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Chapter08.txt
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Chapter 8: Monsters
In Adventurer Conqueror King, the term “monster” generally refers to any being other than the player characters. Monsters are listed in this chapter inx an encyclopedic format. Each monster has certain characteristics, which are defined below. Though each monster listing can be considered to represent the “average” specimen of a particular creature, the Judge can alter the abilities and power level of any creature to fit the situation. It is assumed that all monsters, except humans and demi-humans, have infravision of 60’.
Monster Characteristics
The following terms are used to define the characteristics of monsters.
% In Lair: This indicates the percentage chance of encountering the monster in its lair. Monsters are usually present in greater numbers when encountered in their lair, and may have treasure appropriate to the type.
Dungeon Encounter: This category details the typical encounter that will occur with this monster in a dungeon setting. Each entry will be listed as: [Collective Noun] (Number Encountered) / [Collective Noun] (Number Encountered)
EXAMPLE: The Dungeon Encounter listing for Orcs reads “Gang (2d4) / Lair (1 warband)”.
Use the first collective noun (e.g., “gang”) and subsequent number encountered (“2d4”) for encounters outside of the creature’s lair. Use the second collective noun (“lair”) and subsequent number encountered (“1 warband”) for encounters inside the creature’s lair. The number encountered in the lair is usually a distinct number of monsters (such as “2d6”), but sometimes is based on the ranges encountered outside the lair (e.g., “1 warband”). The latter is common for monsters that have a clan or tribal structure.
If the category has only one collective noun and range, it means the monster does not make a lair. If the category has “none” listed, it means that the monster will not be encountered in this setting unless placed there by the Judge for a special reason. Except as a reference to the number encountered, the collective noun has no game mechanical effect, and is merely to help the Judge envision and describe what has been encountered.
Note that number encountered applies to combatant creatures of the standard type. Chiefs, bodyguards, or noncombatant monsters (juveniles, elderly, and sometimes females) do not count in this number. The text of the monster description should explain this in detail where it matters, but the Judge is always the final arbiter.
EXAMPLE: When a dungeon encounter with orcs occurs, the Judge first rolls 1d100 against the orc’s % In Lair 35%. He rolls a 17, meaning that the orcs have been encountered in their lair. A lair of orcs is defined as 1 warband. 1 warband is defined as 2d6 gangs. The Judge rolls 1d4 for the number of gangs and gets a 3. The entry indicates that gangs are 2d4 orcs each, so he rolls 2d4 for each of the 3 gangs and gets 5, 3, and 7. 15 orcs are encountered. The Judge now consults the text of the monster description. Here he sees that for every gang encountered, one orc champion is present, and that for every warband encountered, one orc sub-chieftain is present. He also notes that the lair is ruled by a chieftain and that females and young equal to 50% of the number of males each are present. These creatures are in addition to the number encountered, so the overall lair encounter will include 15 orcs, 1 chieftain, 1 sub-chieftain, 3 champions, 10 females, and 10 young.
Wilderness Encounter: This category details the typical encounter that will occur with this monster in a wilderness setting. The Wilderness Encounter listing is read the same as the Dungeon Encounter listing, above. Note that wilderness lairs are usually the same size as dungeon lairs, but occasionally can be much larger. Large-sized wilderness lairs are common for human, demi-human, and humanoid encounters. A large-sized wilderness lair is essentially an entire dungeon itself.
Alignment: All monsters are chaotic, neutral, or lawful. Many monsters are either unintelligent or are simply unconcerned about law and chaos, and are considered neutral.
Movement: There are two listings under this category. The first represents a number in feet per turn that a creature may move. The second value provided in parentheses represents the monster’s combat movement, which are in feet per round. If two different rates are given, the additional movement will relate to movement of a different type, which will be appropriate to the creature. Common movement types include flying or swimming.
Armor Class: In game terms, the AC of a monster means the same thing as a character’s AC. For monsters, this value reflects not only the creature’s general agility but also its natural armor, from tough hide, or a magical adjustment. A normal unarmored man has an AC 0 while a powerful red dragon has an AC 10.
Hit Dice: This value is roughly equivalent to character level, but for monsters it always represents a number of hit points determined by this number of d8s. For example, a 2 HD monster will have 2d8 hit points. Sometimes a value is given as a “+” or “-“, in which case this number is added or subtracted from the total hit points rolled. A monster will always have a minimum of 1 hp. Hit dice also determine the attack throws of monsters and how many experience points the adventurers receive when the monster is killed. Refer to the Monster Attack Throws table in Chapter 6 and the Monster Experience Points table in Chapter 6.
Some monsters have asterisks next to their Hit Dice. Each asterisk indicates that the monster has one of the following special abilities: automatic damage, breath weapon, charm, energy drain, fear, gaze attack, immunity to normal weapons, immunity to morale checks, invisibility, paralysis, petrification, poison, regeneration, spell-casting, splitting or summoning other creatures, swallowing whole, and spell-like or other abilities of similar potency. These special abilities increase the XP earned for defeating the monster, as shown on the Monster Experience Points table in Chapter 6.
Hit dice also are used to determine which dungeon level the monster will be found on. Monsters of 1 HD or less will most typically be found on the first dungeon level. Monsters of 2-3 HD will inhabit the second dungeon level. 4-5 HD monsters typically populate the third dungeon level, while 6-7 HD monsters populate the fourth. Monsters of 8-9 HD are found on dungeon level five, while monsters of 10 HD or more are typically found only on dungeon level six or deeper. When monsters are found on an atypical dungeon level their Number Encountered should be adjusted accordingly.
Attacks: This listing describes how many attacks are available to a monster, per round, and the nature of the attacks. These will be listed in the same order as the appropriate damage in the damage listing. There are a number of special attacks that monsters can employ. The most common of these are explained in greater detail below. When a creature is noted to have one of these special attacks, the rules below will apply except where the monster description specifically states otherwise.
Acid: Some monsters employ acid. When acid successfully hits, it does damage because it has made contact with flesh. Once contact is made, acid does not need to make any additional attack throws in order to continue doing damage in subsequent rounds (unless otherwise noted). Most acid can be removed by rinsing it off with water or other non-flammable liquids (e.g. beer or wine). The acid breath weapon employed by black dragons performs differently in that the acid does not remain active round to round, and damage is only suffered per attack. If armor is destroyed by acid, the character’s AC should be adjusted to reflect having no armor.
Charge: Any monsters may charge, as described in Chapter 6 under Movement. But certain monsters have natural weapons that are especially suitable for charging. These monsters deal double damage on a successful charge.
Charm: Some monsters are able to charm characters with powerful enchantments. Monstrous charms function differently than the spell charm person. The character receives a saving throw versus Spells, but if the character fails the saving throw, he is confused and passive. A character under the effect of a monster’s Charm attack cannot use spells or magic items, cannot make decisions, and will not defend himself against the monster’s attacks. If the monster and charmed character cannot communicate due to a language barrier or some other situation, the charmed character will act in the interest of the monster to protect it, even from his comrades. All charm effects have a duration, but if the monster is killed, the effects will disappear.
Continuing Damage: Some monsters have attacks that, once successful, continue to deal damage on subsequent rounds without requiring further attack throws. Examples include the constrictive attack of a giant snake, or if a character is swallowed by a giant monster. The monster’s description will indicate under what circumstances continuing damage will discontinue (usually upon the death of the creature).
Dive: Flying monsters with talons can make dive attacks. Opponents must be in open terrain for this attack to be effective. Like a charge, a dive attack deals double damage. If the monster hits with both of its talons, the monster may grab the creature struck. The creature struck must be smaller than the monster, and it can avoid being grabbed with a successful saving throw versus Paralysis. If the monster is much larger than the opponent, the Judge may impose a saving throw penalty of -4, -6, -8, or greater. Some monsters may be so large and powerful that they grab with no saving throw permitted. Once a creature has been grabbed, the monster can automatically inflict damage each round with no attack throw necessary until the creature escapes. Grabbed creatures are helpless until they escape. To escape, the grabbed creature must make a successful saving throw versus Paralysis. Grabbed creatures may be carried off. A creature that has been carried off will fall to earth if it escapes, if the monster releases it, or if the monster is killed.
Energy Drain: Some monsters, especially undead, have an energy drain attack. An energy drain removes class levels from characters and Hit Dice from other monsters. No saving throw is permitted against an energy drain. The effect can only be reversed by the 7th level cleric ritual spell restoration or the 9th level mage ritual wish. When a character is drained of a level, he is reduced to the minimum experience points for his new level. All abilities, including hit points, saving throws, etc., are affected as appropriate for the character of the new, lower class level.
Magic Resistance: Some powerful creatures enjoy a partial immunity to spells and spell-like effects. When a creature with magic resistance is affected by a spell or spell-like effect, the creature may make a magic resistance throw. A roll of 1d20 equal to or greater than the listed magic resistance (MR) value for the creature means it ignores the spell or effect. The magic resistance throw is affected by the power of the caster. The listed value assumes a 7th level caster. The creature suffers a -1 penalty for each level of the caster greater than 7, but gains a +1 bonus for each level of the caster less than 7. For purposes of magic resistance, spell-like effects are all effects that duplicate a spell, or magical effects that are resisted with a saving throw versus Spells or Staffs & Wands (but excluding effects that do not duplicate a spell and are resisted with saving throws versus Poison & Death, Blast & Breath, or Paralysis or Petrification).
Paralysis: When a character is paralyzed, he collapses and is incapable of any movement whatsoever, including speaking or casting spells. Characters remain conscious and aware of their surroundings. A saving throw versus Paralysis is allowed to avoid the effect. Paralyzed characters are very vulnerable to attack. No attack throw to hit them is required, and they may be slain in one round with any weapon by any unengaged character. The paralysis attack of most monsters lasts 2d4 turns. The cleric spell cure light wounds can negate the paralysis, but no hit points are healed when the spell is used in this way.
Petrifying Gaze: A victim that meets a monster’s petrifying gaze is required to make a saving throw versus Petrification or turn to stone. Any opponents surprised by the monster will meet its gaze, as will those attacking it without averting their eyes or using a mirror. Combatants 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 monster's reflection in a mirror or other reflective surface; anyone using a mirror to fight a monster suffers a penalty of -2 to attack and no penalty to AC. A monster with a petrifying gaze is not immune to its own gaze, and if its sees itself in a mirror it must succeed in a saving throw versus Petrification or turns itself to stone. Monsters with petrifying gazes 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 (1-2 on 1d6) see its reflection.
Poison: Poisonous monsters are among the most dreaded that adventurers will face. A character exposed to the poison of a monster, unless otherwise noted, must immediately succeed in a saving throw versus Poison or be killed. The 4th level cleric spell neutralize poison can be used to restore the stricken character if cast within 10 rounds of the character’s death.
Swallow Attack: Some monsters are capable of swallowing a character whole when their unmodified attack throw equals or exceeds certain target values. The target value will be noted in the monster’s description. Characters who are swallowed suffer the listed damage every round until they die, or until the monster is killed. Being swallowed may have other effects also noted in the monster’s listing. If a character who has been swallowed has a sharp weapon, he may attack the monster from inside its belly with an attack penalty of -4. Should a swallowed character die and remain in a monster’s belly for 6 turns, he has been irrecoverably digested and cannot benefit from restore life and limb.
Trample: When a monster tramples, it stomps or throws its weight against an opponent to deal damage due to its immense bulk. A trample attack gains a +4 bonus to the attack throw if the opponent is human-sized or smaller. Any monster capable of this attack will do so 3/4 of the time (1-3 on a d4), and the remaining times will employ any other forms of attack available to it. Large numbers (20 or greater) of normal sized animals, such as a herd of cattle, may also attempt a trample attack. These kinds of trample attacks deal 1d20 points of damage.
Damage: Damage is listed in the same order as attacks, and is represented by a number and kind of die that should be rolled, just like weapon damage is rolled. Some monsters may in fact employ weapons.
Save: Like characters, monsters have saving throws. Monsters have saving throws that are the equivalent of a particular class and class level. Usually, this is the fighter class, but it can be any class. Monsters that are unintelligent often save as a fighter of a level equal to one-half of the monster’s Hit Dice number, rounded up. The following abbreviations are used in the monster listings, and are followed by a number indicating which level of the class a monster saves as: Cleric, C; Fighter, F; Mage, M; Thief, T; Dwarven Vaultguard, D; Elven Spellsword, E.
Morale: When losing a battle, monsters must roll morale to see if they stay and fight or flee. The Judge will roll 2d6 according to the Morale Rolls rule in Chapter 6 and add the monster’s morale score to the total. Morale scores range from -6 (for a monster that never fights) to +4 (for a monster that never retreats and never surrenders). Monsters that never roll morale, such as mindless vermin, constructs, or controlled undead, have a listing of N/A (not applicable).
Treasure Type: This listing refers to the Treasure Type of the monster. The Treasure Types are lettered from A to R, with TT A yielding the smallest hoards and TT R the largest. This letter is cross-referenced on the Treasure Type table in Chapter 9 to determine the treasure that is found in the lair of a monster. Unless otherwise noted, these treasures are found only in the monster’s lair. See Random Treasure Generation in Chapter 9 for more details.
XP: This abbreviation stands for experience points. It is the precalculated total for the monster, taking into account its HD and any special abilities. Note that if a monster has variable HD, this total reflects a monster with the lowest HD possible, and XP will need to be recalculated for more powerful monsters.
Monster Types
Monsters with similar characteristics are grouped into monster types. The monster types are animal, beastmen, construct, enchanted creature, fantastic creature, giant humanoid, humanoid, ooze, summoned creature, undead, and vermin. A creature can belong to multiple types. For instance, skeletons are undead constructs, while efreeti are enchanted summoned creatures. Monster type determines the effectiveness of various charm, detection, hold, protection, and sleep spells against the creature.
Animal
Animals are a type of monster that includes apes, rock baboons, bats, bears, boars, camels, cats, crocodiles, dogs, elephants, ferrets, fish, hawks, herd animals, horses, lizards, mules, octopuses, rats, rhinoceroses, shark, shrews, snakes, squids, toads, weasels, whales, wolves, and any other creatures of sub-human intelligence that occur in the real world. Giant animals are merely larger version of normal animals, and therefore part of this type. Prehistoric animals, such as cave bears, dinosaurs, mastodons, saber-toothed tigers, and titanothere are also animals. Charm animal, speak with animal, and related magic items only work on animals. They are also vulnerable to charm monster and hold monster spells.
Beastman
Beastmen are a special type of monster that were created through ancient magic by blending a humanoid with an animal or fantastic creature. Beastmen include bugbears, centaurs, gnolls, goblins, hobgoblins, kobolds, lizardmen, lycanthropes, mermen, minotaurs, ogres, orcs, trolls, and troglodytes.
Construct
Constructs are a type of mindless, unliving monster that includes animated statues, gargoyles, golems, skeletons, and zombies. (Note that skeletons and zombies are undead constructs.) Because they are not truly alive, all constructs are immune to gas and poison. Further, they are unaffected by charm, sleep, or hold spells. All constructs are enchanted creatures for purposes of spells such as dispel evil and protection from evil.
Enchanted Creature
Enchanted creatures are a special type of monster that can be kept at bay by protection from evil and destroyed or driven off by dispel evil. All constructs, summoned creatures, and undead are enchanted creatures, as are lycanthropes, shadows, and other fantastic creatures that can only be harmed by magical weapons.
Fantastic Creature
Fantastic creatures are a type of monster characterized by magical powers, impossible combinations of body parts, or both, including basilisks, blink dogs, centaurs, chimera, cockatrice, demon boars, doppelgangers, dragons, dragon turtles, gorgons, griffons, harpies, hell hounds, hippogriffs, hydra, lamia, lammasu, lycanthropes, manticore, medusa, minotaurs, owl bears, pegasi, phase tigers, remorhaz, rocs, rust monsters, sea serpents, shadows, stirges, throghrin, treants, unicorns, wyverns, and similar monsters. Fantastic creatures cannot be affected by charm person or hold person spells but are usually vulnerable to charm monster and hold monster spells.
Giant Humanoid
Giant humanoids are a type of monster that includes cyclops, ettin, giants, trolls, and other creatures that would be humanoids were it not for their great size and 5 or more Hit Dice. Giant humanoids cannot be affected by charm person or hold person spells, but are vulnerable to charm monster and hold monster spells.
Humanoid
Humanoids are a type of monster that includes bugbears, dryads, dwarves, elves, gnolls, gnomes, goblins, hobgoblins, kobolds, lizardmen, men, mermen, morlocks, neanderthals, naiads, ogres, pixies, sprites, and troglodytes, and other creatures no larger than an ogre and possessing 4 or fewer Hit Dice. Humanoids (other than humans) with character classes are called demi-humans. Humans and demi-humans do not cease to be humanoids even if they achieve 5th level or higher. All humanoids are vulnerable to charm person and hold person spells.
Ooze
Oozes are a type of mindless monster that includes black puddings, gelatinous cubes, gray oozes, green slimes, ochre jellies, and yellow molds. Oozes have a variety of different immunities and vulnerabilities, but all are immune to charm, hold, and sleep spells.
Summoned Creature
Summoned creatures are a special type of monster that can be kept at bay by protection from evil and destroyed or driven off by dispel evil. Summoned creatures include djinni, efreeti, elementals, invisible stalkers, and salamanders. Summoned creatures of Chaotic alignment are inherently evil for purposes of detect evil and protection from evil spells. Summoned creatures are usually vulnerable to charm monster and hold monster spells.
Undead
The undead are a type of monster that include spectres, zombies, skeletons, wights, wraiths, vampires, and others. These beings were alive at one time, but through foul magic or by dying at the hands of another undead type, have risen again as undead horrors. Most undead do not make a sound when moving. All such creatures are immune to the effects of gas and poison. Further, they are unaffected by charm, sleep, or hold spells of any sort. All undead are inherently evil for purposes of detect evil and protection from evil spells.
Vermin
Vermin are a type of mindless monster that includes caecilian, cavern locusts, giant ants, giant killer bees, giant beetles, giant crabs, carcass scavengers, giant centipedes, insect swarms, giant leeches, purple worms, rhagodessa, rot grubs, giant scorpions, shriekers, spiders, and other lower life forms. Vermin have such minimal intelligence that they cannot be affected by spells that affect animals. They are usually vulnerable to charm monster and hold monster spells.
Abbreviations
In written adventures, when monsters are indicated, their characteristics are typically abbreviated in the following order and format: AC, Armor Class; Move, Movement; HD, Hit Dice; hp, hit points; #AT, number of attacks; Dmg, damage; SV, save; ML, morale; AL, alignment. For example: AC 3, Move 90’, HD 1, hp 5, #AT 1, Dmg 1d4, SV F1, ML 0, AL N.
Alignment is abbreviated as follows: C, chaotic; N, neutral; L, lawful.
Monster Listings
Ankheg
% In Lair: 15%
Dungeon Enc: Cluster (1d6) / Nest (1d8)
Wilderness Enc: Cluster (1d6) / Nest (1d8)
Alignment: Neutral
Movement: 90’ (30’)
Burrow: 60’ (20’)
Armor Class: 8
Hit Dice: 5**
Attacks: 1
Damage: 3d6 (+ 1d4)
Save: F5
Morale: -1
Treasure Type: M
XP: 500
The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and varies in shade from yellow to brown. It is about 10’ long and weighs about 800 pounds.
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct one when necessary; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is a tube, 5’ in diameter, from 60’ to 150’ long ([1d10 + 5] × 10). An ankheg usually lies in its tunnel, 5’ to 10’ below the surface, until its antennae detect the approach of prey. It then burrows up to attack. Clusters of ankhegs share the same territory but do not cooperate.
If an ankheg hits an opponent, it inflicts 3d6 points of damage plus an additional 1d4 points of damage from digestive acid excreted by its mandibles. The target must also save versus Paralysis or be grabbed. Grabbed victims are helpless until they escape by making a successful saving throw versus Paralysis on their turn. Once an ankheg has grabbed its prey, it will retreat down its tunnel at its burrow speed, dragging the victim with it. If the ankheg is damaged after grabbing its prey, it will retreat backward down its tunnel at its land speed (not its burrow speed).
If desperate or frustrated, an ankheg can spit a 30-ft. line of acid for 4d8 points of damage (half damage on a successful saving throw versus Blast). One such attack depletes the ankheg’s acid supply for 6 hours, so it will only spit acid when reduced to fewer than half its hit points or when it has not successfully grabbed an opponent.
Ant, Giant
% In Lair: 10%
Dungeon Enc: Scourge (2d4) / Nest (4d6)
Wilderness Enc: Swarm (4d6) / Nest (4d6)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 6
Hit Dice: 4
Attacks: 1
Damage: 2d6
Save: F2
Morale: -1
Treasure Type: I plus special
XP: 80
Giant ants are hardy and adaptable insects. Workers are about 6’ long, while the queen may be immense. Giant ants eat almost anything, since they are omnivores, and will never retreat if defending the nest (Morale +4). They tend to have incidental treasure around their nests, left over from past opponents, but in some rare instances giant ants will inexplicably mine precious metals. This occurs in about 30% of nests, where there will be as much as 1d10x1000 gold pieces worth of raw gold nuggets.
Ape, White
% In Lair: 10%
Dungeon Enc: Troop (1d6) / Den (2d4)
Wilderness Enc: Band (2d4) / Den (2d4)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 4
Attacks: 2 (claw, claw) or 1 (rock)
Damage: 1d4/1d4 or 1d6
Save: F2
Morale: -1
Treasure Type: None
XP: 80
White apes are adapted to living in a subterranean environment, only venturing to the surface to forage for food at night. As such, they have lost all pigment. White apes will vocalize and act aggressive if other creatures come near their lair, and may attack. When not engaged in melee, white apes can throw rocks for 1d6 points of damage per round. White apes may occasional be found as pets to neanderthals or morlocks.
Baboon, Rock
% In Lair: 10%
Dungeon Enc: Troop (2d6) / Den (5d6)
No. Enc (W): Band (5d6) / Den (5d6)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 2
Attacks: 2 (bite, club)
Damage: 1d3/1d6
Save: F2
Morale: 0
Treasure Type: None
XP: 20
These larger, more intelligent baboons are omnivores that often hunt for meat. They both bite and use sticks as clubs. Like its smaller cousin, the rock baboon lives in packs led by the biggest, strongest male. Rock baboons are aggressive, and are easily stimulated to fight. While they do not have a true language, they can communicate threats and warnings with simple screams.
Basilisk
% In Lair: 40%
Dungeon Enc: Bask (1d6) / Nest (1d6)
Wilderness Enc: Bask (1d6) / Nest (1d6)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 5
Hit Dice: 6 + 1**
Attacks: 2 (bite, gaze)
Damage: 1d10/petrify
Save: F6
Morale: +1
Treasure Type: K
XP: 980
A basilisk is a reptilian monster that petrifies living creatures with its gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 10’ long. Basilisks often live in dense woods or dungeons. Any victim that meets the basilisk’s petrifying gaze or is bitten by the basilisk is required to make a saving throw versus Petrification or he turns to stone. Any treasure in a basilisk’s nest will be on petrified victims, and will only be accessible if the victims are restored to flesh.
Bat
Ordinary Giant
% In Lair: 35% 35%
Dungeon Enc: Flock (1d10) / Nest (1 bat swarm) Flock (1d10) / Nest (1d10)
Wilderness Enc: Flock (1d10) / Nest (1 bat swarm) Flock (1d10) / Nest (1d10)
Alignment: Neutral Neutral
Movement: 9’ (3’) 30’ (10’)
Fly: 120’ (40’) 180’ (60’)
Armor Class: 3 3
Hit Dice: 1hp 2
Attacks: 1 (bite) 1 (bite)
Damage: 1 1d4
Save: 0 Human F1
Morale: -2 0
Treasure Type: None None
XP: 5 20 (29)
Bats live in sheltered caverns or abandoned buildings, and are nocturnal mammals with leathery wings. Their nocturnal lifestyle has made typical eyesight useless to them, but they are able to navigate with a refined use of sound, or echolocation. For this reason, no spells or other influence that would normally blind an opponent will affect bats, but the spell silence 15’ radius negates their ability to echolocate.
Bats, Ordinary: Ordinary bats are small and do not attack for significant damage individually, However, ordinary bats can swarm in great number. When a bat swarm is rolled, see Swarms later in this chapter for information. Ordinary bats are not particularly predisposed to fight, and as such they are susceptible to a morale roll once each round. The morale roll does not apply to bats that are under another’s control.
Bats, Giant: These bats are larger than normal bats and are fierce carnivores. About 95% of giant bats are of this normal variety, but the remaining portion are vampiric, with a bite that will cause paralysis if a saving throw versus Paralysis is not rolled successfully. This paralysis lasts for 1d10 rounds. Unless otherwise distracted, a giant vampiric bat will feed on a paralyzed victim, dealing 1d4 points of damage per round from blood loss. If the opponent is killed by this attack, he must succeed in a saving throw versus Spells or he will rise again as a vampire one day after his death. Giant vampiric bats are worth 29xp, rather than 20xp.
Bear
Black Grizzly
% In Lair: 25% 25%
Dungeon Enc: Sloth (1d4) / Den (1d4) Solitary (1) / Den (1d4)
Wilderness Enc: Sloth (1d4) / Den (1d4) Sloth (1d4) / Den (1d4)
Alignment: Neutral Neutral
Movement: 120’ (40’) 120’ (40’)
Armor Class: 3 3
Hit Dice: 4 5
Attacks: 3 (2 claws, bite) 3 (2 claws, bite)
Damage: 1d3/1d3/1d6 1d4/1d4/1d8
Save: F2 F2
Morale: -1 0
Treasure Type: None None
XP: 80 200
Cave Polar
% In Lair: 25% 35%
Dungeon Enc: Solitary (1) / Den (1d2) Sloth (1d2) / Den (1d2)
Wilderness Enc: Sloth (1d2) / Den (1d2) Sloth (1d2) / Den (1d2)
Alignment: Neutral Neutral
Movement: 120’ (40’) 120’ (40’)
Armor Class: 3 4
Hit Dice: 6 7
Attacks: 3 (2 claws, bite) 3 (2 claws, bite)
Damage: 1d6/1d6/1d10 1d8/1d8/2d6
Save: F3 F3
Morale: 0 +1
Treasure Type: None None
XP: 320 440
Bears can live in many different climates, and are dangerous predators. They attack with both claws and a bite, and if both claws successfully strike in one round, the bear also squeezes the character in a powerful hug that does an additional 2d8 points of damage. All bears are omnivorous, but some kinds of bears prefer flesh more than other kinds.
Black Bear: A black bear averages 6’ tall, has black fur, and eats a variety of fruits and other foliage more frequently than meat. Though they will give their lives in defense of their cubs, black bears do not usually engage in combat unless they are forced to.
Cave Bear: These immense prehistoric bears are 15’ tall and are vicious hunters. They live in caves and caverns, and particularly savor humanoid flesh. They are able to follow wounded creatures by the smell of their blood.
Grizzly Bear: A grizzly bear may have red or brown fur, and in older individuals it may be silver-tipped. These large bears average 9’ tall and are more aggressive and interested in meat than black bears.
Polar Bear: These bears live in very cold climates, usually by the sea. They average about 11’ tall and almost exclusively eat meat. They are adept at swimming and moving on ice and snow.
Bee, Giant Killer
% In Lair: 35%
Dungeon Enc: Flight (1d6) / Hive (5d6)
Wilderness Enc: Swarm (5d6) / Hive (5d6)
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 2
Hit Dice: 1d4 hit points*
Attacks: 1 (sting)
Damage: 1d3, see below
Save: F1
Morale: +1
Treasure Type: Special
XP: 6
Although many times larger than normal killer bees, growing to a length of about 1’, giant killer bees behave similarly to their smaller cousins. Generally, the giant killer bees will attack any creature they encounter, especially if it is near their hive, which is an underground labyrinth of tunnels. They attack with a poisonous sting that requires a successful saving throw versus Poison. Failure results in death. A stinger always breaks off inside the victim, and if the victim survives the poison he suffers an additional 1 point of damage per round until the stinger is removed. A bee that successfully strikes dies the following round from the trauma of losing its stinger. A character must spend 1 round to remove a stinger.
A giant killer bee hive will be ruled by a queen bee with 2 Hit Dice. A queen bee can be as large as 4’, and may sting multiple times (her stinger does not break off with a successful attack). The queen will be guarded by 10 large giant killer bee drones with 1 Hit Dice each. Giant killer bees make a special honey in their hive. If eaten, the honey acts as a half-strength potion of healing (healing 1d4 points of damage). One hive’s honey will yield 1d4 doses.
Beetle, Giant
Fire Bombardier Tiger
% In Lair: 40% 40% 40%
Dungeon Enc: Cluster (1d8) / Nest (2d6) Cluster (1d8) / Nest (2d6) Cluster (1d6) / Nest (2d4)
Wilderness Enc: Scourge (2d6) / Nest (2d6) Scourge (2d6) / Nest (2d6) Scourge (2d4) / Nest (2d4)
Alignment: Neutral Neutral Neutral
Movement: 120’ (40’) 120’ (40’) 150’ (50’)
Armor Class: 5 5 6
Hit Dice: 1 + 2 2 3 + 1
Attacks: 1 (bite) 1 (bite) 1 (bite)
Damage: 2d4 1d6, see below 2d6
Save: F1 F1 F1
Morale: -1 0 +1
Treasure Type: None None None
XP: 15 20 65
Giant Fire Beetle: These subterranean, nocturnal beetles are about 2 ½’ long. The fire beetle is so named for the light-producing organs it exhibits on its head and abdomen. They produce light within a 10’ radius. Two of these organs are on the head, and one is on the abdomen. If removed from the corpse of the beetle they will continue to illuminate an area for 1d6 days.
Giant Bombardier Beetle: These 3’ long beetles have immense horn-like jaws that inflict damage, in addition to a toxic spray that can squirt an opponent within 5’ of the beetle. When the toxic fluid successfully strikes an opponent, it is extremely painful and causes chemical burns and blisters. This effect makes the opponent suffer a -2 penalty to attack throws for 1 day, or until the spell cure light wounds is used. These beetles can be found above and below ground.
Giant Tiger Beetle: These fierce carnivorous beetles, measuring up to 5’ long, have a carapace with markings resembling the hide of a tiger. Though they often hunt giant insects, they also attack and eat large mammals, including humanoids.
Black Pudding
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: None
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 3
Hit Dice: 10*
Attacks: 1
Damage: 3d8
Save: F5
Morale: N/A
Treasure Type: None
XP: 1,550
This black gooey mass slithers about in dungeon corridors, eating anything in its path. It is typically 10’ to 30’ in diameter. It is capable of moving not just on the floor, but also on the wall and ceiling, and may compress itself through small fissures and under the cracks of doors. It digests through both metal and wood, but not stone. A black pudding can be damaged only by fire, and takes full damage from torches, magical flame, or a flame tongue sword. If attacked with cold-based attacks, it will take no damage, but the black pudding will be paralyzed for one round per die of damage the attack would normally deal.
If attacked with normal or magical weapons, or with lightning or electricity, a black pudding suffers no injury, but will be split into two puddings; the Judge should divide the original black pudding's Hit Dice between the two however he sees fit, with the limitation that neither pudding may have less than two Hit Dice. A two Hit Die black pudding does only 1d8 damage, is unharmed by additional weapon or lightning-based attacks, and cannot be split further.
Blink Dog
% In Lair: 20%
Dungeon Enc: Pack (1d6) / Den (2d6)
Wilderness Enc: Route (2d6) / Den (2d6)
Alignment: Lawful
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 4*
Attacks: 1 (bite)
Damage: 1d6
Save: F4
Morale: -2
Treasure Type: I
XP: 135
The blink dog is an intelligent canine that has a limited teleportation ability. Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. Blink dogs hunt in packs, teleporting, or “blinking” out of one location and “blinking” in close to prey for their attack. They blink again immediately after their attack, appearing 1d4x10 feet away from the opponent. Blink dogs never blink into the same space occupied by another object. When blink dogs flee, they simply blink away and fail to appear again.
Boar
Ordinary Giant
% In Lair: None None
Dungeon Enc: Sounder (1d4) Sounder (1d4)
Wilderness Enc: Sounder (1d6) Sounder (1d4+1)
Alignment: Neutral Neutral
Movement: 150’ (50’) 120’ (40’)
Armor Class: 2 3
Hit Dice: 3 5
Attacks: 1 (tusk) 1 (tusk)
Damage: 2d4 3d4
Save: F2 F5
Morale: +2 +2
Treasure Type: None None
XP: 50 200
Ordinary: These cantankerous omnivores are generally encountered in wooded locations, but exist in many different geographic locations and climates. They do not generally initiate combat, but may do so to defend young, or if threatened.
Giant: These 15’ long giant cousins to ordinary boars are much more aggressive. They attack with little to no provocation, and crave the meat of humanoids. They are sometimes found with demon boars. There are rumors of a shaggy giant boar that is native to cold climates.
Bugbear
% In Lair: 25%
Dungeon Enc: Gang (2d4) / Lair (1 warband)
Wilderness Enc: Warband (1d4 gangs) / Village (1d10 warbands)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 3 + 1
Attacks: 1 (weapon)
Damage: 2d4 or weapon + 1
Save: F3
Morale: +2
Treasure Type: L (per warband)
XP: 65
These large, hairy beastmen were magically bred from hobgoblins and bears by the ancient Zaharans. They are quite strong, and receive a +1 to damage when they employ weapons. Despite their bulk, they are deceptively stealthy, so characters encountering bugbears suffer a -1 penalty to surprise rolls. Bugbears prefer to fight with morning stars, swords, and axes in melee combat, but will usually hurl spears, hammers, and other throwing weapons before closing. They carry shields but otherwise rely on their shaggy hides for armor.
Each bugbear gang will be led by a champion with AC5, 4+1 Hit Dice, 25 hit points, and a +2 bonus to damage rolls from strength. Each bugbear warband will be led by a sub-chieftain with AC6, 5+1 Hit Dice, 29 hit points, and a +3 bonus to damage rolls. A bugbear lair or village will be led by a chieftain with AC7, 7+2 Hit Dice, 37 hit points, and a +4 bonus to damage rolls. As long as the chieftain is alive, the bugbears will gain a +1 to morale rolls. Bugbear lairs and villages will have females and young equal to 50% of the number of males each. Female bugbears fight as hobgoblins, while young bugbears fight as kobolds.
When bugbears are encountered in a village, certain additional creatures may be present. A bugbear village has a 75% chance of a shaman being present, and a 50% chance of a witch doctor. A shaman is equivalent to a sub-chieftain statistically, but has Clerical abilities at level 1d6. A witch doctor is equivalent to a champion statistically, but has Mage abilities at level 1d4.
Caecilian
% In Lair: 25%
Dungeon Enc: Clew (1d3) / Nest (1d3)
Wilderness Enc: Clew (1d3) / Nest (1d3)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 3
Hit Dice: 6*
Attacks: 1 (bite)
Damage: 1d8
Save: F3
Morale: +1
Treasure Type: K
XP: 570
These 30’ long gray worms attack with wide tooth-rimmed mouths. Caecilians are able to swallow whole creatures of up to man size on an unmodified attack throw of 19 or 20. A creature that is swallowed whole suffers 1d8 points of damage every round, and this continues until either the caecilian is killed or until the swallowed creature dies. The cramped quarters inside the belly of the worm prevent attack from the inside by any weapon except a dagger. Attacking a caecilian from inside its belly is difficult, so the swallowed creature suffers a -4 penalty to its attack throw. Should a swallowed creature die and remain in the caecilian’s belly for 6 turns, it is irrecoverably digested. Because of their propensity to swallow creatures whole, any encounter with caecilians may yield treasure, whether wandering or in lair. The treasure (if any) is always found inside the creature’s belly.
Camel
% In Lair: None
Dungeon Enc: None
Wilderness Enc: Caravan (2d4)
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 2
Hit Dice: 2
Attacks: 2 (bite, hoof)
Damage: 1/1d4
Save: F1
Morale: -1
Treasure Type: None
XP: 20
Camels are known for their ability to travel long distances without food or water, and they may travel for a period of 2 weeks without water if they are well hydrated to begin with. They are efficient at traveling in the desert, and will not suffer movement penalties in this terrain. Camels are temperamental, and are known to often kick or bite those who handle them. Camels can carry 30 stone (300lb) and move at their regular movement rate, and can carry up to 60 stone (600 lb) at half movement. A mounted camel rider may not use a lance for a charge attack.
Carcass Scavenger
% In Lair: None
Dungeon Enc: Clew (1d3)
Wilderness Enc: Clew (1d3)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 2
Hit Dice: 3 + 1**
Attacks: 8 (stingers)
Damage: Paralysis
Save: F2
Morale: +2
Treasure Type: None
XP: 135
The dreaded carcass scavenger is 4’ tall and 9’ long, and resembles a giant fat grub with multifaceted eyes, small legs, and with a head bearing 2’ long insect-like feelers tipped with a poisonous stinger. This creature is rumored to be a magical abomination created from a giant maggot. When the stingers strike an opponent, he must succeed in a saving throw versus Paralysis or become paralyzed for 2d4 turns. If not faced with more opponents, the carcass scavenger will swallow the paralyzed character on the subsequent round, killing him. Paralysis may be cured with cure light wounds, but when used in this way it does not heal damage.
Cat, Large
Mountain Lion Panther Lion
% In Lair: 10% 10% 25%
Dungeon Enc: Litter (1d4) / Den (1d4) Litter (1d2) / Den (1d6) Pride (1d4) / Den (1d8)
Wilderness Enc: Litter (1d4) / Den (1d4) Pride (1d6) / Den (1d6) Pride (1d4) / Den (1d8)
Alignment: Neutral Neutral Neutral
Movement: 150’ (50’) 210’ (70’) 150’ (50’)
Armor Class: 3 5 3
Hit Dice: 3 + 2 4 5
Attacks: 3 (2 claws, 1 bite) 3 (2 claws, 1 bite) 3 (2 claws, 1 bite)
Damage: 1d3/1d3/1d6 1d4/1d4/1d8 1d4+1/1d4+1/1d10
Save: F2 F2 F3
Morale: 0 0 +1
Treasure Type: None None None
XP: 65 80 200
Tiger Sabre-tooth Tiger
% In Lair: 5% 10%
Dungeon Enc: Solitary (1) / Den (1d3) Troop (1d4) / Den (1d4)
Wilderness Enc: Solitary (1) / Den (1d3) Troop (1d4) / Den (1d4)
Alignment: Neutral Neutral
Movement: 150’ (50’) 150’ (50’)
Armor Class: 3 3
Hit Dice: 6 8
Attacks: 3 (2 claws, 1 bite) 3 (2 claws, 1 bite)
Damage: 1d6/1d6/2d6 1d8/1d8/2d8
Save: F3 F4
Morale: +1 +2
Treasure Type: None None
XP: 320 600
Large cats are some of the most efficient hunters. They kill only for food or in defense, and generally remain above ground in wilderness settings. Sometimes a large cat will taste the blood of humans and become a man-killer, preferring to hunt humans over any other prey. Large cats will always give chase if an opponent runs away.
Mountain Lion: These large cats are light brown and blend in well in their preferred habitat, which includes mountains and high grassy meadows. However, they may be found in nearly any habitat. These cats will occasionally be found in dungeons.
Panther: These fast-running predators are at home in grassy plains and wooded areas.
Lion: Lions are very social cats, and live in groups. They prefer hot climates, typically living on savannah.
Tiger: These large hunters typically live in subtropical or cooler environments. Their striped hides provide cover when hunting prey, and they are extremely stealthy. Characters encountering tigers in wooded environments suffer a -2 penalty to surprise rolls.
Sabre-tooth Tiger: These prehistoric hunters are fearsome and immense. They have extremely large canine teeth, which make them particularly dangerous killers.
Centaur
% In Lair: 5%
Dungeon Enc: None
Wilderness Enc: Troop (2d10) / Lair (1 troop)
Alignment: Neutral
Movement: 180’ (60’)
Armor Class: 4
Hit Dice: 4
Attacks: 3 (2 hooves, weapon)
Damage: 1d6/1d6, weapon
Save: F4
Morale: 0
Treasure Type: L
XP: 80
Centaurs have the body and legs of horses, but the upper body of humans. They are reclusive beings, and live far from other humanoids in densely wooded sylvan settings. They are able to attack by kicking with two legs at a time, as well as attacking with a weapon. Centaurs typically wear leather armor and carry oaken clubs and composite bows.
Each centaur troop will be led by a chieftain with AC6, 5 Hit Dice, 29 hit points, and a +2 bonus to damage rolls from strength. A chieftain has a 50% chance of possessing Clerical abilities at level 1d6. Centaur lairs will have females and young equal to twice the number of males, with an additional 5d6 young. Centaurs avoid conflict if possible, but the males will fight to guard their communities. Usually, females and young do not fight, and will seek escape if combat occurs. Female centaurs fight as 3 Hit Dice monsters and inflict 1d4/1d4 points of damage with their hooves, while young centaurs fight as 2 Hit Dice monsters and inflict 1d2/1d2 damage. If forced into combat, centaurs are unlikely to surrender.
Centipede, Giant
% In Lair: 10%
Dungeon Enc: Scourge (2d4) / Nest (2d12)
Wilderness Enc: Swarm (2d12) / Nest (2d12)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 0
Hit Dice: 1d4 hp*
Attacks: 1 (bite)
Damage: Poison
Save: 0 level Human
Morale: -1
Treasure Type: None
XP: 6
These 1’ long centipedes prefer dark, wet locations. Giant centipedes attack with a poisonous bite. No damage is inflicted by the bite, but anyone bitten must make a saving throw versus Poison. Failure indicates that the victim is horribly sick for a period of 10 days. While sick, poisoned characters can only move at ½ speed, and no other physical activity is possible.
Chimera
% In Lair: 40%
Dungeon Enc: Brood (1d2) / Den (1d4)
Wilderness Enc: Flock (1d4) / Den (1d4)
Alignment: Chaotic
Movement: 120’ (40’)
Fly: 180’ (60’)
Armor Class: 5
Hit Dice: 9*
Attacks: 5 (2 claws, 3 heads, see below)
Damage: 1d3/1d3/2d4/2d4/3d4, see below
Save: F9
Morale: +1
Treasure Type: K x2
XP: 1,300
The chimera is a magical hybrid of lion, goat, and red dragon. It has a head of each of these creature types, including the wings of a dragon, the front portion of the body from a lion, and the rear portion from a goat. The lion head may attack with a bite, the goat head may gore with horns, and the dragon head can both bite and use a fiery breath weapon that is a cone 50’ long and 10’ wide at its terminal end.
This fire breath deals 3d6 points of damage, with a saving throw versus Breath allowed to reduce damage by half. Like ordinary dragons, the red dragon head can only use the breath weapon 3 times per day; it will use either a bite or the breath weapon 50% of the time, until the breath weapon runs out and it may only bite. The chimera may live in the wilderness, particularly hilly terrain, but also takes up residence in dungeons.
Cockatrice
% In Lair: 30%
Dungeon Enc: Brood (1d4) / Nest (1d8)
Wilderness Enc: Flock (1d8) / Nest (1d8)
Alignment: Neutral
Movement: 90’ (30’)
Fly: 180’ (60’)
Armor Class: 3
Hit Dice: 5*
Attacks: 2 (beak, petrify)
Damage: 1d6, petrify
Save: F5
Morale: -1
Treasure Type: I
XP: 350
The cockatrice is a magical creature that has the body of a rooster and the tail of a reptile. It is a small creature, about the size of a natural rooster, but has a powerful beak that inflicts 1d6 points of damage. If the cockatrice successfully attacks an opponent, the opponent must succeed in a saving throw versus Petrification or turn to stone. Opponents foolish enough to lay bare hands on a cockatrice must also save or be turned to stone, but attacks with a weapon, prods with a 10’ pole, or other maneuvers do not risk petrification. Cockatrices are ill-tempered creatures, and though they primarily eat small insects or rodents, they will engage larger animals and characters in combat with little provocation. They live in any climate, including dungeons. Any treasure found in a cockatrice nest will be on petrified victims, and will only be accessible if the victims are restored to flesh.
Crab, Giant
% In Lair: 90%
Dungeon Enc: Clutter (1d2) / Nest (1d6)
Wilderness Enc: Cluster (1d6) / Colony (2d6)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 3
Attacks: 2 (pinchers)
Damage: 2d6/2d6
Save: F2
Morale: -1
Treasure Type: None
XP: 50
These giant cousins to ordinary crabs are unintelligent, and merely exist to eat. They are found in any watery environment, and do not have to remain fully submerged. They can be found prowling along fresh or saltwater shores, marshes, and watery subterranean caves.
Crocodile
Ordinary Large Giant
% In Lair: None None None
Dungeon Enc: None None None
Wilderness Enc: Bask (1d8) Bask (1d4) Bask (1d3)
Alignment: Neutral Neutral Neutral
Movement: 90’ (30’) 90’ (30’) 90’ (30’)
Swim: 90’ (30’) 90’ (30’) 90’ (30’)
Armor Class: 4 6 8
Hit Dice: 2 6 15
Attacks: 1 1 1
Damage: 1d8 2d8 3d8
Save: F1 F3 F8
Morale: -1 -1 +1
Treasure Type: None None None
XP: 20 320 1,800
Crocodiles are aggressive reptiles with fearsome bites. They breathe air, but are aquatic and usually remain submerged or within shallow water, waiting for prey to come within reach. Characters encountering submerged crocodiles suffer a -2 penalty to throws versus surprise. Ordinary crocodiles are about 12’ long. Large crocodiles, on average, grow to a length of 20’. Giant crocodiles are big, prehistoric beasts that can reach a length of 25’ - 50’.
Cyclops
% In Lair: 20%
Dungeon Enc: Solitary (1) / Lair (1d4)
Wilderness Enc: Gang (1d4) / Lair (1d4)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 13
Attacks: 1
Damage: 3d10
Save: F13
Morale: +1
Treasure Type: N
XP: 1,400
Cyclops are 20’ tall relatives to giants with but one large eye centered on their face. They employ large clubs as weapons, but also throw rocks up to 200’ for 3d6 points of damage. They have reduced depth perception and suffer a -2 penalty to attack throws. A few cyclops have the ability to issue a curse one time per week (reverse of remove curse). Cyclops are loners, and live together in small numbers only on occasion. They typically keep flocks of sheep, and often cultivate grapes. They live in caves.
Demon Boar
% In Lair: 20%
Dungeon Enc: Sounder (1d4) / Lair (1d4)
Wilderness Enc: Sounder (1d4) / Lair (1d4)
Alignment: Chaotic
Movement: 120’ (40’)
Boar: 180’ (60’)
Armor Class: 6 (0)
Hit Dice: 9**
Attacks: 1 (gore or weapon)
Damage: 2d6 or weapon
Save: F9
Morale: +2
Treasure Type: O, L
XP: 2,000
The demon boar is a more powerful and much more malicious variation of the wereboar. It delights in the taste of human flesh, and will take residence and hunt near areas occupied by man. In human form they are fat and grotesque; while in boar form they are immense. Like other lycanthropes, they can pass on their form of lycanthropy (refer to the lycanthrope monster listing), and are only damaged by magical or silver weapons. Demon boars have the innate ability to charm others 3 times per day. Victims are allowed a saving throw versus Spells with a -2 penalty, but if they are fail they are utterly enslaved to the creature’s will. Demon boars, though powerful, will usually attempt to catch opponents by surprise and dominate them before they can fight back. When encountered in their lair, demon boars have a 75% probability of having 1d3 charmed human thralls. Thralls should be rolled up as NPC adventurers, but are unable to cast spells or use magical items due to being under mental domination.
Djinni
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 90’ (30’)
Fly: 240’ (80’)
Armor Class: 4
Hit Dice: 7 + 1**
Attacks: 1 (fist), see below
Damage: 2d8 or 2d6
Save: F14
Morale: +4
Treasure Type: None
XP: 1,300
Although they look like taller, majestic humans, djinn are actually an intelligent kind of air elemental. Djinn may only be affected by magic and magical weapons. Djinn have several spell-like abilities, and they can use each of them 3 times a day. They have four creation abilities, including create food and water (cast as a cleric of 7th level), create temporary objects of metal (the softer the metal the longer it lasts, gold lasts 24 hours while iron lasts 1 round, 10 stone maximum), create permanent goods (items made of wood, rope, and other kinds of softer goods of 10 stone maximum), and create illusions (as the spell phantasmal force but affecting both sight and sound, with an effect that is permanent until touched or dispelled). Djinn can also take on a gaseous form or make themselves invisible.
Finally, djinn can assume the form of a whirlwind after 5 rounds of preparation. It has a 10’ diameter at its base, is 70’ high, and is 20’ in diameter at its top end. When in whirlwind form, the djinn may move 120’ (40’). The whirlwind deals 2d6 points of damage to all beings that it contacts. Beings with 2 or fewer Hit Dice must make a saving throw versus Breath or are thrown 10’ away. A djinn may also attack with powerful punches that inflict 2d8 points of damage. Djinn are very strong, and are able to transport 60 stone easily. They may transport a maximum of 120 stone for a period of 3 turns. However, after this period a djinni will have to spend 1 full turn resting.
Dog
Hunting War
% In Lair: 10% 10%
Dungeon Enc: Pack (2d6) / Den (3d6) Pack (1d4) / Den (2d4)
Wilderness Enc: Route (3d6) / Den (3d6) Route (2d4) / Den (2d4)
Alignment: Neutral Neutral
Movement: 180’ (60’) 150’ (50’)
Armor Class: 2 3
Hit Dice: 1+1 2+2
Attacks: 1 1
Damage: 1d4 1d6
Save: F1 F1
Morale: 0 +2
Treasure Type: None None
XP: 15 35
Hunting Dogs: Hunting dogs are fast, lean hounds trained to track and bring down prey by working in packs. Most hunting dogs can scent prey, giving them the equivalent of Tracking proficiency. Sight hounds are faster (210’) but without tracking proficiency.
War Dogs: War dogs are heavy, fierce mastiffs trained to kill on command. While dangerous, they are capable of great loyalty to their masters when properly trained. When used in battle, war dogs are usually equipped with leather armor and spiked collars. This reduces their movement to 90’, but increases AC to 5 and damage to 1d6+1. Dwarven lords commonly employ war dogs to guard their subterranean vaults.
Doppelganger
% In Lair: 20%
Dungeon Enc: Throng (1d6) / Lair (1d6)
Wilderness Enc: Throng (1d6) / Lair (1d6)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 4
Hit Dice: 4*
Attacks: 1
Damage: 1d12
Save: F10
Morale: +2
Treasure Type: I
XP: 135
Doppelgangers are strange beings that are able to take on the shapes of any humanoid creature they encounter. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. They will often try to kill the person they imitate, to then attack a group by surprise. Doppelgangers revert to their natural forms when slain. In this shape, a doppelganger is 5 ½’ tall, with large, bulging yellow eyes with slitted pupils. Its body resembles that of a sickly humanoid, with pale, hairless flesh, gangly limbs and half-formed features. A doppelganger’s appearance is deceiving even when it’s in its true form, for it is a hardy creature with a natural agility not in keeping with its frail appearance. Regardless of their present form, doppelgangers are immune to the effects of charm and sleep spells.
Dragon
% In Lair: Varies
Dungeon Enc: Varies
Wilderness Enc: Varies
Alignment: Any
Movement: 90’ (30’)
Fly: 240’ (80’)
Armor Class: Varies
Hit Dice: Varies
Attacks: 3 or breath weapon
Damage: Varies
Save: Varies
Morale: Varies
Treasure Type: Varies
XP: Varies
Ancient, avaricious, and dangerous, dragons are a powerful race of intelligent reptiles that are deeply connected to the elemental powers of the world. This innate elemental power makes dragons the longest lived of all beasts. Dragons can live for over a thousand years, growing in size and power with every passing century. But whatever their age, all dragons are completely carnivorous, egg-laying monsters forever inscrutable to the minds of men.
All true dragons belong to the same race of creatures and can inter-breed. Nevertheless, dragons come in an astounding variety of shapes, colors, and powers. Due to their connection to the elements, dragons come to reflect the terrain and climate of their habitats over time, and can be grouped into general categories on this basis. For instance, dragons that dwell in glaciers or frigid tundra will develop a white hide and freezing breath weapon, earning the name white dragons.
A dragon’s Armor Class, Hit Dice, breath weapon, and other abilities depend on a combination of the dragon’s age and habitat. See the Primary Dragon Attributes, Secondary Dragon Attributes, and Dragon Attributes by Habitat tables, below.
Primary Dragon Attributes
Category Age % In Lair AC HD Damage Save Morale Treasure Type XP
Spawn 1-5 years 90% 3 2* 1d2/1d2/2d3 F2 0 B 29
Very Young 6-15 years 70% 4 4** 1d3/1d3/2d4 F4 0 H 190
Young 16-25 years 50% 5 6** 1d4/1d4/2d6 F6 0 N 820
Juvenile 26-50 years 40% 6 8** 1d6/1d6/2d8 F8 0 Q 1,600
Adult 51-75 years 40% 7 10*** 2d3/2d3/2d10 F10 +1 Q, N 2,950
Mature Adult 75-100 years 30% 8 12*** 1d8/1d8/3d8 F12 +1 Q, N 3,900
Old 101-200 years 40% 9 14*** 2d4/2d4/3d10 F14 +1 R 4,900
Very Old 201-400 years 50% 10 16**** 1d10/1d10/4d8 F16 +2 R 7,200
Ancient 401-700 years 70% 11 18**** 1d12/1d12/4d10 F18 +2 R 8,400
Venerable 701+ years 90% 12 20***** 3d4/3d4/5d8 F20 +3 R, N 12,800
Secondary Dragon Attributes Spells Per Day
Category Dungeon Encounter Wilderness Encounter Chance Aspleep Chance Speech Special Abilities 1 2 3 4 5
Spawn 1d4 1d4 80% 1% None 1 - - - -
Very Young 1d4 1d4 70% 2% None 2 - - - -
Young 1d4 1d4 60% 5% None 2 1 - - -
Juvenile 1d4 1d4 50% 10% None 2 2 - - -
Adult 1d4 1d4 40% 20% 1 ability 2 2 1 - -
Mature Adult 1d4 1d4 30% 35% 1 ability 2 2 2 - -
Old 1d2 1d2 20% 50% 1 ability 3 2 2 1 -
Very Old 1d2 1d2 10% 75% 2 abilities 3 3 2 2 -
Ancient 1d2 1d2 5% 100% 2 abilities 3 3 3 2 -
Venerable 1 1 0% 100% 3 abilities 3 3 3 3 2
Dragon Attributes by Habitat
Habitat Common Name Hide Color Breath Weapon
Any sinkhole of evil Wyrm Purple taupe, liver, charcoal, or black 40’ long, 40’ wide, cloud, fetid gas
Any pinnacle of good Metallic dragon Bronze, silver, electrum, or gold 90’ long, 30’ wide, cone, fire
Clouds, mountain peaks Blue dragon Sky blue, slate grey, cloud white 100’ long, 5’ wide, line, lightning bolt
Deserts, wastelands Brown dragon Burnt orange, copper, or sandy brown 90’ long, 30’ wide, cone, scouring wind
Oceans, lakes Sea dragon Sea green, teal, or cerulean blue 90’ long, 30’ wide, cloud, blistering steam
Glaciers, icy caves White dragon Ivory, pearl, or snow white 90’ long, 30’ wide, cloud, freezing vapor
Volcanoes, badlands Red dragon Flaming red, burnt orange, or charcoal 90’ long, 30’ wide, cone, fire
Woods, jungles Green dragon Moss green, olive, or forest green 40’ long, 40’ wide, cloud, poison vapor
Swamps, marshes Black dragon Green-grey, midnight green, or black 100’ long, 5’ wide, line, acid
Dragon Breath Weapons
Dragons are able to produce a powerful attack with a breath weapon. Though the classic breath weapon is the fire from a “fire-breathing dragon,” different dragons breathe different kinds of effects. All dragons' breath weapons deal 1d6 points of damage per Hit Die of the dragon and are usable 3 times per day. Unless the situation prevents it, dragons will tend to use their breath weapon as their initial attack when confronted with combat. Dragons will use their breath weapons about 50% of the time on all subsequent rounds of combat. When the breath weapon is not employed, they will attack with two claws and a bite attack.
A dragon’s breath weapon can have one of three potential shapes: cloud shaped, cone shaped, and line shaped. All cloud-shaped breath effects occupy an area that is 20’ high, 40’ long, and 40’ wide. Cone-shaped effects begin with a width of 2’, and spread out into a cone shape 90’ long and 30’ wide. Line shaped breath weapons have the same 5’ width for their entire lengths (100’). All creatures within the area of effect will take full damage from the breath unless they make a saving throw versus Breath. Success indicates that the creature takes only half damage.
Dragons are immune to the effects of their own breath weapon, as well as the same kind of breath weapon from other dragons. They are further immune to ordinary instances of a similar nature to their attack. For instance, a red dragon is immune to all ordinary fire and the fire breath of all other dragons. However, dragons will sustain half damage from magical based attacks that are similar to the nature of their breath weapons. A blue dragon, for instance, will not suffer damage from a natural lightning strike, but will suffer half damage from spell lightning bolt.
In addition to damage, certain breath weapons have special effects, noted below:
Acid: The acid stream will burn through wooden or metal barriers and continue beyond them to its full length. The acid can corrode metal, wood, and cloth it touches, but cannot harm stone.
Fetid Gas: Creatures that fail to save versus Breath are afflicted by a noxious rotting disease which causes their body to deteriorate. They lose 1d4 points of STR, DEX, and CON each day until cured by a cure disease spell from a 9th level or higher cleric. If any of the character’s ability scores is reduced to 0, the character dies. Lost ability score points are recovered at a rate of 1 per day after the disease is cured.
Blistering Steam, Freezing Vapors, Poison Vapor, or Scouring Wind: For one round after the dragon breathes, the area of effect is partly obscured by the billowing vapors, steam, or dust. Attacks into or through the area suffer a -2 penalty.
Lightning Bolt: The bolt can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier.
Fire: The fire ignites combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the breath may continue beyond the barrier in order to attain its full volume.
Dragon Special Abilities
As they age, dragons become increasingly powerful. Refer to the Secondary Dragon Attributes table and select powers appropriate to the dragon’s habitat and alignment from the list below, or make up your own.
Clutching Claws: The dragon can make a dive attack with its claws, dealing double damage. If the dragon hits a creature smaller than itself with both its claw attacks, the dragon automatically grabs the creature struck (no saving throw). To escape the dragon’s claws the character must make a successful saving throw versus Paralysis at -4. Grabbed humanoids, and any creatures with less than half the dragon’s Hit Dice, can be carried off.
Decapitating Bite: On a natural attack throw of 19-20, the dragon’s bite may decapitate its target. The character bitten must make a saving throw versus Death or die. Even if the saving throw is successful, the character will suffer quadruple damage from the bite.
Elemental Aura: The dragon is surrounded by an aura of elemental energy appropriate to its breath weapon (a red dragon might be wreathed in flame, for instance). Characters within 5’ of the dragon take 1d4 points of damage per round from this aura.
Fear Aura: When the dragon charges or flies overhead, it causes fear in its opponents. All creatures with less than 1 Hit Dice flee in panic for 4d6 turns. All creatures with 1-3 Hit Dice must save versus Paralysis or be paralyzed with fear. All creatures with more than 3 Hit Dice must save versus Paralysis or suffer a -1 to attack throws. The fear effects last until the dragon is slain or passes out of sight and sound.
Gem-Encrusted Hide: The dragon’s hide is coated with gemstones and coins from centuries of lying on its treasure pile. Because of this protection, it gains a +2 bonus to AC, but its movement is reduced by 30’. The AC bonus increases to +3 when the dragon becomes Very Old, and +4 when the dragon becomes Venerable.
Horrific Stench: Characters within 20’ of the dragon must make a Saving Throw versus Poison or be nauseated by its overwhelming stench. Nauseated characters suffer -3 to attack throws and damage rolls for 1d4+4 rounds after leaving the dragon’s vicinity.
Invulnerable: The dragon’s innate power protects it from most attacks. The dragon cannot be harmed by non-magical weapons.
Massive Size: The dragon is of enormous size for its age. Its Hit Dice are increased by 2, with a commensurate increase in damage from its claw and bite attacks and breath weapon. A dragon may take this special ability multiple times, representing a truly colossal specimen. Venerable dragons attack for 3d6/3d6/6d8 if this special ability is taken once and for 3d8/3d8/6d10 if the special ability is taken twice.
Paralyzing Blows: The dragon’s claw and bite attacks channel negative energy that causes paralysis for 3d4 turns unless a successful Saving Throw versus Paralysis is made. This effect is otherwise identical to a ghoul’s paralysis. Only chaotic dragons may have this special ability.
Poisonous Blood: Any opponent successfully hitting the dragon in melee must save versus Poison to avoid being splashed with highly venomous blood. A failed saving throw results in death.
Polymorph Self: The dragon may change its shape to any humanoid or animal form at will. Only dragons capable of casting spells may have this special ability.
Tail Lash: The dragon may make one additional melee attack each round, lashing out with its tail at targets to its rear. The dragon inflicts the same damage with its tail attack as it does with its bite attack.
Wing Claws: The dragon may make two additional melee attacks each round with the claws on its wings. When attacking with its wings, the dragon inflicts the claw damage of a dragon of its own age category.
Sleeping Dragons
When a dragon is encountered in its lair, or otherwise in a location on the ground, there is a chance that the dragon will be asleep when stumbled across. Dragons are an ancient, long-lived race, and as such they operate on a different schedule than humanoids. Dragons may sleep in a safe location for days, weeks, or sometimes years if left undisturbed. However, despite sleeping more often, older, wiser dragons generally take precautions against being caught unawares. The percentage chance that a dragon will be caught asleep when found is provided on the Secondary Dragon Attributes table. If the dragon is found asleep, opponents may attack the sleeping dragon for one round with a bonus of +2 to all attack throws. Thieves may backstab a sleeping dragon. The dragon will be roused after this round regardless of whether any attacks actually make contact, and combat will progress on the second round as normal.
Dragon Speech Capability
The older the dragon, the greater the probability that it has the capability of speech. All dragons that can speak know Common, Draconic, and one other language. Dragons that speak may also cast arcane spells. Such dragons should be counted as having one additional special ability for purposes of XP. (This is already factored into the XP awards for Ancient and Venerable dragons, which always can speak and cast spells).
Refer to the Secondary Dragon Attributes table for the probability of speech and the spells per day available for dragons of various ages. Dragons always know the same number of arcane spells that they can cast per day. Different dragons favor different types of spells, but charm person, invisibility, mirror image, and haste are common.
Dragon Interaction
Because of their long history, dragons seldom take notice of the lesser insignificant intelligent races, and view them as primitive upstarts. Nonetheless, dragons are extremely intelligent and value their own lives. To this end, dragons will bargain and even surrender to characters to save their lives or otherwise richly benefit. Dragons have immense egos, and even the most evil dragon may stop to listen to the pleas or praise of a soon to be lunch.
Dragons of differing alignment will interact with other intelligent creatures in different ways. Neutral dragons may or may not converse with characters, depending on the circumstances. Lawful dragons are more likely to aid a good party or a party on a noble mission. Chaotic dragons will likely attempt to destroy a party on sight unless there is something to be gained by exercising restraint.
Adventurers may use incapacitating attacks (see Special Maneuvers in Chapter 6) to attempt to capture a dragon, or other methods of the adventurers’ devising. If the dragon is successfully captured, the adventurers may choose to enslave the dragon or sell it to a buyer. An enslaved dragon becomes a henchman to the character that enslaved it, but will always wish for its freedom. An enslaved dragon must make a Henchman Loyalty roll any time it has the opportunity to escape or betray its master. Apply the dragon’s normal morale bonus as a penalty to this roll.
Alternatively, a live dragon may be sold in a Class I or II market for a number of gold pieces equal to 1,000 x the dragon’s total hit points.
Encountering Multiple Dragons
If two dragons are encountered, they will be a mated pair (if adult or older) or siblings (if juvenile or younger). If three or more dragons are encountered, they will be a mated pair (adults or older) along with their offspring (juvenile or younger). Roll separately for treasure for each dragon based on its age.
Sea Dragons
Dragons that lair in oceans or lakes may lose the ability to fly but gain the ability to breathe underwater and swim at a rate of 240’ (80’). These dragons stay almost exclusively in the water, but may glide over the surface of water for a duration of 6 rounds. These dragons live in underwater caverns where they hoard treasure from sunken vessels. They will never be found asleep above water.
Dragon Turtle
% In Lair: 5%
Dungeon Enc: None
Wilderness Enc: Solitary (1) / Lair (1)
Alignment: Chaotic
Movement: 30’ (10’)
Swim: 90’ (30’)
Armor Class: 11
Hit Dice: 30*
Attacks: 3 (2 claws, bite)
Damage: 1d8/1d8/1d6x10
Save: F15
Morale: +2
Treasure Type: R, N
XP: 9,500
This fearsome, massive beast is a magical hybrid of dragon and giant turtle. It has the large shell of a turtle, but the arms, legs, head, and tail of a dragon. A dragon turtle’s rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. The lair of these creatures will always be below water in submerged caverns, where they hoard wealth from ships that have sunk to the bottom of the sea. Dragon turtles have powerful claw and bite attacks, and also have a breath weapon that is usable 3 times per day. The breath weapon is a hot blistering steam cloud 90’ long and 30’ wide that inflicts 30d6 points of damage. A victim may save versus Breath for half damage.
Dwarf
% In Lair: 50%
Dungeon Enc: Squad (1d6) / Redoubt (1 company)
Wilderness Enc: Company (1d12 squads) / Vault (1d10 companies)
Alignment: Lawful, Neutral
Movement: 60’ (20’)
Armor Class: 5
Hit Dice: 1
Attacks: 1 (weapon)
Damage: 1d8 or weapon
Save: D1
Morale: 0
Treasure Type: D (per company)
XP: 10
Dwarves are short, stout demi-humans that average 4’ tall but weigh as much as adult humans. Their skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves favor earth tones in their clothing and prefer simple and functional garb. They typically wear chainmail armor with half helms and favor battle axes, warhammers, and crossbows. Goblins are the most reviled creatures to dwarves; dwarves will attack goblins first and ask questions later.
Each company of dwarves will be led by a dwarven vaultguard of level 1d4+1. The leader may possess magic items in addition to any held by the company. For each category of item except rods/staffs/wands and scrolls, there is a 5% chance per level of the leader that he possesses an item of that category. In the presence of their leader, dwarves have morale of +2 rather than 0.
Dwarven vaults will be ruled by a vaultlord (dwarven vaultguard of 9th level). The vaultlord will be accompanied by an elite guard of 2d6 vaultguards of level 1d4+1. There is a 50% chance a dwarven craftpriest of level 6+1d2 will be present to advise the vaultlord. Each of these NPCs may possess individual magic items, as described above. There is a 60% chance the vault will be protected by trained animals, either 5d4 war dogs or 2d4 brown bears. Dwarven vaults will have adult noncombatants and young equal to 50% and 25% of the number of able-bodied adults respectively.
Efreeti
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Chaotic
Movement: 90’ (30’)
Fly: 240’ (80’)
Armor Class: 6
Hit Dice: 10***
Attacks: 1
Damage: 2d8
Save: F15
Morale: +4
Treasure Type: None
XP: 2,950
Although they look like giant, demonic beings, efreet are actually an intelligent kind of fire elemental. They may only be affected by magic and magical weapons. Efreet have several spell-like abilities, each useable 3 times per day. They have four creation abilities, including create food and water (cast as a cleric of 7th level), create temporary objects of metal (the softer the metal the longer it lasts, gold lasts 24 hours while iron lasts 1 round, 10 stone maximum), create permanent goods (items made of wood, rope, and other kinds of softer goods of 10 stone maximum), and create illusion (as the spell phantasmal force but including both sight and sound, with an the effect that is permanent until touched or dispelled). Efreet can also make themselves invisible and make a wall of fire. They can become a flame pillar that inflicts 1d8 points of damage each round to characters within 5’, and ignites combustible materials. The efreeti may still attack and use its other powers when taking the form of a flame pillar, but this form may only be maintained by an efreeti for 3 rounds. Efreet may grant up to 3 wishes every 101 days, but always loathe doing so because they are held accountable for the deed when they return to their home plane.
Whether asked to grant wishes or perform other services, efreet resent being summoned, and though they must serve for 101 days when properly compelled, they will attempt to twist the meaning of their orders and obey them only to the letter. Efreet are enemies of djinn, and will try to destroy them when encountered.
Elemental
Air Earth
% In Lair: None None
Dungeon Enc: Solitary (1) Solitary (1)
Wilderness Enc: Solitary (1) Solitary (1)
Alignment: Neutral Neutral
Movement: - 60’ (20)’
Fly: 360’ (120’) -
Armor Class: 7/9/11 7/9/11
Hit Dice: 8/12/16* 8/12/16*
Attacks: See below See below
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: +4 +4
Treasure Type: None None
XP: 1,100/2,100/3,300
Fire Water
% In Lair: None None
Dungeon Enc: Solitary (1) Solitary (1)
Wilderness Enc: Solitary (1) Solitary (1)
Alignment: Neutral Neutral
Movement: 120’ (40)’ 60’ (20’)
Swim: - 180’ (60’)
Armor Class: 7/9/11 7/9/11
Hit Dice: 8/12/16* 8/12/16*
Attacks: See below See below
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: +4 +4
Treasure Type: None None
XP: 1,100/2,100/3,300
Elementals are living beings made up of one of the four primary elements. They may be summoned in three different ways, either by staff, miscellaneous magic item, or spell. Once summoned, elementals will leave when dispelled, destroyed, or ordered to depart by the summoner. However an elemental is summoned, the summoner must completely concentrate on directing the elemental or lose control. If the summoner stops concentrating or loses concentration due to being struck or taking other actions, the elemental will attack him and anyone in-between it and the summoner. Once the summoner has lost control of an elemental, he can no longer order it to depart.
There are three different power levels of elementals, and the type present will be determined by the means used to summon them. Any elemental summoned with a staff is the weakest of the three, having AC 7, HD 8, and Dmg 1d8. Any elemental summoned with other miscellaneous magic items has AC 9, HD 12, and Dmg 2d8. Elementals summoned with a spell have AC 11, HD 16, and Dmg 3d8. All three types of elementals are immune to non-magical weapons.
Air Elementals: Air elementals appear as a twirling air mass. For every Hit Die possessed by an air elemental, it will have a diameter of ½’ and be 2’ high. For instance, an air elemental summoned by a spell would be 32’ high and have a diameter of 8’. If a being of fewer than 2 Hit Dice is caught in the twirling mass, it is carried away, barring a successful saving throw versus Death. Such creatures are helpless until the elemental is killed. Air elementals inflict an extra 1d8 points of damage when they successfully hit flying opponents.
Earth Elementals: Earth elementals appear as giant humanoids made of earth. For every Hit Die possessed by an earth elemental, it will be 1’ high. For instance, an earth elemental summoned by a spell would be 16’ high. Earth elementals inflict an extra 1d8 points of damage when they successfully hit opponents standing on the ground. Earth elementals are unable to move through water that has a width greater than an elemental’s height.
Fire Elementals: Fire elementals appear as giant pillars of flame. For every Hit Die possessed by a fire elemental, it will have a diameter of 1’ and be 1’ high. For instance, a fire elemental summoned by a spell would be 16’ high and have a 16’ diameter. Fire elementals inflict an extra 1d8 points of damage when they successfully hit opponents that use cold-based attacks. Fire elementals are unable to move through water that has a width greater than an elemental’s diameter.
Water Elementals: Water elementals appear as a large mass of watery waves. For every Hit Die possessed by a water elemental, it will have a diameter of 2’ and be ½’ high. For instance, a water elemental summoned by a spell would be 8’ high and have a 32’ diameter. Water elementals inflict an extra 1d8 points of damage when they successfully hit opponents standing or submerged in water. Water elementals may not be further than 60’ from a source of water.
Elephant
% In Lair: None
Dungeon Enc: None
Wilderness Enc: Herd (1d20)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 9
Attacks: 2 or 1 (2 tusks or trample)
Damage: 2d4/2d4 or 4d8
Save: F5
Morale: 0
Treasure Type: Special
XP: 700
Massive herbivores of tropical lands, elephants are unpredictable creatures, but nevertheless are sometimes used as mounts or beasts of burden. When in close combat, they may attempt to attack with tusks or attempt to trample. Elephants have a +4 to their attack throw when attempting to trample an opponent that is man-sized or smaller. When distance permits, elephants may charge with their tusk attacks to deal double damage. Although elephants do not keep treasure, the ivory from tusks is valuable. Each tusk is worth 1d6x100gp.
Elf
% In Lair: 10%
Dungeon Enc: Fellowship (1d4) / Haven (1 company)
Wilderness Enc: Company (1d10 fellowships) / Fastness (1d10 companies)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 1 + 1
Attacks: 1 (weapon)
Damage: 1d8 or weapon
Save: E1
Morale: 0
Treasure Type: E (per company)
XP: 15
Elves are beautiful demi-humans that average 5 ½’ tall, with lithe builds and graceful features. Elves are ageless, always appearing in the prime of life, and can live for upwards of two centuries if not slain in battle. Their skin is always fair, while their hair color ranges from blue-black to platinum, and their eyes are amber, blue, golden, hazel, or violet. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. They typically arm themselves with lightweight chainmail, shields, delicately curved swords, and composite bows.
Each company of elves will be led by an elven spellsword of level 1d6+1. The leader may possess magic items in addition to any held by the company. For each category of item (potion, sword, etc.), there is a 5% chance per level of the leader that he possesses an item of that category. In the presence of the leader, elves have morale of +2 rather than 0.
Elven fastnesses (wilderness lairs) will be ruled by a wizard-lord (elven spellsword of 9th level). The wizard-lord will be accompanied by an elite guard of 2d6 spellswords of level 1d6+1. There is a 50% chance an elven nightblade of level 6+1d2 will be in the service of the wizard-lord. Each of these NPCs may possess individual magic items, as described above. There is a 70% chance the fastness will be protected by 2d6 trained giant hawks. Elven fastnesses will have adult noncombatants and young equal to 100% and 5% of the number of able-bodied adults respectively.
Ettin
% In Lair: 20%
Dungeon Enc: Gang (1d2) / Lair (1d4)
Wilderness Enc: Warband (1d4) / Lair (1d4)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 10
Attacks: 2 (club, club)
Damage: 2d8/3d6
Save: F10
Morale: +1
Treasure Type: N, H
XP: 850
Ettins are large, nocturnal creatures that live below ground. They share some affinity to orcs, witnessed in their pig-like faces, but possess a pair of grotesque heads, each of which controls one arm. The right side is slightly dominant, and can cause 3d6 points of damage whereas the left can inflict 2d8. Ettins gain a +1 bonus to surprise rolls because one head or the other is usually keeping watch. Ettins are dirty creatures that wear tattered skins and often use wicked weapons, such as barbed clubs.
Faerie
Pixie Sprite
% In Lair: 5% 30%
Dungeon Enc: Flight (2d4) / Lair (1d4x10) None
Wilderness Enc: Wing (1d4x10) / Lair (1d4x10) Wing (3d6) / Lair (3d6)
Alignment: Neutral Neutral
Movement: 90’ (30’) 60’
Fly: 180’ (60’) 180’ (60’)
Armor Class: 6 4*
Hit Dice: 1* 1d4 hit points
Attacks: 1 (dagger) 1 (spell)
Damage: 1d4 See below
Save: E1 E1
Morale: -1 -1
Treasure Type: B B
XP: 13 6
Pixie: These 2’ tall creatures resemble elves, save for their insect-like wings. These wings are relatively weak, and a pixie must spend 1 turn on its feet for each 3 turns spent flying. Pixies are naturally invisible, but may choose to become visible at will. The spell detect invisibility will reveal their presence. Pixie invisibility is unlike the spell of the same name in that a pixie may act freely, including attacking, without becoming visible. Because of this advantage, a pixie will always get surprise on its opponent. An opponent cannot attack a pixie during the first round they are engaged in combat, but in the second round an opponent may strike due to hearing the pixie and otherwise having some idea where it might be as it moves.
Sprite: Sprites are reclusive fey creatures that are cousins to elves and pixies. They appear as 1’ tall, winged elves. Sprites are not malicious, but are mischievous, and enjoy playing tricks on other creatures. When five sprites pool their energies, they may inflict a curse upon a target. A curse will not be directed to cause physical harm or illness, but will instead be embarrassing or of some other “humorous” nature. Examples might include making a character’s skin change to be dotted or striped, or some other effect left to the Judge’s discretion. The spell remove curse can counter this effect.
Fish, Giant
Catfish Piranha
% In Lair: None None
Dungeon Enc: None None
Wilderness Enc: School (1d2) Pack (2d4)
Alignment: Neutral Neutral
Movement:
Swim: 90’ (30’) 150’ (50’)
Armor Class: 5 3
Hit Dice: 8 3 + 3
Attacks: 5 (bite, 4 feelers) 1 (bite)
Damage: 2d8/1d4 (each 1d8 feeler)
Save: F4 F2
Morale: 0 -1
Treasure Type: None None
XP: 600 65
Rockfish Sturgeon
% In Lair: None None
Dungeon Enc: None None
Wilderness Enc: School (2d4) Solitary (1)
Alignment: Neutral Neutral
Movement:
Swim: 180’ (60’) 180’ (60’)
Armor Class: 2 9
Hit Dice: 5 + 5* 10*
Attacks: 4 (spines) 1 (bite)
Damage: 1d4x4 (each 2d10 spine), poison
Save: F3 F5
Morale: 0 +1
Treasure Type: None I
XP: 460 1,550
Giant Catfish: These scaleless, ash-colored fish are both predators and scavengers. They can attack with their whisker-like feelers and a bite. The giant catfish reaches a length of about 15’.
Giant Piranha: These giant fish live in warm, moving water, and can reach a length of 5’. They will attack nearly anything that moves, and if blood is scented they will feed at a feverish pace, never having to check for morale. Note that as many as 8 giant piranhas may attack a single victim at a time.
Giant Rockfish: These giant fish are passive but deadly. They closely resemble the rocky sea surface that they call home, and blend in well since there is only a 30% chance that an observer will recognize the fish is present. The giant rockfish will attack if threatened. Its deadly spines are poisonous, requiring a saving throw versus Poison to avoid death. Should a being touch a rockfish due to mistaking it for its surroundings, it is struck by all four spines with no attack throw required.
Giant Sturgeon: These immense gray scaly fish can reach a length of 30’. Giant sturgeons are able to swallow whole creatures of up to man size on an unmodified attack throw of 18 or greater. A creature that is swallowed whole takes 2d6 points of damage per round inside the giant sturgeon’s belly until either the fish is killed or the creature dies. In addition, each round the swallowed creature must make a successful saving throw versus Paralysis or be paralyzed. If the swallowed creature is armed with a sharp weapon and has not been paralyzed, it may attack the sturgeon from the inside with a -4 to the attack throw versus an effective AC 2. Should the swallowed creature die and remain in the sturgeon’s belly for 6 turns, it is irrecoverably digested. Because of their propensity to swallow creatures whole, any encounter with giant sturgeons may yield treasure, whether wandering or in lair. The treasure (if any) is always found inside the creature’s belly.
Fly, Giant Carnivorous
% In Lair: 35%
Dungeon Enc: Scourge (1d6) / Nest (2d6)
Wilderness Enc: Swarm (2d6) / Nest (2d6)
Alignment: Neutral
Movement: 90’ (30’)
Fly: 180’ (60’)
Armor Class: 3
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8
Save: F1
Morale: 0
Treasure Type: C
XP: 20
The dreaded giant carnivorous fly is 3’ long. They have markings that make them appear similar to giant killer bees. The giant carnivorous fly preys upon these bees and is immune to their poisonous sting. However, they also prey upon animals and humanoids. These giant flies skulk in shadows, waiting for victims. Characters encountering carnivorous flies suffer a -2 penalty to surprise rolls. These carnivorous flies sometimes jump to a distance of 30’ to attack. They attack by biting victims with their formidable mandibles.
Gargoyle
% In Lair: 20%
Dungeon Enc: Flight (1d6) / Lair (2d4)
Wilderness Enc: Wing (2d4) / Lair (2d4)
Alignment: Chaotic
Movement: 90’ (30’)
Fly: 150’ (50’)
Armor Class: 4
Hit Dice: 4*
Attacks: 4 (2 claws, bite, horn)
Damage: 1d3/1d3/1d6/1d4
Save: F8
Morale: +3
Treasure Type: H
XP: 135
Gargoyles are demonic-appearing magical constructs. They are immune to poison and sleep, charm, and hold spells, and may only be harmed by enchanted weapons or magic. They have large bat-like wings, horns, fangs, fearsome claws, and skin the color of gray stone. Although they are not highly intelligent, they make up for this with the sly nature of efficient predators.
Gelatinous Cube
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: None
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 1
Hit Dice: 4*
Attacks: 1
Damage: 2d4 + see below
Save: F2
Morale: N/A
Treasure Type: C
XP: 135
The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. A typical gelatinous cube is 10’ on a side and weighs 15,000lb, though much larger specimens are not unknown. The translucent appearance of the gelatinous cube means characters suffer a -2 penalty to avoid being surprised by them.
A gelatinous cube attacks by slamming its body into its prey. This attack deals 2d4 points of damage, and an opponent must succeed in a saving throw versus Paralysis or become paralyzed for 2d4 turns. The spell cure light wounds causes a character to regain movement, but this use does not heal hit points with the same casting. Subsequent attacks against a paralyzed foe always hit. Gelatinous cubes are immune to the effects of lightning-based and cold-based attacks. They take normal damage from weapons and fire-based attacks.
Inorganic material remains trapped and visible inside the cube’s body. As a result, any encounter with a gelatinous cube may yield treasure, even though the creature has no lair. The treasure (if any) is always floating in its body, along with bits of bone, stone, and metal.
Ghoul
% In Lair: 20%
Dungeon Enc: Pack (1d6) / Lair (2d8)
Wilderness Enc: Horde (2d8) / Lair (2d8)
Alignment: Chaotic
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 2*
Attacks: 3 (2 claws, bite)
Damage: 1d3/1d3/1d3 + see below
Save: F2
Morale: +1
Treasure Type: D
XP: 29
Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. Ghouls attack with claws and a vile bite. Any successful attack requires the opponent to attempt a saving throw versus Paralysis, or become paralyzed for 2d4 turns. This paralysis may be cured with cure light wounds. Elves are immune to the paralysis of ghouls, and the paralysis cannot take effect on humanoids larger than ogres. Ghouls will attempt to paralyze all members of a group, so that they can feast on their helpless bodies at leisure. All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. Like all undead, ghouls are immune to sleep, charm, and hold spells and poison.
Giant
Hill Stone Frost
% In Lair: 25% 25% 30%
Dungeon Enc: Gang (1d4), Lair (2d4) Gang (1d2) / Lair (1d6) Gang (1d2) / Lair (1d4)
Wilderness Enc: Warband (2d4), Lair (2d4) Warband (1d6) / Lair (1d6) Warband (1d4) / Lair (1d6)
Alignment: Chaotic Neutral Chaotic
Movement: 120’ (40’) 120’ (40’) 120’ (40’)
Armor Class: 5 5 5
Hit Dice: 8 9 10
Attacks: 1 1 1
Damage: 2d8 3d6 4d6
Save: F8 F9 F10
Morale: 0 +1 +1
Treasure Type: N N N
XP: 600 700 850
Fire Cloud Storm
% In Lair: 35% 40% 45%
Dungeon Enc: Gang (1d2) / Lair (1d3) Gang (1d2) / Lair (1d3) Solitary (1) / Lair (1d3)
Wilderness Enc: Warband (1d3) / Lair (1d3) Warband (1d3) / Lair (1d3) Warband (1d3) / Lair (1d3)
Alignment: Chaotic Neutral Lawful
Movement: 120’ (40’) 120’ (40’) 150’ (50’)
Armor Class: 5 5 7
Hit Dice: 11 12 15
Attacks: 1 1 1 + see below
Damage: 5d6 6d6 8d6
Save: F11 F12 F15
Morale: +1 +2 +2
Treasure Type: N N N, H
XP: 1,000 1,200 1,800
Hill Giant: In many ways hill giants resemble larger ogres, including having eyes rimmed with red and often wielding some bludgeoning weapon or a spear. Like others of their kind, hill giants can throw rocks dealing 3d6 points of damage to a range of 200’. They have skin of rust brown or tan, with similarly colored rust or black hair, and dress in the skins of animals. They stand 12’ tall and weigh about 1,100lb. Hill giants enjoy pillaging human villages.
Stone Giant: Stone giants are partially named for their stone-like complexions and iron colored eyes. Their hair is also dark-stone colored, sometimes with hints of blue. They are 14’ tall and about 1,500lb. Whereas hill giants often use wooden clubs, stone giants prefer stone clubs and wear skins the color of stone. Stone giants are the best rock-throwers of all giants, able to hurl rocks inflicting 3d6 points of damage to a range of 300’. They may keep guards (50% chance), typically 1d4 cave bears.
Frost Giant: Frost giants have the overall appearance of massive 18’ tall muscled barbarians, weighing about 2,800lb. They have pale yellow or blue eyes, with white hair that can likewise be tinged with yellow or blue. Frost giants get their name for their love of the cold. They often live within frosty caverns, but have the propensity to take up residence in castles, as do some of their other giant kin. This love of the cold is reflected in the fact that frost giants are completely immune to ill effects from cold, including the bone-chilling breath of white dragons! Frost giants can throw rocks dealing 3d6 points of damage to a range of 200’. Frost giant lairs are always guarded by trained animals, usually (1-8 on 1d10) 6d6 dire wolves, but sometimes (9-10 on 1d10) 3d6 polar bears.
Fire Giant: Fire giants’ hair is the red and orange color of flames, and their skin is soot black. Their teeth are flame orange, and their eyes red. They are 16’ tall and weigh 3,200lb. They commonly wear armor on their broad shoulders. This armor is usually brass, bronze, copper, or sometimes made from the skin of red dragons. Fire giants live in castles or large structures made of stone or dense fire-hardened earth. Like all giants, fire giants delight in throwing rocks at enemies. They can hit a target from a distance of 200’ to inflict 3d6 points of damage. When not throwing rocks, fire giants wield large swords. Fire giants are immune to fire-based attacks, including the fire breath of a red dragon. Fire giant lairs are always guarded by trained monsters, usually (1-8 on 1d10) 3d6 hellhounds, but sometimes by (9-10 on 1d10) 1d3 hydras.