Knave Bestiary v1.2
Knave Bestiary v1.2
Knave Bestiary v1.2
A
Bestiary
the classic HD 4 AC 13 ML 7 LR 20
edited by SP 40 AP 1d6 (2d4) TR Nil
bucolian
bucolianblog.wordpress.com
ATT 1d4 paw (x2) OR 1d6 stone
@bucolian AERIAL SERVANT Cave-dwelling, nocturnal primates.
HD 16 AC 17 ML 10 LR Nil Throws stones 30'. Makes threats at first.
THIS IS A COMPENDIUM inspired by basic and advanced old-school monsters. Each SP 80 AP 1 TR Nil If threats ignored, they attack.
creature's stat block has been streamlined for compact reference. Full credit goes to the ATT 4d8 slam AXE BEAK
original authors and publishers. This tome is a restatement of previously-written rules. Invisible air elemental. Summoned by a HD 3 AC 14 ML 8 LR Nil
cleric for a specific task. 100 slots. SP 60 AP 0 (1d6) TR Nil
ANHKHEG ATT 1d3 claw (x2) + 2d4 beak
CREATURE NAME HD 4 AC 18 ML 7 LR 15 Ancient, carnivorous ratite. Will give chase
SP 60 (30) AP 1d6 (2d8) TR C only across flat environments.
HD hit dice (leader) ATT [1d6 bite + 1d4 acid] OR 8d4 spit ABOON
Number of d8's rolled for creature hit
points (hp). The HD number is also added
to all attack rolls and appropriate skill
rolls. Higher for leaders.
Huge insectoid. Prefers to ambush from
underneath. Spits digestive acid 30' once
every 6 hours (DEX save).
B HD 1 (2) AC 13 (14) ML 7 LR Nil
SP 40 AP 2d4 (4d10) TR Nil
ATT 1d4 paw
ANT, GIANT Curious simian. Throws stones 20'. For
HD 2 AC 17 ML 8 LR 10 every 5, an oversized leader.
AC armour class (leader)
Attacks must exceed to hit. Leaders usually SP 60 AP 3d4 (1d100) TR Qx5, S BADGER
have higher armour. TR treasure (lair) ATT 1d6 bite (+ 3d4 poison sting) HD 1 AC 16 ML 8 LR Nil
Consult the appropriate row(s) on the Dedicated and sometimes vicious giant SP 20 (10) AP 1d4 (1d4) TR Nil
ML morale (special or with leader) treasure table. insects. Every 20, a stinging warrior. Every ATT 1d2 paw (x2) + 1d3 bite
Roll 2d6. Exceeding will cause flee/yield: 80, an immobile queen. Lair has 5d6 eggs, Fierce burrowers. Often solitary or with
-if lone creature is reduced to half health. ATT attack (special or leader) which are worthless but edible. mate. Pelts sell for 1d3 x 10 gp.
-if group is reduced to half numbers. Each attack gets a seperate roll, adding HD APE, GORILLA BALUCHITHERIUM
-if leader is killed. to the roll. Attacks with special conditions HD 4 AC 14 ML 7 LR Nil HD 14 AC 15 ML 9 LR Nil
and leader attacks are in brackets. SP 40 AP 1d4 (1d6) TR C SP 40 AP 0 (1d3) TR Nil
LR lair ATT 1d4 paw (x2) + 1d6 bite ATT 5d4 ram OR 2d6 trample (x4)
Roll 1d100. If the result is equal to or under Creature notes Shy but will protect territory and clan with Hornless ancestor of the rhino. Tends to
this number, the creature is encountered Description, habitat, surprise, abilities, fury. If both paws hit, it will rend for 1d6. trample anything small and annoying.
in its lair. spells, lair description, leaders, NPCs, etc. APE, CARNIVOROUS BANDIT (see Men)
HD 5 AC 14 ML 8 LR 10
SP speed Monster types BARRACUDA
SP 40 AP 2d4 (2d6) TR C
ground move /fly //swim (burrow) Similar monsters are grouped into types HD 2 AC 14 ML 8 LR Nil
ATT 1d4 paw (x2) + 1d8 bite
Maximum movement, in feet, that the cre- which share damage adjustments SP //100 AP 0 (2d6) TR Nil
Larger, stronger ape seeking flesh. Intelli-
ature can make in one combat round. (resistance, vulnerabilty, immunity, full), ATT 2d4 bite
gent and keen, only surprised on 1-in-6.
Triple this number for dungeon turns. abilities, items, etc. Vicious, swift underwater predator. Light-
Will use boulders and tactics in battle. If
ning fast. Can dash with surprising agility.
both paws hit, it will rend for 1d8.
AP appearing in dungeon (wilderness/lair) XP (optional)
Number that appear. If encountered in lair XP gained for defeating monsters should
or wilderness, use the dice roll in brackets. follow your system rules, but a simple
If creature is humanoid or animals, up to procedure is to multiply the creature’s HD
50% of lair may be females/young. by a reasonable factor (ie. 50, 100, 500).
1
BASILISK BEAR, CAVE BEETLE, FIRE BEHOLDING EYE
HD 6 AC 16 ML 10 LR 40 HD 7 AC 14 ML 9 LR Nil HD 1 AC 16 ML 7 LR Nil HD 12 AC 20 ML 11 LR 80
SP 20 AP 1d4 (1d4) TR F SP 40 AP 1d2 (1d2) TR Nil SP 40 AP 1d4 (2d4) TR Nil SP 10 AP 1 (1) TR I, S, T
ATT 1d10 claw + gaze ATT 1d8 claw (x2) + 1d12 bite ATT 2d4 bite ATT 2d4 bite + central eye + 1d4 small eyes
Lethargic, eight-legged serpent. Gaze Huge, prehistoric beast. If both claws hit, Beetle with light glands on its shell. Glan- Baleful, many-eyed monstrosity. Levitates
petrifies (CON save). The basilisk is hugs for 2d8 damage. ds glow 6 days after death, 10' radius. by magic. Ten eye stalks have AC 15 and 10
susceptible to a reflection of its own gaze. BEAR, GRIZZLY BEETLE, OIL hp. Will regrow if severed (1 per week).
HD 5 AC 13 ML 8 LR Nil HD 2 AC 15 ML 8 LR Nil Small eyes: 1 - charm person; 2 - charm
SP 40 AP 1 (1) TR Nil SP 40 AP 1d8 (2d6) TR Nil monster; 3 - sleep; 4 - telekinesis; 5 - flesh-
ATT 1d4 claw (x2) + 1d8 bite ATT 1d6 bite OR spray stone ray; 6 - disintegrate ray; 7 - fear; 8 -
Large predator with a taste for fish. If both Beetle with a shiny, oily shell. Spray causes slow; 9 - serious wounds; 10 - death ray
claws hit, hugs for 2d6 damage. one creature in 5' to blister for 24 hours. Central eye: - anti-magic ray.
BEAR, POLAR Creature has disadvantage on attack rolls. BERSERKER (see Men)
BAT, GIANT HD 6 AC 13 ML 8 LR Nil BEETLE, RHINOCEROS BLACK PUDDING
HD 2 AC 13 ML 8 LR 15 SP 40 AP 1 (1) TR Nil HD 12 AC 18 ML 9 LR Nil HD 10 AC 14 ML 12 LR Nil
SP 10/60 AP 1d10 (1d10) TR Nil ATT 1d6 claw (x2) + 1d10 bite SP 20 AP 1d6 (1d6) TR Nil SP 20 AP 1d4 (1d4) TR Nil
ATT 1d4 bite (+ paralysis) Behemoth of the cold wastes. If both claws ATT 3d6 horn + 2d8 bite ATT 3d8 touch
Nocturnal, large-eared carnivore. Chance hit, hugs for 2d8 damage. Massive beetle with horn as tall as a man. Malevolent, tarry ooze. Slashing or light-
they will be vampire bats (5%). Vampire 1-in-6 chance to break a bottle or potion. ning splits it in two. Unaffected by cold.
bat’s bite does same damage, but causes BEAVER, GIANT
HD 4 AC 14 ML 5 LR 80 Afraid of fire. Touch attack deals damage
paralysis (CON save) for 1d10 rounds. Bat to bare flesh and wood, and dissolves cha-
then drains 1d4 per round. If creature dies SP 20//40 AP 1d6 (4d10) TR C
ATT 4d4 bite in, plate, magic armour in 1, 2, 3+ rounds.
from draining, it becomes undead creature Climbs walls/ceilings and through cracks.
in 24 hours after dying. Big, furry animals with oversized teeth.
Will flee unless cornered. Dwell in their BLINK HOUND
BAT, NORMAL mud-and-wood castle, which, if cleared, HD 4 AC 15 ML 6 LR 20
HD 1 (1 hp) AC 13 ML 6 LR 30 can make a good river hideout. Will trade BEETLE, STAG SP 40 (special) AP 2d6 (4d4) TR C
SP 5/40 AP 1d100 (1d100) TR Nil with other creatures. Hide is worth 5d4 x HD 7 AC 17 ML 8 LR Nil ATT 1d6 bite
ATT surround 100 gp. Young worth 1000-1600 gp. SP 20 AP 1d6 (2d6) TR Nil Intelligent, gregarious canine. Captured
Mass of black wings. Ten bats will surr- ATT 1d10 gore (x2) + 4d4 bite pups can become loyal allies. For move,
ound creature, giving disadvantage to rolls BEETLE, BOMBARDIER Antlered beetle with taste for grains.
HD 2 AC 16 ML 8 LR Nil can teleport (1d6): 1 front, 2 right, 3 left, 4-
and disallowing spellcasting. Horns are prized for hafts and hilts. 6 behind. Hateful of dislocator beasts.
SP 30 AP 1d8 (3d4) TR Nil
BEAR, BLACK ATT 2d6 gore OR 3d4 cloud BEETLE, TIGER BOAR, GIANT
HD 4 AC 13 ML 7 LR Nil Stinking beetle found in forests. If fleeing, HD 3 AC 16 ML 9 LR Nil HD 7 AC 14 ML 10 LR Nil
SP 40 AP 1d3 (1d3) TR Nil it shoots acid cloud. Cloud can be fired SP 50 AP 1d6 (2d8) TR K, X SP 40 AP 1d6 (2d4) TR Nil
ATT 1d3 claw (x2) + 1d6 bite every three rounds. It is 30'x30'x30', stuns ATT 2d6 bite ATT 3d6 gore
Smaller, cunning ursine. If both claws hit, for 2d4 rounds (20%), and deafens for 2d6 Striped carnivorous beetle. Preys on Prehistoric wild hog. Fights for 1d4 rounds
hugs for 2d6 damage. rounds (20%). robber flies. Can hide in the bush. after reaching 0 hp (dies at -11 hp).
BEAR, BROWN BEETLE, BORING BEETLE, WATER BOAR, WARTHOG
HD 6 AC 14 ML 7 LR Nil HD 5 AC 17 ML 8 LR 40 HD 4 AC 17 ML 7 LR Nil HD 3 AC 13 ML 9 LR Nil
SP 40 AP 1d6 (1d6) TR Nil SP 20 AP 1d8 (3d6) TR C, R, S, T SP 10/40 AP 1d8 (1d12) TR Nil SP 40 AP 1d6 (1d6) TR Nil
ATT 1d6 claw (x2) + 1d8 hug ATT 5d4 bite ATT 3d6 bite ATT 2d4 gore (x2)
Huffing for fresh meat. If both claws hit, Beetle covered in detritus and rotten wo- Beetle found in shallow water. Eats almost Boar found in tropics. Fights 1d2 rounds
hugs for 2d8 damage. od. 2-in-6 will farm mold, slime, or fungi. anything. Senses scents and vibration. after reaching 0 hp (dies at -6 hp).
2
BOAR, WILD BULL CAT, GIANT LYNX CAT, PANTHER
HD 3 AC 13 ML 9 LR Nil HD 4 AC 13 ML 7 LR Nil HD 2 AC 14 ML 8 LR 5 HD 4 AC 15 ML 8 LR 5
SP 50 AP 1d6 (1d12) TR Nil SP 50 AP 0 (1d20) TR Nil SP 40 AP 1d4 (1d4) T Nil SP 70 AP 1d2 (1d6) TR Nil
ATT 3d4 gore ATT 1d6 kick (x2) OR charge ATT 1d2 claw (x2) + 1d4 bite ATT 1d4 claws (x2) + 1d8 bite
Savage, rooting hog. Fights for 1d4 rounds Male cattle, dangerous if disturbed. 4-in-6 Forest feline found in snowy climes. Is agi- Agile greatcat found in shrublands.
after reaching 0 hp (dies at -7 hp). chance of charging if approached within le, speaks lynx language, and detects traps. Advantage to sneaking. Pounces 30'.
BRAIN MOLE 10', each bull dealing 3d4 damage. CAT, MOUNTAIN LION CAT, SABRE-TOOTH TIGER
HD 1 (1 hp) AC 11 ML 6 LR Nil AMEL, WILD HD 3 AC 13 ML 8 LR 10 HD 8 AC 13 ML 10 LR 10
SP 5 AP 1d3 (1d3) TR Nil
ATT burrow
Weird psi-vermin. If psionics used within
C HD 3 AC 13 ML 7 LR Nil
SP 70 AP 0 (1d12) TR Nil
ATT 1d4 bite OR spit
SP 50 AP 1d4 (1d4) TR Nil
ATT 1d3 claws (x2) + 1d6 bite
Cautious greatcat found on wooded slop-
SP 50 AP 1d4 (1d4) TR Nil
ATT 1d8 claws (x2) + 2d8 bite
Massive, ferocious greatcat with huge
30', will burrow into psion’s mind for 1d8 Massive steed. Hardy in adverse weather, es. Advantage to sneaking. Surprised only fangs. Found where dinosaurs roam. Sight
INT damage. May cause insanity (20% per either hot or cold. Can survive with no on 1-in-6. Pounces 20'. induces panic (WIS save). Pounces 30'.
round of burrow). water for 2 weeks. 50 slots. Spit blinds for CAT, SPOTTED LION
BROWNIE 1d3 rounds (25%). HD 6 AC 15 ML 10 LR 25
HD 1 (2 hp) AC 17 ML 7 LR 20 CARCASS CRAWLER SP 40 AP 1d6 (2d4) TR Nil
SP 40 AP 1d8 (4d4) TR O, P, Q HD 3 AC 15 ML 9 LR 50 ATT 1d4 claws (x2) + 1d12 bite
ATT 1d3 short sword SP 40 AP 1d6 (1d6) TR B Bulkier relatives of the lion. Found where
Friendly halfling-pixie. Dwells in idyllic ATT tentacles (x8) dinosaurs roam. Surprised only on 1-in-6.
meadows. 3-in-6 will repair equipment or Giant, fetid centipede. Tentacles paralyze CAT, TIGER
act as guides. Never surprised. Can hide in (CON save). Feeds or lays eggs in paraly- HD 6 AC 13 ML 9 LR 5
natural cover. Can cast 1d6 random spells. zed victims. Can climb walls and ceilings. SP 50 AP 1 (1d3) TR Nil
BUFFALO CAT, JAGUAR ATT 1d6 claws (x2) + 2d6 bite
HD 5 AC 13 ML 8 LR Nil HD 4 AC 14 ML 8 LR 5 Large greatcat found in woods or jungles.
SP 50 AP 0 (4d6) TR Nil SP 50 AP 1d2 (1d2) T Nil Surprises on 4-in-6. Can pounce 30'.
ATT 1d8 kick (x2) OR stampede ATT 1d3 claw (x2) + 1d8 bite CATOBLEPAS
Rugged herd animal. 4-in-6 chance of Brutal, muscular jungle cat. Pounces 30'. HD 6 AC 13 ML 10 LR 60
stampede, dealing 3d6 damage each. CAT, LEOPARD SP 20 AP 1d3 (1d3) TR C
BUGBEAR HD 3 AC 14 ML 8 LR 5 ATT 1d6 tail (+ stun)
HD 3 (4) AC 15 (16) ML 9 LR 25 SP 40 AP 1d2 (1d2) TR Nil Bloated saurian with serpentine neck and
SP 30 AP 1d8 (6d6) TR J, K, L, M (B) ATT 1d3 claw (x2) + 1d6 bite warthog's head. If tail hits, 4-in-6 stuns for
ATT 2d4 claw OR 1d10 glaive (2d6 mace) Tropical greatcat. Surprises on 3-in-6. 1d10 combat rounds. 1-in-6 gaze causes
The larger, hardier cousins of the goblin. Pounces 20' death to a target within 20' (no save).
Suprises on 3-in-6. Every 12, a leader. CAT, LION CATTLE, WILD
Every 24, two more leaders. HD 5 AC 13 ML 9 LR 25 HD 1 (2 hp) AC 13 ML 6 LR Nil
BULETTE SP 50 AP 1d4 (1d4) TR Nil SP 50 AP 0 (2d100) TR Nil
HD 9 AC 20 ML 11 LR Nil ATT 1d6 claws (x2) + 1d10 bite ATT 1d4 kick OR charge
SP 40 (10) AP 1d2 (1d2) TR Nil Languorous greatcat. Instills fear in other Shaggy cattle, shy and flighty. For every
ATT 3d6 claw (x2) + 4d12 bite carnivores. Suprised only on 1-in-6. Roar 20, a bull. 1-in-6 chance of charging if
Armadillo-turtle-demon. Always hungry. paralyzes for 1 round (CON save). frightened, each dealing 1d4 damage.
Neck plates make mastercraft shields.
3
CAVE LOCUST COUATL EMON (MONSTER TYPE)
HD 2 AC 15 ML 5 LR Nil
SP 20/60 AP 2d10 (1d10) TR Nil
ATT 1d2 bite OR 1d4 bump OR spit
HD 5 AC 15 ML 10 LR 10
SP 20/60 AP 1d4 (1d6) TR B, I
ATT 1d3 bite (+ poison) + 2d4 constrict
D RES cold, lightning, fire, gas
VUL holy weapons
IMM silver weapons
Dog-sized locust found in caves. Eat yell- Dreadful, winged serpent. If bite hits, NORMAL acid, iron, poison, magic missile
ow mold and shriekers. If flees, 3-in-6 target poisoned (CON save). If constrict All demons have these abilities: dark-
chance of bumping pursuers. Stinking spit hits, 2d4 damage each round (STR save). vision, infravision, teleportation. Powerful
stuns for 1 round (CON save). Polymorph at will. 6th level magic-user. 2 demons can cast the following on top of
CENTAUR major and 4 minor psionic disciplines. their individual spells: darkness (5-15'),
HD 4 AC 15 (16) ML 8 LR 5 CRAB, GIANT read magic, read languages, charm person,
SP 60 AP 1d4 (4d6) TR M, Q (D, I, T) HD 3 AC 17 ML 6 LR Nil cause fear, detect magic, detect invisible
ATT 1d6 club/bow + 1d6 kick (2d12 lance) SP 30 AP 1d8 (2d6) TR Nil objects, dispel magic, ESP, telekinesis.
Secluded man-horse. Wandering bands ATT 2d4 claw (x2) Demon Amulet: Contains a demon soul.
are always armed. Lair is hidden, lush vale. Clawed chitinous monstrosity. Live in Magic jar once per day. Cannot be detected
Every 4, a leader with double treasure. water and on land. Surprises on 4-in-6. by magical means and appears mundane.
Possession of the amulet gives bearer
CENTIPEDE, GIANT CRAYFISH, GIANT power over the demon for one day (after
HD 1 (2 hp) AC 11 ML 7 LR Nil HD 4 AC 16 ML 6 LR Nil which it self-destructs, sending the demon
SP 50 AP 2d6 (2d12) TR Nil SP 20//40 AP 1d4 (1d4) TR Nil to banishment for a year). If the bearer
ATT bite ATT 2d6 claws loses possession, demon attempts to
Nasty, many-legged bug. Bite is non-fatal Large fresh water crustaceans. Can swim destroy him. If bearer repays demon well
but poisonous (CON save with advantage). only for short periods. Surprises on 3-in-6. for its service and returns the amulet, the
CEREBRAL PARASITE CROCODILE, GIANT demon forgoes revenge. Posession of an
HD Nil AC Nil ML 7 LR Nil HD 7 AC 16 ML 8 LR Nil amulet also draws aggressive attention
SP Nil AP 3d4 (1d6) TR Nil SP 20//40 AP 1d6 (1d12) TR Nil from other demons.
ATT attach ATT 3d6 bite OR 2d20 thrash DEMON, DEMOGORGON
Only visible by magical or psionic sight. If Boat-sized reptiles. If bite hit last round, HD 40 AC 28 ML 12 LR 50
caster or psion comes within 5' of parasite, they will thrash prey (STR save). Slow in SP 40 AP 1 (1) TR R, S, T, V
they will attach and drain intellectual the cold. Surprises on 3-in-6. ATT tail (1d4 Level drain) + 1d6 tentacle
aptitude, reproducing as they feed. CROCODILE, NORMAL (x2) + [beguile (left head)/cause insanity
CHIMERA HD 3 AC 15 ML 7 LR Nil (right head)/hypnotize (both)]
HD 9 AC 17 ML 10 LR 40 SP 20//40 AP 2d4 (3d8) TR Nil Prince of demons and arch-rival of Orcus.
SP 30/60 AP 1d4 (1d6) TR F ATT 2d4 bite OR 1d12 thrash Two baboon heads, tentacled limbs, barb-
ATT 3d6 claw + 3d12 tail + 3d8 breath Sharp-toothed reptiles. If bite hit last ed tail. Tail attack drains Levels (and abili-
Tricephalous monstrosity. The goat head round, they will thrash prey (STR save). ties, HD, saves, etc). Targets of tentacle at-
is the wisest and weakest. 3-in-6 chance it Slow in the cold. Surprises on 3-in-6. tack is subject to rot. Many spells known,
uses fire breath with 10' range (DEX save). including: create illusion, levitate, clairvoy-
ance, clairaudience, suggest, water breathe,
COCKATRICE
polymorph self, wall of ice, charm monster,
HD 5 AC 14 ML 8 LR 30
feeblemind, project image. Once per day:
SP 20/80 AP 1d6 (2d4) TR D
power word stun, symbol (any), sticks to
ATT 1d3 beak (+ petrifying touch)
snakes, gate (85% success: 50% 1 type I-IV,
Cock with serpentine tail. If beak hits, flesh
50% 1 type V-VI). Weapons must be +2 or
to stone (CON save).
greater to hit.
4
DEMON, JUIBLEX DEMON, SUCCUBUS DEMON, NALFESHNEE (TYPE IV) DEMON, MARILITH (TYPE V)
HD 18 AC 27 ML 11 LR 60 HD 6 AC 20 ML 10 LR 5 HD 11 AC 21 ML 10 LR 15 HD 8 AC 26 ML 10 LR 10
SP 10 AP 1 (1) TR Px2, Rx2 SP 40/60 AP 1 (1) TR I, Q SP 30/40 AP 1d3 (1d6) TR E SP 40 AP 1d3 (1d6) TR G
ATT 4d10 slam OR spells OR spew ATT 1d3 claw (x2) + [kiss OR spell] ATT 1d4 claw (x2) + 2d4 bite + spell ATT 2d4 tail + 1d8 sword/axe (x6) + spell
The Faceless Lord. A loathsome mass of Solitary female demon. Domineers over Ape-headed humanoid with boar husks Female demon with a six-armed human-
effluvia and malice. Many spellls known, lesser demons using wit and menace. and undersized wings. Willing to bargain oid torso atop a great snake tail. Willing to
including: locate object, circle of cold, fly, inv- Beautiful, tall, and bat-winged. Kiss drains services for the sacrifice of wealth. Spells bargain services for the sacrifice of strong
isibility, charm monster, hold monster, project victim one Level (and abilities, HD, saves, known: create illusion, levitate, polymorph warriors. Domineering and cruel towards
image, phase door, putrify food and water, etc). Some spells known, including: become self, telekinesis, project image. Once per day: lesser demons. Spells: levitate, pyrotechnics,
cause disease. Once per day: unholy word, ethereal, clairaudience, suggestion, shape gate (60% success: 1 type I-IV). Weapons polymorph self, project image. Once per day:
gate (70% success: 1d4 type II). Spew change. Once per day: gate (40% succes: must be +2 or greater to hit. gate (50% success: 50% 1 type I-II, 35% 1
attack creates an ochre jelly/green slime 70% 1 type IV, 25% 1 type VI, or 5% 1 type III-IV, 10% type VI, 5% lord/prince).
within 15'. Weapons must be +2 or greater lord/prince). Weapons must be +1 or Weapons must be +1 or greater to hit.
to hit. If in lair, keeps 1d4 green slimes, 2d4 greater to hit. DEMON, BALOR (TYPE VI)
ochre jellies, 1d4 gray oozes, 1d4 black DEMON, VROCK (TYPE I) HD 9 AC 22 ML 10 LR 20
puddings. HD 8 AC 20 ML 10 LR 5 SP 20/50 AP 1d3 (1d6) TR F
DEMON, MANES SP 40/60 AP 1d3 (1d6) TR B ATT 2d6 sword + 3d6 whip and flames
HD 1 AC 13 ML 8 LR Nil ATT 1d4 claw (x2) + 1d8 bite + 1d6 tail + Hulking demon with huge wings. Only six
SP 10 AP 2d6 (4d4) TR Nil spell in the service of the Abyss. Whip attack
ATT 1d2 claw (x2) + 1d4 bite Vulture-headed humanoid. Willing to brings victim within 5' and Balor self-
Souls damned to the Abyss. Either eaten by fight Hezrou over any dispute. Spells immolates. Willing to bargain services for
demons or made into shadows and ghasts. known: darkness, detect invisible objects, the sacrifice of a soul. Always looking to
Weapons must be +1 or greater to hit. Una- telekinesis. Once per day: gate (10% success: usurp control. Many spells known,
ffected by sleep, charm, or similar spells. 1 type I). including: levitate, pyrotechnics, suggestion,
DEMON, ORCUS DEMON, HEZROU (TYPE II) telekinesis, sleep, gate (70% success: 80% 1
HD 24 AC 26 ML 12 LR 50 HD 9 AC 22 ML 10 LR 10 type III, 20% 1 type IV). Weapons must be
SP 30/60 AP 1 (1) TR P, S, T, U SP 20/60 AP 1d3 (1d6) TR C +1 or greater to hit.
ATT 2d6 fist (x2) + 2d4 tail (+ poison) + ATT 1d3 claw (x2) + 4d4 bite + spell DEMON, YEENOGHU
[spell OR wand of death] Toad-headed humanoid. Willing to fight HD 20 AC 25 ML 11 LR 35
Prince of the Undead and arch-rival of the Vrocks over any dispute. Spells known: SP 60 AP 1 (1) TR C, G, I
Demogorgon. Corpulent, ram's head, bat cause fear, levitate, detect invisible objects, ATT [3d6 (1st flail) + paralyze (2nd flail) +
wings, goat legs, scaled tail. Tail poison telekinesis. Once per day: gate (20% confuse (3rd flail)] OR spell
kills in 1d4 rounds (CON save). Many success: 1 type II). Demon lord of gnolls, homaged by the
spells known, including: create illusion, DEMON, GLABREZU (TYPE III) King of Ghouls. Humanoid with hyena
pyrotechnics, clairvoyance, clairaudience, HD 10 AC 24 ML 10 LR 15 head and putrid yellow hide. Wields a
lightning bolt, suggest, polymorph self, wall of SP 30 AP 1d3 (1d6) TR D three-headed flail: first flail head deals
fire, animate dead, feeblemind, shape change, ATT [2d6 pincer (x2) + 1d3 claw (x2) + 1d4 normal damage, second flail head paralyzes
speak with dead. Once per day: symbol (any), bite] OR spell (DEX save), and third head confuses (INT
time stop, gate (80% success: 1 type I-VI), Dog-headed humanoid with goat horns save). Spells: magic missile, invisibility, fly,
summon (4d12 skeletons or 4d8 zombies or and an extra set of arms with pincers. Sets hold person, suggestion, polymorph self,
4d6 shadows or 2d4 vampires). Wand of itself above the bickerings of Hezrous and teleport, gate (80% success, 1d4 Type I).
death annihilates any mortal creature if Vrocks. Spells known: cause fear, levitate, Weapons must be +1 or greater to hit.
touched (no save). Weapons must be +3 or pyrotechnics, polymorph self, telekinesis. Once Usually accompanied by 66 gnolls and 3d6
greater to hit. per day: gate (30% success: 1 type I-III). ghouls.
5
DEVIL (MONSTER TYPE) DEVIL, ASMODEUS (ARCH-DEVIL) DEVIL, BONE (LESSER DEVIL)
RES cold and gas HD 40 AC 27 ML 12 LR 90 HD 9 AC 19 ML 10 LR 55
VUL holy weapons SP 40/80 AP 1 (1) TR I, R, U, V SP 50 AP 1d2 (2d4) TR Nil
IMM fire and iron weapons ATT rod (melee) + rod (ranged) + gaze + ATT 3d4 hook + 2d4 tail + spell
NORMAL acid, lightning, poison, silver, spell Torturers of Hell. Large, skeletal human-
magic missile The Overlord of Hell. A strong, keen, and oids with scorpion tails. Prefer cold to
All devils have these abilities: infravision, exacting tyrant. Compels all devils to pay heat. Ultravision 60'. Hook attack has 50%
cause fear, animate dead, teleportation, him yearly homage. Ruby rod acts as rod of chance to ensnare victim. Tail attack
telepathy, know alignment, charm person, absorption and causes serious wounds. On causes 1d4 STR loss (CON save) for 10
suggestion, illusion. Arch-devils can cast the command, rod can shoot cone of frost, jet rounds. Spells: fear (5'), create illusion, fly,
following spells on top of their individual of acid, or bolt of lightning (all act as become invisible, detect invisible. Once per
spells: read magic, read languages, detect dragon breath weapons). Gaze causes fear, day: summon (40% succes: 1 bone devil)
magic, detect invisible objects, dispel magic, weakness, or chill. Many spells known, and wall of ice.
geas, beguile, rulership, restoration, raise dead including: pyrotechnics, produce flame, wall DEVIL, DISPATER (ARCH-DEVIL)
fully, (fulfill another's) wish. of fire, ice storm, wall of ice, continual light, HD 29 AC 22 ML 12 LR 80
Devil Talisman: A collection of sigils hold person, hold monster, mass charm. Once SP 50 AP 1 (1) TR Qx10, S
assigned to a devil. The devil is bound to per day: symbol of (pain, insanity, ATT 4d6 rod + spell
the bearer of the talisman for nine days hopelessness), unholy word, summon (2 lesser Lord of the Iron City, ruler in Hell. Dwells
and cannot hurt her. Greater devils are devils or 1 greater devil). Weapons must be in a diabolically fantastic palace. Smug,
affected for nine hours. Arch-devils will +3 or greater to hit. elegant, dressed in ducal robes, and has
only perform one task for the bearer. Evil DEVIL, BAALZEBUL (ARCH-DEVIL) noticeable cloven left hoof. Rod attacks as
bearers must perform a human sacrifice in HD 33 AC 25 ML 12 LR 80 double-strength staff of striking and can be
order to use the talisman. If bearer is not SP 30/80 AP 1 (1) TR E, R,V used as rod of rulership. Gaze causes fear or
protected, just studying the talisman ATT 2d6 bite + spell chill. Many spells known, including:
creates 10% chance of summon-ing the Lord of Flies, ruler in Hell. A master of pyrotechnics, produce flame, wall of fire, light,
charm's owner. Speaking the insc-ribed beguilement, deception, and swindling. shape change. Once per day: symbol of pain,
devil's name always summons that Gaze causes fear and weakness. Many spells unholy word, summon (90% succes: 75% 1d3
specific fiend. known, includ-ing: pyrotechnics, produce erinyes, 25% 1 pit fiend). Weapons must be
flame, wall of fire, ice storm, wall of ice, +2 or greater to hit.
continual light, invis-ibility, shape change, DEVIL, ERINYES (LESSER DEVIL)
hold person, charm monster. Once per day: HD 6 AC 22 ML 10 LR 20
symbol of (pain, insanity), unholy word, SP 20/70 AP 1d3 (4d4) TR R
summon (1d4 horned devils). Weapons ATT 2d4 dagger OR rope OR gaze OR spell
must be +3 or greater to hit. Winged reaper of souls. Pursues evil peop-
DEVIL, BARBED (LESSER DEVIL) le, intending to bring them to hell. Female
HD 8 AC 20 ML 10 LR 50 but can appear as male. Dagger attack
SP 40 AP 1d2 (3d4) TR Nil causes victim to faint for 1d6 rounds (CON
ATT 2d4 claw (x2) + 3d4 tail + spell save). Rope attack entangles. Gaze causes
Guards of Hell, never surprised. Humanoid fear (DEX save). Spells: detect invisible,
covered in toxic barbs. Tail attack has 50% locate object, invisibility, polymorph self,
to instill fear (DEX save). Spells: produce flame. Once per day: summon (25%
pyrotechnics, produce glame, hold person. success: 1 erinyes).
Once per day: summon (30% succes: 1
barbed devil).
6
DEVIL, GERYON (ARCH-DEVIL) DEVIL, LEMURE DINOSAUR, ANTRODEMUS DINOSAUR, CERATOSAURUS
HD 26 AC 23 ML 12 LR 70 HD 3 AC 13 ML 8 LR 100 HD 15 AC 15 ML 10 LR Nil HD 8 AC 15 ML 8 LR Nil
SP 10/60 AP 1 (1) TR H, R SP 10 AP 0 (3d10) TR Nil SP 50 AP 0 (1d2) TR Nil SP 50 AP 0 (1d4) TR Nil
ATT 3d6 claw (x2) + 2d4 tail + spell ATT 1d3 claw ATT 1d4 claw (x2) + 4d6 bite ATT 1d6 claw (x2) + 4d4 bite
The Wild Beast, ruler in Hell. Gigantic Souls only found in Hell. Will attack any Large, fast carnivore with a fatal bite. Large, horn-nosed semi-bipedal carnivore.
humanoid with the bottom half of a great non-devil they see. Regenerate 1 hp/round. DINOSAUR, APATOSAURUS DINOSAUR, CETIOSAURUS
snake. Gaze causes fear. Many spells Only destroyed by blessed objects. HD 30 AC 15 ML 9 LR Nil HD 24 AC 14 ML 9 LR Nil
known, including: ice storm, wall of ice, Unaffected by sleep, charm, or similar. SP 20 AP 0 (1d6) TR Nil SP 30 AP 0 (1d4) TR Nil
light, invisibility, shape change. Once per Made into wraiths or spectres. ATT 3d6 tail OR 4d10 stomp ATT 3d6 tail OR 4d10 stomp
day: symbol of pain, unholy word, summon DEVIL, PIT FIEND (GREATER DEVIL) Gargantuan marsh-dwelling herbivore. Humongous, marsh-dwelling herbivore.
(95% success: 60% 1d2 bone devils, 40% 1 HD 13 AC 23 ML 11 LR 65
ice devil). Once per week, can blow great DINOSAUR, ARCHELON ISCHYRAS DINOSAUR, DINICHTYS
SP 20/50 AP 1 (1d3) TR J, R HD 7 AC 17 ML 8 LR Nil HD 10 AC 13 ML 9 LR Nil
bull horn, summoning 5d4 minotaurs. ATT 2d4 ancus + 3d4 club + [tail OR spell]
Weapons must be +2 or greater to hit. SP 10//50 AP 0 (1d4) TR Nil SP 0//70 AP 0 (1d4) TR Nil
Scourge of Hell, personal servants of ATT 3d4 bite ATT 5d4 bite
DEVIL, HORNED (GREATER DEVIL) Asmodeus. Hulking humanoids with Big, shell-encased marine reptile. Long, terrible fish. On a critical hit, can
HD 5 AC 25 ML 11 LR 55 massive fangs and huge wings. Tail attack swallow a man-sized creature.
SP 30/60 AP 1d2 (1d4) TR I holds and constricts for 2d4/turn. Spells: DINOSAUR, BRACHIOSAURUS
ATT 1d3 tail + [2d6 fork OR 1d4 whip] + pyrotechnics, produce flame, wall of fire, HD 36 AC 15 ML 9 LR Nil DINOSAUR, DIPLODOCUS
spell detect magic, detect invisible, polymorph self, SP 20 AP 0 (1d6) TR Nil HD 24 AC 14 ML 8 LR Nil
Watchdogs of Hell (75% wield forks, 25% hold person. Once per day: symbol of pain ATT 5d4 tail OR 8d10 stomp SP 20 AP 0 (1d6) TR Nil
wield whips). Winged and horned and summon (70% success: 60% 1d3 Largest and heaviest of all swamp- ATT 3d6 tail OR 3d10 stomp
humanoids. Whip attack stuns victim for barbed devils, 40% 1 pit fiend. Regenerate dwelling herbivores. Seeks warm waters. Lumbering, semi-aquatic herbivore.
number of rounds equal to the damage roll 2 HP/round. Weapons must be +2 or DINOSAUR, CAMARASAURUS DINOSAUR, ELASMOSAURUS
(INT save). Tail attack causes bleeding greater to hit. HD 20 AC 14 ML 8 LR Nil HD 15 AC 13 ML 9 LR Nil
wound (lose 1 hp/turn). Spells: DINOSAUR (MONSTER TYPE) SP 20 AP 0 (2d4) TR Nil SP 0//40 AP 0 (1d2) TR Nil
pyrotechnics, produce flame, ESP, detect All dinosaurs are driven by the desire for ATT 3d4 tail OR 3d10 stomp ATT 4d6 bite
magic, illusion. Once per day: summon (50% food and survival. Smallest of the swamp-dwelling Massive, long-necked aquatic carnivore.
success: 1 horned devil) and wall of fire Herbivores are constant devourers, mostly herbivores, but still huge. DINOSAUR, GORGOSAURUS
(3d8 fire damage). Weapons must be +1 or ignoring non-food but are fierce defenders HD 13 AC 15 ML 10 LR Nil
greater to hit. and able to start deadly stampedes. SP 40 AP 0 (1d2) TR Nil
DEVIL, ICE (GREATER DEVIL) Marine types are known to upset ships to ATT 1d3 claw + 1d3 claw + 5d6 bite
HD 11 AC 24 ML 11 LR 60 eat the food on-board. Fast-moving, vicious bipedal carnivore.
SP 20 AP 1 (1d4) TR Q, R Land carnivores will ravenously hunt down
DINOSAUR, IGUANADON
ATT 1d4 claw (x2) + 2d4 bite + 3d4 tail + anything edible.
HD 6 AC 16 ML 7 LR Nil
[2d6 spear OR spell] DINOSAUR, ANATOSAURUS SP 50 AP 0 (3d6) TR Nil
Tyrants of Hell. Bipedal insectoids with HD 12 AC 15 ML 6 LR Nil ATT 1d3 claw (x2) + 2d4 bite
bulbous eyes. Ultravision 60'. Willin-gly SP 40 AP 0 (2d6) TR Nil Bipedal herbivore, attacks only if cornered.
attack and torment creatures with their ATT 1d4 tail
natural weapons. 25% wield spears. Spells: DINOSAUR, LAMBEOSAURUS
Massive, skiddish duck-billed herbivore.
fly, wall of ice, detect magic, detect invisible, HD 12 AC 14 ML 7 LR Nil
polymorph self. Once per day: gate (60% DINOSAUR, ANKYLOSAURUS SP 40 AP 0 (2d8) TR Nil
success: 70% 2 bone devils, 30% 1 ice devil) HD 9 AC 20 ML 8 LR Nil ATT 2d6 tail
and ice storm. Regenerate 1 hp/ round. SP 20 AP 0 (1d4) TR Nil Quadrupedal herbivore with a bony head
Weapons must be +2 or greater to hit. ATT 3d6 tail crest. Good sight, smelling, and hearing.
Huge, armoured armadillo-like herbivore.
7
DINOSAUR, MEGALOSAURUS DINOSAUR, PALEOSCINCUS DINOSAUR, PLESIOSAURUS DISLOCATOR BEAST
HD 12 AC 15 ML 9 LR Nil HD 9 AC 23 ML 8 LR Nil HD 20 AC 13 ML 9 LR Nil HD 6 AC 16 ML 9 LR 25
SP 40 AP 0 (1d2) TR Nil SP 10 AP 0 (1d4) TR Nil SP 0//50 AP 0 (1d3) TR Nil SP 30 AP 1d4 (2d4) TR D
ATT 3d6 bite ATT 2d6 tail ATT 2d6 flipper (x2) + 5d4 bite ATT 2d4 claw (x2)
Long-jawed, ever-hunting carnivore. Shambling, spike-crested quadruped. Low Aquatic carnivore with a turtle’s body and Large feline with barbed tentacles. Always
DINOSAUR, MONOCLONIUS to the ground and covered in thick scales. a snake-like head. appears to be adjacent to actual position, .
HD 8 AC 16 ML 8 LR Nil DINOSAUR, PENTACERATOPS DINOSAUR, PTERANODON Resistant to magic. Hates blink hounds.
SP 20 AP 0 (2d6) TR Nil HD 12 AC 16 ML 8 LR Nil HD 3 AC 13 ML 9 LR Nil DJINNI
ATT 2d8 charge SP 30 AP 0 (2d6) TR Nil SP 10/50 AP 0 (3d6) TR Nil HD 7 AC 16 ML 12 LR Nil
Thick-skinned, aggressive herbivore. Skull ATT 1d6 horns OR 2d10 trample ATT 2d4 beak SP 30/80 AP 1 (1) TR Nil
is thick, wide, and flat. Five-horned, aggressive herbivore. Skull is Beaked, flying reptiles. Spears victims with ATT 2d8 slam
DINOSAUR, MOSASAURUS thick, wide, and flat. beak, particularly diving for marine prey. Smoke-wreathed humanoid with opales-
HD 12 AC 13 ML 9 LR Nil DINOSAUR, PLATEOSAURUS DINOSAUR, STEGOSAURUS cent skin. Resident of aerial plane. Once
SP 10//50 AP 0 (1d3) TR Nil HD 8 AC 15 ML 5 LR Nil HD 18 AC 16 ML 7 LR Nil per day: create food, create water, create soft
ATT 4d8 bite SP 40 AP 0 (5d4) TR Nil SP 20 AP 0 (2d4) TR Nil goods/wooden items, create metal items,
Massive, shark-like carnivore with four ATT none ATT 5d4 tail create illusion, become invisible, gaseous form,
leg-like fins. Will eat anything that swims. Bipedal, long-necked herbivore. Herd Crest-backed, quadrupedal herbivore. wind walk, or whirlwind (2d6, kills 1 HD
animal prone to panicking. Often turns around, swinging its large tail. creatures). Can carry 60 slots of items.
8
DRAGON (MONSTER TYPE) Subduing: Players can decide to deliver
RES all dragon breath attacks non-lethal damage in order to subdue.
VUL nil This non-lethal damage is recorded, but
IMM to their own breath attacks does not effect the dragon’s actual hp. At
NORMAL nil the end of each combat round, the DM
All dragons have these abilities: rolls the Hit Dice of the dragon. If the
infravision 60', excellent sight, smell, and number is equal to or less the amount of
hearing, detect hidden or invisible creatures non-lethal damage, the dragon becomes
(within 5'/level). subdued. Subdued dragons can be sold or
Breath Weapon: Up to 3 times/day, ridden. They will try to escape or attack
damage equal to current hp (DEX save their captor if the opportunity arises or if
halves), and shapes are: their captor mistreats them. If a dragon’s
Cloud - 40' long, 40' wide, 20' tall alignment is at odds with their captor,
Cone - 5' wide at mouth, 20' wide at they will be particularly ornery and try to
target, length varies escape/attack much sooner.
Line - 5' wide along entire length, Alignment: Typically, all chromatic drag-
length varies ons (black, blue, green, red, white) are
Dragon Aura: Fear aura (adults and older) chaotic- or evil-aligned and all metallic
Creatures not trained for war will flee dragons (brass, bronze, copper, gold, plati-
Creatures with less than 3 HD make num, silver) are lawful- or good-aligned.
INT save or paralyze/flee (50%/50%) DRAGON, BLACK
Creatures with 3 HD to 5 HD make INT HD 7 AC 17 ML 8 LR 30
save or fight with -1 to HD SP 30/90 AP 1d4 (1d4) TR H
Creatures with 6 HD or higher ignore ATT 1d4 claw + 1d4 claw + 2d10 bite +
the aura’s effect [breath (line) OR spell]
Age Range (AR): Hit Points per HD: Baleful haunt of the fetid swamp. Line of
1. Very young 1-5 years 1 HP acid is 40' long.
2. Young 6-15 years 2 HP Speaking: 30% chance
3. Sub-adult 16-25 years 3 HP Spells: 10% chance (L1 spells equal to AR)
4. Young adult 26-50 years 4 HP Sleeping: 50% chance
5. Adult 51-100 years 5 HP
6. Old 101-200 years 6 HP DRAGON, BLUE
7. Very old 201-400 years 7 HP HD 9 AC 18 ML 9 LR 50
8. Ancient 401+ years 8 HP SP 30/90 AP 1d4 (1d4) TR H, S
NOTE: AC number is used for spellcasting. ATT 1d6 claw + 1d6 claw + 3d8 bite +
Treasure: Younger dragons will have less [breath (line) OR spell]
treasure than older dragons. After deter- Azure keeper of the pale-gold dunes. Line
mining the dragon’s treasure roll result, of lightning is 60' long.
apply a percentage, such as 100% for Speaking: 60% chance
ancient, 90% for very old, 80% for old, etc. Spells: 30% chance (spellcaster L is equal
Sleeping: If a dragon is sleeping, the intr- to AR; 1d4+AR random spells)
uders may sneak through its lair or make Sleeping: 30% chance
one attack with advantage. If any noise
(talking, yelling, spellcasting, forcing
doors, etc.) is made, the dragon will wake.
9
DRAGON, BRASS DRAGON, BRONZE DRAGON, CHROMATIC (TIAMAT) DRAGON, GOLD
HD 7 AC 18 ML 8 LR 25 HD 9 AC 20 ML 9 LR 45 HD 16 AC 20 ML 12 LR 90 HD 11 AC 22 ML 10 LR 65
SP 40/80 AP 1d4 (1d4) TR H SP 30/80 AP 1d4 (1d4) TR H, S, T SP 20/60 AP 1 (1) TR H (100%), S, T, U SP 40/100 AP 1d3 (1d3) TR H, R, S, T
ATT 1d4 claw + 1d4 claw + 4d4 bite OR ATT 1d6 claw + 1d6 claw + 4d6 bite + ATT white 2d8 bite/breath/spell + black ATT 1d8 claw + 1d8 claw + 6d6 bite +
[breath (cone/cloud) OR spell] [breath (line/cloud) OR spell] 3d6 bite/breath/spell + green 2d10 [breath (cone/cloud) OR spell]
Regal inhabitant of the sand-blown waste. Benevolent sentinel of marine caverns and claw/breath/spell + blue 3d8 Judicial prince of mountain halls and
Cone of sleep gas is 40' long. Cloud is fear coves. Line is lightning bolt 60' long. bite/breath/spell + red 3d10 aban-doned castles. Known for their
gas. Cloud is repulsion gas. bite/breath/spell + 1d6 sting honour and good will. May polymorph at
Speaking: 30% chance Speaking: 60% chance Draconic queen of the Nine Hells’ first will, often appearing as a human or
Spells: 30% chance (L1 spell at each odd- Spells: 60% chance (two L1 spells for AR 1- plane. Has five heads: white, black, green, animal. Cone of fire is 60' long. Cloud is
numbered AR, L2 spell at each even- 2, two L2 spells for AR 3-4, two L3 spells blue, and red. White breath is cone of frost poison gas.
numbered AR) for AR 5-6, two L4 spells for AR 7-8; spells 40' long. Black breath is line of acid 40' Speaking: 90% chance
Sleeping: 50% chance cumulate as dragons age; older dragons long. Green breath is cloud of poison. Blue Spells: 100% chance (two L1 spells for AC 1-
retain their lower level spells) breath is a line of lightning 60' long. Red 2, two L2 spells for AR 3-4, two L3 spells
Sleeping: 25% chance breath is a cone of fire 60' long. Each head for AR 5, two L4 spells for AR 6, two L5
has 16 hp and regenerates in 24 hours. If spells for AR 7, two L6 spells for AR 8;
she takes more than 48 hp, she is dispelled spells are cumulative as dragons age and
to Hell, or slain (if fought in Hell). Her lair older dragons still have their lower level
is guarded by one adult dragon of each spells)
chromatic type, all able to speak and use Sleeping: 10% chance
applicable spells. DRAGON, GREEN
Speaking: 100% chance HD 8 AC 18 ML 9 LR 40
Spells: 100% chance (white two L1 spells, SP 30/80 AP 1d4 (1d4) TR H
black two L2 spells, green two L3 spells, ATT 1d6 claw + 1d6 claw + 2d10 bite +
blue two L4 spells, red two L5 spells) [breath (cloud) OR spell]
Sleeping:
DRAGON,25% chance
COPPER Corrupted dweller of the decaying forest.
HD 8 AC 19 ML 9 LR 35 Cloud is chlorine gas.
SP 30/80 AP 1d4 (1d4) TR H, S Speaking: 45% chance
ATT 1d4 claw + 1d4 claw + 5d4 bite + Spells: 20% chance (two L1 spells for AR 1-
[breath (line/cloud) OR spell] 4, two L2 spells for AR 5-8; spells are
Self-interested denizen of of remote caves cumulative as dragons age and older
in dry, craggy heights. Line of acid is 40' dragons still have their lower level spells)
long. Cloud is slowing gas (creatures move Sleeping: 40% chance
at half movement speed for 6 rounds).
Speaking: 45% chance
Spells: 40% chance (two L1 spells for AR 1-
3, two L2 spells for AR 4-6, two L3 spells
for AR 7-8; spells are cumulative as drag-
ons age and older dragons still have their
lower level spells)
Sleeping: 40% chance
10
DRAGON, PLATINUM (BAHAMUT) DRAGON TURTLE AGLE, GIANT
HD 21 AC 23 ML 12 LR 75
SP 30/100 AP 1 (1) TR H (100%), I, R, S, T, V
ATT 2d6 claw + 2d6 claw + 6d8 bite +
HD 13 AC 20 ML 10 LR 5
SP 10//30 AP 0 (1) TR B, R, S, T, V
ATT 2d6 claw + 2d6 claw + 4d8 bite +
E HD 4 AC 13 ML 9 LR 20
SP 10/160 AP 0 (1d20)
TR Q, C (magic only)
[breath (cone/cloud/sonic) OR spell] breath (cloud) ATT 1d6 claw + 1d6 claw + 2d12 beak
Draconic king of the East Wind palace, a Breath attack of steam is 40' long, 40' Intelligent-eyed mammoth birds. Diving
mighty and hidden stronghold. May poly- DRAGON, SILVER wide, 20' tall. Deals damage equal to at least 50' swaps the above attacks with 2
morph at will. Cone of frost is 60' long. HD 10 AC 21 ML 10 LR 55 dragon turtle’s current hp (DEX save x 2d12 claw attacks with advantage. 10
Cloud is gas forcing creatures to undergo SP 30/80 AP 1d4 (1d4) TR H, T halves). When surfacing underneath a slots. Telepathic. Eggs go for 500-800 gp.
gaseous form for 12 rounds. Sonic burst ATT 1d6 claw + 1d6 claw + 5d6 bite + ship, capsize chance is 95% for small EAR SEEKER
disintegrates up to 150 hp worth of crea- [breath (cone/cloud) OR spell] vessels and 50% for large. They speak their HD 1 (1 HP) AC 11 ML 3 LR 90
tures. All saves against Bahamut’s breath Splendid prince of the clouded heights. own language. SP 5 AP 1d4 (1d4) TR Nil
attacks are made with disadvantage. He is Cone of frost is 60' long. Cloud is para-
DRIVER ANT ATT burrow
accompanied (90%) by seven ancient gold lyzing gas. May polymorph at will, often
HD 4 AC 16 ML 7 (12) LR 10 Small bug which burrows into ears to lay
dragons, his advisors and guards. appearing as a human or animal.
SP 60 AP 2d4 (4d6) TR J, K, M, Q its eggs (4d4). Eggs hatch in 4d6 hours
Speaking: 100% chance Speaking: 75% chance
ATT 2d6 bite and eat host’s brain (cure disease prevents).
Spells: 100% chance (21 spells from L1-L7, Spells: 75% chance (two L1 and two L2
Giant ant as long as a man is tall. Before it
three from each spell level) spells for AR 1-2, one L3 spells for AR 3-4,
attacks, the ant’s morale is 7. After its first
Sleeping: 5% chance one L4 spell for AR 5-6; one L5 spell for AR
attack, morale increase to 12. 30% chance
7-8; spells are cumulative as dragons age
DRAGON, RED lair will contain 1d10 x 1000 gp.
and older dragons still have their lower
HD 10 AC 21 ML 10 LR 60 DRYAD
level spells)
SP 30/80 AP 1d4 (1d4) TR H, S, T HD 2 AC 11 ML 6 LR 10
Sleeping: 15% chance EEL, ELECTRIC
ATT 1d8 claw + 1d8 claw + 3d10 bite + SP 40 AP 1d4 (1d6) TR Mx100, Qx10
[breath (cone) OR spell] DRAGON, WHITE HD 2 AC 11 ML 6 LR Nil
ATT 1d6 dagger OR charm SP 0//40 AP 1d3 (1d3) TR Nil
Fearsome lord of the dungeon and keeper HD 6 AC 17 ML 8 LR 20
Alluring tree spirit, never moving far from ATT 1d3 bite or jolt
of treasure hoards. Cone of fire is 60' long. SP 40/100 AP 1d4 (1d4) TR E, O, S
their mother tree. 4-in-6 chance she can Electrogenetic water serpent. Jolt’s max
Speaking: 75% chance ATT 1d4 claw + 1d4 claw + 2d8 bite OR
walk into any tree and return to mother. If radius is 15'. Jolt deals Xd8 damage, where
Spells: 40% chance (two L1 spells for AR 1- breath (cone) OR spell
mother dies, dryad dies and drops a seed. X is how far the target is, in 5' increments,
2, two L2 spells for AR 3-4, two L3 spells Noble watcher of the ice-locked hinter-
for AR 5-6; two L4 spells for AR 7-8; spells lands. Cone of frost is 40' long. DWARF from the eel (eg. 2d6 if 10' away)
are cumulative as dragons age and older Speaking: 20% chance HD 1 (3) AC 16 (18) ML 8 (10) LR 50 EEL, GIANT
dragons still have their lower level spells) Spells: 5% chance (one L1 spell gained at SP 20 AP 1d8 (4d100) TR Mx5 (G, Qx20, R) HD 5 AC 14 ML 7 LR Nil
Sleeping: 20% chance each even-numbered AR) ATT 1d8 axe/crossbow (1d10 greathammer) SP 0//30 AP 1d4 (1d4) TR Nil
Sleeping: 60% chance Stocky, short creature. Well-armed, well- ATT 3d6 bite
armoured, and carrying a collection of Vicious water serpent with needle-like
DRAGONNE
mining equipment. Resistant to magic and teeth. Meat can be nutritious and plentiful.
HD 9 AC 19 ML 9 LR 40
poison. Infravision at 60'. Advantage on all
SP 50/30 AP 1 (1) TR B, S, T EEL, WEED
checks relating to dungeoneering. Lair is
ATT 1d8 claw + 1d8 claw + 3d6 bite + roar HD 1 AC 12 ML 5 LR 100
underground: 60% guarded by 5d4 wolves
Brass dragon and giant lion hybrid. Roar SP 0//50 AP 1d6 (6d10) TR O, P, R
(25%) or 2d4 brown bears (75%). Every 50,
instills weakness to all within 40' (CON ATT poison bite
there is a leader. Every 150, a cleric and a
save). All within 10' are deafened. Lasts for Camouflaged water serpent found in sea-
fighter (low-level). Every 300, two fighters
2d6 rounds. Speak the languages of brass weed patches. Bite causes death (CON
(mid-level), a cleric/fighter (high-level), and
dragons and sphinxes. save negates). Only attacks to defend lair.
two cleric/fighters (low-level).
11
EFREETI ELEPHANT, ASIATIC EYE, FLOATING FROG, GIANT
HD 10 AC 18 ML 12 LR Nil HD 10 AC 14 ML 7 LR Nil HD 1 (1d4 HP) AC 11 ML 7 LR Nil HD 2 AC 13 ML 7 LR Nil
SP 30/80 AP 1 (1) TR Nil SP 40 AP 0 (1d20) TR See below SP 100 AP 0 (1d12) TR Nil SP 10//30 AP 1d6 (5d8) TR Nil
ATT 3d8 slam ATT 2d6 gore (x2) + 2d6 stomp (x2) + 2d6 ATT hypnotize ATT 1d6 tongue + (swallow)
Smoke-wreathed being with bronzed skin. constrict Translucent fish with one, large eye. Any Massive amphibian. Can jump up to 60' to
Native to the elemental plane of fire; ene- Huge quadruped with tusks. Can be train- creature that looks at the eye must CON attack. Tongue has 10' reach. Any creature
my of the djinn. If summoned by another ed to carry equipment and/or men. Tusks save or become paralyzed. hit by tongue has opportunity to strike it.
creature, will serve them for 1,001 days or are valued at 1d6 x 100 gp each. EYE OF THE DEEP If strike succeeds, frog will retract tongue
grant three wishes. Produce flame or pyro- ELEPHANT, AFRICAN HD 11 AC 15 ML 8 LR 20 and not use it again. If creature is swall-
technics at will. Once per day, at will: HD 11 AC 14 ML 9 LR Nil SP 0//20 AP 0 (1) TR R owed, they have three chances to escape.
become invisible, assume gaseous form, detect SP 50 AP 0 (1d12) TR See below ATT 2d4 pincer + 2d4 pincer + 1d6 bite + FROG, KILLER
magic, enlarge, polymorph self, create illusion ATT 2d8 gore (x2) + 2d6 stomp (x2) + 2d6 central eye + small eyes HD 1 AC 12 ML 7 LR Nil
(visual and audial without concentraion). constrict Large aquatic-dwelling aberration with SP 20//40 AP 1d4 (3d6) TR Nil
Immunity to non-magic fire attacks. Can Larger and fiercer than the Asiatic. Can be one large eye, two small eyes, and two ATT 1d2 talon + 1d2 talon + 1d4 bite
carry up to 75 slots of items. trained to carry equipment and/or men. pincers. Central eye flashes and stuns for Cannibalistic amphibian with a penchant
ELEMENTAL, AIR Tusks are valued at 1d6 x 100 gp each. 2d4 (DEX save negates). Two small eyes for frog as well as human flesh.
HD 8 AC 18 ML 10 LR Nil ELF together create illusion or independently FROG, POISONOUS
SP 120/120 AP 1 (1) TR Nil HD 1 (2) AC 15 (17) ML 8 (10) LR 10 cast hold person and hold monster. HD 1 AC 12 ML 7 LR Nil
ATT 2d10 burst OR 2d8 whirlwind SP 40 AP 1d4 (2d100) TR N (G, S, T) SP 10//30 AP 1d4 (2d6) TR Nil
Spinning manifestation of the gale. Use a ATT 1d8 sword/bow (1d10 greatsword) ATT 1 poison
full turn to become a whirlwind: creatures Lithe humanoid with pointed ears. Moves Venomous amphibian. Attack only deals
under 3 HD caught inside save vs death. silently in forest or meadow, invisible one point of damage and delivers weak
ELEMENTAL, EARTH amongst foliage, surprising on 4-in-6. poison (CON save with advantage).
HD 8 AC 18 ML 10 LR Nil Resistant to charm and sleep spells. 2-in-6 FUNGI, VIOLET
SP 20 AP 1 (1) TR Nil chance of spotting secret and/or hidden HD 3 AC 13 ML 10 LR Nil
ATT 4d8 slam doors. Infravision 60'. Makes its homes in SP 5 AP 1d4 (1d6) TR Nil
Dominant display of earthly appendages. remote woods: 65% guarded by 2d6 giant ATT branch
Vulnerable to large amounts of water. Do- eagles. For every 20, one leader (with Small mycelic growth with 1-4 branches.
uble damage against buildings or walls. magic item). Every 40, a magic-user (low- Each branch causes flesh rot on a hit (CON
ELEMENTAL, FIRE level). Every 100, three fighter/magic- vs poison). Often found near shriekers.
HD 8 AC 18 ML 10 LR Nil users (mid-level) and a fighter/magic- ERRET, GIANT
SP 40 AP 1 (1) TR Nil
ATT 3d8 flare
Frightening column of writhing flames.
user/cleric (mid-level). Every 150, a
fighter/magic-user (high-level) and a
fighter/magic-user/cleric (high-level),
both with retainers.
F HD 1 AC 14 ML 8 LR 5
SP 50 AP 1d8 (1d12) TR Nil
ATT 1d8 bite
Vulnerable to large amounts of water. 2- Voracious hunter of rats and snakes. Are
AR, GIANT
G
in-6 chance to torch nearby flammables. ETTIN fickle and known to turn on handlers.
HD 8 AC 17 ML 9 LR Nil
ELEMENTAL, WATER HD 10 AC 17 ML 10 LR 20 FLIGHTLESS BIRD SP //100 AP 0 (1d6) TR Nil
HD 8 AC 18 ML 10 LR Nil SP 40 AP 1d4 (1d6) TR O, C (Y) HD 2 AC 13 ML 7 LR Nil ATT 5d4 bite
SP 30//60 AP 1 (1) TR Nil ATT 2d8 club (left) + 3d6 club (right) SP 60 AP 0 (2d10) TR Nil Long, toothy-jawed fish. On a critical,
ATT 5d6 jet Huge, bicephalous humanoids who stalk ATT 1d4 peck OR 2d4 kick swallow human-sized prey whole. Prey
Magically standing and coalescing wave. the night. If one head is sleeping, other is Long-legged, oversized birds with skittish has 5% chance per melee round of dying
Must stay near water source and receive 1 awake; hard to surprise. Both like to argue. behaviour. Unable to fly but fast sprinters. while inside. If prey inflicts 25% of gar’s
point damage/round for every 10' distant. hp, they rupture stomach and escape.
12
GARGOYLE GHOUL GIANT, STONE GNOME
HD 4 AC 15 ML 11 LR 20 HD 2 AC 14 ML 9 LR 20 HD 9 AC 20 ML 8 LR 30 HD 1 (2) AC 15 (17) ML 8 (10) LR 50
SP 30/50 AP 2d4 (2d8) TR Mx10 (C) SP 30 AP 1d10 (2d12) TR B, T SP 40 AP 1d3 (1d8) TR D SP 20 AP 2d4 (4d100) TR Mx3 (C, Qx20)
ATT 1d4 claw + 1d4 claw + 1d6 bite ATT 1d3 claw + 1d3 claw + 1d6 bite ATT 3d6 club + 3d10 hurl ATT 1d6 hammer (1d8 warhammer)
This lithic fiend loves to torture the help- Obscene, feral undead. Cunning hunter. Ruddy giant with crag-like skin. Hurls Small, long-nosed humanoids with beards.
less. Found in the upper recesses of stony Touch causes paralysis (CON save). If kill- rocks from 100', can catch stone missiles Organized into meticulous clans. Resistant
ruins. Attacks when least expected. ed by ghoul, become one unless blessed. (90%). Lair in cavern. 75% likely to keeps to magic and poison. Infravision 60'. 60%
GAS SPORE 1d4 cave bears as guards. chance of orienteering in dungeon. Dwells
HD 1 [1 hp] AC 11 ML 11 LR Nil GIANT, STORM in burrows and crags. 80% guarded by 5d6
SP 10 AP 1d3 (1d3) TR Nil HD 15 AC 19 ML 9 LR 55 badgers (70%), 2d4 giant badgers (20%),
ATT incubate + 6d6 explosion SP 50 AP 1d2 (1d4) TR E, Qx10, S or 2d4 wolverines (10%). For every 40, a
GIANT, CLOUD
Bulbous creature with a false eye. 5-in-6 ATT 7d6 club + 8d8 bolt leader. Every 200, two fighters and a cleric
HD 12 AC 18 ML 10 LR 40
mistaken for a beholding eye. Touch attack Mystical giant with glowing skin. Bolt (low-level). Every 300, three fighters and a
SP 50 AP 1d2 (1d6) TR E, Qx5
inc-ubates victim, spawns 2d4 spores in a once per day. Levitate twice per day with cleric (mid-level) and a low-level cleric.
ATT 6d6 club + 2d12 hurl
day. If hit, explodes violently (DEX save). Robed giant with blue skin. Surprised only 300 slots. Breathe underwater. Immune to GOAT, GIANT
GELATINOUS CUBE on 1-in-6. Hurls rocks from 80', can catch lightning. Once per day: predict weather, HD 3 AC 13 ML 7 LR Nil
HD 4 AC 12 ML 12 LR Nil stone missiles (60%). Lair in mountain call lightning, control winds, weather SP 60 AP 1d6 (1d12) TR Nil
SP 20 AP 1 (0) TR J-N, Q, 1d4 misc. castles. Keeps 1d4 spotted lions as guards. summoning. Found in isolated peaks or ATT 2d8 horns OR 3d4 charge
ATT paralyzation (+ 2d4 digest) underwater. 30% likely to keeps 1d2 rocs Large, horned herbivores grazing the hills.
GIANT, FIRE
Large jelly scavenger. Touch paralyzes (70%) or 1d4 griffons (30%) as guards (2d4 1-in-6 they feint, giving ADV on their next
HD 11 AC 17 ML 9 LR 35
(CON save) for 2d4 rounds. Surrounds sea lions if underwater). attack. Successful charge tosses PC 5'.
SP 40 AP 1d3 (1d8) TR E
victim and digests. Surprises on 3-in-6. ATT 5d6 sword + 2d10 hurl GNOLL GOBLIN
GHAST Armoured giant with red skin. Hurls rocks HD 2 (3) AC 15 (17) ML 8 LR 20 HD 1 (2) AC 14 (16) ML 7 (9) LR 40
HD 4 AC 16 ML 10 LR 10 from 80', can catch stone missiles (50%). SP 30 AP 2d4 (2d100) TR L, M (D, Qx5, S) SP 60 AP 2d6 (4d100) TR K (C)
SP 50 AP 1d6 (2d4) TR B, Q, R, S, T Immune to fire. Lair near volcanoes. Keeps ATT 1d8 spear (1d10 falchion) ATT 1d6 sword/javelin (1d8 spear)
ATT 1d4 claw + 1d4 claw + 1d8 bite 1d4 hellhounds as guards. Rapacious hyena-humanoid. Live in loose Small, pallid being with cruel eyes. Tribal
Stenching undead. All in 10' radius start to bands with shifting allegiances. 85% of affiliations. Weak in sunlight. 25% chance
GIANT, FROST
vomit, gaining disadvantage on attacks clans are underground (30% guarded by of spotting changes in dungeon. Dwells in
HD 10 AC 16 ML 9 LR 30
(CON save). Touch causes paralyzation 1d3 trolls). If above-ground 65% guarded caverns. 60% guarded by 5d6 wolves. For
SP 40 AP 1d3 (1d8) TR E
(CON save). Vulnerable to cold iron. Often by 4d4 hyenas (80%) or 2d12 giant hyenas every 40, one leader. Every 200, a low-
ATT 4d6 axe + 2d10 hurl
found with groups of ghouls. (20%). 1 captive for every 10 gnolls. For level fighter. 25% mounted on dire wolves.
Helmed giant with pale skin. Immune to
every 20, a leader. Every 100, a 4 HD
GHOST cold. Hurls rocks from 80', can catch stone
chieftain and 2d6 guards.
HD 10 AC 12 (20) ML 10 LR 25 missiles (40%). Lair near glaciers. Keeps
SP 30 AP 1 (1) TR E, S 1d6 winter wolves as guards.
ATT magic jar + (touch) GIANT, HILL
Spirit of an evil being. On sight, humanoid HD 8 AC 16 ML 8 LR 25
beings age ten years and flee for 2d6 turns SP 40 AP 1d3 (1d10) TR D
(INT save). Magic jar traps being inside ATT 2d8 club + 2d8 hurl
container. Only harmed by ethereal beings Crude giant with hairy skin. Hurls rocks
or weapons, until materialized. Once from 80', can catch stone missiles (30%).
material, gains AC 20 and touch attack Lair underground. 50% likely to keep 2d4
(ages creature 10-40% of their lifetime). dire wolves, 1d3 giant lizards, or 2d4 ogres.
13
GOLEM, CLAY ALFLING HIPPOGRIFF
HD 10 AC 13 ML 12 LR Nil
SP 20 AP 1 (1) TR Nil
ATT 3d10 slam
H HD 1 (2) AC 13 (15) ML 8 LR 70
SP 30 AP 2d4 (3d100) TR K (B)
ATT 1d6 spear/bow (1d8 sword)
HD 3 AC 15 ML 8 LR 10
SP 60/120 AP 1d4 (2d8) TR Qx5
ATT 1d6 claw + 1d6 claw + 1d10 beak
Huge animated construct crafted by a po- Jovial, short humanoid with rustic knacks. Horse-eagle monstrosity. Sworn enemies
werful cleric. Harmed by blunt and magic Afraid of water. Resistant to magic and to other horse hybrids. 35 slots. Eggs are
attacks. Vulnerable to earth-related spells. poison. Quiet and adept at hiding. Invisi- 1000 gp. Fledglings are 2000-3000 gp.
GOLEM, FLESH ble in vegetation. Surprise on 4-in-6. HIPPOPOTAMUS
HD 8 AC 18 ML 12 LR Nil Dwells in the bucolic countryside. Guard- HD 8 AC 14 ML 8 LR Nil
SP 20 AP 1 (1) TR Nil ed by 1d4 wild dogs per halfling. Every 30, SP 30//40 AP 0 (2d6) TR Nil
ATT 2d8 slam + 2d8 slam two leaders. Every 90, a low-level fighter. ATT 2d6 bite (3d6 bite)
Patchwork horror of flesh crafted by a po- Every 150, six low-level fighters. Dweller of shallow, tropical waterways.
werful wizard. Only harmed by magical HARPY Bulls have stronger bite. Every 4, a bull.
attacks. Vulnerable to fire and cold magic. HD 3 AC 13 ML 7 LR 25 50% of tipping boats/canoes.
GOLEM, IRON SP 20/50 AP 1d8 (2d6) TR C HOBGOBLIN
HD 16 AC 17 ML 12 LR Nil ATT 1d3 claw + 1d6 knife + call HD 1 (2) AC 15 (17) ML 8 (10) LR 25
SP 20 AP 1 (1) TR Nil Vicious winged humanoids. Those who SP 30 AP 1d6 (2d100) TR J, M, (D, Qx5)
ATT 4d10 sword hear the call are drawn near (WIS save). ATT 1d8 mace/crossbow (1d10 greataxe)
Gleaming metal titan crafted by powerful Casts charm once prey is near then Large, nasty goblinfolk. Attacks elves first.
GREEN SLIME
wizard. Only harmed by magical attacks. tortures, kills, and eats it. Those that dwell If tribes meet, 85% chance of taunting, 15%
HD 2 AC 11 ML 12 LR Nil
Vulnerable to electrical magic and rust. on the coast are called sirens. open fighting. Love to eat bone marrow.
SP 0 AP 1d3 (1d3) TR E
GOLEM, STONE ATT drip HELL HOUND Rule over and lead orcs and goblins. If
HD 12 AC 15 ML 12 LR Nil Slime attached to the ceiling. Touch attack HD 5 AC 16 ML 9 LR 30 above ground (20%), lair will be a palisade
SP 20 AP 1 (1) TR Nil turns creature into green slime in 1d4 SP 40 AP 1d6 (2d4) TR C fortress with 3-6 towers, 4 catapults, and 1
ATT 3d8 slam rounds unless cut out, frozen, cured, or ATT 1d10 bite + breath ballista per 50 warriors. If underground
Gleaming metal titan crafted by powerful burned. Eats wood and armour/weapons Gruesome, flame-snouted canine. lair, guarded by 2d6 carnivorous apes
wizard. Only harmed by magical attacks. (2 quality/round). Surprises on 4-in-6. Only surprised on a 1- (60%). For every 20, a leader. Every 100, a
Vulnerable to stone transformation spells. in-6. Locates hidden and invisible creatures low-level fighter with 5d4 guards.
GRIFFON
3-in-6. Breath scorching nearby target for HOMONCULOUS
GORGON HD 7 AC 17 ML 8 LR 25
5 damage (DEX save). HD 6 AC 14 ML 8 LR Nil
HD 8 AC 18 ML 8 LR 40 SP 40/100 AP 1d4 (2d6) TR C, S
SP 40 AP 1d4 (1d4) TR E ATT 1d4 claw + 1d4 claw + 2d8 beak HERD ANIMAL SP 20/60 AP 1 (1) TR Nil
ATT 2d12 ram OR breath Half-eagle, half lion. Crave horsemeat. Can HD 3 AC 12 ML 6 LR Nil ATT 1d3 bite (+ sleep)
Bull-like monster with iron hide. Breath be tamed to make bold steeds. 50 slots. SP 70 AP 0 (2d100) TR Nil Small impish slave. If bite attack hits,
(4/day) attack is 5' tall x 20' wide x 10' Fledglings are 5000 gp. Eggs are 2000 gp. ATT 1d8 charge OR 2d10 trample target falls asleep (vs WIS) for 1d3 turns.
long cloud of turn to stone (DEX save). Ox, giraffe, deer or any type of animal that Stays within 160' of master and obeys
GROANING SPIRIT (BANSHEE)
lives in groups. If large herd is startled, will commands. Formed in 1d4 weeks from
GRAY OOZE HD 7 AC 20 ML 11 LR 10
trample anything in its path. blood and gold (5d4 x 100 gp), then three
HD 3 AC 12 ML 12 LR Nil SP 50 AP 1 (1) TR D
HIPPOCAMPUS spells: mend, mirror, wizard eye. If killed,
SP 5 AP 1d3 (1d3) TR E ATT 1d8 touch + wail
HD 4 AC 15 ML 8 LR Nil owner suffers 2d10 damage.
ATT 2d8 touch Disembodied soul of evil female elf. Roams
Drab slime appearing as stone. Unaff- lonely wilds. Sight causes fear (WIS save). SP 80 AP 0 (2d4) TR Nil HORSE, DRAFT
ected by spells, heat, or cold. Harmed by Wail (once per day, only in darkness) ATT 1d4 kick HD 3 AC 13 ML 6 LR Nil
lightning and normal weapons. Touch causes death to hearers in 10' (CHA save). Front half horse, back half fish. Fins SP 40 AP 0 (1) TR Nil
attack deals damage to bare flesh and dis- Immune to cold, electricity, charm, sleep, or instead of hooves. Favoured aquatic steed ATT 1d3 kick
solves armour/weapons (3 quality/round). hold spells. Slain by exorcisms. amongst water-dwelling humanoids. Used to pull wagons and ploughs. 80 slots.
14
HORSE, HEAVY HYENA, GIANT INVISIBLE STALKER KOBOLD
HD 3 AC 13 ML 9 LR Nil HD 5 AC 13 ML 7 (8) HD 8 AC 17 ML 12 LR Nil HD 1 [1d4 hp] AC 13 (14) ML 6 (8) LR 40
SP 50 AP 0 (1) TR Nil SP 40 AP 2d4 TR Nil SP 40 AP 1 (1) TR Nil SP 20 AP 4d4 (4d100) TR J (O, Qx5)
ATT [1d8 kick + 1d8 kick + 1d3 bite] OR ATT 3d4 bite ATT 4d4 slam ATT 1d4 short-sword/club (1d6 spear)
charge Large, primeval hyena. Twice as ugly. Air elemental conjuration. Can be summo- Short, scaled dog-men in war-tribes. Weak
Bred for the fray of battle. 75 slots. Can ch- MP ned and seen with magic. Seeks to escape in sunlight. Inhabit decaying forests or
arge 80', doubling rider's damage.
HORSE, LIGHT
HD 2 AC 13 ML 7 LR Nil
I HD 2 AC 18 ML 9 LR Nil
SP 20/60 AP 1 (1) TR O
ATT 1d4 tail
servitude, but must obey its master.
IXITXACHITL
HD 1 (4) AC 14 (16) ML 7 (8) LR 60
underground lairs. 65% guarded by 1d4
wild boars (70%) or 1d4 giant weasels
(30%). Every 40, a leader. Every 200, a
low-level fighter.
SP 80 AP 0 (1) TR Nil Annoying minor devil. Can polymorph into SP //40 AP 0 (1d100) TR (P, R, S)
ATT 1d4 kick + 1d4 kick a spider, raven, rat, or goat at will. ATT 3d4 tail (1 Level drain and regenerate)
Can ride swift and far. 50 slots. Regenerates 1 hp per round. Tail attack is Wise, evil ray found in tropical seas. Every
fatally poisonous (CON save). Detect good 30, a cleric. Every 50, a vampiric leader.
HORSE, MEDIUM
and detect magic at will. Suggestion once per
HD 2 AC 13 ML 8 LR Nil ACKAL
J
day. Unharmed by cold, fire, and lightning.
SP 60 AP 0 (1) TR Nil HD 1 AC 13 ML 7 LR Nil
ATT 1d6 kick + 1d6 kick + 1d3 bite INTELLECT DEVOURER SP 40 AP 1d4 (1d6) TR Nil
Used for light cavalry or mounted archers. HD 6 AC 16 ML 10 LR 60 ATT 1d2 bite
65 slots. SP 50 AP 1d2 (1d2) TR D Small canine scavengers. Always gnawing.
ATT 1d4 claws (x4) + 1d8 psionic blast
HORSE, PONY JACKALWERE (see Lycanthrope)
A brain with four claws. Senses and hunts
HD 1 AC 13 ML 6 LR Nil JAGUAR (see Cat)
psionics users. Psionic blast deals damage
SP 40 AP 0 (1) TR Nil
to INT (or ego whip/id insinuation). Once I-RIN
ATT 1d2 kick
Halfling steed. 30 slots.
HORSE, WILD
HD 2 AC 13 ML 7 LR Nil
prey dies, it becomes disguise for the
monster. Adept at hiding in shadows.
Immune to normal weapons and most
spells. Scared by bright lights.
K HD 12 AC 25 ML 9 LR 5
SP 80/160 AP 1 (1) TR I, S, T
ATT 2d4 kick + 2d4 kick + 3d6 horn
Unicorn with golden hide (2500 gp) which
SP 80 AP 0 (3d10) TR Nil dwells amongst the clouds in solitude.
INSECT SWARM
ATT 1d3 kick OR 1d20 stampede Occasionally help humans in defeating
HD 3 AC 13 ML 11 LR Nil
Untamed and built light. 60 slots. evil. Once per day: create food, create water,
SP 10/20 AP 1 (1d3) TR Nil
HYDRA ATT 1d4 swarm create soft goods or wood items, create metal
HD 5-12 AC 15 ML 9 LR 20 Writhing mass of vicious bugs. 20' x 20' items, illusion, asssume gaseous form, wind
SP 30 AP 1 (1) TR B area. Only harmed by fire, cold, water, walk, call lightning, and summon weather.
ATT 1d8 bite (per head) smoke, magic. Swarm auto-damages. Knows 9 L1 spells, 8 L2 spells, 7 L3 spells, 6
Giant, polycephalous reptile. Roll 1d8+4 to L4 spells, 5 L5 spells, 4 L6 spells, 3 L7
determine HD and number of heads. Each spells, 2 L8 spells, and 1 L9 spell. Casts as
head has one HD’s worth of hp. Once all 18th level magic-user.
heads are severed, it dies. KILLER BEE
HYENA HD 1 [2 hp] AC 12 ML 9 LR See below
HD 3 AC 13 ML 6 (7) LR Nil SP 20/50 AP 1d6 (5d6) TR Honey
SP 40 AP 2d6 TR Nil ATT 1d3 sting
ATT 2d4 bite Sting attack causes death (CON save).
Vile scavengers with horrible laugh. Stinger takes 1 round to pull out, or causes
1 damage each round. If 10 or more, a hive
with a queen. Hive honey heals 1d4 hp.
15
AMIA LEECH, GIANT LIVING STATUE, CRYSTAL
L HD 9 AC 17 ML 9 LR 60
SP 80 AP 1 (1) T D
ATT 1d4 knife + touch
HD 3 AC 11 ML 10 LR Nil
SP 10 AP 1d4 (1d4) T Nil
ATT 1d6 bite
HD 3 AC 15 ML 11 LR Nil
SP 30 AP 1d6 (1d6) TR Nil
ATT 1d6 fist (x2)
Frightful human female with snake body. Oily bloodsucker. Until surfacing, only 1% Tall, quartz-bound protector. Indistinct
Touch attack drains 1 point of WIS. When chance to detect leech’s anesthitizing bite. until it moves. Not affected by sleep.
WIS reaches 2, creature obeys the lamia. After successful attack, drains 3 hp/round. LIVING STATUE, IRON
Knows charm, mirror image, and illusion. 50% loss of hp causes weakness in victim. HD 4 AC 17 ML 11 LR Nil
LAMMASU LEOPARD (see Cat) SP 10 AP 1d4 (1d4) TR Nil
HD 7 AC 14 ML 10 LR 30 LEPRECHAUN ATT 1d8 fist (x2)
SP 40/80 AP 1d4 (2d4) TR R, S, T HD 1 (2 hp) AC 12 ML 6 LR Tall, iron-bodied protector. Indistinct until
ATT 1d6 claw + 1d6 claw + spell SP 50 AP 1 (1d20) TR F it moves. Not affected by sleep. If attacked
Half-lion, half eagle with a man’s head. ATT none by non-magical metal weapon, attacker
Champion of good that is friendly to all Mischevious, tiny fairy. Keen hearing, must make DEX save or weapon will stick
good creatures. At will: become invisible never surprised. At will: become invisible, to living statue until it is killed.
and/or dimension door. Double-strength polymorph non-living objects, create illusions, LIVING STATUE, ROCK
protection from evil with 10' radius. Knows and use ventriloquism. Often (75%) steals HD 5 AC 15 ML 11 LR Nil
(cleric) 4 L1 spells, 3 L2 spells, 2 L3 spells, valuables then becomes invisible and flees. SP 20 AP 1d3 (1d3) TR Nil
and 1 L4 spells. Cure wounds spells cast at If chased, might (25%) drop valuables. ATT 2d6 magma (x2)
double-strength. Casts as 4th level cleric. Tall, rock-borne protector. Indistinct until
10% can cast holy word. LEUCROTTA
HD 6 AC 16 ML 10 LR 40 it moves. Not affected by sleep. Filled with
LAMPREY SP 60 AP 1d4 (1d4) TR D magma, which blasts with each attack.
HD 1 AC 13 ML 7 LR Nil ATT 3d6 kick LIZARD, DRACO
SP //40 AP 1d2 (1d2) TR Nil Grotesque, boney quadruped. Can imitate HD 4 AC 14 ML 7 LR 40
ATT 1d2 bite human voice. Most creatures cannot bear SP 40/70 AP 1d4 (1d8) TR J, K, M, Q, X
Blood-sucking eel. After successful attack, its sight. If retreating, kicks while fleeing. ATT 1d10 bite
drains 2 hp/round. Flying lizard the height of a man. Found
LICH
LAMPREY, GIANT HD 12 AC 20 ML 11 LR 90 above ground in temperate regions,
HD 5 AC 14 ML 8 LR Nil SP 20 AP 1 (1) TR A underground in arctic or tropics.
SP //30 AP 1d4 (1d4) TR Nil ATT 1d10 touch LIZARD, FIRE
ATT 1d6 bite Powerful eldritch eidolon. Kept alive by HD 10 AC 17 ML 9 LR 50
Huge blood-sucking eel. After successful weird magicks and a hidden phylactery. SP 30 AP 1d4 (1d6) TR B, Qx10, S, T
attack, drains 10 hp/round. Only harmed by magic or creatures with 6 ATT 1d8 claw (x2) + 2d8 bite + 2d6 breath
LARVA or more HD. Sight causes fear in creatures (cone)
HD 1 AC 13 ML 9 LR 100 with 4 HD or less. Touch paralyzes (WIS Great grandfather of the winged worm.
SP 20 AP 0 (4d10) TR Nil save). Sight panics. Casts as 18th-level 50% in deep slumber. 10% lair will have
ATT 1d4 magic-user. 3d4 known spells. Immune to 1d4 eggs (5000 gp each). Breath is flame 5'
Greedy worm-souls wallowing in Hades. charm, sleep, enfeeblement, polymorph, cold, at end and 10' long (DEX save halves).
Highly sought after as spell components lightning, insanity, or death spells/symbols. Immune to fire attacks. Live 100 years.
by evil magicians, demons, and devils. LION (see Cat)
16
LIZARD, GECKO LIZARD MAN
HD 3 AC 14 ML 7 LR 20 HD 2 AC 15 (16) ML 7 LR 30
SP 40 AP 1d6 (1d10) TR J, K, M, Q, X SP 20//40 AP 2d4 (4d10) TR D
ATT 1d8 bite ATT [1d2 (x2) claw + 1d8 bite] OR [1d6
Blue and orange coloured lizard the height javelin + 1d8 club]
of a man. Nocturnal hunters that climb, Semi-aquatic lizard humanoid. Found in
wait in ambush, then drop on their prey. small tribes sometimes (35%) dwelling
LIZARD, GIANT underwater. Relish feasts of human flesh.
HD 3 AC 15 ML 8 LR Nil 10% chance evolved: dwell in mud huts
SP 50 AP 1d8 (2d6) TR Nil and able to use tools, weapons, shields.
ATT 1d8 bite
Remarkably massive. Waiting in swamps
for distracted prey. Can engulf humans on
critical hit, causing double damage.
LIZARD, HORNED CHAMELEON
HD 5 AC 17 ML 7 LR 30
SP 40 AP 1d3 (1d6) TR J, K, M, Q, X LOCATHAH
ATT 2d4 bite + 1d6 horn + tail HD 2 (4) AC 14 (15) ML 7 (8) LR 10
Big lizard that camoflagues with ease. To- SP //40 AP 1d6 (2d100) TR A
ngue is 5' and will pull in prey on success- ATT 1d6 spear (1d8 trident)
ful hit (automatic bite). Tail can knock Marine humanoids who wander shallow
creatures down. Surprises on roll of 5-in-6. brines. Excellent fishers. Every 40, a lea- LYCANTHROPE, JACKALWERE LYCANTHROPE, WERERAT
LIZARD, MINOTAUR der. Every 120, a mid-level fighter. Moun- HD 4 AC 16 ML 8 LR 30 HD 3 AC 14 ML 8 LR 30
HD 8 AC 15 ML 7 LR 80 ted on giant eels. Lair is sea-floor strong- SP 40 AP 1d4 (1d4) TR C SP 40 AP 2d8 (4d6) TR C
SP 20 AP 1d8 (2d6) T J-N, Q, C(magic) hold. Guarded by 4d4 weed eels and ATT 2d4 bite OR gaze ATT 1d6 bite OR 1d8 sword
ATT 2d6 claw (x2) + 3d6 bite deadly man-o-war jellyfish traps (50%). Jackal-wolf shapeshifter. Gaze causes sleep Human-rat shapeshifter. At home in the
Giant reptile found in warm climes. Surpr- LURKER ABOVE (INT save). With 1d8 jackals (20%). tunnels underneath cities. Surprises on 4-
ises on 4-in-6. Can chomp man-sized crea- HD 10 AC 6 ML 10 LR 50 LYCANTHROPE, WEREBEAR in-6. Captures prey for ransom or to eat
ture on a critical hit, rendering it helpless SP 5/30 AP 1d4 (0) TR C, Y HD 10 AC 18 ML 10 LR 10 later. Can summon 2d6 giant rats.
against the bite attack next round. ATT 1d6 smother per round SP 30 AP 1d4 (1d4) TR R, T, X LYCANTHROPE, WERETIGER
LIZARD, SUBTERRANEAN Large, stone-coloured mantle. Attaches to ATT 1d4 claw (x2) + 2d4 bite HD 6 AC 17 ML 9 LR 15
HD 6 AC 15 ML 7 LR 20 ceiling. Falls on passing prey. Smothered Human-bear shapeshifter. If both claws SP 40 AP 1d6 (1d6) TR D, Qx5
SP 40 AP 1d6 (2d4) TR O, P, Qx5 prey can only fight with small weapons. hit, 2d8 hug attack. If alone, accompanied ATT 1d4 claw (x2) + 1d12 bite
ATT 2d6 bite LYCANTHROPE (CREATURE TYPE) with 1d6 brown bears (50%). Calls 1d6 Human-tiger shapeshifter. If two claws
Pale, red-eyed lizard found underground. RES nil brown bears to arrive in 2d6 turns. Heals hit, will rake with both back claws for 1d4
Able to climb on ceilings. Can rend prey on VUL silver, magic, wolfsbane (flee) at three times normal rate. each. Can speak to all types of cats.
a critical hit, causing double damage. IMM normal weapons LYCANTHROPE, WEREBOAR LYCANTHROPE, WEREWOLF
LIZARD, TUATARA NORMAL nil HD 5 AC 16 ML 9 LR 20 HD 4 (5) AC 15 (17) ML 8 (9) LR 25
HD 6 AC 15 ML 6 LR 50 Disease: Lycanthropy is spread through SP 40 AP 1d6 (2d4) TR B, S SP 50 AP 1d8 (2d6) TR B
SP 30 AP 1d2 (1d4) TR K-N, Q, X the attacks of lycanthropes. If creature ATT 2d12 gore ATT 2d4 bite
ATT 1d4 claw (x2) + 2d6 bite loses half or more hp during battle with Human-boar shapeshifter. Scourge of the Human-wolf shapeshifter. Suprises on 3-
Huge toad-iguana hybrid with spike-back. one, they become a lycanthrope in 2d12 bushy scrub. With 1d8 wild boar (15%). in-6. Packs of 6 or more have a leader. If in
Can slide membrane over eyes, allowing it days. In half this time, signs will show. human form, werewolf’s lycanthropy is
to switch between normal and infravision. Belladonna is a possible cure (25%). hard to recognize.
17
LYNX, GIANT (see Cat) MEN (CREATURE TYPE) MEN, BANDIT (BRIGAND) MEN, DERVISH (NOMAD)
AMMOTH Hit Dice: Men use 1d6 for Hit Dice. HD 1 (9) AC 14 (17) ML 8 LR 20 HD 1 (11) AC 14 (16) ML 9 LR 10
M HD 13 AC 15 ML 8 LR Nil
SP 40 AP 0 (1d12) T Nil
ATT 3d6 tusk (x2) +
Magic Items: Leaders of men will have a
5% chance per level of carrying magic
armour, weapons, potions, scrolls, rings,
wands, staffs, rods, etc. that pertain to
SP 40 AP 1d8 (2d100) TR M (A)
ATT 1d6 sword/bow (1d8 longsword)
Waylayer and thief. Hidden camp retains
2d10 important prisoners and, if brigands,
SP 40 AP 1d8 (3d100) TR J (Z)
ATT 1d8 scimitar/bow
Pious wanderer of the desert and steppe.
Always mounted. Never checks morale in
2d8 stomp (x3)
Massive hairy beast with curving tusks. their class. 5d6 slaves. Every group will have a ;eader combat, but will parley (90%) with groups
Choose 2 of the 5 attacks. Tusks are 50% Chaotic/Evil Type: If the creature entries (bandit king). Every 20, a low-level fighter. of similar strength. Dwell in bedouin tents.
larger and pricier than elephant tusks. have an alternate name in brackets, that is Every 50, a fighter, a magic-user (25%), Every group will be led by a mid-level
the chaotic/evil version. and a cleric (15%) (mid-level). cleric. Every 30, and every 40, a low-level
MANTICORE fighter. Every 50, and every 60, a mid-level
HD 6 AC 16 ML 9 LR 20 MEN, ACOLYTE MEN, BERSERKER
HD 1 AC 17 ML 7 LR Nil HD 1 (10) AC 13 (14) ML Nil LR 10 fighter. Every 50, mide-level cleric (15%)
SP 40/60 AP 1d4 (1d4) T E and mid-level magic-user (15%).
ATT 1d3 claw (x2)+ 1d8 bite + tail SP 20 AP 1d8 (1d20) TR J, K, M, Q, X SP 40 AP 1d6 (1d100) TR K (B)
Lion-body, bat-wings, man-face. Can ATT 1d6 mace ATT 1d8 axe/javelin (1d10 greataxe) MEN, MEDIUM
shoot 6 tail spikes, 1d6 per hit, (max four Novice priest. Offers prayers for a tithe. If Seeker of battle, blood, and death. Either HD 1 (4 hp) AC 10 ML 7 LR 5
volleys). Each spike takes 10 minutes to four or more, led by a low-level cleric. attacks twice or gets advantage to one SP 40 AP 1d4 (1d12) TR K-N, Q, X
remove and weighs as a dagger. attack. Berserkers never make morale ATT 1d4 dagger OR spell
checks. Every group will have a leader Initiate magician. Spell is random. Led by
MASHER (war chief). Every 10, 20, 30, 40, a low- low-level magic-user (50%).
HD 8 AC 13 ML 9 LR Nil level fighter, and every 50, a mid-level
SP 30 AP 0 (2d4) T E MEN, MERCHANT
fighter. Every 10, a mid-level cleric (50%). HD 1 AC 15 ML 7 LR Nil
ATT 5d4 mash + spine (defense)
Serpentine fish that feed on coral reefs. MEN, BUCCANEER (PIRATE) SP 40 AP 1d8 (3d100) TR Special
Will only attack if threatened. Has 6 spines HD 1 (9) AC 13 (15) ML 8 LR 90 ATT 1d6 sword OR 1d4 sling
which will inject anyone closing into SP 40 AP 1d8 (3d100) TR K (W) Travelling haberdasher and hawker. Mer-
melee with a fatal poison (CON save). ATT 1d6 rapier/shortbow (1d8 falchion) chants have treasures J, K, L, M, N, and Q
Sailor-mercenaries of the waterways. Ship with them. Caravan has hidden chest with
MASTODON is their lair. Holding 1d4 prisoners. Every 1d6 x 1000 gp in gems and coins. Trade
HD 12 AC 14 ML 8 LR Nil group will have a leader (captain). Every goods worth 1d6 x 10,000 gp (1 wagon
SP 50 AP 0 (1d12) T Nil 50, a low-level fighter. Every 100, a mid- required for every 5000 gp). Travel in
ATT 2d8 tusk (x2) + 2d6 stomp (x3) level fighter. Every 50, a high-level cleric caravans, where 10% are merchants, 10%
Gigantic woolly beast with large tusks. (15%) and a mid-level magic-user (10%). are drivers, and 80% are guards. Guards
Choose 2 of the 5 attacks. Tusks are of led by mid-level fighter. Every 50, mid-
same size/value as mammoths. MEN, CAVEMAN (TRIBESMAN)
HD 1 (6) AC 12 (14) ML 8 LR 40 level magic-user (10%), mid-level cleric
MEDIUM (see Men) SP 40 AP 1d6 (1d100) TR See below (5%), mid-level thief (15%)
MEDUSA ATT 1d6 club/rock (1d8 spear) MEN, NOBLE
HD 6 AC 15 ML 8 LR 50 Savage prehistoric humanoid. Frightened HD 3 AC 17 ML 8 LR 70
SP 30 AP 1d3 (1d3) T P, Qx10, X, Y by fire. Cavemen dwell in many-roomed SP 20 AP 2d6 (2d6) TR Special
ATT 1d4 bite OR gaze caves. Tribesmen dwell in huts and keep ATT 1d8 sword (1d10 lance)
Vengeful humanoid with serpent-hair. slaves. Treasure (5% chance for every 10 Local highborn. Has a castle nearby (2d6
Bite poisons (CON save). Gaze will turn cavemen) is a mixture of tusks (2d6 x 1000 miles). Always with squire (low-level figh-
creatures within 10' to stone (WIS save). If gp), raw gold (1d100 x 4 gp), and uncut ter), the rest are hirelings. Treasure is K-N,
gaze is reflected, medusa turns to stone. gems (1d100 x 10 gp). Every group will Q, X (roll each letter 3 times). If outdoors,
Can use gaze on astral/etheral planes. have a leader (chief). Every 10, a low-level entire group may be mounted (25%).
fighter and a low-level cleric (10%).
18
MEN, NORMAL HUMAN MIND EATER MULE NEO-OTYUGH
HD 1 (1d4 hp) AC 10 ML 6 LR 90 HD 8 AC 15 ML 10 LR 50 HD 3 AC 13 ML 8 LR Nil HD 10 AC 20 ML 9 LR Nil
SP 40 AP 1d4 (1d20) TR J, K, M SP 40 AP 1d4 (1d4) T B, S, T, X SP 40 AP 0 (1) TR Nil SP 20 AP 1 (1) TR See below
ATT 1d6 staff ATT strike (x4) OR 1d8 INT blast ATT 1d4 kick + 1d6 ram ATT 2d6 rend (x2) + 1d3 bite
Regular human. Does not seek out danger. Ugly humanoid with tentacled face. Hates Horse-donkey cross-breed. 20 slots. Unlike Bigger, smarter, and more aggressive
5% carry 1d4 gems or 1 magic item. sunlight, feeds on brains. If a strike hits, horse, it can be taken into dungeons. otyugh. Strong telepathic skills. Often
MEN, PILGRIM creature draws out victim’s brain in 1d4 MUMMY guards treasure for a partner. If guarding
HD 1 AC 15 ML 7 LR Nil rounds. Can cast levitation, dominate, ESP, HD 6 AC 17 ML 8 LR 80 treasure, use partner's treasure type.
SP 40 AP 1d6 (1d100) TR J-N, Q body equilibrium, astral projection, and SP 20 AP 2d4 (2d4) TR D NIGHT HAG
ATT 1d6 sword OR 1d4 sling probability travel as 7th-level magic-user. If ATT 1d12 slam (+ rot) HD 8 AC 11 ML 10 LR Nil
Devotees en route to holy place. Might be combat is going poorly for mind flayer, it Enbalmed, wrapped undead. If attack hits, SP 30 AP 1 (1) TR I, S
mounted (25%) or carrying relic (5%). will flee, disregarding treasure or allies. rot sets in and victim loses 2 CHA per mon- ATT 2d6 claw + spell
Always accompanied by 5 low-level clerics MINOTAUR th, dying in 1d6 months. Only harmed by Rulers in Hades, visiting the material plane
and 2 mid-level clerics. Every 10, 1d10 low- HD 6 AC 14 ML 11 LR 20 magical weapons, which only do half in search of souls to make larva. At will:
level fighters (10%) and a mid-level magic- SP 40 AP 1d8 (1d6) T C damage. All within 20' are under fear spell. sleep, magic missile (x3 per day, 2d8
user (5%). 1d6 low-level thieves and a mid- ATT 2d4 greataxe + [2d4 ram OR 1d4 bite] AGA, GUARDIAN damage), ray of enfeeblement (x3 per day),
level monk (25%). Roll 1d3 for alignment:
lawful, neutral, or chaotic.
MEN, VETERAN
Taurine humanoid. Attacks without fear.
Cannot be surprised. 3-in-6 track by scent.
Love to roam tight, maze-like corridors. N HD 11 AC 17 ML 9 LR 75
SP 50 AP 1d2 (1d2) TR H
ATT 1d6 bite + 2d4 constrict
become ethereal, detect alignment, poly-
morph self as 12th-level caster. Open gate
(50%) and summon type I demon or
barbed devil (50%/50%). Requires silver,
HD 2 AC 18 ML 9 LR Nil MOLD, BROWN Serpent-protector of lawful shrines. Bite is
SP 20 AP 2d4 (2d6) TR K-N, Q, X HD 1 AC 11 ML 12 LR Nil poisonous. Can also spit poison up to 10', iron, or +3 weapon to harm the hag.
ATT 1d8 longsword SP 0 AP 1 (1) TR Nil which is fatal (CON save). 2 L1 spells, 2 L2 Unaffected by sleep, charm, fear, fire, and
Men-at-arms on leave or off to war. ATT 1d8 drain spells, 1 L3 spell, 1 L4 spell. Casts as 6th- cold spells. Periapt allows astral projection,
Patch of heat-draining mycelia. If level cleric. cure disease, and +2 on saving throws. If
creature/torch/flame is in 5', drains heat used by lawful creature, decays.
NAGA, SPIRIT
(1d8, automatic) and doubles in HD/size. HD 9 AC 16 ML 8 LR 60 NIGHTMARE
MERCHANT (see Men) MOLD, YELLOW SP 40 AP 1d3 (1d3) TR B, T, X HD 6 AC 24 ML 11 LR Nil
HD 2 AC 11 ML 12 LR Nil ATT 1d3 bite + gaze SP 50/120 AP 1 (1) TR Nil
MERMAN ATT 2d4 bite + 1d10 kick (x2)
HD 1 AC 13 ML 8 LR 25 SP 0 AP 1 (1) TR Nil Malevolent serpent-being. Bite is
ATT 1d8 digest OR spores poisonous. Gaze charms (WIS save). 4 L1 Fuming, flaming hell horse. Ridden by
SP 5//60 AP 1d6 (2d100) T C, R demons and devils. Due to smoke, all in 5'
ATT 1d6 trident Patch of enzymatic mycelia. If touched, 3- spells, 2 L2 spells, 1 L3 spell as 5th-level
in-6 chance that spores release. Anyone in magic-user. 2 L1 spells and 1 L2 spells as have disadvantage on their attacks.
Humanoid with a fish's tail. Hunters,
gatherers, and herders of the sea. For every spore cloud dies (CON save). 4th-level cleric. NIXIE
20, a leader. 3d6 barracuda as guards. MORKOTH NAGA, WATER HD 1 (2 hp) AC 13 ML 6 LR 95
HD 7 AC 17 ML 9 LR 100 HD 7 AC 15 ML 8 LR 45 SP 20//40 AP 1d4 (4d20) TR C, Q
MIMIC ATT 1d6 javelin OR charm
HD 8 AC 13 ML 10 LR Nil SP 60 AP 1 (1) T G SP 40//60 AP 1d4 (1d4) TR D
ATT charm + 1d10 bite ATT 1d4 bite Water spirits dwelling in lakes. Sometimes
SP 10 AP 1 (1) T Nil venture onto land. Scared of flames. Will
ATT 3d4 slam Aberration of the deep waters. Will charm Unaligned water serpent. Do not attack
victim by hypnosis, then devour it. Charm- unless threatened. Bite is poisonous. 4 L1 attempt to ensare humans by charm (WIS
Shapeshifting carnivores. Pose as chests, save). Can summon 1d100 fish.
doors, furniture, and any other objects. La- ed victim will not feel the morkoth’s bite. spells, 2 L2 spells, 2 L3 spells, and 2 L3
rger kind attacks on sight, smaller asks for Spells bounce off morkoth and direct back spells as 5th-level magic-user. NOBLE (see Men)
food. Slam secretes tenacious glue. to caster (or others if area effect). If target NEANDERTHAL (see Men) NORMAL HUMAN (see Men)
of dispel magic, 50% chance of working.
19
NYMPH ORC PIXIE
HD 3 AC 11 ML 7 LR 100 HD 1 (2) AC 14 (16) ML 8 (9) LR 35 HD 1 (2 hp) AC 15 ML 7 LR 5
SP 40 AP 1d4 (1d4) TR Qx10, X SP 30 AP 2d4 (3d100) TR L (C, O, Qx10, S) SP 20/40 AP 1d10 (5d4) TR R, S, T, X
ATT spell ATT 1d8 axe/bow (1d10 greataxe) ATT 1d4 dagger/bow OR spell
Alluring spirit of nature. Dislikes intrusion. Hideous, aggressive humanoid. Weaker in Miniscule, magical beings. Naturally
Dimension door once per day. Can cast 4 L1 daylight. Bullies goblins and raids villages. invisible. Arrows cause sleep or memory
spells, 2 L2 spells, 2 L3 spells, and 1 L4 spell 75% start to infight unless leader present. loss (WIS save). Can cast: become visible,
as 7th-level cleric. Sight of one causes Notices underground oddities (35%). Lair polymorph self, create illusion, know align-
blindness (WIS save). Friendly towards has a chief (3 HD), 1d4 ogres (50%), and ment, and confusion (permanent). Once per
high CHA creatures. strong defenses. If not in lair, may have day: dispel magic (L8), dancing lights, ESP,
CHRE JELLY tribute train of 1d6 carts, goods (1d100 x 10 and Otto’s Irresistable Dance (10%).
O HD 6 AC 12 ML 12 LR Nil
SP 10 AP 1d3 (0) TR Nil
ATT 3d4 dissolve
gp), and 1d6 x 10 slaves. For every 30, a
leader. Every 150, a low-level fighter.
OTTER, GIANT EGASUS
PORCUPINE, GIANT
HD 6 AC 15 ML 8 LR Nil
SP 20 AP 1d4 (1d4) TR Nil
Giant, slithering protozoa. Dissolve attack
affects flesh, hide, leather. Lightning splits
it into 1d4 smaller creatures. Seeps into
HD 5 AC 15 ML 7 LR 10
SP 30//60 AP 0 (1d4) TR Nil
ATT 3d6 bite
P HD 4 AC 14 ML 8 LR 15
SP 80/160 AP 0 (1d10) TR Nil
ATT 1d8 kick + 1d8 kick + 1d3 bite
ATT 2d4 bite OR quills
Lumbering, spiney brute. Can shoot 1d8
quills for 1d4 damage each up to 30' away.
cracks and climbs ceilings and walls. Playful yet dangerous swimmer. Defends Wild, intelligent winged equine. Will serve Any creature within 10' suffers 1d4 quills.
young fiercely. Pelts sell for 1d4 x 1000 gp. as mount to lawful master. Can charge.
OCTOPUS, GIANT Carries 20 slots. Eggs worth 3000 gp, PORTUGUESE MAN-O-WAR, GIANT
HD 8 AC 13 ML 7 LR 70 OTYUGH young 5000 gp. HD 1d4 AC 11 ML 7 LR Nil
SP 10//40 AP 0 (1d3) TR R HD 7 AC 17 ML 10 LR Nil SP //5 AP 0 (1d10) TR Nil
ATT 1d4 (x6) tentacle + 2d6 beak SP 20 AP 1 (1) TR Special PERYTON ATT 1d10 tentacle (x10-40)
Huge tentacled cephalopod. Tentacle ATT 1d8 rend (x2) + 1d6 bite HD 4 AC 13 ML 9 LR 10 Floating jellyfish with many tendrils.
attack pins on 1-in-4. If 3 or more tentacles Omnivorous beast with tentacles. Semi- SP 40/70 AP 0 (2d4) TR B Near-invisible. Each creature has 1d4 x 10
severed, squirts cloud of ink and flees. telepathic. Never surprised. Often partn- ATT 4d4 horns tentacles that are 10' x HD long. Each
ered with another monster. If guarding Massive eagle with antlers. Needs to eat tentacle has 1 hp. Any creature that
OGRE fresh hearts to reproduce. Unharmed by
HD 4 (7) AC 15 (17) ML 10 (11) LR 20 treasure, use partner's treasure type. Bite touches these tentacles or suffers their
has 90% chance of causing typhus. normal weapons. Eggs sell for 2000 gp, attack is paralyzed (CON save) and
SP 30 AP 1d4 (2d10) TR Mx10 (Q, B, S) young for 4000 gp.
ATT 1d10 club (2d6 spear) OWL, GIANT devoured in 3d4 turns.
Bad-tempered hulking biped. Befriends HD 4 AC 14 ML 8 LR 5 PIERCER PSEUDO-DRAGON
trolls and giants, may serve demons. Lair SP 10/60 AP 0 (1d4) TR Qx5, X HD 1d4 AC 17 ML 12 LR Nil HD 2 AC 18 ML 9 LR 5
has 2d4 slaves/prisoners. For every 10, one ATT 2d4 claw (x2) + 1d6 bite SP 5 AP 3d6 (0) TR Nil SP 20/80 AP 1 (1) TR Qx10
leader. Every 16, a chieftain (4d4 maul). Cautious nocturnal predators. Reclusive ATT HDd6 pierce ATT 1d4 bite + tail
but friendly. Surprises on 5-in-6. Eggs sell Bloodthirsty stalactite. Waits on ceilings of Small, cunning dragonette. Can hide like a
OGRE MAGE caverns to drop on prey. HD is random and
HD 5 (9) AC 16 ML 10 LR 35 for 1000 gp, young for 2000 gp. chameleon and is telepathic. Can see inv-
determines the dice rolled for attack. isible objects and is resistant to magic. Tail
SP 30/50 AP 1d6 (2d4) TR G (magic), R, S OWLBEAR
ATT [spell + 1d12 glaive] OR 8d8 ray HD 5 AC 15 ML 9 LR 30 PIKE, GIANT strike poisons, victim turns cataleptic for
Keen, malicious titan. Lair is cavern fort- SP 40 AP 1d4 (1d4) TR C HD 4 AC 15 ML 8 LR Nil 1d6 days (CON save) and may die (25%).
ress with 2d6 slaves/prisoners and a chief. ATT 1d6 claw (x2) + 2d6 bite SP //120 AP 0 (1d8) TR Nil PTERANODON
Can cast fly, invisibility, cause darkness, Terrible clawed monstrosity with ill temp- ATT 4d4 bite HD 5 AC 13 ML 8 LR 10
polymorph, charm, sleep, regenerate (1 er. If claw hits on natural 20, victim is Gigantic long-fish with rows of teeth. SP 10/80 AP 0 (1d4) TR J, K, M, Q, X
hp/round), assume gaseous form. Ray attack hugged (losing 2d8 hp every round). Eggs Surprises on 4-in-6. Tamed by nixies. ATT 1d12 bite
deals cold damage (DEX save). sell for 2000 gp, young for 5000 gp. PIRATE (see Men) Huge-winged pterasaur. Preys on humans.
20
PTERODACTYL RAM, GIANT RAY, STING ROCK BABOON
HD 1 AC 13 ML 7 LR 10 HD 4 AC 14 ML 8 LR Nil HD 1 AC 13 ML 6 LR Nil HD 2 AC 14 ML 8 LR 30
SP 10/60 AP 0 (2d4) TR Nil SP 50 AP 0 (2d4) TR Nil SP //30 AP 0 (1d3) TR Nil SP 40 AP 2d6 (5d6) TR J-N, Q
ATT 1d3 bite ATT 2d6 ram OR 4d6 charge ATT 1d3 sting (+ 5d4 poison) ATT 1d6 slam + 1d3 bite
Large-winged pterasaur. Preys on animals. Horned protector of the flock. Doe's milk Mantle-shaped bottom feeder found in Large, screeching baboons with a temper.
can treat many ailments. warm waters. Poison paralyzes (CON save) ROPER
RAT, GIANT for 5d4 rounds and deals as much damage. HD 11 AC 20 ML 11 LR 90
HD 1 (2 hp) AC 13 ML 6 LR 10 REMORHAZ SP 10 AP 1d3 (0) TR R
SP 40//20 AP 3d6 (5d10) TR C HD 10 AC 20 ML 11 LR 20 ATT 5d4 whip (+ drag)
ATT 1d3 bite SP 40 AP 0 (1) TR F Rocky pillar with whiplike arms. Whip has
Quick, malicious vermin. 1-in-20 bite ATT 6d6 bite (+ swallow) range of 20'. On a hit, drags victim 10' per
carries disease (CON save). 1d6: 1 - death, Arctic worm with searing gullet. Swallows round towards maw. Immune to lightning.
PURPLE WORM 2 - death in d6 days, 3-6 - sick for a month. prey on a critical hit, killing instantly. Hot Resistant to cold. Vulnerable to fire.
HD 15 AC 14 ML 10 LR 30 Flees at the sight of fire. back spines melt weapons and deal 10d10 ROT GRUB
SP 30 AP 1d2 (1d2) TR B, Qx5, X RAT, NORMAL damage. Eggs are valued at 5000 gp. HD 1 hp AC 11 ML 10 LR Nil
ATT 2d12 bite (+ engulf) OR 2d4 stinger HD 1 (1 hp) AC 10 ML 5 LR 20 RHINOCEROS SP 5 AP 5d4 (3d4) TR Nil
Huge, slimy burrower. Can sense vibrat- SP 20//10 AP 5d10 (2d10) TR Q HD 8 AC 14 ML 7 LR Nil ATT burrow
ions up to 60'. If bite rolls natural 20, they ATT 1d6 bite OR swarm SP 40 AP 0 (1d6) TR Nil Thumb-sized maggots. Immediately burr-
swallow prey and kill it in 6 rounds. Can Swarming vermin. Will only fight if in ATT 2d4 ram OR 4d4 charge ows into open flesh. Kills host in 1d3 turns
only use stinger against rearward targets. groups of 5 or more. Swarming knocks Aggressive herbivore found near tropics. unless flame or cure disease is applied.
Poison in stinger is fatal (CON save). victim prone (DEX save). 1-in-20 bite Charged target becomes prone (STR save). RUST MONSTER
UASIT carries disease (CON save). 1d6: 1 death, 2 RHINOCEROS, WOOLLY HD 5 AC 18 ML 7 LR 10
Q HD 3 AC 18 ML 9 LR Nil
SP 50 AP 1 (1) TR Qx3
ATT 1d2 claw (x2) + 1d4 bite
death in d6 days, 3-6 sick for a month.
Flees at the sight of fire.
RAY, MANTA
HD 10 AC 15 ML 8 LR Nil
SP 40 AP 0 (1d4) TR Nil
ATT 2d6 ram OR 4d6 charge
SP 60 AP 1d2 (0) TR Qx10
ATT frond (x2)
Large armadillo with fronds. Frond attack
Larva-turned-demon familiar. Attacks also HD 9 AC 14 ML 8 LR Nil Belligerent, hairy rhinoceros found in instantly corrodes metals. Weapons used
drain 1 DEX for 2d6 rounds (CON save). SP //60 AP 0 (1) TR J-Nx10, Qx5, X subarctic and colder regions. Charged to attack it also corrode. Magic arms and
Detect good and magic, regenerate (1 ATT 3d4 bite + 2d10 tail + swallow target becomes prone (STR save). armour have chance to survive. Magic
hp/round), invisibility. Once per day: fear in Massive aquatic beast found on sea floor. weapons and armour will degrade a step
ROBBER FLY
10' radius. Polymorph into: giant centipede, Tail paralyzes (CON save) for 2d4 rounds. (ie. from +3 to +2). Can smell metal at 30'.
HD 2 AC 13 ML 8 LR 20
bat, frog, wolf. Only harmed by magic or Swallowed prey is dead in 6 rounds. Will stop for one round to eat metal.
SP 30/60 AP 1d6 (2d6) TR J-N, Q
cold iron weapons. Unaffected by cold,
RAY, PUNGI ATT 1d8 bite AHUAGIN
S
fire, and lightning.
HD 4 AC 13 ML 4 LR Nil Sword-length flies. Unharmed by poison HD 2 (4) AC 15 (17) ML 8 (9) LR 25
AKSHASA SP //40 AP 0 (1d3) TR Nil of killer bees, their choice prey. Surprises SP 40//80 AP 2d4 (4d20)
R HD 7 AC 24 ML 11 LR 25
SP 50 AP 1d4 (1d4) TR F
ATT spell OR 1d4 claw + 1d6 bite
ATT 1d4 spine (x1-12)
Spine-backed bottom feeder. Lays
underneath sand in shallow water and
on 4-in-6. Pounces up to 30'.
ROC
HD 18 AC 16 ML 9 LR 10
TR N (I, O, P, Qx10, X, Y)
ATT 1d4 claw OR 1d6 spear (1d8 trident)
Frilled bipedal hunter of the sea. Hates fre-
Majestic evil spirit clothed in flesh. Casts 90% undetectable. If human steps on sh water, bright light. Superior hearing.
SP 10/100 AP 0 (1d2) TR C
ESP and illusion and knows 1d6 other spells spine, 1 attack. If human falls on spines, Dwells in water at 100-1500' depths. 2d4
ATT 3d6 claw (x2) OR 4d6 beak
(up to L3 magic-user and L1 cleric). 2d4 attacks. Spine poison kills instantly sharks as guards. Each band is led by a 3 HD
Gargantuan eagle-like birds. Prey upon la-
Unnaffected by spells under 8th level. (CON save). If attacked, will flee. cheiftain. Every 10, a 3 HD lieutenant.
rge creatures, usually ignoring small ones.
Only harmed by +3 and blessed weapons.
If creature resits, it will use its beak.
21
SALAMANDER SHADOW SHEDU SLITHERING TRACKER
HD 7 AC 16 ML 8 LR 75 HD 3 AC 13 ML 12 LR 40 HD 9 AC 16 ML 11 LR 25 HD 5 AC 15 ML 8 LR 10
SP 30 AP 1d4 (1d4) TR F SP 40 AP 2d10 (2d10) TR F SP 40/80 AP 1d6 (2d4) TR G SP 40 AP 1 (0) TR C
ATT 1d6 spear (+ fire) + 2d6 tail (+ fire) ATT 1d4 touch ATT 1d6 hoof + 1d6 hoof + psionic ATT paralyze (+ drink)
Flaming serpent-man. Hates cold, dwells Undead wrought from darkness. 5-in-6 in- Mn-headed horse with wings. Defender of Near-invisible amoeba. Low chance of
amongst volcanoes and deserts. Each visible unless in presence of bright light. what is good, helping allies. 3 major and 5 spotting (5%), but does not always attack
attack also deals 1d6 fire damage. Touch attack also drains 1 STR (returns in minor psionic abilities at 9th level. At will: (10%). Paralyze attack must contact bare
SATYR 2d4 turns). Killed victims will return in become ethereal, telepathy. flesh. Drinks victims blood in 6 turns.
HD 5 AC 15 ML 7 LR 40 2d4 turns as a shadow. SHREW, GIANT SLUG, GIANT
SP 60 AP 0 (2d4) TR I, S, X SHAMBLING MOUND HD 1 AC 15 ML 10 LR 30 HD 12 AC 12 ML 9 LR Nil
ATT 2d4 ram OR pipes HD 9 AC 20 ML 10 LR 30 SP 60 AP 1d4 (1d8) TR Nil SP 20 AP 1 (0) TR Nil
Goat-man hybrid with penchant for wine. SP 20 AP 1d3 (1d3) TR B, T, X ATT 1d6 bite (x2) ATT 1d12 bite OR 1d10 spit
In each group, one satyr with pipes will ATT 2d8 fist + 2d8 fist (+ smother) Oversized burrowing vermin. Almost Massive slimy mollusk. Spit dissolves
pipe a spell: sleep, charm, or cause fear. Malicious rotten herbage grown from blind, unaffected by light/darkness. Relies skin/leather/hide, and weakens metal.
SCORPION, GIANT bloodied seeds. If both fists hit, target is on hearing. +1 on iniatitive rolls. Their bite SNAKE, GIANT AMPHISBAENA
HD 5 AC 17 ML 11 LR 50 suffocated in 2d4 rounds unless creature is attacks aim for the head. They terrify the HD 6 AC 17 ML 8 LR Nil
SP 50 AP 1d4 (1d4) TR D killed. Resistance to all weapons. Vulner- victim, who must flee (CHA save). SP 40 AP 1d3 (1d3) TR Nil
ATT 1d10 claw + 1d10 claw + 1d4 sting able to spells that affect plants. SHRIEKER ATT 1d3 bite + 1d3 bite
Large, poisonous stinging insect. Sting SHARK HD 3 AC 13 ML 12 LR Nil Serpent with a head on both ends. Bite
attack causes death (CON save). HD 5 AC 14 ML 7 LR Nil SP 5 AP 2d4 (0) TR Nil poison kills instantly (CON save). Cold
SEA HAG SP //80 AP 0 (3d4) TR Nil ATT shiek attacks cannot harm this creature.
HD 3 AC 13 ML 9 LR 10 ATT 2d4 bite Sensitive, shrill fungus. Light in 30' or SNAKE, GIANT CONSTRICTOR
SP 50 AP 1d4 (1d4) TR C, Y Hungry sea predator. Drawn to noise and movement in 10' causes shriek (lasts for HD 6 AC 15 ML 8 LR Nil
ATT 1d6 dagger + gaze blood. Vulnerable to ramming attacks. Wi- 1d3 rounds). 3-in-6 chance every round of SP 30 AP 1d2 (1d2) TR Nil
Grotesque, shallows-dwelling humanoid. ll attack boats. Morale 12 if blood present. attracting monsters. ATT 1d4 bite OR 2d4 constrict
Sight of them causes STR to be halved for SHARK, GIANT SKELETON Massive coiled serpent. Will ensnare prey
1d6 turns. Gaze (3 per day) attack kills one HD 12 AC 15 ML 9 LR Nil HD 1 AC 13 ML 12 LR Nil from above (DEX save). STR save to break
creature within 10' (CON save). SP //60 AP 0 (1d3) TR Nil SP 40 AP 3d10 (3d6) TR Nil free. Takes several days to digest a meal.
SEA HORSE, GIANT ATT 5d4 bite OR swallow ATT 1d6 sword SNAKE, GIANT POISONOUS
HD 3 AC 13 ML 8 LR 0 Prehistoric sea predator. Drawn to noise Restless undead bones. Enchanted under HD 4 AC 15 ML 7 LR Nil
SP //70 AP 0 (1d20) TR Nil and blood. Swallowed creature dies in 6 arcane command - at most a dozen words. SP 50 AP 1d6 (1d6) TR Nil
ATT 1d6 ram rounds. Vulnerable to ramming attacks. Only harmed by fire and blunt weapons. ATT 1d3 bite
Reclusive marine steeds. 40 slots. Attacks large ships. Morale 12 if blood Unaffected by sleep, charm, hold, and Lurid-green serpent. Bite poison kills inst-
Sometimes captured and trained by present. cold-based spells. antly (CON save). If CON save succeeds,
aquatic elves and locathah. SKUNK, GIANT victim takes 3d6 damage anyways (50%).
SEA LION HD 5 AC 13 ML 8 LR Nil SNAKE, GIANT SEA
HD 6 AC 16 ML 8 LR 20 SP 30 AP 1 (1) TR Nil HD 8 AC 15 ML 8 LR Nil
SP //60 AP 3d4 TR B ATT 1d6 bite OR spray SP 40 AP 0 (1d8) TR Nil
ATT 1d6 claw + 1d6 claw + 2d6 bite Aggressive scavengers. Threats within 20' ATT 1d6 bite OR 3d6 constrict
Cove-dwelling lion-eel hybrids. Young will be sprayed by cloud 10' wide, 10' high, Humungous marine serpent. Will ensnare
cost 4000 gp and can be trained to guard and 20' long, which causes blindness for ships or large fish. Crushes 10% of ship hu-
and hunt. 1d8 hours, forces fleeing, and reduces DEX ll per round of constriction.
and STR by 50% for 2d4 turns (CON save).
Magical clothing might become useless.
22
SNAKE, GIANT SPITTING SPECTRE SPHINX, HIERACO- SPIDER, CRAB
HD 4 AC 15 ML 7 LR Nil HD 7 AC 18 ML 11 LR 20 HD 9 AC 19 ML 10 LR 20 HD 2 AC 12 ML 7 LR 90
SP 40 AP 1d4 (1d4) TR Nil SP 40/80 AP 1d6 (1d6) TR Qx3, X, Y SP 30/120 AP 1d6 (1d6) TR E SP 40 AP 1d4 (1d4) TR J-N, Q
ATT 1d3 bite OR spit ATT 1d8 touch (+ 2 Level drain) ATT 2d4 claw (x2) + 1d10 beak ATT 1d8 bite (+ weak poison)
Large ballistic serpent. Spits up to 10'. Bite Mighty ethereal undead. Hates the living Evil, massive feline with eagle wings and a Ambushing arachnid with chameleon abil-
and spit poison kill instantly (CON save). and sunlight. Touch attack also drains 2 hawk’s head. 30 slots. Fond of treasure ity surprising on 4-in-6. Weak poison kills
SNAKE, GIANT RATTLER Levels (and abilities, HD, saves, etc). and often used as steeds for evil creatures. in 1d4 turns (CON save with advantage).
HD 4 AC 14 ML 8 LR Nil SPIDER, BLACK WIDOW SPIDER, GIANT
SP 40 AP 1d4 (1d4) TR J-N, Q HD 3 AC 13 ML 8 LR 90 HD 4 AC 16 ML 8 LR 70
ATT 1d4 bite (+ poison) + [bite (+ poison)] SP 20*40 AP 1d3 (1d3) TR J-N, Q SP 10*40 AP 1d8 (1d8) TR C
Giant rattlesnake. Rattles to warn off ene- ATT 2d6 bite (+ poison) ATT 2d4 bite (+ poison)
mies. Bite poison kills in 1d6 turns (CON Deadly arachnid marked with red hour- Towering arachnid. Second speed (*) is
save). Makes second bite at end of round. glass. Remains close to web, where its along a web. If creature touches web, they
SPHINX, ANDRO- speed (*) is increased. Web is flammable. are stuck (STR save). Webs are flammable.
SNAKE, PIT VIPER HD 12 AC 22 ML 11 LR 60
HD 2 AC 14 ML 7 LR Nil Poison kills in 1 turn (CON save). Bite poison kills (CON save).
SP 60/100 AP 1 (1) TR U
SP 30 AP 1d8 (1d8) TR Nil ATT 2d6 claw (x2) OR roar SPIDER, HUGE
ATT 1d4 bite (+ poison) Cruel, massive feline with eagle wings. HD 2 AC 14 ML 7 LR 50
Ghastly serpent. Heat sensing within 60'. Can roar three times per day. First roar SP 60 AP 1d12 (1d12) TR J-N, Q
Always gains initiative. Bite poison kills causes fear in 120' (WIS save). Second ATT 1d6 bite (+ weak poison)
instantly (CON save). defeans and causes paralysis for 1d4 rounds Leaping arachnid. Pounces 10'. Surprises
SNAKE, ROCK PYTHON in 60'. Third causes 2d4 STR loss in 80'. on 5-in-6. Weak poison kills (CON save
HD 5 AC 13 ML 8 LR Nil Roar always knocks down creatures within with advantage).
SP 30 AP 1d3 (1d3) TR J-N, Q 10' of sphynx for 2d6 rounds (DEX save). If SPIDER, LARGE
ATT 1d4 bite (+ 2d4 constrict) save succeeds, they take 2d8 damage inst- HD 1 AC 12 ML 7 LR 60
Gigantic serpent. If bite is successful, will ead. 6th-level cleric with random spells. SP 20*50 AP 2d10 (2d10) TR J-N
constrict victim automatically that round SPHINX, CRIO- ATT bite (+ weak poison)
and each round after. HD 10 AC 20 ML 10 LR 30 Scurrying arachnid. Likely to attack (90%).
SNAKE, SEA SP 40/80 AP 1d4 (1d4) TR F Bite deals 1 damage and weak poison kills
HD 3 AC 13 ML 7 LR Nil ATT 2d6 claw (x2) + 3d6 ram (CON save with advantage).
SP 30 AP 1d8 (1d8) TR Nil Ram-headed feline with eagle wings. Seeks SPIDER, PHASE
ATT bite (+ poison) to waylay passerbys unless offered a bribe. HD 5 AC 13 ML 8 LR 75
Aquatic serpent. Bite deals 1 damage and SPHINX, GYNO- SP 20*50 AP 1d4 (1d4) TR E
may go unfelt (50%). Poison kills in 1d4+2 HD 8 AC 21 ML 9 LR 15 ATT 1d6 bite (+ poison)
turns (CON save). Must surface hourly SP 50/80 AP 1 (1) TR R, X Weird arachnid. Poison takes 1d3 rounds
SNAKE, SPITTING COBRA ATT 2d4 claw + 2d4 claw to ready. While attacking or being
HD 1 AC 12 ML 7 LR Nil Sage, massive feline with eagle wings. Will attacked, can phase in or out. Phase door
SP 30 AP 1d6 (1d6) TR Nil help creatures if paid, preferring riddles, keeps it in phase for seven rounds.
ATT spit OR 1d3 bite poetry, knowledge, or location of an and- SPIDER, RHAGODESSA
Ballistic serpent. Spits up to 20'. Spit atta- rosphinx. Once per day: detect magic, read HD 4 AC 14 ML 9 LR 30
ck blinds (CON save). Will not attack hum- magic, read languages, detect invisible, locate SP 50 AP 1d4 (1d6) TR J-N, Q
ans or larger creatures unless threatened. object, dispel magic, clairaudience, clairvoy- ATT grab OR bite
Bite attack kills in 1d10 turns (CON save). ance, remove curse, legend lore. Can use each Large-fanged arachnid. If grabbed (STR
of the symbols once per week. save), bitten automatically next round.
23
SPIDER, TARANTELLA STAG, GIANT SYLPH TITANOTHERE
HD 4 AC 14 ML 8 LR 20 HD 5 AC 13 ML 9 LR Nil HD 3 AC 11 ML 7 LR 10 HD 12 AC 14 ML 9 LR Nil
SP 40 AP 1d3 (1d3) TR J-N, Q SP 70 AP 0 (1d2) TR Nil SP 40/120 AP 1 (1) TR Qx10, X SP 40 AP 0 (1d12) TR Nil
ATT 1d8 bite (+ poison) ATT 4d4 antlers OR 1d4 kick (x2) ATT spell ATT 2d8 ram OR 2d6 stomp (x4)
Hairy, magical arachnid. Bite does not kill, Tremendous stag. Herd will be 4-8 times Charming fay-being. Sometimes help good Fearless knob-headed herbivores. If
but causes frenzied spasms for 2d6 turns number of male stags. creatures (20%). 4 L1 spells, 3 L2 spells, 2 charging, doubles ram damage.
(CON save). Dancer drops from fatigue in L3 spells, 1 L4 spell. Casts as 7th-level TOAD, GIANT
5 turns. Anyone watching makes WIS save magic-user. Once per week: invisibility and HD 2 AC 14 ML 7 LR Nil
or starts to dance also. Dancing creatures conjure air elemental. SP 20 AP 1d8 (1d12) TR Nil
have disadvantage on attack and defense. HOUGHT EATER ATT 2d4 bite
SPIDER, GIANT WATER
HD 3 AC 15 ML 8 LR 90
SP 50 AP 1d10 (1d10) TR J-N, Q
T HD 3 AC 11 ML 8 LR Nil
SP 20 AP 1d3 (1d3) TR Nil
ATT 1d4 INT drain OR spell drain
Brutish amphibious devourer. Pounces
20'. Can attack pre-, mid-, or post-pounce.
TOAD, ICE
ATT 1d4 bite (+ poison) Skeletal, wide-eyed platypus. Only harmed HD 5 AC 16 ML 8 LR 40
Lake-dwelling arachnid. Sometimes befr- by ethereal creatures or weapons. Can dra- SP 30 AP 1d4 (1d4) TR C
iended by nixies and similar creatures. in within 20'. Sated after 20 Level's worth ATT 3d4 bite
Underwater nest is air-locked and has air of spells or 10 INT points. Cold-dwelling amphibian. Once every two
breathable for humans. Bite poison kills THOUL rounds, can radiate heat 5' from body,
(CON save). HD 3 AC 14 ML 8 LR 20 dealing 3d6 damage.
SPRITE SP 40 AP 1d6 (1d10) TR C TOAD, POISONOUS
HD 1 AC 14 ML 6 LR 20 ATT 1d3 claw (x2) OR weapon HD 2 AC 13 ML 7 LR Nil
SP 30/50 AP 2d6 (1d100) TR C Ghoul-hobgoblin-troll abomination. From SP 20 AP 1d6 (1d8) TR Nil
ATT 1d2 knife OR 1d2 bow STIRGE afar, appears to be a hobgoblin. Touch ATT 1d4 bite
Miniscule meadow-dwelling fey. Hate evil HD 1 AC 12 ML 9 LR 60 paralyzes like the ghoul’s. Regenerates 1 hp Identical to giant toads. Bite poison kills
and ugliness. Arrows cause sleep (1d6 hou- SP 10/60 AP 2d8 (3d10) TR D per round while alive. (CON save).
rs). Kills evil and spirits away the good. ATT 1d3 bite TICK, GIANT TRADER (see Men)
SQUID, GIANT Blood-drinking flying monsters. Each rou- HD 3 AC 17 ML 7 LR Nil
HD 12 AC 15 ML 8 LR 40 nd after bite hits, drains 1d4 hp. After drin- SP 10 AP 2d4 (3d4) TR Nil TRAPPER
SP 10//60 AP 0 (1) TR A king 12 hp, it flies away to digest. ATT 1d4 bite (+ 1d6 drain) HD 12 AC 17 ML 10 LR 85
ATT 1d6 tentacle (x8) + 5d4 bite Large ambushing blood-sucker. Each rou- SP 10 AP 1 (0) TR G
STRANGLE WEED ATT 2d4 engulf
Colossal sea horror. Will wrap around ship HD 3 AC 14 ML 10 LR 100 nd after successful bite, drains 1d6 hp until
and attack. Tentacles that hit can constrict hp drained equals tick’s hp, then detaches. Creature disguised as a floor. Has a chest-
SP Nil AP 2d4 (3d4) TR J-N, Q, C shaped outcrop in center as bait. 1-in-20
target, dealing 1d6 damage. Crushes 10% ATT 2d6 frond To detach before this, it must be killed,
of ship hull per round of constriction. If fo- burned or drowned. Possibility (50%) of chance of detecting without search. Will
Choking plant. Each round after frond hits, suffocate victim 6 rounds after engulfing.
ur or more tentacles severed, squirts cloud deals 1d6. Opposing STR checks to escape. disease that kills creature in 2d4 days.
(10' x 10' x 10') of ink and flees. C treasure type is magic only. TIGER (see Cat) TREANT
STAG HD 8 (11) AC 20 ML 9 LR 10
SU-MONSTER TITAN SP 40 AP 0 (1d20) TR Qx5, S
HD 3 AC 13 ML 8 LR Nil HD 5 AC 14 ML 8 LR 30 HD 20 AC 20 ML 10 LR 10
SP 80 AP 0 (1d4) TR Nil ATT 2d8 branch (4d6 branch)
SP 30 AP 1d8 (1d12) TR C, Y SP 50 AP 1d2 (1d2) TR E, Qx10, R Giant animated tree with a face. Hate evil
ATT 2d4 antlers OR 1d3 kick (x2) ATT 1d4 claw (x4) + 2d4 bite ATT 2d20 hammer
Majestic herbivore with regal antlers. He- and fire. Can animate a single tree within
Aberrant psi-touched simian. Fiercely Gargantuan, handsome demi-god. Invisible 20'. One leader every 10. Vulnerable to fire
rd will be 4-8 times number of male stags. defends young. If psionics used within 40' at will. Levitate and become ethereal twice and fire based arracks.
and they are targeted, they will use one: per day. Can cast 1d6 5th-Level spells. 1-in-
psychic crush, psionic blast, or mind thrust. 4 accompanied by a storm giant.
24
TRITON TURTLE, GIANT SNAPPING AMPIRE
HD 3 (5) AC 15 (17) ML 7 LR 25
SP 50 AP 1d6 (6d10) TR C, R, S, T, X
ATT 1d8 spear (1d10 trident)
HD 1 AC 18 ML 7 LR Nil
SP 10//10 AP 0 (1d4) TR Nil
ATT 6d4 bite
V HD 8 AC 19 ML 11 LR 25
SP 40/60 AP 1d4 (1d4) TR F
ATT 3d4 strike (+ 2 Level drain)
Strange sea-dwellers. Fight sahuagin but Insatiable shelled creature found near Masterful undead humanoid. Extremely
otherwise peaceful. For every 20, a leader. shores or bottoms of lakes. Surprises on a strong and co-exists on material and
Leader carries conch which calms stormy 4-in-6. Can bite up to 10' away. negative planes. Strike attack also drains 2
waters and summons/disperses a horde of MBER BRUTE Levels (and abilities, HD, saves, etc). Only
marine creatures. Every 10, a 5 HD triton,
every 20, 8 HD, every 50, 9 HD. Every 10,
10% chance of 1d4 tritons with 1d6 spells.
Probably (90%) mounted on hippocampi
U HD 8 AC 18 ML 9 LR 30
SP 20 (10) AP 1d4 (0) TR G
ATT 3d4 claw (x2) + 2d6 bite
harmed by magical weapons. Regenerates 3
hp per round. At will: gaseous form,
polymorph into large bat, charm, summon
(10d10 rats/bats or 3d6 wolves in 2d6
Ugly humanoid with huge mandibles. Poor
(65%) or giant sea horses (35%). 2d6 sea darkvision. Burrows through stone at 10' rounds). At 0 hp, becomes gaseous and
lions as guards (75%). per round (and loam at 60' per round). must return to its coffin in 12 turns, then
TROGLODYTE Preys upon purple worms, anhkhegs, and rests 8 hours to reform material body.
HD 2 (4) AC 15 (17) ML 9 LR 15 large insects. Looking at its four eyes Sleep, charm, hold, paralysis, and poison do
SP 40 AP 1d10 (5d20) TR K (A) causes confusion for 3d4 rounds (INT save). not affect vampires. Resistant to cold or
ATT 2d4 javelin (1d8 stone axe) electricity spells. Hesitates (1d4 rounds)
UNICORN when garlic, mirror, or holy symbol prese-
Malicious lizard-like humanoids. 90' infr- HD 4 AC 18 ML 7 LR 5
avision. Skin is chameleon-like. Surprises nted bravely. Killed by sunlight (1 turn),
SP 80 AP 0 (1d4) TR X running water (3 rounds), or a stake
on 4-in-6. If it is frenzied for battle, it will ATT 1d6 kick (x2) + 1d12 horn
emit a gut-wrenching stench (1d6 STR through the heart. Any humanoid drained
Majestic single-horned equine. Charging of all of their levels becomes a vampire.
damage) which lasts 10 rounds (CON negates kick attacks and doubles horn da-
save). This stench negates ability to mage. Never surprised if creatures are VETERAN (see Men)
surprise. For every 20, two leaders. Every within 80'. Moves silently and surprises ASP, GIANT
60, a mid-level fighter.
TROLL
HD 6 AC 16 ML 10 (8) LR 40
on a 5-in-6. Once per day, casts dimension
door up to 120'. Unaffected by charm, hold,
or death spells. Horn is a panacea.
W HD 4 AC 16 ML 8 LR 25
SP 20/70 AP 1d12 (1d20)
TR Qx20
SP 40 AP 1d8 (1d10) TR D ATT 2d4 bite + 1d4 sting
ATT 2d4 claw (x2) + 2d6 bite Aggressive stinging insect. Sting paralyzes
Grisly, wart-covered giant. 90' infravision (CON save), death occurs 1d4 days after.
and strong sense of smell. 3 rounds after WATER WEIRD
receiving damage, troll starts to regenerate HD 3 AC 16 ML 8 LR 50
3 hp per round. Severed body parts rejoin. SP 40 AP 1d3 (1d3) TR I, O, P, Y
Will return from death. Can only be killed ATT grab
with fire or acid. Morale drops to 8 if either Sentient water. Grab attack drags creature
of these are nearby. into water (CON save). Piercing and slash-
TURTLE, GIANT SEA ing weapons only deal 1 damage per hit.
HD 15 AC 17 ML 8 LR Nil When damage received is equal to weird’s
SP 5//50 AP 0 (1d3) TR D hit points, it breaks apart then rebuilds in
ATT 4d6 bite 2 rounds. Slowed by cold spells, resistant
Huge shelled creature. Surfacing beneath a to fire spells, purify water kills the weird.
ship upsets it (5-in-6 if small, 1-in-6 if big). Can control water elementals (55%).
25
WEASEL, GIANT WILL-O-WISP WOLF, WINTER WYVERN
HD 3 AC 14 ML 8 LR 15 HD 9 AC 28 ML 11 LR 5 HD 6 AC 15 ML 9 LR 10 HD 7 AC 17 ML 9 LR 30
SP 50 AP 1d6 (1d8) TR Nil SP 60 AP 1 (1) TR Z SP 60 AP 1d4 (2d4) TR I SP 20/80 AP 1d6 (1d6) TR E
ATT 2d6 bite (+ drain) ATT feed OR 2d8 shock ATT 2d4 bite OR 4d6 breath ATT 2d8 bite + 1d6 tail
Vicious vermin with a knack for hunting. Bright bog-dwelling mote. Can brighten or Huge, white-furred canine. Breath attack Winged serpent with two claws. Tail atta-
After bite, automatically drains blood from dim to confuse. Can become invisible for is 5' blast (DEX save) and usable once ck poison kills (CON save). If saving throw
victim for 2d6 hp each round. If cap-tured 2d4 rounds. Lures victims into dangerous every 10 rounds. Immune to cold attacks. succeeds, poison still deals 1d6 damage.
as young, may be trained (25%) to guard or places, traps them, then feeds on the dying Vulnerable to fire attacks. Pelt goes for ORN
hunt. Pelts sell for 1d6 x 1000 gp.
WHALE
HD 15 AC 16 ML 10 LR Nil
soul, gaining 1 hp per round. If reduced to
5 hp, gives up its treasure. Unaffected by
spells, except for protection from evil, magic
missile, and maze.
5000 gp.
WOLVERINE
HD 3 AC 15 ML 7 LR 15
X HD 7 AC 22 ML 8 LR 40
SP 30 AP 1d4 (0) TR O, P, Qx5, X, Y
ATT 1d3 claw (x3) + 4d6 bite
SP /60 AP 0 (1d8) TR Nil SP 40 AP 1 (1) TR Nil Clawed, jaw-capped abberation. Searches
ATT 3d10 ram OR 2d20 tail OR swallow WIND WALKER ATT musk OR [1d4 claw (x2) + 2d4 bite] for rare gems and metals. Accepts them as
Imposing aquatic creatures. Can swallow HD 6 AC 13 ML 8 LR 20 Bulky, shambling carnivore. Threats bribes. Immune to fire or cold-based
up to a small-sized ship, dealing 1 hp (per- SP 50/100 AP 1d3 (1d3) TR C, R within 20' will be sprayed by cloud 10' spells. Resistant to electrical attacks. Har-
son) or 5% hull damage (ship) per turn. ATT 3d6 burst wide, 10' high, and 20' long, which causes med by: move earth (thrown 10' and stunn-
WIGHT Ethereal creatures from the plane of air. If blindness for 1d8 hours, forces fleeing, and ed for one round), stone to flesh or rock to
HD 4 AC 15 ML 12 LR 70 30-100' away, detected as a howling wind. reduces DEX and STR by 50% for 2d4 turns mud (AR 12 and xorn cannot attack for one
SP 40 AP 2d4 (2d4) TR B Detect thoughts within 30-100'. Burst atta- (CON save). Musk destroys 1d4 rations. round), and passwall deals 1d10+10
ATT 1d4 claw (+ 1 Level drain) ck targets all creatures within 5'. Only WOLVERINE, GIANT damage. Can flee through walls or floors
Barrow-haunting undead. Shuns bright harmed by ethereal creatures/weapons, HD 4 AC 16 ML 8 LR 15 (while doing this, it is killed if targeted
light. Claw attack also drains 1 Level (and control weather (instant death), slow SP 50 AP 1 (1) TR Nil with phase door spell).
abilities, HD, saves, etc). Killed victims (fireball damage), and ice storm (driven ATT musk OR [1d4 claw (x2) + 2d4 bite] ETI
become 2 HD wights under control of
slayer. Only harmed by silver and magical
wea-pons. Unaffected by sleep, charm, hold,
away for 1d4 rounds).
WOLF
HD 2 AC 13 ML 6 (8) LR 10
Bulky, shambling carnivore. Threats
within 20' will be sprayed by cloud 10'
wide, 10' high, and 20' long, which causes
Y HD 5 AC 14 ML 9 LR 10
SP 50 AP 1d4 (1d6) TR D
ATT 1d6 claw (x2) (+ 2d8 hug)
cold magic, poison, paralyzation. SP 60 AP 1d6 (2d10) TR Nil blindness for 1d8 hours, forces fleeing, and Enormous fur-coated giant. If claw attack
Destroyed by raise dead. ATT 1d4 bite reduces DEX and STR by 50% for 2d4 turns is a critical hit, yeti hugs. If victim was
Fierce pack canine. If in packs of 4 or more, (CON save). Musk destroys 1d4 rations. hugged while surprised, it is paralyzed
use second morale number. Surrounds WRAITH (CON save) for 3 rounds. Can hide in the
prey if possible. 3-in-6 howl panics herbi- HD 5 AC 16 ML 12 LR 25 snow until 1d3 x 10' away. Adapted to the
vores. Cubs can be trained like dogs (50%). SP 40/80 AP 1d8 (1d8) TR E cold, vulnerable to fire.
WOLF, DIRE ATT 1d6 touch (+ 1 Level drain) OMBIE
HD 3 AC 14 ML 8 LR 10
SP 60 AP 1d4 (3d4) TR Nil
ATT 2d4 bite
Large, ferocious canine. Primeval
Fiftul ethereal undead. Have no power in
sunlight. Claw attack also drains 1 Level
(and abilities, HD, saves, etc). Only harm-
ed by magic weapons. Silver weapons deal
Z HD 2 AC 12 ML 12 LR Nil
SP 20 AP 2d8 (2d8) TR Nil
ATT 1d8 claw
Hobbling corpse. Enchanted by arcane co-
anscestor of the common wolf. Surrounds half damage to wraiths. Unaffected by mmand - at most a dozen words. Always
prey if possible. 5-in-6 howl panics herbi- sleep, charm, hold or cold spells. Slain by lose initiative. Makes no noise until attack.
vores. Chaotic dire wolves are known as raise dead. Killed victims become wraiths Unaffected by sleep, charm, hold, and cold-
worgs and used by goblinoids for steeds. under the control of the slayer. based spells.
26
Treasure Roll the percentile to see whether treasure is present, then roll the
dice shown for number generation. Averages for coin totals are in brackets.
N nil nil nil nil 1d6 pieces/creature nil nil nil 2-4 Weapon/Armour
O 25%: 1d4 (2500) 20%: 1d3 (2000) nil nil nil nil nil nil
5-6 Potion
P nil 30%: 1d6 (3500) 25%: 1d2 (1500) nil nil nil nil nil
Q nil nil nil nil nil 50%: 1d4 nil nil 7 Scroll
50%: 1d6x10
R nil nil nil 40%: 2d4 (5000) 55%: 4d8 45%: 1d12 nil 8 Ring
(35000)
S nil nil nil nil nil nil nil 40%: 2d4 potions 9 Wand/Staff/Rod
T nil nil nil nil nil nil nil 50%: 1d4 scrolls
90%: 70%: 1 of each magic, no 10 Miscellaneous Magic
U nil nil nil nil nil 80%: 5d6
1d8x10 potions/scrolls
85%: 2 of each magic, no
V nil nil nil nil nil nil nil
potions/scrolls 1d10 Map
60%:
W nil nil nil 60%: 5d6 (17500) 15%: 1d8 (4500) 50%: 5d8 55%: 1 map 1 False
1d8x10
60%: Any 1 magic + 1
X nil nil nil nil nil nil nil 2-6 Monetary
potion
Y nil nil nil 70%: 2d6 (7000) nil nil nil nil 7-9 Magic
55%:
Z 20%: 1d3 (2000) 25%: 1d4 (2500) 25%: 1d4 (2500) 30%: 1d4 (2500) 30%: 1d6 (3500) 50%: 5d6 50%: Any 3 magic 10 Combined Hoard
1d6x10
27