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Korvgubbe
Korvgubbe
Chris Gonnerman
Iron Falcon – Monster Guidebook
Copyright © 2019 Chris Gonnerman. All Rights Reserved.
Distributed under the terms of the Open Game License version 1.0a.
See end of book for details.
Cover Art …
Introduction
The Iron Falcon Rules for Classic Fantasy Role-Playing were written as a true retroclone; as such, the core
rulebook contains only those creatures that were available in the rules of the chosen era. But in the
course of creating adventures for Iron Falcon I found that the monster list is rather limiting; not only are
many old school monsters missing, but some of those we do have, presented in their original form, are
weaker or just less interesting than those that appeared just a handful of years later.
I didn't have to look far for a solution. This book, the Iron Falcon Monster Guidebook, combines the
original core rulebook creatures with the full list of monsters found in the Basic Fantasy Role-Playing Game.
The new monsters have naturally been revised for compatibility with the Iron Falcon rules. Some of the
existing monsters from the original Iron Falcon rulebook have been revised as well, but every effort has
been made to maintain the true style and flavor of the original monsters.
You are invited to judge my results for yourself. Read on!
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Introduction Iron Falcon Core Rules
Monster Statistics
Armor Class: The creature's armor class for combat situations, such as encounters in a dungeon (the
purposes. Some monsters are only hit by certain default type), in the wilderness, or in their lair.
attacks; those hit only by silver or magical weapons
% in Lair: The chance the monster or monsters will
will be marked (s) after the armor class number,
be found in their lair.
while those hit only by magical weapons will be
marked (m) after the number. Other types of Treasure: The general type of treasure found in the
special defenses may be noted in this space, or monster's lair. The letter codes given refer to the
may appear only in the monster's descriptive text. table in the Treasure section of the Iron Falcon
Core Rules.
Hit Dice: The number of eight-sided (d8) hit dice to
be rolled for the monster's hit points. A bonus or Morale: Any adjustments to the monster's morale
penalty given after the number is added to or rolls. This may say "normal" for monsters with no
subtracted from the total; note that a penalty may adjustments, or "never checks" for those monsters
not reduce a monster below 1 hit point. An asterisk which fight until they cannot fight any longer.
following a monster's hit dice indicates that a Otherwise, this statistic will usually be presented as
"special XP" bonus should be added to the XP a plus or minus adjustment, i.e. +1, +2, etc.
value of the monster; multiple asterisks indicate Note that the Core Rules prescribes that
multiple special XP bonuses. "unintelligent" monsters such as animals always fight
No. Attacks: The number and kind of attacks the until death; this book invites the referee to consider
monster may make in a single combat round. that even animals will try to avoid death.
Damage: The damage dice to be rolled for each XP: In this book, the experience point values for
of the monster's attacks. Alternately, the effect each monster are listed with its other statistics.
may be listed here if it does not involve hit point These numbers are correct for average monsters;
damage; for instance, the energy draining powers unusual monsters, such as leader types or
of certain undead or the ability of the basilisk to mutations, must still be looked up by the referee.
turn a victim to stone. There are a few monsters in this book which have
Move: The monster's movement rate per turn. more than 21 Hit Dice (the upper limit of the
Multiple figures may be given if the monster is able Experience Points Awards Table in the core
to move in more than one medium; for instance, a rulebook). XP for such monsters has been
pegasus has both a running and a flying rate. calculated by dividing their Hit Dice roughly in half,
looking up the XP value of that figure, and then
Alignment: The typical alignment of monsters of
doubling it. For example, the Sperm Whale has 36*
the given type.
Hit Dice; half of 36 is 18, and a monster with 18* Hit
No. Appearing: The number of the given type of Dice is worth 2,075+1,625 = 3,700 XP. Thus, a Sperm
monster to be found in a group. Usually given as a Whale is worth 7,400 XP.
die roll. Multiple options may be listed for different
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Iron Falcon Monster Guidebook Monsters
Monsters
Beasts of Burden
Camel Donkey Horse, Light Horse, Medium
Armor Class 7 7 7 7
Hit Dice 2 2 2 2+1
No. Attacks 1 bite/1 hoof 1 bite 2 hooves 2 hooves/1 bite
Damage 1d2 bite/1d4 hoof 1d2 bite 1d4 hoof 1d6 hoof, 1d3 bite
Move 15" [ 12" ] 12" 24" 12" (Draft) or 18"
(Courser)
Alignment Neutral Neutral Neutral Neutral
No. Appearing Wild 2d4 Wild 2d4 Wild 2d4 N/A
% in Lair None None None None
Morale Normal Normal -1 [ +1 ] -1 [ +1 ]
XP 30 30 30 30
For convenience, animals commonly used to carry Light Horses are the smaller breeds of working
loads and/or characters are listed here together. horses as well as wild horses. These animals are
Such creatures obviously have no treasure. usually ready for useful work by age two. A riding
Camels are known for their ability to travel long horse is not trained for battle, and must check
distances without food or water. The statistics
presented here are for the dromedary, or one-
humped camel, which thrives in warm deserts. A
dromedary stands about 7 feet tall at the shoulder,
with its hump rising 1 foot higher. The two-humped,
or Bactrian, camel is suited to cooler, rocky areas.
It is stockier, slower (speed given in brackets), and
tougher than the dromedary. A light load for a
camel is up to 4,000 coins; a heavy load, up to
8,000 coins.
Donkeys are long-eared, horselike creatures. They
are surefooted and sturdy, and can be taken into
dungeons or caverns. The statistics presented here
could also describe burros. A light load for a
donkey is up to 700 coins; a heavy load, up to 1,400
coins.
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Monsters Iron Falcon Monster Guidebook
morale at -1 if any fighting is happening around it. Heavy Horses, also called destriers, are the largest
Riding horses may not attack while being ridden. A breeds of warhorses, bred for strength and trained
light load for a light horse is up to 2,000 coins; a for battle. These animals are usually ready for
heavy load, 4,500 coins. Movement is reduced by heavy work by age three. A light load for a destrier
half when the horse is loaded over 2,000 coins. A is up to 3,000 coins; a heavy load, up to 6,000 coins.
light horse can pull 5 times as much as it can carry. Movement is reduced by half when the horse is
loaded over 3,000 coins. A heavy horse can pull 5
Medium Horses are the larger breeds of working
times as much weight as it can carry.
horses. These animals are usually ready for heavy
work by age three. Draft horses are trained for Mules are sterile crossbreeds of donkeys and
work, primarily pulling loads, and must check horses. They can be taken into dungeons or
morale at -1 if any fighting is happening around it. caverns. A mule is similar to a riding horse, but
A light load for a medium horse is up to 2,500 coins; slightly stronger and more agile. A light load for a
a heavy load, up to 5,000 coins. Movement is mule is up to 3,000 coins; a heavy load, up to 6,000
reduced by half when the horse is loaded over coins.
2,500 coins. A medium horse can pull 5 times as
A Pony is a small horse, under 5 feet tall at the
much weight as it can carry.
shoulder. Ponies are otherwise similar to riding
A courser is a light or medium horse trained for war. horses and cannot fight while carrying a rider.
Such animals make morale checks at +1. Unlike Ponies can be trained for war, and the morale in
riding horses, coursers may attack while being parentheses above is for a war pony; this does not
ridden. allow them to fight while carrying a rider. A light
load for a pony is up to 2,750 coins; a heavy load,
up to 5,500 coins.
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Iron Falcon Monster Guidebook Monsters
Monster Descriptions
Ant, Giant dice). Such creatures are often skittish and likely to
flee if provoked, but males are more aggressive in
Armor Class 3
the presence of females (the parenthesized morale
Hit Dice 4
applies in this case).
No. Attacks 1 bite
Damage 2d6 bite Ape, Carnivorous
Move 18"
Armor Class 6
Alignment Neutral
Hit Dice 4
No. Appearing 2d6, Wild 2d6, Lair 4d6
No. Attacks 2 claws
% in Lair
Damage 1d6 per claw
Treasure U or special
Move 12"
Morale Normal on first sighting;
Alignment Neutral
Never after engaged
XP 75 No. Appearing 1d6
% in Lair 30%
Giant ants are among the hardiest and most Treasure None
adaptable vermin. Soldiers and workers are about Morale Normal
5 to 6 feet long, while queens can grow to a length
XP 75
of 9 feet. Giant ants may be red or black; there is
no statistical difference between them. Though Carnivorous Apes are monstrous white-furred apes
relatively shy when first encountered, once combat similar in form to gorillas. They are vile and hateful
begins they will fight to the death. They are known monsters who live only to kill and eat, and their
to collect shiny things, and so will sometimes have favorite prey are humans and human-like
a small amount of treasure in their lair. creatures.
Giant ants may occasionally mine shiny metals An adult male carnivorous ape is 5-1/2 to 6 feet tall
such as gold or silver; one in three (1-2 on 1d6) and weighs 3,000 to 4,000 coins; adult females are
giant ant lairs will contain 1d100 x 1d100 gp value in slightly smaller, but due to their ferocity they use the
relatively pure nuggets. same statistics as the males.
The statistics above represent common sorts of wild The assassin vine is a semi-mobile plant found in
herd animals, including deer (1 hit die), aurochs (2 temperate forests that collects its own grisly fertilizer
hit dice), elk or moose (3 hit dice) and bison (4 hit
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Monsters Iron Falcon Monster Guidebook
An assassin vine can move about, albeit very A basilisk is a reptilian monster that petrifies living
slowly, but generally only does so to seek new creatures with its gaze. A basilisk usually has a dull
hunting grounds. They have no visual organs but brown body with a yellowish underbelly. An adult
can sense foes within 30 feet by sound and basilisk’s body is about 6 feet long (not including its
vibration. tail, which can reach an additional length of 5 to 7
feet) and weighs about 3,000 coins.
A mature plant consists of a main vine, about 20
feet long. Smaller vines up to 5 feet long branch The gaze or touch of a basilisk can turn a victim to
off from the main vine about every 6 inches. These stone; the basilisk's gaze may even turn the
small vines bear clusters of leaves, and in late creature itself to stone if it sees its reflection in a
summer they produce bunches of small fruits that mirror or other reflective surface.
resemble wild grapes. The fruit is tough and has a
hearty but bitter flavor. Assassin vine berries make a Bat and Bat, Giant
heady wine. Normal Giant
Armor Class 6 6
A subterranean version of the assassin vine grows
Hit Dice 1 Hit Point 2
near hot springs, volcanic vents, and other sources
of thermal energy. These plants have thin, wiry No. Attacks 1 special 1 bite
stems and gray leaves shot through with silver, Damage Confusion 1d4
brown, and white veins so that they resemble Move 3" Fly 12" 3" Fly 18"
mineral deposits. An assassin vine growing Alignment
underground usually generates enough offal to No. Appearing 1d100, 1d10,
support a thriving colony of mushrooms and other Wild 1d100, Wild 1d10,
fungi, which spring up around the plant and help Lair 1d100 Lair 1d10
conceal it. % in Lair Special Special
Treasure None None
Morale -1 Normal
XP 10 30
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
These long, lean carnivores are slightly taller than Giant bombardier beetles have red head and
grizzly bears, and just as hostile. thorax sections and black abdomens. They are 3
to 4 feet long. In combat, a giant bombardier
Bee, Giant beetle bites opponents in front of it, and sprays a
Armor Class 7 cone of very hot and noxious gases from a nozzle in
Hit Dice 1d4hp* the rearmost tip of the abdomen. This toxic blast
No. Attacks 1 sting causes 2d6 points of damage to all within a cone
Damage 1d4 + poison 10' long and 10' wide at the far end (a save vs.
Move 3" Fly 15" Death Ray for half damage is allowed). A giant
Alignment Neutral bombardier beetle can use this spray attack up to
No. Appearing 1d6, Wild 1d6, Lair 5d6
five times per day, but no more often than once
per three rounds. Faced with opponents attacking
% in Lair
from just one direction, a giant bombardier beetle
Treasure Special
may choose to turn away and use the spray attack
Morale Normal
rather than biting.
XP 11
Giant bombardier beetles, like most beetles, have
Although many times larger, growing to a length of
more or less the same visual acuity in all directions,
about a foot, giant bees behave generally the same
and thus suffer no penalty to Armor Class when
as their smaller cousins. Giant bees are usually not
attacked from behind.
aggressive except when defending themselves or
their hive. Those stung by a giant bee must save vs.
Poison or die. A giant bee that successfully stings
another creature pulls away, leaving its stinger in the
creature. The bee then dies.
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Iron Falcon Monster Guidebook Monsters
Beetle, Giant Tiger Neither weapons nor lightning bolts will harm a
black pudding, instead splitting the creature into
Armor Class 3
two identical puddings, each having half of the
Hit Dice 3+1
original’s hit dice (round up) and current hit points
No. Attacks 1 bite
(round down). A 2 hit die pudding will not divide
Damage 2d6
further, but is still unaffected by lightning and
Move 18" weapons. All other attack forms will work normally.
Alignment Neutral
A black pudding's acid will destroy wood swiftly
No. Appearing 1d6, Wild 2d4, Lair 2d4
and corrode away metal a bit slower; gold,
% in Lair 20%
however, is completely resistant to it.
Treasure None
Morale Normal
XP 50
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Monsters Iron Falcon Monster Guidebook
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
Djinn Dog
Armor Class 5 (m) Armor Class 6
Hit Dice 7+1** Hit Dice 1+1
No. Attacks 1 No. Attacks 1 bite
Damage 2d8 Damage 1d4 + hold
Move 9" Fly 24" Move 15"
Alignment Lawful Alignment Neutral
No. Appearing N/A No. Appearing 3d4
% in Lair None % in Lair 10%
Treasure None Treasure None
Morale Normal Morale Normal
XP 1,300 XP 15
Djinn (singular djinni) are powerful, intelligent This category includes most medium and large
manlike creatures from the Elemental Plane of Air. breeds, as well as wild dogs. After biting an
They fly naturally and with the highest degree of opponent, a dog can hold on, doing 1d4 points of
control, as befits creatures of air, and can carry damage automatically every round, until killed or
6,000 coins in weight without loss of speed. until the victim spends an attack breaking free
(which requires a save vs. Death Ray).
Djinn and efreet are natural enemies; a djinni will
generally seek to avoid confrontation with an
Doppleganger
efreeti, knowing that the efreeti is more powerful,
but if the odds appear to be in the djinni's favor it Armor Class 5
may attack. Hit Dice 4*
No. Attacks 1
They have a number of magical abilities which they
Damage 1d12 plus special
may use as desired:
Move 9"
Become invisible (as the spell) at will. Alignment Chaotic
Assume gaseous form (as the potion) at will, No. Appearing 3d4
changing between forms in either direction % in Lair 40%
instantly. Treasure E
Morale Normal
Create food and drink as the spells create food
and create water, with the added feature that the XP 140
food created will be attractive and palatable, and Dopplegangers are strange beings that are able to
instead of ordinary water they may create wine. take on the shapes of those they encounter. They
Create objects up to 4,000 coins in weight per day. make excellent use of their natural mimicry to
Objects of soft materials are permanent, while any stage ambushes, bait traps, and infiltrate humanoid
type of stone or metal lasts only a single day. society. They are interested only in themselves and
regard all others as playthings to be manipulated
Create illusions of high quality which persist without
and deceived.
need of further attention from the djinni.
Dopplegangers are immune to all forms of sleep
Assume the form of a whirlwind which is functionally
and charm magic, and save against all other
identical to an air elemental's whirlwind, 3" tall and
magical attack forms as if they are 10 th level
having a 1" diameter at the base and 2" at the top.
Fighters.
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
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Iron Falcon Monster Guidebook Monsters
Brass dragons favor sandy deserts. A brass dragon Bronze dragons prefer to live by the sea. A bronze
has a choice of two different sorts of breath dragon has a choice of two different sorts of
weapon: a cloud of fear gas 4" wide and 5" long, breath weapon: a line of lightning ½" wide by 10"
and a cone of sleep 7" long and 2" wide at the long, and a field of repulsion affecting all within a
base. Note that these effects apply to characters 3" square area in front of the dragon; this effect
or creatures of all levels. A creature affected by pushes all creatures who fail their save vs. Spells
either breath weapon may save vs. Dragon Breath (not Dragon Breath) back 3". A creature affected
to resist, with a penalty of -3 if the dragon is of by the lightning breath weapon may save vs.
average size or -6 if the dragon is large. Dragon Breath for half damage as usual.
A brass dragon has a 55% chance of being found A bronze dragon has a 30% chance of being found
asleep in its lair, typically an underground chamber asleep in its lair, typically a cliffside cave or ruined
such as a cave. castle overlooking the sea.
They have a 35% chance of speaking, and a They have a 65% chance of speaking, and a
speaking brass dragon has a 10% chance of being speaking bronze dragon has a 50% chance of
able to use magic. Magic-using brass dragons can being able to use magic. Bronze dragons who
cast spells as follows: have the power of speech can transform
themselves (as the spell polymorph self) into the
Level
form of any normal animal at will.
Age Category 1 2
3 1 – Magic-using bronze dragons can cast spells as
4 2 – follows:
5 2 1 Level
6 2 2 Age Category 1 2 3 4
7 3 2 3 1 – – –
8 3 3 4 2 1 – –
5 2 2 1 –
6 3 2 2 1
7 3 3 2 2
8 4 3 3 2
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Monsters Iron Falcon Monster Guidebook
Copper dragons like it hot and dry, and will be Gold dragons are at home in any sort of terrain, but
found in the warmest, driest place available. A often live near the territories of humans and elves.
copper dragon has a choice of two different sorts A gold dragon has a choice of two different sorts of
of breath weapon: a line of acid ½" wide by 7" breath weapon: a cone of fire 9" long and 3" at the
long, and a field which slows up to 3d6 creatures in base, and a cloud of poisonous gas 5" wide and 4"
front of the dragon (but affected creatures are long.
permitted to save vs. Dragon Breath to resist this
A gold dragon has only a 10% chance of being
effect).
found asleep in its lair.
A copper dragon has a 50% chance of being
All gold dragons speak and use magic. Gold
found asleep in its lair, usually in a relatively shallow
dragons can transform themselves into human form
and well-ventilated cavern which permit the hot
at will. They cast spells as follows:
breezes to enter. A copper dragon's lair will often
include a sun-drenched space just outside the Level
entrance where the dragon can sun itself. Age Category 1 2 3 4 5 6
2 1 – – – – –
They have a 50% chance of speaking, and a
3 2 1 – – – –
speaking copper dragon has a 25% chance of
being able to use magic. Magic-using Copper 4 2 2 1 – – –
dragons can cast spells as follows: 5 3 2 2 1 – –
6 3 3 2 2 1 –
Level
7 4 3 3 2 2 1
Age Category 1 2 3
8 4 4 3 3 2 2
3 1 – –
4 2 1 –
5 2 2 1
6 2 2 2
7 3 2 2
8 3 3 2
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Iron Falcon Monster Guidebook Monsters
Green dragons are generally found living in the Red dragons prefer to live in rocky, mountainous
forest. A green dragon's breath weapon is a cloud areas, high above all other creatures (whom they
of poisonous gas 5" wide and 4" long. view as prey). A red dragon's breath weapon is a
cone of fire 9" long and 3" at the base.
A green dragon has a 40% chance of being found
asleep in its lair. Unlike other dragons, a green A red dragon has only a 20% chance of being
dragon will sometimes lair in a "nest" it has found asleep in its lair, generally a cavern deep
constructed for itself in the darkest, thickest part of within a mountain.
the forest.
They have an 85% chance of speaking, and a
They have a 55% chance of speaking, and a speaking red dragon has a 15% chance of being
speaking green dragon has a 10% chance of being able to use magic. Magic-using red dragons can
able to use magic. Magic-using green dragons cast spells as follows:
can cast spells as follows:
Level
Level Age Category 1 2 3
Age Category 1 2 3 1 – –
3 1 – 4 2 1 –
4 2 1 5 2 2 1
5 2 2 6 3 2 2
6 2 2 7 3 3 2
7 3 2 8 4 3 3
8 3 3
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Monsters Iron Falcon Monster Guidebook
Though they live in the water and are somewhat Silver dragons live in the loftiest places, high on
adapted to it, Sea Dragons still must breathe air, mountain tops or even in the very clouds. A silver
similar to dolphins or whales. A Sea Dragon may dragon has a choice of two different sorts of
hold its breath up to three turns while swimming or breath weapon: a cone of cold 8" long and 3" at
performing other moderate activity. the base, and a cloud of poisonous gas 5" wide
and 4" long.
The breath weapon of a sea dragon is a cloud of
steam 4" wide and 5" long; they are immune to A silver dragon has only a 15% chance of being
damage from non-magical steam (including the found asleep in its lair.
breath weapon of another sea dragon), and suffer
They have an 80% chance of speaking, and a
only half damage from magical steam attacks.
speaking silver dragon has a 75% chance of being
A sea dragon's feet are webbed and its tail is short, able to use magic. Those who can use magic are
flat and broad; for this reason, sea dragons do not also able to transform themselves into human form
have a tail attack. Young sea dragons are light at will. Magic-using silver dragons can cast spells as
bluish-gray in color (similar to dolphins), darkening follows:
to a deep slate color in older individuals.
Level
A sea dragon has a 40% chance of being found Age Category 1 2 3 4 5
asleep in its lair, generally a submerged cave 3 1 – – – –
which holds a substantial amount of air. 4 2 1 – – –
They have a 65% chance of speaking, and a 5 2 2 1 – –
speaking sea dragon has a 15% chance of being 6 3 2 2 1 –
able to use magic. Magic-using sea dragons can 7 3 3 2 2 1
cast spells as follows: 8 4 3 3 2 2
Level
Age Category 1 2
3 1 –
4 2 1
5 2 2
6 2 2
7 3 2
8 3 3
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Iron Falcon Monster Guidebook Monsters
White dragons live only in the coldest areas, in the A dragon turtle's rough, deep green shell is much
frozen northlands or above the snowline. A white the same color as the deep water the monster
dragon's breath weapon is a cone of cold 8" long favors, and the silver highlights that line the shell
and 3" at the base. resemble light dancing on open water. The turtle’s
legs, tail, and head are a lighter green, flecked
A white dragon has a 60% chance of being found
with golden highlights. An adult dragon turtle can
asleep. They have only a 25% chance of speaking,
measure from 100 to 200 feet from snout to tail.
and a speaking white dragon has a 5% chance of
They are occasionally mistaken for rocky
being able to use magic. Magic-using white
outcroppings or even small islands.
dragons can cast spells as follows:
Due to their massive size, dragon turtles are
Level
immune to virtually all poisons.
Age Category 1
4 1 Dragon turtles are fierce fighters and generally
5 1 attack any creature that threatens their territory or
6 2 looks like a potential meal. Though they are not
true dragons, they do advance through the same
7 2
sort of age categories as the true dragons do.
8 3
A dragon turtle has a 70% chance to be found
asleep, an 80% chance of speaking, and a 25%
chance of using magic. Magic-using dragon turtles
have the following spell-casting ability:
Level
Age Category 1 2 3 4 5 6
2 1 – – – – –
3 2 1 – – – –
4 2 2 1 – – –
5 3 2 2 1 – –
6 3 3 2 2 1 –
7 4 3 3 2 2 1
8 4 4 3 3 2 2
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Monsters Iron Falcon Monster Guidebook
A typical giant eagle stands about 10 feet tall, has Finally, an efreeti may assume the form of a fire
a wingspan of up to 20 feet, and resembles its elemental, and while in that form may act exactly
smaller cousins in nearly every way except size. It as an ordinary fire elemental would.
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Iron Falcon Monster Guidebook Monsters
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Monsters Iron Falcon Monster Guidebook
Fire elementals are vaguely humanoid forms made Massive herbivores of tropical lands, elephants are
entirely of flames. As with any fire, they will ignite unpredictable creatures but nevertheless are
combustibles they come into contact with. A fire sometimes used as mounts or beasts of burden.
elemental can fly, but cannot cross water even if This entry describes an African elephant. Indian
flying. As all their attacks are flames, fire resistance elephants are slightly smaller and weaker, but more
magic will reduce damage done by their attacks in readily trained.
the usual way.
A light load for an African elephant is 75,000 coins;
a heavy load, up to 150,000 coins. For an Indian
Elemental, Water
elephant, a light load is up to 70,000 coins, and a
Armor Class 2 (m) heavy load up to 140,000 coins.
Hit Dice 8* or 12* or 16*
An elephant has no treasure as such, but the tusks
No. Attacks 1
of an elephant are worth 1d8 x 100 gp.
Damage 3d10 or 3d6
Move 6" Swim 18" Fish, Giant Barracuda
Alignment Neutral
Huge Giant
No. Appearing 1
Armor Class 4 5
% in Lair None
Hit Dice 5 9
Treasure None
No. Attacks 1 bite 1 bite
Morale Never checks
Damage 2d6 2d8+1
XP 1,250 or 2,175 or 3,150
Move Swim 18" Swim 18"
A water elemental generally appears as a sort of Alignment Neutral Neutral
self-supporting wave. They cannot move more No. Appearing 2d4 1
than 6" away from a body of water, and their % in Lair 0% 0%
movement is slowed on land (as shown above). Treasure None None
Further, their damage is reduced (again as shown Morale Normal Normal
above) when attacking while out of water. XP 200 950
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Iron Falcon Monster Guidebook Monsters
keen eyesight and are surprised only on a 1 on 1d6. Fish, Giant Catfish
Due to the quickness of their attack, barracudas
Armor Class 4
are themselves capable of surprising on 1-3 on 1d6
Hit Dice 8
and gain a +2 bonus to Initiative.
No. Attacks 1 bite/2 fins
Giant barracudas always appear singly and are Damage 2d8/1d4+poison/1d4+poison
50% likely to break off the attack after 1d4 rounds if Move Swim 9"
they haven't killed their prey. Both kinds are Alignment Neutral
attracted to shiny objects.
No. Appearing 1d2
% in Lair 0%
Fish, Giant Bass
Treasure None
Armor Class 7
Morale Normal
Hit Dice 2
XP 700
No. Attacks 1 bite
Damage 1d6 Giant catfish fins are edged with a natural poison
Move Swim 12" that causes a painful burning sensation for 3d10
Alignment Neutral rounds if a save vs. Poison is failed. The pain causes
No. Appearing 1d6 the affected character or creature to suffer a -1
penalty on all attack rolls and saving throws; further
% in Lair 0%
poisonings will increase this penalty by -1 each,
Treasure None
down to a maximum penalty of -5 as well as
Morale Normal
adding 6 rounds to the duration of the poison
XP 30
effect for each such attack.
Giant bass are generally between 10' and 25' long. Because of its large size (15 to 20 feet long) and
Most are greenish-grey, marked with dark lateral body design, a giant catfish cannot target more
stripes, though some are almost completely black. than one of its attacks on any single creature; that
They are generally found in lakes or rivers, as they is, it cannot bite and fin the same opponent, nor
are not adapted for salt water. use both fins on one victim.
Giant bass are predatory, and on a natural attack
roll of 20 a giant bass will swallow whole a dwarf- Fish, Giant Piranha
sized or smaller creature, which then takes 2d4 Armor Class 5
damage per round until it is dead. Swallowed Hit Dice 4
characters can attack only with daggers or similar No. Attacks 1 bite
short weapons. Note that each giant bass can Damage 1d8
swallow at most one character, and a giant bass Move Swim 15"
which has swallowed a character will attempt to Alignment Neutral
retreat (having achieved its goal).
No. Appearing 2d4
% in Lair 0%
Treasure None
Morale Normal
XP 75
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Monsters Iron Falcon Monster Guidebook
Giant flies look much like ordinary houseflies, but The nearly transparent gelatinous cube travels
are about 3' long. Some are banded yellow and slowly along dungeon corridors, absorbing carrion,
black, and are thus mistaken for giant bees. Giant creatures, and trash. Inorganic material remains
flies are predators; after killing prey, they will trapped and visible inside the cube’s body. They
sometimes lay eggs in the remains. are generally 10' on a side, though larger and
smaller specimens have been reported.
Gargoyle
A gelatinous cube attacks by slamming its body
Armor Class 5 (m) into its prey. It is capable of lashing out with a
Hit Dice 4** pseudopod, but usually engulfs foes. The touch of
No. Attacks 2 claws/1 bite/1 horn a gelatinous cube causes paralysis for 2d4 turns if
Damage 1d3 claw, 1d6 bite, 1d4 horn the victim fails his or her saving throw. Gelatinous
Move 9” Fly 15" cubes are immune to cold, lightning, paralyzation,
Alignment Chaotic and polymorph magic; further, as they have no
No. Appearing 2d10 minds to speak of they are immune to sleep and
% in Lair 25% charm magics.
Treasure C Any treasure in the possession of a gelatinous cube
Morale Normal will be encased within its body; it will be necessary
XP 205 to kill the monster to retrieve it. When generating
treasure for a gelatinous cube, omit or reroll items
Gargoyles often appear to be winged stone
that the cube would naturally destroy.
statues, for they can perch indefinitely without
moving and use this disguise to surprise their foes.
They require no food, water, or air, but often eat
their fallen foes out of fondness for inflicting pain.
28
Iron Falcon Monster Guidebook Monsters
29
Monsters Iron Falcon Monster Guidebook
Fire giants live in giant castles built in hot climates. Hill giants are brutish in appearance. They most
They particularly enjoy living in close proximity to an commonly live in caves. Hill giants can throw
active volcano. They can throw boulders up to a boulders up to a 30" range which do 2d6 points of
30" range which do 4d6 points of damage to all damage to all creatures in a 1" radius circle around
creatures in a 1" radius circle around the impact the impact point.
point.
Giant, Stone
Giant, Frost Armor Class 4
Armor Class 4 Hit Dice 9
Hit Dice 10+1 No. Attacks 1
No. Attacks 1 Damage 3d6
Damage 4d6 Move 12"
Move 12" Alignment Neutral
Alignment Chaotic No. Appearing 1d8
No. Appearing 1d8 % in Lair 30%
% in Lair 30% Treasure E + 5,000 GP
Treasure E + 5,000 GP Morale Normal
Morale Normal XP 950
XP 1,050
Stone giants prefer to live in caves. They can throw
Frost giants live in giant castles in cold climates, boulders up to a 48" range which do 3d6 points of
high in the mountains where the snow never melts. damage to all creatures in a 1" radius circle around
They can throw boulders up to a 30" range which the impact point.
do 3d6 points of damage to all creatures in a 1"
radius circle around the impact point.
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Iron Falcon Monster Guidebook Monsters
31
Monsters Iron Falcon Monster Guidebook
case they should be treated as any character of A golem’s creator can command it if the golem is
the given class. Like dwarves, gnomes make within 6" and can see and hear its creator. If not
saving throws as if 4 levels or hit dice higher. presently being controlled, a golem usually follows
its last instruction to the best of its ability, though if
Goblin attacked it will retaliate. The creator can give the
Armor Class 6 golem a simple command to govern its actions in
Hit Dice 1-1 his or her absence. The golem’s creator can order
No. Attacks 1 the golem to obey the commands of another
Damage 1d4 or by weapon type
person (who might in turn place the golem under
someone else’s control, and so on), but the
Move 6"
golem’s creator can always resume control over his
Alignment Chaotic
creation by commanding the golem to obey him
No. Appearing 40d10
or her alone.
% in Lair 50%
Treasure 1d6 GP each When a golem enters combat, there is a
cumulative 1% chance each round that its
Morale Normal
elemental spirit breaks free and the golem goes
XP 15
berserk. The uncontrolled golem goes on a
Goblins are short, ugly humanoids with hooked rampage, attacking the nearest living creature or
noses and sharply pointed ears. Most have smashing some object smaller than itself if no
yellowish to orange skin. They stand 3 to 3½ feet creature is within reach, then moving on to spread
tall and weigh 400 to 450 coins each. Goblins more destruction. The golem’s creator, if within 6",
speak their own language, and a few (15% or so) can try to regain control by speaking firmly and
also speak Common. Most goblins encountered persuasively to the golem; he or she must make a
outside their homes are warriors, and the statistics save vs. Spells to succeed at this, and at least 1
given above are for such rank-and-file goblins. round of time is required for each check. It takes 1
round of inactivity by the golem to reset the
When encountered in their lair, the Goblins will be
golem’s berserk chance to 0%.
led by a Goblin King who has 2+1 hit dice and does
1d8 points of damage on a hit. He will be
Golem, Amber
protected by 5d6 elite guards who have 1+1 hit
dice and do 1d8 points of damage on a hit. Armor Class -1 (m)
Hit Dice 10*
Goblins see well in the darkness, having Infravision
No. Attacks 2 claws/1 bite
with a 6" range. On the other hand, they are very
Damage 2d6/2d6/2d10
uncomfortable in bright light, and suffer penalties
Move 60'
of -1 on attack rolls and morale checks if they must
Alignment Neutral
fight in full daylight.
No. Appearing 1
Golem % in Lair None
Golems are magically created automatons of Treasure None
great power. Constructing one involves the Morale Never checks
employment of mighty magic and elemental XP 1,800
forces. Golems are tenacious in combat and
Amber golems are generally built to resemble lions
prodigiously strong as well. Being mindless, they do
or other great cats. They are able to detect
nothing without orders from their creators. They
invisible creatures or objects within 60', and can
follow instructions explicitly and are incapable of
track with 95% accuracy through any terrain type.
any strategy or tactics. They are emotionless in
combat and cannot be provoked.
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Iron Falcon Monster Guidebook Monsters
A magical attack that deals electricity damage from verdigris. A bronze golem is 10 feet tall and
heals 1 point of damage for every 3 full points of weighs about 45,000 coins. A bronze golem
damage the attack would otherwise deal. For cannot speak or make any vocal noise, nor does it
example, an amber golem hit by a lightning bolt have any distinguishable odor. It moves with a
for 20 points of damage is instead healed up to 6 ponderous but smooth gait. Each step causes the
points. If the amount of healing would cause the floor to tremble unless it is on a thick, solid
golem to exceed its full normal hit points, the foundation.
excess is ignored.
The interior of a bronze golem is molten metal.
Creatures hit by one in combat suffer an additional
Golem, Bone
1d10 damage from the heat (unless resistant to
Armor Class 1 (m) heat or fire). If one is hit in combat, molten metal
Hit Dice 8* spurts out, spraying the attacker for 2d6 damage.
No. Attacks 4 weapons A save vs. Death Ray is allowed to avoid the metal
Damage 1d6/1d6/1d6/1d6 or by weapon spray.
Move 12"
Alignment Neutral Golem, Clay
No. Appearing 1 Armor Class -2 (m)
% in Lair None Hit Dice 11**
Treasure None No. Attacks 1 fist
Morale Never checks Damage 3d10
XP 1,250 Move 20'
Alignment 1
Bone golems are huge four-armed monsters
No. Appearing Fighter: 6
created from the skeletons of at least two dead
% in Lair 12
humanoids. Though made of bone, they are not
undead and cannot be turned. Treasure None
Morale Never checks
Instead of four one-handed weapons, a bone
XP 1,765
golem can be armed with two two-handed
weapons, giving 2 attacks per round and a This golem has a humanoid body made from clay.
damage figure of 1d10/1d10 or by weapon. A clay golem wears no clothing except for a metal
or stiff leather garment around its hips. A clay
Golem, Bronze golem cannot speak or make any vocal noise. It
Armor Class 0 (m) walks and moves with a slow, clumsy gait. It weighs
Hit Dice 20** around 6000 coins.
No. Attacks 1 fist + special The damage a clay golem deals doesn’t heal
Damage 3d10 + special naturally, and magical healing cures only 1 point
Move 24" per die rolled (but add all bonuses normally).
Alignment Neutral
No. Appearing 1 Golem, Flesh
% in Lair None
Treasure None
Morale Never checks
XP 5,385
33
Monsters Iron Falcon Monster Guidebook
34
Iron Falcon Monster Guidebook Monsters
Gorgon hold magic, nor will fire or cold harm one. Ordinary
weapons and lightning attacks will have full effect.
Armor Class 2
Hit Dice 8*
Green Slime
No. Attacks 1 butt or breath
Armor Class N/A
Damage 2d12 butt or turn to stone
Hit Dice 2**
Move 12"
No. Attacks 1
Alignment Neutral
Damage special
No. Appearing 1d4
Move None
% in Lair 50%
Alignment Neutral
Treasure E
No. Appearing N/A
Morale Never checks
% in Lair None
XP 1,250
Treasure None
Gorgons are monstrous bulls covered in iron scales. Morale Never checks
A typical gorgon stands over 6 feet tall at the XP 50
shoulder, measures 8 feet from snout to tail, and
weighs about 40,000 coins. Green slime grows within underground places,
pooling on the floor or dripping from the ceiling; its
A gorgon's primary weapon is its ability to breath a only attack is to fall onto victims, or to be stepped
cone of gas 6" long and 2" wide at the base which in by them. Its acid can eat through wood or
turns to stone those within the area who fail their metal in 1d6 rounds, but does not affect stone.
save. This breath weapon may be used up to five Once in contact with an item, that item must be
times per day; the gorgon will choose to use this discarded or the green slime removed in some
weapon on a roll of 1-2 on 1d6 each round. way. Worse, green slime is unharmed by weapon
Gorgons are nothing if not aggressive. They attack attacks, and it is immune to lightning or other
intruders on sight. There is no way to calm these electrical attacks. Fire and cold harm it normally.
furious creatures, and they are impossible to The worst case with respect to green slime is when
domesticate. it is in contact with unprotected flesh, either directly
or because it has destroyed the materials
Gray Ooze protecting the victim. Any living creature afflicted
Armor Class 8 in this way will be transformed completely into
Hit Dice 3* green slime in 1d6 rounds. Fire or cold applied to
No. Attacks 1 the slime can still kill it, saving the victim, but the
Damage 2d8 damage done to the slime is also done to the
Move 12" victim (unless he or she is somehow protected from
Alignment Neutral the attack form used).
No. Appearing N/A
% in Lair None
Treasure None
Morale Never checks
XP 80
35
Monsters Iron Falcon Monster Guidebook
36
Iron Falcon Monster Guidebook Monsters
37
Monsters Iron Falcon Monster Guidebook
Hobgoblin Homunculus
Armor Class 5 Armor Class 7
Hit Dice 1+1 Hit Dice 2*
No. Attacks 1 No. Attacks 1 bite
Damage 1d8 or by weapon type Damage 1d4 bite plus sleep venom
Move 9" Move 6" Fly 18"
Alignment Chaotic Alignment Variable
No. Appearing 20d10 No. Appearing Variable
% in Lair 30% % in Lair None
Treasure D Treasure None
Morale +1 Morale Normal
XP 15 XP 40
Hobgoblins are man-sized humanoids who strongly A homunculus is a miniature servant created by a
resemble their smaller cousins, the Goblins, though wizard (with the aid of an alchemist). A
their skin is generally reddish-orange to red in color. homunculus is imp-like, having a manlike shape 1½
They speak their own language, while 45% also feet tall with bat-like wings and greenish or grayish
speak Goblin and 15% speak Common. reptilian skin. They are weak combatants but make
effective spies, messengers, and scouts.
When encountered in their lair, they will be led by a
Hobgoblin King having 4+1 hit dice and doing 1d10 The bite of a homunculus inflicts a poison that
points of damage on a hit. He will have 1d3+1 causes the victim to sleep (as the spell) unless the
bodyguards who all have 3+1 hit dice and also do victim succeeds at a save vs. Poison. Note that this
1d10 points of damage on a hit. poison works only on living creatures, but can
affect a creature having any number of hit dice.
Hobgoblins see well in the darkness, having
Infravision with a 6" range. On the other hand, they A homunculus knows what its master knows and
are very uncomfortable in bright light, and suffer can convey to him or her everything it sees and
penalties of -1 on attack rolls and morale checks if hears, out to a 36" range. A homunculus cannot
they must fight in full daylight. speak, but the process of creating one links it
telepathically with its creator so long as it remains
within the given range; it will never travel beyond
this range willingly, though it can be removed
forcibly. If this occurs, the creature does everything
in its power to regain contact with its master. If a
homunculus is killed, its death causes 2d10 points of
damage to its master (regardless of the range). If
the creature’s master is slain, the homunculus dies
and its body swiftly melts away into a pool of ichor.
A homunculus can be created by an alchemist in
1d4 weeks. A cost of no less than 1,000 GP must be
spent, and the Magic-User must provide a pint of
his or her blood. Once the form of the creature has
been created, the Magic-User must cast a limited
wish spell to animate it.
38
Iron Falcon Monster Guidebook Monsters
A hydra is a heavy-bodied reptilian monster with Hyenas are doglike carnivores who exhibit some of
multiple heads. Each head is at the end of a the behaviors of canines but are not related. They
serpentine neck, permitting the hydra to attack not only hunt but also scavenge and steal meals.
multiple creatures at the same time. The referee A hungry hyena will chew on anything that is even
should choose what size of hydra is encountered; remotely tainted by blood, meat or other food
those with more heads are larger and do more traces. They will mostly be found in the same
damage, as follows: savanna-like environments where lions and zebras
may be found. They can live in clans of up to a
# Heads Damage per Attack
hundred individuals, though smaller groups are
5-7 1d6
more common. They are among the favorite pets
8-10 1d8
of gnolls, who may take them into regions where
11-12 1d10 they are not normally found.
A hydra may be slain by damage in the normal Hyenodon: These ancient four legged predators
fashion; however, most who fight them choose to are named for their tooth shape, and while they
strike at their heads. If a character using a melee are not technically prehistoric hyenas, the statistics
weapon chooses to strike at a head and succeeds work for the giant prehistoric varieties of hyenas as
in doing 6 points of damage, that head is disabled well. A notable feature is that their massively built
(severed or severely damaged) and will no longer skull features a long jaw (similar to that of a
be able to attack. Such damage also applies to crocodile) full of teeth, with four great fangs.
the monster's total hit points, of course. Losing
heads in this way does not reduce the monster's hit
dice, damage per attack, or attack probabilities.
A hydra which survives the loss of one or more
heads will grow them back over time.
Some rare hydras have the ability to breathe fire;
those that do may breathe once per head each
day. Their breath covers a cone 2" long and 2"
wide at the furthest point and causes 4d6 points of
damage.
39
Monsters Iron Falcon Monster Guidebook
40
Iron Falcon Monster Guidebook Monsters
41
Monsters Iron Falcon Monster Guidebook
42
Iron Falcon Monster Guidebook Monsters
second a man-sized one, and the remaining two Living Statue, Volcanic
are successively larger statues.
Armor Class 4
Hit Dice 5*, 6*, 7*, or 8*
Living Statue, Common
No. Attacks 2 lava sprays
Armor Class 2
Damage 2d6 each spray
Hit Dice 3, 4, 5, or 6
Move 6"
No. Attacks 1 weapon or 2 fists
Alignment Neutral
Damage 2d6 weapon or 1d6 each fist
No. Appearing N/A
Move 6"
% in Lair None
Alignment Neutral
Treasure None
No. Appearing N/A
Morale Never checks
% in Lair None
XP 325, 525, 900, or 1,250
Treasure None
Morale Never checks A volcanic living statue attacks by spraying molten
XP 50, 75, 200, or 300 rock from its fingertips with a range of 1".
43
Monsters Iron Falcon Monster Guidebook
Lizard, Giant Gecko The horns of the giant horned chameleon are used
only in mating rituals, not in combat.
Armor Class 5
Hit Dice 3+1
Lizard, Giant Tuatara
No. Attacks 1 bite
Armor Class 4
Damage 1d8
Hit Dice 6
Move 12" (special)
No. Attacks 2 claws/1 bite
Alignment Neutral
Damage 1d4/1d4/2d6
No. Appearing 1d6 Wild 1d10
Move 12"
% in Lair
Alignment Neutral
Treasure None
No. Appearing 1d2 Wild 1d4
Morale Normal
% in Lair
XP 50
Treasure None
Giant gecko lizards range from 4' to 6' in length, Morale Normal
and are generally green in color, though grey or XP 300
white versions can be found underground. They
can climb walls and even walk across ceilings at Giant tuataras are large, being 10' to 12' long, and
full movement rate due to their specialized toe heavily built. They are predators with a powerful
pads. They are carnivores, typically attacking shearing bite. Giant tuataras are more resistant to
weaker prey from above. cold than most lizards, and are thus sometimes
found hunting deep underground. They are also
Lizard, Giant Horned Chameleon known to hibernate in cold weather.
Armor Class 2
Lizard Man
Hit Dice 5
Armor Class 5
No. Attacks 1 tongue or 1 bite
Hit Dice 2+1
Damage grab or 2d6
No. Attacks 2 claws/1 bite or 1 weapon/1 bite
Move 12"
Damage 1d3 each claw, 1d8 bite
Alignment Neutral
or 1d6 or by weapon, 1d8 bite
No. Appearing 1d3 Wild 1d6
Move 6" Swim 12"
% in Lair
Alignment Chaotic
Treasure None
No. Appearing 10d4
Morale Normal
% in Lair 60%
XP 200
Treasure D
Giant horned chameleons average 8' to 10' in Morale Normal
length. They are typically green, but can change XP 30
color to blend into their surroundings, allowing them
A lizard man is usually 6 to 7 feet tall with green,
to surprise prey on 1-4 on 1d6. Giant horned
gray, or brown scales. Its tail is used for balance
chameleon have very long tongues, able to spring
and is 3 to 4 feet long. A lizard man can weigh
out up to 20' forward; the sticky muscular ball on
from 2,000 to 2,500 coins. Lizard men have their
the end grabs on to the chameleon's prey, and the
own language, and in addition 40% speak Dragon
chameleon then drags the prey to its mouth, doing
and 15% speak Common. There is no visible
bite damage automatically on the following round
difference between males and females, and both
(and all subsequent rounds, until the chameleon is
fight equally well.
killed or fails a morale check, or until the prey is
dead). Lizard men fight as unorganized individuals. They
prefer frontal assaults and massed rushes,
44
Iron Falcon Monster Guidebook Monsters
sometimes trying to force foes into the water where Lycanthrope, Werebear
the lizard men have an advantage.
Armor Class 2 (s)
When encountered in their lair, a tribe of lizard men Hit Dice 6*
will normally be led by a large individual having 4+1 No. Attacks 2 claws/1 bite
hit dice and doing 1d4 with each claw and 1d10 Damage 1d4 each claw, 2d8 bite
with its bite; if armed with a weapon, this Lizard King Move 9"
will gain a bonus of +1 on damage rolls due to its Alignment 1d6: 1-4 = Lawful, 5-6 = Neutral
great strength. Despite the name "Lizard King" it is
No. Appearing 2d10
roughly equally likely that the leader will be male or
% in Lair 15%
female... though still, outsiders won't be able to tell.
Treasure C
45
Monsters Iron Falcon Monster Guidebook
A wererat in human form tends to be a thin, wiry Werewolves in their human form appear quite
individual of shorter than average height. Its eyes ordinary. However, they often try to assert their
constantly dart around, and the nose and mouth dominance over any group of non-werewolves.
may twitch if he or she is excited. Males often have
thin, ragged mustaches. Manticora
Wererats can move as silently as a 7 th level Thief. In Armor Class 4
addition to assuming human and giant rat forms, a Hit Dice 6+1*
wererat can assume an intermediate form which is No. Attacks 2 claws/1 bite/24 spikes
man-shaped with a rat's head and rat fur over its Damage 1d3 each claw, 1d8 bite,
entire body. A wererat can summon and control 1d6 each spike
8d10 ordinary or 2d6 giant rats; however, a group Move 12" Fly 18"
of wererats can summon at most 10d10 ordinary or Alignment Chaotic
3d6 giant rats total. Summoned rats will begin No. Appearing 1d4
appearing 2d4 rounds after being called, with one- % in Lair 25%
third appearing each round thereafter. Treasure D
Morale Normal
Lycanthrope, Weretiger XP 525
Armor Class 3 (s)
Hit Dice 5*
A manticora has the body of a lion with a human-
like face and a spiked tail. Its tail will have 20+2d4
No. Attacks 2 claws/1 bite
spikes which can be launched up to 6 at a time at
Damage 1d4 each claw, 1d10 bite
one or more adjacent opponents up to 18" away.
Move 12"
Roll for each spike separately, treating them as
Alignment 1d6: 1-4 = Neutral, 5-6 = Chaotic
equivalent to crossbow bolts.
No. Appearing 2d10
A typical manticora is about 10 feet long and
% in Lair 15%
weighs about 10,000 coins.
Treasure C
Morale Normal
XP 325
46
Iron Falcon Monster Guidebook Monsters
Mastodon Mermen
Armor Class 2 Armor Class 7
Hit Dice 15 Hit Dice 1*
No. Attacks 1 tusk/1 trunk/2 feet No. Attacks 1 weapon
Damage 3d6 tusk, 2d8 trunk, 2d6 foot Damage 1d6 or by weapon type
Move 12" Move 3" Swim 12"
Alignment Neutral Alignment 1d6: 1-2 = Lawful, 3-5 = Neutral,
No. Appearing 2d8 6 = Chaotic
% in Lair 0% No. Appearing 4d10 (8d10 in lair)
Treasure None % in Lair 40%
Morale Normal Treasure A3
XP 1,700 Morale Normal
XP 20
These prehistoric relatives of the elephant are
intelligent and able to communicate with each Mermen (and their feminine equivalent Mermaids)
other in a rudimentary way. They are more have human-like upper bodies and fish-like lower
aggressive than the common elephant and will parts. Mermen are usually armed with tridents
attack any creature they see as a threat. (treat as pole arms) and darts (treat as thrown
daggers); some may instead be armed with water-
Medusa adapted crossbows (treat as light crossbows, with
Armor Class 8 all ranges reduced 50% underwater). They do not
normally carry treasure on their persons.
Hit Dice 4**
No. Attacks 1 weapon/1 gaze/1 bite For every 8 mermen in a group there will be a
Damage 1d6 or by weapon type, leader having 2 hit dice and doing +1 damage on
petrification, poison any successful hit due to great Strength. In their lair
Move 9" will be a King having 4 hit dice and a +2 Strength
Alignment Chaotic bonus, along with 1d4 guards having 3 hit dice and
No. Appearing 1d4 a +1 Strength bonus (this in addition to the 2 hit die
% in Lair 75% leaders previously mentioned). There is a 35%
Treasure F chance of a merman (or mermaid) having Clerical
abilities of levels 2-5 (1d4+1); that individual will
Morale Normal
have 2 hit dice but no bonus for Strength.
XP 205
47
Monsters Iron Falcon Monster Guidebook
Minotaur Mummy
Armor Class 6 Armor Class 3 (m)
Hit Dice 6 Hit Dice 5+1**
No. Attacks 1 butt/1 bite/1 weapon No. Attacks 1
Damage 2d4 butt, 1d3 bite, Damage 1d12
1d6 or by weapon type Move 6"
Move 12" Alignment Chaotic
Alignment Chaotic No. Appearing 1d12
No. Appearing 1d8 % in Lair 30%
% in Lair 10% Treasure D
Treasure C Morale Normal
Morale Normal XP 450
XP 300
Mummies are undead monsters (as described on
A minotaur appears to be a hairy, bull-headed page 68), preserved corpses animated through the
humanoid standing more than 7 feet tall and auspices of dark desert gods best forgotten. Most
weighing about 7,000 coins. Minotaurs speak their mummies are 5 to 6 feet tall and weigh about 1,200
own language, and are 60% likely to speak Giant coins. A mummy is intelligent, having a dark and
and 10% likely to speak Common. Though of low twisted version of the personality it had in life; most
intelligence, minotaurs have a natural talent for can speak Common, but seldom bother to do so.
solving mazes; they are never lost and can track
Mummies are immune to all non-magical weapons,
prey (or enemies) quite well.
and further take only half damage from magical
Mountain Lion weapon attacks. However, they are vulnerable to
fire, taking full damage from any fire-based attack
Armor Class 6
(even if not magical).
Hit Dice 3+2
No. Attacks 2 claws/1 bite Wounds caused by a mummy will be infected with
Damage 1d4/1d4/1d6 a rotting disease, and will thus take ten times the
usual time to heal. A cure disease spell applied
Move 15"
right away (no more than 6 turns after the wounds
Alignment Neutral
were inflicted) will permit the wounds to heal in just
No. Appearing Wild 1d4, Lair 1d4
twice the normal time. Magical healing such as
% in Lair
cure light wounds will be ineffective against the
Treasure None damage caused by the mummy if the disease is
Morale Normal not cured, but will work normally otherwise.
XP 50
48
Iron Falcon Monster Guidebook Monsters
Nixies are a type of sprite which live in the water. An ochre jelly is a form of amorphous creature that
Working together, 10 or more nixies may cast a lives only to eat. They inhabit underground areas
form of charm person with a 3" range once per throughout the world, scouring caverns, ruins, and
day; any character charmed by nixies will dungeons in search of organic matter, living or
immediately attempt to enter the water where dead. They are unintelligent, attacking any
they live and serve them for a year. Characters creatures they encounter. They attack by lashing
charmed by nixies can breathe normally out with pseudopods; their entire body exudes
underwater for as long as the charm persists. Dispel acid, which is the source of the damage their
magic will cancel this effect 75% of the time if cast attacks cause. An ochre jelly's acid does not harm
before the victim has stepped into the water, or stone or metal but does dissolve wood.
40% of the time if cast before the victim has fully
Ochre jellies are harmed by fire or cold attacks, but
submerged.
are unharmed by other attack forms. Neither
Nixies are armed with daggers and small throwing weapons nor lightning bolts will harm an ochre jelly,
javelins (doing 1d4 points of damage with a range instead splitting the creature into two identical
of 6"). Normal or giant-sized fish living in their pond jellies, each having half of the original’s hit dice
or river will serve them; up to 10d10 normal fish or (round up) and current hit points (round down). A
3d10 giant-sized fish will appear within 1d4 rounds 1 hit die ochre jelly will not divide further, but is still
of being called, and will fight without checking unaffected by lightning and weapons. All other
morale. attack forms will work normally.
An ochre jelly can grow to a diameter of about 5
feet and a thickness of about 1 foot, but can
compress its body to fit into cracks as small as 1
(normal, not scale) inch wide. A typical specimen
weighs about 5,000 coins.
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Rock Baboon notice the grubs. During the first two rounds, a
burrowing rot grub can be killed by applying fire to
Armor Class 6
the infested skin or by cutting open the infested skin
Hit Dice 2
with any slashing weapon. Either method deals 1d8
No. Attacks 1 club/1 bite
points of damage to the victim, but kills the grubs.
Damage 1d6/1d4
After the second round, only a cure disease can kill
Move 40' the grubs before they burrow to the victim’s heart
Alignment Neutral and devour it in 1d3 turns.
No. Appearing 2d6 Lair 5d6
% in Lair Rust Monster
Treasure None Armor Class 2
Morale Normal Hit Dice 5*
XP 30 No. Attacks 1 touch
Damage special
Rock baboons are a large, particularly intelligent
variety of baboon. An adult male rock baboon is 4' Move 12"
to 5' tall and weighs 200 to 2500 coins, with females Alignment Neutral
being a bit smaller and lighter. No. Appearing 1d20
% in Lair 25%
Rock baboons are omnivorous, but prefer meat.
Treasure E
They are aggressive, naturally cruel creatures. They
will prepare ambushes in rocky or forested terrain Morale Normal
and attack any party they outnumber. XP 325
Rot grubs are 1-inch long vermin found in carrion, The typical rust monster measures 5 feet long and 3
dung, and other such garbage and organic feet high, weighing 2,000 coins.
material. Their skin color is white or brown. When a
living creature contacts an area (dung heap, offal,
etc) infested with rot grubs, the grubs will attack if
they can come in contact the victim’s skin. A rot
grub secretes an anesthetic when it bites and will
burrow into the flesh. A burrowing grub can be
noticed if the victim succeeds at a Wisdom check.
If successful, the victim sees strange rippling
beneath his skin. If failed, the creature does not
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Great white sharks range from 12' to 15' in length on Giant shrews resemble giant rats, but are larger,
the average, though specimens ranging up to 30' being up to 6' long, and darker in color. They have
in length have been reported. They are apex a very fast metabolic rate and must eat almost
predators. Great white sharks have the ability to constantly. Giant shrews are omnivorous, and
sense the electromagnetic fields of living creatures, aggressively defend their nests and the immediate
allowing them to find prey even when light or water territory around them.
clarity are poor, and are able to smell blood at
Giant shrews move so swiftly that they are able to
great distances.
bite twice per round, and they may attack two
different adjacent opponents in this way.
Shark, Mako
Armor Class 5 A few giant shrew species (generally no more than
Hit Dice 4
5% of those encountered) are venomous. The bite
of such a giant shrew will kill the victim unless a
No. Attacks 1 bite
save vs. Poison is made. A victim bitten twice in a
Damage 2d6
round need only save once for that round, but of
Move Swim 24"
course will have to save again in subsequent
Alignment Neutral
rounds if bitten again. Venomous giant shrews are
No. Appearing 2d6 considered 1* with respect to hit dice.
% in Lair 0%
Treasure None Shrieker
Morale Normal Armor Class 7
XP 75 Hit Dice 3
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Pit vipers are highly venomous snakes; those bitten After a successful bite attack, a python will wrap
by a pit viper must save vs. Poison or die. There are itself around its victim (in the same round),
many varieties ranging in size from 2' to 12' at constricting for 2d4 points of damage plus an
adulthood; the statistics above are for an additional 2d4 per round thereafter. The hold may
“average” variety which reaches about 9' in be broken on a roll of 1 on 1d6 (add the victim's
length. Strength bonus to the range, so a Strength of 16
would result in a range of 1-3 on 1d6); breaking the
Pit vipers are named for the thermally sensitive
hold takes a full round.
“pits” between their eyes and nostrils. These are
used to detect birds, mammals, and lizards, the Snake, Sea
natural prey of these snakes. Note that, even
Armor Class 6
though lizards are cold-blooded, pit vipers can still
Hit Dice 3*
sense them because their temperature will often
No. Attacks 1 bite
be slightly higher or lower than their surroundings.
Damage 1 + poison
Rattlesnakes are a variety of pit viper; in addition to Move 3" Swim 9"
the details given above, a rattlesnake has a rattle Alignment Neutral
(from which it gets its name) at the end of its tail.
No. Appearing 1d8
The rattle is used to warn away larger creatures.
% in Lair 0%
Treasure None
Morale Normal
XP 80
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Snake, Spitting Cobra spectre will arise at the next sunset (but not sooner
than 6 hours after death) as a spectre under the
Armor Class 7
control of its killer.
Hit Dice 1*
No. Attacks 1 bite or 1 spit
Spider, Giant Black Widow
Damage 1d4 + poison or blindness
Armor Class 6
Move 9"
Hit Dice 3*
Alignment Neutral
No. Attacks 1 bite
No. Appearing 1d6
Damage 2d6 + poison
% in Lair 0%
Move 6" Web/Climb 12"
Treasure None
Alignment Neutral
Morale Normal
No. Appearing 1d3
XP 20
% in Lair 95%
Spitting cobras average about 7' in length at Treasure None
adulthood. They use their spreading hood to warn Morale Normal
other creatures not to bother them, and generally XP 80
refrain from attacking if possible to allow larger
creatures time to retreat. Failure to retreat from the The giant black widow spider is a much enlarged
spitting cobra will likely result in the cobra spitting version of the ordinary black widow; a full-grown
venom; the cobra can project its venom up to 5', male has a leg-span of 2 feet, while an adult
and any creature hit must roll a save vs. Poison or female will be 3' or more across. Despite the size
be blinded permanently (though the cure difference, both genders are statistically equal.
blindness spell can be used to heal this injury). If Both genders are marked with an orange
the cobra cannot deter a creature by spitting, it will “hourglass” on the abdomen.
attack using its bite. In this case, those successfully The venom of the giant black widow is strong, such
hit must save vs. Poison or die. that those bitten must save vs. Poison at a penalty
of -2 or die. Giant black widow spiders spin strong,
Spectre sticky, nearly invisible webs, usually across
Armor Class 2 (m) passageways or cave entrances, or sometimes
Hit Dice 6** between trees in the wilderness; those who stumble
No. Attacks 1 touch into these webs become stuck, and must roll to
Damage 1d8 plus energy drain escape just as if opening a door. Any character
Move 15" Fly 30" stuck in such a web cannot effectively cast spells or
Alignment Chaotic use a weapon.
No. Appearing 1d8
% in Lair 25%
Treasure E
Morale Never checks
XP 750
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Tiger Treant
Armor Class 6 Armor Class 2
Hit Dice 6 Hit Dice 8*
No. Attacks 2 claws/1 bite No. Attacks 2
Damage 1d6/1d6/2d6 Damage 2d8, 3d6, or 4d6 each attack
Move 15" according to size
Alignment Neutral Move 6"
No. Appearing 1d3 Alignment Neutral
% in Lair 0% No. Appearing 2d10
Treasure None % in Lair None
Morale Normal Treasure None
XP 300 Morale Normal
XP 1,250
These great cats stand more than 3 feet tall at the
shoulder and are about 9 feet long. They weigh Treants are huge tree-like intelligent plant
from 4,000 to 6,000 coins. creatures. A treant’s leaves are deep green in the
spring and summer. In the fall and winter the
Titanothere leaves change to yellow, orange, or red, but they
Armor Class 5 rarely fall out. A treant’s legs fit together when
closed to look like a tree trunk; when motionless, a
Hit Dice 12
treant is nearly indistinguishable from an ordinary
No. Attacks 1 butt or 1 trample
tree. A treant is about 30 feet tall, with a trunk
Damage 2d6 or 3d8
about 2 feet in diameter, and weighs about 45,000
Move 12"
coins.
Alignment Neutral
No. Appearing 1d6 Treants prefer to watch potential foes carefully
before attacking. They often charge suddenly
% in Lair 0%
from cover to trample the despoilers of forests.
Treasure None
Treants have the ability to animate up to two trees
Morale +1
within a 6" range, causing them to move and act
XP 1,300
as if they were themselves treants. Animated trees
A titanothere is a huge prehistoric animal that move at a 3" movement rate.
resembles the rhinoceros; adults average 10' tall Treants speak their own language, plus Common
and 13' long. They have large, forked horns rather and the languages of any sylvan creatures (elves,
than the pointed horns of rhinos. Like rhinos, they pixies, etc.) which might live in their area. Most also
are herd animals, and males aggressively defend can manage a smattering of just about all other
the herd; females only enter combat if the male(s) humanoid tongues — at least enough to say "Get
are defeated or the attackers are very numerous. away from my trees!"
If a single titanothere is encountered, it will be a
rogue male; they are bad tempered and prone to
attacking smaller creatures that enter their territory.
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points. Damage from fire or acid do not Only pure-hearted Lawful maidens may approach
regenerate in this way, and are about the only way a unicorn; tales are told of warrior-maidens, both
to successfully kill a troll permanently. human and elvish, who ride unicorns into battle,
but such will surely be quite rare. They are
Trolls speak a primitive language, and are often
otherwise very shy creatures who prefer to remain
fluent in Goblin, Hobgoblin, Orc, Ogre, or Giant
aloof from even the noblest of humans.
depending on which of these species live nearest
them. A few (20% or so) speak Common. An Alicorn resembles a unicorn in all details, save
that they always have yellow, orange or red eyes,
Undead and (if one gets close enough to see) pronounced,
Undead monsters are corpses or spirits of the dead, sharp canine teeth. Alicorns are as evil as unicorns
still moving and acting in a mockery of life. are good, using their razor-sharp horns and clawlike
Undead monsters are immune to sleep, charm, hooves as weapons. They attack any weaker
and hold magics, and any other effect that targets creatures for the sheer pleasure of killing, but will try
living creatures. Undead monsters may be turned to avoid stronger parties. Alicorns are less
by Clerics, as described under Turning the Undead magically powerful than unicorns: an alicorn's horn
in the Iron Falcon core rulebook. They are is only a +1 weapon, they cannot transport
damaged by holy water as described in the themselves by magic, and they can detect
Combat section of that book. enemies at only an 18" range. However, alicorns
may become invisible at will, exactly as if wearing
Unicorn (and Alicorn) a ring of invisibility.
Unicorn Alicorn
Armor Class –2 – Urgoblin
Hit Dice – 4* – Armor Class 6 (9)
No. Attacks – 2 hooves/1 horn – Hit Dice 2*
Damage 1d8 each hoof, 2d4 each hoof, No. Attacks 1 weapon
1d8+3 horn 2d4+1 horn Damage 1d8 or by weapon
Move 24" 21" Move 9" Unarmored 12"
Alignment Lawful Chaotic Alignment Chaotic
No. Appearing 1d4 1d6 No. Appearing Special
% in Lair None None % in Lair 30%
Treasure None None Treasure Q, R, S each; special in lair
Morale Normal +1 Morale +1
XP 140 140 XP 40
Unicorns are horselike creatures with cloven hooves These creatures appear to be normal hobgoblins,
and a single horn in the center of the forehead. but urgoblins are actually a mutant subspecies.
Males have a beard similar to that of a goat. They Urgoblins are able to regenerate much as do trolls
are generally white in color, though there are (with the same limitations). All urgoblins are male; if
reports of very rare unicorns colored in other ways. an urgoblin mates with a female hobgoblin, any
Unicorns are very intelligent and Lawful. Their horn offspring will also be male, but only one in four such
is a +3 magic weapon, though its power fades offspring will share their father's gifts. Like
within a day if removed from the unicorn. They hobgoblins, urgoblins wear toughened hides and
have the ability to transport themselves as if by the carry wooden shields into battle, blending in
dimension door spell once per day. They save perfectly with hobgoblin troops.
against magical effects as if they were 11th level Some hobgoblin tribes consider urgoblins an
Magic-Users. Finally, they can sense the presence abomination, and kill them whenever they can be
of enemies up to 24" away.
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Iron Falcon Monster Guidebook Monsters
identified. Other hobgoblin tribes employ them as 1d4 rounds after being called, with one-third
bodyguards for the chieftain, and accord them appearing each round after that point.
great honor. There are even rumors of a tribe
As if these powers were not enough, a vampire
entirely made up of urgoblins, with kidnapped
can charm any human or humanoid creature at
hobgoblin females as their mates; reportedly they
will by means of its gaze (as if casting the spell
slit the throats of all infants born to their mates, so
charm person, with a penalty of -2 on saving throws
that only those who have the power of
against the effect). Charmed individuals will not
regeneration will survive.
resist the vampire's energy draining attack.
Vampire Vampires are repelled by holy symbols, mirrors (in
Armor Class 2 which they cast no reflection), and the smell of
Hit Dice 7** to 9**
garlic; any of these held forth will drive one back.
They must spend the daylight hours in a coffin filled
No. Attacks 1
with dirt from their homelands. Failure to rest in this
Damage 1d10 and energy drain
way causes the vampire to lose its power of
Move 12" Fly 18"
regeneration, though draining life energy will
Alignment Chaotic
restore the power temporarily.
No. Appearing 1d6
Humans and humanoids slain by a vampire will
% in Lair 20%
arise at the next sunset (but not sooner than 6 hours
Treasure F
after death) as vampires under the control of the
Morale Normal
one who slew them.
XP 1,300, 1,800, or 2,350
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These ferocious creatures are about 30 feet long. These creatures can be up to 60 feet long. They
Killer whales, also called “orca” (both singular and prey on giant squid. Sperm whales can emit an
plural), are strikingly marked in black and white, invisible focused beam of sound ½" wide up to a 5"
with prominent white patches that resemble eyes. range underwater. This blast of sound disorients
Their real eyes are much smaller and located away target creatures, leaving them effectively stunned
from the fake eye-spots. for 1d4 rounds. A stunned character can neither
move nor take action for the indicated duration.
Killer whales eat fish, squid, seals, and other whales,
No attack roll is required, but a save vs. Death Ray
but are not above consuming a meal of human or
is allowed to resist. A sperm whale can emit as
demi-human fare.
many such blasts of sound as it desires, once per
Whale, Narwhal round, instead of biting.
Armor Class 19
Wight
Hit Dice 12
Armor Class 5
No. Attacks 1 horn
Hit Dice 3*
Damage 2d6
No. Attacks 1
Move Swim 18"
Damage Energy drain
Alignment Neutral
Move 9"
No. Appearing 1d4
Alignment Chaotic
% in Lair
No. Appearing 2d12
Treasure Special
% in Lair 60%
Morale Normal
Treasure B
XP 1,300
Morale Normal
Narwhals are aquatic mammals resembling large XP 80
dolphins with a single (or rarely, double) tusk
Wights are undead monsters (as described on
protruding straight forward from the mouth. The
page 68), corpses of the dead animated by dark
tusk is helical in shape, and they are sometimes cut
magic. They despise the living, seeking out all such
short and sold as “unicorn horns.” However, they
and attacking on sight. Wights cause no normal
have no particular magical value. Narwhals are
damage on a hit, but drain one life energy level
found in cold northern seas. They are not
instead (see Energy Drain in the Iron Falcon core
particularly aggressive.
rulebook for details).
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Will O'Wisp the rest of the pack circles and attacks from the
flanks or rear.
Armor Class -8
Hit Dice 9*
Wolf, Dire
No. Attacks 1 shock
Armor Class 6
Damage 2d6 shock
Hit Dice 4
Move 18"
No. Attacks 1 bite
Alignment Chaotic
Damage 1d8 bite
No. Appearing 1
Move 15"
% in Lair 50%
Alignment Neutral
Treasure A3
No. Appearing 1d4 (in wild or lair 2d4)
Morale Normal
% in Lair 20%
XP 1,650
Treasure None
Will O'Wisps are glowing incorporeal creatures Morale Normal
which inhabit deserted areas. A will o'wisp will XP 75
choose a place near some natural hazard such as
quicksand, a crumbling cliff-top, or other area Dire wolves are huge versions of the normal wolf.
where it can use its resemblance to a lantern or Some humanoids (especially goblins) are known to
torch to lure creatures to their death. As the victim tame them and ride them into combat.
dies, the will o'wisp consumes its life-force.
Wraith
Though they are incorporeal, metal weapons will
Armor Class 3 (m)
harm a will o'wisp normally. A will o'wisp will try to
Hit Dice 4**
avoid combat, but if pressed it can attack by
No. Attacks 1
means of an electric shock. A will o'wisp can
choose to become invisible at will (as the spell) Damage 1d6 plus energy drain
and will choose this over combat if given a choice. Move Fly 24"
Alignment Chaotic
A will o’wisp can control the color of its illumination,
No. Appearing 2d8
making it yellow, white, green, or blue.
% in Lair 20%
Wolf Treasure E
Morale Never checks
Armor Class 7
XP 205
Hit Dice 2
No. Attacks 1 bite Wraiths are undead monsters (as described on
Damage 1d6 bite page 68), spirits of the dead which live on, driven
Move 18" by hatred for the living. In addition to the normal
Alignment Neutral damage done by its attack, a wraith drains one life
No. Appearing 1d6 (in wild or lair 2d6) energy level on a successful hit (see Energy Drain in
% in Lair 25% the Iron Falcon core rulebook for details).
Treasure None
Morale Normal
XP 30
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Wyvern Zombie
Armor Class 3 Armor Class 8 (see below)
Hit Dice 7* Hit Dice 2
No. Attacks 1 bite/1 sting No. Attacks 1
Damage 2d8 bite, 1d6 plus poison sting Damage 1d8 or by weapon
Move 9" Fly 24" Move 6"
Alignment Neutral Alignment Chaotic
No. Appearing 1d6 No. Appearing 3d10
% in Lair 60% % in Lair None
Treasure E Treasure None
Morale Normal Morale Never checks
XP 900 XP 30
A distant cousin to the true dragons, the wyvern is a Zombies are undead monsters (as described on
huge flying lizard with a poisonous stinger in its tail. page 68), corpses reanimated through dark and
A wyvern’s body is 15 feet long, and dark brown to sinister magic. They never check morale and
gray; half that length is tail. Its wingspan is about 20 always fight until destroyed. They are deathly slow,
feet, and it weighs about a ton. but they move silently, are very strong and must be
literally hacked to pieces to “kill” them. They take
Wyverns are rather stupid but always aggressive:
only half damage from blunt weapons, and only a
They attack nearly anything that isn’t obviously
single point from arrows, bolts or sling stones (plus
more powerful than themselves. Add a bonus of
any magical bonus). A zombie never has Initiative
+2 to morale checks for these monsters.
and always acts last in any given round.
Yellow Mold Zombies may be found anywhere an evil Magic-
Armor Class N/A User or Cleric might place them (i.e. as guards for
Hit Dice 2* some stronghold or treasure), but are most
No. Attacks 1 commonly found in graveyards and catacombs.
Damage Special
Move None
Alignment Neutral
No. Appearing N/A
% in Lair None
Treasure None
Morale Normal
XP 40
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Level 3 Level 5
% Roll Monster Type % Roll Monster Type
01-15 Beetle, Giant 01-08 Cockatrice
16-26 Harpy 09-13 Hell Hound (5 hit dice)
27-30 Hell Hound (3 hit dice) 14-23 Hydra (5 heads)
31-44 Lycanthrope, Wererat 24-34 Ochre Jelly
45-55 Shadow 35-40 Ogre Magi
56-68 Tick, Giant 41-52 Owl Bear
69-76 Wight 53-60 Phase Spider
77-83 NPCs: Fighters 61-69 Rust Monster
84-84 NPCs: Magic-Users 70-82 Weasel, Giant
85-88 NPCs: Clerics 83-87 NPCs: Fighters
89-92 NPCs: Thieves 88-89 NPCs: Magic-Users
93-00 NPCs: Adventurers 90-92 NPCs: Clerics
93-95 NPCs: Thieves
Level 4 96-00 NPCs: Adventurers
% Roll Monster Type
01-09 Ape, Carnivorous Level 6
10-19 Bugbear % Roll Monster Type
20-27 Doppleganger 01-06 Basilisk
28-33 Gargoyle 07-14 Dragon, White
34-41 Gelatinous Cube 15-19 Hell Hound (6 hit dice)
42-45 Hell Hound (4 hit dice) 20-29 Hydra (6 heads)
46-51 Lizard, Giant 30-30 Hydra, Fire Breathing (5 heads)
52-58 Lycanthrope, Werewolf 31-38 Lammasu
59-67 Ogre 39-48 Manticora
68-77 Scorpion, Giant 49-60 Minotaur
78-82 Wraith 61-67 Mummy
83-87 NPCs: Fighters 68-73 Spectre
88-89 NPCs: Magic-Users 74-83 Troll
90-92 NPCs: Clerics 84-88 NPCs: Fighters
93-95 NPCs: Thieves 89-90 NPCs: Magic-Users
96-00 NPCs: Adventurers 91-93 NPCs: Clerics
94-95 NPCs: Thieves
96-00 NPCs: Adventurers
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Iron Falcon Monster Guidebook Monsters
Level 7 Level 9
% Roll Monster Type % Roll Monster Type
01-13 Dragon, Black 01-12 Black Pudding
14-21 Hell Hound (7 hit dice) 13-25 Chimera
22-37 Hydra (7 heads) 26-35 Dragon, Blue
38-39 Hydra, Fire Breathing (6 heads) 36-48 Giant, Stone
40-52 Salamander 49-54 Golem, Flesh
53-71 Wyvern 55-66 Hydra (9-10 heads)
72-79 NPCs: Fighters 67 Hydra, Fire Breathing (9-11 heads)
80-82 NPCs: Magic-Users 68-75 Will O' Wisp
83-87 NPCs: Clerics 76-81 NPCs: Fighters
88-90 NPCs: Thieves 82-84 NPCs: Magic-Users
91-00 NPCs: Adventurers 85-88 NPCs: Clerics
89-91 NPCs: Thieves
Level 8 92-00 NPCs: Adventurers
% Roll Monster Type
01-12 Dragon, Green Level 10
13-30 Giant, Hill % Roll Monster Type
31-41 Gorgon 01-11 Dragon, Red
42-55 Hydra (8 heads) 12-15 Giant, Cloud
56-57 Hydra, Fire Breathing (7-8 heads) 16-23 Giant, Fire
58-63 Invisible Stalker 24-30 Giant, Frost
64-74 Vampire 31-33 Golem, Iron
75-82 NPCs: Fighters 34-37 Golem, Stone
83-85 NPCs: Magic-Users 38-49 Hydra (11-12 heads)
86-90 NPCs: Clerics 50 Hydra, Fire Breathing (12 heads)
91-93 NPCs: Thieves 51-53 Lich
94-00 NPCs: Adventurers 54-65 Purple Worm
66-76 Slug, Giant
77-83 NPCs: Fighters
84-86 NPCs: Magic-Users
87-90 NPCs: Clerics
91-93 NPCs: Thieves
94-00 NPCs: Adventurers
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Open Game License Iron Falcon Monster Guidebook
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Iron Falcon Monster Guidebook Open Game License
holder's name to the COPYRIGHT NOTICE of any original 13. Termination: This License will terminate automatically if
Open Game Content you Distribute. You fail to comply with all terms herein and fail to cure such
7. Use of Product Identity: You agree not to Use any Product breach within 30 days of becoming aware of the breach. All
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conjunction with a work containing Open Game Content
Open Game License v 1.0 Copyright 2000, Wizards of the
except as expressly licensed in another, independent
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Agreement with the owner of such Trademark or Registered
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in Open Game Content shall retain all rights, title and Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
interest in and to that Product Identity. James Wyatt, based on original material by E. Gary Gygax
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8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are Castles & Crusades: Players Handbook, Copyright 2004, Troll
distributing are Open Game Content. Lord Games; Authors Davis Chenault and Mac Golden.
9. Updating the License: Wizards or its designated Agents Castles & Crusades: Monsters Product Support, Copyright
may publish updated versions of this License. You may use 2005, Troll Lord Games.
any authorized version of this License to copy, modify and The Basic Fantasy Field Guide Copyright © 2010 Chris
distribute any Open Game Content originally distributed Gonnerman and Contributors.
under any version of this License. Basic Fantasy Role-Playing Game Copyright © 2006-2016
10. Copy of this License: You MUST include a copy of this Chris Gonnerman.
License with every copy of the Open Game Content You Red Cap Copyright © 2009 R. Kevin Smoot
Distribute.
The Basic Fantasy Field Guide Copyright © 2010-2017 Chris
11. Use of Contributor Credits: You may not market or Gonnerman, R. Kevin Smoot, James Lemon, and
advertise the Open Game Content using the name of any Contributors.
Contributor unless You have written permission from the
Iron Falcon Rules for Classic Fantasy Role-Playing Copyright
Contributor to do so.
© 2014-2016 Chris Gonnerman.
12. Inability to Comply: If it is impossible for You to comply
Iron Falcon Monster Guidebook Copyright © 2019 Chris
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Game Material so affected.
81