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:H R G H WR R H VSH D WKD V WR WKH D W VWV D G WKH SHRS H KR KH SHG WK GH H RSPH W DV H DV 5 K D H D R KDP H V R R V 3HJJ RRSH ODGH +H VR D .HJ H D D . WVR *HR J D 6 6WH D W D G 6 H :H H 0D SHRS H KD H R W WHG WR either the original rst edition monster books or to the MONSTROUS COMPENDIUM™ appendices. The list that follows may not be complete, W H R G H WR WKD WKH R R J SHRS H R WKH R W W R V WR WKH PR VWH V GHV HG WK V RR WKH GHV J H V D G HG WR V 5 K Baker, Jay Battista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Bill Connors, David “Zeb” Cook, Troy Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Hammack, Kris & Steve Hardinger, Andria Hayday, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Kof er, Heike Kubasch, Steve Kurtz, J. Paul LaFountain, Lenard Lakofka, Jim Lowder, Francois Marcela-Froideval, David Martin, Colin McComb, Anne McCready, Blake Mobley, Kim Mohan, Roger E. Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J. Prosperi, Tom Prusa, Jean Rabe, Paul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped de ne the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony DiTerlizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim HoIIoway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sutherland, D.A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lokotz, Gaye O’Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD&D JDPH © 1989, 1995, 2013 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707 USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delemont, CH. Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. Please retain for future reference. ADVANCED DUNGEONS & DRAGONS, AD&D, Wizards of the Coast, their respective logos, Player’s Handbook, Dungeon Master Guide, Monstrous Manual, and all other Wizards titles are trademarks of Wizards of the Coast LLC in the USA and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast LLC. ISBN: 978-0-7869-6446-8 © 1989, 1995, 2013 Wizards of the Coast LLC. All rights reserved. PRINTED IN THE USA 620A3575000001 EN First Printing May 2013. Original Printing April 1995. 3URMHFW RRUGLQDWRU Tim Beach (GLWRU R J 6WH D W (GLWRULDO VVLVWDQW Gaye O’Keefe RYHU ,OOXVWUDWLRQ Jeff Easley ,QWHULRU ,OOXVWUDWLRQV Tony DiTerlizzi (pencils, inks, and colors on insects, VWD HD V DH H R D G P V H D HR V HHS WK JV -H W H (pencils and inks on humans, demihumans, humanoids, giants, genies, G DJR HWV D G P V H D HR V SD W K PD HDW HV D H 6 PR V (pencils, inks, and colors on normal animals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and colors on gith-kind and miscellaneous), Mark Nelson (pencils and inks on dragons, dino saurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker) UW RRUGLQDWLRQ Peggy Cooper with Tim Beach 7 SHVHWWLQJ Gaye O’Keefe .H OLQLQJ 3D +D KHWWH 3URRIUHDGLQJ Karen Boomgarden, Anne Brown, Andria Hayday, Thomas Reid, David Wise XLGDQFH Steve Winter, Tim Brown, James M. Ward 0RQVWHU 6HOHFWLRQ RPPLWWHH -H * D G : VH -RK 5DWH Tim Beach HYHORSPHQW Tim Beach, Doug Stewart, Slade Henson, Thomas Reid, -H * :R JD J D -R 3 H V -RK 5DWH HVLJQ RQFHSW IRU 02167 2 6 203(1 , 0 SSHQGLFHV David “Zeb” Cook, Steve Winter, Jon Pickens
How to Use This Book 7,9,7 /( V WKH W PH R GD KH WKH PR VWH V PRVW D W H Those active at night can be active at any time in subterranean settings. These are general guidelines and exceptions are fairly common. ,(7 VKR V KDW WKH HDW H V D HDWV D R HV HDW PHDW KH R HV HDW S D WV D G RP R HV HDW H WKH 6 D H JH V S PD HDW D rion. If a monster does not t any of these categories, the substances it does HDW D H GHV HG WKH H W R WKH WH W ,17(//, (1 ( is the equivalent of human IQ. Certain monsters are in stinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability scores: Nonintelligent or not ratable Animal intelligence 6HP WH JH W Low intelligence Average (human) intelligence 9H WH JH W + JK WH JH H Exceptional intelligence *H V 6 S D JH V *RG H WH JH H 7 ( 6 ( H H V WR WKH W HDV H WD HV WKH 81 (21 0 7(5 LGH If individual treasure is indicated, each individual may carry it (or not, at the DM’s discretion). Major treasures are usually found WKH PR ster’s lair; these are most often designed and placed by the DM. Intelligent PR VWH V VH WKH PDJ D WHPV S HVH W D G W WR D R WKH PRVW valuable treasures if hard pressed. If treasure is DVV J HG D GRP R for each type possible; if all rolls fail, no treasure R D W SH V R G Treasure should be adjusted downward if a H PR VWH V D H H R tered. Large treasures are noted by a multiplier ( 10, for example); this VKR G RW H R VHG WK W HDV H W SH . Treasures listed after a semi colon (;) are treasures found in the creatures’ lair. Do not use the tables WR S D H G JHR W HDV H V H WKH P H V H R WH HG GH J R G H P K VPD H /, 10(17 VKR V WKH JH H D HKD R R WKH D H DJH PR VWH R WKDW type. Exceptions, though uncommon, may be encountered. 12 33( ,1 indicates an average encounter size for a wilderness en counter. The DM should alter this to t the circumstances as the need arises. This should not be used for dungeon encounters. Note that some solitary creatures are found in small groups; this means WKH D H R G H VPD DP WV R WKDW VH H D PD KDSSH WR H R G WRJHWKH W GR RW RRSH DWH WK R H D RWKH 02 / 66 V WKH JH H D S RWH W R R K PD V D G K PD oids, protection due to physical structure or magical nature, or dif culty in hitting due to speed, re exes, etc. Humans and humanoids of roughly man-size that wear armor will have an unarmored rating in parentheses. Listed AC does not include any special bonuses noted in the description. 029(0(17 VKR V WKH H DW H VSHHG DW J R WKH HDW H + JKH VSHHGV PD H SRVV H R VKR W SH RGV + PD GHP K PD D G K manoid movement rate is often determined by armor type (unarmored DWHV D H J H SD H WKHVHV 0R HPH WV G H H W PHG PV D H D H DWHG DV R R V Fl = ying Sw = swimming Br = burrowing Cl = climbing Wb = moving across webs Flying creatures also have a Maneuverability Class from A to E. Class A creatures have virtually total command over their movements in the air; they can hover, face any direction in a given round, and attack each This hardcover 0R VWUR V 0D DO DV HDWHG HVSR VH WR WKH PD H HVWV WR JDWKH PR VWH V WR D V J H G D H R PH K K R G H R H H W WR D : WK WKH 81 (21 0 7(5 LGH 0 D G WKH 3OD HU V +D GERRN 3+ WKH 0R VWUR V 0D DO R PV WKH R H R WKH AD&D™ 2nd Edition game. Every monster from the MONSTROUS COMPENDIUM™ 9R PHV One and Two are contained within, as well as a few creatures from later volumes. The monsters in the 0R VWUR V 0D DO KD H HH H VHG HG WHG D G SGDWHG 6WDW VW V R PD R WKH HDW HV KD H HH R H WHG H R PDW R KDV HH DGGHG WR PD R WKH H W HV D G PD PR sters have been reclassi ed. There are some new beasts, as well. In cases of con icting information, the 0R VWUR V 0D DO V SH VHGHV D S H R V S VKHG GDWD Certain entries have been greatly condensed from MONSTROUS COM PENDIUM entries, to make this book as complete as possible without in creasing its size or price. For instance, there is a full-page description of ravens in the MONSTROUS COMPENDIUM appendix for the GREY HAWK™ campaign setting; in this book, ravens are given only a few lines in the “Bird” entry. This provides enough information to use the creatures for D VKR W H R WH D G W D R V D SDJH WR H GH RWHG WR D RWKH DG H VD To nd a monster in this book, ip through the pages or look in the index, which contains listings for the common name(s) of every monster WKH RR H H H HG WR WKH R H W SDJH All of the monsters described here are typical for their type. DMs VKR G RWH WKDW V D D DW R V D H H R DJHG W WKH D H PRVW effective when they depart from the expected. Likewise, entries describe W S D D V R HDW HV RP WKH G JHR RPS H HV WKH KD W WR the tree houses they build; changing the look of these can make a monster H R WH H RQWHQWV This introduction describes how to interpret the monsters in this book. In addition, there are three small appendices in the back of the book. The rst deals with making monsters. The second covers monster summoning and includes tables for random determination of summoned creatures; to make D GRP H R WH KD WV R D DPSD J WKH 0 VKR G H H WR KDSWH R WKH 0 The third appendix is concerned with creating NPC parties. 2WKHU :RUOGV Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER™ campaign setting, the FOR GOTTEN REALMS setting, or the DARK SUN world. The monsters in this book may be used in any setting; if a campaign setting is noted, it simply describes where the monster was rst encountered, or where it is the most common. A particular monster still PD RW H H R WH HG D speci c campaign world; this is up to the DM. For monsters from one of the speci c worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices. 7KH 0RQVWHUV Each monster is described fully, with entries that describe behavior, combat modes, and so on. These are explained in the following text. /,0 7( 7( ,1 de nes where the creature is most often found. Cli mates include arctic, sub-arctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range is given; for instance, “cold” implies arctic, sub-arctic, D G R GH WHPSH DWH HJ R V ) (4 (1 V WKH H KRRG R H R WH J D HDW H D D HD Chances can be adjusted for special areas. 9H D H = 4% chance 5D H = 11% chance Uncommon = 20% chance RPPR = 65% chance 2 1,= 7,21 V WKH JH H D VR D VW W H WKH PR VWH DGRSWV “Solitary” includes small family groups.
How to Use This Book 02 /( V D JH H D DW J R KR H WKH PR VWH V WR SH VH H H the face of adversity or armed opposition. This guideline can be adjusted R G G D PVWD HV 0R D H DW JV R HVSR G WR WKH R R J D JH Unreliable Unsteady Average 6WHDG Elite KDPS R Fanatic Fearless 3 9 / ( V WKH P H R H SH H H SR WV D D GHG R GH HDW J W not necessarily killing, the monster. This value is a guideline that can be modi ed by the DM for the degree of challenge, encounter situation, and R R H D DPSD J D D H RPEDW V WKH SD W R WKH GHV SW R WKDW G V VVHV VSH D RP DW D W HV D PV D G D PR D G WD W V DELWDW 6RFLHW outlines the monster’s general behavior, nature, social struc ture, and goals. In some cases, it further describes their lairs (the places they H HHG J KD WV D G HS RG W R DWHV (FRORJ describes how the monster ts into the campaign world, gives any VH S RG WV R S RG WV D G D RWKH P V H D HR V R PDW R 9DULDWLRQV R D PR VWH D H J H D VSH D VH W R D WH WKH PD PR ster entry. These can be found by consulting the index. For instance, the R H W D VR GHV HV WKH D H D H V P D HDW H 3VLRQLFV D H PH WD SR H V SRVVHVVHG PD HDW HV WKH 0R VWUR V 0D DO The psionic listings are explained below: /HYHO +R WR JK WKH PR VWH V WH PV R SV R H SH H H H H LV 6FL HY +R PD GLVFLSOL HV WKH HDW H D D HVV R R HG WKH WRWD P H R V H HV D G GH RW R V WKH HDW H R V 0R VWH V D R VFLH FHV D G GH RWLR V R RP WKH G V S HV WKH D D HVV WWDFN HIHQVH The telepathic attack and defense modes that the creature can use. Note that defense modes are not included in the total number of powers the creature knows. Abbreviations used are as follows: 3 3V R DVW 0 0 G D MT Mind Thrust TS Thought Shield EW Ego Whip 0 0H WD D H II Id Insinuation IF Intellect Fortress 3V 3V K VK TW Tower of Iron Will 3RZHU 6FRUH The creature’s usual score when using a power that is not D WRPDW D V HVV 363V The creature’s total pool of psionic strength points (the maximum D D D H WR W The rest of the listing indicates, by discipline, which powers the crea W H KDV VRPHW PHV VW J WKH PRVW RPPR SR H V VRPHW PHV VW J only the powers that all members of the species have. Unless otherwise RWHG WKH HDW H D D V R V SR H V PD HG D DVWH V For information regarding psionic powers, see PHBR5, 7 H &RPSOHWH 3VLR LFV +D GERRN If the DM chooses not to use psionics in the DPSD J WKH SR H V D H KD JHG WR PDJ D H D H WV R V PS J R HG WKR JK WKH DWWH VH H H PSHGHV H WD PR VWH V round. Class B creatures are very maneuverable; they can hover, turn 180 GHJ HHV D R G D G DWWD HD K R G DVV HDW HV D H VRPH what agile in the air; they cannot move less than half their movement rate WKR W D J WKH D W S WR GHJ HHV D R G D G DWWD DH ally once every two rounds. Class D creatures are somewhat slow; they D RW PR H HVV WKD KD WKH PR HPH W DWH WKR W D J D W R GHJ HHV D R G D G D PD H D SDVV R H H H WK HH R GV Class E includes large, clumsy iers; these cannot move less than half their PR HPH W DWH WKR W D J D W R GHJ HHV D R G D G WKH D PD H R H SDVV H H V R GV 6HH KDSWH R WKH 0 R PR H R PDW R ,7 , ( R W R V WKH P H R K W SR WV GDPDJH D HDW H D WK stand before being killed. Unless otherwise stated, Hit Dice are 8-sided (1-8 hit points). The Hit Dice are rolled and the numbers shown are added to de termine the monster’s hit points. Some monsters have a hit point spread in VWHDG R + W H D G VRPH KD H DGG W R D SR WV DGGHG WR WKH + W H Thus, a creature with 4 + 4 Hit Dice has 4d8 + 4 hit points (8-36 total). Note WKDW HDW HV WK R PR H K W SR WV D H R V GH HG WKH H W K JKH + W H R S SRVHV R DWWD R V D G VD J WK R V 7 is the attack roll the monster needs to hit Armor Class 0. This V D D V D W R R + W H H HSW WKH DVH R H D JH R aggressive herbivores (such as some dinosaurs), or creatures which have certain innate combat abilities. A human or demihuman always uses a player character THAC0, regardless of whether they are player characters or “monsters.” The THAC0 does not include any special bonuses noted in WKH GHV SW R V 1 0 ( 2) 77 .6 VKR V WKH DV DWWD V WKH PR VWH D PD H a melee round, excluding special attacks. This number can be modi ed by K WV WKDW VH H PHP H V VSH V V K DV DVWH D G VOR D G VR R WK 0 W S H DWWD V G DWH VH H D PHP H V D J SD V P W S H KHDGV HW 0 ( 77 . VKR V WKH DPR W R GDPDJH D J H DWWD D VHV expressed as a spread of hit points (based on a die roll or combination of die rolls). If the monster uses weapons, the damage done by the typi cal weapon will be allowed by the parenthetical note “weapon.” Damage R VHV G H WR 6W H JWK D H VWHG DV D R V R R J WKH GDPDJH D JH 63( , / 77 .6 GHWD DWWD PRGHV V K DV G DJR HDWK PDJ use, etc. These are explained in the monster description. 63( , / ()(16(6 D H S H VH WKDW D G D H GHWD HG WKH PR VWH GHV SW R 0 , (6,67 1 ( V WKH SH H WDJH KD H WKDW D PDJ DVW SR WKH HDW H D WR D H W W H H RWKH HDW HV HD D H D H WHG If the magic penetrates the resistance, the creature is still entitled to any R PD VD J WK R D R HG HDW HV PD KD H HV VWD HV WR H WD spells; this is not considered “magic resistance,” which is effective against D VSH V 6,=( V D H DWHG DV T = tiny (2’ tall or less); S = smaller than a typical human (2+’ to 4’); M = man-sized (4+’ to 7’); L = larger than man-sized (7+’ to 12’); H = huge (12+’ to 25’); and G = gargantuan (25+’). Most creatures are measured in height or length; some are measured in diameter. Those measured in diameter may be given a different size cat egory than indicated above. For instance, while a 6-foot tall humanoid is considered size M, a spherical creature 6 feet in diameter has much more mass, so is considered size L. Similarly, a creature 12 feet long with a very slender body (like a snake) might be considered only man-sized. Adjust ments like these should not move a creature more than one size category H WKH G H W R
5 Aarakocra An aarakocra is reluctant to engage in grappling or ground combat, since its fragile bones are easily broken. Though rarely used except when cornered, an aarakocra’s sharp beak can bite for 1-3 points of GDPDJH DELWDW 6RFLHW Aarakocra live in small tribes of about 11-30 (1d20 + 10) members. Each tribe has a hunting territory of about 10,000 square miles WK R R D H V D G SH D WV PD J WKH R GD HV Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe’s leader. In tribes R PR H WKD PHP H V WKH VH R G R GHVW PD H VH HV DV WKH VKDPD HDG J V PS H H J R V H HPR HV R J WKH K VW J R PH RG hymns at sunset on the rst day of a new month. Males spend most of WKH D J KR V K W J R RRG D G R DV R D R W HDV H V K as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other WRR V RP RRG D G VWR H :K H HVW J R WKH D V DD D R D H PD HV D VH D R KD GV DW WKH VDPH W PH WR HD H R GD SH nants, javelins sheaths, and other useful objects from vines and feathers. Five aarakocra, including a shaman, can summon an air elemental KD W J D G SH R P J D W DWH DH D GD H R WK HH PH HH rounds. The summoned air elemental will comply with the aarakocras’ H HVW R D D R WKR JK W RW H GD JH WV H R WKH HKD Aarakocra are extremely claustrophobic and will not willingly enter a D H G J R RWKH H RVHG D HD (FRORJ Aarakocra have little to do with other species, including neigh R J DD D R D W HV D G HD H WKH KRPH WH WR R H W HPH cumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an in WH W R D PD R V D W DV DD D R D D H D H WR G VW J VK HW HH domestic and wild animals. A human venturing into aarakocra territory PD H D H WR R H R H WR VH H DV D J GH R D V R W H KD JH R a shiny jewel or coin. /,0 7( 7( ,1 Tropical and temperate PR WD V ) (4 (1 9H D H 2 1,= 7,21 Tribal 7,9,7 /( D ,(7 D R H ,17(//, (1 ( Average (8-10) 7 ( 6 ( /, 10(17 Neutral good 12 33( ,1 02 / 66 029(0(17 6, Fl 36 (C) ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . 1-3/1-3 or 2-8 (weapon) 63( , / 77 .6 H 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( M (20’ wing span) 02 /( Steady (11) 3 9 / ( The aarakocra are a race of intelligent bird-men that live on the peaks of WKH K JKHVW PR WD V VSH G J WKH GD V VRD J R WKH WKH PD GV SHD H D G VR W GH Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized ngers and an opposable thumb. An elongated fourth nger extends the length of the wing and locks in place for ying. Though the wing-hands cannot grasp during ight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The J P V HV D KR D R KHVW S DWH WKDW S R GHV WKH DD D R D with extra protection. The powerful legs end in four sharp talons that can R D G R G D WR H HD D RWKH SD R W R D KD GV D VR WK three human-sized ngers and an opposable thumb. The hand bones, like the rest of an aarakocra’s skeleton, are hollow and fragile. Aarakocra faces resemble crosses between parrots and eagles. They KD H J D D HD V D G D H HV VHW R WD WKH KHDGV WKDW S R GH HH R D V R 3 PDJH R R D HV RP W H WR W H W JH H D PD HV D H HG R D JH D G H R K H HPD HV D H R D G J D Aarakocra speak their own language, the language of giant eagles, and, on occasion, the common tongue (10% chance). RPEDW In aerial combat, an aarakocra ghts with either talons or the heavy etched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths. The javelins, which can be used for throwing or stabbing, in ict 2d4 points of damage. Owing to the aarakocra’s remarkable skill at throwing javelins in the air, it incurs none of the attack penalties for aerial missile re. An aarakocra will always save its last javelin for stabbing purposes rather than throwing it. Its favorite attack is to dive at a victim while clutching a javelin in each hand, then pull out of the dive just as it reaches its target, and strike with a blood-curdling shriek. This attack JD V D R V WR WKH DWWD R D G D VHV GR H GDPDJH W D DD D R D P VW G H DW HDVW HHW WR H H WH W S RSH
6 Aboleth DELWDW 6RFLHW An aboleth brood consists of a parent and one to three offspring. Though the offspring are as large and as strong as the par H W WKH GH H WR WKH SD H W D PDWWH V D G R H W PS W Aboleth have both male and female sexual organs. A mature aboleth reproduces once every ve years by concealing itself in a cavern or other remote area, then laying a single egg and covering it in slime. The parent D R HWK J D GV WKH HJJ K H WKH HP R J R V D G GH H RSV D S R HVV that takes about ve years. A newborn aboleth takes about 10 years to PDW H The aboleth spends most of its time searching for slaves, preferably hu man ones. It is rumored that the aboleth use their slaves to construct huge underwater cities, though none have ever been found. The aboleth are ru PR HG WR R D H W KR H VH HWV WKDW S HGDWH WKH H VWH H R PD but these rumors are also unsubstantiated. There is no doubt that aboleth retain a staggering amount of knowledge. An offspring acquires all of its parent’s knowledge at birth, and a mature aboleth acquires the knowledge R D WH JH W H J W R V PHV An aboleth’s treasure consists of items taken from its slaves. The items D H HG D H V GH D D H R V PH HVHP J J D P G H RJ nizable by the distinctive rancid grease odor. (FRORJ The omnivorous aboleth will eat any organic matter, usually al JDH D G P R R JD VPV W WKH D H D VR R G R WH JH W S H VR WKH can absorb nutrients and information at the same time. Aboleth have no DW D H HP HV DV H H WKH P JKW HVW PD H HDW HV J H WKHP D GH berth. Aboleth slime is sometimes used as a component for SRWLR V RI DWHU EUHDW L /,0 7( 7( ,1 Tropical and WHPSH DWH 6 WH D HD ) (4 (1 9H D H 2 1,= 7,21 RRG 7,9,7 /( Night ,(7 Omnivore ,17(//, (1 ( High (13-14) 7 ( 6 ( F /, 10(17 Lawful evil 12 33( ,1 G 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-6 (×4) 63( , / 77 .6 6HH H R 63( , / ()(16(6 6 PH 0 , (6,67 1 ( Nil 6,=( H (20’ long) 02 /( Elite (13) 3 9 / ( /HYHO LV 6FL HY WWDFN HIHQVH 3RZHU 6FRUH 363V EW, II PsC, +1/ TS, IF, TW = Int 7HOHSDWK False Sensory Input, Mindlink, Mass Domination. The aboleth is a loathsome amphibious creature that lives in subterra nean caves and lakes. It despises most land-dwelling creatures and seeks to enslave intelligent surface beings. It is as cruel as it is intelligent. An aboleth resembles a plump sh, 20 feet in length from its bulbous head to its uke-like tail. Its body is blue-green with gray splotches, and its pink-tan underbelly conceals a toothless, rubbery mouth. Three slit-like H HV S S H HG R R D G S RWH WHG R GJHV D H VHW R H DWRS the other in the front of its head. Four pulsating blue-black ori ces line the RWWRP R WV RG D G VH HWH J D V PH WKDW VPH V H D G J HDVH Four leathery tentacles, each 10 feet in length, grow from its head. An D R HWK VHV WV WD WR S RSH WVH WK R JK WKH DWH D G WV WH WD HV WR G DJ WVH D R J G D G RPEDW The aboleth attacks with its tentacles for 1d6 points of damage each. If a victim struck by a tentacle fails a saving throw vs. spell, the victim’s skin transforms into a clear, slimy membrane in 1d4+1 rounds. If WK V R V WKH W P P VW HHS WKH PHP D H GDPS WK RR DWH R V H G SR WV R GDPDJH HD K W & UH GLVHDVH DVW SR WKH W P before the membrane completely forms stops the transformation. Other VH F UH VHULR V R GV D VH WKH PHP D H WR H H W WR R PD V Because its sluggish movement makes attacks dif cult, the aboleth DWWHPSWV WR H W PV RVH HDW J HD VW V R V DW RP plete with audible, olfactory, and other sensory components. The abo leth can attempt to enslave creatures within 30 feet; it can make three attempts per day, one creature per attempt. If the victim fails a saving throw vs. spell, he follows all of the aboleth’s telepathic commands, although the victim will not ght on the aboleth’s behalf. The enslave PH W D H HJDWHG UHPR H F UVH GLVSHO PD LF WKH GHDWK R WKH H V D J D R HWK R WKH W P V VHSD DWHG RP WKH D R HWK PR H than a mile, a new saving throw (one attempt per day.) :KH GH DWH D D R HWK V R GV WVH WK D P R V R G foot thick. A victim in contact with the cloud and inhaling the mucus must R D V HVV VD J WK R V SR VR R RVH WKH D W WR HDWKH D The victim is then able to breathe water, as if having consumed a SRWLR RI DWHU EUHDW L for 1-3 hours. This ability may be renewed by additional contact with the mucous cloud. An affected victim attempting to breathe D V R DWH G R GV : H R VRDS G VVR HV WKH P V
7 Ankheg HJ J WV VH R G HD R H WKH D KHJ VKHGV WV K W R V VKH just before the onset of winter. It takes the ankheg two days to shed its old VKH D G W R HH V WR J R D H R H J WK V W PH WKH V JJ VK ankheg is exceptionally vulnerable. Its overall AC is reduced to 5 and its underside AC is reduced to 7. Additionally, it moves at only half its nor mal speed, its mandible attack in icts only 1d10 points of damage, and it is unable to squirt acidic enzymes. While growing a new shell, it protects itself by hiding in a deep tunnel and secreting a repulsive uid that smells like rotten fruit. Though the aroma discourages most creatures, it can also pinpoint the ankheg’s location for human hunters and desperately hungry S HGDWR V Ankhegs living in cold climates hibernate during the winter. Within a month after the rst snowfall, the ankheg fashions a lair deep within the warm earth where it remains dormant until spring. The hibernat J D KHJ H HV R RRG V V VW J VWHDG R W H WV VWR HG its shell. The ankheg does not secrete aromatic uid during this time and is thus relatively safe from detection. Though the ankheg’s me WD R VP V HG HG WV D WH DH HPD W R D D H WR D H W W WR the approach of an intruder. A disturbed ankheg fully awakens in 1d4 R GV D WH K K W PH W D DWWD D G PR H R PD The ankheg does not hoard treasure. Items that were not dissolved by the acidic enzymes fall where they drop from the ankheg’s mandibles and D H R G V DWWH HG WK R JKR W WV W H V VWHP (FRORJ Though a hungry ankheg can be fatal to a farmer, it can be quite bene cial to the farmland. Its tunnel system laces the soil with passages for air and water, while the ankheg’s waste products add rich nutrients. The ankheg will eat decayed organic matter in the earth, but it prefers fresh meat. All but the ercest predators avoid ankhegs. Dried and cured ankheg shells can be made into armor with an AC of 2, and its digestive enzymes can be used as regular acid. /,0 7( 7( ,1 Temperate and tropical/ 3 D V D G R HVWV ) (4 (1 5D H 2 1,= 7,21 RRG 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( Non- (0) 7 ( 6 ( /, 10(17 Neutral 12 33( ,1 02 / 66 Overall 2, underside 4 029(0(17 ,7 , ( 7 + + + 12 2) 77 .6 0 ( 77 . 3-18 (crush) + 1-4 (acid) 63( , / 77 .6 6 W D G 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L-H (10’ to 20’ long) 02 /( Average (9) 3 9 / ( The ankheg is a burrowing monster usually found in forests or choice DJ W D D G H D VH R WV R G HVV R HVK PHDW WKH D KHJ V D WK HDW WR D HDW H R W DWH H R JK WR H R WH W The ankheg resembles an enormous many-legged worm. Its six legs H G VKD S KRR V V WD H R R J D G J DVS J D G WV SR H PD G HV D H DSD H R V DSS J D VPD W HH KD WK D V J H bite. A tough chitinous shell, usually brown or yellow, covers its entire body except for its soft pink belly. The ankheg has glistening black eyes, D VPD PR WK HG WK W R V R K W R V WHHWK D G W R VH V W H antennae that can detect movement of man-sized creatures up to 300 HHW D D RPEDW The ankheg’s preferred attack method is to lie 5 to 10 feet below WKH V D H R WKH J R G W WV D WH DH GHWH W WKH DSS RD K R D tim. It then burrows up beneath the victim and attempts to grab him in WV PD G HV VK J D G J G J R G SR WV R GDPDJH SH R G while secreting acidic digestive enzymes to cause an additional 1d4 points of damage per round until the victim is dissolved. The ankheg can squirt a stream of acidic enzymes once every six hours to a distance of 30 feet. +R H H V H W V D H WR G JHVW RRG R V KR V D WH W V WV H zymes, it uses this attack technique only when desperate. A victim struck by the stream of acidic enzymes suffers 8d4 points of damage (half dam DJH WKH W P R V D V HVV VD J WK R V SR VR DELWDW 6RFLHW The ankheg uses its mandibles to continuously dig wind ing tunnels 30-40 feet deep in the rich soil of forests or farmlands. The KR R HG H G R D W H VH HV DV D WHPSR D D R V HHS J HDW J R K H DW J :KH D D KHJ H KD VWV WKH RRG V SS D SD W D forest or eld, it moves on to another. Autumn is mating season for ankhegs. After the male fertilizes the fe male, the female kills him and deposits 2d6 fertilized eggs in his body. Within a few weeks, about 75% of the eggs hatch and begin feeding. In a HD WKH R J D KHJV HVHP H DG WV D G D W R GHSH GH W Young ankhegs have 2 Hit Dice and an AC 2 overall and an AC 4 for their undersides; they bite for 1d4 points of damage (with an additional 1d4 points of damage from enzyme secretions), and spit for 4d4 points of dam age to a distance of 30 feet. In every year thereafter, the ankheg functions WK DG W DSD W HV D G JD V D DGG W R D + W H W W HD KHV + W H
8 Arcane The arcane’s stock in trade is to provide magical items, particularly VSHOO MDPPL HOPV which allow rapid movement through space. The arcanes’ high quality and uniform (if high) prices make them the trusted retailers. They accept payment in gold, or barter for other magical items (as a rule of thumb, costs should be ve times the XP reward of the item, or a more D D H WHP The arcane take no responsibility for the use of the items they sell. The arcane will deal with almost anyone. They often make deals with both sides in a con ict, fully aware that they might annihilate all of their po tential customers in a region. The arcane have no dealings with neogi, nor with creatures from other planes, such as genies, tanar’ri, and ends. It is R KHWKH WKH D D H HDWH D GH D HW R PDJ D GH HV R VH H WKHP RP D R VR H Those dealing with the arcane nd them cool, ef cient, and most im portantly, uncaring. Trying to haggle with an arcane is a chancy business, DW HVW 6RPHW PHV WKH H JDJH KDJJ J WK D HP VHG VP but just as often leave the buyer hanging and walk out on the negotiations. They do not like being threatened, insulted, or blackmailed. Those who do so will nd it very dif cult to purchase reliable equipment. An arcane will RW D VH K V KD G H JHD H R D JH WKH H D H PR H V W H D V WR HD H H JH (FRORJ It is not known what arcane do with the gold, gems, and magic they collect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while another links it to production and acquisition of more magical items. The arcane seem sexless. No young arcane have been reported, and the arcane keep their R R VH /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 Entourage 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( Genius (17-18) 7 ( 6 ( 5 /, 10(17 Lawful neutral 12 33( ,1 1 (1-6) 02 / 66 5 (3) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-8 (weapon) 63( , / 77 .6 Nil 63( , / ()(16(6 Invisibility, dimension door 0 , (6,67 1 ( 40% 6,=( L (12’ tall) 02 /( Champion (15) 3 9 / ( The arcane are a race of merchants, found wherever there is potential trade in magical items. They appear as tall, lanky, blue giants with elon gated faces and thin ngers; each nger having one more joint than is common in most humanoid life. The arcane dress in robes, although there D H G G D V KR D H R G KHD H D PR D RP DW R R KD links with patches of plate (AC 3). RPEDW For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but pre fer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane K HV D J R S R DG H W H V DV K V H WR DJH The arcane can become L LVLEOH D G D GLPH VLR GRRU S WR WK HH times a day, usually with the intention of avoiding combat. An arcane HH V R R H D R W D D GR J K V H WR DJH KD V W DW R V They can also use any magical items, regardless of the limitations of those items. This includes swords, wands, magical tomes, and similar items re stricted to one type of character class. They will use such items if pressed RP DW D G WKH D RW HV DSH W PR H R WH VH WKHP DV D WH J WRR V WK RWKH V Arcane have a form of racial telepathy, such that an injury to one ar cane is immediately known by all other arcane. The arcane do not seek vengeance against the one who hurt or killed their fellow. They react HJDW H WR V K G G D V D G GHD J WK WKH D D H H H W WR PSRVV H W WKDW G G D PD HV HVW W W R DELWDW 6RFLHW Nothing is known about the arcane’s origins; they come D G JR DV WKH S HDVH D G D H R G WK R JKR W WKH R R GV :KH they travel, they do so on the ships and vehicles of other races. Finding V K VK SV WK D D H D RD G V D H D G W V V VSH WHG WKDW WKH D D H KD H D RWKH D R W D H J R H R J G VWD HV Contacting the arcane is no trouble in most civilized areas: a few words VS HDG WK R JK WKH R D J DSH H WK R JK WD H V J GV D G D D V are enough to bring one of these creatures to the surface. In game terms, there is a base 10% chance per day of nding an arcane, if PCs actively look for one; the chance increases or decreases depending on their loca tion. Arcane never set up permanent “magic shops.”
9 Argos OL G HVV Gaze Re ection U L ( HV +D GV +HDW 0HWDO & DUP 0R VWHU +ROG 0R VWHU &ODLU R D FH ,PS 3 D WDVPDO )RUFH &R I VLR ,UULWDWLR DUN HVV UDG /L W LVSHO 0D LF OR (PRWLR HVWLR ( 3 7R HV ) PEOH 7 U )OHV WR WR H The central eye can use one of three different powers once per round. It can create a personal illusion (an DOWHU VHOI VSH R W D DVW D FRORU VSUD R D UD RI H IHHEOHPH W VSH DELWDW 6RFLHW Argos are solitary creatures, though it is not unheard of to discover an argos guardian aboard an eye tyrant ship. Argos ap SHD DSD H R HS H VK J WKH R D H H RSH D G WK V PD H H R WH HG D GH J DVWH R G JV D G G VW R GV D R H HVS WH WV H DW H WH JH H WKH D JRV V D D H R V HDW H G H by its hunger. It tries to lure prey into its grasp, feeding until it has con sumed a number of creatures equal to two times its own Hit Dice. It then slips away to digest its meal for a period equal to two hours per Die. If an argos is unable to nd food within a week of its last meal, it loses 1 Hit Die per week until it becomes a 5-Hit Die creature. After that point, it can hibernate for up to a year by crystallizing its outer shell and forming a K VD V (FRORJ Argos consume anything that moves and is digestible. Their S H H H H V WR VH WKH D W HV WR H WKH S H WR W DSV D G WKH WR pick off individuals one at a time. It sorts through the tools and weapons R WV W PV D G HHSV WKH VH WHPV /,0 7( 7( ,1 Space/Any Earth-based body ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Feed till consume 2×HD, then rest KR V + ,(7 Omnivore ,17(//, (1 ( Low to High (5-14) 7 ( 6 ( U /, 10(17 Neutral evil 12 33( ,1 02 / 66 029(0(17 9, Fl 3 (B) ,7 , ( 7 + + + 12 2) 77 .6 SH W P 0 ( 77 . 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 25% 6,=( L-G (2’ per HD) 02 /( Champion (16) 3 9 / ( + (+1,000 for additional HD) Argos are found in the same regions of wildspace as the baleful beholder nations. An argos resembles a giant amoeba. It has one large, central eye WK D W SD W WH S S D G D K G HG DVK HVV K PD H HV D G PD sharp-toothed mouths. An argos can extrude several pseudopods, each W SSHG WK D D JHG PD WKDW W R V DV D KD G WR PD S DWH D R V WRR V Argos move by slithering; they can cling to walls and ceilings. They can levitate and y at the very slow rate of 3. Argos colors tend toward shades of transparent blues and violets; they smell like a bouquet of owers. They are huge beasts ranging in size from 10 to 20 feet in diameter, weighing about 200 pounds per Hit Die. Though they exhibit signs of being intelligent tool users, they do not HD RWKHV KRRV J DWKH WR D JHD VWR HG WHPSR D D W HV within their bodies. However, their digestive juices often ruin devices within two to three weeks (saving throw vs. acid). RPEDW An argos can attack with one to three weapons or items, or it D H R G D W P D SVH GRSRG D G DWWD WK G PR WKV R G points of damage each. It may attack as many foes in this way as it can SK V D HD K If an argos rolls a natural 20 on an attack, it envelops its victim, swal lowing him whole. A swallowed victim suffers 2d8 points of damage each round from the creature’s digestive juices. The victim may attempt to cut K V D HH RP WK V J R VKR W WW J HDSR V +H P VW ict 8 points of damage to break free. The eyes of an argos, like those of a beholder, have a variety of special powers. An argos can bring 1d10 of its smaller eyes to bear on any target. The large, central eye can focus only on targets that are in front of the crea ture (within 90 degrees of the “straight-ahead point” of the central eye). Though the creature has nearly 100 eyes, only 20 special powers have been noted; therefore a number of eyes must possess the same power. Each point of damage in icted on an argos eliminates one eye; the DM decides which powers are reduced in the process. It is possible to target one SD W D H H DWWD J WK D SH D W WR WKH DWWD R Each ability of an argos’s eye is treated as a spell effect. Use the argos’s + W H DV WKH DVWH H H 5R G D G KH WKH R R J WD H R D particular eye’s power.
10 Aurumvorax The pair will stay together for a week or two before the male returns to his territory and the female prepares for the birth of her kits. A litter of G WV V R R PR WKV D WH PDW J For the rst two weeks of life, the kits are blind and hairless. They must H HG RWK PHDW D G S H R V R HV G J JR G R GH WR V H It is unusual for more than 1-2 of the strongest kits to survive. If a kit is found and “adopted” before its eyes are open, it can be tamed and trained. D HV WH G WR G V H D P R DH WKR JK VRPH RPP W HV KD H been known to raise one or more of the beasts for use in snif ng out veins R R H (FRORJ In order to survive, the aurumvorax supplements its carnivorous diet with quantities of gold. The ability to digest and utilize gold and other R HV PD HV W SRVV H R WKH HDW H WR GH H RS WKH GH VH K GH D G R HV WKDW S RWH W W VR H If an aurumvorax is killed with a minimum of cutting damage to its K GH WKH K GH PD H W HG WR D JD PH W R HG H VW H JWK D G beauty worth 15,000-20,000 gold pieces. The garment will also protect its wearer as armor, the speci c Armor Class depending on the size of the au rumvorax. A garment with AC 2 weighs 50 pounds, one with AC 3 weighs 40 pounds, and one with AC 4 weighs 30 pounds. The wearer also receives a +4 bonus on saving throws vs. normal res and a +2 bonus on saving throws vs. magical re. If an aurumvorax is burned in a forge, approximately 150-200 pounds of gold are left behind. This burning process is very dif cult and usually takes between one and two weeks to perform. Of course, the hide may be removed before the creature is burned; if burned at the same time, the hide will provide an additional 21-40 (1d20 + 20) pounds of gold. The aurumvorax’s teeth and claws are also prized for decoration, and D J S WR JS HD K R WKH RSH PD HW /,0 7( 7( ,1 Temperate hills ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( D ,(7 Carnivore (see below) ,17(//, (1 ( Animal (1) 7 ( 6 ( 6SH D /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 D V R HD K 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( S (3’ long) 02 /( Fearless (19-20) 3 9 / ( Despite being only the size of a large badger, the aurumvorax, or “golden gorger,” is an incredibly dangerous creature. The animal is covered with coarse golden hair and has small silver eyes with golden pupils. It has eight powerful legs that end in 3-inch long copper claws. The aurumvo rax’s shoulders are massively muscled while its heavy jaw is full of cop SH WHHWK The creature weighs over 500 pounds. This incredible density provides the animal with much of its natural protection. This, combined with its VSHHG SR H D G VKHH R V HVV PD HV W R H R WKH PRVW GD JH R V VSH HV HW R RPEDW The aurumvorax charges any creature that enters its territory, causing a –3 to opponents’ surprise rolls if attacking from its den. A fe PD H R WKH VSH HV H H HV D R V WR DWWD R V KH J D G J KH R J The creature bites at its prey until it hits, clamping its massive jaws onto the victim and doing 2-8 hit points of damage. After it hits, the aurumvorax locks its jaws and hangs on, doing an additional 8 points R GDPDJH SH R G W H WKH WKH D P R D R WV H HP V GHDG Only death will cause the aurumvorax to relax its grip. Once its jaws lock, the golden gorger also rakes its victim with 2-8 of its legs, causing 2-8 hit points of damage per additional hit. An opponent who is held by an aurumvorax receives no dexterity adjustment to Armor DVV H WR WV HG GH VH K GH D G R HV WKH D P R D WD HV only half damage from blunt weapons. It is immune to the effects of small, normal res and takes only half damage from magical res. Nei WKH SR VR R JDVVHV KD H D H H W R WKH VW G HDW H DELWDW 6RFLHW The aurumvorax makes its solitary home in light forests, hills, and at the timberline on mountainsides. An aurumvorax chooses a H VSRW D G WKH VHV WV SR H D HG HJV WR HDWH D R VRPHW PHV WR VR G R H WR WKH V D G HWD HHGV D P R DH PD H WKH D V VSRWV WKDW H WKH R WD K H V R JR G R H R D H H HD WR D D HD KH H JR G V HDG D D D H The aurumvorax is a solitary creature which jealously guards its terri tory, even from others of its kind. The only time adult aurumvorae will J PHHW V G J PDW J VHDVR K K R V DSS R PDWH H H H JKW HD V
11 Baatezu 3LW )LHQG The most terrible baatezu of the Nine Hells, pit ends appear to be gi D W JHG K PD R GV H P K H JD JR HV DSSHD D H WK huge wings that wrap around their bodies for defense. Pit ends’ fangs are large and drip with a vile, green liquid. Their bodies are red and scaly, often emitting ames when they are angered or excited. In the rare situa W R V WKH KRRVH WR RPP DWH WKH VH WH HSDWK RPEDW In physical combat, the pit end is capable of dealing out tre mendous punishment, using its incredible 18/00 Strength (+6 damage adjustment). They can attack six times in a single round, dividing attacks against six different opponents. They can attack with two hard, scaly wing buffets for 1-4 points of damage per hit. Their powerful claws do 1-6 points of damage per successful attack. The bite of a pit end is dreadful GHHG D V J D HDW H WWH WR WD H SR WV R GDPDJH D G H ceive a lethal dose of poison. A saving throw vs. poison is required or the victim dies in 1-4 rounds. The bite also infects the victim with a disease. Pit ends can also attack with their tail every round, in icting 2-8 points of damage per hit. The tail can then hold and constrict the victim for 2-8 SR WV R GDPDJH SH R G W WKH W P PD HV D V HVV 6W H JWK check to break free. Pit ends can also carry jagged-toothed clubs which in ict 7-12 points of damage per hit (this replaces one claw attack). Once per round a pit end can use one of the following spell-like pow ers, plus those available to all baatezu: GHWHFW PD LF GHWHFW invisibility, re EDOO ROG SHUVR LPSUR HG L LVLELOLW polymorph self, produce ame, pyrotech LFV D G wall of re. They can, once per year, cast a LV spell. They may always DWH W R lesser or one greater baatezu with a 100% chance of success, performing this action once per round. Once per day, a pit end can use a V PERO R SD WKH W P P VW VD H V RG VWD R D G R V H D SH D W R DWWD G H D G D SH D W WR H WH W R R GV Pit ends regenerate 2 hit points per round and radiate a IHDU D D D 20-foot radius (save vs. rod, staff, or wand at a –3 penalty or ee in panic R R GV 3LW )LHQG ODFN ELVKDL UHHQ ELVKDL HG ELVKDL /,0 7( 7( ,1 The Nine Hells The Nine Hells The Nine Hells The Nine Hells ) (4 (1 9H D H RPPR RPPR RPPR 2 1,= 7,21 6R WD 6R WD 6R WD 6R WD 7,9,7 /( Any Any Any Any ,(7 D R H D R H D R H D R H ,17(//, (1 ( Genius (17-18) Average (8-10) Average (8-10) Average (8-10) 7 ( 6 ( * : Nil Nil Nil /, 10(17 Lawful evil Lawful evil Lawful evil Lawful evil 12 33( ,1 02 / 66 029(0(17 15, Fl 24 (C) 9, Fl 12 (C) 9, Fl 12 (C) 9, Fl 12 (C) ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . R HDSR 63( , / 77 .6 Fear, poison, WD R VW W R 3R VR G H 3R VR G H 3R VR G H 63( , / ()(16(6 5HJH H DW R R HWWH HDSR WR K W 5HJH H DW R R HWWH HDSR WR K W 5HJH H DW R R HWWH HDSR WR K W 5HJH H DW R R HWWH HDSR WR K W 0 , (6,67 1 ( 50% 30% 30% 30% 6,=( L (12’ tall) L (8’ tall) L (7’ tall) M (6’ tall) 02 /( Fearless (19-20) Average (8-10) Average (8-10) Steady (11-12) 3 9 / ( HQHUDO The baatezu are the primary inhabitants of the Nine Hells. They D H D VW R J H WHPSH HG D H KH G WRJHWKH D H D VW R J R JD zation. The baatezu live in a rigid caste system where authority is derived RP SR H D G VWDW R The baatezu wish to ful ll their ancient quest to destroy the tanar’ri, their blood enemies. The baatezu also know that by in ltrating humans and entering their world they will gain power over the tanar’ri. Toward WK V H G WKH R VWD W VW H WR GRP DWH WKH 3 PH 0DWH D S D H D G WV DW HV The baatezu are divided into three groups: greater, lesser, and least. H R D H VWHG D H UHDWHU EDDWH X /HVVHU EDDWH X /HDVW EDDWH X amnizu D VKD SSH R R JR barbazu VS DJR JH JR H HV pit end KDPDW D RV WK In addition, there are the lemures, the common “foot soldiers” of the baatezu at the very bottom in station. RPEDW All baatezu except for lemures, nupperibo, and spinagon are D H WR SH R P WKH R R J PDJ D D W HV R H SH R G DW DG D FHG LOO VLR D LPDWH GHDG F DUP SHUVR L IUD LVLR N R DOL PH W (al D V D W H V HVWLR D G WHOHSRUW LW R W HUURU Baatezu are affected by the following attack forms: WWDFN DPDJH WWDFN DPDJH D G R G KD electricity (lightning) re (dragon, magical) R H gas (poisonous, etc.) KD R HDSR R H PD LF PLVVLOH SR VR R H V H HDSR *the gelugon suffers half damage from re and none from cold. HVV D H WHG R PD HDSR V ***greater baatezu suffer half damage from silver weapons.
12 Baatezu In addition to the powers possessed by all baatezu, an abishai can per R P WKH R R J PDJ D SR H V R H DW D W PH R H SH R G F D H self, command, produce ame, pyrotechnics, D G VFDUH They can also attempt WR DWH 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day). All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regen H DWH K W SR W SH PH HH R G HVV WKH GDPDJH DV GR H KR DWH R D KR PDJ D HDSR DELWDW 6RFLHW Abishai are voracious and evil. They delight in torment ing those few natives of the Nine Hells that are lower in power. Abis KD D H R G R V J F D H VHOI D G F DUP SHUVR WR WHPSW PR WD V R G enough to travel to the Nine Hells. (FRORJ The abishai comprise the main body of many large, evil armies battling against the tanar’ri and intruders against the Nine Hells. In some DVHV D HG D VKD PD KD H S R H K PVH R WK H R JK WR RPPD G a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu. DELWDW 6RFLHW Pit ends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit ends are found throughout the various layers of the Nine Hells, but are very rare on the SSH D H V :KH H H WKH D H R G WKHVH P JKW R GV KR G D SRV W R R J HDW authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar’ri. These huge forces are terrifying to behold, and any non-native of the low er planes, of less than 10 Hit Dice, who sees them, ees in panic for 1-3 days. Those of 10 Hit Dice or more must make a saving throw vs. rod, staff, or wand or ee in panic for 1-12 turns. (FRORJ Pit ends are spawned from the powerful gelugons of the Nine Hells’ eighth layer. When those icy ends are found worthy they are cast into the Pit of Flame for 1,001 days after which they emerge as pit ends. ELVKDL Abishai are common on the rst and second layers of the Nine Hells, ap pearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai commu DWH WK WH HSDWK RPEDW In battle, the abishai strikes with formidable claws, in icting 1-4 points of damage per successful hit. It can also lash out with its exible tail for 2-5 points of damage. Hidden in the end of an abishai’s tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death). Abishai can y into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit in icts GR H GDPDJH
13 Banshee DELWDW 6RFLHW D VKHHV RDWKH D J WK JV D G WK V PD H WKH homes in desolate countryside or ancient ruins. There they hide by day, KH WKH D RW HH D G D GH WKH V R G J R W V GH night. The land encircling a groaning spirit’s lair is strewn with the bones of beasts who heard the groaning spirit’s cry. Once a groaning spirit estab VKHV KH D VKH HPD WKH H The treasure of groaning spirits varies considerably and often re ects what they loved in life. Many hoard gold and ne gems. Other groaning spirits, particularly those that haunt their former homes, show ner tastes, S HVH J J HDW R V R D W D G V SW HV R SR H PDJ D WHPV It is nearly impossible to distinguish the cry of a groaning spirit from WKDW R D K PD R H RPD SD 0D D JKW JD D W KDV P VWD H WKH W R VR GV D G WKH SD G R WKH P VWD H WK K V H D VKHHV D H H HSW R D WH JH W D G VSHD PH R V D J DJHV G J RP PR H VK D G RWKH GHP K PD D J DJHV D VKHHV R DV R D VH WKH GHVW W H SR H V WR VHH H H JH DJD VW WKH R PH DG H VD HV H (FRORJ Banshees are a blight upon wherever they settle. They kill WKR W G V HW R D G WKH R S HDV H V WKH P V R W H D G P V ery of others. In addition to slaying both man and beast, a groaning spirit’s keen has a powerful effect upon vegetation. Flowers and deli DWH S D WV WKH D G G H D G W HHV J R W VWHG D G V K H hardier plants, thistles and the like, ourish. After a few years all that remains within ve miles of a groaning spirit’s lair is a desolate wilder HVV R D SHG W HHV D G WKR V P HG WK WKH R HV R WKRVH HD tures that dared to cross into the groaning spirit’s domain. /,0 7( 7( ,1 Any ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Night ,(7 Nil ,17(//, (1 ( Exceptional (15-16) 7 ( 6 ( D /, 10(17 KDRW H 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 HDWK D 63( , / ()(16(6 R HWWH HDSR WR K W 0 , (6,67 1 ( 50% 6,=( M (5’-6’ tall) 02 /( Elite (13) 3 9 / ( The banshee or groaning spirit, is the spirit of an evil female elf—a very rare thing indeed. Banshee hate the living, nding their presence painful, D G VHH WR KD P KRPH H WKH PHHW Banshees appear as oating, luminous phantasms of their former selves. Their image glows brightly at night, but is transparent in sun light (60% invisible). Most banshees are old and withered, but a few (10%) who died young retain their former beauty. The hair of a groan J VS W V G D G HPSW +H G HVV V V D WDWWH HG DJV +H D H V D PDV R SD D G D J VK W KDW HG D G H V JKW KH H HV D VKHHV H H W R W SD KH H WKH DPH RPEDW Banshees are formidable opponents. The mere sight of one D VHV IHDU unless a successful saving throw vs. spell is rolled. Those who fail must ee in terror for 10 rounds and are 50% likely to drop any items WKH H H D J WKH KD GV A banshee’s most dreaded weapon is its wail or keen. Any creature WK HHW R D J RD J VS W KH VKH HH V P VW R D VD J WK R vs. death magic. Those who fail die immediately, their face contorted in horror. Fortunately, groaning spirits can keen just once per day, and then only at night. The touch of a groaning spirit causes 1d8 points of damage. D VKHHV D H R R SR HD D G H D H WR HDSR V R HVV WKD enchantment. In addition, groaning spirits are highly resistant to magic (50%). They are fully immune to F DUP VOHHS D G ROG VSH V D G WR R G D G H H W W DVHG DWWD V +R DWH D VHV G SR WV R GDPDJH broken upon them. A GLVSHO H LO spell will kill a groaning spirit. A banshee is turned as a “special” undead. Banshees can sense the presence of living creatures up to ve miles away. Any creature that remains within ve miles of a groaning spirit lair is sure to be attacked when night falls. The nature of this attack var HV WK WKH W P HDVWV D G HVV WK HDWH J KD D WH V D H HG D D touch. Adventurers or demihumans are attacked by keening. Creatures powerful enough to withstand the groaning spirit’s keen are left alone. :KH DWWD J DG H W H V WKH J RD J VS W DWWD V DW JKW WK her wail. If any characters save successfully, she then retreats to her lair. Thereafter, each night, the groaning spirit returns to wail again. This rou W H V HSHDWHG W D R WKH W PV D H GHDG R KD H H W WKH J RD J spirit’s domain, or until the groaning spirit is slain.
14 Basilisk RPEDW This horror can attack with its taloned forelegs and deliver vi cious bites. In addition, it can spit a stream of acid 5 feet wide and up to 30 feet away. The acid causes 4d6 points of damage, half-damage if a suc cessful saving throw vs. breath weapon is rolled. The dracolisk can spit up WR WK HH W PHV SH GD The eyes of a dracolisk can petrify any opponent within 20 feet if the monster’s gaze is met. Because its hooded eyes have nictating membranes, the monster is only 10% likely to be affected by its own gaze. Opponents in melee with a dracolisk and seeking to avoid its gaze ght with a –4 SH D W WR WKH WR DWWD R V /HVVHU UHDWHU UDFROLVN /,0 7( 7( ,1 Any land Any land Any land ) (4 (1 Uncommon 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 6R WD 7,9,7 /( D D D ,(7 D R H D R H D R H ,17(//, (1 ( Animal (1) Low (5-7) Low to Average (5-10) 7 ( 6 ( F + C, I /, 10(17 Nil Neutral KDRW H 12 33( ,1 02 / 66 029(0(17 9, Fl 15 (E) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Gaze turns to stone 6HH H R 6HH H R 63( , / ()(16(6 Nil 6 S VHG R R D Nil 0 , (6,67 1 ( Nil Nil Nil 6,=( M (7’ long) L (12’ long) H (15-20’ long) 02 /( Steady (12) Champion (16) Champion (15) 3 9 / ( These reptilian monsters all posses a D H WKDW H D HV WKHP WR W D eshy creature to stone; their gaze extends into the Astral and Ethereal S D HV DVLOLVN Although it has eight legs, its sluggish metabolism allows only a slow movement rate. A basilisk is usually dull brown in color, with a yellowish underbelly. Its eyes glow pale green. RPEDW While it has strong, toothy jaws, the basilisk’s major weapon is WV D H However, if its gaze is re ected, and it sees its own eyes, it will become petri ed itself, but this requires light at least equal to bright torch light and a good, smooth re ector. In the Astral plane its gaze kills; in the Ethereal plane it turns victims into ethereal stone. These will only be seen by those in the Ethereal plane or who can see ethereal objects. UHDWHU DVLOLVN The greater basilisk is a larger cousin of the more common reptilian horror, the ordinary basilisk. These monsters are typically used to guard treasure. RPEDW The monster attacks by raising its upper body, striking with sharp claws, and biting with its toothy maw. The claws carry Type K poison (saving throws vs. poison are made with a +4 bonus). Its foul HDWK V D VR SR VR R V D G D HDW HV RP J WK HHW R WV mouth, even if just for a moment, must roll successful saving throws vs. poison (with a +2 bonus) or die (check each round of exposure). Even if a polished re ector is used under good lighting conditions, the chance for a greater basilisk to see its own gaze and become petri ed is only 10%, unless the re ector is within 10 feet of the creature. (While its gaze weapon is effective to 50 feet, the creature’s oddly-shaped eyes are nearsighted and it cannot see its own gaze unless it is within 10 feet.) UDFROLVN The sages say that the dracolisk is the offspring of a rogue black dragon and a basilisk of the largest size. The result is a deep brown, dragon-like monster that moves with rela tive quickness on six legs. It can y, but only for short periods—a turn or W R DW PRVW
15 Bat expeditions into such caves dangerous indeed. If the noxious odor from the guano is not enough to subdue the hardiest of adventurers (a single Constitution check to stay conscious), these crawling denizens are. /DUJH DW These creatures are large versions of the carnivorous variety of the ordi nary bat with 3-foot-long bodies and 5- to 6-foot-long wingspans. They G H GD D H V V D GH J R G D G GHSH G R WKH VR D in ight to compensate for their poor eyesight. Only 10% of giant bats are R WKH PR H SR H + W H D HW Extremely maneuverable in ight, large bats gain an Armor Class bo nus of + 3 when an opponent with a Dexterity of 13 or less res a missile weapon at it. The creature must land (usually on its victim) to attack with its bite. The typical example of this species in icts 1d2 points of damage with its teeth while the larger does 1d4 points of damage. Anyone bitten by a large bat has a 1% chance per point of damage done to contract rabies. :KH D HV V R W D WHG WKH H V D G GD DW R SH RG Once this period has ended, the victim has 10 days to live. The victim cannot drink or eat anything and is overly irritable. Anything from loud noises to being awakened at night can set the victim off (the DM deter mines the temper triggers). If temper ares, the victim must roll a Wis dom check. If the check fails, the rabid person attacks until he is killed or R HG R V R V :KH D KD D WH R W D WV D HV KH R VKH G HV from the in iction, unless cured by a LV DOWHU UHDOLW OLPLWHG LV F UH GLVHDVH R V P D VSH XJH DW 0REDW 0R DWV S H H D P RRGHG S H WKDW WKH WH WR GHDWK WK WKH D JV They have a dim and evil intelligence that gives them a desire for shiny objects. Because the typical mobat has a wingspan of 12 to 16 feet, they must have large areas to serve as ight runways. RPPRQ /DUJH XJH P WK 1LJKW XQWHU 6LQLVWHU /,0 7( 7( ,1 Any land Any land :D P D HV Any land Any land Any land ) (4 (1 RPPR Uncommon 5D H 5D H Uncommon 5D H 2 1,= 7,21 6 D P Flock Flock 6R WD 3D D G 7,9,7 /( Night Night Night Any Night/any Any ,(7 Omnivore Omnivore Omnivore Omnivore D R H Omnivore ,17(//, (1 ( Animal (1) Animal (1) Low (5-7) High (13-14) Average to High (8-14) Average to Except. (8-16) 7 ( 6 ( Nil Nil Nil M, O, Z in lair Nil /, 10(17 Neutral Neutral Neutral evil KDRW H W D Neutral evil Lawful evil 12 33( ,1 1-12 (1-30 in lair) G 02 / 66 8 (see below) 7 (see below) 029(0(17 1, Fl 24 (B) 3, Fl 18 (C) 3, Fl 15 (C) 3, Fl 24 (A) 2, Fl 18 (A) 2, Fl 21 (A) ,7 , ( KS G KS R 7 R + + 12 2) 77 .6 R 0 ( 77 . G R G G R 63( , / 77 .6 6HH H R Nil 6HH H R 0DJ VH Nil 0DJ VH 63( , / ()(16(6 Nil 6HH H R 6HH H R 0DJ VH Nil Energy eld 0 , (6,67 1 ( Nil Nil Nil 40% Nil 70% 6,=( T (1’) M (5’-6’) H (12’-16’) S (3’) M (7’) L (9’) 02 /( Unreliable (2-4) Unsteady (5-7) Steady (11-12) Elite (14) Steady (11) Champion (15-16) 3 9 / ( 420 (4 HD) 650 (5 HD) 975 (6 HD) DWV D H RPPR D PD V PD SD WV R WKH R G :K H R G D DWV D H D R J W KD P HVV D JH D HW HV D H WH GHDG : WK D most 2,000 different species of bats known, one can nd wingspans from less than two inches across to 15 feet or more. The small body of the ordi D DW HVHP HV D PR VH K H WKH JV D H R PHG RP H W D V stretched across its fore limbs. The larger bats are scaled up but otherwise V P D DSSHD D H HVS WH WKH RPPR H H WKDW DWV D H G HD D R VSH HV have rather good eyesight. In the dark, however, they do not rely on their V D D W W D JDWH VWHDG H KR R DW R HP WW J D K JK pitched squeal and listening for it to bounce back to them, they can “see” WKH V R G JV WK V DW D R P R VR D RPEDW Ordinary bats attack only if cornered and left with no other op tion. If startled, bats tend to become frightened and confused. This causes them to swarm around and often y into things. The typical bat swarm ends up putting out torches ( 1% chance per bat encountered per round), confusing spell casting (Wisdom roll required to cast spells), inhibiting combatants’ ability to wield weapons (by a –2 THAC0 penalty), and other wise getting in the way. Under ideal ying conditions, a bat’s Armor Class DW J VHV RP WR DELWDW 6RFLHW :K H DWV D H R G D PRVW D KH H WKH S H H D P D G K P G PHV 6RPH VSH HV K H DWH G J WKH R G VHDVR D G D H D H R WR P J DWH DWV H D HV GD G JV R GDPS H HV KD J J WKH WRHV G J WKH GD D G HD J DW G V WR HHG G J WKH night. In large, isolated caverns there may be thousands of bats. (FRORJ 0RVW DWV HDW W R VH WV WKR JK VRPH GH VPD D mals or sh in their diets. The rare vampire bat travels at night to drink WKH D P RRG R J PDPPD V W WV W PV D H D H K PD V R GHP K PD V D H P VW H WD H RW WR R VH WKH DPS H DW WK WKH W H DPS H WK V HJD G 5RW J V D G D R D H V D H DPR J WKH H HDW HV R WR live in the guano on the oor of large bat-infested caverns, making any
16 Bat food is available, and regularly devour owers and seed pods of all sorts. Sinisters are both resistant to magic and adept in its use. In addition WR WKH S SR W S H V R OH LWDWLR WKH D H V R GHG DW D W PHV a naturally-generated 5-foot-deep energy eld akin to a DOO RI IRUFH This eld affords no protection against spells or melee attacks, but missile at tacks are stopped utterly; normal missiles are turned away, and such ef H WV DV PD LF PLVVLOH D G 0HOI V DFLG DUUR are absorbed harmlessly. In DGG W R D V VWH V D DVW R H ROG PR VWHU (as the spell) once per day. They usually save this for escaping from creatures more powerful than WKHPVH HV W PD VH W KH K W J D H R V Curiously, though they are always silent (communicating only with RWKH V R WKH G D RRW D JH P WHG WHOHSDW V VWH V R H P V RWK R D D G VW PH WD 0D D D G PD J P V DW D GH ness camp re has found him or herself surrounded by a silent circle of oating sinisters. Unless they are directly attacked, the sinisters will not PR HVW WKH D G D D W PD R R WKH VR H R WKH P V JDWK H J JKW D WH JKW WR R P D DWKH GD W J D G H H 6 VWH V D H V D H R WH HG VPD J R SV D G D H WKR JKW WR have a long life span. Their social habits and mating rituals are unknown. Because Mobats’ ight is so rapid and silent, their victims suffer a –3 penalty to their surprise rolls. They can also give a piercing screech that D VHV V K J HDW SD WKDW W PV VHH WR R H WKH HD V DWKH WKD ght, unless a saving throw versus paralyzation is successful. This screech V D D V VHG WKH S H HV VWV D G W V H H W H D RRW DG V about the mobat. Note that mobile mobats have an Armor Class of 2. Un der crowded ying conditions, their Armor Class suffers and raises to 7. When not in ight, mobats have an Armor Class of 10. P WK Azmyths live on owers, small plants, and insects. They are solitary wan derers, though they do have “favorite haunts” to which they return. They often form partnerships with humanoids for mutual bene t, sometimes forming loyal friendships in the process. Azmyths have been known to D RPSD HDW HV R WKH H W H HV D G WKH D RPSD WKH HD tures’ offspring. The life span of azmyths are presently unknown but is be lieved to be over 100 years. They are not familiars as wizards understand the term; no direct control can be exercised over one, except by spells. Azmyths have crested heads and bearded chins, white, pupilless eyes, and leathery gray, mauve, or emerald green skin. They emit shrill squeaks R D D P R DJH D G H GHD J G K HV R GH JKW R DP VHPH W They communicate by WHOHSDW WKDW KDV D D JH R HHW D G KD H fravision to 90 feet. They can N R DOL PH W WK HH W PHV SH GD H RPH L LVLEOH (self only for six rounds or less, ending when the azmyth makes D V HVV DWWD R H SH GD D G HDWH VLOH FH UDGL V H WH HG R WKHPVH HV R H SH GD In combat, the azmyth bites for 1 point of damage and stabs with its powerful needle-sharp tails for 1d2 points. Twice per day, an azmyth can HDVK D V RFNL UDVS DWWD W D VP WW J G SR WV R H H W D damage through any direct physical contact with another creature. This DWWD D H RP HG WK D SK V D DWWD R P DW H GDPDJH 1LJKW XQWHU This species, know as dragazhar, is named after the adventurer who rst domesticated one, long ago. Nocturnal on the surface, it is active anytime in the gloom of the underworld. It eats carrion if it must, but usually hunts small beasts. Desperate dragazhar are known to attack livestock, drow, or K PD V Night hunters swoop down to bite prey (1d4), rake with their wing claws (1d2 each), and slash (1d6) or stab (3d4) with their dexterous, tri angular-shaped, razor sharp tails. They stalk their prey, ying low and GRGJ J HK G K R V GJHV W HHV R VWD D W WHV WR DWWD RP DP bush. They have infravision to a distance of 120 feet, but rarely surprise RSSR H WV V H WKH HP W H KR J RR H V HDPV KH H WHG Night hunter lairs usually contain over 30 creatures. They typically live in double-ended caves, or above ground in tall, dense woods. Night hunt H V GR RW WD WR HDW KH H WKH HH H GD JH HG VR WKH D V R WH contain treasure fallen from prey carried there. Night hunters roost headdown when sleeping. They are velvet in hue, even to their claws, and have R HW R D JH R HG H HV 6LQLVWHU These mysterious jet-black creatures most closely resemble manta rays. They have no distinct heads and necks, and their powerfully-muscled wings do not show the prominent nger bones common to most bats. A DW D D W R OH LWDWLR allows them to hang motionless in midair. This H J DSSHD D H D G HKD R KDV HD HG WKHP WKH GD DPH but sinisters are not evil. Above ground, they prefer to hunt at night, when their 160’-range infravision is most effective. They eat carrion if no other
17 Bear Brown bears are aggressive hunters. If a brown bear scores a paw hit with a roll of 18 or better it will also hug for 2-12 (2d6) points of addi tional damage. Brown bears will continue to ght for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer hit points, they are killed PPHG DWH DYH HDU D H HD V D H WH DJJ HVV H J WR DWWD H D PHG SD W HV WK out provocation. If a cave bear scores a paw hit with an 18 or better it also hugs for 2-16 (2d8) points of additional damage. Cave bears will continue to ght for 1-4 melee rounds after reaching 0 to -8 hit points. At -9 or fewer K W SR WV WKH D H HG PPHG DWH 3RODU HDU These powerful swimmers feed mostly on marine animals. A paw hit of 18 or better indicates a “hug”, which in icts 3-18 (3d6) points of ad ditional damage. These aggressive animals will ght for 2-5 rounds af WH H J R JKW WR WR K W SR WV W H R G WKDW WKH G H VWD W ODFN URZQ DYH 3RODU /,0 7( 7( ,1 Temperate land Temperate land Any land Any cold ) (4 (1 RPPR Uncommon Uncommon 5D H 2 1,= 7,21 Family Family Family Family 7,9,7 /( D D D D ,(7 Omnivore Omnivore Omnivore Omnivore ,17(//, (1 ( Semi- (2-4) Semi- (2-4) Semi- (2-4) Semi- (2-4) 7 ( 6 ( Nil Nil Nil Nil /, 10(17 Neutral Neutral Neutral Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 + J + J + J + J 63( , / ()(16(6 Nil Nil Nil Nil 0 , (6,67 1 ( Nil Nil Nil Nil 6,=( M (6’+ tall) L (9’+ tall) H (12’+ tall) H (14’+ tall) 02 /( Average (8-10) Average (8-10) Average (8-10) Average (8-10) 3 9 / ( A rather common omnivorous mammal, bears tend to avoid humans unless provoked. Exceptions to this rule can be a most unfortunate R H H HD V D H JH H D D JH D G SR H D PD V K K D H R G throughout the world’s temperate and cooler climates. With dense fur S RWH W J WKHP RP WKH H HPH WV D G SR H D V S RWH W J WKHP RP RWKH D PD V HD V D H WKH W H H V R WKH D PD JGRP WKH D HDV KH H WKH H The so-called black bear actually ranges in color from black to light brown. It is smaller than the brown bear and the most widespread species D RPEDW Although black bears are usually not aggressive, they are able ghters when pressed. If a black bear scores a paw hit with an 18 or better it also hugs for 2-8 (2d4) points of additional damage. DELWDW 6RFLHW All bears have excellent senses of hearing and smell but rather poor eyesight. The size shown is an average for the variety and larger G G D V R R VH H R HVSR G J PR H SR H One common misconception people hold about bears is that they hi bernate during the winter. In fact, they sleep most of the time, but their PHWD R VP GRHV RW V R GR D G WKH R WH D H S D G HD H WKH D V G J D P VSH V Bears live in small family groups. Female bears are very protective of their young, and more than one individual has been badly injured when WD W J R S D J WK VHHP J KD P HVV HD V (FRORJ All of these ursoids are omnivorous, although the gigantic cave HD WH GV WR D GV D G HW R PHDW HD V D H D WH JH W D PD V WKDW D H W D HG WR SH R P D D HW R D V SD W D DSW HG DV V HD V D WK V H R G dancing in circuses or accompanying “mountain men” in the wilderness. URZQ HDU The brown bear, of which the infamous grizzly is the most well known D HW V D HD R H DJJ HVV H G VSRV W R R HD V D H PR H carnivorous than their smaller cousins, the black bears. The grizzly in par W D R WH J GR D JH JDPH V K DV GHH D G H
18 Beetle, Giant RPEDUGLHU RULQJ )LUH KLQRFHURV 6WDJ :DWHU /,0 7( 7( ,1 Any forest Any land Any land Any jungle Any forest Fresh water ) (4 (1 RPPR RPPR RPPR Uncommon RPPR RPPR 2 1,= 7,21 6R WD 6R WD 6R WD 6R WD 6R WD 6R WD 7,9,7 /( D Night Night Any Any Any ,(7 D R H Omnivore Omnivore +H R H +H R H Omnivore ,17(//, (1 ( Non- (0) Animal (1) Non- (0) Non- (0) Non- (0) Non- (0) 7 ( 6 ( Nil C, R, S, T Nil Nil Nil Nil /, 10(17 Neutral Neutral Neutral Neutral Neutral Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Acid cloud Nil Nil Nil Nil Nil 63( , / ()(16(6 Fire cloud Nil Nil Nil Nil Nil 0 , (6,67 1 ( Nil Nil Nil Nil Nil Nil 6,=( S (4’ long) L (9’ long) S (2½’ long) L (12’ long) L (10’ long) M (6’ long) 02 /( Elite (13) Elite (14) Steady (12) Elite (14) Elite (13) Elite (14) 3 9 / ( * D W HHW HV D H V P D WR WKH PR H R G D R WH SD WV W WKR VD GV R W PHV D JH WK KH J PD G HV D G KD G JV WKDW S R GH V VWD W D D PR S RWH W R Beetles have two pairs of wings and three pairs of legs. Fortunately, the wings of a giant beetle cannot be used to y, and in most cases, its six bristly legs do not enable it to move as fast as a eeing man. The hard, chi W R V VKH R VH H D D HW HV R WKHVH HHW HV D H JKW R R HG D G VRPHW PHV KD H D H WR D W R H WR V :K H WKH VKH V S RWH W HHW HV as well as plate mail armor, it is dif cult to craft armor from them, and a skilled alchemist would need to be brought in on the job. All beetles are basically unintelligent and always hungry. They will HHG R W D D R P R R JD PDWH D G J RWKH VR WV R beetles. They taste matter with their antennae, or feelers; if a substance WDVWHG V R JD WKH HHW H J DVSV W WK WV PD G HV VKHV W D G HDWV W H D VH R WKH WKR R JK J G J R WKH PD G HV RWK J HDWH J D W HHW HV D H H HG D WK J VKR W R D LV HHW HV GR RW KHD R VHH H D G H S PD R WDVWH D G HH Except as noted below, giant beetles are not really social animals; those WKDW D H R G HD HD K RWKH D H RPSHW WR V R WKH VDPH R RJ D KH RW SD W R D DP W RPEDUGLHU HHWOH The bombardier beetle is usually found above ground in wooded areas. It S PD HHGV R R D D G D R JDWKH J K JH KHDSV R WKH VW K K WR D WV HJJV RPEDW If it is attacked or disturbed, there is a 50% chance each round that it will turn its rear toward its attacker and re off an 8-foot, spheri cal cloud of reeking, reddish, acidic vapor from its abdomen. This cloud causes 3d4 points of damage per round to any creature within range. Fur thermore, the sound caused by the release of the vapor has a 20% chance R VW J D HDW H WK D VH VH R KHD J WK D RRW DG V D G D H KD H R GHD H J D HDW H WKDW DV RW VW HG 6W J DVWV R G R GV S V D DGG W R D G R GV R GHD HVV D terwards. Deafening lasts 2d6 rounds. The giant bombardier can re its DSR R G H H WK G R G W R PR H WKD W H H JKW KR V (FRORJ The bombardier action of this beetle is caused by the explosive P W H R W R V VWD HV WKDW D H S RG HG WH D D G RP HG in a third organ. If a bombardier is killed before it has the opportunity to re off both blasts, it is possible to cut the creature open and retrieve the chemicals. These chemicals can then be combined to produce a small explosive, or re a projectile, with the proper equipment. The chemicals are also of value to alchemists, who can use them in vari ous preparations. They are worth 50 gp per dose. RULQJ HHWOH R J HHW HV HHG R RWW J RRG D G V P D R JD PDWH D VR WKH D H V D R G G G D V GH K JH W HHV R PDVVHG GH J R G W H RPS H HV RPEDW The large mandibles of the boring beetle have a powerful bite and will in ict up to 20 points on damage to the victim. DELWDW 6RFLHW Individually, these creatures are not much more in WH JH W WKD RWKH J D W HHW HV W W V PR HG WKDW HVWV R WKHP D GH H RS D RPP D WH JH H WK D H H R R V R V HVV D G reasoning that approximates the human brain. This does not mean that HD K HHW H KDV WKH WH JH H R D K PD W DWKH WKDW R H W H the entire nest has attained that level. In these cases, the beetles are H WR R H W W HDV H D G PDJ D WHPV RP WKH W PV (FRORJ In tunnel complexes, boring beetles grow molds, slimes, and J R RRG HJ J WKH W HV R D R V R PV R GH D J HJ HWD H D G D PD PDWWH D G DVWHV One frequent fungi grown is the shrieker, which serves a dual role. Not R V WKH VK H H D WDVW W HDW R WKH R J HHW H W W D VR W R V DV D D D P KH V WR V KD H H WH HG WKH J D P R J HHW HV D H WR HD W WR WKHVH D D PV G VSDW K J WKH DGH V VRPHW PHV HDW J WKHP W D DVH JD J HVK R JD PDWWH R K K WR D VH VK H H D G RWKH VDS RSK W S D WV
19 Beetle, Giant )LUH HHWOH The smallest of the giant beetles, re beetles are nevertheless capable of delivering serious damage with their powerful mandibles. They are found RWK D R H D G H R J R G D G D H S PD R W D RPEDW Despite its name, the re beetle has no re attacks, relying in stead on its huge mandibles to in ict up to three times the damage of a GDJJH D V J H DWWD (FRORJ Fire beetles have two special glands above their eyes and one near the back of their abdomens. These glands produce a luminous red glow, and for this reason they are highly prized by miners and adventur ers. This luminosity persists for 1d6 days after the glands are removed RP WKH HHW H D G WKH JKW VKHG P DWH D DG V R HHW The light from these glands is “cold”—it produces no heat. Many mag HV D G D KHP VWV D H HDJH WR G V R H WKH VH HW R WK V R G JKW K K R G H RW R VD H W H R RP D WK R SD WV WR KHDW S D G out. In theory, they say, such a light source could last forever. KLQRFHURV HHWOH This uncommon monster inhabits tropical and subtropical jungles. They RDP WKH D R HVWV VHD K J R WV D G HJHWDW R D G VK J anything in their path. The horn of a giant rhinoceros beetle extends about HHW RPEDW The mandibles of this giant beetle in ict 3d6 points of damage on anyone unfortunate enough to be caught by them; the tremendous horn is DSD H R D V J G SR WV R GDPDJH WVH (FRORJ The shell of this jungle dweller is often brightly colored or iri descent. If retrieved in one piece, these shells are valuable to clerics of the Egyptian pantheon, who use them as giant scarabs to decorate temples and other areas of worship. It is a representation of this, the largest of all beetles, that serves as the holy symbol for clerics of Apshai, the Egyptian god whose sphere of in uence is said to include all insects. 6WDJ HHWOH These woodland beetles are very fond of grains and similar growing RSV D G WKH VRPHW PHV H RPH J HDW VD HV KH WKH D G W DWHG D GV RPEDW Like other beetles, they have poor sight and hearing, but they will ght if attacked or attack if they encounter organic material they con sider food. The giant stag beetle’s two horns are usually not less than 8 feet long; they in ict up to 10 points of damage each. (FRORJ The worst damage from a stag beetle raid is that done to crops; they will strip an entire farm in short order. Livestock suffers too, stam peding in fear and wreaking more havoc. The beetles may even devour HVWR WKH D H K J H R JK :DWHU HHWOH The giant water beetle is found only in fresh water no less than 30 feet GHHS RPEDW 9R D R V HDWH V WKHVH HHW HV S H SR W D D R P R D PD W HDW D PRVW D WK J 6 R D G SR GH R V R D G WKH PR H H DWH * D W DWH HHW HV K W RRG V H W D G HH J DW R V DELWDW 6RFLHW :DWH HHW HV VRPHW PHV KD W D JD H H V D G D HV K K DVH WKH D D VH R V GH D H GDPDJH WR VK SS J R WH DWWD J D G V J D W WR JHW DW WKH WDVW PR VH V V GH (FRORJ Although they are air breathers, water beetles manage to stay GH DWH R H WH GHG SH RGV R W PH DW K J D G KR G J D ble of air beneath their giant wings. They will carry the bubble under DWH KH H W D H S D HG D D H R VRPH RWKH D W DSD H R KR G J D D V SS
20 Behir Newly hatched behir are about 2 feet long. Behir grow at a rate of 8 feet per year until fully mature. Interestingly enough, newly hatched behir do not have all of their legs, having instead only six or eight. Additional pairs R HJV J R V R R H W PH W WKH HDW H KDV WV RPS HPH W KH W HD KHV DG WKRRG HK D JH R H D WH WR R D R W V D H P HV R WH J K JK S D D H D D H HK D H H H H G WK G DJR G D G H H H R G coexisting in the same geographical area with any type of dragon. If a dragon should enter a behir’s territory, the behir will do everything it can to drive the dragon out. If the behir fails in this task, it will move off to nd a new home. A behir will never knowingly enter the territory of a dragon. (FRORJ HK D H VH WR PDJHV S HVWV D G D KHP VWV R D P H of concoctions. The horns of a behir can be used to brew the ink necessary WR V H D OL W L EROW V R D G WKH VKD S WD R V D H VH H VHG D H WR PD H WKH R D H WUDOL H SRLVR scroll. The heart of the HK V R H R WKH PR H RPPR J HG H WV R R D SURWHFWLR IURP SRLVR V R As behir sometimes swallow prey whole, there is a 10% chance that WKH H H VRPH VPD WHPV R D H V GH WKH PR VWH 0R H R WH than not (60%) these will be gems (10 × Q). Otherwise, there is a 30% chance that there will be from 1-8 pieces of jewelry and a 10% chance that a single small magical object of an indigestible nature may be found. Such objects are never found in a behir’s lair, because the creature expels this DVWH D G HV W H VH KH H The scales are valued for their hardness and color, and are worth up to JS WR D D PR H KR D VH WKHP WR DVK R D K JK R DWH VHW R V D H PD D PR /,0 7( 7( ,1 Any land ) (4 (1 5D H 2 1,= 7,21 6R WD 7,9( 7,0( D ,(7 D R H ,17(//, (1 ( Low (5-7) 7 ( 6 ( 6HH H R /, 10(17 Neutral evil 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . 2-8 (2d4)/2-5 (1d4 + 1) or 2-8 (2d4)/1-6 (× 63( , / 77 .6 Lightning bolt 63( , / ()(16(6 Immune to electricity, poison 0 , (6,67 1 ( Nil 6,=( G (40’ long) 02 /( Champion (15) 3 9 / ( The behir is a snake-like reptilian monster whose dozen legs allow it to PR H WK R V GH D H VSHHG D G P DW KD WV R PD PR H ment rate. It can fold its limbs close to its long, narrow body and slither in snake-fashion if it desires. The head looks more crocodilian than snakelike, but has no dif culty in opening its mouth wide enough to swallow S H KR H WKH D D V D H GRHV Behir have band-like scales of great hardness. Their color ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous enough but are actually used for preening the creature’s scales and not for ghting. RPEDW A behir will attack its prey by rst biting and then looping its body around the victim and squeezing. If the latter attack succeeds, the victim is subject to six talon attacks next round. A behir can discharge a 20-foot-long stroke of electrical energy once every 10 rounds. This OL W L EROW D VH SR WV R GDPDJH HVV a saving throw vs. breath weapon is made. In the latter case, the target WD HV R KD GDPDJH On a natural attack roll of 20 the behir swallows man-sized prey whole. Any creature swallowed will lose one-sixth R WV VWD W J + W 3R WV HD K round until it dies at the end of the sixth round. The behir will digest its PHD W V D G DW WKDW W PH WKH W P V WRWD JR H D G D RW be raised from the dead. Note, however, that a creature swallowed can try to cut its way out of the behir’s stomach. The inner armor class of the HK V W HD K R G WKH HDW H V WKH HK W V W D WV RP WKH damage each of its attacks does. This subtraction is cumulative, so on the VH R G PH HH R G WKH H V D R WKH WK G D D G VR R DELWDW 6RFLHW HK D H VR WD HDW HV PHHW J RWKH V R WKH G only to mate and hatch a clutch of 1-4 eggs. The female guards these eggs R H JKW PR WKV K H WKH PD H K WV R WKH SD :KH WKH R J KDW K WKH D H PPHG DWH W HG R W R WKH HVW WR H G R WKHPVH HV D G WKH DG WV VHSD DWH
21 Beholder and Beholder-kin The central eye produces an D WL PD LF UD WK D D G D JH K K covers a 90 degree arc before the creature. No magic (including the effects R WKH RWKH H HV W R WK WKDW D HD 6SH V DVW R SDVV J through that zone cease to function. A beholder may activate the magical powers of its eyes at will. Gen H D D HKR GH D VH G VPD H H HV DWWD H V D H WK D GHJ HH D J H R W G DWWD HG RP WK D GHJ HH D J H G DWWD HG RP D GHJ HH D D G D H HV DWWD HG RP D V GHV The central eye can be used only against attacks from the front. If attacked RP D R H WKH HKR GH D VH D R WKH VPD H H HV The beholder can withstand the loss of its eyestalks, each eyestalk/small er eye having 5-12 hit points. This loss of hit points is over and above any damage done to the central body. The body can withstand two thirds of the listed hit points in damage before the creature perishes. The remaining WK G R WKH VWHG K W SR WV D H R DWHG WKH H W D H H D G GHVW R J it will eliminate the anti-magic ray. A beholder with 45 hit points will have D RG WKDW WD H SR WV R GDPDJH D H W D H H WKDW WD H SR WV K H R H WK K W SR WV KD H D RG WKDW WKVWD G SR WV R GDPDJH D G D H W D H H WKDW WD HV K W SR WV WR GHVW R RWK beholders would have smaller eyestalks/eyes that take 5-12 (1d8 + 4) points R GDPDJH WR GHVW R W V K GDPDJH R G RW D H W WKH RG R H W D H H 6 D J WKH RG WKH HKR GH D G H GH WKH H HV SR H HVV Destroyed eyestalks (but not the central eye) can regenerate at a rate of one RVW PHP H SH HH DELWDW 6RFLHW The beholders are a hateful, aggressive and avaricious D H DWWD J R GRP DW J RWKH D HV G J RWKH HKR GH V D G many of the beholder-kin. This is because of a xenophobic intolerance DPR J HKR GH V WKDW D VHV WKHP WR KDWH D HDW HV RW H WKHPVH HV The basic, beholder body-type (a sphere with a mouth and a central eye, H H W SSHG WH WD HV D R V R D J HDW D HW R HKR GH V VSH HV 6RPH KD H R R V G H H HV WKH H D H WKRVH R H HG WK R H DSS J K W S DWHV D G WKRVH WK VPRRWK K GHV R V D H H H H WH WD HV and some with crustacean-like joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders sworn enemies. Every beholder declares its own unique bodyform to be the “true ideal” of beholderhood, the others being nothing but ugly copies, t only to be eliminated. HKROGHU HDWK .LVV ( H R WKH HHS DXWK 6SHFWDWRU QGHDG /,0 7( 7( ,1 Any remote Any remote HHS R HD Any remote Any remote Any remote ) (4 (1 5D H 9H D H 9H D H 5D H 9H D H 9H D H 2 1,= 7,21 6R WD 6R WD 6R WD 6R WD 6R WD 6R WD 7,9,7 /( Any Any D D D Any ,(7 Omnivore D R H Omnivore 0DJ Omnivore Nil ,17(//, (1 ( Exceptional (15-16) Average to high (8-14) Very (11-12) Exceptional (15-16) 9H WR K JK (11-14) 6SH D 7 ( 6 ( I, S, T I, S, T 5 6HH H R E /, 10(17 Lawful evil Neutral evil Lawful evil Neutral evil Lawful neutral Lawful evil 12 33( ,1 02 / 66 029(0(17 FL 3 (B) Fl 9 (B) 6 Fl 9 (B) Fl 9 (B) Fl 2 (C) ,7 , ( KS G KS R KS 7 KS KS KS KS + + + + KS KS KS KS 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 0DJ RRG G D 0DJ 0DJ 0DJ 0DJ 63( , / ()(16(6 Anti-magic ray 5HJH H DW R Nil 5HJH H DW R 0DJ Anti-magic ray 0 , (6,67 1 ( Nil Nil Nil Nil Nil 6,=( M (4’-6’ in G DPHWH H (6’-12’ in G DPHWH S-M (3’-5’ in G DPHWH L (4’-6’ in G DPHWH M (4’ in G DPHWH L (4’-6’ in G DPHWH 02 /( Fanatic (18) Fanatic (17) Champion (15) KDPS R WR fanatic (15-18) Elite (14) Fanatic (18) 3 9 / ( + + The beholder is the stuff of nightmares. This creature, also called the VS HUH RI PD H HV R WKH H H W UD W DSSHD V DV D D JH R GRP DWHG D H W D H H D G D D JH WRRWK PD D G KDV VPD H H HV R VWD V VS R W J RP WKH WRS R WKH R Equally deadly are a number of variant creatures known collectively DV HKR GH G J DG D D G H DWHG HDW HV D G D GHDG variety. These creatures are related in manners familial and arcane to the “traditional” beholders, and share a number of features, including the GHDG PDJ D DW H R WKH H HV The globular body of the beholder and its kin is supported by levitation, allowing it to oat slowly about as it wills. HKR GH V D G HKR GH D H V D VR WD HDW HV W WKH H D H HSR WV R D JH RPP W HV R WKHP V J GHHS H HDWK WKH HD WK D G WKH R G HW HH WKH VWD V GH WKH GRP R R K H PRWKH V All beholders speak their own language, which is also understood by all beholder-kin. In addition, they often speak the tongues of other lawful H HDW HV RPEDW The beholder has different Armor Classes for different parts of WKH RG :KH DWWD J D HKR GH GHWH P H WKH R DW R R WKH DW tack before striking (as the various Armor Classes may make a strike in R H D HD D G D P VV D RWKH ROO /RFDWLRQ RG Central Eye Eyestalk One smaller eye Each of the beholder’s eyes, including the central one, has a different func tion. The standard smaller eyes of a beholder are as follows: & DUP SHUVR (as spell) & DUP PR VWHU (as spell) OHHS (as spell, but only one target) 7HOHNL HVLV (250 pound weight) )OHV WR VWR H (as spell, 30-yard range) LVL WH UDWH (20-yard range) )HDU (as wand) OR (as spell, but only a single target) &D VH VHULR V R GV (50-yard range) HDW UD (as a GHDW VSH WK D V J H WD JHW D G D JH
22 Beholder and Beholder-kin Beholders will normally attack immediately. If confronted with a par ticular party there is a 50% chance they will listen to negotiations (bribery) H R H D J GHDWK SR WKH RHV (FRORJ The exact reproductive process of the beholder is unknown. The R H D D KDW HG R WKH HKR GH V PD GH H RP WKH DW H R WKH reproduction, which seems to produce identical (or nearly so) individuals WK R V JKW PD J R D DW R HKR GH V PD VH SD WKH RJH reproduction to duplicate themselves, and give birth live (no beholder eggs have been found). Beholders may also (rarely) mate with types of HKR GH The smaller eyes of the beholder may be used to produce a SRWLR RI OH LWDWLR D G DV V K D H VR G R JS HD K HDWK .LVV EHKROGHU NLQ The Death Kiss, or “bleeder,” is a fearsome predator found in caverns or ruins. Its spherical body resembles that of the dreaded beholder, but the “eyestalks” of this creature are bloodsucking tentacles, its “eyes” are hook-toothed ori ces. They favor a diet of humans and horses, but will attack anything that has blood. An older name for these creatures is H H RI WHUURU The central body of a death kiss has no mouth. Its central eye gives it 120-foot infravision, but the death kiss has no magical powers. A death kiss is 90% likely to be taken for a beholder when sighted. The 10 tentacles D JH HW D W WR WKH RG KH RW HHGHG HVHP J H HVWD V W can lash out to a full 20-foot stretch with blinding speed. The tentacles PD D W VHSD DWH R R H W DWWD J D V J H HDW H R D H W H DG H W J RPSD A tentacle’s initial strike does 1-8 points of damage as the barb mouthed tip attaches to the victim. Each attached tentacle drains 2 hit SR WV R WK R RRG SH R G HJ J WKH R G D WH W K WV Like the beholder, the death kiss has variable Armor Classes. In R G D RP DW VH WKH R R J WD H WKR JK V W DW R V PD G WDWH other methods (should the creature be attacking with a tentacle from 20 HHW D D WKH R DWWD R WKH RG R H W D H H PD H PDGH K H DWWD V R WKH VWD D G PR WK D H VW SRVV H ROO /RFDWLRQ LW 3RLQWV RG Central Eye Tentacle stalk Tentacle mouth 6HH R R J WH W A hit on a tentacle-mouth in icts no damage, but stuns the tentacle, causing it to writhe helplessly for 1-4 rounds. If its central eye is destroyed, D HHGH R DWHV H JV WK HHW VPH D G VH V J DW R V W W V RWKH VH D H WHG Tentacles must be struck with edged weapons to injure them. They D H WR HH RP WKH W P D V HVV H G D V W JDWHV R 6 K D R H HPR D GRHV WKH W P GDPDJH SH WH WD H V H WKH D HG WHHWK D H R H W WR HH RP WKH WH WD H If an attached tentacle is damaged but not destroyed, it instantly and automatically drains suf cient hit points, in blood, from the victim’s body to restore it to a full 6 hit points. This re ex effect occurs after every non- J K W R D WH WD H H H W V R GHG PR H WKD R H D R G This cannot occur more than twice in one round. The parasitic healing H H W GRHV RW HVSR G WR GDPDJH V H HG WKH H W D RG R RWKH WH WD HV A tentacle continues to drain blood, if it was draining when the central body of the death kiss reaches 0 hit points. Tentacles not attached to a vic tim at that time are incapable of further activity. A death kiss can retract a G D J WH WD H W R WD GRHV VR R KH WV H W D RG V DW 5 hit points or less; it willfully detaches once the victim has been drained WR K W SR WV Ingested blood is used to generate electrical energy –1 hit point of blood becomes 1 charge. A death kiss uses this energy for motor activity and healing. An eye of terror expends one charge every two turns in moving, D G WK V V D PRVW R VWD W K W J S H 6SH G J R H KD JH H D HV D HHGH WR KHD K W SR W R GDPDJH WR HD K R WV WH WD HV WV H W D body, and its eye (12 hit points in all). It can heal itself with one charge R VWR HG H H J H H RWKH R G DGG W R WR WV R PD DWWD V D G D W W Each tentacle can store up to 24 charges of drained energy, the body capable of storing 50 charges of drained energy. A severed tentacle is 70% H WR G V KD JH WV P DW H KD JHV KH VH H HG WR D WK J touching it; each charge delivers 1 hit point of electrical damage. Finally, bleeders can ram opponents with their mass. This attack does GDPDJH A death kiss may “shut itself down,” remaining motionless and insen V W H R WKH J R G D G D HPD D H WKDW VWDWH R R J SH RGV of time. To awaken from its hibernation, the creature requires an in ux R H H W D H H J R V GH D H KHDW R WKH WH D VKR D VHG D blow, fall, wound, or magical attack; any of the above stimulants must deal at least 5 points of damage to the death kiss to awaken it. Adven turers nding a hibernating death kiss usually provide such stimulation, WK J WKH V HHSH KH S HVV S H
23 Beholder and Beholder-kin Eyes of terror are solitary hunters, fully inheriting the paranoia and ego of their cousins, the beholders. If they encounter one of their kin, the result is often a mid-air struggle to the death. The loser’s body becomes an incu bator and breeding ground for the death kiss’ offspring. Within one day, 1-4 young will “hatch”. Each new bleeder has half its parent’s hit points, D G PDW HV PR WK The death kiss has an organ in the central, upper body that is a valued J HG H W PDJ D SRW R V D G VSH V R H HG WK H WDW R (and may be sold like beholder eyes). In addition, a brain or nerve node, deep in a bleeder’s body, hardens into a soft-sided, faceted red gem upon the creature’s death. Called “bloodeyes,” these typically fetch a market price of 70 gp each. They are valued for adornments since they glow more brightly as the wearer’s emotions intensify. ( H RI WKH HHS EHKROGHU NLQ This is a water breathing version of the beholder, and dwells only at great depths, oating slowly about, stalking prey. They have two crab-like pin cers which in ict 2-8 (2d4) points of damage each, and a wide mouth full R VKD S WHHWK WKDW GRHV SR WV R GDPDJH The primary weapons of the eyes of the deep, however, are their eyes. The creature’s large central eye emits a cone of blinding OL W HHW GH DW its start, 30 feet long, and 20 feet wide at its base. Those in the cone must VD H V SR VR R H VW HG for 2-8 (2d4) rounds. The eye of the deep also has two smaller eyes on long stalks, and uses RWK WR FUHDWH LOO VLR Acting independently, the small eyes are able to cast ROG SHUVR D G ROG PR VWHU VSH V HVSH W H The eye of the deep has an Armor Class of 5 everywhere, including its eyes and eye stalks. If its eyestalks are severed they will grow back in D R W D HH DXWK EHKROGHU NLQ The Gauth is a relative of the beholder that feeds on magic. Its spheri D RG V HHW G DPHWH D G R R R PRWW HG WK S S H and gray. Located in the center of the gauth’s forward hemisphere is a D JH H W D H H V R GHG D J R VPD H H HV WKDW D H S RWH WHG by ridges of tough esh. These secondary body eyes provide the creature with normal vision in lighted areas and infravision to 90 feet. On the un derside is the beast’s fearsome mouth with its accompanying cluster of R HHG J WH G V K H WKH WRS V DGR HG WK D R R V H H stalks. Attacks on the creature hit as follows: ROO /RFDWLRQ LW 3RLQWV RG As listed Central Eye 3D W R RG Eyestalk/Tendril K W SR WV :K H WKH JD WK V V P D WR WKH HKR GH WV D W WR HHG R WKH H H J of magical objects makes it even more dangerous in some ways. :KH D JD WK PR HV WR RP DW W HJ V WR J R P K DV W H H the object of a faerie re spell, to attract the attention of its foes. A creature WKDW PHHWV WKH D H R WKH H W D H H P VW R D V HVV VD J WK R V VSH WK D SH D W R H D H WHG DV WKH W P R D IHHEOHPL G VSH If a gauth chooses to bite with its great maw, the sharp fangs in ict 3d4 points of damage. The four tendrils around the mouth can grab and hold victims as if they had a Strength of 18, but they can in ict no damage. A gauth in combat can also employ its six eye stalks. These eyes have WKH R R J SR H V &D VH VHULR V R GV (as spell, 30-foot range). 5HS OVLR (as spell, 10-foot wide path, 40-foot range) &R H RI FROG (as spell, in icts 3d4 points of damage and has an area of effect 5 feet wide at the start, 50 feet long, and 20 feet wide at the base; this H H D H VHG R WK HH W PHV SH GD /L W L EROW (as spell, in icts 4d4 damage with 80’ range; this power D H VHG S WR R W PHV SH GD 3DUDO DWLR (as wand, 40-foot range, single target; only a GLVSHO PD LF R the beholder’s death can free the victim) HRPHU GUDL (see below) Perhaps the most feared of the gauth’s powers, its dweomer drain, per mits the gauth to drain charges from magical items. It has a 40-foot range and can be targeted on one individual per round. In addition to prevent ing one object from functioning for the duration of that round, this power drains one charge from one charged object. Permanent objects, such as PDJ D V R GV D H H GH HG SR H HVV R R H R G WK V D W Artifacts are not affected by the G HRPHU GUDL The eye has no effect on spells that have been memorized (but not yet cast) and it will not break the concentration of a wizard. It does neutralize any spell cast by its target WKDW R G KR H H A GLVSHO PD LF spell cast on any of the gauth’s eye stalks prevents its use for 1d4 rounds. The central eye, any fully retracted eye stalks, the body’s ability to glow, and the gauth’s natural levitation are not subject to injury V K D VSH If a gauth is slain, its magical energy dissipates. Usually, this is a harm less event, but there is a 2% chance that it is catastrophic, in icting 4d4 points of damage to all creatures within 10 feet (no saving throw). Gauth are immune to their own powers and to those of other gauth. They have D V D SK V R RJ WKDW H D HV WKHP WR HJH H DWH K W SR W H H W R W V Although gauth are not known to ght over territories or prey, they do go to great lengths to avoid each other. Even when they encounter another R WKH G WKH GH HVV WKH R WH J R H WKHP WWH A gauth can survive by eating meat but it greatly prefers to devour magi cal objects. In some unknown manner, the creature is able to absorb magical energy and feed on it. Each turn that an object spends in the gauth’s stom ach causes it to lose one charge. A permanent object is rendered inoperative after one day (artifacts are not affected, nor do they provide sustenance). Magical objects that cannot be entirely digested by a gauth are spat out after WKH KD H HH G D HG R D WKH SR H Gauth are thought to live a century or so. Within a week of their “natu ral” death, two young gauth emerge from the corpse. Although smaller than their parent (each has 2 + 2 or 3 + 3 HD and a bite that causes only 2d4 points R GDPDJH WKH KD H D WKH SR H V R D J R DG W 6SHFWDWRU EHKROGHU NLQ Another relative of the beholder, the spectator is a guardian of places and treasures, and capable of limited planar travel. Once it is given a task, the spectator will watch for up to 101 years. It will allow no one to use, borrow, or examine an item or treasure, except the one who gave it its orders. The VSH WDWR KDV D D JH H W D H H D G R VPD H H H VWD V S RW G J RP WKH WRS R WV KR H J VSKH D RG The spectator is dif cult to surprise, and has a + 2 surprise modi er and a + 1 initiative modi er. It is basically a passive creature, and will attempt WR RPP DWH D G PS D W V HVWLR as its rst act, unless it is immedi DWH DWWD HG 6W J D VSH WDWR KDV WKH R R J H H WV ROO /RFDWLRQ LW 3RLQWV RG + Eyestalk/Eye K W SR W Central Eye K W SR W A spectator, if blinded in all of its eyes, cannot defend its treasure and will teleport to the outer plane of Nirvana. This is the only condition un der which it will leave its post. Its eyes regenerate in one day and then it returns. If the treasure is gone, the creature again leaves for Nirvana, H H WR HW Spectator has a general magic resistance of 5%. As long as the central H H V GDPDJHG W D D VR re ect R H VSH DVW DW W SH R G VH G ing it back against the caster. This does not apply to spells whose range is touch. Re ection occurs only if the spectator rolls a successful saving throw vs. spell. If the saving throw fails, magic resistance (and a further saving throw) must be rolled. Re ection is possible only if the caster is standing within the 60 degree arc of the central eye. Only the spellcaster is affected by a re ected spell. All of the smaller eyes may be used at the same time against the same target. Their powers are:
24 Beholder and Beholder-kin & DUP powers are lost in undeath. The two eyes that charmed either become useless (60%), or function as weak ROG PR VWHU effects (40%). A be J D J WR VD H DJD VW V K D ROG remains held as long as the eye’s gaze remains steadily focused on them. If the eye is turned on another being, or WKH W P KRRGHG R R HPR HG WKH ROG DVWV D RWKH R GV HDWK W D WV D H PP H WR VOHHS F DUP D G ROG VSH V If not controlled by another creature through magic, a death tyrant hangs motionless until its creator’s instructions are ful lled (for example, “Attack all humans who enter this chamber until they are destroyed or ee. Do not leave the chamber.”). If no instructions are given to a “new” death tyrant, it attacks all living things it perceives. In most cases, death tyrants D H HDWHG WK R JK WKH PDJ R H H JV 6RPH R W DVW PDJ V J HKR GH V KD H H H HH R WR HDWH GHDWK W D WV RP WKH R R W DWH HWK H Death tyrants have no self-awareness or social interaction; they are mind less servants of more powerful masters. “Mindless” is a relative term; the R H K JK WH JH W D V R GHDWK W D WV VW VH H HV V WR SH H H D G DWWD HD RHV :KH D GHDWK W D W V R W R HG D RWKH H J R V GH W WR KD H WKH WH JH H R WV R W R H Death tyrants are created from dying beholders. A spell, thought to KD H HH GH H RSHG K PD PDJHV WKH HPRWH SDVW R HV D H KR GH RP D J WR D GHDG VWDWH D G PS WV WV D WK structions. “Rogue” death tyrants also exist: those whose instructions spe ci cally enable them to ignore all controlling attempts. These are immune WR WKH R W R DWWHPSWV R D RWKH H JV HKR GH V R WH HD H WKHP DV W DSV DJD VW D V A beholder’s mind uctuates wildly in the frequency and level of its PH WD D W W V DP J R PD F DUP PR VWHU D G FR WURO GHDG VSH V A special spell must be devised to command a death tyrant. 6DYLQJ 7KURZV Most beholders make saving throws according to their Hit Dice. The death kiss makes saving throws as a l0th-level warrior. The typical beholder and GHDG HKR GH V PD H VD J WK R V DV R R V UHDWXUH KLW SRLQWV 6DYHV DV WK H H D R WK H H D R WK H H D R WK H H D R &UHDWH IRRG D G DWHU (creates the amount of food and water for a large meal for up to six people; this takes one full round) &D VH VHULR V R GV (in icts 2d8 + 3 points of damage to a single being at a range of 60 yards; a saving throw vs. spell is allowed for half damage) 3DUDO DWLR UD (range 90 feet, one target only, for 8d4 rounds). 7HOHSDW (range 120 feet, only one target; communication is possible in WK V D D G WKH HDVW D D VR S D W D V HVWLR WKH WD JHW D V D VD J throw vs. spell; the V HVWLR V D D V WR HD H SHD H If properly met, the spectator can be quite friendly. It will tell a party exactly what it is guarding early in any conversation. If its charge is not WK HDWH HG W D H H DP D H D G WD DW H V J WV WH HSDWK Spectators move by a very rapid levitation, in any direction. They will drift aimlessly when asleep (20% likely when encountered), never touch J WKH J R G The treasure being guarded is 90% likely to be a magical item. If the VSH WDWR JD V GH WD W HDV H K H SH R P J WV G W WK V V RW part of its charge and it will freely allow it to be taken. Incidental treasure can be generated as follows: 40% for 3-300 coins of mixed types, 30% for 1d6 gems of 50 gp base value, 20% for 1d4 potions, 15% for a +1 piece of armor, 15% for a +1 weapon, and 5% for a miscellaneous magical item valued at 1,000 XP or less. Spectators are summoned from Nirvana by casting PR VWHU V PPR L 9 WK PDWH D RPSR H WV R WK HH R PR H VPD H HV RP D HKR GH (The chance of success is 10% per eye.) The spectator can be RPPD GHG only to guard some treasure. It performs no other duty, and RPPD G ed to undertake some other task, it returns to Nirvana immediately. If its J D GHG W HDV H V H H GHVW R HG R VWR H WKH VSH WDWR V H HDVHG RP service and returns to Nirvana. The summoner may take the item with no WH H H H RP WKH VSH WDWR W WK V H HDVHV WKH HDW H QGHDG HKROGHU HDWK 7 UDQW Death tyrants are rotting, mold-encrusted beholders. They may be shriv H HG R GV H SRV J WKH WH D VSKH D HW R V R D V among the remnants of their exoskeletal plates. All sport wounds, some have eyestalks missing, or a milky lm covering their eyes. They move D G W PR H V R WKD J HKR GH V VW J D G J J WKH H HV WR HD DVW D RP DW R G An undead beholder can use all the powers of its surviving eyes, just as it did in life. The powers of 2-5 eyes (select randomly, including the central eye) are lost due to injuries or death, and the change to undeath. Although a death tyrant “heals” its motive energies through time, it cannot regener DWH RVW H HVWD V R WKH SR H V
25 Beholder and Beholder-kin A director’s central eye has the power of de ection D R WD DWWD V R G H WR V H D penalty to the attack roll and damage is halved. The G H WR D VR JD V D R V WR D VD J WK R V DJD VW VSH V DVW those in the eld of vision of the central eye. H WR PR WV VHHP WR KD H GH HG RP D VH W VWR DV WKH D H R H HG K W D G KD H V PS H H H VSRWV D G P W S H P V H WR V R PD SRVVHVV + W H W KH PR WHG WKH G H WR D G PR W D H W HDWHG DV D V J H HDW H KRVH + W H H D V WKH V P of those of the director and the mount. After a director/mount suffers half damage, the mount’s speed is reduced to half and the director gets only one physical attack per round. A director may ee and leave his mount to fend for itself (the mount suffers a –4 penalty to its attack rolls). Directors have an AC of 4, but are AC 2 when mounted. Directors may use all of WKH R PD SR H V K H PR WHG WK WKH HVW W R V R HKR GH WD JHW J D J HV UDZOHU (a typical mount): A crawler resembles a cross between a cen tipede and a spider. It has 4 Hit Dice. It has 10 legs, two pairs of frontal antennae, and two ghting spider fangs that can be used for separate stab J DWWD V D V J G SR WV R GDPDJH HD K 9 W PV KR D WR R successful saving throws vs. poison are paralyzed for 1d4 rounds. Crawl ers are omnivores that prefer to eat smaller creatures. Unmounted, they may roll into a ball to gain an AC of 0. They have cutting mandibles be HDWK WKH R W D JV ( DPLQHU DERPLQDWLRQ An examiner is a 4-foot diameter sphere with no central eye and only four small eyes, each at the end of an antenna, mounted atop the sphere. They have one small, lamprey-like mouth on their ventral surface. The mouth is surrounded by four multi-jointed limbs ending in gripper pads. These P V D S S D G PD S DWH WRR V WKH K H VW H JWK R WKH H DP H Examiners are scholars and clerks involved in spell and magical item enhancement, research, and creation. They can use any artifact or tool as well as humans, and they can wield up to four items at a time. Examiners regenerate 1 point of damage each round. The powers of their four eyes are given below (all spell-like effects are cast at the 8th level). ( ODU H R 5HG FH ,GH WLI R /H H G /RUH 7UD VP WH )RUP (similar to a WR H DSH VSH W R V R D W SHV R R PDJ D R J PDWH D Spell Re ection DV D UL RI VSHOO W U L LYH 0RWKHU LUHFWRU ( DPLQHU /HQVPDQ 2YHUVHHU :DWFKHU /,0 7( 7( ,1 Any remote Any remote Any remote Any remote Any remote Any remote ) (4 (1 9H D H 9H D H 9H D H 9H D H 9H D H 9H D H 2 1,= 7,21 6R WD 6 DG 6 DG 6 DG 6R WD 6R WD 7,9,7 /( Any D Night D Any Any ,(7 Omnivore Omnivore Omnivore Insectivore Omnivore 6 D H JH ,17(//, (1 ( Genius (17-18) Average (8-10) Genius (17-18) Low (5-7) 6 S D JH V (19-20) Semi- (2-4) 7 ( 6 ( I, S, T * V (×4) 5 U Nil /, 10(17 Lawful evil Lawful evil Lawful neutral Neutral evil Lawful evil Neutral 12 33( ,1 02 / 66 2 (4) 029(0(17 Fl 6 (A) 15, Fl 3 (A) Fl 6 (C) Fl 6 (A) ,7 , ( 12 (8) 7 12 2) 77 .6 0 ( 77 . R HDSR R HDSR 63( , / 77 .6 0DJ 0DJ 0DJ Nil 0DJ 0DJ 63( , / ()(16(6 Anti-magic ray Nil 0DJ 0DJ 0DJ 0DJ 0 , (6,67 1 ( 5% 20% 25% Nil 35% Nil 6,=( H (8’ in G DPHWH H (8-10’ in G DPHWH M (4’ in diameter) M (5’ tall) H (15’ tall) L (6’ in G DPHWH 02 /( Fanatic (18) Fanatic (18) Steady (11) Elite (14) Champion (16) Average (10) 3 9 / ( LYH 0RWKHU EHKROGHU NLQ The legendary hive mothers are also called the “Ultimate tyrants”, or just “Ultimates”. They are twice the size of typical beholders, and differ in DSSHD D H DV H Their mouths are larger, so large that they can gulp down a man-sized target on a natural die roll of 20. Once swallowed, the prey takes 5-20 points of damage (5d4) each round until it is dead or escapes. The be holder’s mouth is not very deep, so a victim can escape by making a suc HVV DWWD R The ultimate has no eyestalks, but its magical eyes are protected by hooded covers in the esh of the creature’s body, so that they cannot be severed. The central eye has 15 hit points. ROO /RFDWLRQ LW 3RLQWV RG + Central Eye KS The ultimate’s true ability is in controlling the actions of large numbers of beholders and beholder-kin. A hive mother may have 5-10 ordinary beholders under its command, or 5-20 abomination beholder-kin (see be low), which it communicates with telepathically. A nesting hive mother VSH V G VDVWH R WKH V R G J HJ R DV W D DSSD H W HDWH D community of beholders, beholder-kin, and abominations. If destroyed, WKH HKR GH V D G HKR GH W R HD K RWKH R VHH WKH R D V + H PRWKH V PD H WKH D HVW D VWR R WKH HWWH R HKR GH WKH H W VWHS R WV H R W R D PDJ D P WDW R R D VHSD DWH VSH HV The reality remains unknown. LUHFWRU DERPLQDWLRQ Directors are a social warrior-beholder, and breed specialized mounts. They mindlink with their mounts to better control them. Directors resemble beholders, but their central eye is smaller. They pos VHVV R V VPD H HV R HW D WD H H H VWD V H WR V KD H D D JHG PR WK H R WKH H W D H H D G SRVVHVV WK HH D HG VH VR WH G V on their ventral surface. These tendrils are used to cling to the mount and WK WV P WHG P G Directors’ eyes have their own powers: 0D LF 0LVVLOH (as spell, 2/round) U L +D GV (as spell at 8th level) DOO RI ,FH (as spell) OR (as spell) ( HU DWLR (as spell) ,PSUR HG 3 D WDVPDO )RUFH (as spell)
26 Beholder and Beholder-kin 7U H HHL D G ( 3 G D FHG ,OO VLR D G HPL DGR 0D LF 7HOHNL HVLV D G 7HOHSRUW Compound Eye: 0HVVD H 7R HV D G HVWLR Watchers are not aggressive warriors; they prefer misdirection and ight to actual confrontation. 2WKHU HKROGHUV DQG HKROGHU NLQ The beholder races are not limited to the ones presented here. The plastic DW H R WKH HKR GH D H D R V PD P WDW R V D G D RP DW R V WKH HHG G J W RW P WHG WR WKH R R J HKROGHU 0DJH 6K HG RWKH HKR GH V WK V V D HKR GH K K KDV S SRVH G ed its central eye, so that it might cast spells. It does so by channeling spell H H J WK R JK D H HVWD HS D J WKH R PD H H W WK WKDW R D VSH R WV KR H (OGHU 2UE These are extremely ancient beholders of godlike intelligence and power. Though they have lost the function of some of their eyestalks, they have more hit points and are able to cast spells. They can supposedly create and R W R GHDWK W D WV 2UEXV This is a stunted, pale-white beholder retaining only its anti-magic eye D G HS WHG WR KD H J HDW PDJ D D W RRPVSKHUH This ghost-like undead beholder is created by magical explosions. .DVKDULQ An undead beholder, it passes on the rotting disease which killed it. VWHUHDWHU This abomination is a great boulder-like beholder-kin without eyes. RUEHO The gorbel is a wild, clawed beholder-kin lacking magic but with the nasty KD W R H S RG J DWWD HG In addition, there are beholders which are in all appearances “normal” but KD H H HV WK D WH DWH PDJ D D W HV V K DV D GHWHFW OLH VWHDG R D GHDW D 6 K HDW HV D H V D W HDWHG DV R W DVWV D WKH HKR GH D G HKR GH D HV /HQVPDQ DERPLQDWLRQ A lensman has one eye set in the chest of its ve-limbed, star sh-shaped, simian body. Beneath the eye is a leering, toothy maw. Four of the ve limbs end in three- ngered, two-thumbed, clawed hands. The fth limb, atop the body, is a prehensile, whip-like tentacle. Its chitin is soft and there are many short, y-like hairs. Lensmen are the only kin to wear any sort of garb—a webbing that is used to hold tools and weapons. Their preferred HDSR V D H GR H KHDGHG SR HD PV Lensmen are semi-mindless drones that don’t question their lot in life. The eye of each lensman possesses only one of the following six special powers (all at the 6th level of ability). (PRWLR +HDO LVSHO 0D LF 7R HV 3 D WDVPDO )RUFH 3URWHFWLR V (as scrolls, any type, but only one at a time) 2YHUVHHU DERPLQDWLRQ Overseers resemble eshy trees. They have 13 limbs, each of which ends in a bud that conceals an eye; one of these limbs forms the top spine, and three yammering mouths surround the spine. There are eight thorny, vine-like limbs that are used to grasp tools and for physical defense, in icting 1d10 + 2 points of damage each. Overseers sit on root-like bases and can inch along when movement is required. They cannot levitate. Overseers are covered with a fungus which changes color as the over VHH V GHV H RPPR PRWW HG J HH J D D G R Overseers may use any physical weapons or artifacts. The powers of their 13 eyes are as follows (all magical effects are cast at 14th level). &R H RI &ROG LVSHO 0D LF 3DUDO VLV & DL /L W L 7HOHNL HVLV H JKW (PRWLR 0DVV & DUP RPL DWLR 0DVV HVWLR 0DMRU &UHDWLR SHOO 7 U L HUWH V SHOO ,PP LW 7HPSRUDO WDVLV An overseer’s AC is 2, but each eye stalk is AC 7 and is severed if it suf H V SR WV R GDPDJH Like hive mothers (that operate with them), overseers can convince similar beholders and beholder-kin to work together. Overseers are very S RWH W H R WKH KHD WK D G D D V KD H R H R W R HKR GH J D GV and at least a half dozen directors protecting their welfare. :DWFKHU DERPLQDWLRQ :DW KH V D H RRW G DPHWH VSKH HV WK WK HH H W D H HV D D JHG around the circumference of the sphere. These eyes are huge and unlid ded. On the crown of the sphere is a compound eye and a ring of six eye spots that make it dif cult to surprise a watcher. A large tentacle with D D HG S HKH V H SDG H WH GV RP WKH H W D V D H JKW HK G WKH VPD PR WK WK WV DVS H WR J H :DW KH V HHG R D R D G stunned prey. They are information gatherers and are the least brave of all WKH H H W D W D HV :DW KH V D DWWD WK WKH V J H WH WD H R G SR WV R GDP age. The tentacle also in icts an electrical shock; victims who fail a system VKR R D R V R V Each of a watcher’s main eyes has two powers, and the compound eye on top may draw on three different abilities. The six eye spots have no VSH D SR H V
27 Bird LUG 3 09 7 7 PJ WW 0RUDOH 3 9DOXH RRG +D 1, Fl 24 (B) Steady (11) RR H 15, Fl 15 (D) 1-6 (×2)/2-16 Steady (11-12) R GR 3, Fl 24 (D) Average (8-10) Crow (See Raven) Eagle, Giant 3, Fl 48 (D) Elite (13) Eagle, Wild 1, Fl 30 (C) Average (9) Eblis 12, Fl 12 (C) 1-4 (×4) Champion (15-16) 650 (normal) 1,400 (spell VH Emre 18, Fl 24 (C) R Unsteady (7) Falcon 1, Fl 36 (B) Unsteady (6) Flightless + + Average (8-10) + + + + + + Hawk, Large 1, Fl 33 (B) Average (9) King sher 1, Fl 36 (C) Unsteady (7) Owl 1 (2) 1, Fl 27 (D) Unsteady (5-7) Owl, Giant 3, Fl 18 (E) Steady (11-12) Owl, Talking 1, Fl 36 (C) Champion (15) 5D H 1, Fl 36 (B) KS Average (8-10) 5D H + JH 1, FL 27 (C) Steady (11-12) 5D H * D W 3, Fl 18 (D) Elite (13-14) Sky sher 3, Fl 24 (C) R R Average (9) 6 D 3, Fl 18 (D) Unsteady (6) 9 W H 3, Fl 27 (E) Unsteady (5-7) 9 W H * D W 3, Fl 24 (D) Average (8-10) :D R R Unsteady (7) Avians, whether magical or mundane in nature, are among the most inter esting creatures ever to evolve. Their unique physiology sets them apart RP D RWKH H D G WKH J D H D G HD W KD H HD HG WKHP D S D H R HVSH W D G DGR DW R WKH WD HV R PD D HV ORRG DZN Blood hawk hunt in ocks and are fond of humanoids. They continue to DWWD K PD V H H WKH PH HH KDV JR H DJD VW WKHP 0D H RRG KD V K PD V RW R R RRG W D VR R JHPV K K WKH VH WR H WKH HVWV DV D D HPH W WR HPD HV RREULH The boobrie, giant relative of the stork, stands 12 feet tall. A boobrie’s diet consists of giant cat sh and other wetland denizens. When times are lean, the boobrie feeds on snakes, lizards, and giant spiders. Its occasional GHSH GH H R D G HW R HDW HV WKDW GH H D WR WH KDV PDGH WKH boobrie immune to all poisons. When a boobrie hunts, it nds a grove of tall marsh grass or similar vegetation and slips into it. Once in its hunting G W HPD V VW R KR V DW D W PH W S H RPHV WK V JKW :KH HPS R J WK V PHD V R DP VK WV RSSR H WV V H D SH D W WR WKH V S VH R V RQGRU R GR V PHDV H WK HH WR V HHW D G KD H D JVSD R WR HHW They rarely land except to feed—they even sleep in ight. Condor eggs and hatchlings are worth 30-60 gp. They can be trained to act as spot ters or retrievers. Humanoids of small or tiny size can train them as aerial mounts. Used in this way, they can carry 80 pounds, either held in their D V R G J DWRS WKH D V (DJOH An eagle typically attacks from great heights, letting gravity hurtle it to ward its prey. If an eagle dives more than 100 feet, its diving speed is double its normal ying speed and the eagle is restricted to attacking with its claws. These high-speed attacks gain a +2 attack bonus and double damage. Eagles are never surprised because of their exceptional eyesight and hearing. Eagles mate for life and, since they nest in one spot, it is easy to identify places where eagles are normally present. On occasion, in an D HD R K HHG J G HDJ HV D H H R WH HG VWHDG R WKH R PD individual or pair. Eagles generally hunt rodents, sh, and other small animals. Eagles also feed on the carrion of recently killed creatures as well. Eagles never attack humanoids, though small creatures like brown HV KD H WR H D R D K W J HDJ H (DJOH LDQW Giant eagles stand 10 feet tall and have wing spans of up to 20 feet. They share the coloration and ghting methods of their smaller cousins. How H H D J D W HDJ H G HV PR H WKD HHW W DGGV WR WV DWWD R D G GR HV WV D GDPDJH * D W HDJ HV KD H H HSW R D H HV JKW D G KHD J D G D RW H V prised except at night or in their lair, and then only 10% of the time. Far PR H VR D WKD R PD HDJ HV S WR HVWV D H R G WKH VDPH D HD R H HVW R HD K PDWHG SD * D W HDJ HV D H W D HG D G WKH HJJV VH R WR JS (EOLV Their bodies look like those of storks, with grey, tan, or off-white plum age on their bodies and sleek black necks. Their heads are narrow and end in long, glossy-black, needle-like beaks. Eblis speak a language of chirps, whistles, and deep-throated hoots. In addition, spellcasting eblis KD H PD DJHG WR HD D G PH WD H V R R RPPR D R J WKHP to converse with those they encounter. Each community is led by one in dividual with spellcasting ability. These eblis cast 2d4 spells per day as 3rd-level casters. To determine the available spells, roll 1d8 and consult WKH R R J WD H S DWH R V G DWH WKH VSH PD H HPS R HG PR H WKD R H SH GD ROO 6SHOO ROO 6SHOO GLEOH ODPHU + S RWLF SDWWHU O U SRRN & D H VHOI DOO RI IR + S RWLVP LVSHUL L G Eblis love shiny objects (like gems); even the most wise and powerful of the eblis can be bribed with an impressive jewel. An eblis community consists of G K WV W RP VW D D G J DVVHV RPPR WR WKH PD VK D R G WKH RP munity. Care is taken by the eblis to make these huts dif cult to detect. In D W R D GHWH P HG VHD K R WKH D HD D D JH R VRPHR H WK WKH animal lore pro ciency is likely to uncover the community. All eblis secrete an oil that coats their feathers and provides them with a +1 bonus to all saving throws against re- and ame-based attacks. Any damage caused by a re- or ame-based attack is lessened by –1 for each G H R GDPDJH The evil nature of the eblis is best seen in the delight it takes in hunting and killing. When an eblis spots travelers who have objects it desires for WV HVW W DWWD V 6 H WKH H V V J WKHVH DWWD V R WH WD H WKH R PV R DP VKHV
28 Bird DYHQ URZ 5D H V D G R V D H R WH P VWD H DV DG RPH V V SH VW W R V D P ers and peasants. They attack with strong claws and their long, sharp beaks. Ravens employ a grab and peck approach to combat. These birds are 10% likely to attack an opponent’s eyes. If successful, the attack causes the opponent to lose an eye. All birds of this type travel in ocks. Any encountered solo are actually scouts. As soon as they see any approach J HDW H WKH V R WV J H D J HV D G PD WD D VD H G VWD H WR HHS W D R WKHP H D VH R WKH V R WV D H V D RW H V S VHG G J GD JKW R G W R V DYHQ LDQW Giant ravens are both pugnacious and easily trained (if raised from edg JV D G D H R WH VHG DV J D GV D G PHVVH JH V :K H WKH D H WRR small to be used as mounts by all but small humanoids (i.e., faerie folk and 3 V GH WKH H H WV R D SRWLR RI GLPL WLR WKH VW H JWK R WKHVH GV is enough to carry an adult hal ing. DYHQ XJH + JH D H V KD H PD R V G VSRV W R V R DV R D VH J H PDV ters. Not all raven familiars and consorts are evil—the alignment of the PDVWH V D GH V H D WR V K D D JHPH WV 9XOWXUH Vultures are scavengers that search the skies for injured or dead creatures to feed upon. They measure 2 to 3 feet long with a wingspan of up to 7 feet. Greasy blue-black feathers cover the torso and wings; its pink head V D G 9 W HV D H R D GV D G D W W D WH GHG PHD VWRSV moving. If six or more vultures are present, they may attack a weakly moving victim. If the victim defends itself, the vultures move out of reach W PD WD WKH GHDWK DW K HDW HV WKDW D H R V R V GHDG R magically sleeping or held are potential meals. If the surviving combat D WV D H WKH WKD HHW RP WKH D H HDW HV WKH W HV D JKW and begin feeding. Because of their diet, vultures’ kin have developed a DW D HV VWD H WR G VHDVH D G R JD WR V 9XOWXUH LDQW * D W W HV PHDV H WR HHW RPHVW DWHG J D W W HV D H trained to associate speci c species (i.e., as humanoids) with food, hence WKH GV R H W DWH R R DW J WKRVH HDW HV * D W W H HJJV D G KDW K JV D H R WK JS )DOFRQ Falcons are smaller, swifter, and more maneuverable than hawks. These GV R S H D H HDV W D HG D G D H S H H HG K WH V R H KD V Trained falcons sell for around 1,000 gp each. )OLJKWOHVV LUG These avians are typi ed by the ostrich, emu, and rhea. Although they VKD H PD R WKH SK V R RJ D DGDSWDW R V WKDW H D H RWKH GV WR take wing and break the bonds of earth, they are unable to y. The ostrich is the largest and strongest, standing 8 feet tall and weigh ing 300 pounds. The animal’s small head and short, at beak are perched atop a long, featherless neck. The ostrich is able to run at 40 miles per hour. If forced to ght, an ostrich uses its legs to deliver a kick that in icts G SR WV R GDPDJH The emu reaches 6 feet high and 130 pounds. Unlike those of their D JH R V V WKH JV R D HP D H G PH WD DSSH GDJHV K GGH H HDWK WKH RD VH KD H HDWKH V The rhea resembles a small ostrich, standing 3 feet tall and weighing 80 pounds. The differences between the two species lie in the structure of the feet and the tail feathers. Ostriches have two toes, while rheas have three, and ostriches have elegant, owing tail plumes, while the rhea’s are far shorter. Long feathers on the bird’s sides swoop down to cover the VW WHG WD HDWKH V DZN Hawks have wingspans up to 5 feet. They attack in plummeting dives, usually from a height of 100 feet or more. This dive gives them a +2 at tack bonus, enabling their talons to in ict double damage. Hawks cannot DWWD WK WKH HD V G J WKH R G K K WKH VH D G H DWWD After the initial dive, hawks ght by biting and pecking with their beaks, WHD J DW WKH RSSR H WV WK WKH WD R V +D V WD JHW H HV D G WKH have a 25% probability of striking an eye whenever their beak strikes. Op ponents struck in the eye are blinded for 1d10 rounds and have a 10% KD H R RV J WKH VH R WKH H H H D VH R WKH V SH R H HV JKW hawks can never be surprised. Any intruder threatening the nest is at tacked, regardless of size. If taken young and trained by an expert, hawks can be taught to hunt. Fledglings bring 500 gp and trained hawks sell for DV P K DV JS 2ZO Owls hunt rodents, small lizards, and insects, attacking humans only when frightened (or magically commanded). They have 120’ infravision and qua druple normal hearing. They y in total silence, giving their prey a –6 pen alty to their surprise rolls. Owls cannot be surprised during hours of dusk and darkness; during daylight hours, their eyesight is worse than that of K PD V V H J D R WKH V S VH R G V R H HG WKH GD JKW roosting place. Owls attack with sharp talons and hooked beaks. If they swoop from a height of 50 feet or more, each attack is +2 and in icts double GDPDJH W R HD DWWD V SRVV H 2ZO LDQW These nocturnal creatures inhabit very wild areas, preying on rodents, large game birds, and rabbits. They are too large to gain swoop bonuses but can y in nearly perfect silence; opponents suffer a –6 on their surprise R * D W R V PD H H G WR D G K PD V WKR JK WKH D H DW rally suspicious. Parents will ght anything that threatens their young. Eggs sell for 1,000 sp and hatchlings sell for 2,000 sp. 2ZO 7DONLQJ Talking owls appear as ordinary owls, but speak common and six other languages (DM’s option). Their role is to serve and advise champions of JRRG D VHV R GD JH R V HVWV K K WKH GR R G HH V W HDWHG kindly on the rst encounter; a talking owl feigns a broken wing to see how a party will react. Talking owls can GHWHFW RRG They have a wisdom V R H R WK WKH DSS RS DWH VSH PP W HV
29 Brain Mole A brain mole can perform mindwipe up to a range of 30 feet. Strangely H R JK D D PR H P VW HVWD VK R WD W H R H V J SV K G D Furthermore, it can only perform psychic drain upon psionicists or psion HDW HV +R H H W GRHV RW KD H WR S W WKHP WR D W D H R D GHHS sleep rst, it just starts siphoning away psionic energy. DELWDW 6RFLHW D PR HV H DP WV WKDW GH R H PD H one female, and 1d6 young (one of which may be old enough to feed by it self). Large brain mole towns of up to 3d6 family units have been reported. Of course, these only occur in places frequently traveled by the psionically HPSR H HG (FRORJ Though brain moles can be dangerous to some, others keep them as pets. The moles are rather friendly, and easily tamed. They are favored by royalty, who enjoy the special protection which only brain moles can S R GH 6RPH VDJHV D P WKDW H H D GHDG D PR H D R H S RWH tion from psionic attacks, provided the carcass is worn about one’s neck DV D PHGD R 6RPHW PHV R HV KR KD H HH KD DVVHG D SD W D SV R VW VH G KH RHV R W R HVWV R WKH WW H RGH WV On the open market, adult brain moles sell for 50 gp. Youngsters sell R JS HD K /,0 7( 7( ,1 Any/Below ground ) (4 (1 9H D H 2 1,= 7,21 Family 7,9,7 /( Night ,(7 3V R H H J ,17(//, (1 ( Animal (1) 7 ( 6 ( Nil /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( KS 7 Nil 12 2) 77 .6 Nil 0 ( 77 . Nil 63( , / 77 .6 3V R 63( , / ()(16(6 3V R 0 , (6,67 1 ( Nil 6,=( T (3” long) 02 /( Unsteady (5-7) 3 9 / ( These small, furry animals are nearly blind, and look like normal moles. Brain moles are seldom seen, however. They live in underground tunnels, burrowing through rock as easily as through dirt. Usually, the only dis cernible evidence of a brain mole’s presence is a network of blistered stone or mounded dirt above ground, which marks the tunnel complex. These HDW HV GDPDJH PR H WKD D GV DSHV KR H H D PR HV HHG R psionic activity. From the protection of their tunnels, they will psionically burrow into a victim’s brain, and drain his psionic energy. RPEDW A brain mole commonly attacks its victim in forests or under ground; in either case, the creature is usually out of its direct line of sight. The mole waits for a psionically endowed being to appear above it, or it R VHD K R S H D PR HV KD H D DWH SV R VH VH D G D D WRPDW D GHWH W D SV R D W W WK D GV +R H H WKH D R HHG R SV R H H J KH WKH W P V HD WK D GV WKH W P is a psionicist or psionic creature, 30 feet if the victim is a wild talent. The mole can’t get a x on its prey until the victim actually uses a psionic SR H Once a brain mole locates a victim it will attempt to establish contact. If contact is made, it will attempt to feed. If the victim is a wild talent, feed ing is accomplished by using mindwipe. If the victim is a psionicist (or psionic creature), feeding is accomplished through ampli cation. A brain mole does not attack maliciously. It must feed at least once a HH R W G H 3VLRQLFV 6XPPDU /HYHO LV 6FL HY WWDFN HIHQVH 6FRUH 363V MT/M- 7HOHSDWK 6FLHQFHV mindlink, mindwipe; HYRWLRQV R WD W P G WK VW 0HWDSVLRQLFV HYRWLRQV psychic drain (no cost), psionic sense
30 Broken One RPPRQ UHDWHU /,0 7( 7( ,1 Any land Any land ) (4 (1 5D H 9H 5D H 2 1,= 7,21 3D 3D 7,9,7 /( Any (night) Any (night) ,(7 9D HV 9D HV ,17(//, (1 ( Low (5-7) High (13-14) 7 ( 6 ( I, K, M I, K, M; Z in lair /, 10(17 Neutral evil Neutral evil 12 33( ,1 3-12 (3d4) 1-4 (1d4) 02 / 66 7 (10) 5 (8) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-6 (or by HDSR 1d8 (or by HDSR 63( , / 77 .6 6HH H R 6HH H R 63( , / ()(16(6 5HJH H DW R 5HJH H DW R 0 , (6,67 1 ( Nil Nil 6,=( M (4-7’ tall) M (4-7’ tall) 02 /( Unsteady (5-7) Steady (11-12) 3 9 / ( Broken ones (or D LPDO PH are the tragic survivors of scienti c and magi D H SH PH WV JR H D :K H WKH H H R H K PD WKH H JV KD H H RPH P J HG WK WKRVH R D PD V D G WKH H DW H KDV been forever altered by the shock of this event. It is rumored that some R H R HV D H WKH HV W R D HG DWWHPSWV DW UHV UUHFWLR UHL FDU DWLR R SRO PRUS VSH V :K H R H R HV RR PR H R HVV K PD WKH D H SK V D D SHG and twisted by the accidents that made them. The characteristics of their non-human part will be clearly visible to any who see them. For example, D R H R H KR KDV HH VHG WK WKH HVVH H R D DW P JKW KD H horri c feral features, wiry whiskers, curling clawed ngers, and a long, K S H WD R H R HV R KDWH H D J DJHV WKH H DV K PD H JV and 10% of them can communicate with their non-human kin as well. It V RW RPPR R WKH VSHH K R D R H R H WR H KHD D H WHG R V HG WKH GH R P W HV R WV RG RPEDW R H R HV WH G WR H H V H HDW HV D G RP DW WK WKHP V D H 6W WKH D H VW R J RSSR H WV R H R HV D H D PRVW D D V blessed with a greater than human stamina, re ected in the fact that they always have at least 5 hit points per Hit Die. Thus, the weakest of broken ones has at least 15 hit points. In addition, broken ones heal at a greatly D H H DWHG DWH HJH H DW J K W SR W HD K R G A broken one will often wield weapons in combat, in icting damage ac R G J WR WKH HDSR VHG 0D R H R HV KD H D VR GH H RSHG D V R J HDW VW H JWK K K PD HV WKHP GHDG D PHG RP DW +H H all such creatures in ict 1d6 points of damage in melee. Unusually strong VW D V P JKW H H H R VHV WR DWWD D G GDPDJH R V Many broken ones have other abilities (night vision, keen hearing, etc.) that are derived from their animal half. As a general rule, each creature KD H D V J H D W R WK V VR W DELWDW 6RFLHW R H R HV WH G WR JDWKH WRJHWKH D GV R HW HH 10 and 60 persons. Since they seldom nd acceptance in human societies, WKH VHH R W WKH R G D G G H VH GHG D HDV R GH VH RRGV or rocky wastes far from the homes of men. From time to time they will DWWD D K PD DJH R D D D H WKH R V SS HV VH GH H VH R simply out of vengeance for real or imagined wrongs. If possible, they will W WR VHH R W WKH HDWR D G GHVW R K P R WKH W D V R PDW R V KH KDV R JKW SR WKHP :KH D VR HW R WKHVH PR VWH V V R G W D D V H W D D ture. There will be from 10-60 typical broken ones with one greater broken one for every 10 individuals. The greater broken ones (described below) will act as leaders and often have absolute power over their subjects. (FRORJ R H R HV D H DW D RP DW R V R PH D G D PD V Their individual diets and habits are largely dictated by their animal na tures. Thus, a broken one who has leonine characteristics would be carniv R R V K H R H VHG WK WKH HVVH H R D KR VH R G H HJHWD D There are no known examples of a broken one who has been formed with WKH HVVH H R D WH JH W R K PD HDW H Broken ones do manufacture the items they need to survive. These are VH GRP R H HSW R D D W KR H H D G D H R WW H R R WH HVW WR outsiders. Occasionally, broken ones may be captured by evil wizards or VDJHV KR VK WR VW G WKHP UHDWHU URNHQ 2QHV From time to time, some animal men emerge who are physically supe R :K H WKH D H VW KR H WR RR SR D G D RW G H DPR J men, they are deadly gures with keen minds and powerful bodies. Their W VWHG D G R H VR V KR H H R WH HDG WKHP WR D WV R R H H DJD VW R PD PH These creatures regenerate at twice the rate of their peers (2 hit points per round) and in ict 1d8 points of damage in unarmed combat. When V J HDSR V WKH JD D WR R V R D DWWD D G GDPDJH R V Like their subjects, they often have special abilities based on their ani mal natures. Such powers, however, are often more numerous (from 1-4 D W HV D G PD H H H HWWH WKD WKRVH R WKH D PD WKH D H G D from. For example, a greater broken one who is created from scorpion stock might have a chitinous shell that gives it AC 2 D G W P JKW KD H D SR VR R V VW JH
31 Brownie WR D D H WKH HV GH WV :DW KGRJV D G GRPHVW D PD V R V GH R HV H G D G H H DWWD R H H D DW WKHP All brownies ask in exchange for their labor is a little milk, some bread, and an occasional bit of fruit. Etiquette demands that no notice be taken of them. If the residents boast about the presence of a brownie, WKH R H D VKHV R HV D H RW J HHG W WKH GR KD H VPD KRD GV R W HDV H K K WKH KD H WD H RP H PR VWH V R H H HG DV J WV RP K mans. A brownie sometimes leaves his treasure in a location where a good person in need is bound to nd it. 6W D JH V D G R WV GH V D H R VWD W DW KHG WKH R HV R WKH community until their motives are established. If the brownies decide that a stranger is harmless, he is left in peace. If not, the brownies unite and G H WKH W GH R W R HV R H H RR D G D R WKH D HDV KH H WKH H and thus make excellent guides. If asked politely, there is a 50% chance WKDW D R H DJ HH WR D W DV D J GH (FRORJ R HV D H DV D HJHWD D V KR H H RP R WD R the gleanings of agricultural life. They make ef cient use of leftovers that are too small for humans to notice. When brownies glean from elds, they GR VR D WH KD HVW JDWKH J J D V D G WV K K P JKW RWKH VH H DVWHG .LOOPRXOLV The killmoulis is a distant relative of the brownie, standing under 1-foot KH JKW W WK D G VS RSR W R DWH D JH KHDG D G D S RG J R V RVH Killmoulis are able to blend into surroundings and are therefore 10% de tectable. They live in symbiotic relationships with humans, usually where foodstuffs are handled, making their homes under the oors, and in the D V D G D VSD HV URZQLH .LOOPRXOLV /,0 7( 7( ,1 Temperate rural + PD D HDV ) (4 (1 5D H Uncommon 2 1,= 7,21 Tribal 6R WD 7,9,7 /( Night Nocturnal ,(7 9HJHWD D Omnivore, V D H JH ,17(//, (1 ( High (13-14) Average (8-10) 7 ( 6 ( O, P, Q . /, 10(17 Lawful good Neutral (chaotic good) 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 Nil 0 ( 77 . 1-2 (weapon) Nil 63( , / 77 .6 6SH V 6HH H R 63( , / ()(16(6 6D H DV WK H H H 6HH H R 0 , (6,67 1 ( Nil 20% 6,=( Tiny (2’ tall) Tiny (under WD 02 /( Steady (11-12) Average (8-10) 3 9 / ( R HV D H VPD H J K PD R GV KR PD H H G VWD W H DWHG to hal ings. Peaceful and friendly, brownies live in pastoral regions, for DJ J D G J HD J WKH RRG Standing no taller than 2 feet, brownies are exceedingly nimble. They resemble small elves with brown hair and bright blue eyes. Their brightly R R HG JD PH WV D H PDGH RP RR R H WK JR G R DPH WD tion. They normally carry leather pouches and tools for repairing leather, RRG D G PHWD R HV VSHD WKH R D J DJH D G WKRVH R H HV S HV VS WHV and hal ings, as well as common. RPEDW R HV S H H RW WR H JDJH RP DW D G R GR VR threatened. Angry brownies rarely meet their foes in hand to hand com DW H J VWHDG R PDJ 6 H WKH VH VHV D H VR HH W V PSRVV H WR V S VH R HV They are superb at blending into their surroundings and can become all but invisible when they choose. This, combined with their great agility, gives them an AC of 3. Brownies use spells to harass and drive away enemies. They can use WKH R R J VSH V R H SH GD SURWHFWLR IURP H LO H WULORT LVP GD F L OL WV FR WL DO OL W PLUURU LPD H (3 images), FR I VLR D G GLPH VLR GRRU If cornered and unable to employ any spells, brownies attack with VKR W V R GV DELWDW 6RFLHW R HV H D D HDV PD J WKH KRPHV VPD burrows or abandoned buildings. They often live close to or on farms, as WKH D H DV DWHG D P H R HV H KD HVW J G WV D G J HD J J D RP D D ner’s eld. Being honest to the core, a brownie always performs some ser vice in exchange for what is taken. One might milk a farmer’s cows and WD H R D VPD DPR W Some brownies go so far as to become house brownies. They observe WKH DP HV D J H D HD D G R H PHHWV WKH K JK PR D VWD dards, these brownies secretly enter the household. At night, while the residents are asleep, they perform a variety of helpful tasks; spinning, D J HDG HSD J D P PS HPH WV HHS J R HV R W R WKH KH KR VH PH G J RWKHV D G SH R P J RWKH KR VHKR G WDV V If a thief creeps silently into the house, they will make enough noise
32 Bugbear DGG W R WR WKH HDGH V K H V KD H HW HH D G K W SR WV D Armor Class of 3, and attack as 4 Hit Die monsters. Chiefs are so strong that they gain a +4 bonus to all damage caused in melee. Each chief will D VR KD H D V K H KR V GH W D WR WKH HDGH V GHV HG D R H In a lair, half of the bugbears will be females and young who will not ght except in a life or death situation. If they are forced into combat, the HPD HV DWWD DV KR JR V D G WKH R J DV R R GV The species survives primarily by hunting. They have no compunctions D R W HDW J D WK J WKH D G J K PD V JR V D G D monsters smaller than themselves. They are also fond of wine and strong D H R WH G J WR H HVV Bugbears are territorial, and the size of the domains vary with the size of the group and its location. It may be several square miles in the wilder HVV R D D R PR H HVW WHG D HD D GH J R G HJ R Intruders are considered a valuable source of food and treasure, and bugbears rarely negotiate. On occasion, they will parley if they think they D JD VRPHWK J H HSW R D W J HD V VRPHW PHV WD H S VR H V WR VH DV V D HV Extremely greedy, bugbears love glittery, shiny objects and weapons. They are always on the lookout to increase their hoards of coins, gems, D G HDSR V WK R JK S GH D G DP VK (FRORJ Bugbears have two main goals in life: survival and treasure. They D H V SH D R HV R J R W WKH HD D G D H HVV DG H W H PR VWH D G D PD *R V D H D D V R WKH WRHV KH J HD V D H S HVH W R WKH HD R VW S G H G S WKH VWH SRW /,0 7( 7( ,1 Any subterranean ) (4 (1 Uncommon 2 1,= 7,21 Tribal 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Low to average (5-10) 7 ( 6 ( J, K, L, M; B in lair /, 10(17 KDRW H 12 33( ,1 2-8 (2d4) 02 / 66 5 (10) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-8 (2d4) or by weapon 63( , / 77 .6 6 S VH WR GDPDJH 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L (7’ tall) 02 /( Steady to Elite (11-13) 3 9 / ( J HD HDGH J HD K H J HD VKDPD J HD V D H J D W KD R V V R JR V KR H H W WKH VDPH D HDV DV WKH VPD H H DW HV Bugbears are large and very muscular, standing 7’ tall. Their hides D JH RP JKW H R WR H R R D G WKH WK RD VH KD D HV in color from brown to brick red. Though vaguely humanoid in appear ance, bugbears seem to contain the blood of some large carnivore. Their H HV H D WKRVH R VRPH VD DJH HVW D D PD H J J HH VK K WH WK HG S S V K H WKH HD V D H HGJH VKDSHG V J RP WKH WRS R WKH heads. A bugbear’s mouth is full of long sharp fangs. Bugbears have a nose much like that of a bear with the same ne sense of smell. It is this feature which earned them their name, despite the fact that they are not actually related to bears in any way. Their tough leathery K GH D G R J VKD S D V D VR RR VRPHWK J H WKRVH R D HD W D H D PR H GH WH R V The typical bugbear’s sight and hearing are exceptional, and they can move with amazing agility when the need arises. Bugbear eyesight extends VRPH KDW WR WKH D HG J J WKHP D V R R W WR HHW The bugbear language is a foul sounding mixture of gestures, grunts, D G V D V K K HDGV PD WR GH HVW PDWH WKH WH JH H R WKHVH creatures. In addition, most bugbears can speak the language of goblins D G KR JR V RPEDW Whenever possible, bugbears prefer to ambush their foes. They impose a –3 on others’ surprise rolls. If a party looks dangerous, bugbear scouts will not hesitate to fetch re inforcements. A bugbear attack will be tactically sound, if not brilliant. They will hurl small weapons, such as maces, hammers, and spears be fore closing with their foes. If they think they are outnumbered or over matched, bugbears will retreat, preferring to live to ght another day. DELWDW 6RFLHW J HD V S H H WR H D HV D G GH J R G R cations. A lair may consist of one large cavern or a group of caverns. They D H H DGDSWHG WR WK V H V H WKH RSH DWH H D H GD JKW D G GD HVV If a lair is uncovered and 12 or more bugbears are encountered they will have a leader. These individuals have between 22 and 25 hit points, an Armor Class of 4, and attack as 4 Hit Die monsters. Their great strength gives them a +3 to all damage in icted in melee combat. If 24 or more bugbears are encountered, they will have a chief in
33 Bulette landsharks of 6 Hit Dice have been killed. It may be that the bulette is KDW KHG RP H VPD HJJV WK H R J V J WR PDW W 6W other sages theorize that the bulette bears live young. There is also evi GH H WKDW WKH HWWH H D S D G VKD V J R D JH DV WKH JHW R GH R V D D JH D GVKD V R HHW WD D G WD H KD H HH VHH H WD R R H KDV H H RPH SR WKH D DVV R D HWWH WKDW G HG R R G DJH (FRORJ The bulette has a devastating effect on the ecosystem of any area it inhabits. Literally nothing that moves is safe from it—man, animal, or monster. In the process of hunting and roaming, the landshark will uproot trees of considerable size. In hilly and rocky regions, the under ground movements of the bulette can start small landslides. Ogres, trolls, D G H H VRPH J D WV D PR H R VHD K R J HH H D G VD H SDVW HV when a bulette appears. A bulette can turn a peaceful farming community WR D DVWH D G D H VKR W HH V R R VD H K PD R GHP K PD HPD D HJ R KH H D HWWH KDV HH V JKWHG There is only one known bene t to the existence of the bulette: The D JH S DWHV HK G WV KHDG PD H V SH VK H GV D G G D H VP WKV D DVK R WKHP WR VK H GV R WR D H 6RPH D VR D P WKDW WKH VR WK R JK K K D HWWH KDV SDVVHG H RPHV P HG WK PDJ D R dissolving properties. Many would argue, however, that these bene ts are V D H R WK WKH S H /,0 7( 7( ,1 Temperate/Any terrain ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Animal (1) 7 ( 6 ( Nil /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 14 (3) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 8’ jump 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L (9½’ tall, 12’ long) 02 /( Steady (11) 3 9 / ( Aptly called a landshark, the bulette (pronounced Boo-lay) is a terrifying predator that lives only to eat. The bulette is universally shunned, even by RWKH PR VWH V It is rumored that the bulette is a cross between an armadillo and a snapping turtle, but this is only conjecture. The bulette’s head and hind SR W R V D H H R D G WKH D H R H HG WK S DWHV D G V D HV ranging from gray-blue to blue-green. Nails and teeth are dull ivory. The D HD D R G WKH H HV V R D WKH H HV D H H R VK D G WKH S S V D H H J HH RPEDW A bulette will attack anything it regards as edible. The only things that it refuses to eat are elves, and it dislikes dwarves. The bulette V D D V K J D G V R VWD W RDP J WV WH WR VHD K R RRG :KH R J GH J R G WKH D GVKD H HV R DW R V WR GH tect prey. When it senses something edible (i.e., senses movement), the bulette breaks to the surface crest rst and begin its attack. The landshark has a temperament akin to the wolverine–stupid, mean, and fearless. The size, strength, and numbers of its opponents mean nothing. The bulette D D V DWWD V KRRV J DV WV WD JHW WKH HDV HVW R RVHVW S H :KH DW tacking, the bulette employs its large jaw and front feet. The landshark can jump up to 8 feet with blinding speed, and does this to escape if cornered or injured. While in the air, the bulette strikes with D R HHW D V J G SR WV R GDPDJH R HD K R WKH HD HHW DV H The landshark has two vulnerable areas: the shell under its crest is only AC 6 (but it is only raised during intense combat), and the region of the bulette’s eyes is AC 4, but this is a small oval area about 8 inches across. DELWDW 6RFLHW Fortunately for the rest of the world, the bulette is a solitary animal, although mated pairs (very rare) will share the same territory. In addition, other predators rarely share a territory with a landshark for fear of being eaten. The bulette has no lair, preferring to D GH R H WV WH WR D R H D G H R J R G R J GR H HDWK WKH VR WR HVW 6 H WKH DSSHW WHV D H VR R D R V HD K D GVKD KDV D D JH WH WR WKDW D D JH S WR V D H P HV HWWHV R V PH WKH W PV RWK J HDSR V D G D D G WKH SR H D GV WKH VWRPD K G JHVW WKH D PR HDSR V D G magical items of their victims. They are not above nibbling on chests or sacks of coins either, the bulette motto being eat rst and think later. :KH H H WK J WKH WH WR V HDWH WKH HWWH PR H R search of a new territory. The sole criteria for a suitable territory is the D D D W R RRG VR D HWWH R DV R D VWD H R W D H WH WR near human and hal ing territories and terrorize the residents. Very little is known of the life cycle of the bulette. They presumably KDW K RP HJJV W R R J KD H H H HH R G WKR JK VPD
34 Bullywug D G R DV R D D PDJ D WHP D H R G DPR JVW WKH KRD G On an individual level, bullywugs lack the greed and powerlust seen in the individuals of other chaotic races, such as orcs. Fighting among mem H V R WKH VDPH J R S R H DPS H V D PRVW R H VWH W 6RPH R G say that this is because they lack the intelligence to pick a ght, and not from a lack of spite. The tribes are led by the dominant male, who kills and eats the previous leader when it is too old to rule. This is one of the few instances when they ght among themselves. (FRORJ Bullywugs tend to disrupt ecosystems, rather than ll a niche in them. They do not have the intelligence to harvest their food supplies sensibly and will sh and hunt in an area until its natural resources are depleted, and then move on to a new territory. They hate men, and will DWWD WKHP R V JKW W R W DWH S H H WR G H VR DWHG HJ R V D RP K PD H JV XOO ZXJ GYDQFHG A small number of bullywugs are larger and more intelligent than the rest of their kind. These bullywugs make their homes in abandoned buildings and caves, and send out regular patrols and hunting parties. These groups tend to be well equipped and organized, and stake out a regular terri tory, which varies with the size of the group. They are more aggressive than their smaller cousins, and will ght not only other bullywugs but other monsters as well. The intelligent bullywugs also organize regular raids outside their territory for food and booty, and especially prize hu man esh. Since they are chaotic evil, all trespassers, including other bul JV D H R V GH HG WK HDWV R VR HV R RRG For every 10 advanced bullywugs in a community, there is a 10% KD H R D G H H VKDPD H J S HVH W /,0 7( 7( ,1 Tropical, subtropical, and WHPSH DWH 6 DPS ) (4 (1 5D H 2 1,= 7,21 Tribal 7,9,7 /( Any ,(7 D R H ,17(//, (1 ( Low to average (5-10) 7 ( 6 ( J, K, M, Q (×5); C in lair /, 10(17 KDRW H 12 33( ,1 02 / 66 6 (better with armor) 029(0(17 3, Sw 15 (9 in armor) ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . R HDSR 63( , / 77 .6 +RS 63( , / ()(16(6 Camou age 0 , (6,67 1 ( Nil 6,=( S to M (4’-7’) 02 /( Average (10) 3 9 / ( The bullywugs are a race of bipedal, frog-like amphibians. They inhabit V DPSV PD VKHV PH HV R RWKH GD S D HV JV D H R H HG WK VPRRWK PRWW HG R H J HH K GH WKDW V reasonably tough, giving them a natural AC of 6. They can vary in size from smaller than the average human to about seven feet in height. Their D HV HVHP H WKRVH R H R PR V RJV WK GH PR WKV D G D JH bous eyes; their feet and hands are webbed. Though they wear no cloth J D JV VH HDSR V D PR D G VK H GV WKH D H D D D H JV KD H WKH R D J DJH D G WKH PR H WH JH W R HV D VSHD D P WHG R P R WKH RPPR WR J H RPEDW JV D D V DWWD J R SV W J WR VH WKH P H V WR V R G WKH H HP HV :KH H H WKH D JV DWWD WK WKH KRS K K D H S WR HHW R D G D G HHW S D G :KH attacking with a hop, bullywugs add a +1 bonus to their attack (not dam age) rolls, and double the damage if using an impaling weapon. This skill, combined with their outstanding camou age abilities, frequently puts the bullywugs in an ideal position for an ambush (-2 penalty to opponent’s V S VH R V DELWDW 6RFLHW 0R H WH JH W WKD RJV D JV H R JD nized or semi-organized socially fascist groups, cooperating for the pur pose of hunting and survival. They live primarily on sh and any other game, preferring a diet of meat. They are adept hunters and sherman, D G V HG WKH VH D G R VW W R R V D HV D G HWV J VR HW V D VD DJH R H 0D HV D H WKH GRP D W VH D G H males exist only to lay eggs. Though females and young make up about one-half of any tribe, they count for little in the social order. The only signs R HVSH W WKDW JV H H HVWR D H WR D G WKH HDGH D G WKH bizarre frog god. The race is chaotic evil, and totally lacking in any higher HPRW R V R HH JV The leader of a bullywug community is a large individual with 8 hit points. Communities of 30 or more bullywugs have ve subleaders (8 hp each) and a powerful leader (2 HD, 12 + hp, +1 to damage). Communities of 60 or more bullywugs have a chieftain (3 HD, 20 + hp, +2 to damage) and ve subchieftains (2 HD, 12 + hp, +1 to damage). All bullywugs favor dank, dark places to live, since they must keep WKH V PR VW 0RVW JV H WKH RSH D G PD WD R RRVH territorial boundaries. Ordinary bullywugs do not deal with incursions into their territory very ef ciently, but they kill and eat interlopers if they can. They hate their large relatives (advanced bullywugs, see below) with D SDVV R D G PD H D SR WKHP DW H H RSSR W W JV prize treasure, though it bene ts them little. They value coins and jewels,
35 Carrion Crawler 0DWH D D H HDVHV R H WKH HJJV KD H HH D G D G W V RW RP mon for eggs to later be eaten by the female who laid them. Females die D H HH V D WH D J WKH HJJV H KD VWHG WKH H R W 0D HV H R D VKR W W PH R JH KD J PDWHG WK DV PD HPD HV DV SRVV H Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach matu W W WKRVH KR GR KD H HDWH R D R V D G D K H H WKH size in a single year. When they reach maturity, the mating cycle begins DJD These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driv en by two urges: food and reproduction. It has absolutely no interest in WKH R H W R R W HDV H (FRORJ The carrion crawler provides the same useful, if disagreeable, function that jackals, vultures, and crows perform. Like so many other S HGDWR V D R D H V VW W H S H R WKH HD V D G RR ish. In the long run, this has a bene cial effect on the prey, strengthening its gene pool. The carrion crawler also works wonders in overcrowded D H V H P DW J SRS DW R S R HPV DPR J WKH HD H monsters. Thus, the life cycle of the crawler is inextricably linked to those of its prey–when the prey ourishes so does the crawler. /,0 7( 7( ,1 6 WH D HD ) (4 (1 Uncommon 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Non- (0) 7 ( 6 ( /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 R 0 ( 77 . 6SH D R 63( , / 77 .6 3D D V V 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L (9’ long) 02 /( 6SH D 3 9 / ( The carrion crawler is a scavenger of subterranean areas, feeding primar SR D R :KH V K RRG H RPHV V D H KR H H W DWWD D G J HDW HV The crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by a mad, evil wizard. The monster’s head, which is covered with a tough hide that gives it Armor Class 3, sprouts eight slender, writhing tentacles. The body of the carrion crawler is not well protected and has an armor class of only 7. The PR VWH V D RPSD HG D D HW G RGR K K R WH J HV D J R WV DSS RD K RPEDW The carrion crawler can move along walls, ceilings and passages H V J WV PD D HG HHW R W D W R When attacking, the monster lashes out with its 2’ long tentacles, each of which produces a sticky secretion that can paralyze its victims for 2-12 turns. A save versus paralyzation is allowed to escape these effects. They kill paralyzed creatures with their bite which in icts 1-2 points of damage. The monster will always attack with all of its tentacles. D R D H V D H R WH JH W D G R W H WR DWWD DV long as any of their opponents are unparalyzed. Groups of crawlers attacking together will not ght in unison, but will each concentrate on paralyzing as many victims as they can. When seeking out prey, they H S PD R WKH HH VH VHV R V JKW D G VPH H H W D H H V KD H HH R WR RR D DSS RD K J D R D H WK D V JKW D G VPH V R WK V JD J W PH WR PD H JRRG WKH HV DSH DELWDW 6RFLHW Carrion crawlers are much-feared denizens of the un derground world. They live in lairs, venturing out in search of carrion or RRG H H H GD V 6RPH GH J R G KD WD WV V K DV JR V D G W R V PD H VH R D R D H V HD J WKH RG HV R GHDG RHV out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to “patrol” certain areas. Some R V KD H HH R WR KD H S VR H V HD WKH D V R WKHVH HD VRPH PR VWH V D R D H V VRPHW PHV H WK D PDWH R D VPD J R S numbering no more than 6. This does not mean that they cooperate in hunting, but merely share the same space and compete ercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often ght over the food, sometimes killing one another in the process. The carrion crawler mates once a year. Several days after mating, the HPD H JR R VHD K R D D JH :KH VKH KDV R G R HG an adequate food supply, she lays about 100 eggs among the carrion. The J V KDW K R H HH DWH D G HJ HHG J
36 Cat, Great -DJXDU The jaguar is a powerful cat with a deep chest and muscular limbs. Its R R D JHV RP JKW H R WR R VK HG D G W V R H HG WK GD VSRWV KHHWDK -DJXDU /HRSDUG RPPRQ /LRQ 0RXQWDLQ /LRQ 6SRWWHG /LRQ LDQW / Q :LOG 7LJHU 6PLORGRQ /,0 7( 7( ,1 :D P S D V D G J DVV D GV Tropical jungle Tropical jungle or R HVW :D P S D V D G J DVV D GV Any D P R WHPSH DWH :D P S D V D G GHVH W 6 D W R HVW 6 D W WR W RS D R HVW 6 D W WR W RS D R HVW ) (4 (1 Uncommon Uncommon Uncommon Uncommon Uncommon 5D H 5D H Uncommon 5D H 2 1,= 7,21 Family J R S 6R WD 6R WD 3 GH 6R WD 3 GH 6R WD 6R WD 6R WD 7,9,7 /( D Any Any D D R G V D Night Night Night ,(7 D R R V D R R V D R R V D R R V D R R V D R R V D R R V D R R V D R R V ,17(//, (1 ( Animal (1) Semi-(2-4) Semi- (2-4) Semi (2-4) Semi (2-4) Semi (2-4) 9H (11-12) Semi (2-4) Animal (1) 7 ( 6 ( Nil Nil Nil Nil Nil Nil Nil Nil Nil /, 10(17 Neutral Neutral Neutral Neutral Neutral Neutral Neutral Neutral Neutral 12 33( ,1 2-12 (2d6) 2-8 (2d4) 02 / 66 029(0(17 VS W ,7 , ( 7 11 (13) 12 2) 77 .6 0 ( 77 . 2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-5 (1d4 + 1)/ 2-12 (2d6) 63( , / 77 .6 5HD D V HD K 5HD D V 2-5 (1d4 + 1) HD K 5HD D V HD K 5HD D V 2-7 (1d6 + 1) HD K 5HD D V HD K 5HD D V 2-8 (2d4) HD K 5HD D V HD K 5HD D V 2-8 (2d4) 5HD D V (2d4) 63( , / ()(16(6 6 S VHG R R D 6 S VHG R R D 6 S VHG R R D 6 S VHG R R D 6 S VHG R R D 6 S VHG R R D 6HH H R 6 S VHG R R D 6 S VHG R R D 0 , (6,67 1 ( Nil Nil Nil Nil Nil Nil Nil Nil Nil 6,=( M (4’-4½’ R J L (5’-6’ R J M (4’-4½’ R J M (4½’-6½’ R J M (4’-5’ R J L (4½’-6½’ R J M (4½’ R J L (6’-9’ R J L (8’-12’ long) 02 /( Average (8-10) Average (8-10) Average (8-10) Average (8-10) Average (8-10) Average (8-10) Average (8-10) Average (8-10) Average (8-10) 3 9 / ( The great cats are among the most ef cient of all predators. KHHWDK The cheetah is a medium-sized, lightly built cat. Its fur is sand colored and it is covered with dark spots. The cheetah is unique among cats because of WV R HW D WD H D V A skilled hunter endowed with natural camou age, victims of a cheetah attack suffer a –3 on their surprise roll. They are famed for their tremen dous bursts of speed, and can run at triple speed (45 feet per round) for three rounds. The cat must rest 3 turns before sprinting again. Cheetahs can spring 10 feet upward or 20 feet forward. If both forepaws hit during D DWWD WKH KHHWDK V D H WR D H R SR WV R GDPDJH WK HD K R WV rear claws. If defending their young, cheetahs receive a +2 on their attack and damage rolls and will ght to the death. KHHWDKV KD W D P S D V D G J DVV D GV R WH VKD J WKH D JH with lions. Their favorite prey are the antelope that inhabit the plains, D G WKH D H DWWD PH KHHWDKV D H WH WR D W PD H D R H in pairs and in groups. The female raises a litter of 2-4 young alone. The R J KR VWD WK WKH PRWKH R DV R J DV HD V D H RP S HWH W D HG D G GRPHVW DWHG The fortunes of the cheetah rise and fall with those of its prey; when WKH SRS DW R R D WH RSH D G RWKH JDPH GH HV VR GRHV WKDW R WKH KHHWDK
37 Cat, Great 6SRWWHG /LRQ Spotted lions are large, erce, dappled versions of the lion. They are JH H D R G WKH S D V R WKH 3 H VWR H H HSR K D G D H R H VH KH H LDQW / Q The giant lynx is distinguished by its tufted ears and cheeks, short bobbed tail, and dappled coloring. It has a compact muscular body, with heavy HJV D G V D D JH SD V The giant lynx is the most intelligent of the great cats and uses its wits in combat. When hiding, a giant lynx will avoid detection 90% of the time. The lynx can leap up to 15 feet and imposes a –6 on the surprise rolls of its prey. It has a 75% chance of detecting traps. If a giant lynx strikes WK RWK R HSD V W DWWHPSWV D HD D D H D V J SR WV R damage per claw. The giant lynx almost never attacks men. The giant lynx prefers cold coniferous and scrub forests. It can com P DWH WV R D J DJH WK RWKH V R WV G K K J HDW creases its chances of survival. The nocturnal lynx stalks or ambushes WV S H DW K J RGH WV R J GHH J R VH D G RWKH VPD JDPH The cubs remain with their mother for 6 months. The giant lynx has all the advantages of the great cats plus the added R V R D K JK WH JH H K K PD HV W H H PR H DGDSWD H 7LJHU The tiger is the largest and most feared of the great cats. Tigers have red G VK R D JH D G GD H W D VW SHV A tiger is a redoubtable foe in battle and is surprised only on a 1. They are experts in stalking and often hunt in pairs or groups. They can leap 10 feet upward, and spring forward 30 feet to 50 feet to attack. If they strike successfully with both forepaws, their rear claws rake for 2-8 (2d4) points R GDPDJH SH D This species ranges from the subarctic to the tropics, generally inhab iting wooded or covered terrain. Tigers are nocturnal, solitary, graceful climbers and swimmers who are capable of sustained high speed. These animals rarely ght among themselves, but will protect their territo ries ferociously. They are also the most unpredictable and dangerous of the great cats, not hesitating to attack men. Their favorite prey includes cattle, wild pigs and deer. Females raise their 1-3 cubs alone. The cubs remain with their mother for several years. If encountered in the lair, there is a 25% chance that the cubs will be present. Feared by men, tigers are hunted aggressively, and are threatened by the destruction of forests. In the untamed wilderness, however, the tiger R S HV WKH WRS S HGDWR KH 6PLORGRQ Although not truly a member of the cat family, the so-called sabre-toothed W JH V V P D WR WKHP PD D V 6P RGR V D H R R WKH 6-inch-long fangs which are capable of in icting terrible wounds. Their powerful jaws and large teeth give them a +2 on their attack rolls. They are V P D WR R PD W JH V W D H R G R G J WKH 3 H VWR H H HSR K The jaguar will attack anything that it perceives as a threat. It relies on stealth to close with its prey, often pouncing from above. The jaguar can leap 30’ to attack. If both of its forepaws strike it will rake with its two rear claws for 2-5 (1d4 + 1) points of damage each. The jaguar inhabits jungles, spending a great deal of time in tree tops. It climbs, swims, and stalks superbly. Jaguars are solitary and territorial, meeting only to mate. If found in a lair, there is a 75% chance there will be 1-3 cubs. Cubs do not ght effectively. Their strength and ferocity make jaguars one of the most feared preda tors of the jungle. /HRSDUG The leopard is a graceful cat with a long body and relatively short legs. Its R R D HV RP WR WD D G WV VSRWV D H RVHWWH VKDSHG Leopards prefer to leap on their prey, imposing a –3 on the surprise rolls of their victims. Leopards can spring upward 20 feet or ahead 25 feet. If they strike successfully with both forepaws, they rake with their rear D V R SR WV HD K Leopards are solitary, inhabiting warm deserts, forest, plains, and moun tains. They hunt both day and night preying on animals up to the size of large antelopes. They swim and climb well, and will often sit in treetops sunning themselves. Leopards will also drag their prey to safety in the tree tops to devour in peace. The female bears 1-3 young, and cares for them for up to two years. If found in the lair, there is a 25% chance that there will be cubs there. The young have no effective attack. A skilled predator, the leopard is often threatened by human incur sions. In areas where it is hunted, it is nocturnal. /LRQ Among the largest and most powerful of the great cats, lions have yellow or golden brown fur. The males are distinguished by their owing manes. Both male and female lions are erce ghters. Lions hunt in prides, with HPD HV GR J PRVW R WKH D W D K W J 6 H WKH VH VHV D H VR HH lions can only be surprised on a 1. All lions can leap as far as 30 feet. Males have an Armor Class of 5 in their forequarters and 6 in their hindquarters while females are Armor Class 6 in all areas. If a lion hits with both fore SD V W D D H WK WV HD D V GR J SR WV GDPDJH HD K Lions prefer warmer climates, thriving in deserts, jungles, grasslands, and swamps. They live and hunt in prides, and are extremely territorial. A pride usually consists of 1-3 males and 1-10 females. Lions frequently kill animals the size of zebras or giraffes. Lionesses will cooperate when hunting, driving their prey into an ambush. They have been known to attack domestic livestock, but will almost never attack men. A lair will contain from 1-10 cubs which are 30%-60% grown. Cubs are unable to ght. Lions are poor climbers and dislike swimming. Lions ourish only when the supply of game is adequate. Their size and VW H JWK KD H PDGH WKHP D D R WH WD JHW R K PD K WH V 0RXQWDLQ /LRQ Not a true lion, this brownish cat is lankier than its large cousins. Except for their size, males and females are dif cult to tell apart. The mountain lion is more cautious and less aggressive than its larger relatives. They can spring upward 15 feet or ahead 20 feet to attack or retreat. If they score hits with both of their forepaws, they will rake with their back ones for 1-4 points of damage each. It will not attack men unless WK HDWH HG 0R WD R V D JH D P D G WHPSH DWH PR WD V R HVWV swamps, and plains. They are solitary, with males and females each main taining separate territories. Their favorite prey are deer. The female rears V D R H K K HPD WK KH R HD V The mountain lion is exible and elusive. It is adept at surviving on the fringes of human civilization.
38 Cat, Small (OYHQ DW DWV HSW H HV KD H H R HG WR PDJ D HDW HV SRVV D GHG by arcane means. They are very intelligent and have their own language, D G PD D VSHD D GH R P R WKH H H WR J H 6RPH H WK J RPHV R HV R RRG D G HDW HV D G D VR VSHD D DV R P of their keepers’ language. Most have gray-brown fur with dark stripes. Elven cats are very stealthy, imposing a –5 penalty to opponents’ sur prise rolls. They are surprised only on a 1. Elven cats have a 99.9% chance to move silently, and a 90% chance to hide in wilderness areas. They are excellent climbers, can leap 20 feet with ease, and enjoy swimming and S D J DWH Elven cats have magical abilities that they use to avoid enemies. They KD H P WHG ( 3 which is used to determine intent. They can use H ODU H D G WULS R H SH GD D G UHG FH D G WUHH twice per day; for magical abili W HV H H DWV D H W HDWHG DV WK H H VSH DVWH V ( ODU H GR HV D H ven cat’s Hit Dice and damage; WUHH allows it to assume the form of a tree’s P RPHVWLF :LOG (OYHQ /,0 7( 7( ,1 Any inhabited Any non-arctic Temperate forest ) (4 (1 RPPR Uncommon 5D H 2 1,= 7,21 6R WD 6R WD 6R WD 7,9,7 /( Any Any Any ,(7 D R H D R H D R H ,17(//, (1 ( Animal (1) Animal (1) Semi- to low (2-7) 7 ( 6 ( Nil Nil Nil /, 10(17 Neutral Neutral Neutral 12 33( ,1 1 (1-12) 1 (2-5) 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-2/1 (claws/bite) 63( , / 77 .6 5HD D D H 5HD D D H 6HH H R 63( , / ()(16(6 6HH H R 6HH H R 6HH H R 0 , (6,67 1 ( Nil Nil 20% 6,=( T (1’ tall) T (1’-2’ tall) T (1’ tall) 02 /( Average (8-10) Average (8-10) Elite (13-14) 3 9 / ( Cats of different sizes and colorations are common throughout the world. 6RPH D H SHWV K H PD D H G RPEDW Cats are ef cient hunters, moving with grace and stealth; op ponents suffer a –3 penalty on surprise rolls. A cat’s excellent senses and agility allows it to be surprised only on a 1 or 2. Its senses also allow it to hunt ef ciently at night. Cats attack with their claws and teeth; if they hit with front claws, they rake with rear claws. A domestic cat’s claws and rake each count as only R H DWWD DWKH WKD R H SH D DWV KD H HW D WD H D V K K D H H WH GHG R P J R drawn in for speed. They are agile climbers and can scale or move in trees at half normal movement rate. They can leap great distances to avoid ob VWD HV R VS J R WR S H DELWDW 6RFLHW DWV D H RPPR VHWW HG HJ R V 0D W HV HHS WKHP DV SHWV D G WKH D H R G WKH KRPHV R R HV D G SHDVD WV D H 6RPH VR HW HV R VK S DWV DV G H H JV K H RWKH DW R V HD D G KDWH WKHP DV WKH P R V R H (FRORJ DWV D H RPPR VHG WR R W R RGH W SRS DW R V WKR JK VRPH K WH V VH WKHP WR H R H GR HG GV D G RWKH VPD S H RPHVWLF DW There are many breeds of domestic cat, all of which share basic character istics, differing only in outward appearance. An average adult cat weighs H JKW WR WH SR GV WKR JK VRPH SDPSH HG VSH PH V D H JK DV P K DV SR GV DWV VH GRP DWWD HDW HV D JH WKD WKHPVH HV WKR JK WKH defend themselves. They often chase and kill mice, birds, rats, and other small creatures. A domestic cat is capable of a burst of speed, boosting WV PR HPH W DWH WR R D R G D G PD WD J V K VSHHG R G R GV A well-treated cat will live for 15 years or more. The cat’s gestation SH RG V D R W W R PR WKV WK G WWH V HD K WWH . WWH V D H weaned when about eight weeks old. Mother cats will ght to the death WR GH H G WWH V :LOG DW : G DWV D H H V P D WR GRPHVW DWV D G VRPH H H SHWV WKDW H W H D *H H D G DWV D H WR JKH VW R JH D G PR H DSD H K WH V WKD GRPHVW DWV
39 Catoblepas The catoblepas mates for life and when more than one catoblepas is encountered they will be a mated pair. There is a 10% chance that the couple will have a single offspring with them. An immature catoblepas will have half the Hit Dice of an adult. It takes almost nine years for the R VS J WR HD K R WK PDW W D G D DG W HPD H HD W R H K G H H R HD V RWK WKH PD H D G WKH HPD H RRSH DWH D V J WKH R VS J When the catoblepas ventures forth to hunt it eats sh, marsh birds, eels, water rats, large amphibians, snakes, and other swamp animals. The catoblepas usually stuns its prey with its tail and then kills it with its gaze. The catoblepas is an opportunistic predator when it hunts and it is not D R H HDW J D R 6 H W V VHP WH JH W W W HDW SD W HV R K mans with respect, preferring to size them up rst. As a rule, it will not at WD HVV W V K W J R HH V WKDW WV PDWH R R VS J V WK HDWH HG H ing long-lived (150 to 200 years or so) and semi-intelligent, the catoblepas V DSD H R HD J RP WKH P VWD HV R HD H H R WH V D G K WV The catoblepas has no special interest in wealth, and the listed treasure type is the result of victorious encounters with intruders. It attaches no D H WR WKH R V JHPV D G R DV R D PDJ D WHPV VW H D R W WKH D (FRORJ The catoblepas has no natural enemies, since its gaze provides it with more than adequate protection from even the ercest of predators. /,0 7( 7( ,1 Any swamp ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( D ,(7 Omnivore ,17(//, (1 ( Semi (2-4) 7 ( 6 ( D /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . VW 63( , / 77 .6 Gaze causes death 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L (6’ tall at shoulder) 02 /( Steady (11-12) 3 9 / ( The catoblepas is a bizarre, loathsome creature that inhabits dismal swamps and marshes. Its most terrifying features are its large bloodshot H HV RP K K HPD DWH D GHDG D The body of the catoblepas is like that of a large, bloated buffalo, and its legs are stumpy, like those of a pygmy elephant or a hippopotamus. Its R J V D WD V V W D G VW R J D G D PR H WK G J VSHHG The head of the catoblepas is perched upon a long, weak neck, and would H P K H WKDW R D D WKRJ H HSW WKDW WKH DWR HSDV V J H RPEDW In combat, the catoblepas relies on two forms of attack. First, it will use its strong, snaky tail to strike and stun its foes. Anyone struck by the tail suffers 1-6 points of damage and has a base 75% chance of being stunned for 1-10 melee rounds. The base chance of being stunned is lowered by 5% for every level above first, or for HD K DGG W R D + W H WKH DVH R PR VWH V D G D PD V Despite the danger of a tail strike, the catoblepas’ second mode of attack is by far the more fearsome of the two. The gaze of the catoblepas ema DWHV D GHDW UD with a 60 yard range. Any creature meeting its gaze dies without a saving throw. If a party is surprised by a catoblepas, there is a 1 in 6 chance that someone in the group has met the creature’s gaze. Those KR RVH WKH H HV R D W WK WKH H HV D H WHG D VW H D H WHG WKH GHDW UD W D VD J WK R V GHDWK PDJ V D R HG Since the neck of the creature is very weak, it has only a 25% chance R D V J WV KHDG D G V J WKH GHDW UD on subsequent rounds. If the catoblepas and its target are both relatively still, this increases by 15% per melee round. If the catoblepas is forced to follow quick motions it has only a 10% chance of raising its head. If more than one catoblepas is attacking, the monsters will cooperate with one another, attempting to herd their targets into a cross re. DELWDW 6RFLHW For the most part, the catoblepas is a meandering HDW H WKDW D GH V D R W WV V DPS J R PD VK J DVVHV D G the like. Once a month, usually under the light of the full moon, the catoblepas seeks out meat to round out its diet. It is at this time that the DWR HSDV V PRVW H WR H H R WH HG DG H W H V The lair of the catoblepas is usually some sort of sheltered place where the ground is rm. More often than not it is surrounded by a tall stand of reeds or other marsh plants. The creature has little fear of being disturbed WV D V H W V H H W WKH PRVW HD HG D R H WKH V DPS
40 Cave Fisher /,0 7( 7( ,1 6 WH D HD ) (4 (1 5D H 2 1,= 7,21 * R S 7,9,7 /( Night ,(7 D R R V ,17(//, (1 ( Semi- (2-4) 7 ( 6 ( Any /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( 7 17 or 15 (see below) 12 2) 77 .6 0 ( 77 . 2-8 (2d4)/2-8 (2d4) 63( , / 77 .6 Adhesive trapline 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( M (7’ long) 02 /( Steady (11-12) 3 9 / ( The cave sher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster. The cave sher has a hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the sher has no dif culty in moving up and down vertical walls. The front pair of legs are equipped WK SR H S H V K K D H VHG R J D G G VPHP H J prey. The most unusual feature of the cave sher is its long snout, which can re a strong, adhesive lament. The monster can also use its adhe V H WR D KR WVH S D H R D V D G HGJHV RPEDW The cave sher has two ways of hunting. Its preferred method is to string its long lament in the vicinity of its lair. The laments are thin and strong, making them exceedingly dif cult to detect or cut. There is only a 20% chance of noticing the strand at 10’, and no chance at all of seeing them at a greater distance. A GHWHFW V DUHV D G SLWV VSH H HD a strand. The lament is coated with an adhesive which can only be dis solved by liquids with a high alcohol content (such as the cave sher’s blood). The laments can only be cut by +1 or better edged weapons. The sher’s favorite food are small, ying creatures like bats. Ever op SR W VW WKH D H R VWD W W J WR D WKH G HW W DSS J D D H less adventurer, foolish goblin, or orc (provided that they think that they can get away with it). If more than one sher inhabits a lair, they will frequently pool their resources to catch larger prey. Once the victim is trapped in the lament, the cave sher draws its prey in, reeling its la ment in like a shing line. Should a tempting target escape the monster’s neatly laid traps, the cave sher will try another mode of attack. It will spend one round drawing its lament in and then shoot it at the prey, striking as a 6 Hit Die monster. It will try to snare its prey in this manner so long as it remains within the sher’s established territory. If the prey is hit by the lament, the monster can pull a weight of up to 400 pounds at a move ment rate of 15’ per round. In the event that a “tug of war” breaks out, the sher has a strength of 18/00 with its strand. DELWDW 6RFLHW Cave shers prefer living on ledges and caves located above well-traveled paths, sharing their lairs with others of their kind. No more than four cave shers will be found in one lair. Their laments are D D V VW J H R H WKH D D G WKH DWWHPSW WR D WK J WKH W DS R WH VWR J RRG R W H VH Their territories are very small, and never larger than about 300 feet to either side of the lair. Anything man-sized or smaller is considered fair game by the cave sher and hal ings are thought to be tasty treats. A single cave sher would never attack a large, well armed party for the VD H R D V J H PHD 6W WKH D H J D G D J R S R WKH PR VWH V might reel in their laments and attempt an ambush if they thought they could get away with it. If hunting in one area becomes scarce, the cave sher will simply nd a new area to hunt, where the small game is more S H W D G D H HVV Like all predators, the cave sher is interested in survival. This means a steady supply of food and a mate. Females lay eggs in the vicinity of the lair, which they protect from predators. The young scatter when the eggs KDW K VHH J D V R WKH R Although the cave sher does not collect treasure, its lair is often strewn WK WKH SRVVHVV R V R WV R PH W PV (FRORJ The cave sher preys primarily on small ying game, and in the subterranean world this frequently means a diet of bats. It is not the top S HGDWR WV H R RJ D KH D G KDV HD HG D W R GHD J WK other monsters. The cave sher is suf ciently intelligent to know the dan gers of preying on large, well-organized groups, who might grow tired of its depredations and hunt it to extinction. The monster instinctively picks WKH HDV HVW R WH R V D D G H HV R VWHD WK D G J WR W DS WV S H D G D R G H J HDWH WVH The laments of the cave sher are highly prized by many thieves’ J GV R WKH D H PDGH WR WK D G H VW R J RSH K K V nearly invisible. The laments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, K H WKH G WHG DGKHV H V W HG WR D VSH D VR W R K K KH DSS HG WR J R HV D G RRWV J HDW HDVHV W D W R R P J
41 Centaur Centaurs survive through a mixture of hunting, foraging, shing, ag riculture and trade. Though they shun dealings with humans, centaurs have been known to trade with elves, especially for food and wine. The H HV D H SD G RP WKH J R S W HDV K K RPHV RP WKH RRW R V D PR VWH V The territory of a centaur tribe varies with its size and the nature of WKH D HD W KD WV H WD V D H D VR RW D R H VKD J D WH WR WK elves. The attitude of a centaur toward a stranger in its territory will vary WK WKH V WR + PD V D G G D HV V D H DV HG WR HD H D polite manner, while hal ings or gnomes will be tolerated, and elves will H H RPHG 0R VWH V H GHD W WK D PD H D R G J WR WKH WK HDW WKH HS HVH W WR WKH H D H D G V D R WKH W H :H H D J D W R G DJR WR H WH WKH WH WR WKH H WD V R G S S VWD HV D G H R DWH K H W R V D G R V D G WKH H H HG H WD V WD H WKH W HDV H R WKH D H RHV D G D H D D H R WV D H 0RVW PD H H WD V KD H D VPD R V SS K H WKH W H has a treasury which may well include some magical items. Leaders will have twice the normal individual treasure. This treasure is used to buy food for the group, or to ransom (90% likely) captured or threatened mem H V R WKH W H :K H DV D H W D R KDRW JRRG H WD V KD H HH R WR become rowdy, boorish, and aggressive when under the in uence of alco hol. They are also extremely protective of their females and young. Cen WD V D H DV D SDVWR D W HD W WK R H H WKH HVW H D G V D V WK HDWH HG (FRORJ The centaur lives in close harmony with nature and spends its lifetime carefully conserving the natural resources around its lair. The race VHHPV WR KD H D DWH R HGJH R KR WR D K H H WK V S H R V D ance. If forced to chop down a tree, a centaur will plant another to replace it. Centaurs never over hunt or over sh an area as a human group might GR W KRRVH WKH JDPH WK D H P W J WKH DPR W WKH HDW /,0 7( 7( ,1 Temperate forest ) (4 (1 5D H 2 1,= 7,21 Tribal 7,9,7 /( D ,(7 Omnivorous ,17(//, (1 ( Low to average (5-10) 7 ( 6 ( M, Q; D, I, T in lair /, 10(17 Neutral or chaotic good 12 33( ,1 02 / 66 5 (4) 029(0(17 ,7 , ( 7 12 2) 77 .6 0 ( 77 . D G HDSR 63( , / 77 .6 Nil 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( L (8’-9’ tall) 02 /( Elite (13-14) 3 9 / ( H WD HDGH H WD S HVW Centaurs are woodland beings who shun the company of men. They G H HPRWH VH GHG J DGHV D G SDVW HV The appearance of a centaur is unmistakable: they have the upper torso, D PV D G KHDG R D K PD H J D G WKH R H RG R D D JH SR H KR VH Centaurs speak their own language and some among them (about 10%) D R H VH WKH WR J H R H HV RPEDW A band of centaurs is always armed, and the leaders carry shields. Half of the centaurs will be wielding oaken clubs (the equivalent R PR JVWD V R H D WH D RPSRV WH R V D G KD H arrows (either ight or sheaf, depending on the current state of affairs in the area). The remainder of the band will be leaders (AC4; HD5) using PHG P VK H GV D G PHG P KR VH D HV H WD V PD H DWWD V HD K R G PH HH R H WK WKH HDSR V D G W H WK WKH KRR HV DELWDW 6RFLHW H WD V D H VR D H HDW HV WD J J HDW S HDV H in the society of others of their kind. Their overall organization is trib D WK D W H G GHG WR DP J R SV J WRJHWKH KD PR The size of the tribe varies, it ranges from 3-4 families to upwards of 20 DP HV 6 H PD HV KD H WKH GD JH R V R HV R K WH D G S RWH WR females outnumber males by two to one. The centaur mates for life, and WKH H W H W H SD W SDWHV WKH HG DW R R WKH R J The lair is located deep within a forest, and consists of a large, hid GH J DGH D G SDVW H WK D JRRG V SS R J DWH HSH G J SR WKH PDWH WKH D PD R WD K WV R HD WRV WR VKH WH WKH G G D DP HV H WD V D H V HG KR W W H D G KD H been known to cultivate useful plants in the vicinity of their lair. In dan JH R V PR VWH HVWHG D HDV H WD V VRPHW PHV S D W D WK D H R WR JK WKR VKHV D R G WKH D D G H H VHW W DSV D G snares. In the open area, away from the trees, are hearths for cooking and warmth. If encountered in their lair, there will be 1-6 additional males, females equal to twice the number of males, and 5-30 young. The females (3 Hit Dice) and the young (1-3 Hit Dice) will ght only with WKH KRR HV D G R D H R GHDWK V W DW R Each tribe will have a priest who is treated as a leader but has the spell D W HV R D G H H G G
42 Centipede H W SHGHV PD H WKH R VD J WK R V DW 0 H D G RWKH D JH sects are the favorite prey of huge centipedes. They in turn are hunted by J D W H W SHGHV 0HJDOR FHQWLSHGH The megalo-centipede, because of its great size, is no longer classed as an irritant but is a threat to human and animal alike. Its acidic poison is far more potent than that of its weaker cousins. The victims of a megalo- H W SHGH WH H H H R R VHV R WKH VD J WK R V D G D H G cates death. If the target successfully resists the poison, the acid burns the victim’s skin, in icting 2d4 points of damage. The megalo-centipede is more intelligent than its smaller cousins and W V D D PR H J K WH D WKR JK WKH VW GR RW RRSH DWH WK each other. In the wilderness the megalo-centipede prey on animals the size of deer. In the subterranean environment, it attacks man-sized or smaller creatures, including orcs, goblins, or humans. The megalo-centi SHGH H H HV R SH D W HV WR WV R VD J WK R V 7XQQHO :RUP This cousin of the giant centipede feeds upon and lays its eggs in carrion. A W H R P DWWD V J J R W R WV K GGH R WR VW H WK D bonus to the attack roll. Success indicates the tunnel worm has seized its prey in its mandibles, but no damage is in icted until the worm chews through the victim’s armor. It takes one round for the worm to chew through leather R R VH W R R GV R D PR WR JKH WKD HDWKH W R WR JKH WKD chain mail, and three rounds for armor tougher than chain mail. Once the armor is breached, the worm automatically in icts 2d8 points of damage each round. If the worm suffers 15 or more points of re damage or loses 60% of its hit points, it drops its victim and retreats to its lair. Tunnel worm D V R WH KD H W HDV H RP HD H W PV LDQW XJH 0HJDOR 7XQQHO /,0 7( 7( ,1 Any Any Any 6 WH D HD ) (4 (1 RPPR RPPR 9H 5D H 5D H 2 1,= 7,21 Nil Nil Nil 6 D P 7,9,7 /( Any Any Any Any ,(7 D R H D R H D R H D R H ,17(//, (1 ( Non- (0) Non- (0) Animal (1) Non- (0) 7 ( 6 ( Nil Nil Nil M, N, Q in lair /, 10(17 Neutral Neutral Neutral Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( KS KS 7 12 2) 77 .6 0 ( 77 . Nil Nil 63( , / 77 .6 3R VR 3R VR 3R VR Lunging 63( , / ()(16(6 Nil Nil Nil Nil 0 , (6,67 1 ( Nil Nil Nil Nil 6,=( Tiny (1’) Tiny (6”) M (5’) G (25’+) 02 /( Unsteady (5-7) Unsteady (5-7) Average (8-10) Steady (12) 3 9 / ( * D W H W SHGHV D H RDWKVRPH D J D WK RSRGV WKDW D R VH D PRVW universal disgust from all intelligent creatures (even other monsters). They are endemic to most regions. One of the things that makes the centipede so repulsive is its resem blance to the worm. Its long body is divided into many segments from which protrude many tiny feet. Hence the name “centipede” (or hundredfooted). The giant centipede is so named because it is over 1-foot long. The RG V S DWHG WK D K W R V VKH D G W PR HV WK D V JKW G DW J motion. The creature has the added bene t of protective coloration, and varies in color depending on the terrain it inhabits. Those that favor rocky D HDV D H J D WKRVH WKDW H GH J R G D H D K H H W SHGHV R WKH R HVW D H R R HG RPEDW :KH K W J H W SHGHV VH WKH DW D R R DW R WR HPD VHH W WKH D G RS R WKH S H RP D R H R D R W R K G J in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2d6 hours, but is so weak that W PV D H SH P WWHG D R V WR WKH VD J WK R H WR WV VPD size, the giant centipede is less likely to resist attacks and receives a –1 penalty to all its saving throws. Although a single giant centipede rarely R VW W WHV D VH R V WK HDW WR D PD WKHVH HDW HV H H W W D H J R SV :KH PR H WKD R H H W SHGH V H R WH HG WKH PR VWH V ght independently, even to the point of ghting among themselves over D H W PV DELWDW 6RFLHW The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive D G K J D R H WKDW P VW HDW DW HDVW R H D GD WR V H + J H W SHGHV R WH HVR W WR D D VP (FRORJ * D W H W SHGHV KD H VH H D DW D DG D WDJHV G J SR VR D G S RWH W H R R DW R D R J WKHP WR RPSHWH WK RWKH VPD predators for game. Their poison bestows a certain immunity from being K WHG W K J D G V HG D PD V V K DV R RWHV D G D JH S HGD WR GV K W WKHP H H W H HD W PHV Their preferred targets are small mammals that are easily overcome by their weak poison. If they are very hungry, however, they have been R WR DWWD D WK J WKDW PR HV G J K PD V XJH HQWLSHGHV These are identical to giant centipedes save that they are only 6 inches long. Their poison is weaker than that of their larger cousins and a failed saving throw will immobilize the victim for only 1d6 hours. Huge
43 Chimera elves, dwarves, and hal ings. It will even gladly attack other monsters in its search for food. Anyone entering its territory becomes prey, and will H W HDWHG D R G J The chimera cannot resist attacking groups of travelers or monsters for D RWKH HDVR WV G DJR DW H D HV WKH W HDV H WKDW WV S H P JKW be carrying. Although it has no earthly use for it, the chimera will gather the coins of its fallen foe into a heap and roost on it like a dragon. Its hoard V RWK J H WKDW R D W H G DJR KR H H D G R V VWV PD R RS per and silver coins, with perhaps some jewelry and a few magical items. (FRORJ The chimera lls the role of both omnivore and a top predator in its ecosystem. It is very adaptable. During times when its prey is scarce or R H VWH W WKH K PH D D PD H GR WK D HJHWD D G HW 7KH RUJLPHUD The gorgimera has the hindquarters of a gorgon, forequarters of a lion, and body and wings of a red dragon. Like the chimera, it has the heads of WV WK HH R VW W H W HDW HV The monster can attack with its claws, bite with its lion and dragon heads, and butt with its gorgon head. In place of making its normal attack, WKH JR JR D G G DJR KHDGV D HPS R WKH HDWK HDSR V :K H WKH dragon’s attack is similar to that of the chimera, the gorgon’s breath causes petri cation to any caught in its area of effect. The gorgon head can use WV HDWK HDSR W H SH GD WR VW H D R H HHW R J K K V foot wide at its base and 3 feet wide at its mouth. The gorgimera will al ways use one of its breath weapons if its foes are within 10 feet. A save vs. petri cation will allow a victim to avoid the effects of the gorgon’s breath. The gorgon’s head can see into both the Astral and Ethereal planes, and WV HDWK HDSR H WH GV WKH H Like its relative the chimera, the gorgimera can also speak a limited R P R WKH D J DJH R HG G DJR V KLPHUD RUJLPHUD /,0 7( 7( ,1 Any temperate Any temperate WR W RS D WR W RS D ) (4 (1 5D H 9H D H 2 1,= 7,21 6R WD R S GH 6R WD 7,9,7 /( Any Any ,(7 Omnivore Omnivore ,17(//, (1 ( Semi- (2-4) Semi- (2-4) 7 ( 6 ( F F /, 10(17 KDRW H Neutral 12 33( ,1 02 / 66 029(0(17 9, Fl 18 (E) 12, Fl 15 (E) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 2-8 (2d4)/ 3-12 (3d4) 1-3/1-3/2-8 (2d4)/ 2-12 (2d6)/ 3-12 (3d4) 63( , / 77 .6 HDWK HDSR HDWK HDSR V 63( , / ()(16(6 Nil Nil 0 , (6,67 1 ( Nil Nil 6,=( L (5’ tall at the VKR GH L (5’ tall at the VKR GH 02 /( Elite (13-14) Elite (13-14) 3 9 / ( How chimerae were created is a dark mystery better left unexplored. The K PH D KDV WKH K G D WH V R D D JH D JRDW D G WKH R H D WH V of a huge, tawny lion. Its body has brownish-black wings like those of a G DJR The monster has three heads, those of a goat, a lion, and a erce dragon. The goat head is pitch black, with glowing amber eyes and long ochre horns. The lion head is framed by a brown mane and has green eyes. The dragon KHDG V R H HG WK R D JH V D HV D G KDV D H HV The chimera speaks a limited form of the foul language of red dragons. As a rule, however, it will only pause to communicate with those crea W HV KR D H PR H SR H WKD WVH RPEDW Its many heads and powerful physique make the chimera a deadly foe in combat. The monster prefers to surprise its victims, often swooping down upon them from the sky. It can attack 6 times each round, D J WK WV R H HJV JR J WK WV W R KR V D G W J WK WV R and dragon heads. If it desires to do so, the dragon head can loose a stream of ame some 5 yards long in lieu of biting. The dragon’s re causes 3-24 (3d8) points damage, although a saving throw vs. breath weapon will cut the damage in half. The chimera will always attempt to breathe if its op ponents are in range. If more than 1 chimera is encountered, they will DWWD R H W The armor classes are split as follows: Dragon, AC 2 ( ank); Lion, AC 5 (front); Goat, AC 6 (rear). DELWDW 6RFLHW The chimera, being a hybrid, combines the preferences R WKH R WKH JRDW D G WKH G DJR WV KD WDW VR HW D G H R RJ The dragonish part of its nature gives the chimera a distinct preference for caves as lairs. The dragon and lion parts seem to war with one another, R VRPH K PH DH D H G DJR H WKH S H H H H R VR W GH K H others live in small prides. Even if they mate, offspring are rare. The monster is an omnivore. The goat head will browse on the toughest S D WV D G VK V D G GH H W W R RP WKH PRVW D H HJHWD tion while the lion and dragon heads can only be satis ed with esh. The K PH D K WV R H H H R GD V V J WV VW H JWK D G P WHG WH JH H WR JD D DG D WDJH R H WKRVH W S H V R +D J D R D R V DSSHW WH W VRPHW PHV RDPV R H WH WR HV DV D JH DV V D H P HV Being chaotic evil in nature, the chimera enjoys preying upon men,
44 Cloaker /,0 7( 7( ,1 Any subterranean ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Night ,(7 D R H ,17(//, (1 ( High (13-14) 7 ( 6 ( /, 10(17 KDRW H W D 12 33( ,1 02 / 66 3 (1) 029(0(17 1, Fl 15 (D) ,7 , ( 7 12 2) 77 .6 VSH D 0 ( 77 . VSH D 63( , / 77 .6 6HH H R 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( Nil 6,=( L (8’ long) 02 /( Elite (13-14) 3 9 / ( Cloakers are endish horrors, related to trappers, that dwell in dark places far beneath the surface of the earth. They generally seek to kill those who H WH WKH D V HVV WKH D WK S VRPH RWKH PR H DP V J D WR S VK WH RSH V When a cloaker is rst seen, it is almost impossible to distinguish this monster from a common black cloak. The monster’s back has two rows R D H H VSRWV J GR W WKDW RR P K H WWR V D G WKH W R R R R HG D V R WV SSH HGJH D HDV H P VWD H R R H DVSV :KH W V WVH D G PR HV WR DWWD KR H H WV W H DW H H comes all too obvious. At this point, its white underside is clear and the monster’s face is fully visible. This face, with the glow of its two piercing, HG H HV D G WKH HHG H H D JV WKDW H WV PR WK V D W KR H sight. At this point, the monster also uncurls the whip-like tail at its trail J HGJH D G HJ V WR V VK W D D G R WK D W SDW R RPEDW :KH D RD H VW HV DW WV W P W PR HV WK G J VSHHG Without warning, the cloaker ies at its target and, if the attack roll is suc cessful, engulfs its prey within its folds. Any creature that falls victim to this attack is all but helpless and can be bitten easily (no roll required) for 1d4 points of damage plus the victim’s unadjusted Armor Class. Thus, an adventurer in chain mail (AC 5) suffers 1d4 + 5 points of damage each R G 6K H GV R H R S RWH W R RP V K DWWD V :K H W V GH R J WV KRVH W P WKH RD H VHV WV W R K S like tail attacks to in ict 1d6 points of damage on those who move in to help rescue the captive. The tail is AC 1 and can be cut off if a total of 16 points of damage are in icted upon it. Any attacks made on the cloaker in ict half their damage to the cloaker and the other half to the trapped victim. Area effect spells, such as reball, D VH GDPDJH WR RWK WKH PR VWH D G WV W P The cloaker can also emit a special subsonic moan of increasing intensi ties. Although this power is blocked by stone or other dense materials, it D H H H H W H D RSH KDP H RD H V PD RW PRD D G bite during the same round. A cloaker may emit one of four types of moan HD K R G The rst intensity of moaning causes unease and numbs the minds of those within 80 feet of the cloaker. The immediate effect of this moan is WR D VH D penalty to the victims’ attack and damage rolls against the cloaker. Further, any creature that is forced to listen to the moan for six R VH W H R GV V WHPSR D R HG WR D W D H WKDW H GH V W D H WR DWWD R GH H G WVH DV R J DV WKH PRD J R W HV The second intensity of moaning acts as a IHDU spell. All creatures within 30 feet of the cloaker must roll a successful saving throw vs. spell or ee WH R R W R R GV The third intensity of moaning causes nausea and weakness and affects all those in a cone 30 feet long and 20 feet wide at its open end. Anyone D JKW WK V D HD P VW R D V HVV VD J WK R V SR VR R H R H RPH D VHD D G HD HVV R G R GV J WK V W PH WKRVH KR D WKH VD J WK R V D H D H WR D W D PD H The fourth and nal intensity of moaning acts as a ROG SHUVR spell. This SR H D H VHG R R R H SH VR DW D W PH KDV D D JH R HHW D G lasts for ve rounds. Each of the various effects of the cloaker’s moan can be defeated by the VH R D H WUDOL H SRLVR VSH R D W P RD H V D VR KD H WKH SR H WR PD S DWH VKDGR V . R DV VKDGR VK W J WK V SR H D H VHG D P H R D V W R R H SD ticular manner at any given time. The cloaker can employ its shadow shift ing ability to obscure its opponents’ vision, thus bettering its Armor Class to 1. Or the creature can produce precise images from the shadows that can be used to trick its adversaries. One common means of employing these PDJHV V WR HDWH D G S DWH R WKH RD H WR G D D D H HP DWWD V If this method of shadow shifting is employed, it can be treated as a PLUURU LPD H VSH WKDW HDWHV G PDJHV A OL W spell cast directly at a speci c cloaker blinds it and prevents it RP V J WV VKDGR VK W J SR H V DELWDW 6RFLHW The thought processes of cloakers are utterly alien to most other life forms. As such, they can only be communicated with by PDJHV KR KD H GH RWHG R J KR V WR W D J WKH P GV WKH D D H G V S H H HVVD WR GH VWD G WKHVH HDW HV (FRORJ It is believed that cloakers are asexual, although no de nitive S RR R WK V KDV H H HH R G
45 Cockatrice Females lay 1 or 2 brownish red, rust speckled eggs per month. There is only a 25% chance that any given egg will hatch. Those that are fertile will hatch in 11-19 days. The young reach maturity and full power within 6 months. Once they achieve adulthood, the hatchlings are driven away from the nesting site by their parents. Larger groups of cockatrices en R WH HG H H W H R J G H RP WKH HVW KR KD H WHP SR D WHG R V D (FRORJ The cockatrice thrives in the wilderness. Its petri cation power PD HV W PP H WR PRVW S HGDWR V D G H D HV W WR RPSHWH WK RWKH birds for food. The feathers of the cockatrice are prized by certain wiz D GV DV PD PDJ D V R V P VW H V HG WK SH V PDGH RP V K V 0D SHRS H D VR VHH KDW KHG HJJV R H H D H R DW H DV V D SHWV R J D G D V 3 UROLVN Frequently mistaken for its less malignant relative, the pyrolisk is virtu D GH W D WR WKH R DW H H HSW R WKH V J H HG HDWKH WV WD D G WKH HGG VK DVW R WV JV :KH HDV WKH R DW H V PRW DWHG instinct alone, the pyrolisk revels in spreading mayhem. Any victims who fail to save vs. death magic when meeting its gaze will instantly burst into ames, dying in agony. If the save is made, they are still burnt for 2-13 (1d12 + 1) points of damage. Any creature innately or magically immune to re will not be affected by its gaze, and anyone who makes their saving throw is thereafter immune to the gaze of that particular pyrolisk. The creature can cause any re source within 30 yards to explode in reworks (as a S URWHF LFV VSH R H SH R G The pyrolisk is itself immune to all re-based spells and attacks. The pyrolisk’s mortal enemy is the phoenix, although any creature K K WKH PR VWH H R WH V V H WR H DWWD HG RFNDWULFH 3 UROLVN /,0 7( 7( ,1 Temperate to trop- D D WH D Temperate to trop- D D WH D ) (4 (1 Uncommon 5D H 2 1,= 7,21 Flock Flock 7,9,7 /( Any Any ,(7 Omnivorous Omnivorous ,17(//, (1 ( Animal (1) Low (5) 7 ( 6 ( /, 10(17 Neutral Neutral evil 12 33( ,1 02 / 66 029(0(17 6, Fl 18 (C) 6, Fl 18 (C) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Petri cation Gaze 63( , / ()(16(6 Nil Immune to re 0 , (6,67 1 ( Nil Nil 6,=( S (3’ tall) S (3’ tall) 02 /( Steady (11-12) Steady (11-12) 3 9 / ( The cockatrice is an eerie, repulsive hybrid of lizard, cock, and bat. It is infamous for its ability to turn esh to stone. The cockatrice is about the size of a large goose or turkey, and has the KHDG D G RG R D R WK W R DW H JV D G WKH R J WD R D lizard tipped with a few feathers. Its feathers are golden brown, its beak yellow, its tail green, and its wings gray. The cockatrice’s wattles, comb, D G H HV D H JKW HG Females, which are much rarer than males, differ only in that they have R DWW HV R RP RPEDW The cockatrice will ercely attack anything, human or otherwise, K K W GHHPV D WK HDW WR WVH R WV D :KH DWWD J WKH R DW H will attempt to grapple with its foe, touching exposed esh and turning it to stone. Flocks of cockatrices will do their utmost to overwhelm and confuse their opponents, and they will sometimes y directly into their victims’ faces. While the fatal touch of a cockatrice’s beak will affect victims clothed in leather or fabric, it will not work through metal armor. The touch will, however, extend into the ethereal plane. The cockatrice is some KDW D D H R WKH P WV R WV SR H V D G DW D VH H W R KDV WD JKW it to strike only at exposed esh. If large areas of the opponent’s esh D H H SRVHG W VKR G H DVV PHG WKDW WKH R DW H D WRPDW D touches esh. If the target is reasonably well armored, the base chance of a cockatrice striking an area which it can affect is equal to 10% times the adjusted Armor Class of the victim. DELWDW 6RFLHW The cockatrice is immune to the petri cation powers of RWKH V R WV G The diet of the cockatrice consists of insects, small lizards and the like. :KH W K WV WKHVH D PD V WKH HDW H GRHV RW HPS R WV SR H WR SHW J WK JV It is distinguished from other avians by its unusual habits and nasty WHPSH DPH W 6 H HPD HV D H D H WKH D H WKH GRP D W VH D G often have more than one mate. In fact, males will often ght or strut for the privilege of joining a female’s harem. These mated groups usually build their nests in caves. Nest sites are permanent, and the cockatrice R VWD W VHH V WR GH R DWH WV HVW J V WH J W WK VK J R jects like coins and gems.
46 Couatl /,0 7( 7( ,1 Tropical and subtropical jungles ) (4 (1 9H D H 2 1,= 7,21 6R WD 7,9,7 /( Any ,(7 D R R V ,17(//, (1 ( Genius (17-18) 7 ( 6 ( B, I /, 10(17 Lawful good 12 33( ,1 02 / 66 029(0(17 6, Fl 18 (A) ,7 , ( 7 12 2) 77 .6 0 ( 77 . 1-3/2-8 (2d4) 63( , / 77 .6 3R VR PDJ VH 63( , / ()(16(6 Etherealness 0 , (6,67 1 ( Nil 6,=( L (12’ long) 02 /( Elite (13-14) 3 9 / ( /HYHO LV 6FL HY WWDFN HIHQVH 3RZHU 6FRUH 363V Any/All = Int G ODLUVHQWLHQFH aura sight, all-round vision, see sound; 3V FKRPHWDER OLVP PHWDPR SKRV V KHP D V P DW R H WRS DVP form; 3V FKR SRUWDWLRQ teleport, time shift; 7HOHSDWK mindlink, ESP, invisibility. The couatl are feathered serpents of myth and lore. It is believed that they D H G VWD W H DW HV R G DJR V D WKR JK WK V HPD V S R H 6R D H DV WR H R V GH HG D PRVW HJH GD WKH R DW V R H R WKH most beautiful creatures in existence. It has the body of a long serpent and HDWKH HG JV WKH R R R WKH D R 6 H W KDV WKH D W WR SR PR SK WKH R DW VRPHW PHV DSSHD WKH R P R RWKH HDW HV (always of good alignment). R DW D H D H WR RPP DWH D WH HSDWK WK D PRVW D WH gent creature which they encounter. In addition, they can speak common D G PRVW VH SH W D G D D D J DJHV RPEDW A couatl will seldom attack without provocation, though it will D D V DWWD H GRH V D JKW HG KD GHG :KH H H SRVV H D R DW DWWD RP WKH D 6 H W V K JK WH JH W WKH R DW H H W VH WV VSH V RP D distance before closing with its foes. If more than one couatl is involved, they will discuss their strategy before a battle. The couatl will also not hesitate to SR PR SK WR D RWKH PR H H H W H R P RP DW The couatl have a variety of abilities which make them more than a match for most other creatures. In addition to being able to polymorph themselves at will, a couatl can use magic. Fully 45% will be 5th level wiz ards, while 35% can act as 7th level priests. The remaining 20% are able to VH RWK W SHV R D W HV In addition to their other magical abilities, couatl can render themselves and up to 450 pounds of additional matter ethereal at will. Further, they D GHWHFW RRG H LO GHWHFW PD LF W L LVLEOH D G HPS R ( 3 KH H H they desire to do so. The oldest and most powerful of couatl can also use a SOD H V LIW on themselves and up to 8 others. This ability has a 90% chance R HD K J WKH GHV HG S D H The couatl uses its poisonous bite and constriction when forced into melee combat. When it bites it does 1-3 points of damage and injects a deadly toxin. If the victim fails a save vs. poison it is killed instantly. If WKH R VW W R DWWD V HHGV WKH W P WD HV SR WV GDPDJH HD K R G W W R WKH R DW V HG DELWDW 6RFLHW This winged serpent is native to warm, jungle like regions but can also be found ying through the ether. Their intelligence and goodness have made them objects of reverence by the natives of the HJ R V K K WKH KD W R V GH HG WR H G H WKH H D H PD HJ H GV K K WKH R DW V WKH H H D WR R PD G D G WKH HVWR H R such precious gifts as agriculture and medicine. There are even shrines in H WD D HDV GHG DWHG WR WKH R DW D G D KR DWWD R KD P D R DW D H D WRPDW D H HG DV WKH D HVW R D V Although solitary in nature, couatl think of themselves as a single, ex tended clan. This clan is led by the oldest and wisest of their numbers but DVVHP HV R G H HPH JH HV 0RVW R DW G H D R H PD J WKH D V D HV D G D D GR HG buildings in remote, uninhabited regions. They hunt jungle animals for food once every fortnight or so. Many enjoy traveling, often undertaking long journeys of exploration. On rare occasions, a pair will mate for life and establish a joint lair. Unlike many other reptiles, the couatl bear live young. Births are rare, av H DJ J R R H SH R S H HD K H W RWK SD H WV SD W SDWH WKH rearing and education of the single offspring, and will ght to the death if their child is threatened. Young couatl reach maturity in thirty or forty HD V D G WKR JK VRPH H H W WR HPD WK WKH SD H WV R DV R J as a century, will eventually set off in search of the couatl’s never-ending HVW R VGRP Intellectually curious, all couatl have vast stores of information and en joy learning more. When one of them learns some new and fascinating fact KH H WD VHW R W VHD K R K V HWK H WR VKD H D G G V VV W R DW D VRPHW PHV H SH V DGHG WR KH S JRRG DG H W H V R J H sound counsel. If they feel that they are being sought for frivolous reasons, they will simply y away. They are not greedy and do not seek treasure for its own sake. Aid from a couatl may well take the form of a magical WHP RP WV KRD G (FRORJ The couatl usually reigns supreme in its jungle, having little to HD RP PRVW RWKH PR VWH V
47 Crabman D PH R W H WR J R D G PR W WK R JKR W WKH HV D G VSH mens as tall as 10 feet have been reported. A crabman can live for up to HD V A crabman tribe seldom has commerce with other tribes, and almost never with other intelligent races. They produce few artifacts, primar VHD HHG HD JV G W RRG D JV D G VHDVKH R VW W R V Though these are often impermanent, some are quite beautiful. Though GHWD V R D PD H J R D H R PRVW D W D WV D H H H HG WR H religious in nature, and are jealously guarded. Each tribe appears to be led by a dominant elder male or female. These HDGH V KD H PD P P K W SR WV W D H RWKH VH HPD D H D PH VSHD WKH R D J DJH K K R V VWV PRVW R K VVHV and clicks. The crabmen’s xenophobia and the extreme dif culty of their D J DJH PD H W W D PSRVV H R K PD V D G V P D D HV WR learn to speak the crabman tongue. Those few sages who know anything D R W WKH D J DJH R R D H DV R GV D PH D H DWW D WHG WR VK PHWD SD W D V H R R HG PHWD WKR JK WKH VHHP D H WR G H H W DWH HW HH V H S DW P D G VWHH D PD D V R WH R WD S HV R WKHVH PHWD V WK PD pieces worked into sculptures. If the metal has rusted or tarnished, it is VRPHW PHV V DSHG WR H HD WKH VK H DJD W R WH V PS WK R WR D H VH S H (FRORJ D PD D W D WV D VRPHW PHV J JRRG S HV RP R H WR V WKR JK WKH D H R WH DJ H D G HDG GH RPSRVH PDGH R S D WV D PH D H PR HG WR H H WDVW HVSH D WKH HJV D G D V 3 P W H RDVWD KD WD WV SD W D VDK DJ R V GH WKHP D GH cacy and often raid crabman villages. Their shells dry out and become WW H VRR D WH WKH D H HPR HG R PR WHG VR WKH D RW H VHG DV armor. The claws can be used as passable clubs. /,0 7( 7( ,1 Temperate to tropical sea coasts ) (4 (1 5D H 2 1,= 7,21 Tribal 7,9,7 /( Any ,(7 Omnivore ,17(//, (1 ( Low to average (5-10) 7 ( 6 ( Nil; C, K (×5), L (×5) in lair /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil 63( , / ()(16(6 Nil 0 , (6,67 1 ( Nil 6,=( M-L (7’-10’ tall) 02 /( Steady (11-12) 3 9 / ( Crabmen are man-sized intelligent crabs. They walk upright on two pairs of legs. The small pincers tipping the short arms above their legs are used for ne manipulation. The two longer arms end in large claws. Two slen GH H HVWD V R D R H WKH HD H R H W R R PD G HV K K PD HV up the crabman’s mouth. Male crabmen are often brightly colored and HPD HV PD H HGG VK R J HH R D RPEDW Though generally peaceful, crabmen will ght back with their D JH D V DWWD HG D V J G SR WV R GDPDJH SH K W 0D HV R H WD V VSH HV KD H D H D JHG D R R H V GH K K GRHV G GDPDJH D PH KD H H H HH R WR H G HDSR V If severed, a crabman’s limbs and eyestalks will grow back in 1-4 weeks. At certain times, population pressure and food shortages will cause D PH WR R D R V K W RWKH HDW HV 0RVW V K DWWD V D H G H WHG WR D GV RWKH W HV R D PH R RWKH RDVWD KD WD WV +R H H WKH R DV R D D G RDVWD WR V R RRG DWWD J anything that moves. Such savage frenzies last only a few days, during K K WKH D PD SRS DW R V JH H D HG HG D WR D WR H D H H H DELWDW 6RFLHW D PH H DV V PS H K WH JDWKH H V V V VW J primarily on carrion and algae. Much of each crabman’s day is spent hunting, ltering algae, or scavenging along the shore. Crabman often JDWKH D JH DPR WV R VD G WR WKH PR WKV V R W D WKH R JD material, and spit out st-sized pellets of sand and dirt. These hardened SH HWV HW D WKH S HVH H R D HD D PD D D PH JH H D H RDVWD D HV 6RPH W HV G J H WH V H R V VHDV GH V : WK D R RPS H HD K D PD KDV D G G D D V W DWHG HD D D JH H W D PHHW J D HD 0D HV D G HPD HV D H R G DSS R PDWH H D P H V D tribe. They mate at irregular times throughout the year. The female pro duces about 100 eggs within two weeks. They are laid in the ocean, where they hatch into clear, soft-shelled, crablike larvae. In six months they molt, develop a stronger shell, and begin to dwell on land. The HJJV D G D DH D H GH R V D G S HGDWR V J HDW HG H WKH P bers before they reach adulthood. Larvae are almost defenseless, with AC 8, 1 HD, and weak claws which do only 1-2 points of damage per hit.
48 Crawling Claw In addition, claws that have been instructed to do so can act in concert with each other to move large objects. The DM should use ve pounds per D DV D HDVR D H P W WR WKH H JKW WKDW D H PR HG (FRORJ D J D V D H HDWHG D PDJH R S HVW KR KDV knowledge of the techniques required to do so. To begin with, the cre ator must assemble the severed limbs that are to be animated. The maxi P P P H R D V WKDW D H HDWHG DW D R H W PH V H D WR WKH level of the person enchanting them. The hands (or paws) can be either HVK V H HWD R DW D VWDJH R GH RPSRV W R HW HH D V D H R W R HG R H R W R D V G H W R D S RJ DP ming. The manner of a claw’s control must be speci ed when it is created and cannot be changed thereafter. All of the claws in a particular batch P VW H R W R HG WKH VDPH PD H 3 RJ DPPHG D V D H J H D V J H H VW W R WKDW WKH DW tempt to carry out to the best of their ability. The maximum length of the programming, in words, is 15 plus the level of the creator. This pro gramming sets the conditions under which the claw attack. A sample RPPD G P JKW H . D R H H HSW PH KR RSH V WK V KHVW H W R W R HG D V D H PD S DWHG WKH WKR JKWV R WKH H ator. The mental effort of controlling claws is quite tiring and cannot be PD WD HG R PR H WKD WK HH R VH W H R GV WKR W D R H R G rest. Further, the range of such control is limited to 10 feet plus 5 feet per level of the creator. A person controlling claws cannot undertake spell casting or any other activity. Injury to a controller does not break his con trol unless unconsciousness results. If direct control is broken for some HDVR WKH D V R W H WR R R WKH DVW R GH V WKH H H J H /,0 7( 7( ,1 Any ) (4 (1 5D H 2 1,= 7,21 6 D P 7,9,7 /( Any ,(7 6SH D ,17(//, (1 ( Non- (0) 7 ( 6 ( Any /, 10(17 Neutral 12 33( ,1 02 / 66 029(0(17 ,7 , ( K W SR WV 7 12 2) 77 .6 0 ( 77 . 1-4 (armored foes) 1-6 (unarmored foes) 63( , / 77 .6 Nil 63( , / ()(16(6 6HH H R 0 , (6,67 1 ( 6HH H R 6,=( T (human hand) 02 /( Fearless (19-20) 3 9 / ( The much feared crawling claw is frequently employed as a guardian WKRVH PDJHV D G S HVWV KR KD H HD HG WKH VH HW R WV HDW R No single description of a crawling claw is possible as they are not uni R P DSSHD D H 6 H D V D H WKH D PDWHG HPD V R KD GV R SD V R J HDW HV WKH D H DSW WR H R G D GH D HW R shapes and sizes. RPEDW :KH D D GHWH WV D SRWH W D W P W HDSV WR WKH DWWD Although it may not appear to be capable of such a feat, its great strength enables it to do so. The maximum distance a claw can leap is 15 feet. Once a claw lands on its victim, it attacks in one of two ways. If the W P V HD J PHWD D PR WKH D GH H V D SR H R WKDW in icts 1d4 points of damage. Against those who are not armored (or R HD J HDWKH WKH D D HPS R WV J HDW VW H JWK D VK ing grip. This manner of attack causes 1d6 points of damage. In some cases, a claw may be instructed to attempt to strangle or gouge out the eyes of a victim. In any such case, the DM should consider all DVSH WV R WKH V W DW R D G GHWH P H KR P K D GDPDJH V GR H D V D H PP H WR D R P R GHDWK PDJ R UDLVH GHDG VSH V D WKR JK D UHV UUHFWLR VSH H GH V WKHP PPR H R D P H R W V H D WR WKH H H R WKH DVWH D V KD H WKH VDPH HV VWD H WR F DUP VOHHS D G ROG VSH V WKDW GHDG GR but claws are not subject to turning, FR WURO GHDG VSH V R GDPDJH KR DWH R G DVHG VSH V PD H D V WW H VR WKDW D R V WR GDPDJH WKHP D H HDVHG SR W SH G H Edged weapons in ict only half damage on a claw; all magical weapons cause damage as if they were not enchanted in any way (although to hit R VHV VW DSS 6RFLHW DELWDW D J D V D H RWK J PR H WKD WKH D PDWHG hands and paws of once-living creatures. As such, they have no culture or VR HW WR VSHD R HVS WH WK V D J D V GR KD H D P WHG D W to communicate with each other. This takes the form of a basic telepathic link between all the claws of a single “batch.” Whenever one claw nds a W P D R WKH RWKH V WKH D HD KR H H PDGH DW WKH VDPH W PH PR H WR KH S W
49 Crocodile R RG HV PDWH R H D HD D G WKH HPD H D V D W K R D R W eggs, carefully burying them in the sand. Unlike many other reptiles, the HPD H D H J D GV KH HJJV S RWH W J WKHP RP RWKH S HGDWR V :KH WKH W PH RPHV R WKH HJJV WR KDW K WKH PRWKH DVV VWV G JJ J the eggs out of the sand. The newly hatched young are thrown entirely on WKH R HVR HV WR V H 9H H R WKH R J V H WR PDW W Swamps and rivers are not the only abode of the crocodile. In recent HD V WKH H KD H HH G HDG PR V WKDW VRPH R WKHVH HSW HV KD H PDGH WKH KRPHV WKH VH H V R W HV W RS D HJ R V J R DVWH D G D R (FRORJ The crocodile is a formidable predator and has little competition for food from other water creatures. One of the few monsters that can compete with it is the dragonturtle. Even on the riverbanks it has little to fear from rival predators; most would prefer not to tangle with a croco dile. The only predator that the crocodile need fear is man, who hunts it R WV WR JK K GH K K D H W D V R PHG WR D HD W J HDP J HDWKH R RG HV D H D VR K WHG WR H P DWH WKH GD JH WKDW WKH HS HVH W WR H V GH RPP W HV LDQW URFRGLOH These creatures are far rarer than their smaller cousins. They attain sizes RP WR HHW R J D G WKH D VR R W H WR J R W GHDWK * D W R RG HV W S D KD W VD W DWH R S HK VWR VHWW JV KH H WKH KD H HH R WR S H SR VKD V VPD KD HV D G VPD VHDJR J crafts, such as shing boats. When attacking a small boat, their favorite technique is to ram it, attempting to capsize and smash it open with their huge jaws. They have been known to gorge upon the catch within the shing boats, and then to swim away, leaving the shermen unharmed. URFRGLOH LDQW URFRGLOH /,0 7( 7( ,1 BBBB 6 W RS D D G W RS D BBBB 6D W DWH V DPSV D G H V ) (4 (1 RPPR 9H D H WR RPPR 2 1,= 7,21 Nil Nil 7,9,7 /( D D ,(7 D R H D R H ,17(//, (1 ( Animal (1) Animal (1) 7 ( 6 ( Nil Nil /, 10(17 Neutral Neutral 12 33( ,1 WR 02 / 66 029(0(17 6 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 6 S VH 6 S VH 63( , / ()(16(6 Nil Nil 0 , (6,67 1 ( Nil Nil 6,=( L (8’-15’ long) H (21’-30’ long) 02 /( Average (9) Steady (11) 3 9 / ( The crocodile is a large, dangerous predatory reptile native to tropical and subtropical climes. It spends most of its time submerged in swamps, riv H V R RWKH D JH RG HV R DWH The crocodile is one of the most feared and ugliest predators of the trop ics. It has a long, squat body, ranging in size from a scant foot to well over WH HHW R J 0RVW PDW H VSH PH V D JH RP H JKW WR HHW R J D G VRPH H H D JH 0D VDJHV D J H WKDW R RG HV H H VWRS J R J The crocodile has a long jaw lled with sharp, conical teeth. The power PD V V SH DGDSWHG R G DJJ J S H H HDWK WKH DWH D G dismembering it. Its four short legs are very powerful, and can propel the crocodile rapidly through the water and over the land. Its long tail is also H VW R J D G V VRPHW PHV VHG R D G WR D D H WV RHV The crocodile is covered with a tough horny hide, which blends in very well with the surrounding water. Its eyes and nose are placed so that when the crocodile oats, only they remain above water, enabling the beast to spot and ambush prey. The crocodile is adept at oating through WKH DWH D G HPD J WH VW S HVH W J WKH V R WKDW W V RWK ing more than a oating log. RPEDW Ever voracious, hungry crocodiles will attack anything that looks edible, including men. They prefer to lie in wait for their prey (-2 penalty to opponent’s surprise roll), and are exceedingly sensitive to movements in the water. They have been known to swiftly and silently swim up to the shore and seize a man, dragging him below the surface of the water. They prefer to attack with their powerful jaws, causing 2d4 points of damage, and lash with their tails for 1d12 points of damage. Crocodiles will ght among themselves for any prey they seize in their jaws, sometimes tearing their victim to pieces. The only thing that can slow a crocodile is cold. They become slow and sluggish (reduced to 50% of their normal movement) when the temperature falls below 40° F. DELWDW 6RFLHW R RG HV VRPHW PHV R J HJDWH D JH P H V W WKH D H RW DW H VR D H R GR WKH RRSH DWH K W J They have well-concealed lairs and will often drag their prey to their D V H R H HDW J W :KH D WDVW PR VH RPHV WV D D J R S R crocodiles will go into a feeding frenzy, each attempting to get a part of the feast. They hunt almost daily, primarily in the water, rarely on land. Their tastes are broad: sh, men, small mammals, aquatic birds, and H H D D H HVV R KDV R DV R D HH R WR D WR WKH J DVS + J R RG HV VRPHW PHV SH G RDWV WR VHH KDW D V R W
50 Crustacean, Giant LDQW UDE Giant Cray sh /,0 7( 7( ,1 Any seashore Temperate/ Freshwater rivers ) (4 (1 5D H Uncommon 2 1,= 7,21 Nil Nil 7,9,7 /( Any Any ,(7 Omnivore Omnivore ,17(//, (1 ( Non- (0) Non- (0) 7 ( 6 ( Nil Nil /, 10(17 Neutral Neutral 12 33( ,1 02 / 66 029(0(17 6 ,7 , ( 7 12 2) 77 .6 0 ( 77 . 63( , / 77 .6 Nil Nil 63( , / ()(16(6 6 S VH 6 S VH 0 , (6,67 1 ( Nil Nil 6,=( L (8’-15’) L (8’+ long) 02 /( Elite (13) Elite (13) 3 9 / ( Giant crustaceans are peculiar mutations of crabs and freshwater cray sh. The rst inhabits saltwater regions, while the latter is found only in fresh DWH LDQW UDEV Giant crabs look just like regular crabs except for their enormous size. They come in a variety of colors, such as reds, browns, and grays. They KD H H HV VHW R VWD V K K H D H WKHP WR VHH D R G R H V D G onto ledges. Their bodies are covered by a large, chitinous shell. Crabs D H G VW J VKHG WKH V WW J V GH D V PRGH R R RPRW R RPEDW Always hungry, crabs prefer to sneak up upon their prey (-3 penalty to opponent’s surprise roll) and catch it in their pincers, dismembering and eating it. A successful attack by the pincers causes 2d4 points of damage. Once they have caught something edible, they stop to eat it, unless they are attacked. If a crab nds its meal in question, it attempts to scuttle off with the prize, perhaps to its den. DELWDW 6RFLHW The giant crab lives on the shoreline, searching beaches for food and venturing into the water in search of sh and other aquatic life. It is well adapted to this sort of life, since it is able to breathe both air and water. Giant crabs frequently feed on large dead sh and other carrion washed up on the shore. They operate equally well on land and WKH DWH * D W D V VRPHW PHV R WR WKH VD G G J WKH day, emerging only at dusk and dawn to feed. At these times the beach V D H RW R WK WKH J D W D V W WK WKH W R V V DV H The giants may also hunt during the day and night. The crab exists only on the most basic instinctive level, and is interested VR H V D D V PDWH WKH D W P D G PD HV DWWHPSW WR PDWH with as many females as they can. Females bury their eggs in the sand. The eggs hatch the following spring; few hatchlings survive to reach maturity. Nature has forced the giant crabs to become exible eaters, always willing WR W H RRG VR HV (FRORJ The giant crab performs a useful ecological function in keeping the seashores free of large carrion that would otherwise rot. On the shore, W V K WHG WKH W PDWH S HGDWR V K PD V D G GHP K PD V R WV superb meat and hard chitinous shell, which is prized by some for making D PR D G VK H GV Giant Cray sh The cray sh is essentially a freshwater lobster. It has a similar multi-plat ed shell, numerous legs, eyes set on stalks, and two wicked pincers. The giant cray sh is muddy brown or sand colored, depending upon the color of the river bottom it inhabits. Some say that the giant cray sh, like the lobster, keeps growing as it gets older; certain sages even argue that the giant cray sh is really the same species as the ordinary cray sh, merely D H W HPH R G VSH PH RPEDW Like the crab, the cray sh prefers to ambush its prey (-2 penalty to opponent’s surprise roll). It sits quietly on the river bottom, waiting, and then rushes forth to seize its food in its pincers. The giant cray sh GRHV RW R PD HS HVH W D GD JH WR DG H W H V V H W KD WV R deep rivers and spends all of its time on the river bottom. It would there R H R DWWD DG H W H V KR H H V PP J D R J WKH H RWWRP and then only if they came within its range. An attack by a giant cray sh’s pincers in icts 2d6 points of damage. The cray sh prefers to drag its catch back to its watery lair and eat in peace. Its shell is very tough, giving the creature AC 4. DELWDW 6RFLHW The giant cray sh inhabits only wide and deep rivers, and feeds almost exclusively upon bottom-dwelling sh. Due to its great size, it can easily prey on such sh as sturgeon, carp, and large eels. It is voracious and spends most of its time hunting. On the whole it rarely crosses paths with adventurers, but it does compete with river shermen. (FRORJ The giant cray sh is considered a delicacy by other creatures, which perhaps accounts for its rarity. Nixies especially prize the meat of the giant cray sh. Dragon turtles, giant snapping turtles, merrows, giant otters, gar, giant pike, and storm giants are just some of the monsters that hunt the giant cray sh. It is very far from being the top predator in its food chain, and must ght for its survival.