16  Monster Descriptions

Ant, Giant (and Huge, Large)

Ant, Giant Ant, Huge Ant, Large
Armor Class: 17 15 13
Hit Dice: 4 2 1
No. of Attacks: 1 bite
Damage: 2d6 1d10 bite 1d6 bite
Movement: 60’ (10’) 50’ 40’
No. Appearing: 2d6, Lair 4d6 3d6, Lair 4d8 4d6, Lair 4d10
Save As: Fighter: 4 Fighter: 2 Fighter: 1
Morale: 7 on first sighting, 12 after engaged
Treasure Type: U or special
XP: 240 75 25

Giant ants are fantastically enlarged versions of the more common variety of ants. Normal workers are 5 to 6 feet long; queens are larger, growing up to 9 feet in length. Giant ants may be red or black; there is no statistical difference between them. Though relatively shy when first encountered, once combat begins they will fight to the death. They are known to collect shiny things, and so will sometimes have a small amount of treasure in their lair.

Giant ants may occasionally mine shiny metals such as gold or silver; one in three (1-2 on 1d6) giant ant lairs will contain 1d100 x 1d100 gp value in relatively pure nuggets.

Large and huge ants are similar to giant ants in all ways except for size; large ants are 1 to 2 feet long, while huge ants are 3 to 4 feet in length. Though smaller, their colonies have more members, and so their lair treasures are of similar size to those found in the lairs of giant ants.

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Antelope

Antelope
Armor Class: 13
Hit Dice: 1 to 4
No. of Attacks: 1 butt
Damage: 1d4 or 1d6 or 1d8
Movement: 80’ (10’)
No. Appearing: Wild 3d10
Save As: Fighter: 1 to 4 (as Hit Dice)
Morale: 5 (7)
Treasure Type: None
XP: 25 - 240

The statistics above represent common sorts of wild herd animals, including deer (1 hit die), aurochs (2 hit dice), elk or moose (3 hit dice) and bison (4 hit dice). Such creatures are often skittish and likely to flee if provoked, but males are more aggressive in the presence of females (the parenthesized morale applies in this case).

Cattle, aurochs, and bison are not included in this category, they have their own entry.

Generally, 1 hit die herd animals inflict 1d4 points of damage on a hit, 2 and 3 hit die animals inflict 1d6, and 4 hit die animals inflict 1d8. The GM should feel free to vary from these figures as he or she sees fit; there are many types of herd animals in the world, and some are better armed than others.

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Ape, Carnivorous

Ape, Carnivorous
Armor Class: 14
Hit Dice: 4
No. of Attacks: 2 claws
Damage: 1d4/1d4
Movement: 40’
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 4
Morale: 7
Treasure Type: None
XP: 240

Carnivorous apes appear much like ordinary gorillas, but are bad-tempered and aggressive. They are actually omnivores, but have a marked preference for meat. Adult females are 4½ to 5 feet tall and weigh up to 300 pounds, while males are larger, being 5½ to 6 feet tall and weighing up to 400 pounds.

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Barkling

Barkling
Armor Class: 15 (11)
Hit Dice: 1/2 (1d4 HP)
No. of Attacks: 1 bite or 1 weapon
Damage: 1d4 bite, or by weapon
Movement: 20’ Unarmored, 40’
No. Appearing: 3d4, Wild 4d6, Lair 5d10
Save As: Normal Man
Morale: 7 (9)
Treasure Type: P, Q each, C, K in Lair
XP: 10

Barklings are diminutive furry humanoids with very dog-like faces. They stand between 2½ and 3½ feet tall and typically weigh around 45 pounds. They are pack hunters by nature, shy when encountered singly or in small groups but bold when their numbers are overwhelming. Use the higher morale figure when a barkling group outnumbers their enemies by 3 combatants to 1 or more.

Barklings can deliver a nasty bite but prefer to fight with weapons, favoring small weapons made for their stature and relative lack of strength; all such weapons do 1d4 points of damage on a hit.

Barklings see well in the dark, having Darkvision with a range of 30 feet, but their sense of smell is where they excel; a barkling can track almost any living or corporeal undead creature by scent, even if it has been as much as a day since it passed.

In combat barklings usually wear chainmail armor which they craft themselves (as shown in the Armor Class given above).

One out of every ten barklings will be a warrior with 1 hit die (25 XP). In barkling encampments, one out of every twenty will be a chieftain of 2 hit dice (75 XP) having a +1 bonus to damage due to strength. In villages of 50 or more there will be a barkling lord of 3 hit dice (145 XP) who has +1 bonus to damage. Barklings gain a +1 bonus to their morale as long as they are led by any of their leaders.

In addition, a lair has a chance equal to 1-2 on 1d6 of a wizard being present (or 1-3 on 1d6 if a chieftain is present). A wizard is equivalent to a 1 hit die warrior barkling statistically, but has Magic-User abilities at level 1d4+1. For XP purposes, treat the wizard barkling as if it has a number of hit dice equal to its magic-user level -1, and assign one special ability bonus asterisk.

Barklings are sometimes confused with kobolds, for whom they have a particular hatred; calling a barkling a kobold or suggesting that the two species are related is considered a terrible insult.

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Basilisk (Common, Greater)

Basilisk, Common Basilisk, Greater*
Armor Class: 16 17
Hit Dice: 6** 8***
No. of Attacks: 1 bite/1 gaze 1 bite/ 1 gaze
Damage: 1d10/petrification 1d12 + poison, bite, petrification gaze
Movement: 20’ (10’) 20’ (10’)
No. Appearing: 1d6, Wild 1d6, Lair 1d6 1
Save As: Fighter: 6 Fighter: 8
Morale: 9 10
Treasure Type: F F, K
XP: 610 1,085

A basilisk is a giant six-legged lizard-like monster that petrifies living creatures with its gaze. A basilisk has dark brown, green, or black skin on its back and a pale yellow or white belly. Adults reach a body length of 5 to 7 feet with a tail of roughly equal length, and a weight of 250 to 400 pounds. There is no particular difference in size between males and females.

Any living creature meeting the gaze of a basilisk must save vs. Petrify or be turned to stone instantly. In general, any creature surprised by the basilisk will meet its gaze. Those who attempt to fight the monster while averting their eyes suffer penalties of -4 to attack and -2 to AC. It is possible to use a mirror to fight the monster, in which case the penalties are -2 to attack and no penalty to AC. If a basilisk sees its own reflection in a mirror it must save vs. Petrify or be turned to stone; a petrified basilisk loses its power to petrify. Basilisks instinctively avoid mirrors or other reflective surfaces, even drinking with their eyes closed, but if an attacker can manage to surprise the monster with a mirror it may see its reflection.

The greater basilisk appears identical to the common variety, save that it is larger, having a body length of about 8 feet with a 7 to 9 foot long tail and weighing between 400 and 750 pounds. The skin of the greater basilisk is toxic to the touch, such that any living creature bitten by one or who touches one with bare skin must save vs. Poison or die. This effect persists even after the monster is dead, typically for about 2d20 hours; the only way to tell if the effect has subsided is to touch the corpse, an obviously bad idea.

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Bat (and Bat, Giant)

Bat Giant Bat
Armor Class: 14 14
Hit Dice: 1 Hit Point 2
No. of Attacks: 1 special 1 bite
Damage: Confusion 1d4
Movement: 30’ Fly 40’ 10’ Fly 60’ (10’)
No. Appearing: 1d100, Wild 1d100, Lair 1d100 1d10, Wild 1d10, Lair 1d10
Save As: Normal Man Fighter: 2
Morale: 6 8
Treasure Type: None None
XP: 10 75

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. They have a natural sonar that allows them to operate in total darkness; for game purposes, treat this ability as Darkvision.

A group of normal-sized bats has no effective attack (at least in terms of doing damage) but can confuse those in the area, flying around apparently randomly. For every ten bats in the area, one creature can be confused; such a creature will suffer a penalty of -2 on all attack and saving throw rolls while the bats remain in the area.

A giant bat has a wingspan of 15 feet and weighs about 200 pounds. They have the same sensory abilities as normal-sized bats, but being much larger, they are able to attack adventurers; many are carnivorous, making such attacks likely.

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Bear

Bears attack by rending opponents with their claws, dragging them in and biting them. A successful hit with both paws indicates a hug attack for additional damage (as given for each specific bear type). All bears are very tough to kill, and are able to move and attack for one round after losing all hit points.

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Bear, Black

Bear, Black
Armor Class: 14
Hit Dice: 4
No. of Attacks: 2 claws/1 bite + hug
Damage: 1d4/1d4/1d6 + 2d6 hug
Movement: 40’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 4
Morale: 7
Treasure Type: None
XP: 240

Black bears are omnivorous, and despite their formidable size and strength are not particularly aggressive, though a female will fight fiercely if her cubs are threatened.

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Bear, Cave

Bear, Cave
Armor Class: 15
Hit Dice: 7
No. of Attacks: 2 claws/1 bite + hug
Damage: 1d8/1d8/2d6 + 2d8 hug
Movement: 40’
No. Appearing: 1d2, Wild 1d2, Lair 1d2
Save As: Fighter: 7
Morale: 9
Treasure Type: None
XP: 670

These monstrous bears are even larger than grizzly bears. They are ferocious killers, attacking almost anything of equal or smaller size.

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Bear, Grizzly (or Brown)

Bear, Grizzly (or Brown)
Armor Class: 14
Hit Dice: 5
No. of Attacks: 2 claws/1 bite + hug
Damage: 1d4/1d4/1d8 + 2d8 hug
Movement: 40’
No. Appearing: 1, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

Brown bears are huge, carnivorous, and aggressive. An adult male weighs 400 to 800 pounds and four feet high at the shoulder; females are slightly smaller, but just as bloodthirsty.

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Bear, Polar

Bear, Polar
Armor Class: 14
Hit Dice: 6
No. of Attacks: 2 claws/1 bite + hug
Damage: 1d6/1d6/1d10 + 2d8 hug
Movement: 40’
No. Appearing: 1, Wild 1d2, Lair 1d2
Save As: Fighter: 6
Morale: 8
Treasure Type: None
XP: 500

Polar bears are found in far northern regions. They are larger and more powerful than brown bears, and just as hostile.

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Bee, Giant

Bee, Giant
Armor Class: 13
Hit Dice: 1/2* (1d4 HP)*
No. of Attacks: 1 sting
Damage: 1d4 + poison
Movement: 10’ Fly 50’
No. Appearing: 1d6, Wild 1d6, Lair 5d6
Save As: Fighter: 1
Morale: 9
Treasure Type: Special
XP: 13

Giant bees live in hives, generally in underground areas. In each such hive will be a queen who has 2 hit dice and inflicts only a bite doing 1d8 points of damage. She is immobile, and if she is threatened all bees in the hive will fight without checking morale. The queen is worth 75 XP if defeated.

Those stung by a giant bee must save vs. Poison or die. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature; the bee then dies.

Each giant bee hive will contain honeycomb filled with honey, which is entirely safe to eat and is worth 10 GP per gallon if carefully removed. Generally 2d10+10 gallons of honey will be present in any given hive. There is also a 15% chance that one of the cells in the honeycomb will contain special honey which acts as 1d6+1 Potions of Healing if consumed. This honey can be discovered by chance, or through the use of detect magic.

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Beetle, Giant Bombardier

Beetle, Giant Bombardier
Armor Class: 16
Hit Dice: 2*
No. of Attacks: 1 bite + special
Damage: 1d6 + special
Movement: 40’
No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 100

Giant bombardier beetles have red head and thorax sections and black abdomens. They are 3 to 4 feet long. In combat, a giant bombardier beetle bites opponents in front of it, and sprays a cone of very hot and noxious gases from a nozzle in the rearmost tip of the abdomen. This toxic blast causes 2d6 points of damage to all within a cone 10’ long and 10’ wide at the far end (a save vs. Death Ray for half damage is allowed). A giant bombardier beetle can use this spray attack up to five times per day, but no more often than once per three rounds. Faced with opponents attacking from just one direction, a giant bombardier beetle may choose to turn away and use the spray attack rather than biting.

Giant bombardier beetles, like most beetles, have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.

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Beetle, Giant Fire

Beetle, Giant Fire
Armor Class: 16
Hit Dice: 1+2
No. of Attacks: 1 bite
Damage: 2d4
Movement: 40’
No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25

Giant fire beetles are huge, being 18 to 30 inches long, and have shiny black carapaces. Each has a pair of glowing red organs located just below their eyes which illuminate a radius of 10 feet around the creature. These glands continue to glow for 1d6 days after one is killed, and may be removed and used for illumination by any adventurers not too squeamish to do so.

They are normally timid but will fight if cornered. Like most beetles, they have more or less the same visual acuity in all directions, and thus those who attack them from behind receive no bonus to do so.

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Beetle, Giant Oil

Beetle, Giant Oil
Armor Class: 16
Hit Dice: 2
No. of Attacks: 1 bite + spray (see below)
Damage: 2d4 bite, special spray
Movement: 40’
No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 100

Giant oil beetles are about 3 feet long, and are often found burrowing in soil or roaming dungeon corridors. Their eyes are arranged on the sides of their heads such that they can see perfectly well behind them as well as in front, negating any normal bonus for attacking from behind.

In addition to its bite, a giant oil beetle can attack with a spray of oil from its abdomen; this can only be applied to opponents within 5 feet of the back of the beetle, and an attack roll is needed to hit. Living creatures hit by this spray suffer a penalty of -2 on all attack rolls for 24 hours due to painful blisters inflicted by the irritating oil. A cure light wounds spell may be used to remove this effect, but if so used the spell does not also restore hit points to the victim

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Beetle, Giant Tiger

Beetle, Giant Tiger
Armor Class: 17
Hit Dice: 3+1
No. of Attacks: 1 bite
Damage: 2d6
Movement: 60’ (10’)
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 3
Morale: 9
Treasure Type: U
XP: 145

Giant tiger beetles are predatory monsters around 5 feet long. Their carapaces tend to be dark brown with lighter brown striped or spotted patterns, but there are many variations.

They are fast runners, depending on their speed to run down prey, and they willingly prey on any creature of man size or smaller. Like most beetles, they have more or less the same visual acuity in all directions, and thus suffer no penalty to Armor Class when attacked from behind.

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Blood Rose

Blood Rose
Armor Class: 13
Hit Dice: 2* to 4*
No. of Attacks: 1 to 3 + blood drain
Damage: 1d6, 1d6/round blood drain
Movement: 1’
No. Appearing: Wild 1d8
Save As: Fighter: 2
Morale: 12
Treasure Type: None
XP: 100 - 280

Blood roses appear to be normal rose bushes, but are actually animated plants, dimly aware of their surroundings. These plants are always in bloom, bearing beautiful flowers that are normally white (or rarely, yellow) in color.

The fragrance of the flowers is detectable up to 30’ from the plant in ideal conditions. Blood roses can move about slowly, and will try to find locations sheltered from the wind in order to achieve those ideal conditions. Living creatures who smell the fragrance must save vs. Poison or become befuddled; such a victim will drop anything carried and try to approach the plant. Each round an unaffected living creature can smell the fragrance it must make this save. Befuddled creatures will not resist the attacks of the blood rose; if affected creatures are removed from the area, the effect of the fragrance will expire 2d4 rounds later. Undead monsters, constructs, etc. are not affected.

Each blood rose plant will have 1, 2 or 3 whiplike canes studded with thorns with which it can attack. When a cane hits, it wraps around the victim and begins to drain blood, doing 1d6 points of damage per round. A blood rose which has recently (within one day) “eaten” in this way will have flowers ranging from pink to deep wine red in color, which will fade slowly back to white or yellow as the plant digests the blood it has consumed.

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Boar

Boar
Armor Class: 13
Hit Dice: 3
No. of Attacks: 1 tusk
Damage: 2d4
Movement: 50’ (10’)
No. Appearing: Wild 1d6
Save As: Fighter: 3
Morale: 9
Treasure Type: None
XP: 145

Wild boars are the natural variety of swine. They are surly and aggressive, prone to attacking characters just because they are present. Note that “boar” refers specifically to the male of the species, but females are equally large and fierce, more so if they have offspring.

Wild boars have stocky and muscular bodies, covered with bristly hair which may be black, brown, or gray in color. Those in colder climates will have an under-layer of warm fur, while those found in warmer areas will not.

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Bugbear

Bugbear
Armor Class: 15 (13)
Hit Dice: 3+1
No. of Attacks: 1 weapon
Damage: 1d8+1 or by weapon +1
Movement: 30’ Unarmored 40’
No. Appearing: 2d4, Wild 5d4, Lair 5d4
Save As: Fighter: 3
Morale: 9
Treasure Type: Q, R each; B, L, M in lair
XP: 145

Bugbears look like huge, hairy goblins, standing about 6 feet tall. Their eyes are usually a darkish brown color and they move very quietly. They are wild and cruel, and bully smaller humanoids whenever possible.

Bugbear attacks are coordinated, and their tactics are sound if not brilliant. They are able to move in nearly complete silence, surprising opponents on 1-3 on 1d6. In order to remain silent, they must wear only leather or hide armor, as indicated in the Armor Class scores above. Bugbears receive a +1 bonus on damage due to their great Strength. As with most goblinoid monsters, they have Darkvision with a 30’ range.

One out of every eight bugbears will be a hardened warrior of 4+4 Hit Dice (240 XP), with a +2 bonus to damage. In lairs of 16 or more bugbears, there will be a chieftain of 6+6 Hit Dice (500 XP), with a +3 bonus to damage. Bugbears gain a +1 bonus to their morale if they are led by a hardened warrior or chieftain. In the lair, bugbears never fail a morale check as long as the chieftain is alive. In addition, there is a 2 in 6 chance that a shaman will be present in a lair. A shaman is equal to an ordinary bugbear statistically, but possesses 1d4+1 levels of Clerical abilities.

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Caecilia, Giant

Caecilia, Giant
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 1 bite + swallow on 19/20
Damage: 1d8 + 1d8/round if swallowed
Movement: 20’ (10’)
No. Appearing: 1d3, Lair 1d3
Save As: Fighter: 3
Morale: 9
Treasure Type: B
XP: 555

Caecilia are carnivorous, legless amphibians; they strongly resemble earthworms, but they have bony skeletons and sharp teeth. Caecilia live entirely underground. The giant variety grows up to 30’ long and frequently are found in caverns or dungeons. They are nearly blind, but caecilia are very sensitive to sound and vibrations, and are able to find their prey regardless of light or the absence thereof.

A caecilia can swallow a single small humanoid or demi-human (such as a goblin or halfling) whole. On a natural attack roll of 19 or 20, such a victim has been swallowed (assuming that roll does actually hit the victim). A swallowed victim suffers 1d8 damage per round, and may only attack from the inside with a small cutting or stabbing weapon such as a dagger. While the inside of the caecilia is easier for the victim to hit, fighting while swallowed is more difficult, so no modifiers to the attack roll are applied.

Once a caecilia has swallowed an opponent, it will generally attempt to disengage from combat, going to its lair to rest and digest its meal.

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Cattle (Including Aurochs and Bison)

Cattle Aurochs Bison
Armor Class: 14 16 16
Hit Dice: 2+2 3 4
No. of Attacks: 1 horn/head butt or 1 trample –Same– – Same –
Damage: 1d4 butt, 2d4 trample 1d4 butt, 2d4 trample 1d4 butt, 2d4 trample
Movement: 50’ (10’) 50’ (10’) 50’ (10’)
No. Appearing: Special, Wild 10d12 Special, Wild 10d12 Special, Wild 10d12
Save As: Fighter: 3 Fighter: 3 Fighter: 4
Morale: 5 (8) 7 (9) 7(9)
Treasure Type: None None None
XP: 75 145 240

Cattle are large mammals with cloven hooves and horned heads. Cattle are raised mostly for their meat (beef), leather, and milk. Cattle eat grass and are fairly gentle unless spooked, in which case they will stampede (run in a group). Anyone caught in the path of the stampede will suffer at least one trampling attack, as determined by the GM. Male cattle are called bulls, females are cows, and young are calves (calf is singular). If attacked, cattle will charge, generally using their horns to attack. Bulls are larger (+1 hit die), less easily frightened (use the second listed morale figure), and are quite aggressive in defense of the herd. A bull will likely attack if he sees quick movements from creatures he might be able to reach with a charge. Meanwhile, if unable to flee cows will usually assume a roughly circular formation with their heads outward, while calves will be kept in the center, though if the opponents are small enough they may instead charge en masse, trampling all creatures in their path.

A typical small farm with cattle will have a bull, 5d4 cows, and 2d10 calves (but not more than the number of cows).

Aurochs are wild cattle; they are shaggy and rough- looking. Bison are the largest species of wild bovines. All types of bovines tend to behave in the same general way, as described above.

An ox is typically a castrated bull used as a draft animal; females may be used, rarely, but males are preferred due to their greater size and strength. Oxen are usually paired as a team to pull a fully-loaded wagon (or the equivalent of 3,000 lb). Oxen require less food and water, being able to eat rough grass better than draft horses, which makes them valuable to merchants with large caravans going over semi-arid prairie.

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Cave Locust, Giant

Cave Locust, Giant
Armor Class: 16
Hit Dice: 2**
No. of Attacks: 1 bite or 1 bump or 1 spit
Damage: 1d2 or 1d4* or special
Movement: 20’ Fly 60’ (15’)
No. Appearing: 2d10, Wild 1d10
Save As: Fighter: 2
Morale: 5
Treasure Type: None
XP: 125

Giant cave locusts are pale, cricket-like creatures that live underground. An average giant cave locust is 2 to 4 feet long. They are eyeless, depending on their sound-sensitive antennae, vibration-sensitive feet and a variety of touch-sensitive “hairs” on their legs to sense the environment around them.

These creatures eat subterranean fungus (including shriekers) as well as carrion; they are not predators, but if disturbed they will attack, shrieking loudly, biting, jumping wildly around, or spitting nasty goo.

All giant cave locusts in a group will shriek when disturbed, attracting wandering monsters. The GM should roll a wandering monster check each round that one or more cave locusts are attacking; if wandering monsters are indicated, they will arrive in 1d4 rounds.

Any giant cave locust that is engaged (adjacent to an opponent) will attempt to bite, doing 1d2 damage on a successful hit. This does not interrupt the monster’s shrieking.

A giant cave locust can leap up to 60’ horizontally, or up to 30’ up. If one of these creatures is not engaged at the beginning of the round, it will leap toward one of the opponent creatures; roll a normal attack roll, and if the attack hits, the target creature takes 1d4 points of non-lethal damage from the impact.

Finally, a giant cave locust can spray a greenish-brown goo (its digestive juices) up to 10’ away. Each giant cave locust can perform this attack just once per encounter. This spit attack will usually be reserved until they fail a morale check, in which case all remaining giant cave locusts will spit at their nearest opponent, and then all will attempt to flee in the next round. To spit on an opponent, the giant cave locust rolls an attack against Armor Class 11 (plus Dexterity and magical bonuses, but no normal armor value applies). If the attack hits, the target must save vs. Poison or be unable to do anything for 3d6 rounds due to the horrible smell.

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Caveman

Caveman
Armor Class: 12
Hit Dice: 2
No. of Attacks: 1 weapon
Damage: 1d8 or weapon + 1
Movement: 40’
No. Appearing: 1d10, Wild 10d4, Lair 10d4
Save As: Fighter: 2
Morale: 7
Treasure Type: C
XP: 75

Cavemen are a species closely related to humans; they are shorter and stockier, and much more heavily muscled. They do not all actually live in caves. Whether they are actually less intelligent than “normal” humans or not is a matter of debate, but it is true that they do not have the facility for language as other human, demi-human and humanoid races.

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Centaur

Centaur
Armor Class: 15 (13)
Hit Dice: 4
No. of Attacks: 2 hooves/1 weapon
Damage: 1d6/1d6/1d6 or by weapon
Movement: 50’ Unarmored 60’ (10’)
No. Appearing: Wild 2d10
Save As: Fighter: 4
Morale: 8
Treasure Type: A
XP: 240

Centaurs appear to be half man, half horse, having the torso, arms and head of a man in the position a horse’s head would otherwise occupy. A centaur is as big as a heavy horse, but much taller and slightly heavier; average males are about 7 feet tall and weigh about 2,100 pounds, and females are just a bit smaller. Centaurs may charge with a spear or lance just as a man on horseback, with the same bonuses. They typically wear leather armor when prepared for combat.

Centaurs are generally haughty and aloof, but very honorable. Most would rather die than allow humans, demi-humans, or humanoids to ride on their backs.

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Centipede, Giant

Centipede, Giant
Armor Class: 11
Hit Dice: 1d4 Hit Points*
No. of Attacks: 1 bite
Damage: poison bite
Movement: 40’
No. Appearing: 2d4, Wild 2d4, Lair 2d4
Save As: Normal Man
Morale: 7
Treasure Type: None
XP: 13

Giant centipedes are larger versions of the normal sort, being 2 to 3 feet long. Centipedes are fast-moving, predatory, venomous arthropods, having long segmented bodies with exoskeletons. They prefer to live in underground areas, shadowy forested areas, and other places out of direct sunlight; however, there are desert-dwelling varieties that hide under the sand waiting for prey to wander by.

These creatures are aggressive and always hungry, attacking any living creature and only checking morale if injured. Giant centipedes attack with a poisonous bite, and those bitten must save vs. Poison or die; however, the poison is somewhat weak and thus grants a bonus of +2 on the saving throw.

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Cheetah

Cheetah
Armor Class: 14
Hit Dice: 2
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
Movement: 100’
No. Appearing: Wild 1d3, Lair 1d3
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75

A Cheetah is one of the fastest land animals - a large (about 100 pounds) cat capable of reaching up to 75 miles per hour when running. It hunts alone or in small groups (usually composed of siblings). It will rarely attack humans unless compelled to do so, but a female will ferociously defend her young.

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Chimera

Chimera
Armor Class: 16
Hit Dice: 9** (+8)
No. of Attacks: 2 claws, 1 lion bite, 1 goat horns,1 dragon bite or breath
Damage: 1d4 claw, 2d4 bite (lion or dragon), 1d8 horns (goat), 3d4 dragon breath
Movement: 40’ (10’) Fly 60’ (15’)
No. Appearing: 1d2, Wild 1d4, Lair 1d4
Save As: Fighter: 9
Morale: 9
Treasure Type: F
XP: 1,225

Chimeras are strange creatures having a lion’s body with the heads of a lion, a goat, and a dragon, and the wings of a dragon. A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white, and has the same type of breath weapon as that sort of dragon. Regardless of type, the dragon’s head breathes a 50’ long cone with a 10’ wide end, for 3d6 points of damage; victims may save vs. Dragon Breath for one-half damage.

Chimeras are cruel and voracious. They can speak Dragon but seldom bother to do so, except when toadying to more powerful creatures.

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Cockatrice

Cockatrice
Armor Class: 14
Hit Dice: 5**
No. of Attacks: 1 beak + special
Damage: 1d6 + petrification
Movement: 30’ Fly 60’ (10’)
No. Appearing: 1d4, Wild 1d8, Lair 1d8
Save As: Fighter: 5
Morale: 7
Treasure Type: D
XP: 450

A cockatrice is a strange creature, appearing to be a chicken (hen or rooster) with a long serpentine neck and tail; the neck is topped by a more or less normal looking chicken head.

A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds. A cockatrice is no more intelligent than any animal, but they are bad-tempered and prone to attack if disturbed.

Anyone touched by a cockatrice, or who touches one (even if gloved), must save vs. Petrification or be turned to stone.

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Crab, Giant

Crab, Giant
Armor Class: 18
Hit Dice: 3
No. of Attacks: 2 pincers
Damage: 2d6/2d6
Movement: 20’ Swim 20’
No. Appearing: 1d2, Wild 1d6, Lair 1d6
Save As: Fighter: 3
Morale: 7
Treasure Type: None
XP: 145

Giant crabs naturally resemble the ordinary variety, but are much larger, averaging 5’ in diameter (not counting their legs). These creatures are often found in water-filled caves, particularly those connected to a river, lake or sea, and are tolerant of both fresh and salt water. Also, they are able to live in stagnant water, though they prefer a better environment.

Giant crabs carry their eyes on armored stalks, which means that no bonus is awarded for attacking them from behind.

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Crocodile

Normal Crocodile Large Crocodile Giant Crocodile
Armor Class: 15 17 19
Hit Dice: 2 6 15 (+11)
No. of Attacks: 1 bite 1 bite 1 bite
Damage: 1d8 2d8 3d8
Movement: 30’ (10’) Swim 30’ (10’) –Same– –Same–
No. Appearing: Wild 1d8 Wild 1d4 Wild 1d3
Save As: Fighter: 2 Fighter: 6 Fighter: 15
Morale: 7 8 9
Treasure Type: None None None
XP: 75 500 2,850

Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach; when in their natural element, they surprise on 1-4 on 1d6.

Large Crocodiles: These huge creatures are from 12-20 feet long. Large crocodiles fight and behave like their smaller cousins.

Giant Crocodiles: These gigantic creatures usually live in salt water and are generally more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins.

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Deceiver (Panther-Hydra)

Common Deceiver Greater Deceiver
Armor Class: 16 16
Hit Dice: 6* 7**
No. of Attacks: 3 bites 3 bites
Damage: 1d6 snake bite, 1d8 panther bite 1d6 + poison snake bite, 2d6 panther bite
Movement: 50’ 40’
No. Appearing: 1d4, Wild 1d4 1d4, Wild 1d4
Save As: Fighter: 6 Fighter: 7
Morale: 8 9
Treasure Type: D D
XP: 555 800

Deceivers are greenish-black catlike monsters with thick serpents extending from their shoulders. All three of the monster’s mouths can bite, though the smaller serpent heads do not do as much damage.

The real power and danger of the deceiver is its power of deception, a mental ability which causes those attacking the monster to believe the creature is about 3 feet from its true location. Any character fighting a deceiver for the first time will miss their first strike regardless of the die roll. Thereafter, all attacks against deceivers will be at a penalty of -2 to the attack roll. This is not cumulative with the penalty for fighting blind. As a mental power, this ability does not affect mindless creatures, constructs such as golems or living statues, or any sort of undead. Living creatures which are not mindless will be affected even if they do not use sight to target the deceiver.

Greater Deceivers are larger and more fierce than common Deceivers, and on top of that, their serpent heads have a deadly venomous bite; victims must save vs. Poison or die.

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Dinosaur, Deinonychus

Dinosaur, Deinonychus
Armor Class: 15
Hit Dice: 3
No. of Attacks: 1 bite
Damage: 1d8
Movement: 50’
No. Appearing: 1d3, Wild 2d3, Lair 2d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

The Deinonychus (sometimes mistakenly called a “Velociraptor”) is a medium-sized feathered dinosaur weighting approximately 150 pounds and reaching about 11 feet of length (tail included). It is an avid predator and a skilled pack-hunter; its warm blood, aerodynamic build and vicious maw allow it to feed on larger but more primitive dinosaurs.

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Dinosaur, Pterodactyl (and Pteranodon)

Pterodactyl Pteranodon
Armor Class: 12 13
Hit Dice: 1 5
No. of Attacks: 1 bite 1 bite
Damage: 1d4 2d6
Movement: Fly 60’ (10’) Fly 60’ (15’)
No. Appearing: Wild 2d4 Wild 1d4
Save As: Fighter: 1 Fighter: 3
Morale: 7 8
Treasure Type: None None
XP: 25 360

Pterodactyls are prehistoric winged reptilian creatures, having a wingspan of around 25 to 30 inches. Though they eat mostly fish, they may attack smaller characters or scavenge unguarded packs.

Pteranodons are essentially giant-sized pterodactyls, having wingspans of 25 feet or more. They are predators, and may attack adventuring parties.

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Dinosaur, Stegosaurus

Dinosaur, Stegosaurus
Armor Class: 17
Hit Dice: 11 (+9)
No. of Attacks: 1 tail/1 bite or 1 trample
Damage: 2d8/1d6 or 2d8
Movement: 20’ (15’)
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 7
Treasure Type: None
XP: 1,575

Although fearsome looking, the stegosaurus is actually a peaceable creature and will only fight in self-defense, either biting, trampling, or using its spiked tail, depending on where the opponent is standing in relation to the dinosaur. A stegosaurus can’t use its tail and bite attacks against the same creature in the same round, and cannot use either bite or tail on any round where it tramples.

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Dinosaur, Triceratops

Dinosaur, Triceratops
Armor Class: 19
Hit Dice: 11 (+9)
No. of Attacks: 1 gore or 1 trample
Damage: 3d6 or 3d6 (special, see below)
Movement: 30’ (15’)
No. Appearing: Wild 1d4
Save As: Fighter: 7
Morale: 8
Treasure Type: None
XP: 1,575

A triceratops is a three-horned herbivorous dinosaur. They are aggressive toward interlopers, attacking anyone who might appear to be a threat. Individuals are quite large, weighing 11,000 to 20,000 pounds and ranging from 26 to 30 feet in length.

When facing opponents of smaller size, a triceratops will usually attempt to trample them, reserving the gore attack for larger opponents. Up to two adjacent man- sized or up to four smaller opponents may be trampled simultaneously; the triceratops rolls a single attack roll which is compared to the Armor Class of each of the potential victims, and then rolls a separate damage roll for each one successfully hit. The gore attack may only be used against a single man-sized or larger creature, but may be used in the same round as the trample if the creature being gored is larger than man sized. Also note that a charging bonus may be applied to the gore attack.

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Dinosaur, Tyrannosaurus Rex

Dinosaur, Tyrannosaurus Rex
Armor Class: 23
Hit Dice: 18 (+12)
No. of Attacks: 1 bite
Damage: 6d6
Movement: 40’ (10’)
No. Appearing: Wild 1d4
Save As: Fighter: 9
Morale: 11
Treasure Type: None
XP: 4,000

The tyrannosaurus rex is a bipedal carnivorous dinosaur with a massive skull balanced by a long, heavy tail. Relative to its large and powerful hind limbs, its forelimbs are short but unusually powerful for their size, with two clawed digits. Despite this, they are not used to attack, as the tyrannosaur’s powerful bite is its preferred weapon.

Individuals can grow to lengths of over 40 feet and can weigh up to 20,000 pounds, though most are a bit smaller than this, averaging around 35 feet in length and 17,000 pounds in weight.

The statistics above can also be used to represent other large bipedal carnosaurs, such as the allosaurus.

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Djinni*

Djinni*
Armor Class: 15 (m)
Hit Dice: 7+1**
No. of Attacks: 1 fist or 1 whirlwind
Damage: 2d8 or 2d6
Movement: 30’ Fly 80’
No. Appearing: 1
Save As: Fighter: 12
Morale: 12 (8)
Treasure Type: None
XP: 800

The djinn (singular djinni) are humanoid creatures from the Elemental Plane of Air. A djinni in its natural form is about 10½ feet tall and weighs about 1,000 pounds.

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind (see below) to harass those who follow; the 12 morale reflects a djinni’s absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “8” figure to determine whether an outmatched djinn decides to leave a combat.

Djinn have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): create food and drink, creating tasty and nourishing food for up to 2d6 humans or similar creatures, once per day; become invisible, with unlimited uses per day; create normal items, creating up to 1,000 pounds of soft goods or wooden items of permanent nature or metal goods lasting at most a day, once per day; assume gaseous form, as the potion, up to one hour per day; and create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day.

Djinn may assume the form of a whirlwind at will, with no limit as to the number of times per day this power may be used; a djinni in whirlwind form fights as if it were an air elemental.

Due to their highly magical nature, djinn cannot be harmed by non-magical weapons. They are immune to normal cold, and suffer only half damage from magical attacks based on either cold or wind.

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Dog

Normal Dog Riding Dog
Armor Class: 14 14
Hit Dice: 1+1 2
No. of Attacks: 1 bite 1 bite
Damage: 1d4 + hold 1d4+1 + hold
Movement: 50’ 50’
No. Appearing: Wild 3d4 domestic only
Save As: Fighter: 1 Fighter: 2
Morale: 9 9
Treasure Type: None None
XP: 25 75

Normal dogs include most medium and large breeds, including wild dogs. After biting an opponent, a dog can hold on, doing 1d4 damage automatically every round, until killed or until the victim spends an attack breaking free (which requires a save vs. Death Ray, adjusted by the character’s Strength bonus).

Riding dogs are a large breed, used primarily by Halflings for transport. They may be trained for war, and equipped with barding to improve their Armor Class. They can maintain a hold in the same way that normal dogs do. A light load for a riding dog is up to 150 pounds; a heavy load, up to 300 pounds.

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Doppleganger

Doppleganger
Armor Class: 15
Hit Dice: 4*
No. of Attacks: 1 fist or Weapon
Damage: 1d12 or by weapon
Movement: 30’
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 4
Morale: 10
Treasure Type: E
XP: 280

Dopplegangers are weird humanoid creatures who are able to take on the appearance of nearly any other humanoid ranging from 3 feet up to 7 feet in height. They can also read minds (as the spell, mind reading, but with unlimited duration), an ability that can even be used to speak any language known to the creature whose mind is being read. In their natural form (which few creatures ever see) they are pale and pasty looking, slim, around 5½ feet tall and weighing about 150 pounds. Their features look unformed and incomplete.

Dopplegangers wish to live a life of ease, and in pursuit of that goal they will seek to take the place of any character they meet who they believe can help them get that kind of life. This usually means separating the victim from any allies and quietly killing them. While a doppleganger can duplicate the appearance of the clothing and equipment worn by a creature, such items are part of the creature and cannot, for example, be laid down or handed to someone. Taking the clothing and equipment of a victim is thus the preferred tactic.

A doppleganger can mimic the sound of the voice of any living creature as well as the appearance of any humanoid. Their mind reading ability will be used to help them behave like the person they have replaced.

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Dragon

Dragons are large (sometimes very large) winged reptilian monsters. Unlike wyverns, dragons have four legs as well as two wings; this is how experts distinguish “true” dragons from other large reptilian monsters. All dragons are long-lived, and they grow slowly for as long as they live. For this reason, they are described as having seven “age categories,” ranging from 3 less to 3 more hit dice than the average. For convenience, a table is provided following the description of each dragon type; this table shows the variation in hit dice, damage from their various attacks, and other features peculiar to dragons.

If one dragon is encountered, it is equally likely to be a male or female ranging from -2 to +3 hit dice (1d6-3); two are a mated pair ranging from -1 to +2 hit dice (1d4-2). If three or four are encountered, they consist of a mated pair plus one or two young of -3 hit dice in size. If this is the case, the parents receive a Morale of 12 in combat since they are protecting their young.

In combat dragons use a powerful bite, slashing claws, a long, whiplike tail, and most famously some form of breath weapon. Tactically, dragons prefer to fight while flying, making passes over ground-based enemies to strike or breathe on them. Smarter and older dragons will look for the toughest or most dangerous foe to strike down first, particularly preferring to eliminate magic-users as early in a fight as possible.

Each dragon can use its breath weapon as many times per day as it has hit dice, except that dragons of the lowest age category do not yet have a breath weapon. The breath may be used no more often than every other round, and the dragon may use its claws and tail in the same round. The tail swipe attack may only be used if there are opponents behind the dragon, while the claws may be used only on those opponents in front of the creature. Due to their serpentine necks, dragons may bite in any direction, even behind them.

The breath weapon of a dragon does 1d8 points of damage per hit die (so, a 7 hit die dragon does 7d8 points of damage with its breath). Victims may make a save vs. Dragon Breath for half damage. The breath weapon may be projected in any direction around the dragon, even behind, for the same reason that the dragon can bite those behind it.

There are three shapes (or areas of effect) which a dragon’s breath weapon can cover. Each variety has a “normal” shape, which that type of dragon can use from the second age category (-2 hit dice) onward. Upon reaching the sixth age category (+2 hit dice), a dragon learns to shape its breath weapon into one of the other shapes (GM’s option); at the seventh age category (+3 hit dice), the dragon can produce all three shapes.

The shapes are:

Cone Shaped: The breath weapon begins at the dragon’s mouth, and is about 2’ wide at that point; it extends up to the maximum length (based on the dragon type and age) and is the maximum width at that point (again, as given for the dragon’s type and age).

Line Shaped: The breath weapon is 5’ wide (regardless of the given width figure) and extends the given length in a straight line.

Cloud Shaped: The breath weapon covers an area up to the maximum given width (based on the dragon type and age) in both length and width (that is, any length figure given for the dragon type and age is ignored). A cloud-shaped breath weapon is, at most, 20’ deep or high.

All dragons save for those of the lowest age category are able to speak Dragon. Each type has a given chance of “talking;” this is the chance that the dragon will know Common or some other humanoid language. Many who talk choose to learn Elvish. If the first roll for “talking” is successful, the GM may roll again, with each additional roll adding another language which the dragon may speak.

Some dragons learn to cast spells; the odds that a dragon can cast spells are the same as the odds that a dragon will learn to speak to lesser creatures, but each is rolled for separately.

All dragons crave wealth, hoarding as many coins, gems, items of jewelry, and best of all magic items in their lair as possible. The greater a dragon’s hoard, the less it will seek to leave its lair, though of course it must hunt for food from time to time. Dragons rarely trust any other creature to defend their hoard, though some will entice aggressive but unintelligent creatures to live nearby in the hopes that they will kill and eat any thieves who might come nosing around.

Unlike other monsters, multiple dragons encountered in a lair together do not share treasure; generate a full treasure for each dragon individually. Treasure for dragons is special, as noted on the treasure section . The odds of monetary treasure increase with the monster’s age category, while the chances of gems, jewelry, and magic items are based upon its hit dice.

Young dragons typically have brightly colored, glossy skin; as a dragon ages, both the color and the sheen slowly become dull. Experience Points (XP) given for dragons on the following pages are for non-spell-casting dragons of age category 4. The GM must calculate the XP award for any specific dragon as given in the character advancement section, adding a special ability bonus (i.e. a “star”) if the dragon casts spells.

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Dragon, Cloud

Dragon, Cloud
Armor Class: 22
Hit Dice: 11** (+9)
No. of Attacks: 2 claws, 1 bite or breath, 1 tail
Damage: 2d4 claw, 6d6 bite or breath, 2d4 tail
Movement: 30' Fly 80' (20')
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 11 (as Hit Dice)
Morale: 10
Treasure Type:
XP: 1,765

Cloud dragons have the most varied appearance of all the true dragons. In an indoor environment or when underground a cloud dragon appears to be a bright metallic color, while outdoors their coloration is brighter and less metallic, and may take on a reddish or bluish cast reminiscent of a sunrise or sunset. Hatchlings have a coppery skin tone, brightening to silver at the second age category, then to gold at the fourth before fading to a platinum tone by age category 6. While most true dragons become duller in color and sheen as they age, cloud dragons do not.

Cloud dragons are not cruel and do not seek to kill for pleasure. Many tales are told of cloud dragons offering assistance to adventurers, though they are every bit as avaricious as any dragon; adventurers in need of gold need not bother asking for a loan.

Another way in which cloud dragons differ from other types is that they do not have fixed breath weapons. Upon reaching the second age category, a cloud dragon acquires the breath weapon of a randomly-chosen (or GM assigned) dragon type; upon reaching the fourth age category, they acquire a second breath weapon type. Cloud dragons possess the same immunities as the dragons whose breath weapons they reproduce.

All cloud dragons have the power to assume the form of any type of humanoid (as described in the spell charm person) at will in a manner otherwise equivalent to the spell polymorph self.

Table 16.1: Cloud Dragon Age Table
Age Category 1 2 3 4 5 6 7
Hit Dice 8 9 10 11 12 13 14
Attack Bonus +8 +8 +9 +9 +10 +11 +11
Breath Weapon Special (see above)
Length - 70’ 80’ 90’ 95’ 100’ 110’
Width - 30’ 35’ 45’ 50’ 55’ 60’
Chance/Talking 0% 35% 70% 85% 90% 95% 95%
Spells by Level
Level 1 - 1 2 3 4 5 6
Level 2 - - 1 2 3 4 5
Level 3 - - - 1 2 3 4
Level 4 - - - - 1 2 3
Level 5 - - - - - 1 2
Level 6 - - - - - - 1
Claw 1d6 1d6 1d6 2d4 2d4 2d6 2d8
Bite 3d6 4d6 5d6 6d6 6d6 7d6 7d6
Tail 1d4 1d6 1d6 2d4 2d6 2d6 2d8
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Dragon, Desert (Blue Dragon)

Dragon, Desert
Armor Class: 20
Hit Dice: 9** (+8)
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d8/1d8/3d8 or breath/1d8
Movement: 30’ Fly 80’ (15’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 9 (as Hit Dice)
Morale: 9
Treasure Type: H
XP: 1,225

Desert dragons have rough, gritty-feeling hide which is a dark steel blue color with a smoother, streaky brown underbelly. Their bodies are wiry and serpentine.

They hunt by day in the heat of the sun, sometimes flying high overhead looking for prey, or sometimes choosing to bury themselves in the sand and lie in wait with only eyes and nostrils exposed. One will wait in this fashion until victims come within 100 feet, then spring out and attack (surprising on a roll of 1-4 on 1d6 in this case).

A desert dragon will usually choose to lair in an underground cavern, or perhaps in a ruined castle or desert outpost. They are evil monsters, though not so fierce as mountain dragons. They particularly enjoy tricking intelligent prey into entering their lairs or passing by their hiding places to be ambushed and killed; usually one member of a party attacked by a desert dragon will be left alive for a while, and the dragon will play with that person as a cat plays with a mouse.

Desert dragons are immune to normal lightning, and suffer only half damage from magical lightning.

Table 16.2: Desert Dragon Age Table
Age Category 1 2 3 4 5 6 7
Hit Dice 6 7 8 9 10 11 12
Attack Bonus +6 +7 +8 +8 +9 +9 +10
Breath Weapon Lightning (Line)
Length - 80’ 90’ 100’ 100’ 110’ 120’
Width - - - - - 55’ 60’
Chance/Talking 0% 15% 20% 40% 50% 60% 70%
Spells by Level
Level 1 - 1 2 4 4 4 5
Level 2 - - 1 2 3 4 4
Level 3 - - - - 1 2 2
Level 4 - - - - - - 1
Claw 1d4 1d4 1d6 1d8 1d8 1d8 1d10
Bite 2d6 3d6 3d8 3d8 3d8 3d8 3d10
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d8
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Dragon, Forest (Green Dragon)

Dragon, Forest
Armor Class: 19
Hit Dice: 8**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d6/1d6/3d8 or breath/1d6
Movement: 30’ Fly 80’ (15’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 8 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 1,015

Forest dragons are bright leaf green in color, with a tan underbelly. They have long sinuous bodies and move with catlike grace. They are cruel monsters, but they are renowned for their curiosity. They especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby. Adventurers may be allowed to live so long as they remain interesting… but woe to them when the dragon becomes bored.

Forest dragons are immune to all poisons. Note that, despite their breath weapon being described as “poison gas,” damage done by it is exactly the same as with other dragons. More specifically, those in the area of effect do not have to “save or die” as with ordinary poison, but rather save vs. Dragon Breath for half damage.

Table 16.3: Forest Dragon Age Table
Age Category 1 2 3 4
Hit Dice 5 6 7 8
Attack Bonus +5 +6 +7 +8
Breath Weapon Poison Gas (Cloud)
Length - 70’ 80’ 90’
Width - 25’ 30’ 40’
Chance/Talking 0% 15% 20% 30%
Spells by Level
Level 1 - 1 2 3
Level 2 - - 1 2
Level 3 - - - -
Level 4 - - - -
Claw 1d4 1d6 1d6 1d6
Bite 2d4 3d4 3d6 3d8
Tail 1d4 1d4 1d6 1d6
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Dragon, Ice (White Dragon)

Dragon, Ice
Armor Class: 17
Hit Dice: 6**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d4/1d4/2d8 or breath/1d4
Movement: 30’ Fly 80’ (10’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 6 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 610

Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual. They are the same color all over, having no contrasting underbelly color.

They prefer to live in cold regions, whether in the highest mountains or in the cold northern lands. They are the least intelligent of dragons, though this does not mean that they are stupid by any stretch of the imagination. They are motivated completely by a drive to live, to reproduce, and (of course) to accumulate treasure; they kill to live, not for pleasure.

In a fashion similar to swamp and desert dragons, an ice dragon will sometimes choose to bury itself in snow and wait, with only its eyes and nostrils exposed, in a place where prey is likely to pass by. The ice dragon will then burst out when likely prey approaches within 100’, surprising on a roll of 1-4 on 1d6.

Ice dragons are immune to normal cold, and take only half damage from magical cold or ice.

Table 16.4: Ice Dragon Age Table
Age Category 1 2 3 4
Hit Dice 3 4 5 6
Attack Bonus +3 +4 +5 +6
Breath Weapon Cold (Cone)
Length - 60’ 70’ 80’
Width - 25’ 30’ 30’
Chance/Talking 0% 10% 15% 20%
Spells by Level
Level 1 - 1 2 3
Level 2 - - - -
Level 3 - - - -
Claw 1d4 1d4 1d4 1d4
Bite 2d4 2d6 2d6 2d8
Tail 1d4 1d4 1d4 1d4
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Dragon, Mountain (Red Dragon)

Dragon, Red
Armor Class: 21
Hit Dice: 10** (+9)
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d8/1d8/4d8 or breath/1d8
Movement: 30’ Fly 80’ (20’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 10 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 1,480

Mountain dragons are red in color, ranging from the brilliant blood red of a hatchling to the dull terracotta color of an ancient individual. These dragons are powerfully built, with heavy-jawed heads and thick muscular bodies, yet their necks are still long enough to give them the legendary flexibility of a true dragon.

They are cruel monsters, actively seeking to hunt, torment, kill and consume intelligent creatures. They are often said to prefer women and elves, but in truth a mountain dragon will attack almost any creature less powerful than itself.

They are intelligent and self-assured, but also impatient and overconfident. One will often plan strategies in advance and then choose one at random when facing unknown opponents, without regard to whether or not the strategy is likely to work. The sheer power of a mountain dragon is often the only reason one is still alive.

Mountain dragons are immune to normal fire, and suffer only half damage from magical fire.

Table 16.5: Mountain Dragon Age Table
Age Category 1 2 3 4
Hit Dice 7 8 9 10
Attack Bonus +7 +8 +8 +9
Breath Weapon Fire (Cone)
Length - 70’ 80’ 90’
Width - 30’ 35’ 45’
Chance/Talking 0% 15% 30% 50%
Spells by Level
Level 1 - 1 2 3
Level 2 - - 1 2
Level 3 - - - 1
Level 4 - - - -
Level 5 - - - -
Claw 1d4 1d6 1d8 1d8
Bite 2d6 3d6 4d6 4d8
Tail 1d4 1d6 1d6 1d8
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Dragon, Plains (Yellow Dragon)

Dragon, Plains
Armor Class: 16
Hit Dice: 5**
No. of Attacks: 2 claws, 1 bite or breath, 1 tail
Damage: 1d6 claw, 2d10 or breath, 1d8 tail
Movement: 50’ Fly 80’ (10’)
No. Appearing: 1, Wild 1, Lair 1d6
Save As: Fighter: 5 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 450

Plains dragons are the smallest of the true dragons. They have yellow skin dappled with light green patches, spots, or sometimes thin stripes. The color dulls and darkens with age until it reaches an almost uniform tan color at the oldest age category. They have long sinuous bodies and unusually long legs, giving them the fastest land movement rate of any dragon, but they are also accomplished fliers, as fast and maneuverable as any dragon.

Plains dragons may hunt on the wing, attacking suddenly from above and surprising on 1-3 on 1d6; or, they may lie in wait in tall grass or a copse of trees, using their coloration as camouflage. As one ages and its colors dull, this ability improves; when lying in wait, they gain surprise on 1-3 on 1d6 at age categories 2 and 3, on 1-4 in age categories 4 through 6, and on 1-5 at age category 7.

The breath weapon of the plains dragon is a scorching, shimmering cone of heat, barely visible to the naked eye; at night, however, a glow like steel being forged can be seen streaming from the dragon’s open mouth.

Table 16.6: Plains Dragon Age Table
Age Category 1 2 3 4 5 6 7
Hit Dice 2 3 4 5 6 7 8
Attack Bonus +2 +3 +4 +5 +6 +7 +8
Breath Weapon Heat (Cone)
Length - 50’ 60’ 70’ 80’ 85’ 90’
Width - 25’ 30’ 30’ 35’ 40’ 45’
Chance/Talking 0% 10% 15% 20% 30% 40% 50%
Spells by Level
Level 1 - 1 2 3 3 3 3
Level 2 - - - - 1 2 3
Level 3 - - - - - - 1
Claw 1d4 1d4 1d6 1d6 1d6 1d8 1d8
Bite 2d4 2d6 2d8 2d10 2d10 2d10 2d12
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d10
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Dragon, Sea (Gray Dragon)

Dragon, Sea
Armor Class: 19
Hit Dice: 8**
No. of Attacks: 2 claws/1 bite or breath
Damage: 1d6/1d6/3d8 or breath
Movement: 10’ Fly 60’ (20’) Swim 60’ (15’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 8 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 1,015

Young sea dragons are light bluish-gray in color (similar to dolphins), darkening to a deep slate color in older individuals. Their skin is smooth and sleek, and their bodies are more compact than most dragons, though their long neck gives them the same flexibility.

Though they live in the water and are somewhat adapted to it, sea dragons still must breathe air, similar to dolphins or whales. A sea dragon may hold its breath up to three turns while swimming or performing other moderate activity.

These dragons have much the same physical structure as other dragons, but their feet are webbed and their tails are short, flat and broad; these adaptations help the sea dragon swim efficiently, but severely limit their ability to walk on dry land. Unlike other dragons, sea dragons do not have a tail attack. The breath weapon of a sea dragon is a cloud of steam; they are immune to damage from non-magical steam (including the breath weapon of another sea dragon), and suffer only half damage from magical steam attacks.

Sea dragons are neutral in outlook, in much the same way as ice dragons. They often maintain lairs in air-filled undersea caverns.

Table 16.7: Sea Dragon Age Table
Age Category 1 2 3 4
Hit Dice 5 6 7 8
Attack Bonus +5 +6 +7 +8
Breath Weapon Steam (Cloud)
Length - 70’ 80’ 90’
Width - 25’ 30’ 40’
Chance/Talking 0% 15% 20% 30%
Spells by Level
Level 1 - 1 2 3
Level 2 - - 1 2
Level 3 - - - -
Claw 1d4 1d6 1d6 1d6
Bite 2d4 3d4 3d6 3d8
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Dragon, Swamp (Black Dragon)

Dragon, Black
Armor Class: 18
Hit Dice: 7**
No. of Attacks: 2 claws/1 bite or breath/1 tail
Damage: 1d6/1d6/2d10 or breath/1d6
Movement: 30’ Fly 80’ (15’)
No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 7 (as Hit Dice)
Morale: 8
Treasure Type: H
XP: 800

Swamp dragons have green skin so dark as to appear to be black, especially in uncertain light or while wet. They often choose to hide underwater, leaving only part of the head above the waterline, and leap up suddenly when prey comes within 100’ (surprising on a roll of 1-4 on 1d6 in this case).

Though swamp dragons are more cruel than ice dragons, they are still motivated mostly by the urge to live, breed and collect valuable items.

Swamp dragons are immune to all forms of acid. A swamp dragon may hold its breath up to three turns while lying in wait underwater.

Table 16.8: Swamp Dragon Age Table
Age Category 1 2 3 4
Hit Dice 4 5 6 7
Attack Bonus +4 +5 +6 +7
Breath Weapon Special
Length - 70’ 80’ 90’
Width - 25’ 30’ 30’
Chance/Talking 0% 15% 20% 25%
Spells by Level
Level 1 - 1 2 4
Level 2 - - - -
Level 3 - - - -
Claw 1d4 1d4 1d6 1d6
Bite 2d4 2d6 2d8 2d10
Tail 1d4 1d4 1d4 1d6
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Dragon Turtle

Dragon Turtle
Armor Class: 22
Hit Dice: 30** (AB +15)
No. of Attacks: 2 claws/1 bite or breath
Damage: 2d8/2d8/10d6 or 30d8
Movement: 10’ (10’) Swim 30’ (15’)
No. Appearing: Wild 1
Save As: Fighter: 20 at +5
Morale: 10
Treasure Type: H (calculated at one-quarter hit dice)
XP: 13,650

Dragon turtles are so large, up to 200 feet long, that they are occasionally mistaken for rocky outcroppings or even small islands. Though they are not true dragons, they do advance through the same sort of age categories as the true dragons do; however, each age category changes the dragon turtle’s Hit Dice by 5.

Due to their massive size, dragon turtles are immune to virtually all poisons.

Table 16.9: Dragon Turtle Age Table
Age Category 1 2 3 4
Hit Dice 15 20 25 30
Attack Bonus +11 +13 +14 +15
Breath Weapon Steam (Cloud)
Length - 50’ 75’ 100’
Width - 25’ 50’ 75’
Chance/Talking 0% 15% 20% 30%
Spells by Level
Level 1 - - 1 2
Level 2 - - - 1
Claw 1d6 2d4 2d6 2d8
Bite 4d6 6d6 8d6 10d6
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Dryad

Dryad
Armor Class: 15
Hit Dice: 2*
No. of Attacks: 1 dagger or fist
Damage: 1d4
Movement: 40’
No. Appearing: Lair 1d6
Save As: Magic-User: 4
Morale: 6
Treasure Type: D
XP: 100

Dryads are female nature spirits; each is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. A dryad lives as long as her tree, and dies when the tree dies; likewise, if the dryad is killed, her tree dies also.

A dryad resembles an elf woman, with skin like fine polished wood or smooth bark and hair like leaves; the hair color of a dryad usually changes with the seasons, being brown in the winter, pale green in the spring, darker green in the summer, and yellow, orange, or red in the fall.

Though they are usually content to live alone, dryads are often friends with creatures such as treant or other nature spirits who might live nearby. Once per day a dryad can cast a charm similar to the spell charm person, and one may choose to use this ability to compel an interesting human or elf to remain with her as a companion for a period of up to a year. The companion can be taken into and brought out of the dryad’s tree so long as the charm is still in effect.

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Eagle

Eagle
Armor Class: 13
Hit Dice: 2
No. of Attacks: 2 talons, 1 beak
Damage: 1d6/1d6/1d4
Movement: 10’ fly 160 (10’)’
No. Appearing: 1, Wild 1d4
Save As: Fighter: 2
Morale: 8
Treasure Type: Nil
XP: 145

Eagles are large birds with wingspans 6½ to 7½ feet in width. They stand about 2½ to 3 feet tall and weigh about 13 lbs. These birds have heavy talons and large beaks with a sharp hooked end. Eagles are known to carry prey up to 15 lbs. An eagle will also kill and start to eat animals that are 5 times the eagles size, up to 80 lbs. The largest eagles tend to be fish-eating or sea eagles, while other types of eagles will eat snakes or small animals. Coloring is dependent on the species of eagle from dark browns with a white head, to fully brown, to various grays ranging from black to white. The beaks can be bright yellowish orange to black. Eagles will fly at a prey and attack with both sets of talons, then attack with the beak.

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Eagle, Giant

Eagle, Giant
Armor Class: 15
Hit Dice: 4
No. of Attacks: 2 claws, 1 bite
Damage: 1d6/1d6/1d8
Movement: 10’ fly 90’
No. Appearing: 2d6
Save As: Fighter: 4
Morale: 7 (12 if defending a nest)
Treasure Type: Nil
XP: 240

An average giant eagle has a wingspan of 15 to 20 feet and stands 8 to 12 feet tall. They are intelligent creatures, and many speak Common or another language common in their home territory.

Individual giant eagles are rarely encountered alone, as they prefer to live in loose communities. However, when they hunt they do so in a solitary fashion, with each eagle choosing a single creature as prey. As they can communicate with each other, it is extremely rare for two of them to make the mistake of attacking the same prey; in fact, it is not uncommon for one to attack alone to scatter a group of prey so they can each more easily choose a victim.

Giant eagles mate for life. If a nest with eggs or hatchlings is threatened, both parents will fight without checking morale, and other giant eagles in their community may come to their defense but will still seek to scatter any opponents so as to attack them one on one

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Efreeti*

Efreeti*
Armor Class: 21 (m)
Hit Dice: 10* (+9)
No. of Attacks: 1
Damage: 2d8 or special
Movement: 30’ Fly 80’ (10’)
No. Appearing: 1
Save As: Fighter: 15
Morale: 12 (9)
Treasure Type: None
XP: 1,390

The efreet (singular efreeti) are humanoid creatures from the Elemental Plane of Fire. An efreeti in its natural form stands about 12 feet tall and weighs about 2,000 pounds. Efreet are malicious by nature. They love to mislead, befuddle, and confuse their foes. They do this for enjoyment as much as for tactical reasons.

Note that the 12 morale reflects an efreeti’s absolute control over its own fear, but does not indicate that the creature will throw its life away easily. Use the “9” figure to determine whether an outmatched efreeti decides to leave a combat.

Efreet have a number of magical powers, which can be used at will (that is, without needing magic words or gestures): become invisible, with unlimited uses per day; assume gaseous form, as the potion, up to one hour per day; create illusions, as the spell phantasmal force but including sound as well as visual elements, three times per day; create flame, with unlimited uses; and create a wall of fire (as the spell), once per day. Create flame allows the efreet to cause a flame to appear in its hand or otherwise on its person at will; it behaves as desired by the efreet, becoming as large as a torchflame or as small as a candle, and ignites flammable material just as any ordinary flame does. The flame can be thrown as a weapon with a range of up to 60’, causing 1d8 points of damage on a successful hit. The efreet can create another flame, and throw it as well if desired, once per round.

Efreet may assume the form of a column of fire at will, with no limit as to the number of times per day this power may be used; an efreeti in flame-form fights as if it were a fire elemental.

Due to their highly magical nature, efreet cannot be harmed by non-magical weapons. They are immune to normal fire, and suffer only half damage from magical fire attacks.

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Elemental*

An elemental is a being formed from one of the foundational elements of reality. In Western traditions, the classical elements are air, earth, fire, and water; Asian traditions include a different group: fire, earth, metal, water, and wood. This book presents the full range needed for either tradition, and to those types are added cold and lightning elementals for those who wish to be less traditional. As always, the Game Master decides what sort of monsters appear in their world, and so not all of the following creatures may be encountered.

Each type of elemental may be summoned to the material plane by means of one of three different methods:

Conjured by the 5th level Magic-User spell conjure elemental; or,

Summoned by means of a magical staff; or,

Summoned by a device (as given in the Miscellaneous Magic subsection of the Treasure section of this book.

These three types of elementals are quite reasonably called staff, device, and conjured elementals. The hit dice of an elemental depends on the type, as follows:

Type Hit Dice
Staff 8
Device 12
Conjured 16

The summoner of an elemental must concentrate on it to control it, and may take no other action, including attacking, being attacked, or moving, or control will be lost. Once control is lost it cannot be regained, and the uncontrolled elemental will move directly toward the summoner and attack.

Elementals must be summoned from a large quantity of the appropriate natural material. For example, air elementals require a large quantity of air (so small underground spaces will not support the summoning of one); earth elementals require access to natural earth or stone (and worked stone such as the stone walls of a castle will not work); fire elementals require a large fire such as a bonfire; and water elementals require access to a substantial body of water, at the very least a river or lake (small streams and artificial pools will not work). Finally, when an elemental is summoned, no other elemental of the same type may be summoned in the same day within a radius of 100 miles of the location.

Non-magical weapons cannot harm an elemental. Attacks made by an elemental should be considered magical for purposes of determining how much damage creatures resistant to the elemental’s attack form should suffer.

Generally, elementals are immune to both normal and magical forms of their own attack form. Most are more susceptible to attacks from one or two specific other types of elemental; this is noted in the text for each type.

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Elemental, Air*

Staff Elemental, Air Device Elemental, Air Spell Elemental, Air
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: – special – – special – – special –
Damage: 1d12 2d8 3d6
Movement: – Fly 120’ – – Fly 120’ – – Fly 120’ –
No. Appearing: – special – – special – – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: 10 10 10
Treasure Type: – None – – None – – None –
XP: 945 1,975 3,385

Air elementals resemble “dust devils,” that is, small whirlwinds, but they are much more powerful. Air elementals take double damage when attacked by earth-based attacks (including by earth elementals). An air elemental may choose either to attack a single opponent, thus receiving one attack per round at the listed damage, or may choose to knock all opponents in a 5’ radius to the ground; if the latter attack is used, all creatures of 2 hit dice or less must save vs. Death Ray or fall prone. Creatures of 3 or more levels or hit dice are not so affected. Air elementals do an additional 1d8 points of damage against creatures or vehicles which are airborne.

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Elemental, Cold*

Staff Elemental, Earth Device Elemental, Earth Spell Elemental, Earth
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: 40’ 40’ 40’
No. Appearing: – special – – special – – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: 10 10 10
Treasure Type: – None – – None – – None –
XP: 945 1,975 3,385

A cold elemental resembles a crude, headless ice statue with long sharp icicles in place of hands. A cold elemental suffers double damage from fire attacks, including the attacks of fire elementals. It deals an additional 1d8 points of damage against creatures that are hot or flaming in nature, as well as creatures made of liquids or jelly. A cold elemental’s body is so bitterly cold that creatures within 5 feet take 1d6 points of damage automatically, unless they are immune to the effects of cold. Any liquids the cold elemental touches immediately freeze solid. A cold elemental cannot enter places where the temperature is above 50 degrees Fahrenheit, and if forced to do so will suffer 1d6 points of damage each round.

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Elemental, Earth*

Staff Elemental, Earth Device Elemental, Earth Spell Elemental, Earth
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: – 20’ (10’) –
No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: – 10 –
Treasure Type: – None –
XP: 945 1,975 3,385

Earth elementals resemble crude, headless humanoid statues, with clublike hands and feet. They cannot cross a body of water wider than their own height. Earth elementals take double damage when attacked by fire (including fire elementals). They do an additional 1d8 points of damage against creatures, vehicles, or structures which rest on the ground.

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Elemental, Fire*

Staff Elemental, Fire Device Elemental, Fire Spell Elemental, Fire
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: – 40’ Fly 30’ –
No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: – 10 –
Treasure Type: – None –
XP: 945 1,975 3,385

Fire elementals are simply flames, which may appear generally humanoid for brief moments when they attack. Fire elementals take double damage when attacked by water (including water elementals). They cannot cross a body of water wider than their own diameter. They do an additional 1d8 points of damage against creatures which are cold or icy in nature.

Remember that a fire elemental is constantly burning; such a creature may easily start fires if it moves into an area containing items which burn easily, such as dry wood, paper, or oil. No specific rules are given for such fires, but the GM is directed to the rules for burning oil for an example of fire damage.

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Elemental, Lighting*

Staff Elemental, Lightning Device Elemental, Lightning Spell Elemental, Lightning
Armor Class: 19 (m) 21 (m) 23 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: special special special
Damage: 1d12 2d8 3d6
Movement: 40’ Fly 80’ 40’ Fly 80’ 40’ Fly 80’
No. Appearing: – special – – special – – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: 10 10 10
Treasure Type: – None – – None – – None –
XP: 945 1,975 3,385

A lightning elemental resembles dark clouds lit from within by flashes of lightning. One can magnetically draw metal items towards itself as if using telekinesis. It deals 1d8 extra points of damage to creatures that are in contact with water or metal but not touching solid ground. A lightning elemental takes double damage when attacked by air or wind attacks (including air elementals), and from the attacks of wood elementals as well. A lightning elemental can choose either to strike a single creature or create a mighty thunderclap. If the latter attack is used, all creatures within a 30 foot radius must save vs. Paralysis or be deafened for 1d8 turns

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Elemental, Metal*

Staff Elemental, Metal Device Elemental, Metal Spell Elemental, Metal
Armor Class: 19 (m) 21 (m) 23 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: 20’ (10’) 20’ (10’) 20’ (10’)
No. Appearing: – special – – special – – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: 10 10 10
Treasure Type: – None – – None – – None –
XP: 945 1,975 3,385

Metal elementals appear to be somewhat abstract humanoid figures formed from metal. They are able to move as if liquid, though they are cool and hard to the touch. Their semi-liquid form permits them to form their extremities into wickedly sharp blades, which is their preferred means of attack. Those wearing metal armor receive no protection against a metal elemental (except for magical bonuses, if any); indeed, on a successful hit one deals an additional 1d8 points of damage to creatures, vehicles, or structures that are made of or in direct contact with some form of metal. Lightning attacks deal double damage to a metal elemental. Like an earth elemental, a metal elemental cannot cross a body of water greater than its own height.

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Elemental, Water*

Staff Elemental, Water Device Elemental, Water Spell Elemental, Water
Armor Class: 18 (m) 20 (m) 22 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: – 20’ (15’) Swim 60’ –
No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: – 10 –
Treasure Type: – None –
XP: 945 1,975 3,385

Water elementals resemble roiling waves of water, which seem to fall upon any creature attacked, only to reform the next round. They take double damage when attacked with air or wind attacks (including air elementals). A water elemental cannot move more than 60’ from a body of water. They do an extra 1d8 points of damage against creatures, vehicles, or structures which are in the water.

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Elemental, Wood*

Staff Elemental, Earth Device Elemental, Earth Spell Elemental, Earth
Armor Class: 17 (m) 19 (m) 21 (m)
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6
Movement: 40’ 40’ 40’
No. Appearing: – special – – special – – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: 10 10 10
Treasure Type: – None – – None – – None –
XP: 945 1,975 3,385

A wood elemental appears to be a large, leafless tree. They deal 1d8 points of extra damage to creatures in contact with any woody materials, living or dead (including weapons or shields made mainly of wood). On the other hand, they suffer double damage from fire or lightning attacks of any kind, including the attacks of fire or lightning elementals.

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Elephant

Asiatic Elephant African Elephant
Armor Class: 16 18
Hit Dice: 9 (+8) 10 (+9)
No. of Attacks: 2 tusks, 1 trunk grab, 2 tramples –same–
Damage: 2d4 tusk, 2d6 grab, 2d8 trample –same–
Movement: 40’ (10’) 50’ (15’)
No. Appearing: Wild 1d20 Wild 1d12
Save As: Fighter: 9 Fighter: 10
Morale: 8 8
Treasure Type: special special
XP: 1,075 1,300

A light load for an African elephant is 7,500 pounds; a heavy load, up to 15,000 pounds. For an Asiatic elephant, a light load is up to 7,000 pounds, and a heavy load up to 14,000 pounds.

Though elephants have five distinct attack modes (two tusks, a trunk grab, and two tramples with the front feet), a single elephant can apply no more than two of these attacks to any single opponent of small or medium size; large opponents may be targeted by three of these attacks in a round. However, an elephant can attack multiple opponents in its immediate area at the same time.

An elephant has no treasure as such, but the tusks of an elephant are worth 1d8 x 100 gp each.

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Falcon

Falcon
Armor Class: 11
Hit Dice: 1/2 (1d4 HP)
No. of Attacks: 2 talons, 1 beak
Damage: 1d4 talon, 1d4 beak
Movement: 10’ fly 160’ (10’)
No. Appearing: 1, wild 1d4
Save As: Fighter: 1
Morale: 8
Treasure Type: None
XP: 10

Falcons are birds with wingspans of 16 to 20 inches; they stand about 1.5 to 2 feet tall and weigh about 3 pounds. These are the most popular of the hunting birds used by royalty. Falcons can only carry prey up to 1 pound. They will hunt snakes, small rodents, and even other birds such as wild ducks. Falcons appear in a variety of colors, typically ranging from dark gray on top to white with dark stripes on the bottom; kestrels, a variety of falcon, have reddish brown to dark brown feathers with dark stripes. A falcon typically attacks prey by diving, striking first with the talons before making the kill with its sharp beak.

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Fish, Giant Barracuda

Huge Barracuda Giant Barracuda
Armor Class: 16 15
Hit Dice: 5 9 (+8)
No. of Attacks: 1 bite 1 bite
Damage: 2d6 2d8+1
Movement: Swim 60’ Swim 60’ (10’)
No. Appearing: Wild 2d4 Wild 1
Save As: Fighter: 5 Fighter: 9
Morale: 8 10
Treasure Type: None None
XP: 360 1,075

Barracuda are predatory fish found in salt water. Huge barracudas are about 12’ long, while giant specimens can exceed 20’. They have elongated bodies, pointed heads and prominent jaws. Their bodies are covered with smooth scales, typically blue, gray or silver in color. They have extremely keen eyesight and are surprised only on a 1 on 1d6. Due to the quickness of their attack, barracudas are themselves capable of surprising on 1-3 on 1d6 and gain a +2 bonus to Initiative.

Giant barracudas always appear singly and are 50% likely to break off the attack after 1d4 rounds if they haven’t killed their prey. Both kinds are attracted to shiny objects.

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Fish, Giant Bass

Fish, Giant Bass
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 bite
Damage: 1d6
Movement: Swim 40’ (10’)
No. Appearing: Wild 1d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 75

Giant bass are generally between 10’ and 25’ long. Most are greenish-grey, marked with dark lateral stripes, though some are almost completely black. They are generally found in lakes or rivers, as they are not adapted for salt water.

Giant bass are predatory, and on a natural attack roll of 20 a giant bass will swallow whole a dwarf-sized or smaller creature, which then takes 2d4 damage per round until it is dead. Swallowed characters can attack only with daggers or similar short weapons. Note that each giant bass can swallow at most one character, and a giant bass which has swallowed a character will attempt to retreat (having achieved its goal).

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Fish, Giant Catfish

Fish, Giant Catfish
Armor Class: 16
Hit Dice: 8
No. of Attacks: 1 bite/2 fins
Damage: 2d8/1d4+poison/1d4+poison
Movement: Swim 30’ (10’)
No. Appearing: Wild 1d2
Save As: Fighter: 8
Morale: 8
Treasure Type: None
XP: 875

Giant catfish fins are edged with a natural poison that causes a painful burning sensation for 3d10 rounds if a save vs. Poison is failed. The pain causes the affected character or creature to suffer a -1 penalty on all attack rolls and saving throws; further poisonings will increase this penalty by -1 each, down to a maximum penalty of -5 as well as adding 6 rounds to the duration of the poison effect.

Because of its large size (15 to 20 feet long) and body design, a giant catfish cannot target more than one of its attacks on any single creature; that is, it cannot bite and fin the same opponent, nor use both fins on one victim.

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Fish, Giant Piranha

Fish, Giant Piranha
Armor Class: 15
Hit Dice: 4
No. of Attacks: 1 bite
Damage: 1d8
Movement: Swim 50’
No. Appearing: Wild 2d4
Save As: Fighter: 4
Morale: 7 (11)
Treasure Type: None
XP: 240

Giant piranha average 5’ in length at adulthood, and are aggressive carnivores. They are able to sense blood in the water just as sharks do, and once they smell or taste blood in the water, their morale rises to the parenthesized figure.

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Fly, Giant

Fly, Giant
Armor Class: 14
Hit Dice: 2
No. of Attacks: 1 bite
Damage: 1d8
Movement: 30’ Fly 60’
No. Appearing: 1d6, Wild 2d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 75

Giant flies look much like ordinary houseflies, but are about 3’ long. Some are banded yellow and black, and are thus mistaken for giant bees. Giant flies are predators; after killing prey, they will sometimes lay eggs in the remains.

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Frog, Giant (and Toad, Giant)

Frog, Giant (and Toad, Giant)
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 tongue or 1 bite
Damage: grab or 1d4+1
Movement: 30’ Swim 30’
No. Appearing: 1d4, Wild 1d4
Save As: Fighter: 2
Morale: 6
Treasure Type: None
XP: 75

Giant frogs are enlarged versions of the common frog; most resemble bullfrogs in appearance, but an adult giant frog is 3’ long and weighs about 250 pounds. They are predators, but will normally only attack creatures smaller than themselves. Giant toads are statistically just like giant frogs; however, they are often found in “drier” areas as they do not have to maintain a wet skin surface.

A giant frog can stretch its tongue out up to 15’ and drag up to dwarf-sized prey to its mouth; on every subsequent round, the victim is hit automatically. On a natural 20 attack roll, the victim is swallowed whole, taking 1d6 damage per round thereafter. Each giant frog can swallow only one such victim.

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Gargoyle*

Gargoyle*
Armor Class: 15 (m)
Hit Dice: 4**
No. of Attacks: 2 claws/1 bite/1 horn
Damage: 1d4/1d4/1d6/1d4
Movement: 30’ Fly 50’ (15’)
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 6
Morale: 11
Treasure Type: C
XP: 320

Gargoyles are demonic-looking winged humanoid monsters with gray stone-like skin. They can remain still for an extended period, and are thus often mistaken for stone statues. Gargoyles use this disguise to ambush their foes, surprising on 1-4 on 1d6 if their foes do not otherwise suspect them. They are cruel monsters, inflicting pain on other creatures for the sole purpose of enjoyment.

Gargoyles can go for very long periods of time, on the order of decades, without air or sustenance. Due to their highly magical nature, they can only be harmed by magical weapons.

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Ghost*

Ghost*
Armor Class: 20 (m)
Hit Dice: 10* (+9)
No. of Attacks: 1 touch/1 gaze
Damage: 1d8 + special
Movement: 30’
No. Appearing: 1
Save As: Fighter: 10
Morale: 10
Treasure Type: E, N, O
XP: 1,390

A ghost is the soul or spirit of a deceased sentient creature that has for some reason remained on the material plane. They usually appear as they did in life, but sometimes the appearance of a ghost is altered by its original personality; for instance, the ghost of an angry person might have a threatening or even demonic visage. Ghosts are undead, and as such are immune to sleep, charm, and hold magic.

Seeing a ghost is so terrible that any living creature who does so must save vs. Spells or flee for 2d6 rounds. Anyone who successfully makes this save may not be so affected by that ghost again.

A ghost that hits a living target with its touch attack does 1d8 points of damage, and at the same time regenerates the same number of hit points. In addition, the victim loses 1 Constitution point. Elves and dwarves (and other long-lived creatures such as dragons) are allowed a saving throw vs. Death Ray to resist this effect, which must be rolled on each hit. Characters who lose Constitution appear to have aged. If a ghost is fighting a living creature which does not have a Constitution score, the GM should assign whatever score they see fit.

Like most incorporeal creatures, ghosts may normally be hit only by magical weapons. However, if a ghost makes use of its touch attack, it becomes vulnerable to non-magical weapons until the beginning of the next round of combat.

Lost Constitution can be regained at a rate of one point per casting of restoration; nothing else (except a wish) can restore Constitution lost to a ghost. If a character’s Constitution falls to 0, they die permanently and cannot be raised (but still may be reincarnated).

Once per turn, a ghost can use telekinesis (as the spell) as if it were a 10th level Magic-User.

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Ghoul (and Ghast)

Ghoul Ghast
Armor Class: 14 15
Hit Dice: 2* 2**
No. of Attacks: 2 claws, 1 bite 2 claws, 1 bite
Damage: 1d4 all + paralysis 1d4 all + paralysis + stench
Movement: 30’ 30’
No. Appearing: 1d6, Wild 2d8, Lair 2d8 1d4, Wild 1d8, Lair 1d8
Save As: Fighter: 2 Fighter: 2
Morale: 9 9
Treasure Type: B B
XP: 100 125

Ghouls are undead monsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters, but are more than willing to kill for food. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them.

Living creatures hit by a ghoul’s bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6. Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics.

Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the knowledge or abilities they possessed in life. The newly-risen ghoul is not under the control of any other ghouls, but hungers for the flesh of the living and behaves like any other ghoul in all respects.

Ghasts look and fight almost exactly like ghouls, but they are smarter and just a bit more powerful. Refer to the previous paragraphs for information about their claw attacks and other abilities.

The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.

They may be Turned by Clerics using the same column as the ghoul, but as they are superior to ghouls, in a mixed group of ghasts and ghouls the GM should apply Turning effects to the ordinary ghouls first.

Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight, in a similar fashion to the ghoul. However, a humanoid who becomes a ghast in this way retains all of the knowledge and abilities they possessed in life, unless those abilities are directly incompatible with the creature’s new form (as decided by the GM). For such ghasts, the GM should also adjust XP values to include any such abilities. The newly-risen ghast is not under the control of any other ghasts, but hungers for the flesh of the living and behaves like any other ghast in all respects.

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Giant, Cloud

Giant, Cloud
Armor Class: 19 (13)
Hit Dice: 12+3* (+10)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 6d6 or 3d6
Movement: 20’ Unarmored 40’ (10’)
No. Appearing: 1d2, Wild 1d3, Lair 1d3
Save As: Fighter: 12
Morale: 10
Treasure Type: E plus 1d12x1000 gp
XP: 1,975

Cloud giants are huge, with males averaging 18 feet tall and females 17 feet tall; an adult cloud giant will normally weigh more than 4,750 pounds. They have very pale skin, sometimes with a slight bluish tint, and their hair is bright metallic colors such as silver, brass, or even gold. They have long lives, with most surviving to 400 years barring disease or misadventure.

Cloud giants are often vain, convinced they are the highest form of creation. They wear the finest clothing, make and eat the best food and drink, and live in castles built on high mountains or even in the clouds themselves. Like most giants, they are suspicious of the smaller races, but cloud giants do not usually prey upon them, preferring instead to demand tribute from smaller humanoids living nearby.

Despite being self-centered, they fight in highly trained units that use sound tactics; their belief in their own superiority allows no less. Attacking from above is preferred, and ranged attacks are always considered better than melee. To that end, cloud giants can throw large stones up to 200’ for 3d6 points of damage each. Also, 5% of cloud giants have the abilities of a Magic-User of level 2 to 8 (2d4). A favorite tactic is to encircle enemies, barraging them with rocks while the giants with magical abilities confound them with spells. In battle, cloud giants wear finely crafted, intricately engraved plate mail.

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Giant, Cyclops

Giant, Cyclops
Armor Class: 15 (13)
Hit Dice: 13* (+10)
No. of Attacks: 1 giant club or 1 rock (thrown)
Damage: 3d10 or 3d6
Movement: 20’ Unarmored 30’
No. Appearing: 1, Wild 1d4, Lair 1d4
Save As: Fighter: 13
Morale: 9
Treasure Type: E plus 1d8x1000 gp
XP: 2,285

A cyclops is a one-eyed giant. Huge and brutish, they most resemble hill giants, and even dress in the same “style,” layers of crudely prepared hides with the fur left on, unwashed and unrepaired.

They are reclusive and unfriendly to almost all of the smaller races.

A cyclops can throw a large rock up to 200’ for 3d6 points of damage, but they aim poorly and thus suffer an attack penalty of -2. Once per year, a cyclops can cast the spell bestow curse (the reverse of the spell remove curse).

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Giant, Fire

Giant, Fire
Armor Class: 17 (13)
Hit Dice: 11+2* (+9)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 5d6 or 3d6
Movement: 20’ Unarmored 40’ (10’)
No. Appearing: 1d2, Wild 1d3, Lair 1d3
Save As: Fighter: 11
Morale: 9
Treasure Type: E plus 1d10x1000 gp
XP: 1,670

Despite their great size, fire giants have a Dwarf-like appearance, being barrel-chested with thick arms and legs; average males stand 14 feet tall and weigh around 3,200 pounds, while females average 13 feet tall and around 3,000 pounds. Their skin is ruddy, their hair is black, and their eyes are a very dark red that is almost black (and looks that color in poor lighting).

Fire giants are unfriendly to almost all other humanoid races, though they sometimes subjugate those living nearby to act as their servants.

In combat they favor heavy plate steel armor (the first AC given above) made of steel blackened by quenching in oil. They arm themselves with massive weapons made of the same material. A fire giant can throw large stones up to 200’ for 3d6 points of damage. Fire giants are immune to all fire-based attacks.

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Giant, Frost

Giant, Frost
Armor Class: 17 (13)
Hit Dice: 10+1* (+9)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 4d6 or 3d6
Movement: 20’ Unarmored 40’ (10’)
No. Appearing: 1d2, Wild 1d4, Lair 1d4
Save As: Fighter: 10
Morale: 9
Treasure Type: E plus 1d10x1000 gp
XP: 1,390

Frost giants have pale, almost white skin, blonde or pale blue hair, and bright blue eyes. Average males stand 15 feet tall and weigh around 2,800 pounds, while females average 14 feet tall and 2,500 pounds.

Frost giants are, first and foremost, cunning. They dislike the smaller races as much as any giant, but rather than attacking outright they will try to use their advantages to convince those weaker than them to submit. If faced with a stronger force, frost giants will parley or withdraw if possible, attacking only if victory seems assured.

In combat frost giants prefer brightly-polished steel chainmail worn over their customary clothing of leather and fur (the first AC given above), and weapons of the same material. A frost giant can throw large stones up to 200’ for 3d6 points of damage. Frost giants are immune to all ice or cold-based attacks.

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Giant, Hill

Giant, Hill
Armor Class: 15 (13)
Hit Dice: 8
No. of Attacks: 1 giant weapon (club)
Damage: 2d8
Movement: 30’ Unarmored 40’
No. Appearing: 1d4, Wild 2d4, Lair 2d4
Save As: Fighter: 8
Morale: 8
Treasure Type: E plus 1d8x1000 gp
XP: 875

The smallest of giants, adult hill giants stand between 10 and 12 feet in height and weigh about 1,100 pounds. They have medium brown skin, though they are often so dirty as to hide their true skin color; their hair is dark, lank, and greasy, and their eyes are dark as well. They wear crude clothing made of leather; the lack of livestock or game of great enough size often results in whole pelts being stitched together.

Whether attacking with a weapon or st, hill giants deal 2d8 damage. Hill giants are brutish and aggressive. They are sometimes found leading groups of ogres or bugbears. Hill giants often keep dire wolves as pets.

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Giant, Mountain

Giant, Mountain
Armor Class: 15 (13)
Hit Dice: 16 (+12)
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 7d6 (8d6) weapon, 4d6 rock
Movement: 40’, Unarmored 50’ (10’)
No. Appearing: 1d4, Wild 1d4, Lair 1d4+1
Save As: Fighter: 16
Morale: 10
Treasure Type: E + 1d12x1,000gp
XP: 3,250

Mountain giants are the largest of all giants, with adult males averaging 24 feet in height and weighing around 16,000 pounds. Females are slightly smaller, standing 22 feet tall on the average and weighing around 14,000 pounds. They look very much like enormous, thickly built hill giants, and among humans they are often seen as little more than that. This is underselling the mountain giants, however, for though their crafting is primitive they have an intricately detailed social structure.

Mountain giants live in clans, led by the oldest male and female (or by their oldest offspring if the elders choose to delegate leadership due to advanced age). Each clan rules over and controls a group of 1d6 mountain peaks, generally spanning an area with a 5-6 mile diameter. They prefer peaks connected by high ridges so that they do not have to descend too far when walking their territory. Clan members who are mated establish households within the territory; unmarried members typically live with their parents until they are wed. The “lair” encounter figures above are for a single household, but if one household is attacked and the attackers subsequently retreat, upon their return they will usually find much of the rest of the clan waiting for them in ambush.

They wear armor made of wood held together with heavy rope, and wield giant clubs or staves carved from fully grown trees harvested from the lower reaches of their territory. If they live near storm giants, they may trade for better weapons (the second damage rating given above) but usually cannot afford storm giant armor.

A mountain giant can throw large stones up to 240’ for 4d6 points of damage each

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Giant, Stone

Giant, Stone
Armor Class: 17 (15)
Hit Dice: 9 (+8)
No. of Attacks: 1 stone club or 1 thrown rock
Damage: 3d6 or 3d6
Movement: 30’ Unarmored 40’
No. Appearing: 1d2, Wild 1d6, Lair 1d6
Save As: Fighter: 9
Morale: 9
Treasure Type: E plus 1d8x1000 gp
XP: 1,075

Stone giants are not the largest of giants, but with an average adult standing 12 feet tall and weighing roughly 1,500 pounds they are still formidable. There is no substantial difference in height between males and females. They usually dress in heavy leather clothing with sections having been boiled to stiffen them; these outfits serve as armor and give them the first AC above. Stone giants are reclusive, but they will defend their territory (typically in rocky mountainous terrain) against any who trespass therein.

A stone giant can throw large stones up to 300’ for 3d6 points of damage. They will fight in groups to defend their territory but use only simple, basic tactics and strategy.

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Giant, Storm

Giant, Storm
Armor Class: 19 (13)
Hit Dice: 15** (+11)
No. of Attacks: 1 giant weapon or 1 lightning bolt
Damage: 8d6 or 15d6
Movement: 30’ Unarmored 50’ (10’)
No. Appearing: 1, Wild 1d3, Lair 1d3
Save As: Fighter: 15
Morale: 10
Treasure Type: E plus 1d20x1000 gp
XP: 3,100

Storm giants are nearly the largest of the giants, with adult males standing 21 feet tall and weighing around 12,000 pounds; adult females average 20 feet and typically weigh around 11,000 pounds. Most storm giants have pale skin and dark hair, but some individuals have skin of a lavender color, and some have pale white or silver hair. Their eyes range from bright blue to deep gray in color.

They prefer to dress in light clothing, such as tunics, sandals, and so on, but in battle they wear finely-crafted plate mail armor of bright metal and wield weapons of the same sort. Their equipment usually appears to be silver but those of the highest class or rank wear armor and bear arms of a bright and shining golden color.

Unlike most other giants, storm giants have been known to befriend humans, elves, or dwarves.

Storm giants have the ability to throw lightning bolts as if they were spears (which work just as the spell does, and can be used once per five rounds; a save vs. Spells reduces damage to half). They prefer to attack first with lightning before moving on to other attack forms. Not surprisingly, storm giants are resistant to all forms of lightning or electrical attack, suffering only half damage normal when so attacked.

Also note that 10% of storm giants have the abilities of a Magic-User of level 2 to 12 (2d6).

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Gnoll

Gnoll
Armor Class: 15 (13)
Hit Dice: 2
No. of Attacks: 1 weapon
Damage: 2d4 or by weapon +1
Movement: 30’ Unarmored 40’
No. Appearing: 1d6, Wild 3d6, Lair 3d6
Save As: Fighter: 2
Morale: 8
Treasure Type: Q, S each; D, K in lair
XP: 75

Gnolls are large fur-covered humanoids, averaging 7½ feet in height and weighing about 300 pounds. They are best recognized by their heads, which resemble those of hyenas (or perhaps wolves) but with shorter muzzles than either.

Gnolls are nocturnal and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.

One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.

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Gnome

Gnome
Armor Class: 15 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20’ Unarmored 40’
No. Appearing: 1d8, Wild 5d8, Lair 5d8
Save As: Fighter: 1 (with Dwarf bonuses)
Morale: 8
Treasure Type: D
XP: 25

Gnomes are humanoids distantly related to dwarves; they have a similar appearance, but are smaller (averaging 3 to 3½ feet tall and weighing 40 to 45 pounds) and less stocky. Their ears are pointed, not in as pronounced a fashion as elves but certainly noticeable, and their noses likewise are pointed a bit more than those of most other kinds of humanoids. Their preferred habitat is the forest, preferably in a hilly temperate region.

They have Darkvision with a 30’ range. When attacked in melee by creatures larger than man-sized, gnomes gain a +1 bonus to their Armor Class. Outdoors in their preferred forest terrain they are able to hide very effectively; so long as they remain still there is only a 20% chance they will be detected. If one or more gnomes who are successfully hiding attack from ambush, they surprise their foes on 1-4 on 1d6.

Gnomes have their own language, and many also know the language of the dwarves. Some gnomes make their living as traders, often acting as go-betweens for dwarves and humans, and those gnomes naturally tend to learn Common. Those who are engaged in defending their forest settlements from humanoid incursions often choose to learn Goblin or Orc.

Gnomes encountered in the wilderness (who are not traders or merchants) are likely to be unfriendly, but not hostile. They tolerate dwarves but dislike most other humanoid races. When forced to interact with other races, a gnome will generally be recalcitrant, unless offered a significant amount of treasure.

The statistics given above are for warriors. In a settlement or lair, for every warrior there will be an average of three civilians having 1-1 Hit Dice and Armor Class 11; such gnomes have Morale of 7. One out of every eight gnome warriors will be a sergeant having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus to their morale if they are led by a sergeant. Both warriors and sergeants commonly wear chainmail. In gnomish communities, one out of every sixteen warriors will be a captain of 5 Hit Dice (360 XP) with an Armor Class of 16 (11), adding a shield. In addition, in communities of 35 or greater, there will be a king of 7 Hit Dice (670 XP), with an Armor Class of 18 (11), in plate mail and carrying a shield, having a +1 bonus damage due to strength. In their community, gnomes never fail a morale check as long as the king is alive. There is a chance equal to 1-4 on 1d6 that a community will have a Cleric of level 1d6+1, and 1-2 on 1d6 of a Magic-User of level 1d6. Gnomish Clerics use 1d6 hit dice and Magic-Users use 1d4 hit dice, and in all other ways behave as if they were normal characters.

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Goblin

Goblin
Armor Class: 14 (11)
Hit Dice: 1-1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20’ Unarmored 30’
No. Appearing: 2d4 ,Wild 6d10, Lair 6d10
Save As: Fighter: 1
Morale: 7 or see below
Treasure Type: R each; C in lair
XP: 10

Goblins are small, reputedly wicked humanoids. They are cunning and vicious, and very sneaky. Adult goblins are 3 to 3½ feet tall and weigh 40 to 45 pounds, with very little difference between males and females. Their skin color ranges from gray to green, and their eyes are usually bright and crafty-looking, varying in color from red to yellow.

All goblins have Darkvision with a 30’ range.

The statistics given above are for a standard Goblin in leather armor with a shield; they have a natural Movement rate of 30’ and a natural Armor Class of 11.

Some goblins ride dire wolves into combat, and large groups of goblins will often employ them to track and attack their foes.

One out of every eight goblins will be a warrior of 3-3 Hit Dice (145 XP). Goblins gain a +1 bonus to their morale if they are led by a warrior. In a lair or other settlement, one out of every fifteen will be a chieftain of 5-5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and movement of 10’ that gains a +1 bonus to damage due to strength. In lairs or settlements of 30 or more goblins, there will be a goblin king of 7-7 Hit Dice (670 XP), with an Armor Class of 16 (11), wearing chainmail and carrying a shield, with a movement of 10’, and having a +1 bonus to damage. Goblins have a +2 bonus to morale while their king is present (this is not cumulative with the bonus given by a warrior leader). In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a goblin king is present). A shaman is equivalent to a regular goblin statistically, but has Clerical abilities at level 1d4+1.

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Golem*

Golems are a kind of construct, a creature created from non-living matter and animated by application of magic. The powers required to animate a golem are prodigious, and involve summoning, capturing, and binding an elemental spirit to the constructed body. This process also binds the golem to the will of its creator.

They are mindless, and thus immune to magics affecting the mind such as sleep, charm, hold, and any form of mind reading or telepathy. They must be given explicit, detailed instructions verbally, and the controller must usually be within 60 feet of the golem to do so. If not actively being commanded, a golem will follow the last instructions given to it until the controller returns. If such a golem is attacked, it will fight in its own defense but will usually not pursue the attackers if they flee. The controller can order the golem to follow the commands of another, but can always resume control if desired (i.e. the controller’s commands always take precedence).

Employing a golem in combat is tricky, for once one attacks an opponent there is a cumulative 1% chance each round (so 1% the first round, 2% the second, 3% the third, and so on) that the golem will stop following commands and become berserk. Once this happens the golem will attack any creature in range, choosing targets randomly when there are more than one. If all targets are killed or driven away the golem will move on, looking for more creatures to kill and breaking down any barrier that stands in its way if it is at all possible.

The berserk chance for a golem that is still under control is reset to 0% only when the golem is inactive, neither attacking nor being attacked, for one full round.

The creator of the golem (but not any other person who might have been delegated control) may try to calm the golem, speaking firmly to it to convince it to stop. The creator needs to succeed at a saving throw vs. Spells to do this, after spending a round talking to the golem. If this roll fails the golem turns its attention to the creator and pursues them with single-minded hatred.

If a berserk golem is unable to attack anyone for 5 rounds it resumes its inactive state, and the controller can again give it commands. If it begins to pursue its creator, though, it will never stop no matter how long it takes, and must normally be trapped or destroyed to stop it. It has no special way to find the creator, however, and will become inactive if it loses sight of the creator for a minimum of 1 day. If the golem is successfully calmed, it can be given commands again on the very next round of combat.

As their bodies are made of non-living matter, golems can only be hit by magical weapons. Conversely, they are less resistant to various effects due to the fact that they are not living creatures; in general, golems save as if they were Fighters of ½ their hit dice in levels. For example, a Bone Golem has 8 hit dice, but saves as a Fighter of 4th level.

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Golem, Amber*

Golem, Amber*
Armor Class: 21 (m)
Hit Dice: 10* (+9)
No. of Attacks: 2 claws/1 bite
Damage: 2d6/2d6/2d10
Movement: 60’
No. Appearing: 1
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 1,390

Amber golems are generally built to resemble lions or other great cats. They are able to detect invisible creatures or objects within 60’, and can track with 95% accuracy through any terrain type.

style=“position: absolute; top: 0.2in; left: 0in” A magical attack that deals electricity damage heals 1 point of damage for every 3 full points of damage the attack would otherwise deal. For example, an amber golem hit by a lightning bolt for 20 points of damage is instead healed up to 6 points. If the amount of healing would cause the golem to exceed its full normal hit points, the excess is ignored.

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Golem, Bone*

Golem, Bone*
Armor Class: 19 (m)
Hit Dice: 8*
No. of Attacks: 4 weapons
Damage: 1d6/1d6/1d6/1d6 or by weapon
Movement: 40’ (10’)
No. Appearing: 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 945

Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Though made of bone, they are not undead and cannot be turned.

Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10 or by weapon (each).

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Golem, Bronze*

Golem, Bronze*
Armor Class: 20 (m)
Hit Dice: 20** (+13)
No. of Attacks: 1 fist + special
Damage: 3d10 + special
Movement: 80’ (10’)
No. Appearing: 1
Save As: Fighter:10
Morale: 12
Treasure Type: None
XP: 5,650

These golems resemble statues made of bronze; unlike natural bronze statues, they never turn green from verdigris. A bronze golem is 10 feet tall and weighs about 4,500 pounds. A bronze golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

The interior of a bronze golem is molten metal. Creatures hit by one in combat suffer an additional 1d10 points of damage from the heat (unless resistant to heat or fire). If one is hit in combat, molten metal spurts out, spraying the attacker for 2d6 damage. A save vs. Death Ray is allowed to avoid the metal spray.

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Golem, Clay*

Golem, Clay*
Armor Class: 22 (m)
Hit Dice: 11** (+9)
No. of Attacks: 1 fist
Damage: 3d10
Movement: 20’
No. Appearing: 1
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 1,765

Clay golems are made of clay, naturally, and thus may be any natural clay color; generally, one is will be grayish in color, but common clay containing iron oxide may be used which results in a red, brown, or even orange clay golem. They are usually unclad, but some golem-makers choose to put a leather belt, girdle, or apron on their creation. A clay golem weighs about 600 pounds.

Wounds inflicted by a clay golem do not heal normally; worse, magical healing cures only 1 point per die rolled (but add all bonuses normally). Thus, a cure light wounds spell heals just 2 points.

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Golem, Flesh*

Golem, Flesh*
Armor Class: 20 (m)
Hit Dice: 9** (+8)
No. of Attacks: 2 fists
Damage: 2d8/2d8
Movement: 30’
No. Appearing: 1
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 1,225

Flesh golems are horrible creations made of body parts from deceased humanoids (including all character races as well as humanoid monsters), crudely stitched together and animated by magic. A flesh golem is 8 feet tall and weighs about 450 pounds.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw. Attacks using lightning or electricity heal 1 point of damage per every 3 points the attack would normally inflict, rounded down; further, such an attack breaks any ongoing slow effect on the golem. As usual, healing will not increase the monster above its normal hit points. For example, a flesh golem hit by a lightning bolt which should deal 14 points of damage instead receives up to 4 points of healing.

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Golem, Iron*

Golem, Iron*
Armor Class: 25 (m)
Hit Dice: 17** (+12)
No. of Attacks: 1 + special
Damage: 4d10 + special
Movement: 20’ (10’)
No. Appearing: 1
Save As: Fighter: 9
Morale: 12
Treasure Type: None
XP: 3,890

Iron golems are huge, generally 11 to 12 feet in height with a weight of 4,500 to 5,500 pounds. Such golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor. Though an iron golem has no voice, it is hardly silent when in motion, as its gentlest footstep on any hard surface shakes the floor and walls. Note that, while an iron golem has little if any odor normally, when wet they have a strong metallic smell detectable up to 60 feet away.

Iron golems can exhale a cloud of poisonous gas which fills a 10-foot cube and persists for 1 round. Those within the area of effect must save vs. Dragon Breath or die. This ability can be used up to 3 times per day.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 1d6 rounds, with no saving throw. Attacks using fire heal 1 point of damage per every 3 points the attack would normally inflict, rounded down; further, such an attack breaks any ongoing slow effect on the golem. As usual, healing will not increase the monster above its normal hit points. For example, an iron golem hit by a fireball which should deal 17 points of damage instead receives up to 5 points of healing. An iron golem is affected by rust attacks such as that of a rust monster, suffering 2d6 points of damage for each hit (with no saving throw normally allowed).

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Golem, Stone*

Golem, Stone*
Armor Class: 25 (m)
Hit Dice: 14** (+11)
No. of Attacks: 1 + special
Damage: 3d8 + special
Movement: 20’ (10’)
No. Appearing: 1
Save As: Fighter: 7
Morale: 12
Treasure Type: None
XP: 2,730

Stone golems are quite large, normally being about 8 to 10 feet in height with a weight of around 2,000 pounds. These golems are usually fashioned like statues, and may appear to be wearing armor and armed with a shortsword or mace; the sculpting will often be simpler and cruder than that done by a real sculptor.

Stone golems are formidable opponents, being physically powerful and difficult to harm. A stone golem can use a slow effect, as the spell, once every other round; a save vs. Spells is allowed to resist. The effect has a range of 10 feet and a duration of 2d6 rounds.

stone to flesh spell may be used to weaken the monster. The spell does not actually change the golem’s structure, but for one full round after being affected, the golem is vulnerable to normal weapons. The stone golem is allowed a save vs. Spells to resist this effect.

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Golem, Wood*

Golem, Wood*
Armor Class: 13 (m)
Hit Dice: 2+2*
No. of Attacks: 1 fist
Damage: 1d8
Movement: 40’
No. Appearing: 1
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 100

Wood golems are small constructs, not more than 4’ in height, and are crudely made. Being made of wood makes them vulnerable to fire-based attacks; thus, wood golems suffer one extra point of damage per die from fire; any saving throws against such effects are at a penalty of -2. They move stiffly, suffering a -1 penalty to Initiative.

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Gorgon

Gorgon
Armor Class: 19
Hit Dice: 8*
No. of Attacks: 1 gore or 1 breath
Damage: 2d6 or petrification breath
Movement: 40’ (10’)
No. Appearing: Wild 1d4
Save As: Fighter: 8
Morale: 8
Treasure Type: None
XP: 945

Gorgons are magical monsters resembling cattle made of iron. Their breath can turn living creatures to stone; it covers an area 60’ long by 10’ wide, and can be used as many times per day as the monster has hit dice, but no more often than every other round. A save vs. Petrify is allowed to resist.

An adult male gorgon weights up to 4,500 pounds and can be as much as 7 feet tall at the shoulder and up to 9 feet long. Females (cows) will be a bit smaller, perhaps no more than 6 feet at the shoulder and 8 feet long with a weight of around 4,000 pounds. However, their combat statistics are much the same as the males. Any group of more than one gorgon will consist of one bull with the rest being cows

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Griffon

Griffon
Armor Class: 18
Hit Dice: 7
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d8
Movement: 40’ (10’) Fly 120’ (10’)
No. Appearing: Wild 2d8, Lair 2d8
Save As: Fighter: 7
Morale: 8
Treasure Type: E
XP: 670

Griffons are large carnivorous creatures resembling lions with the head, foreclaws and wings of eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. An adult griffon weighs about 500 pounds.

Griffons nest on high mountaintops, soaring down to feed on horses, the beast’s preferred prey. They hunt and travel in ocks. A Griffon will attack a horse over anything else, diving low to swipe with their claws. They are not above retreating and coming back later, when there may be less of a defense mounted.

Griffons can be trained as mounts if raised in captivity, but even in this case they may try to attack horses if any come within about 120’. Roll a morale check in this case; if the check is failed, the griffon will try to attack immediately. A light load for a griffon is up to 400 pounds; a heavy load, up to 900 pounds.

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Hangman Tree

Hangman Tree
Armor Class: 16
Hit Dice: 5
No. of Attacks: 4 limbs + strangle
Damage: 1d6 per limb o + 1d6/round strangle
Movement: 0
No. Appearing: Wild 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 360

Hangman trees are horrible, semi-animate creatures that fertilize themselves with dead bodies. A hangman tree has four animated limbs that can wrap around the necks of living creatures that pass beneath, strangling for 1d6 points of damage per round. These limbs are arranged evenly around the tree in most cases, and generally no more than one limb can attack any single creature at a time.

The roots of this tree are also animated; they do not attack, but they do pull dead bodies below the surface of the ground for “digestion.”

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Harpy

Harpy
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 2 claws/1 weapon + special
Damage: 1d4/1d4/1d6 or by weapon + special
Movement: 20’ Fly 50’ (10’)
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 2
Morale: 7
Treasure Type: C
XP: 100

A harpy looks like a giant vulture bearing the torso and face of a human female. They are able to attack with their claws as well as with a normal weapon, but they are most feared for the power of their song by which they are able to charm living creatures, and, having charmed them, tear them to pieces at their leisure.

All living creatures within a 300’ range of one or more singing harpies must make a save vs. Spells or become charmed. The same harpy’s song cannot affect a creature that successfully saves again for 24 hours. This charm is very powerful, such that a victim will approach the harpy or harpies without fear with a dazed expression on its face. If the victim is led toward some danger, such as a ravine, fire, or the like, a second saving throw is allowed immediately; however, if this save fails the victim will proceed directly into danger.

Once in reach of a harpy, a charmed victim will surrender completely, even allowing the harpy to attack and kill it without putting up any sort of resistance. The charm effect lasts one full round after all harpies have ceased singing.

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Hawk

Normal Hawk Giant Hawk
Armor Class: 12 14
Hit Dice: 1d4 Hit Points 4
No. of Attacks: 1 claw or bite 1 claw or bite
Damage: 1d2 1d6
Movement: Fly 160’ Fly 150’ (10’)
No. Appearing: Wild 1d6, Lair 1d6 Wild 1d3, Lair 1d3
Save As: Fighter: 1 Fighter: 4
Morale: 7 8
Treasure Type: None None
XP: 10 240

Normal hawks (or falcons) are raptors, predatory birds that typically subsist on small snakes and other vermin. Most have wingspans of less than 5 feet and a body length of no more than 2 feet.

Giant hawks are 4 to 6 feet long, with wingspans of 12 feet or more; they can carry off creatures of Halfling size or smaller.

All hawks will shy away from combat with any creature of equal or greater size, unless forced or cornered or their eggs or offspring are threatened.

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Hellhound

Hellhound
Armor Class: 14 to 18
Hit Dice: 3** to 7**
No. of Attacks: 1 bite or 1 breath
Damage: 1d6 or 1d6 per Hit Die
Movement: 40’
No. Appearing: 2d4, Wild 2d4, Lair 2d4
Save As: Fighter: 3 to 7 (same as Hit Dice)
Morale: 9
Treasure Type: C
XP: 205 - 800

Hellhounds are large canine creatures sheathed in hellish flame; they range in size from 3 to 5 feet at the shoulder (3 feet for a 3 hit die monster, plus ½ foot for each additional hit die) with a weight ranging from 100 to 200 pounds (100 pounds at 3 hit dice plus 25 pounds per additional hit die). These monsters are native to another plane where they hunt in packs; sometimes powerful wizards or evil priests summon them for use as watchdogs. In addition to biting, each hellhound may breathe fire a number of times per day equal to its hit dice. In combat, one-third of the time (1-2 on 1d6) a hellhound will choose to breathe fire; otherwise it will attempt to bite. Roll each round to determine which attack form will be used.

A hellhound’s breath weapon is a cone of flame 10’ wide at the far end which is 10’ long for those with 3 or 4 hit dice, 20’ long for those with 5 or 6 hit dice, and 30’ long for the largest hellhounds. This breath weapon does 1d6 points of damage per each hit die of the hellhound to all within the area of effect; a successful saving throw vs. Dragon Breath reduces damage to half normal.

Note that hellhounds vary with regard to the number of hit dice each has. If generating a group randomly, roll 1d6+1 for the hit dice of each, reading a total of 2 as 3. A hellhound has an Armor Class equal to 11 plus its hit dice.

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Hippogriff

Hippogriff
Armor Class: 15
Hit Dice: 3
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d10
Movement: 60’ (10’) Fly 120’ (10’)
No. Appearing: Wild 2d8
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

Hippogriffs resemble large fying horses with the forefront of a bird of prey. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.

A hippogriff avoids the territories and civilizations of other creatures, dwelling in extreme altitudes. Griffons sometimes prey upon them, and hippogriffs will generally attack griffons on sight if they have a numerical advantage.

Hippogriffs are omnivorous, entering combat only as defense, save for those times a griffon is met. They are prized as flying mounts since, unlike griffons, they are relatively safe around horses; note that it is still necessary to raise one in captivity in order to use it as a mount. A light load for a hippogriff is up to 400 pounds; a heavy load, up to 900 pounds.

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Hobgoblin

Hobgoblin
Armor Class: 14 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30’ Unarmored 40’
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 25

Hobgoblins are, basically, man-sized goblins. They are better organized than their smaller kin, and are also better adapted to life in the sun. Their skin tone ranges from a greenish tan to a grayish brown, and their hair and eyes are usually dark. Most wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.

Tribes of hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes do choose to live underground. Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win.

One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength. In lairs of 30 or more there will be a hobgoblin king of 7 Hit Dice (670 XP), with a shield for an Armor Class of 16 (11) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.

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Hydra

Hydra
Armor Class: 16 to 23
Hit Dice: 5 to 12 (+10)
No. of Attacks: 5 to 12 bites
Damage: 1d10 per bite
Movement: 40’ (10’)
No. Appearing: 1, Wild 1, Lair 1
Save As: Fighter: 5 to 12
Morale: 9
Treasure Type: B
XP: 360 - 1,875

Hydras are reptilian creatures with multiple heads. They are bad-tempered and territorial, but not particularly cunning.

The Armor Class and Hit Dice of a hydra are keyed to the number of heads; specifically, a hydra has a number of Hit Dice exactly equal to the number of heads, and an Armor Class equal to the number of heads plus 11. Note that these statistics do not change if an individual loses heads, as described below.

A hydra may be slain by damage in the normal fashion; however, most who fight them choose to strike at their heads. If a character using a melee weapon chooses to strike at a particular head (i.e. states such intent to the GM) and succeeds in doing 8 points of damage, that head is disabled (severed or severely damaged) and will not be able to attack anymore. Such damage also applies to the monster’s total hit points, of course.

Some hydras live in the ocean; use the given movement as a swimming rate rather than walking in this case. A very few hydras can breathe fire; those that have this ability can emit a flame 10’ wide and 20’ long one time per head per day. This attack will be used about one time in three (1-2 on 1d6) if it is available; roll for each head which is attacking. Each such attack does 3d6 damage, with a save vs. Dragon Breath reducing the amount by half. Note that the XP value of a fire-breathing hydra should be higher; treat them as if they have a single asterisk (i.e. add the special ability bonus to the base XP for the monster).

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Hyena

Hyena
Armor Class: 13
Hit Dice: 2+1
No. of Attacks: 1 bite
Damage: 1d6
Movement: 60’
No. Appearing: 1d8
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 75

Hyenas are doglike carnivores who exhibit some of the behaviors of canines but are not related. They not only hunt but also scavenge and steal meals. A hungry hyena will chew on anything that is even remotely tainted by blood, meat or other food traces. They will mostly be found in the same savanna-like environments where lions and zebras may be found. They can live in clans of up to a hundred individuals, though smaller groups are more common. They are among the favorite pets of gnolls, who may take them into regions where they are not normally found.

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Hyenodon

Hyenodon
Armor Class: 13
Hit Dice: 3+1
No. of Attacks: 1 bite
Damage: 1d8
Movement: 40’
No. Appearing: 1d6, 1d8 Wild Lair 1d8
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

Hyenodon refers to ancient four-legged predators whose name means “hyena tooth.” While they are not technically hyenas, the statistics given may be used for the giant prehistoric hyena varieties as well; likewise, some varieties of hyenodon were smaller, and the statistics for standard hyenas may be used for them.

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Insect Swarm

Insect Swarm
Armor Class: Immune to normal weapons, including most magical types
Hit Dice: 2* to 4*
No. of Attacks: 1 swarm
Damage: 1d3 (double against no armor)
Movement: 10’ Fly 20’
No. Appearing: 1 swarm, Wild 1d3 swarms
Save As: N/A
Morale: 11
Treasure Type: None
XP: 100 - 280

An insect swarm is not a single creature; rather, it is a large group of ordinary flying or crawling insects moving as a unit. In general, a swarm fills a volume equal to three 10’ cubes, though it is possible for a swarm to become more compact in order to move through a small doorway or narrow corridor. If the swarm consists of crawling insects, it covers three 10’ squares and the flying movement above is ignored.

Any living creature within the volume or area of the swarm suffers 1d3 points of damage each round. Damage rolls are doubled if the victim is unarmored (for creatures which do not wear armor, any creature having less than Armor Class 15 is considered unarmored).

Damage is reduced to a single point per round for three rounds if the character manages to exit the swarm. It is possible to “ward off” the insects by swinging a weapon, shield, or other similar-sized object around, and in this case also damage is reduced to 1 point per round. If a lit torch is used in this way, the swarm takes 1d4 damage per round. Weapons, even magic weapons, do not harm an insect swarm. An entire swarm can be affected by a sleep spell. Smoke can be used to drive a swarm away (if the swarm moves away from the victim(s) due to smoke, the damage stops immediately). Finally, a victim who dives into water will take damage for only one more round.

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Invisible Stalker

Invisible Stalker
Armor Class: 19
Hit Dice: 8*
No. of Attacks: 1
Damage: 4d4
Movement: 40’
No. Appearing: 1 (special)
Save As: Fighter: 8
Morale: 12
Treasure Type: None
XP: 945

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.

Invisible stalkers have an amorphous form. A detect invisible spell shows only a dim outline of a cloud. Don’t forget to apply the standard penalty of -4 on the attack die when an invisible stalker is attacked by a creature which is unable to see it.

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Ironbane*

Ironbane*
Armor Class: 15
Hit Dice: 3*
No. of Attacks: 1 touch
Damage: special
Movement: 50’
No. Appearing: 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 175

An ironbane resembles a large armadillo in its overall body plan, but has an anteater-like snout with a long flicking tongue, and long, strangely hare-like back legs which allow it to hop from place to place. When attacking or pursuing, the ironbane stands up on its hind legs, but when resting or moving slowly it folds them and walks on all four feet.

Like the more common rust monster, the touch of any part of an ironbane’s body transforms metal objects into rust (or verdigris, or other oxides as appropriate). Non-magical metal attacked by an ironbane, or that touches the monster (such as a sword used to attack it), is instantly ruined. A non- magical metal weapon used to attack the monster does half damage before being destroyed. Magic weapons or armor lose one “plus” each time they make contact with the ironbane; this loss is permanent.

The metal oxides created by this monster are its food; thus, a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this.

Metals that do not normally oxidize, such as gold, are of no interest to an ironbane and will be ignored. Silver and copper on the other hand are candy for this creature and one will pursue the tastiest-smelling adventurer in any party.

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Jaguar

Jaguar
Armor Class: 16
Hit Dice: 4
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
Movement: 70’ Swim 30’
No. Appearing: 1d2, Wild 1d6
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 240

These great cats are about 8 to 9 feet long (from nose to tail-tip) and weigh about 165 pounds. Unlike other great cats, they enjoy swimming and often hunt near rivers or lakes. Jaguars kill with their powerful bite, preferring to deliver a fatal wound to the skull of their prey.

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Jelly

Jellies are strange creatures made of amorphous protoplasm. They are similar to tiny single-celled creatures such as a few wizards may have studied using magic, but far larger. Jellies are always completely non- intelligent, and are thus immune to sleep or charm magic as well as any form or mind reading or telepathy. Generally they also do not check morale, but simply move toward any potential meal and attack automatically.

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Jelly, Black (Black Pudding)

Jelly, Black
Armor Class: 14
Hit Dice: 10* (+9)
No. of Attacks: 1 pseudopod
Damage: 3d8
Movement: 20’
No. Appearing: 1
Save As: Fighter: 10
Morale: 12
Treasure Type: None
XP: 1,390

Black jellies are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. They attack any creatures they encounter, lashing out with pseudopods or simply engulfing opponents with their bodies, which secrete acids that help them catch and digest their prey.

If attacked with normal or magical weapons, or with lightning or electricity, a black jelly suffers no injury, but will be split into two jellies; the GM should divide the original creature’s hit dice between the two however they see fit, with the limitation that neither pudding may have less than two hit dice. A two hit die black jelly is simply unharmed by such attacks, but cannot be split further.

Cold or ice based attacks do not harm a black jelly, but such an attack will paralyze the jelly for one round per die of damage the attack would normally cause. Other attack forms will affect a black jelly normally; the preferred method of killing one usually involves fire.

The typical black jelly measures 10 feet across and 2 feet thick, and weighs about 10,000 pounds. Black jellies of smaller sizes may be encountered, possibly as a result of the splitting described above.

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Jelly, Glass (Gelatinous Cube)

Jelly, Glass
Armor Class: 12
Hit Dice: 4*
No. of Attacks: 1
Damage: 2d4 + paralysis
Movement: 20’
No. Appearing: 1
Save As: Fighter: 2
Morale: 12
Treasure Type: V
XP: 280

The glass jelly travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the jelly’s body. Glass jellies are huge, averaging 1,000 cubic feet and weighing as much as 20,000 pounds. The body of a glass jelly is more viscous than that of other jellies, and it tends to take on the shape of its surroundings such that one in a dungeon with 10’ wide corridors might have a shape similar to that of a cube, while one living in round sewer drains under a city would have a cylindrical or half-cylindrical shape.

If a glass jelly encounters a narrow place (a doorway, for example) it will need 2d4 rounds to push through the constriction and will have assumed a new shape after doing so; such a new shape will persist for twice as long as it took to pass the constriction before the monster begins to flow into a shape that fills the available space again.

Glass jellies move quietly, making a faint sucking or slurping sound if anyone thinks to listen. Combined with their transparency, they are able to surprise prey on a roll of 1-3 on 1d6. Worse, any living creature hit by a glass jelly must save vs. Paralysis or be paralyzed for 2d4 turns in addition to suffering damage from its acid secretions.

Any treasure indicated will be visible inside the creature, which must be slain if the treasure is to be recovered.

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Jelly, Gray (Gray Ooze)

Jelly, Gray
Armor Class: 12
Hit Dice: 3*
No. of Attacks: 1 pseudopod
Damage: 2d8
Movement: 1’
No. Appearing: 1
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 175

Gray jellies are amorphous creatures that live only to eat. They inhabit underground areas, scouring caverns, ruins, and dungeons in search of organic matter, living or dead. Average individuals will be up to 10 feet in diameter, about 6 inches thick (high), and weigh up to 2,500 pounds.

The acid secretions of the gray jelly can dissolve most organic matter and most metals; stone and glass are not affected, however. After a successful hit, the jelly will stick to the creature attacked, dealing 2d8 damage per round automatically. Normal (non-magical) armor or clothing dissolves and becomes useless immediately. Any non-magical weapon made of metal or wood which hits a gray jelly will be similarly destroyed. Magical weapons, armor, and clothing are allowed a saving throw (use the wearer’s save vs. Death Ray, adding any magical “plus” value to the roll if applicable).

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Jelly, Green* (Green Slime)

Jelly, Green
Armor Class: 12 (only hit by fire or cold)
Hit Dice: 2**
No. of Attacks: 1 special
Damage: special
Movement: 1’
No. Appearing: 1
Save As: Fighter: 2
Morale: 12
Treasure Type: None
XP: 125

Green jelly devours flesh and organic materials on contact and is even capable of dissolving metal given enough time. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below. Green jelly cannot grow in sunlight; even the indirect sunlight of a dense forest will stunt it and prevent it from spreading, and direct sunlight will kill it outright within a turn.

On the first round of contact, the jelly can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing the same damage to both the victim and the jelly). A cure disease spell will destroy a patch of green jelly. It does not harm stone or enchanted metal, but can dissolve normal metal or enchanted wood in a turn and normal wood in 2d4 rounds.

If not destroyed or scraped off within 6+1d4 rounds, the victim will be completely transformed into more green jelly; such a character or creature cannot be retrieved by any magic short of a wish.

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Jelly, Ochre*

Jelly, Ochre
Armor Class: 12 (only hit by fire or cold)
Hit Dice: 5*
No. of Attacks: 1 pseudopod
Damage: 2d6
Movement: 10’
No. Appearing: 1
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 405

Ochre jellies are yellowish-brown amorphous monsters. Average individuals will be up to 10 feet in diameter, about 6 inches thick (high), and weigh up to 2,500 pounds.

Ochre jellies can only be hit (damaged) by fire or cold. Attacks with weapons or electricity/lightning cause the creature to divide into 1d4+1 smaller jellies of 2 hit dice apiece. If divided, the resulting smaller jellies do 1d6 points of damage with each hit. Other attack forms simply have no effect on the monster.

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Kobold

Kobold
Armor Class: 13 (11)
Hit Dice: 1d4 Hit Points
No. of Attacks: 1 weapon
Damage: 1d4 or by weapon
Movement: 20’ Unarmored 30’
No. Appearing: 4d4, Wild 6d10, Lair 6d10
Save As: Normal Man
Morale: 6
Treasure Type: P, Q each; C in lair
XP: 10

Kobolds are diminutive, dog-faced humanoids with reptilian skin. They stand between 2½ and 3½ feet tall and typically weigh around 40 pounds. They are cowardly by nature, and in combat they prefer ambushing their foes and constructing traps both clever and deadly; to simply stand and fight is considered the worst possible strategy, and kobolds may fake withdrawing in fear in order to draw enemies into a trap.

Kobolds prefer to rely on ranged combat whenever possible. They tend to favor daggers and short spears since both can be used in close quarters or thrown at foes at range. Some may be armed with diminutive bows or crossbows which inflict 1d4 points of damage on a hit.

Kobolds normally dwell underground, while those who choose to dwell above ground may adopt a nocturnal lifestyle. All possess Darkvision with a range of 60 feet, and generally avoid exposure to daylight. When they are exposed to sunlight or the effect of continual light they suffer a penalty of -1 to all attack rolls. Most kobolds wear leather armor in combat.

One out of every six kobolds in any group is a warrior with 1 hit die (25 XP). Kobolds gain a +1 bonus to their morale if they are led by a warrior. In kobold lairs, one out of every twelve is a chieftain of 2 hit dice (75 XP) with an armor class of 14 (11) and having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a kobold king of 3 hit dice (145 XP) who wears chain mail with an armor class of 15 (11) and has a movement rate of 10’ and a +1 bonus to damage. In the lair, kobolds never fail a morale check as long as the kobold king is alive. In addition, a lair has a chance equal to 1 on 1d6 of a shaman being present (or 1-2 on 1d6 if a kobold king is present). A shaman is equivalent to a 1 hit die warrior kobold statistically, but has Clerical abilities at level 1d4+1. For XP purposes, treat the shaman as if it has a number of hit dice equal to its clerical level -1, and assign one special ability bonus asterisk.

Kobolds are sometimes confused with barklings, for whom they have a particular hatred; calling a kobold a barkling or suggesting that the two species are related is considered a terrible insult.

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Leech, Giant

Leech, Giant
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite + hold
Damage: 1d6 + 1d6/round
Movement: 30’
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 10
Treasure Type: None
XP: 500

Giant leeches are slimy, segmented wormlike creatures which live in water. Salt or fresh, clean or stagnant, there are giant leech varieties for all wet environments. However, only a true leech expert can tell the various types apart. An average giant leech will be 4 to 6 feet long.

Once a giant leech hits in combat, it attaches to the victim and sucks blood, causing an additional 1d6 points of damage each round until the victim or the leech is dead. There is no way to remove the leech other than to kill it.

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Leopard (Panther)

Leopard (Panther)
Armor Class: 16
Hit Dice: 4
No. of Attacks: 2 claws, 1 bite
Damage: 1d4 claw, 2d4 bite
Movement: 60’ (10’)
No. Appearing: 1, Wild 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 240

Leopards are large cats that are 7 to 8 feet long including tail, and weigh about 175 lb. These cats have four black spots that form a large circle (rosette). The center of the circle and around the rosette spots range from yellow tan to white on the underside. An all-black leopard is called a Panther. The tail has a white tip. They don’t like to swim as much as jaguars, preferring instead to climb trees. A leopard will drag prey into a tree.

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Lion

Lion
Armor Class: 14
Hit Dice: 5
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/1d10
Movement: 50’
No. Appearing: Wild 1d8
Save As: Fighter: 5
Morale: 9
Treasure Type: None
XP: 360

The lion is a large cat found in grasslands and savannas. They have muscular, broad-chested bodies, short, rounded heads, round ears, and a hairy tuft at the end of its tail. Adult male lions are larger than females, and in most varieties have a prominent mane. They live in social groups called prides consisting of a few adult males, several related females, and their cubs.

Groups of female lions usually hunt together, preying mostly on large ungulates; any hunting group of 1 or 2 is 80% likely to be females, and any group of 3 or more almost certainly are. Sometimes male lions are rogues, living outside a pride, and in those cases they may hunt as individuals or in pairs.

Lions typically do not actively seek out and prey on humans. Injured or obviously vulnerable humans may be too much of a temptation though.

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Living Statue

Living statues are magically animated. They are true automatons, unlike golems, which are animated by elemental spirits. While this means that living statues have no chance of going “berserk,” it also means that they may only perform simple programmed activities. They may not be commanded in any meaningful fashion. They make very effective guards for tombs, treasure rooms, and similar places.

Living statues can be crafted to resemble any sort of living creature, but most commonly are made to look like humans or demi-humans.

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Living Statue, Crystal

Living Statue, Crystal
Armor Class: 16
Hit Dice: 3
No. of Attacks: 2 fists
Damage: 1d6/1d6
Movement: 30’
No. Appearing: 1d6
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 145

Crystal living statues have no particular special powers, unlike those made of iron or stone.

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Living Statue, Iron

Living Statue, Iron
Armor Class: 18
Hit Dice: 4*
No. of Attacks: 2 fists
Damage: 1d8/1d8 + special
Movement: 10’
No. Appearing: 1d4
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 280

If struck by a non-magical metal (even partially metal) weapon, the weapon may become stuck in the monster. If this happens, it cannot be removed until the statue is “killed.” The wielder is allowed a save vs. Spells to avoid this.

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Living Statue, Stone

Living Statue, Stone
Armor Class: 16
Hit Dice: 5*
No. of Attacks: 2 lava sprays
Damage: 2d6/2d6
Movement: 20’
No. Appearing: 1d3
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 405

A stone living statue attacks by spraying molten rock from its fingertips. The range of the spray is 5’.

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Lizard, Giant Draco

Lizard, Giant Draco
Armor Class: 15
Hit Dice: 4+2
No. of Attacks: 1 bite
Damage: 1d10
Movement: 40’ Fly 70’ (20’, and see below)
No. Appearing: 1d4, Wild 1d8
Save As: Fighter: 3
Morale: 7
Treasure Type: None
XP: 240

Giant draco lizards are able to extend their ribs and connected skin to form a sort of wing, allowing them to fly for short distances (no more than three rounds, and ascending is impossible). An average giant draco lizard is 8’ long, including its nearly 3’ long tail. They are fierce predators.

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Lizard, Giant Gecko

Lizard, Giant Gecko
Armor Class: 15
Hit Dice: 3+1
No. of Attacks: 1 bite
Damage: 1d8
Movement: 40’ (special)
No. Appearing: 1d6, Wild 1d10
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 145

Giant gecko lizards range from 4’ to 6’ in length, and are generally green in color, though grey or white versions can be found underground. They can climb walls and even walk across ceilings at full movement rate due to their specialized toe pads. They are carnivores, typically attacking weaker prey from above.

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Lizard, Giant Horned Chameleon

Lizard, Giant Horned Chameleon
Armor Class: 18
Hit Dice: 5
No. of Attacks: 1 tongue or 1 bite
Damage: grab or 2d6
Movement: 40’ (10’)
No. Appearing: 1d3, Wild 1d6
Save As: Fighter: 4
Morale: 7
Treasure Type: None
XP: 360

Giant horned chameleons average 8’ to 10’ in length. They are typically green, but can change color to blend into their surroundings, allowing them to surprise prey on 1-4 on 1d6. Giant horned chameleon have very long tongues, able to spring out up to 20’ forward; the sticky muscular ball on the end grabs on to the chameleon’s prey, and the chameleon then drags the prey to its mouth, doing bite damage automatically on the following round (and all subsequent rounds, until the chameleon is killed or fails a morale check, or until the prey is dead).

The horns of the giant horned chameleon are used only in mating rituals, not in combat.

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Lizard, Giant Tuatara

Lizard, Giant Tuatara
Armor Class: 16
Hit Dice: 6
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d6
Movement: 40’ (10’)
No. Appearing: 1d2, Wild 1d4
Save As: Fighter: 5
Morale: 6
Treasure Type: None
XP: 500

Giant tuataras are large, being 10’ to 12’ long, and heavily built. They are predators with a powerful shearing bite. Giant tuataras are more resistant to cold than most lizards, and are thus sometimes found hunting deep underground. They are also known to hibernate in cold weather.

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Lizard, Monitor

Large Monitor Lizard Huge Monitor Lizard Giant Monitor Lizard
Armor Class: 12 14 16
Hit Dice: 3* 5* 7*
No. of Attacks: 1 bite 1 bite 1 bite
Damage: 1d4 + poison 1d6 + poison 1d8 + poison
Movement: 40’ (special) 40’ (special) 40’ (special)
No. Appearing: 1d4, Wild 1d6 1d4, Wild 1d6 1d4, Wild 1d6
Save As: Fighter: 3 Fighter: 4 Fighter: 5
Morale: 7 8 9
Treasure Type: None None None
XP: 175 405 735

Monitor lizards are generally dark in color, but often have bright, colorful, lace-like patterns covering their skin. A monitor may rise up onto its hind legs to run at a rate of 60 feet per round; such movement must be in a straight line, ending with the creature on all fours again. However, unlike a “double move” running movement, the monitor may still attack after moving.

Large monitor lizards range from 4 to 7 feet in length, and include such creatures as the so-called Komodo Dragon. Their venom is slow; those who are bitten must save vs. Poison at +2, with failure resulting in the victim suffering 1d6 points of damage each turn for 2d4 turns.

Huge monitors range from 8 to 11 feet in length. Their venom works faster than that of their smaller brethren; those bitten must save vs. Poison at +2 or suffer 1d6 points of damage each round for 2d4 rounds.

Giant monitor lizards range from 12 to 15 feet in length. Those bitten by a giant monitor must save vs. Poison at +2 or die.

All monitors are carnivores who hunt by running down their prey, and anything smaller than a monitor is considered prey.

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Lizard Man

Common Lizard Man Subterranean Lizard Man
Armor Class: 15 (12) 15
Hit Dice: 2 2
No. of Attacks: 1 weapon 2 claws, 1 bite
Damage: 1d6+1 or by weapon +1 1d4 claw, 1d4 bite
Movement: 20’ Unarmored 30’ Swim 40’ (not armor) 30’ Swim 40’
No. Appearing: 2d4, Wild 2d4, Lair 6d6 1d8, LAir 5d8
Save As: Fighter: 2 Fighter: 2
Morale: 11 9
Treasure Type: D d
XP: 75 75

Common lizard men are tall, generally 6 to 7 feet tall at adulthood and weighing up to 250 pounds. Males and females are basically the same size, and it is quite difficult for other races to tell them apart. Due to their great Strength they always receive a +1 to damage done with melee weapons. They wear leather armor and carry shields in battle.

Lizard men are excellent swimmers and can hold their breath for an extended period of time (up to a full turn). They cannot swim while wearing armor; however, they often hide in the water even while armored, standing on the bottom with just nose and eyes exposed (similar to a crocodile). When they are able to employ this maneuver, lizard men surprise on 1-4 on 1d6.

Lizard men are largely indifferent to other races, being primarily interested in their own survival. If aroused, however, they are fearsome warriors, using simple but sound tactics.

Subterranean lizard men, also called troglodytes, are superficially very similar to the common variety. Their skin is paler, and their eyes are red and seem to glow in low light conditions. Individuals are shorter than the common variety, standing just 5 to 6 feet tall, due in part to their somewhat “hunched” stance. They weigh about as much as the common type.

These monsters can change color at will, allowing them to blend into underground environments so well that they gain surprise on a roll of 1-5 on 1d6. Furthermore, they gain a +2 attack bonus during any surprise round due to their excellent ambush skills.

Subterranean lizard men secrete a smelly oil that keeps their scaly skin supple. All mammals (including, of course, all the standard character races) find the scent repulsive, and those within 10 feet of one must make a saving throw versus poison. Those failing the save suffer a -2 penalty to attack rolls while they remain within 10 feet of the creature. Getting out of range negates the penalty, but renewed exposure reinstates the penalty without an additional saving throw. The results of the original save last a full 24 hours, after which a new save must be rolled.

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Lycanthrope*

Lycanthropes are humans who can transform themselves into animals. In its natural form, a lycanthrope looks like any other human, though those who have been afflicted for a long time tend to acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

Lycanthropy is spread like a disease. Any human who loses half or more of his or her hit points due to lycanthrope bite and/or claw attacks will subsequently contract the same form of lycanthropy in 3d6 days. For demi-humans and humanoids, contracting the disease is fatal in the same time period. A cure disease cast before the onset is complete will stop the progress of the disease, but once the time has elapsed, the transformation is permanent.

When first infected, most lycanthropes cannot control their changes and will transform when stressed or under some other type-specific circumstances. After around two to three years, they gain the ability to change at will, and may attempt to resist involuntary transformation by means of a saving throw vs. Paralysis.

In animal form, lycanthropes may be hit only by silver or magical weapons.

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Lycanthrope, Werebear*

Lycanthrope, Werebear*
Armor Class: 18 (s)
Hit Dice: 6*
No. of Attacks: 2 claws/1 bite + hug
Damage: 2d4/2d4/2d8 + 2d8
Movement: 40’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 6
Morale: 10
Treasure Type: C
XP: 555

Werebears are humans that can transform into large bears. When in human form, they typically appear as well-muscled, imposing figures, with an abundance of thick hair. Werebears typically dwell in deep forests, far from civilization. They are distrustful of those that they do not know, but will ferociously defend those that they have befriended.

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Lycanthrope, Wereboar*

Lycanthrope, Wereboar*
Armor Class: 16 (s)
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 2d6
Movement: 50’ Human Form 40’
No. Appearing: 1d4, Wild 2d4, Lair 2d4
Save As: Fighter: 4
Morale: 9
Treasure Type: C
XP: 280

Wereboars gain full control of their transformations quickly, needing only about a year to achieve mastery. They have just two forms, that of a human and that of a particularly large wild boar or sow.

In human form they tend to have “piggish” features such as gluttony and cunning, as well as an often strong physical resemblance to swine. Wereboars usually dislike both hard work and responsibility, but they are bullies who enjoy being in charge. They are easily bored with mundane things but are excited by violence (whether witnessing it or participating in it).

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Lycanthrope, Wererat*

Lycanthrope, Wererat*
Armor Class: 13 (s)
Hit Dice: 3*
No. of Attacks: 1 bite or 1 weapon
Damage: 1d4 or 1d6 or by weapon
Movement: 40’
No. Appearing: 1d8, Wild 2d8, Lair 2d8
Save As: Fighter: 3
Morale: 8
Treasure Type: C
XP: 175

In addition to assuming the form of a giant rat, wererats can assume a hybrid form. This ratman form shares the animal form’s immunity to normal weapons and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.

In human form, wererats tend to be skinny, nervous-looking individuals with pointed noses and lank hair. Their hair is almost always a rat-like brown color; those with different hair color who become wererats usually undergo a slow change to this color.

Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk. The common stereotype of wererats as thieves is not unfounded; in fact, in many cities wererats lead the guild of thieves, sometimes secretly, sometimes not so much.
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Lycanthrope, Weretiger*

Lycanthrope, Weretiger*
Armor Class: 17 (s)
Hit Dice: 5*
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/2d6
Movement: 50’ Human Form 40’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 9
Treasure Type: C
XP: 405

Weretigers are humans that can transform into tigers. In human form, they tend to be tall, trim, and very agile. They tend to live and hunt close to human settlements, and are excellent trackers (5 in 6 chance to track prey in either form). Weretigers will typically only attack if provoked. They are capricious and arbitrary to deal with unless whatever offer is made to them is very attractive to them.

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Lycanthrope, Werewolf*

Lycanthrope, Werewolf*
Armor Class: 15 (s)
Hit Dice: 4*
No. of Attacks: 1 bite (or 1 weapon)
Damage: 2d4 (1d6 or by weapon)
Movement: 60’ Human Form 40’
No. Appearing: 1d6, Wild 2d6, Lair 2d6
Save As: Fighter: 4
Morale: 8
Treasure Type: C
XP: 280

Werewolves may be found anywhere humans are found. They are ferocious predators, equally willing to eat animal or human flesh. Unlike most lycanthropes, werewolves have no distinguishing features in human form, making them very hard indeed to identify.

Though they usually have only the usual human and animal forms, there are rumors of some who are also able to assume a wolfman form. In this form they may choose to either bite or use a weapon, and may change back and forth each round. As with the animal form, the wolfman form is hit only by silver or magical weapons.

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Manticore

Manticore
Armor Class: 18
Hit Dice: 6+1*
No. of Attacks: 2 claws/1 bite or 1d8 spikes (180’ range)
Damage: 1d4/1d4/2d4 or 1d6 per spike
Movement: 40’ Fly 60’ (10’)
No. Appearing: 1d2, Wild 1d4, Lair 1d4
Save As: Fighter: 6
Morale: 9
Treasure Type: D
XP: 555

Manticores look like an overgrown lion with thick leathery wings and an ugly bearded humanoid face, often like that of a human or dwarf. Their tail ends in an assortment of spikes, which the beast may fire as projectiles; a maximum of 24 are available, and the manticore will launch a random number (1d8, as shown above) each time it chooses to use this attack. The creature will regrow just 1d6 spikes per day after expending them, so they will often delay using them against weaker opponents who they think they can easily dispatch.

An adult manticore is big, with an average weight of 1,000 pounds and a length (not including tail) of around 8 feet.

Manticores are vicious carnivores with a preference for human flesh. They will use their ranged attacks to “soften up” larger or more dangerous-looking prey before closing to melee range.

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Mammoths and Mastodons

Mammoth Mastodon
Armor Class: 17 18
Hit Dice: 15 (+11) 15 *(+11)
No. of Attacks: 2 tusks, 1 trunk grab, 2 tramples –same–
Damage: 3d6 tusk, 2d6 trunk, 2d8 trample 2d6 tusk, 2d4 trunk, 2d8 trample
Movement: 40’ (15’) 50’ (15’)
No. Appearing: Wild 1d12 Wild 2d8
Save As: Fighter: 15 Fighter: 13
Morale: 8 8
Treasure Type: special special
XP: 2850 2,175

Mammoths are huge, shaggy prehistoric relatives of the elephant. Though found in a variety of climates, they are most common in colder territories.

Like elephants, mammoths have five distinct attack modes (two tusks, a trunk grab, and two tramples with the front feet), but a single individual can apply no more than two of these attacks to any single opponent of small or medium size; large opponents may be targeted by three of these attacks in a round. However, one can attack multiple opponents in its immediate area at the same time.

A light load for a mammoth is 8,500 pounds; a heavy load, up to 17,000 pounds.

A mammoth has no treasure as such, but its tusks are worth 2d6 x 100 gp.

Mastodons are a related species found in more temperate climates. These prehistoric relatives of the elephant are intelligent and able to communicate with each other in a rudimentary way. They are more aggressive than the common elephant and will attack any creature they see as a threat.

They have the same basic attack modes as mammoths, with the same limitations as given above.

A light load for a mastodon is 8,000 pounds; a heavy load, up to 16,000 pounds.

A mastodon has no treasure as such, but its tusks are worth 1d10 x 100 gp.

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Medusa

Medusa
Armor Class: 12
Hit Dice: 4**
No. of Attacks: 1 snakebite + gaze
Damage: 1d6+poison + petrification
Movement: 30’
No. Appearing: 1d3, Wild 1d4, Lair 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: F
XP: 320

A medusa appears to be a human female with vipers growing from her head instead of hair. The gaze of a medusa will petrify any creature who meets it unless a save vs. Petrification is made. In general, any creature surprised by the medusa will meet its gaze. Those who attempt to fight the monster while averting their eyes suffer penalties of -4 on attack rolls and -2 to AC. It is safe to view a medusa’s reflection in a mirror or other reflective surface; anyone using a mirror to fight a medusa suffers a penalty of -2 to attack and no penalty to AC. If a medusa sees its own reflection, it must save vs. Petrification itself; a petrified medusa is no longer able to petrify others, but the face of a medusa continues to possess the power to petrify even after death otherwise. Medusae instinctively avoid mirrors or other reflective surfaces, even drinking with their eyes closed, but if an attacker can manage to surprise the monster with a mirror she may see her reflection.

Further, the snakes growing from her head are poisonous (save vs. Poison or die in one turn). They attack as a group, not individually, once per round for 1d6 damage (plus the poison).

A medusa often wears garments that enhance its body while hiding its face behind a hood or veil. A typical medusa is 5 to 6 feet tall and about the same weight as a human.

Medusae are shy and reclusive, owing no doubt to the fact that, once the lair of one is found, any humans living nearby will not rest until she is slain. They are hateful creatures, however, and will seek to destroy as many humans as they can without being discovered.

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Mermaid

Mermaid
Armor Class: 12
Hit Dice: 1*
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: Swim 40’
No. Appearing: Wild 1d2 or 3d6 (see below)
Save As: Fighter: 1
Morale: 8
Treasure Type: A
XP: 37

Mermaids have the upper bodies of women and the lower bodies of dolphins. Also called “sirens,” mermaids often attempt to lure sailors or other men found near the sea. They accomplish this by means of their enchanting songs.

A mermaid’s song will attract any man within 100 yards, but generally has no effect on women. Men within the area of effect must save vs. Spells to resist, or else they will move toward the mermaid with amorous intent as directly as possible. If two mermaids are singing, apply a penalty of -4 to the save; more than two gives no extra benefit. Affected men will submit to anything the mermaid desires. When she tires of him, he might be freed or slain, depending on the mermaid’s temperament.

Contrary to popular belief, mermaids are not fish (nor even half fish) and do not breathe water. They can hold their breath for up to an hour of light activity, or two turns (20 minutes) of strenuous action. However, being out of water more than two turns (20 minutes) causes the mermaid 1d4 points of damage per turn.

Mermaids can hear as well as dolphins, and can produce sounds ranging from the lowest frequency a normal human woman can produce up to the highest frequency of a dolphin. This means that mermaids can learn to communicate with dolphins and whales; at least 35% of mermaids will know the language of one or the other, and 10% can communicate with any such creature.

Three-quarters of mermaid births are female. Of the quarter which are male, most have legs rather than tails. Such will either be slain or put ashore to be adopted by humans, depending on the temperament of the mother. Mermen (those born with tails) are raised to be subservient to the females. A small mermaid community (3d6 including the male) will often form around such a merman and his mother, who becomes their leader. Such a group is called a pod.

One-third of female mermaids are infertile. Other mermaids can sense this, but non-mermaids cannot tell. Infertile mermaids usually remain with a fertile sister (or more rarely a close friend) to help her ensnare men. This explains the first number appearing given; in any group of 2, one will be infertile.

A mermaid with a child will not generally be encountered, as they remain in the deeper parts of the ocean and avoid the attention of men. Pods of mermaids do likewise, and in fact any pod includes 2d4-2 children/juveniles (over and above the number rolled for Number Appearing). Men generally meet mermaids only in groups of 1 or 2.

Mermaids arm themselves with spears or daggers. They hunt fish and harvest kelp for food. Mermaids sometimes possess more than 1 hit die, and about 3% have some Clerical abilities.

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Minotaur

Minotaur
Armor Class: 14 (12)
Hit Dice: 6
No. of Attacks: 1 gore/1 bite or 1 weapon
Damage: 1d6/1d6 , 1d6+2 or by weapon + 2
Movement: 30’ Unarmored 40’
No. Appearing: 1d6, Wild 1d8, Lair 1d8
Save As: Fighter: 6
Morale: 11
Treasure Type: C
XP: 500

Minotaurs are huge bull-headed humanoid monsters. A minotaur stands more than 7 feet tall and weighs about 700 pounds. Most minotaurs are very aggressive, and fly into a murderous rage if provoked or hungry. Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. They never become lost, and can track enemies with 85% accuracy. They gain +2 to damage when using melee weapons due to their great Strength. Minotaurs often wear toughened hides for armor.

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Mountain Lion

Mountain Lion
Armor Class: 14
Hit Dice: 3+2
No. of Attacks: 2 claws/1 bite
Damage: 1d4/1d4/1d6
Movement: 50’
No. Appearing: Wild 1d4, Lair 1d4
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

These great cats are about 7 feet long (from nose to tail-tip) and weigh about 140 pounds. They see well in darkness and may be found hunting day or night.

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Mummy*

Mummy*
Armor Class: 17 (m) (see below)
Hit Dice: 5**
No. of Attacks: 1 touch + disease
Damage: 1d12 + disease
Movement: 20’
No. Appearing: 1d4, Lair 1d12
Save As: Fighter: 5
Morale: 12
Treasure Type: D
XP: 450

Mummies are undead monsters, linen-wrapped preserved corpses animated through the auspices of dark desert gods best forgotten. Most mummies are 5 to 6 feet tall and weigh about 120 pounds.

As they are undead, mummies are immune to sleepcharm and hold magic. They can only be injured by spells, fire, or magical weapons; furthermore, magic weapons do only half damage, while any sort of fire-based attack does double damage. Those injured by mummy attacks will contract mummy rot, a disease that prevents normal or magical healing; a cure disease spell must be applied to the victim before he or she may again regain hit points.

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Nixie

Nixie
Armor Class: 16
Hit Dice: 1*
No. of Attacks: 1 dagger
Damage: 1d4
Movement: 40’ Swim 40’
No. Appearing: Wild 2d20, Lair 2d20
Save As: Fighter: 2
Morale: 6
Treasure Type: B
XP: 37

Nixies are small water fairies. As far as anyone knows, all nixies are female. Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. They often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Nixies prefer not to leave their lakes. A nixie stands about 4 feet tall and weighs about 45 pounds.

Ten or more nixies can work together to cast a powerful charm (similar to charm person). The charm lasts one year (unless dispelled). A save vs. Spells is allowed to resist. Each nixie can cast water breathing once per day, with a duration of one day. Finally, a group of nixies will often have a school of giant bass living nearby who can be called to their aid (see Fish, Giant Bass for details).

Nixies are fey creatures, and thus unpredictable. However, they are rarely malicious, attacking only when they feel threatened.

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Octopus, Giant

Octopus, Giant
Armor Class: 19
Hit Dice: 8
No. of Attacks: 8 tentacles/1 bite
Damage: 1d4 per tentacle/1d6
Movement: Swim 30’
No. Appearing: Wild 1d2
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 875

The giant octopus is, obviously, an enormous version of the normal creature. They are physically powerful as well as being clever, which makes them a serious threat to seagoing vessels.

In order to bite a creature, the giant octopus must hit with at least two tentacles first. Further, any time a giant octopus hits with at least one tentacle per each 100 pounds of weight of its prey, it has grabbed it; unless the victim can find a way to resist (using whatever method the player might think of and whatever rolls the GM may choose), they will be pulled into the water and thus be in danger of drowning.

Don’t forget to account for the weight of armor worn! If a giant octopus fails a morale check, it will squirt out a cloud of black “ink” 40’ in diameter and then jet away at twice normal speed for 2d6 rounds. Any characters being held will normally be released at this point.

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Ogre

Ogre
Armor Class: 15 (12)
Hit Dice: 4+1
No. of Attacks: 1 huge weapon
Damage: 2d6
Movement: 30’ Unarmored 40’
No. Appearing: 1d6, Wild 2d6, Lair 2d6
Save As: Fighter: 4
Morale: 10
Treasure Type: C + 1d20x100 gp
XP: 240

Ogres appear as large, very ugly humans. Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Ogres are brutish and aggressive, but inherently lazy. They employ direct attacks in combat, typically using large clubs, axes, or pole arms, generally causing 2d6 damage. If normal weapons are employed, an ogre has a +3 bonus to damage due to strength. If an ogre fights bare-handed, it does 1d8 subduing damage per hit.

One out of every six ogres will be a pack leader of 6+1 Hit Dice (500 XP). Ogres gain a +1 bonus to their morale if they are led by a pack leader. In ogre lairs of 10 or greater, there will also be an ogre bully of 8+2 Hit Dice (875 XP), with an Armor Class of 17 (13) (movement 20’) and having a +4 bonus to damage due to strength. Ogre bullies generally wire together pieces of chainmail to wear over their hides. Ogres gain +2 to morale so long as the ogre bully is present (and alive).

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Orc

Orc
Armor Class: 14 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30’ Unarmored 40’
No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D in lair
XP: 25

Orcs are short humanoids (around 5’ tall) with solidly-built bodies. Their upturned noses, wide pointed ears, and beady eyes give their faces a piglike appearance. An adult weighs about 200 pounds, and this weight does not differ much between males and females. Orcs utilize all manner of weapons and armor scavenged from battlefields.

Orcs have Darkvision to a range of 60’. They suffer a -1 attack penalty in bright sunlight or within the radius of a spell causing magical light. They speak their own rough and simple language, but many also speak some common or goblin.

One out of every eight orcs will be a warrior of 2 Hit Dice (75 XP). Orcs gain a +1 bonus to their morale if they are led by a warrior. In orc lairs, one out of every twelve will be a chieftain of 4 Hit Dice (240 XP) in chainmail with an Armor Class of 15 (11), a movement 20’, and having a +1 bonus to damage due to strength. In lairs of 30 or more, there will be an orc king of 6 Hit Dice (500 XP), with an Armor Class of 16 (11), in chainmail with a shield, movement 20’, and having a +2 bonus to damage. In the lair, orcs never fail a morale check as long as the orc king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present. A shaman is equivalent to a warrior orc statistically, but has Clerical abilities at level 1d4+1.

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Ostrich (and Emu)

Ostrich Emu
Armor Class: 14 14
Hit Dice: 3 2
No. of Attacks: 1 kick 1 kick
Damage: 1d6 1d4
Movement: 60’ 50’
No. Appearing: Wild 1d6 Wild 1d6
Save As: Fighter: 3 Fighter: 2
Morale: 8 8
Treasure Type: None None
XP: 145 75

These birds are sometimes raised (or hunted) as food. In addition, the large, decorative quills of ostriches are in demand in some social circles.

Emus will not be found in most campaigns. Unlike ostriches, they have no particular value to humans except as meat.

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Owl

Owl
Armor Class: 15
Hit Dice: 1
No. of Attacks: 2 talons, 1 beak
Damage: 1d4 talon, 1d4 beak
Movement: 10’ Fly 160’ (10’)
No. Appearing: 1, Wild 1d4
Save As: Fighter: 1
Morale: 8
Treasure Type: None
XP: 25

Owls are birds of prey with large eyes and the ability to fly without making a sound. They are nocturnal, and have superior Darkvision of 120’ range. An owl will stand about 6 to 18 inches tall with a wingspan of 20 inches. An owl’s vision is very sharp and comparable to that of a falcon. It can also hear very well, even to the point that a rodent creeping through grass will draw attention. The owl will fly over a field and listen and watch for movement and then dive for a kill with its talons.

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Owlbear

Owlbear
Armor Class: 15
Hit Dice: 5
No. of Attacks: 2 claws/1 bite + 1 hug
Damage: 1d8/1d8/1d8 + 2d8
Movement: 40’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 9
Treasure Type: C
XP: 360

Owlbear are among the most feared of the nocturnal forest dwelling monsters, and for good reason for they are always hungry and always aggressive. They appear to be bears with owlish faces, including a large, sharp beak. They fight much as do bears, and as with normal bears an owlbear must hit with both claws in order to do the listed “hug” damage.

These monsters are known to hunt by day when particularly hungry, but they prefer to live nocturnally. They have superior Darkvision with a range of 120 feet, without the usual penalties for being in full sunlight. They are also very quiet, surprising on 1-4 on 1d6 in their native territory.

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Parrot (or Cockatiel)

Parrot (or Cockatiel)
Armor Class: 11
Hit Dice: ½ (1d4 hit points)
No. of Attacks: 1 talon or 1 beak
Damage: 1d4 talon or 1d4 beak
Movement: 10’ Fly 100’ (10’)
No. Appearing: Wild 1d4
Save As: Normal Man
Morale: 6
Treasure Type: None
XP: 10

These are decorative birds about the size of a falcon, known for their ability to learn to mimic speech and other sounds. Parrots usually have green or blue feathers with multi-colored tail feathers. Cockatiels are white with crested heads. While these birds can learn to imitate human speech when raised in captivity, most cannot actually carry on a conversation.

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Pegasus

Pegasus
Armor Class: 15
Hit Dice: 4
No. of Attacks: 2 hooves
Damage: 1d6/1d6
Movement: 80’ (10’) Fly 160’ (10’)
No. Appearing: Wild 1d12
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 240

The pegasus is the winged horse of legend. They are prized as aerial steeds as they are the swiftest of fliers, but they are shy creatures who live in the highest mountains, making them rare indeed in captivity.

An average female pegasus stands 5 feet high at the shoulder, weighs 1,200 pounds, and has a wingspan of 20 feet; males are somewhat larger, averaging 6 feet in height and weighing 1,400 pounds, with a wingspan of 22 feet. A light load for a pegasus is up to 400 pounds; a heavy load, up to 900 pounds.

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Pixie

Pixie
Armor Class: 17
Hit Dice: 1*
No. of Attacks: 1 dagger
Damage: 1d4
Movement: 30’ Fly 60’
No. Appearing: 2d4, Wild 10d4, Lair 10d4
Save As: Fighter: 1 (with Elf bonuses)
Morale: 7
Treasure Type: R, S
XP: 37

Pixies are winged fairies often found in forested areas. Like sprites, pixies love beauty. They dress in bright colors and favor clothing with flourishes like feathered caps, curly-tipped shoes, scarves, and so on. They are quite small, just 2½ feet in height and weighing no more than 30 pounds. Pixies can only fly for 3 turns maximum before requiring rest of at least one turn, during which time the pixie may walk at normal speed but may not fly.

A pixie can become invisible at will, as many times per day as it wishes, and can attack while remaining invisible. Anyone attacking an invisible pixie does so with an attack penalty of -4 unless the attacker can somehow detect invisible creatures. Pixies may ambush their foes while invisible; if they do so, they surprise on 1-5 on 1d6.

Pixies are whimsical, enjoying nothing so much as a good joke or prank, especially at the expense of a “big person.”

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Purple Worm

Purple Worm
Armor Class: 16
Hit Dice: 11* (+9) to 20* (+13)
No. of Attacks: 1 bite/1 sting
Damage: 2d8/1d8+poison
Movement: 20’ (15’) Burrow 20’ (15’)
No. Appearing: 1d2, Wild 1d4
Save As: Fighter: 6 to 10 (½ of Hit Dice)
Morale: 10
Treasure Type: None
XP: 1,670 – 5,450

Purple worms are gigantic subterranean monsters; they are rarely found above ground. The body of a mature purple worm is 5-8 feet in diameter and 60-100 feet long, weighing about 40,000 pounds.

The creature has a poisonous stinger in its tail; those injured by it must save vs. Poison or die. Note that the purple worm’s movement is less than the monster’s length, so that, if attacking from out of a tunnel, it might not be able to use the stinger for several rounds.

Any time a purple worm successfully bites a man-sized or smaller opponent with a natural roll of 19 or 20, the opponent has been swallowed, and will suffer 3d6 damage per round afterward due to being digested. A character who has been swallowed can only effectively attack with small cutting or stabbing weapons such as dagger or shortsword.

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Rat

Normal Rat Giant Rat
Armor Class: 11 13
Hit Dice: 1 Hit Point 1d4 Hit Points
No. of Attacks: 1 bite per pack 1 bite
Damage: 1d6 + disease 1d4 + disease
Movement: 20’ Swim 10’ 40’ Swim 20’
No. Appearing: 5d10, Wild 5d10, Lair 5d10 3d6, Wild 3d10, Lair 3d10
Save As: Normal Man Fighter: 1
Morale: 5 8
Treasure Type: None C
XP: 360* 10

These omnivorous rodents thrive almost anywhere. Normal rats attack as a swarm; each point of damage done to the swarm reduces their numbers by one animal.

Giant rats are scavengers, but will attack to defend their nests and territories. A giant rat can grow to be up to 4 feet long and weigh over 50 pounds. A single giant rat, or a small group of up to four, will generally be shy, but larger packs attack fearlessly, biting and chewing with their sharp incisors.

Any rat bite has a 5% chance of causing a disease. A character who suffers one or more rat bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution.

* Note: The XP award for normal rats is for driving away or killing an entire pack of normal size. If the adventurers are forced to flee, the GM should award 3 XP per rat slain.

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Rhagodessa, Giant

Rhagodessa, Giant
Armor Class: 16
Hit Dice: 4
No. of Attacks: 2 legs/1 bite
Damage: grab/grab/2d8
Movement: 50’
No. Appearing: 1d4, Wild 1d6, Lair 1d6
Save As: Fighter: 4
Morale: 9
Treasure Type: U
XP: 240

The rhagodessa is related to both spiders and scorpions, though it is not properly either. Rhagodessas have “pedipalps,” an elongated pair of forelegs with sticky pads on them for capturing prey.

Giant rhagodessas are the size of a pony. Those found in desert terrain are generally marked in yellow, red, and brown, while those found underground may be black or white in color (those found in the deepest caverns are always white). Like spiders, they can climb walls, but they are unable to cross ceilings or otherwise climb entirely upside down.

A hit by a leg does no damage, but the victim is stuck fast and will be drawn to the rhagodessa’s mouth on the next round and automatically hit for 2d8 points of damage; this repeats each round, so long as the victim is held. Escaping from the sticky hold requires a successful roll to open doors. If both legs hit, this roll frees the victim from just one of them; a second roll is needed to fully escape, and of course the rhagodessa can simply attack again with the free leg on the next round. Alternately, victims may attack with small or medium melee weapons, and in fact gain a bonus of +2 is added to the attack roll if a small weapon is used. If the giant rhagodessa is slain, any held victim can be freed with the open doors roll mentioned above (and in this case another character can help, making the roll for the victim).

The rhagodessa seems unable to use its bite attack against a foe it has not captured in this way, and neither will it attack more than one foe with its legs. If threatened, a rhagodessa which has captured a victim will attempt to withdraw to consume its prey in peace.

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Rhinoceros

Black Rhino Woolly Rhino
Armor Class: 17 19
Hit Dice: 8 12 (+10)
No. of Attacks: 1 butt or 1 trample
Damage: 2d6 or 2d8 2d8 or 2d12
Movement: 40’ (15’) 40’ (15’)
No. Appearing: Wild 1d12 Wild 1d8
Save As: Fighter: 6 Fighter: 8
Morale: 6 6
Treasure Type: None None
XP: 875 1,875

A rhinoceros (or “rhino”) is a member of any of several species (including numerous supposedly extinct species) of odd-toed hooved mammals. They are found primarily in tropical and temperate grasslands.

The woolly rhinoceros is a prehistoric beast with long fur, found in primitive “lost world” areas in colder territories. They behave much as the black rhino does.

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Roc

Normal Roc Large Roc Giant Roc
Armor Class: 18 18 18
Hit Dice: 6 12 (+10) 32 (+16)
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/2d6 1d8/1d8/2d10 3d6/3d6/6d6
Movement: 20’ Fly 160’ (10’)
No. Appearing: Wild 1d12 Wild 1d8 Wild 1
Save As: Fighter: 6 Fighter: 12 Fighter: 20 at +5
Morale: 8 9 10
Treasure Type: I I I
XP: 500 1,875 14,250

Rocs are birds similar to eagles, but even a “normal” roc is huge, being about 9 feet long and having a wingspan of 24 feet. Large rocs are about 18 feet long and have wingspans of around 48 feet; giant rocs average 30 feet long and have massive wingspans of around 80 feet. A roc’s plumage is either dark brown or golden from head to tail. Like most birds, the males have the brighter plumage, with females being duller in color and thus more easily hidden (if anything so large can even be hidden, that is).

A light load for a normal roc is 150 pounds, while a heavy load is 300 pounds. Obviously only the smallest characters can hope to ride upon a normal roc. For a large roc, a light load is up to 600 pounds and a heavy load up to 1,200. Giant rocs can easily lift up to 3,000 pounds, and are heavily loaded when carrying up to 6,000 pounds. Tales of giant rocs carrying off full- grown elephants are somewhat exaggerated, but note that a young elephant would be reasonable prey for these monstrous birds.

A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. Any successful hit with both claw (talon) attacks against a single creature results in that creature being carried off, unless of course the creature is too large for the roc to carry. While being carried, the victim will not be further attacked, so as to be as “fresh” as possible when given to the hatchlings (or consumed by the roc itself if it is solitary).

When rocs are encountered they are almost certainly hunting, and will generally attack creatures of horse size or less. If facing a large group the rocs may make passes close overhead to scatter them first before each chooses a single target to prey upon. Mated pairs found in their nests will fight to the death to protect their eggs or offspring (morale of 12 in this case).

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Rock Baboon

Rock Baboon
Armor Class: 14
Hit Dice: 2
No. of Attacks: 1 club or Fist /1 bite
Damage: 1d6 club or 1d4 fist/1d4 bite
Movement: 40’
No. Appearing: 2d6, Wild 2d6, Lair 5d6
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 75

Rock baboons are a large, particularly intelligent variety of baboon. An adult male rock baboon is 4’ to 5’ tall and weighs 200 to 250 pounds, with females being a bit smaller and lighter.

Rock baboons are omnivorous, but prefer meat. They are aggressive, naturally cruel creatures. They will prepare ambushes in rocky or forested terrain and attack any party they outnumber.

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Rot Grub

Rot Grub
Armor Class: 10
Hit Dice: 1 hp
No. of Attacks: 1 bite
Damage: special
Movement: 5’
No. Appearing: 5d4
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 10

Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown. When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, the grubs will attack if they can come in contact with the victim’s skin. A rot grub secretes an anesthetic when it bites and will burrow into the flesh. A burrowing grub can be noticed if the victim makes a successful save vs. Death Ray with Wisdom bonus applied in order to notice a strange rippling beneath their skin. Otherwise, the victim does not notice the grubs. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 1d8 points of damage to the victim, but kills the grubs. After the second round, only a cure disease can kill the grubs as they burrow to the victim’s heart and devour it in 1d3 turns.

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Rust Monster*

Rust Monster*
Armor Class: 18
Hit Dice: 5*
No. of Attacks: 1 touch
Damage: special
Movement: 40’
No. Appearing: 1d4
Save As: Fighter: 5
Morale: 7
Treasure Type: None
XP: 405

A rust monster (sometimes known as a corroder or corrosion beast) is a strange monster built like a huge turtle, with an insectoid head sporting large feather-like antennae and a thick tail with a hammer-like protrusion at the tip which seems to serve no purpose whatsoever.

The touch of any part of a rust monster’s body oxidizes metal objects instantly, turning them to rust, verdigris, or other oxides as appropriate. One attacks with its antennae, brushing them over metal items. Non- magical metal attacked by a rust monster, or that touches the monster (such as a sword used to attack it), is instantly ruined. A hit with a non-magical metal weapon inflicts half damage before the weapon is destroyed. Magic weapons or armor permanently lose one “plus” each time they make contact with the monster.

The metal oxides created by this monster are its food; a substantial amount of metal dropped in its path may cause it to cease pursuit of metal-armored characters. Use a morale check to determine this. Metals that do not normally oxidize, such as gold, are of no interest to a rust monster and will be ignored. While rust monsters will consume oxides of silver or copper, they have a strong preference for ferrous metals (iron or steel), preferring them over any other metal.

Whether the rust monster is in any way related to the rarer ironbane is unknown, but both monsters seem to have the exact same power.

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Sabre-Tooth Cat

Sabre-Tooth Cat
Armor Class: 14
Hit Dice: 8
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/2d8
Movement: 50’
No. Appearing: Wild 1d4, Lair 1d4
Save As: Fighter: 8
Morale: 10
Treasure Type: None
XP: 875

The sabre-tooth cat, or smilodon, is a prehistoric great cat with very large canine teeth. They are more robustly built than other great cats, with particularly well-developed forelimbs and exceptionally long upper canine teeth. Sabre-tooth cats are ambush predators, surprising on 1-4 on 1d6 in their natural environment (forests and tall-grass prairies), where they prey primarily upon large herbivores.

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Salamander, Flame

Salamander, Flame*
Armor Class: 19 (m)
Hit Dice: 8*
No. of Attacks: 2 claws/1 bite + heat
Damage: 1d4/1d4/1d8 + 1d8/round
Movement: 40’
No. Appearing: 1d4+1, Wild 2d4, Lair 2d4
Save As: Fighter: 8
Morale: 8
Treasure Type: F
XP: 945

Flame salamanders come from the Elemental Plane of Fire. They look like giant snakes, more than 12’ long, with dragon-like heads and lizard forelimbs. Their scales are all the colors of flame, red and orange and yellow. A flame salamander is flaming hot, and all non- fire-resistant creatures within 20’ of the monster suffer 1d8 points of damage per round from the heat. They are immune to damage from any fire or heat attack. Flame salamanders are intelligent; they speak the language of the Plane of Fire, and many will also know Elvish, Common, and/or Dragon.

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Salamander, Frost

Salamander, Frost*
Armor Class: 21 (m)
Hit Dice: 12* (+10)
No. of Attacks: 4 claws/1 bite + cold
Damage: 1d6/1d6/1d6/1d6/2d6 + 1d8/round
Movement: 40’
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 12
Morale: 9
Treasure Type: E
XP: 1,975

Frost salamanders come from the Elemental Plane of Water. They look like giant lizards with six legs. Their scales are the colors of ice, white, pale gray and pale blue. Frost salamanders are very cold, and all non- cold-resistant creatures within 20’ suffer 1d8 points of damage per round from the cold. Frost salamanders are completely immune to all types of cold-based attacks. They are quite intelligent; all speak the language of the Plane of Water, and many also speak Common, Elvish, and/or Dragon.

Flame and frost salamanders hate each other, and each type will attack the other on sight, in preference over any other foe. If summoned by a Magic-User, a salamander is often assigned to protect a location, doorway, or treasure hoard; in such a case, the salamander will attack anyone attempting to gain unauthorized access to the protected area. Those which arrive through natural rifts may have any goals or motivations the GM wishes, and thus may choose to parley, fight, or even ignore adventurers.

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Salamander, Lightning*

Salamander, Lightning*
Armor Class: 20 (m)
Hit Dice: 10* (+9)
No. of Attacks: 2 bites + lightning
Damage: 2d4 bite, 1d8/round lightning
Movement: 40’
No. Appearing: 1d4, Wild 2d4, Lair 2d4
Save As: Fighter: 10
Morale: 8
Treasure Type: E
XP: 1,390

Lightning Salamanders come from the Elemental Plane of Air. A lightning salamander resembles a giant snake more than 12 feet long with two dragon-like heads (on short but flexible necks). Its scales are all the colors of lightning: white, blue, purple, and yellow. A lightning salamander constantly emits little bolts of lightning; all creatures within 20 feet of the salamander that are not lightning-resistant suffer 1d8 points of damage per round. A lightning salamander is immune to damage from any type of electrical or lightning attack. It is intelligent and can speak the language of the Plane of Air, and many will also know Elvish, Common, and/or Dragon.

Despite having two heads a lightning salamander has only one mind; either head may speak or both may, but it is very rare to meet a lightning salamander who can speak different words with each head at the same time (although those who can are known to sing duets with themselves, which may give away one’s location to those listening).

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Salamander, Sand*

Salamander, Sand*
Armor Class: 18 (m)
Hit Dice: 7* (+4)
No. of Attacks: 1 bite + special, see below
Damage: 1d6 + petrification
Movement: 20’
No. Appearing: 1d3, Wild 2d4, Lair 1d6
Save As: Fighter: 7
Morale: 8
Treasure Type: L
XP: 735

Sand salamanders come from the Elemental Plane of Earth. A sand salamander resembles a giant sea turtle with six flippers and a serpentine neck and head, with scales of varying shades of gray or brown.

The sand salamander’s most feared attack is its bite, for any living creature bitten by one must save vs. Petrify or be turned to stone. In addition to attacking, a sand salamander can temporarily transform any stone within a 20 foot radius into sand. Characters in the affected area must save vs. Paralysis each round in order to move through the sand, and if the save is successful, the character is still reduced to half their normal movement. Whenever the sand salamander moves out of range, the sand “congeals” back into stone, and any character in the affected area must save vs. Paralysis or become trapped. Extraction of a trapped person may take quite a long time, chipping and hammering at the stone to break it apart.

A sand salamander is immune to piercing attacks (such as spears or arrows) and suffers half damage from cutting attacks. It is intelligent and can speak the language of the Plane of Earth; many may also know Elvish, Common, or Dragon.

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Scorpion, Giant

Scorpion, Giant
Armor Class: 15
Hit Dice: 4*
No. of Attacks: 2 claws/1 stinger
Damage: 1d10/1d10/1d6 + poison
Movement: 50’ (10’)
No. Appearing: 1d6, Wild 1d6
Save As: Fighter: 2
Morale: 11
Treasure Type: None
XP: 280

Giant scorpions are quite large, sometimes as large as a donkey. They are aggressive predators and generally attack on sight. If a claw attack hits, the giant scorpion receives a +2 attack bonus with its stinger (but two claw hits do not give a double bonus). Those hit by the stinger must save vs. Poison or die. Giant scorpions are most commonly found in desert areas or caverns.

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Sea Serpent

Sea Serpent
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite
Damage: 2d6
Movement: Swim 50’ (10’)
No. Appearing: Wild 2d6
Save As: Fighter: 6
Morale: 8
Treasure Type: None
XP: 500

Sea serpents are, obviously, serpentine monsters which live in the sea. They range from 20’ to 40’ long. A sea serpent can choose to wrap around a ship and constrict; in this case, roll 2d10 for damage to the vehicle, and reduce any effective Hardness by half.

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Shadow*

Shadow*
Armor Class: 13 (m)
Hit Dice: 2*
No. of Attacks: 1 touch
Damage: 1d4 + 1 point Strength loss
Movement: 30’
No. Appearing: 1d10, Wild 1d10, Lair 1d10
Save As: Fighter: 2
Morale: 12
Treasure Type: F
XP: 100

A shadow is an incorporeal monster, literally a kind of living shadow. Only magical weapons will harm one. They have a generally humanoid shape and are around 5 to 6 feet in height, so that at a glance one might appear to be an actual shadow. Indeed, it’s hard to see one after nightfall, or in poorly-lit or unlit spaces indoors or underground; on the other hand, they are plainly visible in daylight or in well-lit places.

Despite their appearance they are not undead monsters and thus do not share those creatures’ weaknesses or powers; however, they are immune to charm and sleep magics

A shadow’s attack does 1d4 damage (from cold) and drains 1 point of Strength from the victim. Victims reduced to 2 or fewer points of Strength collapse and become unable to move; those reduced to 0 Strength die and rise as shadows a day later (at nightfall). Otherwise, Strength points lost to shadows are recovered at a rate of 1 point per turn.

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Shark, Bull

Shark, Bull
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 bite
Damage: 2d4
Movement: Swim 60’ (10’)
No. Appearing: Wild 3d6
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75

Bull sharks are so named because of their stocky, broad build. Male bull sharks can grow up to 7’ long and weigh around 200 pounds, while females have been known to be up to 12’ long, weighing up to 500 pounds. Bull sharks are able to tolerate fresh water, and often travel up rivers in search of prey.

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Shark, Great White

Shark, Great White
Armor Class: 19
Hit Dice: 8
No. of Attacks: 1 bite
Damage: 2d10
Movement: Swim 60’ (10’)
No. Appearing: Wild 1d4
Save As: Fighter: 8
Morale: 8
Treasure Type: None
XP: 875

Great white sharks range from 12’ to 15’ in length on the average, though specimens ranging up to 30’ in length have been reported. They are apex predators. Great white sharks have the ability to sense the electromagnetic fields of living creatures, allowing them to find prey even when light or water clarity are poor, and are able to smell blood at great distances.

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Shark, Mako

Shark, Mako
Armor Class: 15
Hit Dice: 4
No. of Attacks: 1 bite
Damage: 2d6
Movement: Swim 80’
No. Appearing: Wild 2d6
Save As: Fighter: 4
Morale: 7
Treasure Type: None
XP: 240

Mako sharks are fast-moving predators found in temperate and tropical seas. They average 9’ to 13’ in length and weigh up to 1,750 pounds. Mako sharks are known for their ability to leap out of the water; they are able to leap up to 20’ in the air.

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Shrew, Giant

Shrew, Common Giant Shrew, Venomous Giant
Armor Class: 16 16
Hit Dice: 1* 1*
No. of Attacks: 2 bites 2 bites
Damage: 1d6/1d6 1d6/1d6 + poison
Movement: 60’ 60’
No. Appearing: 1d4, Wild 1d8, Lair 1d8
Save As: Fighter: 2 Fighter: 2
Morale: 10 10
Treasure Type: None None
XP: 25 37

Giant shrews resemble giant rats, but are larger, being up to 6’ long, and darker in color. They have a very fast metabolic rate and must eat almost constantly. Giant shrews are omnivorous, and aggressively defend their nests and the immediate territory around them.

Giant shrews move so swiftly that they are able to bite twice per round, and they may attack two different adjacent opponents in this way.

A few giant shrew species (generally no more than 5% of those encountered) are venomous. The bite of such a giant shrew will kill the victim unless a save vs. Poison is made. A victim bitten twice in a round need only save once for that round, but of course will have to save again in subsequent rounds if bitten again.

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Shrieker

Shrieker
Armor Class: 13
Hit Dice: 3
No. of Attacks: Special
Damage: None
Movement: 5’
No. Appearing: 1d8
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 145

A shrieker, sometimes called a wailing morel, is a large (3’ to 5’ tall and about the same size across), semi- mobile fungus that wails loudly as a defense mechanism when approached or threatened. Shriekers are found in underground areas such as caverns and dungeons. They are found in a variety of pale colors, most commonly white, gray, lavender, or red.

This monster does not attack directly; rather, its shrieking tends to attract the attention of other monsters in the nearby area. Movement or light within 10 feet, or causing any damage to one, will cause one to wail for 1d4 rounds.

In game terms, the GM should generally roll a wandering monster check each round that this monster wails.

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Skeleton

Skeleton
Armor Class: 13 (see below)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 40’
No. Appearing: 3d6, Wild 3d10
Save As: Fighter: 1
Morale: 12
Treasure Type: None
XP: 25

Skeletons are mindless undead created by an evil Magic-User or Cleric, generally to guard a tomb or treasure hoard, or to act as guards for their creator. They take only ½ damage from edged weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). As with all undead, they can be Turned by a Cleric, and are immune to sleep, charm or hold magic. As they are mindless, no form of mind reading is of any use against them. Skeletons never fail morale, and thus always fight until destroyed.

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Snake, Giant Rattlesnake

Snake, Giant Rattlesnake
Armor Class: 15
Hit Dice: 2*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 40’
No. Appearing: 1d2, Wild 1d2, Lair 1d2
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 100

Giant rattlesnakes are simply much enlarged versions of the normal rattlesnake (see pit vipers, below, for details). They average 14’ to 20’ in length at adulthood.

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Snake, Pit Viper

Snake, Pit Viper
Armor Class: 14
Hit Dice: 1*
No. of Attacks: 1 bite
Damage: 1d4 + poison
Movement: 30’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37

Pit vipers are highly venomous snakes. There are many varieties ranging in size from 2’ to 12’ at adulthood; the statistics above are for an “average” variety which reaches about 9’ in length.

Those bitten by a pit viper must save vs. Poison or die.

Pit vipers are named for the thermally sensitive “pits” between their eyes and nostrils. These are used to detect birds, mammals, and lizards, the natural prey of these snakes. Note that, even though lizards are cold-blooded, pit vipers can still sense them because their temperature will often be slightly higher or lower than their surroundings.

Rattlesnakes are a variety of pit viper; in addition to the details given above, a rattlesnake has a rattle (from which it gets its name) at the end of its tail. The rattle is used to warn away larger creatures.

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Snake, Python

Snake, Python
Armor Class: 14
Hit Dice: 5*
No. of Attacks: 1 bite/1 constrict
Damage: 1d4/2d4
Movement: 30’
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 405

After a successful bite attack, a python will wrap itself around the victim (in the same round), constricting for 2d4 damage plus an additional 2d4 per round thereafter. The hold may be broken on a roll of 1 on 1d6 (add the victim’s Strength bonus to the range, so a Strength of 16 would result in a range of 1-3 on 1d6); breaking the hold takes a full round.

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Snake, Sea

Snake, Sea
Armor Class: 14
Hit Dice: 3*
No. of Attacks: 1 bite
Damage: 1 + poison
Movement: 10’ Swim 30’
No. Appearing: Wild 1d8
Save As: Fighter: 3
Morale: 7
Treasure Type: None
XP: 175

Sea snakes are relatively small; the largest varieties rarely exceed 6’ in length. They have relatively small heads, and are very stealthy in the water. Their bite does so little damage that the creature bitten has only a 50% chance to notice the attack, but their poison is terribly strong, such that any creature bitten must save vs. Poison at a penalty of -4 or die.

Fortunately, sea snakes rarely attack; only if molested (grabbed, stepped on, etc.) will they do so. They are very clumsy when out of the water.

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Snake, Spitting Cobra

Snake, Spitting Cobra
Armor Class: 13
Hit Dice: 1*
No. of Attacks: 1 bite or 1 spit
Damage: 1d4 + poison or blindness
Movement: 30’
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37

Spitting cobras average about 7’ in length at adulthood. They use their spreading hood to warn other creatures not to bother them, and generally refrain from attacking if possible to allow larger creatures time to retreat. Failure to retreat from the spitting cobra will likely result in the cobra spitting venom; the cobra can project its venom up to 5’, and any creature hit must roll a save vs. Poison or be blinded permanently (though the cure blindness spell can be used to heal this injury). If the cobra cannot deter a creature by spitting, it will attack using its bite. In this case, those successfully hit must save vs. Poison or die.

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Spectre*

Spectre*
Armor Class: 17 (m)
Hit Dice: 6**
No. of Attacks: 1 touch
Damage: Energy drain 2 levels/touch
Movement: Fly 100’
No. Appearing: 1d4, Lair 1d8
Save As: Fighter: 6
Morale: 11
Treasure Type: E
XP: 610

Spectres are incorporeal undead monsters. On any successful hit against a living creature, a spectre drains two life energy levels in addition to doing normal damage. Any character slain by a spectre will arise at the next sunset (but not sooner than 6 hours after death) as a spectre under the control of its killer.

A spectre will normally resemble the living creature it used to be. Most spectres are formed from humanoid creatures, but some may have other forms and sizes; statistically, most such creatures will be as given above, but of course the GM may create special types.

Like all undead, they may be Turned by Clerics and are immune to  sleepcharm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

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Spider, Giant Black Widow

Spider, Giant Black Widow
Armor Class: 14
Hit Dice: 3*
No. of Attacks: 1 bite
Damage: 2d6 + poison
Movement: 20’ Web 40’
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 175

The giant black widow spider is a much enlarged version of the ordinary black widow; a full-grown male has a leg-span of 2 feet, while an adult female will be 3’ or more across. Despite the size difference, both genders are statistically equal. Both genders are marked with an orange “hourglass” on the abdomen.

The venom of the giant black widow is strong, such that those bitten must save vs. Poison at a penalty of -2 or die. Giant black widow spiders spin strong, sticky, nearly invisible webs, usually across passageways or cave entrances, or sometimes between trees in the wilderness; those who stumble into these webs become stuck, and must roll to escape just as if opening a door. Any character stuck in such a web cannot effectively cast spells or use a weapon.

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Spider, Giant Crab

Spider, Giant Crab
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 40’
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 100

Crab spiders are ambush predators, hiding using various forms of camouflage and leaping out to bite their surprised prey. Giant crab spiders are horribly enlarged, being around 3’ in length. They can change color slowly (over the course of a few days), taking on the overall coloration of their preferred lair or ambush location. After this change is complete, the spider is able to surprise potential prey on 1-4 on 1d6 when in that preferred location. Anyone bitten by a giant crab spider must save vs. Poison or die.

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Spider, Giant Tarantula

Spider, Giant Tarantula
Armor Class: 15
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 50’
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 280

Giant tarantulas are huge, hairy spiders, about the size of a pony. They run down their prey much as wolves do. The bite of the giant tarantula is poisonous; those bitten must save vs. Poison or be forced to dance wildly. The dance lasts 2d10 rounds, during which time the victim has a -4 penalty on attack and saving throw rolls. If the victim is a Thief, he or she cannot use any Thief abilities while dancing. Onlookers must save vs. Spells or begin dancing themselves; such “secondary” victims suffer the same penalties as above, but they will only dance for 2d4 rounds.

Each round the original victim dances, he or she must save vs. Poison again or take 1d4 points of damage. Secondary victims do not suffer this effect.

Neutralize poison will cure the original victim, and dispel magic will stop the dance for all victims in the area of effect, whether they are original or secondary.

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Sprite

Sprite
Armor Class: 15
Hit Dice: 1d4 Hit Points *
No. of Attacks: 1 dagger or 1 spell
Damage: 1d4 or by spell
Movement: 20’ Fly 60’
No. Appearing: 3d6, Wild 3d6, Lair 5d8
Save As: Magic-User: 4 (with Elf bonuses)
Morale: 7
Treasure Type: S
XP: 13

Sprites are reclusive fey creatures, looking like tiny elves just a foot tall with dragonfly-like wings. They go out of their way to fight evil and ugliness and to protect their homelands. Sprites fight their opponents with spell-like abilities and pint-sized weaponry. They prefer ambushes and other trickery over direct confrontation.

Five sprites acting together can cast remove curse, or its reversed form bestow curse, once per day. The latter spell is often used as an attack.

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Squid, Giant

Squid, Giant Male Squid, Giant Female
Armor Class: 16 17
Hit Dice: 6 7
No. of Attacks: 8 tentacles/1 bite 8 tentacles/1 bite
Damage: 1d4 per tentacle/1d10 1d4 per tentacle/1d12
Movement: Swim 40’ Swim 40’
No. Appearing: Wild 1d4 Wild 1d4
Save As: Fighter: 6 Fighter: 7
Morale: 8 8
Treasure Type: None None
XP: 500 670

The giant squid dwells in the deep ocean. One can grow to a tremendous size, to a maximum of around 40 feet for females and 33 feet for males. The mantle of the giant squid is about 6½ feet long (more for females, less for males). Their tentacles are studded with barbs and sharp-edged suckers.

Members of any group of these creatures encountered are equally likely to be male or female. The GM may roll for this or may assign them as they see fit.

In order to bite a creature, the giant squid must hit with at least two tentacles first. Further, any time a giant squid hits with at least one tentacle per each 75 pounds of weight of its prey, it has grabbed it; unless the victim can find a way to resist (using whatever method the player might think of and whatever rolls the GM may choose), they will be pulled into the water and thus be in danger of drowning. Don’t forget to account for the weight of armor worn!

If a giant squid fails a morale check, it will squirt out a cloud of black “ink” 30’ in diameter and then jet away at twice normal speed for 3d8 rounds. If a group fails a morale check they will move away in random directions in hopes that at least one will escape any pursuit.

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Stirge

Stirge
Armor Class: 13
Hit Dice: 1*
No. of Attacks: 1 bite
Damage: 1d4 + 1d4/round blood drain
Movement: 10’ Fly 60’
No. Appearing: 1d10, Wild 3d12, Lair 3d12
Save As: Fighter: 1
Morale: 9
Treasure Type: D
XP: 37

Stirges are weird winged creatures that some say may have invaded from some other plane of existence. They are relatively small, just about 1 foot long with a wingspan of about 2 feet and an average weight of 1 pound. They vaguely resemble hairless bats with a rubbery tubular proboscis and no back legs (so that their body simply comes to a blunt point at the rear).

If a stirge hits a living creature, it grabs on with hooked claws on its wing joints and quickly embeds its proboscis in the victim’s body. The proboscis has rows of tiny serrated teeth on the inside, and literally turns itself inside out as it carves a way into the victim’s body. This causes 1d4 points of damage, and the stirge then proceeds to suck the victim’s blood, inflicting an additional 1d4 points of damage each round.

Once attached, the creature can only be removed by killing it. The victim cannot use weapons larger than a dagger or hand axe to attack the creature, and cannot attack it at all if attacked from behind. Others may attack the creature with a bonus of +2 on the die roll, but any attack that misses hits the victim instead.

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Strangle Vine

Strangle Vine
Armor Class: 15
Hit Dice: 6
No. of Attacks: 1 entangle + special
Damage: 1d8 entangle + special
Movement: 5’
No. Appearing: 1d4+1
Save As: Fighter: 6
Morale: 12
Treasure Type: U
XP: 500

A strangle vine (sometimes called an assassin vine) is a strange animated plant found in temperate and tropical forests, particularly in areas with poor-quality soil. They fertilize their soil by entangling, constricting, and killing living creatures, then depositing the bodies in loose soil around the plant’s base.

Because it can lie very still indeed, a strangle vine surprises on a roll of 1-4 on 1d6. A successful hit inflicts 1d8 points of damage, and the victim becomes entangled, suffering an additional 1d8 points of damage thereafter. A victim may attempt to escape by rolling a saving throw vs. Death Ray with Strength bonus added; this is a full action, so the victim may not attempt this and also perform an attack. The plant will continue to crush its victim until one or the other is dead or the victim manages to escape.

Strangle vines are actually mobile, able to uproot themselves and move slowly from place to place; one generally only does so to seek new hunting grounds. They have no visual organs but can sense foes within 30 feet by sound and vibration.

Each plant consists of a single long vine of up to 20 feet in length, with many smaller vines 5 feet or so in length packed closely, two vines per foot or thereabouts. The smaller vines are covered in leaves, and in the fall they bear clusters of reddish-purple berries which are tough and bitter but not poisonous.

There is a similar plant found in underground environments which has leaves the color of iron with pale shiny metallic veins. They grow near geothermal vents or springs, and the rotting flesh that surrounds them often supports mushrooms of various sizes and types. This fungal growth conceals the strangle vine, allowing it to surprise on 1-5 on 1d6 as does the above- ground variety of the plant.

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Tentacle Worm

Tentacle Worm
Armor Class: 13
Hit Dice: 3*
No. of Attacks: 6 tentacles
Damage: paralysis
Movement: 40’
No. Appearing: 1d3, Lair 1d3
Save As: Fighter: 3
Morale: 9
Treasure Type: B
XP: 175

Tentacle worms appear to be giant worms of some sort, averaging 6 to 8 feet long. Their heads are pasty white or grey, but their bodies vary from livid pink or purple to deep green in color. Their tentacles splay out from around the creature’s “neck.” Some sages believe they are the larval form of some other monster, but this has never been proven.

A tentacle worm can attack as many as three adjacent opponents. Those hit must save vs. Paralysis or be paralyzed 2d4 turns. No matter how many of a tentacle worm’s attacks hit an opponent in a given round, only one saving throw is required in each such round.

If all opponents of a tentacle worm are rendered paralyzed, it will begin to feed upon the paralyzed victims, doing 1 point of damage every 1d8 rounds until the victim is dead; if other paralyzed victims are still alive, the worm is 50% likely to move on immediately to another still-living victim. Otherwise, it continues to eat the corpse of the slain victim for 1d4 turns.

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Tiger

Tiger
Armor Class: 14
Hit Dice: 6
No. of Attacks: 2 claws/1 bite
Damage: 1d6/1d6/2d6
Movement: 50’
No. Appearing: Wild 1d3, Lair 1d3
Save As: Fighter: 6
Morale: 9
Treasure Type: None
XP: 500

The tiger is among the largest great cat species, with male specimens averaging 10 feet in length (including about 2½ feet of tail) and weighing over 400 pounds. Females are smaller, averaging about 8 feet long and an average of about 275 pounds. Tigers are most recognizable for their dark vertical stripes on orange fur with a white underside.

Tigers are apex predators and prefer prey such as deer and wild boar. They are territorial and generally solitary but social predators, requiring large contiguous areas of habitat to support their requirements for prey.

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Titanothere

Titanothere
Armor Class: 15
Hit Dice: 12 (+10)
No. of Attacks: 1 butt or 1 trample
Damage: 2d6 or 3d8
Movement: 40’ (10’)
No. Appearing: Wild 1d6
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 1,875

A titanothere is a huge prehistoric animal that resembles the rhinoceros; adults average 10’ tall and 13’ long. They have large, forked horns rather than the pointed horns of rhinos. Like rhinos, they are herd animals, and males aggressively defend the herd; females only enter combat if the male(s) are defeated or the attackers are very numerous. If a single titanothere is encountered, it will be a rogue male; they are bad tempered and prone to attacking smaller creatures that enter their territory.

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Treant

Treant
Armor Class: 19
Hit Dice: 8*
No. of Attacks: 2 fists
Damage: 2d6/2d6
Movement: 20’
No. Appearing: Wild 1d8, Lair 1d8
Save As: Fighter: 8
Morale: 9
Treasure Type: C
XP: 945

Treants are a race of large, roughly humanoid tree- people. When one stands still with its legs together it cannot be easily distinguished from a normal oak tree. Their leaves are nearly identical to oak leaves, and are green in spring and summer, turning orange, red, or yellow in the fall and winter. A treant’s leaves do not normally fall out in the winter, but as some oaks also retain their leaves into cold weather this may not help in identifying one.

Being actual trees, treants are big, averaging 25 to 35 feet in height and weighing 4,000 to 5,000 pounds. Their language is difficult for most other races to learn, though Elves are known to have an advantage in mastering it. Many treants know Elvish, and some who live near humans learn Common as well.

Treants are slow to act when potential enemies are nearby, preferring watch them carefully before taking any action. Because of their excellent camouflage treants gain surprise on 1-4 on 1d6.

All treants have the power to animate other normal trees in their area; up to two trees can be animated at once, but the treant can release one and animate another if needed. Trees to be animated must be within 180 feet of the treant, and must remain within that range or they will return to their normal state. An animated tree requires a full round to uproot itself before it can move around, and then can move at a rate of just 10’ per round. Of course, if enemies are within reach the animated tree need not be uprooted. If the treant controlling an animated tree is slain or incapacitated, the tree returns to its normal state.

Any character or creature nearby when this happens must save vs. Death Ray to scamper away; those who fail will suffer 2d6 points of damage and will be trapped under the fallen tree. The GM should consider battlefield conditions when deciding on the exact results of such an event.

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Troglodyte

See Lizard Man.

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Troll (and Trollwife)

Troll Trollwife
Armor Class: 16 16
Hit Dice: 6* 6*
No. of Attacks: 2 claws/1 bite 2 claws/1 bite
Damage: 1d6/1d6/1d10 1d8/1d8/2d6
Movement: 40’ 40’
No. Appearing: 1d8, Wild 1d8, Lair 1d8 1 (special)
Save As: Fighter: 6 Fighter: 7
Morale: 10 (8) 10 (8)
Treasure Type: D D
XP: 555 735

Trolls are huge, rangy humanoids with lumpy skin that is a dull grayish green in color. They stand up to 9 feet tall despite having a rather hunched posture, and may weigh as much as 600 pounds. Their skin is rubbery and slightly damp to the touch, and they have long sharp black claws and long sharp white teeth. Trolls have a disconcerting tendency to smile toothily most of the time, as if their brutal lives are the most entertaining thing imaginable.

Trolls have the power of regeneration; they heal 1 hit point of damage each round after being injured. A troll reduced to 0 hit points is not dead, but only disabled for 2d6 rounds, at which point it will regain 1 hit point. Note that the troll may “play dead” until it has regenerated further. Damage from fire and acid cannot be regenerated, and must heal at the normal rate; a troll can only be killed by this sort of damage. The lower morale rating (in parentheses) is used when the troll faces attackers armed with fire or acid.

The regenerative power of trolls is so great that limbs or other body parts (even a head!) can be reattached if severed simply by pressing the severed ends back together for a moment. Trolls in a group will generally help dismembered fellows to reassemble themselves, but only if it’s convenient. If the severed part is not restored, a new one will grow in its place in 1d4 turns.

Note that a troll with a new head will not remember its former life, nor will it yet know how to speak; it will behave as would any confused and hostile animal.

Trolls speak a primitive language, and are often fluent in Goblin, Hobgoblin, Orc, Ogre, or Giant depending on which of these species live nearest them. A few (20% or so) speak Common.

Trolls are hateful creatures, reveling in combat and bloodshed. Though trolls could easily use a variety of weapons, they much prefer the sensation of flesh being rent by their teeth and claws.

A trollwife is a female troll; despite the name, there is no requirement that she be married (nor, in fact, do trolls normally engage in formal marriages). A typical adult trollwife stands 11 feet tall and weighs 700 pounds. They have no outward appearance of femininity, at least according to the standards of humans, elves, or even orcs; rather, a trollwife simply looks like an extraordinarily large troll. Like a normal male troll, a trollwife has lumpy skin that is a dull grayish green in color.

Trollwives have all the abilities and weaknesses of the males of the species; in particular, they regenerate exactly as do the males.

When encountered, a trollwife may be alone, cohabitating with a male (her “husband”), or raising a brood of trollkin. Roll 1d10; on a result of 1, she is living alone; on a roll of 2-3, she is raising her young; on 4 or higher, she is living with a male. If one has a mate or offspring, there is a 1-3 on 1d10 chance she is encountered alone, 4-7 that her mate or young are encountered in her absence, or 8-10 that all are present.

Add 1 to the trollwife’s morale score if she is with her mate, or 2 if she has young present. This means that, unless threatened with fire or acid, a trollwife will fight without checking morale while her offspring are present. If a trollwife’s mate or offspring are slain in her absence, she will track the killers unerringly, and upon finding them will attack with the same morale bonus.

Trollwives are solitary with respect to other adult trollwives, for they hate each other with a fierce passion. If forced together they will put aside their enmity until all non-troll enemies are dead (at which point they may well fight over who will eat the choicest of the remains).

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Trollkin

Trollkin, Infant Trollkin, Juvenile Trollkin, Adolescent
Armor Class: 14 15 16
Hit Dice: 1* – 2* 3* – 4* 5* – 6*
No. of Attacks: – 2 claws, 1 bite –
Damage: 1d4 claw, 1d4 bite 1d4 claw, 1d6 bite 1d6 claw, 1d6 bite
Movement: 30’ 50’ 40’
No. Appearing: – special, see below –
Save As: Fighter: -2 Fighter: -4 Fighter: -6
Morale: – 9 (7) –
Treasure Type: – None –
XP: 1 HD 37, 2 HD 100 3 HD 175, 4 HD 280 5 HD 405, 6 HD 555

Trollkin are young trolls. They have all the powers and weaknesses of trolls, and look exactly like smaller than normal adult trolls. Even an infant has the same ability to regenerate as an adult troll.

When you encounter trollkin, you can rest assured that there is a trollwife nearby (unless, of course, you’ve already slain her). They are as bloodthirsty as their parents; as such, determining the number appearing is done in a particularly unusual fashion:

Roll 1d6 for the number of individuals, and 2d6 for the number of hit dice. Divide the number of hit dice by the number of individuals to arrive at the hit dice of each individual. Note that a trollkin won’t be encountered having more than 6 hit dice, so if only one individual is indicated by the 1d6 roll but the 2d6 roll totals more than 6, you must increase the number of individuals. The referee should feel free to round the number of hit dice up or down as they see fit, or to allocate them in an approximately equal fashion if desired. Trollkin broods are rolled in this way owing to the fact that bigger or tougher individuals are likely to kill and eat the weaker ones, generally when their mother is out hunting.

Refer to the entry for trolls for details regarding regeneration, morale checks, and so on; except as noted above, trollkins share all these features with the adults

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Turtle or Tortoise

Box Turtle Snapping Turtle
Armor Class: 15 16
Hit Dice: ½ (1d4 hit points) 1
No. of Attacks: 1 bite 1 bite
Damage: 1d2 1d6
Movement: 5’ Swim 20’ 5’ Swim 20’
No. Appearing: Wild 1d4 Wild 1d4
Save As: Normal Man Fighter: 1
Morale: 5 6
Treasure Type: None None
XP: 10 25

Turtles and tortoises are reptiles with a hard shell into which the animal can pull its head and legs if threatened. Turtles will be found in marshes and near rivers or ponds, while tortoises are terrestrial and typically found in arid regions. (The specific names given to these animals are often misleading, as a tortoise might be called a turtle and vice versa.) The statistics given above are representative, and can be used for other species as needed. These animals are well-camouflaged, gaining surprise on a roll of 1-3 on 1d6 in their natural habitat.

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Unicorn (and Alicorn)

Unicorn Alicorn
Armor Class: 19 19
Hit Dice: 4* 4*
No. of Attacks: 2 hooves/1 horn (+3 attack bonus) 2 hooves/1 horn
Damage: 1d8/1d8/1d6+3 2d4/2d4/2d6
Movement: 80’ 70’
No. Appearing: Wild 1d6 Wild 1d8
Save As: Fighter: 8 Fighter: 6
Morale: 7 9
Treasure Type: None None
XP: 280 280

Unicorns are horselike creatures having a single spirally-twisted horn in the middle of the forehead. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

Three times per day a unicorn can cast cure light wounds by a touch of its horn. Once per day a unicorn can transport itself 360’ (as the spell dimension door), and can carry a full load (possibly including a rider) while doing so. A light load for a unicorn is up to 300 pounds; a heavy load, up to 550 pounds.

An Alicorn resembles a unicorn in all details, save that they always have yellow, orange or red eyes, and (if one gets close enough to see) pronounced, sharp canine teeth. Alicorns are as evil as unicorns are good, using their razor-sharp horns and clawlike hooves as weapons. They attack any weaker creatures for the sheer pleasure of killing, but will try to avoid stronger parties.

Alicorns cannot heal or transport themselves by magic as unicorns do. However, alicorns may become invisible at will, exactly as if wearing a ring of invisibility.

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Urgoblin

Urgoblin
Armor Class: 14 (11)
Hit Dice: 2*
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30’ Unarmored 40’
No. Appearing: Special
Save As: Fighter: 2
Morale: 9
Treasure Type: Q, R, S each; special in lair
XP: 100

These creatures appear to be normal hobgoblins, but urgoblins are actually a mutant subspecies. Urgoblins are able to regenerate much as do trolls (with the same limitations). All urgoblins are male; if an urgoblin mates with a female hobgoblin, any offspring will also be male, but only one in four such offspring will share their father’s gifts. Like hobgoblins, urgoblins wear toughened hides and carry wooden shields into battle, blending in perfectly.

Some hobgoblin tribes consider urgoblins an abomination, and kill them whenever they can be identified. Other hobgoblin tribes employ them as bodyguards for the chieftain, and accord them great honor. There are even rumors of a tribe entirely made up of urgoblins, with kidnapped hobgoblin females as their mates; reportedly they slit the throats of all infants born to their mates, so that only those who have the power of regeneration survive.

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Vampire*

Vampire*
Armor Class: 18 to 20 (m)
Hit Dice: 7** to 9** (+8)
No. of Attacks: 1 weapon or special
Damage: 1d8 or by weapon or special
Movement: 40’ Fly 60’
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 7 to 9 (as Hit Dice)
Morale: 11
Treasure Type: F
XP: 800 - 1,225

Vampires are undead monsters. Though they may look just a bit more pale than when they were alive, they do appear to live and even breathe as mortals do. A vampire has all the memories and abilities it had in life, and is effectively immortal. Living forever in the shadows often leads to vampires being decadent, while their hunger for blood makes them cruel.

Vampires cast no reflections in silvered mirrors or water, though despite conventional wisdom to the contrary they do reflect in shiny base metals; the innate purity of silver and water simply will not reflect them. A vampire can charm anyone who meets its gaze; a save vs. Spells is allowed to resist, but at a penalty of -2 due to the power of the charm. This charm is so powerful that the victim will not resist being bitten by the vampire.

The bite inflicts 1d3 points of damage, then each round thereafter one energy level is drained from the victim. The vampire regenerates (i.e. is healed) for up to 1d6 hit points for each energy level drained. If the victim dies from the energy drain, they will arise as a vampire at the next sunset (but not less than 12 hours later) and thereafter will be under the complete control of the “parent” vampire (but is freed if that vampire is ever destroyed).

If using the bite attack, the vampire suffers a penalty of -5 to Armor Class due to the vulnerable position it must assume. For this reason, the bite is rarely used in combat. Vampires have great Strength, gaining a bonus of +3 to damage when using melee weapons, and thus a vampire will generally choose to use a melee weapon (or even its bare hands) in combat rather than attempting to bite.

Vampires are unharmed by non-magical weapons, and like all undead are immune to sleep, charm, and hold spells. If reduced to 0 hit points in combat, the vampire is not destroyed, though it may appear to be. The vampire will begin to regenerate 1d8 hours later, recovering 1 hit point per turn, and resuming normal activity as soon as the first point is restored.

Creatures of the night obey vampires. Once per day a vampire can call forth 10d10 rats, 5d4 giant rats, 10d10 bats, 3d6 giant bats, or a pack of 3d6 wolves (assuming any such creatures are nearby). The creatures summoned arrive 2d6 rounds later and will obey the vampire for up to an hour before leaving.

Vampires can also transform into the form of these creatures, assuming the shape of a giant bat (page 66), giant rat (page 135), or a dire wolf (page 158) at will. The transformation requires a single round during which the vampire cannot attack. The flying movement given above is for the giant bat form; the vampire can use the attack forms of the animal shape assumed, as given on the indicated pages. The vampire cannot activate any of its other powers while in animal form, but effects already active will remain so.

Vampires are powerful indeed, but they do have several specific weaknesses.

First, a vampire can be held at bay by several things, including the smell of garlic, a silver or silvered mirror, or a holy symbol presented by a believer (GM’s discretion is advised here, but in general someone threatened by a vampire may be more devout than usual). In such a situation the vampire cannot approach within 5 feet of the repellent item or character, nor can it make any melee attacks or otherwise touch those within the warded area.

Running water (such as a stream or river) acts as a barrier to a vampire; one cannot cross over any such waterway, neither by bridge or by waterway or even by flying. It is possible for a vampire to be carried across while lying in its own coffin with the lid closed; the presence of the water flowing beneath the coffin will force the vampire to remain dormant.

Finally, a vampire may not enter any private dwelling without being invited by someone who resides there, and then only if invited while the resident is actually inside the structure. Public buildings of any sort do not present this problem; even inns are fully accessible to a vampire.

Destroying a vampire is not an easy task. When reduced to zero hit points or less a vampire becomes incapacitated but is not slain (as previously explained). If exposed to direct sunlight, the vampire will be utterly destroyed in a single round if it cannot find a way to escape in that time. Being immersed in running water (as defined above) causes 3d8 points of damage each round, and if reduced to zero or fewer hit points in this way the vampire is destroyed. If the vampire is cremated in a funeral pyre while in any dormant state it will be destroyed.

The most dramatic method of defeating a vampire is actually the least reliable: driving a wooden stake through its heart. Doing this will instantly reduce the vampire to zero hit points, and it will remain “dead” for so long as the stake is present. Removal of the stake, however, allows the vampire to begin regenerating as described above. It is not normally possible to drive a stake through a vampire’s heart while it is actively resisting, but this can be done after reducing the monster to zero hit points in the usual way. Of course, after staking a vampire it is possible to use sunlight, running water, or a funeral pyre as described above to complete its destruction.

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Water Termite, Giant

Water Termite, Giant
Armor Class: 13
Hit Dice: 1 to 4
No. of Attacks: 1 spray
Damage: Stun
Movement: Swim 30’
No. Appearing: Wild 1d4
Save As: Fighter: 1 to 4 (as Hit Dice)
Morale: 10
Treasure Type: None
XP: 25 - 240

Giant water termites vary from 1’ to 5’ in length. They attack using a noxious spray with a range of 5’ which stuns the target for a full turn on a hit; a save vs. Poison is allowed to avoid the effect. A stunned character can neither move nor take action for the remainder of the current round and all of the next one.

However, the primary concern regarding these monsters is the damage they can do to boats and ships. Each creature can do 2d4 points of damage to a ship’s hull per round (no roll required) for a number of rounds equal to 1d4 plus the creature’s hit dice total; after this time, the monster is full. They eat noisily.

These creatures are found in fresh and salt water as well as in swamps. The freshwater variety tend to be smaller, 1-2 hit dice, the saltwater variety 3-4 hit dice, and those found in swamps range from 2-3 hit dice.

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Weasel, Normal and Giant (or Ferret)

Normal Giant
Armor Class: 14 17
Hit Dice: 1d2 HP 5
No. of Attacks: 1 bite + hold 1 bite + hold
Damage: 1d4 + 1d4/round 2d4 + 2d4/ round
Movement: 40’ 50’
No. Appearing: 1d6, Wild 1d8, Lair 1d8 1d4, Wild 1d6, Lair 1d6
Save As: Fighter: 1 Fighter: 5
Morale: 7 8
Treasure Type: None V
XP: 10 360

Normal weasels (or ferrets, see below) are small mammals with long bodies, short legs, and pointed, toothy snouts. They are predatory animals, hunting those creatures smaller than themselves. They are cunning, crafty hunters, and gain surprise on 1-3 on 1d6. Once one bites prey (i.e. a living creature smaller than itself), it hangs on, rending with its teeth each round until the victim or the weasel is dead. Should one fail a morale check it will release its victim and flee.

There are many varieties of normal-sized weasel, including several which are called ferrets; in some territories, the giant weasel is thus called a giant ferret. The only distinction is that those which are tamed are always called ferrets, though not all giant ferrets are tame. Various humanoid races as well as some fairy creatures are known to tame giant ferrets for use as guards or war-animals.

Giant weasels resemble their more normally sized cousins, and other than their greater size they behave in exactly the same fashion.

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Whale, Killer

Whale, Killer
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite
Damage: 2d10
Movement: Swim 80’ (10’)
No. Appearing: Wild 1d6
Save As: Fighter: 6
Morale: 10
Treasure Type: None
XP: 500

Killer whales, also called “orca” (both singular and plural), are large predatory cetaceans related to both dolphins and true whales. Adult males range from 20 to 26 feet long, while females are smaller at 16 to 23 feet in length. All are strikingly marked in black and white, with prominent white patches that resemble eyes. Their real eyes are much smaller and located away from the fake eye-spots.

Killer whales are apex predators, meaning that they themselves have no natural predators. They hunt in groups like wolf packs, subsisting primarily on fish, cephalopods, mammals, seabirds, and sea turtles. However, they are not above consuming a meal of humanoid nature if such becomes available.

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Whale, Narwhal

Whale, Narwhal
Armor Class: 19
Hit Dice: 12 (+10)
No. of Attacks: 1 horn
Damage: 2d6
Movement: Swim 60’
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 8
Treasure Type: Special
XP: 1,875

Narwhals are aquatic mammals resembling large dolphins with a single (or rarely, double) tusk protruding straight forward from the mouth. The tusk is helical in shape, and they are sometimes cut short and sold as “unicorn horns.” However, they have no particular magical value. Narwhals are found in cold northern seas. They are not particularly aggressive.

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Whale, Sperm

Whale, Sperm
Armor Class: 22
Hit Dice: 36* (+16)
No. of Attacks: 1 bite or special
Damage: 3d20
Movement: Swim 60’ (20’)
No. Appearing: Wild 1d3
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 17,850

Sperm whales are huge creatures, with males averaging 52 feet long at adulthood while females typically reach a length of around 36 feet. They are predators, hunting primarily giant squid. Sperm whales can emit an invisible focused beam of sound 5’ wide up to a 50’ range underwater. This blast of sound disorients target creatures, leaving them effectively stunned for 1d4 rounds. A stunned character can neither move nor take action for the indicated duration. No attack roll is required, but a save vs. Death Ray is allowed to resist. A sperm whale can emit as many such blasts of sound as it desires, once per round, instead of biting.

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Wight*

Wight*
Armor Class: 15 (s)
Hit Dice: 3*
No. of Attacks: 1 touch
Damage: Energy drain (1 level)
Movement: 30’
No. Appearing: 1d6, Wild 1d8, Lair 1d8
Save As: Fighter: 3
Morale: 12
Treasure Type: B
XP: 175

Wights are undead monsters who have been twisted and deformed by their transformation. Their eyes are entirely black, and their bodies radiate a coldness that living creatures can feel from several feet away.

If a wight touches or is touched by a living creature, that creature suffers one level of energy drain (as described in the Encounter section). No saving throw is allowed. Striking a wight with a weapon does not count as “touching” it, but punching or kicking one does.

Any humanoid slain by a wight becomes a wight by the next sunset (but not less than 12 hours later). They are slaves to the wight who created them until and unless that wight is destroyed. Wights remember almost nothing from their previous life, though a few very close friends or loved ones might be recalled (and hated, and possibly hunted by the monster).

Like all undead, wights may be Turned by Clerics and are immune to sleepcharm,and hold magics. Wights are harmed only by silver or magical weapons, and take only half damage from burning oil.

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Wolf

Normal Wolf Dire Wolf
Armor Class: 13 14
Hit Dice: 2 4
No. of Attacks: 1 bite 1 bite
Damage: 1d6 2d4
Movement: 60’ 50’
No. Appearing: 2d6, Wild 3d6, Lair 3d6 1d4, Wild 2d4, Lair 2d4
Save As: Fighter: 2 Fighter: 4
Morale: 8 9
Treasure Type: None None
XP: 75 240

The wolf is a large canine found in a broad range of habitats. They travel in packs consisting of a mated pair accompanied by their offspring. Wolves are also territorial, and fights over territory are among the principal causes of wolf mortality. The wolf is mainly a carnivore and feeds on large wild hoofed mammals as well as smaller animals, livestock, and carrion.

Dire wolves are huge relatives of the ordinary wolves, being as large as horses. They live and hunt in packs, and are sometimes tamed by smaller humanoids as battle steeds or by larger ones as pet

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Wraith*

Wraith*
Armor Class: 15 (m)
Hit Dice: 4**
No. of Attacks: 1 touch
Damage: 1d6 + energy drain (1 level)
Movement: Fly 80’
No. Appearing: 1d4, Lair 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: E
XP: 320

Wraiths are fearsome incorporeal monsters who drain the very life energy from their victims. Being incorporeal, they are immune to non-magical weapons and are effectively flying at all times. They are semitransparent and exude the same kind of coldness as wights. Wraiths usually appear as they were in life, including such things as clothing or armor, though such things do not affect the monsters actual armor class or other statistics.

Like all undead, they may be Turned by Clerics and are immune to sleepcharm and hold magics. Due to their incorporeal nature, they cannot be harmed by non-magical weapons.

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Wyvern

Wyvern
Armor Class: 18
Hit Dice: 7*
No. of Attacks: 1 bite/1 stinger or 2 talons/1 stinger
Damage: 2d8/1d6 + poison or 1d10/1d10/1d6 + poison
Movement: 30’ (10’) Fly 80’ (15’)
No. Appearing: Wild 1d6, Lair 1d6
Save As: Fighter: 7
Morale: 9
Treasure Type: E
XP: 735

Wyverns are large dragon-like monsters, though they are built more like bats than lizards, having two legs and two wings; contrast this with true dragons, which have four legs and two wings. They are of animal intelligence, but are excellent predators with good hunting abilities.

Wyverns are aggressive and always hungry, and will attack almost anything smaller than themselves. Any living creature hit by the wyvern’s stinger must save vs. Poison or die. Wyverns can only use their talons to attack when landing or flying past an enemy; while on the ground they may only bite and sting. Further, a wyvern may not bite when flying past an opponent. The only situation in which all attacks can be made is when the monster is landing.

If a wyvern hits with both its talons, it may attempt to carry off its victim; victims weighing 300 pounds or less can be carried off, and the wyvern can only carry a victim for at most 6 rounds. While flying with a victim, the wyvern cannot make any further attacks against it, but of course if the victim makes a nuisance of itself (such as by injuring the wyvern), it may be dropped.

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Yellow Mold

Yellow Mold
Armor Class: Can always be hit
Hit Dice: 2*
No. of Attacks: Special
Damage: See below
Movement: 0
No. Appearing: 1d8
Save As: Normal Man
Morale: N/A
Treasure Type: None
XP: 100

If disturbed, a patch of this mold will discharge a cloud of toxic spores. Each patch covers from 10 to 25 square feet; several patches may grow adjacent to each other, and will appear to be a single patch in this case. Each patch can emit a cloud of spores once per day. All within 10 feet of the mold will be affected by the spores and must save vs. Death Ray or take 1d8 points of damage per round for 6 rounds. Brief exposure to sunlight makes a patch of yellow mold dormant, while longer exposures kills it.

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Zombie

Zombie
Armor Class: 12 (see below)
Hit Dice: 2
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 20’
No. Appearing: 2d4, Wild 4d6
Save As: Fighter: 2
Morale: 12
Treasure Type: None
XP: 75

Zombies are the undead corpses of humanoid creatures. They are deathly slow, but they move silently, are very strong and must be literally hacked to pieces to “kill” them. They take only half damage from blunt weapons, and only a single point from arrows, bolts or sling stones (plus any magical bonus). A zombie never has Initiative and always acts last in any given round.

As zombies are strong and do not feel pain, they can bludgeon enemies with both fists for 1d8 points of damage. However, their creators often arm them, either for greater damage (as with a greatsword or polearm) or simply for effect.

Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics. As they are mindless, no form of mind reading is of any use against them. Zombies never fail morale checks, and thus always fight until destroyed.

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Zombraire (and Skeletaire)

Zombraire Skeletaire
Armor Class: 12 (see below) 13 (see below)
Hit Dice: 2* (variable) 1* (variable)
No. of Attacks: 1 dagger or 1 spell 1 dagger or 1 spell
Damage: 1d4 or per spell 1d4 or per spell
Movement: 20’ 40’
No. Appearing: 1 1
Save As: Magic-User: by HD Magic-User: by HD
Morale: 9 to 12 (see below) 12
Treasure Type: None None
XP: 100 (variable) 37 (variable)

A Zombraire is a free-willed undead Magic-User. Like the zombie it resembles, a zombraire moves silently, is very strong, and must be literally hacked to pieces to be destroyed. However, it does not suffer the initiative penalty common to ordinary zombies. It takes only half damage from blunt weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It may be Turned by a Cleric (as a wight), and is immune to sleep, charm, and hold spells.

A zombraire slowly rots away, and as it does it loses its sanity; this is represented by the variable morale listed. An insane zombraire fights to the death in hopes of being slain, thus ending its tortured existence.

The given statistics are for a zombraire formed from a 2nd-level Magic-user; the HD and saving throws of a zombraire are based on the level it had in life. A zombraire can cast spells as it did when living, but cannot learn new spells.

A Skeletaire is the final form of a zombraire which has rotted away completely. It takes only half damage from edged weapons, and only a single point from arrows, bolts, and sling stones (plus any magical bonus). It can be Turned by a Cleric (as a zombie), and is immune to sleep, charm, and hold spells. A skeletaire never fails morale, and thus always fights until destroyed.

The statistics above are for a skeletaire formed from a 2nd-level Magic-user. A skeletaire will have HD equal to the character’s level minus 1, and will save as a Magic-user of the level equal to its HD. The skeletaire cannot speak, but still retains the ability to prepare and cast spells as it did in life (but like a zombraire, it cannot learn new spells).

The process of creating or becoming a zombraire are variable, and often involve cursed magic items (especially cursed scrolls).

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