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Advanced Fantasy Referee's Tome v0-3 [OSE]

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Referee’s Tome

Pre-Release PDF
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This is a pre-release PDF version of this If you notice anything untoward in the
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We hope that you enjoy the book! old-school-essentials-advanced-fanta-
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Referee’s Tome pre-release v0.3
1st Printing—November 2020
AFRT01: 125mm wide, 72mm high

Writing, editing, layout: Gavin Norman


Cover art: Peter Mullen (standard edition), Andrew Walter (collector’s edition)
Interior art: John Bingham, Jerry Boucher, Michael Clarke, Thomas Denmark, Pauliina Hannu-
niemi, Jon Hodgson, Huargo, Tom Kilian, Mark Kosobucki, Emma Lazauski, Mark Lyons, Chris
Malec, Penny Melgarejo, Juan Ochoa, Stefan Poag, Sean Poppe, Spaghetti Quester, Rachel Quinlan,
Matthew Ray, Luka Rejec, Peter Saga, Frank Scacalossi, James Shields, Del Teigeler, Andrew Walter
Text and design © Gavin Norman 2020. Standard edition cover illustration © Peter Mullen 2020. Collector’s edition cover
illustration © Andrew Walter 2020. Illustrations on p. 24 (lower), 83 © John Bingham 2020; on p. 24 (upper), 25, 33, 37, 43, 55,
60, 77, 93, 94, 113, 126, 128, 130, 183, 190 © Jerry Boucher 2020; on p. 196 © Michael Clarke 2020; on p. 51, 79, 86–87, 194–
195 © Thomas Denmark 2020; on p. 204–205 © Pauliina Hannuniemi 2020; on p. 40–41, 232–233 © Jon Hodgson 2020; on p.
145 © Huargo 2020; on p. 10–11, 38, 141, 239 © Tom Kilian 2020; on p. 56, 81, 108 © Mark Kosobucki 2020; on p. 116–117 ©
Emma Lazauski 2020; on p. 1, 7, 22, 27, 34, 45, 64, 97, 109, 160, 213 © Mark Lyons 2020; on p. 49, 58, 68, 76, 89, 106, 120, 123,
127, 178 © Chris Malec 2020; on p. 173, 219, 238 © Penny Melgarejo 2020; on p. 15, 35, 46, 63, 96 © Juan Ochoa 2020; on p.
39, 47, 53, 114, 131, 182, 199, 209, 218, 248 © Stefan Poag 2020; on p. 44, 84 © Sean Poppe 2020; on p. 32, 156, 215 © Spaghetti
Quester 2020; on p. 220–221 © Rachel Quinlan 2020; on p. 5, 112, 144, 202 © Matthew Ray 2020; on p. 8, 121 © Luka Rejec
2020; on p. 21, 207, 223 © Peter Saga 2020; on p. 23, 31, 52, 61, 70, 74, 75, 115, 129, 139, 175, 181 © Frank Scacalossi 2020; on
p. 48 © James Shields 2020; on p. 73, 99, 150–151, 153, 163, 191, 201, 203, 211, 227 © Del Teigeler 2020; on p. 17, 143, 241 ©
Andrew Walter 2020. Dimitri © Fontalicious – Derivative Versions © Font Bros. – www.fontbros.com. Economica © TipoType
– Derivative Versions © Font Bros. – www.fontbros.com.
Table of Contents
Introduction3 Treasures144
Advanced Fantasy 3 Placing Treasure 144
In This Book 3 Items of Value 145
Required Books 3 Treasure Types 146
Running Adventures 4 Magic Items 148
The Referee’s Role 4 Gems and Jewellery 150
Handling PCs 5 Magic Items 152
Running the Game 6 Armour and Shields 152
Monsters and NPCs 7 Miscellaneous Items 154
Adventure Scenarios 8 Potions196
Designing a Dungeon 12 Rings200
Designing a Wilderness 14 Rods, Staves, Wands 206
Designing a Base Town 15 Scrolls and Maps 216
Awarding XP 16 Swords222
Monsters18 Weapons228
Game Statistics 18 Sentient Swords 234
General Notes 19 Extraordinary Powers 236
Combat Tables 20 Sensory Powers 238
Monster Descriptions 22 Special Purpose 239
Encounter Tables 130 Indexes240
Dungeons132 Index of Tables 240
Wilderness134 Index of Monsters 242
NPC Encounters 140 Index of Magic Items 244
Adventuring Parties 140 Open Game License 246
Strongholds142

Old-School Essentials is a trademark of Necrotic Gnome. This product is released under the terms of
2 the Open Game License Version 1.0a, Copyright 2000, Wizards of the Coast, Inc.
Introduction
Advanced Fantasy Thanks
To the fearless proofreaders who have
helped make this book shine: John
Old-School Essentials Advanced Fantasy
Anthony, Chris Barnes, Adam Baulder-
consists of a heady mixture of the best of
stone, Kevin Brennan, Alistair Caunt,
1970s and 1980s fantasy gaming:
Caleb Collins, Ian Engleback, Ryan
▶ Streamlined core rules, founded in the Frans, Cory Gahsman, Chuck Glis-
tradition of the 1980s Basic/Expert sets, son, Noah Green, Keith Hann, Daniel
beloved for their robustness, simplicity, Harkins, Ian Helmke, Michael Julius,
and extensibility. John Allan Large, Robert Mackie, Dave
▶ Extra monsters and magic items in- McAlister, Matt Morrissette, Freder-
spired by the delicious esoteric flavour of ick Münch, Jordan Navarrette, Eric
the 1970s Advanced 1st edition rules. Nieudan, Ray Otus, Alexander Parker,
▶ These influences, combined in one Michael Ramoneda, Glenn Robinson,
book, result in a fantasy gaming best of Stuart A. Roe, Tim Scott, Kordell Stew-
both worlds! art, Thorin Thompson, Perttu Vedenoja,
Shawn Witham.

In This Book Required Books


This book is a complete referee’s reference
tome for running Old-School Essentials
Advanced Fantasy games. Advanced Fantasy Player’s Tome
▶ Referee’s guidelines: Advice on de- This book is a companion to the Ad-
signing dungeons and wilderness areas, vanced Fantasy Player’s Tome, which
running adventures, handling PCs and describes the core rules of the game, as
NPCs, and awarding experience points. well as the full complement of character
▶ Over 300 monsters: Including the classes, equipment, and spells.
complete set of Basic/Expert monsters
plus 120 monsters inspired by the Ad-
vanced 1st edition game. Compilation
▶ Over 300 magic items: Including the This book is a compilation of the refer-
complete set of Basic/Expert magic items ee’s rules, monsters, and treasures of the
plus 150 items inspired by the Advanced Old-School Essentials Classic Fantasy
1st edition game. game (the Black Box / Rules Tome), plus
the Advanced Fantasy: Monsters and Ad-
vanced Fantasy: Treasures supplements.

3
Running Adventures
The Referee’s Role Arbiter of Rules
The referee must decide when and how to
apply the rules of the game.
Facilitator of Fun and Adventure Rulings: The rules of the game—includ-
The referee should bring to life exciting ing descriptions of magic items, spells, or
adventures for the enjoyment of the group. monsters’ special abilities—do not cover
Preparation: Before the game begins, the all possible scenarios, so the referee must
adventure should be planned out and re- be ready to apply judgement to resolve
quired maps drawn. Advice on adventure any unexpected situations which arise.
design is found later in this section. Resolving actions: When a player wishes
Improvisation: In spite of the referee’s to do something not covered by a stand-
preparation, it is impossible to predict ard rule, the referee must consider how
every possible player action. Players will to determine the outcome. Sometimes,
come up with ideas that the referee has the situation can be dealt with simply by
not even considered. It is thus important deciding what would happen. Sometimes,
for the referee to remain flexible and to the referee may require the player to
roll with any unexpected turns the adven- make an ability check or a saving throw
ture might take! (see the Advanced Fantasy: Player’s Tome)
to determine what happens. Other times,
Procedures: This book provides proce-
the referee may judge the likelihood of
dures for many common adventuring
the action succeeding (e.g. expressed as
situations. These exist in order to aid the
a percentage or X-in-6 chance), tell the
referee in running the game. However,
player the chances, and let them decide
the referee should feel free to adapt and
whether to take the risk or not.
add to these procedures during play, in
order to keep the game moving. Disagreements: The players may not
always agree with the referee’s application
Balance: The referee must maintain a fun
of the rules of the game. When this hap-
balance of risk and reward.
pens, the group should (briefly!) discuss
the point of disagreement and come to a
Neutral Judge decision. The referee is always the final
The referee must remain neutral in all arbiter in such cases and should ensure
things—neither on the side of the players that the game does not get bogged down
nor against them. in long discussions about the rules.
Non-competitive: The game is not a Randomness: The referee should make
competition, with the players attempting judicious use of die rolls, random tables,
to defeat the referee, or vice versa. etc. While these can add an element of
Fairness: The rules of the game should be fun and unpredictability to the game,
applied equally to player characters, overuse of randomness can also spoil an
4 monsters, and NPCs. adventure by derailing it too much.
Handling PCs
Rate of Advancement
Each group will have its own preferences
as to how quickly player characters gain
experience points and increase in level.
Standard: After three to four sessions,
it is normal for at least one PC to have
reached 2nd level. If this has not hap-
pened, the referee may wish to increase
the amount of treasure. If, on the other
hand, most PCs have reached 3rd level in
this time-frame, the referee might place
less treasure or make monsters tougher. Maintaining Challenge
Fast: For groups who prefer a game It is important that the referee keep the
where characters advance quickly, the ref- game challenging, even when player
eree should place large treasure hoards. characters have reached high levels and
These should, however, be guarded by amassed great wealth and power.
appropriately challenging monsters. Magical research: Spell-casting charac-
Slow: For groups who prefer the game to ters may attempt to create new spells and
focus on character development rather magic items. When this happens, the ref-
than high risk, the rate of advancement eree should pay very careful attention to
and the danger presented by monsters game balance. Magic that is permanent,
may be reduced. may be used without limit, does not allow
a saving throw, or that increases in power
Character Knowledge with level can easily become imbalanced.
If in doubt, one option is to allow a new
Attention must be paid to the distinction
spell or item to be tested for a period,
between what a player knows and what
under the proviso that it may need to be
their PC knows. Players may at times act
altered if it proves to imbalance play.
on information that their PC could not
know. The referee may occasionally need Special abilities: Players may sometimes
to remind players of this and may even try to find ways to gain special abilities
need to forbid certain actions. and powers beyond their characters’
normal class abilities. The referee should
Grudges be very careful when allowing this, as it
can lead to imbalance. The guidelines for
Player characters may, through the course magical research, above, should be used.
of play, naturally develop grudges or
rivalries. This is especially a possibility Excess wealth: If the level of PC wealth
when characters of opposite alignments has gotten out of hand, the referee may
adventure together. This is a natural and wish to find ways to take excess money
fun part of good role-playing. Howev- away from characters. This should always
er, the referee should ensure that such be done in such a way as to present the
grudges do not dominate play and spoil player with a choice, for example: pay a
the adventure for others. local tax or become an outlaw?
5
Running the Game Describing Explored Areas
The usual procedure is for the players to
draw maps of areas being explored, based
Describing the Unknown on the referee’s descriptions.
When describing what player characters Squares: One way to speed up mapping
experience during an adventure, the is to specify dimensions (e.g. the width
referee should be careful to keep an air of and length of rooms in a dungeon) in
mystery. The best way of achieving this is terms of map squares, rather than in feet.
to only describe what characters see, hear, Of course, the referee and the players
smell, and so on, without providing the must agree on the size of one map square.
players any additional information. Known areas: Sometimes, characters
Monsters: Should be described, rath- may already know the shape of an area
er than referred to by name. Players being explored. In this case, the referee
will come to recognise different types may draw the parts of the map which are
of monsters by their descriptions and already known.
behaviours. Complex areas: In the case of extremely
Surprise attacks: When characters are complicated areas, the referee may draw
attacked by surprise, the referee should directly on the players’ map. This is not
simply describe the attack itself, rather generally to be encouraged, however, as
than giving players the complete descrip- this does not help the players to improve
tion of the attacking monster. For ex- their own mapping skills.
ample, a character may just see a clawed
hand reaching out of the shadows. Only Using Miniatures
in subsequent combat rounds should a Some groups like to use miniatures along
more detailed description of the monster with a gridded tabletop surface to track
be provided. exploration and combat.
Monster and NPC game stats: The game Play surface: The most convenient type
statistics (e.g. hit points, level) of mon- of surface is something on which maps
sters and NPCs should never be revealed can be drawn with erasable pens. The
to players. In combat, the referee should surface should be gridded for ease of
describe the effects of damage on a mon- tracking the movements of characters.
ster, rather than telling the players how Scale: The typical scale used is 1” on the
many hit points it has remaining. play surface = 5’ in the game world (or 5
Magic items: Should be described, rather yards for outdoor encounters).
than referred to by name. Only by ex- Miniatures: Miniature figures are avail-
perimentation can players find out what able to purchase from many different
powers a magic item has (and indeed companies. Alternatively, simple tokens
whether an item is magical at all!). like dice or beads can be used.

6
Monsters and NPCs
The referee is responsible for deciding
how monsters and NPCs react when
encountered, but also what schemes and
tactics they follow when the PCs are
elsewhere.

Intelligence and Tactics


When deciding how a monster or NPC
acts, the referee should bear its level of
intelligence in mind. Intelligent monsters
might use any of the following tactics.
Traps and stealth: Monsters which are
cunning but not physically powerful
might lay traps or ambushes and may
favour attacking PCs from a distance with
missile weapons.
Guards: Monsters may make use of
Teamwork
guards or pets to weaken PCs or to pro- When designing encounters, the referee
tect important escape routes. should bear in mind that—like player
Magic items: Monsters will use any mag- characters—monsters and NPCs will join
ic items in their lair to thwart the PCs. forces in order to increase their chance of
survival.
Learning and preparation: If PCs en-
counter but do not defeat monsters, the Combined forces: Monsters skilled in
monsters will learn from the experience melee, missile attacks, and magic may
and prepare for a repeat attack. They join forces.
may build defensive structures, call for Leaders: May have special abilities, maxi-
reinforcements, relocate their base of mum hit points, or additional Hit Dice.
operations, and so on.
Adaptation: Monsters may copy or adapt Motivation
tactics successfully used by PCs and may The same as player characters, intelligent
plan specific counter-manoeuvres. monsters and NPCs have their own inter-
ests and motivations.
Role-playing: The referee should consid-
er the monster’s reaction to negotiations
with PCs, bearing in mind its alignment
and personality. Monsters should not
always cooperate with PCs’ wishes!
Allies: Monsters and NPCs may be
encountered with friends, minions, or
retainers. These will come to the aid of
the monster, or may avenge it, if it
is defeated. 7
Adventure 1. Banishing Ancient Evil
An evil presence (e.g. a monster or NPC)

Scenarios must be banished or destroyed. It may


have been dormant for many years,
and have only recently been awakened
The first step in designing an adventure (perhaps as a result of another party’s
of any kind is to decide on the type of meddling).
scenario. This is the hook that draws the
player characters to the adventure site, 2. Clearing Ruins
and provides a background theme that
the referee can use to tie the location Settlers plan to move into an abandoned
together. The scenario drives the referee’s settlement or stronghold. Before they
choices of specific traps, treasures, and arrive, the PCs need to scout the area and
monsters to be placed in the location. clear out any monsters or other dangers
The following examples may be used for that are present. The ruins need not be in
inspiration. a remote area—they could even be within
(or beneath) a major settlement.

8
3. Contacting a Lost Civilisation 7. Rescuing Captives
The PCs discover a long-lost race in a Important NPCs have been kidnapped
fantastic location. They may have once by bandits, wicked monsters, or an evil
been human, but are now adapted to their wizard. The PCs attempt to rescue the
strange environment. For example, they prisoners, either seeking a reward or be-
may have reverted to bestial behaviour or cause of a personal connection with the
may be adapted to subterranean life, with unfortunate captives. It is also possible
pale skin and infravision. that the PCs may be hired as bodyguards
to NPCs who are negotiating with the
4. Escaping from Captivity kidnappers.
The PCs have been taken prisoner by an
enemy and begin the adventure in cap- 8. Scouting an Enemy Outpost
tivity, possibly with a grisly fate awaiting An invasion is looming (or in progress)!
them in the near future. They must regain The PCs are tasked with infiltrating an
their freedom. outpost of the enemy, gathering intel-
ligence as to their plans, strengths, and
5. Exploring Unknown Territory weaknesses, and (if possible) destroying
them.
An NPC hires the party to explore and
map an unknown region. This may be a
previously uncharted area or may be a 9. Seeking a Magical Doorway
recent alteration to a familiar region (e.g. A gateway exists that allows magical
a magic castle may appear in an empty travel (either one-way or bidirectional)
plain). between distant locations or even other
worlds. The PCs may be tasked with
6. Performing a Quest locating a lost portal or closing a portal
used by enemies. The portal may also
A deity or powerful NPC (e.g. a king)
be the only means of travel to a fantastic
sends the PCs on a quest. This may in-
destination that the PCs must visit.
volve recovering holy or magical items.
10. Visiting a Sacred Site
In order to consult with an oracle, re-
move a curse, or find a holy relic, the PCs
must journey to a sacred site (e.g. a shrine
or temple). The exact location of the site
is usually a matter of conjecture.

9
10
11
Designing a 4. Stock the Dungeon
Make notes describing each area on the

Dungeon map that was given a number. Monsters


or areas that play an important role in the
adventure should be noted first. Areas of
1. Choose the Setting less importance may then be stocked (us-
ing the guidelines to the right if desired).
Decide on the basic form and structure
Important details: Monsters (including
of the dungeon (the table below may be
the possibility of patrols in the area),
used) and begin to consider ideas for the
traps, tricks, treasures, or special magical
main rooms or areas.
effects that are present should be noted.
Dungeon Setting Secondary details: Additional descrip-
d6 Setting tive details for each area may also be not-
ed: furnishings, everyday items, smells,
1 Crypt or tomb complex sounds, lights, etc.
2 Natural caverns
3 Settlement (e.g. stronghold, city) Dungeon Levels
4 Subterranean delving (e.g. mine) Dungeons often consist of a series of
deeper and deeper floors—known as lev-
5 Temple
els—accessible by stairways, trap doors,
6 Tower or fortification chutes, pits, etc. PCs enter the 1st level
of a dungeon initially and may discover
2. Choose Monsters entrances to deeper levels.
Based on the selected adventure scenario
Danger and Reward
and dungeon setting, decide what types
of monsters inhabit the dungeon, choos- Generally, the level of danger and the
ing from any monster books that are amount of treasure in a dungeon should
available, creating new monsters specially be suitable to the level of the PCs.
for the dungeon, or tailoring standard It is usual for lower levels of the dungeon
monsters to the location. to have greater risks and rewards. Nor-
mally, 1 HD monsters live in the 1st level
3. Map the Dungeon of a dungeon, 2 HD monsters in the 2nd
Overall shape: The structure of the level, and so on.
rooms and connecting passages will be
Unguarded Treasure
determined by the dungeon setting (e.g.
Treasure is usually guarded by monsters
rough cavern walls, carefully laid-out
or traps, but sometimes an unguarded
defensive structures, etc.).
cache of loot may be found.
Mapping scale: Typically, dungeon maps
are drawn on graph paper with a scale of Experienced players: When designing
10’ per square. (Larger or smaller scales dungeons for experienced players, the
may be used as appropriate.) referee should consider placing only very
Numbering: Give each area (e.g. room few completely unguarded treasures.
or cave) of the dungeon a number, so Deep dungeon levels: The referee may
that the area on the map can easily be wish to not place any unguarded treas-
cross-referenced with the descrip- ures in the 9th or deeper dungeon levels.
12 tion of its contents (see step 4).
4. Illusion: Typically of a monster. The
Random Room Stocking monster has AC 9 [10] and vanishes if
hit in combat. Its attacks do not inflict
Random Dungeon Room Contents real damage: a PC who appears to die
d6 Contents Chance of Treasure just falls unconscious for 1d4 turns.
1–2 Empty 1-in-6 5. Spray: A mysterious liquid covers the
3–4 Monster 3-in-6 character. Monsters are attracted to
the smell: the chance of wandering
5 Special None
monsters is doubled for 1d6 hours.
6 Trap 2-in-6 6. Sprung needle: A needle coated with
Monsters: May be selected by hand or poison jabs out (save vs poison or die).
rolled on an encounter table.
Example Specials
Specials: Weird or magical features of an 1. Alarms: Entry alarm that attracts
area, including tricks or puzzles. nearby guardians.
Traps: If treasure is present, the trap 2. Animating objects: Inanimate objects
may be set so that it is triggered when that attack if disturbed.
the treasure is tampered with (a treas- 3. Falling blocks: Stone block falls to
ure trap). Otherwise, the trap may be prevent passage.
triggered by simply entering the room or 4. Illusions: Illusionary passages, doors,
a certain area of it (a room trap). or stairways.
Treasure: If a monster is in the room, roll 5. Shifting architecture: Doors lock and
the treasure type indicated in its descrip- the room rotates, rises, or falls.
tion. Otherwise, the treasure depends on 6. Strange waters: Pool or fountain with
the dungeon level (see right). weird, magical effects.
7. Teleports: Magical portal or teleporter
Example Room Traps to another area of the dungeon.
1. Falling block: Inflicts 1d10 damage 8. Trapdoors: Leading to a hidden area.
(save versus petrification to avoid). 9. Voices: Walls or architectural features
2. Gas: Poisonous gas fills the room (save speak or moan (e.g. a talking statue).
versus poison or die).
Treasure
3. Mist: Harmless; looks like poison gas.
Level 1: 1d6 × 100sp; 50%: 1d6 × 10gp;
4. Pit: Opens up beneath characters’ feet,
5%: 1d6 gems; 2%: 1d6 pieces of jewel-
inflicting falling damage on any who
lery; 2%: 1 magic item.
fall in (see Falling in the Advanced
Fantasy: Player’s Tome). Level 2–3: 1d12 × 100sp; 50%: 1d6 ×
5. Scything blade: Swings from the ceil- 100gp; 10%: 1d6 gems; 5%: 1d6 pieces of
ing, attacking for 1d8 damage. jewellery; 8%: 1 magic item.
6. Slide: Opens up beneath characters’ Level 4–5: 1d6 × 1,000sp; 1d6 × 200gp;
feet, sending them to a lower level. 20%: 1d6 gems; 10%: 1d6 pieces of jewel-
lery; 10%: 1 magic item.
Example Treasure Traps
1. Darts: 1d6 spring-loaded darts fire at Level 6–7: 1d6 × 2,000sp; 1d6 × 500gp;
the character, doing 1d4 damage each. 30%: 1d6 gems; 15%: 1d6 pieces of jewel-
2. Flash of light: Causes blindness for lery; 15%: 1 magic item.
1d8 turns (save versus spells). Level 8–9: 1d6 × 5,000sp; 1d6 × 1,000gp;
3. Hidden monster: e.g. a snake. Re- 40%: 1d12 gems; 20%: 1d12 pieces of
leased when the treasure is disturbed. jewellery; 20%: 1 magic item.
13
Designing a 4. Locate Non-Human Realms
Mark regions that are controlled by other

Wilderness intelligent species that exist in the setting


(e.g. demihumans, monstrous races, and
so on), taking their preferred environ-
1. Choose the Setting ment and way of life into account.
Nomads: Some intelligent species may
Basic geography: Decide on the basic
keep domains with well-defined bound-
geography and climate of the region to be
aries while others may move around—
described: whether it primarily consists
hunting or raiding—within a more
of mountains, forest, desert, etc. The size
vaguely defined area.
of the region should also be determined.
Monsters: The territories of significant,
Milieu: At this stage, the nature of the
non-intelligent monsters may also be
milieu being detailed should also be con-
marked on the map at this stage.
sidered: the general level of technology,
availability of magic, presence of different
monsters and intelligent races, and so on.
5. Place the Base Town
New campaigns: When starting a new Locate a base town for player characters
campaign, it is recommended to begin by on the map, typically close to a river or
detailing a small, self-contained area that road near the centre of the map. This is
can be expanded upon over time. where play will begin. The guidelines to
the right may be used to help flesh out
2. Map the Region the base town.

Major terrain features: Using graph or 6. Place Dungeons


hex paper, create a map of the wilder-
ness area, marking on the major terrain Place one or more dungeons on the map,
features such as mountain ranges, rivers, somewhere in the vicinity of the base
seas, lakes, islands, forests, swamps, and town.
so on. Real world maps may serve as Distance: Dungeons are normally located
inspiration as to the natural structure and around a day’s journey from the base
relationship of terrain features. town—close enough that travel between
Scale: Typically, a large scale map (24 the town and the dungeon is convenient,
miles per hex) is drawn first, followed by but not so close that the town is plagued
smaller scale maps (6 miles per hex) of by monsters from the dungeon.
certain areas, adding more detail.
7. Create Regional Encounter Tables
3. Locate Human Realms Standard tables: The standard encounter
Mark the areas that are controlled by tables (see p134) may be suited to some
humans, bearing in mind the needs of areas of the campaign map.
human civilisation (rivers, farmland, etc.). Custom tables: For other areas, the ref-
Government: Also note the ruler of each eree may prefer to create new tables, with
human-controlled area: a petty lord, a a selection of monsters customised to the
mighty king, a league of merchants, etc. area. Special encounter tables should take
Base town (see step 5): Is typically account of the intelligent and monstrous
species marked on the map.
14 placed in one of these regions.
Designing a 2. Note Services
Make some notes on the presence of the

Base Town following services that adventurers may


require:
▶ Black market: For selling treasure and
contacting thieves or smugglers.
1. Determine Size
▶ Guard: A town militia or police force
Decide how large the base town is and to keep the peace and protect the town. It
roughly how many inhabitants it has. The may be useful to note whether the guards
size of settlements generally depends on are open to bribery and how frequently
the level of technology available in the they patrol various areas of the town.
setting. For medieval or similar settings,
▶ Healing: Some means for characters to
the following may be used as a guide:
cure their wounds (and possibly more ad-
Town Size Inhabitants vanced services such as curing diseases or
Village 50–999 even raising the dead). In settings where
magical healing exists, such services may
Small Town 1,000–4,999
be available at a temple, church, or shrine.
Large Town 5,000–14,999
▶ Lodgings: Rooms to rent, inns, etc.
City 15,000+
▶ Rumours: Places where notices are
posted and gossip spreads.

3. Detail Ruler
Decide how the town is ruled: whether
by a local sheriff or mayor appointed by
a lord, an elected council, a confedera-
cy of merchants, etc. It is also possible
that a high-level NPC adventurer (with
attendant guards and magic) may rule the
town.

4. Detail Other NPCs


Other important NPCs in the town
should be noted, especially those associ-
ated with one of the services mentioned
above or those who might wish to hire
the PCs to undertake missions.

5. Create Rumours
A few local rumours may be noted, to
provide hooks for the player characters to
start exploring the local area and pos-
sibly find their way to one of the placed
dungeons.

15
Awarding XP XP Awards for Defeated Monsters

Monster HD Base XP
Bonus XP /
Ability
All characters who return from an adven-
Less than 1 5 1
ture alive receive experience points (XP).
XP is gained from two sources: treasure 1 10 3
recovered and monsters defeated. 1+ 15 4
2 20 5
Recovered Treasure 2+ 25 10
Treasure that PCs bring back from an 3 35 15
adventure is the primary means by which 3+ 50 25
they gain XP—usually accounting for ¾ 4 75 50
or more of the total XP earned. 4+ 125 75
Non-magical treasure: Characters gain 5 175 125
1 XP per 1 gold piece (gp) value of the 5+ 225 175
treasure. 6 275 225
Magical treasure: Does not grant XP. 6+ 350 300
7–7+ 450 400
Defeated Monsters 8–8+ 650 550
All monsters defeated by the party (i.e. 9–10+ 900 700
slain, outsmarted, captured, scared away, 11–12+ 1,100 800
etc.) grant XP based on how powerful
13–16+ 1,350 950
they are. See the table to the right.
17–20+ 2,000 1,150
Base XP: The XP value of a monster is
determined by its Hit Dice. Monsters 21–21+ 2,500 2,000
whose Hit Dice are notated as a number
of dice plus a fixed hit point bonus (e.g. Division of Experience
4+2) are more powerful and are listed The XP awards for treasures recovered
separately in the table. For example, a and monsters defeated are totalled and
monster with 2 HD is worth 20 XP, but a divided evenly between all characters
monster with 2+2 HD is worth 25 XP. who survived the adventure—this in-
Bonus XP / ability: A monster’s XP value cludes retainers.
is increased for each special ability it has. Awarded XP is always divided evenly,
Special abilities are indicated by asterisks irrespective of how the players decide to
following the monster’s HD rating. divide the treasure.
Higher HD monsters: For each HD
above 21, add 250 XP to the Base and Bonuses and Penalties​
Bonus amounts.
The referee may optionally grant XP
Extraordinary peril bonus: A monster bonuses to players who did particularly
defeated under especially dangerous well. Likewise, players who did not do
circumstances may be treated as one Hit their share of the work may be penalized.
Dice category higher on the table.

16
17
Monsters
Game Statistics Saving Throw Values (SV)
The monster’s saving throw values:
▶ D: Death/poison.
Monsters are described by the following ▶ W: Wands.
statistics. ▶ P: Paralysis/petrification.
▶ B: Breath attacks.
Armour Class (AC) ▶ S: Spells/rods/staves.
The monster’s ability to avoid damage in
combat. Save as HD: The HD at which the mon-
ster saves is listed in parentheses (with
Ascending AC: The optional AAC score
NH indicating that it saves as a normal
is listed afterwards in square brackets.
human). This is not always equal to the
Hit Dice (HD) monster’s HD rating—unintelligent
The number of d8s rolled to determine an monsters typically save at half their HD
individual’s hit points. rating; magical monsters may save at a
higher HD rating.
Asterisks: One or more asterisks after
the HD number indicate the number of Some monsters save as a character class
special abilities the monster has, for the (see the Advanced Fantasy: Player’s Tome).
purpose of XP calculation (see p16). In this case, the class and level are listed in
parentheses after the saving throw values.
Modifiers: Modifiers to the HD (e.g. +3,
–1) are applied to the hit point total after Attack Roll “to Hit AC 0” (THAC0)
rolling the specified number of d8s. The monster’s ability to hit foes in
Fractional Hit Dice: Some monsters are combat, determined by its Hit Dice (see
listed as having less than one HD, either Attack Matrix, p20).
as ½ (roll 1d4) or as a fixed number of hit Attack bonus: The monster’s attack
points. bonus (required when using the optional
Average hit points: The average hit point rule for Ascending AC) is listed after-
value is listed in parentheses. wards in square brackets.

Attacks Usable Per Round (Att) Movement Rate (MV)


The attacks that the monster can use each The speed at which the monster can
round, with the inflicted damage in pa- move. Every monster has a base move-
rentheses. (Note that monsters’ attack and ment rate and an encounter movement
damage rolls are not modified by STR or rate (noted in parentheses, one third of
DEX, unless specified.) the base movement rate).
Alternative attack routines: Square Modes of movement: If the monster
brackets are used to distinguish between has multiple modes of movement (e.g.
alternative attack routines that a monster walking, flying, climbing), they are listed
may choose from. individually, separated by slashes.
18
Morale Rating (ML) Treasure Type (TT)
The monster’s likelihood to persist in bat- The letter used to determine the amount
tle. See Morale in the Advanced Fantasy: and type of treasure possessed by the
Player’s Tome. monster(s) (see Treasure Types, p146).
The letters listed are used as follows:
Alignment (AL)
▶ A to O: Indicate a hoard: the sum
The monster’s affiliation to Law, Neutral-
wealth of a large monster or a community
ity, or Chaos. If “any” is listed, the referee
of smaller monsters, usually hidden in
may roll randomly or choose the crea-
the lair. For monsters with a lair encoun-
ture’s alignment.
ter size (see Number Appearing) of great-
XP Award (XP) er than 1d4, the amount of treasure in the
Pre-calculated XP award for defeating the hoard may be reduced, if the number of
monster. monsters is below average.
▶ P to V: If listed for an intelligent mon-
Number Appearing (NA) ster, indicate treasure carried by individ-
Listed as two values, the second in paren- uals (P to T) or a group (U, V). If listed
theses. for an unintelligent monster, indicate
Zeros: If the first value is a zero, monsters treasure from the bodies of its victims.
of this type are not usually encountered

General Notes
in dungeons. If the second value is a zero,
monsters of this type are not usually
encountered in the wilderness and do not
usually have lairs.
Usage: The use of these values depends Infravision
on the situation in which monsters are All non-human monsters have infra-
encountered: vision (see Darkness in the Advanced
▶ Wandering monsters in a dungeon: Fantasy: Player’s Tome). Unless specified
The first value determines the number in a monster’s description, this allows
of monsters encountered roaming in a monsters to see in the dark up to 60’.
dungeon level equal to their HD. If the
monster is encountered on a level greater Languages
than its HD, the number appearing may 20% of intelligent monsters speak Com-
be increased; if encountered on a level mon (see Languages in the Advanced
less than its HD, the number appearing Fantasy: Player’s Tome), unless the mon-
should be reduced. ster description states otherwise. Many
▶ Monster lair in a dungeon: The sec- intelligent monster species also have their
ond value lists the number of monsters own tongue.
found in a lair in a dungeon.
▶ Wandering monsters in the wilder- Persons
ness: The second value indicates the
Some spells or magical effects only affect
number of monsters encountered roam-
creatures classified as “persons”. This
ing in the wilderness.
includes all humans and demihumans, as
▶ Monster lair in the wilderness: The well as humanoid monsters of up to 4+1
second value multiplied by 5 indicates the HD. A list of the monsters in this book
number of monsters found in a lair in the that are classified as persons is
wilderness. given overleaf. 19
Combat Tables PC and NPC Saving Throws
PCs and classed NPCs use the saving
These tables list the attack probabilities throw tables for their character class,
for all monsters and characters and the listed in the class description.
saving throw values used by monsters
and normal humans.

Attack Matrix
Attack Roll to Hit AC
Monster HD THAC0 –3 –2 –1 0 1 2 3 4 5 6 7 8 9
NH 20 [–1] 20 20 20 20 19 18 17 16 15 14 13 12 11
Up to 1 19 [0] 20 20 20 19 18 17 16 15 14 13 12 11 10
1+ to 2 18 [+1] 20 20 19 18 17 16 15 14 13 12 11 10 9
2+ to 3 17 [+2] 20 19 18 17 16 15 14 13 12 11 10 9 8
3+ to 4 16 [+3] 19 18 17 16 15 14 13 12 11 10 9 8 7
4+ to 5 15 [+4] 18 17 16 15 14 13 12 11 10 9 8 7 6
5+ to 6 14 [+5] 17 16 15 14 13 12 11 10 9 8 7 6 5
6+ to 7 13 [+6] 16 15 14 13 12 11 10 9 8 7 6 5 4
7+ to 9 12 [+7] 15 14 13 12 11 10 9 8 7 6 5 4 3
9+ to 11 11 [+8] 14 13 12 11 10 9 8 7 6 5 4 3 2
11+ to 13 10 [+9] 13 12 11 10 9 8 7 6 5 4 3 2 2
13+ to 15 9 [+10] 12 11 10 9 8 7 6 5 4 3 2 2 2
15+ to 17 8 [+11] 11 10 9 8 7 6 5 4 3 2 2 2 2
17+ to 19 7 [+12] 10 9 8 7 6 5 4 3 2 2 2 2 2
19+ to 21 6 [+13] 9 8 7 6 5 4 3 2 2 2 2 2 2
21+ or more 5 [+14] 8 7 6 5 4 3 2 2 2 2 2 2 2

Monster Saving Throws


Hit Dice Death Wands Paralysis Breath Spells
NH 14 15 16 17 18
1–3 12 13 14 15 16
4–6 10 11 12 13 14
7–9 8 9 10 10 12
10–12 6 7 8 8 10
13–15 4 5 6 5 8
16–18 2 3 4 3 6
19–21 2 2 2 2 4
22 or more 2 2 2 2 2

20
Persons
The following monsters in this book
are classified as “persons”, for the sake
of magical effects: acolyte, bandit,
berserker, brigand, brownie, buc-
caneer, bugbear, dark creeper, deep
one, dervish, drow, duergar, dwarf,
elf, gnoll, gnome, goblin, gullygug,
halfling, hobgoblin, homunculus, kob-
old, leprechaun, lizard man, medium,
merchant, merman, mutoid, mycelian,
neanderthal, nixie, noble, normal hu-
man, ogre, orc, pirate, pixie, sahuagin,
sea hag, sprite, svirfneblin, trader,
triton, troglodyte, veteran.

Normal Humans (NH)


All humans who are not a member of an
adventuring class are classified as nor-
mal humans. They are treated as having
less than 1 Hit Die and have their own
saving throw and attack probabilities.

Attack Rolls Using THAC0


(Optional Rule)
Instead of referring to the attack matrix,
attacks may be resolved using THAC0
directly. A THAC0 score denotes the at-
tack roll required to hit AC 0. The attack
roll required to hit opponents of other
AC scores can be calculated by subtract-
ing the target AC from the THAC0. For
example, a character with a THAC0 of
19 could hit an opponent with AC 5 on
a roll of 14 or greater (19 – 5 = 14).
Note: Using THAC0 to resolve attack
rolls results in very slightly different
attack probabilities than when using the
traditional approach of referring to the
attack matrix.

21
Monster Ankheg
10’–20’ long, many-legged, burrowing

Descriptions insects with tough shells and shiny black


eyes. Consume soil but also enjoy fresh
meat. Dwell in forests and fertile lands.
AC 2 [17], HD 3** to 8** (13/18/22/27/31
Acolyte /36hp), Att 1 × bite (3d6 + acid) or 1 ×
1st level clerics on a quest for their deity. acid squirt (4d8), THAC0 By HD (17
AC 2 [17], HD 1 (4hp), Att 1 × mace [+2] to 12 [+7]), MV 120’ (40’) / 60’ (20’)
(1d6), THAC0 19 [0], MV 60’ (20’), SV burrowing, SV By HD, ML 9, AL Neutral,
D11 W12 P14 B16 S15 (Cleric 1), ML 7, XP 65/175/425/725/1,250/1,750 NA 1d6
AL Any, XP 10, NA 1d8 (1d20), TT U (1d6), TT C
▶ Leader: Groups of 4+ are led by a ▶ Ambush: Hide just beneath the sur-
higher level cleric (1d10: 1–4: 2nd level, face of the ground and burst out when
5–7: 3rd level, 8–9: 4th level, 10: 5th lev- something walks above.
el). Choose or roll the leader’s spells. ▶ Acid: Inflicts 1d4 damage per round
until washed off or the victim dies.
Amphisbaena ▶ Acid squirt: Once per day, may squirt
8’ long giant snakes with a head at each digestive acid at a target up to 30’ away.
end of their body. Dwell in all but the Save versus breath for half damage.
most extreme climes. Will usually only
attack if cornered or surprised. Ape, White
AC 3 [16], HD 6* (27hp), Att 2 × bite Albino, herbivorous, gorilla-like apes. Live
(1d3 + poison), THAC0 14 [+5], MV in caves and emerge at night to forage.
120’ (40’), SV D10 W11 P12 B13 S14 AC 6 [13], HD 4 (18hp), Att 2 × claw
(6), ML 8, AL Neutral, XP 500, NA 1d3 (1d4) or 1 × thrown rock (1d6), THAC0
(1d3), TT None 16 [+3], MV 120’ (40’), SV D12 W13 P14
▶ Poison: Causes death (save vs poison). B15 S16 (2), ML 7, AL Neutral, XP 75,
▶ Cold immunity: Unharmed by cold- NA 1d6 (2d4), TT None
based attacks. ▶ Territorial: Defend their lair with
22 threats and, if this is ignored, violence.
Bandit
NPC thieves who live by robbery.
AC 6 [13], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
120’ (40’), SV D13 W14 P13 B16 S15
(Thief 1), ML 8, AL Neutral or Chaotic,
XP 10, NA 1d8 (3d10), TT U (A)
▶ Trickery: Use disguise or trickery to
surprise victims.
▶ Leader: May have a leader of 2nd level
or higher (any human class).
▶ Hoard: Only have treasure type A
when encountered in their wilderness
lair.

Banshee
Incorporeal female spirits that linger after
death in order to cause suffering to the
living. Haunt desolate moors.
Basilisk
AC 0 [19], HD 7* (31hp), Att 1 × touch
(1d8) or 1 × wail (death), THAC0 13 10’ long, serpentine lizards. Unintelligent,
[+6], MV 150’ (50’), SV D8 W9 P10 B10 but highly magical. Dwell in caverns and
S12 (7), ML 12, AL Chaotic, XP 850, NA twisted brambles.
1 (1), TT D AC 4 [15], HD 6+1** (28hp), Att 1 × bite
▶ Undead: Make no noise, until they (1d10 + petrification), 1 × gaze (petrifi-
attack. Immune to effects that affect cation), THAC0 13 [+6], MV 60’ (20’),
living creatures (e.g. poison). Immune to SV D10 W11 P12 B13 S14 (6), ML 9, AL
mind-affecting or mind-reading spells Neutral, XP 950, NA 1d6 (1d6), TT F
(e.g. charm, hold, sleep). ▶ Surprise: Characters surprised by a
▶ Mundane damage immunity: Can basilisk meet its gaze.
only be harmed by magical attacks. ▶ Petrifying touch: Anyone touched by a
▶ Energy immunity: Unharmed by basilisk is turned to stone (save vs petrify).
cold-based or electrical attacks. ▶ Petrifying gaze: Anyone meeting a
▶ Wail: All within 30’ must save versus basilisk’s gaze is turned to stone (save
death or die. Usable once per day and versus petrify). Unless averting eyes or
only during the hours of darkness. using a mirror, characters in melee are
▶ Origin: Legends say that banshees are affected each round.
the spirits of wicked female elves. ▶ Averting eyes: –4 penalty to-hit; the
basilisk gains a +2 bonus to attack.
▶ Mirrors: The reflection of a basilisk is
harmless. Fighting by looking in a mirror
incurs a –1 penalty to attack. If a basilisk
sees its own reflection (2-in-6 chance), it
must save or be petrified.
23
Bat Giant Vampire Bat
AC 6 [13], HD 2 (9hp), Att 1 × bite (1d4
Nocturnal, flying mammals that roost in + unconsciousness), THAC0 18 [+1],
caves or ruins. MV 30’ (10’) / 180’ (60’) flying, SV D12
▶ Echolocation: Unaffected by effects W13 P14 B15 S16 (1), ML 8, AL Neutral,
that impair, modify, or rely on sight. XP 20, NA 1d10 (1d10), TT None
Blinded by magical silence. ▶ Echolocation: See main entry.
Giant Bat ▶ Unconsciousness: For 1d10 rounds
Carnivorous bats that may attack adven- (save versus paralysis).
turers, if hungry. 1-in-20 groups of giant ▶ Blood drain: A vampire bat may drain
bats are vampiric (see Giant Vampire blood from an unconscious victim: 1d4
Bat). hit points automatic damage per round.
AC 6 [13], HD 2 (9hp), Att 1 × bite (1d4), A victim killed by blood drain becomes
THAC0 18 [+1], MV 30’ (10’) / 180’ (60’) undead (possibly a vampire) after 24
flying, SV D12 W13 P14 B15 S16 (1), ML hours (save versus spells).
8, AL Neutral, XP 20, NA 1d10 (1d10), Normal Bat
TT None
AC 6 [13], HD 1hp, Att 1 × swarm
▶ Echolocation: See main entry. (confusion), THAC0 20 [–1], MV 9’ (3’)
/ 120’ (40’) flying, SV D14 W15 P16 B17
S18 (NH), ML 6, AL Neutral, XP 5, NA
1d100 (1d100), TT None
▶ Echolocation: See main entry.
▶ Swarm: 10 bats can swarm around a
target’s head, causing confusion: –2 to at-
tack rolls and saves; unable to cast spells.
▶ Attacks: As normal human.
▶ Flighty: Unless magically summoned
or controlled, normal bats check morale
24 every round.
Bear
▶ Bear hug: If a victim is hit by both
paws in the same round, the bear hugs for
an extra 2d8 automatic damage.
Black Bear
6’ tall; favour eating berries and roots.
AC 6 [13], HD 4 (18hp), Att 2 × claw
(1d3), 1 × bite (1d6), THAC0 16 [+3],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(2), ML 7, AL Neutral, XP 75, NA 1d4
(1d4), TT U
▶ Bear hug: See main entry.
▶ Defensive: Adults will protect their
young with their lives, but otherwise only
attack if cornered.
▶ Camp raids: Sometimes raid camps,
for food (especially fish and sweet treats).
Cave Bear
Ferocious, 15’ tall grizzly bears found in
caves and Lost World settings. Omnivo-
rous, but prefer meat, including humans.
AC 5 [14], HD 7 (31hp), Att 2 × claw
(1d8), 1 × bite (2d6), THAC0 13 [+6],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(3), ML 9, AL Neutral, XP 450, NA 1d2
(1d2), TT V
▶ Bear hug: See main entry.
▶ Sense of smell: Poor eyesight, but
keen sense of smell. When hungry, will Polar Bear
follow a track of blood by scent. Aggressive, white-furred bears that stand
Grizzly Bear 11’ tall and live in cold regions. Favour
eating fish.
Aggressive, 9’ tall. Silver-tipped fur,
brown or reddish brown in colour. Live AC 6 [13], HD 6 (27hp), Att 2 × claw
in forests and mountains. Favour eating (1d6), 1 × bite (1d10), THAC0 14 [+5],
meat. MV 120’ (40’), SV D12 W13 P14 B15
S16 (3), ML 8, AL Neutral, XP 275, NA 1
AC 6 [13], HD 5 (22hp), Att 2 × claw
(1d2), TT U
(1d4), 1 × bite (1d8), THAC0 15 [+4],
MV 120’ (40’), SV D12 W13 P14 B15 ▶ Bear hug: See main entry.
S16 (2), ML 8, AL Neutral, XP 175, NA 1 ▶ Swimming: Excellent swimmers.
(1d4), TT U ▶ Snow walk: Wide paws allow running
▶ Bear hug: See main entry. on the surface of snow without sinking.

25
Beetle, Giant Berserker
Fire Beetle Fighters who enter a rage in battle. They
never take prisoners.
2½’ long. Commonly found under-
ground. AC 7 [12], HD 1+1* (5hp), Att 1 × weap-
on (1d8 or by weapon), THAC0 18 [+1],
AC 4 [15], HD 1+2 (6hp), Att 1 × bite MV 120’ (40’), SV D12 W13 P14 B15 S16
(2d4), THAC0 18 [+1], MV 120’ (40’), (1), ML 12, AL Neutral, XP 19, NA 1d6
SV D12 W13 P14 B15 S16 (1), ML 7, AL (3d10), TT P (B)
Neutral, XP 15, NA 1d8 (2d6), TT None
▶ Battle rage: +2 to hit humans and sim-
▶ Glowing nodules: Three glowing ilar humanoids (e.g. orcs, goblins). Rage
glands (two above the eyes, one on the sometimes makes them attack their allies.
abdomen) cast light in a 10’ radius. If
▶ Hoard: Only have treasure type B
removed, keep glowing for 1d6 days.
when encountered in the wilderness.
Oil Beetle
3’ long, burrowing beetles sometimes Black Pudding
encountered below ground. Huge (5’–30’ across), mindless blobs of
AC 4 [15], HD 2* (9hp), Att 1 × bite amorphous black jelly. Driven by raven-
(1d6), 1 × oil spray (blistering), THAC0 ous hunger.
18 [+1], MV 120’ (40’), SV D12 W13 P14 AC 6 [13], HD 10* (45hp), Att 1 × touch
B15 S16 (1), ML 8, AL Neutral, XP 25, (3d8), THAC0 11 [+8], MV 60’ (20’), SV
NA 1d8 (2d6), TT None D10 W11 P12 B13 S14 (5), ML 12, AL
▶ Oil spray: Use when attacked. Targets Neutral, XP 1,600, NA 1 (0), TT None
one opponent within 5’. A hit causes ▶ Immunity: Only harmed by fire-based
painful blistering: –2 to attack rolls for 24 attacks.
hours. Cure light wounds can be used to ▶ Division: Non-fire attacks (including
cure this, instead of restoring hit points. spells) cause the pudding to divide. Each
Tiger Beetle hit creates a 2HD pudding that does 1d8
Carnivorous, 4’ long, tiger-striped beetles damage.
with powerful, crushing mandibles. Hunt ▶ Erode wood and metal: Can dissolve
robber flies, but sometimes eat humans. wood or metal in one turn.
AC 3 [16], HD 3+1 (14hp), Att 1 × bite ▶ Cling: Can move across walls and
(2d6), THAC0 16 [+3], MV 150’ (50’), ceilings.
SV D12 W13 P14 B15 S16 (1), ML 9, AL ▶ Seep: Can squeeze through small holes
Neutral, XP 50, NA 1d6 (2d4), TT U and cracks.

26
Blink Dog Brigand
Highly intelligent, dingo-like dogs that Outlaws and mercenaries who make a
live in packs. Have the innate ability to living by raiding settlements and attack-
blink in and out of existence. ing travellers.
AC 5 [14], HD 4* (18hp), Att 1 × bite AC 6 [13], 4 [15], or 3 [16], HD 1 (4hp),
(1d6), THAC0 16 [+3], MV 120’ (40’), Att 1 × weapon (1d6 or by weapon),
SV D10 W11 P12 B13 S14 (4), ML 6, AL THAC0 19 [0], MV 120’ (40’), SV D12
Lawful, XP 125, NA 1d6 (1d6), TT C W13 P14 B15 S16 (1), ML 8, AL Chaotic,
▶ Blink: In combat, teleport close to an XP 10, NA 0 (1d4 × 10), TT A
enemy, attack, then reappear 1d4 × 10’ ▶ Footmen: Half the group has: leather
away. If they have initiative, can blink armour, shield, sword, shortbow.
away without the opponent being able to ▶ Cavalry: The other half is mounted on
counter-attack. riding horses and has: chainmail, shield,
▶ Disappear: If in serious danger, the sword.
pack can flee by entirely disappearing. ▶ Leaders and commanders: For every
▶ Hate warp beasts: Always attack. 20 brigands, there is a leader (2nd level
fighter). For every 40 brigands, there is a
Boar commander (4th level fighter). Leaders
Omnivorous wild boars that dwell ride war horses (with barding) and have:
primarily in forests. Can be irascible and plate mail, sword, lance.
dangerous, if disturbed. ▶ Fortified camps: Bands commonly
combine and live in a camp of 5d6 × 10
AC 7 [12], HD 3 (13hp), Att 1 × tusk
brigands.
(2d4), THAC0 17 [+2], MV 150’ (50’),
SV D12 W13 P14 B15 S16 (2), ML 9, AL ▶ Camp leaders: Combined camps are
Neutral, XP 35, NA 1d6 (1d6), TT None led by a 9th level fighter, plus a 5th level
fighter for every 50 brigands. Also 50%
chance of a magic-user (level 1d3 + 8);
30% chance of a cleric (8th level).

27
Brownie Buccaneer
1½’ tall humanoids, related to pixies and Sailors who make a living by raiding
halflings. They are shy, but friendly with coastal settlements and robbing other
other lawful creatures. Dwell in peaceful ships. Typically ply rivers, lakes, and
meadows. coastal waters; occasionally oceans.
AC 3 [16], HD ½ (2hp), Att 1 × knife AC 7 [12] or 5 [14], HD 1 (4hp), Att 1 ×
(1d3), THAC0 19 [0], MV 120’ (40’), SV weapon (1d6 or by weapon), THAC0 19
D6 W7 P9 B11 S9 (Cleric 9), ML 7, AL [0], MV 120’ (40’), SV D12 W13 P14 B15
Lawful, XP 5, NA 3d6 (5d8), TT S S16 (1), ML 6, AL Neutral, XP 10, NA 0
▶ Surprise: Never surprised. (see below), TT A
▶ Dimension door: Once per day, can ▶ Ships and crew: Depends where
teleport to a known location within 360’. encountered. Rivers or lakes: 1d8 river
▶ Ventriloquism: Can cause voice to ap- boats (1d2 × 10 buccaneers each); coastal
pear to come from any location or source waters: 1d6 small galleys (1d3+1 × 10
(e.g. a statue or animal) within 60’. buccaneers each); any: 1d4 longships
(1d3+2 × 10 buccaneers each); ocean: 1d3
▶ Dancing lights: Can conjure bobbing
small warships (1d5+3 × 10 buccaneers
lights within 60’.
each). (See the Advanced Fantasy Player’s
Tome for details on ships.)
Brown Mould
▶ Arms: 60% of group have: leather
Deadly fungus that covers walls, ceilings, armour, sword; 30% have: leather armour,
and other surfaces. Drains heat from any sword, crossbow; 10% have: chainmail,
source. sword, crossbow.
AC No hit roll required, HD 2* (9hp), Att ▶ Leaders and captains: For every 30
None, THAC0 18 [+1], MV 0’ (0’), SV buccaneers, there is a 4th level fighter.
D12 W13 P14 B15 S16 (2), ML 12, AL Each ship has a captain (7th level fighter).
Neutral, XP 25, NA 1d8 (1d4), TT None ▶ Fleet commander: 9th level fighter.
▶ Cold aura: The area around a brown 30% chance of a magic-user (level 1d2 +
mould is noticeably cooler than average. 9); 25% chance of a cleric (8th level).
▶ Area: Each 10 square feet (e.g. 2’ × ▶ Treasure: Divided between vessels.
5’) covered in brown mould is treated as Instead of carrying aboard, may have a
one “individual”. (A 10’ × 10’ area would map to where it is buried.
consist of 10 individual moulds.) ▶ Havens: Lawless, fortified, coastal
▶ Immunity: Unharmed by all attacks towns may act as a haven for buccaneers
but magical cold. and pirates.
▶ Heat drain: Any creature within 5’ of
the mould suffers 1d8 damage per round.
▶ Multiplication: Fire within 5’ causes
the mould to grow rapidly. Burning torch:
2 × size, burning oil: 4 × size, fire ball: 8 ×
size. Multiplication takes one round.

28
Bugbear Camel
Large, hairy goblins with an ungainly Irascible animals that are adapted to life
gait. Favour attacking by surprise. in dry climates. Often used for transpor-
AC 5 [14], HD 3+1 (14hp), Att 1 × weap- tation in deserts.
on (2d4 or by weapon +1), THAC0 16 AC 7 [12], HD 2 (9hp), Att 1 × bite (1), 1
[+3], MV 90’ (30’), SV D12 W13 P14 B15 × hoof (1d4), THAC0 18 [+1], MV 150’
S16 (3), ML 9, AL Chaotic, XP 50, NA (50’), SV D12 W13 P14 B15 S16 (1), ML 7,
2d4 (5d4), TT B AL Neutral, XP 20, NA 0 (2d4), TT None
▶ Surprise: On a 1–3, due to stealth. ▶ Ill-tempered: Bite or kick creatures in
their way, including owners.
Bulette ▶ Water: After drinking well, can sur-
15’ long, hard-shelled reptiles with huge vive 2 weeks without water.
maws, tiny eyes, and a shark-like crest ▶ Desert travel: Move at full speed
upon the back. Have a ravenous appetite through broken lands and deserts.
for the flesh of horses and humanoids ▶ Beast of burden: Carry up to 3,000
(except elves). Love to dig halflings and coins unencumbered; up to 6,000 at half
gnomes out of their burrows. speed.
AC 0 [19], HD 9* (40hp), Att 1 × bite ▶ Charge attacks: Are not possible,
(4d12), 2 × claw (3d6), THAC0 12 [+7], when mounted on a camel.
MV 150’ (50’) / 30’ (10’) burrowing, SV
D8 W9 P10 B10 S12 (9), ML 11, AL Neu- Carcass Crawler
tral, XP 1,600, NA 0 (1d2), TT None 9’ long, 3’ high, many-legged, segmented
▶ Ravenous: Will attack anything living. worms with a ring of 2’ long tentacles
▶ Leap: If cornered, can leap forward 20’, around their mouths.
attacking with all 4 claws. AC 7 [12], HD 3+1* (14hp), Att 8 ×
▶ Armour plates: Neck plates can be tentacle (paralysis), THAC0 16 [+3], MV
fashioned into magical shields. 120’ (40’), SV D12 W13 P14 B15 S16 (2),
▶ Origin: Rumoured to be the result of ML 9, AL Neutral, XP 75, NA 1d3 (1d3),
a wizard’s experiments in cross-breeding TT B
turtles, armadillos, and demons. ▶ Paralysis: A hit by a tentacle caus-
es paralysis for 2d4 turns (save versus
Caecilia paralysis). Paralysed victims will be
Gigantic (30’ long), grey, worm-like am- devoured, if the crawler is left in peace.
phibians, with huge, toothed maws. ▶ Cling: Can walk on walls and ceilings.
AC 6 [13], HD 6* (27hp), Att 1 × bite
(1d8), THAC0 14 [+5], MV 60’ (20’),
SV D12 W13 P14 B15 S16 (3), ML 9, AL
Neutral, XP 500, NA 1d3 (1d3), TT B
▶ Swallow whole: On an attack roll of 19
or more. Inside the monster’s belly: suffer
1d8 damage per round (until the caecilia
is killed); may attack with a dagger at
–4 to hit; body digested in 6 turns after
death. 29
Caryatid Column Mountain Lion
Have yellow-brown fur and favour moun-
7’ tall stone pillars carved in the likeness tains, deserts, and forests. Will occasion-
of female warriors. Created by powerful ally venture into dungeons.
spell casters to defend an object or area.
AC 6 [13], HD 3+2 (15hp), Att 2 × claw
AC 4 [15], HD 5 (22hp), Att 1 × sword (1d3), 1 × bite (1d6), THAC0 16 [+3],
(2d4), THAC0 15 [+4], MV 60’ (20’), SV MV 150’ (50’), SV D12 W13 P14 B15 S16
D10 W11 P12 B13 S14 (5), ML 12, AL (2), ML 8, AL Neutral, XP 50, NA 1d4
Neutral, XP 175, NA 1d12 (1d12), TT (1d4), TT U
None
▶ Pursuit: See main entry.
▶ Surprise: On a 1–4, due to appearing
like a normal stone pillar. Panther
▶ Activation: Come to life when a pre- High-speed hunters that live in plains
ordained condition happens. Return to and forests.
the form of a pillar when killed or when AC 4 [15], HD 4 (18hp), Att 2 × claw
defensive function is fulfilled. (1d4), 1 × bite (1d8), THAC0 16 [+3],
▶ Damage reduction: Half damage from MV 210’ (70’), SV D12 W13 P14 B15 S16
non-magical weapons. (2), ML 8, AL Neutral, XP 75, NA 1d2
▶ Shatter weapons: 25% chance of (1d6), TT U
weapons shattering if they hit. Chance ▶ Pursuit: See main entry.
reduced by 5% per magical “plus”.
Sabre-Toothed Tiger
Cat, Great Huge, aggressive cats with foot-long
fangs. Normally only found in Lost
Cautious hunters that usually avoid
World regions.
combat with humans unless starving or
cornered. Great cats may be playful, but AC 6 [13], HD 8 (36hp), Att 2 × claw
are quick to anger. They remain outdoors, (1d8), 1 × bite (2d8), THAC0 12 [+7],
rarely venturing deep underground. MV 150’ (50’), SV D10 W11 P12 B13 S14
(4), ML 10, AL Neutral, XP 650,NA 1d4
▶ Pursuit: Always pursue prey that flees.
(1d4), TT V
▶ Favoured prey: Often develop a taste
for a certain type of meat (this may ▶ Pursuit: See main entry.
include humans!), hunting that creature Tiger
with preference. Large, solitary hunters with striped cam-
▶ Curious: May follow PCs. ouflage markings. Favour woodlands and
Lion cooler regions.
Hunt in groups called “prides”. Live in hot AC 6 [13], HD 6 (27hp), Att 2 × claw
regions, typically in savannah or scrub- (1d6), 1 × bite (2d6), THAC0 14 [+5],
lands close to deserts. MV 150’ (50’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Neutral, XP 275, NA 1
AC 6 [13], HD 5 (22hp), Att 2 × claw (1d3), TT U
(1d4+1), 1 × bite (1d10), THAC0 15 [+4],
MV 150’ (50’), SV D12 W13 P14 B15 S16 ▶ Pursuit: See main entry.
(3), ML 9, AL Neutral, XP 175, NA 1d4 ▶ Surprise: On a 1–4, in woodland, due
(1d8), TT U to camouflage.
▶ Pursuit: See main entry.
30
Catoblepas Cave Locust
Nightmarish creatures with a long, bone- 2–3’ long, herbivorous, giant crickets that
tipped tail, a bloated buffalo-like body, dwell in caverns.
stumpy legs, a long, thin neck, and a hid- AC 4 [15], HD 2 (9hp), Att 1 × bite (1d2)
eous, boar-like head. Dwell in swamps. or 1 × jump (1d4) or 1 × spit (stench),
AC 7 [12], HD 7** (31hp), Att 1 × tail THAC0 18 [+1], MV 60’ (20’) / 180’ (60’)
(1d6 + stun), 1 × gaze (death), THAC0 flying, SV D12 W13 P14 B15 S16 (2), ML
13 [+6], MV 60’ (20’), SV D10 W11 P12 5, AL Neutral, XP 20, NA 2d10 (1d10),
B13 S14 (4), ML 8, AL Neutral, XP 1,250, TT None
NA 0 (1d3), TT C ▶ Blend in with stone: May be over-
▶ Surprise: On a roll of 1, a random looked or mistaken for statues, due to
character meets the catoblepas’ gaze. their stony colouration.
▶ Stunning blows: A character hit by the ▶ Shriek: If attacked or frightened,
tail must save versus paralysis (with a +4 shriek to warn others. 20% chance per
bonus) or be knocked over and stunned round of attracting wandering monsters.
for 1d6 rounds. ▶ Jump: Very skittish. If attacked,
▶ Deadly gaze: 1-in-4 chance of raising usually flee by jumping up to 60’ then
head to use gaze each combat round, flying away. 50% chance of jumping at a
looking at a character within 60’, who random opponent—treat as an attack.
must save versus death or die. ▶ Spit: Used defensively. 10’ range.
▶ Meeting gaze: Causes instant death, Target treated as AC 9 [10]. The affected
without a saving throw. character is covered in stinking spittle:
unable to act for 1 turn (save versus
poison). Until the goo is washed off,
others who come within 5’ must also save
versus poison or be violently sick.
▶ Poison immunity: Immune to yellow
mould (p128) and most poisons, due to
their habit of eating fungi.

31
Centaur Chimera
Fantastic creatures with the legs and body Horrific, hybrid monstrosities with the
of a horse, and the upper body and head forequarters of a lion, the hindquarters of
of a human. Live in small family or tribal a goat, the wings of a dragon, and three
groups, in wild meadows and isolated heads: goat, lion, and dragon. Dwell in
forests. wild, hilly areas or sometimes dungeons.
AC 5 [14], HD 4 (18hp), Att 2 × hoof AC 4 [15], HD 9** (40hp), Att 2 × claw
(1d6), 1 × weapon (1d6 or by weapon), (1d3), goat: 1 × gore (2d4), lion: 1 ×
THAC0 16 [+3], MV 180’ (60’), SV D10 bite (2d4), dragon: 1 × bite (3d4) or 1 ×
W11 P12 B13 S14 (4), ML 8, AL Neutral, breath (3d6), THAC0 12 [+7], MV 120’
XP 75, NA 0 (2d10), TT A (40’) / 180’ (60’) flying, SV D8 W9 P10
▶ Weapons: Bows, clubs, lances. B10 S12 (9), ML 9, AL Chaotic, XP 2,300,
NA 1d2 (1d4), TT F
▶ Lair: Hidden in dense woods, along
twisting, guarded paths. ▶ Attack pattern: Dragon head: 50%
▶ Females and young: Normally remain chance of breath attack, otherwise bites.
in the lair. Flee if attacked. Young have ▶ Breath weapon: Cone of fire: end 10’
2HD and make 2 hoof attacks (1d2) and wide, 50’ long. Can be used up to three
1 weapon attack (1d4 or by weapon). times per day.

Centipede, Giant Cockatrice


1’ long centipedes that dwell in dark, Small, magical, bird / reptile hybrids with
damp locations. long serpent tails and the head, legs, and
wings of a cockerel. Live in all environ-
AC 9 [10], HD ½* (2hp), Att 1 × bite
ments.
(poison), THAC0 19 [0], MV 60’ (20’), SV
D14 W15 P16 B17 S18 (NH), ML 7, AL AC 6 [13], HD 5** (22hp), Att 1 × beak
Neutral, XP 6, NA 2d4 (1d8), TT None (1d6 + petrification), THAC0 15 [+4],
MV 90’ (30’) / 180’ (60’) flying, SV D10
▶ Poison: Causes victims to become
W11 P12 B13 S14 (5), ML 7, AL Neutral,
horribly sick for ten days (save versus
XP 425, NA 1d4 (1d8), TT D
poison): no physical activity possible
except half speed movement. ▶ Petrification: Anyone touched is
turned to stone (save versus petrify).

32
Couatl
12’ long, winged, feathered serpents of
great intelligence and magical power.
Dwell in hot jungles. Considered divine
by native people.
AC 4 [15], HD 9**** (40hp), Att 1 × bite
(1d3 + poison + constriction), THAC0
12 [+7], MV 60’ (20’) / 180’ (60’) flying,
SV D8 W9 P10 B10 S12 (9), ML 9, AL
Lawful, XP 3,700, NA 1d4 (1d4), TT B, I
▶ Poison: Causes death (save vs poison).
▶ Constriction: When a bite attack is
successful, the couatl wraps around the
victim and begins to squeeze, inflicting
2d4 automatic damage immediately and
on each subsequent round.
Coffer Corpse ▶ Shape changing: May take on the
Decaying corpses whose hateful spirits form of a person or animal.
remain stranded in the interred body. ▶ Spell casting: Roll 1d10. 1–4: spells as
a 5th level magic-user; 5–8: spells as a 7th
AC 7 [12], HD 2** (9hp), Att 1 × grasp
level cleric; 9–10: both. (See the Advanced
(1d6 + throttle), THAC0 18 [+1], MV 60’
Fantasy Player’s Tome.)
(20’), SV D12 W13 P14 B15 S16 (2), ML
12, AL Chaotic, XP 30, NA 1 (1), TT B ▶ Speech: Common, plus languages of
birds and serpents.
▶ Undead: Make no noise, until they
attack. Immune to effects that affect Crab, Giant
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells Unintelligent crustaceans that lurk in
(e.g. charm, hold, sleep). coastal waters and creep along beaches.
▶ Turning: Treated as a 4 HD monster. Cannot swim.
▶ Throttle: On a successful grasp attack, AC 2 [17], HD 3 (13hp), Att 2 × pincer
the corpse’s hands lock around the (2d6), THAC0 17 [+2], MV 60’ (20’),
victim’s throat, inflicting 1d6 automatic SV D12 W13 P14 B15 S16 (2), ML 7, AL
damage each subsequent round. Neutral, XP 35, NA 1d2 (1d6), TT None
▶ Mundane weapons: Seem to dam- ▶ Ravenous: Attack any moving crea-
age but do not. (Can only be harmed by ture.
magical attacks.) A mundane attack with
“damage” of 4 or more causes the coffer
corpse to drop to the ground as if dead,
rising again next round. Any characters
who were in melee with it must save
versus spells or flee.
▶ Fleeing characters: Run away at max-
imum speed for 4 rounds. There is also a
50% chance of dropping held items.
33
Crocodile Large Crocodile
20’ or more long. May attack small water-
Large reptiles that are ungainly on land craft (canoes, rafts).
and live primarily in water, lurking
just beneath the surface of subtropical AC 3 [16], HD 6 (27hp), Att 1 × bite
swamps and lazy rivers. If hungry, attack (2d8), THAC0 14 [+5], MV 90’ (30’) / 90’
any creatures that venture into the water. (30’) swimming, SV D12 W13 P14 B15
S16 (3), ML 7, AL Neutral, XP 275, NA 0
▶ Feeding frenzy: Attracted to the scent (1d4), TT None
of blood or violent movement in the
water. Normal Crocodile
Giant Crocodile AC 5 [14], HD 2 (9hp), Att 1 × bite
(1d8), THAC0 18 [+1], MV 90’ (30’) / 90’
More than 50’ long. Usually encountered
(30’) swimming, SV D12 W13 P14 B15
in Lost World regions. Will attack small
S16 (1), ML 7, AL Neutral, XP 20, NA 0
ships.
(1d8), TT None
AC 1 [18], HD 15 (67hp), Att 1 × bite
(3d8), THAC0 9 [+10], MV 90’ (30’) / 90’
(30’) swimming, SV D8 W9 P10 B10 S12
(8), ML 9, AL Neutral, XP 1,350, NA 0
(1d3), TT None

34
Dark Creeper
Scrawny, pale-skinned humanoids (4’
tall), who dress in dark cloaks and dwell
deep underground. Covet and attempt to
steal magic items.
AC 7 [12] (0 [19] in darkness), HD 1+1*
(5hp), Att 1 × dagger (1d4), THAC0 18
[+1], MV 90’ (30’), SV D12 W13 P14 B15
S16 (1), ML 7, AL Chaotic, XP 19 (lead-
er: 45), NA 1 (2d4 × 10), TT C, U, V
▶ Surprise: On a 1–3, due to stealth.
▶ Extinguish light: 3 times per day. All
light sources within 50’ are extinguished
and cannot be relit for 1 hour. Magical
light sources have a 50% chance of re-
maining active.
▶ Pick pockets: 35% chance per round.
On a roll of 70+, the target notices.
▶ Detect magic items: Up to 15’ away.
▶ Infravision: 90’.
▶ Upon death: The creeper’s body spon-
taneously combusts. All within 10’ must
save versus spells or be blinded for 1d6
Cyclops turns. Non-metal gear in the creeper’s
20’ tall humanoids with a single, central possession is destroyed. (Non-metal mag-
eye. Dwell in caves, alone or in small ic items have a 50% chance of surviving
groups. Cultivate grapes and raise sheep. the combustion.)
AC 5 [14], HD 13* (58hp), Att 1 × club ▶ Leader: A 6’ tall, 2+1 HD leader (with
(3d10) or 1 × rock (3d6), THAC0 10 10hp) is present for every 25 dark creep-
[+9], MV 90’ (30’), SV D4 W5 P6 B5 S8 ers. Leaders are known as known as dark
(13), ML 9, AL Chaotic, XP 2,300, NA 1 stalkers. The leader can conjure a wall of
(1d4), TT E + 5,000gp fog twice per day, blocking vision in a 20’
▶ Attack penalty: –2 penalty on all hit cube for 1 turn. If a leader is killed, char-
rolls, due to limited depth perception. acters within 10’ also suffer 3d6 damage
(half damage if the save succeeds).
▶ Rock throwing: Up to 200’.
▶ Slow-witted: Can be tricked by clever
PCs.
▶ Curse: 1-in-20 cyclops can place a
curse on a character once a week. Save
versus spells or be afflicted by a curse of
the referee’s choosing. (Maximum possi-
ble effects: –2 penalty to saves, –4 penalty
to hit, an ability score reduced by 50%.)
35
Deep One Demonic Knight
Scaly, fish-headed, amphibious human- Holy warriors who were seduced by dark
oids with long, webbed fingers and toes. powers and now exist as undead mon-
Once dwelt in coastal regions and warred sters of great power and evil. Dwell in the
with humans. Now only encountered in haunted stronghold they built in life or in
the Underworld, in deep caverns and the service of their dark master.
around subterranean seas. AC 0 [19], HD 10*** (45hp), Att 1 ×
AC 5 [14], HD 3 (13hp), Att 2 × claw magic sword (1d8 + 6) or 1 × magic,
(1d4+1) or 1 × weapon (1d6 or by weap- THAC0 11 [+8], MV 120’ (40’), SV D6
on), THAC0 17 [+2], MV 90’ (30’) / 180’ W7 P8 B8 S10 (10), ML 12, AL Chaotic,
(60’) swimming, SV D12 W13 P14 B15 XP 3,000, NA 1 (1), TT None
S16 (3), ML 8, AL Chaotic, XP 35 (lead- ▶ Undead: Make no noise, until they
er: 175, cleric: 125, priest-king: 1,750), attack. Immune to effects that affect
NA 2d12 (4d10 × 10), TT M, S living creatures (e.g. poison). Immune to
▶ Infravision: 90’. mind-affecting or mind-reading spells
▶ Hate the sun: –1 to hit in full daylight. (e.g. charm, hold, sleep).
▶ Poison immunity: Unharmed by any ▶ Aura of fear: Any who come within 5’
form of poison. must save versus spells or flee at max-
▶ Magic resistance: Unaffected by illu- imum speed for 10 rounds, with a 50%
sions, sleep, charm, and hold spells. chance of dropping held items.
▶ Leader: Groups are led by a 5 HD ▶ Detect invisible creatures: Within 60’.
deep one (with 22hp). ▶ Command undead: Can command
▶ Clerics: A 4 HD sea priest(ess) is pres- mindless undead to do their bidding.
ent for every 25 deep ones encountered. ▶ Magic powers: Once per day each:
This creature has the abilities of a 4th a. Dispel magic: Ends spells of
level chaotic cleric. non-instantaneous duration within
▶ Priest-king: A deep one community a 20’ cube area.
with over 200 individuals will be led by a b. Fireball: 14d6 damage to all in a
priest-king with 8 HD and the abilities of 20’ radius area up to 240’ away.
a 10th level chaotic cleric. Save versus spells for half damage.
▶ Hate mind lashers: Attack on sight. c. Wall of ice: Up to 1,200 sq ft, last-
ing 12 turns. Blocks creatures with
▶ Slaves and sacrifices: Enslave other
less than 4 HD. Creatures with 4+
humanoids (especially humans) and
HD can break through but suffer
sacrifice them to alien gods.
1d6 damage.
▶ Trade: Will occasionally come to the
▶ Magic resistance: +4 bonus to all
surface on moonlit nights to trade with
saving throws against magic.
coastal settlements. They offer rare metals
and gems, but demand human sacrifices ▶ Spell turning: 10% chance of reflect-
or deep one/human unions. ing spells back onto the caster.
▶ Steed: Usually riding a nightmare (see
p90).
▶ Magic sword: Harms creatures which
are invulnerable to mundane attacks.
Sword carries a curse that affects any
36 non-chaotic being who holds it.
Dervish
Fanatically religious, nomadic people
who wander steppes and desert regions,
living in tents.
AC 6 [13] or 4 [15], HD 1 (4hp), Att 1 ×
weapon (1d6 or by weapon), THAC0 19
[0], MV 120’ (40’), SV D12 W13 P14 B15
S16 (1), ML 10, AL Lawful, XP 10, NA 0
(1d6+1 × 10), TT A
▶ Mounted: On warhorses.
▶ Arms: 50% of group have: leather
armour, shield, lance; 25% have: leather
armour, shield, shortbow, sword; 25%
have: chainmail, shield, lance.
▶ Camps: Groups commonly combine
and live in a camp or tribe of up to 300
dervishes, plus women, children, and
animals. 25% chance of a wood or brick
enclosure.
▶ Camp leaders: Led by 10th level cleric.
▶ Intolerant: Of other religious views.
▶ Holy war: Occasionally wage war
against other religious factions. Will slay
people of different faith, or take them
prisoner. Prisoners must convert; other-
wise killed or used as slaves. Characters Disenchanter
of Lawful alignment may be asked to Pale blue, intelligent, partially transpar-
join the holy war. Dervishes are highly ent, dromedary-like creatures with long,
suspicious of those who refuse (without flexible snouts. Feed on magical energy.
good reason). AC 5 [14], HD 5* (22hp), Att 1 × probing
snout (disenchantment), THAC0 15 [+4],
MV 120’ (40’), SV D10 W11 P12 B13 S14
(5), ML 7, AL Neutral, XP 300, NA 1d2
(0), TT None
▶ Detect magic items: Up to 60’. Can
differentiate items by power level.
▶ Attack magic items: Attack the most
powerful magic item nearby. Small or
concealed items (e.g. a ring or a potion in
a backpack) incur a –4 penalty to attack.
▶ Disenchantment: A magic item hit by
the proboscis is drained of all magic.
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
37
Djinni Djinni (Greater)
Mighty rulers (sometimes called pashas)
Highly magical, free-willed, intelligent of the race of djinn.
beings from the elemental plane of air.
Tall humanoids wreathed in clouds. AC –2 [21], HD 15** (67hp), Att 2 × fists
(3d10), magic, THAC0 9 [+10], MV 120’
▶ Mundane damage immunity: Can (40’) / 360’ (120’) flying, SV D2 W2 P2
only be harmed by magical attacks. B2 S2 (30), ML 11, AL Neutral, XP 3,250,
▶ Magic powers: NA 1 (1), TT None
a. Gaseous form ▶ Regeneration: A damaged greater
b. Invisibility djinni gains 3hp at the start of each
c. Illusion: Visual and audial. No round, if it is alive.
concentration required. Remains
▶ Magic powers: May use one power
until touched or dispelled.
each round, without limit:
d. Create food and drink: For 12
humans and mounts for one day. ▶ Whirlwind form: 1 round to trans-
e. Conjure metallic objects: Up to form (or change back). 120’ tall, 40’ wide
1,000 coins weight. Temporary: at top, 10’ wide at base. Moves at 240’
hardness determines duration (80’). 3d12 damage to all in path. Crea-
(gold: 1 day; iron: 1 round). tures with less than 5 HD are slain (save
f. Conjure soft goods / wooden versus death).
objects: Up to 1,000 coins weight. ▶ Wishes: At most once per day, may
Permanent. grant another’s wish. (See Wishes,
p149.)
▶ If killed: Return to the plane of air.
▶ Carrying capacity: 10,000 coins with-
Djinni (Lesser) out fatigue. Up to 20,000 coins for 3 turns
AC 5 [14], HD 7+1* (32hp), Att 1 × fists walking / 1 turn flying. Must rest 1 turn
(2d8), magic, THAC0 12 [+7], MV 90’ afterwards.
(30’) / 240’ (80’) flying, SV D4 W5 P6 B5
S8 (14), ML 12, AL Neutral, XP 850, NA
1 (1), TT None
▶ Magic powers: Each can be used three
times per day.
▶ Whirlwind form: Up to three times
per day. 5 rounds to transform (or change
back). 70’ tall, 20’ wide at top, 10’ wide at
base. Moves at 120’ (40’). 2d6 damage to
all in path. Creatures with less than 2HD
swept aside (save versus death).
▶ Carrying capacity: 6,000 coins with-
out fatigue. Up to 12,000 coins for 3 turns
walking / 1 turn flying. Must rest 1 turn
afterwards.

38
Dog
Carnivorous pack hunters. Many domes-
ticated breeds exist.
Hunting Dog
Large domestic breeds selected for their
bulk and ferocious nature.
AC 7 [12], HD 1+2 (6hp), Att 1 × bite
(1d6), THAC0 18 [+1], MV 180’ (60’),
SV D12 W13 P14 B15 S16 (1), ML 10, AL
Neutral, XP 15, NA 0 (0), TT None
▶ Tracking: By scent. Once started, very
difficult to put off the trail.
▶ Command: Trained to attack on own-
er’s command.
▶ Domestic: Not encountered in the
wild. Typically cost 17gp.
War Dog
Large domestic breeds selected for their
bulk and ferocious nature.
AC 6 [13], HD 2+2 (11hp), Att 1 × bite
(2d4), THAC0 17 [+2], MV 120’ (40’),
SV D12 W13 P14 B15 S16 (1), ML 11, AL
Neutral, XP 25, NA 0 (0), TT None
▶ Armour: Typically wear a spiked col- Doppelgänger
lar and light leather armour. AC reduced Intelligent, human-sized shape-shifters
to 8 [11] if unarmoured. of wicked character and highly magical
▶ Command: Trained to attack on own- nature.
er’s command. AC 5 [14], HD 4* (18hp), Att 1 × bite
▶ Domestic: Not encountered in the (1d12), THAC0 16 [+3], MV 90’ (30’),
wild. Typically cost 25gp. SV D6 W7 P8 B8 S10 (10), ML 10, AL
Wild Dog Chaotic, XP 125, NA 1d6 (1d6), TT E
Packs of wild dogs roam the wilderness ▶ Shape stealing: Can adopt the form of
or may, rarely, be encountered in caves. any human-like creature (7’ tall or less)
AC 7 [12], HD 2 (9hp), Att 1 × bite observed. Then proceed to attack the
(1d6), THAC0 18 [+1], MV 180’ (60’), person mimicked.
SV D12 W13 P14 B15 S16 (1), ML 6 (8 in ▶ Trickery: Will attempt to kill a PC,
larger packs), AL Neutral, XP 20, NA 2d6 take on their role, then attack the party
(3d6), TT None by surprise (e.g. during a battle).
▶ Strength in numbers: Packs of 4 or ▶ Reversion: If killed, reverts to its
more wild dogs have morale 8. If the pack original form.
is reduced to less than 50% of its original ▶ Spell immunity: Unaffected by sleep
size, this morale bonus is lost. and charm spells.
39
40
41
▶ Subduing: Will surrender if reduced
Dragon to 0hp by non-lethal attacks (see Sub-
A proud, ancient race of gigantic, carniv- duing, under Other Combat Issues in
orous, winged reptiles. There are many the Advanced Fantasy Player’s Tome),
subspecies of dragon, many of which admitting that it has been defeated. (Sub-
are distinguished by the colour of their dual damage does not reduce the damage
scales. All dragons are egg-layers and done by the breath weapon.) A subdued
hoard treasure in their lairs, far from dragon will attempt to escape or attack
areas of human civilisation. its captors, if the opportunity presents
▶ Behaviour: Chaotic dragons usually itself or if given a suicidal command. A
try to eat humans, but may sometimes subdued dragon may be sold for up to
capture them. Neutral dragons may 1,000gp per hp.
attack or ignore humans. Lawful dragons ▶ Age: The following stats describe drag-
may aid parties worthy of the honour. ons of average size. Younger dragons may
▶ Pride: Dragons are immensely proud have up to 3 HD less and ¼ or ½ as much
creatures and will always listen to flattery. treasure. Older dragons may have up to 3
▶ Attack pattern: A dragon always HD more and twice as much treasure.
attacks first with its breath weapon, then ▶ Lairs: A dragon’s treasure is always
either breathes again or makes melee kept in its well-hidden lair and is seldom
attacks (equal chance of either). unguarded.
▶ Breath weapon: Can be used up to Black Dragon
three times per day. Unless noted other-
Dwell in swamps and marshes.
wise, all caught in the area suffer damage
equal to the dragon’s current hit points AC 2 [17], HD 7** (31hp), Att [2 × claw
(save versus breath for half). Shapes: (1d4 + 1), 1 × bite (2d10)] or breath,
a. Cloud: 50’ long, 40’ wide, 20’ high. THAC0 13 [+6], MV 90’ (30’) / 240’ (80’)
b. Cone: 2’ wide at the mouth, 30’ flying, SV D8 W9 P10 B10 S12 (7), ML
wide at far end. 8, AL Chaotic, XP 1,250, NA 1d4 (1d4),
c. Line: 5’ wide along whole length. TT H
▶ Energy immunity: Unharmed by their ▶ Breath weapon: 60’ long line of acid.
own breath weapon or lesser versions ▶ Language and spells: 20%; 4 × 1st
thereof. Automatically save versus similar level.
attack forms. (For example, a red dragon ▶ Sleeping: 40%.
is immune to flaming oil and suffers half Blue Dragon
damage from fire ball spells.)
Favour open plains and deserts.
▶ Language and spells: Some drag-
ons are able to speak (their own tongue AC 0 [19], HD 9** (40hp), Att [2 × claw
plus Common). The chance is listed by (1d6 + 1), 1 × bite (3d10)] or breath,
subspecies. Those that can speak can also THAC0 12 [+7], MV 90’ (30’) / 240’ (80’)
cast randomly selected magic-user spells flying, SV D8 W9 P10 B10 S12 (9), ML
(the listed number and level of spells). 9, AL Neutral, XP 2,300, NA 1d4 (1d4),
▶ Sleeping: The chance of a dragon being TT H
asleep when encountered on the ground ▶ Breath weapon: 100’ long line of
is listed by subspecies. A sleeping dragon lightning.
may be attacked for one round with a +2 ▶ Language and spells: 40%; 4 × 1st
bonus to hit. Dragons may some- level, 4 × 2nd level.
42 times pretend to be asleep! ▶ Sleeping: 20%.
Brass Dragon Copper Dragon
Dwell in deserts and sandy regions. Lair in warm, dry, rocky regions.
AC 1 [18], HD 7** (31hp), Att [2 × AC 0 [19], HD 8** (36hp), Att [2 × claw
claw (1d4 + 1), 1 × bite (3d6)] or breath, (1d4), 1 × bite (3d6)] or breath, THAC0
THAC0 13 [+6], MV 90’ (30’) / 240’ (80’) 12 [+7], MV 90’ (30’) / 240’ (80’) flying,
flying, SV D8 W9 P10 B10 S12 (7), ML SV D8 W9 P10 B10 S12 (8), ML 9, AL
8, AL Neutral, XP 1,250, NA 1d4 (1d4), Neutral, XP 1,750, NA 1d4 (1d4), TT H
TT H ▶ Breath weapon: 60’ long line of acid
▶ Breath weapon: Cone of sleep gas (all caught in the area suffer damage
(save versus breath or fall asleep for 4d4 equal to the dragon’s current hit points—
turns) or cloud of fear gas (save versus save vs breath for half) or cloud of slow
breath or flee for 2 turns). gas (save vs breath or move at half speed
▶ Language & spells: 20%; 4 × 1st level. and act every 2nd round for 6 rounds).
▶ Sleeping: 40%. ▶ Language & spells: 30%; 3 × 1st level,
3 × 2nd level.
Bronze Dragon ▶ Sleeping: 30%.
Dwell near great lakes and seas.
Gold Dragon
AC 0 [19], HD 9** (40hp), Att [2 ×
claw (1d6 + 1), 1 × bite (3d8)] or breath, May be encountered in any terrain, often
THAC0 12 [+7], MV 90’ (30’) / 240’ (80’) in the guise of a person or animal.
flying, SV D8 W9 P10 B10 S12 (9), ML AC –2 [21], HD 11** (49hp), Att [2 × claw
9, AL Neutral, XP 2,300, NA 1d4 (1d4), (2d4), 1 × bite (6d6)] or breath, THAC0
TT H 11 [+8], MV 90’ (30’) / 240’ (80’) flying,
▶ Breath weapon: 100’ long line of light- SV D6 W7 P8 B8 S10 (11), ML 10, AL
ning (all caught in the area suffer damage Lawful, XP 2,700, NA 1d4 (1d4), TT H
equal to the dragon’s current hit points— ▶ Breath weapon: 90’ long cone of fire
save versus breath for half) or cloud or cloud of chlorine gas.
of repulsion gas (save versus breath or ▶ Language and spells: 100%; 4 × 1st
pushed 60’ away per round for 6 rounds). level, 4 × 2nd level, 4 × 3rd level.
▶ Language & spells: 40%; 4 × 1st level, ▶ Sleeping: 5%.
4 × 2nd level. ▶ Shape changing: May take on the
▶ Sleeping: 20%. form of a person or animal.
▶ Shape changing: May take on the
form of an animal. Dragons continued overleaf...
43
Green Dragon
Lair in jungles and forests.
AC 1 [18], HD 8** (36hp), Att [2 × claw
(1d6), 1 × bite (3d8)] or breath, THAC0
12 [+7], MV 90’ (30’) / 240’ (80’) flying,
SV D8 W9 P10 B10 S12 (8), ML 9, AL
Chaotic, XP 1,750, NA 1d4 (1d4), TT H
▶ Breath weapon: Cloud of chlorine gas.
▶ Language and spells: 30%; 3 × 1st
level, 3 × 2nd level.
▶ Sleeping: 30%.
Red Dragon
Dwell in hills and mountains.
Silver Dragon
AC –1 [20], HD 10** (45hp), Att [2 ×
claw (1d8), 1 × bite (4d8)] or breath, Dwell in clouds or on mountain peaks.
THAC0 11 [+8], MV 90’ (30’) / 240’ (80’) AC –1 [20], HD 10** (45hp), Att [2 ×
flying, SV D6 W7 P8 B8 S10 (10), ML claw (1d6), 1 × bite (4d8)] or breath,
10, AL Chaotic, XP 2,300, NA 1d4 (1d4), THAC0 11 [+8], MV 90’ (30’) / 240’ (80’)
TT H flying, SV D6 W7 P8 B8 S10 (10), ML
▶ Breath weapon: 90’ long cone of fire. 10, AL Lawful, XP 2,300, NA 1d4 (1d4),
TT H
▶ Language and spells: 50%; 3 × 1st
level, 3 × 2nd level, 3 × 3rd level. ▶ Breath weapon: 80’ long cone of cold
▶ Sleeping: 10%. (all caught in the area suffer damage
equal to the dragon’s current hit points—
Sea Dragon save versus breath for half) or cloud of
Intelligent, aquatic dragons with green paralysing gas (save versus breath or
scales, fin-like wings, and a yellowish paralysed for 9 turns).
crest. Dwell in the depths of the ocean, ▶ Language & spells: 50%; 3 × 1st level,
inhabiting caverns or shipwrecks. Some- 3 × 2nd level, 3 × 3rd level.
times attack vessels to steal their treasure ▶ Sleeping: 10%.
and eat the crew. ▶ Shape changing: May take on the
AC 1 [18], HD 8** (36hp), Att 1 × bite form of a person or animal.
(3d8) or breath, THAC0 12 [+7], MV
180’ (60’) swimming / 180’ (60’) gliding, White Dragon
SV D8 W9 P10 B10 S12 (8), ML 9, AL Found in cold regions.
Neutral, XP 1,750, NA 0 (1d4), TT H AC 3 [16], HD 6** (27hp), Att [2 × claw
▶ Breath weapon: Poison spittle, 100’ (1d4), 1 × bite (2d8)] or breath, THAC0
range, 20’ diameter. Save versus breath 14 [+5], MV 90’ (30’) / 240’ (80’) flying,
or die. (Poison is harmless after 1 round.) SV D10 W11 P12 B13 S14 (6), ML 8, AL
▶ Language and spells: 20%; 3 × 1st Neutral, XP 725, NA 1d4 (1d4), TT H
level, 3 × 2nd level. ▶ Breath weapon: 80’ long cone of cold.
▶ Sleeping: 30%. ▶ Language and spells: 10%; 3 × 1st
▶ Gliding: Leap out of the water level.
and glide for up to 6 rounds. ▶ Sleeping: 50%.
44
Dragon, Multichromatic
Giant, thoroughly evil, female dragons
with five heads of different colours. Dwell
in deep dungeon lairs.
AC –1 [20], HD 16*** (72hp), Att 5 ×
bite (damage by head colour) or breath,
1 × tail sting (1d6 + poison), THAC0 8
[+11], MV 60’ (20’) / 180’ (60’) flying, SV
D2 W3 P4 B3 S6 (16), ML 11, AL Chaot-
ic, XP 4,200, NA 1 (1), TT H × 2
▶ Poison: Causes death (save vs poison).
▶ White head: Bite: 2d8 damage. Breath:
80’ long cone of cold, 2’ wide at the
mouth, 30’ at far end.
▶ Black head: Bite: 2d10 damage.
Breath: 60’ long line of acid, 5’ wide.
▶ Green head: Bite: 3d8 damage. Breath:
Cloud of chlorine gas, 50’ long, 40’ wide,
20’ high.
▶ Blue head: Bite: 3d10 damage. Breath:
100’ long line of lightning, 5’ wide.
▶ Red head: Bite: 4d8 damage. Breath:
90’ long cone of fire, 2’ wide at the
mouth, 30’ at far end. Dragonne
▶ Breath weapons: Each head can Small (5’ tall at the shoulder) dragons
breathe once per day. All caught in the with brass-coloured scales, small wings,
area suffer damage equal to the dragon’s and the head of a lion. Dreaded for their
current hp (save versus breath for half). fearsome roar.
▶ Languages: Common and dragon. AC 3 [16], HD 8* (36hp), Att 2 × claw
▶ Magic-user spells: White head: 2 × (1d6), [1 × bite (4d6) or 1 × roar],
1st level, black head: 2 × 2nd level, green THAC0 12 [+7], MV 150’ (50’) / 90’ (30’)
head: 2 × 3rd level, blue head: 2 × 4th flying, SV D8 W9 P10 B10 S12 (8), ML 8,
level, red head: 2 × 5th level. AL Neutral, XP 1,200, NA 1 (1d4), TT E
▶ Disabling heads: Heads may be tar- ▶ Roar: All within 120’ must save versus
geted individually. An attack that inflicts paralysis or be weakened (–2 penalty to
10 or more damage disables a head (una- attack rolls) for 2d6 rounds. Characters
ble to attack, breathe, or cast spells). within 30’ who fail the save are also deaf-
▶ Head regeneration: Disabled heads ened for the same duration.
regenerate in one day. ▶ Roar frequency: May be used at most
▶ Sleeping: 10%. If sleeping, may be at- every 3 rounds.
tacked for 1 round with a +2 bonus to hit. ▶ Limited flight: Small wings allow
▶ Unique: There is rumoured to be but a flight for at most 3 turns.
single multichromatic dragon—the ruler ▶ Languages: Dragon and sphinx.
of all coloured dragons.
45
Dragon Turtle Drider
Gargantuan sea monsters with the body Hybrid monstrosities with the 8 legs of
and hard shell of a turtle and the head, a giant spider and the hideously bloated
tail, and legs of a dragon. Lurk in huge upper body and head of a drow. Drider
caves in the depths of the ocean, only are drow who have undergone a ritual of
rarely coming to the surface. transformation into bound servants of
AC –2 [21], HD 30* (135hp), Att 2 × their spider deity. Hunt in the caverns of
claw (1d8), 1 × bite (1d6 × 10) or breath, the Underworld. Consume the blood of
THAC0 5 [+14], MV 30’ (10’) / 90’ (30’) paralysed victims.
swimming, SV D4 W5 P6 B5 S8 (15), ML AC 3 [16], HD 6*** (27hp), Att 1 × weap-
10, AL Chaotic, XP 9,000, NA 0 (1), TT H on (1d6 or by weapon) or 1 × bite (1d4 +
▶ Breath weapon: 90’ long, 30’ wide poison), THAC0 14 [+5], MV 120’ (40’),
cloud of steam. Can be used up to three SV D10 W11 P11 B13 S10 (Drow 6), ML
times per day. All caught in the area 9, AL Neutral, XP 950, NA 1d4 (1d4),
suffer damage equal to the dragon turtle’s TT L
current hit points (save versus breath for ▶ Stalking: Often stalk prey and strike at
half). an opportune moment.
▶ Mistaken for island: When floating, ▶ Weapons: Swords, axes, bows.
can be mistaken for a small island. ▶ Poison: Causes paralysis for 1d2 turns
▶ Attack ships: Sometimes try to destroy (save versus poison with a –2 penalty).
ships and eat the crew by surfacing below. ▶ Divine spells: Cast spells as a 6th
▶ Treasure: From sunken ships. level drow (see Advanced Fantasy: Genre
Rules).
▶ Spiders: 1-in-10 chance of being ac-
companied by 2d6 giant spiders.
46
Driver Ant Drow
Giant (6’ long), omnivorous, black ants. Slender, fey demihumans with pointed
AC 3 [16], HD 4* (18hp), Att 1 × bite ears, jet black skin, and hair of silver or
(2d6), THAC0 16 [+3], MV 180’ (60’), white. Also known as dark elves. Live in
SV D12 W13 P14 B15 S16 (2), ML 7 (12 the deep places of the Underworld and
in melee), AL Neutral, XP 125, NA 2d4 worship strange, subterranean deities.
(4d6), TT U (see below) AC 5 [14], HD 1+1* (5hp), Att 1 × weap-
▶ Rapacious: Consume everything in on (1d8 or by weapon), THAC0 18 [+1],
their path, when hungry. MV 120’ (40’), SV D12 W13 P13 B15
S12 (Drow 1), ML 8 (10 with leader), AL
▶ Morale: Attack relentlessly, once they
Neutral, XP 19, NA 1d4 (2d12), TT E
are engaged in melee (morale 12). Will
even pursue through flames. ▶ Infravision: 90’.
▶ Lair treasure: 30% chance of 1d10 × ▶ Light sensitivity: Suffer a –2 penalty to
1,000gp worth of gold nuggets, mined by attack rolls and a –1 penalty to AC when
the ants. in bright light (daylight, continual light).
▶ Divine spells: Each drow has either
light or its reverse, darkness, memorized.
▶ Spiders: 1-in-4 chance of being ac-
companied by 1d4 giant spiders.
▶ Leader: Groups of 15+ are led by a
drow of level 1d6 + 1 (see Advanced Fan-
tasy: Genre Rules). The leader may have
magical items: 5% chance per level for
each magic item table (see Magic Items,
p148).

47
Duergar
Short, scrawny, bearded demihumans with
grey skin and hair and ugly visages. Also
known as grey dwarves. Renowned for
their avaricious and xenophobic natures.
Dwell in strongholds in the Underworld.
AC 4 [15], HD 1* (4hp), Att 1 × weapon
(1d8 or by weapon), THAC0 19 [0], MV
60’ (20’), SV D8 W9 P10 B13 S12 (Duer-
gar 1), ML 8 (10 with leader), AL Neutral,
XP 13, NA 1d6 (5d8), TT G
▶ Surprise: On a 1–3, due to their ability
to briefly become invisible.
▶ Enlargement: Once per day, may
double in size for 1d4 rounds. While en-
larged, inflict double damage in melee.
▶ Infravision: 90’.
▶ Light sensitivity: Suffer a –2 penalty to
attack rolls and a –1 penalty to AC when
in bright light (daylight, continual light).
▶ Leader: A leader of level 1d6 + 2 (see
Dryad Advanced Fantasy: Genre Rules) is present
Shy, peaceful, yet wary tree spirits that for every 20 duergars. The leader may
can manifest as beautiful female human- have magic items: 5% chance per level for
oids. Live in deep forests. each magic item table (except Scrolls and
Wands/Staves/Rods—see Magic Items,
AC 5 [14], HD 2* (9hp), Att 1 × magic
p148).
(charm), THAC0 18 [+1], MV 120’ (40’),
SV D10 W11 P12 B13 S14 (4), ML 6, AL
Neutral, XP 25, NA 0 (1d6), TT D
Dwarf
▶ Bound with tree: Spiritually connect- Short, stocky, bearded demihumans who
ed with a single tree. Dryad dies if the dwell underground and in mountains.
tree dies, or if separated by more than AC 4 [15], HD 1 (4hp), Att 1 × weapon
240’. (1d8 or by weapon), THAC0 19 [0], MV
▶ Meld with tree: Can disappear by 60’ (20’), SV D8 W9 P10 B13 S12 (Dwarf
joining with her tree. 1), ML 8 (10 with leader), AL Lawful or
▶ Defensive: Distrustful of strangers. Neutral, XP 10, NA 1d6 (5d8), TT G
Attempt to charm anyone who approach- ▶ Leader: A leader of level 1d6 + 2 is
es or follows. present for every 20 dwarves. The leader
▶ Charm: Victim compelled to approach may have magic items: 5% chance per
the tree, vanishes inside it (save versus level for each magic item table (except
spells with a –2 penalty). If not immedi- Scrolls and Wands/Staves/Rods—see
ately rescued, the victim is lost forever. Magic Items, p148).
▶ Treasure: Hidden in roots of the ▶ Hate goblins: Normally attack on
tree. sight.
48
Efreeti Efreeti (Greater)
Mighty rulers (sometimes called amirs)
Highly magical, free-willed, intelligent of the race of efreet.
beings from the elemental plane of fire.
Manifest as giant men with demonic faces AC –2 [21], HD 20*** (90hp), Att 2 ×
and an aura of heat and smoke. Solidify fists (3d10), magic, THAC0 6 [+13], MV
out of billowing smoke clouds. 120’ (40’) / 360’ (120’) flying, SV D2 W2
P2 B2 S2 (30), ML 11, AL Chaotic, XP
▶ Mundane damage immunity: Can 5,450, NA 1 (1), TT None
only be harmed by magical attacks.
▶ Regeneration: A damaged greater
▶ Magic powers:
efreeti gains 2hp at the start of each
a. Invisibility round, as long as it is alive.
b. Illusion: Visual and audial. No
▶ Magic powers: May use one power
concentration required. Remains
each round, without limit.
until touched or dispelled.
c. Create wall of fire ▶ Pillar of flame: Transform into a
d. Create food and drink: For 12 column of fire for as long as desired.
humans and mounts for one day. Flammable items within 15’ are ignited.
e. Conjure metallic objects: Up to Attacks do additional 2d8 damage (3d10
1,000 coins weight. Temporary: + 2d8 total).
hardness determines duration ▶ Wishes: At most once per day, may
(gold: 1 day; iron: 1 round). grant another’s wish. (See Wishes,
f. Conjure soft goods / wooden p149.)
objects: Up to 1,000 coins weight. ▶ Max load: Up to 20,000 coins (flying).
Permanent.
▶ Hate djinn: Attack on sight.
Efreeti (Lesser)
AC 3 [16], HD 10* (45hp), Att 1 × fists
(2d8), magic, THAC0 11 [+8], MV 90’
(30’) / 240’ (80’) flying, SV D4 W5 P6 B5
S8 (15), ML 12, AL Chaotic, XP 1,600,
NA 1 (1), TT None
▶ Magic powers: Each can be used three
times per day.
▶ Pillar of flame: Up to 3 times a day,
transform into a column of fire for up to
3 rounds. Flammable items within 5’ are
ignited. Attacks do additional 1d8 dam-
age (3d8 total).
▶ Max load: Up to 10,000 coins (flying).
▶ Bound servitor: Efreet summoning
spells can be researched by high-level
magic-users. Can be bound to servitude
for 101 days. Efreet are treacherous and
will follow commands to the letter while
subverting the intent.
49
Elemental Earth Elemental
Huge, humanoid figures of earth or stone.
Beings formed of pure, elemental matter
(air, earth, fire, or water) that can be sum- AC 2 [17] / 0 [19] / –2 [21], HD
moned from their plane of origin to serve 8/12/16* (36/54/72hp), Att 1 × blow
a magic-user. (1d8/2d8/3d8), THAC0 12 [+7] / 10 [+9]
/ 8 [+11], MV 60’ (20’), SV See main
▶ Mundane damage immunity: Can entry (8/12/16), ML 10, AL Neutral, XP
only be harmed by magical attacks. 1,200/1,900/2,300, NA 1 (1), TT None
▶ Power level: There are three power
▶ Size: 8’ tall / 12’ tall / 16’ tall.
levels of elemental. Each is typically sum-
moned by different means: ▶ Blocked by water: Cannot cross a
channel wider than own height.
a. Lesser: AC 2 [17], HD 8*, Att 1 ×
blow (1d8), SV D8 W9 P10 B10 S12 ▶ Harm creatures on the ground: Inflict
(8). (Summoned by magic staff.) extra 1d8 damage.
b. Intermediate: AC 0 [19], HD 12*, Fire Elemental
Att 1 × blow (2d8), SV D6 W7 P8 Whirling columns of fire
B8 S10 (12). (Summoned by magic
device.) AC 2 [17] / 0 [19] / –2 [21], HD
c. Greater: AC –2 [21], HD 16*, Att 1 8/12/16* (36/54/72hp), Att 1 × blow
× blow (3d8), SV D2 W3 P4 B3 S6 (1d8/2d8/3d8), THAC0 12 [+7] / 10 [+9]
(16). (Summoned by spell.) / 8 [+11], MV 120’ (40’), SV See main
entry (8/12/16), ML 10, AL Neutral, XP
Air Elemental 1,200/1,900/2,300, NA 1 (1), TT None
Huge vortexes of whirling air. ▶ Size: 8’ tall, 8’ across / 12’ tall, 12’
AC 2 [17] / 0 [19] / –2 [21], HD across / 16’ tall, 16’ across.
8/12/16* (36/54/72hp), Att 1 × blow ▶ Blocked by water: Cannot cross a
(1d8/2d8/3d8), THAC0 12 [+7] / 10 [+9] channel wider than own diameter.
/ 8 [+11], MV 360’ (120’) flying, SV See ▶ Harm cold-based creatures: Inflict
main entry (8/12/16), ML 10, AL Neutral, extra 1d8 damage.
XP 1,200/1,900/2,300, NA 1 (1), TT
None Water Elemental
▶ Size: 16’ tall, 4’ across / 24’ tall, 6’ Huge waves of water.
across / 32’ tall, 8’ across. AC 2 [17] / 0 [19] / –2 [21], HD
▶ Whirlwind: Creatures with less than 8/12/16* (36/54/72hp), Att 1 × blow
2HD swept aside (save versus death). (1d8/2d8/3d8), THAC0 12 [+7] / 10 [+9]
▶ Harm flying creatures: Inflict extra / 8 [+11], MV 60’ (20’) / 180’ (60’) swim-
1d8 damage. ming, SV See main entry (8/12/16), ML
10, AL Neutral, XP 1,200/1,900/2,300,
NA 1 (1), TT None
▶ Size: 4’ tall, 16’ across / 6’ tall, 24’
across / 8’ tall, 32’ across.
▶ Water-bound: Must remain within 60’
of water.
▶ Harm creatures in water: Inflict extra
1d8 damage.
50
Elephant
Massive, tusked animals that dwell near
subtropical forests. Wandering individu-
als or whole herds may be encountered.
AC 5 [14], HD 9 (40hp), Att 2 × tusk
(2d4) or 1 × trample (4d8), THAC0 12
[+7], MV 120’ (40’), SV D10 W11 P12
B13 S14 (5), ML 8, AL Neutral, XP 900,
NA 0 (1d20), TT Tusks
▶ Charge: In first round of combat,
when not in melee. Requires clear run
of at least 20 yards. Tusks inflict double
damage.
▶ Trample: 3-in-4 chance of trampling
each round. +4 to-hit human-sized or
smaller creatures.
▶ Ivory: Each tusk is worth 1d6 × 100gp.

Elf
Slender, fey demihumans with pointed
ears. Live in harmony with nature, in
beautiful natural settings.
AC 5 [14], HD 1+1* (5hp), Att 1 × weap-
on (1d8 or by weapon), THAC0 18 [+1],
MV 120’ (40’), SV D12 W13 P13 B15 S15
(Elf 1), ML 8 (10 with leader), AL Neu-
tral, XP 19, NA 1d4 (2d12), TT E
▶ Spells: Each individual has one ran-
dom 1st level arcane spell.
▶ Leader: Groups of 15+ are led by an
Ettin
elf of level 1d6 + 1. The leader may have Two-headed giants (13’ tall) of low intel-
magical items: 5% chance per level for ligence and brutal temperament, dressing
each magic item table (see Magic Items, in filthy animal skins. Lair underground
p148). and operate only in darkness.
AC 4 [15], HD 10 (45hp), Att 2 × spiked
club (3d6), THAC0 11 [+8], MV 120’
(40’), SV D6 W7 P8 B8 S10 (10), ML 8,
AL Chaotic, XP 900, NA 1d4 (1d4), TT C
▶ Surprise: Only surprised on a roll of 1,
as both heads are vigilant.
▶ Related to orcs: Some sages claim that
the two races are related.

51
▶ Eye stalks: Each stalk can shoot a
Eye of Terror magical ray up to once per round. Up to 4
Floating, scaled spheres (5’ diameter) stalks can fire in one direction at a time:
with a wide, toothy maw, a large central a. Charm person: Range 120’. Save
eye, and 10 smaller eyes on stalks. Hate- versus spells or be charmed: move
ful, scheming, and avaricious. Lair deep towards the eye of terror (resisting
underground. those who try to prevent it); obey
AC 0 [19], HD 11***** (49hp), Att 1 × the eye’s commands (if under-
bite (2d4), eye rays, THAC0 11 [+8], MV stood); defend the eye; unable
30’ (10’), SV D6 W7 P8 B8 S10 (11), ML to cast spells or use magic items;
12, AL Chaotic, XP 5,100, NA 1 (0), TT unable to harm the eye. Killing the
L, N, O eye of terror breaks the charm.
▶ Anti-magic ray: The central eye dis- b. Charm monster: As charm person,
pels magic up to 60’ in front. Spell casting but affects any creature (except
fails and ongoing spells and magic items undead).
are temporarily disabled. Characters c. Sleep: Range 240’. One creature of
within the ray cannot be affected by the 4+1 HD or 2d8 Hit Dice of crea-
rays from the eye stalks (see below). tures of 4 HD or less fall asleep for
4d4 turns.
▶ Attacking the central eye: AC 2 [17],
d. Telekinesis: Range 120’. Move up to
20hp (separate hp pool). If reduced to
5,000 coins of weight up to 20’ per
0hp, the anti-magic ray ceases to function.
round. Creatures may save vs spells.
e. Petrify: Range 30’. Save versus
petrification or turn to stone.
f. Disintegrate: Range 20’. Save ver-
sus death or be annihilated.
g. Cause fear: Range 120’. Save versus
spells or flee for 2 turns.
h. Slow: Range 240’. Save versus
spells or move and attack at half
speed for 3 turns.
i. Cause serious wounds: Range 60’.
Inflicts 2d6+2 damage.
j. Death spell: Range 40’. Up to 4d8
HD of creatures within a 60’ cube
area must save versus death or die
instantly. Undead or creatures with
greater than 7 HD are unaffected.
▶ Attacking the eye stalks: AC 7 [12],
12hp (separate hp pool each). Successful
attacks damage a random eye stalk. If re-
duced to 0hp, a stalk’s ray cannot function.
▶ Eye regeneration: Disabled eyes re-
generate in 2d4 days.

52
Eye of the Deep Ferret, Giant
Floating, scaled spheres (5’ diameter) 3’ long ferrets that hunt giant rats in their
with a wide, toothy maw, two lobster-like burrows. Sometimes kept by humans for
pincers, a large central eye, and two this aptitude.
smaller eyes on stalks. Hateful, scheming, AC 5 [14], HD 1+1 (5hp), Att 1 × bite
and avaricious. Lair in the depths of the (1d8), THAC0 18 [+1], MV 150’ (50’),
ocean. SV D12 W13 P14 B15 S16 (1), ML 8, AL
AC 5 [14], HD 13**** (58hp), Att 2 × Neutral, XP 15, NA 1d8 (1d12), TT None
claw (2d4), 1 × bite (2d10), eye rays, ▶ Volatile: Unpredictable temper; may
THAC0 10 [+9], MV 150’ (50’) swim- turn on trainers or other people.
ming, SV D4 W5 P6 B5 S8 (13), ML 10,
AL Chaotic, XP 5,150, NA 0 (1), TT C
▶ Blinding ray: The central eye emits
a ray of blinding light up to 60’ in front.
Characters must save versus death or be
paralysed for 1d10 rounds.
▶ Blinding ray frequency: May be used
at most every 3 rounds.
▶ Attacking the central eye: AC 5 [14],
20hp (separate hp pool). If reduced to
0hp, the blinding ray ceases to function.
▶ Eye stalks: Each stalk can shoot a
magical ray up to once per round:
a. Hold person: Range 120’. Save
versus spells or be paralysed for 6
turns. May target 1d4 creatures in
a group or an individual (–2 to the
save). Affects persons of up to 4+1
HD.
b. Hold monster: As hold person,
but affects any creature (except
undead).
▶ Illusion: Instead of using its hold per-
son/monster eye rays, both eye stalks may
be used to create a convincing illusion
affecting all senses.
▶ Attacking the eye stalks: AC 5 [14],
12hp (separate hp pool each). Successful
attacks damage a random eye stalk. If
reduced to 0hp, a stalk’s magic ray cannot
function.
▶ Eye regeneration: Disabled eyes re-
generate in 1d4 days.

53
Fish, Giant Giant Pike
Aggressive hunters 9–14’ long. Attack
Giant Bass anything nearby when hungry. Dwell in
Shy; only attack when seeing a bite-size deep lakes.
(halfling-size or smaller) morsel close by. AC 4 [15], HD 4 (18hp), Att 1 × bite
AC 7 [12], HD 2 (9hp), Att 1 × bite (1d6), (4d4), THAC0 16 [+3], MV 360’ (120’),
THAC0 18 [+1], MV 120’ (40’), SV D12 SV D12 W13 P14 B15 S16 (2), ML 8, AL
W13 P14 B15 S16 (1), ML 8, AL Neutral, Neutral, XP 75, NA 0 (1d4), TT None
XP 20, NA 0 (2d4), TT None ▶ Surprise: On a 1–4, due to excellent
vision and great speed.
Giant Catfish Giant Piranha
15’ long, pale white. Four feelers be- 5’ long piranhas with black and green
side the mouth. Lurk in the mud at the scales. Live in rivers (occasionally lakes)
bottom of rivers and lakes. Will attack and attack anything in the water.
creatures on the bottom or swimming
above. AC 6 [13], HD 3+3 (16hp), Att 1 × bite
(1d8), THAC0 16 [+3], MV 150’ (50’),
AC 4 [15], HD 8+3 (39hp), Att 1 × bite SV D12 W13 P14 B15 S16 (2), ML 7, AL
(2d8), 4 × feeler (1d4), THAC0 12 [+7], Neutral, XP 50, NA 0 (2d4), TT None
MV 90’ (30’), SV D10 W11 P12 B13 S14
(4), ML 8, AL Neutral, XP 650, NA 0 ▶ Surround opponents: A target can be
(1d2), TT None attacked by up to 8 giant piranhas.
▶ Morale: When blood is in the water,
Giant Electric Eel do not check morale.
9’ long eels that are able to emit an elec-
tric shock to kill prey. Live in fresh water Giant Rockfish
in warm regions. Spiny fish with lumpy, rock-like skin. Live
AC 9 [10], HD 2* (9hp), Att 1 × bite in saltwater shallows. Normally passive,
(1d4), electric shock, THAC0 18 [+1], but highly aggressive if disturbed.
MV 120’ (40’), SV D12 W13 P14 B15 AC 7 [12], HD 5+5* (27hp), Att 4 × spine
S16 (1), ML 7, AL Neutral, XP 25, NA 0 (1d4 + poison), THAC0 14 [+5], MV
(1d3), TT None 180’ (60’), SV D12 W13 P14 B15 S16 (3),
▶ Electric shock: Characters within 5’ ML 8, AL Neutral, XP 400, NA 0 (2d4),
suffer 3d8 damage; those within 5’–10’ TT None
suffer 2d8 damage; those within 10’–15’ ▶ Camouflage: 70% chance of being
suffer 1d8 damage. (No attack roll or mistaken for a rock or coral formation.
saving throw.) ▶ Grasping: If mistaken for a rock and
▶ Electric shock frequency: May be grasped, all 4 spines automatically hit.
used at most once per hour. ▶ Poison: Causes death (save vs poison).
▶ Electrical immunity: Unharmed by
electrical attacks.

54
Giant Sturgeon
Huge (nearly 30’ long), aggressive fish
with armour plating.
AC 0 [19], HD 10+2* (47hp), Att 1 × bite
(2d10), THAC0 11 [+8], MV 180’ (60’),
SV D10 W11 P12 B13 S14 (5), ML 9, AL
Neutral, XP 1,600, NA 0 (1), TT None
▶ Swallow whole: On an attack roll of 18
or more. Inside the fish’s belly: suffer 2d6
damage per round (until the fish dies);
save versus death or be paralysed; may
attack with sharp weapons at –4 to hit
(inside belly has AC 7 [12]); body digest-
ed 6 turns after death.
Giant Swordfish
8’ long saltwater fish with a bony sword
on the snout. Typically non-aggressive.
AC 5 [14], HD 3+3 (16hp), Att 1 × sword
(4d4), THAC0 16 [+3], MV 240’ (80’),
SV D12 W13 P14 B15 S16 (2), ML 7, AL
Neutral, XP 50, NA 0 (1d4), TT None

Flail Snail
Huge (8’ tall) snails with a cluster of
flailing, club-like tentacles and a swirling,
multi-coloured shell. Dwell underground.
AC 0 [19], HD 4* (18hp), Att 4 to 6 ×
club tentacle (1d8), THAC0 16 [+3], MV
30’ (10’), SV D12 W13 P14 B15 S16 (2),
ML 10 (7 in light), AL Neutral, XP 125,
NA 1 (0), TT None
▶ Club tentacles: 1d3+3 tentacles; each ▶ Magic reflection: Shell protects
can attack once per round. against magic. Each time snail is targeted
▶ Attacking the tentacles: AC 3 [16], by magic, roll 1d6: 1: reflected back at
8hp (separate hp pool each). If reduced to caster; 2–3: cancelled; 4–6: normal effect.
0hp, the tentacle can no longer attack. ▶ Shell’s properties: Magic reflective
▶ If all tentacles are killed: Snail dies. properties remain for 1d6 months after
▶ Upon death: Withdraws into shell and the snail’s death. Weighs 2,500 coins.
shrieks for 1d3 turns. 50% chance per
turn of attracting a wandering monster.
▶ Hate light: In bright light (daylight,
continual light, etc.) morale reduced to 7.
▶ Immunities: Unharmed by poison
and fire (including magical fire).
55
Gargoyle
Magical monsters that look like hideous,
horned, winged statues. Semi-intelligent
and possessed of a great cunning.
AC 5 [14], HD 4 (18hp), Att 2 × claw
(1d3), 1 × bite (1d6), 1 × horn (1d4),
THAC0 16 [+3], MV 90’ (30’) / 150’ (50’)
flying, SV D8 W9 P10 B10 S12 (8), ML
11, AL Chaotic, XP 75, NA 1d6 (2d4),
TT C
▶ Blend in with stone: May be over-
looked or mistaken for inanimate statues.
▶ Guardians: Almost always attack
when approached.
▶ Mundane damage immunity: Can
Frog, Giant only be harmed by magical attacks.
▶ Spell immunity: Unaffected by sleep
Giant Mutant Frog or charm spells.
Giant (2’ long), mutant frogs with vicious
talons and teeth. Highly aggressive, Gas Spore
voraciously carnivorous (will even eat
their own kind). Dwell underground or Mindless, floating fungi that appear
in forlorn swamps. almost exactly like an eye of terror (see
p52)—a scaled sphere (5’ diameter)
AC 7 [12], HD 1+4 (8hp), Att 2 × talons
with a wide, toothy maw, a large central
(1d2), 1 × bite (1d4+1), THAC0 18 [+1],
eye, and 10 smaller eyes on stalks. Drift
MV 60’ (20’) / 120’ (40’) swimming, SV
around in caverns and ruins.
D12 W13 P14 B15 S16 (1), ML 9, AL
Neutral, XP 15, NA 3d6 (3d6), TT None AC 9 [10], HD 1hp*, Att 1 × spore spray
(infection), THAC0 19 [0], MV 30’ (10’),
▶ Origin: Rumoured to have been spe-
SV D12 W13 P14 B15 S16 (1), ML 9, AL
cially bred by magical means.
Neutral, XP 6, NA 1d3 (1), TT None
Giant Poisonous Frog ▶ Distinguishing: In dim light: 1-in-10
Brightly coloured giant frogs (3’ long) chance of noticing the fungal nature of a
that lurk in warm pools or damp caverns. gas spore; 10’ or closer: 1-in-4 chance.
AC 7 [12], HD 1** (4hp), Att 1 × bite ▶ Upon death: The gas spore explodes.
(1d4 + poison), THAC0 19 [0], MV 90’ All within 20’ suffer 6d6 damage (save
(30’), SV D12 W13 P14 B15 S16 (1), ML versus wands for half).
9, AL Neutral, XP 16, NA 1d6 (1d6), TT ▶ Spore spray: Affects all characters in
None a 20’ cube area in front of the gas spore.
▶ Sticky tongue: Attack up to 15’ away. Save versus poison or become infected
On a hit, prey (up to dwarf size) is with spores.
dragged to the mouth and bitten. ▶ Spore infection: 1d6 gas spores grow
▶ Poison: Save versus poison with a +4 inside the victim, killing them in 24
bonus or die in 1d6 turns. hours. Cure disease removes the spores.
56
Gelatinous Cube Ghost
10’ cubes of transparent jelly. Move Incorporeal spirits of the restless dead, of-
through dungeons, absorbing debris and ten carrying an ethereal lantern or candle.
living creatures they come across. AC 0 [19], HD 10*** (45hp), Att 1 ×
AC 8 [11], HD 4* (18hp), Att 1 × touch touch (life drain) or possession, THAC0
(2d4 + paralysis), THAC0 16 [+3], MV 11 [+8], MV 90’ (30’), SV D6 W7 P8 B8
60’ (20’), SV D12 W13 P14 B15 S16 (2), S10 (10), ML 10, AL Any, XP 3,000, NA 1
ML 12, AL Neutral, XP 125, NA 1 (0), (1), TT E, N
TT V ▶ Undead: Make no noise, until they
▶ Surprise: On a roll of 1–4, due to attack. Immune to effects that affect
near-invisibility. living creatures (e.g. poison). Immune to
▶ Paralysis: For 2d4 turns (save versus mind-affecting or mind-reading spells
paralysis). (e.g. charm, hold, sleep).
▶ Energy immunity: Unharmed by cold ▶ Mundane weapon immunity: Only
or lightning. harmed by silver weapons or magic.
▶ Embedded items: Indigestible items ▶ Aura of fear: All seeing a ghost must
(e.g. gems, coins) are carried around save versus spells or age 10 years and flee
inside the cube. for 2d6 turns. Divine spell casters of 7th
level or higher are immune.
Ghast ▶ Life draining touch: Victim per-
Grotesque, animalistic, undead humans manently loses 1d4 points of CON.
that crave the flesh of the living. Exude a If reduced to 0 CON, the victim dies.
nauseating carrion stench. Found among Someone killed in this way cannot be
packs of ghouls (see p58). raised from the dead by any means short
of a wish.
AC 3 [16], HD 4* (18hp), Att 2 × claw
▶ Possession: A victim within 60’ must
(1d4 + paralysis), 1 × bite (1d8 + paral-
save versus spells or become possessed.
ysis), THAC0 16 [+3], MV 150’ (50’),
When possessing a victim, the ghost
SV D10 W11 P12 B13 S14 (4), ML 9, AL
disappears.
Chaotic, XP 125, NA 1d3 (1d6), TT B
▶ Possessed victims: The ghost gains
▶ Carrion stench: Those within 10’ must full control over the victim’s body, but is
save versus poison or suffer –2 to hit, not able to make the victim cast spells.
while in melee with ghasts.
▶ Expelling: A ghost is expelled from a
▶ Paralysis: For 2d4 turns (save versus possessed victim by dispel evil or if the
paralysis). Creatures larger than ogres victim dies.
are unaffected. After paralysing a target,
ghasts will attack others. ▶ Alignment: Lawful ghosts may aid
characters, leading them out of danger.
▶ Undead: Make no noise, until they Neutral ghosts may reveal their treasure
attack. Immune to effects that affect hoard if their remains are consecrated,
living creatures (e.g. poison). Immune to releasing them from undeath. Chaotic
mind-affecting or mind-reading spells ghosts are hateful of all life.
(e.g. charm, hold, sleep).

57
Ghoul Giant
Grotesque, animalistic, undead humans Cloud Giant
that crave the flesh of the living.
Aggressive, 20’ tall humanoids with skin
AC 6 [13], HD 2* (9hp), Att 2 × claw and hair ranging from grey to white.
(1d3 + paralysis), 1 × bite (1d3 + paral- Dress in pale robes.
ysis), THAC0 18 [+1], MV 90’ (30’), SV
D12 W13 P14 B15 S16 (2), ML 9, AL AC 4 [15], HD 12+3 (57hp), Att 1 ×
Chaotic, XP 25, NA 1d6 (2d8), TT B weapon (6d6) or 1 × boulder (3d6),
THAC0 10 [+9], MV 120’ (40’), SV D6
▶ Paralysis: For 2d4 turns (save versus W7 P8 B8 S10 (12), ML 10, AL Neutral,
paralysis). Elves and creatures larger XP 1,100, NA 1d2 (1d3), TT E + 5,000gp
than ogres are unaffected. After paralys-
ing a target, ghouls will attack others. ▶ Keen sight and smell: Only surprised
on a 1.
▶ Undead: Make no noise, until they
attack. Immune to effects that affect ▶ Boulder throwing: Up to 200’.
living creatures (e.g. poison). Immune to ▶ Castle: Built into mountain-sides or
mind-affecting or mind-reading spells floating on cloud banks.
(e.g. charm, hold, sleep). ▶ Guardians: 3d6 giant hawks (p66)
or (only in mountains) 6d6 dire wolves
(p126).
▶ Hate intruders: May block mountain
passes to ensure isolation.

58
Fire Giant Stone Giant
16’ tall humanoids with black hair and 14’ tall humanoids with stone-like, grey
red skin. Dress in armour fashioned from skin. Dwell in natural caverns or primi-
brass, bronze, or copper. Dwell in places tive huts built of stone.
of extreme heat (e.g. near volcanoes). AC 4 [15], HD 9 (40hp), Att 1 × weapon
AC 4 [15], HD 11+2 (51hp), Att 1 × (3d6) or 1 × boulder (3d6), THAC0 12
weapon (5d6) or 1 × boulder (3d6), [+7], MV 120’ (40’), SV D8 W9 P10 B10
THAC0 10 [+9], MV 120’ (40’), SV D6 S12 (9), ML 9, AL Neutral, XP 900, NA
W7 P8 B8 S10 (11), ML 9, AL Chaotic, 1d2 (1d6), TT E + 5,000gp
XP 1,100, NA 1d2 (1d3), TT E + 5,000gp ▶ Weapons: Stone clubs made from
▶ Boulder throwing: Up to 200’. huge stalactites.
▶ Fire immunity: Unharmed by fire. ▶ Boulder throwing: Up to 300’.
▶ Castle: Black, low-walled. Made of ▶ Guardians: 50% chance of 1d4 cave
baked mud and raw iron. bears (p25).
▶ Guardians: 20% chance of 1d3 hydras Storm Giant
(p70), otherwise 3d6 hellhounds
(p67). 22’ tall humanoids with bronze-hued skin
and garish hair (red or yellow).
Frost Giant AC 2 [17], HD 15 (67hp), Att 1 × weapon
18’ tall humanoids with pale skin and (8d6), 1 × lightning bolt, THAC0 9 [+10],
pale hair (yellow or blue hued). Wear furs MV 150’ (50’), SV D4 W5 P6 B5 S8 (15),
or iron armour. Males have long beards. ML 10, AL Lawful, XP 1350, NA 1 (1d3),
AC 4 [15], HD 10+1 (46hp), Att 1 × TT E + 5,000gp
weapon (4d6) or 1 × boulder (3d6), ▶ Summon storm: Takes 1 turn.
THAC0 11 [+8], MV 120’ (40’), SV D6 ▶ Lightning bolts: In a storm, may
W7 P8 B8 S10 (10), ML 9, AL Chaotic, throw lightning once per 5 rounds: 60’
XP 900, NA 1d2 (1d4), TT E + 5,000gp long, 5’ wide; inflicts damage equal to the
▶ Boulder throwing: Up to 200’. giant’s current hit point total (save versus
▶ Cold immunity: Unharmed by cold- spells for half damage); will bounce off of
based attacks. hard surfaces in its path.
▶ Castle: High upon snowy mountains. ▶ Lightning immunity: Unharmed by
▶ Guardians: 20% chance of 3d6 polar lightning. Enjoy basking in storms.
bears (p25), 6d6 wolves (p126) oth- ▶ Castle: High among mountain peaks,
erwise. atop banks of clouds, or in deep waters.
▶ Guardians: 2d4 griffons (p65). Un-
Hill Giant derwater: 3d6 giant crabs (p33).
Hairy, brutish, 12’ tall humanoids of low
intelligence. Dwell in foothills. Known to
attack human settlements to steal food.
AC 4 [15], HD 8 (36hp), Att 1 × weapon
(2d8), THAC0 12 [+7], MV 120’ (40’),
SV D8 W9 P10 B10 S12 (8), ML 8, AL
Chaotic, XP 650, NA 1d4 (2d4), TT E +
5,000gp
▶ Weapons: Giant clubs and spears.
59
Gnoll
Lazy, humanoid hyenas of low intelli-
gence that live by intimidation and theft.
Legends say that gnolls were magical-
ly created by a wizard who crossbred
gnomes and trolls.
AC 5 [14], HD 2 (9hp), Att 1 × weapon
(2d4 or by weapon + 1), THAC0 18 [+1],
MV 90’ (30’), SV D12 W13 P14 B15 S16
(2), ML 8, AL Chaotic, XP 20 (leader:
35), NA 1d6 (3d6), TT D
▶ Leader: Groups of 20+ are led by a
gnoll with 3HD (16hp).

Gnome
Short demihumans with long noses
Gibbering Mouther and beards. Smaller cousins of dwarves,
5’ mounds of rubbery jelly with hundreds whom they get along with. Prefer to live
of deranged eyes and mouths. Dwell in in burrows in non-mountainous country.
dark, cold, dank places. Consume all AC 5 [14], HD 1 (4hp), Att 1 × weap-
living matter they come across. on (1d6 or by weapon), THAC0 19 [0],
AC 0 [19], HD 4+3*** (21hp), Att 6 × MV 60’ (20’), SV D8 W9 P10 B14 S11
bite (1hp + attach + slip) or gibbering, (Gnome 1), ML 8 (10 in sight of leader or
THAC0 15 [+4], MV 30’ (10’), SV D12 chieftain), AL Lawful or Neutral, XP 10,
W13 P14 B15 S16 (2), ML 10, AL Neu- (leader: 20, bodyguard: 35, chieftain: 75),
tral, XP 350, NA 1 (1), TT L NA 1d8 (5d8), TT C
▶ Surprise: On a 1–5, if mouther re- ▶ Weapons: Typically use war hammers
mains motionless with eyes and mouths and crossbows.
closed. Appears like a mound of earth. ▶ Infravision: 90’.
▶ Attaching: On a successful bite attack, ▶ Leader: A 2HD (11hp) leader is pres-
the mouth locks onto the victim and ent for every 20 gnomes.
inflicts 1 damage in subsequent rounds. ▶ Clan chieftain and bodyguards: A
▶ Detach: If mouther or victim dies. 4HD (18hp) chieftain and 1d6 3HD (1d4
▶ Slip: 1-in-6 chance of victim falling to + 9hp) bodyguards live in the gnome lair.
the ground. The mouther then imme- The chieftain gains a +1 bonus to damage.
diately oozes on top of the victim and ▶ Hate kobolds: Normally attack on
attacks with 6 more mouths. sight.
▶ Gibbering: All within 60’ must save ▶ Mines and machines: Love machin-
versus spells or be maddened by the ery, mining, gold, and gems. May make
babbling of dozens of mouths. Victims foolish decisions to obtain precious items.
behave randomly as long as the gibbering War with goblins and kobolds over pre-
continues; roll 1d8 each round. 1: move cious metals.
randomly, 2–5: no action, 6–7:
attack nearest creature, 8: flee.
60
▶ Wolf riders: 20% of goblin groups
Goblin encountered have wolf riders: ¼ of the
Small, grotesque humanoids with pallid, group mounted on dire wolves (see
earth-coloured skin and glowing, red p126).
eyes. Dwell underground. ▶ Hate dwarves: Attack on sight.
AC 6 [13], HD 1–1 (3hp), Att 1 × weap- ▶ Goblin king and bodyguards: A 3HD
on (1d6 or by weapon), THAC0 19 [0], (15hp) king and 2d6 2HD (2d6hp) bod-
MV 60’ (20’), SV D14 W15 P16 B17 S18 yguards live in the goblin lair. They do
(NH), ML 7 (9 with king), AL Chaotic, not suffer attack penalties in daylight. The
XP 5 (bodyguard: 20, king: 35), NA 2d4 king gains a +1 bonus to damage.
(6d10), TT R (C) ▶ Hoard: Only have treasure type C
▶ Infravision: 90’. when encountered in the wilderness or in
▶ Hate the sun: –1 to-hit in full daylight. their lair.

61
Golem Bronze Golem
Bronze constructs that resemble fire
Artificial beings constructed from giants, possessing a great internal heat.
different materials by mighty clerics or
wizards. AC 0 [19], HD 20** (90hp), Att 1 × fist
(3d10 + 1d10 heat), THAC0 6 [+13], MV
▶ Mundane damage immunity: Can 240’ (80’), SV D6 W7 P8 B8 S10 (10), ML
only be harmed by magical attacks. 12, AL Neutral, XP 4,300, NA 1 (1), TT
▶ Immunity: Unharmed by gas; unaf- None
fected by charm, hold, and sleep spells.
▶ Mundane damage immunity; Immu-
▶ Other materials: Golems formed of nity: See main entry.
other materials are also possible.
▶ Flaming blood: If damaged by an
▶ Constructing: A very complex, expen- edged weapon, emits a spurt of liquid fire:
sive, and time-consuming process. attacker suffers 2d6 damage (save versus
Amber Golem death to avoid).
Constructed in the form of giant cats (e.g. ▶ Fire immunity: Unharmed by fire.
lions or tigers). Clay Golem
AC 6 [13], HD 10** (45hp), Att 2 × claw 8’ tall humanoid statues of baked clay.
(2d6), 1 × bite (2d10), THAC0 11 [+8], AC 6 [13], HD 11* (49hp), Att 1 × fist
MV 180’ (60’), SV D10 W11 P12 B13 S14 (3d10 + curse), THAC0 11 [+8], MV 60’
(5), ML 12, AL Neutral, XP 2,300, NA 1 (20’), SV D10 W11 P12 B13 S14 (5), ML
(1), TT None 12, AL Neutral, XP 1,900, NA 1 (1), TT
▶ Mundane damage immunity; Immu- None
nity: See main entry. ▶ Mundane damage immunity; Immu-
▶ Tracking: Without error. nity: See main entry.
▶ Detect invisible creatures: Within 60’. ▶ Magical weapon immunity: Only
Bone Golem harmed by blunt magical weapons.
▶ Energy immunity: Unharmed by fire
6’ tall constructs of human bone, crafted
and cold.
into a humanoid shape. Have four arms,
attached at different places on the torso. ▶ Curse: Damage inflicted can only be
healed by a divine spell caster of 9th level
AC 2 [17], HD 8 (36hp), Att 2 or 4 × or higher.
weapon (1d6 or by weapon), THAC0 12
[+7], MV 120’ (40’), SV D10 W11 P12
B13 S14 (4), ML 12, AL Neutral, XP 650,
NA 1 (1), TT None
▶ Mundane damage immunity; Immu-
nity: See main entry.
▶ Weapons: 4×1-handed or 2×2-handed.
▶ Attack multiple opponents: Up to 2
per round.
▶ Energy immunity: Unharmed by fire,
cold, and electricity.

62
Flesh Golem Stone Golem
7’ tall humanoids formed of stitched-to- 10’ tall humanoid statues of solid stone.
gether body parts. AC 4 [15], HD 14 (63hp), Att 1 × fist
AC 8 [11], HD 9 (40hp), Att 2 × fist (3d8), THAC0 9 [+10], MV 60’ (20’), SV
(2d8), THAC0 12 [+7], MV 90’ (30’), SV D8 W9 P10 B10 S12 (7), ML 12, AL Neu-
D10 W11 P12 B13 S14 (4), ML 12, AL tral, XP 1,350, NA 1 (1), TT None
Neutral, XP 900, NA 1 (1), TT None ▶ Mundane damage immunity; Immu-
▶ Mundane damage immunity; Immu- nity: See main entry.
nity: See main entry. ▶ Slow aura: Anyone within 10’ must
▶ Energy immunity: Unharmed by fire, save versus spells or be slowed for 1 turn
cold, and electricity. (move at half normal speed, attack or cast
▶ Healed by electricity: Each die of spells only every second round).
damage an electrical attack deals restores ▶ Energy immunity: Unharmed by fire,
1hp to a flesh golem. cold, and electricity.
Iron Golem Wood Golem
12’ humanoid statues with great swords. 3’ tall, roughly constructed, humanoid
AC 2 [17], HD 18* (81hp), Att 1 × sword figures of wood.
(4d10) or 1 × breath (poison), THAC0 7 AC 7 [12], HD 2+2 (11hp), Att 1 × fist
[+12], MV 60’ (20’), SV D8 W9 P10 B10 (1d8), THAC0 17 [+2], MV 120’ (40’),
S12 (9), ML 12, AL Neutral, XP 3,150, SV D12 W13 P14 B15 S16 (1), ML 12, AL
NA 1 (1), TT None Neutral, XP 25, NA 1 (1), TT None
▶ Mundane damage immunity; Immu- ▶ Mundane damage immunity; Immu-
nity: See main entry. nity: See main entry.
▶ Poison breath: Once per encounter, ▶ Initiative: –1 penalty due to stiff
may breathe a 10’ cube cloud of poison movement.
gas directly in front. All in the cloud must ▶ Flammable: –2 to saves against fire
save versus poison or die. attacks; suffers one extra point of damage
▶ Energy immunity: Unharmed by fire per die.
and cold.
▶ Healed by fire: Each hit point of dam-
age a fire-based attack deals restores 1hp
to an iron golem.
63
Green Slime
Dripping, green slime that clings to walls
and ceilings.
AC No hit roll required, HD 2* (9hp), Att
1 × touch (consume flesh), THAC0 18
[+1], MV 3’ (1’), SV D12 W13 P14 B15
S16 (1), ML 12, AL Neutral, XP 25, NA 1
(0), TT None
▶ Surprise: Drops down on surprised
characters from above.
▶ Acid: When in contact with a victim,
sticks on and exudes acid. The acid de-
stroys wood or metal (including armour)
in 6 rounds, but cannot affect stone.
▶ Consume flesh: Once in contact with
Gorgon flesh for 6 rounds, the victim is turned
into green slime in a further 1d4 rounds.
Magical monsters that resemble iron-
▶ Removing: Once stuck on a victim,
scaled bulls. Dwell in plains or foothills.
can only be removed by fire. This inflicts
AC 2 [17], HD 8* (36hp), Att 1 × gore half damage to the victim and half to the
(2d6) or 1 × breath (petrify), THAC0 12 slime.
[+7], MV 120’ (40’), SV D8 W9 P10 B10
▶ Immunity: Unharmed by all attacks
S12 (8), ML 8, AL Chaotic, XP 1,200, NA
except cold or fire.
1d2 (1d4), TT E
▶ Charge: When not in melee. Requires Grey Ooze
a clear run of at least 20 yards. Gore
inflicts double damage. Slimy horrors that lurk on stone surfaces
or among boulders.
▶ Petrifying breath: Cloud 60’ long, 10’
wide. All in the cloud are turned to stone AC 8 [11], HD 3* (13hp), Att 1 × touch
(save versus petrify to avoid). Unharmed (2d8), THAC0 17 [+2], MV 10’ (3’), SV
by own breath. D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 50, NA 1 (1), TT None
Gorilla ▶ Blend in with stone: Difficult to tell
apart from wet stone.
Large (6’ tall), heavy-set apes that dwell
in isolated jungles. Peaceful and shy. ▶ Acid: After a successful attack, sticks
to the victim and exudes acid. The acid
AC 5 [14], HD 4+1* (19hp), Att 2 × fist
destroys normal armour immediately and
(1d3 + rending), 1 × bite (1d6), THAC0
inflicts 2d8 damage per round. (Magic
15 [+4], MV 120’ (40’), SV D12 W13 P14
armour is dissolved in one turn.)
B15 S16 (2), ML 7, AL Neutral, XP 200,
NA 0 (1d4), TT None ▶ Energy immunity: Unharmed by cold
or fire.
▶ Rending: If a victim is hit by both fists
in the same round, the gorilla rends for
an extra 1d6 automatic damage.

64
Griffon Hag
Large, rapacious predators combining the Black Hag
features of an eagle (head, wings, front Hideous crones, 8’ tall, with blue-black
claws) and a lion. Prey on horses. skin and iron-like talons and teeth. Dwell
AC 5 [14], HD 7 (31hp), Att 2 × claw in desolate forests and swamps. Raven-
(1d4), 1 × bite (2d8), THAC0 13 [+6], ously carnivorous, love human flesh.
MV 120’ (40’) / 360’ (120’) flying, SV D10 AC 0 [19], HD 8* (36hp), Att 2 × talon
W11 P12 B13 S14 (4), ML 8, AL Neutral, (1d8 + 3), 1 × bite (1d8 + 3), THAC0 12
XP 450, NA 0 (2d8), TT E [+7], MV 150’ (50’), SV D8 W9 P10 B10
▶ Attack horses: Within 120’, unless a S12 (8), ML 10, AL Chaotic, XP 1,200,
morale check is passed. NA 1 (1), TT D
▶ Defend nest: Attack if it is ap- ▶ Illusion immunity: Completely unaf-
proached. fected by illusions and phantasms.
▶ Taming: Captured young can be ▶ Grapple: If a victim is hit by all three
trained as loyal mounts. Their fierce of a hag’s attacks in the same round, they
nature cannot be trained out: they still are seized and suffer automatic damage
instinctively attack horses. (3d8 + 9) each subsequent round.
▶ Glamour: Can cloak true appearance
Gullygug with an illusory form.
Barbaric, tribal, frog-like humanoids.
Dwell in damp, dark places.
Sea Hag
Ghastly, green-skinned, weed-festooned
AC 5 [14], HD 1* (4hp), Att 1 × weapon crones who crave humanoid flesh. Dwell
(1d6 or by weapon) or [2 × claw (1d2), in seaweed forests in warm shallows.
1 × bite (1d4 + 1)], THAC0 19 [0], MV
30’ (10’) / 150’ (50’) swimming, SV D12 AC 6 [13], HD 3** (13hp), Att 1 × dagger
W13 P14 B15 S16 (1), ML 7, AL Chaotic, (1d4) or 1 × gaze (death), THAC0 17
XP 13 (leader: 13, chieftain: 125), NA 2d6 [+2], MV 150’ (50’), SV D12 W13 P14
(1d8 × 10), TT D B15 S16 (3), ML 10, AL Chaotic, XP 65,
NA 0 (1d4), TT C
▶ Surprise: On a 1–3, due to chamele-
on-like skin. ▶ Hideous visage: Anyone who looks
at a sea hag must save versus spells or
▶ Hopping attack: Jump up to 30’ for-
be weakened (–2 penalty to attacks and
wards and gain +1 to attack. If wielding
damage) for 1d6 turns.
an impaling weapon (e.g. spear), this
counts as a charge and inflicts double ▶ Deadly gaze: Three times per day, may
damage on a successful hit. gaze at a character within 30’. The target
must save versus death or die instantly.
▶ Leader: Groups are led by a gullygug
with 8 hit points. The leader gains a +1 ▶ Magic resistance: +2 bonus to all
bonus to damage rolls. saving throws against magic.
▶ Chieftain: A 4 HD chieftain (with ▶ Freshwater hag: A very rare subspe-
15hp) rules a gullygug tribe. The chieftain cies of sea hag dwells in freshwater pools.
gains a +2 bonus to damage rolls.
▶ Hybrids: Rumours of human-gullygug
hybrids are sometimes heard.
65
Halfling Hawk
Diminutive, furry-footed demihumans Birds of prey that drift on high currents
who dwell in small villages (30–300 of air and hunt prey on the ground.
inhabitants). ▶ Swoop: Can dive onto victims visible
AC 7 [12], HD 1–1 (3hp), Att 1 × weapon from above. If the victim is surprised,
(1d6 or by weapon), THAC0 19 [0], MV the attack inflicts double damage. On an
90’ (30’), SV D8 W9 P10 B13 S12 (Hal- attack roll of 18 or more, the victim can
fling 1), ML 7, AL Lawful, XP 5 (guard: be carried away (if of appropriate size).
20), NA 3d6 (5d8), TT V (B) ▶ Trainable: Can be trained as guards or
▶ Leader and militia: Villages are led hunting animals.
by a halfling of level 1d6 + 1. A militia of
Giant Hawk
5d4 2HD guards is also present.
As big as a great dog. If hungry, may
▶ Hoard: Only have treasure type B
attack humans or similar-sized creatures.
when encountered in the wilderness.
AC 6 [13], HD 3+3 (16hp), Att 1 × talons
Harpy or beak (1d6), THAC0 16 [+3], MV
450’ (150’) flying, SV D12 W13 P14 B15
Hideous hags with the wings and lower S16 (2), ML 8, AL Neutral, XP 50, NA 0
bodies of giant eagles. Use their song to (1d3), TT None
lure victims to their doom.
▶ Swoop: See main entry.
AC 7 [12], HD 3* (13hp), Att 2 × claw
▶ Carry prey: Up to halfling-sized.
(1d4), 1 × weapon (1d6 or by weapon), 1
× song (charm), THAC0 17 [+2], MV 60’ Normal Hawk
(20’) / 150’ (50’) flying, SV D12 W13 P14 Small birds of prey. Will only attack hu-
B15 S16 (3), ML 7, AL Chaotic, XP 50, mans if they appear defenceless.
NA 1d6 (2d4), TT C
AC 8 [11], HD ½ (2hp), Att 1 × talons
▶ Charm: Anyone who hears the song of or beak (1d2), THAC0 19 [0], MV 480’
a group of harpies must save versus spells (160’) flying, SV D14 W15 P16 B17 S18
or be charmed: move towards the harpies (NH), ML 7, AL Neutral, XP 5, NA 0
(resisting those who try to prevent it); (1d6), TT None
defend the harpies; obey the harpies’
commands (if understood); unable to ▶ Swoop: See main entry.
cast spells or use magic items; unable to
harm the harpies. A character who saves
is unaffected for the rest of the encounter.
Killing the harpies breaks the charm.
▶ Magic resistance: +2 to all saving
throws.

66
Hellhound Medium Herd Animal
For example: caribou or oxen.
Monstrous, cunning, and very intelligent
hounds, the size of a small pony. Breathe AC 7 [12], HD 3 (13hp), Att 1 × butt
fire and love heat. Dwell in dungeons or (1d6), THAC0 17 [+2], MV 240’ (80’),
near volcanoes. SV D12 W13 P14 B15 S16 (2), ML 5, AL
Neutral, XP 35, NA 0 (3d10), TT None
AC 4 [15], HD 3 to 7* (13/18/22/27/
31hp), Att 1 × bite (1d6) or 1 × breath ▶ Stampede: See main entry.
(1d6 per HD), THAC0 By HD (17 [+2] to Small Herd Animal
13 [+6]), MV 120’ (40’), SV By HD, ML For example: antelope, deer, goats.
9, AL Chaotic, XP 50/125/300/500/850,
NA 2d4 (2d4), TT C AC 7 [12], HD 1 to 2 (4/9hp), Att 1 ×
butt (1d4), THAC0 19 [0]/18 [+1], MV
▶ Fire breath: 2-in-6 chance per round 240’ (80’), SV D12 W13 P14 B15 S16
of breathing fire. One target. Save versus (1), ML 5, AL Neutral, XP 10/20, NA 0
breath for half damage. (3d10), TT None
▶ Fire immunity: Unharmed by
▶ Stampede: See main entry.
non-magical fire.
▶ Detect invisible: 75% chance per Hippocampus
round. 60’ range.
Intelligent aquatic horses with two finned
▶ Pets: Sometimes found with other
forelegs and a long, fish-like tail.
creatures with an affinity for fire.
AC 4 [15], HD 4 (18hp), Att 1 × tail
Herd Animal (1d4), THAC0 16 [+3], MV 240’ (80’),
SV D10 W11 P12 B13 S14 (4), ML 10, AL
Wild animals that live in large, grazing Lawful, XP 75, NA 0 (2d4), TT None
herds. The exact type depends on the
terrain. ▶ Mounts: Used as mounts by aquatic
humanoids.
▶ Stampede: Herds of 20 or more can
trample those in their path. 3-in-4 chance Hippogriff
each round. +4 to-hit human-sized or
smaller creatures. 1d20 damage. Fantastic creatures combining the fea-
▶ Males: In groups of 3 or more, only tures of a giant eagle (head and forequar-
1-in-4 are males. These have 1d4 extra hit ters) and a horse. Nest among craggy
points and protect the herd. rocks.
▶ Females and young: Flee from danger. AC 5 [14], HD 3+1 (14hp), Att 2 × claw
Females do not have a butt attack. Young (1d6), 1 × bite (1d10), THAC0 16 [+3],
have half normal hit points. MV 180’ (60’) / 360’ (120’) flying, SV D12
W13 P14 B15 S16 (2), ML 8, AL Neutral,
Large Herd Animal XP 50, NA 0 (2d8), TT None
For example: elk or moose. ▶ Hate pegasi: Will usually attack.
AC 7 [12], HD 4 (18hp), Att 1 × butt ▶ Mount: Can carry a human-sized
(1d8), THAC0 16 [+3], MV 240’ (80’), rider.
SV D12 W13 P14 B15 S16 (2), ML 5, AL ▶ Taming: Can be trained as mounts.
Neutral, XP 75, NA 0 (3d10), TT None
▶ Stampede: See main entry.

67
Hippopotamus Hobgoblin
Massive, thick-skinned pachyderms that Larger and nastier relatives of goblins.
live in tropical rivers and lakes. Herbivo- Dwell underground, but commonly seek
rous but aggressively territorial. prey above ground.
▶ Males: 1/4 of animals are males, whose AC 6 [13], HD 1+1 (5hp), Att 1 × weap-
bite does extra damage. on (1d8 or by weapon), THAC0 18 [+1],
▶ Tip boats: 50% likely to emerge under MV 90’ (30’), SV D12 W13 P14 B15 S16
canoes or small boats, tipping them over. (1), ML 8 (10 with king), AL Chaotic, XP
15 (bodyguard: 75, king: 175), NA 1d6
Behemoth (4d6), TT D
Gargantuan (20’ long) hippos, found in
▶ Hobgoblin king and bodyguards: A
Lost World settings.
5HD (22hp) king and 1d4 4HD (3d6hp)
AC 3 [16], HD 10 (45hp), Att 1 × bite bodyguards live in the hobgoblin lair. The
(2d8—males 3d8), THAC0 11 [+8], MV king gains a +2 bonus to damage rolls. A
60’ (20’) / 120’ (40’) swimming, SV D10 thoul may sometimes be found among
W11 P12 B13 S14 (5), ML 9, AL Neutral, the king’s bodyguards.
XP 900, NA 0 (1d4), TT None
▶ Submersion: Lurk underwater. Can Homunculus
remain submerged for up to 30 minutes. Miniature (18” tall), scaly-skinned hu-
Normal manoids with bat-like wings and fangs.
Common hippos, 12’ long. Created by powerful magic-users.
AC 5 [14], HD 8 (36hp), Att 1 × bite AC 5 [14], HD 2* (9hp), Att 1 × bite (1d3
(2d6—males 3d6), THAC0 12 [+7], MV + poison), THAC0 18 [+1], MV 60’ (20’)
90’ (30’) / 120’ (40’) swimming, SV D10 / 180’ (60’) flying, SV D11 W12 P11 B14
W11 P12 B13 S14 (4), ML 9, AL Neutral, S12 (Magic-User 9), ML 9, AL As creator,
XP 650, NA 0 (2d6), TT None XP 25, NA 1 (1), TT None
▶ Submersion: Lurk underwater. Can ▶ Poison: Victim must save versus
remain submerged for up to 15 minutes. spells or fall deep asleep for 1d3 turns.
▶ Telepathic link: The creator can tel-
epathically control the homunculus and
can see/hear through its eyes/ears.
▶ Control range: 480’. Will never delib-
erately move further away from creator.
▶ Upon death: The creator suffers 2d10
damage.
▶ Constructing: Formed by an alchem-
ical process on a quantity of the creator’s
blood. Requires hiring an alchemist.

68
Hook Beast War Horse
Bred for strength and courage in battle.
Tall (9’) bipedal monsters with vul- Adapted to short bursts of speed; not
ture-like beaks, a tough, plated carapace, suited to long-distance riding.
and arms that end in horrid hooks. Vora-
ciously hunt in packs, deep underground. AC 7 [12], HD 3 (13hp), Att 2 × hoof
(1d6), THAC0 17 [+2], MV 120’ (40’),
AC 2 [17], HD 5 (22hp), Att 2 × claw SV D12 W13 P14 B15 S16 (2), ML 9, AL
(1d8), THAC0 15 [+4], MV 90’ (30’), Neutral, XP 35, NA 0 (0), TT None
SV D10 W11 P12 B13 S14 (5), ML 8, AL
Chaotic, XP 175, NA 2d6 (0), TT K ▶ Charge: When not in melee. Requires
a clear run of at least 20 yards. Rider’s
▶ Keen hearing: Only surprised on a 1. lance inflicts double damage. Horse can-
▶ Language: Cannot speak. Commu- not attack when charging.
nicate among themselves with eerily ▶ Melee: When in melee, both rider and
echoing carapace clicks. horse can attack.
▶ Domestic: Not found in the wild.
Horse
▶ Max load: Carry up to 4,000 coins
Herd animals that are often used for unencumbered; up to 8,000 at half speed.
transportation. Many different domesti-
cated breeds exist. Wild Horse
Lightly built horses adapted to run at
Draft Horse high speed. Can survive purely on grass,
Bred for great strength and endurance. wherever available.
Used to pull vehicles and ploughs or as
AC 7 [12], HD 2 (9hp), Att 2 × hoof
beasts of burden.
(1d4), THAC0 18 [+1], MV 240’ (80’),
AC 7 [12], HD 3 (13hp), Att None, SV D12 W13 P14 B15 S16 (1), ML 7, AL
THAC0 17 [+2], MV 90’ (30’), SV D12 Neutral, XP 20, NA 0 (1d10 × 10), TT
W13 P14 B15 S16 (2), ML 6, AL Neutral, None
XP 35, NA 0 (0), TT None
▶ Stampede: Herds of 20 or more can
▶ Non-combatant: Will flee, if attacked. trample those in their path. 3-in-4 chance
▶ Domestic: Not found in the wild. each round. +4 to-hit human-sized or
▶ Max load: Carry up to 4,500 coins smaller creatures. 1d20 damage.
unencumbered; up to 9,000 at half speed. ▶ Taming: Wild horses can be trained as
mounts (riding horses).
Riding Horse
Lightly built horses adapted to run at
high speed. Can survive purely on grass,
wherever available.
AC 7 [12], HD 2 (9hp), Att 2 × hoof
(1d4), THAC0 18 [+1], MV 240’ (80’),
SV D12 W13 P14 B15 S16 (1), ML 7, AL
Neutral, XP 20, NA 0 (0), TT None
▶ Domestic: Not found in the wild.
▶ Max load: Carry up to 3,000 coins
unencumbered; up to 6,000 at half speed.

69
Hulker Hydra
Hulking (9’ tall, 5’ wide), bipedal mon- Large, dragon-like creatures with multi-
sters with claws of iron, wicked mandi- ple, serpentine heads. Sea hydras (adapt-
bles, and four eyes (two insectoid, two ed to water, with fins) also exist.
human-like). Hunt for fresh meat in AC 5 [14], HD 5 to 12 (8hp per HD), Att
caverns, tunnels, and dungeons. 5 to 12 × bite (1d10), THAC0 By HD (15
AC 2 [17], HD 10* (45hp), Att 2 × claw [+4] to 10 [+9]), MV 120’ (40’), SV By
(3d4), 1 × mandibles (2d8), 1 × gaze (con- HD, ML 9, AL Neutral, XP 175/275/450/
fusion), THAC0 11 [+8], MV 60’ (20’), 650/900/900/1,100/1,100, NA 1 (1), TT B
SV D6 W7 P8 B8 S10 (10), ML 10, AL ▶ Heads: 1d8+4 heads; 1HD per head.
Chaotic, XP 1,600, NA 1d4 (0), TT G ▶ Disabling heads: For every 8hp dam-
▶ Burrowing: Can burrow through solid age taken, one head is disabled (cannot
stone at 10’ (3’) or soft earth at 60’ (20’). attack).
▶ Surprise: Characters surprised by a ▶ Variants: Special hydras sometimes
hulker meet its gaze. found with venom, fiery breath, etc.
▶ Confusing gaze: Anyone meeting a
hulker’s gaze is confused for 3d4 rounds
(save versus spells). Unless averting eyes
or using a mirror, characters in melee are
affected each round.
▶ Confusion: Victims behave randomly;
roll 1d8 each round. 1: move randomly,
2–5: no action, 6–7: attack nearest crea-
ture, 8: flee.
▶ Averting eyes: –4 penalty to hit; the
hulker gains a +2 bonus to attack.
▶ Mirrors: The reflection of a hulker is
harmless. Fighting by looking in a mirror
incurs a –1 penalty to attack.

70
Insect Swarm Invisible Stalker
Swarms of many tiny insects that may be Highly intelligent, magical creatures sum-
encountered protecting their nest. May moned from another plane of existence to
also be drawn to light or unusual smells. perform tasks for powerful magic-users.
AC 7 [12], HD 2 to 4 (9/13/18hp), Att 1 AC 3 [16], HD 8* (36hp), Att 1 × blow
× swarm (2 or 4hp), THAC0 18 [+1]/17 (4d4), THAC0 12 [+7], MV 120’ (40’),
[+2]/16 [+3], MV 30’ (10’) / 60’ (20’) SV D8 W9 P10 B10 S12 (8), ML 12, AL
flying, SV D14 W15 P16 B17 S18 (NH), Neutral, XP 1,200, NA 1 (1), TT None
ML 11, AL Neutral, XP 20/35/75, NA 1 ▶ Tracking: Without fault.
(1d3), TT None ▶ Surprise: On a 1–5, unless target can
▶ Type and locomotion: A swarm may detect invisibility.
be composed of creepers (e.g. spiders, ▶ If killed: Returns to plane of origin.
ants, centipedes) or flyers (e.g. bees, hor-
nets). Some swarms are capable of both Jackalwere
types of movement (e.g. beetles, locusts).
▶ Size: 10’ × 30’ area, typically. Evil shapeshifters which can take on the
form of a normal jackal or a jackal-head-
▶ Immunity: Only harmed by fire, ex- ed humanoid. Roam borderland areas
treme cold, sleep spells (affect the whole looking for human victims to rob and eat.
swarm), smoke (drives off), or other
attacks as the referee wishes. AC 3 [16], HD 4* (18hp), Att 1 × bite
(2d4) or 1 × weapon (1d6 or by weapon),
▶ Swarm attack: Automatically damag-
THAC0 16 [+3], MV 120’ (40’), SV D10
es characters within swarm area: 2hp if
W11 P12 B13 S14 (4), ML 7, AL Chaotic,
wearing armour, 4hp without.
XP 125, NA 0 (1d4), TT C
▶ Warding off: Characters inside the
swarm who defend themselves by bran- ▶ Mundane damage immunity: Can
dishing a weapon (or similar) suffer half only be harmed by magical attacks.
damage from the swarm. A brandished ▶ Sleep gaze: Anyone meeting a jack-
torch damages the swarm. alwere’s gaze must save versus spells or
▶ Escaping: On exiting the swarm, fall deep asleep for 4d4 turns. This ability
characters continue to suffer half dam- may not be used in combat.
age until 3 rounds are spent swatting the ▶ Pack: 2-in-10 chance of being encoun-
attached insects. tered with 2d6 normal jackals (treat as
▶ Diving into water: Suffer damage for wild dogs, see Dog, p39).
one round, then attached insects drown.
▶ Pursuit: An angry (i.e. damaged)
swarm will pursue characters until they
are out of sight or inaccessible.

71
Jellyfish, Giant Killer Bee
Huge, transparent sea creatures which Giant (1’ long) bees of aggressive temper-
float near the surface of warm seas. Have ament. Build hives underground.
40 tentacles (each 100’ long) which drift AC 7 [12], HD ½* (2hp), Att 1 × sting
through the surrounding waters, seeking (1d3 + poison + lodged stinger), THAC0
prey. 19 [0], MV 150’ (50’) flying, SV D12 W13
AC 9 [10], HD 4** (18hp), Att 1–40 × P14 B15 S16 (1), ML 9, AL Neutral, XP 6
tentacle (1d10 + paralysis), THAC0 16 (guard: 13, queen: 25), NA 1d6 (5d6), TT
[+3], MV 15’ (5’), SV D12 W13 P14 B15 Honey
S16 (2), ML 8, AL Neutral, XP 175, NA 0 ▶ Aggressive: Usually attack on sight.
(1d10), TT None Always attack intruders within 30’ of
▶ Surprise: On a 1–5, due to near-invis- their hive.
ibility. ▶ Die after attacking: On a successful
▶ Tentacles: Each target within 100’ sting attack, a killer bee dies.
of the jellyfish can be attacked with 1d4 ▶ Poison: Causes death (save vs poison).
tentacles each round. ▶ Lodged stinger: Inflicts 1 damage per
▶ Paralysis: Lasts for 1d10 rounds (save round, as the stinger works its way in. A
versus paralysis to resist). round can be spent to remove it.
▶ Killed victims: Will be drawn to the ▶ Queen: A 2HD queen lives in the hive.
body and digested over 3d4 turns. The queen does not die when she stings.
▶ Severing tentacles: Any attack that in- ▶ Guards: At least 10 bees (4 or more of
flicts 1 or more damage severs a tentacle. which have 1HD) remain in or near the
hive to protect the queen.
▶ Honey: Magical honey (around 2
pints) may be found in the hive. It heals
1d4 hit points if eaten (in its entirety).

AFRT11: 125mm wide, 67mm high

72
Kobold Krell
Small, wicked, hairless, canine human- Hovering brains (5’ across) with an oc-
oids with scaly, rust-coloured skin. Dwell topus-like beak and a cluster of 10 spiny,
underground. 6’-long tentacles hanging below. Dwell in
AC 7 [12], HD ½ (2hp), Att 1 × weapon dungeons and ruins.
(1d4 or by weapon – 1), THAC0 19 [0], AC 3 [16], HD 5** (22hp), Att 1 × beak
MV 60’ (20’), SV D14 W15 P16 B17 S18 (1d6), 10 × tentacle (1d4 + paralysis),
(NH), ML 6 (8 with chieftain), AL Cha- THAC0 15 [+4], MV 120’ (40’), SV D10
otic, XP 5 (bodyguard: 15, chieftain: 20), W11 P12 B13 S14 (5), ML 8, AL Chaotic,
NA 4d4 (6d10), TT P (J) XP 425, NA 1 (0), TT None
▶ Ambush: Set up surprise attacks. ▶ Ambush: Prefer to ambush victims by
▶ Infravision: 90’. dropping on them from above.
▶ Hate gnomes: Attack on sight. ▶ Tentacle attacks: All 10 tentacles
attack a single target.
▶ Chieftain and bodyguards: A 2HD
▶ Paralysis: Lasts 1 turn (save versus
(9hp) chieftain and 1d6 1+1HD (6hp)
paralysis with a +4 bonus).
bodyguards live in the kobold lair.
▶ Paralysed victims: Two tentacles wrap
▶ Hoard: Only have treasure type J
around the victim; the other tentacles and
when encountered in the wilderness or in
beak inflict automatic damage.
their lair.
▶ Attacking the tentacles: A successful
attack targeted at the tentacles disables
one (that tentacle can no longer attack).
▶ Lightning immunity: Un-
harmed by lightning. 73
Lamia Lamprey, Giant
Centaur-like monsters with the legs and 8’ long eels with horrid sphincter mouths
body of a beast and the upper body and lined with barbed teeth. Dwell in deep
head of a woman. Dwell in ruins and de- waters (both salt and fresh).
serts. Prey on humanoids, draining their AC 5 [14], HD 5* (22hp), Att 1 × bite
blood and consuming their flesh. (1d6 + blood drain), THAC0 15 [+4],
AC 2 [17], HD 9** (40hp), Att 1 × touch MV 90’ (30’), SV D12 W13 P14 B15 S16
(1d4 + WIS drain), THAC0 12 [+7], MV (3), ML 7, AL Neutral, XP 300, NA 0
240’ (80’), SV D8 W9 P10 B10 S12 (9), (1d4), TT None
ML 8, AL Chaotic, XP 2,300, NA 1 (1), ▶ Blood drain: Attaches to victim on a
TT D successful hit, doing 10 automatic dam-
▶ WIS drain: Touch drains 1 point of age per round.
WIS. If reduced to below 3 WIS, victim
mindlessly obeys the lamia’s commands. Leech, Giant
▶ Charm person: Once per day. Save Horrid, 3–4’ long, slug-like creatures with
versus spells or be charmed: move to- sucker mouths. Lurk in swamps.
wards the lamia (resisting those who try
AC 7 [12], HD 6 (27hp), Att 1 × bite (1d6
to prevent it); obey the lamia’s commands
+ blood drain), THAC0 14 [+5], MV 90’
(if understood); defend the lamia; unable
(30’), SV D12 W13 P14 B15 S16 (3), ML
to cast spells or use magic items; una-
10, AL Neutral, XP 275, NA 0 (1d4), TT
ble to harm the lamia. Killing the lamia
None
breaks the charm.
▶ Illusion: Once per day. Visual and au- ▶ Blood drain: Attaches to victim on a
dial. No concentration required. Remains successful hit, doing 1d6 automatic dam-
until touched or dispelled. age per round.
▶ Detaching: Must be killed.
▶ If victim dies: Leech detaches and
74 finds a hidden place to digest.
Leprechaun Leucrocotta
Diminutive (2’ tall) magical humanoids Weird monsters with a stag-like body,
who delight in mischief and theft. Dwell a lion-like tail, and a badger-like head.
in lush, green lands. Have jagged ridges of bone in place of
AC 7 [12], HD ½* (2hp), Att None, teeth. Dwell in ruins and desolate wilds.
THAC0 19 [0], MV 150’ (50’), SV D12 AC 3 [16], HD 6+1 (28hp), Att 1 × bite
W13 P14 B15 S16 (1), ML 7, AL Neutral, (3d6), THAC0 13 [+6], MV 180’ (60’),
XP 6, NA 1 (1d20), TT F SV D10 W11 P12 B13 S14 (6), ML 8, AL
▶ Surprise: Acute hearing prevents sur- Chaotic, XP 350, NA 0 (1d4), TT D
prise. Always surprise others, if invisible. ▶ Mimicry: Can mimic human voices
▶ Magic resistance: +4 to saving throws. to lure prey to approach. Speak Common.
▶ Magic powers: Usable without limit: ▶ Retreat attack: If retreating from me-
a. Illusion: Visual and audial. No lee, can make a kick attack (inflicts 1d6
concentration required. Remains damage on a successful attack roll).
until touched or dispelled.
b. Invisibility: In combat: cannot be
attacked in the first round; in sub-
sequent rounds, may be attacked
at –2 to hit (locatable by faint
shadows).
c. Polymorph objects: Turn a
non-living object into another
object of similar size.
d. Ventriloquism: Throw voice 60’.
▶ Theft: Sneak up on PCs, snatch valua-
ble objects, and run away. 1-in-4 chance
per round of dropping object if chased.
▶ Hoard: If captured, will use trickery to
avoid revealing location of hoard.
▶ Wine: Their love of wine may be used
to outwit them.

75
▶ Aura of fear: All seeing a lich must
Lich save versus spells or flee for 2d6 turns.
Mighty magic-users whose evil magic has Characters above 4th level are immune.
rendered them immortal in undeath. Ap- ▶ Mundane damage immunity: Can
pear as a skeletal figure dressed in decay- only be harmed by magical attacks.
ing finery. A cold fire burns in their eyes. ▶ Energy immunity: Unharmed by
Ruthlessly pursue their arcane research in electrical- and cold-based attacks.
vast dungeons or ruined palaces.
▶ Magic immunity: Immune to magic
AC 0 [19], HD 11**** (49hp), Att 1 × causing polymorph, insanity, or death.
touch (1d10 + paralysis), THAC0 11 ▶ Arcane spells: Can cast spells as a 14th
[+8], MV 60’ (20’), SV D8 W9 P8 B11 S8 level magic-user (4 × 1st level spells, 4 ×
(Magic-user 14), ML 10, AL Chaotic, XP 2nd level, 4 × 3rd level, 4 × 4th level, 3 ×
4,300, NA 1 (1), TT A 5th level, 3 × 6th level).
▶ Undead: Make no noise, until they ▶ Paralysing touch: Chill touch causes
attack. Immune to effects that affect paralysis for 6 turns (save vs paralysis).
living creatures (e.g. poison). Immune to
▶ Divine liches: Rumours are occasion-
mind-affecting or mind-reading spells
ally heard of powerful divine spell casters
(e.g. charm, hold, sleep).
becoming liches.

76
Living Statue Iron Living Statue
AC 2 [17], HD 4 (18hp), Att 2 × blow
Animated statues of any size and material (1d8), THAC0 16 [+3], MV 30’ (10’), SV
(three types described below; others may D10 W11 P12 B13 S14 (4), ML 11, AL
be invented by the referee). Neutral, XP 75, NA 1d4 (1d4), TT None
▶ Immunity: Unaffected by sleep spells. ▶ Immunity: See main entry.
▶ Magical origins: Created by powerful ▶ Absorb metals: Hits with non-magi-
wizards. cal, metal weapons cause damage, but the
Crystal Living Statue weapon may become stuck in the statue
Formed of crystals. Often human in (save versus spells). Stuck weapons can
form. be removed if the statue is killed.
▶ Attacks: Depend on form of statue
AC 4 [15], HD 3 (13hp), Att 2 × blow
(humanoid statues may use weapons,
(1d6), THAC0 17 [+2], MV 90’ (30’), SV
animal statues use claws, etc.).
D12 W13 P14 B15 S16 (3), ML 11, AL
Lawful, XP 35, NA 1d6 (1d6), TT None Rock Living Statue
▶ Immunity: See main entry. Stony crust filled with magma which they
▶ Attacks: Depend on form of statue shoot from their fingertips.
(humanoid statues may use weapons, AC 4 [15], HD 5** (22hp), Att 2 × mag-
animal statues use claws, etc.). ma jet (2d6), THAC0 15 [+4], MV 60’
(20’), SV D10 W11 P12 B13 S14 (5), ML
11, AL Chaotic, XP 425, NA 1d3 (1d3),
TT None
▶ Immunity: See main entry.

77
Lizard, Giant Horned Chameleon
7’ long lizards whose scales change colour
Draco as camouflage.
6’ long, carnivorous lizards with skin AC 2 [17], HD 5* (22hp), Att 1 × tongue/
flaps between legs that enable gliding. bite (2d4), 1 × horn (1d6), 1 × tail (knock
Usually dwell above ground, but some- down), THAC0 15 [+4], MV 120’ (40’),
times shelter in caves. Sometimes attack SV D12 W13 P14 B15 S16 (3), ML 7, AL
humans. Neutral, XP 300, NA 1d3 (1d6), TT U
AC 5 [14], HD 4+2 (20hp), Att 1 × bite ▶ Surprise: On a 1–5, due to camou-
(1d10), THAC0 15 [+4], MV 120’ (40’) / flage.
210’ (70’) gliding, SV D12 W13 P14 B15 ▶ Sticky tongue: Can attack targets up to
S16 (3), ML 7, AL Neutral, XP 125, NA 5’ away. If the attack succeeds, the victim
1d4 (1d8), TT U is dragged to the mouth and bitten (2d4
Flame Lizard damage).
30’ long, mottled grey and red lizards ▶ Tail: Causes no damage, but knocks
which are sometimes mistaken for opponent down: cannot attack that
dragons. Lair underground and emerge round.
periodically to hunt. Covet shiny objects. Monitor Lizard
AC 2 [17], HD 7* (31hp), Att [2 × claw Truly gargantuan (40’ long) lizards with
(1d8), 1 × bite (2d8)] or 1 × breath (2d6), long teeth and claws. Aggressive pred-
THAC0 13 [+6], MV 90’ (30’), SV D10 ators which drag prey back to their lair.
W11 P12 B13 S14 (4), ML 8, AL Neutral, Dwell in warm climes.
XP 850, NA 1d4 (1d4), TT B, L AC 4 [15], HD 8* (36hp), Att 2 × claw
▶ Breath weapon: Once per day. 15’ long (2d6), 1 × bite (3d6 + rending), THAC0
cone of fire, 2’ wide at the mouth, 15’ 12 [+7], MV 60’ (20’), SV D10 W11 P12
wide at the far end. Save versus breath B13 S14 (4), ML 9, AL Neutral, XP 1,200,
for half damage. NA 0 (1d8), TT U
▶ Fire immunity: Unharmed by fire. ▶ Surprise: On a 1–4 due to lunging
▶ Sleeping: 50% likely to be asleep when suddenly from hiding.
encountered. May be attacked with a +2 ▶ Rending: On an attack roll of 20, a
to hit bonus for one round. victim of human size or smaller is held in
▶ Eggs: 1-in-10 chance of 1d4 eggs in the mouth and suffers automatic damage
lair. Each is worth up to 5,000gp. (3d6) in the following round.
Gecko Subterranean Lizard
5’ long, carnivorous, nocturnal lizards. 20’ long, highly aggressive lizards that
Light blue scales with orange spots. dwell exclusively underground.
AC 5 [14], HD 3+1 (14hp), Att 1 × bite AC 4 [15], HD 6* (27hp), Att 1 × bite
(1d8), THAC0 16 [+3], MV 120’ (40’), (2d6 + jaw clamp), THAC0 14 [+5], MV
SV D12 W13 P14 B15 S16 (2), ML 7, AL 120’ (40’), SV D12 W13 P14 B15 S16
Neutral, XP 50, NA 1d6 (1d10), TT U (3), ML 9, AL Neutral, XP 500, NA 1d6
(1d6), TT U
▶ Cling: Climb walls, trees, etc. and drop
on victims. ▶ Cling: Can walk on walls and ceilings.
▶ Jaw clamp: Inflicts double damage on
78 an attack roll of 20.
Tuatara Lizard Man
8’ long, iguana-like, carnivorous lizards
with olive scales and a ridge of white Semi-intelligent, tribal, aquatic human-
spikes along the back. Have been known oids with reptilian heads and tails. Often
to attack humans. encountered in swamps and dungeons, or
along rivers and coastlines.
AC 4 [15], HD 6 (27hp), Att 2 × claw
(1d4), 1 × bite (2d6), THAC0 14 [+5], AC 5 [14], HD 2+1 (10hp), Att 1 × weap-
MV 90’ (30’), SV D10 W11 P12 B13 S14 on (1d6+1 or by weapon + 1), THAC0 17
(4), ML 6, AL Neutral, XP 275, NA 1d2 [+2], MV 60’ (20’) / 120’ (40’) in water,
(1d4), TT V SV D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 25, NA 2d4 (6d6), TT D
▶ Infravision: 90’. Granted by retractable
eye membranes. ▶ Weapons: Favour spears or large clubs.
▶ Man-eaters: Kidnap humans and
demihumans, whose flesh they regard as
a delicacy.

Locathah
Nomadic humanoid fish-people with pale
yellow scales, fanned ears, and large eyes.
Forage and hunt in warm shallows. Lair
in caves carved into great undersea rocks.
AC 5 [14], HD 2 (9hp), Att 1 × weapon
(1d6 or by weapon), THAC0 18 [+1],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(2), ML 9, AL Neutral, XP 20 (guards: 35,
leader: 75, chieftain: 175), NA 0 (1d20),
TT A
▶ Weapons: Crossbows and lances.
▶ Mounted: On giant eels. (Use the elec-
tric eel stats, without the electric shock
ability. See Fish, Giant, p54.)
▶ Leader: Groups of 40+ are led by a 4
HD locathah (with 18hp) and four 3 HD
guards (with 14hp).
▶ Chieftain: A 5 HD chieftain (with
22hp) rules locathah groups of 100+.
▶ Pets: Keep electric eels (Fish, Giant,
p54) and giant jellyfish (Jellyfish, Gi-
ant, p58) as lair guardians.

79
▶ Wolfsbane: If hit, must save versus
Lurker Above poison or flee in terror.
Mindless, carnivorous, ray-like mon- ▶ Reversion: If killed, a lycanthrope
strosities that cling to ceilings and drop reverts to its human form.
on prey below. Glide through the air with ▶ Scent: Horses and some other animals
gas-filled pockets in body. Dwell exclu- can smell lycanthropes and will become
sively underground. afraid.
AC 5 [14], HD 10* (45hp), Att 1 × ▶ Infection: A character who loses more
smother (1d6), THAC0 11 [+8], MV than half their hit points from the natural
10’ (3’) / 90’ (30’) gliding, SV D10 W11 attacks of lycanthropes (i.e. bites, claws)
P12 B13 S14 (5), ML 12, AL Neutral, XP contracts lycanthropy. Humans become
1,600, NA 1 (0), TT C were-creatures of the same type (run by
▶ Surprise: On a 1–4, due to stone-like the referee, henceforth); non-humans die.
appearance of underbelly. The disease takes full effect in 2d12 days,
▶ Cling: Can creep on walls and ceilings. showing signs of infection after half the
▶ Smother: Affects all within the 20’ time.
square area the lurker drops onto. A Devil Swine
single attack roll is made and compared Corpulent humans who can change into
against the AC of all targets. huge swine. Love to eat human flesh.
▶ Trapped victims: Cannot move, auto- Lurk in isolated human settlements close
matically suffer 1d6 damage per round. to forests or marshes.
Can attack the lurker only if they had a
AC 3 [16] (9 [10] in human form), HD
short weapon (e.g. dagger, short sword)
9* (40hp), Att 1 × gore (2d6) or 1 ×
in hand when trapped.
weapon (1d6 or by weapon) or 1 × magic
(charm), THAC0 12 [+7], MV 180’ (60’)
Lycanthrope / 120’ (40’) in human form, SV D8 W9
Shapechangers with a human and an P10 B10 S12 (9), ML 10, AL Chaotic, XP
animal form. 1,600, NA 1d3 (1d4), TT C
▶ Human form: Have physical char- ▶ Shapechange: Only at night.
acteristics reminiscent of the associated ▶ Ambush: Prefer to attack by surprise.
animal type. ▶ Charm person: 3 times a day. Save
▶ Mundane damage immunity: In versus spells at –2 or be charmed: move
animal form, can only harmed by silver towards the devil swine (resisting those
weapons or magic. who try to prevent it); obey the devil
▶ Languages: In human form, can speak swine’s commands (if understood); de-
normally. In animal form, can only speak fend the devil swine; unable to cast spells
with animals of the associated type. or use magic items; unable to harm the
▶ Armour: Not used because it hinders devil swine. Killing the devil swine breaks
shape-changing. the charm.
▶ Summon animals: Can summon 1–2 ▶ Charmed victims: 1d4–1 accompany
animals of the associated type from the a devil swine.
surrounding area (wererats summon
giant rats—see Giant Rat, p97). These
arrive in 1d4 rounds.

80
Werebear
Highly intelligent, also in bear form.
Dwell alone or among normal bears.
AC 2 [17] (8 [11] in human form), HD 6*
(27hp), Att 2 × claw (2d4), 1 × bite (2d8),
THAC0 14 [+5], MV 120’ (40’), SV D10
W11 P12 B13 S14 (6), ML 10, AL Neu-
tral, XP 500, NA 1d4 (1d4), TT C
▶ Amiable: May be friendly, if ap-
proached peacefully.
▶ Bear hug: If a victim is hit by both
claws in the same round, the werebear
can hug for an extra 2d8 automatic
damage.
Wereboar
Semi-intelligent and irascible. In human
form, often appear like berserkers.
AC 4 [15] (9 [10] in human form), HD
4+1* (19hp), Att 1 × tusk/bite (2d6),
THAC0 15 [+4], MV 150’ (50’), SV D10
W11 P12 B13 S14 (4), ML 9, AL Neutral,
XP 200, NA 1d4 (2d4), TT C
▶ Battle rage: In human form, may
enter a berserk rage: +2 to hit; fight to the Weretiger
death. Rage sometimes causes them to Exhibit feline behaviour: curious, but
attack their allies. dangerous when cornered. Talented
swimmers and trackers.
Wererat
AC 3 [16] (9 [10] in human form), HD 5*
Intelligent, humanoid rats who can (22hp), Att 2 × claw (1d6), 1 × bite (2d6),
change into normal humans. THAC0 15 [+4], MV 150’ (50’), SV D10
AC 7 [12] (9 [10] in human form), HD 3* W11 P12 B13 S14 (5), ML 9, AL Neutral,
(13hp), Att 1 × bite (1d4) or 1 × weapon XP 300, NA 1d4 (1d4), TT C
(1d6 or by weapon), THAC0 17 [+2], MV ▶ Surprise: On a 1–4, due to stealth.
120’ (40’), SV D12 W13 P14 B15 S16 (3),
ML 8, AL Chaotic, XP 50, NA 1d8 (2d8), Werewolf
TT C Semi-intelligent pack hunters.
▶ Surprise: On a 1–4; set ambushes. AC 5 [14] (9 [10] in human form), HD
▶ Languages: Can speak Common in 4* (18hp), Att 1 × bite (2d4), THAC0 16
both forms. [+3], MV 180’ (60’), SV D10 W11 P12
▶ Weapons: May also use weapons in B13 S14 (4), ML 8, AL Chaotic, XP 125
animal form. (leader: 300), NA 1d6 (2d6), TT C
▶ Leader: Groups of 5+ are led by a
werewolf with 5HD (30hp). The leader
gains a +2 bonus to damage rolls.
81
Malfyr Mantid
Nightmarish extra-dimensional monsters Highly intelligent, 4-armed insectoid
with an obese, humanoid physique, an warriors who hunt and consume human-
elephantine head with a fanged mouth, oids. Dwell in burrows in arid regions.
arms ending in wicked pincers, and a AC 4 [15], HD 6+3 (30hp), Att [4 × claw
belly writhing with slimy tentacles. Some- (1d4), 1 × bite (1d4+1)] or 1 × polearm
times summoned by powerful magic. (1d10) or 2 × crystal disc (1d4+1),
AC 3 [16], HD 9** (40hp), Att 2 × pincer THAC0 13 [+6], MV 180’ (60’), SV D10
(1d10), 1 × bite (1d6 + poisonous breath), W11 P12 B13 S14 (6), ML 10, AL Neu-
THAC0 12 [+7], MV 60’ (20’), SV D4 tral, XP 350, NA 0 (2d6), TT L
W5 P6 B5 S8 (13), ML 11, AL Chaotic, ▶ Leap: Can jump up to 20’ high and 50’
XP 2,300, NA 1 (1d2), TT E forward to attack.
▶ Grab: If a victim is hit by both pincers ▶ Crystal disc: Range 90’. If attack miss-
in the same round, they are trapped in es, returns to mantid’s hand. Typically
the malfyr’s tentacles and suffer 2d6 acid carry 10 discs.
damage each round. The victim can only ▶ Dodge missiles: AC 0 [19] vs missiles.
escape if the malfyr is slain.
▶ Poisonous breath: Victims of the Mantis, Giant
bite must save versus poison (with a +3
bonus) or die. 12’ long, predatory insects with vicious
clawed forelimbs and slicing mandibles.
▶ Mundane damage immunity: Can Green colouration acts as camouflage.
only be harmed by magical attacks. Dwell in forests and jungles. Hunt any
▶ Acid immunity: Unharmed by acid. living prey, favouring giant insects.
▶ Detect invisible: Within 60’. AC 2 [17], HD 10* (45hp), Att 2 × claw
▶ Open doors: Can bypass locks and (1d6), THAC0 11 [+8], MV 60’ (20’) /
wards, both mundane and magical. 120’ (40’) flying, SV D10 W11 P12 B13
S14 (5), ML 10, AL Neutral, XP 1,600,
Manticore NA 0 (1), TT None
Monstrosities with the face of a man, the ▶ Surprise: 4-in-6 due to camouflage.
body of a lion, bat-like wings, and a tail Will not attack obviously more powerful
bristling with spikes. Love eating humans. creatures, staying motionless and hidden.
Dwell in wild, mountainous regions. ▶ Grab: If a victim is hit by both claws
AC 4 [15], HD 6+1 (28hp), Att [2 × claw in the same round, they are trapped and
(1d4), 1 × bite (2d4)] or 6 × tail spike attacked each subsequent round with the
(1d6), THAC0 13 [+6], MV 120’ (40’) / mandibles (+2 bonus to attack roll, 3d4
180’ (60’) flying, SV D10 W11 P12 B13 damage).
S14 (6), ML 9, AL Chaotic, XP 350, NA
1d2 (1d4), TT D
▶ Tail spikes: 180’ range. 24 in total; 2
regrow each day.
▶ Track and ambush: Follow humans
and attack with tail spikes when they stop
to rest.
82
Mastodon
Shaggy elephants with large tusks. Live in
icy or Lost World regions.
AC 3 [16], HD 15 (67hp), Att 2 × tusk
(2d6) or 1 × trample (4d8), THAC0 9
[+10], MV 120’ (40’), SV D8 W9 P10 B10
S12 (8), ML 8, AL Neutral, XP 1,350, NA
0 (2d8), TT Tusks
▶ Charge: In first round of combat,
when not in melee. Requires a clear run
of at least 20 yards. Tusks inflict double
damage.
▶ Trample: 3-in-4 chance of trampling
each round. +4 to-hit human-sized or
smaller creatures.
▶ Ivory: 2d4 × 100gp per tusk.

Medium
1st level NPC magic-users.
AC 9 [10], HD 1** (4hp), Att 1 × dagger Medusa
(1d4) or 1 × spell, THAC0 19 [0], MV
120’ (40’), SV D13 W14 P13 B16 S15 Deadly creatures of a magical nature that
(Magic-user 1), ML 7, AL Any, XP 16, look like women with writhing snakes in
NA 1d4 (1d12), TT V place of hair.
▶ Spells: Each individual has one 1st AC 8 [11], HD 4** (18hp), Att 1 × snake-
level arcane spell memorized. (Choose or bites (1d6 + poison), THAC0 16 [+3],
select at random.) MV 90’ (30’), SV D10 W11 P12 B13 S14
▶ Master: 50% of groups are led by a (4), ML 8, AL Chaotic, XP 175, NA 1d3
magic-user of 3rd level. The master has (1d4), TT F
two 1st level spells and one 2nd level ▶ Disguise: Use hooded cloaks to lure
spell. (Choose or select at random.) victims close before revealing their true
form.
▶ Petrification: Anyone who looks at
an undisguised medusa will be turned to
stone (save versus petrify).
▶ Averting eyes: –4 penalty to-hit; the
medusa gains a +2 bonus to attack.
▶ Mirrors: The reflection of a medusa
is harmless. If a medusa sees her own
reflection, she must save or be petrified.
▶ Poison: The snakes’ bites are venom-
ous: save versus poison or die in 1 turn.
▶ Magic resistance: +2 bonus to
saves versus spells.
83
AFRT30: 59mm wide, 106mm high
Merchant
Organized traders who travel between
settlements in well-armed caravans,
buying and selling trade goods (e.g. gold,
jewels, silk, spices, wine, etc.).
AC 5 [14], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
90’ (30’), SV D12 W13 P14 B15 S16 (1),
ML Varies, AL Neutral, XP 10, NA 0
(1d20), TT A
▶ Weapons: Sword and dagger.
▶ Mounted: On horse, camel, or mule
(by terrain).
▶ Wagons: 2 per merchant. Pulled by
horses, mules, or camels (by terrain).
▶ Caravan guards: For every merchant,
4 guards are present (1st level fighters).
AC 4 [15], with crossbows, swords,
daggers.
▶ Guard lieutenants: For every 5 mer-
chants, 2 lieutenants are present (2nd–
3rd level fighters). AC 4 [15]. Equipped
as guards.
▶ Guard captain: Guards are led by a
5th level fighter. AC 4 [15]. Equipped as
guards.
▶ Pack animals: 1d12 extra horses,
Merman
mules, or camels. Aquatic humanoids with fish tails in place
▶ Treasure: Should be reduced, if less of legs. Live in coastal waters, farming
than 10 merchants are in the group. seaweed and hunting fish.
AC 6 [13], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
120’ (40’), SV D12 W13 P14 B15 S16 (1),
ML 8, AL Neutral, XP 10 (leader: 20/75),
NA 0 (1d20), TT A
▶ Weapons: Spears, tridents, or daggers.
▶ Leaders: For every 10 in a group, there
is a 2HD leader. For every 50, there is a
4HD leader (saves: D10 W11 P12 B13
S14 (4)).
▶ Underwater villages: Home to 1d3 ×
100 individuals.
▶ Guardians: Use trained sea creatures
or monsters to guard their homes.
84
Merrow Mind Lasher
Frightful humanoids, 9’ tall, with green Evil, ultra-intelligent, octopus-headed
scales, shaggy, weed-like hair, and humanoids with slimy, purple-black skin
webbed hands and feet. Sometimes called and pupilless eyes. Dwell in the deep
aquatic ogres. Dwell in shallow waters, Underworld, where they hatefully plot to
lairing in underwater caves. enslave humanity. Feed on the brains of
AC 3 [16], HD 4+4 (22hp), Att 1 × spear humanoids.
(2d6) or [2 × claw (1d6), 1 × bite (2d4)], AC 4 [15], HD 8*** (36hp), Att 1 × men-
THAC0 15 [+4], MV 60’ (20’) / 120’ (40’) tal power (see below) or 4 × tentacle (1d2
swimming, SV D10 W11 P12 B13 S14 + brain probe), THAC0 12 [+7], MV 120’
(4), ML 10, AL Chaotic, XP 125, NA 0 (40’), SV D8 W9 P10 B10 S12 (8), ML 7,
(2d6), TT A AL Chaotic, XP 2,300, NA 1d4 (1d4), TT
▶ Surprise: 4-in-6 due to camouflage. B, N, O
▶ Air breathing: Can breathe out of ▶ Brain probe: When a tentacle hits, it
water for up to 2 hours. latches onto the victim, who is unable
to escape. After 1d4 rounds, the tentacle
Mimic works its way to the victim’s brain and
rips it out of the skull, killing the victim.
Semi-intelligent monstrous shape-shift- The lasher instantly consumes the brain.
ers that take on the form of inanimate
objects (e.g. chests, doors, statues). Dwell ▶ Mental powers: May use each of the
exclusively underground. following powers three times per day:
a. Mind control: A target within 30’
AC 6 [13], HD 9* (40hp), Att 1 × pseudo-
must save versus paralysis or come
pod (3d4), THAC0 12 [+7], MV 30’ (10’),
under the lasher’s mental control
SV D10 W11 P12 B13 S14 (5), ML 9, AL
for 1d6 rounds. Forced acts that
Neutral, XP 1,600, NA 1 (0), TT None
are self-destructive or against the
▶ Mimicry: Can change form to appear victim’s alignment allow another
like any object of stone or wood. save to break the mind control.
▶ Attack if touched: Remain motionless; b. Mind thrust: A target within 60’
only attack if touched, lashing out with a must save versus spells or suffer
pseudopod. 3d6 damage.
▶ Contact glue: Anything that touches a c. Psionic blast: Targets in a 60’ cone
mimic is stuck fast by the glue it exudes. (20’ at the end) must save versus
Released only by killing the mimic. spells or be stunned for 1 round,
▶ Light sensitivity: Suffer a –2 penalty to unable to act or move.
attack rolls and a –1 penalty to AC when ▶ Mental defence: +4 bonus to all saving
in bright light (daylight, continual light). throws against mental powers.
▶ Intelligent mimics: There is rumoured ▶ Levitation: Can move vertically at
to be a subspecies of intelligent mimics will, up to 20’ per round.
which can speak and which may help ▶ ESP: Can read thoughts of any within
adventurers if fed. 90’. Obstructed by a thin layer of lead or
by rock of 2’ thick or greater.
▶ Magic resistance: +2 bonus to all
saving throws against magic, +4
against mind-affecting magic.
85
86
87
is broken if the mummy attacks or goes
Minotaur out of sight.
Large, brutish, bull-headed men with a ▶ Disease: Anyone hit contracts a
craving for human flesh. Dwell in mazes horrible rotting disease. Magical healing
and labyrinths. is ineffective; natural healing is ten times
AC 6 [13], HD 6 (27hp), Att [1 × gore slower. The disease can only be removed
(1d6), 1 × bite (1d6)] or 1 × weapon (1d6 by magic.
+ 2 or by weapon + 2), THAC0 14 [+5], ▶ Damage immunity: Only harmed by
MV 120’ (40’), SV D10 W11 P12 B13 S14 fire or magic. All damage reduced by half.
(6), ML 12, AL Chaotic, XP 275, NA 1d6 ▶ Undead: Make no noise, until they
(1d8), TT C attack. Immune to effects that affect
▶ Weapons: Prefer axes, clubs, or spears. living creatures (e.g. poison). Immune to
▶ Aggressive: Attack same size or small- mind-affecting or mind-reading spells
er creatures on sight. Pursue until the (e.g. charm, hold, sleep).
victims are out of sight.
Mutoid
Mule Humanoids with mismatched body parts
Stubborn horse/donkey cross-breeds of many different creatures (e.g. reptiles,
used as beasts of burden. crustaceans, birds, mammals, etc.). Each
individual has a unique appearance.
AC 7 [12], HD 2 (9hp), Att 1 × kick (1d4)
Shunned by other species, they live in
or 1 × bite (1d3), THAC0 18 [+1], MV
hiding within large settlements or band
120’ (40’), SV D14 W15 P16 B17 S18
together and dwell in ruins.
(NH), ML 8, AL Neutral, XP 20, NA 1d8
(2d6), TT None AC 6 [13], HD 1+1 (5hp), Att 1 × weap-
on (1d6 or by weapon), THAC0 18 [+1],
▶ Tenacious: Can be taken under-
MV 90’ (30’), SV D12 W13 P14 B15 S16
ground, if the referee allows it.
(1), ML 7, AL Neutral, XP 15 (leader: 20,
▶ Defensive: May attack if threatened, chieftain: 75), NA 1d8 (1d100), TT C
but cannot be trained to attack on com-
mand. ▶ Surprise: 3-in-6, due to great skill at
hiding and camouflage. Requires 1 turn
▶ Beast of burden: Carry up to 2,000
of preparation.
coins unencumbered; up to 4,000 at half
speed. ▶ Mimicry: Can mimic the sound of any
monster or animal.
Mummy ▶ Pick pockets: 70% chance of success,
penalised by 5% for every level of the
Undead humanoids wrapped in funerary victim above 5th. A roll of more than
bandages. Haunt ruins and tombs. twice the percentage required for success
AC 3 [16], HD 5+1* (23hp), Att 1 × means that the attempted theft is noticed.
touch (1d12 + disease), THAC0 14 [+5], ▶ Leader: Groups of 10+ are led by an
MV 60’ (20’), SV D10 W11 P12 B13 S14 individual with 2 HD (with 9hp).
(5), ML 12, AL Chaotic, XP 400, NA 1d4
▶ Chieftain: A 4 HD chieftain (with
(1d12), TT D
18hp) rules groups of 40+.
▶ Paralyse with terror: Anyone seeing ▶ Origin: Rumoured to have been creat-
a mummy must save versus paralysis or ed by magic (possibly an accident).
be paralysed with terror. Paralysis
88
Mycelian
Mycelians are 4’ tall humanoid mush-
rooms, with tall stems, wide, flat caps,
and beady eyes amid their gills. They
have no mouths, but communicate tele-
pathically. They dwell in lightless caverns
deep underground.
AC 9 [10], HD 1 (4hp), Att 1 × clubbing
hands (1d4), THAC0 19 [0], MV 90’
(30’), SV D12 W13 P14 B15 S16 (1), ML
8, AL Lawful, XP 10 (leader: 50, king:
725), NA 1d12 (2d10 × 10), TT N × 2
▶ Telepathy: Can communicate
non-verbally with any sentient being
within 120’.
▶ Light sensitivity: Suffer a –2 penalty
to attack rolls and a –1 penalty to AC
when in bright light (daylight, continual
light).
▶ Leader: Groups of 10+ are led by a 6’
tall mycelian with 3 HD (13hp). Three
times per day, a leader can spray a spore
cloud onto a target within 20’, which must
save versus poison or become complete- Neanderthal (Caveman)
ly passive, unable to act or move for 3
rounds. Squat, powerful, primitive demihumans
▶ King: A mycelian lair is ruled by a with ape-like faces. Dwell in caverns and
10’ tall king with 6 HD (27hp). Six times hunt cave bears. Shy of contact with hu-
per day, the king can spray a spore cloud mans (with whom they are related), but
onto a target within 20’, which must save friendly with dwarves and gnomes.
versus poison. The king’s spore cloud has AC 8 [11], HD 2 (9hp), Att 1 × weapon
the effect either of pacifying the target (2d4 or by weapon + 1), THAC0 18 [+1],
(unable to move or act for 6 rounds) or MV 120’ (40’), SV D12 W13 P14 B15 S16
of causing hallucinations for 6 turns (roll (2), ML 7, AL Lawful, XP 20, NA 1d10
1d3, 1: flee in terror, 2. cower and babble, (1d4 × 10), TT C
3: attempt to kill nearest creature). ▶ Weapons: Prefer stone axes, stone
▶ Fungal zombies: Lair is guarded by hammers, clubs, or spears.
1d6 fungal zombies animated by the king. ▶ Leaders: Two 6HD leaders (one male,
These behave as normal zombies (see one female) live in the neanderthal lair.
p129), but are not undead and cannot They are 10’ tall and of a related but
be turned. distinct race.
▶ Racial animosity: Attack ogres on
sight. Hate goblins and kobolds.
▶ Pets: Sometimes keep white apes
as pets (see Ape, White, p22).
89
Necrophidius Nixie
Giant snake skeletons (10’ long) with a 3’ tall sprites that appear as attractive
snake-fanged human skull for a head. women with blueish, greenish, or greyish
Created by powerful magic-users or cler- skin. Lair in the deepest parts of rivers
ics for a specific purpose (e.g. to guard and lakes.
treasures or to assassinate a victim). AC 7 [12], HD 1 (4hp), Att 1 × weapon
AC 1 [18], HD 2** (9hp), Att 1 × bite (1d4) or 1 × group spell (charm), THAC0
(1d8 + paralysis), THAC0 18 [+1], MV 19 [0], MV 120’ (40’), SV D12 W13 P13
90’ (30’), SV D12 W13 P14 B15 S16 (2), B15 S15 (Elf 1), ML 6, AL Neutral, XP 10,
ML 12, AL Chaotic, XP 30, NA 1 (0), TT NA 0 (2d20), TT B
None ▶ Shy: Will try to charm intruders, rath-
▶ Undead: Make no noise, until they er than entering combat.
attack. Immune to effects that affect ▶ Weapons: Daggers and small tridents
living creatures (e.g. poison). Immune to (as spears).
mind-affecting or mind-reading spells ▶ Charm: 10 nixies together can cast a
(e.g. charm, hold, sleep). charm to enchant a victim to serve them
▶ Surprise: If a necrophidius surprises for one year. Save versus spells or be
enemies, it begins to sway hypnotically. charmed: move towards the nixies (resist-
All who observe must save versus spells ing those who try to prevent it); defend
or be hypnotised for 1d4 rounds, unable the nixies; obey the nixies’ commands (if
to move or act. The necrophidius attacks understood); unable to cast spells or use
hypnotised victims. magic items; unable to harm the nixies.
▶ Paralysing bite: Victim must save ver- Killing the nixies breaks the charm.
sus spells or be paralysed for 1d4 turns. ▶ Summon giant bass: Each nixie can
summon one fish to aid in combat (see
Nightmare Giant Bass, p54).
Intelligent, demonic horses with glowing ▶ Bestow water breathing: Can cast
red eyes, flaming nostrils, and hooves like upon charmed slaves. Lasts for one day,
smouldering embers. then must be refreshed.
AC –3 [22], HD 6* (27hp), Att 2 ×
flaming hoof (2d4 + 2), 1 × bite (2d4), Noble
THAC0 14 [+5], MV 150’ (50’) / 360’ Powerful humans with noble titles (e.g.
(120’) flying, SV D10 W11 P12 B13 S14 Count, Duke, Knight, etc.). Dwell in
(6), ML 10, AL Chaotic, XP 500, NA 0 castles.
(1), TT None AC 2 [17], HD 3 (13hp), Att 1 × weapon
▶ Burning smoke: Breathe out a chok- (1d8 or by weapon), THAC0 17 [+2],
ing cloud of burning smoke. Anyone in MV 60’ (20’), SV D12 W13 P14 B15 S16
melee with a nightmare must save versus (3), ML 8, AL Any, XP 35, NA 2d6 (2d6),
poison or suffer –2 to attack and damage TT V × 3
rolls against the monster. ▶ Class: Usually treated as 3rd level
▶ Steed: Sometimes act as a steed for fighters, but may be of any class and level.
powerful undead (e.g. doom knight, lich, ▶ Squire and retainers: Accompanied
spectre, vampire). by a 2nd level fighter (a squire) and up to
ten 1st level fighters (retainers).
90
Nomad Normal Human
Superstitious tribes who wander steppes Non-adventuring humans without a
and desert regions, living in tents or tem- character class. Artists, beggars, children,
porary huts. Demeanour depends on the craftspeople, farmers, fishermen, house-
tribe: some are warlike, others peaceful. wives, scholars, slaves.
AC 7 [12] to 4, HD 1 (4hp), Att 1 × AC 9 [10], HD ½ (2hp), Att 1 × weapon
weapon (1d6 or by weapon), THAC0 19 (1d6 or by weapon), THAC0 20 [–1],
[0], MV 120’ (40’), SV D12 W13 P14 B15 MV 120’ (40’), SV D14 W15 P16 B17 S18
S16 (1), ML 8, AL Any, XP 10, NA 0 (1d4 (NH), ML 6, AL Any, usually Lawful, XP
× 10), TT A 5, NA 1d4 (1d20), TT U
▶ Mounted: On riding horses or (in the ▶ Gaining XP: Must select a character
desert) on camels. class after gaining XP on an adventure.
▶ Arms (desert): 50% of group have:
leather armour, shield, lance; 30% have: Ochre Jelly
chainmail, shield, lance; 20% have: leath- Giant, ochre amoeboids.
er armour, shortbow.
AC 8 [11], HD 5* (22hp), Att 1 × touch
▶ Arms (steppes): 50% of group have: (2d6), THAC0 15 [+4], MV 30’ (10’), SV
leather armour, shortbow; 20% have: D12 W13 P14 B15 S16 (3), ML 12, AL
leather armour, shield, lance; 20% have: Neutral, XP 300, NA 1 (0), TT None
chainmail, shortbow; 10% have: chain-
mail, shield, lance, and may be mounted ▶ Immunity: Unharmed by all attacks
on a war horse. except cold or fire.
▶ Leaders: For every 25 nomads, there is ▶ Division: Lightning or attacks with
a 2nd level fighter. For every 40 nomads, weapons cause the jelly to divide into
there is a 4th level fighter. 1d4+1 2HD jellies that do half damage.
▶ Camps: Hunting / foraging groups ▶ Acid: After a successful attack, sticks
commonly combine and live in a tribe of to the victim and exudes acid. The acid
up to 300 nomad warriors. inflicts 2d6 damage per round to flesh
and destroys cloth, leather, or wood in
▶ Camp leaders: Tribal chief (8th level one round. (Stone and metal are unaf-
fighter), plus a 5th level fighter for every fected.)
100 nomads. 50% chance of a cleric (9th
level); 25% chance of a magic-user (8th ▶ Seep: Can squeeze through small holes
level). and cracks.
▶ Hoard: Only have treasure type A in
the camp.
▶ Traders: Often carry trade route tales
of faraway lands.

91
Octopus, Giant Orc
Giant, eight-armed cephalopods. Lurk in Ugly, bad-tempered, animalistic human-
coastal waters, close to settlements. oids who live underground and are active
AC 7 [12], HD 8 (36hp), Att 8 × tenta- at night. Sadistic bullies who hate other
cle (1d3 + constriction), 1 × bite (1d6), living creatures and delight in killing.
THAC0 12 [+7], MV 90’ (30’), SV D10 AC 6 [13], HD 1 (4hp), Att 1 × weapon
W11 P12 B13 S14 (4), ML 7, AL Neutral, (1d6 or by weapon), THAC0 19 [0], MV
XP 650, NA 0 (1d2), TT None 120’ (40’), SV D12 W13 P14 B15 S16 (1),
▶ Constriction: Tentacles grab and ML 6 (8 with leader), AL Chaotic, XP 10
constrict after a hit. Each constricting (leader: 10, chieftain: 75), NA 2d4 (1d6 ×
tentacle inflicts: 1d3 automatic damage 10), TT D
per round, plus a –1 penalty to attacks. ▶ Hate the sun: –1 to-hit in full daylight.
▶ Severing tentacles: Requires a hit with ▶ Weapons: Prefer axes, clubs, spears, or
a cutting weapon inflicting 6 or more swords. Only leaders can use mechanical
damage. weapons (e.g. crossbows, catapults).
▶ Ink cloud: When escaping, can emit a ▶ Craven: Afraid of larger or strong-
cloud of black ink (80’ diameter) and jet er-looking creatures, though leaders may
away at 3 times normal speed. force them to fight.
▶ Leader: Groups are led by an orc with
Ogre 8 hit points. The leader gains a +1 bonus
Frightful humanoids, 8–10’ tall, dressed to damage rolls. Leaders have defeated
in animal hides. Often dwell in caves. other orcs in combat to gain their posi-
tion.
AC 5 [14], HD 4+1 (19hp), Att 1 × club
(1d10), THAC0 15 [+4], MV 90’ (30’), ▶ Orc chieftain: A 4HD (15hp) chieftain
SV D10 W11 P12 B13 S14 (4), ML 10, AL rules an orc tribe. The chieftain gains a +2
Chaotic, XP 125, NA 1d6 (2d6), TT C + bonus to damage rolls.
1,000gp ▶ Giant companions: For every 20 orcs,
▶ Sack: Outside of the lair, carry a sack there is a 1-in-6 chance of an ogre (see
containing 1d6 × 100gp. left). accompanying them. There is a 1-in-
10 chance of a troll (Troll, p120) living
▶ Hate neanderthals: Attack on sight. in the lair.
▶ Tribal: Orcs of different tribes may
fight among themselves, unless their
leaders command them not to. Each tribe
has its own lair and has as many females
as males, and two whelps per two adults.
▶ Mercenaries: Orcs may be hired to
fight in Chaotic armies. They delight in
wanton killing and razing of settlements.

92
Otyugh
Aggressive, semi-intelligent, hulking (8’
around) monstrosities with three stumpy
legs, eyes on a long tentacle stalk, a
sphincter-like mouth lined with fangs,
and two razor-edged tentacles. Lurk
underground in piles of dung or carrion,
which they consume. Crave fresh meat.
AC 2 [17], HD 6* to 8* (27/31/36hp),
Att 2 × tentacle (1d8), 1 × bite (1d4+1 +
disease), THAC0 By HD (14 [+5] to 12
[+7]), MV 60’ (20’), SV By HD, ML 9, AL
Neutral, XP 500/850/1,200, NA 1 (1d2),
TT None
▶ Disease: Victims must save versus
Pegasus
poison or contract a disease that is fatal Semi-intelligent winged horses that are
in 1d12 days. wilful and timid.
▶ Light sensitivity: Suffer a –2 penalty to AC 6 [13], HD 2+2 (11hp), Att 2 × hoof
attack rolls and a –1 penalty to AC when (1d6), THAC0 17 [+2], MV 240’ (80’) /
in bright light (daylight, continual light). 480’ (160’) flying, SV D12 W13 P14 B15
▶ Telepathic: Can communicate S16 (2), ML 8, AL Lawful, XP 25, NA 0
non-verbally with any sentient creature. (1d12), TT None
▶ Symbiotic: Often live in partnership ▶ Hate hippogriffs: Natural enemies.
with a powerful monster, living off its ▶ Mount: Can carry a human-sized
dung and the carcasses of its victims. rider.
▶ Predatory otyughs: Rumours tell of ▶ Training: If captured when young, will
rare, highly intelligent, predatory otyughs. serve Lawful characters.

Owl Bear Peryton


Huge (8’ tall, 1,500 pounds), ill-tempered, Weird monsters with the body, talons,
carnivorous bear-like creature with the and wings of a giant eagle, the head and
face of an owl. Owl bears are found in great antlers of a stag, and the fangs of
dense forests and underground. a wolf. Dwell in mountains. Prey upon
AC 5 [14], HD 5 (22hp), Att 2 × claw humans and their ilk.
(1d8), 1 × bite (1d8), THAC0 15 [+4], AC 6 [13], HD 4 (18hp), Att 1 × antlers
MV 120’ (40’), SV D12 W13 P14 B15 S16 (4d4), THAC0 16 [+3], MV 120’ (40’) /
(3), ML 9, AL Neutral, XP 175, NA 1d4 210’ (70’) flying, SV D10 W11 P12 B13
(1d4), TT C S14 (4), ML 9, AL Chaotic, XP 75, NA 0
▶ Bear hug: If a victim is hit by both (2d4), TT B
paws in the same round, the owl bear ▶ Mundane damage immunity: Can
hugs for an extra 2d8 automatic damage. only be harmed by magical attacks.
▶ Killing a victim: When a victim is
killed, the peryton rips out their heart
and flies away.
93
Phoenix
Highly magical giant orange-red eagles
(20’ wingspan) wreathed in searing flame.
Dwell in remote areas guarding magical
shrines, portals, tombs, etc. Only violent
if attacked.
AC –2 [21], HD 20** (90hp), Att 2 × tal-
on (2d6), 1 × bite (4d6), THAC0 6 [+13],
MV 150’ (50’) / 450’ (150’) flying, SV D2
W2 P2 B2 S4 (20), ML 10, AL Neutral,
XP 4,300, NA 0 (1d2), TT V × 2
▶ Fiery aura: All within 20’ suffer 6d6
damage per round. Phoenix fire is of such
intensity that magical protection from
fire is ineffective.
▶ Magic resistance: +2 to saving throws.
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
▶ Fire immunity: Unharmed by magical
and non-magical fire.
▶ Spell immunity: Unaffected by charm
and hold spells.
▶ Upon death: Disappear in a 20’ radius
ball of ash and fire, inflicting 1d10 × 10
damage (save versus breath for half).
Phoenix fire is of such intensity that mag-
ical protection from fire is ineffective.
▶ Resurrection: 1 round after death,
returns to life from its ashes and flees.
▶ Feathers: Phoenix feathers are highly Piercer
magical. Each is worth up to 25,000gp.
Non-intelligent, carnivorous monsters
that hang from cavern ceilings, resem-
bling stalactites. 2’ to 6’ long.
AC 3 [16], HD 1 to 4 (4/9/13/18hp), Att 1
× drop (1d6 per HD), THAC0 By HD (19
[0] to 16 [+3]), MV 10’ (3’), SV D12 W13
P14 B15 S16 (1 to 2), ML 12, AL Neutral,
XP 10/20/35/75, NA 3d6 (0), TT None
▶ Blend in with stone: Indistinguishable
from normal stalactites.
▶ Drop: Sensitive to sound and heat. At-
tack a victim directly below by dropping
from the ceiling. Creep back up to the
94 ceiling if the attack misses.
Pirate Pixie
Sailors who make a living by raiding 1–2’ tall humanoids with insectoid wings.
coastal settlements, robbing other ships, Distant relatives of elves.
and illegal slaving. Typically ply the open AC 3 [16], HD 1* (4hp), Att 1 × dagger
seas. Renowned for their ruthless and evil (1d4), THAC0 19 [0], MV 90’ (30’) / 180’
ways. (60’) flying, SV D12 W13 P13 B15 S15
AC 7 [12] or 5, HD 1 (4hp), Att 1 × (Elf 1), ML 7, AL Neutral, XP 13, NA 2d4
weapon (1d6 or by weapon), THAC0 19 (1d4 × 10), TT R + S
[0], MV 120’ (40’), SV D12 W13 P14 B15 ▶ Invisible: Naturally invisible, but
S16 (1), ML 7, AL Chaotic, XP 10, NA 0 may choose to reveal themselves. May
(see below), TT A remain invisible when attacking: cannot
▶ Ships and crew: Depends where en- be attacked in the first round; in subse-
countered. Rivers or lakes: 1d8 river boats quent rounds, may be attacked at –2 to
(1d2 × 10 pirates each); coastal waters: hit (locatable by faint shadows and air
1d6 small galleys (1d3+1 × 10 pirates movement).
each); any: 1d4 longships (1d3+2 × 10 ▶ Surprise: Always surprise, if invisible.
pirates each); ocean: 1d3 small warships ▶ Limited flight: Small wings only allow
(1d5+3 × 10 pirates each). (See Water 3 turns of flight. Must rest 1 turn after
Vessels in the Advanced Fantasy: Player’s flying.
Tome for details on ships.)
▶ Arms: 50% of group have: leather Poltergeist
armour, sword; 35% have: leather armour,
sword, crossbow; 15% have: chainmail, Invisible, incorporeal spirits which haunt
sword. the place of their death. Lift small objects
and hurl them at intruders.
▶ Leaders: For every 30 pirates, there is
a 4th level fighter. For every 50 pirates, AC 9 [10], HD 2 (9hp), Att 2 × hurled ob-
and for each ship, there is a 5th level ject (1d4), THAC0 18 [+1], MV 60’ (20’),
fighter. For every 100 pirates, and per SV D12 W13 P14 B15 S16 (2), ML 12, AL
fleet, there is an 8th level fighter. Chaotic, XP 20, NA 1d8 (0), TT None
▶ Fleet commander: Fleets of 300 or ▶ Undead: Immune to effects that affect
more pirates are led by a pirate lord (11th living creatures (e.g. poison). Immune to
level fighter). 75% chance of a magic-user mind-affecting or mind-reading spells
(level 1d2+8). (e.g. charm, hold, sleep).
▶ Treacherous: Will attack other pirates, ▶ Surprise: Always surprise, unless PCs
if they can profit from it. can see invisible.
▶ Prisoners: 25% chance of 1d3 prison- ▶ Hurled objects: Range 30’. Can only
ers to be ransomed. throw objects which are nearby.
▶ Treasure: Divided between vessels. ▶ Mundane weapon immunity: Only
Instead of carrying with them, may have harmed by silver weapons or magic.
a map to where it is buried. ▶ Attacking a poltergeist: Location
▶ Havens: Lawless, fortified, coastal can be deduced from source of thrown
towns may act as a haven for pirates. objects. Attack rolls suffer a –4 penalty.

95
Pseudo-Dragon Pterosaur
Intelligent, miniature (1–2’ long), winged Predatory, winged reptiles that live in
dragons with a sting-tipped tail and rusty warm climes, hunting creatures on the
red scales. Dwell in small caves or hol- ground by gliding on air currents. Often
lowed out trees. found in Lost World regions.
AC 2 [17], HD 2* (9hp), Att 1 × bite Pteranodon
(1d3), 1 × tail sting (1d3 + poison),
THAC0 18 [+1], MV 60’ (20’) / 240’ (80’) Wingspan of up to 50’. Highly aggressive;
flying, SV D12 W13 P14 B15 S16 (2), ML often prey on humanoids.
8, AL Lawful, XP 25, NA 1 (1), TT L × 10 AC 6 [13], HD 5 (22hp), Att 1 × bite
▶ Surprise: On a 1–4, due to chamele- (1d12), THAC0 15 [+4], MV 240’ (80’)
on-like ability to blend in with surround- flying, SV D12 W13 P14 B15 S16 (3), ML
ings. 8, AL Neutral, XP 175, NA 0 (1d4), TT V
▶ Poison: Induces a comatose, near- Pterodactyl
death state for 1d6 days (save versus 8–10’ wingspan. Prey on small to medi-
poison). Victim appears dead, except to um animals, but will attack humanoids, if
very close inspection. very hungry.
▶ Magic resistance: +2 bonus to all AC 7 [12], HD 1 (4hp), Att 1 × bite (1d3),
saving throws against magic. THAC0 19 [0], MV 180’ (60’) flying, SV
▶ Telepathy: Communicate telepathical- D12 W13 P14 B15 S16 (1), ML 7, AL
ly within 30’. Neutral, XP 10, NA 0 (2d4), TT None
▶ Companion: Sometimes become a
companion for a lawful adventurer. Able
to telepathically transmit senses to the Purple Worm
companion, up to 240’ distant. Gigantic, slimy worms with bodies
100’ long and 8–10’ thick. Bore tunnels
through the earth and come to the sur-
face to eat other creatures.
AC 6 [13], HD 15* (67hp), Att 1 × bite
(2d8), 1 × sting (1d8 + poison), THAC0 9
[+10], MV 60’ (20’), SV D8 W9 P10 B10
S12 (8), ML 10, AL Neutral, XP 2,300,
NA 1d2 (1d4), TT D
▶ Swallow whole: A bite attack roll of
20, or 4 or more than the target number
required, indicates that a human-sized
(or smaller) victim is swallowed. Inside
the worm’s belly: suffer 3d6 damage per
round (until the worm dies); may attack
with sharp weapons at –4 to hit; body
digested in 6 turns after death.
▶ Poison: Causes death (save vs poison).
▶ In restricted spaces: May not always
be able to bite and sting at once.
96
Rakshasa
Highly intelligent evil spirits that take the
form of feline humanoids, with the head
of a great cat (e.g. tiger, panther), eerie
reversed hands, and cruel claws. Prefer a
diet of human flesh. Use their powers of
illusion to gain the trust of people, then
attack. Dwell in hot climes.
AC 0 [19], HD 7** (31hp), Att 2 × claw
(1d3), 1 × bite (1d4+1), THAC0 13 [+6],
MV 150’ (50’), SV D4 W5 P6 B5 S8 (14),
ML 9, AL Chaotic, XP 1,250, NA 1d4
(1d4), TT F
▶ Cloak true form: Can read the minds
of those they encounter then cloak their
true form with an illusion of a creature or
type of person deemed friendly.
Giant Rat
▶ Spell immunity: Immune to all spells
of 1st to 3rd level. 3’ long (or larger), with black or grey fur.
Often live in dark, dungeon areas and
▶ Mundane damage immunity: Can close to undead monsters.
only be harmed by magical attacks.
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3
▶ Spell casting: Cast spells as a 5th level
+ disease), THAC0 19 [0], MV 120’ (40’)
magic-user and a 3rd level cleric.
/ 60’ (20’) swimming, SV D12 W13 P14
▶ Vulnerability: A hit by a blessed B15 S16 (1), ML 8, AL Neutral, XP 5, NA
crossbow bolt kills a rakshasa. 3d6 (3d10), TT C
▶ Groups: A single male will often be ▶ Disease; Afraid of fire; Attacking in
encountered with multiple females. water: See main entry.
Rat Normal Rat
Multitudinous, disease-ridden rodents Swarming packs of 6” to 2’ long individu-
that will eat anything. Avoid contact with als, with brown or grey fur.
humans, but may attack if defending their AC 9 [10], HD 1hp, Att 1 × bite per pack
nest or if summoned and commanded by (1d6 + disease), THAC0 19 [0], MV 60’
magic (e.g. see Wererat, p81). (20’) / 30’ (10’) swimming, SV D14 W15
▶ Disease: Bite has a 1-in-20 chance of P16 B17 S18 (NH), ML 5, AL Neutral, XP
infecting the target (save versus poison). 5, NA 5d10 (2d10), TT L
The disease has a 1-in-4 chance of being ▶ Disease; Afraid of fire; Attacking in
deadly (die in 1d6 days). Otherwise, water: See main entry.
the victim is sick and bedridden for one ▶ Pack: Each group of 5–10 rats attacks
month. as a pack. Each pack makes a single attack
▶ Afraid of fire: Will flee fire, unless roll against one creature.
forced to fight by summoner. ▶ Engulf: The creature attacked must
▶ Attacking in water: May attack with- save versus death or fall prone, unable to
out penalty; excellent swimmers. attack until able to stand up again.
97
Remorhaz Revenant
Predatory, many-legged worm-like mon- The corpse of a person who was mur-
sters with long necks, horrid, crushing dered, reanimated by the desperate need
mandibles, and compound eyes. Icy blue for revenge. Only the most obsessive
in colour, with scaly plates along the individuals return from death in this way.
back which glow red hot. Dwell in frozen AC 9 [10], HD 8* (36hp), Att 1 × grasp
wastes, sustained by the heat of their (2d8 + throttle), THAC0 12 [+7], MV 90’
internal fires. (30’), SV D8 W9 P10 B10 S12 (8), ML
AC 0 [19], HD 7* to 14* (31/36/40/45/49/ 12, AL Neutral, XP 1,200, NA 1 (1), TT
54/58/63hp), Att 1 × bite (6d6), THAC0 None
By HD (13 [+6] to 9 [+10]), MV 120’ ▶ Undead: Make no noise, until they
(40’), SV By HD (7 to 14), ML 10, AL attack. Immune to effects that affect
Neutral, XP 850/1,200/1,600/1,600/1,900 living creatures (e.g. poison). Immune to
/1,900/2,300/2,300, NA 1 (1), TT F mind-affecting or mind-reading spells
▶ Swallow whole: A bite attack roll of 20 (e.g. charm, hold, sleep).
indicates that a human-sized (or smaller) ▶ Throttle: On a successful grasp attack,
victim is swallowed. This is instantly fatal, the revenant’s hands lock around the
due to the internal fires. victim’s throat, inflicting 2d8 automatic
▶ Melt weapons: A weapon that hits damage each subsequent round.
has a 1-in-4 chance of contacting the red ▶ Mundane damage immunity: Can
hot back and instantly melting. Magical only be harmed by magical attacks.
weapons are unaffected. ▶ Regeneration: 3 rounds after being
▶ Avoiding the back: Trying not to hit damaged, start regaining 3hp per round.
the red hot back incurs a –2 penalty to Severed limbs reattach.
attack rolls. ▶ Return from death: If killed (0hp),
▶ Nests: A pair of remorhaz is occasion- will regenerate and fight again in 2d6
ally encountered in their lair with a clutch rounds.
of 1d2 eggs. Each egg is worth 5,000gp. ▶ Fire: Cannot regenerate damage
caused by fire. The only way to perma-
nently kill a revenant.
▶ Purpose: Seek out and slay killer (and
accomplices). Once this purpose has been
accomplished, dissipate into dust.
▶ Class abilities: If the revenant was
an adventurer in life, it retains all class
abilities, including spell casting.

98
Rhagodessa Rhinoceros
Huge, hairy, nocturnal arachnid carni- Dim, armoured, herbivorous mammals.
vores with large heads and mandibles ▶ Charge: If disturbed or threatened,
and 10 legs. Yellow head and abdomen, will charge in a random direction.
dark brown thorax. Dwell in caves, hunt Requires a clear run of at least 20 yards.
voraciously. Make a horn attack on all in the path:
AC 5 [14], HD 4+2 (20hp), Att 1 × suck- inflicts double damage.
er (grab), 1 × bite (2d8), THAC0 15 [+4], ▶ Trample: 3-in-4 chance of trampling
MV 150’ (50’), SV D12 W13 P14 B15 S16 each round. +4 to-hit human-sized or
(2), ML 9, AL Neutral, XP 125, NA 1d4 smaller creatures.
(1d6), TT U
Normal Rhinoceros
▶ Suckers: Front legs equipped with
AC 5 [14], HD 6 (27hp), Att 1 × horn
suckers for grabbing prey.
(2d4) or 1 × trample (2d8), THAC0 14
▶ Grab: When hit with a sucker, the [+5], MV 120’ (40’), SV D12 W13 P14
victim is stuck and will be bitten auto- B15 S16 (3), ML 6, AL Neutral, XP 275,
matically next round. NA 0 (1d12), TT None
▶ Cling: Can walk on walls.
▶ Charge; Trample: See main entry.
Woolly Rhinoceros
Giant rhinoceroses adapted for cold cli-
mates: their bodies covered with shaggy,
white fur. Live in herds, in cold Lost
World areas.
AC 4 [15], HD 8 (36hp), Att 1 × horn
(2d6) or 1 × trample (2d12), THAC0 12
[+7], MV 120’ (40’), SV D10 W11 P12
B13 S14 (4), ML 6, AL Neutral, XP 650,
NA 0 (1d8), TT None
▶ Charge; Trample: See main entry.

Robber Fly
3’ long, carnivorous flies with yellow and
black stripes. Look similar to killer bees,
which they hunt. May attack humans.
AC 6 [13], HD 2 (9hp), Att 1 × bite (1d8),
THAC0 18 [+1], MV 90’ (30’) / 180’ (60’)
flying, SV D12 W13 P14 B15 S16 (1), ML
8, AL Neutral, XP 20, NA 1d6 (2d6), TT U
▶ Surprise: Hunt patiently. Surprise on a
1–4, when waiting in shadows for prey.
▶ Poison immunity: Unharmed by
killer bees’ poison.
▶ Leap: Can leap up to 30’ and
attack. 99
Roc Rock Baboon
Gigantic birds of prey that nest in the Large, ferocious, semi-intelligent baboons
highest peaks of isolated mountain rang- that live in packs led by a powerful male.
es. Will attack intruders, if approached Communicate with screams. Omnivo-
carelessly. rous, but prefer flesh.
▶ Alignment reaction: –1 to reaction AC 6 [13], HD 2 (9hp), Att 1 × club
rolls versus Neutral characters; –2 versus (1d6), 1 × bite (1d3), THAC0 18 [+1],
Chaotic characters. MV 120’ (40’), SV D12 W13 P14 B15 S16
▶ Swoop: Can dive onto victims visible (2), ML 8, AL Neutral, XP 20, NA 2d6
from above. If the victim is surprised, (5d6), TT U
the attack inflicts double damage. On an ▶ Weapons: Wield bones or branches as
attack roll of 18 or more, the victim can clubs. (Do not use other tools.)
be carried away (if of appropriate size).
▶ Eggs: 1d6 eggs or chicks in 50% of Roper
nests. Horrible, amorphous monstrosities that
▶ Trainable: Can be trained, if captured form their bodies into the shape of a sta-
when young. lagmite or pillar (9’ tall, 3’ across). Car-
Giant Roc nivorous, but lust most of all after human
flesh. Dwell in caverns or forests.
AC 0 [19], HD 36 (162hp), Att 2 × claw
(3d6), 1 × bite (8d6), THAC0 5 [+14], AC 0 [19], HD 12** (54hp), Att 1 × bite
MV 60’ (20’) / 480’ (160’) flying, SV D2 (5d6) or 6 × tentacle (grab + weakness),
W3 P4 B3 S6 (18), ML 10 (12 in lair), AL THAC0 10 [+9], MV 30’ (10’), SV D6
Lawful, XP 6,250, NA 0 (1), TT I W7 P8 B8 S10 (12), ML 10, AL Chaotic,
XP 2,700, NA 1d3 (1d4+1), TT L × 5
▶ Alignment reaction; Swoop: See main
entry. ▶ Tentacles: Can attack up to 50’ away.
▶ Weakness: Victim suffers a –3 penalty
Large Roc to attack and damage rolls for 3 turns.
AC 2 [17], HD 12 (54hp), Att 2 × claw ▶ Grab: A victim hit by a tentacle is
(1d8), 1 × bite (2d10), THAC0 10 [+9], grabbed and dragged toward the mon-
MV 60’ (20’) / 480’ (160’) flying, SV D10 ster’s mouth (10’ per round). The victim
W11 P12 B13 S14 (6), ML 9 (12 in lair), can only be freed by severing the tentacle.
AL Lawful, XP 1,100, NA 0 (1d8), TT I ▶ Severing tentacles: Requires a hit with
▶ Alignment reaction; Swoop: See main a magical cutting weapon inflicting 5 or
entry. more damage.
Small Roc ▶ Magic resistance: +2 to saving throws.
AC 4 [15], HD 6 (27hp), Att 2 × claw ▶ Mundane damage immunity: Can
(1d4+1), 1 × bite (2d6), THAC0 14 [+5], only be harmed by magical attacks.
MV 60’ (20’) / 480’ (160’) flying, SV D12 ▶ Energy immunity: Unharmed by cold
W13 P14 B15 S16 (3), ML 8 (12 in lair), or lightning.
AL Lawful, XP 275, NA 0 (1d12), TT I ▶ Spell immunity: Immune to all spells
▶ Alignment reaction; Swoop: See main of 1st to 3rd level.
entry.

100
Rot Grub Sahuagin
Tiny (2” long) maggots that consume Predatory, sadistic aquatic humanoids
living flesh. Lurk in heaps of dung or with black-green scales and deep black
rubble, waiting to be touched. eyes. Sometimes known as “sea devils”.
AC 9 [10], HD 1hp*, Att None, THAC0 Worship evil deities and delight in the
20 [–1], MV 10’ (3’), SV D14 W15 P16 killing, enslaving, and torture of other
B17 S18 (NH), ML 12, AL Neutral, XP 6, sentient species. Dwell in warm salt wa-
NA 5d4 (5d4), TT None ter, but make nighttime raids onto land.
▶ If touched: Burrow rapidly into flesh, AC 5 [14], HD 2+2 (11hp), Att 1 × weap-
seeking the heart. Cause death in 1d3 on (1d6 or by weapon) or [2 × claw (1d2),
turns. 1 × bite (1d4)], THAC0 17 [+2], MV 120’
(40’) / 240’ (80’) swimming, SV D12 W13
▶ Killing: Applying fire in the first 2
P14 B15 S16 (2), ML 8, AL Chaotic, XP
rounds after contact kills the grubs. This
25 (lieutenant: 50, chieftain: 125, baron:
inflicts 1d6 damage on the victim. Cure
350), NA 0 (2d4 × 10), TT A
disease is also effective.
▶ Light sensitivity: Suffer a –2 penalty
Rust Monster to attack rolls and a –1 penalty to AC
when in bright light (daylight, light).
Magical, armadillo-like creatures with
long tails and two long, antennae-like ▶ Breathe air: For up to 4 hours.
feelers. Feed on rusted metal. ▶ Underwater hearing: Can hear boats
at a range of up to 1 mile away.
AC 2 [17], HD 5 (22hp), Att 1 × feeler
(rusting), THAC0 15 [+4], MV 120’ (40’), ▶ Chieftain and lieutenants: Groups are
SV D12 W13 P14 B15 S16 (3), ML 7, AL led by a sahuagin with 4+4 HD plus one
Neutral, XP 175, NA 1d4 (1d4), TT None 3+3 HD lieutenant for every 10 members
of the group.
▶ Rusting: Metal that touches a rust
monster (e.g. weapons that hit it, or ▶ Underwater villages: Domed stone
armour struck by a feeler) crumbles buildings concealed with seaweed. Home
instantly to rust. Magic items have a 10% to 1d3 × 100 individuals.
chance per “plus”, to be unaffected on ▶ Barons: Villages are ruled by a 6+6
each successful hit. Each time a magic HD sahuagin baron.
item is affected, it loses one “plus”. ▶ Priestesses: For every 100 sahuagin in
▶ Mundane damage immunity: Can a village, there will be a priestess (a cleric
only be harmed by magical attacks. of 3rd to 5th level).
▶ Smell metal: Attracted by the scent. ▶ Guardians: 2d4 sharks (see p104)
guard the lair. Obey simple commands
from sahuagin.

101
Salamander Satyr
Giant, magical reptiles with an affinity for Magical humanoids with the legs and
extreme heat or cold. horns of goats. Love dance, drink, and
debauchery. Dwell in deep, isolated
Flame Salamander forests.
12’–16’ long, intelligent serpents with AC 5 [14], HD 5 (22hp), Att 1 × horns
lizard-like heads and legs. Bright orange/ (2d4) or magic pipes, THAC0 15 [+4],
yellow/red scales. Natives of the plane of MV 180’ (60’), SV D6 W7 P8 B8 S10 (10),
elemental fire, but also live in volcanoes ML 9, AL Neutral, XP 175 (piper: 300),
and scorching deserts. NA 0 (2d4), TT I, N
AC 2 [17], HD 8* (36hp), Att 2 × claw ▶ Surprise: Only surprised on a 1.
(1d4), 1 × bite (1d8), 1 × heat aura (1d8),
▶ Hide in woods: 90% undetectable
THAC0 12 [+7], MV 120’ (40’), SV D8
when hiding.
W9 P10 B10 S12 (8), ML 8, AL Neutral,
XP 1,200, NA 1d4+1 (2d4), TT F ▶ Magic pipes: One satyr in a group has
magic pipes and may play them when en-
▶ Heat aura: All creatures within 20’
countered for one of the following effects:
suffer 1d8 damage per round.
a. Charm: Used on attractive individ-
▶ Mundane damage immunity: Can
uals. Anyone within 60’ who hears
only be harmed by magical attacks.
the song must save versus spells or
▶ Fire immunity: Unharmed by fire. be charmed: move towards the sa-
▶ Hate frost salamanders: Will attack tyr (resisting those who try to pre-
on sight. vent it); defend the satyr; obey the
Frost Salamander satyr’s commands (if understood);
unable to cast spells or use magic
Giant, 6-legged lizards with blue/white items; unable to harm the satyr. A
scales. Dwell in icy, wilderness regions. character who saves is unaffected
AC 3 [16], HD 12* (54hp), Att 4 × claw for the rest of the encounter. Killing
(1d6), 1 × bite (2d6), 1 × cold aura (1d8), the satyr breaks the charm.
THAC0 10 [+9], MV 120’ (40’), SV D6 b. Fear: Used on powerful enemies.
W7 P8 B8 S10 (12), ML 9, AL Chaotic, All within 60’ must save versus
XP 1,900, NA 1d3 (1d3), TT E spells or flee for 2 turns.
▶ Cold aura: All creatures within 20’ c. Sleep: Used against intruders not
suffer 1d8 damage per round. deemed dangerous. All within
▶ Mundane damage immunity: Can 60’ must save versus spells or fall
only be harmed by magical attacks. asleep for 4d4 turns. Satyrs will rob
sleeping victims.
▶ Cold immunity: Unharmed by cold-
based attacks.
▶ Hate flame salamanders: Will attack
on sight.

102
Scorpion, Giant Seahorse, Giant
Huge arachnids, as big as a small horse, 15’ long seahorses that graze marine
with pincers and deadly stingers. Dwell plants in small herds. Timid and easily
in caverns, ruins, and deserts. scared. Dwell in all but very cold waters.
AC 2 [17], HD 4* (18hp), Att 2 × claw AC 7 [12], HD 3 (13hp), Att 1 × butt
(1d10), 1 × sting (1d4 + poison), THAC0 (1d4+1), THAC0 17 [+2], MV 210’ (70’),
16 [+3], MV 150’ (50’), SV D12 W13 P14 SV D12 W13 P14 B15 S16 (2), ML 5 (8
B15 S16 (2), ML 11, AL Chaotic, XP 125, with rider), AL Neutral, XP 35, NA 0
NA 1d6 (1d6), TT V (1d20), TT None
▶ Aggressive: Normally attack on sight. ▶ Flee: Can flee at double speed for up
▶ Poison: Causes death (save vs poison). to 10 rounds.
▶ Grab and sting: +2 bonus to sting ▶ Mount: Often used as mounts by loca-
attack, if a claw hits. thah (p79), mermen (see p84), and
tritons (p119).
Scorpionoid
Sea Serpent
Hideous, 12’ tall monsters with the legs,
body, and stinging tail of a giant scor- Serpent-like sea monsters with rows of
pion, and a humanoid upper body and many fins.
head. Ruthless hunters who hate all other Sea Serpent (Lesser)
sentient species. Dwell in warm climates
in caverns, deserts, and mountains. 20’–30’ long.
AC 1 [18], HD 8* (36hp), Att 1 × giant AC 5 [14], HD 6 (27hp), Att 1 × bite
weapon (3d6) or 1 × tail sting (1d10 + (2d6) or 1 × squeeze (1d10 hull damage),
poison), THAC0 12 [+7], MV 240’ (80’), THAC0 14 [+5], MV 150’ (50’), SV D12
SV D8 W9 P10 B10 S12 (8), ML 10, AL W13 P14 B15 S16 (3), ML 8, AL Neutral,
Chaotic, XP 1,200, NA 1d8 (1d10), TT J, XP 275, NA 0 (2d6), TT None
K, M ▶ Lunge: Up to 20’ out of water to use
▶ Weapons: Typically use pole arms or bite attack.
long bows. ▶ Squeeze: Coil around and crush a
▶ Poison: Causes death (save versus vessel (of equal size or smaller).
poison). Even if the save succeeds, the Sea Serpent (Greater)
victim is paralysed and convulsing for
80’ long.
1d8–1 rounds.
AC 3 [16], HD 14 (63hp), Att 1 × bite
▶ Pets: Often keep giant scorpions (see
(3d6) or 1 × squeeze (2d10 hull damage),
above) as pets.
THAC0 9 [+10], MV 240’ (80’), SV D8
W9 P10 B10 S12 (7), ML 9, AL Neutral,
XP 1,350, NA 0 (1d4), TT None
▶ Lunge: Up to 40’ out of water to use
bite attack.
▶ Squeeze: Coil around and crush a
vessel (of equal size or smaller).

103
Shadow Shark
Intelligent, incorporeal (but not undead) Aggressive, predatory fish of low intelli-
monsters that look like shadows. Able to gence and unpredictable behaviour. Live
slightly change their shape. in saltwater.
AC 7 [12], HD 2+2* (11hp), Att 1 × ▶ Blood scent: Can detect blood in
touch (1d4 + strength drain), THAC0 17 water up to 300’ away.
[+2], MV 90’ (30’), SV D12 W13 P14 B15 ▶ Feeding frenzy: Triggered by the scent
S16 (2), ML 12, AL Chaotic, XP 35, NA of blood: always attack; no morale checks.
1d8 (1d12), TT F
Bull Shark
▶ Surprise: On a 1–5.
8’ long; brown colouration. Attack by
▶ Strength drain: Victims lose 1 STR
ramming, then biting the stunned prey.
per hit. Recovers after 8 turns. If reduced
to 0 STR, the victim becomes a shadow. AC 4 [15], HD 2 (9hp), Att 1 × bite (2d4)
▶ Mundane damage immunity: Can or 1 × ram (stun), THAC0 18 [+1], MV
only be harmed by magical attacks. 180’ (60’), SV D12 W13 P14 B15 S16 (1),
ML 7, AL Neutral, XP 20, NA 0 (3d6),
▶ Spell immunity: Unaffected by charm
TT None
and sleep spells.
▶ Blood scent; Feeding frenzy: See
Shambling Mound main entry.
▶ Ram: Stunned for 3 rounds (save
Sentient, semi-intelligent plant monsters
versus paralysis).
with the shape of a roughly humanoid
(9’ tall), slime-soaked mound of vegeta- Great White Shark
tion. Dwell in forlorn swamps and damp 30’ long (or bigger!); grey colouration
underground locales. with white belly. Sometimes attack small
AC 3 [16], HD 9* (40hp), Att 2 × clubbing boats.
fist (2d8), THAC0 12 [+7], MV 60’ (20’), AC 4 [15], HD 8 (36hp), Att 1 × bite
SV D10 W11 P12 B13 S14 (5), ML 12, AL (2d10), THAC0 12 [+7], MV 180’ (60’),
Neutral, XP 1,600, NA 1d3 (1d3), TT B SV D10 W11 P12 B13 S14 (4), ML 7, AL
▶ Suffocation: If a victim is hit by both Neutral, XP 650, NA 0 (1d4), TT None
fists in the same round, they are entan- ▶ Blood scent; Feeding frenzy: See
gled in the shambler’s roots and tendrils main entry.
and suffocate in 2d4 rounds. The victim
can only be freed if the shambler is killed. Mako Shark
▶ Weapon damage reduction: All weap- 15’ long; bluish-grey or tan colouration.
on damage reduced by half. AC 4 [15], HD 4 (18hp), Att 1 × bite
▶ Fire immunity: Unharmed by fire, due (2d6), THAC0 16 [+3], MV 180’ (60’),
to being soaked with slime. SV D12 W13 P14 B15 S16 (2), ML 7, AL
▶ Lightning growth: If damaged by Neutral, XP 75, NA 0 (2d6), TT None
lightning, gains one Hit Die. ▶ Blood scent; Feeding frenzy: See
▶ Seep: Can flatten body to squeeze main entry.
through small holes. ▶ Unpredictable: May ignore other crea-
tures, only to attack moments later.

104
AFRT33: 59mm wide, 122mm high
Shrew, Giant
Brown-furred, mole-like, insectivores
with long snouts. Dwell underground;
skilled burrowers.
AC 4 [15], HD 1 (4hp), Att 2 × bite (1d6),
THAC0 19 [0], MV 180’ (60’), SV D12
W13 P14 B15 S16 (1), ML 10, AL Neu-
tral, XP 10, NA 1d4 (1d8), TT None
▶ Initiative: Always win initiative in the
round of their first attack. +1 to initiative
in the round of their second attack.
▶ Ferocity: Attack targets’ heads. Targets
with 3 HD or less must save versus death
or flee.
▶ Climbing: Skilled climbers; can jump
up to 5’.
▶ Territorial: Ferociously defend their
hunting area from all intruders.
▶ Echolocation: Perceive their sur-
roundings up to 60’. Unaffected by lack
of light. If unable to hear (e.g. silence, 15’
radius): AC reduced to 8 [11], –4 penalty
to attacks.

Shrieker
Giant, subterranean mushrooms that can
creep around slowly.
AC 7 [12], HD 3 (13hp), Att None,
THAC0 17 [+2], MV 9’ (3’), SV D12
W13 P14 B15 S16 (1), ML 12, AL Neu- Skeleton
tral, XP 35, NA 1d8 (0), TT None Skeletal remains of humanoids, reanimat-
▶ Shriek: Triggered by light (up to 60’ ed as guardians by powerful magic-users
away) or movement (up to 30’ away). or clerics. Often encountered in cemeter-
Shriek lasts for 1d3 rounds. Each round ies, crypts, or other forlorn places.
of the shriek, there is a 50% chance of a AC 7 [12], HD 1 (4hp), Att 1 × weap-
wandering monster being attracted (will on (1d6 or by weapon), THAC0 19 [0],
arrive in 2d6 rounds). MV 60’ (20’), SV D12 W13 P14 B15 S16
(1), ML 12, AL Chaotic, XP 10, NA 3d4
(3d10), TT None
▶ Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading
spells (e.g. charm, hold, sleep).
105
Slithering Tracker
Transparent, intelligent oozes that subsist
on the blood plasma of sentient creatures.
Dwell in gloomy ruins and dungeons.
AC 5 [14], HD 5* (22hp), Att 1 × touch
(paralysis), THAC0 15 [+4], MV 120’
(40’), SV D10 W11 P12 B13 S14 (5), ML
6, AL Neutral, XP 300, NA 1 (0), TT C
▶ Surprise: On a 1–5, unless target can
detect invisibility.
▶ Tracking: Do not attack directly, but
follow a single victim until they sleep.
▶ Detecting: Victim has a 1-in-20
chance of noticing that they are being
followed by the slithering tracker.
▶ Paralysis: For 6 turns (save versus pa-
ralysis). Paralysis continues indefinitely
if the tracker maintains physical contact.
Once a victim is paralysed, the tracker Snake Person
extracts their blood plasma at a rate of Depraved monsters with the sinuous
2d6 hit points per turn. body, tail, and head of a giant snake and
▶ Seep: Can squeeze through small holes scaly humanoid torso and arms. Capture
and cracks. other sentients to be eaten or sacrificed
in obscene rituals praising their demonic
Slug, Giant masters. Dwell in hot jungles.
Gargantuan (30’ long) grey slugs with AC 4 [15], HD 6* (27hp), Att 1 × bite
rasp-like tongues and acidic spit. Vora- (1d10 + poison) or 1 × weapon (1d6 or by
cious predators that dwell underground. weapon), THAC0 14 [+5], MV 90’ (30’),
AC 8 [11], HD 12* (54hp), Att 1 × bite SV D10 W11 P12 B13 S14 (6), ML 8, AL
(1d12) or 1 × acid spit (4d6), THAC0 10 Chaotic, XP 500 (priests: 725), NA 1d4
[+9], MV 60’ (20’), SV D10 W11 P12 B13 (2d10), TT C
S14 (6), ML 10, AL Neutral, XP 1,900, ▶ Poison: Causes death in 1d6 turns
NA 1 (0), TT None (save versus poison).
▶ Acid spit: Range 60’. Victim may save ▶ Magic resistance: +4 bonus to all
versus breath for half damage. saving throws against magic.
▶ Damage immunity: Unharmed by ▶ Priests: For every 10 snake people in
non-magical blunt weapons. the lair, there will be 1 priest with the
▶ Squeeze: Can squeeze through small ability to cast spells as a 5th level cleric.
holes. ▶ Cults: Sometimes found among hu-
▶ Break down doors: Can easily smash man cults that worship snakes.
through doors. ▶ Crossbreeds: Human/snake person
hybrids are said to be possible. Such crea-
tures appear as humans, except for their
snake-like eyes and forked tongues.
106
Snake Rock Python
20’ long snakes with spiralling brown and
Dwell in all but the most extreme climes. yellow patterns on their scales.
Will usually only attack if cornered or
surprised. AC 6 [13], HD 5* (22hp), Att 1 × bite
(1d4 + constriction), THAC0 15 [+4],
Giant Rattler MV 90’ (30’), SV D12 W13 P14 B15 S16
10’ long snakes with brown and white (3), ML 8, AL Neutral, XP 300, NA 1d3
diamond patterns on their scales, and a (1d3), TT U
rattle of rasping scales on their tails. ▶ Constriction: When a bite attack is
AC 5 [14], HD 4* (18hp), Att 2 × bite successful, the python wraps around the
(1d4 + poison), THAC0 16 [+3], MV victim and begins to squeeze, inflicting
120’ (40’), SV D12 W13 P14 B15 S16 2d4 automatic damage immediately and
(2), ML 8, AL Neutral, XP 125, NA 1d4 on each subsequent round.
(1d4), TT U Sea Snake
▶ Rattle: Shaken to warn off creatures 6’ long snakes that live underwater, com-
the snake does not wish to attack. ing up for breath only once per hour. Will
▶ Poison: Causes death in 1d6 turns prey on humans.
(save versus poison). AC 6 [13], HD 3* (13hp), Att 1 × bite
▶ Speed: Attack twice per round. Second (1hp + poison), THAC0 17 [+2], MV 90’
attack at the end of each round. (30’), SV D12 W13 P14 B15 S16 (2), ML
Pit Viper 7, AL Neutral, XP 50, NA 1d8 (1d8), TT
None
5’ long snakes with grey/green scales.
▶ Pinprick bite: 50% chance of going
AC 6 [13], HD 2* (9hp), Att 1 × bite (1d4 unnoticed.
+ poison), THAC0 18 [+1], MV 90’ (30’),
SV D12 W13 P14 B15 S16 (1), ML 7, AL ▶ Poison: Slow acting: effects felt after
Neutral, XP 25, NA 1d8 (1d8), TT None 1d4+2 turns. Save vs poison or die 1 turn
later. At this point, the neutralize poison
▶ Infravision: 60’. (Pits in the head allow spell has a 25% chance of not working.
heat sense.)
▶ Larger individuals: Sea snakes with
▶ Initiative: Always gains initiative (no more than 3 HD may be encountered.
roll), due to special senses. They are 6’ long for every 3 HD.
▶ Poison: Causes death (save vs poison).
Spitting Cobra
3’ long snakes with grey/white scales.
Prefer to attack from a distance with spit.
AC 7 [12], HD 1* (4hp), Att 1 × spit
(blindness) or 1 × bite (1d3 + poison),
THAC0 19 [0], MV 90’ (30’), SV D12
W13 P14 B15 S16 (1), ML 7, AL Neutral,
XP 13, NA 1d6 (1d6), TT None
▶ Blinding spit: Range: 6’. A hit causes
permanent blindness (save vs poison).
▶ Poison: Causes death in 1d10 turns
(save versus poison).
107
▶ Disease: Anyone hit contracts a hor-
Spawn of the Worm rible rotting disease (save versus poison
Grotesque, animated human corpses in with a +4 bonus). Permanently lose 2
an advanced state of rot. Brains have been points of CHA per month (death if CHA
entirely devoured by vile worms, which reaches 0); magical healing is ineffective;
fill the skull cavity and writhe out of the natural healing is ten times slower. The
eyes and mouth. Dwell in dungeons, disease can only be removed by magic .
tomb complexes, and swamps. ▶ Burrowing worms: A worm leaps
AC 9 [10], HD 4*** (18hp), Att 1 × fist from the spawn’s skull at a character in
(1d8 + disease), 1 × worm (burrow), melee. This requires an attack roll. If the
THAC0 16 [+3], MV 90’ (30’), SV D10 worm hits, it starts to burrow into the
W11 P12 B13 S14 (4), ML 12, AL Chaot- victim’s flesh. In 1d4 rounds, it reaches
ic, XP 225, NA 1d3 (1d6), TT None the brain, killing the victim, who be-
▶ Undead: Make no noise, until they comes a spawn of the worm in 6 turns.
attack. Immune to effects that affect ▶ Killing worms: The first round after
living creatures (e.g. poison). Immune to a worm hits, it can be killed by contact
mind-affecting or mind-reading spells with steel, holy water, or a blessed object.
(e.g. charm, hold, sleep). Subsequently, only magic (e.g. cure dis-
▶ Aura of fear: All coming within 30’ ease) will work.
must save versus spells or flee for 1 turn. ▶ Regeneration: Regain 2hp per round.
Severed limbs reattach.
▶ Return from death: If killed (0hp),
regenerate and fight again in 2d6 rounds.
▶ Fire, acid, holy water: Cannot regen-
erate damage from these sources. The
only way to permanently kill.

108
Spectre Sphinx
Incorporeal phantoms; one of the most Large (8’ tall) monsters with bird-like
powerful undead monsters. wings, the body of a lion, and a human
AC 2 [17], HD 6** (27hp), Att 1 × touch head. Collect riddles, puzzles, and ob-
(1d8 + energy drain), THAC0 14 [+5], scure lore. May pose riddles to those they
MV 150’ (50’) / 300’ (100’) flying, SV D10 meet, attacking and consuming any who
W11 P12 B13 S14 (6), ML 11, AL Chaot- cannot give the correct answer. Dwell in
ic, XP 725, NA 1d4 (1d8), TT E warm climes in ruins and wild areas.
▶ Undead: Make no noise, until they AC 0 [19], HD 12*** (54hp), Att 2 × claw
attack. Immune to effects that affect (3d6), [1 × roar or magic], THAC0 10
living creatures (e.g. poison). Immune to [+9], MV 180’ (60’) / 360’ (120’) flying,
mind-affecting or mind-reading spells SV D2 W2 P2 B2 S2 (24), ML 10, AL
(e.g. charm, hold, sleep). Neutral, XP 3,500, NA 1 (1), TT M
▶ Mundane damage immunity: Can ▶ Roar: All within 120’ must save versus
only be harmed by magical attacks. spells with a –4 penalty or flee in terror
▶ Energy drain: A successfully hit target for 1d6 turns. Characters within 60’
permanently loses two experience levels who fail the save are stunned (unable to
(or Hit Dice). This incurs a loss of two move or act) for 1d6 rounds and then
Hit Dice of hit points, as well as all other flee. Characters within 10’ also suffer 6d6
benefits due to the drained levels (e.g. damage and are deafened for 1 turn.
spells, saving throws, etc.). A character’s ▶ Roar frequency: May be used at most
XP is reduced to the lowest amount for twice per day.
the new level. A person drained of all ▶ Magic: Cast magic-user spells, once
levels becomes a spectre next night, un- per day each: detect magic, read languag-
der the control of the spectre that killed es, read magic, detect invisible, locate
them. object, clairvoyance, dispel magic, remove
curse. (See Magic-User Spells in the Ad-
vanced Fantasy Player’s Tome.)
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
109
Spider, Giant Black Widow
6’ long, black spiders with a red hourglass
Aquatic Spider pattern on their abdomens. Dwell in
4’ long spiders that dwell in large bodies web-filled lairs and sometimes prey on
of fresh water. Build air-filled nests in humans.
aquatic vegetation. AC 6 [13], HD 3* (13hp), Att 1 × bite
AC 5 [14], HD 3+3* (16hp), Att 1 × bite (2d6 + poison), THAC0 17 [+2], MV 60’
(1d4 + poison), THAC0 16 [+3], MV (20’) / 120’ (40’) in webs, SV D12 W13
150’ (50’), SV D12 W13 P14 B15 S16 (2), P14 B15 S16 (2), ML 8, AL Neutral, XP
ML 7, AL Neutral, XP 75, NA 0 (2d10), 50, NA 1d3 (1d3), TT U
TT U ▶ Poison: Causes death in 1 turn (save
▶ Surprise: On a 1–3, lurking just below versus poison).
the water’s surface. ▶ Webs: Creatures caught in webs
▶ Poison: Causes paralysis followed by become entangled and unable to move.
death in 1d4 turns (save versus poison). Breaking free depends on Strength: 2d4
▶ Prey: Drag paralysed victims back to turns for strength in the normal human
lair to be devoured in peace. range; 4 rounds for strength above 18; 2
rounds for creatures with giant strength.
Aranea The webs can be destroyed by fire in two
6’ long, intelligent, magical spiders of rounds. All creatures in a flaming web
greenish-black colouration. Have an suffer 1d6 points of damage.
odd lump on the back, housing the large
brain. Two front legs have digits, allowing Crab Spider
an aranea to grasp tools. Dwell in web- 5’ long hunting spiders that can change
filled lairs where they conduct magical their colour to match their surroundings.
research. AC 7 [12], HD 2* (9hp), Att 1 × bite (1d8
AC 7 [12], HD 3** (13hp), Att 1 × bite + poison), THAC0 18 [+1], MV 120’
(1d6 + poison), THAC0 17 [+2], MV (40’), SV D12 W13 P14 B15 S16 (1), ML
180’ (60’) / 150’ (50’) in webs, SV D13 7, AL Neutral, XP 25, NA 1d4 (1d4), TT
W14 P13 B16 S15 (Magic-user 3), ML 7, U
AL Neutral, XP 65, NA 1d3 (1d6), TT D ▶ Ambush: Attack by dropping on vic-
▶ Poison: Causes death in 1 turn (save tims from above.
versus poison with a –2 penalty). ▶ Surprise: On a 1–4, due to camou-
▶ Arcane spells: Can cast spells as a 3rd flage.
level magic-user (2 × 1st level spells, 1 × ▶ Cling: Can walk on walls and ceilings.
2nd level). Avoid using fire-based magic. ▶ Poison: Causes death in 1d4 turns
▶ Webs: Creatures caught in webs (save versus poison with a +2 bonus).
become entangled and unable to move.
Breaking free depends on Strength: 2d4
turns for strength in the normal human
range; 4 rounds for strength above 18; 2
rounds for creatures with giant strength.
The webs can be destroyed by fire in two
rounds. All creatures in a flaming web
suffer 1d6 points of damage.
110
Phase Spider Tarantella
8’ long, black spiders that have the ability 7’ long, hairy hunting spiders that resem-
to become intangible. Dwell in web-filled ble tarantulas. Magical in nature.
lairs and sometimes prey on humans. AC 5 [14], HD 4* (18hp), Att 1 × bite
AC 6 [13], HD 5* (22hp), Att 1 × bite (1d8 + poison), THAC0 16 [+3], MV
(1d6 + poison), THAC0 15 [+4], MV 60’ 120’ (40’), SV D12 W13 P14 B15 S16
(20’) / 150’ (50’) in webs, SV D12 W13 (2), ML 8, AL Neutral, XP 125, NA 1d3
P14 B15 S16 (3), ML 8, AL Neutral, XP (1d3), TT U
300, NA 1d4 (2d6), TT E ▶ Poison: Save vs poison or dance for
▶ Poison: Causes death in 1 turn (save 2d6 turns (suffering from painful, jerking
versus poison with a –2 penalty). spasms that resemble a macabre dance).
▶ Phasing: Can shift out of phase with ▶ Onlookers: Viewers of one affected
surroundings, becoming intangible. by the poison must save versus spells or
Attack by briefly phasing back in. In a begin dancing in the same fashion, for as
round when the spider attacks, charac- long as the poisoned victim.
ters who win initiative may attack it as it ▶ Dancing: Those affected suffer a –4
phases in. Otherwise, the spider can only penalty to attack rolls and AC. After 5
be harmed by magical attacks. turns of dancing, they become exhausted:
▶ Webs: Creatures caught in webs fall to the ground, helpless.
become entangled and unable to move.
Breaking free depends on Strength: 2d4 Sprite
turns for strength in the normal human
range; 4 rounds for strength above 18; 2 1’ tall, winged humanoids, related to pix-
rounds for creatures with giant strength. ies and elves. They are shy, but driven by
The webs can be destroyed by fire in two curiosity and their odd sense of humour.
rounds. All creatures in a flaming web AC 5 [14], HD ½* (2hp), Att 1 × spell
suffer 1d6 points of damage. (curse), THAC0 19 [0], MV 60’ (20’) /
▶ Intelligent phase spiders: There is 180’ (60’) flying, SV D12 W13 P13 B15
rumoured to be an intelligent subspecies S15 (Elf 1), ML 7, AL Neutral, XP 6, NA
of phase spider that originates in another 3d6 (5d8), TT S
dimension and travels throughout the ▶ Curse: Five sprites can collectively
multiverse. These spiders speak many curse a target (no attack roll; save versus
languages (including Common) and are spells). The effect is determined by the
said to use magic. referee, but will always be used to comical
effect (e.g. target trips, target’s nose
grows).
▶ Pranksters: Even if attacked, sprites
have no interest in killing, merely in
making practical jokes.

111
Squid, Giant Stegosaurus
Giant, ten-armed cephalopods. Two of Stocky, herbivorous dinosaurs with a
the ten arms are larger, and may be used ridge of plates along their backs, and a
to attack ships. Dwell in the depths of the tail studded with spikes (used to deter
sea, only surface to find prey. attackers). Dwell in sub-tropical Lost
AC 7 [12], HD 6 (27hp), Att 8 × small World environments.
tentacle (1d4 + constriction), 2 × large AC 3 [16], HD 11 (49hp), Att 1 × tail
tentacle (1d4 + constriction or 1d10 (2d8) or 1 × trample (2d8), THAC0 11
hull damage), 1 × beak (1d10 or 2 hull [+8], MV 60’ (20’), SV D10 W11 P12 B13
damage), THAC0 14 [+5], MV 120’ (40’), S14 (6), ML 7, AL Neutral, XP 1,100, NA
SV D12 W13 P14 B15 S16 (3), ML 7, AL 0 (1d4), TT None
Neutral, XP 275, NA 0 (1d4), TT V ▶ Trample: 3-in-4 chance of trampling
▶ Crush boats: 25% likely to wrap the 2 each round. +4 to-hit human-sized or
large tentacles around a boat, doing 1d10 smaller creatures.
hull damage per tentacle. When the large
tentacles are grappling a boat, in subse- Stirge
quent rounds, the beak inflicts 2 points of Feathered, bird-like creatures with long,
hull damage automatically. sharp beaks.
▶ Grab crew: 75% likely to grab crew
AC 7 [12], HD 1* (4hp), Att 1 × beak
from the deck and drag them underwater
(1d3 + blood sucking), THAC0 19 [0],
to be eaten.
MV 30’ (10’) / 180’ (60’) flying, SV D12
▶ Constriction: Tentacles grab and con- W13 P14 B15 S16 (2), ML 9, AL Neutral,
strict after a hit. 1d4 automatic damage XP 13, NA 1d10 (3d12), TT L
per round.
▶ Dive attack: First attack is at +2 to hit.
▶ Severing tentacles: Requires a hit
that inflicts 6 or more damage (8 small ▶ Blood sucking: Upon a successful
tentacles) or 10 or more damage (2 large attack, attaches and drains victim’s blood:
tentacles). 1d3 automatic damage per round.
▶ Ink cloud: When escaping, can emit a ▶ Detach: If stirge or victim dies.
cloud of black ink (60’ diameter) and jet
away at 3 times normal speed. Maximum
twice a day.
▶ Gargantuan specimens: Two or three
times larger can be encountered.

112
Svirfneblin
Short, thickset demihumans with long
noses and gnarled, hairless, grey skin.
Also known as deep gnomes. Dwell deep
in the Underworld in labyrinthine lairs
riddled with cunning secret passages and
chambers.
AC 5 [14], HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19 [0], MV
60’ (20’), SV D8 W9 P10 B14 S11 (Svir-
fneblin 1), ML 8 (10 in sight of leader or
chieftain), AL Neutral, XP 10, (leader:
20, bodyguard: 35, chieftain: 75), NA 1d8
(5d8), TT C
▶ Surprise: On a 1–4 underground, due
to ability to blend into stone.
▶ Infravision: 90’.
▶ Light sensitivity: Suffer a –2 penalty to
attack rolls and a –1 penalty to AC when
in bright light (daylight, continual light).
▶ Leader: A 2 HD leader (with 11hp) is
present for every 20 svirfneblins.
▶ Clan chieftain and bodyguards: A 4
HD chieftain (with 18hp) and 1d6 3 HD
bodyguards (with 1d4 + 9hp) live in the
lair. The chieftain gains a +1 bonus to
damage.
▶ Summon earth elemental: Once per
day, leaders and chieftains can summon
Strangle Weed an 8 HD earth elemental (see p50) for
1d6 turns.
10’ long fronds of rubbery seaweed that
seek out living prey. Dwell in warm seas. ▶ Hate deep ones and mind lashers:
Normally attack on sight.
AC 5 [14], HD 3* (13hp), Att 1 × grab
▶ Mines and machines: Love machin-
(1d4 + entangle), THAC0 17 [+2], MV 0’
ery, mining, and gems.
(0’), SV D12 W13 P14 B15 S16 (2), ML 7,
AL Neutral, XP 50, NA 0 (3d4), TT U
▶ Entangle: A victim hit by a frond
is entangled and suffers 1d4 automatic
damage on each subsequent round. May
make a STR check each round to escape.
▶ Clusters: Each frond is treated as
an individual monster, but clusters of
multiple fronds are controlled by a single
semi-intelligent “brain” in the seabed.
113
▶ Severing: A bite attack roll of 18 or
Tarrasque higher indicates that one of the target’s
Legendary, gargantuan (50’ long) reptili- extremities (determined randomly, e.g.
an monstrosities dreaded throughout all 1–2: leg, 3–4: arm, 5–6: head) is severed.
lands. Spend most of their time sleeping ▶ Regeneration: A damaged tarrasque
in their underground lairs. Emerge peri- gains 1hp at the start of each round.
odically and ravage vast swaths of land, ▶ Return from death: If killed (0hp),
consuming all plants and animals in the will regenerate, reforming completely
path. Tarrasques are quite possibly the from even only a tiny piece.
most feared monster of all.
▶ Killing permanently: Only possible
AC –3 [22], HD 36** (162hp), Att 2 × by reducing to 0hp then using a wish.
claw (1d12), 1 × bite (5d10 + severing), 1 ▶ Energy reflection: Immune to energy
× tail (2d12), 2 × horn (1d10), THAC0 5 rays, cones, and bolts (lighting, cold,
[+14], MV 90’ (30’), SV D2 W3 P4 B3 S6 magic missiles, etc.). 1-in-6 chance of the
(18), ML 10, AL Neutral, XP 17,750, NA attack being reflected back at its origin.
0 (1), TT Carapace
▶ Fire immunity: Unharmed by fire.
▶ Aura of terror: Creatures of under 3
▶ Mundane damage immunity: Can
HD who behold a tarrasque are paralysed
only be harmed by magical attacks.
with terror until it is out of sight. Crea-
tures of more than 3 HD will instead flee ▶ Carapace: 10d10 diamonds (1,000gp
in terror for 6 turns. Creatures of 7 HD or value each) can be extracted from the
higher may save vs paralysis to resist. carapace. It is also possible to craft magic
shields from the plates.
▶ Charge: In first round of combat,
when not in melee. Requires a clear run ▶ Sleeping: Sleep in lair for months or
of at least 20 yards. Horns inflict double years, before emerging for 1–2 weeks of
damage. voracious feeding.
▶ Unique: It is rumoured that there may
114 only be a single tarrasque.
Thoul Titan
Magical monstrosities that look like hob- Gargantuan (22’ tall) humanoids of radi-
goblins (except on close inspection), but ant beauty and athletic build. Beneficent
combine the powers of ghouls and trolls. of character, but prone to megalomania.
Sometimes live among hobgoblins. Natives of higher planes, but sometimes
AC 6 [13], HD 3** (13hp), Att 2 × claw have strongholds in the mortal world.
(1d3 + paralysis) or 1 × weapon (1d6 or AC 0 [19], HD 20*** (90hp), Att 1 ×
by weapon), THAC0 17 [+2], MV 120’ giant weapon (8d6) or spells, THAC0 6
(40’), SV D12 W13 P14 B15 S16 (3), ML [+13], MV 150’ (50’), SV D2 W2 P2 B2
10, AL Chaotic, XP 65, NA 1d6 (1d10), S4 (20), ML 10, AL Lawful, XP 5,450, NA
TT C 1 (1d2), TT E, L × 10, M
▶ Paralysis: Successful attacks cause pa- ▶ Invisibility: At will. Become visible
ralysis for 2d4 turns (save versus paral- when attacking or casting spells.
ysis negates). Elves and creatures larger ▶ Levitation: At will. Move vertically up
than ogres are unaffected. After paralys- to 20’ per round.
ing a target, thouls will attack others. ▶ Spell casting: Know how to cast 2
▶ Regeneration: A damaged thoul gains cleric spells of each level (1st to 5th) and
1 hit point at the start of each round, as 2 magic-user spells of each level (1st to
long as it is alive. 6th). Each spell known may be cast once
per day. See Cleric Spells and Magic-User
Spells in the Advanced Fantasy Player’s
Tome.
▶ Language: Speak the tongues of all
giants.
▶ Giant companions: 2-in-10 chance
of a storm giant being encountered with
titans. (See p59.)

Titanothere
Giant (12’ at the shoulder), ancient
relatives of the rhinoceros, with massive,
blunt horns. Eat grass and tree leaves.
Dwell in small herds in Lost World
grasslands.
AC 5 [14], HD 12 (54hp), Att 1 × butt
(2d6) or 1 × trample (3d8), THAC0 10
[+9], MV 120’ (40’), SV D10 W11 P12
B13 S14 (6), ML 7, AL Neutral, XP 1,100,
NA 0 (1d6), TT None
▶ Peaceful grazers: Will not attack if left
alone.
▶ Trample: 3-in-4 chance of trampling
each round. +4 to-hit human-sized or
smaller creatures.
115
116
117
Toad, Giant Trader
Chameleon Toad 1st level fighters who live by trading in
borderland areas.
Warty amphibians with long, sticky
tongues. As large as a great hound, AC 6 [13], HD 1 (4hp), Att 1 × weapon
weighing 150 to 250 pounds. (1d6 or by weapon), THAC0 19 [0], MV
120’ (40’), SV D12 W13 P14 B15 S16 (1),
AC 7 [12], HD 2+2 (11hp), Att 1 × bite
ML 7, AL Any, XP 10, NA 1d8 (3d6), TT
(1d4+1), THAC0 17 [+2], MV 90’ (30’),
U+V
SV D12 W13 P14 B15 S16 (1), ML 6, AL
Neutral, XP 25, NA 1d4 (1d4), TT None ▶ Arms: Usually carry: hand-axe,
sword, shield, furs (equivalent to leather
▶ Surprise: On a 1–3, in forests or dark
armour).
dungeons, due to the ability to change
colour to match their surrounding. ▶ Mules: In the wilderness, have 1d4
mules loaded with trade goods (e.g.
▶ Sticky tongue: Attack up to 15’ away.
carved wooden items, furs, spices).
On a hit, prey (up to dwarf size) is
dragged to the mouth and bitten.
Trapper
▶ Swallow whole: An attack roll of 20
indicates a small victim is swallowed. Intelligent, cunning predators that stretch
Inside the toad’s belly: suffer 1d6 dam- their stony, amorphous bodies flat across
age per round (until the toad dies); may large areas of floor. Wait for victims to
attack with sharp weapons at –4 to hit; walk across, then fold up, trapping the
body digested in 6 turns after death. victims. Typically cover a 20’ square area
(though larger specimens are occasional-
Frost Toad ly encountered). Dwell underground.
Intelligent giant (8’ long) toads with
AC 3 [16], HD 12* (54hp), Att 1 × trap
warty, frost-rimed skin. Dwell in icy
(1d8), THAC0 10 [+9], MV 30’ (10’), SV
climes or deep underground.
D6 W7 P8 B8 S10 (12), ML 11, AL Neu-
AC 3 [16], HD 5* (22hp), Att 1 × bite tral, XP 1,900, NA 1 (0), TT G
(3d4), THAC0 15 [+4], MV 90’ (30’),
▶ Lure: Often form a protrusion resem-
SV D10 W11 P12 B13 S14 (5), ML 8, AL
bling a chest near centre to lure prey.
Neutral, XP 300, NA 1d4 (3d6), TT C
▶ Surprise: On a 1–5, due to camou-
▶ Cold aura: All creatures within 10’ flaged appearance.
suffer 3d6 damage per round.
▶ Trap: Affects all within the 20’ square
▶ Language: Speak own strange tongue. area the trapper covers. A single attack
Poisonous Toad roll is made and compared against the
Warty amphibians with bright orange or AC of all targets.
red markings. As large as a great hound, ▶ Trapped victims: Cannot move, auto-
weighing 150 to 250 pounds. matically suffer 1d8 damage per round.
AC 7 [12], HD 2* (9hp), Att 1 × bite Can attack the trapper only if they had a
(1d4+1 + poison), THAC0 18 [+1], MV short weapon (e.g. dagger, short sword)
60’ (20’), SV D12 W13 P14 B15 S16 (1), in hand when trapped.
ML 6, AL Neutral, XP 25, NA 1d8 (1d8), ▶ Suffocation: Trapped victims die after
TT None 6 rounds due to suffocation.
▶ Poison: Causes death (save vs ▶ Damage reduction: Half damage from
poison). fire and cold-based attacks.
118
Treant Triton
Giant (18’ tall) humanoids that look like Aquatic humanoids with silvery skin,
trees. Dwell in forests. Are concerned blue-green hair, and scaled legs ending
only with protecting the plants of their in fins. Dwell in warm waters both in
home. Speak their own long-winded and shallows and at great depths.
circuitous language. AC 5 [14], HD 3 (13hp), Att 1 × weapon
AC 2 [17], HD 8 (36hp), Att 2 × fist (1d6 or by weapon), THAC0 17 [+2],
(2d6), THAC0 12 [+7], MV 60’ (20’), SV MV 150’ (50’), SV D12 W13 P14 B15 S16
D8 W9 P10 B10 S12 (8), ML 9, AL Law- (3), ML 9, AL Lawful, XP 35 (leader: 175,
ful, XP 650, NA 0 (1d8), TT C king: 900), NA 0 (1d6 × 10), TT F
▶ Distrust fire: And those who wield it. ▶ Magic resistance: +4 bonus to all
▶ Surprise: On a 1–3, in a forest, due saving throws against magic.
to being mistaken for a tree. Encounter ▶ Weapons: Tridents (1d6 damage),
occurs at 30 yards or less. crossbows, daggers.
▶ Animate trees: Each individual can ▶ Mounts: Roving bands are usually
animate 2 trees (within 60’; may switch mounted on hippocampi (p59) or giant
trees at will). These fight as treants with seahorses (p103).
movement rate 30’ (10’). ▶ Leaders: For every 10 in a group, there
is a 5 HD leader.
Triceratops ▶ Lairs: Beautiful castles on the seabed
Massive (12’ to the shoulder, almost 40’ or caverns sculpted into undersea rocks.
long), aggressive, herbivorous dinosaurs Lairs are lavishly decorated with coral.
with a protective crest behind the head, ▶ Triton king: A 9 HD triton rules the
and three long horns. Dwell in Lost lair. The king has a magical conch shell
World grasslands. which he can blow to calm rough seas,
AC 2 [17], HD 11 (49hp), Att 1 × gore to summon 6d6 hippocampi (p59)
(3d6) or 1 × trample (3d6), THAC0 11 or giant seahorses (p103), or to cause
[+8], MV 90’ (30’), SV D10 W11 P12 B13 marine animals within 240’ to flee (save
S14 (6), ML 8, AL Neutral, XP 1,100, NA versus spells).
0 (1d4), TT None ▶ Priests: In the lair, there is a high
▶ Aggressive: Normally attack on sight. priest (with the abilities of a 10th level
▶ Charge: In first round of combat, cleric) and 1d4 priests (4th level clerics).
when not in melee. Requires a clear run ▶ Magic-users: In the lair, there is a 75%
of at least 20 yards. Horns inflict double chance of a triton with the abilities of a
damage. magic-user (level 1d6+4).
▶ Trample: 3-in-4 chance of trampling ▶ Guardians: Use trained sea creatures
each round. +4 to-hit human-sized or to guard their homes.
smaller creatures. ▶ Divine purpose: According to legend,
tritons were brought to the mortal world
from the plane of elemental water for
some special purpose which will be
revealed when the time is right.

119
Troglodyte
Intelligent, reptilian humanoids with ag-
ile hands, long legs, short tails, and spiky
combs on their heads and arms.
AC 5 [14], HD 2* (9hp), Att 2 × claw
(1d4), 1 × bite (1d4), THAC0 18 [+1],
MV 120’ (40’), SV D12 W13 P14 B15 S16
(2), ML 9, AL Chaotic, XP 25, NA 1d8
(5d8), TT A
▶ Hateful: Attempt to kill any creatures
they encounter.
▶ Surprise: On a 1–4, due to the ability
to change colour to match their sur-
roundings. Lurk by rock walls and await
victims.
▶ Nauseating stench: Oils on the skin
have a smell that sickens humans and
demihumans: save versus poison or
suffer –2 to hit, while in melee with
troglodytes. Turtle, Giant
Troll Sea Turtle
Giant (20’ long), peaceful marine reptiles
Intelligent, wicked, 8’ tall humanoids
that drift in warm oceans, eating sea
with emaciated, rubbery bodies. Con-
plants. Dangerous if threatened.
sume the flesh of other humanoids. Dwell
underground, in barren wilderness, and AC 3 [16], HD 15 (67hp), Att 1 × bite
in the ruined homes of former victims. (4d4), THAC0 9 [+10], MV 10’ (3’) / 150’
(50’) swimming, SV D8 W9 P10 B10 S12
AC 4 [15], HD 6+3* (30hp), Att 2 × talon
(8), ML 7, AL Neutral, XP 1,350, NA 0
(1d6), 1 × bite (1d10), THAC0 13 [+6],
(1d3), TT None
MV 120’ (40’), SV D10 W11 P12 B13 S14
(6), ML 10 (8 fear of fire), AL Chaotic, ▶ Tip boats: 50% likely to emerge under
XP 650, NA 1d8 (1d8), TT D canoes or small boats, tipping them over.
▶ Regeneration: 3 rounds after being Snapping Turtle
damaged, start regaining 3hp per round. Giant (10’ long), aggressive predatory
Severed limbs reattach. turtles that lurk in the shallows of lakes
▶ Return from death: If killed (0hp), and large rivers.
will regenerate and fight again in 2d6 AC 3 [16], HD 10 (45hp), Att 1 × bite
rounds. (6d4), THAC0 11 [+8], MV 30’ (10’),
▶ Fire and acid: Cannot regenerate SV D10 W11 P12 B13 S14 (5), ML 8, AL
damage from these sources. The only way Neutral, XP 900, NA 0 (1d4), TT None
to permanently kill a troll. ▶ Surprise: On a 1–4, due to hiding
▶ Fear of fire: Morale 8 when attacked motionless underwater.
with fire or acid. ▶ Long neck: Can bite up to 10’ away.
120
Tyrannosaurus Rex Unicorn
Great (over 20’ tall), two-legged, pred- Fantastic creatures that appear as elegant
atory dinosaurs with huge jaws. Hunt horses with a long horn. Unicorns are
human-sized or larger prey. Dwell in Lost timid, but proud and wilful.
World regions. AC 2 [17], HD 4* (18hp), Att 2 × hoof
AC 3 [16], HD 20 (90hp), Att 1 × bite (1d8), 1 × horn (1d8), THAC0 16 [+3],
(6d6), THAC0 6 [+13], MV 120’ (40’), MV 240’ (80’), SV D8 W9 P10 B10 S12
SV D6 W7 P8 B8 S10 (10), ML 11, AL (8), ML 7, AL Lawful, XP 125, NA 1d6
Neutral, XP 2,000, NA 0 (1), TT V × 3 (1d8), TT None
▶ Large prey: Attack largest target first. ▶ Empathy with maidens: A
pure-hearted maiden can communicate
with and ride a unicorn.
▶ Teleport: Once per day, up to 360’
(including rider).

121
▶ Change form: At will; takes 1 round:
Vampire a. Humanoid: Standard form.
Greatly feared undead monsters that live b. Dire wolf: Att 1 × bite (2d4), MV
by drinking the blood of mortals. Dwell 150’ (50’). AC, HD, morale, saves as
in ruins, tombs, and deserted locales. vampire.
AC 2 [17], HD 7 to 9** (31/36/40hp) Att c. Giant bat: Att 1 × bite (1d4), MV
1 × touch (1d10 + energy drain) or 1 × 30’ (10’) / 180’ (60’) flying. AC, HD,
gaze (charm), THAC0 13 [+6]/12 [+7]/12 morale, saves as vampire.
[+7], MV 120’ (40’), SV D8 W9 P10 B10 d. Gaseous cloud: MV 180’ (60’)
S12 (7 to 9), ML 11, AL Chaotic, XP flying. Immune to all weapons.
1,250/1,750/2,300, NA 1d4 (1d6), TT F Cannot attack.
▶ Undead: Make no noise, until they ▶ Summon beasts: In human form only.
attack. Immune to effects that affect Creatures from the surrounding area:
living creatures (e.g. poison). Immune to 1d10 × 10 rats (p97), 5d4 giant rats
mind-affecting or mind-reading spells (p97), 1d10 × 10 bats (p24), 3d6
(e.g. charm, hold, sleep). giant bats (p24), 3d6 wolves (p126),
▶ Mundane damage immunity: Can or 2d4 dire wolves (p126).
only be harmed by magical attacks. ▶ Coffins: Must rest in a coffin during
▶ Energy drain: A successfully touched the day or lose 2d6hp (only regenerat-
target permanently loses two experience ed by resting a full day). Cannot rest in
levels (or Hit Dice). This incurs a loss of a blessed coffin. Always keep multiple
two Hit Dice of hit points, as well as all coffins in hidden locations.
other benefits due to the drained levels ▶ Vulnerabilities:
(e.g. spells, saving throws, etc.). A charac- e. Garlic: Odour repels: save vs poi-
ter’s XP is reduced to the lowest amount son or unable to attack this round.
for the new level. A person drained of all f. Holy symbols: If presented, will
levels becomes a vampire in 3 days. keep a vampire at bay (10’). May at-
▶ Charming gaze: Save versus spells tack wielder from another direction.
at –2 or be charmed: move towards g. Running water: Cannot cross (in
the vampire (resisting those who try to any form), except by a bridge or
prevent it); defend the vampire; obey the carried inside a coffin.
vampire’s commands (if understood); h. Mirrors: Avoid; do not cast a
unable to cast spells or use magic items; reflection.
unable to harm the vampire. Killing the i. Continual light: Partly blinded
vampire breaks the charm. by the light from this spell (–4 to
▶ Regeneration: A damaged vampire attacks).
gains 3hp at the start of each round, as ▶ Destroying:
long as it is alive. j. Sunlight: Save versus death each
▶ At 0hp: Change into gaseous form; flee round or be disintegrated.
to coffin. k. Stake through the heart: Perma-
nently kills.
l. Immersion in water: For 1 turn
permanently kills.
m. Destroying coffins: Permanently
killed if all hit points lost when
unable to rest (see coffins).
122
Veteran
Low level fighters, often on their way to
or from war.
AC 2 [17], HD 1 to 3 (4/9/13hp), Att 1
× weapon (1d8 or by weapon), THAC0
19 [0], MV 60’ (20’), SV D12 W13 P14
B15 S16 (F1 to F3), ML 9, AL Any, XP
10/20/35, NA 2d4 (2d6), TT V
▶ Level and alignment: A group may
all be of the same level and alignment, or
these may be determined randomly, per
individual.

Violet Fungus
Giant (5’ tall), carnivorous mushrooms
that can creep around slowly. Live un-
derground, among shriekers (see p105),
which they resemble. Feed on the rotting
remains of living creatures which stray
too close.
AC 7 [12], HD 3* (13hp), Att 2 × tentacle
(2d4 + rot), THAC0 17 [+2], MV 10’ (3’),
SV D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 50, NA 1d4 (0), TT None Wasp, Giant
▶ Rot: Tentacles rot flesh. Save versus 5’ long, highly aggressive, carnivorous
poison to avoid. If the save fails, the dam- insects. Paralyse creatures with their sting
age inflicted by the hit can only be healed then lay eggs in the victim, which is then
by magic. devoured by the larvae as they hatch.
Dwell in warm and temperate climates.
Warp Beast AC 4 [15], HD 4* (18hp), Att 1 × bite
Large, black, six-legged, semi-intelligent (2d4), 1 × sting (1d4 + poison), THAC0
monsters. Look similar to panthers with 16 [+3], MV 60’ (20’) / 210’ (70’) flying,
a tentacle growing from each front shoul- SV D12 W13 P14 B15 S16 (2), ML 10, AL
der. Tentacles ridged with razor-sharp Neutral, XP 125, NA 0 (1d20), TT L × 20
edges. ▶ Poison: Causes permanent paralysis
AC 4 [15], HD 6* (27hp), Att 2 × tentacle and death after 1d4 days (save vs poison).
(2d4), THAC0 14 [+5], MV 150’ (50’), ▶ Vulnerable to fire: If a wasp is dam-
SV D10 W11 P12 B13 S14 (6), ML 8, AL aged with fire (e.g. burning oil, torches),
Neutral, XP 500, NA 1d4 (1d4), TT D its wings are burned off.
▶ Displacement: Appear 3’ from actual ▶ Nests: Some giant wasps build nests of
location: attackers suffer –2 to hit. wood pulp. These lairs house 2d20 wasps.
▶ Save bonus: +2 to all saves.
▶ Hate blink dogs: Always attack them
and their companions.
123
AFRT24: 59mm wide, 59mm high
Water Termite
Giant (1’–5’ long), wood-eating, aquatic
insects with a sack to take in and jet out
water. Prone to feeding on passing ships.
Only attack creatures if cornered.
▶ Irritant spray: Above water; maxi-
mum once a turn. Can spray one target:
save versus poison or stunned for 1 turn.
▶ Ink cloud: Underwater; maximum
once a turn. When escaping, can emit a
cloud of black ink to confuse attackers.
▶ Eat ships: Cling to bottom of vessel.
Each individual inflicts 1d3 hull damage
then drops off.
▶ Noticing ship damage: 50% chance
Water Fiend per round of spotting leaks.
Evil spirits that inhabit pools. Take a ser- Freshwater Termite
pent-like form and lash out at approach-
ing creatures. AC 6 [13], HD 2+1 (10hp), Att 1 × bite
(1d4) or 1 × spray (stun), THAC0 17
AC 4 [15], HD 3+3* (16hp), Att 1 × strike [+2], MV 120’ (40’), SV D12 W13 P14
(grab), THAC0 16 [+3], MV 120’ (40’), B15 S16 (2), ML 8, AL Neutral, XP 25,
SV D10 W11 P12 B13 S14 (6), ML 9, AL NA 0 (1d3), TT None
Chaotic, XP 75, NA 1d3 (1d3), TT I
▶ Formation: Takes 2 rounds to form. Saltwater Termite
▶ Grab: The victim must save versus AC 5 [14], HD 4 (18hp), Att 1 × bite
paralysis or be dragged underwater. (1d6) or 1 × spray (stun), THAC0 16
▶ Submerged victims: Each round: suf- [+3], MV 180’ (60’), SV D12 W13 P14
fer 1d4 automatic damage and must save B15 S16 (3), ML 11, AL Neutral, XP 75,
versus death or become unconscious. An NA 0 (1d6+1), TT None
unconscious victim dies after 3 rounds. Swamp Termite
▶ Resistance to sharp weapons: Only AC 4 [15], HD 1+1 (5hp), Att 1 × bite
suffer 1 point of damage. (1d3) or 1 × spray (stun), THAC0 18
▶ Return from death: If killed (0hp), [+1], MV 90’ (30’), SV D12 W13 P14 B15
will reform with full hp in 2 rounds. S16 (1), ML 10, AL Neutral, XP 15, NA 0
▶ Energy resistance: Cold attacks par- (1d4), TT None
alyse for 1d3 rounds (no damage). Half
damage from fire attacks.
▶ Killing permanently: Only by magic
(e.g. dispel evil, purify food and water).
▶ Water-bound: Must remain in water.
▶ Command water elemental: 50%
chance of being able to take over com-
mand of a water elemental that is
124 within 30’.
Weasel, Giant Narwhal
15’ long, intelligent, magical whales with
8’ to 9’ long, vicious, predatory mammals grey to white skin and an 8’ long, spiral-
with rich fur of brown, gold, or white. ling horn on their nose. Live independent
Dwell in subterranean tunnels, hunting and secretive lives in arctic waters.
alone or in small groups.
AC 7 [12], HD 12 (54hp), Att 1 × bite
AC 7 [12], HD 4+4 (22hp), Att 1 × bite (1d8), 1 × horn (2d6), THAC0 10 [+9],
(2d4 + blood sucking), THAC0 15 [+4], MV 180’ (60’), SV D6 W7 P8 B8 S10 (12),
MV 150’ (50’), SV D12 W13 P14 B15 S16 ML 8, AL Lawful, XP 1,100, NA 0 (1d4),
(3), ML 8, AL Neutral, XP 125, NA 1d4 TT Horn
(1d6), TT V
▶ Horn: Is worth 1d6 × 1,000gp. Ru-
▶ Infravision: 30’. mours say a narwhal’s horn vibrates when
▶ Blood sucking: Upon a successful at- evil is near.
tack, locks onto the victim and drains its
blood: 2d4 automatic damage per round. Sperm Whale
▶ Detaching: If weasel or victim dies. Gargantuan whales up to 60’ long. Dwell
▶ Tracking: By scent, favouring wound- in open oceans and hunt deep sea mon-
ed prey. sters (e.g. giant squids).
▶ Treasure: Found in lair on bodies of AC 6 [13], HD 36 (162hp), Att 1 × bite
victims. (3d20) or 1 × ram (6d6 hull damage),
THAC0 5 [+14], MV 180’ (60’), SV D4
Whale W5 P6 B5 S8 (15), ML 7, AL Neutral, XP
6,250, NA 0 (1d3), TT V
Killer Whale ▶ Swallow whole: An attack roll of 4 or
25’ long, carnivorous whales. Dwell in more than the target number required
cold waters and hunt sea creatures (in- indicates a human-sized (or smaller)
cluding other whales). victim is swallowed. Inside the whale’s
AC 6 [13], HD 6 (27hp), Att 1 × bite belly: suffer 3d6 damage per round (until
(1d20), THAC0 14 [+5], MV 240’ (80’), the whale dies); may attack with sharp
SV D12 W13 P14 B15 S16 (3), ML 10, AL weapons at –4 to hit; body digested in 6
Neutral, XP 275, NA 0 (1d6), TT V turns after death.
▶ Swallow whole: An attack roll of 20 ▶ Ram ships: 10% likely to attack ves-
indicates a halfling-sized (or smaller) vic- sels.
tim is swallowed. Inside the whale’s belly:
suffer 1d6 damage per round (until the
whale dies); may attack with sharp weap-
ons at –4 to hit; drown after 10 rounds;
body digested in 6 turns after death.

125
Will-o’-the-Wisp
1’ spheres of bobbing, torch-like light
that lure people to their doom in bogs or
traps. Feed on the energy of dying souls.
AC 0 [19], HD 6 (27hp), Att 1 × lightning
(1d10), THAC0 14 [+5], MV 180’ (60’),
SV D10 W11 P12 B13 S14 (6), ML 11, AL
Chaotic, XP 275, NA 1d3 (1d6), TT G
▶ Invisibility: At will. Cannot attack
while invisible.
▶ Mundane damage immunity: Can
only be harmed by magical attacks.
▶ Energy immunity: Unharmed by elec-
trical attacks. Minimum damage from fire.
▶ If reduced to 5 or less hp: Will reveal
Wight location of treasure hoard.
Corpses of humans or demihumans,
possessed by malevolent spirits. Wolf
AC 5 [14], HD 3* (13hp), Att 1 × touch Carnivorous relatives of dogs that hunt
(energy drain), THAC0 17 [+2], MV 90’ in packs.
(30’), SV D12 W13 P14 B15 S16 (3), ML
12, AL Chaotic, XP 50, NA 1d6 (1d8), Dire Wolf
TT B Large, savage, semi-intelligent wolves.
▶ Undead: Make no noise, until they Dwell in caves, mountains, and forests.
attack. Immune to effects that affect AC 6 [13], HD 4+1 (19hp), Att 1 × bite
living creatures (e.g. poison). Immune to (2d4), THAC0 15 [+4], MV 150’ (50’),
mind-affecting or mind-reading spells SV D12 W13 P14 B15 S16 (2), ML 8, AL
(e.g. charm, hold, sleep). Neutral, XP 125, NA 1d4 (2d4), TT None
▶ Mundane weapon immunity: Only ▶ Training: At the referee’s discretion,
harmed by silver weapons or magic. captured cubs may be trained like dogs.
▶ Energy drain: A successfully hit target Dire wolves are ferocious and extremely
permanently loses one experience level difficult to train.
(or Hit Die). This incurs a loss of one Hit ▶ Mounts: Sometimes trained as mounts
Die of hit points, as well as all other ben- by goblins (p61).
efits due to the drained level (e.g. spells,
saving throws, etc.). A character’s XP is
reduced to halfway between the former
and new levels. A person drained of all
levels becomes a wight in 1d4 days, under
the control of the wight that killed them.

126
Normal Wolf Wraith
Dwell primarily in wild lands, but occa-
sionally lair in caves. Incorporeal, undead monsters that
appear as pale, human-like forms of coa-
AC 7 [12], HD 2+2 (11hp), Att 1 × bite lescing mist. Dwell in deserted regions or
(1d6), THAC0 17 [+2], MV 180’ (60’), in the homes of former victims.
SV D12 W13 P14 B15 S16 (1), ML 6 (8 in
larger packs), AL Neutral, XP 25, NA 2d6 AC 3 [16], HD 4** (18hp), Att 1 × touch
(3d6), TT None (1d6 + energy drain), THAC0 16 [+3],
MV 120’ (40’) / 240’ (80’) flying, SV D10
▶ Training: At the referee’s discretion, W11 P12 B13 S14 (4), ML 12, AL Chaot-
captured cubs may be trained like dogs. ic, XP 175, NA 1d4 (1d6), TT E
Wolves are difficult to train.
▶ Undead: Make no noise, until they
▶ Strength in numbers: Packs of 4 or
attack. Immune to effects that affect
more wolves have morale 8. If the pack
living creatures (e.g. poison). Immune to
is reduced to less than 50% of its original
mind-affecting or mind-reading spells
size, this morale bonus is lost.
(e.g. charm, hold, sleep).
▶ Mundane weapon immunity: Only
harmed by silver weapons or magic.
▶ Damage reduction: Half damage from
silver weapons.
▶ Energy drain: A successfully hit target
permanently loses one experience level
(or Hit Die). This incurs a loss of one Hit
Die of hit points, as well as all other ben-
efits due to the drained level (e.g. spells,
saving throws, etc.). A character’s XP
is reduced to the lowest amount for the
new level. A person drained of all levels
Winter Wolf becomes a wraith in one day, under the
control of the wraith that killed them.
Large (8’ long), intelligent wolves of an evil
disposition. Scintillating, silvery-white fur
and pale blue eyes. Dwell in cold climates.
Wyvern
AC 5 [14], HD 6* (27hp), Att 1 × bite Winged, two-legged, dragon-like
(2d4) or 1 × frost breath (6d4), THAC0 monsters with a long tail tipped with a
14 [+5], MV 180’ (60’), SV D10 W11 P12 venomous stinger. Dwell in any terrain,
B13 S14 (6), ML 9, AL Chaotic, XP 500, but favour cliffs and forests.
NA 0 (2d4), TT I + pelt AC 3 [16], HD 7* (31hp), Att 1 × bite
▶ Frost breath: All within 10’ of mouth (2d8), 1 × sting (1d6 + poison), THAC0
suffer damage (save vs breath for half). 13 [+6], MV 90’ (30’) / 240’ (80’) flying,
SV D10 W11 P12 B13 S14 (4), ML 9, AL
▶ Breath frequency: Every 10 rounds.
Chaotic, XP 850, NA 1d2 (1d6), TT E
▶ Cold immunity: Unharmed by cold-
▶ Poison: Causes death (save vs poison).
based attacks.
▶ Vulnerable to fire: Suffer an extra
point of damage per die of fire damage.
▶ Pelt: Worth up to 5,000gp intact.
127
Xorn Yellow Mould
5’ tall, radially symmetric monsters with Deadly fungus that covers walls, ceilings,
powerful jaws atop their body and a and other surfaces.
clawed arm, a stumpy leg, and an eye on AC No hit roll required, HD 2* (9hp), Att
each of their 3 sides. Eat rare minerals. 1 × spores (1d6 + choking), THAC0 18
Natives of the plane of elemental earth [+1], MV 0, SV D12 W13 P14 B15 S16
who venture to the material plane on (2), ML 12, AL Neutral, XP 25, NA 1d8
occasion in search of food. (1d4), TT None
AC –2 [21], HD 7 (31hp), Att 1 × bite ▶ Area: Each 10 square feet (e.g. 2’ ×
(6d4), 3 × claw (1d3), THAC0 13 [+6], 5’) covered in yellow mould is treated as
MV 90’ (30’), SV D8 W9 P10 B10 S12 (7), one “individual”. (A 10’ × 10’ area would
ML 8, AL Neutral, XP 450, NA 1d4 (0), consist of 10 individual moulds.)
TT J, L × 5 ▶ Immunity: Unharmed by all attacks
▶ Surprise: On a 1–5, due to blending in but fire (a burning torch does 1d4 dam-
with stone. age).
▶ Move through stone: Can meld into ▶ Spore cloud: 50% chance of attacking
stone and earth, moving at full speed. if touched (or damaged): releases a cloud
▶ Smell metals: Up to 20’ away. of spores affecting all within a 10’ cube
▶ Demand metals: Will leave characters area.
alone if fed on precious metals. Other- ▶ Choking: Save versus death or die
wise, 90% likely to attack. within 6 rounds.
▶ Energy immunity: Unharmed by fire ▶ Erosion: Wood or leather in contact
or cold-based attacks. Half damage from with the mould will be eaten away.
electrical attacks.
▶ Earth spells: Move earth pushes 30’
and stuns for 1 round, stone to flesh or
transmute rock to mud reduces AC to 9
[10] for 1 round, pass-wall inflicts
128 1d10+10 damage.
Yeti Zombie
Large (8’ tall), shaggy ape-like monsters Listless, humanoid corpses, reanimat-
with vicious claws and a taste for human ed as guardians by powerful clerics or
flesh. Dwell in isolated, icy regions. wizards.
AC 5 [14], HD 4+4** (22hp), Att 2 × claw AC 8 [11], HD 2 (9hp), Att 1 × weapon
(1d6 + icy squeeze), THAC0 15 [+4], MV (1d8 or by weapon), THAC0 18 [+1],
150’ (50’), SV D10 W11 P12 B13 S14 (4), MV 60’ (20’), SV D12 W13 P14 B15 S16
ML 8, AL Neutral, XP 275, NA 1d6 (1d6), (1), ML 12, AL Chaotic, XP 20, NA 2d4
TT D (4d6), TT None
▶ Surprise: On a 1–4, due to camouflage ▶ Guardians: Always attack on sight.
in snow and ice. ▶ Initiative: Always lose (no roll).
▶ Icy squeeze: On an attack roll of 20, ▶ Undead: Make no noise, until they
victim is squeezed for 2d8 extra damage. attack. Immune to effects that affect
▶ Paralysing gaze: Any who are sur- living creatures (e.g. poison). Immune to
prised must save versus paralysis or be mind-affecting or mind-reading spells
frozen still for 3 rounds. (e.g. charm, hold, sleep).
▶ Paralysed victims: Can be struck au-
tomatically with both claws and squeezed
for an additional 2d8 damage.
▶ Vulnerable to fire: 50% extra damage.

129
Encounter Tables
This section provides encounter tables
by dungeon level and wilderness terrain
type, using the monsters found in this
book.
Special tables may also be created to
reflect the different balance of monsters
inhabiting a specific dungeon or wilder-
ness region.

Rolling a Dungeon Encounter


Roll 1d4 and 1d10 and look up the results
on the column in the table overleaf that
corresponds to the dungeon level being
explored. The result indicates the monster
encountered, with the number appearing
in parentheses.
Number Appearing
The values listed in the tables for some
monsters do not match the values listed
in the monster description. If desired, the
referee may use the number appearing
value listed in the monster description,
for consistency. NPC Adventurers
Encounters with NPC adventuring
Rolling a Wilderness Encounter parties are listed in the tables as “Basic
1. Roll 1d8: Look up the result on the Adventurers”, “Expert Adventurers”,
column in the table on p134 that cor- “High-Level Cleric”, “High-Level Fighter”,
responds to the terrain being explored. or “High-Level Magic-User”. Guidelines
The result indicates which sub-table to for generating NPC adventurers can be
consult. found under Adventuring Parties, p148.
2. Roll 1d20: Look up the result in the
sub-table indicated.
Aerial Encounters
Always use the Flyer table, in sub-table 1
(see p134).

130
131
Dungeons
Dungeon Encounter By Level: 1–3
d4/d10 Level 1 Level 2 Level 3
1/0 Acolyte (1d8) Ankheg 3 HD (1d2) Ankheg 3 HD (1d6)
1/1 Bandit (1d8) Beetle, Oil (1d8) Ape, White (1d6)
1/2 Beetle, Fire (1d8) Berserker (1d6) Basic Adv. (1d4+4)
1/3 Brown Mould (1d3) Brown Mould (1d8) Beetle, Tiger (1d6)
1/4 Brownie (3d6) Cat, Mntn. Lion (1d4) Brown Mould (1d10)
1/5 Coffer Corpse (1) Coffer Corpse (1) Bugbear (2d4)
1/6 Dark Creeper (1) Dark Creeper (1) Carcass Crawler (1d3)
1/7 Dog, Wild (2d6) Dog, Wild (2d6) Coffer Corpse (1d3)
1/8 Drow (1d2) Duergar (1d6) Dark Creeper (1d4)
1/9 Duergar (1d2) Elf (1d4) Deep One (2d12)
2/0 Dwarf (1d6) Frog, Poisonous (1d6) Doppelgänger (1d6)
2/1 Frog, Mutant (3d6) Gas Spore (1d3) Driver Ant (2d4)
2/2 Gas Spore (1d3) Ghoul (1d6) Drow (2d4)
2/3 Gnome (1d6) Gnoll (1d6) Duergar (2d6)
2/4 Goblin (2d4) Grey Ooze (1) Flail Snail (1)
2/5 Green Slime (1d4) Gullygug (2d6) Gargoyle (1d6)
2/6 Gullygug (2d6) Hobgoblin (1d6) Gas Spore (1d3)
2/7 Halfling (3d6) Homunculus (1) Gelatinous Cube (1)
2/8 Homunculus (1) Lizard Man (2d4) Ghast (1)
2/9 Killer Bee (1d10) Lizard, Draco (1d4) Harpy (1d6)
3/0 Kobold (4d4) Mutoid (2d6) Lvng. Stat., Crystal (1d6)
3/1 Leprechaun (1) Mycelian (1d12) Lycan., Wererat (1d8)
3/2 Lizard, Gecko (1d3) Neanderthal (1d10) Medium (1d4)
3/3 Mutoid (1d8) Necrophidius (1) Medusa (1d3)
3/4 Mycelian (1d6) Noble (2d6) Mutoid (2d8)
3/5 Necrophidius (1) Piercer (3d8) Mycelian (2d8)
3/6 Orc (2d4) Pixie (2d4) Necrophidius (1d3)
3/7 Piercer (3d6) Poltergeist (1d8) Ochre Jelly (1)
3/8 Poltergeist (1d3) Pseudo-Dragon (1) Ogre (1d6)
3/9 Rot Grub (5d4) Robber Fly (1d6) Piercer (4d6)
4/0 Shrew, Giant (1d10) Rock Baboon (2d6) Poltergeist (2d6)
4/1 Skeleton (3d4) Rot Grub (5d6) Rot Grub (5d6)
4/2 Snake, Cobra (1d6) Snake, Pit Viper (1d8) Shadow (1d8)
4/3 Spider, Crab (1d4) Spider, Bl. Widow (1d3) Spider, Tarantella (1d3)
4/4 Sprite (3d6) Toad, Poisonous (1d8) Svirfneblin (2d8)
4/5 Stirge (1d10) Troglodyte (1d8) Thoul (1d6)
4/6 Svirfneblin (1d4) Veteran (2d4) Toad, Poisonous (2d6)
4/7 Toad, Poisonous (1d4) Violet Fungus (1d2) Violet Fungus (1d4)
4/8 Trader (1d8) Water Fiend (1) Water Fiend (1d3)
4/9 Wolf (2d6) Zombie (2d4) Wight (1d6)

132
Dungeon Encounter By Level: 4+
d4/d10 Level 4–5 Level 6–7 Level 8+
1/0 Ankheg 5 HD (1d6) Amphisbaena (1d3) Black Pudding (1)
1/1 Bear, Cave (1d2) Banshee (1) Chimera (1d2)
1/2 Blink Dog (1d6) Basilisk (1d6) Dragon, Black (1d4)
1/3 Caecilia (1d3) Bear, Cave (1d2) Dragon, Blue (1d4)
1/4 Caryatid Column (1d12) Black Pudding (1) Dragon, Brass (1d4)
1/5 Cockatrice (1d4) Caecilia (1d3) Dragon, Bronze (1d4)
1/6 Deep One (3d12) Caryatid Column (3d6) Dragon, Copper (1d4)
1/7 Disenchanter (1d2) Dragon, White (1d4) Dragon, Gold (1d4)
1/8 Doppelgänger (1d6) Drider (1d4) Dragon, Green (1d4)
1/9 Drow (3d6) Expert Adv. (1d6+3) Dragon, Red (1d4)
2/0 Duergar (3d6) Flail Snail (1d4) Dragon, Silver (1d4)
2/1 Expert Adv. (1d6+3) Ghast (2d4) Dragonne (1)
2/2 Flail Snail (1) Gibbering Mouther (1d3) Expert Adv. (1d6+3)
2/3 Ghast (1d3) Gorgon (1d2) Eye of Terror (1)
2/4 Gibbering Mouther (1) Hellhound (2d4) Ghost (1)
2/5 Grey Ooze (1) Hook Beast (3d6) Giant, Hill (1d4)
2/6 Hellhound (2d4) Hydra, 1d4+4HD (1) Giant, Stone (1d2)
2/7 Hook Beast (2d6) Krell (1d3) Golem, Amber (1)
2/8 Krell (1) Lizard, Flame (1d4) Golem, Bone (1)
2/9 Lizard, Tuatara (1d2) Lizard, Subterr. (1d6) Golem, Iron (1)
3/0 Lycan., Wereboar (1d4) Lycan., Weretiger (1d4) Golem, Stone (1)
3/1 Lycan., Werewolf (1d6) Mind Lasher (1d4) Hag, Black (1)
3/2 Minotaur (1d6) Minotaur (1d6) Hulker (1d4)
3/3 Ochre Jelly (1) Mummy (1d4) Hydra, 1d4+8HD (1)
3/4 Otyugh 6 HD (1) Ochre Jelly (1) Lamia (1)
3/5 Owl Bear (1d4) Otyugh 6 HD (1d3) Lurker Above (1)
3/6 Rhagodessa (1d4) Owl Bear (1d4) Lycan., Devil Swine (1d3)
3/7 Rust Monster (1d4) Rakshasa (1d4) Lycan., Werebear (1d4)
3/8 Slithering Tracker (1) Remorhaz 7 HD (1) Manticore (1d2)
3/9 Snake Person (1d3) Revenant (1) Mimic (1)
4/0 Sp. of the Worm (1d3) Rust Monster (1d4) Mind Lasher (1d8)
4/1 Spectre (1d4) Salam., Flame (1d4+1) Purple Worm (1d2)
4/2 Spider, Phase (1d4) Scorpion, Giant (1d6) Revenant (1)
4/3 Toad, Frost (1d4) Slithering Tracker (1) Roper (1d2)
4/4 Troll (1d8) Snake Person (1d6) Salam., Flame (1d4+1)
4/5 Violet Fungus (2d4) Spectre (1d4) Salamander, Frost (1d3)
4/6 Water Fiend (1d4) Troll (1d8) Shambling Mound (1d3)
4/7 Weasel, Giant (1d4) Warp Beast (1d4) Slug, Giant (1)
4/8 Will-o’-the-Wisp (1) Will-o’-the-Wisp (1d3) Trapper (1)
4/9 Wraith (1d4) Xorn (1d4) Vampire (1d4)

133
Wilderness
Wilderness Encounter By Terrain
Barren, Hills, Clear,
d8 Mountains City Grasslands Desert Forest
1 B—Animal C—Human G—Animal D—Animal F—Animal
2 1—Dragon C—Human 1—Dragon D—Animal 1—Dragon
3 1—Dragon C—Human 1—Flyer 1—Dragon 1—Flyer
4 B—Human C—Human G—Human D—Human F—Human
5 B—Humanoid C—Human G—Humanoid D—Human F—Humanoid
6 B—Humanoid C—Human 1—Insect D—Humanoid 1—Insect
7 B—Monster C—Humanoid G—Monster D—Monster F—Monster
8 2—Unusual 2—Undead 2—Unusual 2—Undead 2—Unusual

d8 Jungle Lake, River Ocean, Sea Settled Swamp


1 J—Animal L—Animal 1—Dragon* C—Animal 1—Dragon
2 1—Dragon 1—Dragon 1—Flyer 1—Dragon 1—Flyer
3 1—Flyer 1—Flyer O—Human 1—Flyer S—Human
4 J—Human L—Human O—Swimmer C—Human S—Humanoid
5 J—Humanoid L—Humanoid O—Swimmer C—Human 1—Insect
6 1—Insect 1—Insect O—Swimmer C—Human S—Swimmer
7 1—Insect L—Swimmer O—Swimmer C—Humanoid S—Monster
8 J—Monster L—Swimmer O—Swimmer 1—Insect 2—Undead

Wilderness Encounter Sub-Table 1


d20 Dragon Flyer Insect
1 Chimera Cockatrice Ankheg
2 Dragon, Black Couatl Beetle, Fire
3 Dragon, Blue Gargoyle Beetle, Oil
4 Dragon, Brass Griffon Beetle, Tiger
5 Dragon, Bronze Hawk, Giant Centipede, Giant
6 Dragon, Copper Hippogriff Driver Ant
7 Dragon, Gold Killer Bee Driver Ant
8 Dragon, Green Mantis, Giant Flail Snail
9 Dragon, Red Nightmare Killer Bee
10 Dragon, Silver Pegasus Mantis, Giant
11 Dragon, White Peryton Rhagodessa
12 Hydra (or Sea Hydra) Phoenix Robber Fly
13 Hydra (or Sea Hydra) Pixie Rot Grub
14 Pseudo-Dragon Pseudo-Dragon Scorpion, Giant
15 Wyvern Robber Fly Slug, Giant
16 Amphisbaena* Roc, Small Spider, Black Widow
17 Basilisk* Sphinx Spider, Crab
18 Dragonne* Sprite Spider, Phase
19 Lizard, Flame* Stirge Spider, Tarantella
20 Salamander* Wasp, Giant Wasp, Giant

134 * Re-roll at sea.


Wilderness Encounter Sub-Table 2
d20 Prehistoric Animal Undead Unusual
1 Bear, Cave Banshee Basilisk
2 Bear, Cave Coffer Corpse Blink Dog
3 Cat, Sabre-Toothed Coffer Corpse Bulette
4 Cat, Sabre-Toothed Ghast Catoblepas
5 Crocodile, Giant Ghost Centaur
6 Crocodile, Giant Ghost Gorgon
7 Gorilla Ghoul Jackalwere
8 Hippo, Behemoth Ghoul Lamia
9 Mastodon Mummy Leucrocotta
10 Pterosaur, Pteranodon Necrophidius Lycanthrope, Werebear
11 Pterosaur, Pterodactyl Poltergeist Lycanthrope, Wereboar
12 Rhino, Woolly Revenant Lycanthrope, Wererat
13 Rhino, Woolly Skeleton Lycanthrope, Weretiger
14 Snake, Pit Viper Skeleton Lycanthrope, Werewolf
15 Stegosaurus Spectre Medusa
16 Titanothere Vampire Otyugh
17 Triceratops Wight Roper
18 Tyrannosaurus Rex Wraith Shambling Mound
19 Wolf, Dire Zombie Treant
20 Yeti Zombie Warp Beast

Wilderness Encounter Sub-Table B: Barren, Hills, Mountains


d20 Animal Human Humanoid Monster
1 Ape, White Bandit Dwarf Gargoyle
2 Ape, White Bandit Ettin Griffon
3 Bear, Cave Berserker Giant, Cloud Harpy
4 Cat, Mntn. Lion Berserker Giant, Frost Hawk
5 Dog, Wild Berserker Giant, Hill Hawk, Giant
6 Dragonne Brigand Giant, Stone Hippogriff
7 Gorilla Brigand Giant, Storm Lamia
8 Hawk Brigand Gnome Leucrocotta
9 Herd Animal Exp. Adventurers Goblin Manticore
10 Lizard, Flame Exp. Adventurers Hag, Black Manticore
11 Lizard, Subterr. High-Level Cleric Jackalwere Nightmare
12 Mule High-Level Fighter Kobold Pegasus
13 Rock Baboon High-Level Fighter Mutoid Peryton
14 Snake, Pit Viper High-Level MU Orc Peryton
15 Snake, Rattler High-Level MU Scorpionoid Roc, Giant
16 Spider, Phase Merchant Svirfneblin Roc, Large
17 Wasp, Giant Merchant Titan Roc, Small
18 Wolf Neanderthal Troglodyte Sphinx
19 Wolf, Dire Neanderthal Troll Will-o’-the-Wisp
20 Wolf, Winter Neanderthal Yeti Xorn

135
Wilderness Encounter Sub-Table C: City, Settled
d20 Animal Human, City Human, Settled Humanoid
1 Boar Acolyte Acolyte Brownie
2 Boar Acolyte Acolyte Dwarf
3 Cat, Tiger Bandit Bandit Dwarf
4 Dog, Hunting Bandit Bandit Elf
5 Dog, Hunting Bandit Bandit Elf
6 Dog, War Basic Adventurers Basic Adventurers Giant, Hill
7 Ferret, Giant Basic Adventurers Basic Adventurers Gnoll
8 Hawk Exp. Adventurers Exp. Adventurers Gnome
9 Hawk High-Level Fighter High-Level Cleric Gnome
10 Herd Animal High-Level Fighter High-Level Cleric Goblin
11 Herd Animal Medium High-Level Fighter Gullygug
12 Herd Animal Merchant High-Level MU Halfling
13 Rat, Giant Merchant Medium Halfling
14 Rat, Giant Noble Merchant Hobgoblin
15 Shrew, Giant Noble Merchant Leprechaun
16 Snake, Pit Viper Trader Noble Mutoid
17 Spider, Tarantella Trader Noble Ogre
18 Weasel, Giant Trader Trader Orc
19 Wolf Trader Trader Pixie
20 Wolf Veteran Veteran Sprite

Wilderness Encounter Sub-Table D: Desert


d20 Animal Human Humanoid Monster
1 Camel Dervish Giant, Fire Amphisbaena
2 Camel Dervish Goblin Bulette
3 Camel Dervish Goblin Dragonne
4 Cat, Lion Exp. Adventurers Hobgoblin Gargoyle
5 Cat, Lion Exp. Adventurers Hobgoblin Gargoyle
6 Cat, Lion High-Level Cleric Jackalwere Griffon
7 Dog, Wild Dog High-Level Cleric Mantid Hawk
8 Hawk High-Level Fighter Mutoid Hawk, Giant
9 Herd Animal High-Level Fighter Mutoid Hawk, Giant
10 Herd Animal High-Level MU Ogre Lamia
11 Herd Animal Merchant Ogre Leucrocotta
12 Lizard, Gecko Merchant Ogre Manticore
13 Lizard, Monitor Noble Orc Manticore
14 Lizard, Tuatara Noble Orc Manticore
15 Mantis, Giant Nomad Pixie Roc, Giant
16 Snake, Pit Viper Nomad Rakshasa Roc, Large
17 Snake, Rattler Nomad Scorpionoid Roc, Small
18 Snake, Rattler Nomad Snake Person Sphinx
19 Spider, Tarantella Nomad Sprite Sphinx
20 Spider, Tarantella Nomad Thoul Wasp, Giant

136
Wilderness Encounter Sub-Table F: Forest
d20 Animal Human Humanoid Monster
1 Bear, Grizzly Bandit Brownie Catoblepas
2 Boar Bandit Bugbear Centaur
3 Cat, Panther Bandit Cyclops Cockatrice
4 Cat, Tiger Basic Adventurers Dryad Gas Spore
5 Dog, Wild Dog Basic Adventurers Elf Ghost
6 Frog, Mutant Berserker Ettin Gibbering Mouther
7 Frog, Poisonous Berserker Giant, Hill Manticore
8 Hawk Brigand Gnoll Otyugh
9 Herd Animal Brigand Goblin Owl Bear
10 Lizard, Gecko Brigand Gullygug Peryton
11 Lizard, Tuatara Brigand Hag, Black Poltergeist
12 Snake, Pit Viper Expert Adventurers Hobgoblin Pseudo-Dragon
13 Spider, Crab Expert Adventurers Leprechaun Roper
14 Spider, Crab High-Level Cleric Mutoid Shambling Mound
15 Spider, Phase High-Level Fighter Ogre Slithering Tracker
16 Toad, Poisonous High-Level MU Ogre Spider, Aranea
17 Unicorn Merchant Orc Treant
18 Wolf Merchant Satyr Violet Fungus
19 Wolf Trader Thoul Will-o’-the-Wisp
20 Wolf, Dire Trader Troll Wyvern

Wilderness Encounter Sub-Table G: Clear, Grasslands


d20 Animal Human Humanoid Monster
1 Ankheg Bandit Brownie Amphisbaena
2 Boar Bandit Bugbear Amphisbaena
3 Cat, Lion Bandit Elf Blink Dog
4 Dog, Wild Berserker Giant, Hill Blink Dog
5 Elephant Berserker Gnoll Bulette
6 Ferret, Giant Brigand Goblin Bulette
7 Hawk, Giant Brigand Halfling Dragonne
8 Herd Animal Expert Adventurers Hobgoblin Dragonne
9 Herd Animal Expert Adventurers Jackalwere Gorgon
10 Hippo, Normal High-Level Cleric Leprechaun Griffon
11 Horse, Wild High-Level Fighter Mantid Griffon
12 Lizard, Flame High-Level MU Mutoid Harpy
13 Mantis, Giant Merchant Ogre Hippogriff
14 Mule Merchant Orc Leucrocotta
15 Rock Baboon Merchant Pixie Manticore
16 Snake, Pit Viper Noble Rakshasa Minotaur
17 Snake, Rattler Noble Snake Person Nightmare
18 Spider, Phase Nomad Thoul Pegasus
19 Wasp, Giant Nomad Titan Warp Beast
20 Weasel, Giant Trader Troll Wyvern

137
Wilderness Encounter Sub-Table J: Jungle
d20 Animal Human Humanoid Monster
1 Boar Bandit Bugbear Amphisbaena
2 Cat, Panther Bandit Cyclops Basilisk
3 Elephant Berserker Elf Caecilia
4 Frog, Poisonous Berserker Ettin Couatl
5 Gorilla Brigand Giant, Fire Couatl
6 Herd Animal Brigand Giant, Hill Flail Snail
7 Hippo, Behemoth Brigand Gnoll Ghost
8 Hippo, Normal Brigand Goblin Gibbering Mouther
9 Lizard, Draco Expert Adventurers Gullygug Leech, Giant
10 Lizard, Gecko Expert Adventurers Gullygug Nightmare
11 Lizard, Monitor Expert Adventurers Hag, Black Otyugh
12 Lzd., H. Chameleon High-Level Cleric Lizard Man Otyugh
13 Rat, Giant High-Level Fighter Mantid Pseudo-Dragon
14 Shrew, Giant High-Level Fighter Mutoid Roper
15 Slug, Giant High-Level MU Ogre Roper
16 Snake, Pit Viper High-Level MU Orc Sphinx
17 Snake, Rock Python Merchant Rakshasa Spider, Phase
18 Snake, Sp. Cobra Neanderthal Snake Person Violet Fungus
19 Spider, Crab Neanderthal Troglodyte Violet Fungus
20 Toad, Poisonous Trader Troll Warp Beast

Wilderness Encounter Sub-Table L: Lake, River


d20 Animal Human Humanoid Swimmer
1 Boar Bandit Brownie Crab, Giant
2 Cat, Panther Bandit Brownie Crocodile
3 Cat, Tiger Basic Adventurers Bugbear Crocodile, Large
4 Crab, Giant Basic Adventurers Elf Fish, Catfish
5 Crocodile Brigand Gnoll Fish, Electric Eel
6 Crocodile Buccaneer Gullygug Fish, Electric Eel
7 Crocodile, Large Buccaneer Gullygug Fish, Pike
8 Fish, Piranha Buccaneer Hobgoblin Fish, Pike
9 Frog, Mutant Buccaneer Leprechaun Fish, Piranha
10 Herd Animal Exp. Adventurers Lizard Man Fish, Sturgeon
11 Herd Animal Exp. Adventurers Lizard Man Frog, Mutant
12 Hippo, Behemoth High-Level Cleric Merrow Frog, Mutant
13 Hippo, Normal High-Level Cleric Merrow Gullygug
14 Lamprey, Giant High-Level Fighter Mutoid Hippo, Normal
15 Leech, Giant High-Level Fighter Nixie Leech, Giant
16 Leech, Giant High-Level MU Ogre Lizard Man
17 Rat, Giant Merchant Orc Nixie
18 Shrew, Giant Merchant Sprite Spider, Aquatic
19 Toad, Giant Merchant Thoul Termite, Water
20 Toad, Giant Trader Troll Turtle, Snapping

138
Wilderness Sub-Table O: Ocean, Sea
d20 Human Swimmer
1 Buccaneer Dragon Turtle
2 Buccaneer Fish, Swordfish
3 Buccaneer Hag, Sea
4 Buccaneer Hippocampus
5 Ex. Adventurers Hydra, Sea
6 Ex. Adventurers Jellyfish, Giant
7 Merchant Locathah
8 Merchant Merman
9 Merchant Merrow
10 Merchant Octopus, Giant
11 Merchant Sahuagin
12 Merchant Sea Dragon
13 Merchant Sea Serpent
14 Pirate Shark
15 Pirate Snake, Sea
16 Pirate Squid, Giant
17 Pirate Termite, Water
18 Pirate Triton
19 Pirate Turtle, Sea
20 Pirate Whale

Wilderness Encounter Sub-Table S: Swamp


d20 Human Humanoid Monster Swimmer
1 Bandit Ettin Banshee Crab, Giant
2 Bandit Gnoll Carcass Crawler Crocodile
3 Bandit Goblin Catoblepas Crocodile, Giant
4 Basic Adventurers Gullygug Frog, Mutant Crocodile, Large
5 Berserker Gullygug Frog, Poisonous Fish, Catfish
6 Berserker Gullygug Ghost Fish, Electric Eel
7 Brigand Hag, Black Ghoul Fish, Pike
8 Brigand Hobgoblin Hydra Gullygug
9 Expert Adventurers Lizard Man Leucrocotta Gullygug
10 Expert Adventurers Lizard Man Merrow Insect Swarm
11 Expert Adventurers Lizard Man Merrow Insect Swarm
12 High-Level Cleric Merrow Otyugh Lamprey, Giant
13 High-Level Cleric Mutoid Rot Grub Lamprey, Giant
14 High-Level Fighter Nixie Shambling Mound Leech, Giant
15 High-Level Fighter Ogre Spawn of the Worm Leech, Giant
16 High-Level MU Orc Toad, Poisonous Lizard Man
17 High-Level MU Snake Person Water Fiend Lizard Man
18 Merchant Troglodyte Will-o'-the-Wisp Spider, Aquatic
19 Trader Troll Will-o'-the-Wisp Termite, Water
20 Trader Troll Wraith Turtle, Snapping

139
NPC Encounters
Adventuring NPC Adventurer Class and Level
Level

Parties d20 Class


1
2
Acrobat
Assassin
Basic
1d3
1d3
Expert
1d6+4
1d6+4
This procedure generates parties of NPC
adventurers. As the procedure is fairly 3 Barbarian 1d3 1d6+3
involved, referees may wish to pre-gener- 4 Bard 1d3 1d6+3
ate some NPC parties for use in random 5 Cleric 1d3 1d6+3
encounters. 6 Druid 1d3 1d6+3
7 Dwarf * 1d3 1d6+6
General Details 8 Elf * 1d3 1d6+2
The following general details apply to all 9 Fighter 1d3 1d6+3
types of NPC party described: 10 Fighter 1d3 1d6+5
▶ Spells: If spell casters are present, 11 Gnome * 1d3 1d6+2
choose or roll their memorized spells. 12 Half-Elf 1d3 1d6+2
▶ Equipment: Normal adventuring gear. 13 Halfling 1d3 1d6+2
▶ Treasure: Treasure types U+V, shared 14 Half-Orc 1d3 1d6+4
among the group. 15 Illusionist 1d3 1d6+3
▶ Marching order: Decided by referee. 16 Knight 1d3 1d6+3
If the classes presented in the Advanced 17 Magic-User 1d3 1d6+3
Fantasy: Player’s Tome are not in use, the 18 Paladin 1d3 1d6+3
referee should replace the listed classes by 19 Ranger 1d3 1d6+3
equivalents in use in the campaign.
20 Thief 1d3 1d6+4
* In campaigns where Underworld races
are common, a duergar, drow, or svirf-
neblin may be encountered in place of a
dwarf, elf, or gnome.

NPC Adventurer Alignment


d6 Alignment
1–2 Lawful
3–4 Neutral
5–6 Chaotic

140
Basic Adventurers High-Level Fighter
▶ Composition: 1d4+4 characters of A high-level fighter and a group of retain-
random class and level (see opposite). ers, often on their way to or from war.
▶ Alignment: Either roll the alignment (Mounts and magic items as per Expert
of each NPC or roll once for the party. Adventurers.)
▶ Composition: Leader (fighter of level
Expert Adventurers 1d4+6), 2d4 retainers (level 1d4+2, any
▶ Composition: 1d6+3 characters of class).
random class and level (see opposite). ▶ Alignment: Roll for the whole party.
▶ Alignment: Either roll the alignment Alternatives
of each NPC or roll once for the party. The party may alternatively be led by a
▶ Mounts: 75% chance of being mount- high-level barbarian, knight, paladin, or
ed, in the wilderness. ranger.
▶ Magic items: Per individual: there is a
chance of the NPC having a magic item High-Level Magic-User
from each suitable magic item sub-table A high-level magic-user, accompanied
(see Magic Items, p148). The chance by their apprentices and a group of hired
per sub-table is 5% per level of the NPC. guards, often on a quest for arcane lore.
Rolled items that cannot be used by the (Mounts and magic items as per Expert
NPC should be ignored (no re-roll). Adventurers.)
High-Level Cleric ▶ Composition: Leader (magic-user
of level 1d4+6), 1d4 apprentices (mag-
A high-level cleric and party. (Mounts ic-users of level 1d3), 1d4 mercenaries
and magic items as per Expert Adventur- (fighters of level 1d4+1).
ers.)
▶ Alignment: Roll the leader’s align-
▶ Composition: Leader (cleric of level ment. The apprentices have the same
1d6+6), 1d4 clerics (level 1d4+1), 1d3 alignment as the leader, but the merce-
fighters (level 1d6). naries may be of different alignment.
▶ Alignment: Roll for the whole party.
Alternatives
Alternatives The party may alternatively be led by a
The party may alternatively be led by a high-level illusionist with appren-
high-level bard, druid, or paladin. tices of the same class. 141
Strongholds Garrison
Patrols such as those described are only a
When PCs wander into the vicinity of small part of the ruler’s garrison. Further
the wilderness stronghold of a high-level forces may include magical monsters or
NPC, a warm reception is not always humans mounted on flying creatures.
guaranteed. These guidelines may be used
if the referee does not have specific notes Reaction to Travellers
on a stronghold’s ruler and guard patrols. The reaction of the ruler to travellers in
their domain depends on the class of the
Ruler ruler and can be determined by rolling
The referee should decide what class of 1d6 and consulting this table:
NPC claims ownership of the stronghold
and the surrounding lands: Ruler Reaction By Class
▶ Arcane spell caster: Of level 1d4+10. d6 Arcane Divine Martial
(e.g. illusionist, magic-user.) 1 Chase Chase Chase
▶ Divine spell caster: Of level 1d8+6. 2 Ignore Chase Chase
(e.g. cleric, paladin.) 3 Ignore Ignore Chase
▶ Martial character: Of level 1d6+8. 4 Ignore Ignore Ignore
(e.g. fighter, knight.) 5 Ignore Invite Ignore
Demihuman Rulers 6 Invite Invite Invite
Demihuman strongholds are unusual Chase: The patrol is instructed to chase
cases, and should be detailed in advance intruders out of the domain. Alternative-
by the referee. Typically, they will attempt ly, they may demand a toll from travellers
to avoid all contact with travellers. passing through. The exact price de-
manded depends on the ruler’s character,
Patrols the apparent wealth of the PCs, etc. If the
Strangers in the lands around a strong- PCs refuse to pay the toll, the patrol may
hold will typically be spotted by merce- attack them, drive them away, or attempt
nary groups hired to patrol the lands. The to take them prisoner.
type of troops depends on the ruler’s class: Ignore: The patrol leaves the PCs to go
▶ Arcane spell caster: 2d6 heavy foot- about their business.
men. Equipped with chainmail + shield Invite: The patrol brings a message from
(AC 4 [15]) and swords. Morale 8. the domain’s ruler, inviting the PCs to
▶ Divine spell caster: 2d6 medium stay in the stronghold. The ruler’s exact
horsemen. Equipped with chainmail (AC motive for doing so will depend on their
5 [14]) and lances. Morale 9. personality—it is not necessarily benign.
▶ Martial character: 2d6 heavy horse-
men. Equipped with plate mail (AC 3
[16]), lances, and swords. Morale 9.

142
143
Treasures
Placing Treasure
There are two methods of deciding what
treasure is in the possession of monsters:
rolling randomly and referee choice.

Rolling Randomly
Monster listings note which treasure type
is present in the creature’s lair and which
it may carry on its person. Each treasure
Referee Choice
type (see overleaf) lists one or more types The referee may wish to choose treasures
of coins or items that may be found in the appropriate to the monsters and the PC
hoard. For each item in the list: party. As treasure is the main source
1. If a percentage value is given, first roll of XP (see Awarding XP, p16), the
d100 to see whether this item is pres- referee should carefully consider treasure
ent in the hoard. placement. The following procedure is
2. If a range of values is given (e.g. 1d6 × recommended:
1,000cp, 6d6 gems), roll the specified 1. Consider the size of the adventuring
dice to determine the quantity of this party, the levels of the characters, and
item that is present in the hoard. the XP they need to go up in level.
3. For gems, jewellery, and magic items, 2. Decide how many experience points
the procedures for determining the the treasure hoard should provide if
value and properties of the items in the party successfully acquires it.
the hoard are found in later sections. 3. Place treasures whose total value
Manual Adjustments matches the determined XP total.
If the value of the randomly generated Balance of Reward Versus Danger
treasure is significantly above or below When using this approach, the referee
the average value of the treasure type, the should ensure that the treasure is guarded
referee may adjust the results manually. by sufficiently powerful monsters. Adven-
turers should have to earn this reward!

144
Items of Value
▶ Artwork: Paintings, statuary.
▶ Books: Rare tomes or scrolls.
▶ Foodstuffs: Spices, valuable wines.
▶ Furnishings: Rugs, tapestries.
Common Treasures ▶ Utensils: Silver cutlery, unusual kitch-
The treasure tables (see overleaf) describe en or laboratory implements.
methods for generating hoards of coins, ▶ Valuables: Furs, ivory, ores, silks.
gems, jewellery, and magic items.
Value and Weight
Unusual Treasures For each unusual item placed, the referee
should note its value (in gold pieces) and
Adventures may also include valuable (if using the optional rules for encum-
items of other kinds, whose worth may brance) its weight.
not always be obvious:

145
Treasure Types Type C (1,000gp average)


20%: 1d12 × 1,000cp.
30%: 1d4 × 1,000sp.
▶ 10%: 1d4 × 1,000ep.
Average Values ▶ 25%: 1d4 gems.
▶ 25%: 1d4 pieces of jewellery.
The average value of each treasure type
▶ 10%: 2 magic items.
is listed alongside the letter code. These
values sum the average results of gems, Type D (3,900gp average)
jewellery, and all types of coins. Magic ▶ 10%: 1d8 × 1,000cp.
items that the treasure type may indicate ▶ 15%: 1d12 × 1,000sp.
are not counted toward the average value, ▶ 60%: 1d6 × 1,000gp.
as magic items do not have fixed sale ▶ 30%: 1d8 gems.
values. ▶ 30%: 1d8 pieces of jewellery.
▶ 15%: 2 magic items plus 1 potion.
Hoards: A–O Type E (2,300gp average)
These treasure types indicate the sum ▶ 5%: 1d10 × 1,000cp.
wealth of a large monster or a communi- ▶ 30%: 1d12 × 1,000sp.
ty of smaller monsters. Such hoards are ▶ 25%: 1d4 × 1,000ep.
usually hidden in the monsters’ lair. ▶ 25%: 1d8 × 1,000gp.
Small lairs: Monster listings note the ▶ 10%: 1d10 gems.
number of individuals found in a lair. If ▶ 10%: 1d10 pieces of jewellery.
the number rolled is below average and ▶ 25%: 3 magic items plus 1 scroll.
the lair encounter size is at least 1d4, the Type F (7,700gp average)
amount of treasure in the hoard may be
▶ 10%: 2d10 × 1,000sp.
reduced accordingly.
▶ 20%: 1d8 × 1,000ep.
Type A (18,000gp average) ▶ 45%: 1d12 × 1,000gp.
▶ 25%: 1d6 × 1,000cp. ▶ 30%: 1d3 × 1,000pp.
▶ 30%: 1d6 × 1,000sp. ▶ 20%: 2d12 gems.
▶ 20%: 1d4 × 1,000ep. ▶ 10%: 1d12 pieces of jewellery.
▶ 35%: 2d6 × 1,000gp. ▶ 30%: 3 magic items (not weapons),
▶ 25%: 1d2 × 1,000pp. plus 1 potion, plus 1 scroll.
▶ 50%: 6d6 gems. Type G (23,000gp average)
▶ 50%: 6d6 pieces of jewellery. ▶ 50%: 1d4 × 10,000gp.
▶ 30%: 3 magic items. ▶ 50%: 1d6 × 1,000pp.
Type B (2,000gp average) ▶ 25%: 3d6 gems.
▶ 50%: 1d8 × 1,000cp. ▶ 25%: 1d10 pieces of jewellery.
▶ 25%: 1d6 × 1,000sp. ▶ 35%: 4 magic items plus 1 scroll.
▶ 25%: 1d4 × 1,000ep.
▶ 25%: 1d3 × 1,000gp.
▶ 25%: 1d6 gems.
▶ 25%: 1d6 pieces of jewellery.
Coin Conversion Rates
▶ 10%: 1 magic sword, suit of armour, or 1pp = 5gp 1gp = 2ep
weapon. 1gp = 10sp 1gp = 100cp

146
Type H (60,000gp average) Individual Treasure: P–T
▶ 25%: 3d8 × 1,000cp.
▶ 50%: 1d100 × 1,000sp. Intelligent monsters: Each individual
▶ 50%: 1d4 × 10,000ep. carries this much treasure.
▶ 50%: 1d6 × 10,000gp. Unintelligent monsters: The treasure
▶ 25%: 5d4 × 1,000pp. is loot from the bodies of the monsters’
▶ 50%: 1d100 gems. victims.
▶ 50%: 1d4 × 10 pieces of jewellery.
▶ 15%: 4 magic items, plus 1 potion, plus Type P (0.1gp average)
1 scroll. ▶ 3d8cp.

Type I (11,000gp average) Type Q (1gp average)


▶ 30%: 1d8 × 1,000pp. ▶ 3d6sp.
▶ 50%: 2d6 gems. Type R (3gp average)
▶ 50%: 2d6 pieces of jewellery. ▶ 2d6ep.
▶ 15%: 1 magic item.
Type S (5gp average)
Type J (25gp average) ▶ 2d4gp.
▶ 25%: 1d4 × 1,000cp.
▶ 10%: 1d3 × 1,000sp. Type T (17gp average)
Type K (180gp average) ▶ 1d6pp.
▶ 30%: 1d6 × 1,000sp.
▶ 10%: 1d2 × 1,000ep.
Group Treasure: U–V
Intelligent monsters: The group carries
Type L (240gp average) this much treasure between them.
▶ 50%: 1d4 gems.
Unintelligent monsters: The treasure
Type M (50,000gp average) is loot from the bodies of the monsters’
▶ 40%: 2d4 × 1,000gp. victims.
▶ 50%: 5d6 × 1,000pp.
▶ 55%: 5d4 gems. Type U (160gp average)
▶ 45%: 2d6 pieces of jewellery. ▶ 10%: 1d100cp.
▶ 10%: 1d100sp.
Type N (0gp average) ▶ 5%: 1d100gp.
▶ 40%: 2d4 potions. ▶ 5%: 1d4 gems.
Type O (0gp average) ▶ 5%: 1d4 pieces of jewellery.
▶ 2%: 1 magic item.
▶ 50%: 1d4 scrolls.
Type V (330gp average)
▶ 10%: 1d100sp.
▶ 5%: 1d100ep.
▶ 10%: 1d100gp.
▶ 5%: 1d100pp.
▶ 10%: 1d4 gems.
▶ 10%: 1d4 pieces of jewellery.
▶ 5%: 1 magic item.

147
Magic Items Basic and Expert Magic Items
Separate probabilities are listed in the
table for Basic and Expert level char-
Magic items are usually classified accord- acters (i.e. characters of 1st to 3rd level
ing to one of the following categories: and characters of 4th level or higher).
The Basic probabilities are listed in the B
▶ Armour and shields: Grant protective
column, and the Expert probabilities in
benefits to the user.
the X column.
▶ Miscellaneous items: Enchanted items
that do not fit into any other category. It is recommended that the probabilities
appropriate to the group’s experience
▶ Potions: Magical liquids stored in
level be used. Alternatively, if the referee
glass vials.
prefers to have an even distribution of
▶ Rings: Plain or bejewelled rings that magic items, irrespective of player char-
place an enchantment about the wearer. acter level, the Expert probabilities may
▶ Rods / staves / wands: Magical lengths always be used.
of wood, metal, crystal, etc. Used by spell
casters to unleash magical effects. Magic Item Type
▶ Scrolls and maps: Aged sheets of B: d% X: d% Type of Item
parchment or paper inscribed with either 01–10 01–10 Armour or Shield
magical script or instructions leading
11–15 11–15 Misc. Item
to a treasure hoard. Note that treasure
maps are rolled on the magic items table, 16–40 16–35 Potion
although they are not usually magical. 41–45 36–40 Ring
▶ Swords: Grant bonuses to hit and 46–50 41–45 Rod / Staff / Wand
damage in combat. May also be enchant- 51–70 46–75 Scroll or Map
ed with additional powers. 71–90 76–95 Sword
▶ Weapons: All enchanted weapons oth- 91–00 96–00 Weapon
er than swords. Grant bonuses to hit and
damage in combat. May also be enchant- Identifying Magic Items
ed with additional powers.
Testing: The most common way of
Rolling Magic Items identifying magic items is by trial and
error—sipping a potion, donning a suit of
When a treasure type indicates that a armour, using a weapon in battle, etc.
magic item is present, the following pro-
cedure is used to determine its nature: Retainers: Players may wish to use
retainers as “guinea pigs” to test magic
▶ Specific type of item: If the treasure items of unknown properties. Retainers
type indicates a specific type of magic may agree to do this, but only if allowed
item (e.g. 3 potions), roll on the table for to keep the item in question.
that type of item (found in the following
pages). By magic: High-level NPC magic-users
may also be able to identify magic items.
▶ Type of item not specified: Oth-
They will always require payment or a
erwise, first roll on the table below to
service in kind. The process takes time:
determine the type of the item, then roll
possibly several weeks.
on the table for that type (found in the
following pages).
148
Using Magic Items Wishes
Appropriate use: To be effective, a magic Some magic items grant wishes, the
item must be used, held, or worn after the powerful ability for a character to change
normal fashion for that type of object. the nature of reality in any conceivable
Concentration: To activate an item’s mag- way that they desire. Wishes are generally
ic, the user must concentrate on its effect. regarded as the most powerful magic in
When using a magic item in this way, the the game and have the potential to greatly
character cannot take any other actions. upset the balance of play if not handled
carefully by the referee.
Items that are always active: The follow-
ing items do not require concentration, Adjudication Guidelines
and are always active: magic swords, Wording: The player and referee must
weapons, armour, and protective items pay great attention to the precise wording
(e.g. rings of protection). of a wish.
Actions per round: Unless a magic item’s Fundamental changes: A wish that
description states otherwise, it can only would alter some fundamental aspect of
be used once per round. the game or the campaign world will have
no effect. For example, a wish that altered
Command Words the abilities of all monsters of a particular
Some magic items are activated by the type would fail.
speaking of a command word, which Greedy wishes: A wish that the refer-
must be known by the character in order ee judges to be unreasonable or overly
to use the item. Discovering command greedy may come to pass, but with its
words for a magic item may not be easy: intent twisted in some way. For example,
▶ Guesswork: Sometimes, characters a wish for a very powerful magic item
may be able to guess a command word, may cause the item to appear, but in the
perhaps using previous clues as to the possession of a dangerous enemy.
nature of a magic item or its creator. Wishing for more wishes: This will result
▶ Inscribed on item: A command word in an infinite time loop, putting the char-
may simply be written on the item. acter out of play.
▶ Recorded elsewhere: A command Example Wishes
word may be written on another object Some examples of reasonable wishes:
(e.g. in a book), which may be found
▶ Wishing for a weapon to help fight
together with the magic item or may be
magical monsters. The wish may grant a
in an entirely different location.
+1 sword that vanishes when the combat
▶ Obfuscation: Command words may ends.
be written in obscure (even dead) lan-
▶ Wishing that a monster had not at-
guages, in code, in the form of a riddle, as
tacked. The wish may place the characters
script that can only be read by magic, or
back in time and change the reaction of
in invisible script.
the monster.
▶ Lost command words: Sometimes a
▶ Wishing that a deadly blow had not
command word has simply been lost. In
occurred. The affected character may
this case, characters may need to hire the
return to life, wounded but not dead.
services of a sage or employ divination
magic to discover the command word.
149
Gems and Jewellery
Gems
The value of each gem in a treasure hoard
is determined by the following table:

Gem Values
d20 Gem Value
1–4 10gp
5–9 50gp
10–15 100gp
16–19 500gp
20 1,000gp

Jewellery
Each piece of jewellery indicated by a
treasure type is worth 3d6 × 100gp (or
more, if the referee wishes, for characters
above 3rd level).
Damaged Jewellery
Rough treatment of jewellery (e.g. crush-
ing, intense heat or fire, lightning) can
damage it, reducing its value by 50%.

Combining Values
When a treasure type indicates the
presence of multiple gems or pieces of
jewellery, the referee may combine the
values, as desired. For example, a roll of
five 50gp value gems may be placed as a
single 250gp gem, a 100gp gem and three
50gp gems, or any other combination.

150
151
Magic Items
Armour and Shields Usage
Per normal class restrictions.

Magic Armour and Shields Cursed Armour and Shields


d% Item AC penalty: Some types of cursed ar-
01–15 Armour +1 mour specify an Armour Class penalty.
16–25 Armour +1, Shield +1 This modifier worsens the wearer’s Ar-
mour Class score. For example, a cursed
26–27 Armour +1, Shield +2
suit of chainmail –1 grants a base AC of 6
28 Armour +1, Shield +3 [13], one point worse than the AC 5 [14]
29–33 Armour +2 of non-magical chainmail.
34–36 Armour +2, Shield +1 AC 9 [10]: Some types of cursed armour
37–41 Armour +2, Shield +2 give the wearer a base Armour Class of 9
42 Armour +2, Shield +3 [10] (before modifiers due to Dexterity).
43–45 Armour +3 Testing: All types of tests indicate that
46 Armour +3, Shield +1 a cursed shield or suit of armour is en-
47 Armour +3, Shield +2 chanted with a +1 bonus. It is only when
48 Armour +3, Shield +3 the armour is used in deadly combat that
the curse is revealed.
49–51 Cursed Armour –1
52–53 Cursed Armour –2 Removing: Once a cursed shield or suit
of armour has been used, the character
54 Cursed Armour –2, Shield +1 comes under the curse and is not able to
55–56 Cursed Armour, AC 9 [10] discard the item. It can only be removed
57–62 Cursed Shield –2 with magic.
63–65 Cursed Shield, AC 9 [10]
66–85 Shield +1 Enchanted Armour and Shields
86–95 Shield +2 AC bonus: Enchanted armour and
96–00 Shield +3 shields specify a protective bonus that
improves the wearer’s Armour Class
score. For example, a suit of chainmail
+1 grants a base Armour Class of 4 [15],
one point better than the AC 5 [14] of
non-magical chainmail.
Weight: If using the optional rules for
detailed encumbrance (see the Advanced
Fantasy Player’s Tome), the enchanted
armour’s encumbrance value is 50% less
152 than that of normal armour.
Type of Armour Magic Armour Type
The referee may choose the type of ar- d8 Type of Armour
mour in a treasure hoard, or may roll on 1–2 Leather
the following table: 3–6 Chainmail
7–8 Plate mail

153
Miscellaneous Usage
Usage: All characters (unless noted).

Items Activating: Unless an item’s description


states otherwise, it may be used any
number of times per day and is activated
by concentration.
Rolling Miscellaneous Magic Items
1. Roll 1d4: This determines which mis-
cellaneous magic item table to consult.
2. Roll d%: This determines the item.

Miscellaneous Magic Items I Miscellaneous Magic Items II


d% Item d% Item
01–02 Alchemist's Beaker 01–05 Crystal Ball
03 Amulet of Prot. Against Possession 06–07 Crystal Ball with Clairaudience
04–06 Amulet of Prot. Against Scrying 08 Crystal Ball with ESP
07–08 Apparatus of the Crab 09 Crystal Hypnosis Ball
09–11 Arrow of Location 10–11 Cube of Force
12 Bag of Devouring 12–13 Cube of Frost Resistance
13–17 Bag of Holding 14–16 Decanter of Endless Water
18 Bag of Transformation 17–20 Deck of Many Things
19 Book of Foul Corruption 21–24 Displacer Cloak
20 Book of Infinite Spells 25–26 Drums of Panic
21 Book of Sublime Holiness 27 Drums of Thunder
22 Boots of Dancing 28–33 Dust of Appearance
23–27 Boots of Levitation 34–39 Dust of Disappearance
28–31 Boots of Speed 40 Dust of Sneezing and Choking
32–35 Boots of Travelling and Leaping 41 Efreeti Bottle
36–50 Bracers of Armour 42–43 Elem. Summoning Device: Air
51–52 Bracers of Defencelessness 44–45 Elem. Summoning Device: Earth
53–59 Brooch of Shielding 46–47 Elem. Summoning Device: Fire
60–64 Broom of Flying 48–49 Elem. Summoning Device: Water
65–70 Candle of Invocation 50–59 Elven Cloak and Boots
71–72 Chime of Opening 60 Eyes of Charming
73 Chime of Ravening 61–62 Eyes of Minuscule Sight
74–85 Cloak of Defence 63 Eyes of Petrification
86–95 Cloak of Flight 64–65 Eyes of the Eagle
96–97 Cloak of Poison 66–80 Feather Token
98–00 Cloak of the Manta Ray 81–95 Figurines of Wondrous Power
96–97 Flying Carpet
98 Folding Boat
99–00 Gauntlets of Ogre Power

154
Miscellaneous Magic Items III
d% Item d% Item
01 Gem of Brightness 52–53 Jug of Endless Liquids
02 Gem of Monster Attraction 54 Libram of Arcane Power
03 Gem of Pristine Faceting 55–56 Loadstone
04 Gem of Seeing 57–58 Luckstone
05 Girdle of Giant Strength 59 Lyre of Building
06–07 Gloves of Dexterity 60–61 Marvellous Pigments
08–10 Gloves of Swimming and Climbing 62–64 Medallion of ESP 30’
11–12 Helm of Alignment Changing 65–66 Medallion of ESP 90’
13–17 Helm of Read Languages and Magic 67–68 Medallion of Thought Projection
18–19 Helm of Telepathy 69 Mirror of Life Trapping
20 Helm of Teleportation 70 Mirror of Mental Prowess
21 Horn of Blasting 71 Mirror of Opposition
22 Horn of Cave-Ins 72–74 Necklace of Adaptation
23–24 Horn of Frothing 75–78 Necklace of Fireballs
25–28 Horn of the Tritons 79–80 Necklace of Strangulation
29–35 Horn of Valhalla 81–84 Net of Aquatic Snaring
36–37 Horseshoes of a Zephyr 85–87 Net of Snaring
38–40 Horseshoes of Speed 88–90 Oil of Insubstantiality
41–45 Incense of Meditation 91–93 Oil of Slipperiness
46 Incense of Obsession 94–95 Pearl of Power
47–48 Instant Fortress 96–97 Pearl of Wisdom
49 Ioun Stones 98–00 Periapt of Foul Rotting
50–51 Iron Flask

Miscellaneous Magic Items IV


d% Item d% Item
01–02 Periapt of Health 64–69 Rope of Climbing
03–09 Periapt of Proof Against Poison 70–73 Rope of Entanglement
10–13 Periapt of Wound Closure 74–75 Rope of Strangulation
14–15 Phylactery of Betrayal 76 Rug of Suffocation
16–21 Phylactery of Faithfulness 77 Saw of Felling
22–25 Phylactery of Longevity 78–79 Scarab of Chaos
26–33 Pipes of the Sewers 80 Scarab of Death
34 Portable Hole 81–86 Scarab of Protection
35–36 Purse of Plentiful Coin 87–89 Scarab of Rage
37–44 Restorative Ointment 90 Spade of Mighty Digging
45–51 Robe of Blending 91 Sphere of Annihilation
52 Robe of Eyes 92–94 Sweet Water
53 Robe of Powerlessness 95 Talisman of the Sphere
54 Robe of Scintillating Colours 96–97 Vacuous Grimoire
55 Robe of the Archmagi 98–00 Well of Many Worlds
56–63 Robe of Useful Items

155
Amulet of Protection Against
Scrying
An amulet that provides protection from
remote viewing and mind-reading.
▶ Crystal balls: The person wearing this
amulet cannot be viewed in a crystal ball.
▶ ESP: The wearer is immune to all
forms of ESP.

Apparatus of the Crab


Alchemist’s Beaker A large (6’ tall, 4’ around) iron barrel
A glass beaker containing a liquid with which acts as a mechanical aquatic vehi-
1d4+1 different layers. Each layer has the cle. Appears like a giant crab when in use.
effects of a magic potion. ▶ Secret entry hatch: A secret entry
▶ Potion types: The referee randomly se- hatch in one side allows entry to the
lects the 1d4+1 potion types. (Duplicates apparatus.
and detrimental potions are possible.) ▶ Levers: Inside the apparatus are a
▶ Pouring: Potions are always poured series of levers with the following effects:
out in the order of the layers. a. Extend/retract legs and tail: With
▶ Mixing potions: Is dangerous. See legs and tail extended, the appara-
Mixing Potions, p196. tus can move at a rate of 60’ (20’)
on land or in water.
▶ Replenishing: Once all layers have
b. Uncover/cover forward porthole
been poured out, the liquid replenishes
c. Uncover/cover side portholes
after a number of days equal to the num-
d. Extend/retract pincers: When
ber of potions in the beaker.
extended, the apparatus can attack.
▶ Expiration: Every month, the beaker e. Snap pincers: Two attacks per
stops being able to produce the lowest round, THAC0 19 [0], 2d6 damage.
layer of the liquid, eventually losing its f. Move forward/backward
magical power altogether. g. Turn left/right
h. Rise/sink in water
Amulet of Protection Against i. Open/close eyes: Project light in a
Possession 30’ radius around the apparatus.
j. Open/close secret hatch: When
An amulet that prevents disembodied
closed, the apparatus is watertight.
spirits from entering and possessing the
wearer’s body. ▶ Combat stats: The apparatus is treated
as a vehicle (see Vehicles in the Advanced
▶ Magic jar: The magic-user spell magic
Fantasy Player’s Tome) with AC 0 [19]
jar cannot affect the wearer. (See Mag-
and 40 hull points.
ic-User Spells in the Advanced Fantasy
Player’s Tome.) ▶ Crew: Up to 2 human-sized people
can fit inside the apparatus.
▶ Ghostly possession: The possession
attack of a ghost is ineffective against the ▶ Air: Once sealed, there is air sufficient
wearer. (See p57.) for 1d4+1 hours (twice that if only a
single person is inside).
156
Arrow of Location Bag of Transformation
A normal-looking arrow with the power A normal-looking small sack that can
to point the way to certain dungeon magically hold large objects and weights.
features. Its magic is unstable and after some time
▶ Activating: The arrow must be thrown will transmute objects placed inside.
into the air and the type of feature to be ▶ Size: Objects of up to 10’×5’×3’ can fit
located stated out loud. The arrow falls inside the bag.
onto the ground pointing in the direction ▶ Weight: Up to 10,000 coins of weight
of the nearest feature of the named type. can be placed in the bag.
▶ Types of features: Dungeon entrance/ ▶ When full: The bag weighs 600 coins.
exit, stairway up, stairway down. ▶ Unstable magic: After 1d6 days of use,
▶ Usage frequency: The direction to a the bag becomes cursed.
dungeon feature may be requested only ▶ Curse: When the curse is active,
once per day. Once the nearest feature precious items in the bag are transmuted
has been indicated, the arrow may be into worthless items (e.g. precious metals
thrown up to 7 additional times (at 1 turn into lead, gems into rocks, magic items
intervals) and will indicate the direction into normal items, etc.).
to the previously located feature.
Book of Foul Corruption
Bag of Devouring
An unremarkable book with a powerful,
A normal-looking, small sack that de- unholy enchantment. Opening the book
vours objects placed inside it. produces an effect dependent on the class
▶ Objects: Anything placed inside the and alignment of the character.
bag vanishes from existence after 1d6+6 ▶ Divine casters (lawful): Must save
turns. versus death or die.
▶ Living creatures: May be affected, but ▶ Divine casters (neutral): Change
only if the entire creature fits inside the alignment to chaotic.
bag.
▶ Divine casters (chaotic): Sense the
book’s foulness and may study it (requires
Bag of Holding 1 week) to gain one experience level and
A normal-looking small sack that can one point of WIS. A character can only
magically hold large objects and weights. gain this benefit once, even if another
▶ Size: Objects of up to 10’×5’×3’ can fit book of foul corruption is discovered.
inside the bag. ▶ Arcane casters: Must save versus
▶ Weight: Up to 10,000 coins of weight spells or lose 1 point of INT.
can be placed in the bag. ▶ Other classes (lawful): Suffer 4d10
▶ When full: The bag weighs 600 coins. damage.
▶ Other classes (neutral): Change align-
ment to chaotic.
▶ Other classes (chaotic): Unaffected.
▶ Vanishes after use: Once the book’s
magical effect has occurred, it vanishes.

157
AFRT35: 59mm wide, 53mm high
Book of Sublime Holiness
An unremarkable book with a powerful,
holy enchantment. The effects of opening
the book depend on the class and align-
ment of the character.
▶ Divine casters (lawful): Sense that the
book is holy and may study it (requires
1 week) to gain one experience level and
one point of WIS. A character can only
gain this benefit once, even if another
book of sublime holiness is discovered.
▶ Divine casters (neutral or chaotic):
Lose one experience level. This incurs a
loss of one Hit Die of hit points, as well as
Book of Infinite Spells all other benefits due to the lost level (e.g.
A tome of great magical power with 1d8 spells, saving throws, etc.). The charac-
+ 12 pages. Each page grants the owner ter’s XP is reduced to halfway between
the ability to cast a spell. the former and new levels. If this would
▶ Non-spell casters: Suffer 5d4 damage reduce the character below 1st level, they
and are paralysed for 5d4 turns upon first are either unaffected (neutral alignment)
opening the book. Thereafter, they may or die (chaotic).
benefit as normal from its powers. ▶ Arcane casters: Must save versus
▶ Reading a page: The owner gains the spells or lose 1 point of INT.
ability to cast the associated spell. Spells ▶ Other classes (lawful or neutral):
are of level 1–5 and may be of any type Unaffected.
(e.g. cleric, druid, magic-user). Level and ▶ Other classes (chaotic): Suffer 4d10
type are determined randomly per page. damage.
▶ Turning to another page: The spell ▶ Vanishes after use: Once the book’s
on the previous page disappears forever magical effect has occurred, it vanishes.
and the owner loses the ability to cast it.
Once all pages have been read, the book Boots of Dancing
is empty.
Cursed boots which cause the wearer to
▶ Casting spells: The owner may cast dance uncontrollably.
the spell on the last page read once per
day. If the spell is one that the character ▶ Melee or evasion: The curse takes
could normally cast (according to class effect when the character is in melee or
and level), they can cast it 4 times a day. evading an encounter.
▶ Each time a spell is cast: There is a ▶ Effects of dancing: Cannot attack or
1-in-6 chance of the spell disappearing move, –4 penalty to AC, –4 penalty to all
from its page in the book. The owner saving throws.
loses the ability to cast the spell and must ▶ Removing: Once the curse is active,
turn to another page. the character cannot remove the boots.
▶ Storing the book: The owner benefits The curse can only be removed with mag-
from the book’s power even if it is not on ic (e.g. remove curse).
their person. It may thus be stored.
158
Boots of Levitation Bracers of Defencelessness
The wearer is able to move up and down Cursed wrist-guards which seem to grant
through the air at will. the wearer protection as if they were
▶ Vertical: The caster mentally directs wearing armour, but actually render them
vertical movement at up to 20’ per round. defenceless.
▶ Horizontal: The caster can push ▶ When initially worn: The bracers
against solid objects to move laterally. grant an AC of 5 [14], as long as the char-
▶ Weight: A normal amount of weight acter wears no armour.
can be carried while levitating. ▶ Dangerous combat: Once the wearer
▶ Usage: The enchantment may be used is in a dangerous combat situation, the
without limit of frequency or duration. bracers’ curse activates.
▶ Curse of defencelessness: Once the
Boots of Speed curse is activated, the wearer’s AC is 9
[10]. Any bonuses due to DEX or other
The wearer is able to move at up to 240’ magical protections are negated.
(80’)—the speed of a riding horse.
▶ Removing: Once the curse is active,
▶ Duration: This can be maintained for the character cannot remove the bracers.
up to 12 hours. The curse can only be removed by magic
▶ Rest: Afterwards, the wearer must rest (e.g. remove curse).
for 1 day.
Brooch of Shielding
Boots of Travelling and Leaping A clasp of silver or gold (usually without
The wearer is able to travel without tiring jewels) which protects the wearer from­
and leap great distances. magic missiles (from spells, wands, etc.).
▶ Tirelessness: The normal need for ▶ Absorbing damage: Magic missiles
rest when travelling may be ignored (see target and hit the character normally, but
Wilderness Adventuring in the Advanced the brooch absorbs the damage inflicted.
Fantasy Player’s Tome). ▶ Limited protection: Once the brooch
▶ Jumping: The wearer can leap up to has negated 101 hit points of damage
10’ high and 30’ horizontally. from magic missiles, its power is spent.
▶ Once spent: The brooch dissolves,
Bracers of Armour becoming utterly useless.
Enchanted wrist-guards which grant the
wearer protection as if wearing armour. Broom of Flying
▶ AC granted: The bracers grant an AC A broom that can be commanded to fly,
of 8 – 1d4 [11 + 1d4]. (The AC granted by carrying the owner aloft.
each pair of bracers is fixed.) ▶ Speed: The broom flies at 240’ (80’).
▶ Wearing along with armour: The ▶ Passengers: An additional passenger
bracers grant no benefit. may be carried. When carrying two peo-
ple, the broom’s speed is 180’ (60’).

159
Candle of Invocation Chime of Opening
Specially consecrated candles associated A 1’ long, hollow metal tube which has
with a specific alignment (determined the power to open bonds, locks, portals,
randomly). Characters of that alignment etc. when sounded.
gain benefits when lighting the candle. ▶ Opening: Each time the chime is
▶ If lit by a divine caster: The character sounded and left to ring for one minute,
is able to memorize and cast spells as if one portal, lock, lid, bar, etc. (as selected
they were two experience levels higher, by the user), is caused to open.
as long as the candle burns. When the ▶ Noise: There is a 1-in-6 chance of
candle goes out, any memorized spells wandering monsters being attracted each
beyond those the character may normally time the chime is sounded.
have are lost. ▶ Magical locks: Hold portal and wizard
▶ If lit by another character: The char- lock spells are negated (the latter only if
acter gains a +1 bonus to attack rolls and cast by a character below 9th level).
saving throws, as long as the candle burns. ▶ Charges: After being sounded 4d20
▶ Duration: The candle burns for a total times, the chime shatters.
of 4 hours. It can be extinguished and relit.
Chime of Ravening
A 1’ long, hollow metal tube which brings
about maddening hunger when sounded.
▶ Affected creatures: All within 60’.
▶ Creatures with food: Will drop any-
thing in their hands and immediately con-
sume the available food for 1d6 rounds.
▶ Creatures without food: Will move as
fast as possible to the location where the
chime was sounded. Once there, they will
attempt to kill and eat anyone present.
▶ Sating hunger: Each round a creature
eats, it may save versus spells to end the
ravenous hunger.

Cloak of Defence
A cloak of any possible appearance or
material which magically protects the
wearer from harm.
▶ Protection: The wearer gains a bonus
to AC and all saving throws.
▶ Bonus: When the cloak is found, roll
1d8: 1–4: +1, 5–6: +2, 7–8: +3.
▶ Wearing with armour: If the charac-
ter uses a shield, wears armour heavier
than leather, or wears magical armour,
the cloak has no effect.
160
Cloak of Flight Cloak of Poison
A plain-looking black cloak which can A woollen cloak which instantly slays
grant the power of flight to the wearer. anyone who dons it.
▶ Command word: Upon speaking the ▶ Handling: The cloak can be handled
correct command word, the cloak trans- safely.
forms into a pair of great bat wings (20’ ▶ Reviving the victim: As long as the
wingspan), allowing the wearer to fly for cloak remains in place, the victim cannot
a limited period. be restored to life.
▶ Movement rate: 360’ (120’) for up to 2 ▶ Removing: Once donned, can only
turns, 180’ (60’) for up to 4 turns, or 120’ be removed by magic (e.g. remove curse).
(40’) for up to 8 turns. The victim may then be revived by other
▶ Load: The character can fly with up to magic (first to neutralize the poison and
their normal maximum load. then to restore life).
▶ Rest: Following a flight of the maxi-
mum number of turns listed above, the Cloak of the Manta Ray
character must lay down and rest for 6 A leather cloak which wraps around the
turns. Shorter flights require the charac- wearer when submerged in salt water,
ter to rest proportionally less (e.g. a flight granting them abilities like those of a
at the fastest rate for 1 turn requires 3 manta ray.
turns of rest).
▶ Breathing water: The wearer can
▶ Usage frequency: Up to once per day. breathe underwater.
▶ Movement: The wearer can swim at
AFRT36: 59mm wide, 95mm high 180’ (60’) with ray-like wings.
▶ Armour Class: The wearer’s AC is 6
[13], unless improved by magical armour
or protective devices.
▶ Attacks: The wearer can attack once a
round with a tail barb (for 1d6 damage)
and may also free their arms from the
cloak to make other attacks.
▶ Disguise: While wearing the cloak
underwater, the wearer is 90% indistin-
guishable from a real manta ray.

161
AFRT37: 125mm wide, 58mm high

Crystal Ball Crystal Hypnosis Ball


Allows an arcane spell caster to view any Grants an arcane spell caster false visions
place or object that is brought to mind: of any place or object that is brought to
▶ Duration: The vision lasts for one turn. mind, while in reality bringing the user
under the sway of a baleful intelligence.
▶ Clarity: The clarity of the vision is
dependant on the scryer’s familiarity with ▶ False visions: The user sees the desired
the subject. place or object in the crystal ball for up to
▶ Usage frequency: A crystal ball may 1 turn, but all impressions are false.
be used at most 3 times a day. ▶ Usage frequency: Grants visions at
▶ Casting spells: It is not possible to most 3 times a day.
cast spells through a crystal ball into the ▶ Malign contact: In reality, the user
viewed scene. comes into mental contact with the
creator of the crystal ball—a malignant
Crystal Ball With Clairaudience magic-user, lich, extra-planar entity, etc.
The scryer can hear, as well as see, the The visions are fabricated by that being.
desired scene. ▶ Mind control: Following each use
Crystal Ball With ESP of the crystal ball, a suggestion is tele-
Allows the scryer to spy on the thoughts pathically implanted in the mind of the
of creatures viewed in the crystal ball: user. These suggestions cause the user to
gradually come under the influence of the
▶ Reading thoughts: The thoughts of a remote intelligence, eventually coming to
single creature viewed through the crystal do its bidding.
ball may be read.
▶ Meaning: The scryer understands the
meaning of all thoughts even if they do
not share the creature’s language.
▶ Obstructions: The ability to perceive
thoughts is obstructed by a thin layer
of lead or by rock of 2’ thick or
162 greater.
Cube of Force
A 3/4 inch cube of bone, ivory, or stone.
Pressing the faces of the cube activates a
10’ cubic force field around the character.
▶ Pressing faces: Each face of the cube
activates or deactivates the force field,
with the effects shown in the table below.
▶ Charges: The cube has 36 charges per
day. Activating the force field consumes a
number of charges per turn (see table).
▶ Blocking other effects: Effects other
than those listed in the table can be
blocked, but cost additional charges:
catapult shot / thrown boulders: 1 charge;
wall of fire / non-magical inferno: 2; fire
ball / passwall: 3; lightning bolt: 4; horn of
blasting / disintegrate: 6. Decanter of Endless Water
Cube of Force Effects by Side A stoppered flask which, upon speaking
the proper command word, pours forth
# Charges Move Keeps Out
fresh or salt water at three different rates
1 1 120’ (30’) Gases, wind of flow.
2 2 90’ (30’) Nonliving matter
▶ Stream: A trickle of 1 gallon (8 pints)
3 3 60’ (20’) Living things per round.
4 4 30’ (10’) Magic ▶ Fountain: A 5’ high fountain of 5
5 6 30’ (10’) All things gallons per round.
6 0 Normal Deactivates ▶ Geyser: A 20’ long jet of 30 gallons
Charges: Charges expended per turn. per round. Anyone holding the decanter
Move: Maximum movement rate while must make a STR check each round or be
force field of this type is active. knocked down by the force of the geyser.
▶ Attacking: The geyser can be used as
Cube of Frost Resistance a missile attack (20’ range), inflicting 1d2
damage per hit.
A 3/4 inch cube of bone, ivory, or stone. ▶ Filling spaces: The geyser will fill a 10’
Pressing a face activates a 10’ cubic field cubic space every 4 turns.
of protection around the character.
▶ Stopping the flow: A command word
▶ Inside the field: A pleasant ambient stops the water flowing, allowing the
temperature is maintained even if exter- stopper to be put back in.
nal conditions are much colder.
▶ Cold-based attacks: Are absorbed
by the field. If more than 50 hit points
of damage are absorbed in the space of
1 turn, the field collapses and cannot be
reactivated for 1 hour.

163
Deck of Many Things Key (Queen of Hearts)
Gain a random treasure map plus a
A deck of 22 ivory or vellum cards stored random magic weapon, staff, or wand (as
in a box or leather pouch. Each card appropriate to the character).
is inscribed with an image and a set of
magical glyphs. Knight (Jack of Hearts)
▶ Cards in the deck: The deck of many Gain the loyal service of a 4th level
things may be simulated with 22 normal fighter.
playing cards (indicated alongside the Fates (Ace of Hearts)
name of each card, below). Allows the character to avoid one situa-
▶ Drawing cards: A character may elect tion or the effects of one event, usable at
to draw up to 4 cards from the deck, be- any point in the future. The character’s
ing affected by the magical effects of each companions do not gain the same benefit.
card (see below). Drawn cards magically
return to the deck. Gem (2 of Hearts)
▶ Once only: Each character may only Gain 20 random gems or 20 random
draw once (1–4 cards) from a deck of pieces of jewellery.
many things. The Void (King of Clubs)
Sun (King of Diamonds) The character becomes a mindless au-
Gain 50,000 XP and one beneficial tomaton, their soul trapped in a prison
miscellaneous magic item. (Roll for the on another world or plane of exist-
magic item until something beneficial to ence. The soul can only be retrieved by
the character comes up.) questing (even a wish cannot retrieve
it). When this card is drawn, the deck
Moon (Queen of Diamonds) of many things disappears —no further
1d4 wishes, which must be used within 1 cards can be drawn.
turn per wish received.
Flames (Queen of Clubs)
Star (Jack of Diamonds) A powerful chaotic monster from another
Prime requisite increases by 2 points. If plane of existence becomes aware of the
this would raise the score above 18, the character and schemes to destroy them.
points are instead allocated to random
ability scores.
Vizier (Ace of Diamonds)
Grants the true and thorough answer to
one question or problem. The question
may be posed immediately or at any time
in the future.
Comet (2 of Diamonds)
Single-handedly defeat the next hostile
monster(s) encountered to gain a level.
Throne (King of Hearts)
CHA increases to 18 and the character
gains possession of a small keep.
164
Skull (Jack of Clubs) Medusa (Queen of Spades)
A lesser grim reaper appears and attacks Suffer a permanent –3 penalty to saves vs
the character, who must defeat it alone. If petrification.
the character is slain, they can never be
returned to life. If other characters help Rogue (Jack of Spades)
in the battle, lesser grim reapers appear to A friendly NPC (a retainer, if the charac-
fight them as well. ter has any) becomes utterly and perma-
nently hostile toward the character. The
Lesser Grim Reaper: AC –3 [22], hatred is initially secret and will only be
HD 10** (45hp), Att 1 × scythe (2d8), revealed at a devastating moment.
THAC0 11 [+8], MV 120’ (40’), SV D6
W7 P8 B8 S10 (10), ML 12, AL Neutral, Donjon (Ace of Spades)
XP 2,300, NA 1 (1), TT None The character is stripped of all equip-
▶ Undead: Immune to effects that affect ment and spells and is imprisoned, either
living creatures (e.g. poison). Immune to magically or physically. When this card is
mind-affecting or mind-reading spells drawn, the deck of many things disap-
(e.g. charm, hold, sleep). pears—no further cards can be drawn.
▶ Initiative: Always wins. Balance (2 of Spades)
▶ Attacks: Always hits. Change alignment (lawful becomes
▶ Energy immunity: Unharmed by cold, chaotic, chaotic becomes lawful, neutral
fire, and electricity. becomes lawful or chaotic). If the charac-
ter fails to behave according to their new
Idiot (Ace of Clubs) alignment, they will be judged by higher
Lose 1d4 points of INT. The character powers and risk annihilation.
may choose to draw another card.
Jester (Jester without Trademark)
Talons (2 of Clubs) Gain 10,000 XP or draw two more cards.
All magic items owned by the character After being drawn, the Jester card disap-
vanish instantly and permanently. pears forever.
Ruin (King of Spades) Fool (Jester with Trademark)
All money, valuables, and property Lose 10,000 XP (to a minimum of 0
owned by the character vanish instantly XP) and draw another card. After being
and permanently. drawn, the Fool card disappears forever.

AFT03: 213mm wide, 49mm high

165
Displacer Cloak Dust of Appearance
A cloak that bends light, making one who Silk-wrapped parcels of ultra-fine, metal-
wears it appear to be 5’ away from their lic dust which can reveal invisible things.
true location. Usually 5d10 parcels are found together.
▶ Save bonus: The wearer gains a +2 bo- ▶ Throwing into the air: The dust coats
nus to saving throws against petrification, everything in a 10’ radius.
rods, spells, staves, and wands. ▶ Blowing through a tube: The dust
▶ Melee attacks: Against the wearer are coats everything in a 20’ long cone, 15’
penalised by –2. wide at the end.
▶ Effect: Anything coated in the dust is
Drums of Panic rendered visible for 2d10 turns, negating
Large war drums that induce panic in magic of invisibility, camouflage, dis-
those who hear their sound. placement, and mirror imaging.
▶ Range: Creatures up to 240’ away,
are affected, when the drums are played.
Dust of Disappearance
Those within 10’ of the drums are not Silk-wrapped parcels of ultra-fine, metal-
affected. lic dust which renders anything it touches
▶ Affected creatures: Are afflicted by invisible. Usually 5d10 parcels are found
the drums’ enchantment of fear: they together.
must save versus spells or make a morale ▶ Throwing into the air: The dust coats
check with a –2 penalty (if the optional everything in a 10’ radius.
morale rules are being used—see Morale ▶ Blowing through a tube: The dust
in the Advanced Fantasy Player’s Tome). coats everything in a 20’ long cone, 15’
▶ Effects: Creatures that fail the saving wide at the end.
throw or morale check flee from the ▶ Effect: Anything coated in the dust is
sound of the drums at full running speed rendered invisible for 2d10 turns.
for 30 rounds. ▶ Invisible creatures: Always surprise
others and gain a +4 bonus to AC. (These
Drums of Thunder benefits do not apply with enemies who
A pair of kettle drums which, when both can detect invisible.)
struck together, unleash a deafening
AFRT38: 147mm
thunder.
▶ All within 60’: Are permanently
deafened by the noise. The deafness can
only be cured by powerful magic (e.g.
cure serious wounds cast expressly for the
purpose).
▶ All within 10’: Are also stunned and
unable to move or act for 2d4 rounds.

166
Dust of Sneezing and Choking Elemental Summoning Device
Silk-wrapped parcels of ultra-fine, me- Ritual items enchanted with the power
tallic dust which acts as a deadly poison to summon beings from the elemental
when cast into the air. Usually 5d10 planes. Each elemental plane has a differ-
parcels are found together. ent type of device:
▶ Throwing into the air: The dust fills a ▶ Air: A censer.
20’ radius. ▶ Earth: A 6” diameter stone.
▶ Blowing through a tube: The dust fills ▶ Fire: A brazier.
a 20’ long cone, 15’ wide at the end. ▶ Water: A 3’ diameter bowl.
▶ Effect: Any creatures in the area of the
dust are overcome with fits of coughing Usage: The items may be used as follows:
and sneezing and must save versus poi- ▶ Frequency: The summoning power
son or die. Those that make the save are may only be used once per day.
unable to act or move for 5d4 rounds. ▶ Before use: The device must be pre-
pared. This takes one turn.
Efreeti Bottle ▶ Activation: Once prepared, activating
A 3’ tall, weighty jug with a sealed stop- the device takes one round.
per. Breaking the seal and removing the ▶ Summoned elemental: A 12 HD ele-
stopper releases a trapped lesser efreeti mental (see p50) is conjured to do the
(see p49), who will serve the character. summoner’s bidding.
▶ Frequency of service: The efreeti will ▶ Command over the elemental: Works
serve the one who freed it (and only that as described in the magic-user spell con-
character) once per day. jure elemental (see Magic-User Spells in
▶ Duration: After 101 days, its service the Advanced Fantasy Player’s Tome).
ends. The creature then returns to its
home—the legendary City of Brass. Elven Cloak and Boots
▶ If the efreeti is killed: Its service ends. A set of enchanted boots and a matching
cloak, of elven origin.
▶ Stealth: The wearer of the boots is
able to move silently.
wide, 58mm high ▶ Near invisibility: The wearer of the
cloak is rendered almost invisible: there
is only a 1-in-6 chance of them being
spotted.
▶ Attacking: The cloak’s power of
invisibility is nullified for one turn, if the
wearer attacks.

167
AFT12: 125mm wide, 93mm high

Eyes of Charming Eyes of Minuscule Sight


A pair of crystal lenses that fit over the A pair of crystal lenses that fit over the
eyes. The wearer gains the power to eyes, granting the ability to see minuscule
charm persons who meet their gaze. details at close range (1’ or less).
▶ Usage: A charm may be placed upon ▶ Wearing only one lens: Causes intense
a person within 60’. One target may be dizziness, unless the other eye is closed.
charmed per round.
▶ Resisting: The subject may save versus Eyes of Petrification
spells to resist, with a +2 bonus if only A pair of crystal lenses that fit over the
one of the lenses is worn. eyes. The wearer is instantly turned to
▶ Charmed individuals: Regard the stone, without a saving throw.
character as a trusted friend, and will
come to their defence. Subjects will obey Eyes of the Eagle
the character’s commands, as long as
these are not obviously harmful and do A pair of crystal lenses that fit over the
not contradict the subject’s alignment. eyes, enhancing long range vision by 100
times (e.g. the wearer can see details at a
▶ Duration: The charm lasts until dis- distance of 2,000’ that would normally be
pelled or until the eyes are removed. visible at 20’).
▶ Wearing only one lens: Causes intense
168 dizziness, unless the other eye is closed.
Feather Token Fan Token
At sea, conjures a huge flapping fan
A small feather which produces a magical which can be commanded to do one of
effect when thrown. the following for up to 8 hours:
▶ Type of token: When found, roll 1. Propel: A single sailing vessel is
1d20 on the table below to determine the propelled by high winds, increasing its
token’s power. sailing speed by one half.
▶ Once only: A feather token disappears 2. Calm: In a storm, gale, or near gale,
after use. can create an area of calm or lighter
winds. (This does not affect wave size
Feather Token: Type in a storm, however.)
d20 Token Type (See Waterborne Adventuring in the Ad-
1–4 Anchor vanced Fantasy Player’s Tome for details
on sailing and wind.)
5–7 Bird
8–10 Fan Swan Boat Token
11–13 Swan boat Conjures a swan-like boat for 24 hours. It
14–18 Tree can swim without crew or wind, moving
19–20 Whip at 240’ (80’). The boat can hold up to 32
people and has AC 7 [12] and 1d6+3 × 10
Anchor Token hull points.
Causes a water vessel to remain moored Tree Token
in the location where the token is used Causes a great oak to spring into being
for one day (or until released). (6’ diameter trunk, 60’ high, 40’ top
Bird Token diameter).
Summons a gargantuan bird for 24 hours. Whip Token
The bird can be commanded to chase Conjures a huge leather whip which
aggressive avian creatures away or to attacks on its own for up to 6 turns, at the
transport the character. character’s command.
▶ Movement rate: 480’ (160’) flying. ▶ Attacks: THAC0 13 [+6]. Can hit
▶ Carrying: The bird is powerful enough opponents that can only be harmed by
to carry a huge animal (e.g. a mammoth) magic.
or a combination of smaller creatures. ▶ Damage: 1d6+1. Save versus spells or
▶ Attacking: The bird cannot be com- be entangled (unable to move or act) for
manded to attack. 1d6+1 rounds.

AFT05: 125mm wide, 36mm high

169
Figurine of Wondrous Power Golden Lion
A male lion with formidable combat
A miniature (around 1” tall) statuette prowess.
carved in the form of an animal. Speak-
Golden Lion: AC 6 [13], HD 5 (22hp),
ing the correct command word and cast-
Att 2 × claw (1d4+1), 1 × bite (1d10),
ing the figurine onto the ground causes it
THAC0 15 [+4], MV 150’ (50’), SV D12
to transform into a living animal which
W13 P14 B15 S16 (3), ML 12, AL Neu-
obeys the character’s commands.
tral, XP 175, NA 1 (1), TT None
▶ Returning to figurine: Repeating the
▶ Usage frequency: Once a day, for up
command word returns the animal to its
to 1 hour.
figurine form.
▶ If slain: Cannot be brought back from
▶ If an animal is slain: It returns to its
statuette form for one full week.
figurine form.
▶ If a figurine is destroyed: Its magical Ivory Goat of Travelling
power is lost irrevocably. A large goat which can be ridden.
▶ Type: When a figurine is found, Ivory Goat of Travelling: AC 6 [13], HD
determine its type at random using the 4 (24hp), Att 2 × horn (1d8), THAC0 16
following table. [+3], MV 480’ (160’), SV D12 W13 P14
B15 S16 (2), ML 12, AL Neutral, XP 75,
Figurine of Wondrous Power: Type NA 1 (1), TT None
d20 Type of Figurine ▶ Carrying loads: Moves at 360’ (120’)
1–3 Ebony fly with a rider.
4–6 Pair of golden lions ▶ Usage frequency: At most 24 hours in
7–8 Trio of ivory goats (travelling, the space of a week. After 24 hours of use,
travail, and terror) the goat cannot be used again for at least
9–11 Marble elephant 1 day. After 3 uses in total, the goat loses
its magic forever.
12–13 Obsidian steed
14–17 Onyx dog Ivory Goat of Travail
18–20 Serpentine owl A monstrous goat, larger than a bull.
Ivory Goat of Travail: AC 0 [19], HD
Ebony Fly 16 (96hp), Att 1 × bite (2d4), 2 × hoof
A fly the size of a pony which may be (2d4+2), 2 × horn (2d6), THAC0 8 [+11],
ridden as a mount. MV 240’ (80’), SV D8 W9 P10 B10 S12
Ebony Fly: AC 4 [15], HD 4+4 (22hp), (8), ML 12, AL Neutral, XP 1,350, NA 1
Att None, THAC0 15 [+4], MV 480’ (1), TT None
(160’) flying, SV D12 W13 P14 B15 S16 ▶ Charge: When not in melee. Requires
(2), ML 12, AL Neutral, XP 125, NA 1 a clear run of at least 20 yards. Horns
(1), TT None inflict double damage. May not make bite
▶ Carrying loads: Moves at 360’ (120’) or hoof attacks when charging.
with a rider. ▶ Usage frequency: Once per month for
▶ Usage frequency: 3 times a week, for up to 12 hours. After 3 uses in total, the
at most 12 hours a day. goat loses its magic forever.

170
Ivory Goat of Terror Obsidian Steed
A giant goat, as large as a warhorse, In figurine form, a vaguely quadruped
which may be ridden. The goat’s horns lump of obsidian. Transforms into a
become weapons which the rider may nightmare—an intelligent, demonic horse
wield. with glowing red eyes, flaming nostrils,
Ivory Goat of Terror: AC 2 [17], HD 8* and hooves like smouldering embers.
(48hp), Att None, THAC0 12 [+7], MV AC –3 [22], HD 6* (27hp), Att 2 ×
360’ (120’), SV D12 W13 P14 B15 S16 flaming hoof (2d4 + 2), 1 × bite (2d4),
(2), ML 12, AL Neutral, XP 1,200, NA 1 THAC0 14 [+5], MV 150’ (50’) / 360’
(1), TT None (120’) flying, SV D10 W11 P12 B13 S14
▶ Horns: One horn may be wielded as a (6), ML 10, AL Chaotic, XP 500, NA 1
lance +3, the other as a sword +3. (1), TT None
▶ Charge: When not in melee. Requires ▶ Burning smoke: Breathe out a chok-
a clear run of at least 20 yards. Rider’s ing cloud of burning smoke. Anyone in
lance inflicts double damage. melee with a nightmare must save versus
▶ Aura of terror: In battle, opponents poison or suffer –2 to attack and damage
within 30’ must save versus spells or rolls against the monster.
suffer a –3 penalty to attack rolls while ▶ Usage frequency: Once per week, for
the battle lasts. up to 24 hours.
▶ Usage frequency: Once every 2 weeks Onyx Dog
for up to 3 hours. After 3 uses in total, the A hunting dog with exceptional senses.
goat loses its magic forever.
AC 6 [13], HD 2+2 (11hp), Att 1 × bite
Marble Elephant (2d4), THAC0 17 [+2], MV 120’ (40’),
A large, tusked elephant that can be used SV D12 W13 P14 B15 S16 (1), ML 11, AL
as a beast of burden or commanded to Neutral, XP 25, NA 1 (1), TT None
attack. ▶ Tracking: By scent. Once started, very
AC 5 [14], HD 9 (40hp), Att 2 × tusk difficult to put off the trail.
(2d4) or 1 × trample (4d8), THAC0 12 ▶ Infravision: 90’.
[+7], MV 120’ (40’), SV D10 W11 P12 ▶ Detect invisible: 65% chance.
B13 S14 (5), ML 12, AL Neutral, XP 900, ▶ Intelligent: Speaks Common.
NA 1 (1), TT None
▶ Usage frequency: Once per week, for
▶ Charge: In first round of combat, up to 6 hours.
when not in melee. Requires clear run
of at least 20 yards. Tusks inflict double Serpentine Owl
damage. A horned owl with telepathic powers.
▶ Trample: 3-in-4 chance of trampling AC 7 [12], HD 1/2 (3hp), Att 2 × claw
each round. +4 to-hit human-sized or (1d2), THAC0 19 [0], MV 240’ (80’)
smaller creatures. flying, SV D12 W13 P14 B15 S16 (1), ML
▶ Usage frequency: At most 4 times a 12, AL Neutral, XP 5, NA 1 (1), TT None
month, for up to 24 hours at a time. ▶ Surprise: On a 1–5, due to silent flight.
▶ Telepathy: Can inform owner of what
it sees and hears.
▶ Usage frequency: Once per day, for up
to 8 hours.
171
Flying Carpet Gauntlets of Ogre Power
An enchanted carpet that can fly through A character who wears these gauntlets
the air, carrying up to three passengers has a Strength score of 18. This grants all
(and their gear). The movement rate de- the usual bonuses, including:
pends on the number of passengers: ▶ Melee attacks: +3 bonus to attack and
▶ 1 passenger: 300’ (100’). damage rolls, in melee.
▶ 2 passengers: 240’ (80’). ▶ Unarmed attacks: Deal 1d2+3 damage.
▶ 3 passengers: 180’ (60’). Encumbrance: If using the optional rules
for detailed encumbrance (see Time,
Folding Boat Weight, Movement in the Advanced Fan-
A normal-seeming wooden box (about tasy Player’s Tome):
1’ cube) which magically unfolds into a ▶ Extra weight: The character’s ability to
boat or ship when the correct command carry weight is increased by 1,000 coins.
word is spoken. (i.e. the character can carry 1,400 coins
▶ Boat: One command word causes without becoming encumbered.)
the box to unfold into a small river boat
(length 10’, beam 4’, draft 2’), with oars, Gem of Brightness
a sail, and an anchor. The boat can hold A crystal in the shape of a long, rough
up to 4 human-sized characters and up to prism. Three command words cause the
5,000 coins of cargo. It has a movement crystal to emit three different types of
rate of 150’ (50’) rowed and 240’ (80’) light.
sailed, AC 8 [11], and 1d10 + 10 hull
▶ Charges: The gem has 50 charges.
points.
▶ Beam: A beam of pale light, 10’ long
▶ Ship: Another command word causes
and 2’ wide. Consumes no charges.
the box to unfold into a small sailing ship
(length 24’, beam 8’, draft 6’), with 5 sets ▶ Ray: A momentary ray of bright light,
of oars, a sail, a cabin, and an anchor. The 50’ long and 1’ wide to be directed at
ship can hold up to 15 human-sized char- the eyes of a creature. The target must
acters and up to 15,000 coins of cargo. It save versus spells or be blinded for 1d4
has a movement rate of 180’ (60’) rowed rounds. Expends 1 charge.
and 360’ (180’) sailed, AC 8 [11], and ▶ Flash: A momentary cone of blinding
1d20 + 20 hull points. light, 30’ long and 5’ wide at the end. All
▶ Folding down: The boat or ship folds creatures in the cone must save versus
back down into a box when a third com- spells or be blinded for 1d4 rounds and
mand word is uttered. suffer a permanent penalty to attack
rolls equal to the number of rounds of
blindness. The attack penalty can only be
cured by powerful magic (e.g. cure serious
wounds cast expressly for the purpose).
Expends 5 charges.
▶ Magical darkness: Negates the effects
of the gem.

172
Gem of Monster Attraction Gem of Seeing
A shining, very valuable-looking gem. A finely cut, clear gem. Gazing through
A character who takes the gem comes the gem reveals hidden, enchanted, and
under a curse. invisible things.
▶ Wandering monsters: Each time the ▶ Secret doors and traps: Are revealed.
referee checks for wandering monsters, ▶ Invisibility: Invisible objects and crea-
the chance of an encounter is doubled. tures are perceived.
▶ Pursuit: If the referee rolls to deter- ▶ Illusions: Are seen through.
mine whether monsters pursue the char- ▶ Enchantments: Enchanted objects and
acter, the chance of pursuit is doubled. creatures are made apparent.
▶ Discarding the gem: The jewel reap- ▶ Range: Up to 30’.
pears, hidden somewhere on the charac-
▶ Scanning speed: An area of 100
ter’s person, unless the curse is removed
square feet (e.g. ten × 10’ squares) can be
by magic (e.g. remove curse).
scanned in one round.
Gem of Pristine Faceting ▶ Chance of error: Per usage, there is a
5% chance that the gem will provide false
A magical gem which has the power to information—a hallucination of some-
increase the value of other gems. thing which is not really there.
▶ Usage: The gem must be placed with
one or more other (non-magical) gems. Girdle of Giant Strength
▶ Effect: There is a 20% chance of each A character who wears this girdle gains
of the other gems being magically pol- the strength of a hill giant.
ished, faceted, or otherwise perfected in
▶ Combat ability: The wearer’s ability
form. Affected gems increase in value by
in combat is augmented: the character
50%.
attacks as an 8 Hit Dice monster. (If the
▶ Charges: The gem has 10d10 charges. character already has better attack proba-
One charge is used each time it trans- bilities, the girdle does not alter these.)
forms another gem.
▶ Damage: The wearer inflicts 2d8
▶ Facets: The gem has as many facets damage in combat, or twice normal
as it has charges. Each time a charge is damage, if using the optional variable
spent, it loses one facet. When all charges weapon damage rules (see Combat in the
have been spent, it becomes a worthless Advanced Fantasy Player’s Tome).
stone sphere. 173
Gloves of Dexterity Helm of Alignment Changing
A pair of soft leather gloves which bestow A beautifully crafted but cursed helmet.
remarkable manual dexterity. ▶ Putting on the helmet: Instantly caus-
▶ DEX increase: The wearer’s DEX in- es the wearer’s alignment to change. The
creases by a number of points, depending new alignment is determined at random.
on their normal DEX: 6 or less: +4, 7–13: ▶ Removing: The curse is such that
+2, 14–17: +1. the wearer cannot remove the helmet,
▶ Pick pockets: The wearer may pick once in place, and will resist attempts to
pockets, with a 35% chance of success remove it.
(or a +10% bonus if already able to pick ▶ Dispelling: The curse can be removed
pockets). If the victim is above 5th level, by magic (e.g. remove curse), or (at the
the roll is penalised by 5% for every level referee’s option) by performing a special
above 5th. There is always at least a 1% quest.
chance of failure. A roll of more than
twice the percentage required for success Helm of Reading Languages and
means that the attempted theft is noticed.
The referee should determine the reaction Magic
of the victim (possibly using the reaction A fragile helmet that grants the wearer
table under Encounters in the Advanced the ability to read writing of all kinds.
Fantasy Player’s Tome). ▶ Normal text: Text in any language can
▶ Open locks: The wearer may pick be understood.
locks, with a 30% chance of success (or ▶ Magical text: Even magical writing is
a +10% bonus if already able to open comprehensible. (This does not grant the
locks). This requires thieves’ tools. The ability to cast spells, however.)
character can only try this skill once per
▶ Fragility: Each time the wearer is hit,
lock. If the roll fails, the character may
there is a 1-in-10 chance of the helm be-
not try the same lock again before gain-
ing destroyed. If the wearer is killed, the
ing an experience level.
helm is destroyed.
Gloves of Swimming and Climbing Helm of Telepathy
A pair of soft leather gloves which bestow
A beautifully crafted helmet that grants
remarkable swimming and climbing skill.
the magical ability of telepathy: reading
▶ Swimming: 180’ (60’) on the surface, and sending thoughts.
150’ (50’) underwater. (The ability to
▶ Range: The range of the power is 90’.
breath water is not conferred, however.)
▶ Concentration: To read a creature’s
▶ Climbing sheer surfaces: With a 95%
thoughts, the wearer must remain still
chance of success (or 99% if the character
and concentrate on that creature.
can already climb sheer surfaces). A roll
is required for each 100’ to be climbed. ▶ Comprehension: The creature’s
If the roll fails, the character falls at the thoughts are made comprehensible to the
halfway point, suffering falling damage. wearer of the helm.
▶ Bidirectional communication:
The wearer may initiate bidirectional,
telepathic communication, though the
creature is not compelled to respond.
174
Helm of Teleportation Horn of Cave-Ins
A magical helm that gives an arcane spell A bugle or hunting horn with the power
caster the ability to cast the teleport spell to cause cave-ins when sounded.
(see Magic-User Spells in the Advanced ▶ Without command word: A cave-in
Fantasy Player’s Tome). occurs directly above the character.
▶ Subject: The wearer may teleport ▶ With command word: The character
themselves, another creature, or an may aim at a section of roof within 60’.
object. There is a 90% chance that a cave-in oc-
▶ Resisting: If used on another creature curs in the desired area and a 10% chance
or object, a save versus spells is allowed that it occurs directly above the character.
to resist being teleported. ▶ Outdoors: Only if blown without
▶ When first found: The helm’s power is speaking the command word: a hail of
usable only once. 2d6 stones cascades onto the character.
▶ Recharging: To be used again, a tele- Each causes 1d6 damage.
port spell must be cast upon the helm. ▶ Indoors / underground: The ceiling
▶ Once recharged: The wearer may collapses, causing 6d6 damage to all in a
use the helm an unlimited number of 10’ radius. (Save vs paralysis for half.)
times (at most once per round). If the
helm is used on an unwilling subject, it
once again loses its power and must be
recharged, as above, to be used again.

Horn of Blasting
A horn that can be blown to release a
blast of destructive noise.
▶ Creatures: Within a 100’ long cone
(20’ wide at the end) suffer 2d6 damage.
▶ Deafness: Affected creatures are also
deafened for one turn (save versus spells
to avoid).
▶ Buildings: At the referee’s discretion,
the horn may also be able to damage
objects and buildings (e.g. a single blast Horn of Frothing
might be enough to destroy a simple
cottage; a 10’ section of castle wall might A normal-looking musical instrument
require three blasts). which is cursed to hamper the owner if
blown in perilous circumstances.
▶ Frequency: The horn may be used
once per turn. ▶ Under normal circumstances: Blow-
ing the horn has no special effect.
▶ In perilous circumstances: (e.g. in the
presence of hostile monsters.) Blowing
the horn causes a mass of bubbles to froth
out and cover the character’s head. This
causes blindness for 2d10 rounds.
175
Horn of the Tritons Horn of Valhalla: Type
A large conch shell which has power over Berserkers
marine animals and the seas. Each time d% Type Number HD Classes
it is sounded, one of the following effects 01–40 Silver 2d4+2 2 Any
may be invoked. 41–75 Brass 2d4+1 3 C, F, T
▶ Calm rough seas: In a 1-mile radius. 76–90 Bronze 2d4 4 C, F
▶ Summon mounts: 6d6 hippocampi or 91–00 Iron 1d4+1 5 F
giant sea horses (see Advanced Fantasy:
Monsters) arrive to obey the character’s Berserker: AC 4 [15], HD 2 to 5 (6hp per
commands. (Only functions in waters HD), Att 1 × weapon (1d6 or by weap-
where such animals live.) on), THAC0 19 [0] (HD 1–3) or 18 [+1]
(HD 4–5), MV 120’ (40’), SV D12 W13
▶ Panic: Causes marine animals within
P14 B15 S16 (HD 1–3) or D10 W11 P12
240’ to flee for 3d6 turns (save versus
B13 S14 (HD 4–5), ML 12, AL Neutral,
spells).
XP 10/20/35/75/175, NA See above, TT
▶ Usage frequency: Once per day. None
(Tritons may blow the horn up to 3 times
per day.) ▶ Weapons: 50% have sword and spear,
50% have battle axe and spear.
▶ Tritons alerted: All tritons within 3
miles hear the sounding of the horn.
Horseshoes of a Zephyr
Horn of Valhalla Iron shoes which, when affixed, allow a
horse to float slightly above the ground.
An engraved metal hunting horn which
summons berserkers to fight for the ▶ Water: The horse can move across
character. water as if it were solid ground.
▶ Usage frequency: Once per week. ▶ Tracks: The horse leaves no tracks.
▶ Type of horn: When found, roll d% ▶ Missing shoes: The magic of the shoes
on the table below to determine the exact is only effective if all 4 are worn.
powers of the horn.
▶ Berserkers: The number of berserkers
Horseshoes of Speed
summoned and their Hit Dice are shown Iron horseshoes which, when affixed,
in the table below. double a horse’s movement rate.
▶ Duration: The berserkers remain until ▶ Missing shoes: The magic of the shoes
they are slain, have slain their opponents, is only effective if all 4 are worn.
or 1 hour has passed.
▶ Class limitations: Any character can
use the silver horn, but only clerics, fight-
ers, and thieves can use the other types,
as indicated in the table below.
▶ Characters of other classes: If a char-
acter of a restricted class blows the horn,
the summoned berserkers attack them.

176
AFT16: 125mm wide, 62mm high

Incense of Meditation Incense of Obsession


Small blocks of incense which grant boons Small rectangular blocks of sweet-smell-
to a divine spell caster when burned. 2d4 ing incense. 2d4 blocks are usually found
blocks are usually found together. together. Burning this incense causes a
▶ Burning: When lit, a distinctive divine spell caster to suffer the delusion
pearly-hued smoke and sweet fragrance that their spell casting ability is greatly
are produced. A block burns for 8 hours. enhanced.
▶ Meditation: If the divine spell caster ▶ Burning: When lit, the incense pro-
who lit the block prays and meditates for duces a distinctive pearly-hued smoke
8 hours in the vicinity of the incense, they and fragrance, identical to that of incense
gain the following boons for 24 hours: of meditation. A block burns for 1 hour.
a. Maximised spells: Any variable ▶ Meditation: If the divine spell caster
qualities of spells cast have their who lit the block prays and meditates in
maximum value. (e.g. cure light the vicinity of the incense, they become
wounds heals the maximum: 7hp). obsessed with spell casting.
b. Save penalty: Saving throws ▶ Obsession: The character is de-
against the character’s spells are termined to use their spells at every
penalised by –1. opportunity, especially when not needed
c. Raising the dead: If using the op- or when useless. The obsession remains
tional rule for returning from death until all spells have been cast or until 24
(see Damage, Healing, and Death hours have elapsed.
in the Advanced Fantasy Player’s
Tome), resurrection magic used
by the character has an increased
chance of success. For the sake of
the survival roll, the subject’s CON
is increased by 4.
▶ Recognising: The unique aroma and
smoke can be recognised by divine spell
casters of 5th level or higher. 177
Instant Fortress Iron Flask
A small metal cube which can transform A flask of iron, decorated with silver
into a metal tower 30’ tall and 20’ square. runes and sealed with a sigil-engraved
▶ Command words: One command brass plug. The flask—if the appropriate
word activates the tower and another re- command word is used—has the power
turns it to the form of a small metal cube. to trap an extra-planar being and force it
▶ When activated: The tower springs into servitude.
up in 1 round. Any (except the owner) ▶ When found: There is a 50% chance
within 20’ must save versus paralysis or that a creature (e.g. an elemental, djinni,
suffer 10d6 damage. efreeti, invisible stalker, or other creature
▶ Exterior: The fortress has 3 storeys, of extra-planar origin) is already trapped
arrow slits on all 4 sides, a single entrance in the flask.
door at ground level, and a crenellated ▶ Removing the plug: Frees the trapped
battlement atop it. creature (if any). If the character speaks
▶ Entering: The door only opens at the the command word, the creature is forced
owner’s command. Knock spells cannot to serve for 1 turn. If the command word
open it. is not spoken, the creature’s reaction
▶ Inside: Stairs lead to each of the 2 should be determined randomly (see
upper storeys and the battlement. Monster Reactions under Encounters in
▶ Damaging: The tower is treated as the Advanced Fantasy Player’s Tome).
a vehicle (see Vehicles in the Advanced ▶ Trapping creatures: If the flask is
Fantasy Player’s Tome) with AC 5 [14] empty, an extra-planar creature within
and 40 hull points. Only a wish can repair 60’ can be trapped by removing the plug
it (2 hull points per wish). and speaking the command word. The
▶ Deactivating: The fortress can only be creature may save versus spells to resist.
deactivated when it is empty. If the creature was previously trapped in
the flask, it gains a +2 bonus to the save
Ioun Stones and becomes utterly hostile.
Small, floating stones of different forms
and hues. 1d10 are usually found together.
▶ Type of stone: When found, roll 1d20
on the table opposite to determine the
type of each stone. Duplicate rolls in a
single cache of stones indicate a burned
out, dull grey stone.
▶ Activating: A stone’s power is activat-
ed when held then released beside the
character’s head, whereupon it takes up a
circling orbit 1d3 feet around the head.
▶ Stealing: Stones may be grasped or
netted to separate them from their owner.
▶ Attacking stones: AC 0 [19] and 10hp.
▶ Storing: The character may grasp an
orbiting stone to store it, deactivat-
ing its power temporarily.
178
d. Oil: Up to 1 pint.
Jug of Endless Liquids e. Poison: Up to 1 vial. If ingested,
A glass or ceramic jug which can pour the victim suffers 40hp of damage
forth different liquids on command. (save versus poison for half). There
▶ Naming a liquid: If the name of one of is a 40% chance of the poison being
the following liquids is spoken out loud detected by scent before drinking.
and the jug tipped, the liquid will pour f. Salt water: Up to 128 pints.
forth up to the quantities listed: g. Vinegar: Up to 16 pints.
h. Wine: Up to 8 pints.
a. Acid: Up to 1 vial. Enough to
dissolve 1 square foot of wood or ▶ Rate of pouring: Up to 1 pint per
metal over 1 turn. round.
b. Ale: Up to 32 pints. ▶ Usage frequency: Each type of liquid
c. Fresh water: Up to 64 pints. may be poured at most once per day.

AFT40: 125mm wide, 16mm high

Ioun Stones: Type


d20 Colour Shape Power
1 Pale blue Rhomboid +1 STR (maximum 18)
2 Scarlet and blue Sphere +1 INT (maximum 18)
3 Incandescent blue Sphere +1 WIS (maximum 18)
4 Deep red Sphere +1 DEX (maximum 18)
5 Pink Rhomboid +1 CON (maximum 18)
6 Pink and green Sphere +1 CHA (maximum 18)
7 Pale green Prism +1 experience level
8 Clear Spindle Sustains character without food or water
9 Iridescent Spindle Sustains character without air
10 Pearly white Spindle Heals 1 hit point of damage per turn
11 Pale lavender Ellipsoid Absorbs spells of 3rd level or lower. After
absorbing 1d3 × 10 spell levels, burns out and
turns to dull grey, forever useless.
12 Lavender and Ellipsoid Absorbs spells of 5th level or lower. After absorb-
green ing 2d3 × 10 spell levels, burns out and turns to
dull grey, forever useless.
13 Vibrant purple Prism Can store 2d4 levels of spells, which must be cast
directly onto the stone. The character can trigger
stored spells at will (up to one spell per round).
14 Dusty rose Prism +1 bonus to AC and saving throws
15+ Dull grey Ellipsoid None; burned out

179
Libram of Arcane Power Loadstone
A tome of arcane knowledge affiliated A polished, roughly hewn piece of deco-
with a specific alignment. The effects of rative stone (e.g. agate) which afflicts the
opening the tome depend on the class owner with a curse of slow movement.
and alignment of the character. ▶ Flight: The curse takes effect when the
▶ Libram’s alignment: Determined by character attempts to flee from an enemy
rolling 1d6: 1–2: Lawful, 3–4: Neutral, (whether in combat or in pursuit).
5–6: Chaotic. ▶ Effect: The character’s movement rate
▶ Vanishes after use: Once the book’s is halved and they can only attack or cast
magical effect has occurred, it vanishes. spells every second round.
▶ Arcane casters (same alignment): ▶ Discarding the stone: The stone reap-
May study the tome for 1 week to gain pears, hidden somewhere on the charac-
one experience level. A character can ter’s person, unless the curse is removed
only gain this benefit once, even if anoth- by magic (e.g. remove curse).
er golden libram is discovered.
▶ Arcane casters (other alignment): Luckstone
Suffer 5d4 damage, fall unconscious for A polished, roughly hewn piece of deco-
5d4 turns, and become unable to gain rative stone (e.g. agate) which grants its
experience points unless a quest of atone- owner good luck.
ment is performed.
▶ Bonus: The character gains a +1 (or
▶ Other classes: Must save versus spells +5%, as applicable) bonus to saving
or become permanently insane. This throws, ability checks, and similar rolls.
insanity can only be removed by magic.
Lyre of Building
AFT18: 59mm wide, 78mm high A beautifully crafted musical instrument
which, when played by a skilled musician,
has magical abilities of construction.
▶ Protecting buildings: Once per day,
playing the proper chords (treat as a com-
mand word) negates the effects of attacks
made against a building or construction.
This can, for example, negate the powers
of a horn of blasting (see p175) or the
effects of siege weapons.
▶ Construction: Once per week, playing
the proper chords (treat as a command
word) allows buildings to be magically
constructed. Construction work equiv-
alent to that of 100 humans over 3 days
occurs in merely 3 turns.
▶ If disturbed while playing: There is a
50% chance of the effects of the lyre being
negated.

180
Marvellous Pigments Medallion of ESP 30’
Pots of magical paint which can be A medallion on a chain, enchanted with
applied to a flat surface to conjure a real, the power of reading thoughts.
three-dimensional object. 1d4 pots of ▶ Focus: By concentrating for 1 round,
pigment are usually found together, along the wearer may target a creature within
with a brush. 30’.
▶ Applying: The object to be conjured ▶ Resisting: At the referee’s option, the
must be painted onto a flat surface (e.g. target may save versus spells to resist.
wall, door, floor, ceiling). The artistic ▶ Concentration: While reading
skill of the character has no bearing—the thoughts, the wearer may move, but can-
object magically flows from the paint not cast spells or attack.
brush, guided by the character’s imagina-
▶ Misfires: The medallion is not entirely
tion alone.
reliable. Per usage, there is a 1-in-6
▶ Time: Painting an object takes 1 turn. chance of it misfiring, instead sending the
▶ Dimensions: Each pot of the pigments wearer’s thoughts to all within 30’.
is sufficient to cover a 10’ × 10’ surface,
conjuring an object of up to 1,000 cubic Medallion of ESP 90’
feet (e.g. 10’ × 10’ × 10’).
A medallion on a chain, enchanted with
▶ Type of objects: Only non-magical, the power of reading thoughts. This
inanimate things may be conjured, for works in the same way as the magic-user
example: rooms, portals, armour, equip- spell ESP (see Magic-User Spells in the
ment, trees, flowers, pits, passages, etc. Advanced Fantasy Player’s Tome).
▶ Valuable objects: May be conjured.
These appear valuable, but are actually Medallion of Thought Projection
constructed of low value materials (e.g.
tin, glass, etc.). A medallion on a chain, enchanted with
▶ Duration: Conjured objects are per- the power of reading thoughts, but cursed
manent and real in every sense. such that it also projects the wearer’s
thoughts to others.
▶ Focus: By concentrating for 1 round,
the wearer may target a creature within 30’.
▶ Resisting: At the referee’s option, the
target may save versus spells to resist.
▶ Concentration: While reading
thoughts, the wearer may move, but can-
not cast spells or attack.
▶ Thought projection: When used,
there is a 5-in-6 chance that the curse of
the medallion will project the wearer’s
thoughts to all within 30’, alerting them
to the wearer’s presence nearby.

181
Mirror of Mental Prowess
A large looking glass, 5’ tall and 2’ wide,
which bestows several magical powers on
the character who possesses it.
▶ Thought reading: The character can
read the thoughts of anyone whose reflec-
tion is viewed in the mirror, even if the
thoughts are in an unknown language.
▶ Scrying: Up to 3 times per day, gain
a vision (accompanied with sound) of a
place or object that is brought to mind.
The clarity of the vision is dependant on
the scryer’s familiarity with the subject. It
is not possible to cast spells through the
mirror into the viewed scene.
▶ Dimensional travel: When scrying,
the character may choose to step into the
mirror, appearing in the observed loca-
tion. This works the same as the 6th level
illusionist spell through the looking glass.
(See Druid and Illusionist Spells.)
▶ Questions: Once per week, a short
question about a creature whose reflec-
tion is viewed in the mirror. The answer
will be true but brief.
Mirror of Life Trapping Mirror of Opposition
A mirror with the ability to magically
trap living creatures behind its pane. A looking glass, 4’ tall and 3’ wide, which
brings to life a double of anyone reflected
▶ Gazing into the mirror: Any creature in its surface.
of human size or smaller who gazes into
the mirror is sucked inside (save versus ▶ Reflections of creatures: Will step out
spells to resist), with all its belongings. of the mirror, magically brought to life,
and attack the original.
▶ Capacity: Up to 20 creatures can be
trapped in the mirror. When this number ▶ Mirror opposites: Have the same
is reached, it becomes safe to look into statistics, abilities (including spells), and
the mirror. equipment as the original.
▶ Inside the mirror: A creature will live ▶ Defeat: If the mirror opposite or the
indefinitely, without the need for air or original is killed, the double disappears
sustenance, and unaffected by ageing. with all its equipment.
▶ Communication: Trapped creatures
may converse with those outside, but are
utterly powerless.
▶ Breaking the mirror: Releases
those trapped.
182
Necklace of Adaptation Necklace of Fireballs
A heavy chain with a medallion, which A cheap-looking medallion which allows
grants the wearer the ability to survive one who wears it to throw fireballs.
without breathing. ▶ Type of necklace: When found, roll
▶ Gases: Do not affect the wearer. 1d20 on the table below to determine the
▶ Water or vacuum: The wearer can powers of the necklace.
survive underwater, in a vacuum, or any ▶ Wearing: One who wears the necklace
other airless environment. can perceive its true form: a golden chain
hung with small golden spheres.
▶ Throwing spheres: The golden spheres
can be detached and thrown up to 70’,
exploding in a fireball.
▶ Size of spheres: Golden spheres which
explode into higher damage fireballs are
larger.
▶ Fireballs: Inflict the listed damage on
all in a 20’ radius (save versus spells for
half damage).
▶ If wearer is harmed by magical fire:
They must save versus spells. If the save
fails, all remaining golden spheres ex-
plode immediately.

Necklace of Fireballs: Type


d20 Fireballs and Damage
1–4 1 × 5d6, 2 × 3d6
5–8 1 × 6d6, 2 × 4d6, 2 × 2d6
9–12 1 × 7d6, 2 × 5d6, 4 × 3d6
13–16 1 × 8d6, 2 × 6d6, 2 × 4d6,
4 × 2d6
17–18 1 × 9d6, 2 × 8d6, 2 × 5d6,
2 × 3d6
19 1 × 10d6, 2 × 8d6, 2 × 6d6,
4 × 4d6
20 1 × 11d6, 2 × 9d6, 2 × 7d6, 2 ×
5d6, 2 × 3d6

183
Necklace of Strangulation Oil of Slipperiness
A fabulous jewelled necklace which is A flask of thin oil which can make char-
cursed to strangle anyone who wears it. acters or objects impossible to grasp.
▶ Wearing: The necklace constricts ▶ Applying: The oil must be rubbed
around the character’s neck, inflicting 6 onto the character or object to be
points of damage per round. affected. A flask is sufficient for one hu-
▶ Removing: The necklace can only be man-sized character and their gear.
removed by magic (e.g. remove curse). ▶ Slipperiness: The subject becomes
▶ If the character dies: The necklace impossible to grasp or restrain, making
remains constricted in place until the them immune to constriction attacks and
corpse has rotted away (about 1 month). able to instantly slip out of webs, rope
It then loosens, ready for another victim. bonds, chains, and so forth.
▶ Applying to a floor: A flask can cover
Net of Snaring a 10’ square area. Creatures walking
A 10’ square net of meshed rope with the through the area have a 95% chance per
power to ensnare creatures. round of slipping over.
▶ Duration: 8 hours.
▶ Throwing: Can be thrown up to 20’.
Creatures must save versus spells or be
trapped.
Pearl of Power
▶ Suspending from above: A command A magical pearl which grants an arcane
word causes the net to drop. spell caster the ability to recall cast spells.
▶ Placing on the ground: A command ▶ Effect: The character may instantly
word can cause the net to close upwards. re-memorize one spell which has already
▶ Escaping: Only creatures of giant been cast. The spell must be among
strength can escape ensnarement. The those which the character most recently
strands of the net cannot be cut or dam- memorized.
aged by mundane means. ▶ Maximum spell level: When found,
roll 1d20 on the table below to determine
Net of Aquatic Snaring the maximum level of spell which may be
Only functions underwater. recalled.
▶ Usage frequency: The pearl’s power
Oil of Insubstantiality may be used once per day.
A flask of thin oil which has the power to
make characters or objects insubstantial. Pearl of Power: Maximum Spell Level
▶ Applying: The oil must be rubbed d20 Maximum Spell Level
onto the character or object to be 1–5 1st
affected. A flask is sufficient for one hu- 6–10 2nd
man-sized character and their gear. 11–14 3rd
▶ Insubstantiality: The subject becomes 15–17 4th
insubstantial—able to move through 18–19 5th
physical objects like a ghost. The subject
20 6th
can only be harmed by magic.
▶ Duration: 1d4+4 turns.
184
Pearl of Wisdom Periapt of Proof Against Poison
A normal-looking pearl which increases A small gem of apparently inconsequen-
the Wisdom of a divine spell caster who tial value which protects its possessor
keeps it on their person. against poison.
▶ Effect: The character’s WIS increases ▶ Power: When found, roll 1d10 on the
by 1 (maximum of 18) as long as the table below to determine the magnitude
pearl is on their person. of the periapt’s power.
▶ Delayed onset: The character must ▶ Effect: The periapt protects its owner
keep the pearl on their person for 30 days against poisons. The effect depends on
in order for it to take effect. the type of saving throw allowed by the
poison:
Periapt of Foul Rotting a. No save: The character has a
A small gem of apparently inconsequen- percentage chance of resisting the
tial value which curses its possessor with poison.
a horrible rotting disease. b. Save with penalty: The character
rolls the save without the penalty.
▶ Curse: The character loses 1 point of
c. Normal save: The character gains a
CHA, CON, and DEX per week, begin-
bonus to the saving throw.
ning one week after coming into posses-
sion of the gem. Periapt of Proof Against Poison: Bonuses
▶ Death: If any afflicted ability score
reaches 0, the character dies.
d10 No Save % Save Bonus
▶ Curing: The curse must first be re- 1–4 10% +1
moved (e.g. with remove curse) before the 5–7 20% +2
disease may be cured (e.g. cure disease). 8–9 30% +3
▶ Invisible sigils: The gem is engraved 10 40% +4
with magical sigils which can only be
seen by magic. Periapt of Wound Closure
Periapt of Health A small gem of apparently inconsequen-
tial value which protects its possessor
A small gem of apparently inconsequen- against wounding.
tial value which protects its possessor
▶ Bleeding: The character is immune to
against disease.
effects which cause damage by bleeding.
▶ Effect: While the gem is on the charac- ▶ Natural healing: The character regains
ter’s person, they are immune to all forms hit points from rest at twice the normal
of disease (including magical disease), rate (2d3hp per day or rest).
except the disease caused by the cursed
▶ Non-healable damage: The character
periapt of foul rotting.
can heal magically non-healable damage
normally.

185
Phylactery of Betrayal Pipes of the Sewers
A small box containing strips of parch- A set of wooden musical pipes with the
ment inscribed with holy text. Carries a power to summon and control rats.
curse which attracts enemies of a divine ▶ Playing: The magical effect is only
spell caster’s religion. activated by playing a specific melody,
▶ Wearing: The phylactery must be which must be learned (treat as a com-
strapped to the arm. mand word).
▶ Effect: Once strapped on, the phylac- ▶ Summons: If rats are within 400’, play-
tery’s curse is activated. Enemies of the ing the correct melody summons either
character’s religion (e.g. powerful mon- 1d6 × 10 giant rats or 3d6 × 10 normal
sters of the opposite alignment, priests of rats (see p97)
opposing religions, etc.) are alerted to the ▶ Arrival: Summoned rats travel to-
character’s presence when within 120’. wards the character’s location at a rate of
▶ Removing: Once the curse is active, 50’ per round.
the character cannot remove the phylac- ▶ Controlling: Summoned rats have a
tery. The curse can only be removed with 95% chance of obeying the character’s
magic (e.g. remove curse). mental commands, as long as they keep
playing the pipes.
Phylactery of Faithfulness ▶ Stopping playing: Summoned rats
A small box containing strips of parch- leave immediately. If playing is resumed,
ment inscribed with holy text. Can fore- there is a 70% chance of the rats obey-
warn a divine spell caster of actions or ing the character once more and a 30%
items which could cause deity disfavour. chance of them attacking the character.
▶ Wearing: The phylactery must be ▶ Controlled rats: The pipes can also
strapped to the arm. be played to take over control of rats
▶ Usage: The character must briefly con- controlled by another (e.g. by a vampire
template a course of action or item. or wererat). There is a 30% chance of
success per round. If successful, the other
▶ Forewarning: The phylactery fore-
creature may attempt to reassert control,
warns the character if the contemplated
also with a 30% chance per round.
course of action or item would cause the
character to change alignment or other-
wise bring about deity disfavour. AFT21: 59mm wide, 57mm high

Phylactery of Longevity
A small box containing strips of parch-
ment inscribed with holy text. Has the
power to slow a divine spell caster’s
ageing process.
▶ Wearing: The phylactery must be
strapped to the arm.
▶ Effect: The character ages at 3/4 of the
normal rate. For example, after 4 years
wearing the phylactery, the character is
only 3 years older.
186
AFT22: 125mm wide, 90mm high

Portable Hole Purse of Plentiful Coin


A 6’ diameter circle of fine black cloth, A small leather pouch which can magi-
often found folded down to the size of cally duplicate coins placed inside it.
a handkerchief. The cloth can be placed ▶ When found: Filled with 26 coins of
upon a surface (floor, wall, ceiling, etc.) to each type (cp, sp, ep, gp, pp).
conjure an extra-dimensional hole. ▶ Refilling: Each morning, duplicates
▶ Placing on a surface: Creates a 6’ any coins left in it, producing up to 25
diameter, 10’ deep hole in the surface. coins of each type it contains. (e.g. if a
▶ Picking up: When placed upon a single gold piece is left in the pouch, the
surface, the cloth can be picked up by a following day it will contain 26gp.)
creature inside or outside of the hole. The ▶ If completely emptied: The purse
hole then disappears from the surface it permanently loses its magical power.
was placed on.
▶ Anything inside the hole: Remains Restorative Ointment
in an extra-dimensional space when the A jar of magical unguent which can cure
cloth is picked up. wounds, disease, and poisons. 1d3 jars
▶ Living creatures in the hole: Can are usually found together. Each jar con-
unfold the cloth (if they have it) to recre- tains 5 doses.
ate the hole at its last location. The hole
▶ Wounds: A dose cures 1d4 + 8 hp.
contains enough air for one turn.
▶ Disease: A dose cures any disease.
▶ Poison: A dose cures any poison.
187
Robe of Blending Robe of Powerlessness
A normal-looking robe with powers of A cursed robe which weakens one who
disguise and camouflage. dons it.
▶ Camouflage: The character can blend ▶ Strength loss: Reduced to STR 3.
into natural environments (e.g. rock ▶ Intelligence loss: Reduced to INT 3.
walls, undergrowth). ▶ Loss of magic: The character loses all
▶ Disguise: When among creatures of magical ability and cannot cast spells.
another type, the character can choose to ▶ Removing the robe: Does not remove
appear as one of them. The other type of the curse. This must be removed by mag-
creature may not be larger than twice the ic (e.g. remove curse).
character’s normal size or smaller than
half their normal size. Robe of Scintillating Colours
▶ Spotting the character: Observers of
high intelligence (e.g. INT 15 or more) or A normal-looking robe that can conjure a
with 10 or more Hit Dice have a 1-in-6 hypnotic pattern of incredible hues.
chance per turn of spotting the character. ▶ Minimum INT and WIS: Only a
▶ Allies: Can see the character normally. character with at least 15 INT and 13
WIS can use the robe’s magic.
Robe of Eyes ▶ Activating: The colours on the robe
begin flowing in the round following the
A luxurious robe adorned with dozens of activation of its magic.
eye motifs. Donning the robe grants the
following magical visual powers: ▶ Hypnotism: Creatures within 40’ that
see the hypnotic pattern must save versus
▶ Surprise: The robe’s visual powers pre- spells or stand transfixed for 1d4+1
vent the character from being surprised. rounds (unable to move or act). Follow-
▶ Infravision: To 120’. ing this period, another save is allowed.
▶ Multi-directional sight: The character ▶ Protection: The character gains a +1
can see in all directions at once. AC bonus per round the pattern is active
▶ See invisible: Within 120’. (to a maximum bonus of +5, after 5
▶ See displacement: The character sees rounds).
creatures using displacement effects (e.g. ▶ Concentration: In order to maintain
a displacer cloak) in their true location. the pattern, the character must not move
▶ Detect camouflage and hiding: The more than 10’ per round. Casting spells
character can plainly see anyone hiding and other actions are possible.
or using camouflage.
▶ Targeting with light: A light spell cast
directly on the robe causes the character
to be blinded for 1d3 rounds. Continual
light causes blindness for 2d4 rounds.

188
Robe of the Archmagi Robe of Useful Items
A normal-looking robe which grants a A plain-looking robe with the power to
variety of magical boons to an arcane conjure objects out of thin air.
spell caster of suitable alignment. ▶ Arcane spell casters: After donning
▶ Robe’s alignment: When found, roll the robe, they notice a series of cloth
1d20 to determine the robe’s alignment: patches sewn into it, shaped like items.
1–9: lawful, 10–15: neutral, 16–20: chaotic. ▶ Other characters: Cannot perceive or
▶ Character’s alignment: Upon don- use the powers of this robe.
ning the robe, an arcane spell caster ▶ Removing a patch: Takes 1 round. The
whose alignment differs from that of the patch permanently turns into the corre-
robe suffers 6d4 damage and changes sponding item.
alignment to that of the robe. ▶ Types of patch: The robe has the fol-
▶ Arcane casters: Donning a robe grants lowing patches when found:
the following powers: a. Two daggers.
a. Protection: AC 5 [14]. b. Two 10’ poles.
b. Saves: +1 bonus to all saves. c. Two lanterns, lit and filled with oil.
c. Spell empowerment: When the d. Two large sacks.
character casts charm, hold, or poly- e. Two steel, hand-sized mirrors.
morph spells, the target suffers a –4 f. Two 50’ ropes.
penalty to the saving throw. g. 4d4 items rolled on the table below.
AFT23: 59mm wide, 102mm high
Robe of Useful Items: Item Type
d% Item
01–08 Bag of 100gp
09–15 Small silver box (worth 500gp)
16–22 Iron door with a bar on one side;
may be attached to a wall
23–30 10 gems (worth 100gp each)
31–44 Wooden ladder, 24’ long
45–51 Mule with saddle bags
52–59 10’ deep pit
60–68 Potion that heals 2d6+2 hp
69–75 Rowing boat (12’ long, move-
ment rate 30’ (10’), AC 9 [10], 10
hull points)
76–83 Scroll of a random arcane spell
84–90 Two war dogs (see below)
91–00 Window (2’ × 4’, 2’ deep)
War dogs: AC 6 [13], HD 2+2 (11hp),
Att 1 × bite (2d4), THAC0 17 [+2], MV
120’ (40’), SV D12 W13 P14 B15 S16 (1),
ML 11, AL Neutral, XP 25, NA 0 (0), TT
None
189
Rope of Strangulation
A cursed 50’ rope which strangles any
who attempt to activate its magic.
▶ Commanding: Any command issued
to the rope by a character holding it acti-
vates its curse.
▶ When activated: The rope springs to
life and attempts to strangle the character
holding it plus 1d4 others within 10’.
▶ Saving throw: Each victim may save
versus spells to avoid being entangled.
Rope of Climbing ▶ Strangled creatures: Suffer 2d6 dam-
A coil of thin, strong rope, 50’ in length. age per round, cannot cast spells, and are
▶ Commanding: The owner may com- unable to free themselves in any way.
mand it to climb in any direction. ▶ Freeing victims: Dispel magic causes
▶ Attaching: The rope can also be com- the rope to release the victims, as does
manded to attach to a surface. severing it.
▶ Load: Up to 10,000 coins of weight can ▶ Severing the rope: It has AC –2 [21]
be suspended from the rope. and 22 hit points. If cut through, the rope
becomes non-magical.
Rope of Entanglement
Rug of Suffocation
A 50’ length of rope with the power to
entangle enemies. A high quality, woven carpet which is
cursed to smother any who attempt to
▶ Commanding: The owner can
activate its magic.
command the rope to entangle up to 8
human-sized creatures (or a number of ▶ Commanding: Any command issued
larger or smaller creatures equivalent to 8 to the rug by a character sitting on it
humans). activates its curse.
▶ Range: Up to 20’ forward or 10’ up. ▶ When activated: The rug rolls up
▶ Saving throw: Each target may save tightly around the character and attempts
versus spells to avoid being entangled. to suffocate them.
▶ Entangled creatures: Are fully re- ▶ Saving throw: The victim may save
strained: unable to move, cast spells, or versus spells to avoid being suffocated.
free themselves in any way. ▶ Suffocating: The character suffocates
▶ Cutting the rope: It has AC –2 [21] in 1d4+2 rounds.
and 22 hit points. If cut through, the rope ▶ Freeing the victim: Dispel magic caus-
becomes non-magical. es the rug to release the victim.
▶ Regeneration: The rope repairs any
damage to itself in 6 turns.

190
Saw of Felling
A magical saw-blade of adamantine, 12’
long and 1’ wide, with the power to saw
through trunks at a fantastic speed.
▶ Minimum STR: A character of STR 18
can operate the saw alone. Two characters
of STR 17 can operate it together.
▶ Cutting speed: The saw can cut
through a 4’ thick trunk in 3 turns, a
2’ trunk in 1 turn, and a 1’ trunk in 3
rounds.
▶ Resting: After 6 turns of sawing, a
character must rest for 6 turns.

Scarab of Chaos
A small, scarab-shaped amulet with the
power to drive those who see it tempo-
rarily insane.
Scarab of Death
▶ Charges: 1d8+8 charges.
▶ Command word: The owner must A small, scarab-shaped brooch which
present the scarab and utter a command carries a curse to kill anyone who pos-
word to activate its magic. sesses it.
▶ When activated: Creatures within 20’ ▶ Activating: The scarab’s curse is acti-
must save versus spells (with a –2 penal- vated when a character holds it for more
ty) or become temporarily insane. than 1 round or when a character carries
it on their person for more than 1 turn.
▶ Insanity: Affected creatures cannot
cast spells and act completely irrationally. ▶ When activated: The scarab comes to
Each round, roll for the behaviour of each life and tears through leather, cloth, and
subject on the table below. flesh, seeking the character’s heart. This
takes one round and causes death.
▶ Duration: 1d4+8 rounds.
▶ Blocking / containing: The scarab
Scarab of Chaos: Subject Behaviour cannot tear through wood, ceramic, bone,
2d6 Behaviour ivory, or metal. If placed in a container
of one of those materials, it remains inert
2–5 Attack scarab owner’s group
even when carried.
6–8 No action
9–12 Attack subject’s group Scarab of Protection
Protects the bearer from baleful magic.
▶ Curses: Of all kinds are nullified.
▶ Finger of death: (see the Advanced
Fantasy Player’s Tome) is nullified.
▶ Charges: The scarab’s enchantment
works 2d6 times before it is spent.
191
Scarab of Rage Sphere of Annihilation
A small, scarab-shaped amulet with the A rift in the fabric of the multiverse
power to instil a blood rage in those who which manifests as a static 2’ globe of
see it. absolute blackness. Anything it touches is
▶ Charges: 1d6+18 charges. utterly destroyed.
▶ Command word: The owner must ▶ Touching: Any matter which touches
present the scarab and utter a command the sphere is instantly and permanently
word to activate its magic. annihilated. Restoration is impossible,
▶ When activated: Intelligent enemies even with a wish.
within 40’ are stricken with blood rage ▶ Moving: An arcane spell caster may
(save versus spells to avoid). try to move the sphere with their mind.
▶ Blood rage: Affected creatures The character must be at most 10’ per lev-
immediately attack the closest creature, el away from the sphere. Any attempt to
whether it is friend or foe. If the creature move the sphere sets it in motion.
is killed, the stricken creature attacks the ▶ Control check: A control check is re-
next nearest. The rage causes a +1 bonus quired each round. The chance of success
to attack rolls, a +2 bonus to damage depends on the character’s level, as shown
rolls, and a –3 AC penalty. in the table below.
▶ Duration: 1d6+6 rounds. ▶ If a check succeeds: The character can
move the sphere in any direction for 1
Spade of Mighty Digging round, at the rate shown in the table.
A magical spade with an 8’ long handle ▶ If a check fails: The sphere slides to-
and a 3’ long head. The spade has the wards the character at a rate of 10’ for 1d4
power to excavate earth at a fantastic rounds. Control cannot be reattempted
speed. during this time.
▶ Vying for control: If multiple arcane
▶ Minimum STR: Only a character of
spell casters vie for control of the sphere,
STR 18 or greater can use the spade.
each must make a control check per
▶ Digging speed: The spade can exca- round, with the highest level character
vate a cubic yard of hard clay in 2 rounds, rolling first. If all characters fail to control
a cubic yard of normal earth in 1 round, the sphere, it slides towards the highest
and a 2 cubic yards of loose soil in 1 level character as per if a check fails,
round. above.
▶ Resting: After 10 rounds of digging,
the character must rest for 5 rounds. Sphere of Annihilation: Control
Level Move/Round Control Chance
1–5 8’ 15%
6–7 10’ 30%
8–9 12’ 50%
10–11 14’ 60%
12–13 16’ 70%
14 18’ 80%

192
Sweet Water Vacuous Grimoire
A vial of scintillating liquid with the A cursed tome which can diminish a
power to transmute liquids into pure, character’s mental faculties.
drinkable water. ▶ Appearance: The tome adapts its
▶ Usage: The vial of sweet water must be appearance to blend in with any other
poured into the liquid to be purified. The books in its vicinity.
volume transmuted depends on the type ▶ Reading: Opening the book and
of the other liquid. reading so much as a single word of the
▶ Salt or impure water: Up to 100,000 text afflicts the character with the baleful
cubic feet. magic.
▶ Acid: Up to 1,000 cubic feet. ▶ Afflicted characters: Lose 1 point of
▶ Potions: One potion. (Rendered INT (save vs spells to avoid) and 2 points
non-magical.) of WIS (save vs spells to avoid).
▶ Poisoned liquid: Up to 6 quarts. ▶ Destroying: The grimoire is imper-
vious to physical harm, except if remove
Talisman of the Sphere curse is cast upon it first.
An adamantine loop and handle which Well of Many Worlds
can increase an arcane spell caster’s con-
trol over a sphere of annihilation. A 6’ diameter circle of fine black cloth,
often found folded down to the size of
▶ Arcane spell casters: Using the talis-
a handkerchief. The cloth can be placed
man when attempting to control a sphere
upon a surface to conjure a gateway to
of annihilation allows the character to add
another world.
their INT score to the control chance. If a
control check succeeds, the character can ▶ Placing on a surface: Creates a 6’
then move the sphere for 2 rounds before diameter hole in the surface.
having to make another control check. ▶ Anything placed in the hole: Is
▶ Other characters: Suffer 5d6 damage transported to another world, plane, or
when touching the talisman. dimension (as determined by the referee).
▶ Returning: An identical hole exists
at the destination location in the other
AFT25: 59mm wide, 115mm high world, allowing transit back and forth.
▶ Picking up: When placed upon a sur-
face, picking up the cloth causes the hole
to disappear. The cloth can be picked up
from either world.
▶ Moving the hole: Picking up the hole
and placing it in a different location
opens a gateway to a different world,
plane, or dimension.

193
194
195
Usage
Usage: All characters (unless noted).
Identifying: A potion may be identified
by sipping a small amount. It is difficult
to identify potions purely by smell or
taste, as even potions with the same effect
are not alike.
Drinking: Drinking a full dose of a po-
tion takes one round.

Potions Duration: The magical effect of a full


dose of a potion lasts for 1d6+6 turns.
The referee should roll for and track this
Magic Potions duration, and not tell the player how long
d% Potion the potion will last for.
01–03 Clairaudience
Mixing Potions
04–07 Clairvoyance
08–10 Control Animal Drinking a potion while already under
the effects of another potion is dangerous:
11–13 Control Dragon
▶ Sickness: The character is completely
14–16 Control Giant
disabled for 3 turns, due to sickness.
17–19 Control Human
▶ Cancellation: The effects of both po-
20–22 Control Plant tions are cancelled.
23–25 Control Undead This rule does not apply to potions with
26–32 Delusion instantaneous or permanent duration.
33–35 Diminution
36–39 ESP Potion of Clairaudience
40–43 Fire Resistance Enables the character to hear through the
44–47 Flying ears of another creature.
48–51 Gaseous Form ▶ Range: The other creature must be
52–55 Giant Strength within 60’.
56–59 Growth ▶ Obstructions: Lead blocks the effect.
60–63 Healing
64–68 Heroism Potion of Clairvoyance
69–72 Invisibility Enables the character to see through the
73–76 Invulnerability eyes of another creature.
77–80 Levitation ▶ Range: The other creature must be
81–84 Longevity within 60’.
85–86 Poison ▶ Obstructions: Lead blocks the effect.
87–89 Polymorph Self
90–97 Speed
98–00 Treasure Finding

196
Potion of Control Control Plant
▶ Affects: All plants (including plant
A potion of this type allows the one who monsters) in a 30’ square area up to 60’
drinks it to control the actions of crea- distant.
tures of a certain type. ▶ Commands: Affected plants may be
▶ Concentration: Exercising control commanded to move around as the char-
requires concentration. acter wishes, and may be used to entangle
▶ Visual range: The character can only creatures in the area.
control creatures that they can see.
Control Undead
▶ Suicidal commands: Controlled ▶ Affects: Up to 3d6 Hit Dice of undead.
creatures will resist commands that are
▶ When the potion’s effect ends: Affect-
deadly to themselves.
ed undead have a hostile reaction.
Control Animal
▶ Affects: Up to 3d6 Hit Dice of normal Potion of Delusion
or giant (but not magical) animals. A character who drinks this potion be-
▶ When the potion’s effect ends: Affect- lieves is under the effects of another type
ed animals will move away. of potion.
Control Dragon ▶ Type: The other type of potion should
▶ Affects: 1–3 dragons of a specific type. be determined by the referee.
(The referee should determine which type ▶ Describing: The referee should try to
of dragon the potion affects.) trick the player into believing that the
▶ Spell casting: It is not possible to com- character is under the effects of the other
mand a dragon to cast spells. potion, only revealing the truth at some
▶ When the potion’s effect ends: Affect- vital juncture.
ed dragons have a hostile reaction.
Potion of Diminution
Control Giant
▶ Affects: 1–4 giants of a specific type. The character shrinks to 6” high.
(The referee should determine which type ▶ Combat effectiveness: While shrunk,
of giant the potion affects.) the character is unable to harm creatures
larger than 1’ tall.
Control Human
▶ Narrow spaces: The character can slip
▶ Usage: A charm may be placed upon
through narrow spaces.
a human within 60’. One target may be
charmed per round. ▶ Remaining motionless: The character
only has a 10% chance of being spotted.
▶ Resisting: The subject may save versus
spells to resist the charm. Potion of ESP
▶ Maximum subjects: Up to 6 Hit Dice
of humans may be charmed in this way. Grants the power of reading thoughts.
Normal humans count as ½ HD. This works in the same way as the mag-
ic-user spell ESP (see Magic-User Spells
▶ Charmed individuals: Regard the
in the Advanced Fantasy Player’s Tome).
character as a trusted friend, and will
The standard potion duration applies.
come to their defence. They will obey the
character’s commands, as long as these
are not obviously harmful and do not
contradict the subject’s alignment. 197
Potion of Fire Resistance Potion of Growth
Grants protection against fire: The character doubles in size.
▶ Normal heat: Unharmed by non-mag- ▶ Melee attacks: The character’s in-
ical heat or fire. creased strength means that their melee
▶ Save bonus: Gain a +2 bonus to all attacks deal double damage.
saving throws versus fire-based magical
or breath attacks. Potion of Healing
▶ Fire-based damage: Is reduced by 1 Has one of two effects on the character
point per damage die rolled. (Each die in- who drinks it:
flicts a minimum of 1 hit point damage.) 1. Healing a living subject: Restores
1d6+1 hit points of damage. This
Potion of Flying cannot grant more hit points than the
Grants the ability to fly through the air. subject’s normal maximum.
▶ Movement rate: Up to 360’ (120’). 2. Curing paralysis: Paralysing effects
are negated.
▶ Free movement: Is possible in any
direction, including the ability to levitate Potion of Heroism
and to hover in mid-air.
Normal humans and characters of a
Potion of Gaseous Form combat-focused, non-magic using class
(e.g. dwarf, fighter, halfling) who drink
The character’s body becomes a cloud of a potion of heroism temporarily gain
vapour. This has the following effects: additional levels. The number of levels
▶ Equipment and clothing: Drops to gained depends on the character’s normal
the floor. experience level:
▶ Movement: The character may move, ▶ Normal human: Gain the abilities of a
as a cloud of gas, through small cracks in 4th level fighter.
stone walls, wooden objects, etc. ▶ 1st–3rd level: Gain 3 levels.
▶ Attacking: Is not possible, while in ▶ 4th–7th level: Gain 2 levels.
gaseous form.
▶ 8th–10th level: Gain 1 level.
▶ Invulnerability: The character’s AC
▶ 11th level+: No effect.
is –2 [21]. Non-magical weapons cannot
harm the character. Effects: All abilities of the additional lev-
els are gained, including extra hit points.
Potion of Giant Strength
Damage: Damage suffered while under
Grants the strength of a frost giant. the effects of this potion is first deducted
▶ Attacks with weapons: Inflict double from the pool of additional hit points
damage. granted.
▶ Throw boulders: The character may
throw boulders for 3d6 damage, with a
range of up to 200’.
▶ Non-cumulative: The effects of this
potion are not cumulative with other
magic items that augment strength
(e.g. a girdle of giant strength).
198
Potion of Invisibility
Drinking this potion, the character
becomes invisible. This works the same
as the magic-user spell invisibility (see
Magic-User Spells in the Advanced Fan-
tasy Player’s Tome). The standard potion
duration applies.
▶ Small doses: At the referee’s dis-
cretion, a potion of invisibility may be
consumed in six smaller doses, each with
a reduced duration.
Potion of Polymorph Self
Potion of Invulnerability
Upon drinking this potion, the character
The character is magically protected from transforms into another being (of their
harm, gaining the following benefits: choice). This works in the same way as
▶ Armour Class: A +2 AC bonus. the magic-user spell polymorph self (see
▶ Saving throws: A +2 bonus to all saves. Magic-User Spells in the Advanced Fan-
▶ Usage frequency: If a character con- tasy Player’s Tome). The standard potion
sumes more than one potion of invulner- duration applies.
ability in the space of a week, the effects
are inverted (a –2 penalty to AC and Potion of Speed
saves). The character’s movements and actions
are magically accelerated.
Potion of Levitation ▶ Movement: Movement rate is doubled.
The character gains the ability to move up ▶ Attacks: The number of attacks per
and down through the air at will. round the character can make is doubled.
▶ Vertical: The character mentally ▶ Other actions: May be performed at
directs vertical movement at up to 60’ per double speed.
round.
▶ Horizontal: The character can push Potion of Treasure Finding
against solid objects to move laterally.
Grants the ability to sense treasure.
▶ Weight: A normal amount of weight
▶ Range: Treasure up to 360’ away can
can be carried while levitating.
be detected.
Potion of Longevity ▶ Direction and distance: The character
gains an awareness of the direction and
Instantly and permanently causes the distance of treasure.
character to become 10 years younger.
▶ Concentration: The character must
concentrate in order to sense this infor-
Potion of Poison mation.
Appears the same as any other potion. ▶ Multiple hoards: The largest treasure
▶ Effect: Causes death (save vs poison). hoard within range is sensed.
▶ Sipping: Even a sip has the full effect. ▶ Obstructions: The magic is
blocked by lead.
199
Rings Ring of Controlling Animals
Grants the power to control the actions of
animals.
Magic Rings ▶ Affects: 1d6 normal animals or 1
d% Ring giant animal (not magical or intelligent
01–05 Control Animals animals).
06–10 Control Humans ▶ Resisting: No saving throw is allowed.
11–16 Control Plants ▶ Visual range: The character can only
17–26 Delusion control animals that they can see.
27–29 Djinni Summoning ▶ Concentration: Control is broken if
the user of the ring moves or attacks.
30–39 Fire Resistance
▶ When concentration ends: The refer-
40–50 Invisibility
ee should make a reaction roll with a –1
51–55 Protection +1, 5’ radius penalty (see Encounters in the Advanced
56–70 Protection +1 Fantasy Player’s Tome) to determine the
71–72 Regeneration animals’ behaviour.
73–74 Spell Storing ▶ Usage frequency: May be used up to
75–80 Spell Turning once per turn.
81–82 Telekinesis
83–88 Water Walking Ring of Controlling Humans
89–94 Weakness Grants the power to charm humans.
95–96 Wishes, 1–2 ▶ Usage: A charm may be placed upon
97 Wishes, 1–3 a human within 60’. One target may be
98 Wishes, 2–4 charmed per round.
99–00 X-Ray Vision ▶ Resisting: The subject may save versus
spells (with a –2 penalty) to resist.
▶ Maximum subjects: Up to 6 Hit Dice
Usage of humans may be charmed in this way.
Usage: All characters (unless noted). Normal humans count as ½ HD.
Activating: A ring’s magical effect is acti- ▶ Charmed individuals: Regard the
vated by placing it on a finger or thumb. character as a trusted friend, and will
Unless noted otherwise, a magical ring’s come to their defence. They will obey the
effect is continuously active and ends if character’s commands, as long as these
the ring is removed. are not obviously harmful and do not
Multiple rings: A character can wear two contradict the subject’s alignment.
magic rings—one on each hand. If more ▶ Duration: The charm lasts until dis-
are worn, their magical effects do not pelled, until the ring is removed, or until
function. the wearer cancels it.
Cursed rings: Cannot be “deactivated” by
wearing more magical rings.

200
Ring of Controlling Plants Ring of Djinni Summoning
Grants the power to control plants. This ring grants the power to summon a
▶ Affects: All plants (including plant lesser djinni (see p38).
monsters) in a 10’ square area. ▶ Duration of service: The djinni will
▶ Range: The area may be up to 60’ serve the character who summoned it for
distant. up to 24 hours.
▶ Commands: Affected plants may be ▶ Commands: The djinni only obeys the
commanded to move around as the char- one who summoned it—another charac-
acter wishes. ter who takes the ring has no power over
▶ Concentration: The effect lasts as long the djinni.
as the wearer of the ring concentrates. ▶ Usage frequency: The ring may be
used up to once per day.
Ring of Delusion
Ring of Fire Resistance
The wearer believes is under the effects of
another type of magic ring. Grants the wearer protection against fire.
▶ Type: The other type of ring should be ▶ Normal fire: Unharmed by non-mag-
determined by the referee (e.g. a ring of ical fire.
protection or a ring of spell turning). ▶ Save bonus: Gain a +2 bonus to all
▶ Describing: The referee should try to saving throws versus fire-based magical
trick the player into believing that the or breath attacks.
character is under the effects of the other ▶ Fire-based damage: Is reduced by 1
ring, only revealing the truth at some point per damage die rolled. (Each die
vital juncture. inflicts a minimum of 1 hit point
damage.) 201
Ring of Invisibility Ring of Spell Storing
The wearer of this ring becomes invisible. Stores a number of magical spells that the
▶ Attacking: If the character attacks or wearer can release on command.
casts a spell, the invisibility is broken. ▶ Capacity: The ring contains 1d6
▶ Usage frequency: May be used up to spells. (The spells can be triggered and
once per turn. recharged, but cannot be changed.)
▶ Type of magic: There is a 20% chance
Ring of Protection of divine spells, otherwise they are arcane
Grants a measure of protection from spells.
harm: ▶ Knowledge: The wearer of the ring
knows which spells it contains.
▶ Armour Class: A +1 AC bonus.
▶ Triggering: The wearer of the ring can
▶ Saving throws: A +1 bonus to all saves.
trigger the spells at will (up to one spell
Ring of Protection, 5’ Radius per round).
Allies within 5’ of the wearer also benefit ▶ Caster level: For spells whose effects
from the ring’s protective power. For vary by the level of the caster, the wearer
example, two characters fighting beside of the ring is treated as a caster of the
the wearer of the ring would gain the pro- lowest level required to cast the spell.
tective benefit. ▶ Recharging: Once a spell is trig-
gered, it may not be reused until it is
Ring of Regeneration recharged—the expired spell must be cast
The wearer heals at an accelerated rate. directly onto the ring.
▶ Rate: The wearer regains 1 hit point
per round.
▶ Severed limbs: Will also regrow. The
rate depends on the size of the limb (e.g.
a finger may regrow in one day, while a
whole limb may take a week).
▶ Fire or acid damage: Cannot be
regenerated.
▶ Death: The ring does not function
if the wearer is reduced to 0 or less hit
points.
Ring of Spell Turning
Spells cast on the wearer of this ring are
reflected back onto the caster.
▶ Charges: After 2d6 spells are reflected,
the ring loses its power.

202
Ring of Telekinesis Ring of Wishes
Grants the power to move objects or Grants the wearer’s wishes (see p149).
creatures within 120’ by concentrating. ▶ Charges: The number of wishes grant-
▶ Weight: Up to 2,000 coins of weight ed is noted in the Rings table. Once all
may be targeted. wishes have been used, the ring’s magic
▶ Movement: The target may be moved is spent.
up to 20’ per round, in whatever di-
rection the wearer of the ring wishes Ring of X-Ray Vision
(including vertically). Grants the power to see through solid
▶ Resisting: A targeted creature may objects.
save versus spells to resist. ▶ Through dense materials: Sight up to
▶ Concentration: If concentration is 60’ through less dense materials (cloth,
broken, the target falls. water, wood) is possible.
▶ Through stone: Sight up to 30’
Ring of Water Walking through stone is possible.
Grants the power to walk on the surface ▶ Obstructions: Sight through gold or
of water, without sinking. lead is blocked.
▶ Searching: When used for the purpose
Ring of Weakness of searching (see Dungeon Adventuring
A cursed ring that weakens the wearer. in the Advanced Fantasy Player’s Tome),
the wearer is guaranteed to notice secret
▶ Effect: Within 6 rounds of putting the
doors or traps in the 10’ square area
ring on, the wearer’s STR is reduced to 3.
being examined.
▶ Removing: The ring cannot be re-
▶ Concentration: Using the ring requires
moved, once worn.
concentration (the wearer cannot move).
▶ Dispelling: The curse can be removed
▶ Usage frequency: May be used at most
by magic (e.g. remove curse), or (at the
once per turn.
referee’s option) by performing a special
quest. 203
204
205
Rods, Staves, Magic Rods, Staves, and Wands
d% Item

Wands 01–02
03–05
06–11
Immovable Rod
Rod of Absorption
Rod of Cancellation
Charges 12 Rod of Captivation
13–14 Rod of Lordly Might
Rods, staves, and wands have a limited
15 Rod of Parrying
number of uses, called “charges”.
16 Rod of Resurrection
Number of charges: The number of
charges in an item when discovered is 17 Rod of Striking
determined by the referee, and depends 18 Staff of Commanding
on the type of the item. It is not possible 19–20 Staff of Dispelling
for characters to discover the number of 21–26 Staff of Healing
charges in an item. 27 Staff of Power
Usage: Each use of the item takes one 28–30 Staff of Snakes
round and consumes one charge. 31–33 Staff of Striking
Consuming the last charge: The item 34–36 Staff of Swarming Insects
loses its magical potency. 37–38 Staff of the Healer
Recharging: Is not possible. 39–40 Staff of Withering
41 Staff of Wizardry
Rods 42–44 Staff of the Woodlands
Usage: All characters (unless noted). 45–47 Wand of Cold
Dimensions: Thin, 3’ long. 48–51 Wand of Enemy Detection
Charges: Unless noted, magic rods con- 52–54 Wand of Fear
tain 1d10 charges when found. 55–57 Wand of Fire Balls
58–61 Wand of Illusion
Staves 62–64 Wand of Lightning Bolts
Usage: Spell casters. Some staves may 65–69 Wand of Magic Detection
only be used by either arcane or divine 70–74 Wand of Magic Missiles
spell casters (this is noted in the item’s 75–79 Wand of Metal Detection
description).
80–84 Wand of Negation
Dimensions: 2” thick, 6’ long. 85–87 Wand of Paralysation
Charges: Unless noted, magic staves 88–90 Wand of Polymorph
contain 3d10 charges when found. 91–94 Wand of Radiance
95–97 Wand of Secret Door Detection
Wands
98 Wand of Summoning
Usage: Arcane spell casters. 99–00 Wand of Trap Detection
Dimensions: Thin, 1½’ long.
Charges: Unless noted, magic wands
contain 2d10 charges when found.

206
Immovable Rod Rod of Cancellation
A 4’ length of metal which has the power Drains the enchantment from a magic
to anchor itself to a point in space. item that is touched.
▶ In combat: The rod attacks as a +2 ▶ In combat: Usage requires an attack
magic item, doing 1d6 damage. It can be roll against AC 9 [10] (adjusted by the
hurled (range: 5’–20’ / 21’–40’ / 41’–60’). referee, if the target item is being actively
▶ Anchoring: A command word causes used).
the rod to anchor itself to its current ▶ Effect: The item that is touched be-
position in space. Once anchored, it can comes utterly non-magical.
only be moved by a wish. (Even gravity ▶ One use only: The rod may only be
does not move the rod.) used once: it has but a single charge.
▶ Releasing: A second command word
unanchors the rod.
▶ Momentum: If the rod is in motion
when anchored, it continues its previous
direction and speed of movement.
▶ No charges: Does not use charges; may
be used an unlimited number of times.

Rod of Absorption
Absorbs spells cast at the character and
uses the absorbed energy to cast the char-
acter’s own spells.
▶ Usage restriction: Only usable by spell
Rod of Captivation
casters (divine or arcane). Beguiles creatures of all kinds.
▶ Spell absorption: When a spell is ▶ Effect: All intelligent creatures
cast at the character, the rod absorbs its (including those of animal intelligence)
energy, negating its effect. This uses one within 20’ are charmed.
charge per level of the spell. The rod gains ▶ Resisting: Creatures of human-level
an equal number of stored energy levels. intelligence may save versus spells (with
▶ Stored energy: May be used to cast a –2 penalty) to resist.
spells which the character has memorized. ▶ Charmed creatures: Regard the char-
When doing so, a number of stored ener- acter as their trusted friend and ally and
gy levels are expended equal to the level will come to the character’s defence.
of the spell cast. Spells cast in this way are ▶ Commands: If they share a language,
not lost from the character’s memory. the character may give the charmed crea-
▶ Charges: The rod has 50 charges. tures commands, which they will obey.
▶ Subject’s nature: Commands that
contradict a charmed creature’s nature or
alignment may be ignored.
▶ Suicidal commands: An affected
creature never obeys suicidal or obviously
harmful orders.
▶ Duration: 1 turn. 207
e. Battle axe +3: An axe blade springs
Rod of Lordly Might from the sphere, while the rod
A thick metal rod with a spherical head lengthens to become the handle.
and a set of 8 studs along the shaft. f. Spear +2: A blade springs from the
Pressing the studs activates a variety of sphere, while the rod lengthens into
magical and mundane effects. a 6’ long shaft.
▶ Usage restriction: Only usable by g. Ladder: The rod lengthens to
non-spell casting martial characters (e.g. up to 50’ long, with horizontal
fighters). climbing bars along both sides and
spikes at either end. Attached to a
▶ In combat: The rod may be wielded as
solid surface at each end, the rod
a mace +2. If the wielder has a STR of less
can support up to 40,000 coins of
than 16, they suffer a –2 penalty to attack
weight.
rolls, due to the rod’s weight.
h. Orientation: The wielder gains
▶ Studs: Have the following effects: immediate knowledge of their
a. Paralysis: A creature touched must elevation above/below ground and
save vs spells or be paralysed for 6 which direction is north.
turns. This consumes one charge.
▶ When all charges are expended: Studs
b. Fear: Creatures within a 60’ cone
a, b, c, d, and e no longer function.
(30’ wide at the end) must save
versus spells or flee in terror for 10
rounds. This consumes one charge.
Rod of Parrying
c. Life drain: A creature hit with the A 5’ metal rod which provides offensive
rod in melee (requiring an attack and defensive capabilities in melee.
roll) suffers 2d4 damage. The wield- ▶ Attacking: The rod attacks as a +2
er gains the same number of hit magic item, doing 1d8 damage.
points (up to their normal maxi- ▶ Parrying: Instead of attacking, the
mum). This consumes one charge. character may use the rod to parry,
d. Flaming sword +1: A flaming gaining a +4 bonus to AC versus melee
sword blade springs from the attacks for one round. It is not possible to
sphere, while the rod shortens to parry with the rod when retreating from
become the hilt. The sword casts melee (see Movement under Combat in
light in a 30’ radius and may be the Advanced Fantasy Player’s Tome).
used to set things on fire (treat as a
▶ No charges: Does not use charges; may
torch). Against fire-vulnerable foes,
be used an unlimited number of times.
its attack bonuses increases: +2
vs bird-like creatures and crea-
tures which cannot regenerate fire
damage; +3 vs plant-creatures and
undead.

208
Rod of Resurrection
Has the power to return the dead to life.
▶ Usage restriction: Usable by divine
spell casters only.
▶ Effect: A deceased person within 120’
is restored to life with full hit points. A
person who has been dead for up to 100
years may be resurrected. The number of
charges expended depends on the race of
the person (see table below).
▶ Usage frequency: The rod can be used
at most once per day.

Rod of Resurrection: Charges per Use


Subject’s Race Charges
Dwarf (incl. duergar) 3
Elf (incl. drow) 4
Gnome (incl. svirfneblin) 3
Half-elf 2
Halfling 2
Half-orc 4
Human 1
Other 4

Rod of Striking
A rod which can be used as a weapon and
is especially potent against constructs and
chaotic extra-planar monsters.
▶ Attacking: The rod attacks as a +3
magic item, doing 1d8 damage.
▶ Used against constructs: (For exam-
ple golems.) Each hit expends one charge
and inflicts double damage. On a natural
20 attack roll, the construct is instantly
destroyed.
▶ Used against chaotic extra-planar
monsters: On a natural 20 attack roll, one
charge is expended and triple damage is
inflicted.

209
Staff of Commanding Commanding Plants
▶ Affects: All plants (including plant
Grants the power to control animals, monsters) in a 10’ square area.
humans, and plants. ▶ Range: The area may be up to 60’
Commanding Animals distant.
▶ Affects: 1d6 normal animals or 1 giant ▶ Commands: Affected plants may be
animal (but not magical or intelligent commanded to move around as the char-
animals). acter wishes.
▶ Resisting: No saving throw is allowed. ▶ Concentration: The effect lasts as long
▶ Visual range: The character can only as the wielder of the staff concentrates.
control animals that they can see.
▶ Concentration: Control is broken if
Staff of Dispelling
the user of the staff moves or attacks. Dispels any magical effect which is
▶ When concentration ends: The touched.
referee should make a reaction roll with ▶ Spells: If the caster of the spell effect to
a –1 penalty (see Monster Reactions in be dispelled is higher than 9th level, there
the Advanced Fantasy Player’s Tome) to is a 5% chance per level difference that
determine the animals’ behaviour. the attempt to dispel will fail.
▶ Usage frequency: This power of the ▶ Magic items: One-use magic items
staff may be used up to once per turn. (e.g. potions, scrolls) are destroyed
utterly. Permanent items (e.g. armour,
Commanding Humans weapons, wands) are rendered non-magi-
▶ Usage: A charm may be placed upon cal for 1d4 rounds.
a human within 60’. One target may be
charmed per round. Staff of Healing
▶ Resisting: The subject may save versus
spells (with a –2 penalty) to resist. Has the power to heal those touched.
▶ Maximum subjects: Up to 6 Hit Dice ▶ Divine magic: Usable by divine spell
of humans may be charmed in this way. casters only.
Normal humans count as ½ HD. ▶ Effect: Heals 1d6+1 hit points with
▶ Charmed individuals: Regard the each usage.
character as a trusted friend, and will ▶ Usage limit: Is effective on any indi-
come to their defence. Subjects will obey vidual at most once per day.
the character’s commands, as long as ▶ No charges: Does not use charges;
these are not obviously harmful and do may be used an unlimited number of
not contradict the subject’s alignment. times.
▶ Duration: The charm lasts indefinitely,
but ends if cancelled by the wielder of the
staff, or when dispelled.

210
Staff of Snakes
A magical staff that has the power to
transform into a snake, on command.
▶ Divine magic: Usable by divine spell
casters only.
▶ In melee: Treated as a staff with a +1
magic bonus to attacks and damage.
▶ On a successful hit: Upon a hu-
man-sized (or smaller) creature, the
wielder of the staff may speak the com-
mand word, causing it to transform into a
serpent and coil around the victim.
▶ Victims: Must save versus spells or
be immobilised in the coils of the snake.
Victims are completely helpless while
held by the snake (1d4 turns, or released
as the wielder of the staff commands).
▶ Snake: Has AC 5 [14], HD 3 (20hp),
Staff of Power and a movement rate of 60’ (20’).
An item of great wizardly power, this staff ▶ When the victim is released: The
may be used as a weapon in melee, and snake returns to the owner and trans-
may evoke five different magical effects. forms back into a staff. (At this point, it is
▶ Arcane magic: Usable by arcane spell healed of any damage it has suffered.)
casters only. ▶ If the snake is killed: It does not return
▶ Melee: Expending one charge, inflicts to its staff form, becoming non-magical.
2d6 damage on a successful hit. ▶ No charges: Does not use charges;
▶ Cone of cold: Conjures a cone of may be used any number of times.
freezing energy, 60’ long and 30’ wide at
the far end. Creatures caught in the cone Staff of Striking
suffer 8d6 damage (save versus spells for Used as a magical melee weapon.
half damage).
▶ Expending one charge: Inflicts 2d6
▶ Spells: Can cast: continual light, fire damage on a successful hit.
ball (8d6 damage), lightning bolt (8d6
▶ Usage frequency: Only one charge
damage), telekinesis (up to 2,400 coins of
may be spent per strike.
weight). (See Magic-User Spells in the
Advanced Fantasy Player’s Tome.)

211
Staff of Swarming Insects Staff of Wizardry
Has the power to summon a swarm of An item of supreme wizardly power, this
biting insects. staff may be used as a weapon in melee,
▶ Divine magic: Usable by divine spell and may evoke a dozen different magical
casters only. effects.
▶ Summon swarm: A target within 60’ ▶ Arcane magic: Usable by arcane spell
+ 10’ per level of the wielder is covered casters only.
with biting insects. The target cannot act ▶ In melee: Treated as a staff with a +1
for 1 round and suffers 6 damage + 1 per magic bonus to attack and damage rolls.
level of the wielder. The insect swarm ▶ Striking: Expending one charge, in-
then dissipates. flicts 2d6 damage on a successful hit.
▶ Restrictions: Creatures larger than ▶ Cone of cold: Conjures a cone of
human-sized or which have a natural AC freezing energy, 60’ long and 30’ wide at
better than 5 [14] are unaffected. the far end. Creatures caught in the cone
suffer 8d6 damage, with a successful save
Staff of the Healer versus spells indicating half damage.
Has the power to heal those touched. ▶ Paralysation: Conjures a cone of mag-
▶ Divine magic: Usable by divine spell ical energy, 60’ long and 30’ wide at the
casters only. far end. Creatures caught in the cone are
paralysed for 6 turns (save versus spells
▶ Healing: Each usage has one of the
to avoid).
following effects:
▶ Spells: Can cast: conjure elemental
a. Cure wounds: 3d6+3 hit points.
(8 HD), continual light, fire ball (8d6
b. Cure disease
damage), invisibility, lightning bolt (8d6
c. Cure blindness
damage), pass-wall, telekinesis (up to
▶ Usage frequency: Each function can 2,400 coins of weight), web. (See Mag-
be used up to twice per day. A single sub- ic-User Spells in the Advanced Fantasy
ject can only be affected once per day. Player’s Tome.)
▶ Whirlwind: Conjures a whirlwind
Staff of Withering 70’ tall, 20’ wide at the top, and 10’ wide
Creatures hit by the staff are magically at the base. The whirlwind lasts for 3
aged: rounds, and moves at 120’ (40’), as the
▶ Divine magic: Usable by divine spell wielder of the staff directs. All in its path
casters only. suffer 2d6 damage. Creatures with less
than 2HD are swept aside (save versus
▶ Effect: The target is aged 10 years.
death to avoid).
Living creatures die upon reaching their
natural life span. ▶ Sacrifice: The wielder may sacrifice
the staff by breaking it in two. Doing so
▶ Especially long-lived species: Ignore
unleashes a 30’ radius fireball that inflicts
the effects of a certain amount of ageing.
8 points of damage per remaining charge
(For example, elves may ignore up to 200
in the staff. The wielder of the staff also
years of ageing, dwarves ignore up to 50
suffers this damage.
years, and so on.)
▶ Undead creatures: Are unaffected by
the power of this staff.
212
Staff of the Woodlands
An item of great druidic power, this staff
may be used in melee and may evoke a
number of different magical effects.
▶ Druidic magic: Usable by divine spell
casters with access to druidic magic only.
▶ Melee: Acts as a +2 staff.
▶ Animate tree: Causes a large tree
within 30’ to come alive under the con-
trol of the wielder of the staff.
▶ Spells: Can cast: animal friendship,
speak with animals, wall of thorns. (See
Advanced Fantasy: Druid and Illusionist
Spells.)
Animated tree: AC 2 [17], HD 8 (36hp),
Att 2 × fist (2d6), THAC0 12 [+7], MV
30’ (10’), SV D8 W9 P10 B10 S12 (8), ML
9, AL Lawful, XP 650, NA 1 (1), TT None

Wand of Cold
Conjures a cone of freezing energy.
▶ Area: The cone is 60’ long and 30’
wide at the far end.
▶ Creatures caught in the cone: Suffer
6d6 damage, with a successful save ver-
sus wands indicating half damage.

Wand of Enemy Detection


Grants the power to detect nearby ene-
mies.
Wand of Fear
▶ Expending a charge: Causes enemies
within 60’ to be haloed in a fiery glow. Conjures a cone of magical energy that
▶ Hidden enemies: Even enemies that terrifies those within it.
are concealed or invisible are affected. ▶ Area: The cone is 60’ long and 30’
wide at the far end.
▶ Creatures in the cone: Are struck
with terror, and will flee from the wielder
of the wand at maximum speed for 30
rounds. (A save versus wands negates the
effect).

213
Wand of Fire Balls Wand of Magic Detection
Conjures fire balls: Grants the power to detect magic nearby.
▶ Range: A streak of flame shoots to- ▶ Expending a charge: Causes magic
wards an area up to 240’ distant. items within 20’ to be haloed with light.
▶ Area: The flame detonates in a 40’ ▶ Concealed items: Also glow, but the
diameter sphere of fire. light might not be seen.
▶ Creatures caught in the fire ball:
Suffer 6d6 damage, with a successful save Wand of Magic Missiles
versus wands indicating half damage. Shoots magic missiles which hit their
mark unerringly.
Wand of Illusion ▶ Missiles: Each charge conjures a mis-
Expending a charge, an illusion of the sile that unerringly hits a foe within 150’,
character’s choosing manifests. This inflicting 1d6+1 damage.
works in the same way as the magic-user ▶ Charges per round: Up to 2 charges
spell phantasmal force (see Magic-User may be expended in a single round.
Spells in the Advanced Fantasy Player’s
Tome), except: Wand of Metal Detection
▶ Concentration: Is required to main-
Grants the power to detect masses of
tain the illusion. The wielder of the wand
metal of any type.
may move at up to half normal move-
ment rate while concentrating. Concen- ▶ Expending a charge: Causes the wand
tration is broken if the wielder attacks, to point towards metal within 20’.
casts a spell, or is successfully attacked ▶ Type: The type of metal is revealed.
(damaged, targeted by a malicious spell, ▶ Minimum mass: Only masses of
etc.). metal of at least 1,000 coins in weight are
detected.
Wand of Lightning Bolts
Conjures strokes of powerful electricity: Wand of Negation
▶ Point of origin: A lightning bolt may Has the power to negate the effects of
emanate from a point up to 180’ distant. other wands or staves.
▶ Area: The bolt is 60’ long and 5’ wide. ▶ Declare intent: Before rolling initia-
▶ Creatures caught in the lightning tive, the wielder of the wand must declare
bolt: Suffer 6d6 damage, with a success- the intention to use it.
ful save versus wands indicating half ▶ Target: Another wand or staff must be
damage. targeted.
▶ Bouncing: If the lightning bolt hits ▶ Effect: The effects of the targeted item
a solid barrier before its full length is are negated for one round.
reached, it is reflected and travels for any
remaining distance of its full length in the
direction of the wielder of the wand.

214
Wand of Paralysation
Conjures a cone of paralysing energy.
▶ Area: The cone is 60’ long and 30’
wide at the far end.
▶ Creatures caught in the cone: Are
paralysed for 6 turns, with a successful
save versus wands negating the effect.

Wand of Polymorph
By expending a charge, the wielder of
the wand or another creature within 60’
changes into another type of creature,
as selected by the wielder. This works in
the same way as the magic-user spells
polymorph self and polymorph others
(see Magic-User Spells in the Advanced Wand of Summoning
Fantasy Player’s Tome). Summons monsters to do the character’s
▶ Resisting: An unwilling subject may bidding.
make a saving throw versus wands to ▶ 1st level monsters: Expending a
negate the effect. charge summons 2d4 1st level monsters.
▶ 2nd level monsters: Expending 2
Wand of Radiance charges summons 1d6 2nd level monsters.
Has three different light-bringing effects. ▶ 3rd level monsters: Expending 3
▶ Light: Expending one charge conjures charges summons 1d4 3rd level monsters.
light in a 15’ radius, lasting for 6 turns. ▶ Type of monsters: The referee should
The light may be caused to emanate from randomly determine the type of monsters
a location or object within 120’. which are summoned, for example using
▶ Continual light: Expending 2 charges dungeon wandering monster tables.
conjures permanent light with a 30’ radi- ▶ Arrival time: Summoned monsters
us. The light may be caused to emanate arrive at the character’s location in 1d4
from a location or object within 120’. rounds.
▶ Burst of sunlight: Expending 3 charg- ▶ Commanding: Monsters will attack
es conjures a momentary flash of blazing enemies as directed or, if the character
golden light rays, emanating from a point can communicate with them, be given
within 120’. Undead creatures within 40’ other tasks.
of the flash suffer 6d6 damage. Creatures ▶ Duration: The monsters disappear
viewing the flash must save versus wands after 1 round per level of the character.
or be blinded for 1 round.
Wand of Trap Detection
Wand of Secret Door Detection
Reveals the location of all traps within 20’.
Reveals the location of any secret door
within 20’.

215
Scrolls and Maps Usage
Scrolls are aged sheets of parchment or
paper on which magical words have been
Magic Scrolls and Maps written by a high-level spell caster.
d% Scroll One use only: When a scroll is read, the
01–15 1 Spell words disappear.
16–25 2 Spells Light: A scroll can only be used if there is
26–31 3 Spells enough light to read by.
32–34 5 Spells
35 7 Spells
Cursed Scroll
36–40 Cursed Scroll Usage: All characters (unless noted).
41–50 Protection from Elementals Activation: Merely looking at the baneful
51–60 Protection from Lycanthropes script on the scroll curses the character.
The referee should determine the nature
61–65 Protection from Magic
of the curse (see examples below).
66–75 Protection from Undead
Removing: A curse can be removed by
76–78 Treasure Map: I
magic, or (at the referee’s option) by per-
79–80 Treasure Map: II forming a special quest.
81–82 Treasure Map: III
83 Treasure Map: IV Example Curses
▶ Transformation: The reader changes
84 Treasure Map: V
into a harmless creature (e.g. a frog).
85 Treasure Map: VI
▶ Summoning: A wandering monster
86 Treasure Map: VII appears next to the reader and attacks
87–90 Treasure Map: VIII (gaining surprise). The monster is of
91–95 Treasure Map: IX equal level to the reader.
96 Treasure Map: X ▶ Lost item: A magic item in the reader’s
97–98 Treasure Map: XI possession vanishes. The referee may
99–00 Treasure Map: XII select the item or choose it at random.
▶ Energy drain: The reader permanently
loses one experience level (or Hit Die).
This incurs a loss of one Hit Die of hit
points, as well as all other benefits due to
the lost level (e.g. spells, saving throws,
etc.). A character’s XP is reduced to half-
way between the former and new levels.
A person who loses all levels dies.
▶ Ability score re-roll: The player must
re-roll the character’s prime requisite.
▶ Slow healing: The reader’s healing
capacity is reduced. Natural healing takes
double the normal amount of time, and
healing spells only cure half the normal
number of hit points.
216
Protection Scroll Protection from Lycanthropes
When used, conjures a 10’ radius circle of
Usage: All characters (unless noted). protection around the reader.
(Written in non-magical languages—usu-
▶ Effect: A number of lycanthropes are
ally Common.)
barred from entering the circle. The num-
Activation: Reading the script aloud ber depends on their Hit Dice: 1–3 HD:
conjures a circle of protection against a 1d10 lycanthropes affected, 4–5 HD: 1d8
specific type of monster or energy. affected, 6+ HD: 1d4 affected.
Area of protection: When used, conjures ▶ Moving: If the reader moves, the circle
a 10’ radius circle of protection around of protection follows them.
the reader. If the reader moves, the circle ▶ Ranged attacks: The circle does not
of protection follows them. prevent lycanthropes from using magic
Protection against monsters: For scrolls or missile attacks against those within it.
of protection against monsters, the circle ▶ Breaking: If anyone within the circle
does not prevent affected monsters from attacks an affected lycanthrope in melee,
using magic or missile attacks against the circle is broken.
those within it. If anyone within the circle ▶ Duration: 6 turns, unless broken.
attacks an affected monster in melee, the
circle is broken. Protection from Magic
Conjures a barrier that spells and spell-
Protection from Elementals like effects (e.g. from magic items) cannot
When used, conjures a 10’ radius circle of cross.
protection around the reader.
▶ Effect: The barrier prevents magic
▶ Effect: No elemental may enter the from entering the circle, but also from
circle. leaving it.
▶ Moving: If the reader moves, the circle ▶ Duration: 1d4 turns.
of protection follows them.
▶ Dispelling: Only by a wish.
▶ Ranged attacks: The circle does not
prevent elementals from using magic or Protection from Undead
missile attacks against those within it. When used, conjures a 10’ radius circle of
▶ Breaking: If anyone within the circle protection around the reader.
attacks an affected elemental in melee, ▶ Effect: A number of undead monsters
the circle is broken. are barred from entering the circle of pro-
▶ Duration: 2 turns, unless broken. tection. The number depends on their Hit
Dice: 1–3 HD: 2d12 undead affected, 4–5
HD: 2d6 undead affected, 6+ HD: 1d6
undead affected.
▶ Moving: If the reader moves, the circle
of protection follows them.
▶ Ranged attacks: The circle does not
prevent undead from using magic or mis-
sile attacks against those within it.
▶ Breaking: If anyone within the circle
attacks an affected undead monster in
melee, the circle is broken.
▶ Duration: 6 turns, unless broken. 217
Spell Scroll Spells on a Scroll
The referee may choose the spells or may
Usage: Spell casters. roll for them randomly. The table below
Type of magic: 1-in-4 scrolls contain di- may be used to select the level of each
vine spells; the rest contain arcane spells. spell on a scroll.
Activation: Reading the script aloud
conjures the effect of a specific spell.
Random Scroll Spell Level
Only arcane spell casters can use scrolls Spell Level
of arcane spells. Only divine spell casters d% Arcane Divine
can use scrolls of divine spells. 01–25 1st 1st
Arcane spell scrolls: Are written in mag- 26–50 2nd 2nd
ical script that can only be read by magic. 51–70 3rd 3rd
Divine spell scrolls: Are written in 71–85 4th 4th
normal languages (usually Common), but 86–95 5th 5th
can only be used by divine spell casters.
96–00 6th 5th
Scrolls of multiple spells: If a scroll con-
tains multiple spells, only the spell cast
disappears from the scroll.
218
Treasure Map Treasures
The following list of treasure map types
Usage: All characters (unless noted). may be used to determine the nature of
A map that indicates the route to a val- the treasure that a map leads to.
uable treasure, located in a dungeon or ▶ I: 1 magic item.
wilderness. ▶ II: 1d6 × 10 gems and 2d10 pieces of
Interpreting: Treasure maps may not jewellery.
always be easy to interpret: a map may be ▶ III: 2 magic items.
incomplete, worded in riddles, or written
▶ IV: 3 magic items (no swords).
in an obscure language.
▶ V: 3 magic items and 1 potion.
Preparing in advance: The referee should
▶ VI: 3 magic items, 1 scroll, 1 potion.
prepare treasure maps in advance.
▶ VII: 5d6 gems and 2 magic items.
▶ VIII: Hoard worth 1d4 × 1,000gp.
▶ IX: Hoard worth 5d6 × 1,000gp.
▶ X: Hoard worth 5d6 × 1,000gp and 1
magic item.
▶ XI: Hoard worth 5d6 × 1,000gp and
5d6 gems.
▶ XII: Hoard worth 6d6 × 1,000gp.
Hoard Value
For treasure hoards with a listed gold
piece value, the referee may choose what
type of treasure is in the hoard. (For
example, it may be coins, but could also
consist of valuable art objects or jewels.)
Guardians
The treasure is normally guarded by
enchantments, traps, or monsters (e.g.
a monster from the dungeon encounter
tables of levels 5–6, or higher).

219
220
221
Swords Usage
Per normal class restrictions.

Magic Swords Cursed Swords


d% Sword Penalty: Cursed swords specify a penalty
01–03 Short Sword +2, Quickness that is applied to both attack rolls and
04–06 Sword –1, Berserker (Cursed) damage rolls made with the weapon.
07–09 Sword –1, Cursed Discarding: Once the sword has been
10–12 Sword –2, Cursed used in combat, the character comes
13–28 Sword +1 under the curse and is not able to discard
29–31 Sword +1, +2 vs Lycanthropes the item. In fact, they will favour the
32–34 Sword +1, +2 vs Spell Users sword and use it whenever possible. The
35–37 Sword +1, +3 vs Dragons curse can only be removed with magic.
38–40 Sword +1, +3 vs Enchanted
Creatures Enchanted Swords
41–43 Sword +1, +3 vs Regenerating Bonus: Enchanted swords specify a bo-
Creatures nus that is applied to both attack rolls and
44–46 Sword +1, +3 vs Reptiles damage rolls made with the weapon.
47–49 Sword +1, +3 vs Shape Changers Bonus vs creature type: Some swords
50–52 Sword +1, +3 vs Undead have a special bonus when used against a
53–55 Sword +1, Dragon Slayer certain type of creature.
56 Sword +1, Energy Drain
57–59 Sword +1, Flaming Sentient Swords
60–61 Sword +1, Frost Brand Some magic swords have an innate intel-
62–64 Sword +1, Giant Slayer ligence and personality, along with other
65–69 Sword +1, Light special powers. See Sentient Swords,
70–71 Sword +1, Locate Objects p234, for rules for determining the spe-
72 Sword +1, Luck Blade cial powers of a sentient sword.
73 Sword +1, Sharpness Probability: If the referee wishes to ran-
74–78 Sword +1, Sun Blade domly determine whether a magic sword
79 Sword +1, Wishes is intelligent, the probability is 30%.
80 Sword +1, Wounding
81–85 Sword +2 Swords With a Special Purpose
86–87 Sword +2, Charm Person Some magic swords are imbued with a
88 Sword +2, Dancing special purpose. Such swords are ex-
89 Sword +2, Nine Lives Stealer tremely powerful and are always sentient.
90–94 Sword +2, Venger See Sentient Swords, p234, for rules for
95 Sword +2, Vorpal determining the powers of a sword with a
96–98 Sword +3 special purpose.
99 Sword +3, Defender Probability: There is a 1-in-20 chance of
00 Sword +3, Holy Avenger a magic sword having a special purpose.
The referee may choose to only place
such swords by design, rather than rolling
this chance randomly.
222
Type of Sword Type of Sword
Unless a rolled sword indicates that it is d6 Type of Sword
of a specific type (e.g. short sword, nor- 1–2 Short sword
mal sword, or two-handed sword), the 3–5 Normal sword
referee may choose its type or may roll on 6 Two-handed sword
the following table:

Short Sword +2, Quickness Sword +1, Energy Drain


Enables the bearer to strike with great Drains the life energy of its victims.
speed.­ ▶ On a successful hit: The wielder may
▶ Initiative: When attacking with the command the sword to drain the victim’s
sword, the wielder always strikes first in life energy.
the round, as if they had won initiative. ▶ Energy drain: In addition to suffering
normal damage, the target permanently
Sword –1, Berserker (Cursed) loses one experience level (or Hit Die).
When used in battle, causes the wielder This incurs a loss of one Hit Die of hit
to go into a berserk rage. points, as well as all other benefits due
to the drained level (e.g. spells, saving
▶ Indiscriminate attack: The wielder
throws, etc.). A character’s XP is reduced
attacks the closest creature, whether it is
to the lowest amount for the new level. A
friend or foe. If the creature is killed, the
person drained of all levels dies.
wielder attacks the next nearest.
▶ Charges: The sword may drain a total
▶ Ending the rage: Only if the wielder
of 1d4+4 levels. Once this many levels
dies or slays all within 60’.
have been drained, it becomes a normal
magical sword +1.
Sword +1, Dragon Slayer
Deadly to dragons, especially those of a
specific type.
▶ Dragon type: Chosen randomly (e.g.
red dragons, white dragons, etc.).
▶ Used against specific type: Acts as a
+3 sword and inflicts double damage.
▶ Used against other dragons: Acts as a
+3 sword. 223
AFT31: 125mm wide, 93mm high

Sword +1, Flaming Sword +1, Frost Brand


Bursts into flames, on command. When Grants special benefits against fire and
flaming: creatures with an affinity for fire.
▶ Casts light: In 30’ radius. ▶ In extreme cold, casts light: 30’ radius.
▶ Can set things alight: Treated as a ▶ Grants an attack bonus: +3 against
torch, for purposes of setting things on fire-using or fire-dwelling creatures.
fire (e.g. a web spell). ▶ Can extinguish fire: 50% chance of
▶ Inflicts fire damage: Which may have extinguishing a 10’ radius area when
special effects on certain creatures. thrust into fire. This also affects magical
▶ Grants an attack bonus: Against cer- fire (but not instantaneous effects).
tain types of creature: ▶ Protects against fire: The wielder
a. +2 vs trolls (or other creatures that gains the following benefits:
cannot regenerate fire damage). e. Normal fire: Unharmed by
b. +2 vs pegasi, hippogriffs, and rocs non-magical fire.
(or other bird-like creatures). f. Save bonus: Gain a +2 bonus to
c. +3 vs treants (or other plant-based all saving throws versus fire-based
creatures). magical or breath attacks.
d. +3 vs undead. g. Fire-based damage: Is reduced
▶ Duration: The sword blazes until by 1 point per damage die rolled.
commanded to cease. (Each die inflicts a minimum of 1
224 hit point damage.)
Sword +1, Giant Slayer Sword +1, Sharpness
Deadly to giants and giant-kin (e.g. ogres, An incredibly sharp blade which can
ettins, etc.). sever extremities.
▶ Used against giant-kin: Acts as a +3 ▶ Severing: On a natural 18, 19, or 20 at-
sword. tack roll, one of the target’s extremities is
▶ Used against true giants: Acts as a +3 severed. Against larger than human-sized
sword and inflicts double damage. targets, only a natural 19 or 20 severs, and
against targets of solid stone or metal,
Sword +1, Light only a natural 20.
On command, produces light in a 30’ ▶ Severed extremity: Determined ran-
radius. domly, depending on the target (e.g. arm,
leg, tail, tentacle, neck, etc.).
Sword +1, Locate Objects Sword +1, Sun Blade
Grants the wielder the ability to detect
A sword of pristine, shining silver with an
the presence of objects within 120’.
enchantment effective against the powers
▶ Effect: This works in the same way of darkness.
as the magic-user spell locate object (see
▶ Used against shades: Acts as a +3
Magic-User Spells in the Advanced Fan-
sword against incorporeal creatures of
tasy Player’s Tome).
shadow (e.g. spectres, shadows).
▶ Usage frequency: The power may be
▶ Whirling the blade: Once per day, the
used once per day.
wielder may whirl the blade above their
head. This conjures a 60’ radius globe of
Sword +1, Luck Blade golden light which lasts for 1 turn.
Grants the wielder protection and a num- ▶ Creatures affected by daylight: Are
ber of wishes (see Wishes, p149). affected by the globe of light as if it were
▶ Protection: +1 bonus to all saves. full daylight.
▶ Charges: The sword grants a total of
1d4 wishes.
▶ Wishing: The wish must be spoken out
loud by the wielder of the sword.

225
Sword +1, Wishes Sword +2, Dancing
Has the power to grant the wielder’s A sword with the power to attack of its
wishes (see Wishes, p149). own accord, dancing out of its owner’s
▶ Charges: The sword grants a total of hand.
1d4 wishes. ▶ Activating: Before the sword may be
▶ Wishing: The wish must be spoken out released to attack independently (called
loud by the wielder of the sword. “dancing”), the wielder must attack with
it for 4 consecutive rounds.
Sword +1, Wounding ▶ Dancing: The sword attacks for 4
Inflicts vicious, bleeding wounds. rounds, using the owner’s THAC0. After
4 rounds it returns to its owner’s hand.
▶ Bleeding: After being hit, the target
▶ Range: The sword can dance within
suffers 1 additional point of damage per
30’ of its owner. If the two are separated
round (up to a maximum of 10 rounds).
more than 30’, the sword ceases to dance,
▶ Multiple wounds: Each deal addition- falling to the ground.
al damage per round.
▶ Stopping bleeding: Bandaging a AFT32: 59mm wide, 115mm high
wound stops it bleeding and negates
further damage.
▶ Healing: Damage from the sword can-
not be healed by magic or regeneration.
▶ Restrictions: Constructs and crea-
tures without blood are unaffected by the
sword’s wounding effect.

226
Sword +2, Nine Lives Stealer
Has the power to suck the soul out of
living creatures.
▶ Natural 20: On a natural 20 attack roll,
the target must save versus spells or have
their soul sucked out (instant death).
If the save succeeds, the sword inflicts
normal damage.
▶ Charges: The sword can steal nine
souls in total. Once this many souls have
been drained, it becomes a normal magi-
cal sword +2.
▶ Restrictions: Non-living creatures are
unaffected.

Sword +2, Venger


Magically attacks any opponent that
attacked the wielder.
▶ Initiative: When wielding this sword Sword +3, Defender
in combat, the character always attacks
last in the round, as if they had lost Can grant a bonus to attack or to defence,
initiative. determined by the wielder each round.
▶ Revenge attacks: In addition to the ▶ Defence: At the start of each combat
character’s normal attack, they may make round, the wielder may choose to transfer
an extra attack with the sword against any all or part of the sword’s +3 bonus to
opponent who attacked them in melee an AC bonus against melee attacks. The
this round. Each revenge attack requires bonus lasts until the end of the round.
an attack roll and, if it hits, inflicts nor-
mal damage. Sword +3, Holy Avenger
A holy sword which grants special bonus-
Sword +2, Vorpal es to lawful divine spell casters.
An incredibly sharp blade which can ▶ Save bonus: The wielder gains a +4
decapitate enemies. bonus to saves against magic.
▶ Severing: On an attack roll of natural ▶ Used against chaotic creatures: In-
18, 19, or 20, the target is decapitated. flicts double damage.
Against larger than human-sized targets, ▶ Used by other lawful characters: The
only a natural 19 or 20 decapitates, and sword functions as a +1 sword, without
against targets of solid stone or metal, the other advantages described above.
only a natural 20. ▶ Touched by a non-lawful character:
▶ Restrictions: Creatures without a head The sword inflicts 1d6 damage per round
are unaffected. Some creatures with heads to neutral characters and 2d6 per round
(e.g. constructs, elementals) are not killed to chaotic characters.
by decapitation.

227
Weapons Cursed Weapons
Penalty: Cursed weapons specify a penal-
ty that is applied to both attack rolls and
Usage damage rolls made with the weapon.
Per normal class restrictions. Discarding: Once the weapon has been
used in combat, the character comes
under the curse and is not able to discard
Enchanted Weapons the item. In fact, they will favour the
Bonus: Enchanted weapons specify a bo- weapon and use it whenever possible. The
nus that is applied to both attack rolls and curse can only be removed with magic.
damage rolls made with the weapon.
Bonus vs creature type: Some weapons
have a special bonus when used against a
certain type of creature.

Magic Weapons
d% Weapon d% Weapon
01 Arrow +1, Slaying 51–54 Javelin of Seeking (2d4 javelins)
02–10 Arrows +1 (2d6 arrows) 55–58 Mace +1
11–12 Arrows +1 (3d10 arrows) 59 Mace +1, Disrupting
13–15 Arrows +2 (1d6 arrows) 60–62 Mace +2
16–19 Axe +1 63 Mace +3
20–21 Axe +2 64–68 Sling +1
22–24 Bow +1 69 Sling Bullet +1, Impact
25 Crossbow +1, Distance 1d4 bullets)
26 Crossbow +1, Speed 70–71 Spear –1, Backbiter (Cursed)
27 Crossbow +2, Accuracy 72–75 Spear +1
28–29 Crossbow Bolts +1 (2d6 bolts) 76–77 Spear +2
30–31 Crossbow Bolts +1 (3d10 bolts) 78 Spear +3
32–36 Crossbow Bolts +2 (1d6 bolts) 79–80 Staff +1, Growing
37–39 Dagger +1 81–82 Trident –2, Yearning (Cursed)
40 Dagger +1, Buckle 83–87 Trident +1, Fish Command
41 Dagger +1, Throwing 88–89 Trident +1, Submission
42 Dagger +1, Venomous 90–93 Trident +2, Warning
43–45 Dagger +2, +3 vs orcs, goblins, 94–96 War Hammer +1
and kobolds 97–98 War Hammer +2
46 Dagger +2, Biter 99 War Hammer +3,
47–50 Javelin of Lightning Dwarven Thrower
(1d4+1 javelins) 00 War Hammer +3, Thunderbolts

228
Arrow +1, Slaying Dagger +1, Buckle
An arrow specially enchanted to kill a An ornamental belt buckle which can
certain type of foe. The arrow has an un- transform into a magical dagger.
usual appearance that indicates its special ▶ Activating: The owner must simply
nature and purpose. grasp the buckle and will it to become a
▶ Type of foe: Should be selected by the dagger.
referee. (e.g. birds, spiders, dragons, mag- ▶ Returning: After use, the blade may be
ic-users, mammals, undead, etc.). returned to its buckle form by touching it
▶ Fired against a foe creature: Acts as to the belt and willing it to transform.
a +3 arrow. If the attack hits, the foe is
instantly slain. Dagger +1, Throwing
A finely balanced dagger ideal for use as a
Crossbow +1, Distance missile weapon.
An enchanted crossbow which can fire up ▶ Range: The dagger has double the
to double the normal range. normal throwing range: 5’–20’ / 21’–40’
▶ Ranges: Short: 5’–160’ / 161’–320’ / / 41’–60’.
321’–480’. ▶ Damage: When used as a missile
weapon, the dagger inflicts double dam-
Crossbow +1, Speed age on a successful hit.
An enchanted crossbow which can fire
with great rapidity. Dagger +1, Venomous
▶ If using the optional reload rule: (See A dagger that magically injects venom
Weapons and Armour in the Advanced into the victim when it strikes true.
Fantasy Player’s Tome.) The crossbow can ▶ Natural 20: If the wielder rolls an at-
be reloaded so rapidly that it may fire tack roll of natural 20, the dagger injects
every round in combat. venom into the victim (save versus death
▶ Otherwise: The crossbow always or die instantly).
attacks first in the round, as if the wielder
had won initiative. Dagger +2, Biter
A broad-bladed dagger which has special
Crossbow +2, Accuracy properties in the hands of a demihuman
An enchanted crossbow which can fire of smaller than human size.
with precision, even at long range. ▶ Length: The blade lengthens to that of
▶ Range modifiers: Attack rolls with a short sword, inflicting 1d6+2 damage.
this weapon are never modified for range. ▶ Against wood or stone: On a success-
▶ Maximum range: Is not increased by ful hit against a foe composed of wood or
the enchantment. stone, the blade inflicts maximum damage.

229
Javelin of Lightning Mace +1, Disrupting
A magical javelin which explodes in a A mace enchanted as a powerful bane
stroke of lightning when it hits. against undead monsters.
▶ On a successful hit: The javelin ex- ▶ Touched by a chaotic character: The
plodes in a stroke of lightning 5’ wide and mace inflicts 5d4 damage.
30’ long (leading from the target 30’ back ▶ Used against undead: On a successful
towards the character who hurled the hit, the mace inflicts double damage and
javelin). All within the area (including has a chance of destroying the monster
the target who was hit) suffer electrical (save versus death or be instantly anni-
damage. hilated).
▶ Electrical damage: 20 points (save
versus spells for half). The target hit by Sling Bullet +1, Impact
the javelin may not make a saving throw. A cast metal sling bullet which inflicts
▶ Javelin consumed: When it explodes additional damage on an accurate hit.
into lightning, the javelin is destroyed.
▶ Examining: The bullet is engraved
with fine runes.
Javelin of Seeking
▶ On a successful hit: If the attack
A magical javelin which can launch itself roll was higher than the minimum roll
at a target on command. required to hit the target, the bullet
▶ Command word: Speaking the correct inflicts additional damage. The additional
command word causes the javelin to fly damage is equal to the actual attack roll
out of the character’s hands to seek the minus the minimum required to hit the
indicated target (up to 90’ distant). target. For example, if an attack roll of 12
▶ Seeking: The javelin can fly in any or more is required to hit a target and a
direction to reach its target, including 16 is rolled, the bullet inflicts 4 additional
around obstacles or corners. The char- points of damage to the target.
acter must make an attack roll with a +6
bonus to determine if the javelin hits. Spear –1, Backbiter (Cursed)
▶ On a successful hit: The javelin inflicts A cursed spear which attacks its wielder.
1d4+6 damage. ▶ Natural 1: On an attack roll of natural
▶ Once only: The javelin may only be 1, the spear inflicts damage on its wielder.
commanded to launch itself once. After-
wards, it is a normal, non-magical javelin. Staff +1, Growing
A staff of sturdy wood, banded with iron
at each tip. The staff has the power to
grow and shrink on command.
▶ Size: The staff can be any length be-
tween 6’ and 12’
▶ Reach: The wielder can attack foes at
up to the staff ’s length distant.

230
Trident +1, Fish Command Tridents
A trident enchanted with the power to Tridents are treated as spears, for
empathically control fish. combat purposes (1d6 damage). They
cannot be thrown.
▶ Commanding fish: Speaking a com-
mand word causes all fish within 60’ to
save versus spells or be charmed. This Trident –2, Yearning (Cursed)
consumes one charge.
A cursed trident which causes one who
▶ Failed save: The fish obeys empathic
touches it to be overcome with a yearning
commands from the wielder, who can
to immerse themselves in deep water.
control its movement and behavioural
state (e.g. anger, fear, hunger, etc.). The ▶ Curse: The wielder is instantly com-
charm lasts as long as the fish can see the pelled to seek out the nearest body of
trident and the one who wields it. water sufficient to fully submerge them-
▶ Successful save: The fish is not selves in.
charmed, but will not approach closer ▶ Breathing: The trident does not grant
than 10’ to the wielder of the trident. any special ability to breathe underwater.
▶ Schools of fish: May be treated as a
single entity, rather than making a save War Hammer +3, Thunderbolts
for each individual fish. A war hammer of unusually large size
▶ Charges: 1d4+16. and weight. In the hands of a very strong
character, it has several magical powers.
Trident +1, Submission ▶ Minimum STR: Only characters of 17
A trident enchanted with the power to STR or higher can wield the hammer.
demoralise foes. ▶ Hurling: The hammer may be hurled
▶ Successful hits: The target must save as a missile weapon, with a range of 60’.
versus spells or be demoralised. This ▶ Successful hits when hurled: A great
consumes one charge. clap of thunder rings out, stunning all
▶ Demoralised targets: Must make a within 30’ (save versus paralysis or be
morale check or surrender. The demoral- unable to move or act for 3 rounds).
isation lasts for 2d4 rounds. ▶ After being hurled: The hammer
▶ Charges: 1d4+16. returns to the wielder’s hands.
▶ Frequency of hurling: The hammer
Trident +2, Warning may be hurled at most 3 times in the
space of 1 turn (i.e. 3 times per combat).
An enchanted trident which can warn the
wielder of marine predators. War Hammer +3, Dwarven Thrower
▶ Detecting: On command, the trident
In the hands of a dwarf, this weapon may
can detect all hostile marine predators
function as a thrown missile weapon.
within 240’ (including those which are
hunting). The scan takes one round and ▶ Range: 60’.
consumes one charge. ▶ After being thrown: It returns to its
▶ Charges: 1d6+18. wielder’s hands.

231
232
233
Sentient Swords
If a magic sword possesses sentience (see Sentient Sword Communication
Swords, p222 for the likelihood), the
procedure on this page may be used to INT Reading Communication
determine its powers. (Alternatively, the 7 No Empathy
referee may select its qualities as desired.) 8 No Empathy
9 No Empathy
Rolling a Sentient Sword 10 No Speech
1. Special purpose: If the sword has a 11 Yes Speech
special purpose, see Special Purpose, 12 Yes Speech
p239 to determine what it is.
2. Intelligence and personality: The Sentient Sword Languages
sword’s INT is 1d6+6. (Swords imbued
with a special purpose always have INT
d100 Languages
12.) The sword has its own personality 01–50 Alignment tongue + 1
and should be played as an NPC. 51–70 Alignment tongue + 2
3. Communication: The sword’s INT 71–85 Alignment tongue + 3
determines the means by which it can 86–95 Alignment tongue + 4
communicate. See the table to the right. 96–99 Alignment tongue + 5
a. Empathy: The sword cannot com- 00 Roll twice again, adding results
municate directly, but empathically
informs the wielder of its powers Sentient Sword Alignment
and how to use them.
b. Speech: The sword speaks out loud. d20 Alignment
The number of languages it knows 1–13 Lawful
is indicated by rolling on the lan- 14–18 Neutral
guages table, to the right. Languag- 19–20 Chaotic
es should be selected by the referee.
c. Reading: The sword can read all Sentient Sword Powers
languages it can speak, as well as
magical inscriptions. INT Powers
7 1 sensory power
4. Alignment: See the table to the right.
5. Powers: The sword’s INT determines 8 2 sensory powers
the number of powers it has. See the 9 3 sensory powers
table to the right. Powers are described 10 3 sensory powers
in the following pages. 11 3 sensory powers
6. Ego: Sentient swords have an Ego rat- 12 3 sensory + 1 extraordinary
ing—a measure of their force of per-
sonality. This is rolled on 1d12. Swords
imbued with a special purpose
234 always have an Ego of 12.
Using a Sentient Sword Control Checks
When one of the aforementioned cir-
Sentient swords grant the wielder special cumstances occurs, a control check is
powers beyond those of a normal magic required:
sword, but using one also carries risks.
1. Determine the sword’s Will score:
Activating Powers a. The sum of its INT and Ego.
▶ In hand: To use a power, the sword b. Add one for each extraordinary
must be in the wielder’s hand. power the sword has.
▶ Concentration: The wielder must c. Add 1d10 if the sword and the
concentrate to activate a power. wielder of are different alignments.
2. Determine the wielder’s Will score:
Alignment a. The sum of STR and WIS scores.
The alignment of the sword can only b. If the character has less than full hit
be determined by touching it. Doing so points, Will is reduced by 1d4 (or
may incur damage if the character is of a 2d4 if the character has less than
different alignment to the sword: half hit points).
▶ Lawful swords: Inflict 1d6 damage per 3. Compare the Will scores. If the
round to neutral characters and 2d6 per sword’s Will score is higher, it takes
round to chaotic characters. control of the character’s actions.
▶ Neutral swords: Inflict 1d6 damage When the Sword Takes Control
per round to non-neutral characters.
The referee determines the behaviour of
▶ Chaotic swords: Inflict 1d6 damage the character, via the sword, for example:
per round to neutral characters and 2d6
per round to lawful characters. ▶ Jealousy: Discarding other weapons,
or ignoring newly discovered magic
Control weapons.
▶ Glory: Charging into battle, in order
A sentient sword has its own personality to gain glory for the sword.
and can, at times, attempt to exercise
▶ Surrender: To a foe whom the sword
control over the person who wields it. A
deems either more worthy of possessing
control check (see below) is triggered in
it or more susceptible to being controlled.
any of the following circumstances:
▶ Indulgence: Making lavish expendi-
▶ First contact: Upon the character first tures for the sword. Purchasing expen-
touching the sword. sive sheaths, having jewels fitted, having
▶ Wounded: When the character is enchantments and wards applied, etc. The
reduced to half hit points or less. sword may force the character to spend
▶ Jealousy: When another magic weap- most of their money on such things!
on comes into the character’s possession.
Ending Control
▶ Alignment difference: Upon every
Once in control, the sword will only
use, if the sword and the character are of
release the character when the circum-
different alignments.
stance that triggered the control check
▶ Special purpose: If the sword has a is over or when the sword is otherwise
special purpose: every time the special satisfied.
purpose is applicable. (e.g. when encoun-
tering a character or creature of the type
the sword is designed to slay.)
235
Extraordinary Clairvoyance
Enables the wielder to see through the

Powers eyes of another creature.


▶ Activation: The wielder must concen-
trate for one turn to activate this power.
Each power should be rolled on the table
▶ Range: The other creature must be
below. Duplicates should be re-rolled,
within 60’.
unless noted.
▶ Obstruction: Lead blocks this power.
Usage frequency: Unless a power’s de-
scription notes otherwise, it may be used ESP
at most three times a day.
Enables the wielder to read the thoughts
Sentient Sword Extraordinary Powers of another living creature.
d100 Power ▶ Activation: The wielder must concen-
01–10 Clairaudience trate in a specific direction to activate this
11–20 Clairvoyance power.
21–30 ESP ▶ Range: The other creature must be
within 60’.
31–35 Extra damage (dups. allowed)
▶ Comprehension: The wielder gains an
36–40 Flying
empathic understanding of the creature’s
41–45 Healing (duplicates allowed) thoughts.
46–54 Illusion ▶ Obstruction: Lead blocks this power.
55–59 Levitation
60–69 Telekinesis Extra Damage
70–79 Telepathy Increases the wielder’s strength for 1d10
80–88 Teleportation rounds. While the power is active, dam-
89–97 X-ray vision age inflicted by the wielder is multiplied
98–99 Roll twice again on this table by 4.
00 Roll 3 times again on this table Duplicates
If this power is rolled more than once, the
Clairaudience damage multiplier is increased by one for
each duplicate roll.
Enables the wielder to hear through the
ears of another creature. Flying
▶ Activation: The wielder must concen-
The wielder is able to fly for up to 3 turns.
trate for one turn to activate this power.
▶ Range: The other creature must be ▶ Movement rate: A speed of up to 360’
within 60’. (120’) is possible.
▶ Obstruction: Lead blocks this power. ▶ Free movement: Is possible in any
direction, including the ability to levitate
and to hover in mid-air.

236
Healing Telepathy
The sword heals damage. Enables the wielder to read the thoughts
▶ Effect: One point of damage is healed of another living creature.
per round, for six rounds. ▶ Concentration: The wielder must con-
▶ Usage frequency: This power may centrate in a specific direction to activate
only be activated once a day. this power.
▶ Range: The other creature must be
Duplicates
within 60’.
If this power is rolled more than once, the
duration of the power is increased by 6 ▶ Comprehension: The wielder gains an
rounds for each duplicate. empathic understanding of the creature’s
thoughts.
Illusion ▶ Bidirectional communication: The
wielder may also initiate a bidirection-
An illusion of the wielder’s choosing al telepathic communication with the
manifests. This works in the same way creature, though it is not compelled to
as the magic-user spell phantasmal force respond.
(see Magic-User Spells in the Advanced
▶ Obstruction: Lead blocks this power.
Fantasy Player’s Tome).

Levitation Teleportation
The wielder is able to teleport, per the
Grants the wielder the ability to move magic-user spell (see Magic-User Spells
up and down through the air for up to 3 in the Advanced Fantasy Player’s Tome).
turns:
▶ Vertical: The wielder mentally directs X-Ray Vision
vertical movement at up to 20’ per round.
Allows the wielder to see through solid
▶ Horizontal: The character can push
objects.
against solid objects to move laterally.
Weight: A normal amount of weight can ▶ Through stone: Sight up to 30’
be carried while levitating. through stone is possible.
▶ Through softer materials: Sight up to
Telekinesis 60’ through less dense materials (cloth,
water, wood) is possible. Obstructions:
By concentrating, the wielder is able to Sight through gold or lead is blocked.
move objects or creatures within 120’ by
▶ Searching: When used for the purpose
the power of thought.
of searching (see Dungeon Adventuring
▶ Weight: Up to 2,000 coins of weight in the Advanced Fantasy Player’s Tome),
may be targeted. the wielder is guaranteed to notice secret
▶ Movement: The target may be moved doors or traps in the 10’ square area
up to 20’ per round, in whatever direction being examined.
the wielder wishes (including vertically). ▶ Concentration: Usage requires con-
▶ Resisting: A targeted creature may centration (the wielder cannot move).
save versus spells to resist. ▶ Usage frequency: This power may not
▶ Duration: Up to 6 rounds. be activated more frequently than once
▶ Concentration: If concentration is per turn.
broken, the target falls. 237
Sensory Powers
Each sensory power should be rolled on
the table below, with duplicates re-rolled.
Usage frequency: Unless a power’s de-
scription notes otherwise, it may be used
without limit.

Sentient Sword Sensory Powers


d100 Power
01–10 Detect evil or good
11–15 Detect gems
16–25 Detect magic
26–35 Detect metals
36–50 Detect shifting architecture
51–65 Detect slopes
66–75 Detect traps
76–85 Locate secret doors
Detect Metals
86–95 See invisible objects The sword will point in the direction of
96–99 Roll an extraordinary power metal of a named type within 60’.
00 Roll twice again on this table ▶ Obstruction: Lead blocks this power.

Detect Shifting Architecture


Detect Evil or Good The wielder can locate shifting walls or
The wielder can sense the intention to rooms up to 10’ distant.
do evil or good within 20’. (Note: some
potentially harmful things—e.g. animals, Detect Slopes
traps—are not evil.)
The wielder can sense sloped floors
within 10’.
Detect Gems
The sword will point in the direction of Detect Traps
any gems within 60’.
Up to three times a day, the wielder can
▶ Count: The wielder is also informed of sense traps within 10’.
the number of gems present.
▶ Obstruction: Lead blocks this power. Locate Secret Doors
Detect Magic Up to three times a day, the wielder can
find all secret doors within 10’.
Up to three times a day, the sword can
detect magic within 20’. On command, See Invisible Objects
the magic may be caused to glow.
The wielder can see invisible or concealed
objects up to 20’ distant. (This power
does not reveal secret doors.)
238
Special Purpose Alignment Power
In addition to their sensory and ex-
Some sentient swords are also imbued traordinary powers, swords of special
with a special purpose. The purpose of purpose have an extra power when used
such swords is typically to slay a certain to achieve their designated purpose (e.g.
type of character or creature. The purpose when attacking the enemy the sword was
may be rolled on the table below, or the designed to slay). This power depends on
referee may invent others. the sword’s alignment:
▶ Lawful: Chaotic foes hit by the sword
Sentient Sword Special Purpose must save versus spells or be paralysed.
d6 Type of Target to be Slain ▶ Neutral: The wielder gains a +1 bonus
1 Arcane spell casters to all saving throws.
2 Divine spell casters ▶ Chaotic: Lawful foes hit by the sword
must save versus spells or be turned to
3 Warriors (e.g. fighters or other
stone.
primarily combat-oriented, non-
spell casting classes, including
non-spell casting demihumans)
4 Specific type of monster (deter-
mine randomly)
5 Lawful creatures (or chaotic
creatures if the sword is lawful)
6 Chaotic creatures (or lawful
creatures if the sword is chaotic)

239
Indexes
Index of Tables
Periapt of Proof vs Poison: Bonuses 185
Random Dungeon Room Contents 13
Random Scroll Spell Level 218
Attack Matrix 20 Robe of Useful Items: Item Type 189
Cube of Force Effects by Side 163 Rod of Resurrection: Charges per Use209
Dungeon Encounter By Level: 1–3 132 Ruler Reaction By Class 142
Dungeon Encounter By Level: 4+ 133 Scarab of Chaos: Subject Behaviour 191
Dungeon Setting 12 Sentient Sword Alignment 234
Feather Token: Type 169 Sentient Sword Communication 234
Figurine of Wondrous Power: Type 170 Sentient Sword Extraordinary Powers236
Gem Values 150 Sentient Sword Languages 234
Horn of Valhalla: Type 176 Sentient Sword Powers 234
Ioun Stones: Type 179 Sentient Sword Sensory Powers 238
Magic Armour and Shields 152 Sentient Sword Special Purpose 239
Magic Armour Type 153 Sphere of Annihilation: Control 192
Magic Item Type 148 Type of Sword 223
Magic Potions 196 Wilderness Encounter By Terrain 134
Magic Rings 200 Wilderness Sub-Table 1 134
Magic Rods, Staves, and Wands 206 Wilderness Sub-Table 2 135
Magic Scrolls and Maps 216 Wilderness Sub-Table B: Barren, Hills,
Magic Swords 222 Mountains135
Magic Weapons 228 Wilderness Sub-Table C: City, Settled 136
Miscellaneous Magic Items I 154 Wilderness Sub-Table D: Desert 136
Miscellaneous Magic Items II 154 Wilderness Sub-Table F: Forest 137
Miscellaneous Magic Items III 155 Wilderness Sub-Table G: Grasslands 137
Miscellaneous Magic Items IV 155 Wilderness Sub-Table J: Jungle 138
Monster Saving Throws 20 Wilderness Sub-Table L: Lake, River 138
Necklace of Fireballs: Type 183 Wilderness Sub-Table S: Swamp 139
NPC Adventurer Alignment 140 Wilderness Sub-Table O: Ocean, Sea 139
NPC Adventurer Class and Level 140 XP Awards for Defeated Monsters 16
Pearl of Power: Maximum Spell Level184

240
241
Index of
Crocodile34 Gnoll60
Cyclops35 Gnome60
Dark Creeper 35 Goblin61
Monsters Deep One
Demonic Knight
36
36
Golem62
Gorgon64
Acolyte22 Dervish37 Gorilla64
Amphisbaena22 Disenchanter37 Green Slime 64
Ankheg22 Djinni38 Grey Ooze 64
Ape, White 22 Dog39 Griffon65
Bandit23 Doppelgänger39 Gullygug65
Banshee23 Dragon42 Hag65
Basilisk23 Dragon, Multichr. 45 Halfling66
Bat24 Dragonne45 Harpy66
Bear25 Dragon Turtle 46 Hawk66
Beetle, Giant 26 Drider46 Hellhound67
Berserker26 Driver Ant 47 Herd Animal 67
Black Pudding 26 Drow47 Hippocampus67
Blink Dog 27 Dryad48 Hippogriff67
Boar27 Duergar48 Hippopotamus68
Brigand27 Dwarf48 Hobgoblin68
Brownie28 Efreeti49 Homunculus68
Brown Mould 28 Elemental50 Hook Beast 69
Buccaneer28 Elephant51 Horse69
Bugbear29 Elf51 Hulker70
Bulette29 Ettin51 Hydra70
Caecilia29 Eye of Terror 52 Insect Swarm 71
Camel29 Eye of the Deep 53 Invisible Stalker 71
Carcass Crawler 29 Ferret, Giant 53 Jackalwere71
Caryatid Column 30 Fish, Giant 54 Jellyfish, Giant 72
Cat, Great 30 Flail Snail 55 Killer Bee 72
Catoblepas31 Frog, Giant 56 Kobold73
Cave Locust 31 Gargoyle56 Krell73
Centaur32 Gas Spore 56 Lamia74
Centipede, Giant 32 Gelatinous Cube 57 Lamprey, Giant 74
Chimera32 Ghast57 Leech, Giant 74
Cockatrice32 Ghost57 Leprechaun75
Coffer Corpse 33 Ghoul58 Leucrocotta75
Couatl33 Giant58 Lich76
Crab, Giant 33 Gibbering Mouther 60 Living Statue 77

242
Lizard, Giant 78 Pirate95 Sprite111
Lizard Man 79 Pixie95 Squid, Giant 112
Locathah79 Poltergeist95 Stegosaurus112
Lurker Above 80 Pseudo-Dragon96 Stirge112
Lycanthrope80 Pterosaur96 Strangle Weed 113
Malfyr82 Purple Worm 96 Svirfneblin113
Manticore82 Rakshasa97 Tarrasque114
Mantid82 Rat97 Thoul115
Mantis, Giant 82 Remorhaz98 Titan115
Mastodon83 Revenant98 Titanothere115
Medium83 Rhagodessa99 Toad, Giant 118
Medusa83 Rhinoceros99 Trader118
Merchant84 Robber Fly 99 Trapper118
Merman84 Roc100 Treant119
Merrow85 Rock Baboon 100 Triceratops119
Mimic85 Roper100 Triton119
Mind Lasher 85 Rot Grub 101 Troglodyte120
Minotaur88 Rust Monster 101 Troll120
Mule88 Sahuagin101 Turtle, Giant 120
Mummy88 Salamander102 Tyrannosaurus Rex 121
Mutoid88 Satyr102 Unicorn121
Mycelian89 Scorpion, Giant 103 Vampire122
Neanderthal89 Scorpionoid103 Veteran123
Necrophidius90 Seahorse, Giant 103 Violet Fungus 123
Nightmare90 Sea Serpent 103 Warp Beast 123
Nixie90 Shadow104 Wasp, Giant 123
Noble90 Shambling Mound 104 Water Fiend 124
Nomad91 Shark104 Water Termite 124
Normal Human 91 Shrew, Giant 105 Weasel, Giant 125
Ochre Jelly 91 Shrieker105 Whale125
Octopus, Giant 92 Skeleton105 Wight126
Ogre92 Slithering Tracker 106 Will-o’-the-Wisp126
Orc92 Slug, Giant 106 Wolf126
Otyugh93 Snake107 Wraith127
Owl Bear 93 Snake Person 106 Wyvern127
Pegasus93 Spawn of the Worm 108 Xorn128
Peryton93 Spectre109 Yellow Mould 128
Phoenix94 Sphinx109 Yeti129
Piercer94 Spider, Giant 110 Zombie129

243
Index of
Folding Boat 172
Gem of Brightness 172
Gem of Monster Attraction 173

Magic Items Gem of Pristine Faceting


Gem of Seeing
Gloves of Dexterity
173
173
174
Alchemist’s Beaker 156 Gloves of Swimming and Climbing 174
Amulet of Protection Against Possession 156 Horn of Cave-Ins 175
Apparatus of the Crab 156 Horn of Frothing 175
Arrow +1, Slaying 229 Horn of the Tritons 176
Arrow of Location 157 Horn of Valhalla 176
Bag of Transformation 157 Horseshoes of a Zephyr 176
Book of Foul Corruption 157 Horseshoes of Speed 176
Book of Infinite Spells 158 Immovable Rod 207
Book of Sublime Holiness 158 Incense of Meditation 177
Boots of Dancing 158 Incense of Obsession 177
Bracers of Armour 159 Instant Fortress 178
Bracers of Defencelessness 159 Ioun Stones 178
Brooch of Shielding 159 Iron Flask 178
Candle of Invocation 160 Javelin of Lightning 230
Chime of Opening 160 Javelin of Seeking 230
Chime of Ravening 160 Jug of Endless Liquids 179
Cloak of Defence 160 Libram of Arcane Power 180
Cloak of Flight 161 Loadstone180
Cloak of Poison 161 Luckstone180
Cloak of the Manta Ray 161 Lyre of Building 180
Crossbow +1, Distance 229 Mace +1, Disrupting 230
Crossbow +1, Speed 229 Marvellous Pigments 181
Crossbow +2, Accuracy 229 Medallion of Thought Projection 181
Crystal Hypnosis Ball 162 Mirror of Mental Prowess 182
Cube of Force 163 Mirror of Opposition 182
Cube of Frost Resistance 163 Necklace of Adaptation 183
Cursed Scroll 216 Necklace of Fireballs 183
Dagger +1, Buckle 229 Necklace of Strangulation 184
Dagger +1, Throwing 229 Net of Snaring 184
Dagger +1, Venomous 229 Oil of Insubstantiality 184
Dagger +2, Biter 229 Oil of Slipperiness 184
Decanter of Endless Water 163 Pearl of Power 184
Deck of Many Things 164 Pearl of Wisdom 185
Drums of Thunder 166 Periapt of Foul Rotting 185
Dust of Appearance 166 Periapt of Health 185
Dust of Disappearance 166 Periapt of Proof Against Poison 185
Dust of Sneezing and Choking 167 Periapt of Wound Closure 185
Eyes of Charming 168 Phylactery of Betrayal 186
Eyes of Minuscule Sight 168 Phylactery of Faithfulness 186
Eyes of Petrification 168 Phylactery of Longevity 186
Eyes of the Eagle 168 Pipes of the Sewers 186
Feather Token 169 Portable Hole 187
Figurine of Wondrous Power 170 Potion of Clairaudience 196
244
Potion of Clairvoyance 196 Rod of Resurrection 209
Potion of Control 197 Rod of Striking 209
Potion of Delusion 197 Rope of Entanglement 190
Potion of Diminution 197 Rope of Strangulation 190
Potion of ESP 197 Rug of Suffocation 190
Potion of Fire Resistance 198 Saw of Felling 191
Potion of Flying 198 Scarab of Chaos 191
Potion of Gaseous Form 198 Scarab of Death 191
Potion of Giant Strength 198 Scarab of Rage 192
Potion of Growth 198 Short Sword +2, Quickness 223
Potion of Healing 198 Sling Bullet +1, Impact 230
Potion of Heroism 198 Spade of Mighty Digging 192
Potion of Invisibility 199 Spear –1, Backbiter (Cursed) 230
Potion of Invulnerability 199 Spell Scroll 218
Potion of Levitation 199 Sphere of Annihilation 192
Potion of Longevity 199 Staff +1, Growing 230
Potion of Poison 199 Staff of Dispelling 210
Potion of Polymorph Self 199 Staff of Swarming Insects 212
Potion of Speed 199 Staff of the Healer 212
Potion of Treasure Finding 199 Staff of the Woodlands 213
Protection Scroll 217 Sweet Water 193
Purse of Plentiful Coin 187 Sword +1, Dragon Slayer 223
Restorative Ointment 187 Sword +1, Frost Brand 224
Ring of Controlling Animals 200 Sword +1, Giant Slayer 225
Ring of Controlling Humans 200 Sword +1, Luck Blade 225
Ring of Controlling Plants 201 Sword +1, Sharpness 225
Ring of Delusion 201 Sword +1, Sun Blade 225
Ring of Djinni Summoning 201 Sword +1, Wounding 226
Ring of Fire Resistance 201 Sword +2, Dancing 226
Ring of Invisibility 202 Sword +2, Nine Lives Stealer 227
Ring of Protection 202 Sword +2, Venger 227
Ring of Regeneration 202 Sword +2, Vorpal 227
Ring of Spell Storing 202 Sword +3, Defender 227
Ring of Spell Turning 202 Sword +3, Holy Avenger 227
Ring of Telekinesis 203 Sword –1, Berserker (Cursed) 223
Ring of Water Walking 203 Talisman of the Sphere 193
Ring of Weakness 203 Treasure Map 219
Ring of Wishes 203 Trident +1, Fish Command 231
Ring of X-Ray Vision 203 Trident +1, Submission 231
Robe of Blending 188 Trident +2, Warning 231
Robe of Eyes 188 Trident –2, Yearning (Cursed) 231
Robe of Powerlessness 188 Vacuous Grimoire 193
Robe of Scintillating Colours 188 Wand of Magic Missiles 214
Robe of the Archmagi 189 Wand of Radiance 215
Robe of Useful Items 189 Wand of Summoning 215
Rod of Absorption 207 War Hammer +3, Thunderbolts 231
Rod of Captivation 207 Well of Many Worlds 193
Rod of Lordly Might 208
Rod of Parrying 208
245
Open Game License
DESIGNATION OF PRODUCT IDENTITY distribute; (d)”Open Game Content” means the game mechanic
All artwork, logos, and presentation are product identity. The names and includes the methods, procedures, processes and routines to
“Necrotic Gnome” and “Old-School Essentials” are product identity. the extent such content does not embody the Product Identity and
All text and tables not declared as Open Game Content are product is an enhancement over the prior art and any additional content
identity. clearly identified as Open Game Content by the Contributor, and
DESIGNATION OF OPEN GAME CONTENT means any work covered by this License, including translations
All text and tables in the following sections are Open Game and derivative works under copyright law, but specifically excludes
Content: Running Adventures, Encounter Tables, NPC Encounters, Product Identity. (e) “Product Identity” means product and product
Treasures, Sentient Swords. line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic
All text and tables in the Monsters section are Open Game Content
elements, dialogue, incidents, language, artwork, symbols, designs,
with the exception of the game statistics and descriptions of the
depictions, likenesses, formats, poses, concepts, themes and graphic,
following monsters: Amphisbaena; Banshee; Brownie; Catoblepas;
photographic and other visual or audio representations; names
Deep One; Demonic Knight; Dog, Hunting Dog; Dog, War Dog;
and descriptions of characters, spells, enchantments, personalities,
Dog, Wild Dog; Dragon, Multichromatic; Eye of Terror; Fish,
teams, personas, likenesses and special abilities; places, locations,
Giant, Electric Eel; Fish, Giant, Pike; Fish, Giant, Swordfish; Frog,
environments, creatures, equipment, magical or supernatural
Giant, Mutant Frog; Frog, Giant, Poisonous Frog; Ghost; Gorilla;
abilities or effects, logos, symbols, or graphic designs; and any other
Gullygug; Hippopotamus, Behemoth; Hippopotamus, Normal;
trademark or registered trademark clearly identified as Product
Hook Beast; Hulker; Jellyfish, Giant; Krell; Lamprey, Giant;
identity by the owner of the Product Identity, and which specifically
Leprechaun; Leucrocotta; Lizard, Giant, Flame Lizard; Lizard, Giant,
excludes the Open Game Content; (f) “Trademark” means the logos,
Monitor Lizard; Lizard, Giant, Subterranean Lizard; Malfyr; Mantid;
names, mark, sign, motto, designs that are used by a Contributor to
Mantis, Giant; Mind Lasher; Mutoid; Mycelian; Peryton; Phoenix;
identify itself or its products or the associated products contributed
Poltergeist; Revenant; Satyr; Scorpionoid; Seahorse, Giant; Slug,
to the Open Game License by the Contributor (g) “Use”, “Used”
Giant; Snake Person; Spawn of the Worm; Sphinx; Spider, Giant,
or “Using” means to use, Distribute, copy, edit, format, modify,
Aquatic; Titan; Toad, Giant, Frost; Toad, Giant, Poisonous; Turtle,
translate and otherwise create Derivative Material of Open Game
Giant, Sea Turtle; Turtle, Giant, Snapping Turtle; Wasp, Giant; Water
Content. (h) “You” or “Your” means the licensee in terms of this
Fiend; Will-o'-the-Wisp; Yeti.
agreement.
All text and tables in the Magic Items section are Open Game
2. The License: This License applies to any Open Game Content that
Content with the exception of the game statistics and descriptions of
contains a notice indicating that the Open Game Content may only
the following magic items: Alchemist's Beaker; Amulet of Protection
be Used under and in terms of this License. You must affix such a
Against Possession; Arrow of Location; Bag of Transformation;
notice to any Open Game Content that you Use. No terms may be
Book of Foul Corruption; Book of Sublime Holiness; Chime of
added to or subtracted from this License except as described by the
Ravening; Cloak of Defence; Crossbow +1, Distance; Crossbow
License itself. No other terms or conditions may be applied to any
+1, Speed; Crossbow +2, Accuracy; Dagger +1, Buckle; Dagger
Open Game Content distributed using this License.
+1, Throwing; Dagger +1, Venomous; Dagger +2, Biter; Drums
of Thunder; Eyes of Miniscule Sight; Gem of Monster Attraction; 3.Offer and Acceptance: By Using the Open Game Content You
Gem of Pristine Facetting; Horn of Cave-Ins; Horn of Frothing; indicate Your acceptance of the terms of this License.
Javelin of Seeking; Jug of Endless Liquids; Libram of Arcane Power; 4. Grant and Consideration: In consideration for agreeing to use this
Mace +1, Disrupting; Net of Snaring; Oil of Insubstantiality; Oil of License, the Contributors grant You a perpetual, worldwide, royalty-
Slipperiness; Pearl of Wisdom; Phylactery of Betrayal; Phylactery free, non-exclusive license with the exact terms of this License to
of Longevity; Purse of Plentiful Coin; Rod of Captivation; Rod Use, the Open Game Content.
of Parrying; Rod of Resurrection; Rod of Striking; Rope of 5.Representation of Authority to Contribute: If You are contributing
Strangulation; Rug of Suffocation; Saw of Felling; Scarab of Chaos; original material as Open Game Content, You represent that Your
Scarab of Rage; Short Sword +2, Quickness; Sling Bullet +1, Impact; Contributions are Your original creation and/or You have sufficient
Spade of Mighty Digging; Staff +1, Growing; Staff of Dispelling; Staff rights to grant the rights conveyed by this License.
of the Healer; Sweet Water; Sword –1, Berserker (Cursed); Sword 6.Notice of License Copyright: You must update the COPYRIGHT
+1, Dragon Slayer; Sword +1, Giant Slayer; Sword +1, Sharpness; NOTICE portion of this License to include the exact text of
Sword +1, Wounding; Sword +2, Dancing; Sword +2, Venger; the COPYRIGHT NOTICE of any Open Game Content You
Sword +3, Defender; Trident –2, Yearning (Cursed); Trident +1, are copying, modifying or distributing, and You must add the
Submission; Wand of Magic Missiles; Wand of Radiance; Wand of title, the copyright date, and the copyright holder’s name to the
Summoning; War Hammer +3, Thunderbolts. COPYRIGHT NOTICE of any original Open Game Content you
OPEN GAME LICENSE Version 1.0a Distribute.
The following text is the property of Wizards of the Coast, Inc. and 7. Use of Product Identity: You agree not to Use any Product
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Identity, including as an indication as to compatibility, except as
Reserved. expressly licensed in another, independent Agreement with the
1. Definitions: (a)”Contributors” means the copyright and/or owner of each element of that Product Identity. You agree not to
trademark owners who have contributed Open Game Content; indicate compatibility or co-adaptability with any Trademark or
(b)”Derivative Material” means copyrighted material including Registered Trademark in conjunction with a work containing Open
derivative works and translations (including into other computer Game Content except as expressly licensed in another, independent
languages), potation, modification, correction, addition, extension, Agreement with the owner of such Trademark or Registered
upgrade, improvement, compilation, abridgment or other form Trademark. The use of any Product Identity in Open Game Content
in which an existing work may be recast, transformed or adapted; does not constitute a challenge to the ownership of that Product
(c) “Distribute” means to reproduce, license, rent, lease, Identity. The owner of any Product Identity used in Open Game
sell, broadcast, publicly display, transmit or otherwise Content shall retain all rights, title and interest in and to that
246
Product Identity. Disenchanter from the Tome of Horrors, Copyright 2002,
8. Identification: If you distribute Open Game Content You must Necromancer Games, Inc.; Author Scott Greene, based on original
clearly indicate which portions of the work that you are distributing material by Roger Musson.
are Open Game Content. Eye of the Deep from the Tome of Horrors, Copyright 2002,
9. Updating the License: Wizards or its designated Agents may Necromancer Games, Inc.; Author Scott Greene, based on original
publish updated versions of this License. You may use any material by Gary Gygax.
authorized version of this License to copy, modify and distribute Flail Snail from the Tome of Horrors, Copyright 2002, Necromancer
any Open Game Content originally distributed under any version Games, Inc.; Author Scott Greene, based on original material by
of this License. Simon Tilbrook.
10 Copy of this License: You MUST include a copy of this License Gas Spore from the Tome of Horrors, Copyright 2002, Necromancer
with every copy of the Open Game Content You Distribute. Games, Inc.; Authors Scott Greene and Clark Peterson, based on
11. Use of Contributor Credits: You may not market or advertise the original material by Gary Gygax.
Open Game Content using the name of any Contributor unless You Hippocampus from the Tome of Horrors, Copyright 2002,
have written permission from the Contributor to do so. Necromancer Games, Inc.; Author Scott Greene and Erica Balsley,
12 Inability to Comply: If it is impossible for You to comply with based on original material by Gary Gygax.
any of the terms of this License with respect to some or all of the Jackalwere from the Tome of Horrors, Copyright 2002,
Open Game Content due to statute, judicial order, or governmental Necromancer Games, Inc.; Author Scott Greene, based on original
regulation then You may not Use any Open Game Material so material by Gary Gygax.
affected. Lurker Above from the Tome of Horrors, Copyright 2002,
13 Termination: This License will terminate automatically if You fail Necromancer Games, Inc.; Author Scott Greene, based on original
to comply with all terms herein and fail to cure such breach within material by Gary Gygax.
30 days of becoming aware of the breach. All sublicenses shall Necrophidius from the Tome of Horrors, Copyright 2002,
survive the termination of this License. Necromancer Games, Inc.; Author Scott Greene, based on original
14 Reformation: If any provision of this License is held to be material by Simon Tilbrook.
unenforceable, such provision shall be reformed only to the extent Piercer from the Tome of Horrors, Copyright 2002, Necromancer
necessary to make it enforceable. Games, Inc.; Authors Scott Greene and Clark Peterson, based on
15 COPYRIGHT NOTICE original material by Gary Gygax.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer
System Reference Document © 2000, Wizards of the Coast, Inc.; Games, Inc.; Author Scott Greene and Clark Peterson, based on
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by Gary Gygax.
original material by E. Gary Gygax and Dave Arneson. Slithering Tracker from the Tome of Horrors, Copyright 2002,
System Reference Document © 2000-2003, Wizards of the Coast, Necromancer Games, Inc.; Author Scott Greene, based on original
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich material by Gary Gygax.
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Strangle Weed from the Tome of Horrors, Copyright 2002,
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on Necromancer Games, Inc.; Author Scott Greene, based on original
original material by E. Gary Gygax and Dave Arneson. material by Gary Gygax.
Modern System Reference Document © 2002-2004, Wizards of the Trapper from the Tome of Horrors, Copyright 2002, Necromancer
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Games, Inc.; Author Scott Greene, based on original material by
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Gary Gygax.
Rodney Thompson, and JD Wiker, based on material by Jonathan B/X Essentials: Core Rules © 2017 Gavin Norman. Author Gavin
Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Norman.
Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. B/X Essentials: Classes and Equipment © 2017 Gavin Norman.
Castles & Crusades: Players Handbook, © 2004, Troll Lord Games; Author Gavin Norman.
Authors Davis Chenault and Mac Golden. B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin Norman.
Cave Cricket from the Tome of Horrors, © 2002, Necromancer Author Gavin Norman.
Games, Inc.; Authors Scott Greene and Clark Peterson, based on B/X Essentials: Monsters © 2017 Gavin Norman. Author Gavin
original material by Gary Gygax. Norman.
Crab, Monstrous from the Tome of Horrors, © 2002, Necromancer B/X Essentials: Adventures and Treasures © 2018 Gavin Norman.
Games, Inc.; Author Scott Greene, based on original material by Author Gavin Norman.
Gary Gygax. Old-School Essentials Core Rules © 2018 Gavin Norman.
Fly, Giant from the Tome of Horrors, © 2002, Necromancer Games, Old-School Essentials Classic Fantasy: Genre Rules © 2018 Gavin
Inc.; Author Scott Greene, based on original material by Gary Norman.
Gygax.
Old-School Essentials Classic Fantasy: Cleric and Magic-User Spells
Golem, Wood from the Tome of Horrors, © 2002, Necromancer © 2018 Gavin Norman.
Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Old-School Essentials Classic Fantasy: Monsters © 2018 Gavin
Kamadan from the Tome of Horrors, © 2002, Necromancer Games, Norman.
Inc.; Author Scott Greene, based on original material by Nick Louth.
Old-School Essentials Classic Fantasy: Treaures © 2018 Gavin
Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Norman.
Inc.; Authors Scott Greene and Clark Peterson, based on original
Old-School Essentials Classic Fantasy: Rules Tome © 2019 Gavin
material by Gary Gygax.
Norman.
Labyrinth Lord™ © 2007-2009, Daniel Proctor. Author Daniel
Old-School Essentials Advanced Fantasy: Monsters © 2020 Gavin
Proctor.
Norman.
Caryatid Column from the Tome of Horrors, Copyright 2002,
Old-School Essentials Advanced Fantasy: Treasures © 2020 Gavin
Necromancer Games, Inc.; Author Scott Greene, based on original
Norman.
material by Jean Wells.
Old-School Essentials Advanced Fantasy: Referee's Tome © 2020
Coffer Corpse from the Tome of Horrors, Copyright 2002,
Gavin Norman.
Necromancer Games, Inc.; Author Scott Greene, based on original
material by Simon Eaton. END OF LICENSE
Dark Creeper from the Tome of Horrors, Copyright 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original
material by Rik Shepard.
247
248
A DVA N C E D FA N T A S Y

Referee’s Tome
Requires the companion book,
the Advanced Fantasy Player’s Tome

Old-School Essentials Advanced Fantasy is a game of


fantastic adventure, peril, monsters, and magic.
This tome contains a heady mixture of the best of
1970s and 1980s fantasy gaming, seamlessly melding
the weird and wonderful monsters and magic items of
the classic Basic/Expert and Advanced rules.
While founded in the tradition of these beloved old-
school rules, the game is presented in a clear, modern
style, making it quick to learn and easy to reference.

Contained in this book are a selection of over 300


fearsome monsters and over 300 wondrous magic
items, along with full guidelines for designing and
running perilous Advanced Fantasy adventures.
All the secrets of the referee, all in one book!

ISBN 978-3-96657-039-8

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