Dungeon Master’s Guide 246 Table I: Dungeon Generator
APPENDIX B: RANDOM DUNGEON DESIGN d20 roll result
1-2 continue straight - check Table I again in 60'
When you need help in designing a dungeon - whether it is a level in 3-5 door, check Table II
your main dungeon or a labyrinth discovered elsewhere - the 6-10
following random generation system has proven itself to be useful. It 11-13 side passage, check Table III - check Table I again in 30'
must be noted that the system requires time, but it can be used 14-16 passage turns, check Table IV and check the width on the
directly in conjunction with actual play. 17 appropriate subtable of Table III
The upper level above the dungeon in which adventures are to take chamber, Table V - check Table I 30' after leaving
place should be completely planned out, and it is a good idea to 18 stairs, check Table VIII
use the outdoor encounter matrix to see what lives where (a
staircase discovered later just might lead right into the midst of 19 dead end (walls left, right, and ahead can be checked for
whatever it is). The stairway down to the first level of the dungeon secret doors), see Table VII’s Exit Location subtable for
should be situated in the approximate middle of the upper ruins (or 20 more details
whatever you have as upper works). trick/trap, check Table XI, passage continues - check
The first level of the dungeon is always begun with a room; that is, the Table I again in 30'
stairway down leads to a room, so you might go immediately to the wandering monster, check again immediately to see what
Table V: Chambers & Rooms (on page 247) and follow the lies ahead so direction of monster's approach can be
procedure indicated or use one of the following “starter” areas. determined - check Table I again in 30'
Always begin a level in the middle of the sheet of graph paper.
Keep a side record of all monsters, treasures, tricks, traps, and Table II: Doors* (Roll on Both Subtables)
whatever normal dungeon matrix. Discretion must prevail at all
times. For example: if you have decided that a level is to be but one d20 roll location subtable
sheet of paper in size, and the die result calls for something which 1-6 left*
goes beyond an edge, amend the result by rolling until you obtain 7-12 right*
something which will fit with your predetermined limits. 13-20 ahead
Common sense will serve. If a room won’t fit, a smaller one must
serve, and any room or chamber which is called for can be
otherwise drawn to suit what you believe to be its best positioning.
d20 roll space beyond door subtable
1-4 parallel passage**, or 10' x 10' room if door is straight
ahead
5-8 passage straight ahead
9 passage 45/135 degrees***
10 passage 45/135 degrees***
11-18 room, check Table V
19-20 chamber, check Table V
* check again immediately on Table I; if another door is indicated,
then ignore the result and check again 30’ past the door. If a room
or chamber is beyond a door, go to Table V
** Extends 30' in both directions
*** the direction will be appropriate to existing circumstances, but
use the angle before the slash in preference to the other.
Table III: Side Passages (Roll on All Applicable Subtables)
d20 roll result
1-2 left 90 degrees
3-4 right 90 degrees
5 left 45 degrees
6 right 45 degrees
7 left 135 degrees
8 right 135 degrees
9 left curve 45 degrees ahead
10 right curve 45 degrees ahead
11-13 passage “T”s
14-15 passage “Y's
16-19 four-way intersection
passage “x”s (if present passage is horizontal or vertical it
20 forms a fifth passage into the “x”)
d20 roll passage width subtable
1-4 5’
5-13 10’
14-17 20’
18 30’’
19-20 special passage (roll on the following subtable)
Dungeon Master’s Guide 247
Table III: Side Passages (continued) Table V: Chambers & Rooms* (continued)
d20 roll special passage subtable d20 roll unusual size subtable
1-4 40', columns down center
5-7 40', double row of columns 1-3 about 500 sq. ft
6-10 50', double raw of columns 4-6 about 900 sq. ft
7-8 about 1,300 sq. ft
11-12 50', columns 10' right & left support 10' wide upper galleries 9-10 about 2,000 sq. ft
that are 20’ above* 11-12 about 2,700 sq. ft
13-14 about 3,400 sq. ft
13-15 10' stream** roll again and add result to 9-10 above (if another 15-20
15-20 repeat the process, doubling 9-10 above, and so on)
16-17 20' river***
18 40'river***
19 60' river*** Use the following chamber & room list to determine what purpose
the various dungeon rooms and chambers serve.
20 20', chasm****
* stairs up to gallery will be at end of passage (75%) or at beginning
(25%). In the former case if a stairway is indicated in or adjacent to chamber & room list chamber & room list
antechamber kitchen
the passage it will replace the end stairs 50% of the time and armory laboratory
audience library
supplement 50% of the time. aviary lounge
banquet meditation
** streams bisect the passage. They will be bridged 75% of the time or barracks observatory
bath office
be an obstacle 25% of the time. bedroom/boudoir pantry
bestiary pen/prison
*** rivers bisect the passage. They will be bridged 50% of the time, cell privy/secret room
chantry reception
have a boat 25% of the time (50% chance for either bank), or be an chapel refectory
cistern robing room
obstacle 25% of the time. classroom salon
closet shrine
**** 150’-200’ deep chasms bisect the passage. They will be bridged conjuring sitting room
corridor smithy
50% of the time, have a jumping place 1d6+4 feet wide 25% of the court solar
crypt stable
time, or be an obstacle 25% of the time. dining storage
divination strongroom/vault
Table IV: Passageway Turns dormitory study
dressing room temple
d20 roll result entry/vestibule throne room
1-8 left 90 degrees gallery torture chamber
9 left 45 degrees ahead game room training/exercise
10 left 135 degrees guardroom trophy room/museum
11-18 right 90 degrees hall waiting room
19 right 45 degrees ahead hall, great water closet/toilet
20 right 135 degrees hallway well
harem/seraglio workroom
Table V: Chambers & Rooms* (Roll on All Applicable Subtables) kennel workshop
d20 roll chamber size room size
1-2 square,20'x20' square,10'x10'
3-4 square, 20' x 20' square, 20' x 20'
5-6 square, 30' x 30' square, 30' x 30'
7-8 square, 40' x 40' square, 40' x 40'
9-10 rectangular, 20' x 30' rectangular, 10' x 20'
11-13 rectangular, 20' x 30' rectangular, 20' x 30'
14-15 rectangular, 30' x 50' rectangular, 20' x 40'
16-17 rectangular, 40' x 60' rectangular, 30' x 40'
18-20 unusual shape and size - see both subtables below
* you may wish to have “rough-hewn” and natural tunnels in lower Table VI: Caves & Caverns
levels, and where rooms and chambers are indicated substitute
Caves & Caverns (see Table VI). Exits are as per Table VII. d20 roll result
1-5 cave about 40' x 60'
d20 roll unusual shape subtable 6-7 cave about 50 x75'
8-9 double cave: 20' x 30', 60' x 60'
1-5 circular* 10-11 double cave: 35' x 50', 80' x 90'*
12-14 cavern about 95' x 125'*
6-8 triangular 15-16 cavern about 120' x 150'
17-18 cavern about 150' X 2W*
9-11 trapezoidal 19-20 mammoth cavern about 250'-300' X 350'-4W**
* roll to see if a pool is therein, see Table XII
12-13 odd-shaped** ** roll to see if a lake is therein, see Table XIII
14-15 oval
16-17 hexagonal
18-19 octagonal
20 cave
* has a pool (25%), a well (10%), a shaft (15%) or is normal (50%). See
Table XII: Pools if a pool is present.
** draw what shape you desire or what will fit the map - it is a special
shape if desired.
Dungeon Master’s Guide 248
Table VII: Area Exits (Roll on All Applicable Subtables) Table X: Treasure (Roll on All Applicable Subtables)
d20 roll number of exits* d20 roll result
01-25 1,000 copper pieces per dungeon level
1-3 1 exit (2 if over 600 sq. ft) 26-50 1,000 silver pieces per dungeon level
51-65 750 electrum pieces per dungeon level
4-6 2 exits (3 if over 600 sq. ft) 66-80 250 gold pieces per dungeon level
81-90 100 platinum pieces per dungeon level
7-9 3 exits (4 if over 600 sq ft) 91-94 1d4 gems per dungeon level (see page 127)
95-97 1 piece of jewelry per dungeon level (see page 128)
10-12 no exit** (1 if over 1,200 sq ft) 98-00 magic item, roll once on Magic Item Table on page 129
* if treasure found in an area with an encounter roll twice, adding
13-15 no exit** (1 if over 1,600 sq ft) 10% to each roll
16-18 1d4 exits
19-20 1 exit
* chamber exits are usually (75%) a door. If not, the chamber’s exit is
a passageway. Room exits are usually (75%) passageways. If not,
the room’s exit is a door.
** check once per 10' for secret doors d20 roll treasure container subtable
1-2 bag
d20 roll exit location subtable* 3-4 sacks
5-6 small coffers
1-7 opposite wall 7-8 chests
9-10 huge chests
8-12 left wall 11-12 pottery jars
13-14 metal urns
13-17 right wall 15-16 stone containers
17-18 iron trunks
18-20 same wall 19-20 loose
* if a door or passage is indicated on a wall where the space
immediately beyond the wall has already been mapped, then the
exit is a secret door (25%), a one-way door (25%) or is in the opposite
direction (50%).
d20 roll exit direction subtable
1-16 straight ahead d20 roll treasure protection subtable
1-8 trapped, see the treasure traps subtable below
17-18 45/135 degrees left* 9-12 hidden, see the treasure concealment subtable below
13-20 none
19-20 45/135 degrees right*
* the exit will be appropriate to existing circumstances, but use the
angle before the slash in preference to the other.
Table VIII: Stairs (Roll on Table I Upon Ascending/Descending) d20 roll treasure traps subtable
1-2 contact poison on container
d20 3-4 contact poison on treasure
5-6 poisoned needles in lock
roll result 7 poisoned needles in handles
8 spring darts firing from front of container
1-5 down 1 level*, 9 spring darts firing up from top of container
10 spring darts firing up from inside bottom of container
6 down 2 levels** 11-12 blade scything across inside
13 poisonous insects or reptiles living inside container
7 down 3 levels*** 14 gas released by opening container
15 trapdoor opening in front of container
8 up 1 level 16 trapdoor opening 6’ in front of container
17 stone block dropping in front of the container
9 up to dead end (1 in 6 change that the dead end has a 18 spears released from walls when container opened
chute trap, down 2 levels) 19 explosive runes spell
20 symbol spell
10 down to dead end (1in 6 chance that the dead end has a
chute trap, down 1 level)
11 chimney up 1 level, passage continues, check again in 30’
12 chimney up 2 levels, passage continues, check again in 30’
13 chimney down 2 levels, passage continues, check again in
30’
14-16 trap door down 1 level, passage continues, check again in
30’
17 trap door down 2 levels, passage continues, check again in d20 roll treasure concealment subtable
30’ 1-3 invisibility
4-5 illusion
18-20 up 1 level, then down 2 levels with a chamber at the end, 6 secret compartment under container
check TABLE V 7-8 secret compartment in container
9 inside another, ordinary item that is in plain view
* 1 in 20 has a door which closes egress for the day. 10 disguised to appear as something else
11 under a heap of trash or dung
** 2 in 20 has a door which closes egress for the day. 12-13 under a loose stone in the floor
14-15 behind a loose stone in the wall
*** 3 in 20 has a door which closes egress for the day. 16-20 in a nearby secret room
Table IX: Chamber or Room Contents
d20 roll result
1-12 empty
13-14 encounter, check Dungeon Encounter Tables (p. 267)
15-17 encounter and treasure, check Dungeon Encounter
Tables on page 267 and see Table X
special* or a stairway up 1 level (25%), up 2 levels (10%),
18 down 1 levels (35%), down 2 levels (25%) or down 3 levels
(5%) via 2 flights of stairs and a slanting passage-way.
19 treasure, see Table X
20 trick/trap, see Table XI
* Determine based on dungeon level or stairs, as desired.
Dungeon Master’s Guide 249
Table XI: Trick/Trap Table XII: Pools
d20 roll result d20 roll result
1-5 1-8 no pool
6-7 secret door 9-10 pool, no encounter
8 11-12 pool and encounter, check Dungeon Encounter Tables on
9 10’X10’x10’ pit trap opens page 267
10 13-18 pool, encounter and treasure, check Dungeon Encounter
10’X10’x10’ pit trap opens 19-20 Tables on page 267 and see Table X
11 magical pool, see the magical pool subtable below
20’x20’ elevator room descends 1 level and will not
12 ascend for 6 hours (36 turns) d20 roll magical pool subtable*
13
14 20’x20’ elevator room descends 2 levels and will not 1-8 turns gold to platinum (1-10) or lead (11-20)
15 ascend for 6 hours (36 turns)
16 permanently adds 1d3 point to (1-10), or subtracts 1d3
17 20’x20’ elevator room descends 1d4+1 level (once upon
entering and once each time the exit door trap is not 9-15 points from (11-20), one ability score. Determine randomly
18 disarmed… until it descends as far as possible). It will not on 1d6: (1) strength, (2) intelligence, (3) wisdom, (4)
ascend for 10 hours (60 turns)
19 dexterity, (5) constitution, (6) charisma
wall 10’ behind trap slides across the passage, blocking
20 retreat until it resets in 1d20+40 turns. talking pool which will grant 1 wish to a character of its
flaming oil pours onto a random person 16-17 alignment. Others are geased. The pool’s alignment is
determined randomly on a d20: (1-6) lawful good, (7-9)
10’X10’x10’ pit trap opens. 1 round later the pit walls
begins closing, crushing those within in 1d4+1 rounds. lawful evil, (10-12) chaotic good, (13-17) chaotic evil, (18-
arrow trap, 1d3 arrows (1 in 20 is poisoned) 20) neutral
spear trap, 1d3 spears (1 in 20 is poisoned) 18-20 transporter pool. Location is determined randomly on a
d20: (1-7) back to the surface, (8-12) elsewhere on the
gas trap (30’ radius cloud), see the Gas Trap subtable level, (13-16) down 1 dungeon level, (17-20) 100 miles
below
away to some location on the surface.
stone blocks rain down on those within 5’ of the trap,
dealing 2d20 points of damage to those failing a dexterity * may be used once per item or person. In order to find out what the
saving throw.
pool’s effect is characters must enter the magic pool.
illusionary wall conceals a pit trap (see 6-7, 8 and 14
above) or a chamber with an encounter & treasure (see Table XIII: Lakes
Table IX result “15-17”)
d20 roll result
greased chute trap deposits those within 5’ of the trap 1
level deeper in the dungeon.
d20 roll gas trap subtable 1-10 no lake
1-7 obscures vision, as the fog cloud spell
8-9 causes blindness, as the spell, for 1d6 turns 11-15 lake, no encounter
10-12 causes fear, as the spell
13 causes sleep, as the deep slumber spell, for 2d6 turns 16-18 lake and encounter, check Dungeon Encounter Tables on
14-18 grants strength, as the strength spell, for 1d10 hours page 267
19 causes sickness, as the stinking cloud spell, for 1d6 turns
poisons those within, as per the reverse of the neutralize 19-20 enchanted lake*
20 poison spell
* an enchanted lake leads any who manage to cross it to another
dimension, special temple, etc. There is a 90% chance that the lake
has a guardian, monstrous or otherwise.
Dungeon Master’s Guide 250 Trigger: A trap’s trigger determines how it is sprung. Some traps need
direct contact in order to be triggered while others are triggered by
APPENDIX C: TRAPS vibration or by magical sensors, such as those created through the
casting or a permanent alarm or magic mouth spell. Most traps
A trap can be either mechanical or magic in nature. Mechanical activate as soon as triggered but some have delays built into them or
traps include pits, arrow traps, falling blocks, water-filled rooms, are set to activate automatically after a set duration. Natural hazards,
whirling blades, and anything else that depends on a mechanism to of course, have no true trigger.
operate. Magic traps are further divided into spell traps and magic
device traps. Magic device traps initiate spell effects when activated, Reset: A reset element is the set of conditions under which a trap
just as wands, rods, rings, and other magic items do. Creating a magic becomes ready to trigger again. Some traps do not reset themselves
device trap works just like the creation of a magical item while setting and need to be rebuilt or repaired in order to be reused. Typically
spell traps merely involves the casting of a spell in a particular area or traps must be manually reset in order to be used more than once,
on a specific item. though some mechanisms are able to automatically reset themselves.
Natural hazards such as pockets of poisonous gas in caverns, patches Natural hazards, of course, cannot be reset.
of quicksand, and avalanches are, mechanically, similar to traps in
that they may be detected and avoided by perceptive characters. Bypass (Optional): If the builder of a trap wants to be able to move
Their effects are likewise similar. past the trap after it is created or placed, it’s a good idea to build in a
bypass mechanism - something that temporarily disarms the trap.
TYPES OF TRAPS Bypass elements are typically used only with mechanical traps; spell
traps usually have built-in allowances for the caster to bypass them.
Magic Traps: Many spells or magical devices can be used to create Sample bypasses for mechanical traps include locks and hidden
dangerous traps. Unless the spell or item description states otherwise, switches. For magical traps passwords, items, hand signs or gestures
assume the following to be true: often work as bypasses.
Magic traps such as glyph of warding are hard to detect and SPECIAL FEATURES
disable. An assassin or thief can use the find traps ability to find Some traps have miscellaneous features that produce special effects
the glyph and thwart it. The DC is equal to 10 plus the caster level such as drowning, for a water trap, or ability damage from poison.
of the glyph’s creator. Saving throws and damage depend on the poison or are set by the
builder, as appropriate.
Magic traps permit a saving throw in order to avoid the effect,
with the DC equal to 10 plus the trap’s creator’s level. Magic Alchemical Device: Mechanical traps may incorporate alchemical
traps may be disarmed by a disable device check. The DC is devices or other special substances or items, such as acid, Greek fire,
equal to 10 plus the caster level of the trap’s creator. and the like.
Mechanical Traps: Dungeons are frequently equipped with deadly Gas: With a gas trap, the danger is in the inhaled poison it delivers.
mechanical (non-magical) traps. A trap typically is defined by its Traps employing gas usually have a delayed trigger (see ELEMENTS of
location and triggering conditions, how hard it is to spot before it goes TRAPS above).
off, how much damage it deals, and whether or not the heroes
receive a saving throw to mitigate its effects. Traps that attack with Liquid: Any trap that involves a danger of drowning is in this category.
arrows, sweeping blades, and other types of weaponry make normal Traps employing liquid usually have a delayed trigger (see ELEMENTS
attack rolls, with a specific attack bonus dictated by the trap’s design. of TRAPS above). Quicksand is a type of water trap.
Creatures who succeed on a perception check can detect simple
mechanical traps (those with DC of 13 or less). Simple traps include Poison: Traps that employ poison are deadlier than their non-
snares, tripwires, or pit traps. The find traps ability must be possessed in poisonous counterparts. Only injury, contact, and inhaled poisons are
order to detect well-hidden or complex mechanical traps with a suitable for traps; ingested types are not. Some traps simply deal the
perception check, as such traps are virtually undetectable to those poison’s damage. Others deal damage with ranged or melee attacks
without expertise in the location and disabling of traps. Complex traps as well.
are denoted by their triggering mechanisms and involve pressure
plates, mechanisms linked to doors, changes in weight, disturbances TRAP ATTACK MODES
in the air, vibrations, and other sorts of unusual triggers. Complex traps
have a DC of 15 or greater. Melee Attacks: These traps feature such obstacles as sharp blades
The DC of the perception and/or disable device check for a given that emerge from walls and stone blocks that fall from ceilings. Once
trap is equal to 10 plus the trap creator’s level, but may be modified again, the builder sets the attack bonus. These traps deal the same
as the DM sees fit. damage as the melee weapons they “wield.” In the case of a falling
stone block, you can assign any amount of bludgeoning damage you
Natural Hazards: Natural hazards are, in essence, traps unwittingly set like, but remember that whoever resets the trap has to lift that stone
by the forces of nature. Like any other traps they may be detected back into place. A melee attack trap can be constructed with a
by perceptive characters, particularly those whose background skills built-in bonus on damage rolls, just as if the trap itself had a high
prepare them for such hazards. strength score.
Thin ice over a frozen lake, quicksand, avalanches, and pockets of
noxious gases in caverns are examples of natural hazards. Each may Pits: These are holes (covered or not) that characters can fall into and
be detected by a successful perception or survival check; or by the take damage. A pit needs no attack roll, but a successful dexterity
successful use of a related skill check. Profession (miner) checks, for save avoids it. Other save-dependent mechanical traps also fall into
example, could be used to notice a pocket of poisonous gas in a this category.
cavern or that the ceiling of a mine shaft is about to cave in. Pits in dungeons come in three basic varieties: uncovered, covered,
and chasms. Pits and chasms can be defeated by judicious
ELEMENTS OF TRAPS application of common sense, climbing or jumping ability checks, or
All traps - mechanical or magic - have the following elements: trigger, various magical means.
reset, DC, and damage/effect. Some traps may also include optional Uncovered pits serve mainly to discourage intruders from going a
elements, such as poison or a bypass. These characteristics are certain way, although they cause much grief to characters who
described below. If a player character wants to design and construct stumble into them in the dark, and they can greatly complicate a
a magic trap, he must able to create magic items, as detailed in the melee taking place nearby.
MAGIC ITEM CREATION section of this book. In addition, he must be Covered pits are much more dangerous. They can be detected with
able to cast the spell or spells that the trap requires - or, failing that, he a perception check, but only if the character is taking the time to
must be able to hire an NPC to cast the spells for him. carefully examine the area before walking across it. A character who
If designing a mechanical trap, simply select the elements you want fails to detect a covered pit is still entitled to a dexterity save to avoid
the trap to have, using the sample traps below as a guideline for the
cost of constructing the trap. For each level’s difference in the trap’s
effectiveness, increase or decrease the cost by 10%.
falling into it. However, if he was running or moving recklessly at the Dungeon Master’s Guide 251
time, he gets no saving throw and falls automatically.
Trap coverings can be as simple as piled refuse (i.e. straw, leaves, Glyph of Warding (Blast): Spell; spell trigger; no reset; 2d8
sticks, and garbage), a large rug, or an actual trapdoor concealed to damage, multiple targets (all targets within 5’); DC 15. Market
appear as a normal part of the floor. Such a trapdoor usually swings Price: 350 gp to hire NPC spellcaster.
open when enough weight (usually about 50 to 80 pounds) is placed
upon it. Devious trap builders sometimes design trapdoors so that they Large Net Trap: Mechanical; location trigger; manual reset; +5
spring back shut after they open. The trapdoor might lock once it is BTH; see PHB p. 45 for effects; multiple targets (all targets in a 10’
back in place, leaving the stranded character well and truly trapped. square), DC 15. Market Price: 2,000 gp.
Opening such a trapdoor is just as difficult as opening a regular door
(assuming the trapped character can reach it), and a strength check Moving Executioner Statue: Mechanical; location trigger;
is needed to keep a spring-loaded door open. automatic reset; hidden switch bypass; +15/+15 BTH, 2d6
Falling into a pit deals 1d6 points of damage per 10 feet of depth. Pit damage; multiple targets (both arms attack); DC 25. Market
traps often have something nastier than just a hard floor at the Price: 25,000 gp.
bottom. A trap designer may put spikes, monsters, or a pool of acid,
lava, or even water at the bottom. Spikes at the bottom of a pit deal Poison Needle Trap: Mechanical; touch trigger; manual reset; +5
an additional 1d6 points of damage. If the pit has multiple spikes, a BTH, 1 damage + (poison); DC 15. Market Price: 500 gp + poison cost.
falling victim is attacked by 1d4 of them. This damage is in addition to
any damage from the fall itself. Portcullis Trap: Mechanical; location trigger; manual reset; +5
Monsters sometimes live in pits. Any monster that can fit into the pit BTH, 2d6 damage; multiple targets (targets two adjacent 5-ft.
might have been placed there by the dungeon’s designer, or might squares beneath the portcullis); DC 15. Note: Portcullis blocks
simply have fallen in and not been able to climb back out. passageway. Market Price: 5,000 gp.
A secondary trap, mechanical or magical, at the bottom of a pit can
be particularly deadly. Activated by a falling victim, the secondary trap Razor-Wire Across Hallway: Mechanical; location trigger; no
attacks the already injured character when she’s least ready for it. reset; +5 BTH, 1d6 damage + trip attack; multiple targets (targets
two adjacent 5-ft. squares); DC 15. Market Price: 250 gp.
Ranged Attacks: These traps fling darts, arrows, spears, or the like at
whoever activated the trap. The builder sets the attack bonus. A Rolling Rock Trap: Mechanical; location trigger; manual reset; +5
ranged attack trap can be configured to simulate the effect of a BTH, 2d6 damage; multiple targets (targets two adjacent 5’
composite bow with a high strength rating which provides the trap squares); DC 15. Market Price: 2,500 gp.
with a bonus on damage equal to its strength rating.
These traps deal whatever damage their ammunition normally would. Scything Blade Trap: Mechanical; location trigger; automatic
reset; +8 BTH, 1d8 damage; DC 15. Market Price: 1,700 gp.
Saving Throws: These traps force the character to roll a saving in order
to avoid or lessen their effects. Poisonous gas traps, poisoned items Spiked Pit Trap: Mechanical; location trigger; automatic reset;
(doorknobs, locks, articles of clothing, and so on), spell-activation 20’ fall, 2d6 + 1d6 damage/spike; multiple targets (targets two
traps and pit traps are examples of traps that may only be avoided or adjacent 5’ squares); Note: Each target falls on 1d4 spikes; DC
mitigated with a passed saving throw. The DC of the saving throw for 15. Market Price: 5,000 gp.
any given trap is equal to 10 plus the trap creator’s level if
mechanical, the level of caster if a spell or magical item, or the Water-Filled Room Trap: Mechanical; location trigger (delay: 1d6
strength of the toxin in the case of poisons. rounds); automatic reset; multiple targets (all targets in a 10’ by
10’ room); DC 19. Market Price: 12,500 gp.
SAMPLE TRAPS
The costs listed for mechanical traps are market prices; those for Whirling Poison Blades: Mechanical; location trigger; automatic
magic traps are raw material costs. Caster level and class for the reset; hidden lock bypass, +10 BTH, 1d8 damage + (poison);
spells used to produce the trap effects are provided in the entries for multiple targets (targets three adjacent 5’ squares); DC 20.
magic device traps and spell traps. For all other spells used (in triggers, Market Price: 22,500 + poison cost.
for example), the caster level is assumed to be the minimum required.
See the Random Trap Generation section below for more sample trap RANDOM TRAP GENERATOR
ideas. The random trap generator chart that follows is not an exhaustive list.
In fact, a quick perusal of this chart should readily produce several
Basic Arrow Trap: Mechanical; proximity trigger; manual reset; variations on the themes presented herein. It should also be noted
+5 BTH, 1d6 damage; DC 15. Market Price: 1,000 gp. that some traps can be combined to great effect. For instance, a
spiked pit trap might trigger a swinging log to “help” the players in.
Camouflaged Pit Trap: Mechanical; location trigger; manual Use your imagination. There are various possible trap levels
reset; 10’ fall, 1d6 damage; DC 15. Market Price: 1,500 gp. appropriate for different situations, as follows:
Ceiling Pendulum: Mechanical; location trigger; automatic Nuisance: A hidden trap door with a 10’ drop.
reset; +10 BTH, 2d6 damage; DC 20. Market Price: 10,000 gp.
Hazardous: A hidden trap door with a 10’ drop onto spikes.
Compacting Room: Mechanical; location trigger (delay: 1d4
rounds); automatic reset; hidden switch bypass; 12d6 damage; Dangerous: A hidden trap door with a 10’ drop onto poisoned
multiple targets (all targets in a 10’ by 10’ room); DC 20. Market spikes (for extra nastiness, have the pit lock shut after the victim
Price: 25,000 gp. falls in).
Crushing Ceiling: Mechanical; location trigger (delay: 1 round); Fatal: All of the above plus a 10 ton stone block the exact shape
repair reset; 12d6 damage; multiple targets (all targets in a 10’ by of the pit that drops down from the ceiling into the pit.
10’ room); DC 20. Market Price: 12,500 gp.
Note on Trap Placement: Generally traps should be suited to the
Doorknob Smeared with Contact Poison: Mechanical; touch dungeon level on which they are situated and the potential treasure
trigger; manual reset; (poison); DC 15. Market Price: 250 gp + they guard. Thus a trap on the first dungeon level that leads to an
poison cost. area infested with ferocious but poverty-stricken monsters should be
nuisance, while a trap on the sixteenth dungeon level that protects a
Falling Block Trap: Mechanical; proximity trigger; manual reset; pair of dragons’ treasure hoard while the dragons are out hunting
+5 BTH, 2d6 damage; multiple targets (targets two adjacent 5-ft. should be fatal.
squares); DC 15. Market Price: 2,500 gp. Intelligent creatures that live near a trap will always have some means
of avoiding or disarming it; whether this is an alternative route they
Fusillade of Darts: Mechanical; location trigger; manual reset; habitually take or some mechanical or magical means of bypassing it.
+5/+5 BTH, 1d4 damage; multiple targets (targets two adjacent If they use the trap to protect their lair, treasure or young, they will
5’ squares); DC 15. Market Price: 1,000 gp. maintain the trap to the best of their ability (perhaps cleaning away
bloodstains or other evidence of its existence, for example). And if the
player characters learn to bypass the trap, intelligent monsters may try
to find a way of making it effective again - perhaps by moving it or
adding additional features, according to their ability and resources.
Dungeon Master’s Guide 252 have a judicious mixture of monsters, traps and roleplaying
encounters.
When placing traps, think about their purpose in the game and the
effect they will have on playing style. Traps are there to increase the
risk of dungeoneering and to encourage skilled play; good dungeons
Random Trap Generator
d% roll result d% roll result
01-02 acid spray 46 gas, weakness
03-04 arrow trap 47-48 greased chute
05 arrow trap (poisoned) 49-50 jaw trap
06 bridge, collapsing 51 lightning bolt
07 bridge, illusory 52-53 log trap, swinging
09-10 caltrops drop from ceiling 54-56 obscuring fog
10 caltrops (poisoned) drop from ceiling 57 oil-filled pit with dropping lit torch
11 ceiling block drops behind players 58-59 pendulum, ball or blade
12 ceiling blocks drop in front of and behind players 60-62 pit trap triggered by false door
13 ceiling block drops in front of players 63-64 pit with dropping ceiling block
14-15 ceiling block drops on players 65-66 pit with locking trap door
16 ceiling block seals players in room or area 67 pit (flooding) with locking trap door
17 ceiling lowers to floor in 1d6 rounds 68-71 pit, 10’
18 door, falling 72-74 pit, 10’, with spikes
19-20 door, one way 75 pit, 10’, with spikes (poisoned)
21-23 door, resists opening 76-78 portcullis drops behind players
24 door, specific 79-80 portcullises drop in front of and behind players
25 elevator room 81-82 portcullis drops in front of players
26 elevator room, deactivates for 24 hours 83-84 rolling stone ball, height and width of corridor
27 elevator room, one way 85-86 scything blade, ankle-high
28-29 flame jets 87-88 scything blade, neck-high
30-31 flooding room fills in 1d6 rounds 89 sliding room changes facing or location
32 floor, collapsing 90-91 spear trap
33 floor, illusory 92 spear trap (poisoned)
34-35 gas, acid cloud 93 spiked log trap
36 gas, blinding 94 spring-loaded pile-driver disguised as a door
37 gas, fear 95 stairs fold flat into a sliding chute
38-39 gas, flammable 96-97 stairs collapse
40-41 gas, poison 98 teleporter
42-43 gas, sickening 99 trip wire
44 gas, sleep 00 wire, neck high
45 gas, slowing
Dungeon Master’s Guide 253
APPENDIX D: TRICKS check the lists anyway, for you might find one or two useful ideas
there.
As with traps, there are nearly endless numbers of tricks which can be The first list is features commonly found in a dungeon. Thereafter is a
devised and used in the campaign. Most experienced Dungeon longer list of attributes. Select a feature or several, as desired. Assign
Masters will probably already hove a proud repertoire of clever and one or more attributes to each feature, or combination thereof, in
innovative (not to mention unique and astounding) artifices, order to develop an interesting trick which will challenge the players
deceptions, conundrums, and sundry tricks which will put to shame and yet not be too difficult for the level of experience of their
the humble offering which follows. characters. When you come to an appropriate spot in your dungeon
Nonetheless, this enumeration might serve for those who have not yet (or elsewhere for that matter), enliven the place with the addition of a
had the experience and seasoning necessary to invent more clever few tricky attributes to an otherwise unremarkable or now ordinary
devices to bring consternation to overbold and incautious characters. feature.
Even if you are fairly conversant with the idea of tricks in the dungeon,
FEATURES
altar fire or fireplace machine room
monster stairway
arch force field passage statue
pedestal tapestry
ceiling fountain pillar or column vegetation
pit wall
container (barrel, jar, vase, etc.) fresco, mosaic, or painting pool well or pool
dome furnishings
door idol
door, secret illusion
ATTRIBUTES
ages disintegrates intelligent shoots
animated distorted width/length invisible sliding
antimagic distorted height/depth move/rolls sloping
appearing/disappearing enlarges/reduces one-way spinning
asks enrages parasitic symbiotic
attacks electrical shock releases coins takes/steals
changes alignment false releases counterfeit coins talks intelligently/normally
changes ability score flesh to stone releases gems/jewelry talks nonsense
changes class fruit releases magic item talks in verse/rhyme
changes sex gaseous releases map talks melodically /sings
combination geases resists examination talks in order to cast spell
collapsing gravity increases resists specific action talks in a booming voice/screams
directs gravity decreases rising/sinking teleports
greed-producing gravity is nullified suggests wish fulfillment
shifting gravity varies suspends animation wish fulfillment, reversal
SAMPLE TRICKS if a second hidden stud is found (-15 to perception checks), then
The following examples of tricks are offered as a guide only. Vary such it will pivot to the right and allow entry to a chamber containing
tricks in order to avoid the possibility of player knowledge: a magical fountain.
Altar: Touching this feature without uttering the name of the deity Fountain: This feature is a beautiful work of onyx and jet black
to which it is dedicated will alternately do the following: age the stone. A grinning gargoyle and a lovely nymph are depicted, the
character 10 years, animate his or her weapons for 4 rounds and former with an open mouth, the latter with a pitcher. As soon as
cause them to attack their owner (cf. Sword of Dancing), or the party enters, the gargoyle will ask a riddle, and if it is not
cause cancellation (as the rod) to drain his or her most powerful answered it will spray poison upon the group (DC 20 constitution
magic item of all of its dweomer. If the deity's name is uttered save or suffer 3d6 CON damage). If answered, the nymph will
when the altar is touched, then characters of neutral alignment then recite a poem which is a clue to a special treasure.
will have a wish granted if it is made within the turn; characters of
other alignment will have a geas laid upon them to go and slay Monster: The shriekers found in the area have a heavy growth of
a monster who is inimical to the deity, but upon successful yellow mold upon them and if they are struck, the spores will
completion of this duty they too will be granted a wish. spread in their usual poisonous cloud. These creatures totally
surround a pedestal.
Arch: This feature will exist when the party first enters the place,
but thereafter it will appear and disappear on a random basis on Pedestal: This short, thick cylinder has six knobs in the shape of
a 1 in 20 chance for either. It will alternately do one of the flowers. Atop the pedestal lies a strangely wrought crown, but it is
following: change sex, enlarge/reduce to giant/brownie size untouchable due to a force field. Turning the knobs will 1) lower
(assuming man size upon entry), or teleport the individual to an one attribute of the character by 1 point, 2) give a magical
area where gems grow on plants. Those within the arch when it shock for 5d10 hit points, 3) turn the character to gaseous form,
disappears are trapped until it reappears again, and exiting does 4) deliver a scroll upon which is a clue as to how to lower the
not cause any of its functions to operate. force field, 5) turn the character permanently invisible, and 6)
open a trap door in the floor which drops all in the room down a
Container: This is a jar which is alternately a polymorphed black chute to a level far beneath the place.
pudding which the touch of a character will dispel to its normal
form, or an obsidian vase of the finest workmanship which is From these examples, you will note that nearly endless combinations
worth 5,000 gold pieces. If a polymorph spell is cast upon the jar are possible even without your own ideas for additions - and these will
form, or a dispel magic is cast upon the vase form, then the vase surely come. There can be monsters hidden by illusion, illusory
will become a normal item of great worth. Otherwise, each time monsters, symbiotic monsters, monsters in combined pairs or trios or
it is touched there are equal chances for either form to exist. whatever, parts of the dungeon which are distorted, invisible, shifting,
slanting, spinning, and so on.
Door, Secret: This pivoting stone portal will always swing open to
the left, giving egress to an area guarded by a basilisk. However,
Dungeon Master’s Guide 254
APPENDIX E: DUNGEON DRESSING
Use these tables for miscellaneous items and points of interest for corridors and unpopulated areas, or to round out otherwise drab places.
Air & Odors
d% roll air currents d% roll odors d% roll air quality
01-05 breeze, slight 01-03 acrid 01-70 clear
06-10 breeze, slight, damp 04-05 chlorine 71-75 foggy
11-12 breeze, gusting 06-39 dank, moldy 76-80 steamy
13-18 cold current 40-49 earthy 81-88 floor-to-waist-height obscured in mist
19-20 downdraft, slight 50-57 manure 89-90 hazy with dust
21-22 downdraft, strong 58-61 metallic 91-98 hazy with smoke
23-69 still 62-65 ozone 99-00 misted
70-75 still, very chill 66-70 putrid
76-85 still, warm (or hot) 71-75 rotting vegetation
86-87 updraft, slight 76-77 salty, wet
88-89 updraft, strong 78-82 smoky
90-93 wind, strong 83-89 stale, fetid
94-95 wind, strong, gusting 90-95 sulphorous
96-00 wind, strong, moaning 96-00 urine
Note air and odor information in level keys. If random determination is used, be sure that some logic prevails in the overall scheme.
General Descriptors
d% roll arrow, broken d% roll dripping d% roll leaves (dry) & twigs d% roll stones, small
01 ashes 34-40 dried blood 62-64 mold (common) 84 straw
02-04 bones 41 dung 65-68 pick handle 85 sword blade, broken
05-06 bottle, broken 42-44 dust 69 pole, broken (5'8”) 86 teeth/fangs, scattered
07 chain, corroded 45-49 flask, cracked 70 pottery shards 87 torch stub
08 club, splintered 50 food scraps 71 rags 88 wall scratchings
09 cobwebs 51 fungi, common 72-73 rope, rotten 89 water, small puddle
10-19 coin, copper (bent) 52 guano 74 rubble & dirt 90-91 water, large puddle
20 cracks, ceiling 53-55 hair/fur bits 75-76 sack, torn 92-93 water, trickle
21-22 cracks, floor 56 hammer head, cracked 77 slimy coating, ceiling 94-95 wax drippings
23-24 cracks, wall 57 helmet, badly dented 78 slimy coating, floor 96 wax blob (candle stub)
25-26 dagger hilt 58 iron bar, bent, rusted 79 slimy coating, wall 97 wood pieces, rotting
27 dampness, ceiling 59 javelin head, blunt 80 spike, rusted 98-00
28-29 dampness, wall 60 leather boot 81 sticks
30-33 61 82-83
Distribute these items randomly, by choice, or by dice roll. An interval of 60' or more between each placement is suggested.
Unexplained Sounds & Weird Noises
d% roll bang, slam d% roll footsteps behind d% roll laughter d% roll sobbing
01-05 bellow(ing) 27-29 footsteps receding 54-55 moaning 83 splashing
06 bong 30-31 footsteps off to the side 56-57 murmuring 84 splintering
07 buzzing 32-33 giggling (faint) 58-60 music 85 squeaking
08 chanting 34-35 gong 61 rattling 86-87 squealing
09-10 chiming 36 grating 62 ringing 88 tapping
11 chirping 37-39 groaning 63 roar(ing) 89-90 thud
12 clanking 40-41 grunting 64 rustling 91-92 thumping
13 clashing 42 hissing 65-68 scratching/scrabbling 93-94 tinkling
14 clicking 43-44 hooting 69-72 scream(ing) 95 twanging
15 coughing 45 horn/trumpet sounding 73-74 scuttling 96 whining
16 creaking 46 howling 75-77 shuffling 97 whispering
17-18 drumming 47 humming 78 slithering 98 whistling
19 footsteps ahead 48 jingling 79-80 snapping 99-00
20-23 footsteps approaching 49 knocking 81 sneezing
24-26 50-53 82
Select noises as desired. Locate in 20'-40' areas for detection. Have at least 120' intervals between each.
Dungeon Master’s Guide 255
Furnishings & Appointments, General
d% roll altar d% roll chair, padded d% roll hogshead d% roll sideboard
01 armchair 25 chair, padded, arm 50 idol (largish) 79 sofa
02 armoire 26 chest, large 51 keg 80 staff, normal
03 arras 27 chest, medium 52 loom 81 stand
04 bag 28 chest of drawers 53 mat 82 statue
05 barrel 29 closet (wardrobe) 54 mattress 83 stool, high
06 bed 30 coal 55 pail 84 stool, normal
07-08 bench 31 couch 56 painting 85 table, large
09 blanket 32-33 crate 57 pallet 86 table, long
10 box (large) 34 cresset 58-60 pedestal 87 table, low
11 brazier & charcoal 35 cupboard 61 pegs 88 table, round
12 bucket 36 cushion 62-64 pillow 89 table, small
13 buffet 37 dais 65 pipe (large cask) 90 table, trestle
14 bunks 38 desk 66 quilt 91 tapestry
15 butt (large barrel) 39 fireplace & wood 67 rug (small-medium) 92 throne
16 cabinet 40-42 fireplace with mantle 68-70 rushes 93 trunk
17 candelabrum 43 firkin 71 sack 94 tub
18 carpet (largish) 44 fountain 72 sconce, wall 95 tun
19 cask 45 fresco 73 screen 96 urn
20 chandelier 46 grindstone 74 sheet 97 wall basin and font
21 charcoal 47 hamper 75 shelf 98 wood billets
22 chair 48 hassock 76-77 shrine 99 workbench
23-24 49 78 00
Use this list to select furnishings. Random use is suggested only for rounding out the furnishings of an area.
General Description of Container Contents
d% roll ash d% roll fibers d% roll liquid d% roll skin/hide
01-03 bark 27-28 gelatin 49-56 lump(s) 84-85 splinters
04-06 bone 29-31 globes 57-58 oily 86-87 stalks
07-09 chunks 32-33 grains 59-61 paste 88-89 strands
10-14 cinders 34-37 greasy 62-65 pellets 90-92 strips
15-17 crystals 38-40 husks 66-68 powder 93-95 viscous
18-22 dust 41-43 leaves 69-81 semi-liquid 96-00
23-26 44-48 82-83
Use these lists for direct selection. Random determination is useful only for adding items in odd situations.
Magic-User Furnishings
d% roll alembic d% roll crystal ball d% roll mortar & pestle d% roll spatula
01-03 balance & weights 33 decanter 55 pan 76 spoon, measuring
04-05 beaker 34 desk 56 parchment 77 stand
06-09 bellows 35 dish 57-58 pentacle 78 stool
10 bladder 36 flask 59 pentagram 79 stuffed animal
11 bottle 37-38 funnel 60 phial 80 tank (container)
12-13 book 39 furnace 61 pipette 81 tongs
14-16 bowl 40 herbs 62 pot 82 tripod
17 box 41-44 horn 63 prism 83 tube (container)
18 brazier 45 hourglass 64 quill 84 tube (piping)
19-22 cauldron 46 jar 65 retort 85-86 tweezers
24-25 candle 47-48 jug 66-68 rod, mixing/stirring 87 vial
26 candlestick 49 kettle 69 scroll 88-90 waterclock
27 carafe 50 ladle 70-71 scroll tubes 91 wire
28 chalk 51 lamp 72 sheet 92 workbench
29-30 crucible 52 lens (concave, convex) 73 skin 93-00
31 cruet 53 magic circle 74 skull
32 54 75
Dungeon Master’s Guide 256
Religious Articles & Furnishings
d% roll altar d% roll drum d% roll offertory container d% roll side chair(s)
01-05 bell(s) 25 font 56-58 paintings/frescoes 77 stand
06-08 brazier(s) 26-27 gong 59 pews 78-79 statue(s)
09-11 candelabra 28-29 holy/unholy symbol(s) 60-61 pipes (musical) 80-82 throne
12 candles 30-35 holy/unholy writing 62 prayer rug 83 thurible
13-14 candlesticks 36-37 idol(s) 63 pulpit 84-85 tripod
15 cassocks 38-43 incense burner(s) 64 rail 86-88 vestry
16 chime(s) 44-48 kneeling bench 65 robes 89-90 vestments
17 cloth (altar) 49 lamps(s) 66-67 sanctuary 91-97 votive light
18-19 columns/pillars 50-53 lectern 68-69 screen 98-99 whistle
20-23 curtain/tapestry 54 mosaics 70-71 shrine 00
24 55 72-76
Select from the above list. Use random determination only to round out or fill in.
Temple Trappings
d% roll altar d% roll flame pit d% roll mosaics d% roll sacrifice
01-05 bells 23-25 font/immersion chamber 53-54 offertory 80 scroll
06-07 brazier 26-27 gong 55-56 paintings 83 shrine
08-09 candlesticks 28-29 holy/unholy tomes 57-61 pedal organ 84-86 stained glass
10-11 chimes 30-35 holy/unholy inscriptions 62-63 pews 87 statue
12-14 choir area 36-40 holy/unholy relics 64 prayer wheels 88-91 treasure
15-16 cassocks 46 idol/icon 65-68 pulpit throne
17 cloth, altar 47-48 incense burners 69 reliquary 96 vestry
18-20 crypt 49-53 lectern/dais 70-74 robes 97-98 vestments
21-22 51-52 75-79 99-00
The DM should choose from the list to stock the temple, using random selection only to fill in details or in spur-of-the-moment situations. Note that
some of the items below will not be applicable to certain religions (e.g., no flame pit for living sacrifice in a lawful good temple).
Torture Chamber Furnishings
d% roll bastinadoes d% roll cressets d% roll pillory d% roll table
01-02 bell (huge) 29-31 fetters 49-50 pincers 79-80 thongs
03 bench 32 fire pits 51-54 pliers 81 thumb screws
04-06 boots (iron) 33-35 grill 55-56 pot (huge) 82-85 torches
07-10 branding irons 36 hooks 57-58 rack 86-88 “u” rack
11-15 brazier 37-38 iron maiden 59-66 ropes 89-90 vice
16-20 cage 39-43 knives 67-68 stocks 91 well
21-22 chains 44 manacles 69 stool 92-93 wheel
23-26 chair with straps 45 oubliette (pits) 70-71 strappado 94-96 whips
27 clamps 46 oil (barrel of) 72-75 straw 97-00
28 47-48 76-78
Use this list to select from. Random selection by dice roll is useful only to fill in.
Clothing & Footwear
d% roll apron d% roll frock/pinafore d% roll kirtle d% roll shift
01-02 belt 23-24 gauntlets 47-48 leggings 78-79 slippers
03-04 blouse 25-26 girdle 49-50 linens (drawers) 80-83 smock
05 boots 27-28 gloves 51-54 linen (undershirt) 84-86 stockings
06-08 buskins 29 gown 55-58 mantle 87-89 surcoat
09 cap 30-31 hat 59 pantaloons 90 toga
10-11 cape 32-34 habit 60 petticoat 91 trousers
12-13 cloak 35 hood 61-62 pouch/purse 92-94 tunic
14-16 coat 36-39 hose 63-66 robe 95-96 veil
17-18 coif 40-41 jerkin 67-70 sandals 97 vest
19 doublet 42-43 jupon 71-74 scarf 98 wallet
20 dress 44 kerchief 75-76 shawl 99 wrapper
21-22 45-46 77 00
Select from this list for wardrobe items. Use random determination only to round out or find odd articles.
Dungeon Master’s Guide 257
Jewelry & Items Typically Bejeweled
d% roll anklet d% roll choker d% roll earring d% roll pendant
01-02 armband 27 clasp 41-45 fob 76-78 pin
03-06 belt 28-30 coffer 46-47 goblet 79-83 orb
07-09 box (small) 31-32 collar 48-52 headband (fillet) 84 ring
10-12 bracelet 33 comb 53-54 idol 85-93 scepter
13-16 broach 34-35 coronet 55-57 locket 94 seal
17-19 buckle 36 crown 58-59 medal 95-96 statuette
20-21 chain 37 decanter 60-62 medallion 97-99 tiara
22-25 chalice 38-39 diadem 63-68 necklace 00
26 40 69-75
Select from this list for wardrobe items. Use random determination only to round out or find odd articles.
Miscellaneous Utensils & Personal Items
d% roll awl d% roll dish d% roll oil, fuel d% roll spoon
01 bandages 27 earspoon 51 oil, scented 74 stopper
02 basin 28 ewer 52 pan 75 statuette/figurine
03 basket 29 flagon 53 parchment 76 strainer
04-05 beater 30 flask 54 pitcher 77 tankard
06 book 31 food 55 pipe, musical 78 thongs
07 bottle 32 fork 56 pipe, smoking 79 thread
08-09 bowl 33 grater 57 plate 80 tinderbox (flint & steel)
10 box (small) 34 grinder 58 platter 81-84 towel
11 brush 35 hourglass 59 pot 85-86 tray
12-13 candle 36 jack (container) 60 pouch 87 trivet
14 candle snuffer 37 jar 61 puff 88 tureen
15 candlestick 38 jug 62 quill 89 twine
16 cane (walking stick) 39 kettle 63 razor 90-91 unguent
17 case 40 knife 64 rope 92 vase
18 casket (small) 41 knucklebones 65 salve 93 vial
19 chopper 42 ladle 66 saucer 94 wallet
20 coffer 43 lamp/lantern 67 scraper 95 washcloth
21 cologne 44-45 masher 68 scroll 96 whetstone
22 comb 46 mirror 69 shaker 97 wig
23 cup 47 mug 70 sifter 98 wool
24 decanter 48 needle(s) 71 soap 99 yarn
25 dipper 49 oil, cooking 72 spigot 00
26 50 73
Use this list to select miscellaneous items in an area. Random use is suggested only to fill in after selection.
Food & Drink
d% roll ale d% roll cookies d% roll mead d% roll pie
01-02 apricots 25 eggs 39-42 meal (grain) 70 plums
03 apples 26 fish* 43-46 meat* 71 porridge
04-05 beans 27 fish, shell* 47-56 milk 72-74 prunes
06 beer 28 fowl* 57 muffins 75 pudding
07-10 berries 29-30 grapes 58 mushrooms 76 raisins
11 biscuits 31 greens* 59 nuts* 77 soup
12 brandy 32 gruel 60-62 onions 78-80 stew
13 bread 33 honey 63-64 pastries 81-82 sweetmeats
14-18 broth 34 jam 65 peaches 83 tea
19 butter 35 jelly 66 pears 84-87 tubers/roots*
20 cakes 36 leeks 67 peas 88-89 water
21 cheese* 37 lentils 68 pickles 90-95 wine
22-24 38 69 96-00
Varieties of the items marked with an asterisk (*) have been omitted, for they are generally well-known and can be enumerated by the DM with little or no
difficulty. Use the lists above for the stocking of kitchens, store rooms, etc. Random selection is suggested only to round out an already stocked area.
Condiments & Seasonings
d% roll garlic d% roll pepper
01-15 herbs* 56-58 salt
16-50 mustard 59-85 vinegar
51-55 86-00
* a listing of herbs and associated vegetable matter is given below, along with the purported uses for herbs with regard to healing, magic,
poisons, etc.
Dungeon Master’s Guide 258
HERBS, SPICES & MEDICINAL VEGETABLES
There are hundreds of different vegetable flavorings and seasonings which were or are reputed to have medicinal and/or magic properties. It is not
within the scope of this work to detail all of these herbs and spices, particularly as regards their description, habitat, and the many uses claimed for
most. An alphabetical listing with one or two comments on each is presented. The dedicated herbalist will have to pursue his or her research in
scholarly texts.
plant and/or special part uses and/or powers plant and/or special part uses and/or powers
black currant antiseptic, blood purifier, diuretic
abscess root (sweet root) respiratory disorders black willow (pussy willow) bark astringent, antiseptic
blueberry anti-thirst, dropsy, typhoid, more
acacia (Gum Arabic) tissue repair diuretic, cathartic, blood purifier
blue flag (flag lily, poison flag, (against poison), wound healing,
aconite (monkshood, wolfsbane) sedative, wards off werewolves water flag, water lily) venereal disease, much more
coughs, cold
acorn tissue hardening blue mallow (common mallow) fevers, tonic, skin diseases
boneset (thoughtwort) coughs, lung infections
adder’s tongue emetic, emollient borage tonic, blood purifier
box leaves paralysis, bruises
adrue anti-vomiting, sedative bryony hemorrhaging, gastrointestinal
disorders
agar-agar (jelly) anti-inflammation, nutrient bugle laxative, tuberculosis, more
fevers, urinary complaints
agaric astringent, purgative burdock ulcer and stomach treatment
butterbur skin leprosy, elephantiasis, more
agrimony (cocklebur, stickwort) muscle toner cabbage juice bruises, sprains, chills, fever,
calotopis (mudar bark) cardiac stimulant
alder anti-inflammation, tonic antacid, aids digestion
camphor (gum camphor) anti-gas, stimulant
alkanet root antiseptic, emollient, wormer health tonic
caraway purgative, cathartic
all-heal (wound-wort) antiseptic, anti-spasmodic cardamom seeds colds, fevers, anti-spasmodic,
carrot juice and seeds hysteria
almond milk or powder nutrient, emollient castor oil stimulant
liver functions, tonic, stimulant
aloe (bitter aloe) bites, burns, laxative, tonic, repels catnip nervous conditions, ear & toothaches
insects fevers, sedative, skin eruptions
cayenne respiratory infections
amaranth (red cockscomb, astringent, anti-hemorrhaging celery diuretic, kidney stones, gout
love-lies-bleeding) chamomile colds, general diseases/evil eye
chaulmoogra oil disinfectant, nausea, preservative
ammoniacum (Persian Gum) stimulant, respiratory aid cherry gum fevers, circulation, blood purifier,
chervil wounds, liver disease
angelica lung, liver, spleen, vision, hearing chives tonic
cinnamon anesthetic, circulation, germicide,
anise antacid, digestion, coughing disinfectant
cleavers (goosegrass) bone fractures, colds, respiratory
arbutus (mayflower) astringent, bladder infection ailments, wounds, gangrene, more
clover tonic
areca nut (betel nut) astringent, tape wormer bladder and urinary infections
cloves inflammation
arenaria rubra (sandwort) diuretic, urinary diseases stimulant
comfrey root (healing herb) diuretic, purgative, tonic
arrach (goosefoot) sedative (nervous tension, hysteria) heart stimulant, tonic, kidney
coriander treatment (poison)
artichoke juice jaundice curative couchgrass nausea
cucumber hemorrhaging, venereal diseases
asafetida (devil’s dung, food of aphrodisiac, brain and nervous cumin seed astringent, eye infections
dandelion digestion, weight control, muscle
the gods) stimulant, tonic, many others digitalis (dead men’s bells, fairy tone, reflexes, vision, much more
bells, fairy cap, foxglove, etc.) stimulant
asarabacca (hazelwort, wild nard) emetic, purgative dill demulcent
ergot (rye smut) abscesses, wounds, pain killer
ash (bark and leaves of) laxative, anti-inflammation, fever eyebright astringent, anti-spasmodic
astringent, tissue strengthener
asparagus juice or root sedative, heart problems, anti- fennel relieves diarrhea, bleeding, insect
oxalic acid bites, burns
fenugreek kills parasites, coughs, colds, blood
avens (calewort, herb bennet) astringent, anti-hemorrhaging, fig purifier, detoxifier, wards off vampires
anti-weakness, tonic, more figwort (scrofula plant, throatwort)
fireweed
bael anti-inflammation, ulcers fluellin
balm (sweet balm) leaves calms nerves, fevers garden burnet (burnet)
balm of gilead nutrient, general organ stimulant garlic
balmony (bitter herd, snake head) tissue builder and strengthener,
liver ailments, wormer
barley nutrient (recuperative)
basil nervous disorders, digestion
bay leaf (bay laurel) anti-gas, astringent, digestion, diuretic
beet organic cleanser
belladonna (deadly nightshade, diuretic, sedative, pain reliever,
dwale, black cherry root) anti-opiate, circulation, stimulant,
poison/lycanthropy cure
benne (sesam, sesame) respiratory disorders, eye infections
benzoin (gum benzain) expectorant, stimulant, anti-septic,
wounds and sores
berberis fevers
beth root (lamb’s quarters) astringent, coughs, tonic, anti-
hemorrhaging, more
bilberry (huckleberry, hurtleberry, anti-thirst, dropsy, typhoid, more
whortleberry)
birch (white birch) anti-inflammation, astringent,
fever, intestines and stomach,
venereal diseases, skin conditions,
birthwort circulatory stimulant
bistort (adderwort) astringent
bittersweet (felonwort, scarlet abscesses, lymph infections,
berry, woody nightshade) swelling and inflammation
blackberry (dewberry) astringent, tonic, dysentery
Dungeon Master’s Guide 259
plant and/or special part uses and/or powers plant and/or special part uses and/or powers
radish blood purifier, liver
gelsemium (wild woodbine) sedative, nerve tonic, fevers, more raspberry fevers, tonic
rhubarb astringent, cathartic
gentian (bitter root, felwort) tonic, fevers, anti-venom rose colds, fevers
germicide, muscle tonic, drives off
geranium (sweet geranium) alkalizer rosemary evil spirits
scarlet fever, measles, respiratory,
ginger stimulant, colds, cramps saffron infections
tonic, wounds
ginseng glandular stimulant, vision, sage system balance, blood purifier,
dizziness, headaches, weakness venereal disease, many more
sarsaparilla (china root, spikenard) nerve and muscle sedative, pain
goat’s rue diuretic, wormer (vermifuge) killer, coughs
scopolis nervous disorders, rabies
grape juice blood fortifier purgative
skullcap (madweed) indigestion, digestive aid, soothes
hartstongue cough, liver, spleen, bladder senna skin and stomach/bowels
vision, swelling and inflammation
hawthown heart, arteries spearmint blood purifier, palsy
infection, gangrene
hedge mustard throat, lungs strawberry tonic, narcotic, wormer, digestion,
summer savory fevers, insect repellent, joint pain
hellebore heart tonic (rootlets are poison) tamarind digestive aid, mild sedative
poison antidote
honeysuckle liver, spleen, respiratory disorders tansy antiseptic, blood purifier
flu and cold relief, antiseptic,
horehound, white coughs, pulmonary diseases, anti- tarragon insect repellent, anti-inflammatory
venom tea mouth disease, throat
thyme blood tonic
horehound, black stimulant, wormer, hemorrhaging cathartic, respiratory diseases,
turmeric heart, kidneys
horseradish tonic, antiseptic, wormer
turnip
hyssop respiratory ailments, jaundice, watercress
blood purifier, tonic, cuts and
wounds, more white bryony (mandragora)
ipecac dysentery, mouth infections, more
Irish moss coughs, scalds, burns
jambul seeds blood purifier, diabetes
jewel weed (balsam weed, pale diuretic, kidneys, skin growths,
touch-me-not) fungus, infections, liver
juniper berry aphrodisiac, stimulant, disinfectant,
venereal disease, more
juruberia anemia
kelp (seawrack) thyroid, heart, arteries, much more
larkspur (knight’s spur) external parasites
leek colds, general diseases/evil eye
lily of the valley heart tonic It is suggested that you use the above list as a guide to which herbs,
spices, or vegetable you will require for various magical effects
lotus health tonic, diarrhea relief, mild desired from potions, scroll inks, and other magic items. You may add
sedative to or delete from the list as you desire. Reputed folk uses are not
detailed with respect to magic in most cases, as this decision is the
lucerne (alfalfa) strength purview of the DM.
lycopodium (common club wounds, lungs, kidneys, more
moss, fox tail, lamb’s tail)
mace stimulant
marigold fevers, varicosities, eyes, heart
marjoram melancholia, dizziness, brain
disorders, toothaches
masterwort stimulates organs, anti-spasmodic,
more
mistletoe convulsions, hysteria, narcotic,
tonic, typhoid fever, heart
muira-puama aphrodisiac
mustard emetic, counter irritant, colds,
fevers
nutmeg nausea, vomiting, diarrhea
nux vomica (poison nut) stimulant, debility tonic
onion poultice, colds (as chives)
oregano germicide, pain killer
paprika stimulant, poultice
parsley blood purifier
peach seed fevers, blood tonic
pepper, black sprains, neuritis
peppermint indigestion, digestive aid, soothes
skin and stomach/bowels, cold
and flu relief, headaches
pitcher plant small pox preventative and cure,
stomach, liver, kidney
plantain (ripple grass, waybread) minor wounds, stings, rashes
pomegranate nerve sedative, wormer
poppy pain relief, sedation
pumpkin seed virility, organ tonic
quince eye disease, dysentery, skin disorders
Dungeon Master’s Guide 260
DESCRIBING MAGICAL SUBSTANCES
Some Dungeon Masters have difficulty describing the contents of potion bottles, magical elixirs, and like liquid substances. The lists below give the
appearances of liquids, colors, tastes, and smells. These various descriptive words will serve the DM in good stead when preparing level keys or when
“winging it.”
Appearance/Consistency smoky Color Categories old
bubbling syrupy metallic silvery
cloudy vaporous brassy steely
effervescent viscous bronze
fuming watery coppery pink
oily rose
reds ruby
Transparent or Opaque opaque carmine russet
clear (transparent) phosphorescent (either) cerise rust
cloudy (semi-transparent) rainbowed (transparent) cherry sanguine
flecked (transparent) ribboned (semi-transparent) cinnabar scarlet
layered (semi-transparent) translucent(semi-transparent) coral vermillion
luminous (either) variegated (determine colors) crimson
opaline(opaque) madder flaxen
metallic maroon lemon
Taste or Odor milky peach ochre
acidic musty yellows saffron
bilious oniony amber
bitter peppery buff pumpkin
burning/biting perfumy citrine salmon
buttery salty cream tawny
cloying savory fallow
dusty soothing pine
earthy sour oranges olive
fiery spicy apricot teal
fishy sweet flame
greasy tart golden sapphire
herbal vinegary turquoise
honeyed watery greens ultramarine
lemony aquamarine
meaty emerald magenta
grass mauve
mint plum
blues puce
azure purple
cerulean
indigo mahogany
tan
violet terra cotta
eggplant
fuchsia neutral
heliotrope smoke
lake
lavender ivory
lilac pearl
snow
browns
chocolate sable
ecru sooty
fawn
greys
dove
dun
whites
bone
chalky
eggshell
blacks
ebony
inky
pitch
Dungeon Master’s Guide 261
APPENDIX F: RANDOM WILDERNESS TERRAIN
If a wilderness expedition moves into an area where no detailed map the line where the random number generated falls, and simply move
has been prepared in advance, the random terrain determination left to determine the terrain that predominates in the new space.
system below can be utilized with relative ease for a 1 hex = 1 mile, or If a pond is indicated, the terrain it is in is the same as that of the
larger, scale. In using it, however, common sense must prevail. previous space. If a depression is indicated, the referee must decide
as to its nature and extent. Generally, the terrain it is in must be the
For example, if the expedition is in the north country the forest will same as the previous space. A depression in a marsh is some form of
be pine or possibly scrub, while in tropical regions it will be jungle. lake.
Similarly, if a pond is indicated in two successive spaces, the two
should be treated as one larger body of water. Terrain Types Tundra, steppe, savanna, prairie, heath, moor, downs,
Plain: meadow
The Dungeon Master must also feel free to add to the random terrain Brush, veldt, bush, thickets, brackens
as he sees fit in order to develop a reasonable configuration. In any Scrub: Woods, jungle, groves and copses (light forest)
event, the DM must draw in rivers, large lakes, seas, oceans, and Forest: Badlands
islands as these features cannot easily be generated by a random Rough: Barrens, waste, flat, snowfield
method. Glens in forests, paths or tracks, and streams can be included Desert: Ridges, bluffs, dunes
as desired. Paths or tracks and streams must lead to or from Hills: Mesas, glacier, tors
unmapped spaces, of course. Mountains: Fen, slough, swamp, bog, mire, quagmire, morass
As the party enters each space, generate a random number from 1 Marsh: Pools, tarn, lake
to 20. Find the type of terrain the party is currently on by reading Pond: Gorge, rift, valley, canyon
across the following table then read down the column until you find Depression:
plain scrub forest rough desert hills mountains marsh
1-2 1-3 1 1 1-2
plains 1-11 1-3 1 3-4 4-5 2-3 2 3-4
5 4-5 3 5-6
scrub 12 4-11 2-4 6-8 6-8 6-7 4-5 7
9-10 9-14 8 6
forest* 13 12-13 5-14 15 8
11-15 16-17 9-14 7-10
rough 14 14 15 16-17 18 15-16 11-18 9-15
19 16-19
desert 15 15 18 20 17 19
19 18-19 20 20
hills* 16 16 16 20
20
mountains** 17 17 17
marsh 18 18 18
pond 19 19 19
depression 20 20 20
* 1 in 10 are forested hills
** 1 in 20 mountain ranges have a pass that leads through the range
SETTLEMENTS 1d4+8 heavy horsemen: Splint mail, lance, longsword, mace
Check each space for the possibility of inhabitation. Use d% to 1d8+8 light horsemen: Studded leather, light crossbow,
determine whether or not a space is inhabited and, if so, the type of longsword
habitation present.
settlements 1d12+12 spearmen: Scalemail, shield, spear, handaxe
d% roll type of settlement population 1d6+6 crossbowmen: Scalemail, heavy crossbow, morning
01-03 single dwelling 1-8 star
04-05 thorpe 20-80
06-07 hamlet 81-400 1d4+1 garrison: Scalemail, shield, spear, shortsword
08-09 village 401-900
10 town 901-2,000 Cavalry will be stabled and man the walls when necessary. Each of
11 city (see the city subtable below) see below the above units is led by a fighter of 3rd or 4th level.
12-14 castle (see the castle subtable below) see below*
15-16 ruins (see ruins table on page 262) none castle inhabitants
17-00 uninhabited none
small castle
city subtable d% roll inhabitants d% roll inhabitants
01-45 totally deserted 61-70 humans
d% roll type of city population 46-60 monster occupied* 71-00 character-types
01-50 small city 5,001-12,001
51-94 large city 12,001-25,000 medium castle
95-00 metropolis 25,001+
d% roll inhabitants d% roll inhabitants
castle subtable* 01-30 totally deserted 51-65 humans
31-50 monster occupied* 66-00 character-types
d% roll size of castle type large castle
01-10 small keep d% roll inhabitants d% roll inhabitants
11-25 small tower 01-15 totally deserted 41-60 humans
26-35 small moathouse 16-40 monster occupied* 61-00 character-types
36-45 medium keep * roll on the appropriate Outdoor Encounter Table in APPENDIX J,
46-65 medium walled castle with keep ignoring any rolls that indicate men.
66-80 medium walled castle with keep Totally Deserted: Indicates the construction is in disrepair and upon
close inspection appears empty.
81-88 large concentric castle
Monster Occupied: These castle appear as totally deserted ones,
89-95 large walled castle with keep even upon close inspection. Entry in to the construction will discover
monster inhabitants.
96-00 large fortress complex (see below)
Humans: This indicates that the place is occupied by bandits,
* check the castle inhabitants table below brigands, etc, as indicated by the following d% die roll. A die roll 01-25
indicates that bandits hold the castle. A result of 26-85 indicates that
Fortress Complex: Inhabited fortress complexes have hired soldiers
serving within them, in addition to the inhabitants indicated on the
Castle Inhabitants table below. These men-at-arms include:
Dungeon Master’s Guide 262 For instance, if you have the area as a typical medieval European
fantasy one, a friendly reaction will result in the host party welcoming
brigands occupy the stronghold. A die roll of 86-97 indicates that the adventurers, feting them, and offering an escort to the borders of
berserkers dwell in the castle. Finally, a roll of 98-00 means that their territory when they choose to leave (but meanwhile entertaining
dervishes hold the castle. See the Monster Manual for number them royally with hunts, drinking bouts, etc.) a neutral reaction would
appearing and other details for these results. be refusal to allow them into the place without facing one or more of
their fighters in some form of non-lethal combat (such as jousting), and
Character-Types: This result indicates the stronghold of an 10th-15th taking armor and weapons from them if they lose; or it could as well
level (9+1d6) NPC with character class levels. See the table below to be a demand for a toll to pass through, meanwhile keeping the castle
determine to the class this NPC: gates shut tight. A hostile reaction could be feigning good fellowship,
getting the adventurers drunk, and then stripping them and
d% roll class d% roll class imprisoning them for ransom; or it could result in immediate attack.
01-02 antipaladin 53 hedge wizard You must decide.
03-05 assassin 54-56 illusionist Castles are stocked with food, water and supplies on arms and
06-07 barbarian 57-71 magic-user ammunition. Each will have siege equipment and sufficient crew to
10 bard 72-75 monk operate each engine as follows:
11-19 cavalier 76-78 necromancer
20-29 cleric 79-84 paladin Moathouse: 2 ballistae, 1 oil cauldron
30 cloistered cleric 85 psionicist Tower: 1 ballista, 1 oil cauldron
31 druid 86-87 ranger Small Keep: 1 light catapult, 2 oil cauldrons
32-33 duelist 88-89 scout Medium Keep: 2 ballistae, 1 light catapult, 4 oil cauldron
34-52 fighter 90-00 thief Medium Walled Castle: 2 ballistae, 2 light catapults, 5 oil cauldrons
Large Concentric Castle: 4 ballistae, 2 light catapults, 6 oil cauldrons
Determine the followers for stronghold holders as per the rules for Large Walled Castle: 4 ballistae, 4 light catapults, 8 oil cauldrons
FOLLOWERS on pages 80-83 of this tome. Determine the siege Fortress Complex: 6 ballistae, 4 light catapults, 8 oil cauldrons
equipment for the stronghold as per the guidelines given below.
To determine if the occupants of the stronghold are aware of the ruins
party of adventurers, roll a perception check for the latter. If the
check is failed the adventurers have not been detected and may opt d% roll type of ruins
to pass the place by or go and investigate it. If the check succeeds 01-30 village
the fortress occupants know they are there. 31-60 city
The reactions of the castle or other type of stronghold to the 61-85 shrine
adventurer party are discovered as normally done. Friendly or hostile 86-00 tomb
reactions will be dictated by the alignment, culture and society of the
inhabitants.
APPENDIX G: GAMBLING Dungeon Master’s Guide 263
This pastime is common in all taverns, inns, and just about any Dice Racing: Use a checker board. Four players maximum place
barracks. You may, of course, make up any games for wagering their tokens on alternate rows. The object is to move the token to the
purposes you wish. end of the board, sideways one, and then back on the adjacent file
Here are some few for those of you who are unfamiliar with basic to the first row. A roll of 1d6 determines the number of spaces each
dice games. Cards are too involved to go into here except as player moves. Wagers are to be made prior to commencement of
noted. game.
DICE GAMES In Between: Roll 3d20 (2 white and 1 of a different color). The player
must roll in between the 2 white dice with the colored die. Equaling
Craps: The shooter wins on a first roll (2d6) of 7 or 11, or loses on 2, 3, a number is a loss. If the 2 white dice equal each other, the loss is
or 12. Otherwise the shooter rolls until the number first rolled is rolled a automatic. Odds are always 5:2 before dice are cast.
second time (a win) or a 7 is rolled (a loss).
Shooters bet before rolling, as others may. Side bets may be made CARD GAMES
thereafter as applicable, if there are takers. The fancy line play of Twenty-One: A 52 card deck is used, each player betting against the
modern casinos is ignored. Dice pass clockwise to next player when “house” dealer (the DM). Two cards are dealt to each player and
the shooter loses. the dealer. Players in turn elect to take additional cards up to a total
of five. Hands totaling over 21 automatically lose, hands of five cards
Horse: The first roller is determined by whatever means is desired. 5d6 under 22 automatically win double their wager (exception: dealer).
are used, 6 high, 1 low. Lowest to highest hands are: The object is to come as close to 21 as possible. Ties go to the
“house”.
pair Aces count either 1 or 11 at the holding player's option, face cards
two pair count as 10, and numbered cards are as marked. Players get first
three of a kind two cards down; others are dealt face up. Dealer gets second card
straight (1-5 or 2-6) face up. Dealer must take a hit (additional card) on any total under
full house (triplet and pair) 17, and cannot take a card on any total of 17 or better (this rule is
four of a kind not per Hoyle.)
five of a kind Dealer gets cards last, bets are made after the first two cards are
dealt around. If a player has a natural pair he or she may elect to
The first roller may elect to roll once or twice. If only once, all other “go double”, flipping them up, asking for two additional face down
players may roll only once to beat him or her. If two rolls are made, cards (one for each face up card), and betting on each hand. The
the roller may retain none, one, two, three, or four of the dice of the “house” always retains the deal.
first toss, rolling the remainder. Winner becomes the “boss” - first High-Low: Each player gets two cards face down. Prior to dealing
roller. some stake is placed in the pot. After looking at the cards, each
player turns one up, and the player with the highest up card bets. A
Knucklebones: Again, this is a crop-type game, but the object is to three raise limit is suggested.
score the highest total. A variant allows a second roll of the dice by Each player has the option of changing his or her up or down card
the first shooter, retaining none or one of them, if he or she so desires, for a fresh one from the deck. This takes place three times going
but then all other players are entitled to do the same. Winner rolls first. around the table, with a betting interval after each round. A 2 is low,
an ace is high.
Slot Variant: Use 3d6, one roll only, the wager being made prior to The object is to have the highest hand (a pair on down) to a 2-3
the roll. The table below is weighted in favor of the “house”. You (lowest possible hand, followed by 2-4, 3-4, 2-5, 3-5, 4-5, 2-6, 3-6, 4-6,
may, of course, devise your own tables: 5-6, 2-7, and so forth). High and low hands split the pot equally, odd
money going to high.
dice results pays symbol Other gambling games can be devised on principles of colors,
6-6-1 2-1 1 = lemon shapes, position or whatever.
6-6-2 3-1 2 = orange
6-6-3 4-1 3 = bar
6-6-4 5-1 4 = bell
6-6-5 6-1 5 = plum
1-1-1 4-1 6 = cherries
2-2-2 8-1
3-3-3 10-1
4-4-4 12-1
5-5-5 24-1 (little jackpot)
6-6-6 36-1 (big jackpot)
Zowie Slot Variant: Use 3d8 instead of 3d6. The odds on any given
combination are changed from 1:216 to 1:512. Payoffs are as
follows:
dice results pays symbol
6-6-1 2-1 1 = lemon
6-6-2 4-1 2 = orange
6-6-3 6-1 3 = bar
6-6-4 8-1 4 = bell
6-6-5 10-1 5 = plum
6-6-7 12-1 6 = cherries
6-6-8 15-1 7 = anchor
1-1-1 8-1 8 = crown
2-2-2 12-1
3-3-3 14-1
4-4-4 16-1
5-5-5 20-1
6-6-6 24-1
7-7-7 50-1 (jackpot)
8-8-8 100-1 (zowie jackpot)
Dungeon Master’s Guide 264
APPENDIX H: CREATING HIGH-LEVEL PLAYER CHARACTERS
There are times when you will want a player to create a new STEP 2: GENERATE ABILITY SCORES
character who starts at higher than 1st level. This situation usually The DM may require the player to roll up a character as with
comes up in one of the following circumstances: beginning characters, but this arbitrary method may result in conflicts
with the class chosen. Instead, you might think about using one of
1. When the DM believes that 1st level characters are too weak or these methods to generate ability scores:
unskilled for the type of campaign he wants to run. The desired
campaign may be high-action and high-danger, or based on a First Method: Rolling and Assigning Scores: Pages 1 and 2 of this tome
movie or book where the characters are all very powerful. Third detail various methods of rolling ability scores. The default method for
level or higher is a recommended starting experience level. ability score generation is Method V.
2. When the new character is joining an older, established, high- Second Method: Point Allocation: The DM may also give the player a
level group of PCs due to the death of an older character. It is point total and allow the player to choose specific ability scores to fit
recommended that his starting experience level be anywhere the character being created. The DM could give each player 60 +
from half the level of the least experienced existing character to 5d6 points (that is, the player rolls 5d6, adds 60 to the total, and gets
two experience levels below the least-experienced existing that as his number of points), or could give each player an equal
character. number of points - at least 60, but no more than 90. The player assigns
these points to his character's abilities. Of course, the range limitation
3. When the DM wants to run an AD&D game module written for of 3 to 18 for ability scores still applies.
high-level characters, or an adventure of his own creation for
high level PCs, but none of the characters in his campaign is at STEP 3: APPLY RACIAL ADJUSTMENTS TO ABILITY SCORES
that level. In this case, whatever is indicated on the cover of the After determining the characters ability scores, apply any racial
module is the appropriate level to play. In cases such as these, adjustments to them, as per pages 5 of this book and page 6 of the
it's perfectly appropriate to start off characters at higher than 1st PLAYER’S HANDBOOK.
level. But be warned: If the DM allows inexperienced players to
do so, he must be careful that the game does not degenerate STEP 4: DETERMINE CHARACTER LEVEL AND EXPERIENCE POINT TOTAL
into a series of combat exercises with little real roleplaying and The DM decides the experience level at which the character starts.
altogether too much rules-searching. If you and your players He should decide by gauging what character levels his adventures
want to give high-level play a try, use the following system to require; if he doesn't want all the characters to start at exactly the
generate high-level characters that can easily fit into your same level, he could vary the character range by a random 1d4 die
campaign. Review the whole procedure carefully before roll.
starting.
For example, if he needs characters close to 12th level, the DM
STEP 1: CHOOSE RACE, CLASS, AND ALIGNMENT could tell each player to roll 1d4 and add 10 to it for his
The player must first choose a race and profession for the character. character's level; the characters would then be from levels 11 to
The DM may disallow certain classes depending on the needs of the 14.
campaign, the adventure, or other limitations. The player should
choose his character's alignment at this time; which may be dictated If the campaign already has high-level PCs and new PCs are joining
by the choice of class. them, the characters should start no higher than two levels below the
lowest-level existing PC. DMs should be sure that the introduction of
class prohibited races required alignment new experienced PCs will not anger the players who've slowly and
CLERIC wild elf none painfully built their characters up through the experience levels.
half-ogre any neutral
bard wild elf none STEP 5: FIND CURRENT GOLD TOTAL
cloistered cleric none any neutral Assign each new character gold equal to 1% of his experience points
druid none none in gold pieces. This money is not used for purchasing items. It is the
FIGHTER chaotic evil amount the character has left over when fully equipped, and we'll
anti-paladin wild elf deal with equipping the characters below. DMs may adjust the
any non-lawful percentage to fit your campaign, but the amount should be a
barbarian gray dwarf, dark elf, function of the experience point total.
grey elf, high elf, wood any non-chaotic If characters are poor in this campaign (through taxes, thieves, etc.),
cavalier elf, gnome (all), the percentage may be as low as ½ of 1% of the experience point
halfling (all) none total.
duelist dwarf (all), wild elf, lawful good
paladin gnome (all), halfling any neutral or STEP 6: FIND TOTAL HIT POINTS
ranger (all), half-ogre good Have each player, within your sight, roll his character's hit points for
warden half-ogre none levels 2 through 9, as applicable. At level 10 and higher characters
MAGIC-USER wild elf none get a set number of hit points per level.
After finding the total hit points modify them according to the
hedge wizard none none Constitution bonus or penalty. Take the adjustment for the
Constitution, multiply it by the level of the character and apply that
illusionist none none bonus or penalty to the hit point total (making sure that the character
dwarf (all), wild elf, receives at least 1 hit point at each level of experience).
necromancer halfling (all), half-ogre any non-good
dwarf (all), wild elf, STEP 7: CHOOSE NORMAL EQUIPMENT
MONK halfling (all), half-ogre any lawful A high-level character should be given any non-magical items he
dwarf (all), wild elf, desires, within reason. A powerful character would have acquired a
PSIONICIST halfling (all), half-ogre none lot of property in the course of a long and fruitful career. The player
THIEF dwarf (all), wild elf, none should eventually make a complete list of all these items, but a partial
halfling (all), half-ogre any non-good list will suffice for the moment. Note that characters keep many
assassin dwarf (all), elf (all), any common supplies in storage and don't carry them around on
scout gnome (all), halfling adventures.
(all), half-ogre The DM may forbid or limit large or unusual items (sailing vessels,
none strongholds, etc.), but remember that high-level characters often own
none such things.
none If the DM decides, for any plot-related reason, that the character has
none any outstanding debts (either ones he owes or ones owed to him), he
must inform the player.
Alternate Equipping Method: Alternatively, the DM may give each Dungeon Master’s Guide 265
character an amount of cash (such as 20,000 gp total, or 1,000 gp per
experience level) to spend on non-magical supplies. The DM may set STEP 10: NOTE RACIAL ABILITIES & BACKGROUND SKILLS
the prices of supplies to suit the campaign, making some items The player should review all the class abilities of the character's class.
common, therefore cheap, and other items rare and expensive. A cleric's turn undead abilities along with spells, special fighter attack
modifiers, magic-user spells, thief skill percentages, and demihuman
STEP 8: FIND MAGICAL EQUIPMENT special abilities should be written down on a player record sheet. If
Any character of 5th level or greater should possess several magical using background skills, note them on your character sheet as well.
items. The exact number depends on your style of play and personal Review and note down pertinent details on all magical items owned
preferences. Here are two methods to find the number and type of and spells known. For arcane casters, the DM must decide which
magical items a new high-level character possesses. One or the other spells the character knows and record them in the character's spell
of these two methods should work in most campaigns. book. An arcane caster should have 3 spells at first level plus 1 spell
per level after 1st level. This number is adjusted by the caster’s
1. Buying Equipment: All characters get a number of gold pieces intelligence modifier. Spells can be added for 50 gold pieces per
equal to their number of experience points. This money is to be spell/spell level (i.e. a 9th level spell would cost 450 gp).
spent on magical items alone. Give the players a list of available
magical items. The price for each item may be determined using STEP 11: REVEAL CAMPAIGN DETAILS
the following list. A player may spend his funds for any number The DM may choose to prepare a detailed background for each new
and type of magical items. This method is the most popular. A character. The character may be on a special quest, or perhaps
player may choose to buy a very powerful item (a staff of affected by a curse or other external force. The DM should also list
wizardry, for example), paying an exorbitant price for it, and current rumors, mysteries, or clues of which the player character is
taking fewer items overall as a consequence. The buying aware.
method allows for great freedom in developing a character. The DM should create any retainers associated with the PC. If the
character is a ruler, the DM should have a general idea of the
2. Assigned Equipment: Each player may take a number (selected location of the character's castle and the size, location, population,
by the DM) of potions, scrolls, wands (or staves or rods), rings, and resources of the dominion. Using these basic dominion details
miscellaneous items, armor and shield, and weapons. The (see pages 120-123), you can quickly calculate the net monthly
combined value for these items can be no more than the incomes (resource, tax, and standard).
characters experience point total. For an established dominion, assume that the current treasury total is
The assortment method gives all characters a fairly even starting equal to three months' unmodified income. The dominion confidence
point. On the average, a character has a number of magical level starts at 250 (average). If the character rules lesser dominions,
items equal to half of his or her level of experience, half of which the DM should determine their details.
are permanent magical items. Followers: A character may gain retainers as per the rules given on
Though this may seem quite generous, remember that a high- pages 80-83.
level fighter (for example) often has a set of magical armor, a
magical shield, one or two permanent magical weapons, and a STEP 12: ESTABLISH CHARACTER BACKGROUND & PERSONALITY
few temporary ones (usually missiles) - plus a few potions, a useful The player should name their character and may want to create the
scroll or two (often protection), a ring, and possibly a few following details of the character's background:
miscellaneous magical items.
The actual types and functions of most of the magical items place and time of birth
should be known by the player. Assume that all cursed or social and financial status of parents
otherwise harmful items have been discovered and early training and cultural exposure
appropriately cleansed or disposed of. The DM may indicate the times, locations, and results of noteworthy adventures
number of charges remaining in applicable items such as wands, recent conflicts, successes, etc.
but should only give approximate numbers - the DM should tell The player should also think about ways to establish and develop the
the player how many charges remain within a plus or minus 10% character's personality, including such factors as:
range, to cause uncertainty. physical attributes
When in doubt as to the amount of magic to give out, be stingy. mental attitudes
If characters have too little magic, the DM can always add more likes and dislikes
during an adventure. It is far more difficult to take away items personal quirks
already in play. lifestyle
religious beliefs
STEP 9: CALCULATE ARMOR CLASS, SAVING THROWS & ATTACK MODIFIERS preferred companions
Use the standard means to determine these pieces of information, as preferred weapons and methods of combat
per the rules in the PLAYER’S HANDBOOK. Expanded information on ambitions, hopes, goals, and future plans.
attack rolls and their modifiers can be found on pages 87-88 of this He should discuss all these choices with the DM and even with the
book. Expanded information on armor class can be found on pages other players, so that they can establish prior links and relationships
88-89 of the DUNGEON MASTER’S GUIDE. Notes on saving throws can between all the new characters. With all that accomplished, the new
be found on pages 48-49 of this book. high-level characters can begin play.
Dungeon Master’s Guide 266
APPENDIX I: QUICK ADVENTURING PARTY CREATION
There are times when you will have a group of players desiring to (i.e. a party of five, 7th level, adventurers could not have
adventure in your campaign who have no suitable characters with miscellaneous magic items with a total worth of more than 17,500
which to do so. You might want only low, medium or high level gold pieces).
characters far the particular scenario you have in mind, and
regardless of level it is certain that you will not wish to have ultra- Bag of Holding (500 pound capacity)
powerful (considering character level) or strange magic items in the Boat, Folding (small rowboat)
group. Boots of Levitation
The following method of character creation may be used to quickly Brooch of Shielding
generate player characters, as well as NPCs, of any level for your Cloak and Boots of Elvenkind
AD&D game. Figurine of Wondrous Power (golden lions)
Helm of Underwater Action
ABILITY SCORES Necklace of Adaptation
Roll 4d6 for each ability score, discarding the low die and arranging Ring of Feather Falling
the scores as you wish. Ring of Warmth
Ring of Water Walking
RACE Robe of Useful Items
After generating ability scores select the race of the character, Rope of Climbing
making ability score adjustments accordingly. Wings of Flying
CLASS Potions: All characters above 1st level have a 15% chance per level of
After choosing a race, select the (class or classes) of the character. having 1d6 potions. If more than 1 potion is indicated on the d6 roll,
Randomly encountered parties should have at least one CLERIC, roll percentile dice for each potential potion. Roll a d10 to determine
FIGHTER, MAGIC-USER and THIEF (secondary classes may be used in what each potion is:
place of these primary classes). Encountered parties with more than 4
members roll percentile dice to determine the primary class of each d10 roll potion type d10 roll potion type
additional member (once again, secondary classes may be used in 1 diminution 6 growth
place of the primary classes listed below): 2 extra-healing 7 healing
3 fire resistance 8 invisibility
01-25 CLERIC 4 flying 9 polymorph self
02-65 FIGHTER 5 gaseous form 10 speed
66-75 MAGIC-USER
76-95 THIEF
96-99 MONK
00 PSIONICIST
ALIGNMENT Protective Devices: All characters above 1st level have a 10% chance
Make certain that the alignments allowed to participants are not so per level of having 1d2 protective devices. If more than 1 item is
diverse as to cause a breakdown in the game due to player quarrels. indicated on the d2 roll, roll percentile dice for each potential item.
You may require players to select from two or three compatible Protective magic items include armor, shields, cloaks of protection,
alignment types if you think best - such as neutral, neutral good, and rings of protection and/or bracers of defense.
lawful neutral, for example. These items should be usable by the character and should be able to
work in conjunction with other protective devices the character
LEVEL employs. Magical bonuses for protective devices should be no higher
For low level characters, you might use a d4 to determine the player than: (level/5)+1; rounding all fractions down. For protective devices
characters’ levels. For mid-level characters roll 1d4+4, while upper with no bonuses, limit item worth to 1,000 gold pieces (purchase cost,
level characters would roll 1d4+8. not creation cost) per level of the character.
For randomly encountered parties, the level of each party member is
equal to that of the level of the dungeon on which the party was Scrolls: All characters above 1st level have a 15% chance per level of
encountered (up to level 4 of the dungeon). Outdoor encounters, having 1 or more magical scrolls. Spellcasters roll 1d4+3 to determine
and encounters made on deeper dungeon levels, are with parties the possible number of scroll, semi-spellcasters (anti-paladins, paladins
with an average level of 1d6+6. and rangers) and thieves roll 1d4, and all other characters roll 1d2. If
To determine the level of the multiclassed party members, look at the more than 1 scroll is indicated on the 1d4+3, 1d4 or 1d2 die rolls, roll
experience points needed to reach the level of the single-classed percentile dice for each potential scroll.
party members and divide that number by two. Use that number to Non-spellcasters can only have non-spell scrolls, such as scrolls of
determine the level of both classes of the multiclassed character. protection. Spellcasters usually have spell scrolls, with each scroll
Split-classed characters’ combined levels must equal the level of have 1d4 spells of spell level 1-6 (roll a d6 to determine the spell level
each single-classed character (i.e. a split-classed fighter 6/thief 3 of each spell). The spells on the scroll must be useable by the caster.
would work with a 9th level party of adventurers.
Weapons, Rod, Staves & Wands: Likewise all characters above 1st
EQUIPMENT level have a 10% chance per level of having 1 or more magical
Assuming that these are not 1st level characters you will probably find weapons. Fighter-types (fighters, duelists, rangers, et al.) roll 1d2+2 to
it best to allow players to choose whatever mundane equipment they determine the possible number of magical weapons, while all other
desire, so long as the equipment suits their character and the characters roll 1d2. If more than 1 item is indicated on the 1d2+2 or
campaign setting (items that the DM deems unsuitable can always 1d2 roll, roll percentile dice for each potential weapon.
be refused to the party). These weapons should be usable by the character. Magical bonuses
for weapons should be no higher than: (level/4)+1; rounding all
MAGIC ITEMS fractions down.
If the party is assumed to have been adventuring for some time it is Spellcasters may substitute a rod, staff or wand in place of any
probable that one or more of their number would have acquired magical weapon that is rolled for. For items, such as rods, staves or
certain magic items. wands, limit item worth to 5,000 gold pieces (purchase cost, not
creation cost) per level of the character.
Miscellaneous Items: If the party is generally above 5th level you
might determine it advantageous to award 1d4 miscellaneous magic
items according to the following list. Adventuring parties with more
than 7 members may add 1 to the result.
Selection can be by you or by the party, as you deem best. You may
add or delete items as desired. The purchase cost of the items
cannot exceed 500 gold pieces for each level of the party members
Dungeon Master’s Guide 267
APPENDIX J: RANDOM ENCOUNTER TABLES
The tables below are to be used in conjunction with the MONSTER MANUAL and the information presented within this book. See pages 59-64 for
guidelines concerning both the frequency of encounter checks and likelihood of facing an encounter. This is not a complete listing of all the
creatures of all the creatures listed in the MONSTER MANUAL but “typical” encounters for easy use by the DM. Modification of these tables or
creation of new ones for special areas can be undertaken by the DM as per guidelines provided on pages 60-62.
DUNGEON ENCOUNTER TABLES
DUNGEON LEVEL I # app DUNGEON LEVEL V # app DUNGEON LEVEL IX # app
2d10 roll encounter 1d4 2d10 roll encounter 1 2d10 roll encounter 1
2 ant, giant 2d6 2 grue, chaggrin 1 2 demon, type VI 1
3 webbird 3d6 3 cloaker 1d2 3 deva, monadic 1
4 bullywug 2d6 4 algoid 1d4 4 devil, pit fiend 1
5 pedipalp, large 1d3 5 phycomid 1d3 5 dragon, red -ancient 1
6 bowler 1d4 6 minotaur 1d3 6 hydra, pyro, 12 heads 1
7 bat, giant 1d10+5 7 snake, giant poisonous 1d3 7 slaad, grey 1
8 goblin 2d6+3 8 lizard, subterranean 1d2 8 titan, minor
9 men, bandit 2d10 9 bear, cave 9 character party* 1
10 bat 10 character party* 1d2 10 deva, movanic 1
11 character party* 1d6+6 11 cockatrice 1d4 11 thessalhydra 1
12 orc 5d4 12 spider, giant 1d4+1 12 vampire cleric, level 7-10 1
13 rat, giant 1d12+5 13 giant, verbeeg 1 13 golem, stone 2
14 kobold 1d4 14 hydra, 7 heads 1d4+1 14 dragon, black – ancient & old 1d2
15 piercer 1d4 15 snake, poisonous 1d2 15 demodand, Kelubar 1
16 skeleton 2d4 16 margoyle 1d2 16 daemon, nyca- 1
17 norker 2d6 17 rock reptile 1d3 17 titan, major 1
18 vulching 2d6+3 18 doppleganger 1d3 18 baku 1
19 gnome 1d3 19 solifugid, giant 1 19 daemon, ultro- 1
20 demon, nupperibo 20 hydra, pyro- (5 heads) 20 demilich
# app # app # app
DUNGEON LEVEL II 1d6 DUNGEON LEVEL VI 1d3 DUNGEON LEVEL X 1^
2d10 roll encounter 2d6 2d10 roll encounter 1 2d10 roll encounter 1^
2 azer 1 2 drider 1 2 demon prince 1
3 duergar 1 3 rakshasa 1 3 elemental prince of evil 1
4 coffer corpse 1d12 4 green slime 1 4 modron, quarton 2
5 gas spore 2d4+2 5 basilisk 1 5 tarrasque 2
6 lizard man 2d4 6 grell 1 6 dragon, red – ancient & very old 1
7 gnoll 2d4 7 otyugh 1d2 7 dragon, blue – ancient & very old 1
8 land lamprey 1d4 8 wyvern 1d4 8 solar 1
9 centipede, giant 9 wraith 9 golem, iron 1
10 toad, giant 2d4 10 wight 1d2 10 planetar 1
11 character party* 3d6 11 character party* 1d2 11 slaad, death
12 troglodyte 2d6 12 lycanthrope, weretiger 1d2 12 beholder 1
13 centipede, huge 2d6+3 13 carrion crawler 1d3 13 character party* 1
14 grimlock 2d6 14 scorpion, giant 1d2 14 lich 1
15 stirge 2d4+2 15 troll 1 15 vampire magic-user, level 9-12 1
16 mongrelman 2d4 16 devil, abishai 1d2 16 dragon, cloud - ancient 1
17 quaggoth 1d6+1 17 dragon, black - old 1d3 17 modron, quinton 1^
18 pedipalp, huge 1d4 18 ogre mage 1 18 titan, elder 1^
19 frog, killer 19 yuan-ti 19 daemon, charon
20 firebat # app 20 slaad, red # app 20 devil, duke or arch-
1 1
DUNGEON LEVEL III 1d3 DUNGEON LEVEL VII 1 NOTES
2d10 roll encounter 1 2d10 roll encounter 1 * character parties will consist of 1d3+4
2 leprechaun 1d3 2 dao 1 party members. See page 266 for more
3 mephit, fire or smoke 1 3 basilisk, greater 1 guidelines on the quick creation of
4 phantom 2d4 4 umber hulk 1 character parties.
5 ankheg, 4-5 HD 1 5 mimic 1d3
6 ochre jelly 6 chimera ^ powerful, unique creatures such as
7 kenku 1d4 7 lurker above 1 demon princes, daemon masters, and
8 luck eater 1d3 8 giant, frost or fire 1d4 dukes of the hells will always be
9 character party* 1d4 9 character party* 1d3 accompanied by a court of servants and
10 ogre 1d4 10 pudding, black 1 vassals. For example, Orcus will be found
11 beetle, giant boring 1d6+1 11 giant, hill 1d3 with undead, Tiamat with her abishai devils
12 spider, large 1 12 will-o-wisp 1 and several ancient dragons, and
13 scorpion, large 1d3 13 slug, giant 1d2 Athraxus the Oinodaemon with less
14 bugbear 1d3 14 giant, hill or stone 1 powerful daemons.
15 gelatinous cube 1d4 15 sundew, giant 1
16 ustilagor 1d2 16 mummy 1d4
17 shocker 2d4 17 spectre 1
18 weasel, giant 18 invisible stalker
19 thoquaa # app 19 diakk # app
20 elf, drow 1d3 20 daemon, mezzo- 1
1d4+1 1
DUNGEON LEVEL IV 1d4+1 DUNGEON LEVEL VIII 1d2
2d10 roll encounter 3d4 2d10 roll encounter 1d2
2 ape, carnivorous 1d2 2 foo lion 1
3 meenlock 1d2 3 xag-ya 1
4 hook horror 1d3 4 demon, chasme 1d2
5 pech 5 aurumvorax
6 owlbear 1 6 vampire 1
7 rust monster 1d6 7 pudding, deadly brown 1d4
8 shadow 1d4 8 demon, alu- 1d2
9 character party* 1d2 9 character party* 1
10 yellow mold 1d2 10 hydra, 13-16 heads 1
11 scorpion, huge 1 11 mind flayer 1
12 toad, poisonous 1d4 12 rust monster 1
13 gargoyle 1 13 will-o-wisp 1
14 hornet, giant 1d4 14 trapper 1
15 hydra, 5-6 heads 1 15 demon, type V 1
16 ghast 1d4 16 purple worm 1
17 caterwaul 17 ghost
18 solifugid, giant 18 dragon, black - ancient
19 spectator 19 xeg-yi
20 githyanki 20 daemon, charona
Dungeon Master’s Guide 268
OUTDOOR ENCOUNTER TABLES
These tables cover 6 main areas: cold wilderness (including arctic and subarctic), cold civilized regions, temperate wilderness, temperate civilized
regions, warm (including tropical and subtropical) wilderness, and warm civilized regions. Civilized regions include inhabited and patrolled areas.
Each of the 6 main areas is subdivided into mountains, hills and rough terrain, forest, swamp and marsh, plains and scrub, and desert. Encounters in
each terrain are typical to it. Feel free to modify or replace these tables, using the suggestions in the section on creating tables on pages 60-62.
See page 59-64 for guidelines concerning both the frequency of encounter checks and likelihood of facing an encounter.
COLD WILDERNESS (MOUNTAINS) COLD WILDERNESS (PLAINS & SCRUB) COLD CIVILIZED (FOREST)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 giant, mountain 2 gorgon 2 shedu
3 hoar fox 3 yeth hound 3 groaning spirit
4 galeb duhr 4 troll, ice 4 castle†
5 toad, ice 5 men, dervishes 5 lycanthrope, werebear
6 lycanthrope, werebear 6 giant, hill 6 hobgoblin
7 dragon, white 7 snake, poisonous (white furred) 7 bat
8 wolverine 8 men, bandit 8 bugbear
9 dwarf, mountain 9 mammoth 9 men, patrol
10 rhinoceros, woolly 10 mastodon 10 boar, wild
11 mammoth 11 herd animal 11 wolf
12 raven, normal 12 ogre 12 ogre
13 ogre 13 camel, bactrian 13 men, bandit
14 lion, mountain 14 men, nomad 14 elf, wood
15 giant, hill 15 dragon, white 15 character party*
16 giant, frost 16 devil dog 16 goblin
17 castle† 17 wolf 17 shadow
18 taer 18 wolfwere 18 norker
19 yeti 19 lynx, giant 19 bookworm
20 dragon, red 20 remorhaz 20 shadow mastiff or ghost (night)
COLD WILDERNESS (HILLS & ROUGH TERRAIN) COLD WILDERNESS (DESERT) COLD CIVILIZED (SWAMP & MARSH)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 wolf, winter 2 dragon, gold 2 demon, alu-
3 owl, giant 3 hobgoblin 3 poltergeist
4 badger 4 rock reptile 4 luck eater
5 character party* 5 sandling 5 men, berserker
6 bear, northern 6 hoar fox 6 crab, giant
7 troll, ice 7 men, nomad 7 hobgoblin
8 mammoth 8 scorpion, huge 8 men, patrol
9 giant, hill 9 dog, wild 9 centipede, giant
10 herd animal 10 camel, bactrian 10 rat, giant
11 wolf 11 herd animal 11 men, bandit
12 orc 12 scorpion, giant 12 ogre
13 dwarf, hill 13 raven 13 character party*
14 bear, cave 14 tiger 14 ghoul
15 snake, poisonous (white furred) 15 raven, giant 15 men, tribesmen
16 boar, wild 16 wolf 16 ghast
17 wolverine, giant 17 devil dog 17 penanggalan
18 Irish deer 18 bugbear 18 coffer corpse
19 remorhaz 19 owl, giant 19 bugbear
20 elf, grugach 20 succubus 20 grue, varrdig
COLD WILDERNESS (FOREST) COLD CIVILIZED (MOUNTAINS) COLD CIVILIZED (PLAINS & SCRUB)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 giant, frost 2 denzellian 2 disenchanter
3 forlarren 3 xorn 3 hollyphant
4 treant 4 aarakocra 4 dragon, earth
5 pudding, white 5 men, berserker 5 wolf, dire
6 bear, northern 6 quaggoth 6 quaggoth
7 porcupine, giant 7 goblin 7 osquip
8 bugbear 8 bugbear 8 owl
9 wolf 9 men, bandit 9 men, bandit
10 ogre 10 character party* 10 men, patrol
11 orc 11 men, patrol 11 men, merchant
12 dog, wild 12 dwarf, mountain 12 ogre
13 lycanthrope, werewolf 13 falcon, small 13 wolf
14 manticore 14 hobgoblin 14 bugbear
15 dragon, white 15 men, pilgrim 15 character party*
16 baluchitherium 16 men, merchant 16 lycanthrope, werewolf
17 ogrillon 17 minotaur 17 goblin
18 grim 18 castle† 18 men, dervish
19 korred 19 wolf, dire 19 lycanthrope, wererat
20 lycanthrope, foxwoman 20 vampire 20 tween
COLD WILDERNESS (SWAMP & MARSH) COLD CIVILIZED (HILLS & ROUGH TERRAIN) COLD CIVILIZED (DESERT)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 troll, ice 2 vampire 2 shedu, greater
3 wolf, winter 3 toad, ice 3 vortex
4 wolf, dire 4 snyad 4 dragon, gold
5 tiger or spectre (night) 5 wolf, dire 5 falcon, large
6 crystal ooze 6 men, berserker 6 wolf, dire
7 gnoll 7 troll 7 character party*
8 hydra 8 hobgoblin 8 men, pilgrim
9 dog, wild 9 men, bandit 9 men, merchant
10 orc 10 men, patrol 10 men, bandit
11 white pudding 11 character party* 11 goblin
12 ogre 12 men, merchant 12 raven
13 rat, giant 13 dwarf, hill 13 camel, bactrian
14 volt or ghoul (night) 14 mammoth 14 character party*
15 herd animal 15 bat 15 wolf
16 Irish deer 16 halfling 16 men, dervish
17 moon dog 17 goblin 17 men, berserker
18 dragon, white 18 gnome 18 griffon
19 owl, giant 19 bugbear 19 crypt thing
20 black willow 20 xaren 20 deva, movanic
Dungeon Master’s Guide 269
TEMPERATE WILDERNESS (MOUNTAINS) TEMPERATE WILDERNESS (PLAINS & SCRUB) TEMPERATE CIVILIZED (FOREST)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 cave fisher 2 ascomoid 2 vampire
3 gorgimera 3 giant, firbolg 3 bullette
4 dragon, red 4 xvart 4 centipede, megalo-
5 lion, spotted 5 troll 5 ankheg
6 bat, giant 6 fly, tiger 6 men, berserker
7 giant, stone 7 kenku 7 troll
8 bloodhawk 8 lion 8 leprechaun
9 vulture 9 boar, wild 9 beetle, stag, giant-
10 spider, large 10 cattle, wild 10 elf, wood
11 dwarf, mountain 11 wolf 11 men, bandit
12 bat 12 jackal 12 spider, large
13 orc 13 scorpion, huge 13 men, patrol
14 lion, mountain 14 shadow mastiff 14 character party*
15 cockatrice 15 titanothere 15 men, pilgrim
16 bear, black 16 bee, bumble, giant- 16 thessalhydra
17 men, cave- 17 blink dog 17 spider, giant
18 chimera 18 gnoll 18 demon, bar-lgura
19 wind walker 19 yeth hound 19 norker
20 galeb duhr 20 bullette 20 shedu, greater
TEMPERATE WILDERNESS (HILLS & ROUGH TERRAIN) TEMPERATE WILDERNESS (DESERT) TEMPERATE CIVILIZED (SWAMP & MARSH)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 gorgon 2 giant, fire 2 kelpie
3 displacer beast 3 dune stalker 3 crayfish, giant
4 ant lion, giant 4 lammasu 4 goblin
5 bee, bumble, giant- 5 purple worm 5 frog, poison
6 harpy 6 fly, horse, giant- 6 boar, wild
7 giant, verbeeg 7 scorpion, giant 7 lycanthrope, wererat
8 scorpion, large 8 dustdigger 8 men, patrol
9 giant, hill 9 camel, bactrian 9 men, bandit
10 wolf 10 spider, large 10 rat, giant
11 orc 11 jackal 11 centipede, giant
12 ogre 12 vulture 12 vulture
13 lycanthrope, werewolf 13 scorpion 13 spider, giant
14 tiger 14 ogre 14 vulture, giant
15 spider, huge 15 snake, poisonous, giant- 15 basilisk
16 mantis, giant 16 ant lion, giant 16 men, berserker
17 aspis 17 men, dervish 17 crane, giant
18 hybsil 18 thunderherder 18 crab, giant
19 vulture, giant 19 lamia 19 mud-man
20 manticore 20 wind walker 20 zygom
TEMPERATE WILDERNESS (FOREST) TEMPERATE CIVILIZED (MOUNTAINS) TEMPERATE CIVILIZED (PLAINS & SCRUB)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 beetle, deathwatch 2 dragonnel 2 lammasu, greater
3 elf, grugach 3 spider, giant 3 ghost
4 atomie 4 minotaur 4 lycanthrope, wererat
5 bee, honey, giant- 5 ghouls with ghast 5 castle†
6 dragon, green 6 dragon, earth 6 ankheg
7 boar, giant 7 gnoll 7 owl
8 kobold 8 bugbear 8 men, pilgrim
9 boar, warthog 9 men, bandit 9 men, bandit
10 rhinoceros 10 character party* 10 cattle, wild
11 centipede, huge 11 dwarf, mountain 11 men, merchant
12 bear, black 12 ogre 12 falcon
13 beetle, stag, giant- 13 spider, large 13 men, patrol
14 porcupine, giant 14 goblins 14 character party*
15 clubneck 15 men, patrol 15 bugbear
16 owlbear 16 norker 16 halfling
17 kech 17 spider, phase 17 men, dervish
18 hag, green 18 vampire 18 goblin
19 cat, elfin 19 rakshasa 19 oliphant
20 basilisk, greater 20 ki-rin 20 quasi-elemental, light
TEMPERATE WILDERNESS (SWAMP & MARSH) TEMPERATE CIVILIZED (HILLS & ROUGH TERRAIN) TEMPERATE CIVILIZED (DESERT)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 algoid 2 hollyphant 2 dragon, copper
3 dragon, green 3 obliviiax 3 hellhound
4 troll, giant 4 scarecrow 4 bat
5 shambling mound 5 snyad 5 goblins & barghest
6 phycomid 6 beetle, fire, giant- 6 men, dervish
7 toad, poisonous 7 basilisk 7 lion
8 lizard, giant 8 killmouli 8 character party*
9 toad, giant 9 men, bandit 9 men, bandit
10 vulture 10 lycanthrope, werewolf 10 men, merchant
11 spider, huge 11 men, merchant 11 spider, large
12 crocodile 12 men, patrol 12 camel, bactrian
13 orc 13 wolf 13 jackal
14 wyvern 14 gnoll 14 men, pilgrim
15 basidirond 15 hobgoblin 15 osquip
16 caterwaul 16 jackal 16 falcon
17 eblis 17 pedipalp, large 17 pedipalp, large
18 troglodyte 18 wolf, dire 18 vortex
19 crayfish, giant 19 jackalwere 19 griffon
20 beholder 20 huecuva 20 demon, type I
Dungeon Master’s Guide 270
WARM WILDERNESS (MOUNTAINS) WARM WILDERNESS (PLAINS & SCRUB) WARM CIVILIZED (FOREST)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 aaracokra 2 ascomid 2 shadow demon
3 dragon, black 3 cockatrice 3 snake, amphisbaena, giant-
4 wind walker 4 wyvern 4 goblin
5 dragon, red 5 thri-kreen 5 hobgoblin
6 men, cave- 6 hybsil 6 cattle, wild
7 dragon, copper 7 dakon 7 men, merchant
8 bugbear 8 owl 8 stirge
9 spider, large 9 baboon 9 men, bandit
10 pterodactyl, small 10 boar, wild 10 elephant
11 dog, wild 11 cattle, wild 11 herd animal
12 bat 12 ogre 12 men, patrol
13 ogre 13 scorpion, large 13 bull
14 giant, fire 14 men, nomad 14 character party*
15 manticore 15 ghoul 15 elf, wood
16 firedrake 16 cheetah 16 shadow
17 giant, storm 17 axebeak 17 jackal
18 pyrolisk 18 giant, hill 18 halfling
19 ogre magi 19 dragon, blue 19 centipede, megalo-
20 grue, elemental 20 deva, movanic 20 revenant
WARM WILDERNESS (HILLS & ROUGH TERRAIN) WARM WILDERNESS (DESERT) WARM CIVILIZED (SWAMP & MARSH)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 zorbo 2 giant, fire 2 haunt
3 hangman tree 3 boalisk 3 crayfish, giant
4 firenewt 4 sphinx, gyno- 4 mud-man
5 bee, bumble, giant- 5 sandman 5 frog, poisonous
6 ant, giant 6 pudding, dun 6 men, patrol
7 witherweed 7 kenku 7 lion
8 kenku 8 flightless bird 8 crane, giant
9 cattle, wild 9 camel 9 men, bandit
10 giant, hill 10 hyena 10 centipede, huge
11 lycanthrope, werewolf 11 jackal 11 rat, giant
12 spider, large 12 scorpion, giant 12 spider, large
13 wolf 13 spider, large 13 toad, giant
14 basilisk 14 dustdigger 14 lycanthrope, wererat
15 scorpion, large 15 scorpion, large 15 ghoul
16 hyena 16 ant lion, giant 16 vapor rat
17 sphinx, hieraco- 17 moon dog 17 zombie, juju
18 assassin bug 18 dune stalker 18 skeleton, animal
19 axebeak 19 formian 19 vampire
20 vilstrak 20 jann 20 shade
WARM WILDERNESS (FOREST) WARM CIVILIZED (MOUNTAINS) WARM CIVILIZED (PLAINS & SCRUB)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 dragon, green 2 xaren 2 tween
3 bloodthorn 3 castle† 3 zygom
4 grippli 4 lammasu 4 snake, amphisbaena, giant-
5 ettercap 5 norker 5 jackalwere
6 baluchitherium 6 quaggoth 6 ankheg
7 ophidian 7 character party* 7 lion
8 kobold 8 bugbear 8 character party*
9 baboon 9 men, bandit 9 men, bandit
10 boar, warthog 10 bat 10 men, patrol
11 flightless bird 11 ogre 11 men, merchant
12 elephant, African 12 vulture 12 herd animal
13 ogre 13 spider, large 13 jackal
14 beetle, rhinoceros, giant- 14 men, patrol 14 men, pilgrim
15 jaguar 15 men, pilgrim 15 snake, poisonous
16 basidirond 16 dwarf, hill 16 troll
17 buckawn 17 dragon, earth 17 shedu
18 forester’s bane 18 rothe 18 basilisk
19 choke creeper 19 lycanthrope, wererat 19 disenchanter
20 centipede, stego- 20 hellhound 20 dragon, gold
WARM WILDERNESS (SWAMP & MARSH) WARM CIVILIZED (HILLS & ROUGH TERRAIN) WARM CIVILIZED (DESERT)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 basilisk, greater 2 penanggalen 2 thunderherder
3 crabman 3 lycanthrope, wereboar 3 griffon
4 shambling mound 4 beetle, fire 4 vortex
5 mongrelman 5 boar, wild 5 jermlaine
6 muckdweller 6 falcon 6 dervish
7 basilisk 7 men, pilgrim 7 snake, constrictor
8 meazel 8 leucrotta 8 character party*
9 centipede, huge 9 cattle, wild 9 men, bandit
10 scorpion, giant 10 dwarf, hill 10 men, merchant
11 spider, huge 11 lycanthrope, werewolf 11 jackal
12 toad, giant 12 men, patrol 12 camel
13 rat, giant 13 men, merchant 13 vulture
14 sundew, giant 14 character party* 14 osquip
15 troll 15 hobgoblin 15 snake, poisonous
16 caterwaul 16 giant, hill 16 men, berserker
17 will-o-wisp 17 pedipalp, huge 17 snake, constrictor, giant-
18 dragonfly, giant 18 shedu 18 lycanthrope, weretiger
19 naga, guardian 19 rakshasa 19 jann
20 dragon, black 20 lammasu, greater 20 demon, succubus
NOTES
* Character Party: Character parties consist of 1d3+4 party members. See page 266 for other details on the creation of character parties.
† Castle: See the Castle table on page 261-262 to determine the type of castle encountered and its inhabitants.
AQUATIC ENCOUNTER TABLES Dungeon Master’s Guide 271
Aquatic regions are broken down into 6 main areas: cold (arctic and Sunken Ships: These victims of storms, ice, or hostile ships can be any
subarctic) freshwater; cold saltwater; temperate freshwater; type of ship. They often still bear their original merchandise and
temperate saltwater; warm (tropical and subtropical) freshwater; treasure and just as often have inhabitants, either new creatures
and warm saltwater. Each of these 6 areas is subdivided into water moving in or remains of the original crew. On a percentile die the
at the surface and in the depths. inhabitants are as follows:
Special aquatic encounters, such as ice, are described below. Feel
free to modify or replace these tables, using the suggestions in the 01-20 = carries merchant treasure (see "Man, Merchants");
section on creating tables on pages 60-62. 11-20 = no treasure;
See pages 59-64 for guidelines concerning both the frequency of 21-60 = 2d12 lacedons from the original crew;
encounter checks and likelihood of facing an encounter. 61-00 = other monsters (roll on main chart).
Ice: Ships can encounter ice floes in freshwater and icebergs in salt, Floating Seaweed: Floating seaweed is a hazard and sometimes
the latter ranging from single mountains of ice to fields of 2d6+8 small serves as a lair for creatures like sea hags. Any ship entering an area
ice mountains that continually break against each other and of floating seaweed is slowed by 50%, and there is a 40% chance of
anything that gets in their way. The chief danger to ships from ice is its having another encounter while among the mass of sea plants.
damage to the hull. In addition, icebergs at sea have a 10% chance
of putting a hole in the ship. Seaweed Beds: The underwater equivalent of surface seaweed,
these beds are rooted to the sea floor and are 3d10x10 feet high.
Ghost Ships: Many ships have been lost at sea and on hidden rivers. Vision is reduced to 10 feet in beds of seaweed, which offers 50%
These ships still sail, manned by undead sailors and commanded by concealment, and there is a 30% chance of another encounter in
the more powerful of their kind. A ghost ship can be sighted in the area.
daylight and at night but will usually only attack at night, when the
ship's masters are at full power. A ghost ship can be any type of ship Surface Encounters: Roll on the appropriate table for the terrain
from galley to warship. On a percentile die, the crew will be: nearest the water. If not applicable, treat as no encounter.
01-40 = 10d4 skeletons; Islands: Freshwater game can be found on islands, as can unfriendly
41-80 = 10d4 zombies; creatures and tribesmen, (treat as land encounter). Islands have
81-00 = 2d6+8 juju zombies. surrounding reefs 10% of the time that can damage ships’ hulls.
There is a 20% chance they will put a hole in the ship.
The commanding officers will be:
Whirlpools: The whirlpool is a trap for the unwary. 75% can drag
01-30 = 1d4 wights; down only small craft (50’ or smaller), while 25% can drag any size
31-40 = 1d3 wraiths; ship to the bottom. Ships are dragged into the whirlpool at 10’ per
41-80 = 1d2 spectres; round, cumulative (10’ the 1st round, 20’ the 2nd, 30’ the 3rd, etc). A
81-95 = 1d2 ghosts; ship must exceed the speed of the flow to escape. Otherwise, it will
95-00 = 1 lich. be dragged to the bottom in 6 rounds.
COLD FRESHWATER (SURFACE) TEMPERATE FRESHWATER (SURFACE) WARM FRESHWATER (SURFACE)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 dragon turtle 2 dragonfly, giant 2 froghemoth
3 harpy 3 dragon, carp 3 couatl
4 greenhag 4 lizardman 4 catfish, giant
5 naga, water 5 crystal ooze 5 crystal ooze
6 lacedon 6 buccaneer 6 dragon, mist
7 turtle, snapper, giant- 7 merrow 7 spider, water, giant-
8 swan 8 swan 8 crayfish, giant
9 ice 9 crocodile 9 men, merchant
10 surface encounter 10 men, merchant 10 surface encounter
11 men, merchant 11 throat leech 11 crocodile
12 surface encounter 12 crane, giant or dragon, mist 12 throat leech
13 crystal ooze or island 13 surface encounter 13 behemoth or crane, giant
14 buccaneer 14 crayfish, giant 14 frog, giant
15 merrow 15 frog, giant 15 hippopotamus
16 scrag 16 sirine 16 sirine
17 nixie 17 otter, giant 17 merman
18 falcon 18 scrag 18 manticore
19 dragon, sea 19 dragon, red 19 kelpie
20 swanmay 20 boobrie 20 thork
COLD FRESHWATER (DEPTHS) TEMPERATE FRESHWATER (DEPTHS) WARM FRESHWATER (DEPTHS)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 giant, storm 2 mud-man 2 verme
3 verme 3 muckdweller 3 eel, weed
4 quipper 4 beaver, giant 4 kelpie
5 vodyanoi 5 lamprey, giant 5 vodyanoi
6 sirine 6 lizard man 6 behemoth
7 lacedon 7 turtle, snapper, giant- 7 merman
8 kopoacinth 8 kopoacinth 8 turtle, snapper, giant-
9 crab, giant or scrag 9 beetle, water, giant- 9 beetle, water, giant-
10 pike, giant or nixie 10 spider, water, giant- 10 dinosaur, dinichtys
11 otter or dragonfish 11 throat leech 11 spider, water, giant-
12 octopus or sunken ship 12 crocodile 12 throat leech
13 gar, giant or nixie 13 other, giant or nymph 13 dragon fish or scrag
14 merrow 14 crayfish, giant 14 dinosaur, archelon ischyras
15 turtle, snapper, giant- 15 lamprey 15 kopoacinth
16 lamprey 16 dragon, carp 16 bunyip
17 hippocampus 17 gar, giant 17 lizardman
18 morkoth 18 octopus 18 dragon, spirit
19 otter, giant 19 algoid 19 sea hag
20 nereid 20 lizard men with lizard king 20 water weird
Dungeon Master’s Guide 272
COLD SALTWATER (SURFACE) TEMPERATE SALTWATER (SURFACE) WARM SALTWATER (SURFACE)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 wind walker 2 ki-rin 2 wereshark
3 whirlpool 3 dragon, cloud 3 seawolf, greater
4 dragon, white 4 ghost ship 4 roc
5 ghost ship 5 whirlpool 5 whirlpool
6 narwhale 6 crabman 6 sahuagin
7 turtle, sea, giant- 7 eel, giant 7 man-o-war
8 sea lion 8 island 8 sea hag
9 men, merchant 9 dinosaur, plesiosaurus 9 crocodile, giant
10 shark 10 men, merchant 10 dinosaur, plesiosaurus
11 whale 11 shark 11 men, merchant
12 men, pirate or hollyphant 12 whale 12 shark
13 ice 13 seaweed, floating 13 shale
14 dolphin 14 dinosaur, elasmosaur 14 men, pirate
15 island 15 will-o-wisp 15 dinosaur, mosasaurus
16 scrag 16 crab, giant 16 ghost ship
17 will-o-wisp 17 lacedon 17 shark, giant
18 seawolf, greater 18 dragon, bronze 18 sphinx, andro-
19 selkie 19 seawolf, greater 19 ixitxachitl
20 dragon turtle 20 verme 20 triton
COLD SALTWATER (DEPTHS) TEMPERATE SALTWATER (DEPTHS) WARM SALTWATER (DEPTHS)
2d10 roll encounter 2d10 roll encounter 2d10 roll encounter
2 verme 2 morkoth 2 morkoth
3 water weird 3 kraken 3 urchin, silver
4 seawolf, lesser 4 narwhale 4 crocodile, giant
5 urchin, green 5 lamprey, giant 5 octopus
6 urchin, red 6 shark, giant 6 ray, pungi
7 dolphin 7 sea lion 7 sahuagin
8 elf, aquatic 8 urchin, black 8 urchin, black
9 shark 9 dinosaur, plesiosaurus 9 dinosaur, dinichtys
10 crab, giant or nixie 10 sea horse 10 ray, sting
11 narwhale or naga, water 11 shark 11 shark
12 octopus or shark, giant 12 whale 12 seaweed
13 whale 13 seaweed 13 strangleweed
14 sea lion 14 masher 14 barracuda
15 kopoacinth 15 eel, giant 15 dinosaur, nothosaurus
16 squid, giant 16 dragon turtle 16 eel, electric
17 octopus 17 mottled worm 17 triton
18 slime, green 18 seawolf, lesser 18 wereshark
19 titan 19 eye of the deep 19 kraken
20 dragon, sea 20 titan 20 ixitxachitl
Dungeon Master’s Guide 273
ASTRAL & ETHEREAL ENCOUNTER TABLES
Encounters on either the Astral or Ethereal Plane occur on a die roll of “1” on a d20. Checks are made at the beginning, midpoint, and end of the
journey. If an encounter is indicated consult the appropriate table and roll 2d10 to determine the encounter. Evasion is possible only if the
adventurers are able to move more quickly than the monster encountered. Feel free to modify or replace these tables, using the suggestions in the
section on creating tables on pages 60-62.
ASTRAL ENCOUNTERS ETHEREAL ENCOUNTERS
2d10 roll encounter 2d10 roll encounter
2 arch devil 2 intellect devourer
3 githyanki 3 terethian
4 foo dog 4 basilisk, greater*
5 demon, greater 5 salamander
6 modron, hierarch 6 xorn
7 pyrolisk* 7 para-elemental
8 basilisk* 8 daemon, charona-
9 demon, lesser 9 character party**
10 devil, minor 10 elemental
11 character party** 11 genie-kind
12 daemon, minor 12 cerebral parasite
13 deva, astral 13 deva, monadic
14 medusa* 14 gorgon*
15 cockatrice* 15 medusa*
16 devil, major 16 planetar
17 daemon, greater 17 wind walker
18 planetar 18 xeg-yi or xag-ya
19 solar 19 pyrolisk*
20 demon prince 20 lammasu, greater
* these creatures do not travel on the Astral and Ethereal Planes, but * these creatures do not travel on the Astral and Ethereal Planes, but
their perceptions (and magical attack forms) extend there. Their their perceptions (and magical attack forms) extend there. Their
possible appearance applies only to interaction with the Prime possible appearance applies only to interaction with the Prime
Material Plane; otherwise, ignore the result and roll again. Material Plane; otherwise, ignore the result and roll again.
** character parties will consist of 1d3+4 party members, with an ** character parties will consist of 1d3+4 party members, with an
average level of 9-16 (1d8+8). At least one magic-user or cleric will average level of 9-16 (1d8+8). At least one magic-user or cleric will
be in the party. See page 266 for more guidelines on the quick be in the party. See page 266 for more guidelines on the quick
creation of character parties. creation of character parties.
PSYCHIC WIND AND THE ETHER CYCLONE
While navigating the Astral or Ethereal Plane there is a 5% of encountering the Psychic Wind (on the Astral Plane) or Ether Cyclone (on the Ethereal
Plane). The effects of these forces are determined before further encounters are diced for, as both storms may change the number of encounters
faced upon their respective plane.
Psychic Wind effect
d20 roll slows travel only, incurs 1 additional check for random encounter.
1-12 blows off course, and party is lost for 2d10 days’ time, then must return to starting place.
13-16 blows off course so that party arrives at a different destination as determined by random method.
17-19 storm blows. Each party member must make a DC 20 charisma saving throw or suffer a severed silver cord, resulting in irrevocable
20 death*. Those saving are lost for 4d10 days and must return to the starting place thereafter.
* Ignore the need for this saving throw if astral projection does not involve a silver cord attachment
Ether Cyclone effect
d20 roll slows travel only, incurs 1 additional check for random encounter.
1-10 Blows to different plane than that the party is on or desires to travel to; usual encounter checks must be made.
11-15 Blows so as to cause party to be lost for 5d12 days, and when no longer lost the party will arrive at a different plane as determined by
16-18 random means.
Storm cyclone causes party to be lost for 10d12 days and, unless the caster who initiated ethereal travel makes a DC 20 wisdom
19-20 saving throw, the party is blown to the Astral Plane. If a save is successful the party will still arrive at a randomly determined plane
touched by the ether.
Dungeon Master’s Guide 274
PSIONIC ENCOUNTER TABLE
If you opt to include psionic powers (see APPENDIX M, pages 299-320) in your campaign, then certain random encounters will be with psionically-
empowered creatures. Check for random encounters as is normal, but if the player party has used psionic powers during the last turn, or spells
resembling psionic powers during the last round, then the chance for a psionic encounter will be 1 in 10 if an encounter is otherwise indicated.
After checking for a random encounter, roll a d10 to find if the encounter is psionic, with the roll of “1” indicating that a psionic encounter takes
place instead of a standard encounter. If a psionic encounter is indicated, go to the PSlONlC ENCOUNTER TABLE below and check thereon to find
what creature is involved. Unlike most encounter tables the psionic encounter table uses percentile dice to determine the random encounter, in
order to allow for a greater variety of encounters.
Spells Resembling Psionic Powers: Spells belonging to the following schools of magic typically resemble psionic powers when used: alteration,
divination and enchantment/charm. In addition, any cure spells and spells enabling planar travel (i.e. astral spell, ethereal jaunt, etherealness, and
plane shift) resemble psionic powers. Magic items using these spells may also attract psionic encounters.
PSIONIC ENCOUNTER TABLE NOTES
* character parties will consist of 1d3+4 party members, with at least
% roll encounter # app one psionicist in the party. See page 266 for more guidelines on the
1d3 quick creation of character parties.
01-05 brain mole 3d4
1d4 ^ powerful, unique creatures such as demon princes, daemon
06-12 cerebral parasite 1d2 masters, and dukes of the hells will always be accompanied by a
1d4 court of servants and vassals. For example, Orcus will be found with
13-15 couatl 1 undead, Tiamat with her abishai devils and several ancient dragons,
1 and Athraxus the Oinodaemon with less powerful daemons.
16-18 demon, major 1d2
1d3
19-24 demon, minor 1d2
1
25-26 demon prince^ 1
27-28 devil, arch-^ 1d4
1
29-34 devil, greater 2d4
1d12
35-38 gray ooze 1d2
10d6
39-48 intellect devourer
49-51 ki-rin
l52-56 lich
57-62 character party*
63-69 mind flayer
70-72 mold, yellow
73-82 shedu
83-92 su-monster
93-98 titan
99-00 triton (1d3 are psionic)
Dungeon Master’s Guide 275
URBAN ENCOUNTER TABLE
A sample Urban Encounter Table is provided below. See pages 59-64 for guidelines concerning both the frequency of encounter checks and
likelihood of facing an encounter. Feel free to modify or replace this table, using the suggestions in the section on creating encounter tables on
pages 60-62. Unlike most tables the urban encounter table uses percentile dice to determine the random encounter, in order to allow for greater
variety.
URBAN ENCOUNTER TABLE payment must be made. Any gratuity or gift given to a beggar will
immediately attract the attention of 1d10-1 nearby beggars.
daytime (% roll) nighttime (% roll) result Brigand encounters in daylight hours will simply be a case of a
01 01-03 assassin nondescript group being seen - the bandits will perhaps be watching
02 04 barbarian the encountered party as a future prospect. Nighttime encounters will
03-12 05-07 beggar typically be with 3d4 bandits with 1 or more leaders. Bandit
13 08-10 brigand or bandit encounters are synonymous with brigand encounters.
14-18 11 city guard
19-21 12 city official City guard encounters are with 2d8 mercenary soldiers in the employ
22-23 13-21 city watchman of the city as gate and wall guards or in a police function. There will
24-25 22 cleric always be 1 higher level leader - 2 if more than 8 guards, 3 if more
- 23 demon than 12 – in addition to the 1st level NPC guardsmen. Leaders are of
- 24 devil 2nd to 5th level fighting ability. They will question suspicious persons,
- 25 doppleganger arrest law breakers, etc. In addition, the guard party will sometimes
26 26 druid (50%) be accompanied by a magic-user of 1st to 4th level who is
27 27-31 drunk indentured for 1 year for some service rendered to him by the city
28-29 32-33 fighter or duelist which was not repayable in some other manner (bad debts,
30-33 34-35 gentleman resurrection, infraction of city rules, non-payment of taxes, etc.).
- 36 ghast or ghoul City official encounters will be with some minor bureaucrat such as a
- 37 ghost tax collector, customs officer, guard or watch lieutenant, deputy
34 38-42 giant rats bailiff, or assistant magistrate. A 10% chance for an encounter with a
35-39 43 goodwife major official exists, however, such as meeting a steward, alderman,
40-41 44-50 harlot justice, guard or watch captain, chamberlain, or magistrate. Major
42 51 illusionist or necromancer officials will have 2d4 city guards with them, as detailed above.
43-50 52 laborer or peddler Officials will resent unwarranted intrusion, but they will speak with
51 53 magic-user persons regarding important matters. Any official will have 1d4 fighters
52-55 54-58 mercenary as personal guards (roll a d4 to determine each guard’s level).
56-62 59-60 merchant City watchman encounters are with squads of the watch (five 1st level
63 61 monk or bard NPCs plus a 1st to 3rd level sergeant during daylight; double numbers,
- 62 night hag plus a 4th or 5th level lieutenant at night). These squads will sometimes
64-65 63-64 noble (50%) be accompanied by a cleric of 2nd to 5th level indentured to the
66 65 paladin or anti-paladin city as magic-users are to the city guards. They will generally act as do
67-69 66 pilgrim city guards, and at night these patrols will be ready to aid attacked
70 67 press gang persons and arrest lawbreakers.
71-72 68-71 rake Cleric encounters will be with either a cleric (75%) or cloistered cleric
- 72 rakshasa (25%) of 6th to 11th level. There will be 1d6-1 lesser clerics (roll 1d4 for
73 73 ranger or scout level) with the major character. Alignment be rolled for or dictated by
74-78 74-80 ruffian area or race. Encountered clerics will typically try to convert the party,
- 81 shadow ask for contributions, or try to dupe the party becoming sacrificial
- 82 spectre victims.
79-82 83-88 thief Demon or devil encounters must be carefully restricted, and they may
83-97 89-90 tradesman be ignored entirely if desirable. For example, near an evil temple there
98 91-93 wererat may well be a demon or devil, a succubus may be roaming at night,
99 94 weretiger a wizard may have conjured a demon, etc. Treat these encounters as
00 95-96 were wolf highly special. Only 1 demon or devil will be encountered.
- 97 wight
- 98 will-o-wisp
- 99 wraith
- 00 vampire or lich
Assassin encounters are dependent upon the locale. Normally 1d3
assassins will be encountered, but near the Thieves' Quarter the
encounter could be with many assassins - at the guild, for instance.
Assassins will typically ignore passers-by or act as thieves, but are as likely
to slay first and steal afterwards as to simply pick a pocket or two.
Barbarian encounters are with 1d3 barbarian warriors (roll 2d4 for
level). They are typically seeking employment as mercenaries.
Beggar encounters are with but 1 (or possibly 2) person(s); young or
old; maimed, diseased, or whole; religious or otherwise; male or
female beseeching alms. There is a 10% chance that a beggar will be
a thief. A beggar has a slight chance of knowing information of
interest to the character encountering him or her (give them a +3
bonus to all knowledge: local area skill checks that they make), but
Dungeon Master’s Guide 276
Doppleganger encounters will normally take place only near deserted dancer only prostituting herself as it pleases her, an elderly madam, or
places where there are entrances to the underworld, ruins, and the even a pimp. In addition to the offering of the usual fare, the harlot
like. 1d4+2 dopplegangers will be encountered. gains a +5 bonus to all knowledge: local area skill checks they make.
If they don’t have any valuable information they are likely to make
Druid encounters will be with a druid (roll 1d6+5 for level) with 1d4-1 something up in order to gain a reward. 20% work with a thief. You
lesser druids (roll 1d4 for level) 50% of the time and 1d4 rangers (roll may find it useful to use the subtable below to see which sort of harlot
1d6 for level) 50% of the time. Druids will generally shun conversation encounter takes place:
with the encountering party.
Drunk encounters are typically with 1d4 tipsy revelers or wine-sodden % roll harlot encountered % roll harlot encountered
bums (50% chance for either). In the former case the type of
character(s) found drunk should be diced for: 01-10 slovenly trull 76-85 expensive doxy
% roll drunk encountered % roll drunk encountered 11-25 brazen strumpet 86-90 haughty courtesan
01-02 assassin 46-48 illusionist/necromancer 26-35 cheap trollop 91-92 aged madam
03-15 brigand 49-63 laborer 36-50 typical streetwalker 93-94 wealthy procuress
16-17 city guard 64-65 magic-user 51-65 saucy tart 95-98 sly pimp
18-19 city official 66-73 mercenary 66-75 wanton wench 99-00 rich panderer
20-22 city watchman 74-80 merchant An expensive doxy will resemble a gentlewoman, a haughty
courtesan a noblewoman, the other harlots might be mistaken for
23-24 cleric 81-82 noble goodwives, and so forth.
25-28 duelist 83-90 rake Illusionist or necromancer encounters will be with an illusionist (75%) or
necromancer (25%) of 7th to 10th level (roll 1d4+6 for level). The
29 druid 91-95 ruffian spellcaster will be accompanied by 1d4-1 apprentices (roll 1d4 for
level) 50% of the time or 1d3 fighter guards (roll 1d6 for level) 50% of
30-38 fighter 96-97 thief the time. The caster typically wishes to be left alone.
39-45 gentleman 98-00 tradesman Laborer encounters are with a group of 3d4 nondescript persons
loitering or on their way to or from work. These fellows will be rough
When an encounter with a drunk occurs, reaction for the latter will customers in a brawl. There is a 10% chance for each to be a levy in
dictate what is said to the party. The drunk character(s) will become the city watch, with commensurate friends and knowledge.
sober on a roll of 10% or less (out of 100%) if threatened.
Magic-user encounters will be with a magic-user of 7th to 12th level (roll
1d6+6) and 1d4 henchmen: either apprentice magic-users (roll 1d6
for level) – 45% chance, fighter guards (roll 1d4 + 3 for level) – 30%
chance or a mixture of the two (25% chance providing that there is
more than one henchman accompanying the magic-user. As with
illusionists, magic-users wish to mind their own affairs and like others to
do likewise.
Mercenary encounters are with 3d4 nondescript men. There will be a
1st level fighter for every 3 level 1 NPCs and a 2nd to 5th level leader
(roll1d4+1 for level) if there are 10 or more mercenaries encountered.
There is a 70% likelihood that they are already in the employ of
someone.
Fighter or duelist encounters will be with a 6th to 12th level fighter (85%) Merchant encounters are with 1d3 purveyors or factors in the daytime,
or duelist (15%) accompanied by 1d4-1 henchmen (roll 1d4 for level). but at night there will be 2d4 mercenary guards with the merchant(s)
if the encounter is in a dangerous sector. Guards will be 1st level NPCs,
Gentleman encounters are with a foppish dandy and 1d4 sycophants with one leader (a fighter of 1st to 4th level. A merchant will fear
of the time, a gentlewoman 20% of the time, and 40% of the time well- robbery, but is may be able to offer useful knowledge for a price (they
dressed fighter-types of 7th to 10th level (1d4+6) with 1d4 friends of the get a +3 bonus to knowledge: local area skill checks). 10% of
same abilities. Any rude remarks will give offense, of course. Fops seek merchants encountered will be rich, thus indistinguishable from an
revenge by causing trouble for the party with officials, gentlewoman important city official or noble.
will send a champion, fighters will challenge the offenders.
Monk or bard encounters will be with a single monk (25%) or bard
Ghast or ghoul encounters must be near charnel houses, graveyards, (75%) of 7th to 10th level. The monk might appear as a beggar or other
and the like. 30% of the time 2d4 ghasts will be encountered. 70% of character. The business of the monk is typically that of travelling from
the time 4d4 ghouls will be encountered. point a to point B. A bard, on the other may appear to be nothing
more than a wandering minstrel or performer. Bards may (75%) be
Ghost encounters are treated in a fashion similar to ghast encounters, accompanied by 2d4 fighter-types.
but of course a locale or two can be haunted. One ghost will be
encountered. Night hag encounters are treated similar to demon and devil
encounters, i.e. the area must suit the encounter. From 1 to 2 night
Giant rats are encountered throughout any inhabited place, using hags will be encountered.
their own tunneled warrens, sewers, cellars, etc. In daylight such
encounters will take place only in dim alleys or dark buildings and
similar places. The number encountered will be 2d4 in daylight, 4d6 at
night.
Goodwife encounters are with a single woman, often indistinguishable
from any other type of female (such as a magic-user, harlot, etc.).
Any offensive treatment or seeming threat will be likely to cause the
woman to scream for help, accusing the offending party of any
number of crimes, i.e. assault, rape, theft, or murder. Goodwives gain
a +5 bonus to all knowledge: local area skill checks that they make in
order to know interesting gossip.
Harlot encounters can be with brazen strumpets or haughty
courtesans, thus making it difficult for the party to distinguish each
encounter for what it is. In fact, the encounter could be with a
Noble encounters are with a nobleman (75%) or noblewoman (25%). Dungeon Master’s Guide 277
A noble will have 1d4 guards of 1st to 4th level fighting ability and 1d2
servants with him. A noblewoman will have a sedan chair, carriers assassin of 5th to 8th level will be with the group. All weapons will be
and linkboys (at night) 75% of the time. Noblemen can easily be concealed.
mistaken for important city officials or very rich merchants;
noblewomen can likewise be mistaken for a courtesan or procuress. Shadow encounters are treated the same as those of demon and
Any insult will be taken seriously. Nobles are 50% likely to be: fighters devil, except that there is a small likelihood of shadows being
(40%), duelists (20%), cavaliers (25%) or clerics (15%) of 5th to 12th level encountered in any deserted place. 2d4 shadows will be
of ability (1d8+4). encountered.
Paladin or antipaladin encounters will be with a paladin (75%) or Spectre encounters are treated in the same fashion as those with a
antipaladin (25%) of 6th to 9th level of ability (1d4+5). The paladin or ghost. 1d3 spectres will be encountered.
antipaladin will be indistinguishable from any other fighter.
Thief encounters will be with an 8th to 11th level thief with 1d3-1
Pilgrim encounters are with 3d4 persons bent upon a journey to some apprentices of 1st to 4th level. If there is but 1 thief, he or she will be an
religious or quasi-religious site. The alignment of pilgrims is variable, but adventurer, merely stopping for a short time in the city or town. Other
that of a group is always homogeneous. For every 4 pilgrims there will thieves encountered will be on guild business, or “working”, or both.
be 1 of unusual type (cleric, fighter, etc.). As pilgrims are nondescript,
it is quite probable that they can be confused with other groups Tradesman encounters are with 2d4 nondescript tradesmen (smiths,
(bandits, laborers, and so on). coopers, etc.) on their way to or from their work. They are greatly
valued citizens and generally friendly with city guards and watch.
Press gang encounters will involve 2d8 burly sailors or soldiers armed
with swords but wielding clubs. Gang members will be 1st level, with Wererat encounters will be with 1d4+1 of the creatures. In daylight, it is
one leader of level 2-5 (1d4+1). Outnumbered or incapacitated 90% likely that the wererats will be in human form, at night it is 50%
characters may be “shanghaied” into the local navy or militia. likely they will be in human form, 50% for giant rat form. Wererats can
be any type of human, if desired. They will intelligently try to set up,
Rake encounters are with 1d4+1 young gentlemen fighters (40%) or ambush, or otherwise react to the encountering party.
duelists (60%) of 2nd to 8th level. The rakes will always be aggressive,
rude, and sarcastic. There is a 25% chance they will be drunk. Weretiger encounters will be with 1 or 2 weretigers. All day, and 90% of
the night, encounters will be with creatures in their human form. The
Rakshasa encounters are treated the same as demon or devil weretiger(s) will be 90% likely to be temporary residents of the city or
encounters, i.e. the area must suit the encounter. 1d3 will be town and on some errand rather than seeking to prey upon passers-
encountered. by.
Ranger or scout encounters will be with a ranger (85%) or scout (15%) Werewolf encounters are with 1d4+1 werewolves. All day, and 50% of
of 7th to 10th level. Wardens character may be used in place of the night, encounters will be with creatures in their human form. The
rangers. werewolves will generally be seeking prey, although there is a 20%
chance that they will be on some special errand and ignore the
Ruffian encounters will be with 1d6+6 fellows of shabby appearance encountered party.
and mean disposition. They will be 2nd level NPCs armed with clubs
and daggers. There is a 5% chance per ruffian encountered that an Wight encounters are the same as ghost encounters, except that
1d4+1 wights will be encountered.
Will-o-wisp encounters are the same as ghost encounters, except 1d2
will-o-wisps can be encountered.
Dungeon Master’s Guide 278
APPENDIX K: MONSTER FREQUENCY BY LOCATION
MONSTER FREQUENCY BY DUNGEON LEVEL
LEVEL I MONSTERS Gas Spore Death Dog Gibbering Mouther LEVEL VI MONSTERS
Goldbug Dragon, Brass, W Githyanki
Common Mongrelman Dragon, Coiled, VY Grim Common
Bandit Myconid Elf, Drow Grue, Harginn Character Party
Bat Obliviax Eye Killer Grue, lldriss Carrion Crawler
Beetle, Giant Fire Ogrillon Firenewt Meenlock Manticore
Character Party Owl Forlarren Mephit, Steam Otyugh
Dwarf, Hill Pedipalp, Huge Frost Man Modron, Quadrone Scorpion, Giant
Dwarf, Mountain Poltergeist Gryph Mold, Russet Troll
Goblin Quaggoth Harpy Pedipalp, Giant Wight
Orc Skulk Huecuva Quickling Wraith
Rat Troll, Ice Iron Cobra Scarecrow
Rat, Giant Vapor Rat Leprechaun Shadow Dragon Uncommon
Shrieker Wolf Magmen Solifugid, Huge Basilisk
Throat Leech Zombie, Yellow Musk Mantari Son of Kyuss Green Slime
Mephit, Fire Spectator Hydra (8-9 heads)
Uncommon Very Rare Mephit, Lava Wolverine, Giant Rakshasa
Bat, Giant Assassin Bug Mephit, Smoke Yeth Hound Salamander
Booka Azer Modron, Tridrone Wyvern
Bowler Brain Mole Necrophidius LEVEL V MONSTERS
Cat, Wild Duergar Needleman Rare
Gibberling Firebat Ophidian Common Anhkheg (8 HD)
Hobgoblin Firefriend Phantom Bear, Cave Boggart
Jermlaine Frog, Killer Stench Kow Character Party Devil, Abishai
Kobold Galltrit Taer Cockatrice Devil, Erinyes
Piercer Githzerai Thoqqua Giant, Verbeeg Dragon, Black, O
Rothe Kuo-toa Vargouille Lizard, Subterranean Dragon, Blue, A
Scum Creeper Modron, Duodrone Vegepygmy Snake, Poisonous Gloomwing
Skunk Modron, Monodrone Wolf, Dire Spider, Giant Grell
Snyad Mud-Man Wolf, Winter Hellcat
Xvart Vagabond Worg Uncommon Jelly, Mustard
Vortex Zombie, Juju Hydra (7 heads) Lizard, Minotaur
Rare Zombie, Monster Leucrotta Medusa
Ant, Giant LEVEL III MONSTERS Margoyle Penanggalan
Badger LEVEL IV MONSTERS Minotaur Slaad, Red
Berserker Common Rock Reptile Spider, Phase
Bookworm Beetle, Giant Boring Common Snake, Giant Poisonous Storoper
Bullywug Bugbear Character Party Thri-kreen
Cave Cricket, Giant Ghoul Gargoyle Rare Troll, Giant
Caveman Character Party Hornet, Giant Aspis Wind Walker
Jaculi Ogre Hydra (5-6 heads) Bee, Giant Bumble- Wolfwere
Killmoulis Scorpion, Large Mold, Yellow Beetle, Giant Slicer Yuan Ti
Mite Spider, Huge Rust Monster Boalisk
Norker Spider, Large Scorpion, Huge Daemon, Pisco-demon Very Rare
Pedipalp, Large Snake, Giant Constrictor Displacer Beasts Ant Lion, Giant
Rot Grub Uncommon Toad, Poisonous Doombat Apparition
Skeleton Bat, Mobat Doppleganger Basidirond
Vilstrak Fire Snake Uncommon Dragon, Black, YA/A Cerebral Parasite
Vulchling Gelatinous Cube Demon, Dretch Dragon, Blue, SA/YA Crysmal
Zombie Kenku Ghast Executioner's Hood Devil, Bearded
Lizard, Giant Gray Ooze Imp Djinn
Very Rare Lycanthrope, Wererat Lycanthrope, Werewolf Lion, Spotted Dragon, Brass, O
AI-mi'raj Meazel Owlbear Phycomid Dragon, Bronze, A
Berserker Ochre Jelly Shadow Mastiff Rutterkin Dragon, Cloud, SMA
Demon, Manes Osquip Su-monster Quasit Dragon, Coiled, O
Devil, Nupperibo Piercer Shadow Dragon, Copper, A
Ear Seeker Snake, Constrictor Rare Snake, Giant Spitting Dragon, Earth, A
Elf, Wood Whipweed Bloodworm Tentamort Dragon, Gold, A
Gnome Caterwaul Zorbo Dragon, Green, A
Halfling Rare Devil, Spined Dragon, Mist, A
Larva Anhkheg (4-5 HD) Dragon, Red, W/Y Very Rare Dragon, Red, A
Skeleton, Animal Bee, Giant Honey Dragon, White, Y/SA Algoid Dragon, Silver, A
Squirrel, Giant Black Cave Fisher Ettercap Anhkheg (7 HD) Dragon, White, O
Squirrel, Normal Cave Moray Firetoad Caryatid Columns Drelb
Termite, Giant Harvest Cyclopskin Garbug, Violet Cloaker Drider
Tween Dark Creeper Hell Hound Crypt Thing Grue, Varrdig
Webbirds Devil, Lemure Hook Horror Dragon, Brass, YA/A Hordlings
Dragon, Black, VY Leech, Giant Dragon, Bronze, SA/YA Hydra, Pyro- (6 heads)
LEVEL II MONSTERS Dragon, White, VY Pech Dragon, Cloud, VY/Y Jackalwere
Firedrake Pyrolisk Dragon, Coiled, YA/A Jann
Common Fungi, Violet Sandman Dragon, Copper, SA/YA Korred
Centipede, Giant Garbug, Black Toad, Ice Dragon, Earth, SA/YA Lammasu
Centipede, Huge Land Urchin Dragon, Gold, SA/YA Lizard King
Character Party Luck Eater Very Rare Dragon, Green, SA/YA Lycanthrope, Werebear
Gnoll Qullan Anhkheg (6 HD) Dragon, Mist, SA/YA Mold, Brown
Stirge Sandling Ape, Carnivorous Dragon, Red, SA/YA Nightmare
Toad, Giant Screaming Devilkin Blink Dog Dragon, Silver, SA/YA Ogre Mage
Troglodyte Shocker Dark Stalker Dragon, White, YA/A Shadow Demon
Solifugid, Large Derro Grue, Chaggrin Sphinx, Hieraco-
Uncommon Stunjelly Disenchanter Haunt Spriggan
Frog, Giant Tick, Giant Dragon, Black, Y/SA Hydra, Pryo- (5 heads) Stone Guardian
Grimlock Ustilagor Dragon, Blue, W/SA Ice Lizard Sussurus
Land Lamprey Weasel, Giant Dragon, Brass, Y/SA Khargra Terithran
Lizard man Witherstench Dragon, Bronze, VY/Y Modron, Petadrone Thunder Beast
Piercer Witherweed Dragon, Coiled, Y/SA Slime Creature Troll, Spirit
Volt Wolverine Dragon, Copper, VY/Y Slime, Olive Vision
Yellow Musk Creeper Dragon, Earth, W/Y Snake, Giant Amphisbaena Xaren
Rare Zygom Dragon, Gold, VY/Y Solifugid, Giant
Coffer Corpse Dragon, Green, W/Y Svirfneblin
Crabman Very Rare Dragon, Mist, W/Y Umpleby
Flind Berbalang Dragon, Silver, W/Y Water Weird
Flumph Boggle Flail Snail Xill
Fly, Giant Bluebottle Centipede, Megalo- Fly, Giant Horsefly Yeti
Formian
Frog, Poisonous
LEVEL VII MONSTERS Devil, Barbed Stegocentipede Dragon, White, AN Dungeon Master’s Guide 279
Devil, Bone Tenebrous Worm Foo Lion
Common Devil, Horned Troll, Giant Two-headed Giant, Firebolg Devil, Pit Fiend
Character Party Devil, Styx Xorn Golem, Clay Dragon, 2 Black, AN & O
Giant, Hill Dragon, Black, VO Yochlol Hydra, Lernaean Dragon, 2 Brass, AN & O
Black Pudding Dragon, Blue, O Marid Dragon, 2 White, AN & O
Giant, Fire Dragon, Brass, VO LEVEL VIII MONSTERS Modron, Nonaton Dragon, 2 Coiled, AN & O
Giant, Fomorian Dragon, Bronze, O Modron, Octon Hydra, Pyro- (12 heads)
Giant, Stone Dragon, Cloud, A Common Naga, Guardian Modron, Hexton
Slug, Giant Dragon, Coiled, VO Character Party Pudding, White Modron, Septon
Tunnel Worm Dragon, Copper, O Hydra, (13,16 heads) Retriever Slaad, Grey
Will-o-wisp Dragon, Earth, O Pudding, Brown Skeleton Warrior Titan, Malor
Dragon, Gold, O Rust Monster Time Elemental
Uncommon Dragon, Green, O Trapper Trilloch LEVEL X MONSTERS
Chimera Dragon, Mist, O Will-o-wisp Xag-ya
Hydra (10-12 heads) Dragon, Red, O Xeg-yi Common
Giant, Frost Dragon, Silver, O Uncommon Beholder
Lurker Above Dragon, White, VO Demon, Alu- LEVEL IX MONSTERS Character Party
Mimic Dragonne Pudding, Dun Golem, Iron
Spectre Efreeti Purple Worm Common Planetar
Sphinx, Crio- Elemental, Air Shade Baku Slaad, Death
Sundew, Giant Elemental, Earth Vampire Character Party Vampire, M-U, 9-12
Elemental, Fire Daemon, Dergho-
Rare Elemental, Water Rare Demodand, Kelubar Uncommon
Behir Ettin Daemon, Charona- Deva, Movanic Dragon, 2 Blue, AN & VO
Demon, Babau Eye of Fear and Flame Daemon, Hydro- Thessalhydra Dragon, 2 Celest, AN & A
Demon, Bar-Lgura Galeb Duhr Demon, Nalfeshness (IV) Vampire, Cleric (7-10) Dragon, 2 Earth, AN & VO
Demon, Hezrou (Type II) Gorgimera Dragon, Black, AN Dragon, 2 Green, AN & VO
Demon, Succubus Gorgon Dragon, Brass, A Uncommon Dragon, 2 Red, AN & VO
Demon, Vrock (Type I) Greenhag Dragon, Celestial, O Daemon, Yagno- Dragon, Cloud, AN
Diakk Groaning Spirit Dragon, Cloud, O Deva, Astral Lich
Foo Dog Guardian Daemon Ghost Dragon, Blue, AN Solar
Mind Flayer Guardian Familiar Golem, Flesh Dragon, Celestial, An
Moon Dog Hydra, Pyro- (7-9 heads) Slaad, Green Dragon, Earth, AN Rare
Mummy Intellect Devourer Slug, Giant Dragon, Green, AN Dragon, 2 Bronze, AN & V
Naga, Spirit Invisible Stalker Dragon, Red, AN Dragon, 2 Copper, AN & VO
Neo-otyugh Lamia Noble Very Rare Shade Dragon, 2 Gold, AN & O
Roper Lizard, Fire Aurumvorax Dragon, 2 Silver, AN & O
Shambling Mound Lycanthrope, Foxwoman Barghest Rare Modron, Quarton
Slaad, Blue Mezzodaemon Death Knight Daemon, Ultro- Modron, Quinton
Trapper Mihstu Demodand, Farastu Dragon, Bronze, AN Modron, Tertian
Umber Hulk Modron, Decaton Demon, Cambion Dragon, Cloud, VO Titan, Elder
Night Hag Demon, Chasme Dragon, Copper, AN
Very Rare Nonafel Demon, Marilith (Type V) Dragon, Gold, AN Very Rare
Aboleth Para-elemental, Cold Devil, Ice Dragon, Mist, AN Daemon, Charon
Achaieria Para-elemental, Dust Dracolisk Dragon, Silver, AN Daemon, Onino-
Agathion Para-elemental, Heat Dragon, Blue, VO Golem, Stone Demon Prince or Lord
Annis Para-elemental, Vapor Dragon, Bronze, VO Nycadaemon Devil, Duke or Arch-
Ascomoid Remorhaz Dragon, Coiled, AN Titan, Lesser Dragon, Chromatic
Basilisk, Greater Revenant Dragon, Cooper, VO Dragon, Platinum
Beetle, Death Watch Shedu Dragon, Earth, VO Very Rare Elemental Prince
Bodak Sphinx, Andro- Dragon, Gold, VO Daemon, Arcana- Modron, Primus
Couatl Sphinx, Gyno- Dragon, Green, VO Demilich Modron, Secundus
Dao Squealer Dragon, Mist, VO Demodand, Shator Slaad Lord
Demon, Glabrezu (Ill) Dragon, Red, VO Demon, Balor (Type VI) Tarrasque
Demon, Nabassu Dragon, Silver, VO Deva, Monadic
Dungeon Master’s Guide 280
MONSTER FREQUENCY BY TERRAIN TYPE
COLD, CIVILIZED, COLD, CIVILIZED, HILLS COLD, CIVILIZED, FOREST COLD, CIVILIZED, COLD, CIVILIZED, PLAINS
MOUNTAINS SWAMP
Common Common Common
Common Bandit Bandit Common Bandit
Bandit Dwarf, Hill Boar, Wild Bandit Boar, Wild
Bat Herd Animal Centipede, Giant Centipede, Giant Camel, Bactrian
Dwarf, Mountain Lycanthrope, Werewolf Centipede, Huge Centipede, Huge Centipede, Giant
Falcon, Small Merchant Falcon, Small Mule Centipede, Huge
Mammoth Mule Herd Animal Ogre Falcon, Small
Ogre Ogre Lycanthrope, Werewolf Rat Herd Animal
Raven, Normal Patrol Mammoth Rat Giant Mammoth
Raven, Normal Ogre Raven, Normal Merchant
Uncommon Squirrel, Normal Patrol Mule
Bugbear Wolf Rat Uncommon Ogre
Centipede, Huge Raven, Normal Buccaneer (Pirate) Patrol
Character Party Uncommon Squirrel, Normal Character Party Rat
Dog, War Bat Wolf Dog, War Rat, Giant
Falcon, Large Centipede, Huge Falcon Small Raven, Normal
Ghoul Character Party Uncommon Ghoul Squirrel, Normal
Goblin Dog, War Bat Herd Animal Wolf
Griffon Falcon, Small Bugbear Hobgoblin
Herd Animal Ghoul Character Party Jermlaine Uncommon
Hobgoblin Hobgoblin Dog, War Lycanthrope, Wererat Bugbear
Owl Horse Elf, Wood Mammoth Character Party
Patrol Killmoulis Falcon, Large Patrol Dog, War
Pilgrim Mammoth Horse Pilgrim Falcon, Large
Ram Owl Jermlaine Snake, Poisonous Ghoul
Snake, Poisonous Pilgrim Killmoulis Squirrel, Normal Horse
Squirrel, Normal Ram Merchant Troll Jermlaine
Wolf Rat Owl Wolf Killmoulis
Rat, Giant Pilgrim Osquip
Rare Snake, Poisonous Rat, Giant Rare Owl
Berserker Snake, Poisonous Bat Pilgrim
Dragon, Earth Rare Stirge Berserker Ram
Dwarf, Hill Berserker Troll Boar, Wild Shadow Mastiff
Ghast Boar, Wild Camel, Bactrian Snake, Poisonous
Horse Camel, Bactrian Rare Crab, Giant
Jermlaine Castle Berserker Falcon, Large Rare
Killmoulis Dwarf, Mountain Camel, Bactrian Ghast Bat
Lycanthrope, Werebear Falcon, Large Castle Goblin Berserker
Lycanthrope, Werewolf Ghast Dwarf, Hill Horse Castle
Merchant Gnome Dwarf, Mountain Killmoulis Dervishes
Minotaur Goblin Goblin Luck Eater Dwarf, Hill
Mule Halfling Halfling Lycanthrope, Werebear Dwarf, Mountain
Norker Jermlaine Hobgoblin Lycanthrope, Werewolf Ghast
Ogrillon Lycanthrope, Werebear Luck Eater Merchant Goblin
Quaggoth Minotaur Lycanthrope, Werebear Minotaur Halfling
Rat Norker Lycanthrope, Wereboar Norker Hobgoblin
Rat, Giant Ogrillon Minotaur Obliviax Luck Eater
Shadow Oliphant Mule Owl Lycanthrope, Wereboar
Shadow Mastiff Shadow Mastiff Obliviax Penanggalan Lycanthrope, Werewolf
Shedu Shedu Ogrillon Quaggoth Ogrillon
Toad, Ice Troll Oliphant Shadow Penanggalan
Troll Vapor Rat Penanggalan Shadow Mastiff Poltergeist
Vapor Rat Wolf, Dire Shadow Skeleton Quaggoth
Toad, ice Toad, Ice Shedu
Very Rare Very Rare Vapor Rat Vapor Rat Toad, Ice
Aarakocra Aarakocra Wolf, Dire Zombie Troll
Barghest Barghest Vapor Rat
Brain Mole Brain Mole Very Rare Very Rare Wolf, Dire
Castle Bugbear Barghest Barghest
Cave Fisher Centipede, Giant Bookworm Bookworm Very Rare
Centipede, Giant Coffer Corpse Brain Mole Bugbear Barghest
Coffer Corpse Deva, Movanic Demon, Bar-Lgura Castle Bookworm
Crypt Thing Dragon, Earth Deva, Movanic Coffer Corpse Brain Mole
Demon, Bar-Lgura Dragon, Gold Dragon, Gold Demon, Alu- Demon, Alu-
Deva, Movanic Elf, Wood Ear Seeker Demon Cambion Demon, Cambion
Dragon, Gold Ghost Ghost Deva, Movanic Deva, Movanic
Ghost Griffon Gnome Dragon, Gold Disenchanter
Gnome Groaning Spirit Groaning Spirit Elf, Wood Dragon, Earth
Grue, Ghaggrin Grue, Chaggrin Lycanthrope, Wererat Ghost Dragon, Gold
Grue, lldriss Hollyphant Norker Grue, Varrdig Ghost
Haunt Ki-rin Poltergeist Haunt Groaning Spirit
Hollyphant Luck Eater Quaggoth Hollyphant Grue, Harginn
Ki-rin Lycanthrope, Wereboar Revenant Lycanthrope, Wereboar Grue, lldriss
Luck Eater Lycanthrope, Wererat Shadow Demon Oliphant Hollyphant
Lycanthrope, Wererat Obliviax Shadow Mastiff Poltergeist Lycanthrope, Wererat
Obliviax Penanggalan Shedu Revenant Norker
Oliphant Quaggoth Shedu, Greater Shade Oliphant
Otyugh Revenant Vampire Shedu Shade
Penanggalan Shedu, Greater Zombie Shedu, Greater Shedu, Greater
Poltergeist Snyad Skeleton, Animal Tween
Rothe Toad, Ice Vampire Vagabond
Shade Vampire Wolf, Dire Vampire
Shadow Demon Xaren Zombie, Juju Vortex
Shedu, Greater Xorn Zombie, Monster Zombie
Snyad Zombie Zombie, Juju
Vagabond
Vampire
Wolf, Dire
Xaren
Xorn
Zombie
Zombie, Juju
Dungeon Master’s Guide 281
COLD, CIVILIZED, DESERT Dragon, White Worg COLD, WILDERNESS, HILLS Very Rare
Falcon, Large Xvart Aarakocra
Common Ghoul Common Badger
Bandit Giant, Fire Very Rare Bear, Black Barghest
Camel, Bactrian Giant, Formorian Aarakocra Bear, Brown Beaver, Giant
Herd Animal Giant, Hill Annis Dog, Wild Berserker
Merchant Giant, Stone Badger Dwarf, Hill Boar, Giant
Raven, Normal Goat Barghest Giant, Hill Boggle
Goblin Berserker Herd Animal Brain Mole
Uncommon Griffon Boggart Lycanthrope, Werewolf Brownie
Centipede, Huge Herd Animal Boggle Mule Bugbear
Character Party Hobgoblin Brain Mole Ogre Castle
Dog, War Lion, Mountain Cave Fisher Orc Centipede, Giant
Falcon, Small Manticore Centipede, Giant Raven, Normal Coffer Corpse
Horse Owl Coffer Corpse Rhinoceros, Wooly Cooshee
Ogre Pilgrim Crypt Thing Squirrel, Normal Deva, Movanic
Osquip Ram Demon, Bar-Lgura Wolf Devil Dog
Owl Scorpion, Huge Demon, Nabassu Dragon, Earth
Patrol Scorpion, Large Deva, Movanic Uncommon Dragon, Gold
Pilgrim Snake, Poisonous Doppleganger Bandit Dragon, Green
Rat Squirrel, Normal Dragon, Gold Bat Dragon, White
Shadow Mastiff Tiger Dragon, Silver Bear, Cave Elf, Grugach
Snake, Poisonous Weasel Elf, Valley Cat, Wild Elf, Wood
Squirrel, Normal Wolf Ettin Centipede, Huge Fly, Giant Bluebottle
Wolf Wolverine Fly, Giant Horse Falcon, Small Forlarren
Forlarren Ghoul Galeb Duhr
Rare Rare Galeb Duhr Giant, Verbeeg Ghost
Berserker Bat, Giant Gargoyle Goat Giant, Fire
Boar, Wild Bear, Black Ghost Hobgoblin Giant, Fog
Dervishes Bear, Brown Giant, Firbolg Horse Giant, Frost
Dwarf, Hill Bear, Northern Giant, Mountain Kenku Giant, Stone
Dwarf, Mountain Caterwaul Gloomwing Mammoth Gorgon
Falcon, Large Caveman Gnome Mastodon Griffon
Goblin Character Party Grim Owl Grim
Jermlaine Cyclopskin Grue, Chaggrin Pilgrim Groaning Spirit
Killmoulis Devil Dog Grue, lldriss Ram Grue, Chaggrin
Lycanthrope, Werewolf Dragon, Earth Haunt Rat Grue, Harginn
Poltergeist Dragon, Red Hoar Fox Rat, Giant Hippogriff
Rat, Giant Dwarf, Hill Hydra Scorpion, Large Hollyphant
Shedu Eagle Ice Lizard Skunk Ice Lizard
Troll Eagle, Giant Khargra Snake, Poisonous Irish Deer
Vapor Rat Fly, Giant Bluebottle Ki-rin Tiger Ki-rin
Wolf, Dire Fortress Kobold Wolverine Kobold
Ghast Land Urchin Lycanthrope, Foxwoman
Very Rare Giant, Cloud Lycanthrope, Foxwoman Rare Lycanthrope, Wereboar
Barghest Giant, Frost Lycanthrope, Weretiger Bat, Giant Lycanthrope, Weretiger
Bat Giant, Storm Lynx, Giant Bear, Northern Lynx, Giant
Bugbear Giant, Verbeeg Mantari Beetle, Giant Bombardier Manticore
Castle Gorgon Medusa Boar, Wild Margoyle
Centipede, Giant Harpy Mummy Bowler Medusa
Coffer Corpse Hippogriff Naga, Guardian Camel, Bactrian Moon Dog
Crypt Thing Horse Naga, Spirit Caveman Mummy
Demon, Succubus Jermlaine Night Hag Character Party Nymph
Demon, Vrock (Type I) Leucrotta Nightmare Cyclopskin Obliviax
Deva, Movanic Lion, Spotted Nymph Dragon, Red Owl, Giant
Disenchanter Lycanthrope, Werebear Obliviax Dwarf, Mountain Pegasus
Dragon, Earth Lycanthrope, Werewolf Ogre Mage Falcon, Large Quasi-elemental, Lightning
Dragon, Gold Margoyle Oliphant Fortress Quaggoth
Griffon Mastodon Otyugh Ghast Quickwood
Groaning Spirit Minotaur Pech Giant, Cloud Ram, Giant
Grue, Harginn Mongrelman Pegasus Gnome Remorhaz
Hobgoblin Moon Dog Porcupine, Giant Goblin Screaming Devilkin
Hollyphant Mule Quasi-elemental, Lightning Harpy Shedu, Greater
Luck Eater Norker Quickwood Hoar Fox Shocker
Lycanthrope, Wereboar Ogrillon Remorhaz Jermlaine Spriggan
Lycanthrope, Wererat Owl, Giant Rothe Lion, Mountain Storoper
Norker Peryton Shade Lycanthrope, Werebear Tenebrous Worm
Oliphant Pudding, White Shedu, Greater Minotaur Toad, Ice
Penanggalan Quaggoth Skunk Norker Vampire
Quaggoth Ram, Giant Spriggan Ogrillon Vargouille
Ram Rat Squirrel, Carniv, Flying Oliphant Vilstrak
Shade Rat, Giant Storoper Patrol Wolf, Winter
Shedu, Greater Raven, Giant Sylph Peryton Wolfwere
Vampire Raven, Huge Taer Porcupine, Giant Xaren
Vortex Rock Reptile Taer Pudding, Deadly (White) Xorn
Zombie Scorpion, Giant Tenebrous Worm Purple Worm Yeth Hound
Screaming Devilkin Trapheg Raven, Giant Zombie
COLD, WILDERNESS, Shadow Titan, Elder Raven, Huge
MOUNTAINS Shadow Mastiff Titan, Lesser Rock Reptile COLD, WILDERNESS,
Shedu Titan, Major Scorpion, Huge FOREST
Common Shocker Troll, Giant Two-headed Shadow Mastiff
Bat Skulk Vagabond Shedu Common
Dog, Wild Spectre Vampire Skulk Bear, Black
Dwarf, Mountain Toad, Ice Vargouille Troll Bear, Brown
Falcon, Small Troll Will-o-wisp Troll, Giant Beetle, Giant Bombardier
Mammoth Troll, Giant Wolf, Dire Troll, Ice Boar, Wild
Ogre Troll, Ice Wolf, Winter Vapor Rat Centipede, Giant
Orc Tunnel Worm Wraith Volt Centipede, Huge
Raven, Normal Vapor Rat Xaren Weasel Dog, Wild
Rhinoceros, Wooly Vilstrak Xill Wolf, Dire Falcon, Small
Volt Xorn Wolverine, Giant Herd Animal
Uncommon Wight Yeth Hound Worg Lycanthrope, Werewolf
Bandit Wind Walker Yeti Xvart Mammoth
Bear, Cave Wolfwere Zombie Mastodon
Bowler Wolverine, Giant Zombie, Juju
Bugbear
Cat, Wild
Centipede, Huge
Dungeon Master’s Guide 282
Ogre Castle Wolf Lycanthrope, Weretiger Fortress
Orc Demon, Bar-Lgura Mantari Ghast
Rat Deva, Movanic Rare Manticore Giant, Hill
Raven, Normal Devil Dog Bandit Mihstu Goblin
Squirrel, Normal Dragon, Gold Bat Miner Hoard Fox
Wolf Dragon, Red Bear, Black Mummy Hobgoblin
Eagle Bear, Brown Naga, Guardian Lion, Mountain
Uncommon Ear Seeker Beetle, Giant Bombardier Naga, Spirit Lion, Spotted
Badger Elf, Grugach Boar, Wild Night Hag Lycanthrope, Wereboar
Bandit Elf, Valley Boggart Ogre Magi Lycanthrope, Werewolf
Bat Faerie Dragon Camel, Bactrian Oliphant Moon Dog
Boar, Giant Fly, Horse Caterwaul Owl, Giant Mummy
Bugbear Forlarren Character Party Phantom Ogrillon
Cat, Wild Gargoyle Crab, Giant Quickling Orc
Dragon, White Ghost Crystal Ooze Quickwood Patrol
Elf, Wood Giant, Firbolg Falcon, Large Raven, Giant Pudding, White
Falcon, Large Giant, Fire Fly, Giant Bluebottle Shade Quaggoth
Horse Giant, Frost Fortress Shedu Raven, Giant
Jermlaine Giant, Verbeeg Ghast Shedu, Greater Raven, Huge
Kobold Gnome Giant, Hill Skeleton, Animal Shedu
Lion, Mountain Gorgon Goblin Skulk Toad, Ice
Manticore Greenhag Harpy Skunk Troll
Owl Grim Hoar Fox Son of Kyuss Troll, Ice
Pilgrim Groaning Spirit Horse Tenebrous Worm Vapor Rat
Porcupine, Giant Hydra Irish Deer Treant Volt
Rat, Giant Kenku Leucrotta Trilloch Wolf, Dire
Rhinoceros, Woolly Korred Lycanthrope, Werebear Troll, Ice Wolfwere
Scorpion, Large Lycanthrope, Foxwoman Lycanthrope, Werewolf Urchin, Green Wolverine, Giant
Snake, Poisonous Lycanthrope, Weretiger Medusa Urchin, Red Xvart
Stirge Mantari Minotaur Vampire
Tiger Mihstu Mongrelman Vulchling Very Rare
Troll Mongrelman Moon Dog Wight Aurumvorax
Weasel Moon Dog Norker Black Willow Barghest
Wolverine Mummy Obliviax Wolf, Dire Bat, Giant
Xvart Needleman Ogre, Aquatic Wolf, Winter Berserker
Norker Owl Wraith Brain Mole
Rare Nymph Porcupine, Giant Zombie, Juju Castle
Baluchitherium Pegasus Pudding, White Zombie, Monster Caterwaul
Bear, Northern Phoenix Quaggoth Demon, Alu-
Brownie Pixie Raven, Huge COLD, WILDERNESS, Demon, Cambion
Camel, Bactrian Quaggoth Screaming Devilkin PLAINS Deva, Movanic
Caveman Quickling Shadow Disenchanter
Character Party Quickwood Shadow Mastiff Common Dragon, Earth
Cooshee Raven, Giant Skeleton Boar, Wild Dragon, Gold
Dragon, Green Shadow Mastiff Spectre Camel, Bactrian Fly, Giant Horse
Dwarf, Hill Shedu Tiger Centipede, Giant Forlarren
Dwarf, Mountain Shedu, Greater Toad, Ice Centipede, Huge Ghost
Elf, Gray Shocker Troll, Giant Dog, Wild Giant, Firbolg
Fly, Giant Bluebottle Skunk Urchin, Black Falcon, Small Giant, Fire
Fortress Swanmay Vapor Rat Herd Animal Giant, Fog
Giant, Hill Troll, Giant Wolfwere Mammoth Giant, Verbeeg
Goblin Troll, Ice Worg Mastodon Gorgon
Harpy Vampire Xvart Mule Greenhag
Hoar Fox Vargouille Zombie Ogre Grim
Hobgoblin Willow, Black Rat Groaning Spirit
Irish Deer Wolf, Winter Very Rare Rat, Giant Grue, Harginn
Kech Zombie Annis Raven, Normal Grue, lldriss
Lycanthrope, Werebear Badger Rhinoceros, Woolly Harpy
Lycanthrope, Wereboar COLD, WILDERNESS, Barghest Scorpion, Large Hollyphant
Lynx, Giant SWAMPS Bat, Giant Squirrel, Normal Hydra
Medusa Berserker Wolf Irish Deer
Miner Common Boar, Giant Land Urchin
Minotaur Centipede, Giant Brain Mole Uncommon Lycanthrope, Foxwoman
Mule Centipede, Huge Brownie Badger Lycanthrope, Weretiger
Obliviax Crocodile, Normal Bugbear Bandit Lynx, Giant
Ogrillon Dog, Wild Coffer Corpse Bugbear Manticore
Oliphant Mule Cooshee Cat, Wild Medusa
Owl, Giant Ogre Death, Crimson Dragon, White Miner
Patrol Orc Demon Alu- Falcon, Large Mongrelman
Pudding, White Rat Demon, Cambion Ghoul Norker
Raven, Huge Rat, Giant Demon, Nabassu Goat Oliphant
Scorpion, Giant Raven, Normal Deva, Movanic Horse Owl, Giant
Screaming Devilkin Scorpion, Large Devil Dog Jermlaine Phoenix
Shadow Doppleganger Kenku Porcupine, Giant
Skulk Uncommon Dragon, Gold Nomad Purple Worm
Squirrel, Carniverous Flying Buccaneer (Pirate) Dragon, Green Owl Quickwood
Tenebrous Worm Cat, Wild Dragon, White Pilgrim Remorhaz
Toad, Ice Falcon, Small Elf, Wood Ram Sandling
Treant Ghoul Fly, Giant Horse Scorpion, Giant Screaming Devilkin
Vapor Rat Herd Animal Gargoyle Scorpion, Huge Shade
Volt Hobgoblin Ghost Shadow Mastiff Shedu, Greater
Vulchling Hydra Giant, Fog Snake, Poisonous Shocker
Wolf, Dire Jermlaine Giant, Verbeeg Tiger Skulk
Wolfwere Mammoth Gloomwing Weasel Spriggan
Wolverine, Giant Mastodon Gorgon Wolverine Troll, Giant
Worg Pilgrim Greenhag Vagabond
Rhinoceros, Wooly Grim Rare Vampire
Very Rare Scorpion, Giant Grue, Varrdig Baluchitherium Vargouille
Annis Scorpion, Huge Haunt Bat Vortex
Aurumvorax Snake, Poisonous Hollyphant Bear, Northern Willow, Black
Barghest Squirrel, Normal Hydra, Lernaean Character Party Worg
Bat, Giant Troll Kech Dervishes Yeth Hound
Bear, Cave Volt Kobold Devil Dog Zombie
Beaver, Giant Weasel Land Urchin Dwarf, Hill Zombie, Juju
Berserker Will-o-wisp Lion, Spotted Dwarf, Mountain
Brain Mole Lycanthrope, Wereboar Fly, Giant Bluebottle
COLD, WILDERNESS, DESERT Oliphant Carrion Crawler Castle Dungeon Master’s Guide 283
Owl, Giant Castle Dwarf, Mountain
Common Pegasus Cave Fisher Falcon, Large Booka
Camel, Bactrian Quaggoth Centipede, Giant Ghast Bugbear
Dog, Wild Ram Coffer Corpse Gnome Cat, Domestic
Herd Animal Remorhaz Crypt Thing Goblin Character Party
Raven, Normal Rock Reptile Demon, Bar-Lgura Halfling Dog, War
Scorpion, Large Screaming Devilkin Deva, Movanic Jackal Elf, Wood
Shade Dragon, Gold Jermlaine Falcon, Large
Uncommon Shedu, Greater Dragonnel Lammasu Gnoll
Bandit Skulk Flind Lycanthrope, Werebear Horse
Cat, Wild Troll, Giant Ghost Minotaur Jermlaine
Centipede, Huge Troll, Ice Gnome Norker Killmoullis
Falcon, Small Vampire Grue, Chaggrin Ogrillon Leprechaun
Fly, Giant Bluebottle Vargouille Grue, lldriss Oliphant Lion
Horse Volt Haunt Pedipalp, Huge Merchant
Kenku Vortex Hell Hound Pedipalp, Large Owl
Lion, Mountain Wind Walker Hollyphant Shadow Mastiff Pilgrim
Nomad Worg Ki-rin Shedu Rat, Giant
Ogre Yeth Hound Lammasu, Greater Snake, Giant Constrictor Snake, Poisonous
Owl Zombie Luck Eater Toad, Giant Snake, Giant Constrictor
Pilgrim Lycanthrope, Wererat Troll Snake, Giant Poisonous
Rat TEMPERATE, CIVILIZED, Obliviax Vapor Rat Spider, Giant
Scorpion, Giant MOUNTAINS Oliphant Wolf, Dire Spider, Huge
Scorpion, Huge Otyugh Stirge
Shadow Mastiff Common Penanggalan Very Rare Troll
Snake, Poisonous Bandit Poltergeist Aarakocra Vulture, Normal
Squirrel, Normal Bat Rakshasa Barghest Wolf
Wolf Dwarf, Mountain Rothe Brain Mole
Falcon, Small Shade Bugbear Rare
Rare Ogre Shadow Demon Bulette Anhkheg
Boar, Wild Raven, Normal Shedu, Greater Bull Berserker
Character Party Spider, Large Snake, Giant Amphisbaena Centipede, Giant Camel, Bactrian
Dervishes Vulture, Normal Snyad Coffer Corpse Castle
Devil Dog Spider, Giant Deva, Movanic Cattle, Wild
Dwarf, Hill Uncommon Thessalhydra Dragon, Earth Dwarf, Hill
Dwarf, Mountain Bugbear Vagabond Dragon, Gold Dwarf, Mountain
Falcon, Large Cat, Domestic Vampire Dragonnel Goblin
Fly, Giant Horse Centipede, Huge Wolf, Dire Elf, Wood Halfling
Fortress Character Party Xaren Flind Hobgoblin
Goblin Dog, War Xorn Ghost Jackal
Hoar Fox Falcon, large Zombie Griffon Lammasu
Jermlaine Ghoul Zombie, Juju Groaning Spirit Luck Eater
Lycanthrope, Werewolf Gnoll Zygom Grue, Chaggrin Lycanthrope, Werebear
Mastodon Goblin Grue, Harginn Lycanthrope, Wereboar
Moon Dog Griffon TEMPERATE, CIVILIZED, Hell Hound Minotaur
Mummy Herd Animal HILLS Hollyphant Mule
Orc Hobgoblin Huecuva Obliviax
Pudding, White Lion Common Jackalwere Ogrillon
Purple Worm Owl Bandit Ki-rin Oliphant
Rat, Giant Patrol Cat, Domestic Lammasu, Greater Pedipalp, Huge
Raven, Giant Pilgrim Cattle, Wild Luck Eater Penanggalan
Raven, Huge Ram Dwarf, Hill Lycanthrope, Wereboar Rakshasa
Rhinoceros, Woolly Snake, Poisonous Herd Animal Lycanthrope, Wererat Shadow
Sandling Snake, Giant Poisonous Lycanthrope, Werewolf Obliviax Spider, Phase
Shedu Spider, Huge Merchant Penanggalan Thessalhydra
Shocker Squirrel, Normal Mule Poltergeist Tick, Giant
Tiger Wolf Ogre Quaggoth Vapor Rat
Troll Patrol Rakshasa Wolf, Dire
Vapor Rat Rare Raven, Normal Revenant
Weasel Beetle, Giant Fire Spider, Large Scarecrow Very Rare
Wolf, Dire Berserker Squirrel, Normal Shedu, Greater Barghest
Wolfwere Cattle, Wild Vulture, Normal Snyad Bookworm
Dragon, Earth Wolf Spider, Giant Brain Mole
Very Rare Dwarf, Hill Spider, Phase Bulette
Badger Ghast Uncommon Vampire Centipede, Megalo-
Barghest Horse Basilisk Xaren Demon, Bar-Lgura
Bat Jermlaine Bat Xorn Deva, Movanic
Berserker Killmoulis Booka Zombie Dragon, Gold
Bugbear Lammasu Centipede, Huge Zygom Ear Seeker
Centipede, Giant Lycanthrope, Werebear Character Party Flind
Coffer Corpse Lycanthrope, Werewolf Dog, War TEMPERATE, CIVILIZED, Frog, Giant
Crypt Thing Merchant Falcon, Small FOREST Ghost
Demon, succubus Minotaur Ghoul Gnome
Demon, Vrock (Type I) Mule Gnoll Common Groaning Spirit
Deva, Movanic Norker Hobgoblin Bandit Jackalwere
Disenchanter Ogrillion Horse Beetle, Giant Fire Lammasu, Greater
Dragon, Earth Pedipalp, Huge Killmoulis Beetle, Giant Stag Lycanthrope, Wererat
Dragon, Gold Pedipalp, Large Leprechaun Boar, Wild Norker
Dragon, White Quaggoth Lion Bull Pedipalp, Large
Giant, Fire Rat Owl Centipede, Giant Poltergeist
Goat Rat, Giant Pilgrim Centipede, Huge Quaggoth
Gorgon Shadow Ram Falcon, Small Revenant
Griffon Shadow Mastiff Rat Herd Animal Shadow Demon
Groaning Spirit Shedu Rat, Giant Lycanthrope, Werewolf Shadow Mastiff
Grue, Harginn Snake, Giant Constrictor Snake, Poisonous Ogre Shedu
Harpy Spider, Phase Snake, Giant Poisonous Patrol Shedu, Greater
Hobgoblin Toad, Giant Spider, Huge Rat Snake, Giant Amphisbaena
Hollyphant Troll Raven, Normal Vampire
Lion, Spotted Vapor Rat Rare Spider, Large Zombie
Lycanthrope, Foxwoman Beetle, Giant Fire Squirrel, Normal Zygom
Lycanthrope, Wereboar Very Rare Beetle, Giant Stag Toad, Giant
Manticore Aarakocra Berserker TEMPERATE, CIVILIZED,
Medusa Barghest Boar, Wild Uncommon SWAMP
Mongrelman Basilisk Camel, Bactrian Basilisk
Norker Brain Mole Bat Common
Bandit
Centipede, Giant
Dungeon Master’s Guide 284
Centipede, Huge Lammasu Very Rare Vapor Rat Rare
Mule Lycanthrope, Wereboar Barghest Wolf, Dire Bat, Giant
Ogre Mud-Man Basilisk Bear, Black
Rat Oliphant Bookworm Very Rare Bear, Brown
Rat, Giant Poltergeist Brain Mole Barghest Bear, Northern
Raven, Normal Revenant Bulette Bat Bee, Giant Bumble-
Spider, Huge Shade Centipede, Megalo- Booka Bee, Giant Honey
Spider, Large Shedu Demon, Alu- Bugbear Beetle, Giant Boring
Toad, Giant Shedu, Greater Demon, Cambion Bulette Beetle, Giant Fire
Vulture, Normal Skeleton, Animal Deva, Movanic Bull Blink Dog
Snake, Giant Amphisbaena Disenchanter Castle Caterwaul
Uncommon Tick, Giant Dragon, Earth Centipede, Giant Cattle, Wild
Basilisk Vampire Dragon, Gold Coffer Corpse Caveman
Buccaneer (Pirate) Wolf, Dire Flind Crypt Thing Character Party
Cat, Domestic Zombie, Juju Frog, Giant Demon, Succubus Chimera
Character Party Zombie, Monster Ghost Demon, Vrock (Type I) Cyclopskin
Dog, War Zygom Gnoll Deva, Movanic Dakon
Falcon, Small Groaning Spirit Disenchanter Dragon, Earth
Frog, Giant TEMPERATE, CIVILIZED, Grue, Harginn Dragon, Earth Dragon, Red
Ghoul PLAINS Grue, lldriss Dragon, Gold Dwarf, Hill
Gnoll Hollyphant Griffon Eagle
Herd Animal Common Huecuva Groaning Spirit Eagle, Giant
Hobgoblin Bandit Lammasu, Greater Grue, Harginn Firedrake
Jermlaine Beetle, Giant Stag Leprechaun Hell Hound Fly, Giant bluebottle
Lion Boar, Wild Lycnathrope, Wererat Hobgoblin Fortress
Lycanthrope, Wererat Bull Norker Hollyphant Ghast
Patrol Camel, Bactrian Oliphant Huecuva Giant, Cloud
Pilgrim Cat, Domestic Rakshasa Lammasu, Greater Giant, Frost
Snake, Poisonous Cattle, Wild Scarecrow Luck Eater Giant, Storm
Snake, Giant Constrictor Centipede, Giant Shade Lycanthrope, Wereboar Giant, Verbeeg
Snake, Giant Poisonous Centipede, Huge Shedu, Greater Lycanthrope, Wererat Gorgon
Squirrel, Normal Falcon, Small Snake, Giant Amphisbaena Norker Hippogriff
Troll Herd Animal Tween Oliphant Horse
Wolf Jackal Vagabond Penanggalan Harpy
Merchant Vampire Quaggoth Jermlaine
Rare Mule Vortex Rakshasa Lammasu
Bat Ogre Zombie Ram Leucrotta
Beetle, Giant Fire Patrol Zombie, Juju Shade Lion, Spotted
Berserker Rat Zygom Shedu, Greater Lycanthrope, Werebear
Boar, Wild Rat, Giant Vampire Lycanthrope, Werewolf
Camel, Bactrian Raven, Normal TEMPERATE, CIVILIZED, Vortex Margoyle
Cattle, Wild Spider, Huge DESERT Zombie Mastodon
Crab, Giant Spider, Large Minotaur
Crane, Giant Squirrel, Normal Common TEMPERATE, WILDERNESS, Mongrelman
Falcon, Large Toad, Giant Bandit MOUNTAINS Moon Dog
Frog, Poisonous Vulture, Normal Camel, Bactrian Mule
Ghast Wolf Herd Animal Common Norker
Goblin Jackal Bat Ogrillon
Horse Uncommon Merchant Dog, Wild Owl, Giant
Jackal Booka Raven, Normal Dwarf, Mountain Owlbear
Killmoulis Bugbear Spider, Huge Falcon, Small Pedipalp, Huge
Luck Eater Character Party Spider, Large Ogre Pedipalp, Large
Lycanthrope, Werebear Dog, War Vulture, Normal Orc Peryton
Lycanthrope, Werewolf Falcon, Large Raven Normal Phycomid
Merchant Ghoul Uncommon Skunk Pyrolisk
Minotaur Horse Cat, Domestic Spider, Large Quaggoth
Norker Jermlaine Centipede, Huge Vulture, Normal Ram, Giant
Obliviax Killmoulis Character Party Rat
Owl Lion Dog, War Uncommon Rat, Giant
Pedipalp, Huge Osquip Falcon, Small Bandit Raven, Giant
Pedipalp, large Owl Horse Bear, Cave Raven, Huge
Penanggalan Pilgrim Lion Bloodhawk Rhinoceros
Quaggoth Ram Ogre Bugbear Rock Reptile
Rakshasa Shadow Mastiff Osquip Cat, Wild Screaming Devilkin
Shadow Snake, Poisonous Owl Centipede, Huge Shadow
Shadow Mastiff Snake, Giant Poisonous Patrol Cockatrice Shadow Mastiff
Skeleton Pilgrim Falcon, Large Shedu
Thessalhydra Rare Rat Ghoul Shocker
Vapor Rat Anhkheg Shadow Mastiff Giant, Fire Skulk
Zombie Bat Snake, Poisonous Giant, Fomorian Snake, Giant Constrictor
Berserker Snake, Giant Poisonous Giant, Hill Spectre
Very Rare Castle Squirrel, Normal Giant, Stone Spider, Phase
Anhkheg Dervishes Wolf Gnoll Stag, Giant
Barghest Dwarf, Hill Goat Su-monster
Bookworm Dwarf, Mountain Rare Goblin Toad, Giant
Brain Mole Ghast Berserker Griffon Tunnel Worm
Bugbear Goblin Boar, Wild Herd Animal Vapor Rat
Bull Halfling Cattle, Wild Hobgoblin Vilstrak
Castle Hobgoblin Dervishes Lion Volt
Centipede, Megalo- Jackalwere Dwarf, Hill Lion, Mountain Wasp, Giant
Coffer Corpse Lammasu Dwarf, Mountain Manticore Whipweed
Crayfish, Giant Luck Eater Falcon, Large Owl Wight
Demon, Alu- Lycanthrope, Wereboar Flind Pilgrim Wind Walker
Demon, Cambion Lycanthrope, Werewolf Goblin Ram Wolfwere
Deva, Movanic Ogrillon Jackalwere Scorpion, Huge Worg
Dragon, Gold Pedipalp, Huge Jermlaine Scorpion, Large Wyvern
Elf, Wood Pedipalp, Large Lammasu Snake, Poisonous Xvart
Flind Penanggalan Lycanthrope, Werewolf Snake, Giant Poisonous Zorbo
Ghost Quaggoth Pedipalp, Huge Spider, Huge
Grue, Varrdig Shedu Pedipalp, Large Squirrel, Huge Very Rare
Haunt Snake, Giant Constrictor Poltergeist Squirrel, Normal Aarakocra
Hell Hound Troll Rat, Giant Tiger Achaieria
Hollyphant Vapor Rat Shedu Weasel Annis
Huecuva Wolf, Dire Snake, Giant Constrictor Witherweed Ascomoid
Jackalwere Toad, Giant Wolf Badger
Kelpie Troll
Dungeon Master’s Guide 285
Barghest Sylph Beetle, Giant Boring Displacer Beasts Bull
Basilisk Tenebrous Worm Beetle, Giant Fire Dragon, Earth Centipede, Giant
Behir Tentamort Beetle, Giant Stag Dragon, Gold Centipede, Huge
Berserker Thessalhydra Blink Dog Dragon, Green Dog, Wild
Black Pudding Titan, Elder Bloodhawk Dragonnel Falcon, Small
Boggart Titan, Lesser Boar, Warthog Elf, Grugach Herd Animal
Boggle Titan, Major Boar, Wild Elf, Wood Lycanthrope, Werewolf
Brain Mole Toad, Poisonous Bowler Ettercap Mastodon
Carrion Crawler Troll, Giant Two-headed Camel, Bactrian Flind Ogre
Cave Fisher Umpleby Caveman Fly, Giant Bluebottle Orc
Centipede, Giant Ustilagor Centaur Forlarren Rat
Coffer Corpse Vagabond Character Party Galeb Duhr Raven, Normal
Crypt Thing Vampire Chimera Ghost Rhinoceros
Demon, Bar-Lgura Vargouille Choke Creeper Giant, Fire Skunk
Demon, Nabassu Vulchling Cyclopskin Giant, Fog Spider, Large
Deva, Movanic Vulture, Giant Dragon, Red Giant, Frost Squirrel, Normal
Displacer Beast Will-o-wisp Dwarf, Mountain Giant, Stone Stag
Doppleganger Witherstench Falcon, Large Gibberling Toad, Giant
Dragon, Black Wolf, Dire Firedrake Gorgimera Wolf
Dragon, Bronze Wraith Fortress Gorgon
Dragon, Cloud Xaren Ghast Griffon Uncommon
Dragon, Gold Xill Giant, Cloud Grig Badger
Dragon, Silver Xorn Gnome Grim Bandit
Dragon Horse Yellow Musk Creeper Goblin Groaning Spirit Basilisk
Dragonnel Yeth Hound Harpy Grue, Chaggrin Bat
Elf, Valley Zombie Jackal Grue, Harginn Boar, Giant
Ettercap Zombie, Juju Jermlaine Hangman Tree Bugbear
Ettin Zombie, Yellow Musk Lammasu Hell Hound Cat, Wild
Executioner's Hood Zygom Lion, Mountain Hippogriff Clubneck
Firefriend Lycanthrope, Werebear Hollyphant Dakon
Flind TEMPERATE, WILDERNESS, Mantis, Giant Hornet, Giant Elf, Wood
Fly, Giant Horsefly HILLS Minotaur Huecuva Falcon, Large
Forlarren Norker Hybsil Gibberling
Galeb Duhr Common Ogrillon Irish Deer Gnoll
Gargoyle Bear, Black Oliphant Jackalwere Hornet, Giant
Gelatinous Cube Bear, Brown Patrol Ki-rin Horse
Ghost Cattle, Wild Pedipalp, Huge Kobold Jermlaine
Giant, Firebolg Dog, Wild Pedipalp, Large Lammasu, Greater Kobold
Giant, Mountain Dwarf, Hill Peryton Land Lamprey Leprechaun
Gibberling Giant, Hill Porcupine, Giant Lycanthrope, Foxwoman Lion
Gloomwing Herd Animal Purple Worm Lycanthrope, Wereboar Lion, Mountain
Gnome Lycanthrope, Werewolf Raven, Giant Lycanthrope, Weretiger Manticore
Gorgimera Mule Raven, Huge Manticore Owl
Grim Ogre Rock Reptile Margoyle Pilgrim
Grue, Chaggrin Orc Scorpion, Giant Medusa Porcupine, Giant
Grue, lldriss Raven, Normal Scorpion, Huge Mongrelman Rat, Giant
Haunt Skunk Shadow Mastiff Moon Dog Scorpion, Huge
Hell Hound Spider, Large Shedu Mummy Scorpion, Large
Hollyphant Squirrel, Normal Skulk Nymph Snake, Poisonous
Hornet, Giant Vulture, Normal Snake, Giant Constrictor Obliviax Snake, Giant Constrictor
Hydra Wolf Stag, Giant Owl, Giant Snake, Giant Poisonous
Hydra, Pyro- Su-monster Pegasus Spider, Giant
Khargra Uncommon Titanothere Pseudo Dragon Spider, Huge
Ki-rin Bandit Toad, Giant Pyrolisk Stirge
Kobold Basilisk Troll Quasi-elemental, Lightning Su-monster
Lammasu, Greater Bat Troll, Giant Quaggoth Sundew, Giant
Land Lamprey Bear, Cave Unicorn Quickwood Tiger
Land Urchin Cat, Wild Vapor Rat Ram, Giant Toad, Poisonous
Lizard, Fire Centipede, Huge Volt Screaming Devilkin Troll
Lycanthrope, Foxwoman Dakon Wasp, Giant Shedu, Greater Vulture, Normal
Lycanthrope, Weretiger Falcon, Small Weasel Shocker Weasel
Mantari Ghoul Whipweed Snake, Giant Spitting Whipweed
Meazel Giant, Verbeeg Wolf, Dire Spider, Giant Witherweed
Medusa Gnoll Worg Spider, Phase Wyvern
Meenlock Goat Xvart Spriggan Xvart
Mummy Hobgoblin Stegocentipede
Naga, Guardian Horse Very Rare Sundew, Giant Rare
Naga, Spirit Kenku Aarakocra Tenebrous Worm Ant Lion, Giant
Night Hag Leprechaun Achaieria Toad, Poisonous Ant, Giant
Nightmare Lion Ascomoid Vampire Aspis
Nymph Mastodon Assassin Bug Vargouille Atomie
Obliviax Owl Atomie Vilstrak Axebeak
Ogre Mage Pilgrim Axebeak Vulture, Giant Baluchitherium
Oliphant Ram Badger Wolf-in-Sheep's Clothing Barkburr
Otyugh Rat Barghest Wolfwere Basidirond
Pech Rat, Giant Basidirond Xaren Bear, Northern
Pegasus Rhinoceros Basilisk, Greater Xorn Bee, Giant Honey
Porcupine, Giant Satyr Beaver, Giant Yeth Hound Beetle, Giant Slicer
Pseudo Dragon Scorpion, Large Beetle, Giant Slicer Zombie Blink Dog
Quickwood Skunk Behir Zorbo Brownie
Rothe Snake, poisonous Berserker Zygom Buckawn
Sandman Snake, Giant Poisonous Boar, Giant Bullywug
Shade Spider, Huge Boggle TEMPERATE, WILDERNESS, Camel, Bactrian
Shedu, Greater Stag Brain Mole FOREST Cattle, Wild
Skunk Tiger Brownie Caveman
Snake, Giant Amphisbaena Witherweed Bugbear Common Centaur
Snake, Giant Spitting Spider, Bulette Bear, Black Character Party
Giant Rare Bull Bear, Brown Choke Creeper
Spriggan Ant Lion, Giant Castle Beetle, Giant Bombardier Cooshee
Squirrel, Carniv, Flying Ant, Giant Centipede, Giant Beetle, Giant Boring Dragon, Green
Stegocentipede Aspis Clubneck Beetle, Giant Fire Dwarf, Hill
Storoper Bat, Giant Cockatrice Beetle, Giant Stag Dwarf, Mountain
Sundew, Giant Bear, Northern Coffer Corpse Boar, Warthog Elf, Gray
Sussurus Bee, Giant Bumble- Cooshee Boar, Wild Ettercap
Bee, Giant Honey Deva, Movanic Executioner's Hood
Beetle, Giant Bombardier
Dungeon Master’s Guide 286
Fly, Giant Bluebottle Giant, Frost Frog, Giant Screaming Devilkin Manticore
Fortress Giant, Verbeeg Ghoul Shadow Mihstu
Giant, Hill Gnome Gnoll Shadow Mastiff Miner
Goblin Gorgon Herd Animal Shambling Mound Mud-man
Harpy Greenhag Hobgoblin Skeleton Mummy
Hobgoblin Grim Hornet, Giant Snake, Giant Spitting Naga, Guardian
Irish Deer Groaning Spirit Hydra Spectre Naga, Spirit
Jackal Hangman Tree Jermlaine Thessalhydra Night Hag
Kech Hybsil Land Lamprey Tiger Ogre Magi
Lammasu Hydra Leech, Giant Titanothere Oliphant
Land Lamprey Jackalwere Lion Troll, Giant Owl, Giant
Lycanthrope, Werebear Kampfult Lizard, Giant Urchin, Black Phantom
Lycanthrope, Wereboar Kenku Mastodon Ustilagor Quickling
Mantis, Giant Korred Meazel Vapor Rat Quickwood
Medusa Lammasu, Greater Pilgrim Wasp, Giant Qullan
Miner Lizard, Giant Pudding, Deadly Brown Weasel, Giant Raven, Giant
Minotaur Lycanthrope, Foxwoman Scorpion, Huge Wolfwere Shade
Mule Lycanthrope, Weretiger Scum Creeper Worg Shedu
Obliviax Mandragora Snake, Poisonous Xvart Shedu, Greater
Ogrillon Mantari Snake, Giant Constrictor Zombie Skeleton, Animal
Oliphant Meazel Snake Giant Poisonous Skulk
Owl, Giant Owlbear Mihstu Squirrel, Normal Very Rare Skunk
Patrol Mongrelman Su-monster Achaierai Snake, Giant Amphisbaena
Pedipalp, Huge Moon Dog Sundew, Giant Algoid Son of Kyuss
Raven, Huge Mummy Toad, Poisonous Annis Squealer
Scorpion, Giant Needleman Troll Badger Stegocentipede
Screaming Devilkin Norker Volt Barghest Sussurus
Shadow Nymph Weasel Barkburr Tenebrous Worm
Skulk Pedipalp, Large Whipweed Basilisk, Greater Tentamort
Spider, Phase Pegasus Will-o-wisp Bat, Giant Tick, Giant
Sprite Phoenix Witherweed Bee, Giant Bumble- Treant
Squirrel, Carniv, Flying Pixie Wolf Bee, Giant Honey Trilloch
Squirrel, Giant Black Pseudo Dragon Wyvern Beetle, Death Watch Umpleby
Tenebrous Worm Pudding, Deadly (Brown) Beetle, Giant Slicer Urchin, Green
Thessalhydra Pyrolisk Rare Beholder Urchin, Red
Tick, Giant Quaggoth Assassin Bug Berserker Vampire
Titanothere Quickling Bandit Boar, Giant Vegepygmy
Treant Quickwood Basidirond Brain Mole Vulchling
Volt Qullan Bat Brownie Vulture, Giant
Vulchling Raven, Giant Bear, Black Bugbear Wight
Wasp, Giant Scum Creeper Bear, Brown Bull Willow, Black
Weasel, Giant Shadow Mastiff Beetle, Giant Bombardier Centipede, Megalo- Witherstench
Wolf, Dire Shedu Beetle, Giant Boring Clubneck Wolf, Dire
Wolfwere Shedu, Greater Beetle, Giant Fire Coffer Corpse Wraith
Worg Shocker Beetle, Giant Stag Cooshee Zombie, Juju
Yellow Musk Creeper Skunk Bloodhawk Crabman Zombie, Monster
Zombie, Yellow Musk Snake, Giant Amphisbaena Boar, Warthog Crayfish, Giant Zygom
Snake, Giant Spitting Boar, Wild Death, Crimson
Very Rare Squealer Boggart Demon, Alu- TEMPERATE, WILDERNESS,
Achaieria Stegocentipede Boobrie Demon, Cambion PLAINS
AI-mi-raj Sussurus Bullywug Demon, Nabassu
Annis Swanmay Bunyip Deva, Movanic Common
Assassin Bug Troll, Giant Camel, Bactrian Displacer Beasts Beetle, Giant Stag
Aurumvorax Umpleby Caterwaul Doppleganger Boar, Wild
Barghest Ustilagor Cattle, Wild Dracolisk Bull
Basilisk, Greater Vampire Character Party Dragon, Black Camel, Bactrian
Bat, Giant Vargouille Crab, Giant Dragon, Gold Cattle, Wild
Bear, Cave Vegepygmy Crane, Giant Dragon, Green Centipede, Giant
Beaver, Giant Willow, Black Crystal Ooze Dragon, Mist Centipede, Huge
Bee, Giant Bumble- Witherstench Dragon, Coiled Eblis Dog, Wild
Beetle, Death Watch Wolf-in-Sheep's clothing Dragonfly, Giant Elf, Wood Falcon, Small
Berserker Zombie Falcon, Large Firefriend Herd Animal
Bloodhawk Zorbo Fly, Giant Bluebottle Flind Jackal
Bloodthorn Zygom Fortress Fly, Giant Horsefly Mastodon
Boobrie Frog, Poisonous Forester's Bane Mule
Brain Mole TEMPERATE, WILDERNESS, Gas Spore Galltrit Ogre
Bulette SWAMP Ghast Gargoyle Rat
Castle Giant, Hill Ghost Rat, Giant
Catoblepas Common Goblin Giant, Fog Raven, Normal
Centipede, Megalo- Centipede, Giant Harpy Giant, Verbeeg Rhinoceros
Cockatrice Centipede, Huge Horse Gibberling Scorpion, Large
Demon, Bar-Lgura Crocodile, Normal Hybsil Gloomwing Skunk
Deva, Movanic Dog, Wild Irish Deer Gorgon Spider, Huge
Displacer Beasts Mule Jackal Greenhag Spider, Large
Dragon, Coiled Ogre Leucrotta Grim Squirrel, Normal
Dragon, Gold Orc Lizard Man Grue, Varrdig Stag
Dragon, Mist Rat Lycanthrope, Werebear Hangman Tree Toad, Giant
Dragon, Red Rat, Giant Lycanthrope, Werewolf Haunt Vulture, Normal
Dryad Raven, Normal Medusa Hell Hound Wolf
Eagle Rhinoceros Minotaur Hollyphant
Ear Seeker Scorpion, Large Mongrelman Huecuva Uncommon
Elf, Grugach Skunk Moon Dog Hydra, Pryo- Badger
Elf, Valley Spider, Huge Muckdweller Jackalwere Bandit
Elfin Cat Spider, Large Norker Kech Bugbear
Faerie Dragon Throat Leech Obliviax Kelpie Cat Wild
Firefriend Toad, Giant Ogre, Aquatic Kenku Clubneck
Flind Vulture, Normal Owl Kobold Dakon
Fly, Giant Horse Owlbear Lammasu Falcon, Large
Forester's Bane Uncommon Pedipalp, Huge Land Urchin Ghoul
Forlarren Axebeak Pedipalp, Large Lion, Spotted Goat
Frog, Giant Basilisk Phycomid Lizard King Horse
Gargoyle Buccaneer (Pirate) Porcupine, Giant Lycanthrope, Wereboar Jermlaine
Ghost Cat, Wild Pyrolisk Lycanthrope, Weretiger Kenku
Giant, Firebolg Cockatrice Quaggoth Mandragora Lion
Giant, Fire Falcon, Small Raven, Huge Mantari Nomad
Owl Flumph Vulture, Normal Demon, Vrock (Type I) Dungeon Master’s Guide 287
Pilgrim Fly, Giant Horse Deva, Movanic
Ram Forester's Bane Uncommon Disenchanter Rare
Scorpion, Giant Forlarren Bandit Displacer Beasts Beetle, Giant Fire
Scorpion, Huge Frog, Giant Cat, Wild Dragon, Earth Berserker
Shadow Mastiff Ghost Centipede, Huge Dragon, Gold Cattle, Wild
Snake, Poisonous Giant, Firbolg Dustdigger Dune Stalker Dragon, Earth
Snake, Giant Poisonous Giant, Fire Falcon, Small Flumph Dwarf, Hill
Tiger Giant, Fog Fly, Giant Bluebottle Giant, Fire Ghast
Titanothere Giant, Verbeeg Horse Goat Horse
Weasel Gnoll Kenku Gorgimera Jermlaine
Witherweed Gorgon Lion Gorgon Killmoulis
Greenhag Lion, Mountain Griffon Lammasu
Rare Grim Nomad Groaning Spirit Lycanthrope, Werewolf
Ant Lion, Giant Groaning, Spirit Ogre Grue, Harginn Merchant
Ant, Giant Grue, Harginn Owl Harpy Minotaur
Aspis Grue, lldriss Pilgrim Hell Hound Mule
Axebeak Harpy Rat Hobgoblin Norker
Baluchitherium Hollyphant Rhinoceros Hollyphant Ogrillon
Bat Hornet, Giant Scorpion, Giant Hornet, Giant Pedipalp, Huge
Bear, Northern Huecuva Scorpion, Huge Huecuva Pedipalp, Large
Bee, Giant Bumble- Hydra, Shadow Mastiff Lamia Quaggoth
Beetle, Giant Slicer Hydra, Pyro- Skunk Lamia Noble Rat
Blink Dog Irish Deer Snake, Poisonous Lammasu, Greater Rat, Giant
Centaur Lammasu, Greater Snake, Giant Poisonous Lion, Spotted Shadow
Character Party Land Urchin Squirrel, Normal Lycanthrope, Foxwoman Shadow Mastiff
Dervishes Leprechaun Toad, Poisonous Lycanthrope, Wereboar Shedu
Dwarf, Hill Lizard, Giant Wolf Manticore Snake, Giant Constrictor
Dwarf, Mountain Lycanthrope, Foxwoman Medusa Spider, Phase
Fly, Giant Bluebottle Lycanthrope, Weretiger Rare Meenlock Toad, Giant
Fortress Manticore Ant Lion, Giant Mongrelman Troll
Ghast Meazel Aspis Norker Vapor Rat
Giant, Hill Medusa Bee, Giant Bumble- Oliphant
Goblin Meenlock Blink Dog Opinicus Very Rare
Hobgoblin Miner Boar, Wild Owl, Giant Aarakocra
Hybsil Mongrelman Cattle, Wild Pegasus Barghest
Lammasu Norker Character Party Pyrolisk Basilisk
Land Lamprey Oliphant Chimera Quaggoth Brain Mole
Lion, Mountain Owl, Giant Dervishes Ram Castle
Lion, Spotted Phoenix Dwarf, Hill Rock Reptile Cave Fisher
Lycanthrope, Wereboar Porcupine, Giant Dwarf, Mountain Screaming Devilkin Centipede, Giant
Lycanthrope, Werewolf Pudding, Deadly (Brown) Falcon, Large Shade Coffer Corpse
Moon Dog Purple Worm Firetoad Shedu, Greater Crypt Thing
Mummy Pyrolisk Flind Skulk Demon, Bar-Lgura
Ogrillon Quickwood Fly, Giant Horse Snake, Giant Spitting Deva, Movanic
Orc Qullan Fortress Stegocentipede Dragon, Gold
Patrol Sandling Goblin Troll, Giant Dragonnel
Pedipalp, Huge Sandman Jackalwere Vampire Flind
Pedipalp, Large Screaming Devilkin Jermlaine Vargouiile Ghost
Quaggoth Scum Creeper Lammasu Volt Gnome
Raven, Giant Shade Lycanthrope, Werewolf Vortex Grue, Chaggrin
Raven, Huge Shedu, Greater Mastodon Vulture, Giant Grue, lldriss
Shedu Shocker Moon Dog Wemic Haunt
Snake, Giant Constrictor Skulk Mummy Wind Walker Hell Hound
Troll Snake, Giant Amphisbaena Orc Worg Hollyphant
Vapor Rat Snake, Giant Spitting Pedipalp, Huge Wyvern Ki-rin
Volt Spriggan Pedipalp, Large Yeth Hound Lammasu, Greater
Wasp, Giant Stegocentipede Purple Worm Zombie Luck Eater
Whipweed Su-monster Rat, Giant Zorbo Lycanthrope, Wererat
Wolf, Dire Sundew, Giant Raven, Giant Obliviax
Wolfwere Sussurus Raven, Huge WARM, CIVILIZED, Oliphant
Wyvern Thunderherder Sandling MOUNTAINS Otyugh
Xvart Toad, Poisonous Sandman Pedipalp, Giant
Troll, Giant Shedu Common Penanggalan
Very Rare Ustilagor Shocker Bandit Poltergeist
AI-mi'raj Vagabond Snake, Giant Constrictor Bat Rakshasa
Ascomoid Vampire Thunderherder Falcon, Small Rothe
Assassin Bug Vargouille Tiger Ogre Shade
Atomie Vortex Titanothere Raven, Normal Shadow demon
Aurumvorax Vulture, Giant Toad, Giant Spider, Large Shedu, Greater
Barghest Weasel, Giant Troll Vulture, Normal Snake, Giant Amphisbaena
Basidirond Wemic Vapor Rat Snyad
Basilisk Willow, Black Weasel Uncommon Spider, Giant
Bat, Giant Witherstench Whipweed Bugbear Thessalhydra
Bee, Giant Honey Wolf-in-Sheep's-clothing Witherweed Cat, Domestic Vagabond
Berserker Worg Wolf, Dire Centipede, Huge Vampire
Bloodhawk Yeth Hound Wolfwere Character Party Wolf, Dire
Brain Mole Zombie Dog, War Xaren
Bulette Zombie, Juju Very Rare Falcon, Large Xorn
Castle Zorbo Ascomoid Ghoul Zombie
Caterwaul Zygom Badger Gnoll Zombie, Juju
Centipede, Megalo- Barghest Goblin Zygom
Cockatrice TEMPERATE, WILDERNESS, Bat Griffon
Death Watch DESERT Berserker Herd Animal WARM, CIVILIZED, HILLS
Demon, Alu- Bloodhawk Hobgoblin
Demon, Cambion Common Bugbear Lion Common
Deva, Movanic Camel, Bactrian Bull Owl Bandit
Disenchanter Dog, Wild Bulette Patrol Cat, Domestic
Displacer Beasts Herd Animal Centipede, Giant Pilgrim Cattle, Wild
Dragon, Coiled Jackal Clubneck Snake, Constrictor Dwarf, Hill
Dragon, Earth Raven, Normal Cockatrice Snake, Poisonous Herd Animal
Dragon, Gold Scorpion, Large Coffer Corpse Snake, Giant Poisonous Lycanthrope, Werewolf
Dustdigger Spider, Huge Crypt Thing Spider, Huge Merchant
Firefriend Spider, Large Dakon Wolf Mule
Flind Death Dog Ogre
Demon, Succubus Patrol
Raven, Normal
Dungeon Master’s Guide 288
Spider, Large Vampire Frog, Giant Thessalhydra Rare
Vulture, Normal Xaren Ghost Vapor Rat Anhkheg
Wolf Xorn Gnome Zombie Bat
Zombie Groaning Spirit Berserker
Uncommon Zygom Jackalwere Very Rare Camel, Dromedary
Basilisk Lammasu, Greater Anhkheg Castle
Bat WARM, CIVILIZED, Lycanthrope, Wererat Baku Dervishes
Centipede, Huge FOREST Norker Barghest Dwarf, Hill
Character Party Pedipalp, Giant Bookworm Ghast
Dog, War Common Pedipalp, Large Brain Mole Goblin
Falcon, Small Bandit Poltergeist Bugbear Halfling
Ghoul Beetle, Giant Fire Quaggoth Bull Hobgoblin
Gnoll Boar, Wild Revenant Castle Jackalwere
Hobgoblin Bull Shadow Demon Centipede, Megalo Lammasu
Horse Centipede, Giant Shadow Mastiff Coffer Corpse Luck Eater
Killmoulis Centipede, Huge Shedu Crayfish, Giant Lycanthrope, Wereboar
Lion Elephant, African Shedu, Greater Demon, Alu Lycanthrope, Werewolf
Owl Elephant, Asian Snake, Giant Amphisbaena Demon, Cambion Ogrillon
Pilgrim Falcon, Small Vampire Deva, Movanic Pedipalp, Huge
Rat Herd Animal Zombie Dragon, Gold Pedipalp, Large
Rat, Giant Lycanthrope, Werewolf Zygom Elf, Wood Penanggalan
Snake, Constrictor Ogre Flind Poltergeist
Snake, Poisonous Patrol WARM, CIVILIZED, Ghost Quaggoth
Snake, Giant Poisonous Rat SWAMP Grue, Varrdig Shedu
Spider, Huge Raven, Normal Haunt Snake, Giant Constrictor
Spider, Large Common Hell Hound Troll
Rare Toad, Giant Bandit Hollyphant Vapor Rat
Beetle, Giant Fire Wolf Centipede, Giant Huecuva Wolf, Dire
Berserker Centipede, Huge Jackalwere
Boar, Wild Uncommon Mule Kelpie Vary Rare
Camel, Bactrian Basilisk Ogre Lammasu Barghest
Castle Bat Rat Lycanthrope, Wereboar Basilisk
Elephant, African Bugbear Rat, Giant Mud-man Bookworm
Elephant, Asian Cat, Domestic Raven, Normal Oliphant Brain Mole
Falcon, Large Character Party Spider, Huge Pedipalp, Giant Centipede, Megalo
Ghast Dog, War Spider, Large Poltergeist Demon, Alu
Gnome Elf, Wood Toad, Giant Revenant Demon, Cambion
Goblin Falcon, Large Vulture, Normal Shade Deva, Movanic
Halfling Gnoll Shedu Disenchanter
Jackal Horse Uncommon Shedu, Greater Dragon, Earth
Jermlaine Jermlaine Basilisk Skeleton, Animal Dragon, Gold
Lammasu Killmoulis Buccaneer (Pirate) Snake, Giant Amphisbaena Flind
Minotaur Lion Cat, Domestic Tick, Giant Frog, Giant
Norker Merchant Character Party Vampire Ghost
Ogrillon Owl Dog, War Wolf, Dire Gnoll
Oliphant Pilgrim Falcon, Small Zombie, Juju Groaning Spirit
Pedipalp, Huge Rat, Giant Frog, Giant Zombie, Monster Grue Harginn
Pedipalp, Large Snake, Constrictor Ghoul Zygom Grue, lldriss
Shadow Mastiff Snake, Poisonous Gnoll Hollyphant
Shedu Snake, Giant Constrictor Herd Animal WARM, CIVILIZED, Huecuva
Snake, Giant Constrictor Snake, Giant Poisonous Hobgoblin PLAINS Lammasu, Greater
Toad, Giant Spider, Giant Jermlaine Lycanthrope, Wererat
Troll Spider, Huge Lion Common Norker
Vapor Rat Stirge Lycanthrope, Wererat Bandit Oliphant
Wolf, Dire Troll Patrol Boar, Wild Pedipalp, Giant
Vulture, Normal Pilgrim Bull Rakshasa
Very Rare Snake, Constrictor Camel, Bactrian Shade
Aarakocra Rare Snake, Poisonous Cat, Domestic Shedu, Greater
Baku Anhkheg Snake, Giant Constrictor Cattle, Wild Snake, Giant Amphisbaena
Barghest Baku Snake, Giant Poisonous Centipede, Giant Tween
Brain Mole Berserker Troll Centipede, Huge Vagabond
Bugbear Camel, Bactrian Wolf Elephant, African Vampire
Bull Castle Elephant, Asian Vortex
Centipede, Giant Cattle, Wild Rare Falcon, Small Zombie
Coffer Corpse Dwarf, Hill Bat Herd Animal Zombie, Juju
Deva, Movanic Goblin Beetle, Giant Fire Jackal Zygom
Dragon, Earth Halfling Berserker Merchant
Dragon, Gold Hobgoblin Boar, Wild Mule WARM, CIVILIZED,
Dragonnel Jackal Camel, Bactrian Ogre DESERT
Elf, Wood Lammasu Cattle, Wild Patrol
Flind Luck Eater Crab, Giant Rat Common
Ghost Lycanthrope, Wereboar Crane, Giant Rat, Giant Bandit
Griffon Minotaur Elephant, African Raven, Normal Camel, Bactrian
Groaning Spirit Mule Elephant, Asian Spider, Huge Camel, Dromedary
Grue, Chaggrin Obliviax Falcon, Large Spider, Large Herd Animal
Grue, Harginn Ogrillon Frog, Poisonous Toad Giant Jackal
Hell Hound Oliphant Ghast Vulture, Normal Merchant
Hollyphant Pedipalp, Huge Goblin Wolf Raven, Normal
Huecuva Penanggalan Horse Spider, Huge
Jackalwere Rakshasa Jackal Uncommon Spider, Large
Ki-rin Shadow Killmoulis Bugbear Vulture, Normal
Lammasu, Greater Spider, Phase Luck Eater Character Party
Luck Eater Thessalhydra Lycanthrope, Werewolf Dog, War Uncommon
Lycanthrope, Wereboar Tick, Giant Merchant Falcon, Large Cat, Domestic
Lycanthrope, Wererat Vapor Rat Minotaur Ghoul Centipede, Huge
Obliviax Wolf, Dire Norker Horse Character Party
Pedipalp, Giant Obliviax Jermlaine Dog, War
Penanggalan Very Rare Owl Killmoulis Falcon, Small
Poltergeist Barghest Pedipalp, Huge Lion Horse
Quaggoth Bookworm Pedipalp, Large Osquip Lion
Rakshasa Brain Mole Penanggalan Owl Ogre
Revenant Centipede, Megalo Quaggoth Pilgrim Osquip
Shedu, Greater Demon, Bar-Lgura Rakshasa Shadow Mastiff Owl
Snyad Deva, Movanic Shadow Snake, Constrictor Patrol
Spider, Giant Dragon, Gold Shadow Mastiff Snake, Poisonous Pilgrim
Spider, Phase Ear Seeker Skeleton Snake, Giant Poisonous Rat
Flind
Dungeon Master’s Guide 289
Shadow Mastiff Dragon, Copper Scorpion, Giant Lammasu, Greater Vulture, Normal
Snake, Constrictor Falcon, Large Shadow Land Lamprey Wolf
Snake, Poisonous Ghoul Shadow Mastiff Land Urchin
Snake, Giant Poisonous Giant, Fire Shedu Lizard, Fire Uncommon
Wolf Giant, Fomorian Shocker Lycanthrope, Foxwoman Bandit
Giant, Hill Skulk Lycanthrope, Weretiger Basilisk
Rare Giant, Stone Snake, Giant Constrictor Magmen Bat
Berserker Gnoll Spectre Mantari Cat, Wild
Boar, Wild Goblin Sphinx, Gyno- Meazel Centipede, Huge
Cattle, Wild Griffon Spider, Phase Medusa Dakon
Dervishes Herd Animal Su-monster Meenlock Dinosaur, Ankylosaurus
Dwarf, Hill Hobgoblin Tiger, Sabre-tooth Mummy Dinosaur, Ceratosaurus
Elephant, African Lion Toad, Giant Naga, Guardian Dinosaur, Compsognathus
Elephant, Asian Lion, Mountain Troll Naga, Spirit Dinosaur, Gorgosaurus
Falcon, Large Manticore Troll, Giant Night Hag Dinosaur, Megalosaurus
Flind Owl Tunnel Worm Nightmare Dinosaur, Paleoscincus
Goblin Pilgrim Vapor Rat Nymph Dinosaur, Tyrannosaurus Rex
Jackalwere Scorpion, Huge Vilstrak Obliviax Falcon, Small
Jermlaine Scorpion, Large Volt Ogre Mage Ghoul
Killmoulis Snake, Constrictor Wasp, Giant Oliphant Giant, Verbeeg
Lammasu Snake, Poisonous Whipweed Otyugh Gnoll
Lycanthrope, Werewolf Snake, Giant Poisonous Wight Pech Hobgoblin
Pedipalp, Huge Spider, Huge Wind Walker Pedipalp, Giant Horse
Pedipalp, Large Tiger Wolfwere Pegasus Kenku
Poltergeist Witherweed Worg Quasi-elemental, Lightning Lion
Rat, Giant Wolf Wyvern Quickwood Owl
Shedu Xvart Retchplant Pilgrim
Snake, Giant Constrictor Rare Zorbo Rothe Rat
Toad, Giant Bat, Mobat Sandman Rat, Giant
Troll Bat, Giant Very Rare Shade Rhinoceros
Vapor Rat Bee, Giant Bumble- Aarakocra Shedu, Greater Scorpion, Large
Wolf, Dire Bee, Giant Honey Achaieria Skunk Skunk
Beetle, Giant Boring Ascomoid Snake, Giant Amphisbaena Snake, Constrictor
Vary Rare Beetle, Giant Fire Barghest Snake, Giant Spitting Snake, Giant Poisonous
Barghest Caterwaul Basilisk Sphinx, Andro- Spider, Huge
Bat Cattle, Wild Behir Sphinx, Crio- Tiger
Bugbear Caveman Berserker Sphinx, Hieraco- Witherweed
Bull Character Party Black Pudding Spider, Giant
Castle Chimera Boalisk Stegocentipede Rare
Centipede, Giant Cyclopskin Boggart Storoper Ant Lion, Giant
Coffer Corpse Dakon Boggle Sundew, Giant Ant, Giant
Crypt Thing Dinosaur, Ankisaurus Brain Mole Sussurus Aspis
Demon, Succubus Dinosaur, Camptosaurus Cave Fisher Sylph Baboon
Demon, Vrock (Type I) Dinosaur, Compsognathus Centipede, Giant Tenebrous Worm Bat, Giant
Deva, Movanic Dinosaur, Dilophosaurus Coffer Corpse Tentamort Bee, Giant Bumble-
Disenchanter Dinosaur, Giant Pterosaur Crypt Thing Thessalhydra Bee, Giant Honey
Dragon, Earth Dinosaur, lguanadon Demon, Bar-Lgura Thoqqua Beetle, Giant Bombardier
Dragon, Gold Dinosaur, Pentaceratops Demon, Nabassu Titan, Elder Beetle, Giant Boring
Griffon Dinosaur, Phororhacos Deva, Movanic Titan, Lesser Beetle, Giant Fire
Groaning Spirit Dinosaur, Plateosaurus Dinosaur, Ankylosaurus Titan, Major Boar, Warthog
Grue, Harginn Dinosaur, Stegosaurus Dinosaur, Ceratosaurus Toad, Poisonous Boar, Wild
Hell Hound Dinosaur, Triceratops Dinosaur, Gorgosaurus Troll, Giant Two-headed Camel, Bactrian
Hobgoblin Dragon, Earth Dinosaur, Paleoscincus Umpleby Caveman
Hollyphant Dragon, Red Dinosaur, Tyrannosaurus Rex Ustilagor Character Party
Huecuva Dwarf, Hill Displacer Beasts Vagabond Chimera
Jann Firedrake Doppleganger Vampire Choke Creeper
Lammasu, Greater Firenewt Dragon, Black Vargouille Cyclopskin
Luck Eater Fly, Giant Bluebottle Dragon, Brass Vulture, Giant Dinosaur, Dacentrurus
Lycanthrope, Wereboar Fortress Dragon, Bronze Will-o-wisp Dinosaur, Deinonychus
Lycanthrope, Wererat Ghast Dragon, Cloud Wolf, Dire Dinosaur, Dilophosaurus
Norker Giant Strider Dragon, Gold Wraith Dinosaur, Dimetrodon
Oliphant Giant, Cloud Dragon, Silver Xaren Dinosaur, Kentrosaurus
Pedipalp, Giant Giant, Storm Dragon-Horse Xill Dinosaur, Phororhacos
Penanggalan Giant, Verbeeg Dragonne Xorn Dinosaur, Podokesaurus
Quaggoth Gorgon Dragonnel Yellow Musk Creeper Dinosaur, Stegosaurus
Rakshasa Harpy Elf, Valley Zombie Dinosaur, Struthoimimus
Shade Hippogriff Ettercap Zombie, Juju Dinosaur, Styracosaurus
Shedu, Greater Horse Ettin Zombie, Yellow Musk Dragon, Copper
Vampire Jermlaine Executioner’s Hood Zygom Dragon, Red
Vortex Lammasu Flind Elephant, African
Zombie Leucrotta Fly, Giant Horse WARM, WILDERNESS, HILLS Elephant, Asian
Lion Spotted Forlarren Falcon, Large
WARM, WILDERNESS, Lizard, Minotaur Formian Common Firedrake
MOUNTAINS Lycanthrope, Werewolf Frost Man Cattle, Wild Firenewt
Margoyle Galeb Duhr Dinosaur, Ankisaurus Flightless Bird
Common Minotaur Gargoyle Dinosaur, Camptosaurus Fortress
Bat Mongrelman Gelatinous Cube Dinosaur, Euparkeria Ghast
Dinosaur, Euparkeria Moon Dog Ghost Dinosaur, lguanadon Giant, Cloud
Dinosaur, Pteranodon Mule Giant, Mountain Dinosaur, Monoclonius Gnome
Dinosaur, Small Pterodactyl Norker Gloomwing Dinosaur, Pentaceratops Goblin
Dog, Wild Ogrillon Gnome Dinosaur, Plateosaurus Harpy
Falcon, Small Owl Giant Gorgimera Dinosaur, Small Pterodactyl Hyena
Ogre Pedipalp, Huge Grim Dinosaur, Triceratops Jackal
Orc Pedipalp, Large Grue, Chaggrin Dog, Wild Jermlaine
Raven, Normal Peryton Grue, lldriss Dwarf, Hill Lammasu
Skunk Phycomid Haunt Giant, Hill Lion, Mountain
Small Prehist, Reptiles Pyrolisk Hell Hound Herd Animal Lizard, Minotaur
Spider, Large Quaggoth Hollyphant Lycanthrope, Werewolf Mantis, Giant
Vulture, Normal Rat Hornet, Giant Mule Minotaur
Rat, Giant Hydra, Ogre Norker
Uncommon Raven, Huge Hydra, Pyro Raven, Normal Ogrillon
Bandit Rhinoceros Hyenadon Skunk Oliphant
Bugbear Roc Khargra Small Prehist, Reptiles Patrol
Cat, Wild Rock Reptile Ki-rin Spider, Large Pedipalp, Huge
Centipede, Huge Salamander Kobold Pedipalp, Large
Cockatrice
Dungeon Master’s Guide 290
Peryton Lammasu, Greater Dinosaur, Dacentrurus Ogrillon Meazel
Purple Worm Land Lamprey Dinosaur, Kentrosaurus Oliphant Mihstu
Raven, Huge Leopard Dinosaur, Megalosaurus Owl, Giant Mongrelman
Rock Reptile Lycanthrope, Foxwoman Dinosaur, Phororhacos Patrol Moon Dog
Scorpion, Giant Lycanthrope, Wereboar Dinosaur, Teratosaurus Pedipalp, Huge Mummy
Scorpion, Huge Lycanthrope, Weretiger Dinosaur, Tyrannosaurus Rex Raven, Huge Nonafel
Shadow Mastiff Manticore Elf, Wood Retchplant Norker
Shedu Mantrap Falcon, Large Scorpion, Giant Nymph
Skulk Margoyle Gnoll Shadow Pedipalp, Giant
Snake, Giant Constrictor Medusa Hornet, Giant Skulk Pedipalp, Large
Sphinx, Hieraco- Mongrelman Horse Sphinx, Crio- Pegasus
Su-monster Moon Dog Jaguar Spider, Phase Phoenix
Tabaxi Mummy Jermlaine Tasloi Pixie
Tiger, Sabre-tooth Obliviax Kobold Tenebrous Worm Pudding, Brown
Toad, Giant Nymph Leopard Termite, Giant Harvest Pyrolisk
Troll Owl, Giant Lion Thessalhydra Quaggoth
Troll, Giant Pedipalp, Giant Lion, Mountain Tick, Giant Quickling
Vapor Rat Pegasus Manticore Tiger, Sabre-tooth Quickwood
Volt Pyrolisk Ophidian Treant Quillan
Wasp, Giant Quasi-elemental, Lightning Owl Tribesmen Scum Creeper
Whipweed Quaggoth Pilgrim Vapor Rat Shadow Mastiff
Wolf, Dire Quickwood Rat, Giant Volt Shedu
Worg Retchplant Scorpion, Huge Wasp, Giant Shedu, Greater
Xvart Shedu, Greater Scorpion, Large Wolf, Dire Shocker
Shocker Snake, Constrictor Wolfwere Skunk
Very Rare Snake, Giant Spitting Snake, Poisonous Worg Snake, Giant Amphisbaena
Aarakocra Sphinx, Crio- Snake, Giant Constrictor Yellow Musk Creeper Snake, Giant Spitting
Achaieria Spider, Giant Snake, Giant Poisonous Zombie, Yellow Musk Sphinx, Hieraco-
Ape, Carnivorous Spider, Phase Spider, Giant Squealer
Ascomoid Stegocentipede Spider, Huge Very Rare Stegocentipede
Assassin Bug Storoper Stirge Achaierai Sussurus
Atomie Sundew, Giant Su-monster Ape, Carnivorous Tabaxi
Axebeak Tenebrous Worm Sundew, Giant Ape, Gorilla Tri-flower Frond
Baku Thoqqua Tiger Assassin Bug Troll, Giant
Barghest Toad, Poisonous Toad, Poisonous Banderlog Twilight Bloom
Basidirond Vampire Troll Barghest Umpleby
Basilisk, Greater Vargouille Vulture, Normal Basilisk, Greater Ustilagor
Bat, Mobat Vilstrak Whipweed Bat, Mobat Vampire
Beetle, Giant Rhino Vulture, Giant Witherweed Bat, Giant Vargouille
Behir Wolfwere Wyvern Bee, Giant Bumble- Webbirds
Berserker Xaren Xvart Berserker Yuan Ti
Boalisk Xorn Bloodthorn Zombie
Boar, Giant Zombie Rare Boobrie Zorbo
Boggle Zorbo Ant Lion, Giant Brain Mole Zygom
Brain Mole Zygom Ant, Giant Castle
Brownie Aspis Catoblepas WARM, WILDERNESS,
Bugbear WARM, WILDERNESS, Atomie Centipede, Megalo- SWAMP
Bull FOREST Axebeak Cockatrice
Castle Baku Demon, Bar-Lgura Common
Centipede, Giant Common Baluchitherium Deva, Movanic Centipede, Giant
Cockatrice Baboon Basidirond Dinosaur, Ankylosaurus Centipede, Huge
Coffer Corpse Beetle, Giant Bombardier Bee, Giant Honey Dinosaur, Brachiosaurus Crocodile, Normal
Cooshee Beetle, Giant Boring Boalisk Dinosaur, Ceratosaurus Dinosaur, Anatosaurus
Couatl Beetle, Giant Fire Brownie Dinosaur, Cetiosaurus Dinosaur, Apatosaurus
Deva, Movanic Boar, Warthog Buckawn Dinosaur, Giant Pterosaur Dinosaur, Camarasaurus
Dinosaur, Giant Pterosaur Boar, Wild Bullywug Dinosaur, Gorgosaurus Dinosaur, Diplodocus
Dinosaur, Ornitholestes Bull Camel, Bactrian Dinosaur, Mamenchisaurus Dinosaur, Euparkeria
Dinosaur, Pteranadon Centipede, Giant Cattle, Wild Dinosaur, Massopondylus Dinosaur, lguanadon
Dinosaur, Teratosaur Centipede, Huge Caveman Dinosaur, Paleoscincus Dinosaur, Lambeosaurus
Displacer Beasts Dinosaur, Ankisaurus Character Party Dinosaur, Podokesaurus Dinosaur, Plateosaurus
Dragon, Earth Dinosaur, Camptosaurus Choke Creeper Dinosaur, Struthoimimus Dinosaur, Styracosaurus
Dragon, Gold Dinosaur, Compsognathus Cooshee Displacer Beasts Dog, Wild
Dragon, Green Dinosaur, Euparkeria Dinosaur, Anatosaurus Dragon, Coiled Mule
Dragonnel Dinosaur, Monoclonius Dinosaur, Apatosaurus Dragon, Gold Ogre
Elf, Grugach Dinosaur, Plateosaurus Dinosaur, Camarasaurus Dragon, Mist Orc
Elf, Wood Dinosaur, Small Pterodactyl Dinosaur, Deinonychus Dragon, Red Pterodactyl, Small
Ettercap Dinosaur, Stegosaurus Dinosaur, Diplodocus Ear Seeker Rat
Flind Dinosaur, Styracosaurus Dinosaur, lguanadon Elf, Grugach Rat, Giant
Fly, Giant Bluebottle Dog, Wild Dinosaur, Lambeosaurus Elf, Valley Raven, Normal
Forlarren Elephant, African Dinosaur, Pentaceratops Faerie Dragon Rhinoceros
Formian Elephant, Asian Dinosaur, Triceratops Flind Scorpion, Large
Frost Man Falcon, Small Dragon, Green Fly, Giant Horse Skunk
Galeb Duhr Flightless Bird Dwarf, Hill Forester’s Bane Small Prehist, Reptiles
Ghost Herd Animal Elf, Gray Forlarren Spider, Huge
Giant, Fire Lycanthrope, Werewolf Ettercap Frog, Giant Spider, Large
Giant, Fog Ogre Executioner’s Hood Gargoyle Throat Leech
Giant, Stone Orc Fly, Giant Bluebottle Ghost Toad, Giant
Gorgimera Rat Fortress Giant, Fire Vulture, Normal
Gorgon Raven, Normal Giant, Hill Giant, Verbeeg
Griffon Rhinoceros Goblin Gnome Uncommon
Grim Skunk Grippli Gorgon Axebeak
Groaning Spirit Small Prehist, Reptiles Harpy Grim Basilisk
Grue, Chaggrin Spider, Large Hobgoblin Groaning Spirit Buccaneer (Pirate)
Grue, Harginn Toad, Giant Hyena Hangman Tree Cat, Wild
Hangman Tree Wolf Jackal Hybsil Cockatrice
Hell Hound Jaculi Hydra, Dinosaur, Ankisaurus
Hippogriff Uncommon Kech Jackalwere Dinosaur, Brachiosaurus
Hollyphant Bandit Lammasu Kenku Dinosaur, Camptosaurus
Hornet, Giant Basilisk Land Lamprey Lammasu, Greater Dinosaur, Ceratosaurus
Huecuva Bat Lycanthrope, Wereboar Lizard, Giant Dinosaur, Cetiosaurus
Hybsil Beetle, Giant Rhino Mantis, Giant Lycanthrope, Foxwoman Dinosaur, Dimetrodon
Jackalwere Boar, Giant Medusa Lycanthrope, Weretiger Dinosaur, Gorgosaurus
Jaguar Bugbear Minotaur Mandragora Dinosaur, Mamenchisaurus
Ki-rin Cat, Wild Mule Mantari Dinosaur, Massopondylus
Kobold Dakon Obliviax Mantrap Dinosaur, Megalosaurus
Dinosaur, Phororhacos Ogre, Aquatic Jackalwere Ogre Dungeon Master’s Guide 291
Falcon, Small Ophidian Jaguar Rat
Frog, Giant Owl Kech Rat, Giant Thri-kreen
Ghoul Pedipalp, Huge Kelpie Raven, Normal Tiger, Sabre-tooth
Gnoll Pedipalp, Large Kenku Rhinoceros Troll
Herd Animal Phycomid Kobold Scorpion, Large Vapor Rat
Hippopotamus Pyrolisk Lammasu Skunk Volt
Hobgoblin Quaggoth Land Urchin Small Prehist, Reptiles Wasp, Giant
Hornet, Giant Raven, Huge Lion, Spotted Spider, Huge Whipweed
Hydra, Retchplant Lizard, King Spider, Large Wolf, Dire
Jermlaine Shadow Lycanthrope, Wereboar Toad, Giant Wolfwere
Land Lamprey Shadow Mastiff Lycanthrope, Weretiger Vulture, Normal Wyvern
Leech, Giant Shambling Mound Mandragora Wolf Xvart
Leopard Skeleton Mantari
Lion Snake, Giant Spitting Manticore Uncommon Very Rare
Lizard, Giant Spectre Mihstu Bandit Ascomoid
Meazel Thessalhydra Mud-man Buffalo Assassin Bug
Pilgrim Tiger Mummy Bugbear Atomie
Pudding, Deadly (Brown) Tribesmen Naga, Guardian Cat, Wild Barghest
Scorpion, Giant Troll, Giant Naga, Spirit Dakon Basidirond
Scorpion, Huge Urchin, Black Night Hag Dinosaur, Ankylosaurus Basilisk
Scum Creeper Ustilagor Ogre Mage Dinosaur, Antrodemus Bat, Giant
Snake, Constrictor Vapor Rat Oliphant Dinosaur, Dimetrodon Bee, Giant Honey
Snake, Poisonous Wasp, Giant Owl, Giant Dinosaur, Paleoscincus Berserker
Snake, Giant Constrictor Wolfwere Pedipalp, Giant Dinosaur, Podokesaurus BoaIisk
Snake, Giant Poisonous Worg Phantom Dinosaur, Struthoimimus Brain Mole
Su-monster Xvart Quickling Dinosaur, Teratosaurus Castle
Sundew, Giant Zombie Quickwood Dinosaur, Tyrannosaurus Rex Caterwaul
Toad, Poisonous Qullan Falcon, Large Centipede, Megalo-
Troll Very Rare Shade Ghoul Cockatrice
Volt Achaierai Shedu Horse Demon, Alu-
Whipweed Algoid Shedu, Greater Jermlaine Demon, Cambion
Will-o-wisp Ape, Carnivorous Skeleton, Animal Kenku Deva, Movanic
Witherweed Baku Skulk Lion Dinosaur, Brachiosaurus
Wolf Barghest Skunk Nomad Dinosaur, Ceratosaurus
Wyvern Basilisk, Greater Snake, Giant Amphisbaena Owl Dinosaur, Cetiosaurus
Bat, Giant Son of Kyuss Pilgrim Dinosaur, Giant Pterosaur
Rare Bee, Giant Bumble- Sphinx, Crio- Scorpion, Giant Dinosaur, Gorgosaurus
Assassin Bug Bee, Giant Honey Squealer Scorpion, Huge Dinosaur, Mamenchisaurus
Baboon Beetle, Giant Rhino Stegocentipede Shadow Mastiff Dinosaur, Massopondylus
Bandit Berserker Sussurus Snake, Constrictor Dinosaur, Megalosaurus
Basidirond Boar, Giant Tenebrous Worm Snake, Poisonous Disenchanter
Bat Brain Mole Tentamort Snake, Giant Poisonous Displacer Beast
Beetle, Giant Bombardier Brownie Thork Tiger Dragon, Blue
Beetle, Giant Boring Buffalo Tick, Giant Witherweed Dragon, Brass
Beetle, Giant Fire Bugbear Tiger, Sabre-tooth Dragon, Coiled
Boalisk Bull Treant Rare Dragon, Earth
Boar, Warthog Centipede, Megalo- Tri-flower Frond Ant Lion, Giant Dragon, Gold
Boar, Wild Coffer Corpse Trilloch Ant, Giant Dustdigger
Boggart Cooshee Twilight Bloom Aspis Firetoad
Boobrie Crabman Umpleby Axebeak Flind
Bullywug Crayfish, Giant Urchin, Green Baluchiterium Flumph
Bunyip Crocodile, Giant Urchin, Red Bat Fly, Giant Horsefly
Camel, Bactrian Death, Crimson Vampire Bee, Giant Bumble- Forester's Bane
Caterwaul Demon, Alu- Vulture, Giant Camel, Dromedary Forlarren
Cattle, Wild Demon, Cambion Webbirds Character Party Formian
Character Party Demon, Nabassu Wight Cheetah Frog, Giant
Crab, Giant Deva, Movanic Wolf, Dire Dervish Ghost
Crane, Giant Dinosaur, Ankylosaurus Wraith Dinosaur, Anatosaurus Giant, Fire
Crystal Ooze Dinosaur, Antrodemus Zombie, Juju Dinosaur, Apatosaurus Giant, Fog
Dinosaur, Compsognathus Dinosaur, Deinonychus Zombie, Monster Dinosaur, Camarasaurus Giant, Verbeeg
Dinosaur, Giant Pterosaur Dinosaur, Paleosaurus Zygom Dinosaur, Dacentrurus Gnoll
Dinosaur, Monoclonius Dinosaur, Tyrannosaurus Rex Dinosaur, Deinonychus Gorgon
Dinosaur, Pentaceratops Displacer Beasts WARM, WILDERNESS, Dinosaur, Dilophosaurus Grim
Dinosaur, Stegosaurus Doppleganger PLAINS Dinosaur, Diplodocus Groaning Spirit
Dinosaur, Struthoimimus Dracolisk Dinosaur, Kentrosaurus Grue, Harginn
Dinosaur, Tanystropheus Dragon, Black Common Dinosaur, Ornitholestes Grue, lldriss
Dinosaur, Triceratops Dragon, Gold Baboon Dinosaur, Plateosaurus Harpy
Dragon, Coiled Dragon, Green Boar, Wild Dwarf, Hill Hollyphant
Dragonfly, Giant Dragon, Mist Bull Fly, Giant Bluebottle Hornet, Giant
Elephant, African Eblis Camel, Bactrian Fortress Huecuva
Elephant, Asian Elf, Wood Cattle, Wild Ghast Hydra,
Falcon, Large Flind Centipede, Giant Giant, Hill Hydra, Pyro
Flightless Bird Fly, Giant Horse Centipede, Huge Goblin Hyenadon
Fly, Giant Bluebottle Forester's Bane Dinosaur, Ankisaurus Hobgoblin Lammasu, Greater
Fortress Frog, Killer Dinosaur, Camptosaurus Hybsil Land Urchin
Frog, Poisonous Froghemoth Dinosaur, Euparkeria Jackalwere Leopard
Ghast Galltrit Dinosaur, lguanadon Lammasu Lizard, Giant
Giant, Hill Harpy Dinosaur, Lambeosaurus Land Lamprey Lycanthrope, Foxwoman
Goblin Gargoyle Dinosaur, Monoclonius Lion, Mountain Lycanthrope, Weretiger
Grippli Ghost Dinosaur, Pentaceratops Lion, Spotted Manticore
Horse Giant, Fog Dinosaur, Small Pteradactyl Lizard, Minotaur Meazel
Hybsil Giant, Verbeeg Dinosaur, Stegosaurus Lycanthrope, Wereboar Medusa
Hyena Gloomwing Dinosaur, Styracosaurus Lycanthrope, Werewolf Meenlock
Jackal Gorgon Dinosaur, Triceratops Moon Dog Mongrelman
Leucrotta Grim Dog, Wild Mummy Nonafel
Lizard Man Grue, Varrdig Elephant, African Ogrillon Norker
Lycanthrope, Werewolf Hangman Tree Elephant, Asian Orc Oliphant
Medusa Haunt Falcon, Small Patrol Owl, Giant
Minotaur Hell Hound Flightless Bird Pedipalp, Huge Pedipalp, Giant
Mongrelman Hollyphant Herd Animal Pedipalp, Large Phoenix
Moon Dog Huecuva Hyena Quaggoth Pudding, Deadly (Brown)
Muckdweller Hydra, Lernaean Jackal Raven, Huge Pudding, Deadly (Dun)
Norker Hydra, Pyro Mule Shedu Purple Worm
Obliviax Hyenadon Snake, Giant Constrictor Pyrolisk
Quickwood
Qullan
Dungeon Master’s Guide 292
Retchplant Spider, Large Dinosaur, Lambeosaurus Whipweed Hell Hound
Sandling Vulture, Normal Dinosaur, Monoclonius Witherweed Hobgoblin
Sandman Dinosaur, Pentaceratops Wolf, Dire Hollyphant
Scum Creeper Uncommon Dinosaur, Phororhacos Wolfwere Hornet, Giant
Shade Bandit Dinosaur, Small Pterodactyl Huecuva
Shedu, Greater Cat, Wild Dinosaur, Stegosaurus Very Rare Jann
Shocker Centipede, Huge Dinosaur, Styracosaurus Ascomoid Lamia
Skulk Dinosaur, Camptosaurus Dinosaur, Triceratops Barghest Lammasu, Greater
Snake, Giant Amphisbaena Dinosaur, Compsognathus Dragon, Blue Bat Lion, Spotted
Snake, Giant Spitting Dragon, Brass Dwarf, Hill Berserker Lycanthrope, Foxwoman
Solifugid, Large Dustdigger Elephant, African Boalisk Lycanthrope, Wereboar
Sphinx, andro- Falcon, Small Elephant, Asian Buffalo Manticore
Sphinx, Gyno- Flightless Bird Falcon, Large Bugbear Medusa
Stegocentipede Fly, Giant Bluebottle Firenewt Bull Meenlock
Su-monster Horse Firetoad Centipede, Giant Mongrelman
Sundew, Giant Kenku Flind Cockatrice Nonafel
Sussurus Lion Fly, Giant Horse Coffer Corpse Norker
Thunderherder Lion, Mountain Fortress Crypt Thing Oliphant
Toad, Poisonous Nomad Giant Strider Dakon Opinicus
Troll, Giant Ogre Goblin Death Dog Owl, Giant
Ustilagor Owl Jackalwere Demon, Succubus Pedipalp, Giant
Vagabond Pilgrim Jermlaine Demon, Vrock (Type I) Pegasus
Vampire Rat Lammasu Deva, Movanic Pyrolisk
Vargouille Rhinoceros Lizard, Minotaur Dinosaur, Ankylosaurus Quaggoth
Vortex Scorpion, Giant Lycanthrope, Werewolf Dinosaur, Antrodemus Retchplant
Vulture, Giant Scorpion, Huge Moon Dog Dinosaur, Ceratosaurus Rock Reptile
Webbird Shadow Mastiff Mummy Dinosaur, Dacentrurus Shade
Worg Skunk Orc Dinosaur, Giant Pterosaur Shedu, Greater
Zombie Snake, Constrictor Pedipalp, Huge Dinosaur, Gorgosaurus Skulk
Zombie, Juju Snake, Poisonous Pedipalp, Large Dinosaur, Ornitholestes Snake, Giant Spitting
Zorbo Snake, Giant Poisonous Pernicon Dinosaur, Paleoscincus Solifugid, Giant
Zygom Toad, Poisonous Pudding, Deadly (Dun) Dinosaur, Podokesaurus Solifugid, Huge
Wolf Purple Worm Dinosaur, Teratosaurus Sphinx, Andro-
WARM, WILDERNESS, Rat, Giant Dinosaur, Tyrannosaurus Rex Stegocentipede
DESERT Rare Raven, Huge Disenchanter Tiger, Sabre-tooth
Ant Lion, Giant Salamander Displacer Beast Troll, Giant
Common Aspis Sandling Dragon, Copper Vampire
Camel, Bactrian Baboon Sandman Dragon, Earth Vargouille
Common Bee, Giant Bumble- Shedu Dragon, Gold Volt
Camel, Dromedary Boar, Wild Shocker Dune Stalker Vortex
Dinosaur, Euparkeria Cattle, Wild Snake, Giant Constrictor Firebat Vulture, Giant
Dog, Wild Character Party Solifugid, Large Flumph Wind Walker
Herd Animal Cheetah Sphinx, Gyno- Formian Worg
Hyena Chimera Thri-kreen Giant, Fire Wyvern
Jackal Dervishes Thunderherder Gorgimera Zombie
Raven, Normal Dinosaur, Ankisaurus Tiger Gorgon Zorbo
Scorpion, Large Dinosaur, Deinonychus Toad, Giant Griffon
Small Prehist, Reptile Dinosaur, Dilophosaurus Troll Groaning Spirit
Spider, Huge Dinosaur, Dimetrodon Vapor Rat Grue, Harginn
Dinosaur, lguanadon Harpy
Dungeon Master’s Guide 293
AQUATIC MONSTER FREQUENCY BY CLIMATE, WATER TYPE & DEPTH
COLD, FRESHWATER, Sirine COLD, SALTWATER, DEPTHS Sirine Sirine
SURFACE Sunken Ship Troll, Marine Sunken Ship
Troll, Marine Common Troll, Marine
Common Vodyanoi Shark Very Rare Vodyanoi
Ice Whale Aarakocra
Land Encounter Very Rare Algoid Very Rare
Merchant Beaver, Giant Uncommon Beaver, Giant Afanc
Bloodworm Dolphin Boobrie Algoid
Uncommon Dragon Turtle Elf, Aquatic Bunyip Beaver, Giant
Buccaneer (Pirate) Dragon, Sea Kopoacinth Catfish, Giant Bloodworm
Falcon, Small Giant, Storm Lacedon Cockatrice Dragon Turtle
Ogre, Aquatic Greenhag Lamprey, Normal Deva, Movanic Dragon, Sea
Otter Morkoth Naga, Water Dragon Turtle Eel, Giant
Swan Nereid Sea Lion Dragon, Black Frog, Killer
Turtle, Giant Snapping Nymph Swordfish Dragon, Cloud Giant, Storm
Otter, Giant Troll, Marine Dragon, Gold Greenhag
Rare Quipper Turtle, Giant Sea Dragon, Green Kelpie
Boggart Verme Urchin, Black Dragon, Sea Lizard King
Northern Bear Water Weird Dragon, Silver Morkoth
Crab, Giant Rare Dragon, Horse Muckdweller
Crystal Ooze COLD, SALTWATER, SURFACE Crab, Giant Dragonfly, Giant Mud-man
Dragon, Red Eel, Electric Marine Dragonnel Nereid
Dragonfish Common Ghost Ship Eagle Nymph
Falcon, Large Merchant Hippocampus Eagle, Giant Otter, Giant
Gar, Giant Shark Narwhale Eblis Quipper
Hollyphant Whale Nixie Eel, Giant Verme
Island Octopus Gargoyle Water Weird
Lacedon Uncommon Shark, Giant Ghost Ship
Naga, Water Buccaneer (Pirate) Squid, Giant Giant, Storm WARM, SALTWATER,
Nixie Dolphin Urchin, Green Greenhag SURFACE
Otter, Giant Island Urchin, Red Griffon
Sirine Sea Lion Grue, Varrdig Common
Troll, Marine Swordfish Very Rare Harpy Dinosaur, Plesiosaur
Troll, Marine Afanc Hippocampus Merchant
Very Rare Turtle, Giant Sea Dragon Turtle Hippogriff Seaweed, Floating
Aarakocra Will-o-wisp Dragon, Sea Kelpie Shark
Beaver, Giant Giant, Storm Ki-rin Whale
Deva, Movanic Rare Kraken Kapoacinth
Dragon Turtle Crab, Giant Lycanthrope, Seawolf, L Lammasu Uncommon
Dragon, Gold Dragon, Red Lycanthrope, Seawolf, G Lammasu, Greater Buccaneer (Pirate)
Dragon, Green Falcon, Small Morkoth Lamprey, Giant Dinosaur, Elasmosaurus
Dragon, Sea Ghost Ship Nereid Lamprey, Normal Dinosaur, Mosasaurus
Dragon, Silver Hollyphant Nymph Lizard King Dinosaur, Nothosaurus
Dragon, White Lacedon Otter Manticore Dolphin
Eagle Naga, Water Selkie Muckdweller Eel, Giant
Eagle, Giant Narwhale Sirine Nereid Island
Gargoyle Nixie Titan, Elder Octopus Sea Horse
Ghost Ship Otter Titan, Lesser Pegasus Sea Lion
Giant, Storm Shark, Giant Titan, Major Pike, Giant Swordfish
Greenhag Squid, Giant Urchin, Silver Pyrolisk Troll, Marine
Griffon Whirlpool Urchin, Yellow Quipper Turtle, Giant Sea
Grue, Varrdig Verme Shedu Will-o-wisp
Harpy Very Rare Water Weird Shedu, Greater
Hippocampus Aarakocra Swanmay Rare
Hippogriff Afanc TEMPERATE, FRESHWATER, Verme Crab, Giant
Ki-rin Deva, Movanic SURFACE Vodyanoi Crabman
Kopoacinth Dragon Turtle Wasp, Giant Crane, Giant
Lamprey, Normal Dragon, Celestial Common Water Weird Dinosaur, Tennodontosaurus
Manticore Dragon, Gold Crocodile, Normal Whirlpool Dragon, Bronze
Nereid Dragon, Green Merchant Dragon, Mist
Octopus Dragon, Sea Throat Leech TEMPERATE, FRESHWATER, Dragon, Red
Pegasus Dragon, Silver DEPTHS Eye, Floating
Pike, Giant Dragon, White Uncommon Falcon, Small
Quipper Eagle Crayfish, Giant Common Ghost Ship
Shedu Eagle, Giant Dinosaur, Elasmosaurus Beetle, Giant Water Hollyphant
Shedu, Greater Eel, Electric Marine Falcon, Small Crocodile, Normal Lacedon
Swanmay Elf, Aquatic Frog, Giant Spider, Giant Water Naga, Water
Troll, Ice Falcon, Large Leech, Giant Throat Leech Narwhale
Verme Giant, Storm Ogre, Aquatic Nixie
Vodyanoi Greenhag Otter Uncommon Otter
Water Weird Griffon Spider, Giant Water Crayfish, Giant Shark, Giant
Whirlpool Grue, Varrdig Swan Dinosaur, Elasmosaurus Squid, Giant
Harpy Turtle, Giant Snapping Kapoacinth Whirlpool
COLD, FRESHWATER, DEPTHS Hippocampus Lacedon
Hippogriff Rare Lamprey, Normal Very Rare
Common Ki-rin Beetle, Giant Water Leech, Giant Aarakocra
No common encounters Kapoacinth Boggart Naga, Water Afanc
Kraken Buccaneer (Pirate) Ogre, Aquatic Algoid
Uncommon Lamprey, Normal Crab, Giant Deva, Movanic
Kopoacinth Lycanthrope, Seawolf, G Crane, Giant Rare Dragon Turtle
Lacedon Lycanthrope, Seawolf, L Crystal Ooze Bunyip Dragon, Black
Lamprey, Normal Manticore Dragon, Bronze Catfish, Giant Dragon, Celestial
Naga, Water Nereid Dragon, Carp Crab, Giant Dragon, Cloud
Ogre, Aquatic Pegasus Dragon, Mist Dragon, Carp Dragon, Coiled
Turtle, Giant Snapping Selkie Dragon, Red Dragon, Spirit Dragon, Gold
Shedu Dragon, Spirit Dragonfish Dragon, Green
Rare Shedu, Greater Dragonfish Frog, Giant Dragon, Sea
Crab, Giant Sirine Falcon, Large Gar, Giant Dragon, Silver
Crocodile, Normal Titan, Lesser Frog, Poisonous Hippocampus Dragon-Horse
Dragonfish Titan, Major Gar, Giant Lamprey, Giant Eagle
Gar, Giant Verme Hollyphant Lizard Man Eagle, Giant
Green Slime Water Weird Island Nixie Eel, Electric Marine
Hippocampus Wind Walker Lacedon Octopus Elf, Aquatic
Nixie Lizard Man Otter Falcon, Large
Octopus Naga, Water Pike, Giant Giant, Storm
Otter Nixie Greenhag
Pike, Giant Otter, Giant
Dungeon Master’s Guide 294
Griffon WARM, FRESHWATER, SURFACE Lamprey, Giant Dinosaur, Pteranodon Pegasus
Harpy Common Lamprey, Normal Merchant Shedu
Grue, Varrdig Crocodile, Normal Lizard King Seaweed Shedu, Greater
Hippocampus Dinosaur, Anatosaurus Manticore Shark Sirine
Hippogriff Dinosaur, Apatosaurus Muckdweller Whale Sphinx, Andro-
Kelpie Dinosaur, Diplodocus Nereid Sphinx, Crio-
Ki-rin Dinosaur, Pteranadon Octopus Uncommon Sphinx, Gyno-
Kopoacinth Merchant Pegasus Buccaneer (Pirate) Titan, Lesser
Kraken Throat Leech Pyrolisk Dinosaur, Archelon Ischyras Titan, Major
Lammasu Sea Hag Dinosaur, Elasmosaurus Triton
Lammasu, Greater Uncommon Shedu Dinosaur, Mosasaurus Verme
Lamprey, Giant Buccaneer (Pirate) Shedu, Greater Dinosaur, Nothosaurus Water Weird
Lamprey, Normal Crayfish, Giant Sphinx, Andro- Dolphin Wind Walker
Lycanthrope, Seawolf, G Dinosaur, Archelon Sphinx, Crio- Eel, Giant
Lycanthrope, Seawolf, L Dinosaur, Brachiosaurus Sphinx, Gyno- Island WARM, SALTWATER, DEPTHS
Manticore Dinosaur, Cetiosaurus Thork Portuguese Man-o-war Common
Nereid Dinosaur, Elasmosaurus Verme Ray, Manta Dinosaur, Dinichtys
Octopus Falcon, Small Wasp, Giant Sea Hag Dinosaur, Plesiosaurus
Pegasus Frog, Giant Water Weird Sea Horse Ray, Sting
Shedu Hippopotamus Whirlpool Sea Lion Sea Horse
Shedu, Greater Leech, Giant Spider, Giant Marine Seaweed, Bed
Sirine Ogre, Aquatic WARM, FRESHWATER, DEPTHS Swordfish Shark
Titan, Lesser Snake, Constrictor Common Troll, Marine Strangle Weed
Titan, Major Spider, Giant Water Beetle, Giant Water Turtle, Giant Sea Whale
Verme Turtle, Giant Snapping Dinosaur, Dinichtys Will-o-wisp
Water Weird Spider, Giant Water Uncommon
Wind Walker Rare Throat Leech Rare Barracuda
Beetle, Giant Water Barracuda Dinosaur, Archelon Ischyras
WARM, SALTWATER, DEPTHS Behemoth Uncommon Buccaneer (Pirate) Dinosaur, Elasmosaurus
Common Crane, Giant Crayfish, Giant Crab, Giant Dinosaur, Mosasaurus
Dinosaur, Plesiosaurus Crystal Ooze Dinosaur, Archelon Ischyras Crabman Dinosaur, Nothosaurus
Sea Horse Dinosaur, Camarasaurus Dinosaur, Elasmosaurus Crane, Giant Dolphin
Seaweed Bed Dinosaur, Dimetrodon Frog, Giant Dinosaur, Dinichtys Eel, Giant
Shark Dinosaur, Dinichtys Kapoacinth Dinosaur, Tennodontosaurus Elf, Aquatic
Whale Dinosaur, Tanystropheus Lacedon Dragon, Bronze Kapoacinth
Dragon, Bronze Lamprey, Normal Dragon, Mist Lacedon
Uncommon Dragon, Carp Leech, Giant Dragon, Red Lamprey, Normal
Dinosaur, Elasmosaurus Dragon, Mist Merman Falcon, Small Masher
Dinosaur, Mosasaurus Dragon, Red Naga, Water Ghost Ship Merman
Dinosaur, Nothosaurus Dragon, Spirit Ogre, Aquatic Hollyphant Naga, Water
Dolphin Dragonfish Turtle, Giant Snapping Lacedon Ray, Manta
Eel, Giant Eel, Electric Merman Sahuagin
Elf, Aquatic Falcon, Large Rare Naga, Water Sea Hag
Kopoacinth Frog, Poisonous Behemoth Nixie Sea Lion
Lacedon Gar, Giant Bunyip Roc Snake, Giant Sea
Lamprey, Normal Hollyphant Catfish, Giant Sahuagin Spider, Giant Marine
Masher Island Crab, Giant Shark, Giant Swordfish
Naga, Water Lacedon Crocodile, Normal Snake, Giant Sea Troll, Marine
Sea Lion Lizard Man Dinosaur, Anatosaurus Squid, Giant Turtle, Giant Sea
Swordfish Merman Dinosaur, Apatosaurus Strangle Weed Urchin, Black
Troll, Marine Naga, Water Dinosaur, Dimetrodon Whirlpool
Turtle, Giant Sea Nixie Dinosaur, Diplodocus Rare
Urchin, Black Otter, Giant Dinosaur, Tanystropheus Very Rare Crab, Giant
Sirine Dragon, Carp Aarakocra Crabman
Rare Troll, Marine Dragon, Spirit Afanc Dinosaur, Tennodontosaurus
Crab, Giant Dragonfish Algoid Eel, Electric Marine
Crabman Very Rare Eel, Electric Deva, Movanic Eye, Floating
Dinosaur, Tennodontosaurus Aarakocra Gar, Giant Dinosaur, Giant Pterosaur Hippocampus
Eel, Electric Marine Algoid Hippocampus Dragon Turtle Lamprey, Giant
Hippocampus Boobrie Hippopotamus Dragon, Black Locathah
Lamprey, Giant Bunyip Lamprey, Giant Dragon, Blue Nixie
Mottle Worm Catfish, Giant Lizard Man Dragon, Brass Octopus
Narwhale Cockatrice Nixie Dragon, Celestial Ray, Pungi
Nixie Couatl Octopus Dragon, Cloud Shark, Giant
Octopus Deva, Movanic Sirine Dragon, Coiled Squid, Giant
Shark, Giant Dinosaur, Giant Pterosaur Sunken Ship Dragon, Copper Sunken Ship
Squid, Giant Dragon Turtle Troll, Marine Dragon, Gold Triton
Sunken Ship Dragon, Black Vodyanoi Dragon, Green Urchin, Green
Urchin, Green Dragon, Blue Dragon, Sea Urchin, Red
Urchin, Red Dragon, Brass Very Rare Dragon, Silver
Dragon, Cloud Algoid Dragon-Horse Very Rare
Very Rare Dragon, Coiled Bloodworm Dragonne Afanc
Afanc Dragon, Copper Dinosaur, Brachiosaurus Eel, Electric Marine Algoid
Algoid Dragon, Gold Dinosaur, Cetiosaurus Elf, Aquatic Crocodile, Giant
Dragon Turtle Dragon, Green Dragon Turtle Falcon, Large Dragon Turtle
Dragon, Sea Dragon, Sea Dragon, Sea Giant, Storm Dragon, Sea
Eye of the Deep Dragon, Silver Eel, Giant Griffon Eel, Weed
Giant, Storm Dragon-Horse Eel, Weed Grue, Varrdig Eye of the Deep
Kelpie Dragonfly, Giant Frog, Killer Harpy Giant, Storm
Kraken Dragonne Froghemoth Hippocampus lxitxachitl
Lycanthrope, Seawolf, L Dragonnel Giant, Storm Hippogriff Kelpie
Lycanthrope, Seawolf, G Eblis Kelpie lxitxachitl Kraken
Morkoth Eel, Giant Lizard King Kelpie Lycanthrope, Seawolf, L
Nereid Froghemoth Morkoth Ki-rin Morkoth
Nymph Gargoyle Muckdweller Kapoacinth Nereid
Otter Ghost Ship Mud-Man Kraken Nymph
Sirine Giant, Storm Nereid Lammasu Sirine
Titan, Elder Griffon Nymph Lammasu, Greater Titan, Elder
Titan, Lesser Grue, Varrdig Otter, Giant Lamprey, Giant Titan, Lesser
Titan, Major Harpy Sea Hag Lamprey, Normal Titan, Major
Urchin, Silver Hippocampus Verme Locathah Urchin, Silver
Urchin, Yellow Hippogriff Water Weird Lycanthrope, Seawolf, G Urchin, Yellow
Verme Kelpie Lycanthrope, Seawolf, L Verme
Water Weird Ki-rin WARM, SALTWATER, Lycanthrope, Wereshark Water Weird
Kapocacinth SURFACE Manticore
Lammasu Common Nereid
Lammasu, Greater Crocodile, Giant Octopus
Dinosaur, Plesiosaurus
ASTRAL MONSTER FREQUENCY Gorgon* Dungeon Master’s Guide 295
Medusa*
Common Pyrolisk' Phoenix
Cerebral Parasites Rakshasa Planetar
Daemon, Minor Shedu Slaad, Death or Grey
Demon, Lesser Titan Very Rare
Deva, Astral Cat Lord
Devil, Minor Rare Daemon, Master
Human Traveler Basilisk, Greater, Demon, Prince or Lord
Invisible Stalker Berbalang Devil, Duke or Arch-
Nighthag Daemon, Greater Dragon, Platinum or Chromatic
Nightmare Demon, Major Dragon Horse
Slaad, Red, Blue or Green Devil, Major Foo Lion
Foo Dog Opinicus
Uncommon Githzerai Retriever
Aerial Servant Gorgimera* Shedu, Greater
Agathion Hollyphant Slaad, Lord
Baku Intellect Devourer Solar
Basilisk' Ki-rin
Cockatrice* Modron, Hierarch *These creatures do not travel the astral or ethereal
Diakk Moon Dog planes but have attack forms that can affect travelers in
Dracolisk* these planes,
Githyanki
ETHEREAL MONSTER FREQUENCY Xag-ya Very Rare
Xeg-yi Apparition
Common Xorn Basilisk, Greater*
Cerebral Parasite Daemon, Charon
Deva, Monadic Rare Dragon Horse
Elementals Aerial Servant Dragon, Chromatic or Platinum
Genie-kind Agathion Foo Lion
Human Traveler Baku Gorgimera*
Lammasu Firebat Intellect Devourer
Nightmare Foo Dog Lammasu, Greater
Grim Phoenix
Uncommon Hollyphant Pyrolisk'
Azer Moon Dog Shedu, Greater
Basilisk* Opinicus Solar
Cockatrice* Para-elemental Terithran
Couatl Planetar Tween
Crysmal Salamander Vision
Daemon, Charona- Shedu
Dracolisk* Spider, Phase *These creatures do not travel the astral or ethereal
Ghost Thought Eater planes but have attack forms that can affect travelers in
Gorgon* Wind Walker these planes,
Groaning Spirit Xaren
Invisible Stalker Xill
Ki-rin
Medusa*