + 1) griffons, 2-8 (2d4) hippogriffs, or 2-5 (1d4 + 1) giant eagles.
food, throwing rocks, 10-100 (10d10) coins, and a musical instrument.
&ORXG ODLUV DUH IDQWDVWLF SODFHV ZLWK JLDQW VL]HG JDUGHQV RI IUXLW WUHHV
&ORXG JLDQWV VSHDN WKHLU RZQ WRQJXH DQG WKH ODQJXDJH RI DOO RWKHU According to legend, some giants mine their cloud islands for small
giants. In addition, 60% of all cloud giants speak common. chunks of the purest silver.

Combat: &ORXG JLDQWV ÀJKW LQ ZHOO RUJDQL]HG XQLWV XVLQJ FDUHIXOO\ GH- Ecology: &ORXG JLDQWV SUHIHU IRRG WKDW LV FDUHIXOO\ SUHSDUHG ZLWK VSLFHV

YHORSHG EDWWOH SODQV 7KH\ SUHIHU WR ÀJKW IURP D SRVLWLRQ DERYH WKHLU DQG VDXFHV DQG WKH\ UHOLVK ÀQH DJHG ZLQHV
opponents. A favorite tactic is to circle the enemy, barraging them with Good cloud giants trade with human and demihuman communities
rocks while the giants with magical abilities assault them with spells.
for food, wine, jewelry, and cloth. Some cloud giant clans will establish
&ORXG JLDQWV FDQ KXUO URFNV WR D PD[LPXP RI \DUGV FDXVLQJ good relations with such communities, and will come to the commu-
(2d12) points of damage. Their huge morningstars do 6-24 (6d4) + 11 nities’ aid if they are endangered. Evil cloud giants raid human and
points of damage, three times normal (man-sized) damage plus their demihuman communities to get what they want.
strength bonus. One in 10 cloud giants will have a magical weapon.

Habitat/Society: &ORXG JLDQWV OLYH LQ VPDOO FODQV RI QR PRUH WKDQ VL[
giants. However, these clans know the location of 1-8 other clans and
will band together with some of these clans for celebrations, battles, or
to trade. These joined clans will recognize one among them to be their

132


Giant, Cyclops

Cyclopskin Cyclops

CLIMATE/TERRAIN: —Temperate/Hills and mountains—
FREQUENCY:
ORGANIZATION: Rare Very rare
ACTIVITY CYCLE:
DIET: &ODQ &ODQ
INTELLIGENCE: Any Any

TREASURE: Omnivore Omnivore
ALIGNMENT:
Low to average Low

(5-10) (5-7)

&&

&KDRWLF HYLO &KDRWLF HYLO

NO. APPEARING: 1-8 1-4
ARMOR CLASS: 3 2
MOVEMENT: 12 15
HIT DICE: 5 13
THAC0: 15 7
NO. OF ATTACKS: 1 1
DAMAGE/ATTACK: by weapon +4 6-36

SPECIAL ATTACKS: (Str bonus) Hurl boulders
SPECIAL DEFENSES: Nil Nil
MAGIC RESISTANCE: Nil Nil
SIZE: Nil H (20’ tall)
MORALE: L (7½’ tall)
XP VALUE: Elite (13) &KDPSLRQ
270 4,000

A diminutive relative of true giants, cyclopskin are single-eyed giants A cyclopskin cave is sealed with boulders and there is but one en-
that live alone or in small bands. trance. Inside, if size permits, there will be wooden pens to house both
animals and slaves. The pens always have roofs of either wooden bars
The typical cyclopskin weighs around 350 pounds, and stands 7½ or the natural cave ceiling.
feet tall. A single large, red eye dominates the center of its forehead.
Shaggy black or dull, deep blue hair falls in a tangled mass about its At night, a large boulder or stout wooden gate is placed at the en-
head and shoulders, its skin tone varies from ruddy brown to muddy trance of the cave to protect the cyclopskin from predators. There are

\HOORZ DQG LWV YRLFH LV URXJK DQG VKDUS &\FORSVNLQ FRPPRQO\ GUHVV QR LQWHULRU ÀUH SLWV VLQFH F\FORSVNLQ XVH ÀUH LQIUHTXHQWO\ DQG WKHQ RQO\
in ragged animal hides and sandals. They smell of equal parts dirt and outside their lairs. Any cyclopskin treasure will be kept in a sack in the
dung. cave.

Combat: &\FORSVNLQ DUH DUPHG ZLWK HLWKHU D FOXE RU D EDUGLFKH (DFK Ecology: &\FORSVNLQ FDQ VXUYLYH RQ DOPRVW DQ\ DQLPDO RU SODQW GLHW
will also carry a heavy hurling spear (1d6 damage) and a sling of great They enjoy meat of all sorts and prize it above vegetable foods. While
size (1d6 damage). They never wear armor or use shields, for their they live off the land, they do not live with it. They have absolutely no
tough hide gives them ample protection from most attacks. sanitary practices, and rarely even cook their meals. They take no care
to preserve their environment while hunting, and are considered to be
&\FORSVNLQ GR QRW ERWKHU ZLWK VWUDWHJ\ RU WDFWLFV LQ FRPEDW ,I WKHLU one of the easiest creatures of their size to track.
opponents are out of reach, they use slings or hurl heavy spears. They
can not throw boulders like their larger cousins. Since the single eye The life of a cyclopskin is hazardous, and hence they have a short
of the cyclopskin gives them poor depth perception, they suffer a –2
penalty to all missile attack rolls, but not to damage. If the opponents OLIH H[SHFWDQF\ %HVLGHV KXPDQ DGYHQWXUHUV WKHUH DUH PDQ\ SUHGDWRUV
such as tigers, giants, wyverns, and trolls, that are not above attack-
DUH FORVH WKH F\FORSVNLQ UXVK LQ WR ÀJKW ZLWK WKHLU FOXEV RU EDUGLFKHV ing a small group of these giants. However, mountain dwarves actually
go out of their way to hunt cyclopskin, receiving the dwarven bonus
Habitat/Society: The single-eyed humanoids shy away from or- against giants.
ganized settlements. If left alone, they tend to leave armed groups
alone, though they are not above attacking a much weaker force if Cyclops
These larger versions of their slightly more common cousins are usually
WKH\ VWXPEOH DFURVV RQH &\FORSVNLQ KDYH QR UHJDUG IRU DQ\ IRUP RI
IRXQG LQ WKH H[WUHPH ZLOGV RU RQ LVRODWHG LVODQGV ZKHUH WKH\ VFUDWFK
OLIH RWKHU WKDQ WKHPVHOYHV &DSWLYHV DUH HLWKHU HQVODYHG RU HDWHQ 7KLV RXW D PHDJHU H[LVWHQFH E\ VKHSKHUGLQJ WKHLU ÁRFNV RI JLDQW VKHHS &\-
doesn’t happen very often, since the cyclopskin tend to live in remote
rocky places. They rarely wander more than 10 miles from their caves. FORSHV FDQ KXUO ERXOGHUV XS WR \DUGV DZD\ LQÁLFWLQJ SRLQWV RI
damage.
Being poor hunters, most cyclopskin clans keep small herds of
goats or sheep. Some clans are nomadic, while others stay put in

WKHLU FDYHV (DFK VSULQJ UHJLRQDO FODQV PHHW WR H[FKDQJH JRRGV DQG
slaves and to select mates. On rare occasions a charismatic cyclop-
skin will arise and bring together several clans to form a wandering
WULEH 7KH ODUJHVW NQRZQ WULEH QXPEHUHG DURXQG ÀJKWLQJ F\FORS-
skin. Such a band will aggressively raid outlying areas with a bold-
ness uncommon in a single clan. All group decisions are made by
the strongest and toughest cyclopskin in the group, usually through

LQWLPLGDWLRQ 7KLV LQ WXUQ OHDGV WR EUDZOV DQG ÀVW ÀJKWV 7KHUH DUH QR

UXOHV LQ VXFK ÀJKWV DQG WKH\ FDQ OHDG WR SHUPDQHQW LQMXU\ RU GHDWK
for the loser.

133


Giant, Desert

CLIMATE/TERRAIN: Desert
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: B
ALIGNMENT: Neutral

NO. APPEARING: 2-20
ARMOR CLASS: 1
MOVEMENT: 15
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon (2-12 + 7)
SPECIAL ATTACKS: Hurling spears
SPECIAL DEFENSES:
MAGIC RESISTANCE: &DPRXÁDJH
SIZE: Nil
MORALE: H (17’ tall)
XP VALUE: Elite (14)
5,000

Desert giants were once numerous in the scrub plains and deserts of way can summon 2-20 stony mounts for their elders to ride into battle.
the Land of Fate, but they have fallen victim to a divine curse which Adult sand-shifters can summon 3-30 mounts instead of 1-6 giants if
they so choose.
WUDQVIRUPV WKHP VORZO\ EXW LQH[RUDEO\ LQWR VWRQH 7KH\ DOZD\V ZDQGHU
the land in the company of their cattle and their mounts. Their great Desert giants’ skin is so similar to sand and rock that they can cam-
civilization has long since vanished under the sands.
RXÁDJH WKHPVHOYHV YHU\ HIIHFWLYHO\ LI JLYHQ RQH WXUQ WR SUHSDUH 7KLV
The weathered and craggy faces of the desert giants are scored with ability allows them to ambush foes and prey alike. (Desert giants who
wrinkles. Even the youngest of desert giants are somewhat wrinkled, lose their herds often use this ability to become effective bandits, and
though this is not visible in the women, as they wear the veil. The dark the numbers of these gigantic brigands have increased as the race dwin-
hair and swarthy skin of the desert giants make their blue eyes all the
more remarkable. However, it is considered a clear sign of impending GOHV $ JLDQW VR FDPRXÁDJHG LQFUHDVHV FKDQFHV RI D VXUSULVH DWWDFN WR
fossilization when the eyes of a desert giant turn from blue to brown. 1-4 on a d10 and decreases the chance of being seen by search parties
The typical desert giant is 17’ tall and weighs 7,000 pounds, though or soldiers to 1 in 10.
fossilizing giants may weigh twice that. Desert giants may live to be
400 years old. Habitat/Society: Desert giants are nomadic herdsmen and are rarely
found far from their herds. Though they are responsible for stripping
Combat: 'HVHUW JLDQWV ÀJKW PRXQWHG ZKHQ WKH\ FDQ WKRXJK VWHHGV entire river valleys bare in fertile areas, they do not reimburse farm-
of a size to suit them are rare. Battle mounts include gigantic lizards, ers or herdsmen on the edge of those territories for any damage they
enormous insects, huge undead horses of shifting bone, and even rocs. might do. They see the lands as theirs for the taking, and they make
In the past, some desert giants took service as bodyguards and merce- no apology for overgrazing or even for grazing their herds on crops.
naries with the most powerful of sultans. The sight of a squad of desert Few sultanates attempt to force them off cropland; most attempt to
giants wheeling about in preparation for a charge has caused more than lure the desert giants away with promises of employment as merce-
one desert legion to break and run. naries. Some will promise rich gifts of salt, cloth, spices, and metal if
only the desert giants will return to the empty quarters of the desert.
Desert giants do not hurl rocks. Indeed, they wander many areas
where there is often no ready supply of boulders, and carrying such Ecology: Desert giants wander hundreds of miles following the rains
heavy objects would tire even the strongest nomadic giant. However, with their herds. When the rains fail, the scrub withers, and the herds
and their giants starve. At these times young males among the desert
WKH\ GR PDNH ODUJH WKURZLQJ VSHDUV IURP ZRRG WKH\ ÀQG ZKHQ giants may take up mercenary work and use the money they obtain to
they pass near jungle lands. These spears are kept and cherished as support the entire tribe. If a drought goes on for years, more and more
heirlooms over generations. The spears have a range of 3/6/9 and giants are driven into the cities, though their absolute numbers are still
cause 2-12 + 7 points of damage. Desert giant chieftains sometimes tiny compared to the numbers of humans and other smaller races.
carry great scimitars given to their ancestors for outstanding
military service. These weapons cause 2-16 (2d8) + 7 when wielded
by anyone with a Strength of 19 or better. On occasion, a desert giant

ZLOO DWWDFN ZLWK RQH RI LWV KXJH ÀVWV FDXVLQJ SRLQWV GDPDJH RQ
a successful attack.

Some desert giants are gifted with the ability to call back their an-
cestors from the stones; they are called sand-shifters because of the
way the summoned giants throw aside the sands when they rise again.
Sand-shifters are not priests or mages; they have no other special spell
abilities. One in every 10 desert giants can bring back giants who have

DVVXPHG WKH IRUP RI VWRQH DQG FDQ FRPPDQG WKHP WR ÀJKW RQFH PRUH
Once per week, a desert giant can summon 1-6 giants from the rocks
for 2-12 turns; the summoning takes one turn. These giants crumble
back to rock and powder when slain. Desert giant children gifted this

134


Giant, Ettin

CLIMATE/TERRAIN: Subarctic to temperate/
Hills and mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET:
INTELLIGENCE: &DUQLYRUH
TREASURE: Low (5-7)
ALIGNMENT:
2 & < LQ ODLU

&KDRWLF HYLO

NO. APPEARING: 1 or 1-4
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 10
THAC0: 10
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-10/2-12 + weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised only on a 1
MAGIC RESISTANCE: Nil
SIZE: H (13’ tall)
MORALE: Elite (14)
XP VALUE: 3,000

Ettins, or two-headed giants, as they are often called, are vicious and Habitat/Society: Ettins like to establish their lairs in remote, rocky
unpredictable hunters that stalk by night and eat any meat they can areas. They dwell in dark, underground caves that stink of decaying
catch. food and offal. Ettins are generally solitary, and mated pairs only stay
together for a few months after a young ettin is born to them. Young
$Q HWWLQ DW ÀUVW DSSHDUV WR EH D VWRQH RU KLOO JLDQW ZLWK WZR KHDGV ettins mature very quickly, and within eight to ten months after they
On closer inspection, however, the creature’s vast differences from
the relatively civilized giant races become readily apparent. An ettin DUH ERUQ WKH\ DUH VHOI VXIÀFLHQW HQRXJK WR JR RII RQ WKHLU RZQ
has pink to brownish skin, though it appears to be covered in a dark On rare occasions, however, a particularly strong ettin may gather
brown hide. This is because an ettin never bathes if it can help it, and
is therefore usually encrusted with a thick layer of dirt and grime. a small group of 1d4 ettins together. This small band of ettins stays to-
gether only as long as the leader remains alive and undefeated in battle.
,WV VNLQ LV WKLFN JLYLQJ WKH HWWLQ LWV ORZ $UPRU &ODVV $Q HWWLQ·V KDLU Any major defeat shatters the leader’s hold over the band, and they
is long, stringy, and unkempt; its teeth are large, yellowing, and of- each go their separate ways.
ten rotten. The ettin’s facial features strongly resemble those of an
orc—large watery eyes, turned-up piggish snout, and large mouth. Ettins collect treasure only because it can buy them the services of
goblins or orcs. These creatures sometimes serve ettins by building
An ettin’s right head is always the dominant one, and the right arm
and leg will likely appear slightly more muscular and well-developed WUDSV DURXQG WKHLU ODLUV RU KHOSLQJ WR ÀJKW RII D SRZHUIXO RSSRQHQW
than the left. An ettin wears only rough, untreated skins, which are Ettins have also been known to occasionally keep 1-2 cave bears in the
dirty and unwashed. Obviously, ettins smell very bad, due to their area of their lairs.
complete lack of grooming habits—good or bad.
The sloppy caves of ettins are a haven for parasites and vermin, and
Ettins do not have a true language of their own. Instead, they speak it isn’t unusual for the ettins themselves to be infected with various
a mish-mash of orc, goblin, giant dialects, and the alignment tongue of parasitic diseases. Adventurers rummaging through ettin lairs for valu-
chaotic evil creatures. Any adventurer who speaks orcish can under-
stand 50% of what an ettin says. DEOHV ZLOO ÀQG WKH WDVN GLVJXVWLQJ LI QRW GDQJHURXV

Combat: +DYLQJ WZR KHDGV LV GHÀQLWHO\ DQ DGYDQWDJH IRU WKH HWWLQV DV Ecology: Because ettin society is so primitive, they produce little of any
one is always alert, watching for danger and potential food. This means value to civilized creatures. Ettins tolerate the presence of other crea-
that an ettin is surprised only on the roll of a 1 on 1d10. An ettin also has tures, like orcs, in the area of their lair if they can be useful in some way.
Otherwise, ettins tend to be violently isolationist, crushing trespassers
LQIUDYLVLRQ XS WR IHHW ZKLFK HQDEOHV LW WR KXQW DQG ÀJKW HIIHFWLYHO\ without question.
in the dark.

7KRXJK HWWLQV KDYH D ORZ LQWHOOLJHQFH WKH\ DUH FXQQLQJ ÀJKWHUV
They prefer to ambush their victims rather than charge into a straight

ÀJKW EXW RQFH WKH EDWWOH KDV VWDUWHG HWWLQV XVXDOO\ ÀJKW IXULRXVO\ XQWLO
all enemies are dead, or the battle turns against them. Ettins do not
retreat easily, only doing so if victory is impossible.

In combat, an ettin has two attacks. Because each of its two heads
controls an arm, an ettin does not suffer an attack roll penalty for at-
tacking with both arms. An ettin always attacks with two large clubs,
often covered with spikes. Using these weapons, the ettin causes 2d8
points of damage with its left arm, and 3d6 points of damage with
its right. If the ettin is disarmed or unable to use a weapon, it attacks

H PSW\ KDQGHG LQÁLFWLQJ G SRLQWV RI GDPDJH ZLWK LWV OHIW ÀVW DQG
2d6 points with its right.

135


Giant, Firbolg

CLIMATE/TERRAIN: Temperate/
Hills and forests
FREQUENCY: Very rare
ORGANIZATION:
ACTIVITY CYCLE: &ODQ
DIET: Any
INTELLIGENCE: Omnivore
TREASURE: Average to genius (8-18)
ALIGNMENT: E, Y; M (×10), Q in lair
Neutral (chaotic good)

NO. APPEARING: 1-4 or 4-16
ARMOR CLASS: 2
MOVEMENT: 15
HIT DICE: 13 + 7
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 (weapon) +7 (Str bonus)
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Swat away missiles
MAGIC RESISTANCE: 15%
SIZE: L (10½’ tall)
MORALE:
XP VALUE: &KDPSLRQ
8,000
Shaman: 9,000

2I DOO WKH JLDQW NLQ WKH ÀUEROJ LV WKH PRVW SRZHUIXO GXH WR QDWXUDO Habitat/Society: Firbolgs live in remote forests and hills. These
intelligence and considerable magical power. giant-kin distrust most other civilized races, and stay well away from
them. They keep on even terms with druids and the faerie creatures,
)LUEROJV DSSHDU WR EH QRUPDO KXPDQV H[FHSW WKDW WKH\ DUH RYHU including elves, neither asking nor giving much, but avoiding insult
feet tall and weigh over 800 pounds. They wear their hair long and keep or injury. Strangers are met with caution, frequently in illusionary
disguise as one of their own race. They do not attack or kill without
JUHDW WKLFN EHDUGV 7KHLU VNLQ LV D QRUPDO ÁHVK\ SLQN ZLWK DQ\ VKDGH reason, but do enjoy pranks, particularly those that relieve strangers
of treasure.
RI KDLU FRORU DOWKRXJK EORQGH DQG UHG DUH PRVW FRPPRQ 7KH ÁHVK
Firbolg society is close-knit and centered around the family or
DQG VNLQ RI ÀUEROJV DUH XQXVXDOO\ GHQVH DQG WRXJK 7KHLU YRLFHV DUH D clan. Each clan has 4d4 members and frequently a shaman. The level
smooth, deep bass, thick with rolling consonants. of the shaman is determined by rolling 2d4–1 if the DM doesn’t wish

Combat: Firbolgs can use any large size weapons; they disdain the WR FKRRVH LW KLPVHOI 7KH FODQV OLYH DSDUW IURP HDFK RWKHU H[LVWLQJ
use of armor or shields. Of manmade weapons, they prefer two- as gatherers and sometimes nomads. Their homes are huge, single-
handed swords and halberds, both of which they may use in one VWRUH\ ZRRGHQ KRXVHV ZLWK VWRXW ZDOOV DQG D FHQWUDO ÀUHSODFH RSHQ-
hand without penalty. Weapons of their own make are double size ing in several directions in the common room. When great decisions
equivalents of human weapons, for which they get a Strength bo- are needed, the clans involved meet in an enclave. This happens at
nus (19 Strength, +7 damage). However, when used with both hands, least once a year at the fall solstice, just to celebrate if nothing else.
The shamans preside over these events, and settle any disputes be-
WKHVH KXJH ZHDSRQV LQÁLFW GRXEOH WKHLU QRUPDO GDPDJH SOXV WKH tween clans.
Strength bonus.
Ecology: Firbolgs live off the land and with it. Their homes are built
,I D ÀUEROJ KDV RQH KDQG IUHH LW FDQ EDW DZD\ XS WR WZR PLVVLOHV
per round. Large missiles, such as boulders, or those with long shafts, IURP WUHHV FOHDUHG IURP DURXQG WKH KRXVH 7KH FODQ GRHV NHHS D ÀHOG
such as javelins and spears, can be caught if desired. A catch or bat is for harvest, but only enough to supplement their diet. They trade tasks
successful 75% of the time (6 or better on 1d20). A caught weapon may involving great strength for food, usually with other peaceful folk in the
forests or hills. The rest of their food is obtained by gathering and hunt-
EH WKURZQ DW DQ\ RSSRQHQW RQ WKH QH[W URXQG ZLWK D ² SHQDOW\ WR WKH ing an area up to 20 miles from their homestead. Meat is used in small
attack roll, for using its off hand. quantities for most meals, although major celebrations always include
a large roast of some sort.
$OO ÀUEROJV KDYH WKH IROORZLQJ PDJLFDO SRZHUV XVDEOH RQFH SHU GD\
on any round they are not engaged in melee combat: detect magic, dimi- $OWKRXJK PDQ\ FUHDWXUHV DUH FDSDEOH RI NLOOLQJ D ÀUEROJ QRQH KXQW
nution (as double the potion), fools’ gold, forget, and alter self. There is a WKHP H[FOXVLYHO\ 7KH\ DUH VWURQJHU WKDQ PRVW IRUHVW EHDVWV DQG LQWHO-
ligent creatures know better than to mess with them. They avoid true
FXPXODWLYH FKDQFH SHU PHPEHU RI D JURXS WKDW RQH RI WKH ÀUEROJV LV
a shaman of 1st through 7th level. JLDQWV H[FHSW VWRUP JLDQWV DQG DJJUHVVLYHO\ UHSHO RWKHU JLDQW NLQ IURP
their lands.
Firbolgs are cautious and crafty. They have learned to distrust and
fear humans and demihumans. If possible they avoid an encounter, ei-

WKHU E\ KLGLQJ RU ZLWK GHFHSWLRQ ,I IRUFHG WR ÀJKW WKH\ GR VR ZLWK JUHDW
strategy, utilizing the terrain and situation to best effect. They operate
as a group, not a collection of individuals. Ten percent of all encounters
is a large group of 4d4 members en route to an enclave of some sort.

136


Giant, Fire

CLIMATE/TERRAIN: Any temperate, subtropical, tropical
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: E
ALIGNMENT: Lawful evil

NO. APPEARING: 1-8

ARMOR CLASS: –1 (5)

MOVEMENT: 12 (15)

HIT DICE: 15 + 2-5 hit points

THAC0: 5

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-8, or by weapon (2-20 + 10)

SPECIAL ATTACKS: Hurling rocks for 2-20 (2d10)

SPECIAL DEFENSES: 5HVLVWDQW WR ÀUH

MAGIC RESISTANCE: Nil

SIZE: H (18’)

MORALE: &KDPSLRQ

XP VALUE: 8,000

Infant Nil

Juvenile, -3 120

Juvenile, -2 3,400

Juvenile, -1 5,000

Shaman/Witch doctor, 1st level spells 9,000

Shaman/Witch doctor, 2nd level spells 10,000

Shaman/Witch doctor, 3rd level spells 10,000

Shaman/Witch doctor, 4th level spells 12,000

Fire giants are brutal, ruthless, and militaristic. Their lairs are always protected by vigilant watchmen, and some-
They are tall, but squat, resembling huge dwarves. An adult male times by traps. Fire giants favor deadfalls that can crush intruders for

is 18 feet tall, has a 12 foot chest, and weighs about 7,500 pounds. Fire G SRLQWV RI GDPDJH DQG ODUJH FURVVERZ GHYLFHV WKDW ÀUH RQH
JLDQWV KDYH FRDO EODFN VNLQ ÁDPLQJ UHG RU EULJKW RUDQJH KDLU DQG SURJ- two, or three huge bolts for 2-16 (2d8) points of damage each.
nathous jaws that reveal dirty ivory or yellow teeth. They can live to be
350 years old. 3DUWLFXODUO\ LQWHOOLJHQW ÀUH JLDQW OHDGHUV ZLOO FRPPDQG JURXSV WKUHH
or four times normal size. One who commands 30 or more giants usu-
$ ÀUH JLDQW·V QDWXUDO $UPRU &ODVV LV :DUULRUV XVXDOO\ ZHDU EDQGHG ally will call himself a king. Kings always will have better than normal
armor and a magical weapon of +1 to +3.
PDLO DQG URXQG PHWDO KHOPHWV $& 7KH\ FDUU\ WKHLU EHORQJLQJV LQ
7KHUH LV D FKDQFH WKDW DQ\ EDQG RI ÀUH JLDQWV ZLOO KDYH D VKDPDQ
KXJH VDFNV $ W\SLFDO ÀUH JLDQW·V VDFN FRQWDLQV G WKURZLQJ (80%) or witch doctor (20%). If the group is lead by a king, there is an
80% chance of a spell caster. Fire giant shamans are priests of up to 7th
URFNV WKH JLDQW·V ZHDOWK D WLQGHUER[ DQG G FRPPRQ LWHPV level. A shaman can cast normal or reversed spells from the Elemental,

(YHU\WKLQJ WKH\ RZQ LV EDWWHUHG ÀOWK\ DQG VPHOO\ PDNLQJ LW GLIÀFXOW +HDOLQJ &KDUP 3URWHFWLRQ 'LYLQDWLRQ RU &RPEDW VSKHUHV )LUH JLDQW
to identify valuable items. witch doctors are priest /wizards of up to 7th/3rd level; they prefer
spells that can detect or thwart intruders.
$OO ÀUH JLDQWV FDQ VSHDN WKH ODQJXDJH RI DOO JLDQWV DQG WKHLU RZQ
tongue. Fire giants often capture and tame other creatures as guards. There

Combat: )LUH JLDQWV DUH LPPXQH WR QRQPDJLFDO ÀUH DQG KHDW DV ZHOO DV LV D FKDQFH WKDW D ÀUH JLDQW ODLU ZLOO FRQWDLQ KHOO KRXQGV /DUJHU
UHG GUDJRQ EUHDWK 7KH\ DUH UHVLVWDQW WR DOO W\SHV RI PDJLFDO ÀUH VXFK than normal groups check once for every 10 giants. Bands with 30 or
more giants have a additional 30% chance to have 2-5 (1d4 + 1) trolls,
DWWDFNV LQÁLFW KLW SRLQW SHU GLH RI GDPDJH $GXOW ÀUH JLDQWV FDQ KXUO larger groups check once for every 20 giants. A king’s group has a 20%
rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards chance to have 1-2 red dragons of age category 2-5 (1d4 + 1) in addition
ZKLOH WKHLU PD[LPXP LV \DUGV 7KH\ FDQ FDWFK VLPLODU ODUJH PLV- to other guards. Fire giants frequently take captives to hold for ransom
VLOHV RI WKH WLPH 7KH\ XVXDOO\ ÀJKW LQ GLVFLSOLQHG JURXSV WKURZ- or use as slaves. There is a 25% chance that a lair will contain 1-2 cap-
ing rocks until they run out of ammunition or the opponent closes. Fire tives, larger bands check once per 10 giants.
giants often wait in ambush at lava pools or hot springs, hurling heated
URFNV DW YLFWLPV IRU DQ H[WUD SRLQWV RI GDPDJH Ecology: Fire giants live wherever there is a lot of heat. They prefer
volcanic regions or areas with hot springs. Frequently they share their
:DUULRUV IDYRU KXJH WZR KDQGHG VZRUGV $ ÀUH JLDQW·V RYHUVL]HG
weapons do double normal (man-sized) damage to all opponents, plus ODLUV ZLWK RWKHU ÀUH GZHOOLQJ FUHDWXUHV VXFK DV VDODPDQGHUV RU ÀUH
WKH JLDQW·V VWUHQJWK ERQXV 7KXV D ÀUH JLDQW WZR KDQGHG VZRUG GRHV elementals.
2-20 (2d10) + 10 points of damage.
Fire giants prefer to eat meat and bread, they can hunt and kill their
Habitat/Society: Fire giants live in well organized military groups, oc- own meat, but raid human and demihuman settlements for grain, cap-
cupying large castles or caverns. When encountered in their lair there tives, and treasure.
will be 13-20 (1d8 + 12) giants, half of whom will be immature giants.
To determine a giant’s maturity, roll 1d4. A roll of 4 indicates an infant
with no combat ability and the hit points of an ogre while rolls of 1-3
indicate older progeny with Hit Dice, damage, and attack rolls reduced
by 1, 2 or 3, respectively.

137


Giant, Fog

CLIMATE/TERRAIN: Temperate/Swamps, marshes,
boggy forests, and coastal regions
FREQUENCY: Very rare
ORGANIZATION:
ACTIVITY CYCLE: &ODQ +XQWLQJ *URXS
DIET: Day
INTELLIGENCE: Omnivore
TREASURE: Average (8-10) to high (13-14)
ALIGNMENT: E, R
Neutral (good 50%, evil 50%)

NO. APPEARING: 1-4 (rarely 1-6)
ARMOR CLASS: 1
MOVEMENT: 15
HIT DICE: 14
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10, or by weapon (3-18 + 11)
SPECIAL ATTACKS: Rock hurling
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (24’ tall)
MORALE: Elite (14)
XP VALUE: 5,000

&RXVLQV WR WKH FORXG JLDQWV WKHVH ODUJH URFN KXUOHUV DUH PRUH LQWHOOL- The men usually hunt in groups, ranging up to a dozen miles from
gent and stealthy than portrayed in story or song. their homes. The groups generally are formed of giants of similar
alignment.
Fog giants are huge and husky, with tree-trunk sized legs, and over-
By tradition, a young giant may not mate until he has obtained at
GHYHORSHG DUPV PXVFOHG E\ FRQVWDQW WKURZLQJ JDPHV DQG H[HUFLVHV least one large ornament of silver. Usually, the young giant joins with
They have milk-white skin which aids their natural ability to blend
into fog (80% chance) and gives their foes a –5 penalty to their surprise VHYHUDO RWKHUV LQ D TXHVW WR ÀQG RQH RU DFTXLUH HQRXJK WUHDVXUH WR
UROOV ZKHQ DWWDFNLQJ LQ IRJ RU PLVW 7KHLU KDLU LV VLOYHU\ ZKLWH DQG ÁRZ- buy one).
ing, with ample hair on the arms, legs, and chest. They grow no facial
hair whatsoever. They prefer to wear no armor, counting on their high )RJ JLDQWV GR QRW RIWHQ PL[ ZHOO ZLWK RWKHU FUHDWXUHV RU UDFHV DO-
though they can often be persuaded to perform services for a fee, or
QDWXUDO $UPRU &ODVV +RZHYHU WKH\ RFFDVLRQDOO\ ZHDU OHDWKHU DUPRU barter goods with groups of similar alignment. Fog giants will happily
$& ² DQG DW OHDVW RQH EDQG ZHDUV DUPRU PDGH IURP ZKLWH GUDJ-
on hides studded with silver. They love massive, ornate clubs made EDUWHU JRRGV DQG VHUYLFHV IRU UHÀQHG VLOYHU
from bleached and polished wood or bone. Fog giants speak their own
7HUULWRULDO GLVSXWHV VRPHWLPHV ÁDUH XS EHWZHHQ JURXSV HVSHFLDOO\ LQ
WRQJXH DQG &ORXG *LDQW DQG VSHDN &RPPRQ times of bad hunting. Friendly disputes can sometimes be resolved by a

Combat: Fog giants generally hunt in groups of 2-5 males, although JDPH RI FRSVL RU DQ DUP ZUHVWOLQJ PDWFK )RJ JLDQWV ÀJKWLQJ DPRQJVW
they sometimes join with a cloud giant or two to form a hunting party
of 3-7. They prefer to attack from cover (fog is most preferred). After WKHPVHOYHV ZLOO JHQHUDOO\ WKURZ URFNV DQG ÀVW ÀJKW UDWKHU WKDQ XVH
some ranged rock-hurling to scatter their opponents, they will charge swords.

LQWR PHOHH ZLWK ÀVWV DQG VZRUGV Á\LQJ $GXOW IRJ JLDQWV FDQ KXUO URFNV Fog giants are fond of all sorts of cooked meats, particularly hoofed
creatures such as horses, cows, deer, elk, and centaur. They often cook
IURP \DUGV LQÁLFWLQJ SRLQWV RI GDPDJH WR DQ\RQH VWUXFN
They also have a 45% chance of catching hurled weapons of similar PHDW E\ EXLOGLQJ D ODUJH ÀUH WKHQ LPSDOLQJ FKXQNV RI PHDW RQ WKHLU

VL]H EXW FDQQRW FDWFK ÀUHG ZHDSRQV VXFK DV DUURZV EROWV DQG VOLQJ VZRUGV DQG KROGLQJ WKHP RYHU WKH RSHQ ÁDPH )RJ JLDQWV SUHIHU IUXLWV
and sweets for dessert, and will also down large quantities of spirits if
VWRQHV ,Q PHOHH WKH\ JHQHUDOO\ ÀJKW ZLWK FOXEV DQG ÀVWV WKRXJK WDOHV available to them. They do not distill their own spirits or liquors. They
of sword-armed fog giants are common. also sometimes smoke fresh milkweed pods in wooden pipes, though
the taste is too bitter for humans and demihumans to enjoy.
Because of their keen hearing and highly developed sense of smell,
fog giants are seldom surprised (+2 on surprise rolls). Access to their
caves and regular hunting camps are often protected by deadfalls of
rocks or logs, which can be released by a carefully thrown rock at the

ÀUVW VLJQ RI DQ DWWDFN DJDLQVW WKHP

Habitat/Society: )RJ JLDQWV DUH SURXG RI WKHLU VWUHQJWK DQG ÀJKWLQJ Ecology: Because of their size, fog giants consume a large quantity
skills, often playing games when on hunting forays in an attempt to of food, and require a considerable territory per hunting group to
best one another. Their favorite such game is called “copsi” and consists support themselves. The giants will often place territorial markers
of the giants pairing off to toss larger and larger boulders to their part-
ners until one of the pairs misses its throw. RI ERXOGHUV DQG ORJV WR GHÀQH WKH ERXQGDULHV EHWZHHQ WKHLU KXQWLQJ
territories. They do not look kindly on anyone who tears down or
The fog giant families live in caves, canyons, or thickets, in the most moves these markers. Their regular pathways are hard to hide, and
inaccessible areas of marsh, swamp, forest, or coast. are instead trapped with deadfalls of rocks and logs to discourage
trespassers.

138


Giant, Fomorian

CLIMATE/TERRAIN: Any mountain and

FREQUENCY: subterranean
ORGANIZATION: Uncommon
ACTIVITY CYCLE: Solitary
DIET: Any
INTELLIGENCE: Omnivore
TREASURE: Average (8-10)
ALIGNMENT: D, Q (×10)
Neutral evil

NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVEMENT: 9
HIT DICE: 13 + 3
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2 × weapon, +8 (Str bonus)
SPECIAL ATTACKS: Surprise
SPECIAL DEFENSES: Only surprised on a 1
MAGIC RESISTANCE: Nil
SIZE: H (13½’ tall)
MORALE: Elite (14)
XP VALUE: 6,000

Fomorians are the most hideous, deformed, and wicked of all Their society is ruled by depravity and wickedness. The strongest
giant-kin. and crudest giant rules over all the others within reach, which is usu-
ally a small number. The women and children are treated as slaves.
The fomorian giants are all grossly deformed behemoths. Each has Acts of violence are common among fomorians, sometimes resulting in
a different set of deformities, which must be determined by the DM. A permanent injury or death.
partial list of deformations includes misplaced limb, misshapen limb,
misplaced facial feature, hunchbacked, bulging body part, drooping Fomorian giants have been known to work with other creatures for
evil causes. Usually the other creatures must completely dominate the
ÁHVK ERG\ SDUW WRR ELJ RU WRR VPDOO ÁDSSLQJ HDUV KXJH VQRXW ODUJH fomorians, or be capable of it, to form the alliance. Such an agreement
feet on short legs. Their thick, hairy hides, combined with the pelts lasts only as long as the fomorians fear their cohorts. Once their inter-
ests no longer coincide or the fomorians no longer feel threatened, they
DQG RGG PHWDO ELWV WKH\ ZHDU IRU SURWHFWLRQ JLYH DQ HIIHFWLYH $& RI double-cross their partners, as quickly as possible.
3. They have scattered patches of hair as tough as wire on their pale
white skin. Large warts and other growths are scattered across their Ecology: These twisted giants can live for weeks on little or no food.
bodies. There is no single odor associated with fomorians; some smell This is good, because their underground dwellings do not provide an
strongly due to overactive sweat glands, others have no smell. Their abundance of it. They can eat almost any organic material, including
voices are also each different due to their unique deformities.
IXQJL OLFKHQV SODQWV RI DOO VRUWV EDWV PLFH DQG ÀVK 7KH\ SDUWLFXODUO\
Combat: Fomorians use all manner of clubs and other blunt instru- savor the taste of large mammals, especially those that beg not to be
eaten. Preparing a meal usually involves torture rather than any efforts
PHQWV 5HJDUGOHVV RI WKH ZHDSRQ LW LQÁLFWV GRXEOH GDPDJH SOXV to improve its taste.
SRLQWV IRU 6WUHQJWK ZKLOH WKHLU ÀVWV DORQH LQÁLFW G SRLQWV RI GDP-
age. Their deformities prevent them from hurling boulders as true gi-

DQWV 7KH\ ZRUN DQ\ ELWV RI PHWDO WKH\ FDQ ÀQG DQG VFDYHQJH LQWR WKHLU

FORWKLQJ WR DLG WKHLU $UPRU &ODVV 7KH W\SLFDO IRPRULDQ LV $& ZKLOH

D SDUWLFXODUO\ ZHOO DUPRUHG RQH RU RQH ZLWK D VKLHOG PLJKW JHW DQ $&
as good as 1, but no better.

Typical fomorian strategy is to sneak up on an opponent and hit him
as hard as they can. It works well for them since their opponents suffer
a –2 penalty to their surprise rolls, because the fomorians move slowly
and carefully. These giant-kin are only surprised on a 1 on the 1d10 sur-
prise roll, because they tend to have eyes and ears in odd places on their
heads. If the fomorian bothers to keep an opponent alive, he is crudely
tortured until dead, and then eaten.

Habitat/Society: Fomorians live in mountain caves, abandoned
mines, or other subterranean realms. They rarely modify their
homes, but adapt to what is already there. These deformed giants
ZDQGHU WKURXJKRXW WKH XQGHUJURXQG FRPSOH[ IRU DOPRVW DQ\ GLV-
tance, stopped only by hazards they do not want to challenge. A
fomorian clan picks a small (to them), defensible alcove for a lair.
Their territories are sometimes marked by the bodies of their en-
emies. Their treasure consists only of stolen items from enemies.
Pieces of armor are added to their own patchwork protection. Since
they do not care for it, this armor quickly deteriorates and becomes
worthless.

139


Giant, Frost

CLIMATE/TERRAIN: Arctic lands
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: E
ALIGNMENT:
&KDRWLF HYLO

NO. APPEARING: 1-8

ARMOR CLASS: 0 (5)

MOVEMENT: 12 (15)

HIT DICE: 14 + 1-4 hit points

THAC0: 7 or 5

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-8, or by weapon (2-16 + 9)

SPECIAL ATTACKS: Hurling rocks for 2-20 (2d10)

SPECIAL DEFENSES: Impervious to cold

MAGIC RESISTANCE: Nil

SIZE: H (21’)

MORALE: Elite (13-14)

XP VALUE: 7,000

Infant Nil

Juvenile, -3 270

Juvenile, -2 975

Juvenile, -1 4,000

Shaman/Witch doctor, 1st 8,000

Shaman/Witch doctor, 2nd 8,000

Shaman/Witch doctor, 3rd 8,000

Shaman/Witch doctor, 4th + 10,000

Like all evil giants, frost giants have a reputation for crudeness and a giant’s maturity, roll 1d4. A roll of 4 indicates an infant with no com-
stupidity. This reputation is deserved, but frost giants are crafty bat ability and hit points of ogre; rolls of 1-3 indicate older progeny
with hit dice, damage, and attack rolls equal to that of a stone giant.
ÀJKWHUV
Frost giants have muscular, roughly human builds. The typical adult Particularly strong or intelligent frost giant chieftains will command
bands three or four times normal size. A chieftain who commands 20
male is 21’ tall and weighs about 8,000 pounds. Females are slightly or more giants is called a jarl. Jarls always will have better than normal
shorter and lighter, but otherwise identical to males. Frost giants have armor and a weapon of +1 to +3 enchantment.
snow-white or ivory skin. Their hair is light blue or dirty yellow, with
matching eyes. They can live to be 250 years old. There is a 20% chance that any band of frost giants will have a sha-
man (80%) or witch doctor (20%). If the group is led by a jarl, there is an
$ IURVW JLDQW·V QDWXUDO $UPRU &ODVV LV :DUULRUV XVXDOO\ ZHDU FKDLQ 80% chance for a spell caster. Frost giant shamans are priests of up to
7th level. A shaman can cast normal or reversed spells from the healing,
PDLO DQG PHWDO KHOPHWV GHFRUDWHG ZLWK KRUQV RU IHDWKHUV $& 7KH\ charm, protection, divination, or weather spheres. Frost giant witch doc-
also wear skins and pelts, along with any jewelry they own. tors are priest/wizards of up to 7th/3rd level; they prefer spells that
can bewilder and confound other giants. Favorite spells include: unseen
Frost giants carry their belongings in huge sacks. A typical frost gi- servant, shocking grasp, detect magic, ventriloquism, deeppockets, ESP, mir-
ant’s sack contains 2-5 (1d4 + 1) throwing rocks, the giant’s wealth, and ror image, and invisibility.
3-12 (3d4) mundane items. Everything in a giant’s bag is old, worn,
Frost giants often capture and tame other creatures as guards. There
GLUW\ DQG VPHOO\ PDNLQJ WKH LGHQWLÀFDWLRQ RI DQ\ YDOXDEOH LWHPV is a 50% chance that a frost giant lair will contain 1-6 winter wolves.
Larger than normal groups check once for every eight giants. Bands
GLIÀFXOW with 20 or more giants have an additional 30% chance to have 1-4 yeti;
Frost giants speak their own language and the language common to larger groups check once for every 16 giants. A jarl’s band has a 20%
chance to have 1-2 subdued white dragons in addition to other guards.
all giants. The dragons will be age category 2-5 (1d4 + 1). Frost giants also take
captives to hold for ransom or use as slaves. There is a 15% chance that
Combat: Frost giants are immune to cold. Adult frost giants can hurl a lair will contain 1-2 captives; larger bands check once per eight giants.
rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards
&DSWLYHV FDQ EH RI DQ\ UDFH
ZKLOH WKHLU PD[LPXP LV \DUGV 7KH\ FDQ FDWFK VLPLODU ODUJH PLVVLOHV
40% of the time. They usually will start combat at a distance, throwing Ecology: Frost giants live in frigid, arctic lands with glaciers and heavy
rocks until they run out of ammunition, or the opponent closes. One of snowfall. Frost giants eat mostly meat, which they can hunt and kill
their favorite strategies is to ambush victims by hiding buried in the themselves. They raid human and demihuman settlements for food-
snow at the top of an icy or snowy slope where opponents will have stuffs and other booty.

GLIÀFXOW\ UHDFKLQJ WKHP

:DUULRUV IDYRU KXJH EDWWOH D[HV $ IURVW JLDQW·V RYHUVL]HG ZHDSRQV
do double normal (man-sized) damage to all opponents, plus the gi-

DQW·V VWUHQJWK ERQXV 7KXV D IURVW JLDQW EDWWOH D[H GRHV G
points of damage.

Habitat/Society: Frost giants live in small bands consisting of a chief,
his henchmen, and their camp followers. A band usually will occupy a
crude castle or frigid cavern. When encountered in their lair there will
be 9-16 (1d8 + 8) giants; half of whom will be immature. To determine

140


Giant, Hill

CLIMATE/TERRAIN: Any hills and mountains
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT:
&KDRWLF HYLO

NO. APPEARING: 1-12
ARMOR CLASS: 3 (5)
MOVEMENT: 12
HIT DICE: 12 + 1-2 hit points
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon (2-12 + 7)
SPECIAL ATTACKS: Hurling rocks for 2-16 (2d8)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (16’ tall)
MORALE: Elite (13-14)
XP VALUE: 3,000
Nil
Infant 270
Juvenile, -3 650
Juvenile, -2 2,000
Juvenile, -1

+LOO JLDQWV DUH VHOÀVK FXQQLQJ EUXWHV ZKR VXUYLYH WKURXJK KXQWLQJ Habitat/Society: A hill giant lair will have 9-16 (1d8 + 8) giants; usually
and by terrorizing and raiding nearby communities. Despite their low DQ H[WHQGHG IDPLO\ 6RPHWLPHV WKHVH IDPLOLHV ZLOO DFFHSW ORQH KLOO JL-

LQWHOOLJHQFH WKH\ DUH FDSDEOH ÀJKWHUV DQWV LQWR WKHLU IROGV ,I VL[ RU PRUH JLDQWV DUH HQFRXQWHUHG LQ D ODLU KDOI
Hill giants are oddly simian and barbaric in appearance, with overly of them will be male, one quarter will be female, and the remainder will
be immature giants. To determine a giant’s maturity, roll 1d4. A roll of
long arms, stooped shoulders, and low foreheads. Even though they 4 indicates an infant with no combat ability and hit points of gnoll; rolls
are the smallest of the giants, their limbs are more muscular and mas- of 1-3 indicate older progeny with hit dice, damage, and attack rolls
sive than those of the other giant races. The average hill giant is 16 feet equal to that of an ogre.
tall and weighs about 4,500 pounds. Females have the same builds as
males. Their skin color ranges from a light tan to a deep ruddy brown. Occasionally a hill giant with an average intelligence can be found.
Their hair is brown or black, and their eyes are black. Hill giants can live Such a giant is capable of rallying bands of his peers so 2, 3, or 4 times
to be 200 years old. the number of giants usually appearing can be encountered. These
“giant kings,” as they call themselves, stage raids on human towns or
+LOO JLDQWV· QDWXUDO $UPRU &ODVV LV 7KLV LV UHGXFHG WR DQ $UPRU against other races of giants.

&ODVV RI ZKHQ WKH\ ZHDU FUXGHO\ VHZQ DQLPDO KLGHV ZKLFK DUH WKH Although hill giants prefer temperate areas, they can be found in
equivalent of leather armor. Nearly all hill giants wear these hides, practically any climate where there is an abundance of hills and moun-
which are a symbol of esteem in some hill giant communities—the
more hides a giant has, the more large kills to his credit. Only a few WDLQV 7KH\ ODLU LQ FDYHV H[FDYDWHG GHQV RU FUXGH KXWV 7KRVH ZKR OLYH
(5%) of the giants fashion metal armor from the armor of men they have in colder climates have developed more skills with preparing and us-
GHIHDWHG 7KHVH JLDQWV KDYH DQ $UPRU &ODVV RI /LNH RWKHU UDFHV RI JL- ing skins to keep themselves warm and to keep the harsh winds out of
ants, hill giants carry their belongings with them in huge hide sacks. A their lairs.
typical hill giant’s bag will contain 2-8 (2d4) throwing rocks, the giant’s
wealth, and 1-8 additional common items. There is a 50% chance a band of hill giants will have guards in their
lairs, and the guarding creatures will be 2-8 (2d4) dire wolves (50%), 1-3
Hill giants speak their own language and a tongue common to all giant lizards (30%), or a group of 2-8 (2d4) ogres (20%).
giants. In addition, 50% also speak ogre.
The majority of hill giants are suspicious of magic and will seek to
Combat: +LOO JLDQWV SUHIHU WR ÀJKW WKHLU RSSRQHQWV IURP KLJK URFN\ destroy magic items they acquire as treasure. They ceremonially kill
outcroppings where they can pelt their targets with rocks and boulders mages.
while limiting the risks posed to themselves.
Ecology: Hill giants’ main diet consists of meat, which they obtain by
Hill giants’ favorite weapons are oversized clubs which do 2-12 + 7
points of damage (double the damage of a man-sized club plus their KXQWLQJ 7KH ÁHVK RI \RXQJ JUHHQ GUDJRQV LV FRQVLGHUHG D GHOLFDF\ DQG
strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their frequently giants who live on hills and mountains covered with forests
targets for such attacks must be between 3 and 200 yards away from the will organize hunting parties in search of green dragon lairs. In turn,
giant. They can catch rocks or other similar missiles 30% of the time. green dragons have been known to hunt hill giants.

Sometimes bands of hill giants will trade with each other or with
bands of ogres to get foodstuffs and trinkets.

141


Giant, Jungle

CLIMATE/TERRAIN: Tropical/jungle
FREQUENCY: Uncommon
ORGANIZATION: Tribal/cooperative
ACTIVITY CYCLE: Day
DIET:
INTELLIGENCE: &DUQLYRUH
TREASURE: Average to High (8-14)
ALIGNMENT: Q; A in lair
Neutral

NO. APPEARING: 1 or 1-6
ARMOR CLASS: 3
MOVEMENT:
HIT DICE: &O
THAC0: 11
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 1 or 2
SPECIAL ATTACKS: 2-16 + 9 or 2-12 + 9/2-12 + 9
SPECIAL DEFENSES: Surprise, arrows
MAGIC RESISTANCE: See below
SIZE: Nil
MORALE: H (18’ tall)
XP VALUE:
&KDPSLRQ
6,000

Powerful, lanky, and strictly carnivorous, jungle giants are a terror Habitat/Society: Jungle giants are friendlier than most other races of gi-
to all the animals of the tropical forests. They are great hunters and ants, and they will often cooperate with human jungle tribes on hunts.
stalkers, able to clear a huge tract of forest of all game and then move The giants provide strength and raw power, and the humans provide
on. the numbers and skill to drive animals into ambushes.

A typical jungle giant stands 18’ tall yet weighs only 3,000 pounds— Jungle giants have absolutely no compunctions about eating any
very thin for a giant. Females are generally taller than males. They can form of meat—mammal, reptile, amphibian, or avian. They know
live to be 200 years old. how to stalk, kill, and prepare everything from eggs to full-grown

Jungle giants always carry everything they need with them: tools for DQLPDOV DQG IURP VFDYHQJHUV WR SUHGDWRUV 7KHLU YLOODJHV UHÁHFW WKLV
carnivorous tendency; the huts are made from wooden posts with
PDNLQJ DQG PDLQWDLQLQJ WKHLU ZHDSRQV ÀUH VWDUWHUV WLQGHU DQG VSDUH roofs of greased animal hides stitched together with intestines. The
bits of leather and sinew used to repair clothing. They also carry their smell of smoking meats and butchery hang in the air, and huge quan-
valuables, and every adult jungle giant carries a quiver of arrows.
WLWLHV RI GUDJRQÁLHV DQG RWKHU LQVHFWV VZDUP DURXQG WKH YLOODJHV $
Jungle giants speak their own language and the languages of tribes of
nearby humans and humanoids. MXQJOH JLDQW YLOODJH LV OLNHO\ WR VKHOWHU JLDQW GUDJRQÁLHV

Thin and very tall, jungle giants easily blend into the vertical land- Ecology: Jungle giants think of most creatures as prey, but those they
scape of the tropical forest. Their wavy hair is pale green, and their accept as fellow hunters they respect as equals, regardless of their size.
Although they much prefer the jungle terrain they know so well, they
VNLQ LV D ULFK PXGG\ \HOORZ OLNH VXQOLJKW RQ WKH IRUHVW ÁRRU 7KH\ are often forced to leave the trees for the savanna when their numbers
rarely wear more clothing than strictly necessary, as they prefer com- become too great to survive in the jungle. They think nothing of eating
plete freedom of movement when hunting. Many groups of jungle gi- every snake, antelope, cat, warthog, ostrich, and elephant they come
across. Jungle giants on the savanna often return to the forest, because
DQWV XVH ULWXDO WDWWRRLQJ FRORUIXO IHDWKHU KHDGGUHVVHV DQG HYHQ ÀOHG
WKHLU JUHDW KHLJKW PDNHV VWHDOWK\ KXQWLQJ GLIÀFXOW IRU WKHP RQ RSHQ
WHHWK WR VKRZ WKHLU ÀHUFHQHVV 7KH\ VRPHWLPHV GHFRUDWH WKHPVHOYHV ground.
with mud, sticks, and leaves when stalking especially large or wary
game.

Combat: Jungle giants use 15’ long bows crafted to take advantage of
their tremendous size and strength. These giants are very quick with
WKHLU KXJH ERZV DQG FDQ ÀUH WZR DUURZV HDFK URXQG 7KH\ ZLOO XVH SRL-
soned arrows to bring down their prey more quickly. If these arrows
are used in combat, opponents must save vs. paralyzation at –2 or be
rendered immobile for 2-12 turns. Even humanoid creatures with the
strength to pull a jungle giant bow cannot use it, because the arrows
are over 6’ long (2d6 + 9 damage). Jungle giants will occasionally use
the trunk of a dead tree as a club, doing 2d8 + 9 points damage.

-XQJOH JLDQWV SUHIHU WR WDNH WKHLU SUH\ IURP DPEXVKHV ÀULQJ WKHLU
bows from the treetops and then swinging down sturdy branches or
WKLFN URSHV WR ÀQLVK RII WKHLU SUH\ &DPRXÁDJHG JLDQWV FDXVH D ² SHQ-
alty on opponents’ surprise rolls. When setting up a blind, they can

FDPRXÁDJH WKHPVHOYHV LQ MXQJOH WHUUDLQ ZLWK D FKDQFH RI VXFFHVV

6HWWLQJ XS D EOLQG RU GHFRUDWLQJ WKHPVHOYHV ZLWK MXQJOH FDPRXÁDJH
takes three turns.

142


Giant, Mountain

CLIMATE/TERRAIN: Any/Mountains
FREQUENCY: Very rare
ORGANIZATION: Family
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: E
ALIGNMENT:
&KDRWLF QHXWUDO

NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 15 + 3
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon (4d10 + 10)
SPECIAL ATTACKS: Hurling rocks for 2-20
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (14’ tall)
MORALE:
XP VALUE: &KDPSLRQ
Normal: 7,000
Infant: Nil
Juvenile: 3,000
Shaman: 8,000
Shaman, 3rd: 9,000

Mountain giants are huge humanoids that live in remote mountain lair, there is a 50% chance of a female and a 25% chance of a child. Roll
caverns. 1d4 to determine the age of the child. If it is a 4, it is a helpless infant or
small child. A roll of 1-3 indicates older children or teens that have the
Standing 14 feet tall and weighing 2,000 pounds, mountain giants Hit Dice, damage, and attack rolls of hill giants.
are impressive foes. They greatly resemble hill giants. Their skin color
is a light tan to reddish brown with straight black hair. The males have There is a 20% chance that one of the giants in a family is a shaman.
heavy beards but no mustaches, and they have large pot bellies. They Roll 1d6 to determine the level of spell use, 1-4 meaning 1st level, 5-6
are typically clothed in rough hides or skins and carry huge clubs as indicating 2nd level. This shaman can cast from the spheres of All, Ani-
weapons. The stale reek of a mountain giant can be detected several
hundred feet downwind. PDO &KDUP &RPEDW (OHPHQWDO DQG +HDOLQJ +H KDV DQ LQQDWH DELOLW\

Combat: Mountain giants always attack in a straightforward manner, WR ÀQG FDYHV DQG FDYHUQ HQWUDQFHV ZLWKLQ KDOI D PLOH XQOHVV WKHVH DUH
not by ambush or deceit. They love to get into a high, unassailable spot magically hidden.
with lots of boulders. When in such a position, mountain giants rarely
While only one family is found in a given lair, several families make
WDNH FRYHU EXW VWDQG LQ WKH RSHQ WR ÁLQJ WKHLU PLVVLOHV 7KH\ FDQ KXUO up a loose tribe scattered over a mountain or range. Each tribe has a
boulders down on their opponents for 2d10 points of damage each.
They can catch similar missiles 30% of the time. UG OHYHO VKDPDQ DV LWV OHDGHU +H SUHVLGHV RYHU WKH H[WUHPHO\ UDUH
gatherings of the tribe and counsels those willing to travel to talk to
In melee they use huge clubs that cause 4d10 + 10 points of damage, him. The shaman always lives with a group of summoned monsters,
including their Strength bonus. These clubs are usually just large tree but never with other mountain giants.
limbs or logs. They usually keep several such weapons around. Moun-
Ecology: Mountain giants are foragers and hunters. Their favorite food
WDLQ JLDQWV DUH DV VWURQJ DV ÀUH JLDQWV is mountain sheep. They also eat nuts, tubers, and other edible moun-
A mountain giant can summon and control other monsters. This tain plants. Nothing hunts mountain giants, but sometimes they pick
the wrong cave in which to set up housekeeping. Since they tend not to
summoning takes a full turn to perform and 1d6 hours pass before
the creatures appear. A summoning results in either 1d10 + 5 ogres IXOO\ H[SORUH DOO WKH EDFN WXQQHOV QDVW\ WKLQJV IURP XQGHUJURXQG KDYH
(70%), 1d6 + 3 trolls (20%), or 1d4 hill giants (10%), although the giant been known to attack and devour sleeping giants.
has no idea in advance of what he will get. The control is very loose,
not absolute domination. The mountain giant can give a broadly de- Since these giants are neither good nor evil, it is possible to set up
peaceful relations with them. However, they are suspicious of and re-
ÀQHG FRPPDQG DQG WKH PRQVWHUV REH\ DV WKH\ VHH ÀW 7KH VXPPRQHG luctant to deal with outsiders.

PRQVWHUV VWD\ ZLWK DQG ÀJKW IRU WKH PRXQWDLQ JLDQW EXW WKH\ YDOXH
their own lives over that of the giant. The summoned creatures stay
with the giant until killed, sent away, or another summoning is made.

Habitat/Society: The home of a family of mountain giants is often in a
ODUJH URFN FDYHUQ LQ D PRXQWDLQ )UHTXHQWO\ WKHUH DUH XQH[SORUHG SDV-
sages leading out of the giants’ home. They rarely have any interest
in anything beyond their cavern. There is a 75% chance of summoned
creatures acting as guards and underlings in the cavern.

The females and young are rarely seen, since they stick close to the
cavern. Mountain giants are polygamous, usually one female living
with several males. Three quarters of the young are male, which ac-
counts for their low population. If two or more mountain giants are in a

143


Giant, Reef

CLIMATE/TERRAIN: Tropical or subtropical ocean/reef
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Very (11-12)
TREASURE: Z; A in lair
ALIGNMENT: Neutral good

NO. APPEARING: 1 or 1-4
ARMOR CLASS: 0 or -4
MOVEMENT: 15, Sw 12
HIT DICE: 18
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon

SPECIAL ATTACKS: (typically 2-20 + 10)
SPECIAL DEFENSES: Boulders, whirlpool
MAGIC RESISTANCE: Immune to water-based attacks
SIZE: Nil
MORALE: H (16’ tall)
XP VALUE: Fanatic (17)
13,000

Reef giants are the loners of giant-kind, although they often live in are the objects of much competition between reef giant suitors, each of
remarkably well-appointed mansions that seem to be no more than whom seeks to both prove himself to the new mistress of the mansion
huts from the outside. They sometimes become sailors, but their huge
mass limits them to the largest of vessels. Reef giants are typically 16’ DQG XQGR KLV FRPSHWLWRUV E\ DQ\ PHDQV DYDLODEOH 'LYLQJ VXUÀQJ
tall and weigh 4,000 pounds. Reef giants can live to be 600 years old.
DQG ÀVKLQJ FRPSHWLWLRQV DUH FRPPRQ LQ UHHI JLDQW FRXUWVKLS
Reef giants speak their own language as well as the giantish trade
tongue and the languages of storm and cloud giants. In addition, 40% Ecology: 5HHI JLDQWV DUH VFDYHQJHUV ZKR ÀVK DQG IRUDJH FRUDO UHHIV IRU
of the giants also speak the common tongue.
D KXQGUHG GLIIHUHQW VRXUFHV RI IRRG 7KH\ FDQ QHW HQWLUH VFKRROV RI ÀVK
Reef giants have burnished coppery skin and pale white hair. They and as accomplished divers they can retrieve hoards of pearls, sponges,
and coral. Their enormous strength allows them to swim for hours at a
DUH EDUUHO FKHVWHG DQG SRZHUIXOO\ PXVFOHG IURP WKH H[HUWLRQ RI IRUFLQJ time without tiring. In this way reef giants can amass huge amounts of
their huge bodies through water. Reef giants have a Strength of 22. Reef goods to trade for other items.
giants wear skins or garments made of braided hair when ashore, but
swim wearing no more than a belt for knives and pouches. 6RPH UHHI JLDQWV NHHS ÁRFNV RI JRDWV RU VKHHS RQ WKHLU LVODQG KRPHV
but these giants are generally elderly and not as capable of foraging
Combat: 5HHI JLDQWV SUHIHU WR ÀJKW LQ RU XQGHU ZDWHU DQG WKH\ DUH successfully.

ÀHUFH ÀJKWHUV ZKHQ DQJHUHG 7KH\ VXIIHU QR SHQDOWLHV ZKHQ ÀJKWLQJ LQ Reef giants frequently enter into contracts or trade agreements with
or under water. They cannot be harmed by water- or ice-based attack
forms. They typically attack with giant tridents for 2-20 + 10 points of KXPDQV DQG RWKHU PHUFDQWLOH UDFHV ,Q H[FKDQJH IRU SHDUOV DQG RWKHU
valuables from the sea, they are given cloth, sweets, and metal goods.
GDPDJH EXW KDYH EHHQ NQRZQ WR ODVK RXW ZLWK D KXJH ÀVW G SRLQWV
damage) now and again. The reef giants’ willingness to plunder the sea has made them the
enemies of merfolk, tritons, and other ocean-dwelling races.
Once per day, a reef giant can form a whirlpool. Unless a successful
Strength ability check is made, creatures within 10 yards of the giant are
sucked into the whirlpool and suffer 2-16 points of battering damage
plus 2-20 points drowning and choking damage (unless the creatures
are able to breathe water, in which case only the battering damage ap-
plies). The whirlpool is not powerful enough to draw in ships.

Reef giants can throw boulders up to 350 yards for 3-30 (3d10) points
of damage. They prefer to use thrown boulders to sink unwelcome
ships. Boulders are not used against individual opponents.

Habitat/Society: Reef giants are often solitary for long periods of time,
although they mate for life. When their children reach puberty, they
are sent out on their own to seek an island or reef habitat to make their
home.

The mansions of reef giants are sometimes built into the hills and
gorges of the islands, and they are always stocked with furniture and
decorations collected over generations. These mansions are passed on
from one giant to another; the eldest daughter is generally reared to
provide for her parents as they grow old and is usually given the man-
sion and all its goods upon their death. These well-dowried daughters

144


Giant, Stone

CLIMATE/TERRAIN: Subtropical and temperate

FREQUENCY: mountains
ORGANIZATION: Rare
ACTIVITY CYCLE: Tribal
DIET: Any
INTELLIGENCE: Omnivorous
TREASURE: Average (8-10)
ALIGNMENT: D
Neutral

NO. APPEARING: 1-10
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 14 + 1-3 hit points
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon (2-12 + 8)
SPECIAL ATTACKS: Hurling rocks for 3-30 (3d10)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (18’ tall)
MORALE: 16
XP VALUE: 7,000
Nil
Infant 975
Juvenile, -3 3,000
Juvenile, -2 6,000
Juvenile, -1 9,000
Elder 9,000
Spellcaster

6WRQH JLDQWV DUH OHDQ EXW PXVFXODU 7KHLU KDUG KDLUOHVV ÁHVK LV VPRRWK Stone giants are crude artists, painting scenes of their lives on the
and gray, making it easy for them to blend in with their mountainous walls of their lairs and on tanned hide scrolls. Some giants are fond of
surroundings. Their gaunt facial features and deep, sunken black eyes
make them seem perpetually grim. PXVLF DQG SOD\ VWRQH ÁXWHV DQG GUXPV 2WKHUV PDNH VLPSOH MHZHOU\
fashioning painted stone beads into necklaces.
The typical stone giant is 18’ tall and weighs 9,000 pounds because
If eight or more giants are encountered in a clan’s lair, one quarter
RI LWV GHQVH ÁHVK )HPDOHV DUH D OLWWOH VKRUWHU DQG OLJKWHU 7KH JLDQWV· will be female, one quarter male, and the remainder offspring. To deter-
mine a giant’s maturity, roll 1d4. A roll of 4 indicates an infant with no
QDWXUDO $UPRU &ODVV LV 7KH\ GR QRW ZHDU DUPRU WR DXJPHQW WKDW combat ability and hit points of an ogre; rolls of 1-3 indicate older prog-
preferring to wear stone-colored garments. Stone giants can live to be eny with hit dice, damage, and attack rolls equal to those of a hill giant.
800 years old.
One in 20 stone giants develop special abilities related to their envi-
Stone giants, like several other giant races, carry some of their belong- ronment. These giant elders are able to stone shape, stone tell, and trans-
ings with them. They leave their more valuable items in their lairs, how- mute rock to mud (or mud to rock) once per day as if they were 5th level
ever. A typical stone giant’s bag will contain 2-24 (2d12) throwing rocks,
a portion of the giant’s wealth, and 1-8 additional common items. PDJHV 2QH LQ RI WKHVH H[FHSWLRQDO JLDQWV FDQ DOVR FDVW VSHOOV DV LI
he were a 3rd level wizard. Their spells can be determined randomly
Stone giants speak their own language, as well as those of hill giants,
cloud giants, and storm giants. In addition, 50% of the giants also speak RU FKRVHQ WR ÀW D VSHFLÀF HQFRXQWHU DV GHVLUHG )UHTXHQWO\ WKHVH JLDQWV
the common language of man. are able to rise to positions of power and are considered the leaders of
several clans.
Combat: :KHQ SRVVLEOH VWRQH JLDQWV ÀJKW IURP D GLVWDQFH 7KH\ DUH
DEOH WR KXUO URFNV D PLQLPXP GLVWDQFH RI \DUGV WR D PD[LPXP GLV- Stone giants are usually found in mountain ranges in temperate and
tance of 300 yards, doing 3-30 (3d10) points of damage with each rock. subtropical areas. Stone giants are fond of cave bears and 75% of their
These giants are able to catch stones and similar missiles 90% of the lairs will have 1-8 of them as guards. The few stone giants living in cold
time. A favorite tactic of stone giants is to stand nearly motionless areas use polar bears as guards.
against rocks, blending in with the background, then moving forward
to throw rocks, surprising their foes. Many giants set up piles of rocks Stone giants are playful, especially at night. They are fond of rock
near their lair which can be triggered like an avalanche when intruders throwing contests and other games that test their might. Tribes of giants
get too close. will often gather to toss rocks at each other, the losing side being the
giants who are hit more often.
When stone giants are forced into melee combat, they use large clubs
chiseled out of stone which do 2-12 (2d6) + 8 points of damage; double Ecology: Stone giants are omnivorous, but they will eat only fresh food.
normal (man-sized) club damage plus the giant’s strength bonus. They cook and eat their meat quickly after it has been killed. They use
the skins of the animals for blankets and trade what they do not need

Habitat/Society: Stone giants prefer to dwell in deep caves high on ZLWK QHDUE\ KXPDQ FRPPXQLWLHV LQ H[FKDQJH IRU EROWV RI FORWK RU KHUG
rocky, storm-swept mountains. They normally live in the company of animals which they use for food. Many stone giant bands keep giant
their relatives, though such clans usually include no more than 10 gi- goats in and near their lairs so they will have a continuous supply of
milk, cheese, and butter.

DQWV &ODQV RI JLDQWV GR ORFDWH WKHLU ODLUV QHDU HDFK RWKHU KRZHYHU IRU D
sense of community and protection. A mountain range commonly has
2-8 clans lairing there.

145


Giant, Storm

CLIMATE/TERRAIN: Special (see below)
FREQUENCY: Very rare
ORGANIZATION: Solitary or Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE:
TREASURE: ([FHSWLRQDO
ALIGNMENT: E, Q (×10), S

&KDRWLF JRRG

NO. APPEARING: 1 (2-4)
ARMOR CLASS: –6 (0)
MOVEMENT: 15, Sw 15
HIT DICE: 19 + 2-7 hit points
THAC0: 3
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon (3-30 + 12)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Impervious to electricity
MAGIC RESISTANCE: Nil
SIZE: G (26’ tall)
MORALE: Fanatic (17-18)
XP VALUE: 14,000
Nil
Infant 1,400
Juvenile, -3 4,000
Juvenile, -2 7,000
Juvenile, -1 15,000
Spell caster, 1st 15,000
Spell caster, 2nd 15,000
Spell caster, 3rd 17,000
Spell caster, 4th +

Storm giants are gentle and reclusive. They are usually tolerant of oth- (3d6) points of damage. There is a 10% chance that any storm giant will
ers, but can be very dangerous when angry. have enchanted weapons.

Storm giants resemble well-formed humans of gargantuan propor- $ VWRUP JLDQW·V QDWXUDO $UPRU &ODVV LV ,Q EDWWOH VWRUP JLDQWV XVX-
tions. Adult males and females are about 26’ tall and weigh about
15,000 pounds. Storm giants have pale, light green or (rarely) violet DOO\ ZHDU HODERUDWH EURQ]H SODWH PDLO $& ²
skin. Green-skinned storm giants have dark green hair and glittering
emerald eyes. Violet-skinned storm giants have deep violet or blue- Habitat/Society: Storm giants are retiring and solitary, but not shy.
black hair with silvery gray or purple eyes. Storm giants can live to be They live in castles built on cloud islands (60%), mountain peaks (20%),
600 years old.
RU XQGHUZDWHU 7KH\ OLYH TXLHW UHÁHFWLYH OLYHV DQG VSHQG WKHLU
A storm giant’s garb usually is a short, loose tunic belted at the waist, time musing about the world, composing and playing music, and
sandals or bare feet, and a headband. They wear a few pieces of simple, tilling their land or gathering food. Land-and air-dwelling storm giants
usually are on good terms with neighboring silver dragons and good
EXW ÀQHO\ FUDIWHG MHZHOU\ DQNOHWV IDYRUHG E\ EDUH IRRWHG JLDQWV ULQJV cloud giants, and cooperate with them for mutual defense. Aquatic
or circlets being most common. storm giants have similar relationships with mermen and bronze
dragons.
Storm giants usually carry pouches attached to their belts. These
hold only a few tools, necessities, and a simple musical instrument— When two or more storm giants are encountered in lair they will be
usually a panpipe or harp. Other than the jewelry they wear, they pre- a mated couple and their children. To determine each young giant’s
fer to leave their wealth in their lairs. maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability
and hit points of ogre; rolls of 1-3 indicate older progeny with hit dice,
They speak their own language as well as cloud giant, the tongue damage, and attack rolls equal to that of a cloud giant.
common to all giants, and the common tongue of humankind.
There is a 20% chance that an adult storm giant is also a priest (70%)
Combat: All storm giants are immune to electricity and lightning. They or priest/wizard (30%). Storm giants can attain 9th level as priests and
use weapons and special abilities instead of hurling rocks, but can catch 7th level as wizards. Storm giant priests can cast regular spells from the
large missiles 65% of the time.
$QLPDO &KDUP &RPEDW &UHDWLRQ *XDUGLDQ +HDOLQJ 3ODQW :HDWKHU
Storm giants are born with water breathing ability, and can move, and Sun spheres. Storm giant wizards are generalists, and typically
attack, and use magic under water as if they were on land. Juvenile and
adult storm giants can cast control weather and levitate spells lifting their NQRZ VSHOOV IURP WKH $OWHUDWLRQ ,QYRFDWLRQ (YRFDWLRQ &RQMXUDWLRQ
own weight and as much as 4,000 additional pounds twice a day. Adult Summoning, and Abjuration schools.
storm giants also can call lightning (3 bolts of 15 8-sided dice each), light-
ning bolt (1 bolt of 15 6-sided dice), control winds, and use weather sum- Storm giant lairs are always protected by guards. Land or aerial lairs
moning once a day. A storm giant uses its magical abilities at 15th level. have 1-2 rocs (70%), which also serve as mounts, or 1-4 griffons (30%).
An angry storm giant usually will summon a storm and call lightning. Underwater lairs have 2-8 (2d4) sea lions.

They employ gigantic two-handed swords in battle. A storm gi- Ecology: Storm giants live off the land in the immediate vicinity of their
ant’s oversized weapons do triple normal (man-sized) damage to lairs. If the natural harvest is not enough to sustain them, they create
all opponents, plus the giant’s strength bonus. Thus, a storm giant’s
two-handed sword does 3-30 (3d10) + 12 points of damage. They also DQG FDUHIXOO\ WLOO ODUJH DUHDV RI JDUGHQV ÀHOGV DQG YLQH\DUGV 7KH\ GR
use massive composite bows which have a 300 yard range and do 3-18 not keep animals for food, preferring to hunt.

146


Giant, Verbeeg

CLIMATE/TERRAIN: Temperate and arctic/Hills
FREQUENCY: Uncommon
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to very (8-12)
TREASURE: B; K, L, M (×5) in lair
ALIGNMENT: Neutral (evil)

NO. APPEARING: 1-6 or 5-30
ARMOR CLASS: 4 or better
MOVEMENT: 18
HIT DICE: 5+5
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6 (weapon) +3 to +6 (Str bonus)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (8½’ to 10’ tall)
MORALE: Elite (13)
XP VALUE: 270

Known as “human behemoths,” these human giants inhabit areas in- lair; 50% of the time 1d6 verbeeg are with 1d6 wolves or worgs (in polar
fested with hill giants and ogres. climes winter wolves or polar bears); the rest of the time (20%) 1-2 of
them are encountered with a normal sized group of wandering monsters
Verbeeg vary in height from 8½ to 10 feet tall, and weigh between found in that area (DM must use reasonable judgment in this case).
300 and 400 pounds. They are unusually thin for their height, although
A verbeeg lair is usually an underground place, such as a cave or
WKLV GRHV QRW LQKLELW WKHLU ÀJKWLQJ DELOLW\ 6RPH KDYH PLQRU GHIRUPLWLHV inside old ruins. There 5d6 of them can be found, an equal number of
such as club foot, uneven eyes, harelips, etc. In all other respects they females (equal to males in combat), and 2d6 young. Half the young
appear human, including skin, hair, and eye color. They wear as much
protective clothing and armor as they can obtain, which isn’t much. ÀJKW DV EXJEHDUV WKH RWKHU KDOI ÀJKW DV JREOLQV $ ODLU XVXDOO\ LQFOXGHV
Usually they wear furs and hides with pieces of metal armor stitched 2d4 wolves (75% chance) or 1d4 worgs (25% chance). In arctic climes
into strategic places. They almost always carry shields and have the substitute 1-2 polar bears for wolves, and 1-3 winter wolves for worgs.
best weapons they can steal. Typically this means clubs and spears.
There is a 2% cumulative chance per giant of a shaman with the
Combat: Verbeeg are smart enough to let others soften up the ene- tribe. The verbeeg are jointly ruled by the shaman (if there is one) and
a warrior chieftain. The shaman can be up to 7th level. The warrior
P\ ÀUVW 7KLV GRHV QRW PHDQ WKDW WKH\ DUH FRZDUGV RQO\ VHOÀVK DQG chieftain always has 18/00 Strength and no fewer than 40 hit points.
practical. Since they are commonly found with hill giants and ogres, The chieftain is responsible for all activities involving hunting, war
and negotiations with strangers. The shaman is responsible for all ac-
LQ WKH ÀUVW IHZ URXQGV RI FRPEDW YHUEHHJ GULYH WKHLU OHVV LQWHOOLJHQW tivities inside the tribe, dispensing judgments concerning law and all
companions before them into battle. This is accompanied by many magic. Any magical items in the tribe belong to the shaman; he has
curses, oaths, and highly descriptive accounts of the giants’ and ogres’ a 90% chance of knowing how to use these. Most magical items that
parentage. he does not understand are thrown into the tribal refuse heap before
too long.
Once the battle has begun, the verbeeg take on the stragglers and
use their missile weapons, usually spears. The Strength of the giant de- Ecology: 9HUEHHJ HDW DOPRVW DQ\WKLQJ EXW WKH\ ORYH ÁHVK RI DOO VRUWV
termines how much further than normal the weapons can be hurled.
Whatever their weaponry, the verbeeg get a Strength bonus for dam- 7KH\ PDLQWDLQ D PXWXDOO\ EHQHÀFLDO UHODWLRQVKLS ZLWK WKH JLDQWV DQG
age. Each giant must have his Strength determined individually (or ogres that share their lair. The verbeeg provide the intelligence and
once for the whole group, at the DM’s option) by rolling 1d10 and con- direction that these giant types lack, and the giants provide protec-
sulting the following table. Armor is always at least the equivalent of
WLRQ E\ WKHLU JUHDWHU ÀJKWLQJ SURZHVV 7R ZDWFK D JURXS LQ DFWLRQ
$& DQG VRPHWLPHV EHWWHU DOWKRXJK QHYHU EHWWHU WKDQ $& can be hilarious, so long as you are not their intended victim. Hill gi-
ants and ogres are too stupid to think much on their own. They tend
Special Bonus With Spears to follow directions too literally. This usually infuriates the verbeeg.
They hop back and forth from foot to foot screaming insults at the
D10 Roll Strength Damage Add to befuddled giants that tower over them in height and size, as even the
1-2 18/51-75 simplest instructions are misinterpreted by these denser humanoids.
3-6 18/76-90 Bonus Spear Range
7-9 18/91-99 +3 30 yards
10 +4 40 yards
18/00 +5 50 yards
+6 60 yards

Habitat/Society: Verbeeg are found in the same climates as ogres and
hill giants. These human behemoths are never found wandering alone.

7KLUW\ SHUFHQW RI ZDQGHULQJ YHUEHHJ HQFRXQWHUV ÀQG G RI WKHVH JLDQW
kin with 1d4 hill giants or ogres (equal chance), which also share their

147


Giant, Wood (Voadkyn)

CLIMATE/TERRAIN: Temperate and subtropical/Forests
FREQUENCY: Very rare
ORGANIZATION:
ACTIVITY CYCLE: &ODQ
DIET: Day
INTELLIGENCE: Herbivore
TREASURE:
ALIGNMENT: +LJK WR H[FHSWLRQDO
E
NO. APPEARING:
ARMOR CLASS: &KDRWLF JRRG
MOVEMENT:
HIT DICE: 1-4
THAC0: 8 (5 in armor)
NO. OF ATTACKS: 12
DAMAGE/ATTACK: 7+7
13
SPECIAL ATTACKS: 1
SPECIAL DEFENSES: 1-10 (weapon) +3 to +6 (Strength
MAGIC RESISTANCE: bonus)
SIZE: -4 penalty to opponents’ surprise rolls
MORALE: Resistant to some spells
XP VALUE: Nil
L (9½’ tall)
Steady (11-12)
1,400

Wood giants (also known as voadkyn) are one of the smallest of the Wood giants can move silently in a forest, despite their great
minor races of giants, looking somewhat like giant-sized wood elves. height, thus imposing a –4 penalty to opponents’ surprise rolls. They
can blend into forest vegetation, becoming effectively invisible. Only
7KH\ DUH ÁLJKW\ IULYRORXV DQG JRRG IULHQGV ZLWK ZRRG HOYHV creatures able to detect invisible objects can see them. Although they
Standing 9½ feet tall, wood giants weigh around 700 pounds. They DUH QRW LQYLVLEOH ZKLOH DWWDFNLQJ WKH\ DUH H[WUHPHO\ TXLFN 'H[WHU-
ity 16) and can move out of hiding, launch an arrow, and move back
have the physical proportions of humans, which makes them thin and into hiding in the same round. These arrows seem to come from no-
light for giants. They are completely devoid of facial and body hair, where unless the target is looking at the wood giants’ hiding spot.
including eyebrows. Their heads seem overly large for their bodies, es-
pecially the jaws, chin, and mouth. Their ears are placed higher than on Habitat/Society: Wood giants inhabit the same forests as wood elves.
a human, almost completely above the line of the eyes. They have no lairs, choosing to live under the stars or with the wood
elves for a time. Wood giants encountered in the forest are mostly male
:RRG JLDQWV FDQ EH DOPRVW DQ\ VKDGH RI EURZQ PL[HG ZLWK \HOORZ (90%). Female wood giants usually remain at a makeshift camp or with
or green. They are fond of leather armor and ring mail. A wood giant the wood elves at their lair. Offspring are rare, as each female gives
carries two weapons—a two-handed sword and a giant-sized long bow birth to only 1d4 children in her lifetime. The young are born and raised
with quiver. A special sheath for the sword is steel tipped, enabling it to deep in the woods among the wood elves, away from prying eyes.
be used as a walking stick. This does not in any way disguise the sword.
The strong bond between wood elves and wood giants goes back
They wrap their ankles in leather strips almost up to the knee, al- further than either race can remember. This may account for the elven
though the foot itself is mostly bare. The only garments they wear are
loose trousers or a short kilt. A wood giant always wears a leather fore- DELOLWLHV RI WKH JLDQWV 7KH\ GR QRW PL[ RU WUHDW ZLWK DQ\ RWKHU LQWHOOLJHQW
arm sheath to protect his arm from the bowstring. All of these items are creatures, although they tolerate any good elf. Like the elves, wood gi-
frequently stained in forest colors of green and brown.
DQWV DUH IRQG RI ÀQHO\ FXW JHPV DQG ZHOO FUDIWHG PDJLFDO LWHPV
Combat: 9RDGN\Q GR QRW ÀJKW XQOHVV IRUFHG WR GHIHQG WKHPVHOYHV RU Humans who have had contact with wood giants describe them as
allies. Their favorite weapon is their huge, non-magical long bow. They
get a +1 bonus to attack rolls and 50% better range because of its un- IULHQGO\ HQRXJK EXW ÁLJKW\ DQG IULYRORXV DQG QHYHU LQ D JUHDW KXUU\
usual size. The matching arrows are over four feet long and cause 1d8 to do anything other than eat and drink large amounts of wine. Treants
points of damage. Wood giants do not hurl rocks or boulders. If pressed (with whom they occasionally converse) consider them irrational, fool-
into melee, they wield their two-handed swords with one hand.
LVK DQG RFFDVLRQDOO\ REQR[LRXV EXW HQMR\DEOH FRPSDQ\
When encountered, the Strength of the voadkyn must be determined
by rolling percentile dice. The resulting number is the 18/(roll) value Ecology: The jaw of the voadkyn is large because of the oversized grind-
for their strength. This gives them a +3 to +6 damage bonus. They do ing teeth in it. These teeth are completely unsuited for eating meat, but
not receive any attack roll bonus for Strength. These giant-kin are usu- they are perfect for vegetables and other plants. Wood giants can eat
ally in the company of 1d4 wood elves (60%), 1d4 dire wolves (30%), the leaves and roots of many plants that are inedible to humans. They
or both (10%). especially enjoy nuts and seeds.

Wood giants are 90% resistant to sleep and charm spells; they have
infravision up to 90 feet.

The only magical skill voadkyn have is the ability to polymorph into

DQ\ KXPDQRLG ÀJXUH IURP WR IHHW LQ KHLJKW 7KH\ FDQQRW EHFRPH D

VSHFLÀF LQGLYLGXDO RQO\ D W\SLFDO VSHFLPHQ RI WKDW UDFH 7KH\ KDYH EHHQ
known to use this ability to join a party and trick it out of treasure.

148


Gibberling

CLIMATE/TERRAIN: Temperate/Forest, subterranean
FREQUENCY: Uncommon
ORGANIZATION: Herd
ACTIVITY CYCLE: Night (but see below)
DIET:
INTELLIGENCE: &DUQLYRUH
TREASURE: Low (5-7)
ALIGNMENT: Nil

NO. APPEARING: &KDRWLF QHXWUDO
ARMOR CLASS:
MOVEMENT: 40-400
HIT DICE: 10
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 20
SPECIAL ATTACKS: 1
SPECIAL DEFENSES: 1-8 (weapon)
MAGIC RESISTANCE: Mass assault
SIZE: Nil
MORALE: Nil
XP VALUE: S-M (4’-5’ tall)
Irregular (5)
35

They come screaming, jabbering, and howling out of the night. Doz- Gibberlings traveling above-ground invariably burrow into the
ens, maybe hundreds, of hunchbacked, naked humanoids swarm un- ground to hide during the daytime, and it is at such time that they are
ceasingly forward, brandishing short swords. They have no thought most vulnerable. They can easily be tracked by the path of chaos and
of safety, subtlety, or strategy, leaving others with no hope of stopping destruction they leave, and can be quickly dispatched while they lie
their mass assault. And then, having come and killed, the gibberlings dormant just beneath the surface of the ground. If uncovered, they
move on randomly back into the night. awake, but generally cower in fear at the bright light surrounding
them, and so are easy prey. Subterranean gibberlings may burrow
7KH ÀUVW LPSUHVVLRQ RI JLEEHUOLQJV LV RI D ZULWKLQJ PDVV RI IXU DQG into the ground, or may simply lie down in a curled, fetal posture at
times of rest. They awake suddenly, as a group, and burst in unison
ÁHVK LQ WKH GLVWDQW PRRQOLW GDUNQHVV 7KH SDQGHPRQLXP LV DFWXDOO\ D out of the ground, howling and gibbering in a most frightful way.
mass of pale, hunchbacked humanoids, with pointed canine ears, black
manes surrounding their hideous, grinning faces. Their eyes are black, If captured, these strange creatures speak only their own incompre-
and shine with a maniacal gleam. They carry short swords in their over- hensible gibberish, and show neither the patience nor the inclination to
ly long arms as they lope ever faster forward. learn other languages or communicate whatsoever with their captors.

Combat: Gibberlings attack in great numbers, uttering ghastly howls, ,QVWHDG WKH\ EHDW DJDLQVW WKHLU FDJHV DQG ÁLQJ WKHPVHOYHV DW EDUUHG
clicks, shrieks, and insane chattering noises which cause even the bold- windows and doorways in pitiful attempts to escape their captivity.

HVW KLUHOLQJV WR FKHFN PRUDOH HDFK URXQG 3&V QHHG RQO\ PDNH D PRUDOH It is unclear how or when or even if gibberlings procreate.
check if it is appropriate to their character. The screaming mob is com-
pletely disorganized in form, and random in direction. Ecology: $WWHPSWV WR ÀQG WKH JLEEHUOLQJV· ODLUV KDYH LQHYLWDEO\ OHG EDFN
to subterranean passages, where the trail is eventually lost in the deep-
The gibberlings attack with common swords, but such is their skill
and practice in using these weapons that they are +1 to hit. Their for- HVW URFN ÁRRUHG UHFHVVHV RI WKH FDYHUQV
ward motion slows only long enough to kill anything moving, then Gibberlings require a prodigious amount of food to support their
continues forward, their bloodlust apparently unabated. They always
ÀJKW WR WKH GHDWK $OO IRRG LQ WKHLU SDWK LV GHYRXUHG LQFOXGLQJ WKH IDOO- PDQLF QRFWXUQDO H[LVWHQFH VWULSSLQJ WR WKH ERQH DQ\RQH RU DQ\WKLQJ
that should fall in their path. Their fur is commonly infested with lice
HQ DPRQJ WKHLU RZQ QXPEHU DQG DQ\ XQIRUWLÀHG EXLOGLQJ RU REMHFWV DUH and other pests picked up during their burrowed slumber. Their hides
generally wrecked. are vile and worthless. Gibberlings carry no treasure or other useful
items. Their swords are of the commonest variety, with no markings
The only true hope of survival, should a herd of gibberlings be en- or decoration, and are often pitted and dull. In short, gibberlings serve
countered, is to take strategic advantage of their fear and detestation no purpose and no known master, save random death in the night.
of bright light. The gibberlings generally frequent only dense forests
and subterranean passages, loathing bright light of all kinds, and are

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RYHUZKHOP VRPHRQH ZLHOGLQJ D WRUFK D EULJKW ERQÀUH RU PDJLFDO

OLJKW RI VXIÀFLHQW LQWHQVLW\ ZLOO KROG WKHP DW ED\ RU GHÁHFW WKHLU SDWK

Habitat/Society: ,W LV GLIÀFXOW WR LPDJLQH D JLEEHUOLQJ VRFLDO VWUXFWXUH ,W
can be roughly compared to the social structure of lemmings throwing
themselves into the sea, or of a school of piranha in a feeding frenzy.
There is no sense, no organization, and no individuality. Though they
clearly have a primitive means of communicating among themselves,
they have no discernable language.

149


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