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Published by cfmgomes, 2021-05-08 20:55:08

TSR 1071 Rules Cyclopedia

TSR 1071 Rules Cyclopedia

Thief Abilities Traps may set off the trap (DM's decision), or 2. The character owns more or better magical
may leave it to be triggered when a certain action items are owned than by other characters
All DMs should be familiar with the special occurs (opening the chest or door, lifting the
abilities of thieves. If you are not, turn to Chap- item, etc.). 3. The character's treasure amounts to more
ter 2 and read the description of the thief class than 50% greater than the amount owned
(page 21). Many dungeon designs include sev- Attempts to use the Move Silently or Hide in by any other character in your game
eral traps for thieves to find and remove, locks Shadows abilities will always seem successful to
for them to open, and sheer walls for their spe- the thief. Only the DM knows for sure, based on Any one of these problems may be corrected,
cial climbing skills. the result of the roll. simply by changing the details on the character
sheet. But if allowed to remain unchanged, any
When a player says "My thief character will try The DM may decide on any result without one of them can unbalance encounters you have
to . . ." and names one of these abilities, you rolling. For example, if a party is being chased set up. If any changes are necessary, you should
must roll to determine the success of the at- by an unbeatable monster and a locked door talk about them with the player, in private, be-
tempt. All of a thief's abilities are checked by stands between them and the exit, you may au- fore the game.
rolling percentage dice (d%). tomatically allow an Open Locks ability attempt
to succeed, to make the game more fun by allow- When an experienced character comes into
Ask the player what his percentage chance is ing the party to escape—possibly after fighting your campaign, you may also want to establish
for the skill used. If you keep records of the char- the creature for a short time. how he came here. If the character's former cam-
acters, be sure that the thief's percentages are in paign is set on a world very similar to your cam-
your records and that the player's records match Transferring Characters paign world, you can pretend that he had his
yours. Roll the percentage dice. (The DM always previous adventures on this world all along, and
does this; the player does not.) If the result is less A player may come to your game with a char- describe to the other PCs what they've heard
than or equal to the listed chance of success, the acter created somewhere else. If this occurs, ex- about this character. If the former campaign was
attempt succeeds. amine the character sheet carefully. In general, on a distinctly different world, you can describe
you may allow the character to "transfer" into the magical process that brought him here (per-
A failed attempt will often simply have no re- your game unless: haps he slid down the wrong worm-hole during
sult. The thief will know, for example, that the planar travel, or offended an Immortal who ex-
lock has not been opened, that no traps were 1. The character is of a higher level than the iled him from his original world).
found, that the wall was not climbed, and so other characters in the game
forth. However, a failed attempt at Remove

I "monster," technically, is any creature that Some Hit Dice numbers are followed by ad- found outdoors in wilderness. If either number
is not a player character. This chapter de- justments (a plus or minus followed by another is zero, the monster is not normally found in
scribes many different types or monsters; these number). For example, "Hit Dice: 3 + 1" shows that location. The DM can always adjust the
monsters are listed in alphabetical order. the number of Hit Dice (3) and an adjustment number according to the situation.
Monsters are not always ravenous beasts that ( + 1). The adjustment is the number of hit
automatically attack PCs and ferociously fight to points added to or subtracted from the total of Dungeon Encounters: The first No. Appear-
the death. Monsters may be friendly or un- the dice; for instance, with a Hit Dice 3 + 1 crea- ing figure applies to dungeon encounters. Find
friendly, wild or tame, normal or bizarre. Some ture, the DM would roll 3d8 and add 1 to the the level of the dungeon upon which the en-
will be random, dangerous encounters; some total. If he rolled 14 on the dice, the creature has counter occurs. If the monster's level (Hit Dice)
will be long-term enemies of the PCs; some will 15 hit points. is equal to the level of the dungeon, use the
be one-time or permanent allies of the PCs. The listed No. Appearing. If the monster's level is
Monster Reaction Table from Chapter 7 can be If an asterisk (*) appears next to the Hit Dice greater than the dungeon level, reduce the No.
used to determine how monsters respond to the number, the monster has a special ability (usu- Appearing for this encounter (at least one will
PCs at first if desired. ally either magical spells, a special attack, or a appear). If the monster's level is less than the
special defense) which will be explained in the dungeon level, then increase the No. Appear-
How to Read Monster creature's description. A creature may have sev- ing for this encounter. If the creature is encoun-
Descriptions eral asterisks by its Hit Dice figure, one for each tered in its dungeon lair, the No. Appearing
special ability. Special abilities affect the number can be multiplied by up to five times, but the
Each entry on the following pages has a de- of experience points the characters earn for de- DM must use his or her judgment when in-
scription of the monsters, often including notes feating the monster, as explained in Chapter 10. creasing monster numbers to avoid over-
on their behavior. Every monster is described in whelming the player characters.
the same manner. Beside the Hit Dice number will be an abbre-
viation: (S), (M), or (L). (S) stands for "Small" Wilderness: The second No. Appearing figure
Monster Name or "Smaller Than Man-Size," meaning that (in parentheses) is used for nondungeon en-
these creatures are smaller than most humans. counters. If the creatures are found in their wil-
If the name of a monster is followed by an as- (M) means "Medium" or "Man-Size," meaning derness lair, the No. Appearing can be
terisk (*), then a special or magical weapon is that they are comparable in size with humans. multiplied by up to five times as above.
needed to hit that monster. The monster's de- (L) means "Large" or "Larger Than Man-Size,"
scription tells what sort of weapon is needed. Use meaning that they are substantially larger than In any monster lair (whether in a dungeon or
these monsters with caution; they are very dan- full-grown humans. Remember that halflings wilderness), up to half of the total number
gerous to low-level characters who may not have have a defensive bonus against all creatures of present may be young or very old creatures,
the right type of weapon to effectively fight such this size. sometimes with little or no combat ability. In ad-
creatures. dition, several adults may be absent (hunting,
Move (MV) scouting, etc.), depending on the season, time
Monster Statistics This gives the movement rate for the monster. of day, and other conditions.

Just as the player characters have abilities Usually, on this line, you'll see two numbers, Save As (Save)
(Strength, Dexterity, etc.), monsters have statis- with the second number in parentheses. The This line shows you the character class and
tics. Every monster in this chapter has the follow- first number is the number of feet the monster
ing set of statistics: moves in one 10-minute turn; the second num- level at which the monster makes saving throws.
ber is the movement rate per round (for en- For example, if the description says "Save: F7,"
Armor Class: counters). then the monster saves as a 7th level fighter.
Hit Dice:
Move: Some monsters have a second movement rate. C: Cleric
Attacks: The first is the rate when walking, and the sec- F: Fighter
Damage: ond is a special form of movement, such as M: Magic-User
No. Appearing: swimming, flying, or climbing. T: Thief
Save As: D: Dwarf
Morale: Attacks (#AT) E: Elf
Treasure Type: This gives the number and type of attacks the H: Halfling
Intelligence:
Alignment: monster can make in one round. Some monsters Refer to the applicable character class descrip-
XP Value: have additional special attacks, described later. tion to find the exact saving throws the monster
uses. As a rule of thumb, unintelligent monsters
Armor Class (AC) Damage (Dmg) usually save as fighters of half their monster
This number works just like a character's ar- This line tells you the amount of damage a level. Some monsters may have special adjust-
ments to some saving throws, as given in their
mor class: the lower the number, the harder it is monster inflicts if its attack succeeds, given as descriptions.
to hit the creature. the roll of one or more dice. When a monster has
more than one attack in a round, the attacks and Morale (ML)
A monster's armor class is determined by the damages are given in the same order. "By weap- This optional rule measures the monster's
creature's speed and dexterity, the toughness of on" means that the monster always attacks with
skin, and armor worn (if any). The DM may ad- a weapon; the damage is determined by the courage in combat. Whenever a monster needs
just the armor class for special situations. For ex- weapon type. A monster using a normal sword to make a morale check (see the "Morale" sec-
ample, a hobgoblin is normally armor class 6 will do normal damage for the normal sword, tion of Chapter 8) the DM rolls 2d6 against the
(probably wearing leather armor), but may be plus any damage bonuses listed on this line or in number shown on this line. If the result is
changed to armor class 2 if the hobgoblin some- the monster description. greater than the morale score, the monsters try to
how finds plate mail armor. run away or surrender. Otherwise, the monsters
A typical entry for damage might read "Dam- continue to fight. If the monsters are encoun-
Hit Dice (HD) age: 1d6/2d6." The first attack listed under tered in their lair or have special leaders, raise
This gives the number of eight-sided dice (d8) "Attacks" causes 1d6 points of damage and the their morale scores by 1 or 2 points.
second one listed causes 2d6 points of damage.
used to find the monster's hit points. A line Treasure Type (TT)
reading "Hit Dice: 11" means that the creature No. Appearing (NA) To find out how much and what type of trea-
has 11d8 hit points. This line, "Number Appearing," shows the
sure is being guarded by the monsters, compare
number of monsters that can be encountered. the letter given here to the letters on the Treasure
The first number shows the number of monsters Types Table (both Treasure Carried and Treasure
normally found in a dungeon room. The second in Lair) from Chapter 16. "Nil" indicates no
number (in parentheses) gives the number treasure.

If a treasure type is given in parentheses, it is the monster can only be harmed by magical ness, where most adventures take place.
the treasure carried by the monster rather than weapons or is magically summoned or con- Swamp: This terrain includes swamps, marsh-
found in its lair. A wandering monster with no trolled), and these monsters can be affected by
letter in parentheses will have no treasure. such spells as protection from evil 10' radius. es, bogs, and similar low, wet ground.
Woods: This terrain is woodland, forests, jun-
Intelligence Monster rarity is given in parentheses whether a
When a monster is hit by a charm or maze creature is "Common," "Rare," or "Very Rare." gles, and similar terrain, including wooded hills.
Common creatures will appear frequently in a
spell or whenever the DM just needs to know ap- campaign; rare creatures should appear only occa- Load (Optional)
proximately how bright the creature is, its Intel- sionally; and very rare creatures should only show Some monsters can be harnessed to carry
ligence can be a guideline. This line gives the up in extraordinary places or circumstances.
average intelligence for a creature of this type. riders or loads of gear. Such monsters are given
The DM can vary the intelligence of individual Description an encumbrance total the creature can carry.
monsters, as described later in this chapter. This is a general description of the monster's Normally, two numbers are given. The creature
can carry up to the first number without difficul-
Monster intelligence scores range from 0 to habits, appearance, special abilities, and behav- ty; it can carry up to the second number at no
18+. Unthinking creatures such as insects and ior. In the description, you may find any of the more than half its listed movement rates. (Re-
slimes rate an Intelligence score of 0. Common following terms. minder: 10 cn = 1 pound.)
animals normally have Intelligence scores of 2.
Some very bright animals (for example, pegasi) Carnivore: The creature prefers to eat meat Barding Multiplier (Optional)
have Intelligence scores of 4 or 5, well into the and does not usually eat plants. Some monsters that carry riders can be fitted
human range. However, note that having scores
of 3 to 5 doesn't mean these creatures think the Herbivore: The creature prefers to eat plants with specially crafted barding (armor for
way humans do, merely that they often seem rather than meat. mounts). If they can use barding, that barding
clever in comparison with the stupidest of hu- normally costs more and weighs more than horse
man beings. Insectivore: The creature prefers to eat insects barding. Choose a type of barding for the mon-
rather than plants or red meat. ster (see the "Armor" section of Chapter 4),
Alignment (AL) note its cost and encumbrance, and then multi-
Monsters may be Lawful, Neutral, or Chaotic. Omnivore: The creature will eat nearly any- ply that cost and encumbrance by the number
thing edible. shown on this line. The results are the cost and
Normal animals are Neutral. A good Dungeon encumbrance of barding for a creature of this
Master always considers alignment when playing Nocturnal: The creature is normally active at type.
the role of a monster. For example, a Lawful night, sleeping during the day. However,
monster does not normally have any reason to at- dungeons are often dark as night, and a noctur- Abbreviated Monster
tack a party of player characters; even if it is nal creature may be awake during "daylight Listings
guarding an area, it will first warn the characters hours" if found within a dark dungeon.
away. Only intelligent monsters can speak an In many D&D® game adventures, you will
alignment language. A monster's home is called its lair. Most mon- find short monster listings. These listings con-
ster lairs are in dungeon rooms or outside, hid- tain most of the information described above
XP Value (XPV) den in the wilderness. Most monsters will defend but use abbreviations instead of full-length
This line indicates the experience points to be their lairs fiercely. terms, vastly compressing the monster informa-
tion.
awarded for the defeat of one of that type of Terrain
monster. However, the DM may give more expe- This line describes the type of terrain the Here's a typical abbreviated monster listing:
rience points for monsters in "tough" encount-
ers, such as an attack on a well-defended lair, or monster frequents. The monster need not be Some entries slightly vary from the format
less experience points for encounters where the limited to this type of terrain. Terms used to de- shown above. Some, for instance, will alter the
monsters never get to bring their abilities into fine terrain include the following. order in which the statistics appear and may add
play. See Chapter 10 for more details on experi- other information. Don't be confused by
ence point awards. Cavern: This includes natural caves, deep fis- changes in order or the addition of extra statis-
sures, grottoes, natural tunnel complexes, and tics; the basic abbreviations are the same. Some
Monster Descriptions other underground settings. of the extra abbreviations you'll see in variations
of the short monster description include:
Below the monster statistics are paragraphs of Cold/Arctic: These are areas of snow-capped
text—the monster's description. Aside from the mountains, ice-sheets, snow-covered plains, and hp Hit points
main body of the description, there may be sev- tundra. SA Special attack
eral special paragraphs including the following: SD Special defense
Desert: This terrain includes arid barrens, hot THACO To Hit Armor Class 0
Monster Type: rocky plains, sand seas, and similar areas.
Terrain: Special Attacks
Load: (Optional) Lost World: This is a special area cut off from
Barding Multiplier: (Optional) the outside world, where creatures from a by- Many monsters have special attacks, which are
gone age live on unchanged, including prehis- mentioned in their descriptions. A character can
Monster Type toric areas. usually avoid the effects of a special attack by
This is a general guide as to the type of mon- making a successful saving throw (though some
Mountain: These are rocky areas, including attacks, such as energy drain, have no saving
ster this creature is; different types of monsters cliffs, gorges, mesas, peaks, volcanoes, and so throw).
have different sets of abilities, as described later on; it also extends to include hills, rocky barrens,
in the chapter. and other very rough and broken terrain. Each special attack which a creature has gives
it an asterisk (*) beside the creature's Hit Dice
Monster types include Normal Animal (in- Ocean: Oceans include salt water seas and sur- figure. Read the following explanations care-
cluding Giant Animals and Prehistoric Ani- face and underwater encounters. Coastal en-
mals), Lowlife (including Insects, Arachnids, counters are specially noted.
Fungi, Slimes, and similar creatures), Construct,
Dragon (including dragonlike creatures or Open: This is clear or rolling ground, includ-
Dragon-Kin), Humanoid (including Human, ing grasslands, plains, savannahs, steppes,
Demihuman, and Giant Humanoid), Monster, scrubland, veldt, and moorlands.
Planar Monster, and Undead.
River/Lake: This includes freshwater encount-
"Enchanted" monsters are identified (i.e., er areas, with both surface and underwater en-
counter possibilities.

Ruins: These are ruined or abandoned build-
ings, artificial underground complexes (dun-
geons), tombs, crypts, graveyards, and similar
desolate places.

Settled: These areas contain villages, towns,
cities, and other (generally human) communities
from which most dangerous creatures have been
driven. The opposite of a settled area is wilder-

fully and refer to this section whenever special point of the new level. Against powerful Swallow
attacks are used in a game. demihumans (those who have advanced beyond
level limits), the attack drains 101,000-120,000 Some monsters are large enough to swallow a
Acid experience points (1d20 X 1,000 + 100,000). victim whole. This attack always succeeds if the
attack roll is 20 and might succeed with a lower
Acid damage is possible from the attacks of A 1st level character hit by an energy drain at- number (given in the description). The swal-
black dragon breath, gray ooze, and other crea- tack is killed and often returns as an undead un- lowed victim takes a given amount of damage
tures. The amount of damage done by an acid der the control of the slayer. If not specified, this each round until the monster or the victim is
attack is given with the monster description; nor- occurs 24-72 hours after death. killed. If the victim has an edged weapon, he
mal items can be ruined if the victim of the acid may attack the monster from inside, but with a
attack fails a saving throw. Lost experience levels can be regained through — 4 penalty on attack rolls. The inside of any
the 7th level clerical spell restore or by earning creature is AC 7 unless noted otherwise. Being
Blindness the experience through normal adventuring. swallowed often has effects other than damage
(loss of consciousness, paralysis, etc.). If the vic-
Certain monster powers, spells, special A monster hit by energy drain would lose one tim dies, the body is completely digested in one
actions, or fighting in the dark without infra- Hit Die from this effect, with loss of hit points hour (six turns) and cannot be recovered.
vision can result in blindness. Some forms of and possible reduction of attack rolls and saving
blindness do not involve sight; for example, a throws. Swoop
bat can be "blinded" by the clerical silence 15'
radius spell. See "Special Character Conditions" In general, a monster with the energy drain This attack is similar to a charge, but is per-
in Chapter 13 for more details. ability must make a conscious attack with it for formed by flying monsters. Unlike the charge,
the power to take effect. In other words, a vam- the swoop only does double damage if the mon-
Charge pire could pick up and carry a human without ster surprises its opponent. If the attack roll is 18
harming him or her, if the vampire wished to do or more and the monster has talons or some way
If a monster can run toward its opponent for so; likewise, a mystic could attack a vampire with to grab prey, the monster holds on and tries to fly
20 yards (20 feet indoors), it inflicts double dam- his bare hands and not lose experience levels just away with its victim. If the victim is too heavy,
age if it hits. A monster cannot charge in certain from hitting the vampire. the monster lets go immediately. A swoop can-
types of terrain: broken, heavy forest, jungle, not be used in dense forest or jungle cover.
mountain, swamp, etc. Paralysis
Trample
Charm This effect "freezes" a character. If a character
is hit by a paralyzing attack and fails the saving Some monsters try to use their large size to
Some monsters can enchant a character so that throw vs. paralysis, the character is unable to do crush their opponents. When trampling, a mon-
the character believes that the monster is a anything (see Chapter 13, under "Special Char- ster gains a + 4 bonus to its attack roll if the vic-
friend. If a character is the victim of a charm at- acter Conditions"). tim is man-sized or smaller. Some groups of
tack (from a harpy, for example) and fails a sav- animals (herds) may also trample, usually inflict-
ing throw vs. spells, the character is immediately Petrification ing ld20 points of damage through sheer num-
charmed. This special attack works just like the ber rather than large size.
magic-user charm person spell, except that the This is a dangerous ability of certain fantastic
effect ends at once if the monster is killed. monsters. It may take the form of a gaze, breath, Special Defenses
or normal hit in combat, as given in the monster
Continuous Damage description. When hit by a petrification attack, In addition to good armor classes, high Hit
the victim must make a saving throw vs. turn to Dice totals, and special attacks, some monsters
Some monsters hold on when they hit their stone. A victim who fails the saving throw turns have the additional special defenses of immunity
victims. When this occurs, they need make no into a stone statue. All equipment carried, to normal weapons and spell immunity.
further attack rolls; the victim takes a given whether normal or magical, turns to stone with
amount of damage each round, usually until the him, becoming part of the statue and not remov- Immunity to Normal
monster or its victim is killed. Constriction and able. Certain magical spells can restore a petri- Weapons
blood draining are two examples of this type of fied victim to normal.
special attack. Many enchanted monsters are completely im-
Poison mune to the effects of normal (i.e., nonmagical)
Disease weapons. These creatures are especially danger-
Monster poison is simple and dangerous. A ous to low-level characters who are less likely to
Unless otherwise noted in the description, dis- character hit by poison who fails his saving throw have magical weapons available. Some of these
ease requires a saving throw vs. poison. Failure vs. poison dies; if he makes his saving throw, he creatures (lycanthropes, for example) are vulner-
means the character has a 25% chance of dying is unaffected. Optionally, poison may inflict able to silver weapons, while others are even im-
within 1-6 days, and in any event he will need damage—for example, ld6 per Hit Die of the mune to some magical weapons. For instance,
complete rest for that time. Success means the creature, with a save for half damage. some monsters are immune to normal weapons
character avoids the disease. Disease can be and weapons of up to a +1 magical bonus, a +2
cured at once by spells such as cure disease. Spell Ability bonus, or more. The greater the immunity, the
more dangerous the monster is. Monsters with
Energy Drain This means a monster can cast one or more these immunities have an asterisk (*) beside
spells. Unless otherwise specified, the monster their name in the monster listing.
This is a dangerous attack form, with no sav- acts as a spellcaster of level equal to its own Hit
ing throw allowed. If a character is hit by an en- Dice. Usually the ability is innate (that is, the
ergy drain attack (by a wight, for example), the monster does not require spell books or time to
character loses one level of experience. With par- memorize or meditate) and will be limited to a
ticularly nasty energy-drainers (such as vam- certain number of times per day. "At will"
pires), the character will lose two levels of means the monster can use the ability every
experience. The energy drain removes all the round if desired. Some monster spellcasters act
benefits of the lost experience levels (hit points, like magic-users or clerics. These monsters,
spells, and so forth) as soon as it occurs. The vic- called wokani and shamans, are detailed in the
tim's experience point total drops to the mid- "Monster Spellcasters" section (page 215). A
monster receives one asterisk (*) for every two
spell levels it can cast; thus, a creature that can
cast 3rd level spells will have two asterisks for
that ability.

Spell Immunity greater constructs include gargoyles and go- Type of Human Checklist
lems. The following general rules apply to all
This special defense may take many forms. constructs: 1. Find Number Appearing
Undead are immune to all forms of charm, 2. Determine Class of each (roll 1dl2):
sleep, and hold spells; many fire-using creatures 1. They can be created only if the proper magi-
are immune to fire-type spells. Some powerful cal process is used. Rules for their creation are 1-2 Cleric
creatures may be immune to spells of low power, given in Chapter 16. 3-6 Fighter
such as all 1st and 2nd level spells, possibly in 7-8 Magic-user
addition to immunity to a specific type of spell. 2. They do not heal normally; magic must be 9-10 Thief
When spell immunity is mentioned, it applies to used to cure them of any damage incurred. 11 Druid
all spell-like effects as well, including those pro- 12 Mystic
duced by monsters or devices. For example, im- 3. They are immune to the effects of poison
munity to all lst-3rd level spells also confers (since they are not truly alive) and mental ef- 3. Determine Alignment of each (choose or
immunity to fireballs from a wand or staff (since fects (charm, sleep, illusions, etc.). roll 1d6):
fireball is a 3rd level spell).
4. They do not reproduce; there are never "ba- 1-3 Lawful
However, dragon breath is a natural ability of by gargoyles," for example. 4-5 Neutral
dragons, not a magical one, and is not affected 6 Chaotic
unless a description mentions it specifically. Dragon (Dragon-Kin)
4. Find the reason for the NPCs' appear-
Monster Type The dragons are among the fiercest and most ance. Select one from the checklist below
dangerous of monsters. They are huge reptiles or roll 1d8.
Each monster description has a line for "Mon- with great wings, cruel teeth, sharp claws, and a
ster Type." Here, these general categories of keen awareness of their own superiority. Most 5. Select the equipment for the NPCs.
monster are described in greater detail. The cate- have "breath weapons" (i.e., attacks where they Magical items may be added if desired.
gories include: breath out a damaging effect such as fire), many If so, the items should be used by the
are of great intelligence, and some can cast NPCs whenever needed. Remember that
• Normal Animal (plus Giant Animal and spells. Not all dragons are evil; some are very the NPCs' items may become party trea-
Prehistoric Animal) good, benevolent creatures. sure if the NPCs are slain, and powerful
Construct (Enchanted Monster) items should not be given out carelessly.
Dragon (and Dragon-Kin) There are also dragon-kin, species related to
Humanoid (plus Human, Demihuman, dragons, such as chimerae, drakes, dragon tur- 6. Add other details as necessary, either by
and Giant Humanoid) tles, hydras, salamanders, and wyverns. selecting or rolling randomly for armor
Lowlife class, hit points, spells, and so forth.
Monster Humanoid (Giant Humanoid,
Planar Monster Demihuman, Human) NPC Reasons for Appearing Checklist
Undead
A humanoid creature is roughly human in 1. Alone, Injured (and Scared): The NPCs
Sometimes a monster will belong to more shape (two arms, two legs, biped) but is not hu- had set out by themselves on an adven-
than one of these categories. man or demihuman. Lowly monsters such as ture but discovered that the dungeon is
goblins fall in this category, as do creatures up to more dangerous than they expected.
Normal Animal (Giant ogre size. Humanoids are subject to the charm They wish to join the PC party for safety.
Animal, Prehistoric Animal) person spell.
2. Bait: The NPCs are bait, either charmed
A normal animal is any sort of nonmagical A giant humanoid is like a normal humanoid, or controlled by a nearby monster. The
creature that belongs in its environment. If a only larger and more powerful. These include NPCs will attempt to lead the party to the
game "monster" is an animal that occurs in the true giants and creatures such as trolls. These monster's location without creating suspi-
real world or is a variant breed of such an animal, creatures are not subject to the charm person cion. The monster may appear while the
it is a "normal animal." A normal animal may spell. NPCs distract the party.
be something as inoffensive as a field-mouse or
as dangerous as a tiger. A demihuman is a member of a nonhuman 3. Escaping: The NPCs were prisoners of a
character class: a dwarf, elf, or halfling. nearby monster but have escaped. They
A giant animal is simply an oversized version have little or no equipment. The mon-
of a normal animal. It is not magical and does Finally, humans can be encountered nearly ster might appear soon if aware of their
not differ in attack forms or behavior from its anywhere in a game world. They provide many escape.
smaller counterpart; it is simply more dangerous opportunities for role-playing by both the DM
because it is much larger. and the players. In addition, they can be used to 4. Looking for a Friend: The NPCs are look-
provide goals for the player characters and can ing for a friend, either rumored or known
A prehistoric animal is a creature that was lead to entire adventures. In some cases, the rea- to have disappeared in the dungeon. The
once a normal animal in the past but has become sons for the encounter may cause some changes friend might be a prisoner of a nearby
extinct on our world; such creatures as sabre- in nearby rooms of the dungeon. For example, if monster.
tooth tigers, dinosaurs, and cave bears are pre- the NPCs are acting as bait, the DM may wish to
historic animals. In a game world, prehistoric place a harpy in a nearby empty room or to 5. Looking for an Item: The NPCs are look-
animals may never have become extinct or may change a given monster to a harpy. ing for a special item either rumored or
have become extinct in most places but still exist known to be in the dungeon.
in isolated areas such as lost valleys. Since humans tend to be individuals, an en-
counter with humans will require some work by 6. Nor What They Seem: The NPCs are not
Construct (Enchanted the DM, but the encounter can be quite enter- mere humans. They may be lycanthropes,
Monster) taining. The NPC humans do not need to be as dopplegangers, gold dragons, etc. The
detailed as player characters. The DM may create DM should determine the monster type
A construct is a monster that is not actually each human NPC character in full detail or may and run the monsters normally.
alive, but which has been created magically. use the Type of Human Checklist to find the
Thus all constructs are also "enchanted" mon- necessary details. (Note: This same procedure 7. Running Away: The NPCs are running
sters. A lesser construct can be hit by any weap- can be used for demihumans by omitting step away from an encounter with a nearby
on. The lesser constructs include living statues. #2.) Use the NPC Reasons for Appearing Check- monster. The monster may be chasing
A greater construct can be hit only by magical list to generate some encounter ideas. them.
weapons. They are very costly to make. The
8. Sole Survivors: The NPCs are the only
survivors of a recent battle with monsters.
The remains of the rest of their party may
be found in a nearby monster lair.

Lowlife Actaeon (Elk Centaur)

The lowlife creatures are, for the most part, Armor Class: 3 each victim within it must make a saving throw
nonintelligent (Intelligence 0) and have simple Hit Dice: 11** (L) vs. dragon breath or be polymorphed into a nor-
lifestyles. Most are plants, fungi, insects, arach- Move: 150' (50') mal forest creature (owl, squirrel, deer, etc.). If
nids, slimes, oozes, or other invertebrates such as Attacks: 2 spears/1 antler or breath the saving throw is successful, the transforma-
worms or slugs. The category also includes speci- (special) tion still occurs, but lasts for only 24 hours.
mens of huge size. Damage: ld6 + 6/ld6 + 6/2d8
No. Appearing: 0(1) Once per day an actaeon may summon wood-
Monster Save As: C11 land creatures to assist it; 1d6 creatures arrive in
Morale: 10 1d4 turns. Choose or randomly determine the
A monster is any creature that does not fit into Treasure Type: B types of creatures appearing:
one of the other categories. They tend to be leg- Intelligence: 12
endary or fabulous creatures, but otherwise may Alignment: Neutral 1 boar
have little in common with each other. Some re- XP Value: 2,700 2 bear
semble members of other groups (humanoids or 3 centaur
animals, for example) but have abilities or Monster Type: Monster (Rare). 4 griffon
powers that set them apart. This solitary creature is a protector of wood- 5 lizard (chameleon)
land creatures. The actaeon is 9' tall, with the 6 treant
Planar Monster (Enchanted arms, torso, and facial features of a human but
Monster) the antlers and lower legs of an elk; its whole Actaeons are members of the woodland com-
body is covered with brown elklike hide. munity along with centaurs, dryads, etc. They
All planar monsters have one thing in com- It can camouflage itself perfectly (as if invisi- are sufficiently bold and rare that they are re-
mon: they come from a plane of existence other ble) in light or dense woods. When angered by nowned heroes of these forest folk. Actaeon
than the Prime Plane (the dimension that is the the wanton slaying of woodland creatures (or sometimes work with druids to preserve the
player characters' home). Some monsters will similar vile acts), the actaeon springs out of hid- safety of the woods, especially if a dangerous
have both Prime Plane and other planar ver- ing, usually with surprise (1-5 on ld6). It often threat is involved.
sions; these will be noted. Planar monsters that uses large wood and bone spears to punish or slay
are summoned or gated to the Prime Plane are the defilers of the woods. There can be actaeon spellcasters; see "Mon-
"enchanted" monsters as well. It has a powerful breath weapon that can be ster Spellcasters" on page 215.
used once per day, filling a 10' X 10' x 10' cube;
Most other-planar creatures do not have "nor- Terrain: Woods.
mal" treasures but may have the equivalent in Load: 3,000 cn at full speed; 6,000 cn at half
the material of their own planes. For example, speed.
valuable gems on the elemental plane of Water
may appear as bits of colored ice. When the trea-
sure type given is "Special," the DM may change
the treasures to match the plane.

Undead

The undead are creatures that were once alive
but now owe their existence to powerful super-
natural or magical forces upon their spirits or
bodies. Most undead can be repelled by clerics or
certain objects, such as holy symbols. Undead
are not affected by special attacks that affect only
living creatures (such as poison) or by spells that
affect the mind (sleep, charm, hold, discord, in-
sanity, feeblemind, etc.). Undead created by
magical spells are "enchanted" monsters.

Monster Frequency

Monsters are listed as being common, rare, or
very rare. Rare monsters should be used less fre-
quently than common monsters. Very rare mon-
sters should usually appear in carefully planned
encounters or in seldom-visited settings.

Monster List

This is the basic list of monsters for the D&D®
game. Other monsters are introduced in adven-
tures and supplements published for the game.

Adaptor 9 are known by a name which sounds like young flee while the males protect them.
8* (M) "haoou." They are only encountered on the Any group of 16 or more may panic when at-
Armor Class: 120' (40') Prime Plane when conjured by a cleric (see the
Hit Dice: 2 (sword) or see below clerical spell aerial servant). They don't care to tacked, running toward the disturbance 40% of
Move: 1d8 + 4 /1d8 + 4 or see below be summoned for this slave labor; they do not the time (trampling all in their path for 1d20
Attacks: 1d6(ldl2) deliberately or maliciously misinterpret their points of damage; no attack roll needed).
Damage: F8 summoners' orders, but they are hateful ene-
No. Appearing: 10 mies of humans who visit the plane of Air. Terrain: Open, Light Woods.
Save As: V
Morale: 13 Clerics can summon aerial servants to perform Ant, Giant 3
Treasure Type: Any tasks for them. Summoned aerial servants will 4* (M)
Intelligence: 1,200 not fight; they only accept orders to seize things Armor Class: 180' (60')
Alignment: or prisoners and bring them back to the cleric. Hit Dice: 1
XP Value: They can only be harmed by spells or magical Move: 2d6
weapons. They travel at super-speed, often sur- Attacks: 2d4 (4d6)
Monster Type: Monster (Very Rare). prising their prey (1-7 on 1d8). The percentage Damage: F2
Adaptors are a peculiar race native to all chance of breaking free of the servant's grip is No. Appearing: 7 (and see below)
planes of existence. They are very intelligent, equal to the victim's Hit Dice or experience level Save As: U (and see below)
and their ancient race has greater and wider (i.e., an 18th level fighter has an 18% chance to Morale: 1
knowledge than any sage, but their cultural phi- break free of the grip). Treasure Type: Neutral
losophy demands that they not pass their great Intelligence: 125
knowledge between planes and human cultures. Plane of Air: On their home plane, the haoou Alignment:
Instead, they travel and observe civilization have their own evil empire, which reigns in plac- XP Value:
throughout the planes, exchanging information es where there are few or no other creatures.
only among themselves. Their enemies are the helions and the djinn. Monster Type: Lowlife (Rare).
Adaptors are natural (nonmagical) poly- They fear earth-type creatures and attacks. Giant ants are black ants about 6' long. They are
morphs, able to change into the form of any omnivores and will attack anything edible that lies
creature of human or demihuman size. They al- Terrain: Plane of Air; Any. in their path (no reaction roll); if they win, they car-
so change color after they adapt to an attack. Load: 5,000 cn at full flying speed; 10,000 cn ry their kills back to the nest. Once engaged in
They are travelers, rarely staying anywhere for at half speed when retrieving items or prisoners combat, they will fight to the death, even trying to
more than three days, and able to enter and for their temporary masters. cross flames to reach their opponents.
leave other planes at will. A giant ant nest looks like a large, bare hill.
These creatures have the ability to adapt—to Amir Giant ant nests are not as heavily populated as
alter their physical structure to survive in any en- those of smaller ants. At any given time, the nest
vironment. Once exposed to any type of magical See Efreeti, Greater. will be protected by 4d6 giant ants, and another
attack, they then become immune to it; for ex- 10d6 will be on the trails, gathering food. There
ample, a lightning bolt would inflict full or half Animal Herd 7 is an ant queen in the deep, well-guarded egg
damage when first used against it, but all electri- 1-4 (M-L) chamber of the ant nest.
cal attacks would thereafter have no effect. The Armor Class: 240' (80') Giant ants behave just like their smaller cous-
adaptation fades away in 1d10 turns if not used. Hit Dice: 1 attack (butt, bite, or kick, ins. They wander all over the landscape, finding
In combat, adaptors are skilled at swordplay (2 Move: by species) sources of ready food (grain warehouses,
attacks per round, +4 bonus to attack and damage Attacks: 1d4, ld6, or 1d8 watering-holes, villages), communicate their
rolls). If the DM wishes, he can have an adaptor 0 (3d10) finds to the nest, and set up a trail from the nest
protect itself with fantastic devices which the PCs Damage: Fl to the food and back.
cannot comprehend or use (if desired, designed by No. Appearing: 5 There are legends of giant ants mining gold,
the DM). Examples might include a flame tube, Save As: Nil and there is a 30% chance that a lair will contain
trance inducer, or energy neutralizer. Morale: 2 1d10 thousand gp worth of nuggets.
Adaptors are not the same as dopplegangers; Treasure Type: Neutral Terrain: Any except Arctic.
they cannot turn into duplicates of specific people. Intelligence: 10, 20, 35, or 75
Terrain: Anywhere humans are found. Alignment:
XP Value:

Aerial Servant (Haoou)* Monster Type: Normal Animal (Common). Ape, Snow 6
This set of monster statistics represents most 3 +1 (M)
Armor Class: 0 wild grazing creatures, such as caribou, deer, elk, Armor Class: 90' (30')
Hit Dice: 16** (M) goats, moose, and wild oxen. All but the most Hit Dice: 1 club/1 hug
Move: inhospitable climates in the world will feature at Move: 1d6/2d6
240' (80') least one type of herd beast. Attacks: 0 (2d10)
Flying: 720' (240') PCs might attack members of a herd in order Damage: F3
Attacks: 1 to acquire meat. The Hit Dice of and damage No. Appearing: 7(11)
Damage: 4d8 done by herd creatures depend on the type of Save As: K
No. Appearing: 1 (1d4) creatures they are. Here are some sample herd Morale: 4
Save As: F16 creatures: Treasure Type: Chaotic
Morale: 9 Intelligence: 50
Treasure Type: Nil or Special Alignment:
Intelligence: 12 XP Value:
Alignment: Chaotic
XP Value: 4,050 Type of Animal Hit Dice Damage

Antelope, Deer, Goats 1-2 (M) ld4 Monster Type: Normal Animal (Rare).
Snow apes are squat, baboonlike creatures
Wild Horses, Zebras 2 (L) ld4 + 1 with shaggy white fur. They are somewhat intel-
ligent, and often make simple tools like clubs or
Caribou, Oxen 3 (L) 1d6 sharpened bones. They cannot, however, grasp
more complicated concepts, such as the use of a
Elk, Moose, Cattle 4 (L) ld8 bow and arrow.
Because of their camouflage, they are ex-
Monster Type: Planar Monster, Enchanted The DM may add other herd animals within tremely difficult to see in snowy conditions (sur-
(Rare). these ranges. prising on a 1-4). The snow ape uses one arm to
attack with a weapon and attempts to hug its vic-
Aerial servants are humanoid in shape. They In any given herd only one animal in four is
appear to be man-shaped figures of roiling fog; male; the rest are females and young. A male has tim with the other. Because the snow ape is so
they are eerie and menacing. at least 3 hit points per Hit Die; females have
normal hit points, Young have only 1-4 hit
Aerial servants are beings native to the ele- . points per Hit Die. When alarmed, females and
mental plane of Air. On their home plane, they

strong, any creature caught in its hug takes 2d6 and chaotic people and monsters, persuading Baboon, Rock 6
points of damage each round until freed. The adventurers to attack those evils, and sometimes 2 (M)
ape will maintain its hug until it is slain or its directly helping the adventurers who are advanc- Armor Class: 120' (40')
morale fails. ing their goals. Hit Dice: 1 club/1 bite
Move:
Although generally reclusive, the snow ape is Both male and female archons have the bodies Attacks: 1d6/ld3
clever and cruel, preferring to ambush its victims like that of giant eagles, with golden-feathered Damage: 2d6 (5d6)
whenever possible. If trapped or cornered, the wings. The male archon has a head, arms, and No. Appearing: F2
snow ape fights viciously (use the morale in pa- torso like a huge muscular man; the female has Save As: 8
rentheses in this case). Although they cannot no torso, but has a dragonlike neck and three Morale: U
make intelligible sounds, snow apes communi- heads: two bull's heads flanking a beautiful fe- Treasure Type: 2
cate with each other using a complex sign lan- male human's. Intelligence: Neutral
guage. In addition, snow apes often leave Alignment: 20
messages for each other using a system of stacked In combat, each female's bull head may gore
for 3d10 points of damage or breathe a cone of XP Value:
rocks and snowballs. fire 10' long for 4d6 points of damage. A male
Snow apes are omnivores; they like giant insects may use any human weapon, and many have en- Monster Type: Normal Animal (Common).
chanted weapons. Rock baboons are larger versions of normal ba-
and red meat (such as humans), but will not attack boons and are more intelligent. They are omni-
very large monsters or large parties. They live in Archons are immune to fire, poison, and 1st vores but prefer meat. They are not inclined to
snowy mountain forests and do not need to take through 4th level spells of all types. Archons eat humans, preferring small herd animals when
shelter except in the worst snowstorms. may use spells as 12th level clerics and can tele- they can catch such beasts. They do not make
port at will.
Terrain: Arctic, Mountains (cold). tools or weapons but will pick up bones or
Once per day, each may use one bolt of purity branches to use as clubs.
Ape, White 6 and may create one sword of flame. The boh ap-
4 (M) pears similar to a lightning boh (with the same Rock baboons form packs of up to 30 mem-
Armor Class: size and range), but causes all victims to become bers, each pack led by a dominant male. They
Hit Dice: 120' (40') Lawful and peaceful for 2d6 turns (no saving are ferocious and have vicious tempers. They do
Move: 2 claws or 1 rock throw). It removes all evil thoughts and does not
Attacks: 1d4/ld4 or 1d6 cause damage. The sword is the size of a normal not speak a true language, but use simple
Damage: 1d6 (2d4) sword but is solid flame and inflicts 4d8 points
No. Appearing: F2 of damage to any victim hit. Once created, it screams to communicate warnings and needs.
Save As: 7 lasts for three turns. Rock baboons will not go out of their way to
Morale: Nil
Treasure Type: 2 Archons live in small families of one mated attack travelers, but will try to scare intruders out
Intelligence: Neutral pair and 1d3 young. Archons are encountered of their hunting grounds.
Alignment: alone or in mated pairs; adventurers almost nev-
XP Value: 75 er encounter archon young. Terrain: Hill, Mountain, Open.

Monster Type: Normal Animal (Rare). Terrain: Any, any Planar. Bandit 6
White apes have lost their color due to many Load: 5,000 cn at full speed; 10,000 cn at half 1 (M)
years of living in caves. They are nocturnal her- speed (may carry a character at a crucial time if Armor Class: 90' (30')
bivores, looking for fruits and vegetables at he is worthy). Hit Dice: 1 weapon
night. Move: By weapon
They do not go out of their way to attack char- Athach 0 Attacks: 2d4 (3d10)
14* (L) Damage: T1
acters; if approached by humans and demi- Armor Class: 180' (60') No. Appearing: 8
humans and given a chance to flee, they will do Hit Dice: 4 Save As: (U) A
so. But if creatures approach their lair, the apes Move: Morale:
will threaten the intruders. If their threats are ig- Attacks: 2dl2/2dl2/2dl2/2dl0 + Treasure Type: 11
nored, they will attack. They may throw one Damage: poison (special) Intelligence: Chaotic or Neutral
stone per round for 1d6 points each. 1d3 (ld6) Alignment:
No. Appearing: Fl4 XP Value: 10
White apes are not intelligent and are some- Save As:
times kept as pets by Neanderthals (cavemen). Morale: 7 Monster Type: Human (Common).
Normally, in the wild, they live in caves in family Treasure Type: I Bandits are NPC thieves who have joined to-
groups of 2-8 members. Intelligence: 8 gether for the purpose of robbing others. Fre-
Alignment: Chaotic quently, they have small communities of 3-30
Terrain: Cavern, Hill, Mountain, Ruin. XP Value: 2,500 members and send out raiding groups of 2-4
bandits. Bandits will act as normal men so they
Archon —6 Monster Type: Giant Humanoid (Rare). can surprise their intended victims. Another
20****** (L) Athachs are humanoid and stand 18' tall. bandit tactic is to set up an ambush to waylay
Armor Class: 120' (40') Each has hideous but recognizable features, a wealthy travelers; typically, they will drop a tree
Hit Dice: 360' (120') malformed body, and a third arm in the center just around the bend of a road so that travelers
Move: of its chest. have to stop; then the bandits stand back with
See below These huge monsters are quite stupid and ill- ranged weapons and rob the travelers.
Flying: See below tempered. They live in small families, sheltering
Attacks: 1d2 (1d2) in caves, and beating on one another when not Treasure Type A is only found in the bandits'
Damage: C20 hunting for meat. (They consider humans to be
No. Appearing: 11 wilderness lair.
Save As: Nil meat.) They love gems and jewelry and, if an of-
Morale: 16 fer is good enough, will accept such in return for Bandits may have an NPC leader of any hu- •
Treasure Type: not attacking travelers. man character class who is one or more levels of
Intelligence: Lawful experience greater than the bandits. The leader
Alignment: 13,175 Athachs attack by bashing their opponents with may have an agenda other than mere robbery;
XP Value: thick tree stumps or stones and biting with their he might be assembling a network of bandit
gnarled, poisonous tusklike teeth. Any victim bit- gangs for some greater nefarious purpose, or he
Monster Type: Planar Monster (Very Rare). ten must make a saving throw vs. poison with a — 4 may be a nobleman framed for a crime, stripped
Archons are extremely lawful beings whose penalty or be helpless for 1d6 turns.
sole purpose is to oppose chaos and preserve all of his title, and living the life of a bandit until he
that is good. They do this by learning about evil Terrain: Hill, Mountain, Woods.
can clear his name.
Terrain: Any (usually wilderness along main

roads).

Banshee Bat Bear
A form of undead; see Haunt.
Normal Giant Black Grizzly

Basilisk Armor Class: 6 6 Armor Class: 6 8
Hit Dice: 4 (L) 5 (L)
Armor Class: Hit Dice: 1/4(1 hp)(S) 2 (M) Move: 120' (40') 120' (40')
Hit Dice:
Move: 4 Move: 9'(3') 30'(10')
Attacks: 6 + l**(L)
Damage: 60' (20') Flying: 120' (40') 180' (60') Attacks: 2 claws/ 1 bite 2 claws/ 1 bite
1 bite/1 gaze
No. Appearing: 1d10 + petrification Attacks: Confusion 1 bite Damage: 1d3/ld3/ld6 1d8/ld8/ldl0
Save As: (special)
Morale: 1d6(ld6) Damage: Nil ld4 No. Appearing: 1-4 (1d4) 1 (1d4)
Treasure Type: F6 F4
Intelligence: 9 No. Appearing: d100(d100) 1d10 (1d10) Save As: F2
Alignment: F
XP Value: 2 Save As: Normal Man Fl Morale: 7 10
Neutral
950 Morale: 6 8 Treasure Type: U U

Treasure Type: Nil Nil Intelligence: 2 2

Intelligence: 2 2 Alignment: Neutral Neutral
XP Value: 75 175
Alignment: Neutral Neutral

XP Value: 5 20

Polar Cave

Monster Type: Normal Bat: Normal Animal Armor Class: 6 5
(Common); Giant Bat: Giant Animal (Com-
mon). Hit Dice: 6 (L) 7 (L)

Monster Type: Monster (Rare); Planar Mon- Bats are nocturnal flying insectivores. They of- Move: 120' (40) 120' (40')
ster (Very Rare). ten live in caves or abandoned buildings and
find their way about by echolocation (a type of Attacks: 2 claws/ 1 bite 2 claws/ 1 bite
A basilisk is a 10'-long lizard; it looks much radar using hearing and echoes to locate objects).
like a large snake with four legs and a crownlike Since they have very weak eyes, spells that affect Damage: 1d6/ld6/ldl0 2d4/2d4/2d6
growth on its head. It may be of any color, but is sight (such as light) do not work on bats. How-
usually very bright and distinctive. It is some- ever, a silence 15' radius spell will effectively No. Appearing: 1 (1d2) 1-2 (1d2)
times called the "king of snakes." "blind" a bat.
Save As: F3 F4
The basilisk is a nonintelligent but very magi- Normal bats: These very small mammals
cal lizard. It lives in underground caverns or wild weigh only a few ounces. They will not attack Morale: 8 9
and tangled thickets. Any creature hit by a basi- men but may confuse them by flying around
lisk must make a saving throw vs. turn to stone or their heads. There must be at least ten bats to Treasure Type: U V
be petrified; all equipment he carries will also be confuse one character. Characters who are con-
turned to stone. The basilisk's gaze has the same fused have a - 2 penalty on their attack rolls and Intelligence: 2 2
effect; anyone meeting the gaze must make the saving throws and cannot cast spells. Normal
same saving throw or be petrified. A surprised bats must check morale each round unless they Alignment: Neutral Neutral
character automatically meets the gaze (but gets are controlled or summoned.
the saving throw). XP Value: 275 450
Giant Bats: Giant bats are much larger cousins
A character in hand-to-hand combat with the of normal bat species. Giant bats look like Monster Type: Black, Grizzly Bears: Normal
creature must either avoid the gaze or meet the smaller bat species but grow to be approximately Animal (Common). Polar Bear: Normal Animal
gaze each round. When a character tries to avoid 5' long, with a wingspan greater than 25'. They (Rare). Cave Bear: Prehistoric Animal (Very
the gaze, he suffers a -4 penalty to all attack are carnivores (or, more appropriately, hemo- Rare).
rolls against the monster, while the basilisk gains vores—blood-drinkers) and may attack humans
a + 2 bonus to all its attacks against the charac- if extremely hungry. Bears are well known to all adventurers. If any
ter. If the character meets the gaze, he attacks bear hits one victim with both paws in one
and defends normally but must make the saving Giant Vampire Bats: Of giant bat encounters, round, the bear hugs its victim and inflicts 2d8
throw at his normal odds. 5% will be with groups of giant vampire bats, points of additional damage in that same round.
far more dangerous creatures (HD 2*, XP Value
A character may use a mirror when confront- 25). The bite of a giant vampire bat does no ex- Black Bear: Black bears have black fur and
ing a basilisk. While using a mirror, he suffers a tra damage but its victim must make a saving stand about 6' tall. They are omnivores but pre-
-2 penalty to the attack roll (instead of -4). throw vs. paralysis or fall unconscious for 1d10 fer roots and berries. A black bear will not usu-
The area must be lit for the mirror to be effective rounds. This will allow the vampire bat to feed ally attack unless it is cornered and cannot
and the attacker cannot use a shield. If the basi- without being disturbed, draining 1d4 points of escape. Adult black bears will fight to the death
lisk sees itself in the mirror (a roll of 1 on 1d6, blood per round. Any victims who die from hav- to protect their young. They have been known to
checked each round), it must make a saving ing their blood drained by a giant vampire bat raid camps, seeking food. They are especially
throw or be turned to stone! must make a saving throw vs. spells or become fond of such treats as fresh fish and sweets.
an undead creature 24 hours after death.
Basilisks are native to both the Prime Plane Grizzly Bear: Grizzly bears have silver-tipped
and the elemental plane of Earth. Terrain: Cavern, Ruins. brown or reddish brown fur and stand about 9'
Load: Giant Bat: 500 cn at full speed; 1,000 tall. They are fond of meat and are much more
Plane of Earth: On the plane of Earth, a basi- cn at half speed. likely to attack than black bears. Grizzlies are
lisk is merely a lizardlike creature made of rock. Barding Multiplier: x 1 (Giant Bat). found in most climates, but are most common in
Its 90' gaze slows creatures made of earth (as the mountains and forests.
reverse of the magic-user spell haste) for 1d6
rounds (no saving throw). The gaze can still pet- Polar Bear: Polar bears have white fur and
rify creatures not made of earth (the standard stand about 11' tall. They live in cold regions.
saving throw still applies). They usually eat fish, but often attack adventur-
ers. These huge bears are good swimmers, and
The planar basilisk can burrow through very their wide feet allow them to run across snow
without sinking.
dense rock at a 180' (60') rate. It usually avoids
other life forms on its own plane. Cave Bear: These enormous bears stand about
15' tall. They do not see well at all but hunt very
Terrain: Cavern, Woods; Plane of Earth. well by scent. If hungry, they will follow a track
of blood until they have eaten. They prefer a di-
et of fresh-killed red meat and live in caves,
mostly in prehistoric environments or very dis-
tant mountain areas where human civilization
has not penetrated.

Terrain: Hill, Mountain, Woods. (Cave Bear:
Same, but prehistoric.)

Bee, Giant Beetle, Giant Beholder

Armor Class: 7 Fire Oil Tiger Armor Class: 0/2/7
Hit Dice: 1/2* (1-4 hp) (S) Hit Dice: 11***** (hp special) (M)
Move: 150'(50') Armor Class: 4 4 3 Move: 30' (10')
Attacks: 1 sting Attacks: 1 bite + special
Damage: 1d3 + special Hit Dice: 1 + 2 ( S ) 2* (M) 3 + 1 (M) Damage: 2d8 + special
No. Appearing: No. Appearing: 1 (0)
Save As: 1d6 (5d6) Move: 120' (40') 120' (40') 150'(50') Save As: Mil
Morale: Fl Morale: 12
Treasure Type: 9 Attacks: 1 bite 1 bite + 1 bite Treasure Type: L, N, O
Intelligence: See below Intelligence: 16
Alignment: 0 special Alignment: Chaotic
XP Value: Neutral XP Value: 5,100
6 Damage: 2d4 1d6 + 2d6

special

No. Appearing: 1d8 1d8 1d6

(2d6) (2d6) (2d4)

Save As: Fl Fl F2

Morale: 789

Treasure Type: Nil Nil U

Monster Type: Lowlife (Rare). Intelligence: 0 0 0 Monster Type: Monster (Rare).
Giant bees, also called "killer bees," are foot- A beholder, also called an "eye tyrant" or
long giant bees with nasty tempers. Giant bees Alignment: Neutral Neutral Neutral "sphere of many eyes," looks like a large floating
always attack anyone within 30' of their hive. If a ball (about 4' in diameter) covered with tough
giant bee attack hits, the bee dies, but the crea- XP Value: 15 25 50 armor-plated skin. Atop the beholder are ten
ture stung must make a saving throw vs. poison small eyes on stalks, each with its own magical
or die. The stinger will work its way into the vic- Monster Type: Lowlife (Common). power. A large central eye is on the front of the
tim, inflicting 1 point of damage per round, un- Fire Beetle: Fire beetles are 2 1/2' -long crea- body, with a toothy mouth below it.
less a character spends a round pulling it out. tures often found below ground. A fire beetle A beholder moves by means of a slow flight
Owing to the great weight of their hives, giant has two glowing glands above its eyes and one that cannot be dispelled. It speaks most lan-
bees prefer to build their hives in small caves and near the back of its abdomen. These glands give guages and is extremely intelligent, cruel, and
underground areas near the surface. off light in a 10' radius and will continue to glow greedy. It is normally found alone but is rarely
There will always be at least 10 bees with their for 1d6 days after they are removed. (5% chance) found with 1d6 young (each with
queen in or near the hive. At least four of these Oil Beetle: Oil beetles are 3'-long giant beetles 1/10 normal Hit Dice and range of eye effects,
bees will have 1 Hit Die each (XP 13). The that sometimes burrow underground. When at- bite damage 1d4 points).
queen bee has 2 Hit Dice (XP 35) and can sting tacked, an oil beetle squirts an oily fluid at one The beholder's front eye always projects an
repeatedly without dying. attacker (an attack roll is needed; the range is 5'). anti-magic ray, which temporarily "turns off all
Giant bees make magical honey. If a character The oil raises painful blisters, causing a - 2 penal- magic within 60' in front of it (see "Anti-Magic"
eats the honey of an entire hive (about two ty on the victim's attack rolls until cured by a cure in Chapter 13). Magical weapons used within
pints), it has an effect like a half-strength potion light wounds spell or until 24 hours have passed. the ray are treated as if nonmagical. Spells cast
of healing, curing 1d4 points of damage. Tiger Beetle: Tiger beetles are 4'-long giant within it area of effect are instantly ruined; spells
Terrain: Plain, Woods, Mountain, Hill. beetles with a striped carapace that looks like a cast from further away are ruined when the ef-
tiger's skin. They are carnivores and usually prey fects get within range. The beholder will usually
on robber flies. turn to face any character who starts casting, ru-
Terrain: Cavern, Plain, Ruins, Woods. ining the spell.
Magical weapons and items will work normal-
ly once they are removed from the anti-magicray
area, and existing spell effects with durations
will resume once the ray is directed elsewhere.
This ray cannot be aimed above or below the
creature, but only straight out in front of it. As
this ray can affect any magic, even that of the
smaller eyes (as explained below), the small eyes
cannot be used on targets within the anti-magic
ray.
If a character uses a weapon to attack a be-
holder, the player must declare what his charac-
ter is aiming at — the body, the large eye, or an
eye stalk. Each target has a different armor class
and hit points as follows:
• The body is AC 0 and has 50 hit points.
• The front eye is AC 2 and has 20 hit points.
• An eye stalk is only AC 7, but can with-

stand 12 of damage. Damage to eye stalks
does not count toward killing the creature.
Small eyes and eyestalks: If an attack roll
against an eye-stalk is successful, the DM should
roll randomly to see which stalk is damaged. A
"slain" eyestalk has been cut off, but a damaged
stalk does not interfere with the eye's function-
ing. Lost eyes grow back in 2d4 days; partial
damage to eyestalks regenerates at the rate of 1
hit point per day.
Only four small eyes can aim in one direction
at the same time, and they cannot see the area
directly below the body. Each eye stalk can shoot
a ray with a different spell-like effect once per

round. Spell descriptions are given in Chapter 3; Its bite inflicts 2d10 points of damage and al- Berserker 7
reversed spell effects are indicated by an asterisk. so causes an energy drain of two levels (as a 1 + 1*(M)
vampire's). Armor Class: 120' (40')
Eye 1. charm person (range 120') Hit Dice: 1 weapon
Eye 2. charm monster (range 120') The monster's front eye always projects a ray Move: By weapon
Eye 3. sleep (range 240') of reflection. Any spell cast at the monster from Attacks: 1d6 (3d10)
Eye 4. telekinesis (range 120', up to this direction is reflected back at the caster. In Damage: Fl
addition, any attempts to turn undead from in No. Appearing: 12
Eye 5. 5,000 cn weight) front is also reflected back on the cleric, who Save As: (P) B
Eye 6. flesh to stone* (range 120') must make a saving throw vs. spells or run in fear Morale: 9
Eye 7. disintegrate (range 60') for 2d6 rounds. The monster usually turns to Treasure Type: Neutral
Eye 8. cause fear* (range 120') face any character who starts casting a spell, and Intelligence: 19
Eye 9. slow* (range 240') watches for clerics. This reflection cannot be Alignment:
Eye 10. cause serious wounds* (range 60') aimed above or behind the creature, but only XP Value:
death spell (range 240') straight in front of it.

Terrain: Caverns, Ruins. If a character uses a weapon to attack an un- Monster Type: Human (Rare).
dead beholder, the player must declare what the Berserkers are fighters who go mad in battle.
Beholder, Undead* character is aiming at—the body, the large eye, Most belong to barbarian cultures—typically,
or an eye stalk. Each target has a different armor northern seagoing cultures.
Armor Class: -4/-2/3 class and hit points as follows: Berserker reactions are determined normally
Hit Dice: 20******* (hp special) (M) outside of combat, but once a battle starts they
Move: 60' (20') • The body is AC -4, and can take 90 hit will always fight to the death—sometimes at-
Attacks: 1 bite + special points of damage before the beholder is tacking their comrades in their blind rage. When
Damage: 2dl0 + special killed. fighting humans or humanlike creatures (such as
No. Appearing: 1 (0) kobolds, goblins or orcs), they add + 2 to their
Save As: M20 • The front eye is AC - 2, and has 30 points. attack rolls due to their ferocity. They never re-
Morale: 12 • An eye stalk is only AC 3, but each can treat, surrender, or take prisoners.
Treasure Type: L, N, O ( x 2) Berserkers do not look different from any oth-
Intelligence: 16 withstand 20 points of damage. Damage to er members of their culture. In a village of the
Alignment: Chaotic the eye stalks does not count toward killing appropriate culture, 10% of all fighters will be
XP Value: 14,975 the creature. berserkers. The DM can create societies where all
Small eyes and eyestalks: Each small eye may fighters are berserkers.
Monster Type: Undead Construct, Enchanted be used once per round at most, and only three Terrain: Any.
(Very Rare). eyes can aim in one direction (forward, back-
ward, etc.; if a target is above the creature, all Black Pudding*
An undead beholder is similar to a living one, ten small eyes can be used). The beholder often
but is a construct created for some specific evil uses only two small eyes per round unless seri- Armor Class: 6
purpose. All undead beholders are constructs; ously threatened. Hit Dice: 10* (L)
"real" beholders never become undead. A "slain" eye is cut off, but a damaged eye Move: 60' (20')
functions normally. Damaged and lost eyes grow
This monster looks quite similar to a normal back in ld4 + 1 hours and do not regenerate as Attacks: 1
beholder—a large floating ball, about four feet fast as the body of the monster. Damage: 3d8
in diameter, covered with tough armor-plated No. Appearing: 1 (0)
skin. Atop the monster are ten small eyes on Eye 1. animate dead (range 60') Save As: F5
stalks, each with its own magical power. A large Eye 2. charm (as vampire, 120' range, Morale: 12
central eye is on the front of the body, with a Treasure Type: See below
toothy mouth below it. The creature moves — 2 penalty to the saving throw) Intelligence: 0
about by magical flight, a natural (nonmagical) Eye 3- continual darkness (range 120') Alignment: Neutral
Eye 4. death spell (range 120') XP Value: 1,750
ability. It is extremely intelligent, and speaks Eye 5. energy drain 1 level (as wight)
many languages. Any cleric of 25th level or Eye 6. energy drain 2 levels (as spectre) Monster Type: Monster (Common).
greater will recognize the creature as undead Eye 7. paralysis (as ghoul, range 60'; note A black pudding is a nonintelligent black
when he sees it. blob 5 to 30 feet in diameter. Puddings are al-
that elves are immune to this ray) ways hungry; they will attack any creature they
An undead beholder cannot be harmed by Eye 8. animate object (60' range)
normal, silver, or even +1 magical weapons; a Eye 9. dispel magic (26th level) come across.
magical weapon of + 2 or better enchantment is Eye 10. telekinesis (4,000 cn) With their corrosive touch, they inflict 3d8
needed to damage it. It is immune to all charm,
hold, and s7eep effects, all illusions, death rays, points of damage to living things, and can dis-
and poison. solve wood and corrode metal in one turn. They
cannot affect stone.
The monster's body regenerates 3 hit points
per round as soon as it is damaged. If reduced to They can travel on ceilings and walls, and can
0 hit points, it is forced into gaseous form and pass through small openings. (Passing through a
cannot regenerate; it must rest for 1 hour in total small opening is very slow and usually takes a
darkness before the regeneration starts once full turn or longer.)
again. The monster usually keeps several areas of
continual darkness near its location. A pudding can only be killed by fire; other at-
tacks (weapons or spells) merely break it up into
An undead beholder can assume gaseous form smaller puddings, each with 2 Hit Dice and in-
at will. In this form, it has no special abilities, flicting ld8 points of damage per blow. How-
but cannot be harmed except by magic that af- ever, a flaming sword will cause full normal
fects air. The monster cannot use any special damage.
abilities during that round of combat in which it
is becoming or leaving its gaseous form. Puddings normally have no treasure, but
gems (the only remnants of previous victims)
might be found nearby.

Terrain: Cavern, Ruins.

Blackball (Deadly Sphere) Blink Dog 3,000 cn at half speed. Great Boar: 3,000 cn at
full speed; 6,000 cn at half speed.
Armor Class: 9 Armor Class: 5
Hit Dice: None (see below) (M) Hit Dice: 4* (S) Barding Multiplier: x 3.
Move: Move: 120' (40')
Attacks: 30' (10') Attacks: 1 bite Bugbear
Damage: 1 touch Damage: ld6
No. Appearing: Disintegration No. Appearing: ld6(ld6 + 3) Armor Class: 5
Save As: 1 (1) Save As: F4 Hit Dice: 3 + 1 (L)
Morale: See below Morale: 6 Move: 90' (30')
Treasure Type: 12 Treasure Type: C Attacks: 1 weapon
Intelligence: Nil Intelligence: 9 Damage: By weapon + 1
Alignment: 0 Alignment: Lawful No. Appearing: 2d8 (5d4)
XP Value: None (see below) XP Value: 125 Save As: F3
7,500 Morale: 9
Treasure Type: (P + Q) B
Monster Type: Planar Monster (Very Rare). Monster Type: Monster (Common). Intelligence: 7
This unusual creature is a small, brown-furred, Alignment: Chaotic
It is not known what these curious beings are, rugged-looking canine with big jaws. It is not, XP Value: 50
however, a normal animal. It is intelligent, often
or even if they are living creatures. A blackball travels in packs, and uses a limited teleportation Monster Type: Humanoid (Common).
(or "deadly sphere") is simply a featureless black ability. It can "blink out" of one spot and imme- Bugbears are giant hairy goblins—humanoids
globe, 5' in diameter. It moves slowly but usu- diately appear ("blink in") at another. It has in- that grow to about 8' tall and are covered with
ally randomly. Whatever it touches simply disin- stincts that prevent it from appearing in a solid bristly dark fur.
tegrates (no saving throw), so it moves freely Despite their size and awkward walk, they
through anything. object. move very quietly and attack without warning
When attacking, it "blinks" close to an ene- whenever they can. They surprise on a roll of 1-3
When encountered, the blackball moves to- (on 1d6) due to their stealth. When using weap-
ward the nearest intelligent creature within 60'. my, attacks, and then reappears 1d4 x 10' away. ons, they add + 1 to all attack and damage rolls
It has no recognizable mind or intelligence and If seriously threatened, an entire pack will because of their strength.
is immune to everything except Immortal con- "blink" out and not reappear. In the wilderness, they live in small communi-
trol. An Immortal can command a blackball, but ties of 5-20 members, and send out hunting packs
it is beyond mortal control; fortunately, it is ex- Though as intelligent as many humans, blink of 2-16 fighters. They kill and eat herd animals
tremely rare. It may be defeated by a gate spell, dogs do not speak human or demihuman lan- whenever possible and sometimes raid farmers'
sending it to some other plane, or by a carefully guages; they can communicate only among grain storage sheds and meat-smoking sheds for
worded wish. themselves. They like to live free the way wolves food; in times of great hardship, they may kill hu-
do and tend to come in conflict with humans on- mans for food. They are basically intelligent, us-
Terrain: Any. ly when settlers encroach on their territories. ing crude knives, clubs, and spears they make
They are carnivores, living on wild elk, moose, themselves; they know how to use the superior
Blast Spore 9 and other herd-beasts. weapons they sometimes steal from humans.
1* (1 hit point) (M) There can be bugbear spellcasters; see "Mon-
Armor Class: 30'(10') Blink dogs also hate and attack displacer ster Spellcasters."
Hit Dice: 1 beasts, their natural enemies. It is suspected that Terrain: Cavern, Hill, Mountain, Woods.
Move: Disease only blink dogs and displacer beasts both come from
Attacks: some distant plane of existence.
Damage: 1d3 (1)
No. Appearing: F1 Terrain: Open, Woods, Desert.
Save As: 9
Morale: Nil Boar Normal Great Caecilia 6
Treasure Type: 0 3 6* (L)
Intelligence: Neutral Armor Class: 7 10* (L) Armor Class: 60' (20')
Alignment: 13 Hit Dice: 3*(M) 90' (30') Hit Dice: 1 bite
XP Value: Move: 90' (30') 1 tusk Move: ld8
Attacks: 1 tusk 2d8 Attacks: ld3 (1d3)
Monster Type: Lowlife (Rare). Damage: 2d4 1d6(ld6) Damage: F3
A blast spore looks almost exactly like a be- No. Appearing: 1d6(ld6) F5 No. Appearing: 9
holder (see Beholder, above). However, it is a Save As: F2 9 Save As: B
type of floating fungus. Morale: Nil Morale: 0
When seen in dim light, a blast spore is usu- Treasure Type: 9 Treasure Type: Neutral
ally mistaken for a beholder; a character must Intelligence: Nil 2 Intelligence: 500
roll 10% or less on 1d100 to tell the difference. Alignment: Alignment:
When characters come within 10', their chance XP Value: 2 Neutral XP Value:
for detection improves to 25%. 1,750
If a blast spore is damaged in any way, it ex- Neutral
plodes for 6-36 (6d6) points of damage to all 50
within 20'; each victim may make a saving throw
vs. wands to take half damage. This explosion Monster Type: Boar: Normal Animal (Com- Monster Type: Lowlife (Rare).
does not shower victims with spores the way the mon). Great Boar: Giant Animal (Rare). This giant gray wormlike creature is about 30'
normal attack does. long. They are meat-eaters and can be found
When approached, this creature might spray a Wild boars generally prefer forested areas but nearly anywhere.
shower of spores in a 20' x 20' x 20' volume be- can be found nearly everywhere. They are omni- Caecilia often lie in wait in loose soil just be-
fore it. Each victim must make a saving throw vs. vores and have extremely bad tempers when dis- low the surface. Whenever a small party of ani-
poison; if he fails, the spores hit him, penetrate, turbed. They sometimes lie in thickets in the mals or humans pass, they shoot up out of the
and grow into 1d6 more blast spores, causing forest and charge passersby. They do have the ground and begin biting with their large mouths
death in 24 hours unless a cure disease spell is charge attack special ability; if they can charge and sharp teeth. An unadjusted attack roll of 19
applied. for 20 yards before reaching their prey, they in- or 20 means that the caecilia has swallowed its
Terrain: Cavern, Ruins. flict double damage when they hit. prey whole. A victim takes 1d8 points of damage
each round until the victim or the caecilia is
Great Boars: These rare boars are huge and dead.
terrifying. They are most often found in "lost Terrain: Any except Arctic.
world" settings and are occasionally used as
mounts by barbaric tribes.

Terrain: Woods.
Load: Normal Boar: 1,500 cn at full speed;

Camel 7 Cat, Great Sabre-Tooth
2 (L) Mountain Tiger
Armor Class: 6
Hit Dice: 150' (50') Panther Lion Tiger 8(1)
Move: 1 bite/1 hoof 4 150'(50')
Attacks: l/ld4 Armor Class: 4(M) 66 2 claws/1 bite
Damage: 0 (2d4) Hit Dice: 210'(70') 1d8/ld8/2d8
No. Appearing: F1 Move: 3 +2(M) 2 claws/1 bite 5(L) 6(L)
Save As: 7 Attacks: 150'(50') 1d4/ld4/ld8 1d4 (1d4)
Morale: Nil Damage: 2 claws/1 bite 150' (50') 150' (50') F4
Treasure Type: 2 1d3/ld3/ld6 1d2(1d6) 10
Intelligence: Neutral F2 2 claws/1 bite 2 claws/1 bite
Alignment: 20 8 V
XP Value: U 1d4 + l /ld4 + l/ 1d6/ld6/2d6 2

2 1d10 Neutral
650
No. Appearing1d4 (1d4) Neutral 1d4(ld8) 1 (1d3)
75
Save as F2 F3 F3

Morale: 8 99

Treasure Type: U UU

Intelligence: 2 22

Monster Type: Normal Animal (Common). Alignment: Neutral Neutral Neutral
The camel is an ill-tempered beast, apt to bite
or kick any creature that gets in its way— XP Value: 50 175 275
including its owner. It often kicks with one leg.
Camels are used as pack and riding animals in Monster Type: Normal Animal (Common). ests, and open shrub lands. They are extremely
deserts and barren lands (with movement as if in Sabre-Tooth Tiger: Prehistoric Animal (Very quick and can outrun most prey over short dis-
clear terrain). A well-watered camel may travel Rare). tances. Panthers are usually black-furred.
for two weeks without drinking. Camels are her-
bivores, preferring grasses and grains, but will The "great cats" are large feline predators liv- Lion: Lions generally live in warm climates
eat animal skin and bones when very hungry. ing in wilderness areas. They are cautious, nor- and thrive in savannah and brush lands near des-
A camel with one hump is called a dromedary, mally only attacking their natural prey, small erts. They usually hunt in groups, known as
and one with two humps is a Bactrian camel. herd-beasts. They will avoid fights with humans prides. Male lions have the distinctive lion-
Terrain: Barren Lands (Bactrian), Desert and demihumans unless forced by extreme hun- mane; female lions do not.
(dromedary). ger or when trapped with no escape route.
Tiger: Tigers are the largest of the commonly
load: 3,000 cn normal speed; 6,000 cn half Great cats rarely go deeply into caves and usu- found great cats. They prefer cooler climates and
speed. ally remember a quick escape route to the out- wooded lands where their striped bodies offer
doors. Despite their shyness, they are very some degree of camouflage. They often surprise
Barding Multiplier: x 1. inquisitive and may follow a party out of curiosi- their prey (1-4 on ld6) when in woodlands.
ty. They will always chase a fleeing prey.
Carrion Crawler Sabre-Tooth Tiger: Sabre-tooth tigers are the
Mountain Lion: This tawny-furred species largest and most ferocious of the great cats. They
Armor Class: 7 lives mostly in mountainous regions but also in- have oversized fangs, from which they get their
Hit Dice: 3 + 1* (L) habits forests and deserts. They will wander fur- name. Sabre-tooth tigers are mostly extinct, ex-
Move: ther into dungeons than any other species of cept in "lost world" areas.
Attacks: 120' (40') great cat.
Damage: 8 tentacles or 1 bite Terrain: See the individual cat descriptions,
No. Appearing: Paralysis or 1 point Panther: Panthers are found on plains, for- above.
Save As: 1d4 (0)
Morale: F2 Centaur Centipede, Giant
Treasure Type: 9
Intelligence: B Armor Class: 5 Armor Class: 9
Alignment: 0 Hit Dice: 4 (L)
XP Value: Neutral Move: Hit Dice: 1/2 (1-4 hp)* (S)
75 Attacks: 180' (60')
Damage: 2 hooves/1 weapon Move: 60' (20')
No. Appearing: 1d6/ld6/by weapon
Save As: 0 (2d10) Attacks: 1 bite
Morale: F4
Treasure Type: 8 Damage: Poison (special)
Intelligence: A
Alignment: No. Appearing: 2d4 (1d8)
XP Value: 10
Monster Type: Lowlife (Common). Neutral Save As: Normal Man
This scavenger is a 9'-long, 3'-high many- 75
legged worm. It can move equally well on a Morale: 7
floor, wall, or ceiling. Its small mouth is sur-
rounded by eight tentacles, each 2' long, which Treasure Type: Nil
can paralyze on a successful hit unless a saving
throw vs. paralysis is made. A tentacle hit does Intelligence: 0
no actual damage.
Carrion crawlers are known as scavengers, eat- Alignment: Neutral
ing the remains of slain animals. But they are al-
so willing to go after fresh meat. They will attack XP Value: 6
small parties of travelers, paralyzing their prey,
Monster Type: Monster (Common). Monster Type: Lowlife (Common).
and will eat paralyzed victims in three turns un- A centaur is a creature with the head, arms, A giant centipede is a foot-long insect with
less except when the carrion crawlers are being and upper body of a man joined to the body and many legs. Centipedes prefer dark, damp places
attacked. Unless magically cured, the paralysis legs of a horse. They are of average human intel- and are often found in dungeons or on the boles
will wear off in 2d4 turns. ligence and often carry weapons (clubs, lances, and branches of trees in deep forest. They do not
and bows; one weapon per creature). A centaur commonly attack travelers, but will usually at-
Terrain: Cavern, Ruins. may use a charge attack with a lance. tack someone who disturbs them.
Centaurs will form into small tribes or fami- They attack by biting. The bite does no dam-
lies. Their homes are in dense thickets or woods. age to characters, but the victim must make a
The females and young will usually stay in the saving throw vs. poison or become violently ill
lair. If attacked, females and young will attempt for 10 days. Characters who do not make their
to flee; if escape is impossible, they will fight to saving throws move at half speed and will not be
the death. The young fight as 2-HD monsters, able to perform any other physical action. The
and do less damage (1d2/ld2/ld4). bite is more effective against very small crea-
There can be centaur spellcasters; see "Mon- tures, such as the birds and insects they eat; such
ster Spellcasters." creatures must save vs. poison or die.
Terrain: Woods, Open, Wooded Hills. Terrain: Cavern, Ruins, Woods.
Load: 3,000 cn at full speed; 6,000 cn at half
speed.

Chimera 4 Crocodile Normal Large Giant and semitropical swamps and rivers. Sometimes
9** (L) they are seen in underground rivers and seas.
Armor Class: 120' (40') Armor Class: 531 Awkward on land, crocodiles do not stray far
Hit Dice: 180' (60') Hit Dice: 2(M) 6(L) 15 (L) from water and will spend hours floating just un-
Move: 2 claws/3 heads + breath Move: 90' (30') 90' (30') 90' (30') der the surface. At such times, they can be mis-
(special) 90' (30') 90' (30') 90' (30') taken for logs.
Flying: 1d3/ld3/2d4/ldl0/3d4 + Swimming: 1 bite 1 bite 1 bite
Attacks: 3d6 Attacks: If hungry, these animals will attack creatures in
1d2 (1d4) Damage: 1d8 2d8 3d8 the water. They are particularly attracted to the
Damage: F9 No. Appearing 0(ld8) 0(ld4) 0(ld3) smell of blood or violent thrashing of the water.
9 Save As: Fl F3 F8
No. Appearing: F Morale: 779 Normal crocodiles grow to 10' or more in
Save As: 6 Treasure Type: Nil Nil Nil length. Large crocodiles are about 20' long and
Morale: Chaotic Intelligence: can overturn canoes and small rafts. Giant croco-
Treasure Type: 2,300 Alignment: 222 diles are almost always found in "lost worlds"
Intelligence: XP Value: where prehistoric creatures thrive. They are over
Alignment: Neutral Neutral Neutral 50' long and have been known to attack small
XP Value: 20 275 1,350 ships.

Monster Type: Monster (Very Rare). Monster Type: Normal Animal (Common). Terrain: River, Swamp. (Giant Crocodile:
A chimera is a horrid combination of three Giant Crocodile (Rare). "Lost Worlds.")
different creatures. It has three heads (goat, li-
on, and dragon), the forebody of a lion, the Crocodiles are commonly found in tropical
hindquarters of a goat, and the wings and tail of
a dragon. Crab, Giant 2 Cyclops 5
Chimerae are rare, solitary creatures that are 3 (L) 13* (L)
very territorial. They usually live in wild hills but Armor Class: 60' (20') Armor Class: 90' (30')
may occasionally be found in some dungeons. Hit Dice: 2 pincers Hit Dice: 1 club
They might also live in small groups—often Move: 2d6/2d6 Move: 3d10
mated pairs with one or two young. Attacks: 1d2 (ld6) Attacks: 1 (1d4)
In combat, the goat's head butts, the lion's Damage: F2 Damage:
head bites, and the dragon's head can bite or No. Appearing: 7 No. Appearing: F13
breathe fire (a cone 50' long and 10' wide at the Save As: Nil Save As: 9
end, for 3d6 points of damage). The breath can Morale: 2 Morale: E + 5,000gp
only be used three times per day. In a fight, the Treasure Type: Neutral Treasure Type: 9
chimera has a 50% chance each round to use its Intelligence: 35 Intelligence: Chaotic
breath attack; once it has used all three such at- Alignment: Alignment: 2,300
tacks, it will use only its other attacks. XP Value: XP Value:
Occasionally, a chimera—ill-tempered and
dangerous to begin with—will turn rogue. A Monster Type: Giant Animal (Rare). Monster Type: Giant Humanoid (Rare).
rogue chimera flies to some distant place (usually Giant crabs are nonintelligent animals found A cyclops (plural: cyclopes) is a rare type of gi-
a hill or mountain near a human community) in shallow waters, coastal rivers, and buried in ant, noted for its great size and the single eye in
and begin to terrorize the area, trying to drive sand on beaches. They cannot swim. The com- the center of its forehead. A cyclops is about 20'
out or kill every living thing in that region. A mon giant crab is 8' in diameter, but larger speci- tall. It has poor depth perception because of its
rogue chimera will not stop this course of action; mens may be found (up to 6 Hit Dice, Damage single eye, and it strikes with a penalty of -2 on
either it kills everything and obtains itself a new 3d6 points per claw). all attack rolls. A cyclops will usually fight with a
territory or it is killed. They are always hungry and will attack and eat wooden club. It can throw rocks to a 200' range
anything that moves. Salt-water giant crabs have (60/130/200), each hit causing 3d6 points of
Terrain: Cavern, Hill, Mountain, Ruins. a slightly different appearance than fresh-water damage.
giant crabs. Some cyclopes (5%) are able to cast a curse
Load: 4,500 cn at full speed, 9,000 cn at half Terrain: Ocean, River/Lake (including once a week. (The DM should decide the exact
speed. shores). nature of the curse.)
A cyclops usually lives alone, though a small
Barding Multiplier: x 3. group may sometimes share a large cave. They
spend their time raising sheep and grapes.
Cockatrice 6 Its beak attack causes 1d6 points of damage. Cyclopes are known for their stupidity, and a
5** (S) Any creature bitten or touched by a cockatrice clever party can often escape from them by
Armor Class: 90' (30') must make a saving throw or be turned to stone. trickery.
Hit Dice: Cockatrices may be found anywhere. There can be cyclops spellcasters; see "Mon-
Move: 180' (60') ster Spellcasters" later in this chapter.
1 beak Plane of Earth: On the plane of Earth, a cock- Terrain: Hill, Mountain.
Flying: 1d6 + petrification (special) atrice is a foot-long birdlike creature made of
Attacks: 1d4 (2d4) soft earth. It is nearly harmless, able to inflict Devil Swine
Damage: F5 only 1 point of damage with a beak attack. Its See Lycanthrope.
No. Appearing: 7 touch can still petrify a creature not made of
Save As: D earth (the saving throw still applies). Cockatrices
Morale: 2 breed normally on their own plane.
Treasure Type: Neutral
Intelligence: 425 Elemental Plane of Earth Statistics: AC 6,
Alignment: HD 1+1, MV 240' (80'), NA 1-20 (2-40),
XP Value: Save F1, ML 7, TT Special, AL N, XP 15.

Monster Type: Monster (Very Rare). Planar Terrain: Any.
Monster (Very Rare)

This is a magical monster with the head,
wings, and legs of a rooster and the tail of a
snake.

Devilfish* but cannot change shape. level spells. It is nearly impossible for characters to
Devilfish matriarchs can have 10th to 16th level tell which devilfish in a group are casting spells;
Armor Class: 6
spell ability. All have 6 Hit Dice, with one asterisk thus, if the PCs defeat the entire group, they get
Hit Dice: 1 or more (see below) (L) for each two levels of spells used, plus one asterisk the experience listed in the table as "Entire
Move (Swim): 120' (40') for normal-weapon immunity and one for other group."
Attacks: 1 Tail/1 Bite vampiric abilities. They cannot gain seventh
Damage: 1/1 (or 1d4/ld6 + spells) Terrain: Ocean.
No. Appearing: 20 (1d6 X 20)

Save As: C (level = HD)
Morale: 8
Treasure Type: A x 2 + F per 20
Intelligence: 9
Alignment: Chaotic
XP Value: See below

Monster Type: Monster, Enchanted (Rare).
Devilfish are a race of Chaotic undersea clerics
resembling manta rays in shape, size and ap-
pearance (see Manta Ray). Outside their lairs,
they are always found in groups of 20 or more.
This standard group is outlined in the table.
Other leader types that exist (in the lair, for
example) are outlined in the Leader table.
The tail and bite of a normal devilfish of 1-4
Hit Dice each inflict 1 point of damage. How-
ever, those of 5 or more Hit Dice have the abili-
ties of vampires as well (see Vampire).
These vampire devilfish inflict more damage
(1d4/ld6) and a double energy drain with each
hit. They can only be harmed by magical or sil-
ver weapons (or holy items, as vampires), but can
be turned by a cleric, like regular vampires. They
can charm and regenerate as normal vampires,

Dinosaur, Aquatic mation given to create your own dinosaurs. You
can create your own totally "new" dinosaurs, or
Armor Class: Small Large Armored base their descriptions on real dinosaurs.
Hit Dice: 7 5 to 7 2 to 4
Move: 2 to 8 (S to L) 9 to 24 (L) 6 to 9 (L) When assigning XP, treat them as having no
0 to 30' 0 to 60' 10' to 60' special abilities unless they can swallow oppo-
Swimming: 120'to 180' 150' to 240' 90' to 150' nents whole (as noted in some descriptions). If
Attacks: . . 1 bite (+ 2 flippers). you create your own dinosaurs, add an asterisk
Damage: 1 to 2d4 2d4 to 4d8 1d4 to 2d8 for each special ability (such as poison, throwing
No. Appearing: 1d2 to 2d8 1d2 to 1d4 1d2 to 1d6 spikes, swoop, exceptional armor, and so on).
Save As: ..F (level = 1/2 HD). .
Morale: 3 to 6 6 to 11 7 to 9 Dinosaurs listed elsewhere in this book include:
Treasure Type: Nil Nil (U + V) Nil cave bear (bear), giant boar, giant crocodile, mas-
Intelligence: 1 to 3 1 to 3 todon (elephant), pterosaur, sabretooth tiger
Alignment: Neutral 1 to 3 Neutral (cats, great), triceratops, and tyrannosaurus rex.
XP Value: Varies Neutral Varies
Varies Most aquatic dinosaurs are fish, turtles, or a
combination of the two. Most are omnivorous,
Dinosaur, Land Carnivore eating marine plants and a few small fish or oth-
er easy victims. The fins or flippers of any aquat-
Armor Class: Small Large Flying ic dinosaur may be used in defense, though this
Hit Dice: 5 or 4 6 to 4 7 or 6 is not a normal attack form (use only if the dino-
Move: 1 to 5 (S to L) 6 to 20 (L) 1 to 7 (S to L) saur is in a frenzy).
120' to 180' 120' to 210' 150' to 210'
Attacks: 1 bite ( + 2 claws) 2 claws/1 bite 1 bite Small aquatic: Only primitive fish and eels fall
Bite Damage: 1d3 to 2d4 2d4 to 5d8 1d3 to 2d6 into this category. Most flee if disturbed by any-
Claw Damage: 0 thing 1 foot long or more.
No. Appearing: 0or1 1d3 to 2d6 1d4 to 3d6
Save As: 1d2 to 2d4 Large aquatic: Some large land herbivores
Morale: 2d4 to 2d6 . . .F (level = 1/2 HD). 6 to 8 have marine counterparts, similar in appearance
Treasure Type: 9 to 11 Nil or V except for smaller legs, and fins instead of claws.
6 to 8 Nil (U + V) 1 to 3 Some look like snakes with unarmored turtlelike
Intelligence: Nil 1 to 3 Neutral bodies. Only the largest aquatic dinosaurs have
Alignment: 1 to 3 Neutral Varies high morale. Carnivorous types will be more ag-
XP Value: Neutral Varies gressive and territorial. A very large specimen
Varies (20 + HD) may be able to swallow man-sized

Monster Type: Monster (Rare). mammals. All dinosaurs are very stupid (Intelli- opponents on an attack roll of 20; treasure may
Though not strictly correct in the scientific be found inside its body.
sense, the game term "dinosaur" applies to any gence 1-3) and easily fooled.
prehistoric bird, fish, mammal, or reptile found Each dinosaur can be placed in one of three cat- Armored aquatic: All the dinosaurs in this cat-
in the Mesozoic or Paleozoic eras. Dinosaurs egory are slow in comparison to other marine
were the ancestors of modern birds, reptiles, and egories: aquatic (mostly marine) dinosaurs, land- life, because of their large shells. They are the
based carnivores (meat eaters), and land-based ancestors of modern turtles.
herbivores (plant eaters). Use the general infor-
Terrain: River/Lake, Ocean (prehistoric)

Monster Type: Monster (Rare). flicting automatic damage each round. The larg- Djinni (Lesser)* 5
All carnivorous dinosaurs are aggressive, at-
tacking nearly any prey on sight, even attacking est may actually swallow prey whole if the attack Armor Class: 7 + 1* (L)
other carnivores smaller than themselves.
Small carnivores: These normally attack with roll is 20. Treasure might be found in their stom- Hit Dice: 90' (30')
bite only, although some of the larger ones achs or droppings.
might use claws for minimal damage. They com- Move: 240' (80')
monly hunt in packs. Only the fastest types gain Flying carnivores: These dinosaurs have wing- Flying:
the better armor class (4). spreads of 10 to 60 feet, with body length about 1 (fist or whirlwind) +
Large carnivores: These types usually attack Attacks:
with both claws and a bite. Many carnivores of 30-40% of the wingspread. With surprise, a fly- special
10 Hit Dice or more hold on with their bites, in- Damage:
ing carnivore might swoop upon prey, inflicting 2d8 (fist) or 2d6 (whirlwind)
No. Appearing:
double damage if the attack succeeds. Most fly- Save As: 1 (1)
ing carnivores flee if harmed, preferring easier F14
Morale:
prey, unless they are very hungry. 12
Treasure Type:
Terrain: Any warm climate (prehistoric). Nil
Intelligence:
Dinosaur, Land Herbivore Alignment: 14
XP Value: Chaotic
Small Medium* Large
1,025

Armor Class: 7 6 or 5 6 or 5

Hit Dice: 1 to 5 (S to L) 6 to 12 (L) 13 to 40 (L to L) Monster Type: Planar Monster, Enchanted

Move: 90' to 180' 60'to 120' 30' to 90' (Rare).

Attacks: 1 tail or bite 1 tail 1 tail Djinn are intelligent, free-willed, enchanted

Damage: 1 to 2d4 1d4 to 2d6 2d8 to 4d6 creatures from the elemental plane of Air. They

Trample Damage: Nil or special 2d8 to 3d6 2d6 to 10d10 appear as tall, humanlike beings; 50% of en-

No. Appearing: 2d6 to 3d10 1d6 to 2d8 1d4 to 2d8 countered djinn are male and 50% are female.

Save As: . . . . . . . . . . . . . . . . . . . ... .F (level = 1/2 H D ) . . . . . . Djinn are basically good-hearted, in spite of
their Chaotic alignment.
Morale: 4 to 6 5 to 7 6 to 8
Djinn are highly magical in nature, and can
Treasure Type: Nil Nil Nil
only be harmed by magic or magical weapons. A
Intelligence: 1 to 3 1 to 3 1 to 3
djinn can use each of its seven powers three times
Alignment: Neutral Neutral Neutral
each day. These powers are:
XP Value: Varies Varies Varies
• Create food and drink (as a 7th level cleric).
*And Armored
• Create metallic objects of up to 1,000 cn
Monster Type: Monster (Rare). Medium-sized herbivores: Most of these are
Herbivores are usually not aggressive unless weight (of temporary duration, varying by
four-legged browsing dinosaurs, 15 to 30 feet
armored (see below). However, if surprised or type: gold = 1 day, iron = 1 round).
long. Some are amphibious, and will move into • Create soft goods and wooden objects of up
frightened, their actions are often unpredicta-
ble. To determine random actions, roll 1d6: nearby water to escape predators. to 1,000 cn weight (of permanent dura-
1-2 — attack with tail; 3-4 = run away;
5-6 = charge at intruders. If the dinosaur is Armored herbivores: These medium-sized tion).
damaged, add 1 to the die roll.
herbivores have developed heavy bony plates for • Become invisible.
When herbivores charge intruders, each vic-
tim must make a saving throw vs. death ray to protection. This armor gives them armor class 3 • Assume gaseous form.
avoid being trampled, if they can't get out of the
way in time. This may be required up to twice to - 3 , and sometimes will be studded with • Form a whirlwind.
per charging dinosaur, per victim. A success • Create illusions (which affect both sight and
means no damage is taken; a failure means the spikes or sharp plates. Attackers might, if they
trampling damage is automatically taken. No at- successfully hit these types, take damage them- hearing, lasting until touched or magically
tack roll is made, as herbivores do not actually
pursue individuals. selves, ranging from 1d4 to 2d4 points of dam- dispelled—the djinni need not concentrate
to maintain them).
Small herbivores: Many of these stand on their age. Some armored herbivores can use 1 or 2 A djinni has two forms of attack. In normal
hind legs, and might at a distance seem identical
horn attacks, sometimes with a bite as well, to form, it strikes with its fist. It may also transform
to common carnivorous dinosaurs.
defend themselves. itself into a whirlwind—a cone 70' tall, 20' di-
ameter at the top, 10' diameter at the base,
Large herbivores: These huge creatures often
stand in swamp or shallow waters, both to sup- movement rate 120' (40'). The transformation

port their vast bulks and to avoid predators. takes five rounds. The djirmi-whirlwind inflicts

They often have long necks and tails. 2d6 points of damage to all in its path, and
sweeps aside all creatures with fewer than 2 HD
Terrain: Any warm climate (prehistoric). unless they make a saving throw vs. death ray. If

Displacer Beast a djinni is slain, its spirit returns to its own

Armor Class: 4 creature always appears to be 3' from its actual plane.
Djinn normally appear on the Prime Plane
Hit Dice: 6* (L) position. All attackers have a -2 penalty on all
attack rolls, and the creature gains a +2 bonus when summoned or when bound into a magical
Move: 150' (50') item. On their own plane, they live in cities sim-
Attacks: 2 tentacles to all saving throws.
Damage: 2d4/2d4 ilar to those of wealthy human desert cultures.
No. Appearing: 1d4 (1d4) If the creature is severely damaged (6 hit points
Save As: F6 They do not care to be preyed upon and enslaved
Morale: 8 or less remaining), it can use a ferocious bite attack
Treasure Type: D by magic-users and view them with suspicion.
(+ 2 bonus to attack roll, damage 1d6 points).
Intelligence: 3 There can be djinni spellcasters; see "Monster
Alignment: Neutral Displacer beasts are carnivores; they prey on Spellcasters."
XP Value: 500
smaller herd animals in forests and jungles. They Plane of Air: Additional information applies
Monster Type: Monster (Rare).
A displacer beast looks like a large black pan- sometimes stray into dungeons out of curiosity or to djinn encountered on their own plane, the el-
ther with six legs and a pair of 6' long tentacles because they smell something good within. They
growing from its shoulders. It attacks with these emental plane of Air.
tentacles, which have sharp hornlike edges. only attack PC parties when especially hungry.
A displacer beast's skin bends light rays, so the A djinni on its own plane is immune to nor-
Displacer beasts hate and fear blink dogs, and
mal weapons, all 1st level spells, and to all at-
will always attack them and anyone traveling
tacks based on water. A djinni on its own plane
with them. It is suspected that displacer beasts
and blink dogs both come from some faraway can detect invisible at will (120' range).

plane of existence, and are at war with one an-

other throughout the dimensions.

Terrain: Hill, Jungle, Woods.

Elemental Plane of Air Statistics: AC 3, Dolphin 5 Doppleganger 5
HD 7 + 1*, MV 240' (80'), /AT 1 strike or 3* (L) 4* (M)
special, D 2-16 or special, NA 1-4 (1-100), Armor Class: Armor Class: 90' (30')
Hit Dice: 180' (60') Hit Dice: 1 bite
SavcFl4, ML 9, TT Special, AL C, XP 1,025. Move 1 head butt Move: 1dl2
2d4 Attacks: 1d6 (1d6)
The benevolent djinn empire is noted for its (Swimming): 0 (1d20) Damage:
lack of laws. The air elementals and the djinn are Attacks: D6 No. Appearing: F8
generally at peace, though occasional quarrels Damage: 10 Save As: 8
and rare fights do occur. Their enemies are the No. Appearing: Nil Morale: E
haoou and the efreet, and they fear earth-type Save As: 15 Treasure Type: 9
creatures and attacks. Morale: Lawful Intelligence: Chaotic
Treasure Type: 50 Alignment: 125
Terrain: plane of Air, Desert (preferred). Intelligence: XP Value:
Load: A djinni can fly carrying 3,500 cn of Alignment:
weight at full speed or 7,000 cn of weight at half XP Value:
speed; in times of grave need, it can carry up to
12,000 cn of weight (for 3 turns walking or 1 Monster Type: Normal Animal (Common). Monster Type: Monster (Rare).
turn flying) but the djinni must rest for 1 turn Dolphins are seagoing mammals; their favor- These man-sized shape-changing creatures are
afterward. ite food is fish. They are related to whales, but intelligent and evil. A doppleganger is able to
are much smaller. They are 10' long with a shape itself into the exact form of any human,
Djinni (Greater; Pasha)* smooth hide. Dolphins cannot breathe water demihuman, or humanoid creature it sees (up to
and must come to the surface once every 15 min- 7' tall). Once in the form of the person it is imi-
Armor Class: -2 utes for air. tating, it attacks that person, intending to kill
Dolphins are intelligent and have their own him and assume his identity. Its favorite trick is
Hit Dice: 15*** (L) high-pitched language. They can communicate to kill the original person in some way without
telepathically with other dolphins within 50 alerting the party. Then, in the role of that indi-
Move: 120' (40') miles, and they can detect magic underwater vidual, it attacks others by surprise, often when
(360' range) they are already engaged in combat.
Flying: 360' (120') Dolphins hate sharks and occasionally attack Sleep and charm spells do not affect dopple-
them. Dolphins are the friends of most sailors gangers and they make all saving throws as 8th
Attacks: 2 fists or 1 whirlwind and have been known to help people in trouble. level fighters due to their highly magical nature.
Mermen sometimes ride dolphins as steeds; When killed, a doppleganger turns back into its
Damage: 3d10/3d10 or 3d12 + fantastic sea-beings may even harness them to original form, a skinny, hairless, genderless hu-
chariots. manoid with pale, rubbery skin.
special Terrain: Ocean. It is believed the doppleganger establishes a
Load: 1,500 cn at full speed; 3,000 cn at half limited telepathic link with an intended victim
No. Appearing: 1 (1) speed. (only). It quickly learns everything the victim

Save As: M30 knows (even to the point of answering detailed
questions at the same time—or sooner—than
Morale: 11 the victim, should both be present). However, a
doppleganger cannot use spells memorized by a
Treasure Type: Nil spellcasting victim.

Intelligence: 14 Doppleganger spellcasters are extremely rare,
but not unknown. Such spellcasters can use their
Alignment: Chaotic own spells in any humanoid form; see "Monster
Spellcasters."
XP Value: 4,800
Terrain: Any.
Monster Type: Planar Monster, Enchanted
(Very Rare).

In the elemental plane of Air, the rulers of the
djinn are known as pashas. They appear as very
large normal djinn. A pasha cannot be affected
by normal weapons, or even by weapons of less
than + 2 enchantment. They regenerate at the
rate of 3 points per round.

A pasha can perform all the abilities of a nor-
mal djinni (above) as often as desired, up to once
per round. It can also enter or leave the Ethereal
Plane by concentrating for 1 full round.

They have other special powers, each usable
once per day, including:

• Grant another's wish
• Cast cloudkill
• Cast water to gas
• Cast weather control
A pasha's whirlwind form is 120' tall, 40' di-
ameter at the top, 10' diameter at the base, and

can move at 240' (80') rate. Unlike normal
djinn, it can enter or leave whirlwind form in on-
ly 1 round. This form inflicts 3d12 points of
damage to all in its path and slays any victim of
less than 5 Hit Dice unless the victim makes a
saving throw vs. death ray.

Pashas cannot be summoned by spells, and
are influenced by very few magical items. They
normally appear on the Prime Plane only in re-
sponse to the cries of a mistreated djinni.

Terrain: Normally found only on their own
plane; prefer Desert terrains.

Load: 10,000 cn flying at full speed; 20,000 cn
flying at half speed; or double this when walking.

Dragon

White Blue

ArmorClass: Small Large Huge Small Large Huge
Hit Dice: 3 1 -1 -2 -4
Move: 6**(L) 9***(L) 12****(L) Armor Class: 0 13 + 3***(L) 18**** (L)
90' (30') 120' (40') 150' (50') 120' (40') 150' (50')
Flying: 240' (80') 300' (100') 360' (120') Hit Dice: 9** (L) 300' (100') 360' (120')
Attacks:
2 claws/1 bite 2 claws/1 bite 2 claws/1 bite Move: 90' (30') 2 claws/1 bite 2 claws/1 bite
Ground: Up to 6: Up to 6: Up to 6: Up to 6: Up to 6:
Air: See below See below See below Flying: 240' (80') See below See below
See below See below See below See below See below
Damage: 80' x 40' 90' x 40' Attacks: 150'x 5' 200'x 5(F M)
Breathcone: 80' x 30' 1d3(ld3) 1d2 (1d2) 1d3 (1d3) 1d2 (1d2)
No. Appearing: 1d4(ld4) F18 F36 Ground: 2 claws/1 bite F27 F36
Save As: 9 10 9 10
Morale: F6 HX2, I Hx3, 1x2 Air: Up to 6: Hx2, I Hx3,Ix2
Treasure Type: 8 12 12 15
Intelligence: H Neutral 15 See below Neutral Neutral
Alignment: 9 3,000 Neutral 4,500 7,525
XP Value: Neutral 3,700 4,750 Damage: See below 5,500 8,875
XP with spells: 725 5,625
950 Breath line: 100'x 5'

No. Appearing: 1d4 (1d4)

Save As: F9

Morale: 9

Treasure Type: H

Intelligence: 9

Alignment: Neutral

XP Value: 2,300

XP with spells: 3,000

Black Red

Small Large Huge Small Large Huge
0 -2 -3 -5
Armor Class: 2 10 + 3***(L) 14**** (L) Armor Class: -1 15*** (L) 20**** (L)
120'(40') 150'(50') 120'(40') 150'(50')
Hit Dice: 7** (L) 300'(100') 360'(120') Hit Dice: 10** (L) 300'(100') 360'(120')

Move: 90'(30') 2 claws/1 bite 2 claws/1 bite Move: 90'(30') 2 claws/1 bite 2 claws/1 bite
Up to 6: Up to 6: Up to 6: Up to 6:
Flying: 240'(80') See below See below Flying: 240'(80') See below See below
See below See below 135'x 30'
Attacks: 90'x 5' 120'x 5' Attacks: See below 180'x 30'
1d3 (1d3) See below
Ground: 2 claws/1 bite 1d3 (1d3) 1d2 (1d2) Ground: 2 claws/1 bite F30 1d2 (1d2)
F21 F36 10 F36
Air: Up to 6: 9 10 Air Up to 6: Hx2, I 11
Hx2, I Hx3, Ix2 12 Hx3, I x 2
See below 12 15 See below Chaotic 15
Chaotic Chaotic 4,800 Chaotic
Damage: See below 3,500 5,500 Breath cone: 90'x 30' 5,850 9,575
Breath line: 60'x 5' 4,300 6,500 11,375
Damage: See below

No. Appearing: 1d4 (1d4) No. Appearing: 1d4 (1d4)

Save As: F7 Save As: F10

Morale: 8 Morale: 10

Treasure Type: H Treasure Type: H

Intelligence: 9 Intelligence: 9

Alignment: Chaotic Alignment: Chaotic

XP Value: 1,250 XP Value: 2,500

XP with spells: 1,650 XP with spells: 3,250

Green Gold

Armor Class: Small Large Huge Small Large Huge
Hit Dice: 1 -1 -3 -4 -6
Move: 8** (L) 12*** (L) 16**** (L) Armor Class: -2 16 + 3***(L) 22**** (L)
90' (30') 120' (40') 150' (50') 120'(40') 150'(50')
Flying: 240' (80') 300' (100') 360' (120') Hit Dice: 11** (L) 300' (100') 360' (120')
Attacks:
2 claws/1 bite 2 claws/1 bite 2 claws/1 bite Move: 90'(30') 2 claws/1 bite 2 claws/1 bite
Ground: Up to 6: Up to 6: Up to 6: Up to 6: Up to 6:
Air: See below See below See below Flying: 240' (80') See below See below
See below See below See below See below See below
Damage: 50'x 40'x 30' 50'x 40'x 30' 50'x 50'x 30' Attacks: 135'x 30' 180'x 30 '
Breath cloud: 1d4 (1d4) 1d3 (1d3) 1d2 (1d2) 50'x 40'x 30' 50'x 50'x 30'
No. Appearing: F8 F24 F36 Ground: 2 claws/1 bite ld3 (ld3) 1d2 (1d2)
Save As: 9 9 10 F33 F36
Morale: H Hx2, I Hx3, Ix2 Air: Up to 6: 10 11
Treasure Type: 9 12 15 Hx2, I Hx3, Ix2
Intelligence: Chaotic Chaotic Chaotic See below 12 15
Alignment: 1,750 3,875 6,250 Lawful Lawful
XP Value: 2,300 4,750 7,350 Damage: See below 5,450 11,750
XP with spells: 6,600 14,000
Breath cone: 90'x 30'

Breath cloud: 50'x 40'x 30'

No. Appearing: 1d4 (1d4)

Save As: F11

Morale: 10

Treasure Type: H

Intelligence: 9

Alignment: Lawful

XP Value: 2,700

XP with spells: 3,500

Dragon Breath Weapons; Dragons Talking and Asleep_________________________ Monster Type: Dragon (Rare).
Dragons are a very old race of huge winged liz-
Color Breath Breath Chance of Chance of ards. They like to live in isolated, out-of-the-way
Shape Talking* Being Asleep places where few men are found. Dragons are ex-
Dragon Weapon Cone tremely powerful monsters and should be used
10% 50% with caution when encountered by low level
White Cold Line 40% player characters. It is recommended that until
20% 30% characters reach 4th level and higher that only
Black Acid Cloud 30% 20% the youngest and smallest dragons be used.
Line 10% There are several types of dragon, distinguish-
Green Chlorine Gas Cone 40% able by the colors of their hides: white, black,
Cone 50% 5% green, blue, red, and gold. Though the colors of
Blue Lightning Cloud their scaly hides make dragons look different,
100% they all have quite a few things in common: they
Red Fire are all hatched from eggs, all are carnivores, all
have breath weapons. Dragons have a great love
Gold Fire of treasure, but they value their own lives more.
Dragons in battle will do everything possible to
Gas save their own lives, including surrender.
Many dragons live hundreds or thousands of
* Talking dragons can also use spells. years. Because of their long history, they tend to
think less of the younger races (such as Man).
Dragon Damage and Spells_________________________________________ Chaotic dragons might capture men, but will
usually kill and eat them immediately. Neutral
Type of Dragon Bite or Claws, Kicks, ———— Spells (by Level) ———— dragons might either attack or ignore a party
Dragon Crush Wings, Tail 12 34 5 completely. Lawful dragons, however, may actu-
White: Size 1d4 each ally help a party if the characters are truly worthy
Small 2d8 1d6 + 1 each 3 of this great honor. When playing a dragon, a
Black Large 2d8+4 1d8+ 2 each 42 DM should keep in mind that, because of its
Huge 1d4 + l each pride, even the hungriest dragon will pause and
Green: Small 2d8 +8 1d6 + 2 each 531 listen to flattery (if no one is attacking it, and if
2dlO 4 it understands the language of the speaker).
Blue: Large 2dlO + 4 1d8 + 3 each Talking Dragons: Dragons are intelligent, and
Huge 1d6 each 53 some dragons can speak the Dragon and Com-
Red: Small 2dlO + 8 1d8 +1 each 54 3 mon tongues. The percentage listed under
Large 3d8 1d10+ 2 each 33
Gold: Huge 3d8 + 4 1d6 +1 each 44 3
Small 554 3
Large 3d8 + 8 1d8+ 2 each 44
Huge 3dlO 1d10+ 3 each
3d10+4 1d8 each 553
Small 3d10+8 1d10 +1 each 5554
Large 4d8
Huge 4d8 + 4 1d12 + 2 each 333
Small 4d8 + 8 2d4 each 54 32
Large 6d6 3d4 each 5 54 32
6d6+4 4d4 each 444
Huge
6d6 + 8 5 54 3
55543

"Chance of Talking" is the chance that a dragon and 30' tall, around the dragon's targets directly pick up one or more victims if its attack rolls are
will be able to talk. Talking dragons are also able in front of it. high enough (see table).
to use magical (but not clerical) spells. The num-
ber of spells and their levels are given in the ta- Saving Throws: Each victim within a dragon's When a dragon swoops, its victims suffer a — 1
ble. Dragon spells are usually selected randomly. breath must make a saving throw vs. breath penalty to their surprise roll, because of the crea-
Wherever applicable, treat the Hit Dice of the weapon (even if the breath is similar to another ture's silent glide. If the dragon surprises the vic-
dragon as the level of caster for spell-like effects type of attack). If successful, the victim takes on- tim, each hit inflicts double damage.
(for purposes of duration, dispelling, etc.). ly half damage from the breath.
Size Attack Roll Swoop Attack
Sleeping Dragons: The percentage chance Breath weapons are not spells and cannot be Small
given under "Chance of Being Asleep" applies turned or absorbed by devices or other protective Large Needed Forms
whenever a party encounters a dragon on the spell effects except those that specifically men- Huge 20 1 claw
ground (flying dragons are never asleep). Any tion dragon breath. 18-20 2 claws
result greater than the percentage means that 16-20 2 claws + 1 bite
the dragon is not asleep (though it may be pre- Dragons are immune to the effects of their
tending to be!). If a dragon is asleep, it may be own breath weapon type. Further, they automat- A victim caught by a swoop can attack the
attacked for one round (with a bonus of + 2 on ically make their saving throws against any attack dragon, but with a - 2 penalty to all attack rolls,
all attack rolls), during which it will awaken. form that is the same as their breath weapon. For and each hit inflicts only minimum damage.
Combat is handled normally for the second and example, a red dragon suffers no damage from
subsequent rounds. (and usually ignores) flaming oil, and suffers on- A victim held in a claw automatically takes
ly one-half damage from a fireball spell. normal claw damage each round, but if the vic-
Gold Dragons: Gold dragons always talk and tim wins initiative, he may act first (cast a spell,
use spells. They can also change their shape, and Physical Attacks use a device, etc.).
often appear in the form of a human or animal. Attack Bonuses: Small dragons attack as mon-
Gold dragons can breathe either fire (like a red A victim held in a bite automatically takes
dragon) or chlorine gas (like a green dragon), sters of their listed Hit Dice. Large dragons gain normal bite damage each round, and cannot
though they still have a total of three breath a +2 bonus to all attack rolls. Huge dragons concentrate (regardless of initiative). When the
weapon attacks per day (nor six). The type of gain a +4 bonus to all attack rolls. victim is dead he is swallowed. A dragon can bite
breath used should be chosen by the DM to fit a victim held in a claw, but with a - 2 penalty to
the situation. Types of Physical Attacks: Dragons usually the attack roll. If successful, the victim is trans-
make two claw attacks and one bite attack; at the ferred to the mouth.
Breath Weapons DM's option they can use other special attack
All dragons have a special attack called their forms (kick, tail, wing) defined later. Other Attacks
These are elements of the hover attack or op-
"breath weapon." Any dragon can use its breath When a flying dragon attacks an aerial target,
weapon up to three times each day. A dragon's it gets two claw attacks and one bite attack, but tional ground attacks, including those outlined
first attack is almost always with its breath weap- cannot use wing, kick or tail attacks. When at- in the following paragraphs.
on. The number of points of damage the breath tacking a ground-level victim from the air, a
weapon does is equal to the dragon's current dragon can use one Crush, Hover, or Swoop at- Kick: Any victim hit by a kick attack must
number of hit points. Any damage done to a tack (as described below), but no two in combi- make a saving throw vs. paralysis or be knocked
dragon will reduce the damage it can do with its nation. over. A penalty applies to the saving throw,
breath weapon. equal to the amount of damage inflicted. Any
If a dragon attacks while on the ground, it can victim knocked over can get up during the next
After the first breath attack, and until it has substitute a wing, kick or a tail attack for any of round, but will automatically lose initiative.
used up all three breaths for the day, a dragon its normal attacks, so long as it makes only three
might choose either to breathe or attack with its attacks in the round. (For example, the dragon Tail: Any victim hit by the tail attack of a large
natural weapons. To determine this randomly might bite one target, kick another, and sweep or huge dragon must make a saving throw vs. pa-
(small dragons only), roll 1d6: on a roll of 1-3 its tail across a third instead of using two claws ralysis or be knocked over (as with a kick) and is
the dragon will use its claw and bite attacks; on a and one bite.) disarmed. A penalty applies to the saving throw,
roll of 4-6 the dragon will breathe again. equal to the damage inflicted. A disarmed oppo-
Crush: This maneuver is often used if the nent can spend one round picking up the weap-
Large and huge dragons use breath weapons dragon surprises nonhuman victims, or possibly on, or can switch weapons, merely losing
intelligently, not randomly. They rarely aim at against any opponents if the dragon is seriously initiative.
single opponents, and normally save the attack wounded. When crushing, the dragon actually
for use against groups. The volume of the breath lands on its victims. Each may make a saving Wing: A wing attack can be used against any
weapon increases with the size of the dragon; the throw vs. death ray; success indicates complete opponent within range—which is great. The
breath sizes are given in the tables above. evasion of the crush, and no damage is inflicted. range is 3' per Hit Die of the dragon. Any victim
A victim may choose to remain in the area, tak- hit by a wing attack must make a .saving throw
Shape of Breath: A dragon's breath weapon ing the full damage of the crush; if he holds a vs. paralysis or be stunned. A penalty applies to
appears as one of three different shapes: cone- weapon in hand, he may make an attack roll the saving throw, equal to the damage inflicted.
shaped, a straight line, or a cloud of gas. with a +4 bonus. If he hits, he inflicts double
damage. Dragon Tactics
A cone-shaped breath begins at the dragon's Small dragons normally attack with claws and
mouth (where it is 2' wide) and spreads out until A small dragon can crush one victim only. A
it reaches its widest point at its furthest end. For large dragon can crush all in a 10' radius circle. A bite when on the ground, without using kicks or
example, the area of effect of a small white drag- huge dragon can crush all in a 20' radius circle. tail attacks. Their legs are too short for effective
on's breath is a cone 80' long and 30' wide at its kicking unless an opponent is close behind
far end. Hover: When using this attack form, the them. They are not proficient in attacking with
dragon pauses in flight directly above its targets, the tail (though it may be used to inflict damage
A line-shaped breath starts in the dragon's its wings beating furiously. The dragon may at- only, at the DM's choice). If its swoop attack hits,
mouth and stretches out toward its victim in a tack up to six opponents in one round while hov- a small dragon can pick up one man-sized oppo-
straight line (even downward). Even at its ering, using 1 bite, 2 front claws, 2 rear kicks, nent.
source, a line-shaped breath is 5' wide. and 1 tail (but no wing attacks). A breath weap-
on cannot be used while hovering, because of Large dragons use all attacks except wings.
A cloud-shaped breath billows forth from the the wind from the wings. Kick attacks can be used against any opponents
dragon's mouth to form a cloud. On the table, within 10' of the body. A tail attack can be
three dimension are shown: The first is the After 1 round of hover attacks, the dragon aimed at any opponent to the rear or sides. If its
width, the second is the depth, and the third is must land immediately, but the dragon cannot swoop attack hits, a large dragon can pick up one
the height. Therefore, with a small green drag- crush after hovering. (Note that the location of or two man-sized opponents, or one horse-sized
on, you get a cloud that's 50' wide, 40' deep opponents might prevent the use of some attack creature.
(i.e., it reaches up to 40' away from the dragon), forms.)
Huge dragons use all attacks effectively
Swoop: This special ability is mentioned at the against any opponent within melee range,
start of this chapter; in addition the dragon may

through maneuvering. Wing attacks can be Dragon, Gemstone
aimed at any opponents to the sides, or, if more (Crystal, Onyx, Jade, Sapphire, Ruby, Amber)
than one opponent is in front of the dragon,
against those on either side. If its swoop attack Dragon Alignment Similar to Breaths
hits, a huge dragon can pick up one, two, or Crystal Lawful White Cold or Crystal
three man-sized victims, or two horse-sized, or Onyx Neutral Black Acid or Darkness
one giant-sized opponent. Jade Neutral Green Chlorine Gas or Disease
Sapphire Lawful Blue Lightning or Vaporize
Subduing Dragons Ruby Lawful Red Fire and Melt
Whenever characters encounter a dragon, Amber (or brown) Chaotic Gold Fire and Melt, Gas and Disease

they may choose to try to subdue it rather than Gemstone Breath Breath Chance of Chance of
kill it. To subdue a dragon, all attacks must be Dragon Weapon Talking* Being Asleep
with the "flat of the sword." Thus, missile weap- Crystal Cold or Shape
ons and spells cannot be used to subdue. Attacks Crystal Cone 10% 50%
and damage are determined normally, but this Onyx Acid or
"subduing damage" is not real damage. The Darkness Cone 20% 40%
dragon will fight normally until it reaches 0 or Jade Chlorine Gas or Line
less hit points, at which time it will surrender. Line 30% 30%
The subduing damage does not reduce the dam- Sapphire Disease Cloud
age done by the dragon's breath weapon. Lightning or Cloud 40% 20%
Ruby Vaporize Line
A dragon may be subdued because it realizes Amber Fire and Melt Line 50% 10%
that its attackers could have killed it if they had Fire and Melt or Cone 100% 5%
been striking to kill. It therefore surrenders, ad- Gas and Disease Cone
mitting that the opponents have won the battle.
Cloud
A subdued dragon will attempt to escape or
turn on its captor if given a reasonable chance to Unless otherwise noted, the gemstone dragons This disease causes all nonmetal items to rot
do so through the party's actions. For example, a are similar to the standard dragons, including away in 1d6 turns unless a cure disease spell is
dragon left unguarded at night, or who is or- the details of preferred terrain, attacks, size, age, cast on them during that time. A victim cannot
dered to guard a position alone, would consider treasure, etc. For XP value, add an asterisk for be affected by any healing spells, nor healing
these "reasonable chances." A subdued dragon every two spell levels available to the dragon. item, save a cure disease effect. The disease also
can be sold. The price is up to the DM, but inflicts 1 point of damage per turn (but not cu-
should never exceed 1,000 gp per hit point. At 120' or greater range, each of the "gem- mulative in the case of multiple failed saving
stone" dragons appears identical to that of the throws). If the saving throw is successful, the vic-
The dragon may be forced to serve the charac- corresponding normal color (i.e., crystal to white, tim takes only half damage and avoids the dis-
ters who subdued it. If a subdued dragon is ever onyx to black, jade to green, sapphire to blue, ru- ease.
ordered to perform a task which is apparently su- by to red, amber to gold). At closer ranges (within
icidal, the dragon will attempt to escape, and 30'), the shimmering color differences can be easi- Sapphire (vaporize): A victim who fails the
may try to kill its captors in the process. ly distinguished by the trained eye. saving throw takes full damage, and he and all
items carried are turned into gaseous form for
Final Details The new breath weapons are summarized for one turn per Hit Die of the dragon. Vaporized
Age: The statistics given above are for each dragon. creatures and items are invisible and unable to
make any noise or affect any solid item. The vic-
average-sized dragons of each type, "Younger Crystal (crystal): A victim who fails the saving tim can move at up to a 60' (20') rate by concen-
dragons are smaller and have acquired less trea- throw takes full damage, and all his nonliving trating. A dispel magic effect can restore the
sure; older dragons are larger and have acquired carried items turn to crystal. If the victim makes victim and items to normal form; treat the level
more. Age will cause a dragon to vary in Hit Dice his saving throw, the victim takes only half dam- of magic as equal to the dragon's Hit Dice. Va-
from 3 HD smaller (younger) to 3 HD larger age and his items are unaffected. Any weapon, porized creatures are immune to most attacks
(older) than average. For example, a small red tooth or claw turned to crystal can be used to at- (such as lightning, fire, etc.).
dragon could have from 7 to 13 Hit Dice, de- tack, but will probably (1-5 on 1d6) shatter if a
pending on its age. hit is scored. If the weapon shatters, it inflicts Ruby (fire and melt): A victim who fails his
the minimum possible damage for that blow, saving throw takes full damage, and all items
Treasure: "Younger dragons may have as little and is destroyed. A stone to flesh spell (in modi- carried start to burn or melt (no saving throw).
as 1/4 to 1/2 the listed treasure; older dragons fied form) can be used to permanently turn up Paper items are destroyed instantly; leather
may have as much as double the listed amount. to 100 cubic feet of crystal items (easily including items in 1 round; all other nonmetal items in 2
Dragon treasure is found only in a dragon's lair. all items normally carried by 1-3 persons) back to rounds; nonmagical metal items in 3 rounds;
These lairs are rarely left unguarded, and are their normal forms. and magical items of all sorts in 4 or more
well-hidden to prevent easy discovery. rounds. If the item has a bonus ("pluses"), add
Onyx (darkness): A victim who fails his saving 1 round to the 4-round period for each point.
Terrain: Each type of dragon prefers a specific throw takes full damage, and a darkness spell ef- Items that give immunity or resistance to fire al-
type of terrain. White: Cold regions. Black: fect (15' radius) appears centered on the victim, so melt, but in double the normal time. The
Swamp, Marsh. Green: Jungle, Woods. Blue: moving as he moves. It can be countered by a burning or melting items may be saved if im-
Desert, Open. Red: Mountain, Hill. Gold: Any. light spell, or removed by dispel magic; other- mersed in water (or otherwise cooled, such as
wise it remains for 1 round per Hit Die of the magically) before they are destroyed. The DM
Loud: A dragon can move at its full speed dragon. This darkness is a special type through may choose to deduct 1 or more "pluses" from
when carrying 1000 cn times its Hit Dice; or half which the dragon can easily see; it otherwise partially damaged items. If the saving throw is
speed when carrying 2,000 cn times its Hit Dice. functions exactly as a normal darkness spell. If
the saving throw is successful, the victim takes successful, the victim takes only half damage.
Barding Multiplier: This varies, depending on only half damage. Amber (chlorine gas and disease, fire and
size: Small Dragon x 3, Large Dragon x 5,
Huge Dragon x 10. Jade (disease): A victim who fails his saving melt): See notes for the jade dragon (disease)
throw takes full damage, and he and all items and ruby dragon (fire and melt).
carried become infected with a rotting disease.

Dragon Ruler of twelve dragons: four gold, four amber, and
four blue, all sufficiently dedicated to serving
Pearl (The Moon Dragon), Ruler ofall Chaotic Diamond (The Star Dragon), Ruler of all Law- the Great One that they do not get into fights
Dragons* ful Dragons* based on alignment differences. All of these at-

Armor Class: -8 Armor Class: -10 tendants can use spells.
Hit Dice: 24******** (L) Hit Dice: 30******** (L) When traveling, the dragon rulers usually

Move: 180' (60') Move: 180' (60') bring one of each type of their largest subjects; for
Flying: 420' (140') Flying: 420' (140') example, when on an excursion to the Prime
Up to 9 (see below) Up to 9 (see below) Plane, Diamond brings one ruby dragon (160 hit
Attacks: See below Attacks: See below points), one sapphire dragon (144 hit points), and
Damage: As any chaotic dragon Damage: As any lawful dragon one crystal dragon (96 hit points), in addition to
1 (1) (unique) 1(1) (unique) the usual four gold dragons (176 hit points each).
Breath: F36 (and see below) Breath: F36 (see below)
No. Appearing: 10 (see below) No. Appearing: 10 (see below) All dragon rulers are immune to charm, hold,
Save As: Hx4,Ix3,N, O Save As: Hx4, Ix3,N, O paralysis, slow, death ray, disintegration, and
Morale: 18 Morale: 18 poison. Dragon rulers cannot be subdued or
Treasure Type: Chaotic Treasure Type: Lawful tamed like some lesser dragons,
Intelligence: 25,250 Intelligence: 38,750
Alignment: Alignment: The three lesser rulers are immune to normal
XP Value: XP Value: and silvered weapons, to all spells of 6th level or
less, and to all weapons of less than + 3 enchant-
Opal (The Sun Dragon), Ruler of all Neutral The Great One, Ruler ofAll Dragonkind* ment. The Great One is immune to normal and
silvered weapons, clerical/druidic spells of 6th
Armor Class: -9 Armor Class: -12 level or less and magical spells of 8th level or less,
Hit Dice: 40********* (L) and weapons of less than +4 enchantment.
Hit Dice: 27******** (L) Move:
Move: 180' (60') 240' (80') All dragon rulers are immune to all dragon
420' (140') Flying: 480' (160') breath weapons and are unaffected by dragon
Flying: Up to 9 (see below) Attacks: Up to 10 (see below) control magical items.
Attacks: See below Damage: See below
Damage: As any neutral dragon As any dragon A dragon ruler can polymorph itself at will in-
1(1) (unique) Breath: 1 (1) (unique) to the form of any of its follower dragons. Each
Breath: F36 (see below) No. Appearing: F36 (see below) ruler has a spell book containing all of the
No. Appearing: 10 (see below) Save As: 10 (see below) known spells, but must study and learn them
Save As: H x 4, I x 3, N, O Morale: H x 5, Ix4, N x 2, O x 2, just as a normal magic-user. Clerical spells are
Morale: 18 Treasure Type: gained with the usual amount of meditation.
Treasure Type: Neutral + special
Intelligence: 32,000 Intelligence: 18 Each dragon ruler can use any breath weapon
Alignment: Alignment: Unknown
XP Value: XP Value: 68,000 of its followers, each once per day, and while in
either normal or polymorphed (to a lesser drag-
Attacks and Damages Bite or Crush Claws, Kicks, Wings, and Tail on) form. For example, Opal can breathe a cone
6d8 2d8 each of cold (as a white), line of acid-and-darkness (as
Pearl (Moon) 6d8 + 4 2d8 + 2 each an onyx), cloud of gas-and-disease (as a jade), or
Opal (Sun) 6d8 + 8 2d8 + 4 each a lightning bolt (as a blue), for a total of four
Diamond (Star) 6d10 3d10 each breaths per day. Each dragon ruler can attack up
The Great One to nine times per round (with two bites, two
claws, two wings, two kicks, and two tail).
Spells By Level (Both C and MU)
The Great One can use any breath weapon of
1 2 34 36 7 any dragon, each once per day, and while in ei-
ther normal or polymorphed form. He has up to
The Lesser Rulers 1 6 5 4 3 2 1 10 attacks, using the tail twice.

The Great One 987654 3 The lair treasures of the dragon rulers always
include at least three miscellaneous magical
Monster Type: Dragon, Planar Monster (Very Pearl, ruler of Chaotic dragons, has scales like items usable by dragons; these items may be
Rare). mother-of-pearl—white but iridescent, con- used against invaders, as appropriate. The Great
One, in addition, owns one artifact. (The spe-
Each of the three Dragon Rulers is the leader stantly shifting, like her Chaotic nature.
of all dragons with the same alignment. These Opal, ruler of Neutral dragons, has scales cific artifact is the DM's choice, but the artifact is
three rulers, in turn, obey the Great One, ruler not ultimately fatal to the dragon ruler, nor does
of all dragons. which are white with thousands of tiny specks of it involve undead in any way.)
color in all the hues of the rainbow.
Pearl: Rules Chaotic Dragons (Black, Green, The Dragon Rulers act as leaders for all dragon-
Red and Amber) Diamond, ruler of Lawful dragons, has scales kind. They arbitrate disputes between clans of
with the refractive qualities of faceted diamond: dragons and occasionally—very occasionally—act
Opal: Rules Neutral Dragons (White, Onyx, They glitter and gleam with so much reflected on the behalf of lesser dragons against other spe-
Jade and Blue) light that it is hard to stare at this dragon. cies. They do not intercede when a party of heroes
destroys a rogue dragon, but will act when a clan
Diamond: Rules Lawful Dragons (Crystal, The Great One has scales which glow brightly, of dragons faces extinction or enslavement.
Sapphire, Ruby and Gold) like the surface of a white sun; no one can stare
directly at him except through a darkness spell The three lesser rulers of dragonkind do not
These creatures are extremely rare, almost effect (through which he looks like an enormous like or cooperate with each other, but neither do
never appearing on the Prime Plane unless there three-headed white dragon). they fight each other. The Great One treats them
is great need. They are all Immortal. If a dragon equally, without a favorite. The origins of the
ruler's material body is slain, the spirit goes to its Each ruler is always attended by four of his or rulers are unknown, but the lesser rulers may be
home plane (one of the outer planes) and creates her largest, most powerful followers. Pearl is al- the offspring of The Great One.
a new body. ways accompanied by four huge amber dragons,
each with 176 hit points. Opal is always with Terrain: Outer Plane (their own).
Each of these dragons is bigger than the big- four blue dragons, each with 144 hit points. Dia- Load: Full speed when carrying 1,000 cn X
gest gold or amber dragon; in natural form, each mond is always with four gold dragons, each HD in encumbrance; half speed when carrying
is over 100' lone. with 176 hit points. The Great One has a retinue 2,000 cn x HD in encumbrance.

Dragon Turtle* -2 Monster Type: Dragon-Kin (Rare). on does damage like a dragon's breath weapon,
Dragon turtles are a magical crossbreed of a inflicting hit points of damage equal to the cur-
Armor Class: 30* (L) dragon and a giant turtle. They have the head, rent hit points of the dragon turtle.
Hit Dice: 30'(10') limbs, and tail of a great dragon and the hard
Move: 90' (30') shell of a turtle. Dragon turtles are so large that Dragon turtles live in great caverns on the bot-
2 claws/1 bite sailors have landed on ones floating on the sur- tom of the deepest oceans, where they keep the
Swimming: 1d8/ld8/ld6x10 face, mistaking them for small islands. These treasures of sunken ships. On occasion, they will
Attacks: creatures usually live in the depths of great rise under ships, attempting to overturn them
Damage: 0(1) oceans and seas, seldom surfacing or approach- and devour the occupants.
No. Appearing: F15 ing land.
Save As: 10 The dragon turtle is able to use a breath weap- Note: Dragon turtles are extremely powerful
Morale: H on just like a dragon. It can breathe a cloud of creatures that should not be used unless the
Treasure Type: steam 50' long and 40' wide. This breath weap- player characters are of very high level.
Intelligence: 5
Alignment: Chaotic Terrain: Ocean.
XP Value: 9,000

Drake Mandrake Wooddrake Colddrake Elemental* Drolem* -3
0 0 0 0 20***** (L)
Armor Class: 3*** (M) 4***(M) 5***(M) 6**** (M) Armor Class: 120' (40')
Hit Dice: 120' (40') 120' (40') 120' (40') Hit Dice: 240' (80')
Move: 120' (40') 30'(10') 30'(10') 30'(10') Move: 2 claws/1 bite
30' (10') 2 claws/1 bite 2 claws/1 bite 2 claws/1 bite 2d6/2d6/1d20 +10
Flying: ld3/ld3/ld8+2 Flying: 1 (1)
Attacks: 2 claws/1 bite 1d2/ld2/ld8 1d2/ld2/2d4 1d4 (1d4) Attacks: F10 (and see below)
Damage: 1d2/ld2/ld6 1d4(ld4) 1d4(ld4) M12 Damage: 12
No. Appearing: 1d4 (1d4) M8 M10 No. Appearing: Special (see below)
Save As: M6 8 8 9 Save As: 3
Morale: 8 Special Morale: Neutral
Treasure Type: (Vx2), E (Vx2), E (Vx2), E Treasure Type: 11,375
Intelligence: 10 10 10 10 Intelligence:
Alignment: Chaotic Chaotic Chaotic Neutral Alignment:
XP Value: 80 1,175 XP Value:
225 550

Monster Type: Dragon-Kin (Rare). Elemental townsfolk. Monster Type: Construct, Enchanted (Very
Drakes: Dragon-Kin, Planar Monster, Enchant- Wooddrake: These dark green drakes can Rare).
ed (Rare).
change themselves into elf or halfling forms. A drolem is a type of golem that looks like a
A drake is a man-sized creature that looks They are otherwise very similar in habits to man- dragon; it can be made to look like a dragon of
much like a dragon in its normal form. However, drakes, and are sometimes discovered amidst el- any color, or may simply be a dragon skeleton.
it is most often encountered polymorphed into a ven or halfling communities. Like other golems, it is not alive, but a con-
human or demihuman form. Drakes have no struct made by a high level magic-user or cleric.
breath weapons or spellcasting abilities, but they Colddrake: These white drakes shun the light Drolems are extremely rare, made and used on-
can talk. They may be evil or good (50% chance of day, living deep underground (usually in icy ly to guard a special item or area. A special
of each) but, except for Elemental forms, are al- caverns). They can change themselves into dwarf book and several rare materials are needed to
ways very Chaotic. Drakes are extremely intelli- or gnome forms, and can sometimes be found make a drolem.
gent and clever; they tell lies as needed, and amidst an underground dwarf or gnome com-
surrender rather than fight to the death. munity. A drolem is nonintelligent, and obeys its in-
structions exactly. It can see invisible things with-
Drakes are immune to all spells of 4th level or Elemental Drake: There are four types: air- in 60', and is immune to charm, hold, sleep,
less, but may cancel this immunity for 1 round drakes (blue), earthdrakes (brown), firedrakes and all other mind-affecting spells, all forms of
by concentrating—to receive the benefits of a (red), and waterdrakes (sea-green). They have fire and cold, and all gases. It is also immune to
cure wounds spell, for example. the same immunities as all drakes. Elemental all spells of 4th level or less, to normal and silver
drakes are also immune to normal and silver weapons, and even magical weapons of + 2 or
In normal form, a drake looks similar to a small weapons; a magical weapon is needed to damage lesser enchantment.
dragon without front legs and with tiny wings. them. They live on the elemental planes, and are
These wings can only support slow flight, and on- very rare on the Prime Plane. They cannot nor- The drolem's claws inflict 2d6 points of dam-
ly for an hour at a time. All drakes can polymorph mally travel between the planes, but may "ride" age each, and its huge jaws cause 11-30
themselves into humanoid form (and back) as of- along with an elemental or other creature, either (1d20 + 10) points of damage. A drolem can al-
ten as desired. In human or demihuman form, a to or from their plane of origin. so breathe three times per day. Its breath is a
drake can use any weapon permitted to thieves. small poisonous cloud, 20' x 20' x 20'; all with-
The attacks and damage given above apply to nor- On the Prime Plane, elemental drakes can in it must make a saving throw vs. dragon
mal (dragon-kin) form only. take the forms of young giants (1-4 feet shorter breath or die.
than normal), but they cannot throw rocks in
All drakes are thieves, having all the special those forms, and can only inflict 2d6 points of Terrain: Any.
abilities of a 5th level thief. Some mandrakes damage in hand-to-hand combat (instead of the Load: 20,000 cn at full speed; 40,000 cn at up
may actually join Thieves' Guilds and improve normal damage done by the giant form). An air- to half speed.
their abilities, though most avoid such lawful- drake can assume the form of a cloud giant; an
ness. They are fond of pranks and tricks, and earthdrake, a stone giant; a firedrake, a fire gi- Druj
sometimes act as agents for evil powers. A pro- ant; and a waterdrake, a storm giant. They are A form of undead; see Spirit.
tection from evil spell blocks drakes. sometimes found amidst similar real giants, act-

Mandrake: These tan drakes can change into ing for their own purposes.
human form, and they enjoy the company of On their home planes, elemental drakes can-
men. They often hold minor jobs in stables and
taverns in towns (never in positions of impor- not change into giant forms; instead, they as-
tance or power), and may pretend to be adven- sume the form of a small elemental, with all the
turers. They often steal food from town abilities of that form (treat each as a 6 Hit Dice
storehouses, and valuables from wandering elemental in size and ability).

Terrain: Any.

Dryad on. (To check for possible magical items, multi- Elemental Plane of Fire Statistics: AC 1,
ply the leader's level by 5. The result is the per- HD 10* (L), MV 240' (80'), # AT 1 strike or
Armor Class: 5 cent chance for that leader to own a magical item special, D 2-16 or special, NA 1-4 (1-100),
from any one particular subtable. Roll separately Save FI5, ML8, TT Special, AL C, XP 1,750.
Hit Dice: 2* (M) for each type (subtable) of magical treasure.
Check all subtables except the Scroll subtable
Movement: 120' (40') and the Wand/Rod/Staff subtable.) As long as
their leader is alive and fighting with them,
Attacks: See below dwarven morale is 10 rather than 8. Dwarves
hate goblins and will usually attack them on
Damage: By weapon type sight. Efreet are irritable and often evil. The fire ele-
mentals and the efreet are generally at peace,
No. Appearing: 0(ld6) Terrain: Hill, Mountain. though the efreet pick fights and have been at
war with the elementals in the past. Their ene-
Save As: E4 mies are the helions and the djinn, and they fear
water-type creatures and attacks.
Morale: 6
There can be efreet spellcasters; see "Monster
Treasure Type: D Spellcasters" later in this chapter.

Intelligence: 14 Terrain: Plane of Fire.
Load: 5,000 cn at up to full speed; 10,000 cn
Alignment: Neutral at up to half speed.

XP Value: 25 Efreeti, Lesser*

Monster Type: Humanoid (Rare). Armor Class: 3 Efreeti (Greater; Amir)*
Dryads are beautiful female tree spirits who Hit Dice: 10* (L)
live in trees, in woodland settings or dense for- Move: 90' (30') Armor Class: — 2
ests. They are very shy and nonviolent, but very 240' (80')
suspicious of strangers. If a dryad wishes to be Flying: 1 fist Hit Dice: 20*** (L)
unobserved, she will join with her tree, becom- Attacks: 2d8
ing pan of it. Damage: 1 (1) Move: 120' (40')
Dryads possess a powerful charm person No. Appearing: F15
ability—it is just like the magical spell, but the Save As: 12 Flying: 360' (120')
dryad can use it any number of times per day, Morale: Nil
and its victims save at a — 2 penalty. Dryads only Treasure Type: 14 Attacks: 2 fists
use this power on people following or attacking Intelligence: Chaotic
Alignment: 1,750 Damage: 3d10/3d10
them or on males to whom they are attracted— XP Value:
and even then will only use the power on men No. Appearing: 1 (1)
who do not return their affection.
Save As: M36
Dryads will send charmed attackers off to a
deadly monster's lair or ambush where the at- Morale: 11

tackers may be slain; they draw objects of affec- Monster Type: Planar Monster, Enchanted Treasure Type: Nil
tion into their trees and keep them. Unless (Rare).
rescued immediately, such victims will never be Intelligence: 14
seen again (or, at the DM's option, will reappear Efreet are free-willed, enchanted creatures
from the elemental plane of Fire. They usually Alignment: Chaotic
after a few years, remembering little of the time appear as clouds of smoke, condensing into
they were gone). Characters can rescue the vic- XP Value: 7,775
tim by threatening to destroy the dryad's tree; a giant-sized men surrounded by flames. The air
dryad will release a charmed victim rather than around them is always hot and smoky. Efreet are Monster Type: Planar Monster, Enchanted
see her tree die. highly magical, and can only be hit with magical (Very Rare).
weapons. If slain, the efreeti's spirit returns to its
A dryad will die if her tree dies, and can only own plane. In the elemental plane of Fire, the rulers of
survive for 1 turn if taken more than 240' away the efreet are known as amirs (ah-MEERS). They
from it. She hides her treasure in hollows under An efreeti can create objects, create illusions, appear as very large normal efreet (15'-30' tall).
her tree's roots. and turn invisible like a djinni. It can cast a wall An amir cannot be affected by normal weapons,
of fire spell three times per day. An efreeti may or even by weapons of less than + 2 enchant-
Most dryads rarely carry weapons, but a dryad also transform itself into a pillar of flame (the ment. Amirs also regenerate at the rate of 2 hit
defending her tree or helping an actaeon may same height as the efreeti) that will set fire to all points per round.
pick up a javelin or spear. flammable items within 5'. It can retain the
flame shape for up to 3 rounds. When in this An amir can perform all the abilities of a nor-
There can be dryad spellcasters; see "Monster form, the fire adds ld8 points of damage to each mal efreet as often as desired, once per round. It
Spellcasters." of the efreeti's blows. The creature can only as- can also enter or leave the Ethereal Plane by con-
sume flame shape once per turn at most. centrating for 1 full round.
Terrain: Woods (dense).
An efreeti may be summoned by a high level Special powers usable once per day are grant
Dwarf magic-user (if the special spells required are another's wish, cast fireball or explosive cloud
known—the magic-user must cast both create (all as if a 20th level magic-user).
Armor Class: 4 magical monsters to summon the efreet and wish
Hit Dice: 1 to bind it to the magic-user's service for as long An amir's pillar of flame form ignites all flam-
Move: 60' (20') as possible). Once summoned, the efreeti can be mable objects within 15' and adds a bonus of
Attacks: 1 weapon forced to serve for 101 days. It is a reluctant and 2d8 points to each fist attack. It can retain this
Damage: By weapon difficult servant, and will obey its exact instruc- shape without limit.
tions while attempting to distort their meaning
No. Appearing: 1d6 (5d8) (to cause trouble for its master). Amirs cannot be summoned by spells, and are
Save As: Dl affected by very few magical items. They nor-
Morale: 8 or 10 (see below) On their own plane, efreet live in cities similar mally appear on the Prime Plane only in re-
Treasure Type: (Q + S) G to those of wealthy human desert-dwellers. sponse to the cries of a mistreated efreeti. When
Intelligence: 10 Among all creatures, efreet are most similar to they appear on the Prime Plane, they can appear
Alignment: Lawful or Neutral djinn, but they are of opposed elements, so anywhere, but prefer warmer climates, such as
XP Value: 10 efreet hate djinn and will attack them on sight. deserts.

Monster Type: Demihuman (Common). Plane of Fire: The following details apply to Terrain: Plane of Fire.
Dwarves can appear as NPCs. Otherwise, they efreet encountered on their own plane, the ele- Load: Fly with 10,000 cn at up to full speed;
are usually met in clan groups or as war or min- mental plane of Fire. 20,000 cn at up to half speed. Walk with 20,000
ing expeditions. They attack as first level fight- cn at up to full speed; 40,000 at up to half
ers. For every 20 dwarves, there will be one An efreeti on its own plane is immune to nor- speed.
leader (level 3-8) who may have a magical weap- mal weapons, all 1st level spells, and to all at-
tacks based on earth. On its own plane, an
efreeti can detect invisible at will (120' range).

Elemental* use of a special miscellaneous magical item. However, an elemental cannot pass a protection
Conjured Elementals are summoned by the from evil spell effect.
Air, Earth, Fire, Water
casting of the 5th level magic-user spell. An elemental will vanish if it or its summoner
Armor Class: 2, 0, or -2 (see below) To summon an elemental, a character must is slain, or when the summoner sends it back to
its plane (which requires control), or if a dispel
Hit Dice: 8, 12, or 16 (see below) (L) have a large amount of the element nearby (such magic is cast upon it.
as open air, bare earth, a pool of water or a bon-
Move: fire). When the elemental arrives, it is hostile, An air elemental appears as a great whirlwind,
and must be controlled by concentration at all 2' tall and 1/2" in diameter for each Hit Die (a
Air (Flying): 360'(120') times. The summoner's concentration is broken staff elemental would be 16' tall and 4' across).
if he takes damage or fails any saving throw. The In combat, all victims of 2 HD or less hit by the
Earth: 60 '1(20') summoner can move only up to half normal whirlwind must make a saving throw vs. death
speed while concentrating. ray or be swept away. The elemental inflicts an
Fire: 120' (40') extra 1d8 points of damage against any flying
If the summoner's concentration is broken, opponent.
Water: 60' (20') the elemental will attack him. Once lost, control
cannot be regained. The elemental can attack An earth elemental appears as a huge manlike
Swimming: 180' (60') any creature between it and its summoner if it figure, 1' tall for each Hit Die (a spell-conjured
desires. elemental would be 16' tall). It cannot cross a
Attacks: 1 or Special water barrier wider than its height. It inflicts an
If summoned in an area too small for it (see extra ld8 points of damage against any oppo-
Damage: ld8, 2d8, or 3d8 (see below) nent standing on the ground.
size notes below), an elemental will fill the avail-
No. Appearing: 1(1) able area—sideways, for example—possibly A fire elemental appears as a swirling pillar of
damaging the summoner in the process (and roaring flame, 1' tall and 1' in diameter for each
Save As: F8-16 (see below) thus breaking the summoner's concentration).

Morale: 10

Treasure Type: Nil

Intelligence: 9

Alignment: Neutral

XP Value: Sec below

Summoning XP Save
HD Value Damage As
Item AC
8 650 1d8 F8
Staff 2 12 1,250 2d8 F12
16 1,850 3d8 F16
Device 0 Elemental Defenses and Vulnerabilities

Spell -2

Monster Type: Planar Monster, Enchanted Type of Double Damage Normal Damage* Minimal Damage**
(Common). from
Elemental from from Water
An elemental is a magical, enchanted creature Air Earth Air, Fire Air
that lives on another plane of existence (one of Earth Fire Earth, Water Earth
the elemental planes). It can be harmed only by Fire Water Fire, Air Fire
magic or magical weapons. Water Air Water, Earth

Staff Elementals (the weakest) are summoned * When double damage is indicated, the elemental may make a saving throw vs. spells to take
by a magic-user with a special staff. normal damage.

Device Elementals are summoned with the ** Minimal damage is 1 hit point per die of damage.

Hit Die (a device elemental would be 12' tall ger the elemental, the less material it can hold chantment have no effect on them.
and 12' across). It cannot cross a water barrier together. Thus, aging effects can change an ele- Any victim hit by an elemental ruler must
wider than its own diameter. It inflicts an extra mental's size. Its normal life span is 30 to 35 Hit
ld8 points of damage against any creature with Dice. make a saving throw vs. death ray or be crushed
cold-based abilities. by the blow, instantly slain regardless of dam-
Small elementals are created when a large ele- age. Most of the victim's items and equipment
A water elemental appears as a great wave of mental splits itself. When this occurs, the "par- are also destroyed by the blow (95% chance per
water, 1 / 2 ' tall and 2' in diameter for each Hit ent" elemental divides into a number of parts item, — 5 % per "plus" if magical). However,
Die (a staff elemental is 4' tall and 16' across). It equal to its Hit Dice; each new elemental has 1 any elemental struck by a ruler is not slain, but
is not able to move more than 60' from water. It Hit Die. This does not occur frequently, and the shattered into several small elementals of 1 Hit
inflicts an extra 1d8 points of damage against elementals are very secretive about the details of Die each (the number of parts equal to half the
any opponent in water. the process. original Hit Dice).

An elemental takes double, normal, or mini- Elementals usually distrust creatures from the All elemental rulers are friendly with and can
mal damage from certain attack forms. Prime Plane ( — 1 penalty to all reaction rolls). summon most creatures of their respective
They can recognize such visitors by smell. How- planes. The creatures summoned will arrive as
Terrain: Any. ever, when visitors appear in elemental form, quickly as possible (usually from 3 rounds to 3
Load: 500 cn x HD at up to full speed, or they do appreciate the effort ( + 1 bonus to reac- turns).
1,000 cn x HD at up to half speed. Some pro- tion rolls, instead of - 1 penalty). In any event,
tections may be needed (for example, against they will not normally attack nor help visitors ex- The "Special" treasures of elemental rulers
the heat of a fire elemental). cept in special circumstances. Though most are are similar to those of human rulers, but unique
of Neutral alignment, Lawful (ruling) and Cha- to their respective planes.
Elemental* (on elemental planes) otic (renegade) elementals do exist. Some are
even good or evil. Terrain: Elemental Planes.

Armor Class: 5 or better (see below) Elementals live in towns and cities on their Elephant
Hit Dice: 1* or more (see below) (L) own worlds. Both the worlds and the building
Move: 360' (120') materials are made entirely of pure elemental Normal Prehistoric
Attacks: 1 material, in solid, liquid, or gaseous form. In the 3
Damage: By size (see below) universe of its own plane, each elemental race Armor Class: 5 15 (L)
No. Appearing: 1d6(1d100) occupies thousands of worlds. 120' (40')
Save As: F (level = HD) Hit Dice: 9* (L) 2 tusks or
Morale: 9 The elemental races are far older than human- 1 trample
Treasure Type: Variable kind, and more civilized in many ways. They Move: 120' (40') 2d6/2d6 or
9 have art forms for six senses. 4d8
Intelligence: Neutral Attacks: 2 tusks or 0 (2d8)
Alignment: Some elementals become clerics or magic- F8
XP Value by Variable (see below) users in much the same ways as humans. How- 1 trample 8
ever, an elemental must be an adult of 9 or more Nil
Hit Dice: Hit Dice before this knowledge can be learned. Damage: 2d4/2d4 or 2
Many of the spells of the elementals are entirely Neutral
different, and some cannot be cast by humans 4d8 1,650
except when in elemental form.
No. Appearing: 0(ld20)
Terrain: Elemental Planes.
Save As: F5

Morale: 8

HD AC Dmg XP Value Treasure Type: See below

1-2 5 1d2 20 Intelligence: 2
3-4 4 1d4 75
Alignment: Neutral

5-6 3 1d6 275 XP Value: 1,600

7-8 2 1d8 650 Monster Type: Elephant: Normal Animal
(Rare). Prehistoric: Prehistoric Animal (Very
9-10 1 2d6 1,000 Rare).

11-12 0 2d8 1,250 Elemental Ruler* Elephants are large, ponderous four-legged
mammals. Though they are herbivores, they are
13-14 -1 2d10 1,500 Armor Class: See below very dangerous creatures when frightened or
when defending their young. These mighty crea-
15-16 -2 3d8 1,850 Hit Dice: 41*** to 80*** (L) tures dwell at the edges of sub-tropical forests,
living in medium to large herds. Both males and
17-18 -3 3d10 2,125 Move: 120' (40') females have tusks, which are valued at 100-600
gp per tusk for the ivory.
19-20 -4 4d8 2,375 Attacks: 2 fists
In combat, elephants attack with a charge, if
21-22 -5 5d8 2,750 Damage: See below (per fist) possible, for double tusk damage. In the follow-
ing rounds of combat they will either strike with
23-24 -6 6d8 3,250 No. Appearing: 1d6 their tusks (75%) or trample (25%). Elephants
can be used as draft and riding animals. Some-
25-26 -7 7d8 3,750 Save As: F36 times they are equipped with barding and used
as war-mounts.
27-28 -8 8d8 4,250 Morale: 11
Prehistoric (Mastodon): This creature is a
29-30 -9 9d8 4,750 Treasure Type: Special large, shaggy elephant. It has two mighty tusks
that slope downward and then curve up and
31-32 -10 10d8 5,250 Intelligence: 15 backward toward the elephant; they are a
mighty battering weapon. Each tusk is worth
Monster Type: Planar Monster, Enchanted Alignment: Lawful or Neutral 200-800 gp. Mastodons live in cold, icy lands or
(Very Rare).
XP Value: 28,500 at 41**** Hit Dice, "lost worlds."
The statistics above apply only to elementals Terrain: Modern Elephants: Open, Woods
encountered on their own planes of existence. plus 1,000 per Hit Die over 41
On the Prime Plane, their abilities are very lim- (subtropical). Mastodons: Open, Woods (prehis-
ited. One asterisk (for XP calculation) applies Hit Dice: Armor Class: Damage: toric).
only to elementals encountered on their own 31 to 48 -11 8dl2
planes. 49 to 56 -12 9dl2 Load: Elephant: 9,000 cn at full speed; 18,000
57 to 64 -13 10dl2 cn at half speed. Mastodon: 7,500 cn at full
Elementals are the dominant life forms on the 65 to 72 -14 speed; 15,000 cn at half speed.
elemental planes, and refer to themselves as 11d12
"people." Size may range from 1 to 32 Hit Dice, 73 to 80 -15 Barding Multiplier: x 3 .
and the rulers are much larger (50 Hit Dice at 12dl2
least, and possibly over 100).
Monster Type: Planar Monster, Enchanted
Their system of rule is similar to that of hu- (Very Rare).
man Dominions.
These slow, huge creatures are identical to
An elemental's normal form is a bloblike normal elementals, but far larger. They are 2'
shape. It can create "arms" as needed, to a max- tall per Hit Die. The number appearing applies
imum of 1 per Hit Die, but can only attack with per plane. Elemental rulers are immune to 1st
one blow per round. The elemental's material through 5th level spells, poison, all charm, hold,
form is held together by its life force. The youn- and other mental attacks, illusions of all types,
and any spell which could cause instant death
(such as disintegrate). Weapons of + 3 or less en-

Elf Ferret, Giant

Armor Class: 5 Armor Class: 5 Monster Type: Giant Animal (Common).
Hit Dice: 1* Giant ferrets, like normal ferrets, are long, slen-
Move: 120' (40') Hit Dice: 1 + 1 (S) der mammals with yellow-white fur and red eyes.
Attacks: 1 weapon But giant ferrets grow to 3' in length, more than
Move: 150' (50') twice as long as normal ferrets. Giant ferrets hunt
Damage: By weapon giant rats, and are slender, fast and strong enough
No. Appearing: ld4 (2d24) Attacks: 1 bite to seek these creatures out in their underground
Save As: E1 lairs. They are sometimes trained for this purpose.
Morale: 8 or 10 (see below) Damage: 1d8 Unfortunately, their tempers are highly unpre-
Treasure Type: (S + T) E dictable, and they have been known to attack
Intelligence: 13 No. Appearing: 1d8 (1dl2) their trainers and other humans.
Alignment: Lawful or Neutral Terrain: Cavern, Woods.
XP Value: 6 Save As: F1

Morale: 8

Treasure Type: Nil

Intelligence: 2

Alignment: Neutral

XP Value: 15

Monster Type: Demihuman (Rare). Fish, Giant
Elves can also appear as NPCs. Otherwise,
they might be encountered as travelers or wilder- Armor Class: Giant Bass Giant Rockfish Giant Sturgeon
ness patrols. In hand-to-hand combat, they at- Hit Dice: 7
tack as first level fighters. Each elf will have one Move (swim): 2 (L) 1 0
1st level spell (chosen at random). If 15 or more Attacks: 120' (40') 10 + 2*(L)
elves appear, one of them will be a leader (level Damage: 1 bite 5 + 5*(L) 180' (60')
2-7). To check for possible items the leader may No. Appearing: 1d6 180' (60') 1 bite
have, multiply the leader's level by 5. The result Save As: 0 (2d4) 4 spines + poison (special) 2dlO
is the percent chance for that leader to own a Morale: F1 1d4 each + poison 0(2d10)
magical item from any one particular subtable. Treasure Type: 8 0(2d4) F5
Roll separately for each subtable, checking them Intelligence: Nil 9
all. As long as their leader is alive and fighting Alignment: 1 F3 Nil
with them, elven morale is 10 rather than 8. XP Value: Neutral 8 1
Elves cannot be paralyzed by ghouls. 20 Nil Neutral
Terrain: Woods. Sea Elves: Ocean. 1 1,900

Neutral
400

Faerie 5 Monster Type: Giant Animal (Common). four of the sharp spines covering the creature's
These monsters are just three typical examples body; the victim takes ld4 points of damage per
Armor Class: 1 + 1* or more (S) of the category of "giant fish;" many others ex- spine and requiring a saving throw vs. poison for
Hit Dice: 120' (40') ist, and the DM may create as many as he wishes. each hit. Any failure results in death. Despite its
Move: 240' (80') Giant Bass: These are normally shy fish, and fearsome attacks, the fish is normally peaceful,
1 weapon or spell will attack only if a morsel of food (halfling-sized and will only attack if disturbed.
Flying: or smaller) is floating nearby or on the surface.
Attacks: By weapon or spell Giant Sturgeon: This dangerous creature is al-
Damage: 1d6 (5d8 + 20) They may also be summoned, and directed to most 30' long and covered with thick armorlike
No. Appearing: E1 (or better) fight, by nixies. scales. It is a fierce fighter, and can swallow an
Save As: 9 opponent with an attack roll of 18 or better. The
Morale: (Nil) Special Giant Spiny Rockfish: This fish, found in victim takes 2d6 points of damage per round and
Treasure Type: 13 shallow salt water, is very difficult to see. Observ- must make a saving throw vs. death ray or be
Intelligence: Any ers may mistake it for a large rock or lump of coal paralyzed. If not paralyzed, the victim may at-
Alignment: 19 (or more) (70% chance). If disturbed, the fish will attack tack from within.
XP Value: to drive off foes. If it hits a victim or is touched
by accident, the victim is automatically hit by Terrain: River /Lake, Ocean.

Monster Type: Humanoid (Rare). Gargantua
The faerie inhabit the air and clouds. Faeries
are close relatives of the demihumans, with fea- Armor Class: Carrion Crawler Gargoyle* Troll
tures of each race: They appear as halfling-sized Hit Dice: 3 4
humanoids with gossamer wings, dwarvish noses Move: 25* (L) 32* (L) 51**(L)
and beards, and elvish ears and eyes. Faeries' . 240' (80') 180' (60')
bodies are light and they fly with little effort. Flying: — 300' (100') 240' (80')
They build their homes of "clouds," and en- Attacks: 8 4
joy basking in the sun while storms rage below. 4d3/4d3/ 3
They have their own great empire of the wind far Damage: 1d4 +l each 4d6/4d4 4d6/4d6/
above the earth, commonly known only to them- 1(1) 4d10
selves and a few air creatures. + Paralysis F32 1(1)
Faeries are naturally invisible at all times, and F36
never appear to normal sight. Faeries can see invis- No. Appearing: 1(1) CX4 11(9)
ible things easily. The following abilities are com- 5 Dx4
mon to all faeries, usable at will, up to once per Save As: F13 Chaotic 6
round: assume gaseous form (like the potion), Morale: 11 10,000 Chaotic
create fog(a 10' cube around the faerie), condense Treasure Type: Bx4 29,000
fog (causing drizzle within fog), return to normal Intelligence: 0
form (from gaseous), summon breeze (causes Alignment: Neutral
open flames to flicker, blows out candles, and en- XP Value: 6,500

ables the faerie to move at a 360' (120')) rate). Monster Type: Gargantua Carrion Crawler: These monsters are extremely rare, the
Common faeries have 1 + 1 Hit Dice, but Lowlife (Very Rare); Gargantua Gargoyle: Con- products of the mad wizard Gargantua. Three
struct, Enchanted (Very Rare); Gargantua Troll: examples of Gargantuan creatures are given
leaders have up to 9 Hit Dice. Spellcasters are Giant Humanoid (Very Rare). above.
rare but do exist (magic-users and clerics); see
"Monster Spellcasters" later in this chapter. A gargantua is a very large variety of some Because of their incredible size, gargantuas
other monster. A gargantua is the same type of are noisy while moving, and cannot surprise any-
Terrain: Any. monster as its smaller form, thus a gargantuan thing. They also suffer a -4 penalty to their at-
gargoyle is a construct, a gargantuan troll is a tack rolls when attacking man-size or smaller
giant humanoid, and so on. opponents.

The statistics for any gargantuan monster are Gelatinous Cube Ghost
calculated as follows: A form of undead; see Haunt.
Armor Class: 8
• Height: 2 times normal Hit Dice: 4* (L) Ghoul 6
• Hit Dice: 8 times normal, counting each Move: 60' (20') 2* (M)
Attacks: 1 Armor Class: 90' (30')
"plus" as one Hit Die added Damage: 2d4 + special Hit Dice: 2 claws/1 bite
• Movement rate: 2 times normal No. Appearing: 1 (0) Move: 1d3/ld3/ld3 + special
• Damage: 4 times normal Save As: F2 Attacks: 1d6 (2d8)
• Number Appearing: 1 Morale: 12 Damage: F2
• Save As: Fighter of level equal to its Hit Treasure Type: (V) No. Appearing: 9
Intelligence: 0 Save As: B
Dice; half level if unintelligent Alignment: Neutral Morale: 3
• Morale: 11 XP Value: 125 Treasure Type: Chaotic
• Treasure Type: 4 times normal size, at 2 Intelligence: 25
Monster Type: Monster (Common). Alignment:
times normal percentages This monster looks like a great quantity of XP Value:
Armor class, alignment, number and type of clear jelly, usually in the form of a 10' x 10' x 10'
attacks, and normal and magical abilities are un- cube. It is hard to see, and it surprises often (1-4 Monster Type: Undead (Common).
changed, except for regeneration (4 times nor- on 1d6). A gelatinous cube moves through the Ghouls are undead creatures, immune to
mal rate). rooms and corridors of a dungeon, sweeping the sleep and charm spells. They are hideous, beas-
Terrain: Same as the original species. halls clean of all living and dead material. In the
Load: Eight times normal. process, it may pick up items it cannot dissolve tlike creatures who will attack and eat any living
(such as weapons, coins, and gems). The gelati- thing. They have no real memories of their form-
Gargoyle* 5 nous cube will attack any living creature it en- er lives; they do not talk, and have little more
4** (L) counters. Any successful hit will do damage to than animal intelligence. Any hit from a ghoul
Armor Class: 90' (30') the victim and will also paralyze him unless a will paralyze any creature of ogre-size or smaller
Hit Dice: 150' (50') saving throw vs. paralysis is made. This paralysis (except elves) unless the victim makes a saving
Move: lasts 2d4 turns unless magically cured. An attack throw vs. paralysis. Once an opponent is para-
2 claws/1 bite/1 horn on a paralyzed target automatically hits (only a lyzed, the ghoul will turn and attack another op-
Flying: 1d3/ld3/ld6/ld4 damage roll is needed). The gelatinous cube will ponent, continuing until either the ghoul or all
Attacks: 1d6 (2d4) continue attacking creatures until it dies or they the opponents are paralyzed or dead. This paral-
Damage: F8 do; if it wins, it sweeps up the dead with all the ysis lasts 2d4 turns unless magically cured.
No. Appearing: 11 other trash and continues on its path.
Save As: A gelatinous cube may be harmed by fire and These creatures do not like the sun. They tend
Morale: C weapons, but not by cold or lightning. The lair to live in graveyards, clustering in empty tombs
Treasure Type: 5 of these strange monsters may contain ld4 cubes when not hunting. Ghouls are also scavengers,
Intelligence: Chaotic feeding on carrion when living prey is scarce.
Alignment: 175 (each with treasure type V, but usually no addi-
XP Value: tional treasure). The lair will not have any Terrain: Cavern, Ruins.
"young" gelatinous cubes; adults split into two
Monster Type: Construct, Enchanted (Rare). fully grown cubes.
Gargoyles are magical constructs, created by
wizards for various tasks—especially as guards Terrain: Cavern. Ruins.
for treasure chambers and other sites. Many
thousands have been created over the centuries;
most of them eventually escape or outlive their
masters and leave to form their own groups.
As pictured in medieval architecture, they are
humanoid creatures with horns, claws, fangs,
and batlike wings; they are considered hideous-
looking beasts. Their skin often looks exactly like
stone and they are often mistaken for statues.
Gargoyles are very cunning, at least semi-
intelligent, and incredibly patient. Never need-
ing food or drink, they can sit and watch a site
literally for years.

Because of the purposes for which they were
created, gargoyles tend to be very territorial crea-
tures. If not still commanded by a wizard, they
will normally choose a place (such as a ruined
building, a cave complex, or a mountain) and
defend it from all intruders, attacking nearly
anything that encroaches on their territory.

Gargoyles can only be hit with magic or magi-
cal weapons and are not affected by sleep or
charm spells. The DM should not use gargoyles
unless the player characters have at least one
magical weapon.

Terrain: Cavern, Ruins.

Load: 2,000 cn at full speed; 4,000 cn at half
speed.

Giant Hill Stone Frost Fire
4 4 4 4
Armor Class: 8(L) 10 + 1* (L) 11 + 2*(L)
Hit Dice: 120' (40') 9(L) 120' (40') 120' (40')
Move: 1 weapon 120' (40') 1 weapon 1 weapon
Attacks: 2d8 1 weapon 5d6
Damage: 1d4 (1d4) 4d6
No. Appearing: F8 3d6 1d2 (1d4) 1d2(ld3)
Save As: 8 1d2 (1d6) F10 F11
Morale: E + 5,000 gp
Treasure Type: F9 9 9
Intelligence: 7 9 E + 5,000gp E + 5,000gp
Alignment: Chaotic E + 5,000 gp 14
XP Value: 650 10 13
Neutral Chaotic Chaotic
900 1,900 2,125

Armor Class: Cloud Storm Mountain Sea
4 0 0
Hit Dice: 13* (L) 2 12* to 20* (L) 9* to 15* (L)
Move: 120' (40') 150' (50') 120' (40')
Attacks: 1 weapon 15**(L) I weapon 1 or special
Damage: 6d6 150' (50') 5dlO See below
No. Appearing: 1 + special 1d4(1d20)
Save As: 1d2 (1d3) 8d6 + special F (level = HD) 1d2 (1d20)
Morale: F12 1 (1d3) 9 F (level = HD)
Treasure Type: 10 F15 E + 5,000 gp 10
Intelligence: E + 5,000 gp 10 E + 5,000 gp
Alignment: 16 E + 5,000 gp Neutral 12
XP Value: Neutral 18 By HD Neutral
2,300 Lawful By HD
3,750

XP Value for Mountain and Sea Giants: throw rocks, but have limited range (30/60/ throw boulders (ranges 150/300/450). They love
9* = 1,600 10* = 1,750 11* = 1,900 100). They live in hills or at the base of moun- thunderstorms, and may create one in 1 turn. If
12* = 2,125 13* = 2,300 14* = 2,500 tains, and raid human communities from time a storm is present, a storm giant may throw one
15* = 2,700 16* = 2,950 17* = 3,150 to time for food and plunder. lightning bolt every 5 rounds. This bolt will do
damage equal to the remaining hit points of the
18* = 3,475 19* = 3,800 20*=4,175 Stone Giants: These giants are 14' tall and giant (a saving throw vs. spells will reduce this to
have gray rocklike skin. They use large stalactites half damage). Storm giants live on mountain
Monster Type: Giant Humanoid (Hill as clubs. They often hurl rocks (ranges 100/200/ tops, in cloud castles, or deep under water. Their
Giants—Common, Others—Rare) 300). They live in caves or crude stone huts, and castles will always be guarded by either 2d4 grif-
may have 1d4 cave bears as guards (50%
Giants are huge humanlike monsters. The chance). fons (in mountains and clouds) or 3d6 giant
crabs (under water). Lightning does not affect
"lesser" forms of giants (fire, frost, hill and Frost Giants: These awesome giants have pale these giants, and they are often found in the
stone) are crudely-formed and ugly, while the skin and light yellow or light blue hair. They stand middle of fierce storms, enjoying the weather.
"greater" races (cloud, mountain, sea and 18' tall, have long full beards, and wear fur skins
storm) are much more like humans in form and and iron armor. Frost giants may hurl rocks (rang- Mountain Giants: These appear similar to stone
nature. es 60/130/200). They often build castles above or hill giants. They are hairy, have grayish skin,
the timberline of snow-capped mountains. Frost and stand 12' to 20' tall (usually 1' per Hit Die).
Giants either live solitary lives or live in com- giants always have either 3d6 polar bears (20% They often (80%) carry boulders, and can throw
munities of their own kind; in either case, they chance) or 6d6 wolves (80%) as guards. They are them great distances (100/200/400), for 4d6
tend to live far away from human and demi- not affected by cold-based attacks. points of damage each. They are usually reclusive
human civilizations. There can be giant spell- but mercenary, and may be hired to fight for any
casters (hill, stone, frost, fire, cloud, and storm Fire Giants: These giants have red skin and large force. In melee combat, they use huge
giants only); see "Monster Spellcasters" in this dark black hair and beards. They are 16' tall and swords or stone dubs (for 1d10 x 5 damage).
chapter. wear copper, brass, or bronze armor. They often
throw rocks (ranges 60/130/200). Fire giants usu- Sea Giants: These normally friendly creatures
Lesser giants are usually willing to negotiate ally make their home near volcanoes or other are rarely seen, preferring to live in the deepest
when encountered, as they have heard of the equally hot places. Their castles are often made of canyons of the ocean depths. They appear iden-
dangers of attacking men. Greater giants usually black baked mud reinforced with crude iron. tical to humans, except for their height (15' to
have no prejudice against adventurers and some- 20' tall). Sea giants breathe water, but can hold
times will entertain them as guests. However, gi- They always have either 1d3 hydras (20% chance) their breaths for up to a full turn when venturing
ants stake out large tracts of land as their own or 3d6 hellhounds (80%) as guards. These giants out of the sea (which is something they do very
and sometimes destroy human communities are not affected by fire-based attacks. rarely). Though able to use weapons (usually
built in the lands they've claimed. Also, some huge spears, doing 1d10 x 4 damage), they rare-
few rogue giants develop habits which bring Cloud Giants: These fierce giants have white or ly do so. They can push water with great force,
them into conflict with adventurers—such as a gray skin and hair. They wear pale robes and stand creating a current (underwater) in a cone-shaped
bandit's habit of robbery, a ghoul's taste for hu- 20' tall. Cloud giants have keen eyes and a sharp area 50' long and 30' wide at its base; all within
man flesh, or an evil wizard's desire to rule lesser sense of smell, so they are rarely surprised (1 that area are shoved 60' away from the giant at
beings. chance in 6). They may throw boulders (ranges great speed (no saving throw), and each victim
60/130/200). They live in castles in the sides of must make a saving throw vs. death ray or be
All giants can throw boulders as missile weap- mountains or atop masses of clouds. They keep ei- stunned for 1d6 rounds. On the surface, this cur-
ons, though the range varies. Any hit from a ther 1d6 small rocs (in clouds or mountains) or rent becomes a wave with the same effect but of
thrown boulder inflicts 3d6 points of damage. 6d6 dire wolves (only in mountains) as guards. greater size (120' long and 60' wide at the base),
Throwing ranges in yards (for outdoor encount- Cloud giants hate to be disturbed and may block and inflicts 2d6 hull points of damage to any
ers) are given for each giant. If encountered in a mountain passes to discourage trespassers. vessel in its path.
dungeon, the range should be read as feet.
Storm Giants: These are the tallest giants, of- Terrain: Variable by giant type.
Hill Giants: These hairy brutes are 12' tall and ten over 22' tall. They have bronze-colored skin
very stupid. They wear animal skins and carry and bright red or yellow hair. They rarely (10%)
huge clubs and spears. They sometimes (25%)

Gnoll Goblin

Armor Class: 5 Armor Class: 6 and have well-developed infravision, with a 90'
Hit Dice: 2 (L) Hit Dice: range. In full daylight they fight with a penalty
Move: 90' (30') Move: 1-1 (S) of - 1 on their attack rolls. They normally send
Attacks: 1 weapon Attacks: 90' (30') hunting parties out at night to scavenge food
Damage: By weapon + 1 Damage: 1 weapon and attack poorly-defended groups of humans.
No. Appearing: 1d6 (3d6) No. Appearing: By weapon There is a 20% chance that when goblins are en-
Save As: F2 Save As: 2d8 (6d10) countered outdoors, 1 of every 4 will be riding a
Morale: 8 Morale: Normal Man dire wolf. Goblins hate dwarves and will attack
Treasure Type: (P) D Treasure Type: 7 or 9 (see below) them on sight.
Intelligence: 7 Intelligence: (R) C
Alignment: Chaotic Alignment: 9 In the goblin lair lives a goblin king with 15
XP Value: 20 XP Value: hit points who fights as a 3 HD monster and
Chaotic gains a +1 bonus to damage rolls. The goblin
5 king has a bodyguard of 2d6 goblins who fight as
2 Hit Dice monsters and have 2d6 hit points
Monster Type: Humanoid (Common). Monster Type: Humanoid (Common). each. The king and his bodyguard may fight in
Gnolls are ferocious humanoids of low intelli- Goblins are a humanoid race, small (3 1/2' to full daylight without a penalty. The goblin mo-
gence. They resemble a cross between a human 4 1/2' tall) and very ugly by human standards. rale is 9 rather than 7 as long as their king is with
and a hyena. They live in rough, rugged waste- They have pointed ears and misshapen teeth. them and still alive.
land and wilderness areas. Gnolls may use all Their skin is a pale earthy color, such as chalky
weapons, but most do not work metal; they steal tan or livid gray. Their eyes are red, and glow There can be goblin spellcasters; see "Monster
most of their metal weapons from humans. They when there is little light. Spellcasters" later in this chapter.
are strong, but dislike work and prefer to bully Goblins live underground in caves and caverns
and steal. For every 20 gnolls encountered, one Terrain: Cavern; Hill, Mountain, Woods.
will be a leader with 16 hit points who attacks as
a 3 Hit Die monster. Golem* Wood Bone Obsidian Mud Amber Bronze
Gnolls are rumored to be the result of a magi- 2 6 0
cal combination of a gnome and a troll by an evil Armor Class: 7 6*(M) 3 9 10* (L) 20**(L)
magic-user. Hit Dice: 2 + 2 (S) 120' (40') 6*(L) 8*(M) 180' (60') 240' (80')
There can be gnoll spellcasters; see "Monster Move: 120' (40') 4 weapons 2 claws/ 1fist
Spellcasters" later in this chapter. Attacks: 1fist 120' (40') 90' (30') 1 bite + special
Terrain: Hill, Mountain. by weapon 2d6/2d6/ 3dl10+special
1 weapon or 1 hug 2d10
1(1) 1(1)
F4 1fist 1(1) F10
12 F5 12
Gnome Damage: 1d8 Nil 2d4 2d6 12 Nil
4 Nil 4
Armor Class: 5 Neutral + special 4 Neutral
Hit Dice: 1 (S) 500 Neutral 5,975
Move: 60' (20') No. Appearing: 1(1) 1(1) 1(1) 1,750
Attacks: 1 weapon Fl F3 F8
Damage: By weapon Save As: 12 12
No. Appearing: 1d8 (5d8)
Save As: D1 Morale: 12 Nil Nil
Morale: 8 or 10 (see below) 4 4
Treasure Type: (P) C Treasure Type: Nil
Intelligence: 11 Neutral Neutral
Alignment: Lawful or Neutral Intelligence: 4
XP Value: 10 500 1,200
Alignment: Neutral

XP Value: 35

Monster Type: Humanoid (Common). Monster Type: Construct, Enchanted (Rare). mands, passwords, or riddles. In combat, an ob-
Gnomes are a humanoid race related to (but A golem is a "construct," a powerful, en- sidian golem reduced to 0 hit points will shatter
smaller than) dwarves. They stand 3 1/2' to 4' tall chanted monster created and animated by a high into worthless rubble.
and have long noses and full beards. Gnomes level magic-user or cleric. Golems can be made
have well-developed infravision, with a 90' of almost any material. The DM should feel free Mud Golem: A mud golem stands about 6'
range. They usually live in burrows in the low- to create new types as desired. tall and is shaped much like a muscular human
lands or in underground communities. Golems can only be damaged by magic or fighter. It can swim or walk on the surface of
magical weapons. They are also immune to mud and quicksand without sinking. It can re-
Gnomes are excellent smiths and miners. sleep, charm, and hold spells, as well as all gases main submerged in the substances indefinitely
They love gold and gems and have been known (since they do not breathe). The creation of a go- without sinking, rising to the surface when it
to take foolish risks just to obtain them. They lem is discussed in Chapter 16. wishes. Mud golems hug their victims with both
love machinery of all kinds and prefer crossbows Wood Golem: Crude manlike figures about 3' arms, trying to smother the victim in its body. If
and war hammers as weapons. Gnomes like most tall, they move stiffly, with a penalty of -1 on a mud golem hits, it will automatically cause 2d6
dwarves, but make war with goblins and ko- initiative rolls. They burn easily, with a — 2 pen- points of smothering damage each round there-
bolds, who steal their precious gold. They usu- alty to all saving throws vs. fire, and all such at- after.
ally attack kobolds on sight. tacks gain + 1 point per die of damage. They are
immune to all cold-based attacks and all missile Amber Golem: These resemble giant cats,
For every 20 gnomes, one will be a leader with fire, including magic missile spells. usually lions or tigers. They are faultless trackers
11 hit points who fights as a 2 Hit Die monster. Bone Golem: These are 6'-tall creatures made and can detect invisible creatures within 60'.
In the gnome city or village lives a clan chieftain from human bones bound together into a man-
and his ld6 bodyguards. The clan chieftain has like form. Their four arms may be attached near- Bronze Golem: These creations look somewhat
18 hit points, attacks as a 4 Hit Die monster, and ly anywhere on their bodies. Four one-handed like fire giants and stand 16' tall. Their skin is
gains a bonus of +1 on damage rolls. The body- weapons (or two two-handed ones) may be used bronze and their blood is liquid fire. Any creature
guards have 10-13 hit points and attack as 3 HD by a bone golem, and it may attack two enemies hit by a bronze golem takes 1d10 extra points of
monsters. As long as the clan chieftain or leader each round. Bone golems are immune to fire, damage from the great heat inside it (unless the
is alive, all gnomes within sight of him have a cold, and electrical attacks. victim is resistant to fire). Anyone scoring damage
morale of 10 rather than 8. Obsidian Golem: Golems made of obsidian on a bronze golem with an edged weapon must
will appear as sharp-featured humanoids carved make a saving throw vs. death ray or take 2d6
There can be gnome spellcasters; see "Mon- of this black glass. Obsidian golems have only points of damage from the fiery "blood" spurting
ster Spellcasters" later in this chapter. low intelligence, but they have the power of out of the wound. Bronze golems are not affected
speech, and can be controlled by simple com-
Terrain: Cavern. Open. by fire-based attacks.
Terrain: Variable.
Load: 500 cn x HD at full movement rate, or

1,000 cn X its HD at half movement rate.

Gorgon 2 Gray Ooze 8 Gremlin 7
8* (L) 3* (L) 1** (S)
Armor Class: Armor Class: 10' (3') Armor Class: 120' (40')
Hit Dice: 120' (40') Hit Dice: 1 Hit Dice: Special
Move: 1 horn or 1 breath Move: Move: Special
Attacks: 2d6 or petrification (special) Attacks: 2d8 Attacks: 1d6 (1d6)
Damage: 1d2 (1d4) Damage: 1d4 1Id4) Damage: El
No. Appearing: F8 No. Appearing: F2 No. Appearing: 12
Save As: 8 Save As: 12 Save As: Nil
Morale: E Morale: Nil Morale: 9
Treasure Type: 1 Treasure Type: 0 Treasure Type: Chaotic
Intelligence: Intelligence: Neutral Intelligence: 16
Alignment: Chaotic Alignment: 50 Alignment:
XP Value: XP Value: XP Value:
1,200

Monster Type: Monster (Very Rare); Planar Monster Type: Lowlife (Common). Monster Type: Monster (Rare).
Monster (Very Rare). This seeping horror looks like wet stone— Gremlins are 3'-tall humanoids with pasty
usually a patch about 8' in diameter, or a boul- gray-green skin, large saucer-shaped eyes and
A gorgon is a magical bull-like monster cov- der about 4' in diameter—and is difficult to see. pointed ears. They are whimsical and have an
ered with large ironlike scales. It is usually found It secretes an acid which does 2d8 points of dam- evil sense of humor. Gremlins can radiate a cha-
in hills or grasslands. It may either attack with its age if it touches bare skin. This acid will dissolve otic aura with a 20' radius. Inside the area of ef-
great horns (often charging for double damage), and destroy normal armor or weapons in only 1 fect, "anything that can go wrong will go
or use its horrible breath weapon. Its breath is a round, and magical items in one turn. After the wrong" at the DM's discretion. Characters must
cloud of vapor, 60' long and 10' wide. Those first hit, the ooze sticks to its victim, automati- successfully save vs. spells each round to avoid
within it must make a saving throw vs. turn to cally destroying any normal armor and continu- the effect of the gremlins.
stone, or be petrified. Gorgons are immune to ing to inflict 2d8 points of damage each round. Gremlins have no attack other than their cha-
their breath weapons and all other petrifying at- otic aura. However, any creature that attacks a
tacks. Gorgons are native to both the Prime Gray ooze cannot be harmed by cold or fire, gremlin and misses must roll a second attack
Plane and their original home, the elemental but can be harmed by weapons and lightning. A against him or herself. Any character casting a
plane of Earth. lair may contain 1d4 oozes, possibly with a spe- spell within the chaotic aura must roll a save vs.
cial treasure made of stone (DM's choice). spells. If successful, the spell affects the grem-
Plane of Earth: On the plane of Earth, a gor- lins; if unsuccessful, the spell affects the caster.
gon is a local herd animal, bred by the horde Terrain: Cavern, Ruins. Gremlin magic usually affects mechanical de-
creatures (see below) and "milked" (though this vices before nonmechanical devices. A crossbow
fluid is bitter and oily, in human terms) or slain Green Slime* Can always be hit might break in half, axeheads might fall off their
for food. Its breath can still petrify creatures not 2** (L) shaft, etc. The exact effects of gremlin magic de-
made of earth (saving throw applies). Armor Class: 3' (1') pends on the DM's imagination. In general, the
Hit Dice: 1 magic is not deadly but is playfully malignant.
Elemental Plane ofEarth Statistics: HD 4, Move: See below Gremlins live in deep, hidden caves.
/AT 1 horn, D 1-4, NA 1-8 (3-36), Save F4, Attacks: 1 (0) There can be gremlin spellcasters; see "Mon-
ML 5, TT Nil, AL N, XP 75. Damage: F1 ster Spellcasters" later in this chapter.
No. Appearing: Terrain: Any.
Terrain: Hill, Open; Plane of Earth. Save As: (P + S) B
Morale:7 0
Grab Grass Treasure Type: Neutral Griffon
Intelligence: 30
Armor Class: 9 Alignment: Armor Class: 5
Hit Dice: 1 per 5' square (M) XP Value: Hit Dice: 7 (L)
Move: 0 Move: 120' (40')
Attacks: 1 Monster Type: Lowlife (Common).
Damage: Special Green slime cannot be harmed by any attacks Flying: 360' (120')
No. Appearing: Not Applicable except fire or cold. It dissolves cloth or leather Attacks: 2 claws/1 bite
Save As: Normal Man instantly, wood and metal in 6 rounds, but can- Damage: 1d4/ld4/2d8
Morale: 12 not dissolve stone. Green slime often clings to No. Appearing: 1 (2d8)
Treasure Type: Nil walls and ceilings and drops down in a surprise Save As: F4
Intelligence: 0 attack. Morale: 8
Alignment: Neutral Once in contact with flesh, it sticks and turns Treasure Type: E
XP Value: 10 the flesh into green slime. It cannot be scraped Intelligence: 2
off, but may be burnt off, or treated with a cure Alignment: Neutral
disease spell. XP Value: 450
When green slime drops on a victim (or is
Monster Type: Lowlife (Common). stepped on), the victim can usually burn it Monster Type: Monster (Rare).
Grab grass looks like ordinary tall grass (3'-5' while it is dissolving armor and clothing. If it is A griffon has the head, wings, and front claws
tall). Grab grass is animated and will attempt to not burned off, the victim will turn completely of an eagle and the body and hindquarters of a
hold any individual that moves into or through into green slime 1d4 rounds after the first 6- lion. Its favorite prey is horses. When within
it. There is a 5% chance each round that anyone round (one minute) period. Burning does half 120' of a horse, a griffon must make a morale
with a strength of 12 or less can break free of the damage to the green slime and half damage to check or attack immediately. It can carry off a
grab grass. For every point of strength greater the victim. horse-sized creature at half its flying rate.
than 12, the chance increases by 5 % (an individ- Terrain: Cavern, Ruins. Wild griffons may be tamed if captured
ual with 16 strength, for example, would have a young, becoming loyal mounts. Tamed griffons
25% chance each round to break free). are still likely to attack horses, however, and
The grab grass patch has one Hit Die for every must check morale as above.
5' square area (thus 5' square are destroyed for Terrain: Mountain.
every 8 hit points of damage done to the grass). Load: 3,500 cn at full speed, or 7,000 cn at
Terrain: Hill, Jungle, Open. half speed.
Barding Multiplier: x 5.

Hag

Armor Class: Black Sea* (level equal to its Hit Dice), but rarely uses its
Hit Dice: 4 powers for healing (except itself), preferring re-
Move: 11**** to 20******(M) 4 sults of death and destruction. If a black hag does
150' (50') not cast spells, it rends its opponents with its poi-
Swimming: 50' (20') 8***(M) sonous iron claws; any victim hit must make a sav-
Attacks: 2 claws or 1 spell 120' (40') ing throw vs. poison with a -4 penalty, or die.
Damage: 2d4 + poison or spell 150' (50')
No. Appearing: 1 dagger/1 touch + gaze Black hags live in dark caves or in rude
Save As: • 1(1) 1d6/l energy drain + special thatched huts deep in gloomy forests. They of-
Morale: C (level = HD) ten keep various slimes, oozes, and puddings for
Treasure Type: 10 1(1)
C F8 company, and are always accompanied by 3d6
Intelligence: 12 10 evil monsters, many of them undead (but rarely
Alignment: Chaotic G+M all).
XP Value: See below 12
Chaotic Sea: This is one of the ugliest creatures
Black Hag XP Value by HD: 2,300 known, and has the foulest habits imaginable.
All who see it or even approach within 10' must
11**** = 4,300 16***** - 7,350 ity to control undead as if they were also undead immediately make a saving throw vs. spells with
12***** = 5,625 17****** = 8,900 (though they are not undead). Each hag is treat- a -6 penalty, or flee in fear and disgust for
13***** = 6,100 18****** = 10,225 ed as double its Hit Dice for control calculations 1d20 + 5 rounds. A sea hag can be harmed only
14***** = 6,500 19****** = 11,550 (sea hag as if 16 HD, black hag as if 22-40 HD; by silver or magical weapons. It lives mostly in
15***** = 6,900 20****** = 13,175 see the Undead Lieges and Pawns section later shallow ocean waters near coasts, but may ven-
this chapter for details about controlling un- ture on land for up to three hours at a time. Its
Monster Type: Black Hag: Humanoid (Very dead.) Each type of hag is also immune to all touch is both an energy drain of one level (as a
Rare). Sea Hag: Humanoid, Enchanted (Very special abilities of undead (including energy wight's), and a cause disease (neither effect al-
Rare). drain, paralysis, undead-created disease or poi- lowing a saving throw).
son, etc.).
Hags appear as ugly human females, but are Terrain: Black Hag: Woods. Sea Hag: Ocean
actually monsters. They have the common abil- Black: A black hag has black hair and blue- (coast).
black warty skin. It can cast spells as if a cleric

Halfling Harpy Haunt*

Armor Class: 7 (or 5, see below) Armor Class: 7 Banshee* Ghost* Poltergeist*
Hit Dice: 1-1 Hit Dice: 3* (M)
Move: 90' (30') Move: 60' (20') Armor Class: - 3 - 2 -1
Attacks: 1 weapon 150' (50') Hit Dice: 13**** 14**** 12****
Damage: Flying:
No. Appearing: By weapon Attacks: 2 claws/1 weapon + special (M) (M) (M)
Save As: 3d6 (5d8) Damage: 1d4/ld4/ld6
Morale: H1 No. Appearing: 1d6 (2d4) Move (Flying): 60' (20') 90' (30') 60' (20')
Treasure Type: 8 or 10 (see below) Save As: F6
Intelligence: (P + S) B Morale: 7 Attacks: 1 touch/ 1 touch/ 2 missiles
Alignment: 11 Treasure Type: C
XP Value: Lawful Intelligence: 1 gaze 1 gaze
5 Alignment: 7
XP Value: Chaotic Damage: Age Age Age 10
50
1d4 x 10 1d4 x 10 years +

years/ years/ see below

paralysis paralysis

No. Appearing: 1 (1) 1 (1) 1d4 (0)

Save As: See below See below See below

Monster Type: Demihuman (Common). Morale: 9 10 11
Halflings can also appear as NPCs. Other-
Monster Type: Monster (Rare). Treasure Type: E, N, O E, N, O E, N, O
wise, they are usually encountered close to their A harpy has the lower body of a giant eagle
settlements. They attack as first level fighters, and the upper body and head of a hideous- Intelligence: 12 14 13
receiving a +1 attack bonus when using missile looking woman. Harpies can sing with enchant-
weapons. Halflings get a 2 armor class bonus ing, mesmerizing voices. By singing, harpies Alignment: Chaotic Any Chaotic
when fighting larger than man-sized enemies. lure creatures to them, to be killed and de-
They are good at hiding, and in woods or un- voured. Any creature hearing the harpies' songs XP Value: 5,150 5,500 4,750
derbrush can vanish so well that there is only a must make a saving throw vs. spells or be
10% chance that anyone searching for them charmed. If a victim makes a saving throw DM Checklist:
will succeed. For every 10 halflings, there will against the songs of a group of harpies, the vic- Attacks: Ectoplasmic Net; Gaze (Paralysis);
be one leader (level 2). As long as their leader is tim will not be affected by any of their songs
alive and fighting with them, their morale is 10 during the encounter. Aging damage per blow.
rather than 8. They live in small villages of 30- Defenses: Immune to all spells except those
300 inhabitants. Each village, or shire, has a Harpies typically make their nests in out-of-
sheriff (level 2-7) and a village guard of 5-20 the-way places where there is a certain amount of affecting evil; harmed only by +2 or better
militia with 2 Hit Dice. Treasure type B is human traffic: beside mountain passes along weapons; saving throw vs. turning/destruction
found only if the halflings are encountered in a (spells).
wilderness setting. caravan routes, on small hills along trade routes,
etc. The harpies try to lure all travelers to their Monster Type: Undead, Enchanted (Very
Terrain: Hill, Open. Rare).
death. Should they succeed to the point that no
new travelers ever come by, they will simply A haunt is an undead soul of some creature
move to a new site and start all over again. (usually human) unable to rest. Haunts are most
often encountered near the spots where their
There can be harpy spellcasters; see "Monster mortal bodies died—often a bog, old forest, or
Spellcasters" later in this chapter. dungeon. They avoid, but are not harmed by,
sunlight and magical light.
Terrain: Hill, Mountain.
Load: 1,000 cn at full speed; 2,000 cn at half Haunts can only be harmed by magical weap-
speed. ons of + 2 or greater enchantment. They are im-
mune to all spells except those which affect evil.
Each haunt has its own special attack form, given
in the descriptions.

Haunts do not inflict normal damage; they

cause aging with their physical blows. Each

haunt can create an ectoplasmic net while doing This loss is permanent and cumulative (each ad- into wailing again (if the opponents are very
other things, and all haunts can use a gaze attack ditional 10 years drains another point). A wish clever), but will not use its third wail until it is in
as well as its special or physical attacks. If seri- will restore only one point lost in this manner, the midst of combat. If avoided, a banshee will
ously threatened (or if morale fails), a haunt will and less powerful magic cannot affect the loss. not pursue.
escape into the Ethereal Plane and not return for All aging can be countered only with a potion of
1d8 days. A haunt can only enter the Ether three longevity or a wish. If a victim's Constitution Ghost: Of all the more powerful undead, only
times per day, but can leave it at any time. drops to 0, the victim dies permanently, and can- a ghost may be of any alignment.
not be raised.
Net: When first encountered, a haunt will Every ghost has the ability to use a magic jar
normally start oozing ectoplasm. This appears as Turning: When a cleric's attempt at turning a effect (similar to the spell; range 30') on one vic-
wispy tendrils, slowly forming a net. The net has haunt gives a "D" result, the creature may make tim per turn. If successful, one item carried by
no effect on the movement of the haunt or oth- a saving throw vs. spells to avoid destruction. If the ghost will glow, powered by the life force of
ers, however, and is only a visual effect for three the saving throw is successful, the monster is not its victim. The ghost's force then possesses the
rounds; but after that time, the net is complete, turned or destroyed, although the cleric can re- body of the victim, and causes it to attack others.
forming a 10' radius around the haunt and mov- peat the attempt. Other turning results are han- During this time, and for as long as it possesses
ing with it. Any living creature within a com- dled normally. another, the ghost's figure stops, merely holding
plete ectoplasmic net must make a saving throw the light (but oozing the ectoplasmic net). The
vs. spells or be pulled into the Ethereal Plane Each haunt keeps the treasure of its victims in ghost and the item both remain ethereal. If its
(where the net also exists). The ethereal victim is some area near the place where it is encountered. magic jar attempt fails, a ghost usually material-
helpless unless he possesses special items or spells Victims of haunts do not become haunts them- izes and attacks with blows or its gaze attack.
that permit travel from that plane (oil of ethere- selves unless they are extremely evil beings.
alness, teleport, etc.). The haunt will attack its Some ghosts appear in forms related to their
ethereal victims when it returns to the Ether. Banshee: This lonely haunt prefers desolate death. A drowned human might appear soaked
moors and outdoor places, though it is occasion- in water, soaking all things around it; the ghost
Gaze: A haunt's gaze attack has a 60' range, ally found underground. It is a guardian of sorts, of a person who died of fire might appear
and may be used once per round (against a single and may actually help one race in its area (often cloaked in ethereal flames. The DM may add de-
victim) at most, in addition to other attack sprites or pixies) by frightening and chasing ene- tails of this sort whenever desired.
forms. The victim of the gaze must make a sav- mies away. It is rumored that a banshee is the
ing throw vs. spells or be paralyzed for 2d4 soul of an evil female elf, atoning for its mis- A Lawful ghost appears as a transparent hu-
rounds. A haunt often ignores its paralyzed vic- deeds in life. man, usually carrying a lantern or candle. If at-
tims, concentrating its attacks on other enemies tacked, it can respond with the same attacks as any
nearby, until only helpless ones remain. A banshee can use its special attack, a wail, other ghost. If approached with caution, the
three times per day. All victims within 60' must ghost will gesture. If followed, it will lead to a spe-
Aging: Each blow from a haunt ages the vic- make a saving throw vs. death ray or die on the cial clue or treasure, and then disappear. Some
tim by 1d4 x 10 years. Elves may ignore the ef- spot. The creature often uses one wail at an out- Lawful ghosts exist only to guide Lawful living be-
of-range distance to ward off approaching ene- ings away from some area of great danger.
fects of the first 200 years of aging; dwarves may mies; an immediate morale check must be made
ignore the first 50 years, and halflings, the first for NPCs and monsters hearing it, with a +4 A Neutral ghost is a human soul who has be-
20 years. Otherwise, each 10 years of aging will penalty to the roll. The banshee may be tricked come trapped, unable to rest, either because the
cause the victim to lose 1 point of Constitution. body remains unburied, or because the being
was greatly betrayed, harmed, or cursed. If this
type of ghost is aided, and the body found and
returned to a churchyard, the ghost will rest in
peace. When aided, the ghost usually reveals its
treasure hoard.

A Chaotic ghost looks like a nearly transparent
bundle of cloth. It may assume any form de-
sired, even (but rarely) that of a Lawful or Neu-
tral ghost. Whatever the form, the creature will
always have a dark candle, torch, or lantern with
it. When first encountered, a Chaotic ghost uses
its magic jar spell immediately unless it is mas-
querading as one of the other types.

Poltergeist: This strange being is completely
invisible, having the form of a cluster of ecto-
plasmic tentacles with dozens of tiny eyes. It can-
not be seen except by magic. Its ectoplasmic net
is usually the first thing seen. Its gaze attack will
only affect creatures able to see invisible things.

A poltergeist throws and moves things with its
tentacles. It is usually found in an area where
loose items (sticks, rocks, etc.) can be easily
picked up and used; otherwise, the poltergeist
will move items carried by the intruders. The
monster can throw two items per round; the
damage done varies by the size of the item, from
as little as 1 point (for a small stick) to 3d6 points
(a large rock). In addition, any victim hit must
make a saving throw vs. spells or age 10 years;
this saving throw must be made for every hit.

Unlike other haunts, poltergeists inhabit only
indoor or underground areas, and may be found
in groups.

Terrain: Ruins.

Headsman (and Thug) ambush a party if the chance for success is good, trol fire completely, changing it to solid, liquid,
especially if the party has recently been wound- or gaseous form at will (saving throw applies for
Armor Class: 4 or better ed. Sometimes thugs may be hired as guards, if fire-type creatures).
assured of high level clerical assistance when in-
Hit Dice: 1** to 12****** (M) jured or slain. They may rarely be found working A helion attacks by forming a ring around its
with bandits or other renegade groups, often un- opponent. If its attack roll is successful, it shrinks
Move: 120' (40') beknownst to the bandits themselves. around the victim, who then cannot move. The
helion may squeeze for 2d8 points of damage (per
Attacks: 1 weapon Thug Special Abilities: Thugs know methods round), but rarely tries to damage opponents in
to kill quickly, neatly, and silently. A thug also this way, preferring to negotiate peaceful terms. It
Damage: By weapon or special has the same special abilities as a thief of the will, however, defend itself if attacked.
same level; for example, a 6 Hit Die thug can
No. Appearing: 1d6 (2dl2) climb walls with a 92% chance of success. Thugs Helions are famous philosophers and negotia-
use standard monster attack roll tables, not those tors. Their enemies are the efreet and the haoou,
Save As: T (level = HD) for characters. and they fear water-type creatures and attacks.

Morale: 7 or better A thug may make preparations to surprise a vic- Terrain: Plane of Fire.
tim; if so, a roll of 1-3 (instead of 1-2) indicates sur-
Treasure Type: (U + V), F prise. These preparations often include disguise,
success at moving silently (as the thief ability), and
Intelligence: 12 a strong cord or edged weapon held ready, possibly
while successfully hiding in shadows.
Alignment: Neutral
If a prepared thug gains surprise, the victim
XP Value by HD: 1** = 16 may be slain with a single blow, regardless of hit
points. No attack roll is made; instead, the base
2** = 30 chance of success is 50%, modified by the differ-
ence in Hit Dice, as follows: if the victim's level
3** = 65 is greater than the Thug's, subtract 5% per Hit Hellhound
Die; if the victim's level is less than the Thug's,
4** = 175 add 5% per Hit Die. If the thug does not gain
surprise, a normal attack roll is made, and nor-
5** = 425 mal damage is inflicted if the attempt succeeds. Armor Class: 4
A successful hit may also require the victim to
6*** = 950 make a saving throw vs. poison if the thug is us- Hit Dice: 3** - 7** (M)

7*** = 1,650 ing a poisoned blade. Move: 120' (40')
Example: A 7 HD thug attempting to kill a 3
8**** = 2,850 Attacks: 1 bite or 1 breath
HD fighter has a chance of 50% plus 20% (for 4
9**** = 3,700 HD difference in the thug's favor), or 70%. If Damage: 1d6 or special
the same thug tried to kill a 25th level fighter
10***** = 4,750 lord, the chance is 50% minus 10% (2 HD dif- No. Appearing: 2d4 (2d4)
ference in the victim's favor), or 40%. Remem-
11***** = 5,100 ber that the fighter has only 9 HD (despite his or Save As: F3-7
her added hit points per level above that), for a
12****** = 6,500 difference of only 2 Hit Dice in this example. Morale: 9

Treasure Type: C

Monster Type: Human (Rare) Intelligence: 12
Headsmen (also called "executioners") are
Alignment: Chaotic
NPC humans commonly employed by dominion
rulers. They are trained in the business of killing XP Value: 65, 175, 425, 725, or 1,250
criminals who have received the death penalty.
Most headsmen are skilled in the proper use of Terrain: Any; Settled. Monster Type: Monster (Rare).
bladed weapons, ropes, and poisons and are able This reddish-brown doglike monster is as big
to execute criminals quickly and neatly. Helion* as a small pony. They are often found near volca-
noes, deep in dungeons, or with other fire-
All professional headsmen belong to their Armor Class: 1 loving creatures (such as fire giants).
own guild, which is associated with the Thieves' Hit Dice: 9* (L) Hellhounds are cunning and highly intelli-
Move: 90' (30') gent. They can often detect invisible (as the
Guild. Headsmen keep their true identities 240' (80') magic-user spell; 75% chance per round, range
completely secret, wearing hoods or disguises Flying: 1 grasp 60'). They are immune to normal fire, and make
when engaged in professional activities. Many Attacks: See below all saving throws as fighters of equal Hit Dice.
own ordinary shops, and can seem to be perfectly Damage: 1d4 (2d20) A hellhound will attack one victim, either
ordinary townsfolk. Headsmen of 6 HD or more No. Appearing: F9 breathing fire (one chance in three: 1-2 on ld6)
are 90% undetectable in their disguises, and Save As: 9 or biting (two chances in three: 3-6 on ld6) each
study languages of all sorts to improve their mas- Morale: Special round. The breath does 1d6 points of damage
querades. Headsmen of 10 HD or more can even Treasure Type: 14 for each Hit Die of the hound. The victim of the
use the secret languages of other alignments. Intelligence: Lawful breath may make a saving throw vs. dragon
Alignment: 1,600 breath to take half damage.
Thugs: A secret organization exists within the XP Value: Terrain: Cavern, Mountain.
Guild of Headsmen. These evil headsmen enjoy Load: 250 cn per Hit Die at full speed; 500 cn
their work too much, and offer their services for per Hit Die at half speed.
open hire. Others call them Assassins or Thugs; Barding Multiplier: HD 3-5: x 1. HD 6-7: x 2.
they call themselves Pragmati ("the practical
people"). Monster Type: Planar Monster, Enchanted Hippogriff 5
(Very Rare). 3 + 1 (L)
Unlike the Thieves' Guild, the Pragmati are Armor Class:
not supported by adventurers or rulers. They are Helions are intelligent giant-sized creatures Hit Dice: 180' (60')
sometimes hired by other NPCs, especially evil made of fire. They are native to the elemental Move: 360' (120')
ones. However, PCs do not normally contact these plane of Fire, and are rarely encountered elsewhere. 2 claws/1 bite
headsmen for any reason; their organization is Helions are extremely good, and shun violence. Flying: 1d6/ld6/ldl0
dangerous as either an enemy or an ally. Thugs are Attacks: 0 (2d8)
A helion appears as a 20' diameter ring of Damage: F2
treacherous and self-serving, known to extort flame. It is immune to poison, normal weapons, No. Appearing: 8
money from their previous "clients" with threats all 1st and 2nd level spells, and to all attacks Save As: Nil
of exposure, kidnapping, or even murder. based on earth. Morale: 3
Treasure Type: Neutral
Thugs strongly prefer stealth, treachery, and A helion can detect invisible at will, and can Intelligence: 50
ambush to normal attacks. They often use magi- use detect magic, dispel magic, wall offire, and Alignment:
cal devices when attacking powerful opponents; earth to fire three times per day. It can also con- XP Value:
potions, rings, and miscellaneous items are pre-
ferred. Thugs rarely use magical weapons, pre- Monster Type: Monster (Rare).
ferring cheap but effective tools that could easily A hippogriff is a fantastic creature with the
be left behind. They never use spells, though foreparts and head of a giant eagle and the hind-
they may hire (or be led by) evil spellcasters. quarters of a horse. They are a magical cross-
breed descended from both griffons and horses.
Thugs usually retreat if wounded, and may They are carnivorous, preferring plains herd
flee even if merely discovered, depending on the
situation. They rarely attack adventurers, know-
ing well that magic and other special attacks can
be deadly. However, a group of thugs may try to

beasts, and can carry off man-sized or smaller Horde
prey. They can be ridden if tamed; this is easiest
when they are raised from young. Hippogriffs Armor Class: 3 in 1-10 days. Each planet in the realm of the
nest in rocky crags, but may fly anywhere in hordes is occupied by 1d100 life forces.
search of prey. Hit Dice: 3* to 21* (S-L, see below)
Each individual life force has its own name.
Hippogriffs will usually attack pegasi, who are Move: 150' (50') All the bodies of a single life force will respond
their natural enemies. Even when ridden, they to the same name, and this can cause confusion
must make a morale check each turn they see Attacks: 1 bite or special in dealing with a horde creature. The creature it-
pegasi, or will turn and attack those creatures de- self can only die if all of its bodies are destroyed.
spite their riders' orders. Damage: Varies by Hit Dice
The horde creatures do not consider any other
Terrain: Mountain. No. Appearing: 2d4 (d100 x 10) life forms to be intelligent. When a horde needs
more room, it will simply try to take it, without
Load: 3,000 cn at full speed; 6,000 cn at half Save As: See below regard for other creatures; thus, they are consid-
speed. ered evil. The horde creatures often grapple with
Morale: 12 each other in this war for living space.
Barding Multiplier: x 1.
Treasure Type: Special A horde creature can use ESP and telekinesis
(up to 2,000 cn) as often as desired, up to once
Intelligence: 13 per round. It communicates by telepathy, speak-
ing directly to the minds of others. It is incredi-
Alignment: Lawful bly intelligent, and can easily handle dozens of
conversations at once.
XP Value: By Hit Dice (see below)
Each horde is very Lawful and always danger-
Hobgoblin 6 Hit Bite XP ous. A horde creature sacrifices as many bodies as
1 + 1 (M) Dice Damage 50 needed to reach a goal, and thus the morale of a
Armor Class: 125 body is 12. The creature is immune to all mental
Hit Dice: 90' (30') 3* 1d6 effects (charm, hold, sleep, etc.), but the bodies
Move: 1 weapon 4* 1d6 300 are susceptible to blows and damage-causing at-
Attacks: 1d8 500 tacks of most types. Because of its disregard for
Damage: By weapon 5* 1d8 individual bodies, a horde normally does not
No. Appearing: 1d6 (4d6) 6* 850 bother to attempt to save them; in play, it simply
Save As: Fl 7* 1d10 1,200 fails all saving throws voluntarily. However, if
Morale: 8 or 10 (see below) 8* 1d10 1,600 10% or more of a horde's bodies are lost in a sin-
Treasure Type: (Q) D 2d6 1,750 gle activity (an encounter with enemies, for ex-
Intelligence: 10 9* 2d6 1,900 ample), the creature will either resolve the
Alignment: Chaotic 10* 2d8 2,300 problem peacefully (negotiating, avoiding, etc.)
XP Value: 15 11*-12* 3d6 3,150 or call other hordes for assistance.
13*-16* 4d6 4,500
17*-20* 5d6 Each horde can have a different species of in-
21* sect as its bodies. One horde might consist of
bodies which look like huge gold praying man-
Monster Type: Humanoid (Common). Monster Type: Planar Monster (Very Rare). tises with wings, while another might consist of
Hobgoblins are relatives of goblins, but are "The hordes" are life forms native to the ele- smallish black beetles with glowing red tips on
bigger and meaner. They live underground in mental plane of Earth. Each single life force has
caves and dungeons, but often hunt outdoors in hundreds of separate insectlike bodies. The size their antennae.
rough, rugged wasteland and wilderness (having of the bodies ranges from 3 to 21 feet long; the The hordes' enemies are the kryst and the un-
no penalties in daylight). length corresponds to the Hit Dice (i.e., a 3-HD
A hobgoblin king and 1d4 bodyguards live in body will be 3' long). Details on the individual dines. They fear fire-type creatures and attacks.
the hobgoblin lair. The king has 22 hit points bodies are given above. Terrain: Plane of Earth.
and fights as a 5 Hit Dice monster, gaining a bo- One horde life force can control up to 10,000
nus of +2 on damage rolls. The bodyguards all Hit Dice of bodies. Replacement bodies can be
fight as 4 Hit Dice monsters and have 3d6 hit created at the rate of 1 Hit Die per turn. Unlike
points each. As long as their king is alive and insects, there is no "queen" body; the life force
with them, hobgoblin morale is 10 rather than is widely spread, occupying all the bodies evenly.
8. A hobgoblin king might have one or more The life force can only control bodies within a
thouls in his bodyguard as well (see Thoul). volume 100 miles across; if taken outside that
There can be hobgoblin spellcasters; see range, a body becomes a mindless thing, dying
"Monster Spellcasters" later in this chapter.
Terrain: Cavern, Hill, Mountain, Woods.

Horse Riding Horse War Horse Draft Horse Pony and cannot move at charging speed for more
7 7 than three rounds at a time.
Armor Class: 2(L) 1 3(L) 1
Hit Dice: 90' (30') 2(L) Draft Horse: This is a large horse bred for
Move: 240' (80') 3(L) 1 bite 210'(70') sturdiness and endurance. It is used mostly as a
Attacks: 120' (40') pack animal, or for plowing or pulling wagons.
Damage: 2 hooves 2 hooves 1d3 2 hooves A draft horse will not fight; if attacked, it will
No. Appearing: 1d4/ld4 1d6/ld6 0 (domestic) 1d4/ld4 flee.
Save As: 0(ld10 x 10) 0 (domestic) F2 0(ld10 x 5)
Morale: F1 F2 6 F1 Pony: This is a small horse, preferred as a rid-
Treasure: Nil ing mount by many human children, halflings
Intelligence: 7 9 7 and dwarves.
Alignment: Nil Nil 2 Nil
XP Value: 2 Terrain: Open.
2 2 Neutral Neutral Load: Riding Horse: 3,000 cn of weight at
35 20 normal rates, or 6,000 cn at half normal. War
Neutral Neutral Horse: 4,000 cn at normal rates, or 8,000 cn at
35 half normal. Draft Horse: Pulls 4,5 00 cn at nor-
20 mal rates, or 9,000 cn at half normal. Pony:
2,000 cn at normal rates, or 4,000 cn at half
Monster Type: Normal Animal (Common). feed on. Most wild horses on the plains fall into normal.
Horses are four-legged equines already familiar the "riding horse" category once tamed. Barding Multiplier: x 1.
to players. They're herbivores; they run wild in
the plains and can be tamed as riding-beasts. War Horse: This type of horse is bred for its
Riding Horse: This beast can carry a rider for a warlike temperament and strength. Unlike other
greater distance than any other type of horse. It horses, it is trained to charge. When charging,
is smaller, and can exist wherever there is grass to its rider can do double damage when using a
lance. The horse cannot fight while charging,

Hsiao (Guardian Owl) interfere with passing PCs who do no damage to Monster Type: Monster (Rare).
the woodlands or the races of the forest. A hydra is a large creature with a dragonlike
Armor Class: 5 body and 5-12 snakelike heads. It has one Hit
Most of these avian clerics are 4th level; 25% Die for each head, and each head has 8 hit
Hit Dice: 4** to 15****(L) are higher levels (as given above; maximum level points. Its saving throws are as a fighter level
is 15th). Although able to physically defend equal to the number of heads.
Move: 90' (30') themselves with their sharp claws and beak, these The hydra will attack with all of its heads every
creatures depend on their spells and the assistance round. For every 8 points of damage a hydra
Flying: 210'(70') of their woodland allies for protection. The hsiao takes, one head is destroyed. For example, if a 7-
are known to some druids, though their philoso- headed hydra took 18 points of damage, it would
Attacks: 2 claws/1 beak or 1 spell phies (alignments) obviously differ greatly. only attack with 5 heads in the next round.
Special, unusual hydras can be created. These
Damage: 1d6 /1d6 /1d4 or as spell No one knows where these creatures come could have poisonous bites, or breathe fire (as a
from, but their alignment and clerical powers hellhound, for 8 points of damage per head); a
No. Appearing: ld4 (1d20) suggest that they were created to serve the ends few more examples are shown below. Such crea-
of Lawful Immortals. tures should be placed to guard special treasures.
Save As: C (level = HD) Sea Hydra: This monster has adapted to wa-
Terrain: Woods. ter. It has fins instead of legs. It is otherwise the
Morale: 9 Loud: A hsiao can move at up to full speed same as its land-dwelling cousins.
when carrying 250 cn x its HD in encumbrance; Flying Hydra: Very rare and very dangerous,
Treasure Type: O it can move at half speed when carrying 500 cn this monster has huge batlike wings, and is never
x its HD. mistaken for a dragon or wyvern. It can swoop
Intelligence: 10 down and attack with up to three heads, each
head capable of carrying off a man-sized or
Alignment: Lawful smaller victim. Its flying movement rate flying is
180' (60') per round; Hit Dice are 5-9**.
XP Value by HD: Regenerating Hydra: This rare and deadly
monster regenerates damage very quickly, at 3
4** = 175 10**** = 4,000 hit points per round. However, damage done by
fire attacks (including flaming swords) or
5** = 425 11**** = 4,300 wounds seared by a brand will not regenerate.
Hit Dice are 5-9*.
6*** = 950 12**** = 4,750 Terrain: Hydra, Regenerating Hydra: Swamp.
Sea Hydra: Lake, Ocean. Flying Hydra: Moun-
7*** = 1,650 13**** = 5,150 tain.

8*** = 2,300 14**** = 5,500

9*** = 3,000 15**** = 5,850 Hydra

Monster Type: Monster (Rare). Armor Class: 5
The hsiao (sh-HOW) are a race of peaceful
cleric-philosophers who inhabit woodlands and Hit Dice: 5-12 (1 per head) (L)
forests.
Hsiao look like giant owls with broad feath- Move: 120' (40')
ered wings and large intelligent golden eyes.
These creatures live in trees, making earthen Attacks: 5-12 bites (1 per head)
nests and tunnels high above the forest floor.
The hsiao know and work closely with other Damage: 1d10 each
woodland creatures (including actaeons, cen-
taurs, dryads, elves, treants, and unicorns), and No. Appearing: 1 (1)
may call on them for aid. Their goals include the
preservation of woodland wilderness against in- Save As: F5-12
trusions by dangerous humanoids. They will not
Morale: 11

Treasure Type: B

Intelligence: 2

Alignment: Neutral

XP Value: 175, 275, 450, 650, 900,

1,000, 1,100, or 1,250

Hydrax* "area effect" and automatically hits. All armored negotiation to combat, and have few enemies.
victims within the area (and any monsters with They fear earth-type creatures and attacks.
Armor Class: 2 AC 5 or better) automatically take 2 points of
damage per round. Unarmored victims (and Terrain: Any; Plane of Air.
Hit Dice: 5** to 12** (L) monsters with AC 6 or worse) take 4 points per
Move: 60' (20') round. Kobold
180' (60')
Swimming: 2 claws or special Any victim who runs out of the swarm, or who Armor Class: 7
Attacks: 1d10/ 1d10 or see below swats the insects instead of making another at-
Damage: 1 (1) tack or taking another action, takes only 1 point Hit Dice: 1/2 (1-4 hp) (S)
No. Appearing: F (level = 2 X HD) per round. To swat at the insects, the victim must
Save As: 9 use a weapon or torch; attempts to swat with Move: 90' (30')
Morale: Special hands or arms have no effect.
Treasure Type: 9 Attacks: 1 weapon
Intelligence: Lawful If the swarm is damaged, it will pursue its at-
Alignment: By Hit Dice: tacker nearly without fail (ML 11). A victim can Damage: By weapon - 1
XP Value: still escape either by disappearing from sight (in-
5 HD: 425 visible, around a corner, etc.) or diving under No. Appearing: 4d4 (1d6 X 10)
6 HD: 725 water (which kills all the insects after one round,
7 HD: 1,250 during which normal damage is done). Save As: Normal Man
8 HD: 1,750
9 HD: 2,300 Terrain: Any (except Arctic). Morale: 6 or 8 (see below)
10 HD: 2,500
Treasure Type: (P) J
11 HD: 2,700
12 HD: 3,000 Intelligence: 9

Alignment: Chaotic

XP Value: 5

Invisible Stalker (Sshai) Monster Type: Humanoid (Common).
These small, evil doglike humanoids usually
Monster Type: Planar Monster, Enchanted Armor Class: 3 live underground in clans of 10 to 60 members.
(Very Rare). Hit Dice: 8* (M) They have scaly, rust-brown skin no hair. They
Move: 120' (40') have well-developed infravision with a 90'
A hydrax is an intelligent crablike creature Attacks: 1 blow range. They prefer to attack by ambush.
made of ice. It is native to the elemental plane of Damage: 4d4 A kobold chieftain and 1d6 bodyguards live in
Water, and is almost never found on the Prime No. Appearing: 1(1) the kobold lair. The chieftain has 9 hit points
Plane. The hydrax looks like a giant crab with a Save As: F8 and fights as a 2 Hit Dice monster. The body-
Morale: 12 guards each have 6 hit points and fight as 1 +1
body 8' long, with six legs and three claws equal- Treasure Type: Nil Hit Dice monsters. As long as the chieftain is
ly positioned around its body. Although the hy- Intelligence: 11 alive, all kobolds with him have a morale of 8
drax are Lawful in behavior, most are evil. Alignment: Neutral rather than 6.
XP Value: 1,200 Kobolds hate gnomes and will attack them on
Hydrax are immune to normal weapons, all sight.
1st and 2nd level spells, and to all attacks based Monster Type: Planar Monster, Enchanted There can be kobold spellcasters; see "Mon-
on fire. A hydrax can detect invisible at will, and (Rare). ster Spellcasters" later in this chapter.
can cast detect magic, web, dispel magic, ice Terrain: Cavern, Hill, Mountain, Wood.
storm/wall, and water to ice (much like the re- An invisible stalker is a magical humanlike
verse of the magic-user's dissolve spell, but sub- monster from another plane of existence, sum- Kryst*
stituting water and ice for mud and rock) three moned by the magic-user spell invisible stalker.
times per day (all as if a 9th level magic-user). If the summoned stalker is given a simple task Armor Class: 2
that is clear and can be swiftly completed, it will Hit Dice: 9* (M)
The hydrax use tools made of ice, and build obey promptly. If the task is complex or lengthy, Move: 240' (80')
cities and devices of all sorts. Their enemies are the creature will try to distort the intent while Attacks: 3 spikes
the undines and the kryst, and they fear air-type obeying the literal command. For example, if or- Damage: 1dl2/ldl2/ldl2
creatures and attacks. dered to guard a treasure longer than a week, the No. Appearing: 1d6 (1d100 x 10)
stalker may take it away to its own plane of exist-
Terrain: Plane of Water. ence and guard it there forever. Save As: E9
Morale: 9
Insect Swarm* An invisible stalker is most often used to track Treasure Type: Special
and slay enemies. It is highly intelligent, and a Intelligence: 10
Armor Class: 7 faultless tracker. If a victim cannot detect invisi- Alignment: Lawful
Hit Dice: 2*, 3*, or 4* (S) ble things, the stalker will surprise on a roll of 1- XP Value: 1,600
Move: 5 (on 1d6). A creature with the ability to detect
30' (10') invisible things receives a +4 bonus when at- Monster Type: Planar Monster (Very Rare).
Flying: tacking an invisible stalker. The stalker will re- The kryst are intelligent beings made of crys-
Attacks: 60' (20') turn to its own plane once it is slain, dispelled, or talline rock; each kryst looks like a group of 12
Damage: 1 area effect has completed its task. golden crystal spikes, all projecting outward
No. Appearing: See below from a central point. They are native to the ele-
Save As: 1 swarm (1d3 swarms) The race of "invisible stalkers" (which is the mental plane of Earth.
Morale: Normal Man human name for the species) lives on the ele- Kryst are immune to poison, normal weapons,
Treasure Type: 11 mental plane of Air. They call themselves the all 1st and 2nd level spells, and to all attacks
Intelligence: Nil "sshai." Invisible stalkers are much faster speed based on air. A kryst can detect invisible at will,
Alignment: 0 on their home plane: 360' (120'). and can use detect magic, dispel magic, haste, or
XP Value: Neutral air to earth (similar to the magic-user's dissolve
25, 50, or 125 Plane of Air: On their home plane, the sshai spell, but turns air into earth) three times per
day (all as if cast by a 9th level magic-user). The
Monster Type: Lowlife, Enchanted (Rare). are much like dopplegangers; they can use ESP
An insect swarm is not a single creature, but at will, and can shapechange to nearly any form kryst communicate by telepathy (120' range) or,
rather a group of small insects acting together. It native to their plane. They usually appear as air if mental contact causes poor reactions, by writ-
may be attracted to light or strange smells, or elementals, djinn, or haoou (aerial servants). ten messages.
may be defending its lair. Use these characteris- Their true form is nearly identical to that of an
tics for the occasions when a character stumbles A kryst can attack by ramming opponents
into a beehive or wasp's nest, for instance. air elemental, though that race can tell the dif- with its spikes, and can attack up to three times
The swarm may fill a 10' x 10' x 30' area or ference. Sshai are occasionally hired by the djinn
more. The insects are normal-sized, either crawl- and the haoou as spies or guards. per round.
ers (ants, centipedes, or spiders), flyers (bees or The kryst have a widespread and complex socie-
wasps), or both (beetles or locusts). Sshai on their own plane may have 1 to 12 Hit
Dice, though all are about man-size in their true ty in their own realms, peacefully living with and
No attack roll is made for the swarm; it is an forms. Some are known to use spells. They prefer helping the earth elementals. They welcome visi-

tors, and are eager to gain new knowledge of all Lich*
types. They fear and wage a never-ending war
against the hordes, and seek to unite all other Lich Spellcaster Levels, Hit Points, and XP Values
creatures against them. The kryst are also enemies
of the hydrax, though they rarely encounter Cleric Lich Hit Points XP Value Magic-User Lich Hit Points XP Value
them. They fear water-type creatures and attacks. Level 10,500 12,500
9d6 + 12 11,750 Level 9d4 +12 14,000
Terrain: Plane of Earth. 21**** 9d6 + 13 13,000 15,500
22**** 9d6 + l4 14,250 21***** 9d4 + 13 17,000
Lava Ooze 23**** 9d6 + 15 15,500 22***** 9d4 +14 18,500
24**** 9d6 +16 16,750 23***** 9d4 + 15 20,000
Armor Class: 5 25**** 18,000 24***** 21,500
26**** 9d6 + 17 19,250 9d4 +16 23,000
Hit Dice: 9 (L) 9d6 + 18 20,500 25***** 24,500
27**** 9d6 + 19 21,750 26***** 9d4 + 17 26,000
Move: 90' (30') 28**** 9d6 + 20 23,000 9d4 +18 27,500
29**** 9d6 + 21 24,250 27***** 9d4 + 19 29,000
Attacks: 3 pseudopods 30**** 9d6 + 22 25,500 28***** 9d4 + 20 30,500
31**** 26,750 29***** 9d4 + 21 32,000
Damage: (4d6 + 3d6) X 3 (see below) 32**** 9d6 + 23 28,000 30***** 9d4 + 22 33,500
9d6 + 24 29,250 31***** 35,000
No. Appearing: 1d3 (2d4) 33**** 32***** 9d4 + 23
34**** 9d6 + 25 9d4 + 24
Save As: F9 35**** 9d6 + 26 33*****
36**** 34***** 9d4 + 25
Morale: 12 9d6 + 27 35***** 9d4 + 26

Treasure Type: Nil 36***** 9d4 + 27
Intelligence: 0
Alignment: Chaotic
XP Value: 900

Monster Type: Lowlife (Very Rare). Armor Class: 0 plus the amounts of coins, gems, and jewelry
This shapeless monster appears as a puddle or Hit Dice: See above (M) given for Treasure Type H in Chapter 16 (but at
stream of hot molten rock, about 10' x 10'. It Move: 90' (30') 90% chance for each type). The number and se-
lives in or near a volcano or other place of great Attacks: 1 touch or 1 spell verity of traps and other dangers to intruders
heat. Although the ooze is native to the Prime Damage: 1d10 + paralysis or by spell should be appropriate to protect such a hoard.
Plane, it can freely exist on the elemental plane No. Appearing: 1 (1)
of Fire. Save As: Character type and level A magic-user lich normally has ld2 spells on it
Morale: 10 of permanent nature—most often detect invisi-
Lava ooze is fluid, able to pass through small Treasure Type: See description below ble or fly.
holes or cracks. It can sense vibrations within 60'. Intelligence: 18 +
The monster attacks by extending pseudopods Alignment: Chaotic A clerical lich normally has 3d4 types of other
(up to three per round) from its fluid body to XP Value: See above undead nearby, acting as servants. A full lair of
strike at its opponents up to 15' away. Each hit each type (maximum number appearing) is usu-
inflicts 4d6 points of damage, and leaves a coat- Monster Type: Undead, Enchanted (Very ally present.
ing of lava that inflicts 3d6 points of automatic Rare).
heat damage per round for ld4 rounds there- Either type of lich can summon other power-
after. Multiple hits on a single-opponent do not A lich is a powerful undead monster of magi- ful undead for aid. The summons can be made
increase this heat damage, but the durations are cal origin. It looks like a skeleton wearing fine simply by concentrating, and the creature(s) re-
cumulative. garments, and was once an evil and chaotic sponding arrive 1d100 rounds later, depending
magic-user or cleric of level 21 or greater (often on their distance. The summons may be made as
The lava ooze is mindless and attacks until de- 27-36). A lich is still able to use spells as it did often as desired, but any one type of creature
stroyed. It is immune to fire (both normal and while alive, so it is extremely dangerous. A lich is will respond only once per day at most. To ran-
magical) and to all mind attacks (including not normally found wandering, but instead re- domly determine the creatures appearing in an-
charm, ESP, etc.), but takes double damage mains in or very near a well-defended lair. Such a swer to the summons, roll 1d20 and refer to the
from cold attacks. lair might be a dungeon, catacomb, tomb, or table. Roll again if a type of creature has already
responded that day.
Terrain: Mountain (volcanic). necropolis ("city of the dead").
The very sight of a lich causes fear in all char- Roll Creature
Leech, Giant 7 1-5 Spectre (2d4)
6 (L) acters below 5th level (no saving throw). Its 6-9 Vampire (1d6)
Armor Class: 90' (30') merest touch causes 1d10 points of damage, and
Hit Dice: 1 bite can paralyze any creature for 1d100 days (though 10-12 Phantom, Shade (1d3)
Move: 1d6 a saving throw applies, and the paralysis is magi- 13-15 Haunt, Ghost (1d2 Chaotic)
Attacks: 0 (1d4) cally dispellable). Haunt, Poltergeist (1d2)
Damage: F3 16 Spirit, Druj
No. Appearing: 10 Before any encounter with a lich, the DM 17 Spirit, Revenant
Save As: Nil should select spells for the creature. This should 18 Nightshade (any 1)
Morale: 0 be done with care, as a lich is extremely intelli- 19
Treasure Type: Neutral gent and uses them to its best advantage. Note Undead Beholder
Intelligence: 275 that the lich's morale is given as 10, but a lich 20
Alignment: flees if in actual danger.
XP Value: A summoned vampire may (25% chance;
Liches are undead, and can be turned (but not check for each) be a magic-user or cleric of level
Monster Type: Lowlife (Common). destroyed) by clerics. They are immune to 7-9(ld3+6).
A giant leech is a loathsome wormlike crea- charm, sleep, feeblemind, polymorph, cold,
ture, thicker in the middle than at the ends; it lightning, and death spells, and can be harmed Liches are master villains, coordinating armies
only by magical weapons. They are also immune and spy-networks made up of the undead. Each
has reddish-brown skin and is about 3'-4' long. to the effects of all spells of less than 4th level. one has its own goal: One may want to achieve
It is a parasite, sucking the blood of its prey. In true Immortality, one may serve an evil Immortal
combat, a giant leech attacks with its suckerlike Outside of its lair, a lich always carries 1d4 +1 of Entropy, one may wish to transform the entire
mouth. If it hits, it then holds on and sucks powerful magical items to be used in case of world into a horrid playground for the undead.
blood for 1d6 points of damage per round. It trouble. You should choose these, not randomly Each lich in a campaign should have its own
must be killed to be removed. determine them. Within its lair, a lich has 4d8
additional temporary magical items (or more), name, style, and motivation.
Terrain: Swamp. Terrain: Ruins.

Lizard, Giant Locust, Giant

Armor Class: Gecko Draco Horned Tuatara Armor Class: 4
Hit Dice: 5 5 Chameleon 4 Hit Dice: 2** (S)
Move: 3 +1 (M) 4 + 2(M) 2 6(L) Move: 60' (20')
120' (40') 120' (40') 5*(L) 90' (30') 180' (60')
Glide: 150' (50') 120' (40') Flying: 1 bite or 1 bump or 1 spit
Attacks: 1 bite 1 bite 2 claws/1 bite Attacks: 1d2 or 1d4 or see below
Damage: 1d8 1d10 1 bite/1 horn 1d4/ld4/2d6 Damage: 2d10 (0)
No. Appearing 1d6(ldl0) 1d4 (1d8) 2d4/ld6 1d2 (1d4) No. Appearing: F2
Save As: F2 F3 1d3(1d6) F3 Save As: 5
Morale: 7 7 F3 6 Morale: Nil
Treasure Type: U U 7 V Treasure Type: 0
Intelligence: U Intelligence: Neutral
Alignment: 2 2 2 Alignment: 30
XP Value: 2 XP Value:
Neutral Neutral Neutral
50 Neutral 275 Monster Type: Lowlife (Common).
125 300 Giant locusts are 2'-3' long and live under-
ground. They may be mistaken for statues (or
Monster Type: Giant Animal (Common). sects, but will settle for human prey in lean might not be noticed at all) until approached,
Gecko: A gecko is a 5' long lizard colored pale times. The creature can also attack with its horn because of their stone-gray color. They are her-
blue with orange-brown spots. Geckos are noc- (for 1d6 points of damage) and may use its tail to bivores, and also eat fungus such as yellow mold
turnal carnivores. They hunt by climbing walls knock other attackers down (make another at- and shriekers. They cannot be harmed by yellow
or trees with their specially adapted feet, then tack roll, not doing any damage but preventing mold or most poisons.
dropping on their prey to attack. the target struck from attacking that round). Instead of fighting, they usually flee by jump-
Draco: A draco is a 6' long lizard with wide ing away (up to 60'). Unfortunately they often
flaps of skin between its legs. It spreads these Tuatara: A tuatara is an 8' long carnivore become confused, and may accidentally jump
flaps to glide through the air, like a flying squir- which looks like a cross between an iguana and a into a party (50% chance per jump). If so, a vic-
rel. Dracos are generally found above ground, toad. It has pebble-colored olive skin with white tim is determined randomly and an attack roll is
though they sometimes creep into caves to es- spikes along its back. A tuatara has a membrane made. If the giant locust hits a character, the vic-
cape very cold or hot weather. They are carni- over its eyes which, when lowered, is sensitive to tim is battered for 1d4 points of damage. The
vores and have been known to attack changes in temperature, allowing it to "see" in locust then flies away.
adventurers. darkness (90' infravision). When frightened or attacked, giant locusts
Homed Chameleon: A horned chameleon is a make a loud shrieking noise to warn their fel-
7' long lizard which can change color to blend Terrain: Cavern, Desert, Woods. lows. In dungeons, this shriek has a 20% chance
into its surroundings. It surprises on a roll of 1-5 Load: Giant lizards can carry 500 cn x their per round of attracting wandering monsters.
(on 1d6). A horned chameleon can shoot out its HD at up to full speed, or 1,000 cn x their HD If cornered, a giant locust will spit a brown
sticky tongue up to 5' long. A successful hit at up to half speed. They cannot be tamed as gooey substance up to 10'. The target is treated
means that the victim is pulled to the horned mounts except with DM permission, and the as AC 9 regardless of his true armor class. A vic-
chameleon's mouth and bitten for 2d4 points of DM might insist (for example) that the taming tim hit by giant locust spittle must make a saving
damage. Horned chameleons prefer giant in- and training of one takes a Animal Trainer lizard throw vs. poison or be unable to do anything for
specialist. 1 turn, due to the awful smell. After this time
Barding Multiplier: x 3. the victim will be used to the smell, but any
character approaching within 5' must also make
Lizard Man 5 Lizard men are semi-intelligent and use spears a saving throw or suffer the same effects. This
2 + 1 (M) and large clubs (treat the clubs as maces), gain- aroma will last until the spittle is washed off.
Armor Class: ing a bonus of + 1 on damage rolls due to their Terrain: Cavern.
Hit Dice: 60' (20') great strength.
Move: 120' (40')
1 weapon One in ten will speak a little Common. PCs
Swimming: By weapon + 1 can negotiate with lizard men that can talk. If
Attacks: they are hungry enough, though, and the PCs
Damage: 2d4 (6d6) can't deliver them a lot of food, the lizard men
No. Appearing: F2 will still prefer to eat the characters. Lizard men
Save As: live hard lives, hunting most of their waking
Morale: 12 hours. Sometimes they hire themselves out to
Treasure Type: D other races as warriors or scouts. They have no
Intelligence: 6 interest in other races other than what those races
Alignment: Neutral can do for them (i.e., provide food in one way or
XP Value: 25 another).

Monster Type: Humanoid (Common). Some varieties of lizard men are just drab
These water-dwelling creatures resemble men green or brown in color, while others may be dra-
with lizard heads and claws, scaly hides, and tails. matically colorful: Bright reds, blues, yellows, or
Lizard men are often found in swamps, rivers, and greens, like some other reptiles.
along seacoasts as well as in dungeons. They live
in tribes and often try to capture humans and There can be lizard man spellcasters; see
demihumans and take the victims back to the "Monster Spellcasters" later in this chapter.
tribal lair as the main course of a feast.
Terrain:Cavern, River/Lake, Swamps.

Lycanthrope*

Armor Class: Wererat* Werewolf* Wereboar* Weretiger* Werebear*
Hit Dice: 3(9) t 2(8)t
Move: 7(9)t 5(9)t 4(9) t 5*(L) 6*(L)
3*(M) 4*(M) 4 + 1* (M) 150' (50') 120' (40')
Attacks: 120' (40') 180' (60') 150' (50') 2 claws/1 bite 2 claws/1 bite
Damage: 1 bite or weapon 1 bite 1 tusk slash 1d6/ld6/2d6 2d4/2d4/2d8
No. Appearing: 1d4 or by weapon 2d4 1d4 (1d4) 1d4 (1d4)
Save As: 1d6(2d6) 2d6 F5 F6
Morale: 1d8 (2d8) F4 1d4 (2d4) 9 10
F3 F4 C C
Treasure Type: 8 8 10 10
Intelligence: C C 9 Neutral Neutral
Alignment: 10 10 C 300 500
XP Value: Chaotic Chaotic
50 125 10 Wereseal* Devil Swine*
Neutral 5(9) t 3(9) t
200 5 + 2* (M) 9*(L)
60' (20') 180' (60')
t The number in parentheses is the creature's armor class when in human form. Swimming: 180' (60')
1 bite 1 gore or blow
Armor Class: Werebat* Werefox* Wereshark* 2d6 2d6 or by weapon
Hit Dice: 4(9)t 6(9)t 4(9) t 0(2d10) 1d3 (1d4)
Move: 3 + 3* (M) 3 + 2* (M) 4*(L) F5 F9
60' (20') 180' (60') 0' (0') 9 10
Attacks: Flying: 180'(60') Swimming: 90' (30') Swimming: 180' (60') C C
Damage: 1 bite 1biteorweapon 1 bite 10 11
No. Appearing: 1d4 1d6 or by weapon 2d6 Chaotic Chaotic
Save As: 2d6 (1d8) 1d6 (2d6) 0(2d6) 400 1,600
Morale: F3 F4
Treasure Type: F3 8
Intelligence: 7 C 7
Alignment: C C
XP Value: 10 Neutral 9
Chaotic 75 Neutral

75 125

t The number in parentheses is the creature's armor class when in human form.

Monster Type: Monster, Enchanted (Common).
Lycanthropes are humans who can change into
beasts (or in the case of wererats, beasts who can
change into humans). They normally wear no ar-
mor, since it would interfere with their shape-
changing. Any lycanthrope can summon 1d2
normal animals of its type: werebears can sum-
mon normal bears, werewolves can summon nor-
mal wolves, and so forth. Summoned animals
will arrive in 1d4 rounds.
Some animals (such as horses) do not like the
smell of lycanthropes and will react with fear. If a
lycanthrope is hit by wolfsbane, it must make a
saving throw vs. poison or run away in fear. The
sprig of wolfsbane must be swung or thrown as a
weapon, using normal combat procedures. A ly-
canthrope returns to its "normal" form when
killed.

Animal Form: In animal form, a lycanthrope
can be harmed only by magical weapons, sil-
vered weapons, or spells. The lycanthrope can-
not speak normal languages, though it can speak
with normal animals of its weretype.

Human Form: In human form, a lycanthrope
often looks somewhat like its wereform. Were-

rats have longer noses, werebears are hairy, were-
bats have long arms, werefoxes are sly and
nimble, and so forth. In this form, they can be
attacked with normal weapons, and they may
speak any known languages.

Lycanthropy: Lycanthropy is a disease. Any
human character who loses more than half of his
hit points in battle with a lycanthrope becomes
a lycanthrope of the same type in 2d12 days. The
disease kills demihumans. The victim begins to
show signs of the disease in half that time. The
condition can be cured only by a cleric of 11th
level or greater, who will do so for a suitable price

or service. Any character who becomes a full ly- they must change into a shark and will maraud trap the victim. These tentacles are coated with
canthrope will become an NPC, to be run by the the seas. Under this forced change they lose their an acid slime and do 2d6 points of damage each
DM only. intelligence and become bloodthirsty killers. round. The victim can be freed only when the
The only difference between a wereshark and a malfera is killed.
Common Lycanthropes mako shark is that weresharks are intelligent and
Wererat: Wererats are different from most ly- only magic or silver weapons will harm a In addition, the breath of a malfera is poison-
wereshark. In island areas there are rumors of ous. Each time it hits with a bite, its victim must
canthropes because the were-animal form is their humans that are weresharks. save vs. poison (at a +3 bonus) or die. A malfera
natural form, and human form is the shape they is immune to acid and can be struck only by
assume. They are intelligent, can speak Com- Wereseal: This unusual creature is only found magical weapons.
mon in either form, and can use any weapon. A near seacoasts of cold water. The more common
wererat usually prefers to use a man-sized rat female form (described) is not normally aggres- Aside from its combat abilities, a malfera can
form, but can become a full-sized human. Were- sive, but the rarer male (bull) seal can be quite detect invisible and open all doors as if it had a
rats are sneaky and often set ambushes, surpris- dangerous (AC 3; HD 8*; MV (same); Dmg knock spell. Because of its tough constitution
ing on a roll of 1-4 (on 1d6). They summon giant 2dlO; Save F8; ML 11; XPV 1,200). One bull and highly magical nature, it saves as a 13th level
rats to help them in battle. Only a wererat's bite seal is usually accompanied by 2d4 females. fighter.
causes lycanthropy.
Devil Swine: A devil swine appears as either a Terrain: Any; Dimension of Nightmares.
Werewolf: These creatures are semi-intelligent huge hog or a grossly fat human. Although it
and usually hunt in packs. Any group of 5 or can change shape freely during the night, it Manscorpion
more will have a leader with 30 hit points, who must keep one shape throughout the daylight
attacks as a 5 Hit Dice monster, adding + 2 to hours. Devil swine prefer the fringes of human Armor Class: 1
damage rolls. Werewolves summon normal settlements, especially those near swamps or for- Hit Dice: 8** (L)
wolves to form large packs with them. ests. They are carnivorous, especially fond of hu- Move: 240' (80')
man flesh, and will ambush if possible. Each Attacks: 1 weapon/1 tail
Wereboar: Wereboars are semi-intelligent and devil swine can cast a charm person spell three Damage: 3d6/ld10 + poison
bad-tempered. In human form they often seem times per day. It can use this spell in either hu- No. Appearing: ld8 (2d10)
to be berserkers, and may act the same way in man or swine form. A saving throw vs. spells is Save As: F8
battle (gaining +2 on attack rolls and fighting allowed, but with a -2 penalty to the roll. Each Morale: 10
to the death). Wereboars summon normal boars devil swine normally has 0-3 (1d4-l) humans un- Treasure Type: (V) J, K, M x 2
to help them in battle. Wereboars do not associ- der its control. They are unlike wereboars; being Intelligence: 8
ate with devil swine. fat, pink and smooth-skinned, while wereboars Alignment: Chaotic
have bristly, hairy hides. XP Value: 1,750
Weretiger: These relatives of the great cats of-
ten act like them, being very curious but becom- Terrain: Variable, but often as animal type. XP with spells, by HD:
ing dangerous when threatened. They are good
swimmers and quiet trackers, surprising often 8*** = 2,300 11**** = 4,300
(1-4 on 1d6). They can summon any type of
great cat that is in the area (preferring tigers). 9*** = 3,000 12***** = 5,625

Werebear: Werebears are very intelligent, Malfera* 10**** = 3,700 13***** = 6,500
even in animal form. A werebear usually prefers
to live alone or with bears. It might be friendly, Armor Class: 3 Monster Type: Monster (Rare).
however, if peacefully approached. In combat, Hit Dice: 9** (L)
werebears can hug for 2d8 points of damage (in Move: 60' (20') The manscorpion is an evil combination of
addition to normal damage) if both paws hit the Attacks: 2 claws, bite + special
same target in one round. A werebear can sum- Damage: 1dl0/ldl0/ld6 man and arachnid. The upper body is like that
mon any type of bear in the area. No. Appearing: 1 (1d2) of a human, but its lower parts are those of a gi-
Save As: F13 ant scorpion (with stinging tail). It may be found
Uncommon Lycanthropes Morale: 11 in nearly any climate, but most frequently in
Werebat: These dangerous flying creatures are Treasure Type: E deserts, mountains, and dungeons.

sometimes confused with vampires, turning Intelligence: 10 This arachnid warrior normally wields a huge
from human to bat form at will. In addition to Alignment: Chaotic pole arm (damage 3d6 points), but may use a
summoning normal and giant bats, they can long bow or any other weapon available. It may
summon 1d4 other werebats (each of which can, XP Value: 2,300 also strike with its dreaded deadly poisonous tail;
in turn, summon other normal or giant bats, but the victim hit takes 1d10 points of damage, and
not more werebats). Each werebat bite may in- Monster Type: Planar Monster, Enchanted must make a saving throw vs. poison or die. Even
flict a nonmagical disease (of the DM's choice); (Very Rare). if the saving throw is successful, the victim is par-
the chance is 1 in 6, checked per bite. alyzed for 0-7 rounds (ld8-l). Only victims im-
A malfera is a creature from the Dimension of mune to paralysis or poison can avoid this effect,
Werefox: Where dense underbrush slows most Nightmares, where many evil dreams are bred so the monsters are greatly feared. They are im-
normal movement to half or less, this creature and released into the minds of sleeping people. mune to their own poison and to the poison of
can maintain full or two-thirds normal move- A malfera appears only through the acts of a all scorpions.
ment. It also normally has high intelligence, and powerful magic-user or an Immortal; its dimen-
thus often becomes a magic-user as well (though Some (1 in 20) of the arachnid creatures are
spells can be cast only when in human form). A sion is believed poisonous and deadly to hu- clerics, of 8th-13th level (with the corresponding
werefox can also charm (persons in person form, mans. added Hit Dice). However, these are normally
animals in fox form) three times per day; how- found only in their lair.
ever, this effect lasts for 24 hours at most. The malfera has a large, elephantlike face and
a short trunk. The head is topped by large horns. Manscorpions are intelligent warlike beings
Wereshark: These are mermen, inflicted with Large fangs protrude from either side of the
a form of lycanthropy that enables them to take trunk. The chest is a mass of slimy, short tenta- whose main interests involve acquiring food and
the form of a mako shark anytime they choose so cles. Long, muscular arms end in large, jagged destroying creatures different from them. They
long as it is in darkness. When the moon is full pincers. Its feet are webbed and clawed. It is col- do not make friends with other sentient races
ored night-black but has red veins and eyes. and make pets only of giant scorpions. They
make raids on desert human communities for
In combat, a malfera attacks with pincers and food and attack any living thing that ventures in-
to their territories.
bites. If both pincers hit the same target, the vic-
tim is dragged to the chest of the malfera on the Terrain: Cavern, Desert, Mountain.
next round. The tentacles then automatically

Manta Ray Load: 3,000 cn at up to full speed, or 6,000 cn Mek
at up to half speed.
Normal Giant ArmorCa:sl -4
6 6 Barding Multiplier: x 2.
Armor Class: 4*(L) 10* (L) Hit Dice: 11** to 16** (L)
Hit Dice: 120' (40') 180' (60')
Move: 1 tail 1 buffet/1 tail Medusa Move: 90' (30')
Attacks: 1d8 + 3d4/2d10 +
Damage: paralysis paralysis Attacks: 2
0(1-3) 0(1)
No. Appearing: F2 F5 Armor Class: 8 Damage: 1d6 x 10/ld6 x 10 +
Save As: 7
Morale: 7 V Hit Dice: 4** (M) paralyzing breath
Treasure Type: Nil 2
Intelligence: 2 Neutral Move: 90' (30') No. Appearing: 1(1)
Alignment: Neutral 1,750
XP Value: Attacks: 1 snakebite + special Save As: F36
125
Damage: 1d6 + poison Morale: 12

No. Appearing: ld3 (1d4) Treasure Type: See below

Save As: F4 (see below) Intelligence: Not ratable.

Morale: 8 Alignment: Lawful (with master) or

Treasure Type: (V) F Chaotic (without)

Intelligence: 9 XP Value by HD: 11** = 2,700

Monster Type: Normal: Normal Animal Alignment: Chaotic 12** = 3,000
(Common); Giant: Giant Animal (Rare).
XP Value: 175 13** = 3,250
Manta rays are aquatic creatures, flat fish
whose bodies are shaped like broad wings or 14** = 3,500
sails. They flap their "wings" to propel them
through the water. When a manta ray lies in the Monster Type: Monster (Rare). Planar Mon- 15** = 3,750
sand on the ocean floor it is completely invisible. ster (Very Rare).
16** = 4,050
Normal Manta Ray: Normal manta rays can A medusa looks like a human female with live
grow to be 7' in width and 12' in length. The tail snakes growing from her head instead of hair. Me- Monster Type: Construct, Enchanted (Very
on the manta ray has many sharp poisonous dusae are very magical, and the mere sight of a
spines that can paralyze its victim. They attack medusa will turn a creature to stone unless the vic- Rare).
with this tail. A saving throw vs. poison will pre- tim makes a saving throw vs. turn to stone. How- Meks are huge (15'-25( tall) metallic creations,
vent paralysis. ever, this will affect only one character per round,
and characters may watch the reflection of a me- created by a long-dead race of inhuman in-
Giant Manta Ray: Giant manta rays can be up dusa in a mirror without danger. If a medusa sees sectlike sorcerers. Those with masters generally
to about 40' in width and 75' in length. Beside her own reflection, she must make a saving throw serve as guards. Lone meks usually wander ran-
the poisonous tail, they can also buffet (ram) a vs. turn to stone or she will petrify herself! domly, attacking most creatures they encounter.
creature for 3d4 points of damage. They feed
from the ocean floor and sometimes swallow In combat, the medusa makes one attack roll Most meks resemble their creators, with in-
treasure that has settled there. for the bites of the snakes, and if they hit, the
victim must make a saving throw vs. poison (in sectlike features, barrel-like chests, and long,
Terrain: Ocean. addition to taking 1d6 points of damage) or die barbed, double-jointed arms and legs. However,
in one turn. A medusa will often wear a robe meks resembling giants, lizards, and many other
Manticore with a hood for disguise so she can trick her vic- creatures have been encountered.
tims into looking at her. Medusae occasionally
Hit Dice: 6 + 1* (L) use weapons. Each "normal" mek attacks by striking with
Move: 120' (40') its heavy limbs and breathing a paralyzing gas in
180' (60') Anyone who tries to attack a medusa without a 20' diameter cloud around it. Each victim
Flying: looking at her must subtract 4 from the attack within the cloud must make a saving throw vs.
Attacks: 2 claws/1 bite or 6 spikes roll, and the snakes may attack with a +2 bonus breath weapon (each round) or be paralyzed for
Damage: 1d4/ld4/2d4 or 1d6 each to the attack roll. A medusa also gains +2 on all 1d3 turns.
No. Appearing: 1d2 (1d4) saving throws vs. spells due to her magical nature.
Save As: F6 Meks are not intelligent, but respond to sim-
Morale: 9 Many medusae are evil. Others are reclusive ple verbal commands from their masters. A
Treasure Type: D scholars, ancient sages who can guide heroes on cold-based attack will slow a mek to half speed,
Intelligence: 3 their quests and who conceal their deadly visages but they are immune to all other spells except
Alignment: Chaotic under veils. disintegrate.
XP Value: 650
There are also medusa spellcasters (see "Mon- Terrain: Any.
ster Spellcasters" later in this chapter).
Monster Type: Monster (Rare).
A manticore is a horrid monster with the body Medusae are native to both the Prime Plane
of a lion, leathery bat wings, a tail ridged with and their original home, the elemental plane of
spikes, and the face of a man with large, sharp Earth.
fangs. It usually lives in wild mountain ranges.
The manticore has 24 tail spikes, and can Plane of Earth: On the plane of Earth, a medu-
shoot six each round even when flying (ranges sa is an ugly writhing mass of 10' long tentacles
50/100/180). The creature regrows two spikes connected to a small lumpy spherical body. Sev-
per day. Its favorite food is man. eral eyes on foot-long eyestalks also protrude from
Manticores frequently track humans, ambush- the body; the mouth has many teeth. The tenta-
ing them with spike attacks when the human cles are used both for movement (180' (60')) and
group stops to rest. Another tactic is to stalk its combat. The medusa can attack with 10 tentacles
prey like a great cat, creeping up close on an un- per round; each hit requires a saving throw vs. pa-
suspecting victim. When that victim is alone, ralysis (lasting 2d4 rounds if failed). A paralyzed
the manticore fires off a barrage of tail-spikes to victim is drawn to the mouth and bitten for 2-16
bring the victim down. The manticore then eats (2d8) points of damage per round (no attack roll
the victim. Less frequently, a pack of manticores required while the victim is paralyzed).
will stalk and attack a group of victims.
Terrain: Mountain. Elemental Plane of Earth Statistics: AC 4,

HD 8**, MV 180' (60'), NA 1-4, Save F4,
ML 9, TT(V) F, AL C, XP 1,750.

Terrain: Cavern, Ruins; Plane of Earth.

Men Brigand Buccaneer /Pirate Dervish
Variable Variable Variable
Armor Class: 1(M) 1(M) 1(M)
Hit Dice: 120' (40') 120' (40') 120' (40')
Move: 1weapon 1weapon 1 weapon
Attacks: By weapon By weapon By weapon
Damage: 0 (special) 0(ld6 + 1 x 10)
No. Appearing: 0(1d4 x 10) Fl
Save As: 6(7) Fl
Morale: Fl A 10
Treasure Type: 8 A
Intelligence: A Neutral (Chaotic) 11
Alignment: Variable
XP Values: Chaotic Lawful
Variable Variable

Armor Class: Noble Nomad Trader
Hit Dice: 2 Variable
Move: 3-8 (M) 1(M) 5
Attacks: 60' (20') 120' (40') MM)
Damage: 1weapon 1weapon 90' (30')
No. Appearing: By weapon By weapon 1weapon
Save As: 0(2d6) 0(ld4 x 10) By weapon
Morale: F3-8 Fl
Treasure Type: 8 8 0(ld20)
Intelligence: Vx3 A Fl
Alignment: Variable
XP Values: Any Neutral A
Variable Variable
Neutral
Variable

Monster Type: Human (Common). they are sailing. Choose a type of ship to match Well-defended coastal towns often serve as ha-
Most groups of men are led by higher level the terrain. Buccaneers and pirates are organized vens for pirates and buccaneers. These are law-
leaders (with better armor, hit points, saving as shown on the table. less and dangerous places, full of possible
throws, and possibly magical items). Men usu- adventures.
ally have large camps. Most treasure is usually at
the camp. There are other types of men (see also Ship No. of No. of Men Dervish: Dervishes are desert raiders. About
Berserker, Headsman (and Thug), Mystic, Nor- River Boats Ships per ship 90% are fighters; the rest are clerics. Dervishes
mal Human). Small Galley 10-20 often form camps or tribes of up to 300 men, led
Long Ship 1-8 20-40 by a 10th level cleric. Such a camp will be either
Brigand: Brigands are loosely organized outlaws Sailed Warship 1-6 30-50 tents (75%) or a wooden or brick stockade
and renegade mercenaries who live by raiding 1-4 40-80 (25%). These camps contain their women, chil-
towns and robbing caravans and travelers. Most 1-3 dren, livestock, and their treasure.
belong to the fighter class. For every 20 brigands
there is one additional 2nd level fighter who acts Buccaneer/Pirate Organization of Troops Dervishes are noted for their fanatic belief in
as their leader. For every 40 brigands there is an their philosophies and their intolerance of other
additional 4th level fighter acting as commander Weapons and Armor Percent of Men views. On rare occasions, they will wage a holy
of the entire group. Leather armor, sword Buccaneers Pirates war in which they attempt to capture or kill all
Leather armor, sword, who have different beliefs. Captives are given an
Half of the brigands have leather armor, 60% 50% opportunity to convert; if they refuse, they may
shield, short bow, and sword. The rest are crossbow be killed or enslaved. Lawful characters may be
mounted on riding horses, wear chain mail, and Chain mail, sword 30% 35% invited to join the crusade, and those who refuse
carry shields and swords. The leaders wear plate will be viewed with great suspicion unless a good
... mail, carry swords and lances, and ride war (if buccaneers, 10 % 15 %
horses with barding. plus crossbow) reason can be provided as to why they should not
participate.
Brigands often band together in fortified For every 30 buccaneers, there is an additional
camps of 50-300 men. A camp is always led by a 4th level fighter as leader. For every ship, there is Noble: This is a general term for any member
9th level fighter, with an additional 5th level a 7th level fighter as captain and a 9th level of a social class of rulers. It does not apply to
fighter for every 50 brigands. There is also a 50% fighter as commander of the fleet. There is a the family of a King or Queen (called Royalty).
chance that a magic-user of level 9-11 is in the 30% chance that a magic-user of level 10-11 is Traveling nobles encountered will normally be
brigand camp, and a 30% chance that an 8th with the commander, and a 25% chance that an fighters, clad in fine plate mail armor and
i level cleric is in the brigand camp. 8th level cleric is present. shield. Each noble fighter is always accompa-
nied by a squire (2nd level fighter-servant), and
Buccaneer (and Pirate): Buccaneers are found on For every 30 pirates, there is an additional 4th may also have up to 12 retainers and hirelings
seas, rivers, great lakes, and oceans. They live by level fighter as leader. For every 50 pirates or 1 of the DM's choice. Noble fighters may be es-
! raiding coastal towns and capturing ships, selling ship, there is a 5th level fighter captain. For eve- corting nonfighters who are traveling to some
the booty elsewhere. Most are Neutral fighters. ry 100 pirates or 1 fleet, there is an 8th level distant dominion.
fighter commander. For every fleet of 300 or
Pirates are seagoing men who plunder other more pirates, there is an 11th level fighter (Pirate The DM can create titles for nobles using the
vessels, raid coastal towns and engage in illegal Lord), as commander of the fleet, and a 75% structure of the campaign as a guide. Some tra-
slave trades. They are noted for their evil acts chance for a 9th or 10th level magic-user. ditional titles are:
and cruelty toward prisoners. They also freely at-
tack each other if there is a chance for profit. Buccaneers and pirates may carry their treasure Baron / Baroness Emir Margrave
Most are Chaotic fighters. Count/Countess Khan Sheik
with them or have maps showing where it is bur- Duke/Duchess Knight
The number of buccaneers or pirates that ap- ied. The treasure given is the total for the entire
pear depends on the type and number of ships buccaneer pack or pirate fleet, and may be di-

vided as desired. Pirates may also (25% chance)
have 1d3 prisoners with them, awaiting ransom

Nomad: These groups of wandering tribesmen Merman Metamorph
may be peaceful or warlike, and may have any
alignment. Small bands encountered hunting or Armor Class: 6 Armor Class: 5 (or as form)
foraging in the wilderness are usually kept at the Hit Dice: 1-4 (M) Hit Dice: 3 + 1** (M, or as form)
main camp. Nomads are keen traders and often Move: 120' (40') Move:
have knowledge of faraway places, though they Attacks: 1 weapon Attacks: 120' (40') or as form
tend to be superstitious. Nomad bands are orga- Damage: By weapon Damage: 1 weapon or as form
nized as shown. No. Appearing: No. Appearing: By weapon type or form
Save As: 0(ld20) Save As: 1d6(ld20)
Organization of Desert Nomads Morale: F1-4 Morale: M11
Treasure Type: 8 Treasure Type: 8 or 10 (see below)
Weapons & Armor Percent Intelligence: A Intelligence: Variable
Lance, leather armor and shield, of Men Alignment: 12 Alignment: 14
XP Value: Neutral XP Value: Any (often Chaotic)
riding horse or camel 50% 10, 20, or 75 100
Bow, leather armor, riding horse
20% Monster Type: Humanoid (Common). Monster Type: Humanoid (Rare).
or camel Mermen are water-breathing humanoids. A Metamorphs look very similar to humans, but
Lance, chain mail and shield, 30% merman has the upper body of a man and the have pointed ears and pure white eyes. They are
lower body of a large fish. Mermen are armed closely related to humans but, as a species, are
riding horse or camel with spears, tridents, or daggers. They live in masters of the ancient art of shapeshifting. They
coastal waters and hunt fish and harvest kelp. are not lycanthropes, though they are sometimes
Organization of Steppes Nomads Except for leaders, all mermen have 1 Hit Die mistaken for them.
and save as 1st level fighters. A metamorph can shapeshift up to 11 times
Weapons & Armor Percent The number appearing represents a small each day, but only into certain forms. Unlike the
Lance, leather armor and shield, of Men hunting party, although mermen often form polymorph selfspell effect, this nonmagical sha-
underwater villages of ld3 x 100 members. For peshift gives the metamorph all the abilities of
riding horse 20% every ten mermen encountered, there is an addi- the new form; even special attacks (such as a
Bow, leather armor, riding horse 50% tional leader with 2 Hit Dice. For every 50 there skunk's spray) are gained. Metamorphs cannot
Bow, chain mail, riding horse 20% is one leader with 4 Hit Dice. Mermen leaders take giant-sized or fantastic forms, but can take
Lance, chain mail and shield, save as fighters of a level equal to their Hit Dice. any normal nonmagical form.
10% Mermen often keep trained marine monsters The forms a metamorph can use each day are:
riding or war horse
and animals to help guard their homes.
For every 25 nomads, an additional 2nd level Mermen are the people of the sea, and a DM Worm Insect Reptile
fighter leader is present. For every 40 nomads Leech Crustacean Amphibian
there is a 4th level fighter as leader. Nomad tribes can use them the same way as NPC humans. Spider Mammal Fish
may have up to 300 fighting men gathered to- There can be merman spellcasters; see "Monster Centipede Bird
gether in a camp of temporary huts or tents. In Spellcasters."
addition to the leaders given above, there is one
5th level fighter for every 100 men and an 8th Terrain: Ocean.
level fighter as the clan or tribe chief. At the main
camp, there may (50% chance) be a 9th level cler-
ic, and possibly (25%) an 8th level magic-user.

Trader: Traders are merchants who travel in cara-
vans from town to town, buying and selling vari-
ous goods (wines, silks, jewels, precious metals
and the like). Those in the caravan usually ride
horses, but they are likely to travel by camel in
desert and barren lands and by mule in the moun-
tains. All traders wear chain mail and carry a
sword and dagger. Typical caravan organization is
shown.

Organization of Caravans

Fighters Extra
Merchants Wagons L1 L2-L3 L4-L5 Animals

5 10 20 2 1 1-12
10 20 40 4 1 1-12
15 30 60 6 1 1-12
20 40 80 8 1 1-12

All fighters are AC 4, wielding swords, dag-
gers, and crossbows. The extra animals may be
horses, mules, or even camels. If a caravan has
less than 20 wagons, the treasure should be re-
duced in proportion.

Terrain: By type:

Brigand Any (wilderness)
Buccaneer/Pirate River/Lake, Ocean
Dervish Desert
Noble Any
Nomad Desert, Steppe
Trader Any (between cities)

For example, a metamorph can turn into a A mujina is very strong and can handle any Monster Type: Undead, Enchanted (Rare).
mammal once per day. One day he may choose to two-handed weapon (other than a lance, pole Mummies are undead monsters; the carefully-
become a monkey, and the next day a wolf. Once arm, or crossbow) in one hand. In combat it uses prepared and bandage-swathed remains of long-
a choice has been used, the metamorph cannot two weapons, one in each hand. It has the same dead nobles and guardians—who lurk near
change into that choice any more that day. Each chance to hit with either weapon. deserted ruins and tombs. Mummies are often
shapeshift lasts up to 1 hour, and the metamorph created as guardians for these tombs; they, are
can assume normal form at any time. A mujina can also cause its true (blank) face to charged with the task of killing anyone who
appear at will. Any creature of five Hit Dice breaks into the tomb, even if they must follow
Metamorphs have good relations with elves, (levels) or less who sees the blank face automati- the trespassers to the very ends of the earth.
halflings, and druids, but avoid most human cally runs in fear for ld3 rounds at three times its Every character seeing a mummy must make a
settlements. They live in strongholds similar to normal movement rate. Creatures who have saving throw vs. paralysis or stop, paralyzed with
those of demihumans, but with many differ- more than five Hit Dice (or levels) must save vs. fear, until the mummy is out of sight. The touch
wands or also flee. of a mummy causes disease in addition to dam-
ences, adapted to their special abilities. Most are age (no saving throw). This hideous rotting af-
Chaotic (though Neutral and Lawful ones do ex- A mujina often joins a party of adventurers as fliction prevents all magical healing, and slows
ist), but few are noticeably evil or good. a retainer fighter. It may serve faithfully for a normal healing to 10% of the normal rate. The
long period, not revealing its true identity. How- disease lasts until magically cured.
If ten or more are present, one will be a leader ever, if given the opportunity, it robs the party of Mummies can be damaged only by spells, fire,
with 5 + 2 Hit Dice. As long as the leader is with as much as possible and then flees. or magical weapons, all of which only do half
the group, their morale is 10. damage. They are immune to sleep, charm, and
Mujina can speak Common, the language of hold spells.
Terrain: Open, Mountain, Woods. their kind, and their alignment tongue. Terrain: Ruins.

Minotaur Mujinas are magical creatures created to
plague the human race. Mujinas are all physi-
Armor Class: 6 cally and emotionally identical, and filled with a
hatred for any creatures who have individual
Hit Dice: 6(L) traits. They especially hate humans, the most di-
verse and individual of species.
Move: 120' (40') Mystic
Terrain: Any, where humans are found.
Attacks: 1 gore/1 bite or 1 weapon Mystic

Damage: 1d6/ 1d6 or by weapon type + 2 Armor Class: 6

No. Appearing: 1d6(ld8) Hit Dice: 4(d6)(M)

Save As: F6 Mule Move: 150'(50')

Morale: 12 Armor Class: Attacks: 1 weapon or hand
Hit Dice:
Treasure Type: C Move: 7 Damage: By weapon or ld6 + 1
Attacks: 2(L)
Intelligence: 5 Damage: 120' (40') No. Appearing 1 d 8 (6d8)
No. Appearing: 1 kick or 1 bite
Alignment: Chaotic Save As: 1d4 or 1d3 Save As: F4
Morale: 1d2(2dl2)
XP Value: 275 Treasure Type: Normal Man Morale: 8 or 10 (see below)
Intelligence: 8
Monster Type: Monster (Common). Alignment: Nil Treasure Type: (V) I, L, M, N, O
XP Value:
A minotaur is a large man-shaped creature with 2 Intelligence: 12
the head, hide and temperament of a bull. It is
larger than human size (standing 7-9' tall) and eats Neutral Alignment: Any (usually Lawful)
humans. It will attack anything its size or smaller
and will pursue as long as its prey is in sight. 20 XP Value: 175

Minotaurs are semi-intelligent and some use Monster Type: Normal Animal (Common). Armor Class: Leader
weapons, preferring a spear, club, or axe. When A mule is a crossbreed between a horse and a Hit Dice:
using weapons, minotaurs gain + 2 to damage donkey. Mules are stubborn, and if bothered or Move: 3
rolls due to their strength. On the round a mino- excited they may either bite or kick. Mules can- Attacks: 7 (d6) (M)
taur uses a weapon, it cannot gore or bite. Mino- not be trained to attack, but will fight in their Damage: 180' (60')
taurs usually live in tunnels or mazes. own defense. No. Appearing: 1 weapon or 2 hands
Mules are very strong for their number of Hit Save As:
Minotaurs of greater-than-normal intelligence Dice, and can carry great amounts of weight for Morale: By weapon or 1d10/ 1d10
can be spellcasters; see "Monster Spellcasters" their owners. They become somewhat more See below
later in this chapter. stubborn when loaded down enough that they Treasure Type: F6
move at half normal speed. Mules may be taken Intelligence: 10
Terrain: Cavern, Ruins. into dungeons, if allowed by the DM. If encoun- Alignment: I, L, M, N, O
tered alone in a dungeon, the mules may belong XP Value: 12
Mujina to an NPC party nearby. Any (usually Lawful)
Terrain: Any.
Armor Class: Load: 3,000 cn at up to full speed, or 6,000 cn 1,650
Hit Dice: at up to half speed.
Move: 4 Monster Type: Human (Rare).
Attacks: 8*(M) Mummy* 3 Mystics are humans who rigorously follow a
Damage: 120' (40') 5 + 1** (M) way of life involving a special discipline of medi-
No. Appearing: 2 weapon + special Armor Class: 60' (20') tation, study, and physical training. They live in
Save As: 1d6 or by weapon Hit Dice: 1 touch special building complexes (called "cloisters" or
Morale: 1d4 (1d4) Move: 1d12 + disease "monasteries") located far from towns and com-
Treasure Type: F8 Attacks: 1d4(ldl2) mon civilization. NPCs mystics are possible,
Intelligence: Damage: otherwise, mystics will be encountered on a pil-
Alignment: 9 No. Appearing: F5 grimage, mission, or adventure for their cloister.
XP Value: E Save As: 12
10 Morale: D Mystics are usually (75%) Lawful, although
Chaotic Treasure Type: 6 other alignments are represented. All are utterly
1,200 Intelligence: Chaotic devoted to mystic discipline. All their material
Alignment: goods are owned by the cloister, and loaned to
Monster Type: Monster (Very Rare). XP Value: 575 individual mystics as needed.
A mujina, in its natural form, looks like a hu-
man except that it has no face. Where the eyes, Mystics are surprised only on a roll of 1. Mys-
nose, ears and mouth should be is nothing—the tics never wear armor of any type, nor protective
face is smooth like an egg. However, the mujina devices (rings, cloaks, etc.). They may use po-
may create an illusion to give its face any appear- tions or other magical items for certain situa-
ance it wants. It most often poses as a typical hu- tions. They are trained to use many weapons,
man until it decides to attack. but often do not carry them, as they have great
combat skill with their bare hands.

Mystics have the following thief abilities: find There can be neanderthal spellcasters; see use. The nekrozon attacks with the bony tip of
traps, remove traps, move silently, climb walls, 'Monster Spellcasters" later in this chapter. its long tail, which does the listed damage and
and hide in shadows (see table). Once per day a also has a 50% chance of knocking over and
mystic can cure himself of 4 points of damage Terrain: Hill, Mountain; Any (prehistoric). stunning its victim (a saving throw vs. paralysis
(leader, 7) by concentrating for one round. prevents this) for 1d6 rounds.
Nekrozon
Mystic Thief Abilities Mystic Leader 7 The gaze of a nekrozon is a 60' long magical
Find Traps 25% 40% Armor Class: 7**(L) death ray. If it looks at anyone, the victim must
Remove Traps 25 % 38 % Hit Dice: 60'(20') make a saving throw vs. death ray or die imme-
Move Silently 35% 48% Move: 1 Tail/1 Gaze (possible) diately. Fortunately, there is only a 1 in 4
Attacks: 1d6 + gaze (special) chance that the nekrozon will look up when en-
Climb Walls 90% 93% Damage: countered; this chance is also checked each
Hide in Shadows 24% 35% No. Appearing: 0(ld3) round of combat. Even then, it can only gaze at
Save As: F4 one victim per round. It never looks straight up
If 7 or 8 mystics are encountered, one will be a Morale: 8 into the air.
leader with 7 Hit Dice. The leader raises the mo- Treasure Type: C
rale of the mystics to 10. The leader can strike Intelligence: 2 Anyone deliberately looking directly at its
creatures vulnerable to + 1 magical weapons with Alignment: Neutral eyes will die without even a saving throw. Few
his hand attacks. Although one or more mystics XP Value: 1,250 are this foolish, but complete surprise (1 on 1d6)
might join a group if it is in the interest of their indicates that someone (determined randomly)
order, mystics can also be hired at a standard rate Monster Type: Monster (Very Rare). has accidentally done so.
of 50 gp per day per Hit Die of the mystic. Found only in the wilderness (usually in
swampy areas), the terrible nekrozon resembles a The nekrozon is immune to energy drains,
Mystics can often be recognized by their robes huge buffalo with a long tail, a long neck and a death rays, and all spells and attack forms caus-
boar's head. Ancient lore calls this creature a ing instant death ( i n c l u d i n g disintegrate) except
or other unusual garb, but another distinctive "catoblepas," though this term is not in current through points of damage.
feature is their salute. Upon meeting another
Terrain: Swamps.
creature presumed to be peaceful, the mystic
raises a fist, covers it with the other hand, and Nightshade*
bows slightly. This symbolizes greetings (the
bow), readiness to fight if necessary (the fist), Nightcrawler* Nightwalker* Nightwing*
but peaceful intentions (the covered fist).
Armor Class: -4 -6 -8
Further details on mystic cloisters can be 21-26*****(L) 17-20*****(L)
found on pages 134 and 138. Hit Dice: 25-30*****(L) 150'(50') 30' (10')
60' (20') 240' (80')
Terrain: Any. Move: 120'(40') 2 and see below 1 and see below
3d10/3d10 and see below ld6 + 6 and see below
Flying:
1(1) MO
Attacks: 2 and see below F21-26 and sec below F17-20 and see below
12 12
Neanderthal (Caveman) Damage: 2d10/2d4 and see below Any Any

Armor Class: 8 No. Appearing: 1(1) 19 19
Hit Dice: 2(M) Chaotic Chaotic
Move: 120' (40') Save As: F25-30 and see below 12,500(HD 21)
Attacks: 1 weapon 14,00()(HD 22) 7,750(HD 17)
Damage: By weapon + 1 Morale: 12 15,500(HD 23) 8,875 (HD 18)
No. Appearing: 1d10 (1d4 x 10) 17,000(HD 24) 10,000 (HD 19)
Save As: Treasure Type: Any 18,500 (HD 25) 11,375 (HD 20)
Morale: F2 20,000 (HD 26)
Treasure Type: 7 Intelligence: 19
Intelligence: C
Alignment: 7 Alignment: Chaotic
XP Value: Lawful
20 XP Value: 18,500(HD 25)

20,000 (HD 26)

21,500(HD 27)

23,000(HD 28)

24,500(HD 29)

26,000 (HD 30)

Monster Type: Humanoid (Rare). DM Checklist: a penalty of - 4 on all t h e i r a t t a c k rolls, but oth-
Neanderthals (also known as "cavemen") Detect magic, see invisible (60'); saves against er forms of light do not affect them. They can
have squat bodies with large bones and powerful enter and leave the Ethereal Plane at will, but
muscles. Their faces have apelike features, in- turn; spoils all food in 120'; poison touch ( — 2
cluding large brows above the eyes. Neander- penalty to save); +3 weapon to hit; immune to only do so if seriously threatened.
thals live in family groups in caves and caverns, spells of levels 1-5; At will: cause disease, charm The presence of a nightshade within 120'
especially in hill and mountain territories far person, cloudkill (as 21st level magic-user), con-
from human communities, or in secluded "lost fusion, darkness, dispel magic, finger of death spoils all consumable items, including normal
world" areas. If they attack, they usually use (as 21st level cleric), haste, hold person, invisi- food and water, holy water, standard and iron ra-
thrown spears. They use stone axes, clubs, or bility (as 21st level magic-user), summon lesser tions, and even magical potions (no saving
stone hammers in hand-to-hand combat. undead; individual specialties. throw). The items do not become poisonous, but
Neanderthal leaders are almost a separate race, do become completely useless. This same pres-
much larger than the average Neanderthal. These Monster Type: Undead, Enchanted (Very ence chills the air within 120'; this negates the
leaders have 6 Hit Dice and are up to 10' tall. Rare). nightshade's chances of surprise if the victims
There will be 10-40 Neanderthals (ld4 x 10) in have ever encountered a nightshade before. The
the lair with two leaders, one male and one fe- The deadly nightshades are large, powerful chilling feeling has no effect other than spoiling
male. Neanderthals often hunt cave bears and evil beings which seek to spread death. They arc consumables and alerting the wary.
keep white apes as pets. They are friendly toward all extremely rare, usually created or summoned
dwarves and gnomes, but hate goblins and ko- for a specific purpose by a more powerful being. Nightshades can only be harmed by weapons
bolds, and will attack ogres on sight. Neander- All nightshades are a deep jet black in color, with of + 3 or greater enchantment, magic staves or
thals are shy and will avoid humans, but are not no other colors on their entire forms. They have rods, or by spells of 6th level or greater. They are
usually hostile unless they are attacked. A proper- no visible eyes, apparently sensing their sur- i m m u n e to all forms of i l l u s i o n , all magic
ly groomed and dressed neanderthal could con- roundings magically; they can see invisible and wands, poison, charm, hold, and cold spell ef-
ceivably pass for a human, but neanderthals hidden things as easily as normal ones. Night- fects, all spells of 5th level or less, all normal, sil-
cannot learn to speak Common very well. shades are all extremely clever and wise (having ver, and m a g i c a l weapons of + 2 or lesser
scores of 19 in Intelligence and Wisdom). enchantment, turn-to-stone effects, and all non-
magical attacks (such as fire, boulders, oil, etc.).
Nightshades prefer darkness. Daylight inflicts
They arc somewhat vulnerable to dragon

breath, taking half damage unless the saving A nightcrawler has the ability to magically Nixie
throw is made (indicating 1/4 damage). shrink one opponent within 60', once per round.
The victim may make a saving throw vs. spells to Armor Class: 7
All nightshades can use the following spell- avoid the effect; if he fails this, the victim Hit Dice:
like powers at will, one power per round: charm shrinks to 1' and the nightcrawler thereafter Move: 1*(S)
person, invisibility, haste, confusion, and gains a +4 bonus to its attack roll against that Attacks: 120' (40')
cloudkill (all as if a 21st level magic-user); dark- opponent (thus swallowing on an attack roll of Damage: 1 + special
ness, hold person, cause disease, dispel magic, 15 or greater). The shrink effect is permanent No. Appearing: 1d4 + charm
and finger of death (as a 21st level cleric). The until dispelled. Save As: 0(2d20)
effects of these powers are all identical to the Morale: E1
spell effects, but are produced by brief concen- Nightwalker: This appears similar to a giant of Treasure Type: 6
tration alone, not requiring the usual spell cast- some type, but jet black in color and without Intelligence: B
ing words or gestures, and can be produced in carried items, standing 20' tall. It attacks with Alignment: 13
total silence. two swings per round; these terrible blows cause XP Value; Neutral
3dlO points of damage each, and every blow is
In addition, all nightshades can detect magic deadly poison, as with all nightshades. 13
at will, and can read all languages and magical
writings. If using one of its spell-like powers, a Each hit by a nightwalker has a 50% chance of Monster Type: Humanoid (Rare).
nightshade cannot attack physically during that crushing the victim's shield or armor. Apply this Nixies are 3'-tall water sprites. They look like
round. effect to shields first, and reduce the chance by small beautiful women, and their skin is light
10% per magical "plus"—for example, a + 5 or blue, green, or gray-green. They are part of the
A nightshade can also summon other undead better shield cannot be destroyed in this way, a community of "forest folk," along with cen-
once each four hours, and often does so before + 4 shield has a 10% chance of being destroyed, taurs, dryads, actaeons, etc. Nixies dwell in riv-
attacking prey itself. To find the undead re- etc. No saving throw is allowed, and weapons are ers and lakes, making their lairs in the deepest
sponding to the summons, roll 1d6: not affected unless the monster actually picks part of the water.
them up. The creature may, however, automati- Nixies avoid combat, but may try to charm an
1-3 phantom (shade) cally destroy any magical item or weapon it cap- intruder. Ten nixies can together cast one such
4-5 haunt (chaotic ghost) tures (from a fallen opponent, for example), by charm, and if the victim fails his saving throw,
6 spirit (hand druj) crushing it. he enters the water and serves the nixies for a
year. Each nixie can cast a water breathing spell
If a cleric's attempt at turning a nightshade A nightwalker has the ability to gaze at one on her slave, but this must be renewed every day.
succeeds, the monster may make a saving throw opponent per round, to a 60' range. The victim If forced to fight, nixies use small tridents and
vs. spells to avoid the effect. If the saving throw may make a saving throw vs. spells to avoid the daggers (weapons which do 1d4 damage), and
is successful, the turn attempt is ignored; it has gaze; if it is failed, the victim is cursed, suffering each may summon a giant bass for aid (see Fish,
no effect, but is not counted as a failure, and the a ~4 penalty on all attack rolls and saving Giant).
cleric may repeat the attempt if desired. Further- throws until the curse is removed. (A dispel evil There can be nixie spellcasters; see "Monster
more, the monster may make another saving spell will cancel the curse, but a remove curse Spellcasters" later in this chapter.
throw for any "D" result that it does not avoid, spell will only work if cast by a 25th or higher Terrain: River/Lake.
and if successful, it is merely turned. level caster.)
Normal Human
Each nightshade has other abilities as de- Nightwing: This appears similar to a gigantic
scribed below. In hand-to-hand combat, the bat, solid black in color, with a 50' wingspread. Armor Class: 9
touch of a nightshade is deadly poisonous, re- Its first attack is normally a swoop downward, Hit Dice: 1-1 (M)
quiring an immediate saving throw vs. poison and its high speed gives it a 90% chance of sur- Move: 120' (40')
with a - 2 penalty to the roll (in addition to nor- prising opponents (unless they have experience Attacks: 1 weapon
mal damage). with nightshades, which negates surprise as ex- Damage: By weapon
plained above). No. Appearing :
Nightshades always carry treasure of great val- Save As: 1d4 (3d20)
ue, which they swallow and carry with them. Any victim hit by a nightwing must make a Morale: Normal Man
They scorn coins, carrying only gems, jewelry, saving throw vs. spells. If he fails this saving Treasure Type: 6
and magical treasures. They collect the treasures throw, the victim turns into a giant bat (see the Intelligence:
of their victims after every battle. polymorph other magic-user spell). Anyone Alignment: (P)U
turned into a bat is a servant of the nightwing XP Value: 10
Nightcrawler: This appears similar to a purple (as if charmed) until the polymorph effect is Any
worm, about 100' long and 10'-15' wide, but dispelled.
black in color. If it approaches from under an op- 5
ponent, tunneling through rock, it surprises A nightwing can attempt to hit a victim's
50% of the time (unless the victims have met a items instead of causing physical damage. It will Monster Type: Human (Common).
nightshade before, recognizing the chilling ap- use this attack form if the victim damages it, or if
proach of the creature). the victim's defenses cause the nightwing to miss "Normal human" is the game term for a hu-
when attacking normally. This attack requires a
A nightcrawler swallows its opponent if its at- normal attack roll but with a +4 bonus; if suc- man who does not seek adventure. A normal hu-
tack roll is 19 or 20. A victim swallowed loses 1 cessful, the item is hit. The effect of such a strike
level per round, due to energy drain (no saving drains one "plus" of magic from the item. It man does not have a character class, but might
throw; however, it does not affect anyone pro- does not affect items without "plusses." A shield
tected by a protection from evil spell effect). or weapon being held is the usual target. The (optionally) have General Skills.
Normal bites inflict 2dlO points of damage (plus stolen "plusses" can be restored by a dispel evil
the usual saving throw vs. poison). Its dreaded spell cast on the item affected, or by a remove The DM should select, rather than roll, a nor-
tail stinger inflicts 2d4 points, requires the usual curse spell from a 25th or higher level caster.
saving throw against the poison, and also has a 1 mal human's hit points, according to the charac-
in 8 chance of killing the victim immediately (no Terrain: Any.
saving throw, no adjustments; roll 1d8, and on a ter's age, health, and profession (1-7 hit points).
1 the victim is dead).
For example, a blacksmith could have 7 hit

points, but a young child or sickly beggar might

have only 1 hit point.

Most humans are "normal" humans and have

little or no role in adventures. Some normal peo-

ple belonging to specific professions or social

classes (such as merchant, soldier, lord, scout,

sage, healer, and so forth) are of help in some

adventures. Soldiers and other fighting men will

have higher morale.

Typical normal humans are peasants, chil-

dren, housewives, workers, artists, villagers,

townspeople, fishermen, and scholars (also, see

the entry for Men).

Terrain: Settled. ,_

NPC Party 5. Choose or randomly determine the magical Terrain: Lake (not river), Ocean (coastal),
items carried by the NPCs (see below). Ruins.
Armor Class: By NPC class
Hit Dice: Variable (M) 6. Decide on the NPC marching order. Load: 3,000 cn at full speed; 6,000 cn at half
Move: Variable speed.
Attacks:
Damage: Weapons and spells If encountered in the wilderness, there is a Ochre Jelly*
ld6 or weapons and spell 75% chance that the NPC party will be mount-
No. Appearing: effects ed. In general, NPCs should have about the Armor Class: 8
Hit Dice:
Save As: ld4+4 (ld4+4) same amount of equipment as a PC of the same Move: 5*(L)
Morale: Attacks: 30'(10')
Treasure Type: NPC class and level level. Magic may be assigned or determined ran- Damage: 1
Intelligence: 8 or more domly. The chance of any NPC of 1st level or No. Appearing: 2d6
Alignment: greater possessing magical items is 5 % per level Save As: 1(0)
XP Value: (U + V) (maximum chance 95%), checking on each
11 magical item suitable: Morale: F3
12
Any • Swords • Scroll Treasure Type: Nil
Variable • Armor • Wand/Staff/Rod Intelligence:
• Potion • Miscellaneous Magic Alignment: 0
Monster Type: Human (Common). • Other Weapons XP Value: Neutral
300
An NPC party is any group of nonplayer char- If an NPC cannot use an item, the NPC
acters. Each NPC may be of any class, level, and should not have it (do not re-roll). Change any Monster Type: Lowlife (Common).
alignment. All rules for player characters apply magical items if desired. NPCs will use their
to NPCs. An NPC party may be created in great magic if combat begins. Players should not ob- An ochre jelly is an ochre-colored giant amoeba
tain magical items from NPCs except through
detail before a game or created on the spot. barter, trickery, or force. that can be harmed only by fire or cold. It can
seep through small cracks, and destroy wood,
Most parties (whether NPCs or PCs) will not Terrain: Any, including other planes. leather, and cloth in 1 round, but cannot eat
through metal or stone. Attacks with weapons or
want to fight other parties, preferring monsters Nuckalavee lightning merely make 1d4 + 1 smaller (2 Hit
Dice) ochre jellies. A normal ochre jelly causes
to challenge. The DM may wish to avoid the Armor Class: 4 2d6 points of damage per round to exposed flesh.
large, complicated battle that could occur be- Hit Dice: 11***(L) Smaller ochre jellies inflict only half damage.
Move: 120' (40')
tween two parties. When PCs meet an NPC par- Terrain: Cavern, Ruins.
ty, decide how the NPCs will react, or roll a Swimming: 360' (120')
reaction. Modify the roll if you choose (perhaps Attacks:
the NPCs have heard of the PC party, or are even Damage: 2 claws
familiar with them as allies, rivals, or enemies). No. Appearing:
Save As: 3d8 + death (each)
NPC Reaction Table Morale: Odic
Treasure Type: 0(1) A form of undead; see Spirit.
2d6 Roll NPC Reaction Intelligence: Fll
2-5 Depart in Anger Alignment: Ogre
6-8 Negotiate XP Value: 10
Nil Armor Class: 5
9-12 Offer to buy or sell information Hit Dice: 4 + 1 (L)
9 Move: 90' (30')
The NPCs may offer to buy information about Chaotic Attacks:
the dungeon or local area, for 1d100 X 5 gp, or 3,500 Damage: 1 club
No. Appearing: By weapon + 2
to sell similar information (for the same price Monster Type: Monster (Rare). Save As:
1d6 (2d6)
range). Typical information could be: monsters The evil, amphibious nuckalavee is a relative Morale: F4
Treasure Type: 10
seen, traps found, stairs up or down, or other of the centaur. It is shaped similarly but has an (S x 10)S x 100 + C
enlarged, hideous head. The creature's skin is Intelligence:
features. The DM should decide on the price of- 6
fered by the NPCs, considering the value of the transparent, and the resulting appearance (visi- Alignment: Chaotic

information sold. ble white ropy muscles, yellow veins, and black XP Value: 125

Creating NPC Parties: Creating NPC parties blood) is quite horrible. Monster Type: Humanoid (Common).
in advance will save time. Choose the members
of an NPC party or use random rolls, as follows. The nuckalavee is immune to fire and poison, Ogres are huge fearsome humanlike creatures,

1. Roll 1d6 + 3 to find the Number Appear- and regenerates 3 points per round. However, it usually 8' to 10' tall. They wear animal skins for

ing. (For ease of play, you can make the NPC cannot cross flowing fresh water. clothes, and often live in caves. They are very

party number equal to the PC party number, A nuckalavee radiates fear in a 50' radius; each primitive and greedy; they hunt animals when
creature within the area must make a saving they have to, but are just as content to ambush
plus 1d4 fighters.)
throw vs. paralysis or flee for 2d6 rounds. The travelers or bully them into surrendering food
2. Determine the class of each by rolling 1d20, saving throw must be made each round that an and money instead. When encountered outside
their lair, a group of ogres will be carrying
then roll 1d6 adding the modifiers given to opponent remains in the area. 1d6 x 100 gp in large sacks. Ogres hate neander-
The monster's very presence slays all normal
find the level: thals and will attack them on sight.
insects and other small creatures with 2 hit
1d20 Class Level Ogres have no special combat tactics. When
points or less, at a 120' range. Any victim hit by inclined to fight, they will beat their prey with
1-3 cleric 4-9 (ld6 + 3) large clubs until it stops moving or the ogres fail
its claw attack must make a saving throw vs. a morale check and flee.
4 druid 3-8 (ld6 + 2)
death ray or die. The monster breathes a cone Ogres of greater than normal intelligence can
5-6 dwarf 7-12 (1d6+ 6)
of cold once every three rounds, 60' long and be spellcasters; see "Monster Spellcasters" later
7-8 elf 3-8 (ld6 + 2) 10' wide at the base, inflicting the creature's
current hit points in damage; each victim may in this chapter.
9-11 fighter 4-9 (ld6 + 3)
make a saving throw vs. dragon breath to take Terrain: Cavern, Wilderness (any).
12 halfling 3-8 (ld6 + 2)
half damage.
13-15 magic-user 4-9 (ld6 + 3)
Nuckalavee are friendly with all types of un-
16 mystic 3-8 (ld6 + 2) dead. They can speak freely with them, and un-

17-18 thief 5-10(ld6+4) dead do not attack nuckalavee unless rigidly

19-20 fighter 6-11 (ld6 + 5) controlled.

3. Determine alignment of each NPC with 1d6: There can be nuckalavee spellcasters; see Ooze
1-3 = Lawful; 4-5 = Neutral; 6 = Chaotic. See Black Pudding, Gray Ooze, Lava Ooze,
"Monster Spellcasters" later in this chapter.
(Druids can only be Neutral.) and Ochre Jelly.

4. Choose or randomly determine the spells of

any spellcasters in the party.

Orc Owl Bear

Armor Class: 6 with 8 hit points who gains a +1 bonus on dam- Armor Class: 5
Hit Dice: 1(M) age rolls. If this leader is killed, the morale of the Hit Dice:
Move: 120' (40') group becomes 6 instead of 8. Orcs are afraid of Move: 5(L)
Attacks: 1 weapon anything larger or stronger than they are, but Attacks: 120' (40')
Damage: may be forced to fight by their leaders. Damage: 2 claws/1 bite
No. Appearing: By weapon No. Appearing: 1d8/1d8/1d8
Save As: 2d4(ld6 x 10) Orcs are often used for armies by Chaotic lead- Save As: 1d4(ld4)
Morale: F1 ers (both humans and monsters). They prefer Morale: F3
Treasure Type: 8 or 6 (see below) swords, spears, axes, and clubs for weapons. Treasure Type: 9
Intelligence: (P)D They cannot use mechanical weapons (such as Intelligence: C
Alignment: 7 catapults), and only their leaders understand Alignment:
XP Value: Chaotic how to operate such devices. XP Value: 2
10
There are many different tribes of orcs. Each Neutral
tribe has as many female orcs as males, and at
least two children ("whelps") for each two 175
adults. The leader of an orc tribe is a chieftain
Monster Type: Humanoid (Common). with 15 hit points, who attacks as a 4 Hit Dice Monster Type: Monster (Common).
An orc is an ugly humanlike creature, and monster and gains +2 on damage rolls. For eve- An owl bear is a huge bearlike creature with
looks like a combination of animal and man. ry 20 orcs in a tribe, there may be an ogre with the head of a giant owl. The creature is furry
Most orcs are shaped like humans, but many them (1 in 6 chance). There is a 1 in 10 chance of from the feet to the neck, at which point fur
have bestial facial features and teeth. an allied troll living in the lair as well. gives way to feathers. It stands 8' tall and weighs
Orcs are nocturnal omnivores, and prefer to 15,000 cn (1,500 pounds). Owl bears are com-
live underground. When fighting in daylight, There can be orc spellcasters; see "Monster monly found underground and in dense forests.
they have a penalty of -1 on their attack rolls. Spellcasters" later in this chapter. They have nasty tempers, are carnivores, and
Orcs have bad tempers and do not like other liv- are usually hungry, preferring meat. If both its
ing things. Terrain: Wilderness (any). paws hit one opponent in one round, the owl bear
One member of each group of orcs is a leader hugs for an additional 2d8 points of damage.
Terrain: Cavern, Woods.

Pasha Phantom*
See Djinni, Greater.
Armor Class:
Pegasus 6 Hit Dice: Apparition* Shade* Vision*
2 + 2 (L) Move: 0 0 0
Armor Class: 240' (80') Attacks: 10*** (M) 11*** (M) 12*** (M)
Hit Dice: 480' (160') Damage: 180' (60') 120' (40') 0 (see below)
Move: 2 hooves No. Appearing: 1 dagger 2-8 swords
1d6/ld6 Save As: 2 claws 3d4 1d8 each (see below)
Flying: 0(ldl2) Morale:
Attacks: F2 Treasure Type: ld6 + 2/ld6 + 2 1(0) 1(1)
Damage: 8 Intelligence: T11 C12
No. Appearing: Nil Alignment: 1(1) 12
Save As: 4 XP Value: M10 9 L, N, O
Morale: Lawful 10 (L, N, V)
Treasure Type: (L) N, O 10 9
Intelligence: 25 11 Chaotic Chaotic
Alignment: Chaotic 3.500 3,875
XP Value: 3,250

Monster Type: Monster (Rare). DM Checklist: saving throw vs. spells; if successful, the turn ef-
These semi-intelligent flying horses are wild Attacks: Sight = fear; Special for each fect is reflected back onto the cleric, who must
and shy. They cannot be tamed, but will serve Defenses: Ethereal at first; saving throw vs. also make a saving throw vs. spells or be para-
Lawful characters (and only Lawful characters) if lyzed with fear for 2d6 rounds.
captured and trained while young. Pegasi are the turning (spells); magical weapon to hit
natural enemies of hippogriffs. Each phantom keeps the treasure of its vic-
Terrain: Hill, Mountain, Open. Monster Type: Undead, Enchanted (Rare). tims. The apparition and shade keep their trea-
Phantoms are undead beings which lurk near- sures in some area near where they are
Load: 3,000 cn at full speed; 6,000 cn at half ly anywhere. They avoid sunlight, but are not encountered, but a vision's treasure will appear
speed. bothered by magical light sources. They are im- in the area if the vision is destroyed.
mune to all charms and cold spells, and can only
BardingMultiplier:x1 be damaged by magical weapons. Apparition: This is a single humanoid creature,
Ethereal form: When first encountered, a appearing much like a wight but semi-
phantom is always in nonmaterial form, and transparent. It is always seen standing in a clear
(though it can be turned) cannot be damaged at area when first encountered, and never uses any
all from the Prime Plane. Each phantom has a weapons. An apparition's first attack is the crea-
special attack form, given in the description, tion of a swirling semi-transparent mist, 10' high
which it normally uses immediately. The phan- with a 20' radius. All within the mist must make
tom then materializes for physical combat, be- a saving throw vs. spells or be entranced, unable
coming AC 0. to do anything but watch the mist until it disap-
Fear: Everyone seeing a phantom (within pears. Those remaining within the swirling mist
120') must make a saving throw vs. spells or run must make the saving throw each round. The
away in fear. Creatures of 3 Hit Dice or less are mist lasts for 12 rounds, or until the creature is
automatically affected (no saving throw) and will destroyed or turned. When the entrancing effect
utterly refuse to return to the area in which the wears off, a victim need not make any further
phantom was seen. Other creatures are unaffect- saving throws against the mist. The mist will
ed if the saving throw is successful. move with the creature.
Turning: All phantoms are resistant to turning
by clerics. "D" results are handled normally, but After entrancing at least one victim, the appa-
if a "T" result occurs, the phantom may make a rition materializes and rakes the victim with
both bony claws ( +4 bonus to attack rolls, dam-

age 1d6 + 2 points per claw). An apparition rare- Phoenix* Pixie
ly attacks moving victims, trying to slay at least
one victim per encounter. Lesser* Greater* Armor Class: 3
Hit Dice: 1*** (S)
Any human or demihuman slain by an appa- Armor Class: 2 -2 Move: 90' (30')
rition will become one in one week; the only way 180' (60')
to avoid this fate is to cast a dispel evil spell on Hit Dice: 9***** (M) 18***** (L) Flying: 1 dagger
the body before casting a raise dead (all within Attacks: 1d4
the week's time). If a raise dead is cast without Move: 90' (30') 150' (50') Damage: 2d4 (1d4 X 10)
the dispel evil, the character will revive, appar- No. Appearing: El
ently none the worse for the experience—but Flying: 360' (120') 450' (150') Save As: 7
will begin to fade a week later, turning into an Morale: R+S
apparition. Attacks: 2 claws/1 bite 2 claws/1 bite Treasure Type: 14
Intelligence: Neutral
Shade: Similar to an apparition, this creature Damage: 1d6/ld6/2d6 2d6/2d6/4d6 Alignment: 19
looks like a single humanoid, but always carries a XP Value:
dagger. It surprises its victims 90% of the time, No. Appearing: 0(ld2) 0(ld2)
normally moving through a wall or door when
first encountered. It moves quickly toward one Save As: F10 F20
target, threatening with its weapon; the victim
must make a saving throw vs. death ray or imme- Morale: 9 10
diately fall dead in horror.
Treasure Type: V Vx 2
After this initial attack, the shade materializes
and viciously slashes any nearby victims with its Intelligence: 6 6
dagger. If seriously endangered or if morale fails,
it will dematerialize and flee. Unlike other Alignment: Neutral Neutral
phantoms, a shade always inhabits indoor or un-
derground areas. XP Value: 4,400 8,875

Vision: Quite different from other phantoms, a Monster Type: Planar Monster, Enchanted Monster Type: Humanoid (Rare).
vision always inhabits a specific area of no greater (Very Rare). Pixies are small humanlike creatures with in-
than 500 square feet. The vision is of 2d4 hu- sectlike wings. They are distantly related to
manoids, rather than a single one, and most The phoenix is a native of the elemental plane elves, but are only l'-2' tall. They are invisible
have weapons and armor of various types. A vi- of Fire, and has the appearance of a large red- unless they want to be seen (or unless magically
sion often looks like the remains of a fierce battle orange eagle surrounded by intense flames. On
with no survivors. The vision is actually a collec- the Prime Plane it is quite rare, but may be detected).
tion of lost souls. found in any climate. It is never hostile unless Pixies do not suffer the limitations of the in-
attacked, and is never found underground.
When first encountered, all the souls start to visibility spell—they can attack and remain in-
cry and howl. All within 90' hearing the noise The phoenix is immune to all forms of fire, all visible, and they always gain surprise when
must make a saving throw vs. spells. All those charm and hold spells, and to weapons of less doing so. They may not be attacked in the first
failing the saving throw are filled with sorrow than +3 enchantment. round of combat, but after that their attackers
and sympathy for the souls in the vision; they will see shadows and movement in the air and
will believe all action is hopeless, and sit down In combat, a phoenix attacks with its claws may attack the pixies with a - 4 penalty on at-
and cry for the lost souls for 11-20 rounds and beak. All opponents within its flames take tack rolls.
(ld10 + 10). Those within range must continue fire damage per round, regardless of protections
to make one saving throw each round. (phoenix flame is different from all other types Their small insectlike wings can only support
of fire). When a phoenix is slain or destroyed, it pixies for three turns, and they must rest one full
After crying out for ld3 rounds, the creatures disappears with an explosion of fire in a 20' radi- turn after flying.
in the vision start to rise (materializing) and at- us (as a fireball); each victim may make a saving
tack, continuing their awful wailing. No single throw vs. dragon breath to take half damage, Pixies have their own communities in the wil-
individual has any hit points; the vision as a but again, protections from fire do not apply. derness. They do not attack humans except
whole has 12 Hit Dice, and all damage inflicted The phoenix reappears from its ashes 1 round when they are themselves attacked or endan-
on all individuals is counted against that total. later, whole and fully cured, and will immedi- gered. They may do favors for polite adventur-
The vision attacks once per individual phantom ately flee from its attackers. ers; they know much of the wilderness and can
within it, each individual attacking as a 12 HD guide heroes to lost cities or hidden caverns.
monster and inflicting 1d8 points of damage per Except for a wish, there is no known way to
hit. (Each is typically armed with a normal permanently destroy a phoenix, and its method There can be pixie spellcasters; see "Monster
sword; the DM may equip the phantoms other- of reproduction is unknown. Spellcasters" later in this chapter.
wise, using the appropriate damage by weapon
type. However, no magical weapons or other Lesser phoenix: This creature has a 10' wing- Terrain: Woods.
magical items will be used.) Within their re- spread and stands 5' tall. It radiates fire in a 10'
stricted area, phantoms of a vision move at 40' radius, inflicting 3d6 points per round. Its ex- Plasm* Normal* Giant*
per round. plosion inflicts 1d10 x 5 points of damage. Claw 0 -4
damage is 1d6 points each; beak damage is 2d6 Armor Class: 6* (M) 12* (L)
If a vision is successfully turned, it disappears Hit Dice: 120' (40') 120' (40')
for ld6 hours before returning; it cannot move points. Move: 2 claws 2 claws
away from the given location. All individual Greater phoenix: This creature has a 25' wing- Attacks: 2d6/2d6 3d6/3d6
phantoms in a vision are confined within the ar- Damage: 0 (1d10) 0(ld4)
ea, and cannot pursue or evade. spread and stands 10' tall. It radiates fire in a 20' No. Appearing: F6 F12
radius, inflicting 6d6 points per round. Its ex- Save As: 911
Terrain: Ruins. plosion inflicts 1d10 x 10 points of damage. Morale: Special Special
Claw damage is 2d6 points each; beak damage is Treasure Type: 8 8
4d6 points. Intelligence: Chaotic Chaotic
Alignment: 500 2,125
Phoenix feathers can be used to make a potion XP Value:
of phoenix fire resistance, which bestows total
immunity to normal and magical fire, reduces Monster Type: Planar Monster, Enchanted
damage from fire-type breath weapons to half (Rare).
(saving throw for one-quarter), and acts as a nor-
mal potion of fire resistance against phoenix fire. A plasm looks like a human- or giant-sized
One feather can be recovered each time a phoe- skeleton made of elemental matter.
nix is slain. Three feathers from a lesser phoenix
(worth 10,000 gp each) are required to make the There are four types of plasms, one of each el-
potion, or one feather from a greater phoenix ement. A plasm is made of a combination of ele-
(worth 25,000gp). mental material and ectoplasm (solid ether). It
cannot safely exist on any plane except the Ethe-
Terrain: Any; Plane of Fire. real, and is sometimes encountered within a
wormhole. On any plane except the Ethereal, a
plasm automatically loses 1 Hit Die per round
from energy drain, vanishing when dead.

A plasm feeds on its element, and regenerates
damage when feeding at the rate of 1 point per
round. Any magical attack based on its element


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