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Monsters

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Game Statistics

Monsters are described by the following statistics.

Armor Class (AC)

The monster’s ability to avoid damage in combat.

Ascending AC: The optional AAC score is listed afterwards in square brackets.

Hit Dice (HD)

The number of d8s rolled to determine an individual’s hit points.

Asterisks: One or more asterisks after the HD number indicate the number of special abilities the monster has, for the purpose of XP calculation.

Hit point modifiers: Modifiers to the HD (e.g. +3, –1) are applied to the hp total after rolling the specified number of d8s. Monsters with a hit point modifier are treated specially by some spells.

Fractional Hit Dice: Some monsters are listed as having less than one HD, either as ½ (roll 1d4) or as a fixed number of hp.

Average hit points: The average hit point value is listed in parentheses.

Attacks Usable Per Round (Att)

The attacks that the monster can use each round, with the inflicted damage in parentheses. (Note that monsters’ attack and damage rolls are not modified by STR or DEX, unless specified.)

Alternative attack routines: Are noted with “or” or square brackets.

Saving Throw Values (SV)

The monster’s saving throw values:

  • D: Death/poison.
  • W: Wands.
  • P: Paralysis/petrification.
  • B: Breath attacks.
  • S: Spells/rods/staves.

Save as HD: The HD at which the monster saves is listed in parentheses (with NH indicating that it saves as a normal human). This is usually the monster’s HD rating, but sometimes differs:

  • Unintelligent monsters: Typically save at half their HD rating.
  • Magical monsters: May save at a higher HD rating.
  • Character classes: Some monsters save as a character class. In this case, the class and level are listed.

Attack Roll “to Hit AC 0” (THAC0)

The monster’s ability to hit foes in combat, determined by its Hit Dice (see Attack Matrix).

Attack bonus: The monster’s attack bonus (required when using the optional rule for Ascending AC) is listed afterwards in square brackets.

Movement Rate (MV)

The speed at which the monster can move. Every monster has a base movement rate and an encounter movement rate (noted in parentheses, one third of the base movement rate).

Modes of movement: If the monster has multiple modes of movement (e.g. walking, flying, climbing), they are listed individually, separated by slashes.

Morale Rating (ML)

The monster’s likelihood to persist in battle. See Morale.

Alignment (AL)

The monster’s affiliation to Law, Neutrality, or Chaos. If “any” is listed, the referee may roll randomly or choose the creature’s alignment.

XP Award (XP)

Pre-calculated XP award for defeating the monster.

Number Appearing (NA)

Listed as two values, the second in parentheses.

Zeros: If the first value is a zero, monsters of this type are not usually encountered in dungeons. If the second value is a zero, monsters of this type are not usually encountered in the wilderness and do not usually have lairs.

Usage: The use of these values depends on the situation in which monsters are encountered:

    • Wandering monsters in a dungeon:

      The first value determines the number of monsters encountered roaming in a dungeon level equal to their HD. If the monster is encountered on a level greater than its HD, the number appearing may be increased; if encountered on a level less than its HD, the number appearing should be reduced.

    • Monster lair in a dungeon: The second value lists the number of monsters found in a lair in a dungeon.
    • Wandering monsters in the wilderness: The second value indicates the number of monsters encountered roaming in the wilderness.
    • Monster lair in the wilderness: The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness.

      Treasure Type (TT)

      The letter code used to determine the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:

        • A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters, usually hidden in the lair. For monsters with a lair encounter size (see Number Appearing) of greater than 1d4, the amount of treasure in the hoard may be reduced, if the number of monsters is below average.
        • P to V: If listed for an intelligent monster, indicate treasure carried by individuals (P to T) or a group (U, V). If listed for an unintelligent monster, indicate treasure from the bodies of its victims.

          General Notes

          Infravision

          All non-human monsters have infravision (see Darkness). Unless specified in a monster’s description, this allows monsters to see in the dark up to 60’.

          Languages

          20% of intelligent monsters speak Common (see Languages), unless the monster description states otherwise. Many intelligent monster species also have their own tongue.

          Persons

          Some spells or magical effects only affect creatures classified as “persons”. This includes all humans and demihumans, as well as human-like monsters of up to 4+1 HD. The referee should decide which monsters are affected (a suggested list is given overleaf).

          Monster Descriptions

          Acolyte

          1st level clerics on a quest for their deity.

          AC 2 [17], HD 1 (4 hp), Att 1 × mace (1d6), THAC0 19 [0], MV 60’ (20’), SV D11 W12 P14 B16 S15 (Cleric 1), ML 7, AL Any, XP 10, NA 1d8 (1d20), TT U

          TRAITS

          • Leader: Groups of 4+ are led by a higher level cleric (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level). Choose or roll the leader’s spells.

          Ape, White

          Albino, herbivorous, gorilla-like apes that live in caves and emerge at night to forage.

          AC 6 [13], HD 4 (18 hp), Att 2 × claw (1d4) or 1 × thrown rock (1d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 75, NA 1d6 (2d4), TT None

          TRAITS

          • Territorial: Defend their lair with threats and, if this is ignored, violence.

          Bandit

          NPC thieves who live by robbery.

          AC 6 [13], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D13 W14 P13 B16 S15 (Thief 1), ML 8, AL Neutral or Chaotic, XP 10, NA 1d8 (3d10), TT U (A)

          TRAITS

          • Trickery: Use disguise or trickery to surprise victims.
          • Leader: May have a leader of 2nd level or higher (any human class).
          • Hoard: Only have treasure type A when encountered in their wilderness lair.

          Persons

          The following monsters in this book are classified as “persons”, for the sake of magical effects: acolyte, bandit, berserker, brigand, buccaneer, bugbear, dervish, dwarf, elf, gnoll, gnome, goblin, halfling, hobgoblin, kobold, lizard man, medium, merchant, merman, Neanderthal, nixie, noble, nomad, normal human, ogre, orc, pirate, pixie, sprite, trader, troglodyte, veteran.

          Basilisk

          10’ long, serpentine lizards. Unintelligent, but highly magical. Dwell in caverns and twisted brambles.

          AC 4 [15], HD 6+1** (28 hp), Att 1 × bite (1d10 + petrification), 1 × gaze (petrification), THAC0 13 [+6], MV 60’ (20’), SV D10 W11 P12 B13 S14 (6), ML 9, AL Neutral, XP 950, NA 1d6 (1d6), TT F

          TRAITS

          • Surprise: Characters surprised by a basilisk meet its gaze.
          • Petrifying touch: Anyone touched by a basilisk is turned to stone (save vs petrify).
          • Petrifying gaze: Anyone meeting a basilisk’s gaze is turned to stone (save versus petrify). Unless averting eyes or using a mirror, characters in melee are affected each round.
          • Averting eyes: –4 penalty to hit; the basilisk gains a +2 bonus to attack.
          • Mirrors: The reflection of a basilisk is harmless. Fighting by looking in a mirror incurs a –1 penalty to attack. If a basilisk sees its own reflection (2-in-6 chance), it must save or be petrified.

          Bat

          Nocturnal, flying mammals that roost in caves or ruins.

          • Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.

      Giant Bat

      Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (see Giant Vampire Bat).

      AC 6 [13], HD 2 (9 hp), Att 1 × bite (1d4), THAC0 18 [+1], MV 30’ (10’)/180’ (60’) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20, NA 1d10 (1d10), TT None

          • Echolocation: See main entry.

      Giant Vampire Bat

      AC 6 [13], HD 2 (9 hp), Att 1 × bite (1d4 + unconsciousness), THAC0 18 [+1], MV 30’ (10’)/180’ (60’) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20, NA 1d10 (1d10), TT None

          • Echolocation: See main entry.
          • Unconsciousness: For 1d10 rounds (save versus paralysis).
          • Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire) after 24 hours (save versus spells).

      Normal Bat

      AC 6 [13], HD 1 hp, Att 1 × swarm (confusion), THAC0 20 [–1], MV 9’ (3’)/120’ (40’) flying, SV D14 W15 P16 B17 S18 (NH), ML 6, AL Neutral, XP 5, NA 1d100 (1d100), TT None

          • Echolocation: See main entry.
          • Swarm: 10 bats can swarm around a target’s head, causing confusion: –2 to attack rolls and saves; unable to cast spells.
          • Attacks: As normal human.
          • Flighty: Unless magically summoned or controlled, normal bats check morale every round.

      Bear

          • Bear hug: If a victim is hit by both claw attacks in the same round, the bear hugs for an extra 2d8 automatic damage.

      Black Bear

      6’ tall; favor eating berries and roots.

      AC 6 [13], HD 4 (18 hp), Att 2 × claw (1d3), 1 × bite (1d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 75, NA 1d4 (1d4), TT U

          • Bear hug: See main entry.
          • Defensive: Adults will protect their young with their lives, but otherwise only attack if cornered.
          • Camp raids: Sometimes raid camps, for food (especially fish and sweet treats).

      Cave Bear

      Ferocious, 15’ tall grizzly bears found in caves and Lost World settings. Omnivorous, but prefer meat, including humans.

      AC 5 [14], HD 7 (31 hp), Att 2 × claw (1d8), 1 × bite (2d6), THAC0 13 [+6], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 450, NA 1d2 (1d2), TT V

          • Bear hug: See main entry.
          • Sense of smell: Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.

      Grizzly Bear

      Aggressive, 9’ tall. Silver-tipped fur, brown or reddish brown in colour. Live in forests and mountains. Favor eating meat.

      AC 6 [13], HD 5 (22 hp), Att 2 × claw (1d4), 1 × bite (1d8), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 175, NA 1 (1d4), TT U

          • Bear hug: See main entry.

      Polar Bear

      Aggressive, white-furred bears that stand 11’ tall and live in cold regions. Favor eating fish.

      AC 6 [13], HD 6 (27 hp), Att 2 × claw (1d6), 1 × bite (1d10), THAC0 14 [+5], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 275, NA 1 (1d2), TT U

          • Bear hug: See main entry. ? Swimming: Excellent swimmers.
          • Snow walk: Wide paws allow running on the surface of snow without sinking.

      Beetle, Giant

      Fire Beetle

      2½’ long. Commonly found underground.

      AC 4 [15], HD 1+2 (6 hp), Att 1 × bite (2d4), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 15, NA 1d8 (2d6), TT None

      TRAITS

          • Glowing nodules: Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10’ radius. If removed, keep glowing for 1d6 days.

      Oil Beetle

      3’ long, burrowing beetles sometimes encountered below ground.

      AC 4 [15], HD 2* (9 hp), Att 1 × bite (1d6), 1 × oil spray (blistering), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 25, NA 1d8 (2d6), TT None

      TRAITS

          • Oil spray: Use when attacked. Targets one opponent within 5’. A hit causes painful blistering: –2 to attack rolls for 24 hours. Cure light wounds can be used to cure this, instead of restoring hit points.

      Tiger Beetle

      Carnivorous, 4’ long, tiger-striped beetles with powerful, crushing mandibles. Hunt robber flies, but sometimes eat humans.

      AC 3 [16], HD 3+1 (14 hp), Att 1 × bite (2d6), THAC0 16 [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (1), ML 9, AL Neutral, XP 50, NA 1d6 (2d4), TT U

      Berserker

      Fighters who enter a rage in battle. They never take prisoners.

      AC 7 [12], HD 1+1* (5 hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 19, NA 1d6 (3d10), TT P (B)

      • Battle rage: +2 to hit humans and similar humanoids (e.g. orcs, goblins). Rage sometimes makes them attack their allies.
      • Hoard: Only have treasure type B when encountered in the wilderness.

Black Pudding

Huge (5’–30’ across), mindless blobs of amorphous black jelly. Driven by ravenous hunger.

AC 6 [13], HD 10* (45 hp), Att 1 × touch (3d8), THAC0 11 [+8], MV 60’ (20’), SV D10 W11 P12 B13 S14 (5), ML 12, AL Neutral, XP 1,600, NA 1 (0), TT None

      • Immunity: Only harmed by fire-based attacks.
      • Division: Non-fire attacks (including spells) cause the pudding to divide. Each hit creates a 2HD pudding that does 1d8 damage.
      • Erode wood and metal: Can dissolve wood or metal in one turn.
      • Cling: Can move across walls and ceilings.
      • Seep: Can squeeze through small holes and cracks.

Blink Dog

Highly intelligent, dingo-like dogs that live in packs. Have the innate ability to blink in and out of existence.

AC 5 [14], HD 4* (18 hp), Att 1 × bite (1d6), THAC0 16 [+3], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), ML 6, AL Lawful, XP 125, NA 1d6 (1d6), TT C

      • Blink: In combat, teleport close to an enemy, attack, then reappear 1d4 × 10’ away. If they have initiative, can blink away without the opponent being able to counter-attack.
      • Disappear: If in serious danger, the pack can flee by entirely disappearing.
      • Hate warp beasts: Always attack.

Boar

Omnivorous wild boars that dwell primarily in forests. Can be irascible and dangerous, if disturbed.

AC 7 [12], HD 3 (13 hp), Att 1 × tusk (2d4), THAC0 17 [+2], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35, NA 1d6 (1d6), TT None

Brigand

Outlaws and mercenaries who make a living by raiding settlements and attacking travelers.

AC 6 [13], 4 [15], or 3 [16], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Chaotic, XP 10, NA 0 (1d4 × 10), TT A

      • Footmen: Half the group has: leather armor, shield, sword, shortbow.
      • Cavalry: The other half is mounted on riding horses and has: chainmail, shield, sword.
      • Leaders and commanders: For every 20 brigands, there is a leader (2nd level fighter). For every 40 brigands, there is a commander (4th level fighter). Leaders ride war horses (with barding) and have: plate mail, sword, lance.
      • Fortified camps: Bands commonly combine and live in a camp of 5d6 × 10 brigands.
      • Camp leaders: Combined camps are led by a 9th level fighter, plus a 5th level fighter for every 50 brigands. Also 50% chance of a magic-user (level 1d3 + 8); 30% chance of a cleric (8th level).

Buccaneer

Sailors who make a living by raiding coastal settlements and robbing other ships. Typically ply rivers, lakes, and coastal waters; occasionally oceans.

AC 7 [12] or 5 [14], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 6, AL Neutral, XP 10, NA 0 (see below), TT A

      • Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 buccaneers each); coastal waters: 1d6 small galleys (1d3+1 × 10 buccaneers each); any: 1d4 longships (1d3+2 × 10 buccaneers each); ocean: 1d3 small warships (1d5+3 × 10 buccaneers each). (See Water Vessels for details on ships.)
      • Arms: 60% of group have: leather armor, sword; 30% have: leather armor, sword, crossbow; 10% have: chainmail, sword, crossbow.
      • Leaders and captains: For every 30 buccaneers, there is a 4th level fighter. Each ship has a captain (7th level fighter).
      • Fleet commander: 9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th level).
      • Treasure: Divided between vessels. Instead of carrying aboard, may have a map to where it is buried.
      • Havens: Lawless, fortified, coastal towns may act as a haven for buccaneers and pirates.

Bugbear

Large, hairy goblins with an ungainly gait. Favor attacking by surprise.

AC 5 [14], HD 3+1 (14 hp), Att 1 × weapon (2d4 or by weapon +1), THAC0 16 [+3], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Chaotic, XP 50, NA 2d4 (5d4), TT B

      • Surprise: On a 1–3, due to stealth.

Caecilia

Gigantic (30’ long), grey, worm-like amphibians, with huge, toothed maws.

AC 6 [13], HD 6* (27 hp), Att 1 × bite (1d8), THAC0 14 [+5], MV 60’ (20’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 500, NA 1d3 (1d3), TT B

      • Swallow whole: On a natural 19 or 20 attack roll. Inside the monster’s belly: suffer 1d8 damage per round (until the caecilia dies); may attack with a dagger at –4 to hit; body digested in 6 turns after death.

Camel

Irascible animals that are adapted to life in dry climates. Often used for transportation in deserts.

AC 7 [12], HD 2 (9 hp), Att 1 × bite (1), 1 × hoof (1d4), THAC0 18 [+1], MV 150’ (50’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20, NA 0 (2d4), TT None

      • Ill-tempered: Bite or kick creatures in their way, including owners.
      • Water: After drinking well, can survive 2 weeks without water.
      • Desert travel: Move at full speed through broken lands and deserts.
      • Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.
      • Charge attacks: Are not possible, when mounted on a camel.

Carcass Crawler

9’ long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.

AC 7 [12], HD 3+1* (14 hp), Att 8 × tentacle (paralysis), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 75, NA 1d3 (1d3), TT B

      • Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (save versus paralysis). Paralyzed victims will be devoured, if the crawler is left in peace.
      • Cling: Can walk on walls and ceilings.

Cat, Great

Cautious hunters that usually avoid combat with humans unless starving or cornered. Great cats may be playful, but are quick to anger. They remain outdoors, rarely venturing deep underground.

  • Pursuit: Always pursue prey that flees.
  • Favored prey: Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.
  • Inquisitive: May follow PCs out of curiosity.

Lion

Hunt in groups called “prides”. Live in hot regions, typically in savanna or scrublands close to deserts.

AC 6 [13], HD 5 (22 hp), Att 2 × claw (1d4+1), 1 × bite (1d10), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 175, NA 1d4 (1d8), TT U

  • Pursuit: See main entry.

Mountain Lion

Have yellow-brown fur and favor mountains, deserts, and forests. Will occasionally venture into dungeons.

AC 6 [13], HD 3+2 (15 hp), Att 2 × claw (1d3), 1 × bite (1d6), THAC0 16 [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 50, NA 1d4 (1d4), TT U

  • Pursuit: See main entry.

Panther

High-speed hunters that live in plains and forests.

AC 4 [15], HD 4 (18 hp), Att 2 × claw (1d4), 1 × bite (1d8), THAC0 16 [+3], MV 210’ (70’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 75, NA 1d2 (1d6), TT U

  • Pursuit: See main entry.

Sabre-Toothed Tiger

Huge, aggressive cats with foot-long fangs. Normally only found in Lost World regions.

AC 6 [13], HD 8 (36 hp), Att 2 × claw (1d8), 1 × bite (2d8), THAC0 12 [+7], MV 150’ (50’), SV D10 W11 P12 B13 S14 (4), ML 10, AL Neutral, XP 650, NA 1d4 (1d4), TT V

  • Pursuit: See main entry.

Tiger

Large, solitary hunters with striped camouflage markings. Favor woodlands and cooler regions.

AC 6 [13], HD 6 (27 hp), Att 2 × claw (1d6), 1 × bite (2d6), THAC0 14 [+5], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 275, NA 1 (1d3), TT U

  • Pursuit: See main entry.
  • Surprise: On a 1–4, in woodland, due to camouflage.

Cave Locust2–3’ long, herbivorous, giant crickets that dwell in caverns.

AC 4 [15], HD 2 (9 hp), Att 1 × bite (1d2) or 1 × jump (1d4) or 1 × spit (stench), THAC0 18 [+1], MV 60’ (20’)/180’ (60’) flying, SV D12 W13 P14 B15 S16 (2), ML 5, AL Neutral, XP 20, NA 2d10 (1d10), TT None

      • Blend in with stone: May be overlooked or mistaken for statues, due to their stony coloration.
      • Shriek: If attacked or frightened, shriek to warn others. This may attract wandering monsters (20% chance per round).
      • Jump: Very skittish. If attacked, usually flee by jumping up to 60’ then flying away. 50% chance of jumping at a random opponent, in which case treat the jump as an attack.
      • Spit: Used defensively. 10’ range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: unable to act for 1 turn (save versus poison). Until the goo is washed off, others who come within 5’ must also save versus poison or be violently sick.
      • Poison immunity: Immune to yellow mold (p215) and most poisons, due to their habit of eating fungi.

Centaur

Fantastic creatures with the legs and body of a horse, and the upper body and head of a human. Live in small family or tribal groups, in wild meadows and isolated forests.

AC 5 [14], HD 4 (18 hp), Att 2 × hoof (1d6), 1 × weapon (1d6 or by weapon), THAC0 16 [+3], MV 180’ (60’), SV D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 75, NA 0 (2d10), TT A

      • Weapons: Bows, clubs, lances.
      • Lair: Hidden in dense woods, along twisting, guarded paths.
      • Females and young: Normally remain in the lair. Flee if attacked. Young have 2HD and make 2 hoof attacks (1d2) and 1 weapon attack (1d4 or by weapon).

Centipede, Giant

1’ long centipedes that dwell in dark, damp locations. AC 9 [10], HD ½* (2 hp), Att 1 × bite (poison), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7, AL Neutral, XP 6, NA 2d4 (1d8), TT None

  • Poison: Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half speed movement.

Chimera

Horrific, hybrid monstrosities with the forequarters of a lion, the hindquarters of a goat, the wings of a dragon, and three heads: goat, lion, and dragon. Dwell in wild, hilly areas, or sometimes in dungeons.

AC 4 [15], HD 9** (40 hp), Att 2 × claw (1d3), goat: 1 × gore (2d4), lion: 1 × bite (2d4), dragon: 1 × bite (3d4) or 1 × breath (3d6), THAC0 12 [+7], MV 120’ (40’)/180’ (60’) flying, SV D8 W9 P10 B10 S12 (9), ML 9, AL Chaotic, XP 2,300, NA 1d2 (1d4), TT F

  • Attack pattern: Dragon head: 50% chance of breath attack, otherwise bites.
  • Breath weapon: Cone of fire: end 10’ wide, 50’ long. Can be used up to three times per day.

Cockatrice

Small, magical, bird/reptile hybrids with long serpent tails and the head, legs, and wings of a cockerel. Live in all environments.

AC 6 [13], HD 5** (22 hp), Att 1 × beak (1d6 + petrification), THAC0 15 [+4], MV 90’ (30’)/180’ (60’) flying, SV D10 W11 P12 B13 S14 (5), ML 7, AL Neutral, XP 425, NA 1d4 (1d8), TT D

  • Petrification: Anyone touched is turned to stone (save versus petrify).

Crab, Giant

Unintelligent crustaceans that lurk in coastal waters and creep along beaches. Cannot swim.

AC 2 [17], HD 3 (13 hp), Att 2 × pincer (2d6), THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 35, NA 1d2 (1d6), TT None

  • Ravenous: Attack any moving creature.

Crocodile

Large reptiles that are ungainly on land and live primarily in water, lurking just beneath the surface of subtropical swamps and lazy rivers. If hungry, attack any creatures that venture into the water.

  • Feeding frenzy: Attracted to the scent of blood or violent movement in the water.

Giant Crocodile

More than 50’ long. Usually encountered in Lost World regions. Will attack small ships.

AC 1 [18], HD 15 (67 hp), Att 1 × bite (3d8), THAC0 9 [+10], MV 90’ (30’)/90’ (30’) swimming, SV D8 W9 P10 B10 S12 (8), ML 9, AL Neutral, XP 1,350, NA 0 (1d3), TT None

Large Crocodile

20’ or more long. May attack small watercraft (canoes, rafts).

AC 3 [16], HD 6 (27 hp), Att 1 × bite (2d8), THAC0 14 [+5], MV 90’ (30’)/90’ (30’) swimming, SV D12 W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 275, NA 0 (1d4), TT None

Normal Crocodile

AC 5 [14], HD 2 (9 hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 90’ (30’)/90’ (30’) swimming, SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20, NA 0 (1d8), TT None

Cyclops

20’ tall humanoids with a single, central eye. Dwell in caves, alone or in small groups. Cultivate grapes and raise sheep. AC 5 [14], HD 13* (58 hp), Att 1 × club (3d10) or 1 × rock (3d6), THAC0 10 [+9], MV 90’ (30’), SV D4 W5 P6 B5 S8 (13), ML 9, AL Chaotic, XP 2,300, NA 1 (1d4), TT E + 5,000 gp

  • Attack penalty: –2 penalty on all hit rolls, due to limited depth perception.
  • Rock throwing: Up to 200’.
  • Slow-witted: Can be tricked by clever PCs.
  • Curse: 1-in-20 cyclops can place a curse on a character once a week. Save versus spells or be afflicted by a curse of the referee’s choosing. (Maximum possible effects: –2 penalty to saves, –4 penalty to hit, an ability score reduced by 50%.)

Dervish

Fanatically religious, nomadic people who wander steppes and desert regions, living in tents.

AC 6 [13] or 4 [15], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 10, AL Lawful, XP 10, NA 0 (1d6+1 × 10), TT A

  • Mounted: On warhorses.
  • Arms: 50% of group have: leather armor, shield, lance; 25% have: leather armor, shield, shortbow, sword; 25% have: chainmail, shield, lance.
  • Camps: Groups commonly combine and live in a camp or tribe of up to 300 dervishes, plus women, children, and animals. 25% chance of a wood or brick enclosure.
  • Camp leaders: Led by 10th level cleric.
  • Intolerant: Of other religious views.
  • Holy war: Occasionally wage war against other religious factions. Will slay people of different faith, or take them prisoner. Prisoners must convert; otherwise killed or used as slaves. Characters of Lawful alignment may be asked to join the holy war. Dervishes are highly suspicious of those who refuse (without good reason).

Djinni (Lesser)

Highly magical, free-willed, intelligent beings from the elemental plane of air. Tall humanoids wreathed in clouds.

AC 5 [14], HD 7+1* (32 hp), Att 1 × fists (2d8), magic, THAC0 12 [+7], MV 90’ (30’)/240’ (80’) flying, SV D4 W5 P6 B5 S8 (14), ML 12, AL Neutral, XP 850, NA 1 (1), TT None

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Magic powers: Each can be used three times per day:
  1. Whirlwind form: 5 rounds to transform (or change back). 70’ tall, 20’ wide at top, 10’ wide at base. Moves at 120’ (40’). 2d6 damage to all in path. Creatures with less than 2HD swept aside (save vs death).
  2. Gaseous form
  3. Invisibility
  4. Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
  5. Create food and drink: For 12 humans and mounts for one day.
  6. Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
  7. Conjure soft goods/wooden objects: Up to 1,000 coins weight. Permanent.
  8. Carrying capacity: 6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking/1 turn flying. Must rest 1 turn afterwards.
  9. If killed: Returns to the plane of air.

Doppelgänger

Intelligent, human-sized shape-shifters of wicked character and highly magical nature.

AC 5 [14], HD 4* (18 hp), Att 1 × bite (1d12), THAC0 16 [+3], MV 90’ (30’), SV D6 W7 P8 B8 S10 (10), ML 10, AL Chaotic, XP 125, NA 1d6 (1d6), TT E

  • Shape stealing: Can adopt the form of any human-like creature (7’ tall or less) observed. Then proceed to attack the person mimicked.
  • Trickery: Will attempt to kill a PC, take on their role, then attack the party by surprise (e.g. during a battle).
  • Reversion: If killed, reverts to its original form.
  • Spell immunity: Unaffected by sleep and charm spells.

Dragon

A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human Civilization.

  • Behavior: Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honor.
  • Pride: Dragons are immensely proud creatures and will always listen to flattery.
  • Attack pattern: A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
  • Breath weapon: Can be used up to three times per day. All caught in the area suffer damage equal to the dragon’s current hit points (save versus breath for half). Shapes of breath weapon:
    • Cloud: 50’ long, 40’ wide, 20’ high.
    • Cone: 2’ wide at the mouth, 30’ wide at far end.
    • Line: 5’ wide along whole length.
  • Energy immunity: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
  • Language and spells: Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
  • Sleeping: The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
  • Subduing: Will surrender if reduced to 0 hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000 gp per hp.
  • Age: The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
  • Lairs: A dragon’s treasure is always kept in its well-hidden lair and is seldom unguarded.

Black Dragon

Dwell in swamps and marshes.

AC 2 [17], HD 7** (31 hp), Att [2 × claw (1d4 + 1), 1 × bite (2d10)] or breath, THAC0 13 [+6], MV 90’ (30’)/240’ (80’) flying, SV D8 W9 P10 B10 S12 (7), ML 8, AL Chaotic, XP 1,250, NA 1d4 (1d4), TT H

TRAITS

  • Breath weapon: 60’ long line of acid.
  • Language and spells: 20%; 4 × 1st level.
  • Sleeping: 40%.

Blue Dragon

Favor open plains and deserts.

AC 0 [19], HD 9** (40 hp), Att [2 × claw (1d6 + 1), 1 × bite (3d10)] or breath, THAC0 12 [+7], MV 90’ (30’)/240’ (80’) flying, SV D8 W9 P10 B10 S12 (9), ML 9, AL Neutral, XP 2,300, NA 1d4 (1d4), TT H

TRAITS

  • Breath weapon: 100’ long line of lightning.
  • Language and spells: 40%; 4 × 1st level, 4 × 2nd level.
  • Sleeping: 20%.

Gold Dragon

May be encountered in any terrain, often in the guise of a person or animal.

AC –2 [21], HD 11** (49 hp), Att [2 × claw (2d4), 1 × bite (6d6)] or breath, THAC0 11 [+8], MV 90’ (30’)/240’ (80’) flying, SV D6 W7 P8 B8 S10 (11), ML 10, AL Lawful, XP 2,700, NA 1d4 (1d4), TT H

TRAITS

  • Breath weapon: 90’ long cone of fire or cloud of chlorine gas.
  • Language and spells: 100%; 4 × 1st level, 4 × 2nd level, 4 × 3rd level.
  • Sleeping: 5%.
  • Shape changing: May take on the form of a person or animal.

Green Dragon

Lair in jungles and forests.

AC 1 [18], HD 8** (36 hp), Att [2 × claw (1d6), 1 × bite (3d8)] or breath, THAC0 12 [+7], MV 90’ (30’)/240’ (80’) flying, SV D8 W9 P10 B10 S12 (8), ML 9, AL Chaotic, XP 1,750, NA 1d4 (1d4), TT H

TRAITS

  • Breath weapon: Cloud of chlorine gas.
  • Language and spells: 30%; 3 × 1st level, 3 × 2nd level.
  • Sleeping: 30%.

Red Dragon

Dwell in hills and mountains.

AC –1 [20], HD 10** (45 hp), Att [2 × claw (1d8), 1 × bite (4d8)] or breath, THAC0 11 [+8], MV 90’ (30’)/240’ (80’) flying, SV D6 W7 P8 B8 S10 (10), ML 10, AL Chaotic, XP 2,300, NA 1d4 (1d4), TT H

  • Breath weapon: 90’ long cone of fire.
  • Language and spells: 50%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
  • Sleeping: 10%.

Sea Dragon

Intelligent, aquatic dragons with green scales, fin-like wings, and a yellowish crest. Dwell in the depths of the ocean, inhabiting caverns or shipwrecks. Sometimes attack vessels to steal their treasure and eat the crew.

AC 1 [18], HD 8** (36 hp), Att 1 × bite (3d8) or breath, THAC0 12 [+7], MV 180’ (60’) swimming/180’ (60’) gliding, SV D8 W9 P10 B10 S12 (8), ML 9, AL Neutral, XP 1,750, NA 0 (1d4), TT H

TRAITS

  • Breath weapon: Poison spittle, 100’ range, 20’ diameter. Save versus breath or die. (Poison is harmless after 1 round.)
  • Language and spells: 20%; 3 × 1st level, 3 × 2nd level.
  • Sleeping: 30%.
  • Gliding: Leap out of the water and glide for up to 6 rounds.

White Dragon

Found in cold regions.

AC 3 [16], HD 6** (27 hp), Att [2 × claw (1d4), 1 × bite (2d8)] or breath, THAC0 14 [+5], MV 90’ (30’)/240’ (80’) flying, SV D10 W11 P12 B13 S14 (6), ML 8, AL Neutral, XP 725, NA 1d4 (1d4), TT H

TRAITS

  • Breath weapon: 80’ long cone of cold.
  • Language and spells: 10%; 3 × 1st level.
  • Sleeping: 50%.

Dragon Turtle

Gargantuan sea monsters with the body and hard shell of a turtle and the head, tail, and legs of a dragon. Lurk in huge caves in the depths of the ocean, only rarely coming to the surface.

AC –2 [21], HD 30* (135 hp), Att [2 × claw (1d8), 1 × bite (1d6 × 10)] or breath, THAC0 5 [+14], MV 30’ (10’)/90’ (30’) swimming, SV D4 W5 P6 B5 S8 (15), ML 10, AL Chaotic, XP 9,000, NA 0 (1), TT H

TRAITS

  • Breath weapon: 90’ long, 30’ wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle’s current hit points (save vs breath for half).
  • Mistaken for island: When floating, can be mistaken for a small island.
  • Attack ships: Sometimes try to destroy ships and eat the crew by surfacing below. ? Treasure: From sunken ships.

Driver Ant

Giant (6’ long), omnivorous, black ants.

AC 3 [16], HD 4* (18 hp), Att 1 × bite (2d6), THAC0 16 [+3], MV 180’ (60’), SV D12 W13 P14 B15 S16 (2), ML 7 (12 in melee), AL Neutral, XP 125, NA 2d4 (4d6), TT U (see below)

  • Rapacious: Consume everything in their path, when hungry.
  • Morale: Attack relentlessly, once they are engaged in melee (morale 12). Will even pursue through flames.
  • Lair treasure: 30% chance of 1d10 × 1,000 gp worth of gold nuggets, mined by the ants.

Dryad

Shy, peaceful, yet wary tree spirits that can manifest as beautiful female humanoids. Live in deep forests.

AC 5 [14], HD 2* (9 hp), Att 1 × magic (charm), THAC0 18 [+1], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), ML 6, AL Neutral, XP 25, NA 0 (1d6), TT D

TRAITS

  • Bound with tree: Spiritually connected with a single tree. Dryad dies if the tree dies, or if separated by more than 240’.
  • Meld with tree: Can disappear by joining with her tree.
  • Defensive: Distrustful of strangers. Attempt to charm anyone who approaches or follows.
  • Charm: Victim compelled to approach the tree, vanishes inside it (save versus spells with a –2 penalty). If not immediately rescued, the victim is lost forever.
  • Treasure: Hidden in roots of the tree.

Dwarf

Short, stocky, bearded demihumans who dwell in mountains and subterranean realms.

AC 4 [15], HD 1 (4 hp), Att 1 × weapon (1d8 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D8 W9 P10 B13 S12 (Dwarf 1), ML 8 (10 with leader), AL Lawful or Neutral, XP 10, NA 1d6 (5d8), TT G

  • Leader: A leader of level 1d6 + 2 is present for every 20 dwarves. The leader may have magic items: 5% chance per level for each magic item table (except Scrolls and Wands/Staves/Rods—Magic Items).
  • Hate goblins: Normally attack on sight.

Efreeti (Lesser)

Highly magical, free-willed, intelligent beings from the elemental plane of fire. Manifest as giant men with demonic faces and an aura of heat and smoke. Solidify out of billowing smoke clouds.

AC 3 [16], HD 10* (45 hp), Att 1 × fists (2d8), magic, THAC0 11 [+8], MV 90’ (30’)/240’ (80’) flying, SV D4 W5 P6 B5 S8 (15), ML 12, AL Chaotic, XP 1,600, NA 1 (1), TT None

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Magic powers: Each can be used three times per day:
  1. Pillar of flame: Transform into a column of fire for up to 3 rounds. Flammable items within 5’ are ignited. Attacks do additional 1d8 damage (3d8 total).
  2. Invisibility
  3. Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
  4. Create wall of fire
  5. Create food and drink: For 12 humans and mounts for one day.
  6. Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
  7. Conjure soft goods/wooden objects: Up to 1,000 coins weight. Permanent.

 

  • Carrying capacity: Up to 10,000 coins (flying).
  • Hate djinn: Attack on sight.
  • Bound servitor: Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet are treacherous and will follow commands to the letter while subverting the intent.

 

Elemental

Beings formed of pure, elemental matter (air, earth, fire, or water) that can be summoned from their plane of origin to serve a magic-user.

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Power level: There are three power levels of elemental. Each is typically summoned by different means:

 

  • Lesser: AC 2 [17], HD 8*, Att 1 × blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)
  • Intermediate: AC 0 [19], HD 12*, Att 1 × blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)
  • Greater: AC –2 [21], HD 16*, Att 1 × blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)

Air Elemental

Huge vortexes of whirling air.

AC 2 [17]/0 [19]/–2 [21], HD 8/12/16* (36/54/72 hp), Att 1 × blow (1d8/2d8/3d8), THAC0 12 [+7]/10 [+9]/8 [+11], MV 360’ (120’) flying, SV See main entry (8/12/16), ML 10, AL Neutral, XP 1,200/1,900/2,300, NA 1 (1), TT None

  • Size: 16’ tall, 4’ across/24’ tall, 6’ across/32’ tall, 8’ across.
  • Whirlwind: Creatures with less than 2HD swept aside (save versus death).
  • Harm flying creatures: Inflict extra 1d8 damage.

Earth Elemental

Huge, humanoid figures of earth or stone.

AC 2 [17]/0 [19]/–2 [21], HD 8/12/16* (36/54/72 hp), Att 1 × blow (1d8/2d8/3d8), THAC0 12 [+7]/10 [+9]/8 [+11], MV 60’ (20’), SV See main entry (8/12/16), ML 10, AL Neutral, XP 1,200/1,900/2,300, NA 1 (1), TT None

  • Size: 8’ tall/12’ tall/16’ tall.
  • Blocked by water: Cannot cross a channel wider than own height.
  • Harm creatures on the ground: Inflict extra 1d8 damage.

Fire Elemental

Whirling columns of fire.

AC 2 [17]/0 [19]/–2 [21], HD 8/12/16* (36/54/72 hp), Att 1 × blow (1d8/2d8/3d8), THAC0 12 [+7]/10 [+9]/8 [+11], MV 120’ (40’), SV See main entry (8/12/16), ML 10, AL Neutral, XP 1,200/1,900/2,300, NA 1 (1), TT None

  • Size: 8’ tall, 8’ across/12’ tall, 12’ across/16’ tall, 16’ across.
  • Blocked by water: Cannot cross a channel wider than own diameter.
  • Harm cold-based creatures: Inflict extra 1d8 damage.

Water Elemental

Huge waves of water.

AC 2 [17]/0 [19]/–2 [21], HD 8/12/16* (36/54/72 hp), Att 1 × blow (1d8/2d8/3d8), THAC0 12 [+7]/10 [+9]/8 [+11], MV 60’ (20’)/180’ (60’) swimming, SV See main entry (8/12/16), ML 10, AL Neutral, XP 1,200/1,900/2,300, NA 1 (1), TT None

  • Size: 4’ tall, 16’ across/6’ tall, 24’ across/8’ tall, 32’ across.
  • Water-bound: Must remain within 60’ of water.
  • Harm creatures in water: Inflict extra 1d8 damage.

Elephant

Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.

AC 5 [14], HD 9 (40 hp), Att 2 × tusk (2d4) or 1 × trample (4d8), THAC0 12 [+7], MV 120’ (40’), SV D10 W11 P12 B13 S14 (5), ML 8, AL Neutral, XP 900, NA 0 (1d20), TT Tusks

  • Charge: In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.
  • Ivory: Each tusk is worth 1d6 × 100 gp.

Elf

Slender, fey demihumans with pointed ears. Live in harmony with nature, in beautiful natural settings.

AC 5 [14], HD 1+1* (5 hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P13 B15 S15 (Elf 1), ML 8 (10 with leader), AL Neutral, XP 19, NA 1d4 (2d12), TT E

  • Spells: Each individual has one random 1st level arcane spell.
  • Leader: Groups of 15+ are led by an elf of level 1d6 + 1. The leader may have magical items: 5% chance per level for each magic item table (see Magic Items).

Ferret, Giant

3’ long ferrets that hunt giant rats in their burrows. Sometimes kept by humans for this aptitude.

AC 5 [14], HD 1+1 (5 hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 150’ (50’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15, NA 1d8 (1d12), TT None

  • Volatile: Unpredictable temper; may turn on trainers or other people.

Fish, Giant

Giant Bass

Shy; only attack when seeing a bite-size (halfling-size or smaller) morsel close by.

AC 7 [12], HD 2 (9 hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20, NA 0 (2d4), TT None

Giant Catfish

15’ long, pale white. Four feelers beside the mouth. Lurk in the mud at the bottom of rivers and lakes. Will attack creatures on the bottom or swimming above.

AC 4 [15], HD 8+3 (39 hp), Att 1 × bite (2d8), 4 × feeler (1d4), THAC0 12 [+7], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 650, NA 0 (1d2), TT None

Giant Piranha

5’ long piranhas with black and green scales. Live in rivers (occasionally lakes) and attack anything in the water.

AC 6 [13], HD 3+3 (16 hp), Att 1 × bite (1d8), THAC0 16 [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50, NA 0 (2d4), TT None

  • Surround opponents: A target can be attacked by up to 8 giant piranhas.
  • Morale: When blood is in the water, do not check morale.

Giant Rockfish

Spiny fish with lumpy, rock-like skin. Live in saltwater shallows. Normally passive, but highly aggressive if disturbed.

AC 7 [12], HD 5+5* (27 hp), Att 4 × spine (1d4 + poison), THAC0 14 [+5], MV 180’ (60’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 400, NA 0 (2d4), TT None

  • Camouflage: 70% chance of being mistaken for a rock or coral formation.
  • Grasping: If mistaken for a rock and grasped, all 4 spines automatically hit.
  • Poison: Causes death (save vs poison).

Giant Sturgeon

Huge (nearly 30’ long), aggressive fish with armor plating.

AC 0 [19], HD 10+2* (47 hp), Att 1 × bite (2d10), THAC0 11 [+8], MV 180’ (60’), SV D10 W11 P12 B13 S14 (5), ML 9, AL Neutral, XP 1,600, NA 0 (1), TT None

  • Swallow whole: On a natural 18, 19, or 20 attack roll. Inside the fish’s belly: suffer 2d6 damage per round (until the fish dies); save versus death or be paralyzed; may attack with sharp weapons at –4 to hit (inside belly has AC 7 [12]); body digested in 6 turns after death.

Gargoyle

Magical monsters that look like hideous, horned, winged statues. Semi-intelligent and possessed of a great cunning.

AC 5 [14], HD 4 (18 hp), Att 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4), THAC0 16 [+3], MV 90’ (30’)/150’ (50’) flying, SV D8 W9 P10 B10 S12 (8), ML 11, AL Chaotic, XP 75, NA 1d6 (2d4), TT C

  • Blend in with stone: May be overlooked or mistaken for inanimate statues.
  • Guardians: Almost always attack when approached.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Spell immunity: Unaffected by sleep or charm spells.

Gelatinous Cube

10’ cubes of transparent jelly. Move through dungeons, absorbing debris and living creatures they come across.

AC 8 [11], HD 4* (18 hp), Att 1 × touch (2d4 + paralysis), THAC0 16 [+3], MV 60’ (20’), SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 125, NA 1 (0), TT V

  • Surprise: On a roll of 1–4, due to near-invisibility.
  • Paralysis: For 2d4 turns (save versus paralysis).
  • Energy immunity: Unharmed by cold or lightning.
  • Embedded items: Indigestible items (e.g. gems, coins) are carried around inside the cube.

Ghoul

Grotesque, animalistic, undead humans that crave the flesh of the living.

AC 6 [13], HD 2* (9 hp), Att 2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic, XP 25, NA 1d6 (2d8), TT B

  • Paralysis: For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After Paralyzing a target, ghouls will attack others.
  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Giant

Cloud Giant

Aggressive, 20’ tall humanoids with skin and hair ranging from grey to white. Dress in pale robes.

AC 4 [15], HD 12+3 (57 hp), Att 1 × weapon (6d6) or 1 × boulder (3d6), THAC0 10 [+9], MV 120’ (40’), SV D6 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP 1,100, NA 1d2 (1d3), TT E + 5,000 gp

  • Keen sight and smell: Only surprised on a 1.
  • Boulder throwing: Up to 200’.
  • Castle: Built into mountain-sides or floating on cloud banks.
  • Guardians: 3d6 giant hawks (p179) or (only in mountains) 6d6 dire wolves (p214).
  • Hate intruders: May block mountain passes to ensure isolation.

Fire Giant

16’ tall humanoids with black hair and red skin. Dress in armor fashioned from golden metals (brass, bronze, copper). Dwell in places of extreme heat (e.g. near volcanoes).

AC 4 [15], HD 11+2 (51 hp), Att 1 × weapon (5d6) or 1 × boulder (3d6), THAC0 10 [+9], MV 120’ (40’), SV D6 W7 P8 B8 S10 (11), ML 9, AL Chaotic, XP 1,100, NA 1d2 (1d3), TT E + 5,000 gp

  • Boulder throwing: Up to 200’.
  • Fire immunity: Unharmed by fire.
  • Castle: Black, low-walled. Made of baked mud and raw iron.
  • Guardians: 20% chance of 1d3 hydras (p182), 3d6 hellhounds (p180) otherwise.

Frost Giant

18’ tall humanoids with pale skin and pale, yellow or blue hair. Dress in furs or iron armor. Males have long beards.

AC 4 [15], HD 10+1 (46 hp), Att 1 × weapon (4d6) or 1 × boulder (3d6), THAC0 11 [+8], MV 120’ (40’), SV D6 W7 P8 B8 S10 (10), ML 9, AL Chaotic, XP 900, NA 1d2 (1d4), TT E + 5,000 gp

  • Boulder throwing: Up to 200’.
  • Cold immunity: Unharmed by cold-based attacks.
  • Castle: High upon snowy mountains.
  • Guardians: 20% chance of 3d6 polar bears (p154), 6d6 wolves (p214) otherwise.

Hill Giant

Hairy, brutish, 12’ tall humanoids of low intelligence. Dwell in foothills. Known to attack human settlements to steal food.

AC 4 [15], HD 8 (36 hp), Att 1 × weapon (2d8), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 8, AL Chaotic, XP 650, NA 1d4 (2d4), TT E + 5,000 gp

  • Weapons: Wield giant clubs and spears.

Stone Giant

14’ tall humanoids with stone-like, grey skin. Dwell in natural caverns or primitive huts built of stone.

AC 4 [15], HD 9 (40 hp), Att 1 × weapon (3d6) or 1 × boulder (3d6), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (9), ML 9, AL Neutral, XP 900, NA 1d2 (1d6), TT E + 5,000 gp

  • Weapons: Stone clubs made from huge stalactites.
  • Boulder throwing: Up to 300’.
  • Guardians: 50% chance of 1d4 cave bears (p154).

Storm Giant

22’ tall humanoids with bronze-hued skin and garish hair (red or yellow).

AC 2 [17], HD 15 (67 hp), Att 1 × weapon (8d6), 1 × lightning bolt, THAC0 9 [+10], MV 150’ (50’), SV D4 W5 P6 B5 S8 (15), ML 10, AL Lawful, XP 1350, NA 1 (1d3), TT E + 5,000 gp

  • Summon storm: Takes 1 turn.
  • Lightning bolts: In a storm, may throw lightning every 5 rounds: 60’ long, 5’ wide; inflicts damage equal to the giant’s current hit point total (save vs spells for half damage); bounce off of hard surfaces in path.
  • Lightning immunity: Unharmed by lightning. Enjoy basking in storms.
  • Castle: High among mountain peaks, atop banks of clouds, or in deep waters.
  • Guardians: 2d4 griffons (p178). Underwater: 3d6 giant crabs (p160).

Gnoll

Lazy, humanoid hyenas of low intelligence that live by intimidation and theft. Legends say that gnolls were magically created by a wizard who crossbred gnomes and trolls.

AC 5 [14], HD 2 (9 hp), Att 1 × weapon (2d4 or by weapon + 1), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Chaotic, XP 20 (leader: 35), NA 1d6 (3d6), TT D

  • Leader: Groups of 20+ are led by a gnoll with 3HD (16 hp).

Gnome

Short demihumans with long noses and beards. Smaller cousins of dwarves, whom they get along with. Prefer to live in burrows in non-mountainous country.

AC 5 [14], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D8 W9 P10 B13 S12 (Dwarf 1), ML 8 (10 in sight of leader or chieftain), AL Lawful or Neutral, XP 10, (leader: 20, bodyguard: 35, chieftain: 75), NA 1d8 (5d8), TT C

  • Weapons: Typically use war hammers and crossbows.
  • Infravision: 90’.
  • Leader: A 2HD (11 hp) leader is present for every 20 gnomes.
  • Clan chieftain and bodyguards: A 4HD (18 hp) chieftain and 1d6 3HD (1d4 + 9 hp) bodyguards live in the gnome lair. The chieftain gains a +1 bonus to damage.
  • Hate kobolds: Normally attack on sight.
  • Mines and machines: Love machinery, mining, gold, and gems. May make foolish decisions to obtain precious items. War with goblins and kobolds over precious metals.

Goblin

Small, grotesque humanoids with pallid, earth-colored skin and glowing, red eyes. Dwell underground.

AC 6 [13], HD 1–1 (3 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 7 (9 with king), AL Chaotic, XP 5 (bodyguard: 20, king: 35), NA 2d4 (6d10), TT R (C)

  • Infravision: 90’.
  • Hate the sun: –1 to hit in full daylight.
  • Wolf riders: 20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
  • Hate dwarves: Attack on sight.
  • Goblin king and bodyguards: A 3HD (15 hp) king and 2d6 2HD (2d6 hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.
  • Hoard: Only have treasure type C when encountered in the wilderness or in their lair.

Golem

Artificial beings constructed from different materials by mighty clerics or wizards.

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
  • Other materials: Golems formed of other materials are also possible.
  • Constructing: A very complex, expensive, and time-consuming process.

Amber Golem

Constructed in the form of giant cats (e.g. lions or tigers).

AC 6 [13], HD 10** (45 hp), Att 2 × claw (2d6), 1 × bite (2d10), THAC0 11 [+8], MV 180’ (60’), SV D10 W11 P12 B13 S14 (5), ML 12, AL Neutral, XP 2,300, NA 1 (1), TT None

  • Mundane damage immunity; Immunity: See main entry.
  • Tracking: Without error.
  • Detect invisible creatures: Within 60’.

Bone Golem

6’ tall constructs of human bone, crafted into a humanoid shape. Have four arms, attached at different places on the torso.

AC 2 [17], HD 8 (36 hp), Att 2 or 4 × weapon (1d6 or by weapon), THAC0 12 [+7], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), ML 12, AL Neutral, XP 650, NA 1 (1), TT None

  • Mundane damage immunity; Immunity: See main entry. ? Weapons: 4×1-handed or 2×2-handed.
  • Attack multiple opponents: Up to 2 per round.
  • Energy immunity: Unharmed by fire, cold, and electricity.

Bronze Golem

Bronze constructs that resemble fire giants, possessing a great internal heat.

AC 0 [19], HD 20** (90 hp), Att 1 × fist (3d10 + 1d10 heat), THAC0 6 [+13], MV 240’ (80’), SV D6 W7 P8 B8 S10 (10), ML 12, AL Neutral, XP 4,300, NA 1 (1), TT None

  • Mundane damage immunity; Immunity: See main entry. ? Flaming blood: If damaged by an edged weapon, emits a spurt of liquid fire: attacker suffers 2d6 damage (save versus death to avoid).
  • Fire immunity: Unharmed by fire.

Wood Golem

3’ tall, roughly constructed, humanoid figures of wood.

AC 7 [12], HD 2+2 (11 hp), Att 1 × fist (1d8), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 25, NA 1 (1), TT None

  • Mundane damage immunity; Immunity: See main entry. ? Initiative: –1 penalty due to stiff movement.
  • Flammable: –2 to saves against fire attacks; suffers one extra point of damage per die.

Gorgon

Magical monsters that resemble ironscaled bulls. Dwell in plains or foothills.

AC 2 [17], HD 8* (36 hp), Att 1 × gore (2d6) or 1 × breath (petrify), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 8, AL Chaotic, XP 1,200, NA 1d2 (1d4), TT E

  • Charge: When not in melee. Requires a clear run of at least 20 yards. Gore inflicts double damage.
  • Petrifying breath: Cloud 60’ long, 10’ wide. All in the cloud are turned to stone (save versus petrify to avoid). Unharmed by own breath.

Green Slime

Dripping, green slime that clings to walls and ceilings.

AC No hit roll required, HD 2* (9 hp), Att 1 × touch (consume flesh), THAC0 18 [+1], MV 3’ (1’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 25, NA 1 (0), TT None

  • Surprise: Drops down on surprised characters from above.
  • Acid: When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armor) in 6 rounds, but cannot affect stone.
  • Consume flesh: Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds. ? Removing: Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.
  • Immunity: Unharmed by all attacks except cold or fire.

Grey Ooze

Slimy horrors that lurk on stone surfaces or among boulders.

AC 8 [11], HD 3* (13 hp), Att 1 × touch (2d8), THAC0 17 [+2], MV 10’ (3’), SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 50, NA 1 (1), TT None

  • Blend in with stone: Difficult to tell apart from wet stone.
  • Acid: After a successful attack, sticks to the victim and exudes acid. The acid destroys normal armor immediately and inflicts 2d8 damage per round. (Magic armor is dissolved in one turn.)
  • Energy immunity: Unharmed by cold or fire.

Griffon

Large, rapacious predators combining the features of an eagle (head, wings, front claws) and a lion. Prey on horses.

AC 5 [14], HD 7 (31 hp), Att 2 × claw (1d4), 1 × bite (2d8), THAC0 13 [+6], MV 120’ (40’)/360’ (120’) flying, SV D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 450, NA 0 (2d8), TT E

  • Attack horses: Within 120’, unless a morale check is passed.
  • Defend nest: Attack if it is approached.
  • Taming: Captured young can be trained as loyal mounts. Their fierce nature cannot be trained out: they still instinctively attack horses.

Halfling

Little, furry-footed demihumans who dwell in small villages (30–300 occupants).

AC 7 [12], HD 1–1 (3 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 90’ (30’), SV D8 W9 P10 B13 S12 (Halfling 1), ML 7, AL Lawful, XP 5 (guard: 20), NA 3d6 (5d8), TT V (B)

  • Leader and militia: Villages are led by a halfling of level 1d6 + 1. A militia of 5d4 2HD guards is also present.
  • Hoard: Only have treasure type B when encountered in the wilderness.

Harpy

Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.

AC 7 [12], HD 3* (13 hp), Att 2 × claw (1d4), 1 × weapon (1d6 or by weapon), 1 × song (charm), THAC0 17 [+2], MV 60’ (20’)/150’ (50’) flying, SV D12 W13 P14 B15 S16 (3), ML 7, AL Chaotic, XP 50, NA 1d6 (2d4), TT C

  • Charm: Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies’ commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.
  • Magic resistance: +2 bonus to all saves.

Hawk

Birds of prey that drift on high currents of air and hunt prey on the ground.

  • Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
  • Trainable: Can be trained as guards or hunting animals.

Giant Hawk

As big as a great dog. If hungry, may attack humans or similar-sized creatures.

AC 6 [13], HD 3+3 (16 hp), Att 1 × talons or beak (1d6), THAC0 16 [+3], MV 450’ (150’) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 50, NA 0 (1d3), TT None

  • Swoop: See main entry.
  • Carry prey: Up to halfling-sized.

Normal Hawk

Small birds of prey. Will only attack humans if they appear defenseless.

AC 8 [11], HD ½ (2 hp), Att 1 × talons or beak (1d2), THAC0 19 [0], MV 480’ (160’) flying, SV D14 W15 P16 B17 S18 (NH), ML 7, AL Neutral, XP 5, NA 0 (1d6), TT None

  • Swoop: See main entry.

Hellhound

Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat. Dwell in dungeons or near volcanoes.

AC 4 [15], HD 3 to 7* (13/18/22/27/ 31 hp), Att 1 × bite (1d6) or 1 × breath (1d6 per HD), THAC0 By HD (17 [+2] to 13 [+6]), MV 120’ (40’), SV By HD, ML 9, AL Chaotic, XP 50/125/300/500/850, NA 2d4 (2d4), TT C

  • Fire breath: 2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.
  • Fire immunity: Unharmed by non-magical fire.
  • Detect invisible: 75% chance per round. 60’ range.
  • Pets: Sometimes found with other creatures with an affinity for fire.

Herd Animal

Wild animals that live in large, grazing herds. The exact type depends on the terrain.

  • Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.
  • Males: In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.
  • Females and young: Flee from danger. Females do not have a butt attack. Young have half normal hit points.

Large Herd Animal

For example: elk or moose.

AC 7 [12], HD 4 (18 hp), Att 1 × butt (1d8), THAC0 16 [+3], MV 240’ (80’), SV D12 W13 P14 B15 S16 (2), ML 5, AL Neutral, XP 75, NA 0 (3d10), TT None

  • Stampede: See main entry.

Medium Herd Animal

For example: caribou or oxen.

AC 7 [12], HD 3 (13 hp), Att 1 × butt (1d6), THAC0 17 [+2], MV 240’ (80’), SV D12 W13 P14 B15 S16 (2), ML 5, AL Neutral, XP 35, NA 0 (3d10), TT None

  • Stampede: See main entry.

Small Herd Animal

For example: antelope, deer, goats.

AC 7 [12], HD 1 to 2 (4/9 hp), Att 1 × butt (1d4), THAC0 19 [0]/18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 5, AL Neutral, XP 10/20, NA 0 (3d10), TT None

  • Stampede: See main entry.

Hippogriff

Fantastic creatures combining the features of a giant eagle (head and forequarters) and a horse. Nest among craggy rocks.

AC 5 [14], HD 3+1 (14 hp), Att 2 × claw (1d6), 1 × bite (1d10), THAC0 16 [+3], MV 180’ (60’)/360’ (120’) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 50, NA 0 (2d8), TT None

  • Hate pegasi: Will usually attack.
  • Mount: Can carry a human-sized rider.
  • Taming: Can be trained as mounts.

Hobgoblin

Larger and nastier relatives of goblins. Dwell underground, but commonly seek prey above ground.

AC 6 [13], HD 1+1 (5 hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 8 (10 with king), AL Chaotic, XP 15 (bodyguard: 75, king: 175), NA 1d6 (4d6), TT D

  • Hobgoblin king and bodyguards: A 5HD (22 hp) king and 1d4 4HD (3d6 hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul may sometimes be found among the king’s bodyguards.

Horse

Herd animals that are often used for transportation. Many different domesticated breeds exist.

Draft Horse

Bred for great strength and endurance. Used to pull vehicles and ploughs, or as beasts of burden.

AC 7 [12], HD 3 (13 hp), Att None, THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 6, AL Neutral, XP 35, NA 0 (0), TT None

  • Non-combatant: Will flee, if attacked.
  • Domestic: Not encountered in the wild.
  • Carry loads: Up to 4,500 coins unencumbered; up to 9,000 at half speed.

Riding Horse

Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.

AC 7 [12], HD 2 (9 hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20, NA 0 (0), TT None

  • Domestic: Not encountered in the wild.
  • Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.

War Horse

Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.

AC 7 [12], HD 3 (13 hp), Att 2 × hoof (1d6), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35, NA 0 (0), TT None

  • Charge: When not in melee. Requires a clear run of at least 20 yards. Rider’s lance inflicts double damage. Horse cannot attack when charging.
  • Melee: When in melee, both rider and horse can attack.
  • Domestic: Not encountered in the wild.
  • Carry loads: Up to 4,000 coins unencumbered; up to 8,000 at half speed.

Wild Horse

Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.

AC 7 [12], HD 2 (9 hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20, NA 0 (1d10 × 10), TT None

  • Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.
  • Taming: Wild horses can be trained as mounts (riding horses).

Hydra

Large, dragon-like creatures with multiple, serpentine heads. Sea hydras (adapted to water, with fins) also exist.

AC 5 [14], HD 5 to 12 (8 hp per HD), Att 5 to 12 × bite (1d10), THAC0 By HD (15 [+4] to 10 [+9]), MV 120’ (40’), SV By HD, ML 9, AL Neutral, XP 175/275/450/650/900/900/1,100/1,100, NA 1 (1), TT B

  • Heads: 1d8+4 heads; 1HD per head.
  • Disabling heads: For every 8 hp damage taken, one head is disabled (cannot attack).
  • Variants: Special hydras sometimes found with venom, fiery breath, etc.

Insect Swarm

Swarms of many tiny insects that may be encountered protecting their nest. May also be drawn to light or unusual smells.

AC 7 [12], HD 2 to 4 (9/13/18 hp), Att 1 × swarm (2 or 4 hp), THAC0 18 [+1]/17 [+2]/16 [+3], MV 30’ (10’)/60’ (20’) flying, SV D14 W15 P16 B17 S18 (NH), ML 11, AL Neutral, XP 20/35/75, NA 1 (1d3), TT None

  • Type and locomotion: A swarm may be composed of creepers (e.g. spiders, ants, centipedes) or flyers (e.g. bees, hornets). Some swarms are capable of both types of movement (e.g. beetles, locusts).
  • Size: 10’ × 30’ area, typically.
  • Immunity: Only harmed by fire, extreme cold, sleep spells (affect the whole swarm), smoke (drives off), or other attacks as the referee wishes.
  • Swarm attack: Automatically damages characters within swarm area: 2 hp if wearing armor, 4 hp without.
  • Warding off: Characters inside the swarm who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm. A brandished torch damages the swarm.
  • Escaping: On exiting the swarm, characters continue to suffer half damage until 3 rounds are spent swatting the attached insects.
  • Diving into water: Suffer damage for one round, then attached insects drown.
  • Pursuit: An angry (i.e. damaged) swarm will pursue characters until they are out of sight or inaccessible.

Invisible Stalker

Highly intelligent, magical creatures summoned from another plane of existence to perform tasks for powerful magic-users.

AC 3 [16], HD 8* (36 hp), Att 1 × blow (4d4), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 12, AL Neutral, XP 1,200, NA 1 (1), TT None

TRAITS

  • Tracking: Without fault.
  • Surprise: On a 1–5, unless target can detect invisibility.
  • If killed: Returns to plane of origin.

Killer Bee

Giant (1’ long) bees of aggressive temperament. Build hives underground.

AC 7 [12], HD ½* (2 hp), Att 1 × sting (1d3 + poison + lodged stinger), THAC0 19 [0], MV 150’ (50’) flying, SV D12 W13 P14 B15 S16 (1), ML 9, AL Neutral, XP 6 (guard: 13, queen: 25), NA 1d6 (5d6), TT Honey

  • Aggressive: Usually attack on sight. Always attack intruders within 30’ of their hive.
  • Die after attacking: On a successful sting attack, a killer bee dies.
  • Poison: Causes death (save vs poison).
  • Lodged stinger: Inflicts 1 damage per round, as the stinger works its way in. A round can be spent to remove it.
  • Queen: A 2HD queen lives in the hive. The queen does not die when she stings.
  • Guards: At least 10 bees (4 or more of which have 1HD) remain in or near the hive to protect the queen.
  • Honey: Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).

Kobold

Small, wicked, hairless, canine humanoids with scaly, rust-colored skin. Dwell underground.

AC 7 [12], HD ½ (2 hp), Att 1 × weapon (1d4 or by weapon –1), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 6 (8 with chieftain), AL Chaotic, XP 5 (bodyguard: 15, chieftain: 20), NA 4d4 (6d10), TT P (J)

  • Ambush: Set up surprise attacks.
  • Infravision: 90’.
  • Hate gnomes: Attack on sight.
  • Chieftain and bodyguards: A 2HD (9 hp) chieftain and 1d6 1+1HD (6 hp) bodyguards live in the kobold lair.
  • Hoard: Only have treasure type J when encountered in the wilderness or in their lair.

Leech, Giant

Horrid, 3–4’ long, slug-like creatures with sucker mouths. Lurk in swamps.

AC 7 [12], HD 6 (27 hp), Att 1 × bite (1d6 + blood drain), THAC0 14 [+5], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Neutral, XP 275, NA 0 (1d4), TT None

  • Blood drain: Attaches to victim on a successful hit, doing 1d6 automatic damage per round.
  • Detaching: Must be killed.
  • If victim dies: Leech detaches and finds a hidden place to digest.

Living Statue

Animated statues of any size and material (three types described below; others may be invented by the referee).

  • Immunity: Unaffected by sleep spells.
  • Magical origins: Created by powerful wizards.

Crystal Living Statue

Formed of crystals. Often human in form.

AC 4 [15], HD 3 (13 hp), Att 2 × blow (1d6), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 11, AL Lawful, XP 35, NA 1d6 (1d6), TT None

  • Immunity: See main entry.
  • Attacks: Depend on form of statue (humanoid statues may use weapons, animal statues use claws, etc.).

Iron Living Statue

AC 2 [17], HD 4 (18 hp), Att 2 × blow (1d8), THAC0 16 [+3], MV 30’ (10’), SV D10 W11 P12 B13 S14 (4), ML 11, AL Neutral, XP 75, NA 1d4 (1d4), TT None

  • Immunity: See main entry.
  • Absorb metals: Hits with non-magical, metal weapons cause damage, but the weapon may become stuck in the statue (save versus spells). Stuck weapons can be removed if the statue is killed.
  • Attacks: Depend on form of statue (humanoid statues may use weapons, animal statues use claws, etc.).

Rock Living Statue

Stony crust filled with magma which they shoot from their fingertips.

AC 4 [15], HD 5** (22 hp), Att 2 × magma jet (2d6), THAC0 15 [+4], MV 60’ (20’), SV D10 W11 P12 B13 S14 (5), ML 11, AL Chaotic, XP 425, NA 1d3 (1d3), TT None

  • Immunity: See main entry.

Lizard, Giant

Draco

6’ long, carnivorous lizards with skin flaps between legs that enable gliding. Usually dwell above ground, but sometimes shelter in caves. Sometimes attack humans.

AC 5 [14], HD 4+2 (20 hp), Att 1 × bite (1d10), THAC0 15 [+4], MV 120’ (40’)/210’ (70’) gliding, SV D12 W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 125, NA 1d4 (1d8), TT U

Gecko

5’ long, carnivorous, nocturnal lizards. Light blue scales with orange spots.

AC 5 [14], HD 3+1 (14 hp), Att 1 × bite (1d8), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50, NA 1d6 (1d10), TT U

  • Cling: Climb walls, trees, etc. and drop on victims.

Horned Chameleon

7’ long lizards whose scales change colour as camouflage.

AC 2 [17], HD 5* (22 hp), Att 1 × tongue/bite (2d4), 1 × horn (1d6), 1 × tail (knock down), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 300, NA 1d3 (1d6), TT U

  • Surprise: On a 1–5, due to camouflage.
  • Sticky tongue: Can attack targets up to 5’ away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).
  • Tail: Causes no damage, but knocks opponent down: cannot attack that round.

Tuatara

8’ long, iguana-like, carnivorous lizards with olive scales and a ridge of white spikes along the back. Have been known to attack humans.

AC 4 [15], HD 6 (27 hp), Att 2 × claw (1d4), 1 × bite (2d6), THAC0 14 [+5], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 6, AL Neutral, XP 275, NA 1d2 (1d4), TT V

  • Infravision: 90’. Granted by retractable eye membranes.

Lizard Man

Semi-intelligent, tribal, aquatic humanoids with reptilian heads and tails. Often encountered in swamps and dungeons, or along rivers and coastlines.

AC 5 [14], HD 2+1 (10 hp), Att 1 × weapon (1d6+1 or by weapon + 1), THAC0 17 [+2], MV 60’ (20’)/120’ (40’) in water, SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 25, NA 2d4 (6d6), TT D

  • Weapons: Favor spears or large clubs.
  • Man-eaters: Kidnap humans and demihumans, whose flesh they regard as a delicacy.

Lycanthrope

Shapechangers with a human and an animal form.

  • Human form: Have physical characteristics reminiscent of the associated animal type.
  • Mundane damage immunity: In animal form, can only be harmed by silver weapons or magic.
  • Languages: In human form, can speak normally. In animal form, can only speak with animals of the associated type.
  • Armor: Not used because it hinders shape-changing.
  • Summon animals: Can summon 1–2 animals of the associated type from the surrounding area (wererats summon giant rats—see p197). These arrive in 1d4 rounds.
  • Wolfsbane: If hit, must save versus poison or flee in terror.
  • Reversion: If killed, a lycanthrope reverts to its human form.
  • Scent: Horses and some other animals can smell lycanthropes and fear them.
  • Infection: A character who loses more than 1/2 their hit points from lycanthropes’ natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.

Devil Swine

Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.

AC 3 [16] (9 [10] in human form), HD 9* (40 hp), Att 1 × gore (2d6) or 1 × weapon (1d6 or by weapon) or 1 × magic (charm), THAC0 12 [+7], MV 180’ (60’)/120’ (40’) in human form, SV D8 W9 P10 B10 S12 (9), ML 10, AL Chaotic, XP 1,600, NA 1d3 (1d4), TT C

  • Shapechange: Only at night.
  • Ambush: Prefer to attack by surprise.
  • Charm person: 3 times a day. Save versus spells at –2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine’s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.
  • Charmed victims: 1d4–1 accompany a devil swine.

Werebear

Highly intelligent, also in bear form. Dwell alone or among normal bears.

AC 2 [17] (8 [11] in human form), HD 6* (27 hp), Att 2 × claw (2d4), 1 × bite (2d8), THAC0 14 [+5], MV 120’ (40’), SV D10 W11 P12 B13 S14 (6), ML 10, AL Neutral, XP 500, NA 1d4 (1d4), TT C

  • Amiable: May be friendly, if approached peacefully.
  • Bear hug: If a victim is hit by both claw attacks in the same round, the werebear can hug for an extra 2d8 automatic damage.

Wereboar

Semi-intelligent and irascible. In human form, often appear like berserkers.

AC 4 [15] (9 [10] in human form), HD 4+1* (19 hp), Att 1 × tusk/bite (2d6), THAC0 15 [+4], MV 150’ (50’), SV D10 W11 P12 B13 S14 (4), ML 9, AL Neutral, XP 200, NA 1d4 (2d4), TT C

  • Battle rage: In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.

Wererat

Intelligent, humanoid rats who can change into normal humans.

AC 7 [12] (9 [10] in human form), HD 3* (13 hp), Att 1 × bite (1d4) or 1 × weapon (1d6 or by weapon), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Chaotic, XP 50, NA 1d8 (2d8), TT C

  • Surprise: On a 1–4; set ambushes.
  • Languages: Can speak Common in both forms.
  • Weapons: May also use weapons in animal form.

Weretiger

Exhibit feline behavior: curious, but dangerous when cornered. Talented swimmers and trackers.

AC 3 [16] (9 [10] in human form), HD 5* (22 hp), Att 2 × claw (1d6), 1 × bite (2d6), THAC0 15 [+4], MV 150’ (50’), SV D10 W11 P12 B13 S14 (5), ML 9, AL Neutral, XP 300, NA 1d4 (1d4), TT C

  • Surprise: On a 1–4, due to stealth.

Werewolf

Semi-intelligent pack hunters.

AC 5 [14] (9 [10] in human form), HD 4* (18 hp), Att 1 × bite (2d4), THAC0 16 [+3], MV 180’ (60’), SV D10 W11 P12 B13 S14 (4), ML 8, AL Chaotic, XP 125 (leader: 300), NA 1d6 (2d6), TT C

  • Leader: Groups of 5+ are led by a werewolf with 5HD (30 hp). The leader gains a +2 bonus to damage rolls.

Manticore

Monstrosities with the face of a man, the body of a lion, bat-like wings, and a tail bristling with spikes. Love eating humans. Dwell in wild, mountainous regions.

AC 4 [15], HD 6+1 (28 hp), Att [2 × claw (1d4), 1 × bite (2d4)] or 6 × tail spike (1d6), THAC0 13 [+6], MV 120’ (40’)/180’ (60’) flying, SV D10 W11 P12 B13 S14 (6), ML 9, AL Chaotic, XP 350, NA 1d2 (1d4), TT D

  • Tail spikes: 180’ range. 24 in total; 2 regrow each day.
  • Track and ambush: Follow humans and attack with tail spikes when they stop to rest.

Mastodon

Shaggy elephants with large tusks. Live in icy or Lost World regions.

AC 3 [16], HD 15 (67 hp), Att 2 × tusk (2d6) or 1 × trample (4d8), THAC0 9 [+10], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 8, AL Neutral, XP 1,350, NA 0 (2d8), TT Tusks

  • Charge: In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.
  • Ivory: 2d4 × 100 gp per tusk.

Medium

1st level NPC magic-users.

AC 9 [10], HD 1** (4 hp), Att 1 × dagger (1d4) or 1 × spell, THAC0 19 [0], MV 120’ (40’), SV D13 W14 P13 B16 S15 (Magic-user 1), ML 7, AL Any, XP 16, NA 1d4 (1d12), TT V

  • Spells: Each individual has one 1st level arcane spell memorized. (Choose or select at random.)
  • Master: 50% of groups are led by a magic-user of 3rd level. The master has two 1st level spells and one 2nd level spell. (Choose or select at random.)

Medusa

Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.

AC 8 [11], HD 4** (18 hp), Att 1 × snakebites (1d6 + poison), THAC0 16 [+3], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 8, AL Chaotic, XP 175, NA 1d3 (1d4), TT F

  • Disguise: Use hooded cloaks to lure victims close before revealing their true form.
  • Petrification: Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).
  • Averting eyes: –4 penalty to hit; the medusa gains a +2 bonus to attack.
  • Mirrors: The reflection of a medusa is harmless. If a medusa sees her own reflection, she must save or be petrified.
  • Poison: The snakes’ bites are venomous: save versus poison or die in 1 turn.
  • Magic resistance: +2 bonus to saves versus spells.

Merchant

Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods (e.g. gold, jewels, silk, spices, wine, etc.).

AC 5 [14], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML Varies, AL Neutral, XP 10, NA 0 (1d20), TT A

  • Weapons: Sword and dagger.
  • Mounted: On horse, camel, or mule (by terrain).
  • Wagons: 2 per merchant. Pulled by horses, mules, or camels (by terrain).
  • Caravan guards: For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.
  • Guard lieutenants: For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.
  • Guard captain: Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.
  • Pack animals: 1d12 extra horses, mules, or camels.
  • Treasure: Should be reduced, if less than 10 merchants are in the group.

Merman

Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish.

AC 6 [13], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 10 (leader: 20/75), NA 0 (1d20), TT A

  • Weapons: Spears, tridents, or daggers.
  • Leaders: For every 10 in a group, there is a 2HD leader. For every 50, there is a 4HD leader (saves: D10 W11 P12 B13 S14 (4)).
  • Underwater villages: Home to 1d3 × 100 individuals.
  • Guardians: Use trained sea creatures or monsters to guard their homes.

Minotaur

Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.

AC 6 [13], HD 6 (27 hp), Att [1 × gore (1d6), 1 × bite (1d6)] or 1 × weapon (1d6 + 2 or by weapon + 2), THAC0 14 [+5], MV 120’ (40’), SV D10 W11 P12 B13 S14 (6), ML 12, AL Chaotic, XP 275, NA 1d6 (1d8), TT C

  • Weapons: Prefer axes, clubs, or spears.
  • Aggressive: Attack same size or smaller creatures on sight. Pursue until the victims are out of sight.

Mule

Stubborn horse/donkey cross-breeds used as beasts of burden.

AC 7 [12], HD 2 (9 hp), Att 1 × kick (1d4) or 1 × bite (1d3), THAC0 18 [+1], MV 120’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 8, AL Neutral, XP 20, NA 1d8 (2d6), TT None

  • Tenacious: Can be taken underground, if the referee allows it.
  • Defensive: May attack if threatened, but cannot be trained to attack on command.
  • Carry loads: Up to 2,000 coins unencumbered; up to 4,000 at half speed.

Mummy

Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.

AC 3 [16], HD 5+1* (23 hp), Att 1 × touch (1d12 + disease), THAC0 14 [+5], MV 60’ (20’), SV D10 W11 P12 B13 S14 (5), ML 12, AL Chaotic, XP 400, NA 1d4 (1d12), TT D

TRAITS

  • Paralyze with terror: Anyone seeing a mummy must save versus paralysis or be paralyzed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
  • Disease: Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
  • Damage immunity: Only harmed by fire or magic. All damage reduced by half.
  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Neanderthal (Caveman)

Squat, powerful, primitive demihumans with ape-like faces. Dwell in caverns and hunt cave bears. Shy of contact with humans (with whom they are related), but friendly with dwarves and gnomes.

AC 8 [11], HD 2 (9 hp), Att 1 × weapon (2d4 or by weapon + 1), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Lawful, XP 20, NA 1d10 (1d4 × 10), TT C

TRAITS

  • Weapons: Prefer stone axes, stone hammers, clubs, or spears.
  • Leaders: Two 6HD leaders (one male, one female) live in the Neanderthal lair. They are 10’ tall and of a related but distinct race.
  • Racial animosity: Attack ogres on sight. Hate goblins and kobolds.
  • Pets: Sometimes keep white apes as pets (see Ape, White).

Nixie

3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.

AC 7 [12], HD 1 (4 hp), Att 1 × weapon (1d4) or 1 × group spell (charm), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P13 B15 S15 (Elf 1), ML 6, AL Neutral, XP 10, NA 0 (2d20), TT B

TRAITS

  • Shy: Will try to charm intruders, rather than entering combat.
  • Weapons: Daggers and small tridents (as spears).
  • Charm: 10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies’ commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.
  • Summon giant bass: Each nixie can summon one fish to aid in combat (see Giant Bass).
  • Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.

Noble

Powerful humans with noble titles (e.g. Count, Duke, Knight, etc.). Dwell in castles.

AC 2 [17], HD 3 (13 hp), Att 1 × weapon (1d8 or by weapon), THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Any, XP 35, NA 2d6 (2d6), TT V × 3

TRAITS

  • Class: Usually treated as 3rd level fighters, but may be of any class and level.
  • Squire and retainers: Accompanied by a 2nd level fighter (a squire) and up to ten 1st level fighters (retainers).

Nomad

Superstitious tribes who wander steppes and desert regions, living in tents or temporary huts. Demeanor depends on the tribe: some are warlike, others peaceful.

AC 7 [12] to 4, HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Any, XP 10, NA 0 (1d4 × 10), TT A

  • Mounted: On riding horses or (in the desert) on camels.
  • Arms (desert): 50% of group have: leather armor, shield, lance; 30% have: chainmail, shield, lance; 20% have: leather armor, shortbow.
  • Arms (steppes): 50% of group have: leather armor, shortbow; 20% have: leather armor, shield, lance; 20% have: chainmail, shortbow; 10% have: chainmail, shield, lance, and may be mounted on a war horse.
  • Leaders: For every 25 nomads, there is a 2nd level fighter. For every 40 nomads, there is a 4th level fighter.
  • Camps: Hunting/foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.
  • Camp leaders: Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).
  • Hoard: Only have treasure type A in the camp.
  • Traders: Often carry trade route tales of faraway lands.

Normal Human

Non-adventuring humans without a character class. Artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves.

AC 9 [10], HD ½ (2 hp), Att 1 × weapon (1d6 or by weapon), THAC0 20 [–1], MV 120’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 6, AL Any, usually Lawful, XP 5, NA 1d4 (1d20), TT U

  • Gaining XP: Must select a character class after gaining XP on an adventure.

Ochre Jelly

Giant, ochre amoeboids.

AC 8 [11], HD 5* (22 hp), Att 1 × touch (2d6), THAC0 15 [+4], MV 30’ (10’), SV D12 W13 P14 B15 S16 (3), ML 12, AL Neutral, XP 300, NA 1 (0), TT None

  • Immunity: Unharmed by all attacks except cold or fire.
  • Division: Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.
  • Acid: After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and metal are unaffected.)
  • Seep: Can squeeze through small holes and cracks.

Octopus, Giant

Giant, eight-armed cephalopods. Lurk in coastal waters, close to settlements.

AC 7 [12], HD 8 (36 hp), Att 8 × tentacle (1d3 + constriction), 1 × bite (1d6), THAC0 12 [+7], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 7, AL Neutral, XP 650, NA 0 (1d2), TT None

  • Constriction: Tentacles grab and constrict after a hit. Each constricting tentacle inflicts: 1d3 automatic damage per round, plus a –1 penalty to attacks.
  • Severing tentacles: Requires a hit with a cutting weapon inflicting 6 or more damage.
  • Ink cloud: When escaping, can emit a cloud of black ink (80’ diameter) and jet away at 3 times normal speed.

Ogre

Frightful humanoids, 8–10’ tall, dressed in animal hides. Often dwell in caves.

AC 5 [14], HD 4+1 (19 hp), Att 1 × club (1d10), THAC0 15 [+4], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 10, AL Chaotic, XP 125, NA 1d6 (2d6), TT C + 1,000 gp

  • Sack: Outside of the lair, carry a sack containing 1d6 × 100 gp.
  • Hate neanderthals: Attack on sight.

Orc

Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.

AC 6 [13], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 6 (8 with leader), AL Chaotic, XP 10 (leader: 10, chieftain: 75), NA 2d4 (1d6 × 10), TT D

  • Hate the sun: –1 to hit in full daylight.
  • Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g. crossbows, catapults).
  • Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
  • Leader: Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
  • Orc chieftain: A 4HD (15 hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
  • Giant companions: For every 20 orcs, there is a 1-in-6 chance of an ogre (p194) accompanying them. There is a 1-in-10 chance of a troll (p207) living in the lair.
  • Tribal: Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
  • Mercenaries: Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.

Owl Bear

Huge (8’ tall, 1,500 pounds), ill-tempered, carnivorous bear-like creature with the face of an owl. Owl bears are found in dense forests and underground.

AC 5 [14], HD 5 (22 hp), Att 2 × claw (1d8), 1 × bite (1d8), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 9, AL Neutral, XP 175, NA 1d4 (1d4), TT C

  • Bear hug: If a victim is hit by both paws in the same round, the owl bear hugs for an extra 2d8 automatic damage.

Pegasus

Semi-intelligent winged horses that are willful and timid.

AC 6 [13], HD 2+2 (11 hp), Att 2 × hoof (1d6), THAC0 17 [+2], MV 240’ (80’)/480’ (160’) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Lawful, XP 25, NA 0 (1d12), TT None

  • Hate hippogriffs: Natural enemies.
  • Mount: Can carry a human-sized rider.
  • Training: If captured when young, will serve Lawful characters.

Pirate

Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving. Typically ply the open seas. Renowned for their ruthless and evil ways.

AC 7 [12] or 5 [14], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Chaotic, XP 10, NA 0 (see below), TT A

  • Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 pirates each); coastal waters: 1d6 small galleys (1d3+1 × 10 pirates each); any: 1d4 longships (1d3+2 × 10 pirates each); ocean: 1d3 small warships (1d5+3 × 10 pirates each). (See Water Vessels for details on ships.)
  • Arms: 50% of group have: leather armor, sword; 35% have: leather armor, sword, crossbow; 15% have: chainmail, sword.
  • Leaders: For every 30 pirates, there is a 4th level fighter. For every 50 pirates, and for each ship, there is a 5th level fighter. For every 100 pirates, and per fleet, there is an 8th level fighter.
  • Fleet commander: Fleets of 300 or more pirates are led by a pirate lord (11th level fighter). 75% chance of a magic-user (level 1d2+8).
  • Treacherous: Will attack other pirates, if they can profit from it.
  • Prisoners: 25% chance of 1d3 prisoners to be ransomed.
  • Treasure: Divided between vessels. Instead of carrying with them, may have a map to where it is buried.
  • Havens: Lawless, fortified, coastal towns may act as a haven for pirates.

Pixie

1–2’ tall humanoids with insectoid wings. Distant relatives of elves.

AC 3 [16], HD 1* (4 hp), Att 1 × dagger (1d4), THAC0 19 [0], MV 90’ (30’)/180’ (60’) flying, SV D12 W13 P13 B15 S15 (Elf 1), ML 7, AL Neutral, XP 13, NA 2d4 (1d4 × 10), TT R + S

  • Invisible: Naturally invisible, but may choose to reveal themselves. May remain invisible when attacking: cannot be attacked in the first round; in subsequent rounds, may be attacked at –2 to hit (locatable by faint shadows and air movement).
  • Surprise: Always surprise, if invisible.
  • Limited flight: Small wings only allow 3 turns of flight. Must rest 1 turn after flying.

Pterosaur

Predatory, winged reptiles that live in warm climes, hunting creatures on the ground by gliding on air currents. Often found in Lost World regions.

Pteranodon

Wingspan of up to 50’. Highly aggressive; often prey on humanoids.

AC 6 [13], HD 5 (22 hp), Att 1 × bite (1d12), THAC0 15 [+4], MV 240’ (80’) flying, SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 175, NA 0 (1d4), TT V

Pterodactyl

8–10’ wingspan. Prey on small to medium animals, but will attack humanoids, if very hungry.

AC 7 [12], HD 1 (4 hp), Att 1 × bite (1d3), THAC0 19 [0], MV 180’ (60’) flying, SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 10, NA 0 (2d4), TT None

Purple Worm

Gigantic, slimy worms with bodies 100’ long and 8–10’ thick. Bore tunnels through the earth and come to the surface to eat other creatures.

AC 6 [13], HD 15* (67 hp), Att 1 × bite (2d8), 1 × sting (1d8 + poison), THAC0 9 [+10], MV 60’ (20’), SV D8 W9 P10 B10 S12 (8), ML 10, AL Neutral, XP 2,300, NA 1d2 (1d4), TT D

  • Swallow whole: A bite attack roll of natural 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm’s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at –4 to hit; body digested in 6 turns after death.
  • Poison: Causes death (save vs poison).
  • In restricted spaces: May not always be able to bite and sting at once.

Rat

Multitudinous, disease-ridden rodents that will eat anything. Avoid contact with humans, but may attack if defending their nest or if summoned and commanded by magic (e.g. see Wererat).

  • Disease: Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
  • Afraid of fire: Will flee fire, unless forced to fight by summoner.
  • Attacking in water: May attack without penalty; excellent swimmers.

Giant Rat

3’ long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.

AC 7 [12], HD ½ (2 hp), Att 1 × bite (1d3 + disease), THAC0 19 [0], MV 120’ (40’)/60’ (20’) swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 5, NA 3d6 (3d10), TT C

  • Disease; Afraid of fire; Attacking in water: See main entry.

Normal Rat

Swarming packs of 6” to 2’ long individuals, with brown or grey fur.

AC 9 [10], HD 1 hp, Att 1 × bite per pack (1d6 + disease), THAC0 19 [0], MV 60’ (20’)/30’ (10’) swimming, SV D14 W15 P16 B17 S18 (NH), ML 5, AL Neutral, XP 5, NA 5d10 (2d10), TT L

  • Disease; Afraid of fire; Attacking in water: See main entry.
  • Pack: Each group of 5–10 rats attacks as a pack. Each pack makes a single attack roll against one creature.
  • Engulf: The creature attacked must save versus death or fall prone, unable to attack until able to stand up again.

Rhagodessa

Huge, hairy, nocturnal arachnid carnivores with large heads and mandibles and 10 legs. Yellow head and abdomen, dark brown thorax. Dwell in caves, hunt voraciously.

AC 5 [14], HD 4+2 (20 hp), Att 1 × sucker (grab), 1 × bite (2d8), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 125, NA 1d4 (1d6), TT U

  • Suckers: Front legs equipped with suckers for grabbing prey.
  • Grab: When hit with a sucker, the victim is stuck and will be bitten automatically next round.
  • Cling: Can walk on walls.

Rhinoceros

Dim, armored, herbivorous mammals.

  • Charge: If disturbed or threatened, will charge in a random direction. Requires a clear run of at least 20 yards. Make a horn attack on all in the path: inflicts double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.

Normal Rhinoceros

AC 5 [14], HD 6 (27 hp), Att 1 × horn (2d4) or 1 × trample (2d8), THAC0 14 [+5], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 6, AL Neutral, XP 275, NA 0 (1d12), TT None

  • Charge; Trample: See main entry.

Woolly Rhinoceros

Giant rhinoceroses adapted for cold climates: their bodies covered with shaggy, white fur. Live in herds, in cold Lost World areas.

AC 4 [15], HD 8 (36 hp), Att 1 × horn (2d6) or 1 × trample (2d12), THAC0 12 [+7], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), ML 6, AL Neutral, XP 650, NA 0 (1d8), TT None

  • Charge; Trample: See main entry.

Robber Fly

3’ long, carnivorous flies with yellow and black stripes. Look similar to killer bees, which they hunt. May attack humans.

AC 6 [13], HD 2 (9 hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 90’ (30’)/180’ (60’) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 20, NA 1d6 (2d6), TT U

  • Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
  • Poison immunity: Unharmed by killer bees’ poison.
  • Leap: Can leap up to 30’ and attack.

Roc

Gigantic birds of prey that nest in the highest peaks of isolated mountain ranges. Will attack intruders, if approached carelessly.

  • Alignment reaction: –1 to reaction rolls versus Neutral characters; –2 versus Chaotic characters.
  • Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
  • Eggs: 1d6 eggs or chicks in 50% of nests.
  • Trainable: Can be trained, if captured when young.

 

Giant Roc

AC 0 [19], HD 36 (162 hp), Att 2 × claw (3d6), 1 × bite (8d6), THAC0 5 [+14], MV 60’ (20’)/480’ (160’) flying, SV D2 W3 P4 B3 S6 (18), ML 10 (12 in lair), AL Lawful, XP 6,250, NA 0 (1), TT I

  • Alignment reaction; Swoop: See main entry.

Large Roc

AC 2 [17], HD 12 (54 hp), Att 2 × claw (1d8), 1 × bite (2d10), THAC0 10 [+9], MV 60’ (20’)/480’ (160’) flying, SV D10 W11 P12 B13 S14 (6), ML 9 (12 in lair), AL Lawful, XP 1,100, NA 0 (1d8), TT I

  • Alignment reaction; Swoop: See main entry.

Small Roc

AC 4 [15], HD 6 (27 hp), Att 2 × claw (1d4+1), 1 × bite (2d6), THAC0 14 [+5], MV 60’ (20’)/480’ (160’) flying, SV D12 W13 P14 B15 S16 (3), ML 8 (12 in lair), AL Lawful, XP 275, NA 0 (1d12), TT I

  • Alignment reaction; Swoop: See main entry.

Rock Baboon

Large, ferocious, semi-intelligent baboons that live in packs led by a powerful male. Communicate with screams. Omnivorous, but prefer flesh.

AC 6 [13], HD 2 (9 hp), Att 1 × club (1d6), 1 × bite (1d3), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 20, NA 2d6 (5d6), TT U

  • Weapons: Wield bones or branches as clubs. (Do not use other tools.)

Rust Monster

Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.

AC 2 [17], HD 5 (22 hp), Att 1 × feeler (rusting), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 175, NA 1d4 (1d4), TT None

  • Rusting: Metal that touches a rust monster (e.g. weapons that hit it, or armor struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per “plus”, to be unaffected on each successful hit. Each time a magic item is affected, it loses one “plus”.
  • Smell metal: Attracted by the scent.

Salamander

Giant, magical reptiles with an affinity for extreme heat or cold.

Flame Salamander

12’–16’ long, intelligent serpents with lizard-like heads and legs. Bright orange/yellow/red scales. Natives of the plane of elemental fire, but also live in volcanoes and scorching deserts.

AC 2 [17], HD 8* (36 hp), Att 2 × claw (1d4), 1 × bite (1d8), 1 × heat aura (1d8), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 8, AL Neutral, XP 1,200, NA 1d4+1 (2d4), TT F

  • Heat aura: All creatures within 20’ suffer 1d8 damage per round.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Fire immunity: Unharmed by fire.
  • Hate frost salamanders: Will attack on sight.

Frost Salamander

Giant, 6-legged lizards with blue/white scales. Dwell in icy, wilderness regions.

AC 3 [16], HD 12* (54 hp), Att 4 × claw (1d6), 1 × bite (2d6), 1 × cold aura (1d8), THAC0 10 [+9], MV 120’ (40’), SV D6 W7 P8 B8 S10 (12), ML 9, AL Chaotic, XP 1,900, NA 1d3 (1d3), TT E

TRAITS

  • Cold aura: All creatures within 20’ suffer 1d8 damage per round.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Cold immunity: Unharmed by cold-based attacks.
  • Hate flame salamanders: Will attack on sight.

Scorpion, Giant

Huge arachnids, as big as a small horse, with pincers and deadly stingers. Dwell in caverns, ruins, and deserts.

AC 2 [17], HD 4* (18 hp), Att 2 × claw (1d10), 1 × sting (1d4 + poison), THAC0 16 [+3], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 11, AL Chaotic, XP 125, NA 1d6 (1d6), TT V

TRAITS

  • Aggressive: Normally attack on sight.
  • Poison: Causes death (save vs poison).
  • Grab and sting: +2 bonus to sting attack, if a claw hits.

Sea Serpent (Lesser)

20’–30’ long, serpent-like sea monsters with rows of many fins.

AC 5 [14], HD 6 (27 hp), Att 1 × bite (2d6) or 1 × squeeze (1d10 hull damage), THAC0 14 [+5], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 275, NA 0 (2d6), TT None

TRAITS

  • Lunge: Up to 20’ out of water to use bite attack.
  • Squeeze: Coil around and crush a vessel (of equal size or smaller).

Shadow

Intelligent, incorporeal (but not undead) monsters that look like shadows. Able to slightly change their shape.

AC 7 [12], HD 2+2* (11 hp), Att 1 × touch (1d4 + strength drain), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 12, AL Chaotic, XP 35, NA 1d8 (1d12), TT F

TRAITS

  • Surprise: On a 1–5.
  • Strength drain: Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Spell immunity: Unaffected by charm and sleep spells.

Shark

Aggressive, predatory fish of low intelligence and unpredictable behavior. Live in saltwater.

  • Blood scent: Can detect blood in water up to 300’ away.
  • Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.

 

Bull Shark

8’ long; brown coloration. Attack by ramming, then biting the stunned prey.

AC 4 [15], HD 2 (9 hp), Att 1 × bite (2d4) or 1 × ram (stun), THAC0 18 [+1], MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20, NA 0 (3d6), TT None

  • Blood scent; Feeding frenzy: See main entry.
  • Ram: Stunned for 3 rounds (save versus paralysis).

Great White Shark

30’ long (or bigger!); grey coloration with white belly. Sometimes attack small boats.

AC 4 [15], HD 8 (36 hp), Att 1 × bite (2d10), THAC0 12 [+7], MV 180’ (60’), SV D10 W11 P12 B13 S14 (4), ML 7, AL Neutral, XP 650, NA 0 (1d4), TT None

  • Blood scent; Feeding frenzy: See main entry.

Mako Shark

15’ long; bluish-grey or tan coloration.

AC 4 [15], HD 4 (18 hp), Att 1 × bite (2d6), THAC0 16 [+3], MV 180’ (60’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 75, NA 0 (2d6), TT None

  • Blood scent; Feeding frenzy: See main entry. ? Unpredictable: May ignore other creatures, only to attack moments later.

Shrew, Giant

Brown-furred, mole-like, insectivores with long snouts. Dwell underground; skilled burrowers.

AC 4 [15], HD 1 (4 hp), Att 2 × bite (1d6), THAC0 19 [0], MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 10, AL Neutral, XP 10, NA 1d4 (1d8), TT None

  • Initiative: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.
  • Ferocity: Attack targets’ heads. Targets with 3 HD or less must save versus death or flee.
  • Climbing: Skilled climbers; can jump up to 5’.
  • Territorial: Ferociously defend their hunting area from all intruders.
  • Echolocation: Perceive their surroundings up to 60’. Unaffected by lack of light. If unable to hear (e.g. silence, 15’ radius): AC reduced to 8 [11], –4 penalty to attacks.

Shrieker

Giant, subterranean mushrooms that can creep around slowly.

AC 7 [12], HD 3 (13 hp), Att None, THAC0 17 [+2], MV 9’ (3’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Neutral, XP 35, NA 1d8 (0), TT None

  • Shriek: Triggered by light (up to 60’ away) or movement (up to 30’ away). Shriek lasts for 1d3 rounds. Each round of the shriek, there is a 50% chance of a wandering monster being attracted (will arrive in 2d6 rounds).

Skeleton

Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.

AC 7 [12], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 10, NA 3d4 (3d10), TT None

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Snake

Dwell in all but the most extreme climes. Will usually only attack if cornered or surprised.

Giant Rattler

10’ long snakes with brown and white diamond patterns on their scales, and a rattle of rasping scales on their tails.

AC 5 [14], HD 4* (18 hp), Att 2 × bite (1d4 + poison), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 1d4 (1d4), TT U

  • Rattle: Shaken to warn off creatures the snake does not wish to attack.
  • Poison: Causes death in 1d6 turns (save versus poison).
  • Speed: Attack twice per round. Second attack at the end of each round.

Pit Viper

5’ long snakes with grey/green scales.

AC 6 [13], HD 2* (9 hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25, NA 1d8 (1d8), TT None

  • Infravision: 60’. (Pits in the head allow heat sense.)
  • Initiative: Always gains initiative (no roll), due to special senses.
  • Poison: Causes death (save vs poison).

Rock Python

20’ long snakes with spiraling brown and yellow patterns on their scales.

AC 6 [13], HD 5* (22 hp), Att 1 × bite (1d4 + constriction), THAC0 15 [+4], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 300, NA 1d3 (1d3), TT U

  • Constriction: When a bite attack is successful, the python wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.

Sea Snake

6’ long snakes that live underwater, coming up for breath only once per hour. Will prey on humans.

AC 6 [13], HD 3* (13 hp), Att 1 × bite (1 hp + poison), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50, NA 1d8 (1d8), TT None

  • Pinprick bite: 50% chance of going unnoticed.
  • Poison: Slow acting: effects felt after 1d4+2 turns. Save vs poison or die 1 turn later. At this point, the neutralize poison spell has a 25% chance of not working.
  • Larger individuals: Sea snakes with more than 3 HD may be encountered. They are 6’ long for every 3 HD.

Spitting Cobra

3’ long snakes with grey/white scales. Prefer to attack from a distance with spit.

AC 7 [12], HD 1* (4 hp), Att 1 × spit (blindness) or 1 × bite (1d3 + poison), THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 13, NA 1d6 (1d6), TT None

  • Blinding spit: Range: 6’. A hit causes permanent blindness (save vs poison).
  • Poison: Causes death in 1d10 turns (save versus poison).

Spectre

Incorporeal phantoms; one of the most powerful undead monsters.

AC 2 [17], HD 6** (27 hp), Att 1 × touch (1d8 + energy drain), THAC0 14 [+5], MV 150’ (50’)/300’ (100’) flying, SV D10 W11 P12 B13 S14 (6), ML 11, AL Chaotic, XP 725, NA 1d4 (1d8), TT E

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy drain: A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.

Spider, Giant

Black Widow

6’ long, black spiders with a red hourglass pattern on their abdomens. Dwell in web-filled lairs and sometimes prey on humans.

AC 6 [13], HD 3* (13 hp), Att 1 × bite (2d6 + poison), THAC0 17 [+2], MV 60’ (20’)/120’ (40’) in webs, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 50, NA 1d3 (1d3), TT U

  • Poison: Causes death in 1 turn (save versus poison).
  • Webs: Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. The webs can be destroyed by fire in two rounds. All creatures in a flaming web suffer 1d6 points of damage.

Crab Spider

5’ long hunting spiders that can change their colour to match their surroundings.

AC 7 [12], HD 2* (9 hp), Att 1 × bite (1d8 + poison), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25, NA 1d4 (1d4), TT U

  • Ambush: Attack by dropping on victims from above.
  • Surprise: On a 1–4, due to camouflage.
  • Cling: Can walk on walls and ceilings.
  • Poison: Causes death in 1d4 turns (save versus poison with a +2 bonus).

Tarantella

7’ long, hairy hunting spiders that resemble tarantulas. Magical in nature.

AC 5 [14], HD 4* (18 hp), Att 1 × bite (1d8 + poison), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 1d3 (1d3), TT U

  • Poison: Save vs poison or dance for 2d6 turns (suffering from painful, jerking spasms that resemble a macabre dance).
  • Onlookers: Viewers of one affected by the poison must save versus spells or begin dancing in the same fashion, for as long as the poisoned victim.
  • Dancing: Those affected suffer a –4 penalty to attack rolls and AC. After 5 turns of dancing, they become exhausted: fall to the ground, helpless.

Sprite

1’ tall, winged humanoids, related to pixies and elves. They are shy, but driven by curiosity and their odd sense of humor.

AC 5 [14], HD ½* (2 hp), Att 1 × spell (curse), THAC0 19 [0], MV 60’ (20’)/180’ (60’) flying, SV D12 W13 P13 B15 S15 (Elf 1), ML 7, AL Neutral, XP 6, NA 3d6 (5d8), TT S

  • Curse: Five sprites can collectively curse a target (no attack roll; save versus spells). The effect is determined by the referee, but will always be used to comical effect (e.g. target trips, target’s nose grows).
  • Pranksters: Even if attacked, sprites have no interest in killing, merely in making practical jokes.

Squid, Giant

Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.

AC 7 [12], HD 6 (27 hp), Att 8 × small tentacle (1d4 + constriction), 2 × large tentacle (1d4 + constriction or 1d10 hull damage), 1 × beak (1d10 or 2 hull damage), THAC0 14 [+5], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 7, AL Neutral, XP 275, NA 0 (1d4), TT V

  • Crush boats: 25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles are grappling a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
  • Grab crew: 75% likely to grab crew from the deck and drag them underwater to be eaten.
  • Constriction: Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
  • Severing tentacles: Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).
  • Ink cloud: When escaping, can emit a cloud of black ink (60’ diameter) and jet away at 3 times normal speed. Maximum twice a day.
  • Gargantuan specimens: Two or three times larger can be encountered.

Stegosaurus

Stocky, herbivorous dinosaurs with a ridge of plates along their backs, and a tail studded with spikes (used to deter attackers). Dwell in sub-tropical Lost World environments.

AC 3 [16], HD 11 (49 hp), Att 1 × tail (2d8) or 1 × trample (2d8), THAC0 11 [+8], MV 60’ (20’), SV D10 W11 P12 B13 S14 (6), ML 7, AL Neutral, XP 1,100, NA 0 (1d4), TT None

  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.

Stirge

Feathered, bird-like creatures with long, sharp beaks.

AC 7 [12], HD 1* (4 hp), Att 1 × beak (1d3 + blood sucking), THAC0 19 [0], MV 30’ (10’)/180’ (60’) flying, SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 13, NA 1d10 (3d12), TT L

  • Dive attack: First attack is at +2 to hit.
  • Blood sucking: Upon a successful attack, attaches and drains victim’s blood: 1d3 automatic damage per round.
  • Detach: If stirge or victim dies.

Thoul

Magical monstrosities that look like hobgoblins (except on close inspection), but combine the powers of ghouls and trolls. Sometimes live among hobgoblins.

AC 6 [13], HD 3** (13 hp), Att 2 × claw (1d3 + paralysis) or 1 × weapon (1d6 or by weapon), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 65, NA 1d6 (1d10), TT C

  • Paralysis: Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After Paralyzing a target, thouls will attack others.
  • Regeneration: A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.

Titanothere

Giant (12’ at the shoulder), ancient relatives of the rhinoceros, with massive, blunt horns. Eat grass and tree leaves. Dwell in small herds in Lost World grasslands.

AC 5 [14], HD 12 (54 hp), Att 1 × butt (2d6) or 1 × trample (3d8), THAC0 10 [+9], MV 120’ (40’), SV D10 W11 P12 B13 S14 (6), ML 7, AL Neutral, XP 1,100, NA 0 (1d6), TT None

  • Peaceful grazers: Will not attack if left alone.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.

Toad, Giant

Warty amphibians with long, sticky tongues. As large as a great hound, weighing 150 to 250 pounds.

AC 7 [12], HD 2+2 (11 hp), Att 1 × bite (1d4+1), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 6, AL Neutral, XP 25, NA 1d4 (1d4), TT None

  • Surprise: On a 1–3, in forests or dark dungeons, due to the ability to change colour to match their surrounding.
  • Sticky tongue: Attack up to 15’ away. On a hit, prey (up to dwarf size) is dragged to the mouth and bitten.
  • Swallow whole: A natural 20 attack roll indicates a small victim is swallowed. Inside the toad’s belly: suffer 1d6 damage per round (until the toad dies); may attack with sharp weapons at –4 to hit; body digested in 6 turns after death.

Trader

1st level fighters who live by trading in borderland areas.

AC 6 [13], HD 1 (4 hp), Att 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Any, XP 10, NA 1d8 (3d6), TT U + V

  • Arms: Usually carry: hand-axe, sword, shield, furs (equivalent to leather armor).
  • Mules: In the wilderness, have 1d4 mules loaded with trade goods (e.g. carved wooden items, furs, spices).

Treant

Giant (18’ tall) humanoids that look like trees. Dwell in forests. Are concerned only with protecting the plants of their home. Speak their own long-winded and circuitous language.

AC 2 [17], HD 8 (36 hp), Att 2 × fist (2d6), THAC0 12 [+7], MV 60’ (20’), SV D8 W9 P10 B10 S12 (8), ML 9, AL Lawful, XP 650, NA 0 (1d8), TT C

  • Distrust fire: And those who wield it.
  • Surprise: On a 1–3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.
  • Animate trees: Each individual can animate 2 trees (within 60’; may switch trees at will). These fight as treants with movement rate 30’ (10’).

Triceratops

Massive (12’ to the shoulder, almost 40’ long), aggressive, herbivorous dinosaurs with a protective crest behind the head, and three long horns. Dwell in Lost World grasslands.

AC 2 [17], HD 11 (49 hp), Att 1 × gore (3d6) or 1 × trample (3d6), THAC0 11 [+8], MV 90’ (30’), SV D10 W11 P12 B13 S14 (6), ML 8, AL Neutral, XP 1,100, NA 0 (1d4), TT None

  • Aggressive: Normally attack on sight.
  • Charge: In first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.

Troglodyte

Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.

AC 5 [14], HD 2* (9 hp), Att 2 × claw (1d4), 1 × bite (1d4), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Chaotic, XP 25, NA 1d8 (5d8), TT A

  • Hateful: Attempt to kill any creatures they encounter.
  • Surprise: On a 1–4, due to the ability to change colour to match their surroundings. Lurk by rock walls and await victims.
  • Nauseating stench: Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer –2 to hit, while in melee with troglodytes.

Troll

Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in barren wilderness, and in the ruined homes of former victims.

AC 4 [15], HD 6+3* (30 hp), Att 2 × talon (1d6), 1 × bite (1d10), THAC0 13 [+6], MV 120’ (40’), SV D10 W11 P12 B13 S14 (6), ML 10 (8 fear of fire), AL Chaotic, XP 650, NA 1d8 (1d8), TT D

TRAITS

  • Regeneration: 3 rounds after being damaged, start regaining 3 hp per round. Severed limbs reattach.
  • Return from death: If killed (0 hp), will regenerate and fight again in 2d6 rounds.
  • Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
  • Fear of fire: Morale 8 when attacked with fire or acid.

Tyrannosaurus Rex

Great (over 20’ tall), two-legged, predatory dinosaurs with huge jaws. Hunt human-sized or larger prey. Dwell in Lost World regions.

AC 3 [16], HD 20 (90 hp), Att 1 × bite (6d6), THAC0 6 [+13], MV 120’ (40’), SV D6 W7 P8 B8 S10 (10), ML 11, AL Neutral, XP 2,000, NA 0 (1), TT V × 3

TRAITS

  • Large prey: Attack largest target first.

Unicorn

Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid, but proud and willful.

AC 2 [17], HD 4* (18 hp), Att 2 × hoof (1d8), 1 × horn (1d8), THAC0 16 [+3], MV 240’ (80’), SV D8 W9 P10 B10 S12 (8), ML 7, AL Lawful, XP 125, NA 1d6 (1d8), TT None

TRAITS

  • Empathy with maidens: A pure-hearted maiden can communicate with and ride a unicorn.
  • Teleport: Once per day, up to 360’ (including rider).

Vampire

Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales.

AC 2 [17], HD 7 to 9** (31/36/40 hp) Att 1 × touch (1d10 + energy drain) or 1 × gaze (charm), THAC0 13 [+6]/12 [+7]/12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (7 to 9), ML 11, AL Chaotic, XP 1,250/1,750/2,300, NA 1d4 (1d6), TT F

TRAITS

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days.
  • Charming gaze: Save versus spells at –2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm.
  • Regeneration: A damaged vampire gains 3 hp at the start of each round, as long as it is alive.
  • At 0 hp: Change into gaseous form; flee to coffin.
  • Change form: At will; takes 1 round:
  1. Humanoid: Standard form.
  2. Dire wolf: Att 1 × bite (2d4), MV 150’ (50’). AC, HD, morale, saves as vampire.
  3. Giant bat: Att 1 × bite (1d4), MV 30’ (10’)/180’ (60’) flying. AC, HD, morale, saves as vampire.
  4. Gaseous cloud: MV 180’ (60’) flying. Immune to all weapons. Cannot attack.
    • Summon beasts: In human form only. Creatures from the surrounding area: 1d10 × 10 rats (p197), 5d4 giant rats (p197), 1d10 × 10 bats (p153), 3d6 giant bats (p153), 3d6 wolves (p214), or 2d4 dire wolves (p214).
    • Coffins: Must rest in a coffin during the day or lose 2d6 hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations.
Vulnerabilities
      1. Garlic: Odor repels: save vs poison or unable to attack this round.
      2. Holy symbols: If presented, will keep a vampire at bay (10’). May attack wielder from another direction.
      3. Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin.
      4. Mirrors: Avoid; do not cast a reflection.
      5. Continual light: Partly blinded by the light from this spell (–4 to attacks).
Destroying
    1. Sunlight: Save versus death each round or be disintegrated.
    2. Stake through the heart: Permanently kills.
    3. Immersion in water: For 1 turn permanently kills.
    4. Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins).

Veteran

Low level fighters, often on their way to or from war.

AC 2 [17], HD 1 to 3 (4/9/13 hp), Att 1 × weapon (1d8 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D12 W13 P14 B15 S16 (F1 to F3), ML 9, AL Any, XP 10/20/35, NA 2d4 (2d6), TT V

TRAITS

  • Level and alignment: A group may all be of the same level and alignment, or these may be determined randomly, per individual.

Warp Beast

Large, black, six-legged, semi-intelligent monsters. Look similar to panthers with a tentacle growing from each front shoulder. Tentacles ridged with razor-sharp edges.

AC 4 [15], HD 6* (27 hp), Att 2 × tentacle (2d4), THAC0 14 [+5], MV 150’ (50’), SV D10 W11 P12 B13 S14 (6), ML 8, AL Neutral, XP 500, NA 1d4 (1d4), TT D

TRAITS

  • Displacement: Appear 3’ from actual location: attackers suffer –2 to hit.
  • Save bonus: +2 to all saves.
  • Hate blink dogs: Always attack them and their companions.

Water Termite

Giant (1’–5’ long), wood-eating, aquatic insects with a sack to take in and jet out water. Prone to feeding on passing ships. Only attack creatures if cornered.

  • Irritant spray: Above water; maximum once a turn. Can spray one target: save versus poison or stunned for 1 turn.
  • Ink cloud: Underwater; maximum once a turn. When escaping, can emit a cloud of black ink to confuse attackers.
  • Eat ships: Cling to bottom of vessel. Each individual inflicts 1d3 hull damage then drops off.
  • Noticing ship damage: 50% chance per round of spotting leaks.

Freshwater Termite

AC 6 [13], HD 2+1 (10 hp), Att 1 × bite (1d4) or 1 × spray (stun), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 25, NA 0 (1d3), TT None

Saltwater Termite

AC 5 [14], HD 4 (18 hp), Att 1 × bite (1d6) or 1 × spray (stun), THAC0 16 [+3], MV 180’ (60’), SV D12 W13 P14 B15 S16 (3), ML 11, AL Neutral, XP 75, NA 0 (1d6+1), TT None

Swamp Termite

AC 4 [15], HD 1+1 (5 hp), Att 1 × bite (1d3) or 1 × spray (stun), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 10, AL Neutral, XP 15, NA 0 (1d4), TT None

Weasel, Giant

8’ to 9’ long, vicious, predatory mammals with rich fur of brown, gold, or white. Dwell in subterranean tunnels, hunting alone or in small groups.

AC 7 [12], HD 4+4 (22 hp), Att 1 × bite (2d4 + blood sucking), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 125, NA 1d4 (1d6), TT V

  • Infravision: 30’.
  • Blood sucking: Upon a successful attack, locks onto the victim and drains its blood: 2d4 automatic damage per round.
  • Detaching: If weasel or victim dies.
  • Tracking: By scent, favoring wounded prey.
  • Treasure: Found in lair on bodies of victims.

Whale

Killer Whale

25’ long, carnivorous whales. Dwell in cold waters and hunt sea creatures (including other whales).

AC 6 [13], HD 6 (27 hp), Att 1 × bite (1d20), THAC0 14 [+5], MV 240’ (80’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Neutral, XP 275, NA 0 (1d6), TT V

  • Swallow whole: A natural 20 attack roll indicates a halfling-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 1d6 damage per round (until the whale dies); may attack with sharp weapons at –4 to hit; drown after 10 rounds; body digested in 6 turns after death.

Narwhal

15’ long, intelligent, magical whales with grey to white skin and an 8’ long, spiraling horn on their nose. Live independent and secretive lives in arctic waters.

AC 7 [12], HD 12 (54 hp), Att 1 × bite (1d8), 1 × horn (2d6), THAC0 10 [+9], MV 180’ (60’), SV D6 W7 P8 B8 S10 (12), ML 8, AL Lawful, XP 1,100, NA 0 (1d4), TT Horn

  • Horn: Is worth 1d6 × 1,000 gp. Rumors say a narwhal’s horn vibrates when evil is near.

Sperm Whale

Gargantuan whales up to 60’ long. Dwell in open oceans and hunt deep sea monsters (e.g. giant squids).

AC 6 [13], HD 36 (162 hp), Att 1 × bite (3d20) or 1 × ram (6d6 hull damage), THAC0 5 [+14], MV 180’ (60’), SV D4 W5 P6 B5 S8 (15), ML 7, AL Neutral, XP 6,250, NA 0 (1d3), TT V

  • Swallow whole: An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at –4 to hit; body digested in 6 turns after death.
  • Ram ships: 10% likely to attack vessels.

Wight

Corpses of humans or demihumans, possessed by malevolent spirits.

AC 5 [14], HD 3* (13 hp), Att 1 × touch (energy drain), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 12, AL Chaotic, XP 50, NA 1d6 (1d8), TT B

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Only harmed by silver weapons or magic.
  • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.

Wolf

Carnivorous relatives of dogs that hunt in packs.

Dire Wolf

Large, savage, semi-intelligent wolves. Dwell in caves, mountains, and forests.

AC 6 [13], HD 4+1 (19 hp), Att 1 × bite (2d4), THAC0 15 [+4], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 1d4 (2d4), TT None

  • Training: At the referee’s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.
  • Mounts: Sometimes trained as mounts by goblins.

Normal Wolf

Dwell primarily in wild lands, but occasionally lair in caves.

AC 7 [12], HD 2+2 (11 hp), Att 1 × bite (1d6), THAC0 17 [+2], MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 6 (8 in larger packs), AL Neutral, XP 25, NA 2d6 (3d6), TT None

  • Training: At the referee’s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.
  • Strength in numbers: Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.

Wraith

Incorporeal, undead monsters that appear as pale, human-like forms of coalescing mist. Dwell in deserted regions or in the homes of former victims.

AC 3 [16], HD 4** (18 hp), Att 1 × touch (1d6 + energy drain), THAC0 16 [+3], MV 120’ (40’)/240’ (80’) flying, SV D10 W11 P12 B13 S14 (4), ML 12, AL Chaotic, XP 175, NA 1d4 (1d6), TT E

  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane damage immunity: Only harmed by silver weapons or magic.
  • Damage reduction: Half damage from silver weapons.
  • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wraith in one day, under the control of the wraith that killed them.

Wyvern

Winged, two-legged, dragon-like monsters with a long tail tipped with a venomous stinger. Dwell in any terrain, but favor cliffs and forests.

AC 3 [16], HD 7* (31 hp), Att 1 × bite (2d8), 1 × sting (1d6 + poison), THAC0 13 [+6], MV 90’ (30’)/240’ (80’) flying, SV D10 W11 P12 B13 S14 (4), ML 9, AL Chaotic, XP 850, NA 1d2 (1d6), TT E

TRAITS

  • Poison: Causes death (save vs poison).

Yellow Mold

Deadly fungus that covers walls, ceilings, and other surfaces.

AC No hit roll required, HD 2* (9 hp), Att 1 × spores (1d6 + choking), THAC0 18 [+1], MV 0’ (0’), SV D12 W13 P14 B15 S16 (2), ML 12, AL Neutral, XP 25, NA 1d8 (1d4), TT None

TRAITS

  • Area: Each 10 square feet (e.g. 2’ × 5’) covered in yellow mold is treated as one “individual”. (A 10’ × 10’ area would consist of 10 individual molds.)
  • Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
  • Spore cloud: 50% chance of attacking if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
  • Choking: Save versus death or die within 6 rounds.
  • Erosion: Wood or leather in contact with the mold will be eaten away.

Zombie

Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.

AC 8 [11], HD 2 (9 hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 20, NA 2d4 (4d6), TT None

TRAITS

  • Guardians: Always attack on sight.
  • Initiative: Always lose (no roll).
  • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Dungeon Encounter By Level: 1–3
d20 Level 1 Level 2 Level 3
1 Acolyte (1d8) Beetle, Oil (1d8) Ape, White (1d6)
2 Bandit (1d8) Berserker (1d6) Basic Adv. (1d4+4)
3 Beetle, Fire (1d8) Cat, Mntn. Lion (1d4) Beetle, Tiger (1d6)
4 Dwarf (1d6) Elf (1d4) Bugbear (2d4)
5 Gnome (1d6) Ghoul (1d6) Carcass Crawler (1d3)
6 Goblin (2d4) Gnoll (1d6) Doppelgänger (1d6)
7 Green Slime (1d4) Grey Ooze (1) Driver Ant (2d4)
8 Halfling (3d6) Hobgoblin (1d6) Gargoyle (1d6)
9 Killer Bee (1d10) Lizard, Draco (1d4) Gelatinous Cube (1)
10 Kobold (4d4) Lizard Man (2d4) Harpy (1d6)
11 Lizard, Gecko (1d3) Neanderthal (1d10) Lvng. Stat., Crystal (1d6)
12 Orc (2d4) Noble (2d6) Lycan., Wererat (1d8)
13 Shrew, Giant (1d10) Pixie (2d4) Medium (1d4)
14 Skeleton (3d4) Robber Fly (1d6) Medusa (1d3)
15 Snake, Cobra (1d6) Rock Baboon (2d6) Ochre Jelly (1)
16 Spider, Crab (1d4) Snake, Pit Viper (1d8) Ogre (1d6)
17 Sprite (3d6) Spider, Bl. Widow (1d3) Shadow (1d8)
18 Stirge (1d10) Troglodyte (1d8) Spider, Tarantella (1d3)
19 Trader (1d8) Veteran (2d4) Thoul (1d6)
20 Wolf (2d6) Zombie (2d4) Wight (1d6)

Encounter Tables

Dungeons

This section provides encounter tables by dungeon level, using the monsters found in this book. Referees who are using additional (or alternative) monsters should either adapt the tables to include these, or should create their own encounter tables. Special tables may also be created to reflect the different balance of monsters inhabiting a specific dungeon.

How to Roll an Encounter

Roll 1d20 and look up the result on the column in the table below that corresponds to the dungeon level being explored. The result indicates the monster encountered, with the number appearing in parentheses.

Dungeon Encounter By Level: 4+
d20 Level 4–5 Level 6–7 Level 8+
1 Bear, Cave (1d2) Basilisk (1d6) Black Pudding (1)
2 Blink Dog (1d6) Bear, Cave (1d2) Chimera (1d2)
3 Caecilia (1d3) Black Pudding (1) Dragon, Black (1d4)
4 Cockatrice (1d4) Caecilia (1d3) Dragon, Blue (1d4)
5 Doppelgänger (1d6) Dragon, White (1d4) Dragon, Gold (1d4)
6 Exp. Adv. (1d6+3) Exp. Adv. (1d6+3) Dragon, Green (1d4)
7 Grey Ooze (1) Gorgon (1d2) Dragon, Red (1d4)
8 Hellhound (2d4) Hellhound (2d4) Exp. Adv. (1d6+3)
9 Lizard, Tuatara (1d2) Hydra, 1d4+4HD (1) Giant, Hill (1d4)
10 Lycan., Wereboar (1d4) Lycan., Weretiger (1d4) Giant, Stone (1d2)
11 Lycan., Werewolf (1d6) Minotaur (1d6) Golem, Amber (1)
12 Minotaur (1d6) Mummy (1d4) Golem, Bone (1)
13 Ochre Jelly (1) Ochre Jelly (1) Hydra, 1d4+8HD (1)
14 Owl Bear (1d4) Owl Bear (1d4) Lycan., Devil Swine (1d3)
15 Rhagodessa (1d4) Rust Monster (1d4) Lycan., Werebear (1d4)
16 Rust Monster (1d4) Salam., Flame (1d4+1) Manticore (1d2)
17 Spectre (1d4) Scorpion, Giant (1d6) Purple Worm (1d2)
18 Troll (1d8) Spectre (1d4) Salam., Flame (1d4+1)
19 Weasel, Giant (1d4) Troll (1d8) Salamander, Frost (1d3)
20 Wraith (1d4) Warp Beast (1d4) Vampire (1d4)

Notes

NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers” or “Expert Adventurers”. Guidelines for generating NPC adventurers can be found under Adventuring Parties.

Number appearing: The values listed in the tables for some monsters do not match the values listed in the monster description. If desired, the referee may use the number appearing value listed in the monster description, for consistency.

Wilderness

This section provides encounter tables by terrain type, using the monsters found in this book. Referees who are using additional (or alternative) monsters should either adapt the tables to include these, or should create their own encounter tables.

How to Roll an Encounter

Roll 1d8 and 1d12: ? Look up the d8 result on the column in the table below that corresponds to the terrain being explored. The result indicates which sub-table to consult.

Look up the d12 result in the sub-table indicated.

Notes

Aerial encounters: Always use the Flyer table, in sub-table 1, opposite.

Lost World: In Lost World or prehistoric settings, any Animal result may be rolled on the Prehistoric Animal table, in sub-table 2, opposite.

NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers”, “Expert Adventurers”, “High-Level Cleric”, “High-Level Fighter”, or “High-Level Magic-User”. Guidelines for generating NPC adventurers can be found under Adventuring Parties.

Wilderness Encounter By Terrain

d8 Barren, Hills, Mountains City Clear, Grasslands Desert Forest
1B—Animal C—Human G—Animal D—Animal F—Animal
2 1—Dragon C—Human G—Animal D—Animal F—Animal
3 1—Dragon C—Human 1—Dragon 1—Dragon 1—Dragon
4 B—Flyer C—Human 1—Flyer D—Flyer 1—Flyer
5 B—Human C—Human G—Human D—Human F—Human
6 B—Humanoid C—Human G—Humanoid D—Human F—Humanoid
7 B—Humanoid C—Humanoid 1—Insect D—Humanoid 1—Insect
8 2—Unusual 2—Undead 2—Unusual 2—Undead 2—Unusual
d8 Jungle Lake, River Ocean, Sea Settled Swamp
1J—Animal L—Animal 1—Dragon C—Animal 1—Dragon
2 J—Animal 1—Dragon 1—Flyer 1—Dragon 1—Flyer
3 1—Dragon 1—Flyer O—Human 1—Flyer S—Human
4 1—Flyer L—Human O—Swimmer C—Human S—Humanoid
5 J—Human L—Humanoid O—Swimmer C—Human 1—Insect
6 J—Humanoid 1—Insect O—Swimmer C—Human S—Swimmer
7 1—Insect L—Swimmer O—Swimmer C—Humanoid 2—Undead
8 1—Insect L—Swimmer O—Swimmer 1—Insect 2—Undead
Wilderness Encounter Sub-Table 1
d12 Dragon Flyer Insect
1 Chimera Cockatrice Beetle, Fire
2 Dragon, Black Gargoyle Beetle, Oil
3 Dragon, Blue Griffon Beetle, Tiger
4 Dragon, Gold Hawk, Giant Driver Ant
5 Dragon, Green Hippogriff Driver Ant
6 Dragon, Red Killer Bee Killer Bee
7 Dragon, White Pegasus Rhagodessa
8 Hydra (or Sea Hydra) Pixie Robber Fly
9 Hydra (or Sea Hydra) Robber Fly Scorpion, Giant
10 Wyvern Roc, Small Spider, Black Widow
11 Basilisk* Sprite Spider, Crab
12 Salamander* Stirge Spider, Tarantella

* Re-roll at sea.

Wilderness Encounter Sub-Table 2
d12 Prehistoric Animal Undead Unusual
1 Bear, Cave Ghoul Basilisk
2 Cat, Sabre-Toothed Ghoul Blink Dog
3 Crocodile, Giant Ghoul Centaur
4 Mastodon Mummy Gorgon
5 Pterosaur, Pteranodon Skeleton Lycanthrope, Werebear
6 Rhino, Woolly Skeleton Lycanthrope, Wereboar
7 Snake, Pit Viper Spectre Lycanthrope, Wererat
8 Stegosaurus Wight Lycanthrope, Weretiger
9 Titanothere Wraith Lycanthrope, Werewolf
10 Triceratops Vampire Medusa
11 Tyrannosaurus Rex Zombie Treant
12 Wolf, Dire Zombie Warp Beast

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

d12 Animal Flyer Human Humanoid
1 Ape, White Gargoyle Bandit Dwarf
2 Ape, White Griffon Berserker Giant, Cloud
3 Bear, Cave Harpy Berserker Giant, Frost
4 Cat, Mntn. Lion Hawk Brigand Giant, Hill
5 Hawk Hawk, Giant Brigand Giant, Stone
6 Herd Animal Hippogriff Exp. Adventurers Giant, Storm
7 Mule Manticore High-Level Cleric Gnome
8 Rock Baboon Manticore High-Level Fighter Goblin
9 Snake, Pit Viper Pegasus High-Level MU Kobold
10 Snake, Rattler Roc, Small Merchant Orc
11 Wolf Roc, Large Neanderthal Troglodyte
12 Wolf, Dire Roc, Giant Neanderthal Troll
Wilderness Encounter Sub-Table C: City, Settled
d12 Animal Human, City Human, Settled Humanoid
1 Boar Acolyte Acolyte Dwarf
2 Cat, Tiger Basic Adventurers Basic Adventurers Elf
3 Ferret, Giant Bandit Bandit Giant, Hill
4 Hawk Bandit Bandit Gnome
5 Herd Animal Exp. Adventurers Exp. Adventurers Gnoll
6 Herd Animal High-Level Fighter High-Level Cleric Goblin
7 Rat, Giant Merchant High-Level Fighter Halfling
8 Shrew, Giant Noble High-Level MU Hobgoblin
9 Snake, Pit Viper Trader Merchant Ogre
10 Spider, Tarantella Trader Noble Orc
11 Weasel, Giant Trader Trader Pixie
12 Wolf Veteran Veteran Sprite
Wilderness Encounter Sub-Table D: Desert
d12 Animal Flyer Human Humanoid
1 Camel Gargoyle Exp. Adventurers Giant, Fire
2 Camel Gargoyle High-Level Cleric Goblin
3 Cat, Lion Griffon Dervish Hobgoblin
4 Cat, Lion Hawk Dervish Hobgoblin
5 Hawk Hawk, Giant High-Level Fighter Ogre
6 Herd Animal Hawk, Giant High-Level MU Ogre
7 Herd Animal Manticore Merchant Ogre
8 Lizard, Gecko Manticore Noble Orc
9 Lizard, Tuatara Manticore Nomad Orc
10 Snake, Pit Viper Roc, Small Nomad Pixie
11 Snake, Rattler Roc, Large Nomad Sprite
12 Spider, Tarantella Roc, Giant Nomad Thoul
Wilderness Encounter Sub-Table F: Forest
d12 Animal Human Humanoid
1 Boar Basic Adventurers Bugbear
2 Cat, Panther Bandit Cyclops
3 Cat, Tiger Bandit Dryad
4 Hawk Berserker Elf
5 Herd Animal Brigand Giant, Hill
6 Lizard, Gecko Brigand Gnoll
7 Lizard, Tuatara Brigand Goblin
8 Snake, Pit Viper Expert Adventurers Hobgoblin
9 Spider, Crab High-Level Cleric Ogre
10 Unicorn High-Level Fighter Orc
11 Wolf High-Level Magic-User Thoul
12 Wolf, Dire Merchant Troll
Wilderness Encounter Sub-Table G: Clear, Grasslands
d12 Animal Human Humanoid
1 Boar Bandit Bugbear
2 Cat, Lion Bandit Elf
3 Elephant Berserker Giant, Hill
4 Ferret, Giant Brigand Gnoll
5 Hawk, Giant Expert Adventurers Goblin
6 Herd Animal High-Level Cleric Halfling
7 Horse, Wild High-Level Fighter Hobgoblin
8 Mule High-Level Magic-User Ogre
9 Rock Baboon Merchant Orc
10 Snake, Pit Viper Merchant Pixie
11 Snake, Rattler Noble Thoul
12 Weasel, Giant Nomad Troll
Wilderness Encounter Sub-Table J: Jungle
d12 Animal Human Humanoid
1 Boar Bandit Bugbear
2 Cat, Panther Berserker Cyclops
3 Herd Animal Brigand Elf
4 Lizard, Draco Brigand Giant, Fire
5 Lizard, Gecko Brigand Giant, Hill
6 Lzd., Horned Chameleon Expert Adventurers Gnoll
7 Rat, Giant Expert Adventurers Goblin
8 Shrew, Giant High-Level Cleric Lizard Man
9 Snake, Pit Viper High-Level Fighter Ogre
10 Snake, Rock Python High-Level Magic-User Orc
11 Snake, Spitting Cobra Merchant Troglodyte
12 Spider, Crab Neanderthal Troll
Wilderness Encounter Sub-Table L: Lake, River
d12 Animal Human Humanoid Swimmer
1Boar Basic Adventurers Bugbear Crab, Giant
2 Cat, Panther Bandit Elf Crocodile
3 Cat, Tiger Brigand Gnoll Crocodile
4 Crab, Giant Buccaneer Hobgoblin Crocodile, Large
5 Crocodile Buccaneer Lizard Man Fish, Catfish
6 Crocodile, Large Buccaneer Lizard Man Fish, Piranha
7 Fish, Piranha Exp. Adventurers Nixie Fish, Sturgeon
8 Herd Animal High-Level Cleric Ogre Leech, Giant
9 Leech, Giant High-Level Fighter Orc Lizard Man
10 Rat, Giant High-Level MU Sprite Merman
11 Shrew, Giant Merchant Thoul Nixie
12 Toad, Giant Merchant Troll Termite, Water
Wilderness Encounter Sub-Table O: Ocean, Sea
d12 Human Swimmer
1Buccaneer Dragon Turtle
2 Buccaneer Hydra, Sea
3 Exp. Adventurers Merman
4 Merchant Octopus, Giant
5 Merchant Sea Dragon
6 Merchant Sea Serpent
7 Merchant Shark
8 Merchant Shark
9 Pirate Snake, Sea
10 Pirate Squid, Giant
11 Pirate Termite, Water
12 Pirate Whale
Wilderness Encounter Sub-Table S: Swamp
d12 Human Humanoid Swimmer
1 Basic Adventurers Gnoll Crab, Giant
2 Bandit Goblin Crocodile
3 Bandit Hobgoblin Crocodile, Large
4 Berserker Lizard Man Crocodile, Giant
5 Brigand Lizard Man Fish, Catfish
6 Expert Adventurers Lizard Man Insect Swarm
7 Expert Adventurers Nixie Insect Swarm
8 High-Level Cleric Ogre Leech, Giant
9 High-Level Fighter Orc Leech, Giant
10 High-Level Magic-User Troglodyte Lizard Man
11 Merchant Troll Lizard Man
12 Trader Troll Termite, Water

NPC Encounters

Adventuring Parties

This procedure generates parties of NPC adventurers. As the procedure is fairly involved, referees may wish to pre-generate some NPC parties for use in random encounters. The following general details apply to all types of NPC parties described:

  • Spells: If spell casters are present, choose or roll their memorized spells.
  • Equipment: Normal adventuring gear.
  • Treasure: Treasure types U+V, shared among the group.
  • Marching order: Decided by referee.

If the classes presented in this book are not in use, the referee should replace the listed classes by equivalents in use in the campaign.

Basic Adventurers

  • Composition: 1d4+4 characters of random class and level (see below).
  • Alignment: Either roll the alignment of each NPC or roll once for the party.

Expert Adventurers

  • Composition: 1d6+3 characters of random class and level (see below).
  • Alignment: Either roll the alignment of each NPC or roll once for the party.
  • Mounts: 75% chance of being mounted, in the wilderness.
  • Magic items: Per individual: there is a chance of the NPC having a magic item from each suitable magic item sub-table (see Magic Items). The chance per sub-table is 5% per level of the NPC. Rolled items that cannot be used by the NPC should be ignored (no re-roll).
NPC Adventurer Class and Level
Level d8 Class Basic Expert
1 Cleric 1d3 1d6+3
2 Dwarf 1d3 1d6+6
3 Elf 1d3 1d6+2
4 Fighter 1d3 1d6+3
5 Fighter 1d3 1d6+5
6 Halfling 1d3 1d6+2
7 Magic-User 1d3 1d6+3
8 Thief 1d3 1d6+4

NPC Adventurer Alignment

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

High-Level Cleric

A high-level cleric and party. (Mounts and magic items as per Expert Adventurers.)

  • Composition: Leader (cleric of level 1d6+6), 1d4 clerics (level 1d4+1), 1d3 fighters (level 1d6).
  • Alignment: Roll for the whole party.

High-Level Fighter

A high-level fighter and a group of retainers, often on their way to or from war. (Mounts and magic items as per Expert Adventurers.)

  • Composition: Leader (fighter of level 1d4+6), 2d4 retainers (level 1d4+2, any class).
  • Alignment: Roll for the whole party.

High-Level Magic-User

A high-level magic-user, accompanied by their apprentices and a group of hired guards, often on a quest for arcane lore. (Mounts and magic items as per Expert Adventurers.)

  • Composition: Leader (magic-user of level 1d4+6), 1d4 apprentices (magic-users of level 1d3), 1d4 mercenaries (fighters of level 1d4+1).
  • Alignment: Roll the leader’s alignment. The apprentices have the same alignment as the leader, but the mercenaries may be of different alignment.

Strongholds

When PCs wander into the vicinity of the wilderness stronghold of a high-level NPC, a warm reception is not always guaranteed. These guidelines may be used if the referee does not have specific notes on a stronghold’s ruler and guard patrols.

Ruler

The referee should decide what class of NPC claims ownership of the stronghold and the surrounding lands:

  • Cleric: Of level 1d8+6.
  • Fighter: Of level 1d6+8.
  • Magic-user: Of level 1d4+10.

Demihuman strongholds are unusual cases, and should be detailed in advance by the referee. Typically, they will attempt to avoid all contact with travelers.

Patrols

Strangers in the lands around a stronghold will typically be spotted by mercenary groups hired to patrol the lands. The type of troops depends on the ruler’s class:

  • Cleric: 2d6 medium horsemen. Equipped with chainmail (AC 5 [14]) and lances. Morale 9.
  • Fighter: 2d6 heavy horsemen. Equipped with plate mail (AC 3 [16]), lances, and swords. Morale 9.
  • Magic-user: 2d6 heavy footmen. Equipped with chainmail + shield (AC 4 [15]) and swords. Morale 8.

Garrison

Patrols such as those described are only a small part of the ruler’s garrison. Further forces may include magical monsters or humans mounted on flying creatures.

Reaction to Travelers

The reaction of the ruler to travelers in their domain depends on the class of the ruler and can be determined by rolling 1d6 and consulting this table:

Ruler Reaction By Class

d6 Cleric Fighter Magic-User
1 Chase Chase Chase
2 Chase Chase Ignore
3 Ignore Chase Ignore
4 Ignore Ignore Ignore
5 Invite Ignore Ignore
6 Invite Invite Invite

Chase: The patrol is instructed to chase intruders out of the domain. Alternatively, they may demand a toll from travelers passing through. The exact price demanded depends on the ruler’s character, the apparent wealth of the PCs, etc. If the PCs refuse to pay the toll, the patrol may attack them, drive them away, or attempt to take them prisoner.

Ignore: The patrol leaves the PCs to go about their business.

Invite: The patrol brings a message from the domain’s ruler, inviting the PCs to stay in the stronghold. The ruler’s exact motive for doing so will depend on their personality—it is not necessarily benign.

Treasures

Placing Treasure

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

Method 1: Rolling Randomly

Monster listings include a letter code indicating the treasure type is present in the creature’s lair and which it may carry on its person. See Treasure Types for details on how to roll treasure according to a treasure type letter code.

Manual Adjustments

If the value of the randomly generated treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.

Method 2: Referee Choice

The referee may wish to choose treasures appropriate to the monsters and the PC party. As treasure is the main source of XP (see Awarding XP), the referee should carefully consider treasure placement. The following procedure is recommended:

  • Consider the size of the adventuring party, the levels of the characters, and the XP they need to go up in level.
  • Decide how many experience points the treasure hoard should provide if the party successfully acquires it.
  • Place treasures whose total value matches the determined XP total.

Balance of Reward Versus Danger

When using this approach, the referee should ensure that the treasure is guarded by sufficiently powerful monsters. Adventurers should have to earn this reward!

Items of Value

Common Treasures

The treasure tables (see overleaf) describe methods for generating hoards of coins, gems, jewelry, and magic items.

Unusual Treasures

Adventures may also include valuable items of other kinds, whose worth may not always be obvious:

  • Artwork: Paintings, statuary.
  • Books: Rare tomes or scrolls.
  • Foodstuffs: Spices, valuable wines.
  • Furnishings: Rugs, tapestries.
  • Utensils: Silver cutlery, unusual kitchen or laboratory implements.
  • Valuables: Furs, ivory, ores, silks.

Value and Weight

For each unusual item placed, the referee should note its value (in gold pieces) and (if using the optional rules for Encumbrance) its weight.

Treasure Types

Hoards: A–O

These treasure types indicate the sum wealth of a large monster or a community of smaller monsters. Such hoards are usually hidden in the monsters’ lair.

Small lairs: Monster listings note the number of individuals found in a lair. If the number rolled is below average and the lair encounter size is at least 1d4, the amount of treasure in the hoard may be reduced accordingly.

Type A (18,000 gp average)

  • 25%: 1d6 × 1,000 cp.
  • 30%: 1d6 × 1,000 sp.
  • 20%: 1d4 × 1,000 ep.
  • 35%: 2d6 × 1,000 gp.
  • 25%: 1d2 × 1,000 pp.
  • 50%: 6d6 gems.
  • 50%: 6d6 pieces of jewelry.
  • 30%: 3 magic items.

Type B (2,000 gp average)

  • 50%: 1d8 × 1,000 cp.
  • 25%: 1d6 × 1,000 sp.
  • 25%: 1d4 × 1,000 ep.
  • 25%: 1d3 × 1,000 gp.
  • 25%: 1d6 gems.
  • 25%: 1d6 pieces of jewelry.
  • 10%: 1 magic sword, suit of armor, or weapon.

Type C (1,000 gp average)

  • 20%: 1d12 × 1,000 cp.
  • 30%: 1d4 × 1,000 sp.
  • 10%: 1d4 × 1,000 ep.
  • 25%: 1d4 gems.
  • 25%: 1d4 pieces of jewelry.
  • 10%: 2 magic items.

Type D (3,900 gp average)

  • 10%: 1d8 × 1,000 cp.
  • 15%: 1d12 × 1,000 sp.
  • 60%: 1d6 × 1,000 gp.
  • 30%: 1d8 gems.
  • 30%: 1d8 pieces of jewelry.
  • 15%: 2 magic items plus 1 potion.

Type E (2,300 gp average)

  • 5%: 1d10 × 1,000 cp.
  • 30%: 1d12 × 1,000 sp.
  • 25%: 1d4 × 1,000 ep.
  • 25%: 1d8 × 1,000 gp.
  • 10%: 1d10 gems.
  • 10%: 1d10 pieces of jewelry.
  • 25%: 3 magic items plus 1 scroll.

Type F (7,700 gp average)

  • 10%: 2d10 × 1,000 sp.
  • 20%: 1d8 × 1,000 ep.
  • 45%: 1d12 × 1,000 gp.
  • 30%: 1d3 × 1,000 pp.
  • 20%: 2d12 gems.
  • 10%: 1d12 pieces of jewelry.
  • 30%: 3 magic items (not weapons), plus 1 potion, plus 1 scroll.

Rolling Treasure

Each treasure type lists one or more types of coins or items. For each entry in the list:

  • If a percentage is given, first roll d100 to see whether this item is present.
  • If a range of values is given (e.g. 1d6 × 1,000 cp, 6d6 gems), roll the specified dice to determine the quantity of this item that is present.
  • For gems, jewelry, and magic items, the procedures for determining the value and properties of the items in the hoard are found in later sections.

Manual Adjustments

If the value of randomly rolled treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.

Average Values

The average results of gems, jewelry, and all types of coins, excluding magic items (which have no fixed sale value).

Type G (23,000 gp average)

  • 50%: 1d4 × 10,000 gp.
  • 50%: 1d6 × 1,000 pp.
  • 25%: 3d6 gems.
  • 25%: 1d10 pieces of jewelry.
  • 35%: 4 magic items plus 1 scroll.

Type H (60,000 gp average)

  • 25%: 3d8 × 1,000 cp.
  • 50%: 1d100 × 1,000 sp.
  • 50%: 1d4 × 10,000 ep.
  • 50%: 1d6 × 10,000 gp.
  • 25%: 5d4 × 1,000 pp.
  • 50%: 1d100 gems.
  • 50%: 1d4 × 10 pieces of jewelry.
  • 15%: 4 magic items, plus 1 potion, plus 1 scroll.

Type I (11,000 gp average)

  • 30%: 1d8 × 1,000 pp.
  • 50%: 2d6 gems.
  • 50%: 2d6 pieces of jewelry.
  • 15%: 1 magic item.

Type J (25 gp average)

  • 25%: 1d4 × 1,000 cp.
  • 10%: 1d3 × 1,000 sp.

Type K (180 gp average)

  • 30%: 1d6 × 1,000 sp.
  • 10%: 1d2 × 1,000 ep.

Type L (240 gp average)

  • 50%: 1d4 gems.

Type M (50,000 gp average)

  • 40%: 2d4 × 1,000 gp.
  • 50%: 5d6 × 1,000 pp.
  • 55%: 5d4 gems.
  • 45%: 2d6 pieces of jewelry.

Type N (0 gp average)

  • 40%: 2d4 potions.

Type O (0 gp average)

  • 50%: 1d4 scrolls.

Individual Treasure: P–T

Intelligent monsters: Each individual carries this much treasure.

Unintelligent monsters: The treasure is from the bodies of the monsters’ victims.

Type P (0.1 gp average)

  • 3d8 cp.

Type Q (1 gp average)

  • 3d6 sp.

Type R (3 gp average)

  • 2d6 ep.

Type S (5 gp average)

  • 2d4 gp.

Type T (17 gp average)

  • 1d6 pp.

Group Treasure: U–V

Intelligent monsters: The group carries this much treasure between them.

Unintelligent monsters: The treasure is from the bodies of the monsters’ victims.

Type U (160 gp average)

  • 10%: 1d100 cp.
  • 10%: 1d100 sp.
  • 5%: 1d100 gp.
  • 5%: 1d4 gems.
  • 5%: 1d4 pieces of jewelry.
  • 2%: 1 magic item.

Type V (330 gp average)

  • 10%: 1d100 sp.
  • 5%: 1d100 ep.
  • 10%: 1d100 gp.
  • 5%: 1d100 pp.
  • 10%: 1d4 gems.
  • 10%: 1d4 pieces of jewelry.
  • 5%: 1 magic item.

Coin Conversion Rates1 pp = 5 gp1 gp = 2 ep1 gp = 10 sp1 gp = 100 cp

Magic Items

Magic items are usually classified according to one of the following categories:

  • Armor and shields: Grant protective benefits to the user.
  • Miscellaneous items: Enchanted items that do not fit into any other category.
  • Potions: Magical liquids stored in glass vials.
  • Rings: Plain or bejeweled rings that place an enchantment about the wearer.
  • Rods/staves/wands: Magical lengths of wood, metal, crystal, etc. Used by spell casters to unleash magical effects.
  • Scrolls and maps: Aged sheets of parchment or paper inscribed with either magical script or instructions leading to a treasure hoard. Note that treasure maps are rolled on the magic items table, although they are not usually magical.
  • Swords: Grant bonuses to hit and damage in combat. May also be enchanted with additional powers.
  • Weapons: All enchanted weapons other than swords. Grant bonuses to hit and damage in combat. May also be enchanted with additional powers.

Rolling Magic Items

When a treasure type indicates that a magic item is present, the following procedure is used to determine its nature:

  • Specific type of item: If the treasure type indicates a specific type of magic item (e.g. 3 potions), roll on the table for that type of item (found in the following pages).
  • Type of item not specified: Otherwise, first roll on the Magic Item Type table to determine the type of the item, then roll on the table for that type (found in the following pages).

Basic and Expert Magic Items

Separate probabilities are listed in the table for Basic and Expert level characters (i.e. characters of 1st to 3rd level and characters of 4th level or higher). The Basic probabilities are listed in the B column, and the Expert probabilities in the X column.

It is recommended that the probabilities appropriate to the group’s experience level be used. Alternatively, if the referee prefers to have an even distribution of magic items, irrespective of player character level, the Expert probabilities may always be used.

Magic Item Type
B: d% X: d% Type of Item
01–10 01–10 Armor or Shield
11–15 11–15 Misc. Item
16–40 16–35 Potion
41–45 36–40 Ring
46–50 41–45 Rod/Staff/Wand
51–70 46–75 Scroll or Map
71–90 76–95 Sword
91–00 96–00 Weapon

Identifying Magic Items

Testing: The most common way of identifying magic items is by trial and error—sipping a potion, donning a suit of armor, using a weapon in battle, etc.

Retainers: Players may wish to use retainers as “guinea pigs” to test magic items of unknown properties. Retainers may agree to do this, but only if allowed to keep the item in question.

By magic: High-level NPC magic-users may also be able to identify magic items. They will always require payment or a service in kind. The process takes time: possibly several weeks.

Using Magic Items

Appropriate use: In order to be effective, a magic item must be used, held, or worn after the normal fashion for that type of object.

Concentration: To activate an item’s magic, the user must concentrate on its effect. When using a magic item in this way, the character cannot take any other actions.

Items that are always active: The following items do not require concentration, and are always active: magic swords, weapons, armor, and protective items (e.g. rings of protection).

Actions per round: A magic item’s effect can normally be used only once per round, unless its description notes otherwise.

Wishes

Some magic items grant wishes, the powerful ability for a character to change the nature of reality in any conceivable way that they desire. Wishes are generally regarded as the most powerful magic in the game and have the potential to greatly upset the balance of play if not handled carefully by the referee.

Adjudication Guidelines

Wording: The player and referee must pay great attention to the precise wording of a wish.

Fundamental changes: A wish that would alter some fundamental aspect of the game or the campaign world will have no effect. For example, a wish that altered the abilities of all monsters of a particular type would fail.

Greedy wishes: A wish that the referee judges to be unreasonable or overly greedy may come to pass, but with its intent twisted in some way. For example, a wish for a very powerful magic item may cause the item to appear, but in the possession of a dangerous enemy.

Wishing for more wishes: This will result in an infinite time loop, putting the character out of play.

Example Wishes

Some examples of reasonable wishes:

  • Wishing for a weapon to help fight magical monsters. The wish may grant a +1 sword that vanishes when the combat ends.
  • Wishing that a monster had not attacked. The wish may place the characters back in time and change the reaction of the monster.
  • Wishing that a deadly blow had not occurred. The affected character may return to life, wounded but not dead.

Gems and Jewelry

Gems

The value of each gem in a treasure hoard is determined by the following table: Gem Values

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

Jewelry

Each piece of jewelry indicated by a treasure type is worth 3d6 × 100 gp (or more, if the referee wishes, for characters above 3rd level).

Damaged Jewelry

Rough treatment of jewelry (e.g. crushing, intense heat or fire, lightning) can damage it, reducing its value by 50%.

Combining Values

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

Magic Items

Armor and Shields

Magic Armor and ShieldsB: d4X: d%Item101–15Armor+1216–25Armor +1, Shield+126–27Armor +1, Shield+228Armor +1, Shield+329–33Armor+234–36Armor +2, Shield+137–41Armor +2, Shield+242Armor +2, Shield+343–45Armor+346Armor +3, Shield+147Armor +3, Shield+248Armor +3, Shield+349–51Cursed Armor–152–53Cursed Armor–254Cursed Armor –2, Shield+1355–56Cursed Armor, AC 9 [10]57–62Cursed Shield–263–65Cursed Shield, AC 9 [10]466–85Shield+186–95Shield+296–00Shield+3

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Usage: Per normal class restrictions.

Cursed Armor and Shields

AC penalty: Some types of cursed armor specify an Armor Class penalty. This modifier worsens the wearer’s Armor Class score. For example, a cursed suit of chainmail –1 grants a base Armor Class of 6 [13], one point worse than the AC 5 [14] of non-magical chainmail.

AC 9 [10]: Some types of cursed armor give the wearer a base Armor Class of 9 [10] (before modifiers due to Dexterity).

Testing: All types of tests indicate that a cursed shield or suit of armor is enchanted with a +1 bonus. It is only when the armor is used in deadly combat that the curse is revealed.

Removing: Once a cursed shield or suit of armor has been used, the character comes under the curse and is not able to discard the item. It can only be removed with magic.

Enchanted Armor and Shields

AC bonus: Enchanted armor and shields specify a protective bonus that improves the wearer’s Armor Class score. For example, a suit of chainmail +1 grants a base Armor Class of 4 [15], one point better than the AC 5 [14] of non-magical chainmail.

Weight: If using the optional rules for detailed encumbrance (see Encumbrance), the enchanted armor’s encumbrance value is 50% less than that of normal armor.

Type of Armor

The referee may choose the type of armor in a treasure hoard, or may roll on the following table:

Magic Armor Type
d8 Type of Armor
1–2 Leather
3–6 Chainmail
7–8 Plate mail
Miscellaneous Magic Items
B: d10 X: d% Item
01–03 Amulet of Protection Against Scrying
1 04–05 Bag of Devouring
2 06–11 Bag of Holding
12–16 Boots of Levitation
17–21 Boots of Speed
22–26 Boots of Traveling and Leaping
3 27–31 Broom of Flying
4 32–35 Crystal Ball
36–37 Crystal Ball with Clairaudience
38 Crystal Ball with ESP
39–40 Displacer Cloak
41 Drums of Panic
42 Efreeti Bottle
43 Elemental Summoning Device: Air
44 Elemental Summoning Device: Earth
45 Elemental Summoning Device: Fire
46 Elemental Summoning Device: Water
5 47–56 Elven Cloak and Boots
57 Flying Carpet
6 58–64 Gauntlets of Ogre Power
65–66 Girdle of Giant Strength
7 67–77 Helm of Alignment Changing
78–82 Helm of Reading Languages and Magic
8 83 Helm of Telepathy
84 Helm of Teleportation
85 Horn of Blasting
9 86–90 Medallion of ESP 30’

91–93 Medallion of ESP 90’

94 Mirror of Life Trapping1095–97Rope of Climbing98–00Scarab of Protection

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Miscellaneous Items

Usage: All characters (unless noted).

Activating: Unless an item’s description states otherwise, it may be used any number of times per day and is activated by concentration.

Amulet of Protection Against Scrying

An amulet that provides protection from remote viewing and mind-reading.

  • Crystal balls: The person wearing this amulet cannot be viewed in a crystal ball.
  • ESP: The wearer is immune to all forms of ESP.

Bag of Devouring

A normal-looking, small sack that devours objects placed inside it.

  • Objects: Anything placed inside the bag vanishes from existence after 1d6+6 turns.
  • Living creatures: May be affected, but only if the entire creature fits inside the bag.

Bag of Holding

A normal-looking small sack that can magically hold large objects and weights.

  • Size: Objects of up to 10’×5’×3’ can fit inside the bag.
  • Weight: Up to 10,000 coins of weight can be placed in the bag.
  • When full: The bag weighs 600 coins.

Boots of Levitation

The wearer is able to move up and down through the air at will.

  • Vertical: The caster mentally directs vertical movement at up to 20’ per round.
  • Horizontal: The caster can push against solid objects to move laterally.
  • Weight: A normal amount of weight can be carried while levitating.
  • Usage: The enchantment may be used without limit of frequency or duration.

Boots of Speed

The wearer is able to move at up to 240’ (80’)—the speed of a riding horse.

  • Duration: This can be maintained for up to 12 hours.
  • Rest: Afterwards, the wearer must rest for 1 day.

Boots of Traveling and Leaping

The wearer is able to travel without tiring and leap great distances.

  • Tirelessness: The normal need for rest when traveling may be ignored (see Wilderness Adventuring).
  • Jumping: The wearer can leap up to 10’ high and 30’ horizontally.

Broom of Flying

A broom that can be commanded to fly, carrying the owner aloft.

  • Speed: The broom flies at 240’ (80’).
  • Passengers: An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).

Crystal Ball

Allows an arcane spell caster to view any place or object that is brought to mind:

  • Duration: The vision lasts for one turn.
  • Clarity: The clarity of the vision is dependent on the scryer’s familiarity with the subject.
  • Usage frequency: A crystal ball may be used at most 3 times a day.
  • Casting spells: It is not possible to cast spells through a crystal ball into the viewed scene.

Crystal Ball With Clairaudience

The scryer can hear, as well as see, the desired scene.

Crystal Ball With ESP

Allows the scryer to spy on the thoughts of creatures viewed in the crystal ball:

  • Reading thoughts: The thoughts of a single creature viewed through the crystal ball may be read.
  • Meaning: The scryer understands the meaning of all thoughts even if they do not share the creature’s language.
  • Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock of 2’ thick or greater.

Displacer Cloak

A cloak that bends light, making one who wears it appear to be 5’ away from their true location.

  • Save bonus: The wearer gains a +2 bonus to saving throws against petrification, rods, spells, staves, and wands.
  • Melee attacks: Against the wearer are penalized by –2.

Drums of Panic

Large war drums that induce panic in those who hear their sound.

  • Range: Creatures up to 240’ away, are affected, when the drums are played. Those within 10’ of the drums are not affected.
  • Affected creatures: Are afflicted by the drums’ enchantment of fear: they must save versus spells or make a morale check with a –2 penalty (if the optional morale rules are being used—see Morale).
  • Effects: Creatures that fail the saving throw or morale check flee from the sound of the drums at full running speed for 30 rounds.

Efreeti Bottle

A 3’ tall, weighty jug with a sealed stopper. Breaking the seal and removing the stopper releases a trapped efreeti, who will serve the character.

  • Frequency of service: The efreeti will serve the one who freed it (and only that character) once per day.
  • Duration: After 101 days, its service ends. The creature then returns to its home—the legendary City of Brass.
  • If the efreeti is killed: Its service ends.

Elemental Summoning Device

Ritual items enchanted with the power to summon beings from the elemental planes. Each elemental plane has a different type of device:

  • Air: A censer.
  • Earth: A 6” diameter stone.
  • Fire: A brazier.
  • Water: A 3’ diameter bowl.

Usage: The items may be used as follows:

  • Frequency: The summoning power may only be used once per day.
  • Before use: The device must be prepared. This takes one turn.
  • Activation: Once prepared, activating the device takes one round.
  • Summoned elemental: A 12 HD elemental is conjured to do the summoner’s bidding.
  • Command over the elemental: Works as described in the magic-user spell conjure elemental.

Elven Cloak and Boots

A set of enchanted boots and a matching cloak, of elven origin.

  • Stealth: The wearer of the boots is able to move silently.
  • Near invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted.
  • Attacking: The cloak’s power of invisibility is nullified for one turn, if the wearer attacks.

Flying Carpet

An enchanted carpet that can fly through the air, carrying up to three passengers (and their gear). The movement rate depends on the number of passengers:

  • 1 passenger: 300’ (100’).
  • 2 passengers: 240’ (80’).
  • 3 passengers: 180’ (60’).

Gauntlets of Ogre Power

A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:

  • Melee attacks: +3 bonus to attack and damage rolls, in melee.
  • Unarmed attacks: Deal 1d2+3 damage.
  • Encumbrance: If using the optional rules for detailed encumbrance (see Time, Weight, and Movement):
  • Extra weight: The character’s ability to carry weight is increased by 1,000 coins. (i.e. the character can carry 1,400 coins without becoming encumbered.)

Girdle of Giant Strength

A character who wears this girdle gains the strength of a hill giant.

  • Combat ability: The wearer’s ability in combat is augmented: the character attacks as an 8 Hit Dice monster. (If the character already has better attack probabilities, the girdle does not alter these.)
  • Damage: The wearer inflicts 2d8 damage in combat, or twice normal damage, if using the optional variable weapon damage rules (see Combat).

Helm of Alignment Changing

A beautifully crafted but cursed helmet.

  • Putting on the helmet: Instantly causes the wearer’s alignment to change. The new alignment is determined at random.
  • Removing: The curse is such that the wearer cannot remove the helmet, once in place, and will resist attempts to remove it.
  • Dispelling: The curse can be removed by magic (e.g. remove curse), or (at the referee’s option) by performing a special quest.

Helm of Reading Languages and Magic

A fragile helmet that grants the wearer the ability to read writing of all kinds.

  • Normal text: Text in any language can be understood.
  • Magical text: Even magical writing is comprehensible. (This does not grant the ability to cast spells, however.)
  • Fragility: Each time the wearer is hit, there is a 1-in-10 chance of the helm being destroyed. If the wearer is killed, the helm is destroyed.

Helm of Telepathy

A beautifully crafted helmet that grants the magical ability of telepathy: reading and sending thoughts.

  • Range: The range of the power is 90’.
  • Concentration: To read a creature’s thoughts, the wearer must remain still and concentrate on that creature.
  • Comprehension: The creature’s thoughts are made comprehensible to the wearer of the helm.
  • Bidirectional communication:

    The wearer may initiate bidirectional, telepathic communication, though the creature is not compelled to respond.

Helm of Teleportation

A magical helm that gives an arcane spell caster the ability to cast the teleport spell.

  • Subject: The wearer may teleport themselves, another creature, or an object.
  • Resisting: If used on another creature or object, a save versus spells is allowed to resist being teleported.
  • When first found: The helm’s power is usable only once.
  • Recharging: To be used again, a teleport spell must be cast upon the helm.
  • Once recharged: The wearer may use the helm an unlimited number of times (at most once per round). If the helm is used on an unwilling subject, it once again loses its power and must be recharged, as above, to be used again.

Horn of Blasting

A horn that can be blown to release a blast of destructive noise.

  • Creatures: Within a 100’ long cone (20’ wide at the end) suffer 2d6 damage.
  • Deafness: Affected creatures are also deafened for one turn (save versus spellsto avoid).
  • Buildings: At the referee’s discretion, the horn may also be able to damage objects and buildings (e.g. a single blast might be enough to destroy a simple cottage; a 10’ section of castle wall might require three blasts).
  • Frequency: The horn may be used once per turn.

Medallion of ESP 30’

A medallion on a chain, enchanted with the power of reading thoughts.

  • Focus: By concentrating for 1 round, the wearer may target a creature within 30’.
  • Resisting: At the referee’s option, the target may save versus spells to resist.
  • Concentration: While reading thoughts, the wearer may move, but cannot cast spells or attack.
  • Misfires: The medallion is not entirely reliable. Per usage, there is a 1-in-6 chance of it misfiring, instead sending the wearer’s thoughts to all within 30’.

Medallion of ESP 90’

A medallion on a chain, enchanted with the power of reading thoughts. This works in the same way as the magic-user spell ESP.

Mirror of Life Trapping

A mirror with the ability to magically trap living creatures behind its pane.

  • Gazing into the mirror: Any creature of human size or smaller who gazes into the mirror is sucked inside (save versus spells to resist), with all its belongings.
  • Capacity: Up to 20 creatures can be trapped in the mirror. When this number is reached, it becomes safe to look into the mirror.
  • Inside the mirror: A creature will live indefinitely, without the need for air or sustenance, and unaffected by aging.
  • Communication: Trapped creatures may converse with those outside, but are utterly powerless.
  • Breaking the mirror: Releases those trapped.

Rope of Climbing

A coil of thin, strong rope, 50’ in length.

  • Commanding: The owner may command it to climb in any direction.
  • Attaching: The rope can also be commanded to attach to a surface.
  • Load: Up to 10,000 coins of weight can be suspended from the rope.

Scarab of Protection

Protects the bearer from baleful magic.

  • Curses: Of all kinds are nullified.
  • Finger of death: is nullified.
  • Charges: The scarab’s enchantment works 2d6 times before it is spent.

Potions

Magic PotionsB: d8X: d%Potion01–03Clairaudience04–07Clairvoyance08–10Control Animal11–13Control Dragon14–16Control Giant17–19Control Human20–22Control Plant23–25Control Undead26–32Delusion133–35Diminution236–39ESP40–43Fire Resistance44–47Flying348–51Gaseous Form52–55Giant Strength456–59Growth560–63Healing64–68Heroism669–72Invisibility73–76Invulnerability777–80Levitation81–84Longevity885–86Poison87–89Polymorph Self90–97Speed98–00Treasure Finding

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Usage: All characters (unless noted).

Identifying: A potion may be identified by sipping a small amount. It is difficult to identify potions purely by smell or taste, as even potions with the same effect are not alike.

Drinking: Drinking a full dose of a potion takes one round.

Duration: The magical effect of a full dose of a potion lasts for 1d6+6 turns. The referee should roll for and track this duration, and not tell the player how long the potion will last for.

Mixing Potions

Drinking a potion while already under the effects of another potion is dangerous:

  • Sickness: The character is completely disabled for 3 turns, due to sickness.
  • Cancellation: The effects of both potions are canceled.

This rule does not apply to potions with instantaneous or permanent duration.

Potion of Clairaudience

Enables the character to hear through the ears of another creature.

  • Range: The other creature must be within 60’.
  • Obstructions: Lead blocks the effect.

Potion of Clairvoyance

Enables the character to see through the eyes of another creature.

  • Range: The other creature must be within 60’.
  • Obstructions: Lead blocks the effect.

Potion of Control

A potion of this type allows the one who drinks it to control the actions of creatures of a certain type.

  • Concentration: Exercising control requires concentration.
  • Visual range: The character can only control creatures that they can see.
  • Suicidal commands: Controlled creatures will resist commands that are deadly to themselves.

Control Animal

  • Affects: Up to 3d6 Hit Dice of normal or giant (but not magical) animals.
  • When the potion’s effect ends: Affected animals will move away.

Control Dragon

  • Affects: 1–3 dragons of a specific type. (The referee should determine which type of dragon the potion affects.)
  • Spell casting: It is not possible to command a dragon to cast spells.
  • When the potion’s effect ends: Affected dragons have a hostile reaction.

Control Giant

  • Affects: 1–4 giants of a specific type. (The referee should determine which type of giant the potion affects.)

Control Human

  • Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
  • Resisting: The subject may save versus spells to resist the charm.
  • Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
  • Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.

Control Plant

  • Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distant.
  • Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area.

Control Undead

  • Affects: Up to 3d6 Hit Dice of undead.
  • When the potion’s effect ends: Affected undead have a hostile reaction.

Potion of Delusion

A character who drinks this potion believes is under the effects of another type of potion.

  • Type: The other type of potion should be determined by the referee.
  • Describing: The referee should try to trick the player into believing that the character is under the effects of the other potion, only revealing the truth at some vital juncture.

Potion of Diminution

The character shrinks to 6” high.

  • Combat effectiveness: While shrunk, the character is unable to harm creatures larger than 1’ tall.
  • Narrow spaces: The character can slip through narrow spaces.
  • Remaining motionless: The character only has a 10% chance of being spotted.

Potion of ESP

Grants the power of reading thoughts. This works in the same way as the magic-user spell ESP. The standard potion duration applies.

Potion of Fire Resistance

Grants protection against fire:

  • Normal heat: Unharmed by non-magical heat or fire.
  • Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
  • Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)

Potion of Flying

Grants the ability to fly through the air.

  • Movement rate: Up to 360’ (120’).
  • Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.

Potion of Gaseous Form

The character’s body becomes a cloud of vapor. This has the following effects:

  • Equipment and clothing: Drops to the floor.
  • Movement: The character may move, as a cloud of gas, through small cracks in stone walls, wooden objects, etc.
  • Attacking: Is not possible, while in gaseous form.
  • Invulnerability: The character’s AC is –2 [21]. Non-magical weapons cannot harm the character. Potion of Giant Strength

Grants the strength of a frost giant.

  • Attacks with weapons: Inflict double damage.
  • Throw boulders: The character may throw boulders for 3d6 damage, with a range of up to 200’.
  • Non-cumulative: The effects of this potion are not cumulative with other magic items that augment strength (e.g. a girdle of giant strength).

 

Potion of Growth

The character doubles in size.

  • Melee attacks: The character’s increased strength means that their melee attacks deal double damage.

Potion of Healing

Has one of two effects on the character who drinks it:

  • Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum.
  • Curing paralysis: Paralyzing effects are negated.

Potion of Heroism

Normal humans and characters of a combat-focused, non-magic using class (e.g. dwarf, fighter, halfling) who drink a potion of heroism temporarily gain additional levels. The number of levels gained depends on the character’s normal experience level:

  • Normal human: Gain the abilities of a 4th level fighter.
  • 1st–3rd level: Gain 3 levels.
  • 4th–7th level: Gain 2 levels.
  • 8th–10th level: Gain 1 level.
  • 11th level+: No effect.

Effects: All abilities of the additional levels are gained, including extra hit points.

Damage: Damage suffered while under the effects of this potion is first deducted from the pool of additional hit points granted.

Potion of Invisibility

Drinking this potion, the character becomes invisible. This works the same as the magic-user spell invisibility. The standard potion duration applies.

  • Small doses: At the referee’s discretion, a potion of invisibility may be consumed in six smaller doses, each with a reduced duration.

Potion of Invulnerability

The character is magically protected from harm, gaining the following benefits:

  • Armor Class: A +2 AC bonus.
  • Saving throws: A +2 bonus to all saves.
  • Usage frequency: If a character consumes more than one potion of invulnerability in the space of a week, the effects are inverted (a –2 penalty to AC and saves).

Potion of Levitation

The character gains the ability to move up and down through the air at will.

  • Vertical: The character mentally directs vertical movement at up to 60’ per round.
  • Horizontal: The character can push against solid objects to move laterally.
  • Weight: A normal amount of weight can be carried while levitating.

Potion of Longevity

Instantly and permanently causes the character to become 10 years younger.

Potion of Poison

Appears the same as any other potion.

  • Effect: Causes death (save vs poison).
  • Sipping: Even a sip has the full effect.

Potion of Polymorph Self

Upon drinking this potion, the character transforms into another being (of their choice). This works in the same way as the magic-user spell polymorph self. The standard potion duration applies.

Potion of Speed

The character’s movements and actions are magically accelerated.

  • Movement: Movement rate is doubled.
  • Attacks: The number of attacks per round the character can make is doubled.
  • Other actions: May be performed at double speed.

Potion of Treasure Finding

Grants the ability to sense treasure.

  • Range: Treasure up to 360’ away can be detected.
  • Direction and distance: The character gains an awareness of the direction and distance of treasure.
  • Concentration: The character must concentrate in order to sense this information.
  • Multiple hoards: The largest treasure hoard within range is sensed.
  • Obstructions: The magic is blocked by lead.

Rings

Magic RingsB: d6X: d%Ring101–05Control Animals06–10Control Humans11–16Control Plants17–26Delusion27–29Djinni Summoning230–39Fire Resistance340–50Invisibility51–55Protect. +1, 5’ radius456–70Protection+171–72Regeneration73–74Spell Storing75–80Spell Turning81–82Telekinesis583–88Water Walking689–94Weakness95–96Wishes, 1–297Wishes, 1–398Wishes, 2–499–00X-Ray Vision

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Usage: All characters (unless noted).

Activating: A ring’s magical effect is activated by placing it on a finger or thumb. Unless noted otherwise, a magical ring’s effect is continuously active and ends if the ring is removed.

Multiple rings: A character can wear two magic rings—one on each hand. If more are worn, their magical effects do not function.

Cursed rings: Cannot be “deactivated” by wearing more magical rings.

Ring of Controlling Animals

Grants the power to control the actions of animals.

  • Affects: 1d6 normal animals or 1 giant animal (not magical or intelligent animals).
  • Resisting: No saving throw is allowed.
  • Visual range: The character can only control animals that they can see.
  • Concentration: Control is broken if the user of the ring moves or attacks.
  • When concentration ends: The referee should make a reaction roll with a –1 penalty (see Encounters) to determine the animals’ behavior.
  • Usage frequency: May be used up to once per turn.

Ring of Controlling Humans

Grants the power to charm humans.

  • Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
  • Resisting: The subject may save versus spells (with a –2 penalty) to resist.
  • Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
  • Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.
  • Duration: The charm lasts until dispelled, until the ring is removed, or until the wearer cancels it.

Ring of Controlling Plants

Grants the power to control plants.

  • Affects: All plants (including plant monsters) in a 10’ square area.
  • Range: The area may be up to 60’ distant.
  • Commands: Affected plants may be commanded to move around as the character wishes.
  • Concentration: The effect lasts as long as the wearer of the ring concentrates.

Ring of Delusion

The wearer believes is under the effects of another type of magic ring.

  • Type: The other type of ring should be determined by the referee (e.g. a ring of protection or a ring of spell turning).
  • Describing: The referee should try to trick the player into believing that the character is under the effects of the other ring, only revealing the truth at some vital juncture.

Ring of Djinni Summoning

This ring grants the power to summon a djinni.

  • Duration of service: The djinni will serve the character who summoned it for up to 24 hours.
  • Commands: The djinni only obeys the one who summoned it—another character who takes the ring has no power over the djinni.
  • Usage frequency: The ring may be used up to once per day.

Ring of Fire Resistance

Grants the wearer protection against fire.

  • Normal fire: Unharmed by non-magical fire.
  • Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
  • Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)

Ring of Invisibility

The wearer of this ring becomes invisible.

  • Attacking: If the character attacks or casts a spell, the invisibility is broken.
  • Usage frequency: May be used up to once per turn.

Ring of Protection

Grants a measure of protection from harm:

  • Armor Class: A +1 AC bonus.
  • Saving throws: A +1 bonus to all saves.

Ring of Protection, 5’ Radius

Allies within 5’ of the wearer also benefit from the ring’s protective power. For example, two characters fighting beside the wearer of the ring would gain the protective benefit.

Ring of Regeneration

The wearer heals at an accelerated rate.

  • Rate: The wearer regains 1 hit point per round.
  • Severed limbs: Will also regrow. The rate depends on the size of the limb (e.g. a finger may regrow in one day, while a whole limb may take a week).
  • Fire or acid damage: Cannot be regenerated.
  • Death: The ring does not function if the wearer is reduced to 0 or less hit points.

Ring of Spell Storing

Stores a number of magical spells that the wearer can release on command.

  • Capacity: The ring contains 1d6 spells. (The spells can be triggered and recharged, but cannot be changed.)
  • Type of magic: There is a 20% chance of divine spells, otherwise they are arcane spells.
  • Knowledge: The wearer of the ring knows which spells it contains.
  • Triggering: The wearer of the ring can trigger the spells at will (up to one spell per round).
  • Caster level: For spells whose effects vary by the level of the caster, the wearer of the ring is treated as a caster of the lowest level required to cast the spell.
  • Recharging: Once a spell is triggered, it may not be reused until it is recharged—the expired spell must be cast directly onto the ring.

Ring of Spell Turning

Spells cast on the wearer of this ring are reflected back onto the caster.

  • Charges: After 2d6 spells are reflected, the ring loses its power.

Ring of Telekinesis

Grants the power to move objects or creatures within 120’ by concentrating.

  • Weight: Up to 2,000 coins of weight may be targeted.
  • Movement: The target may be moved up to 20’ per round, in whatever direction the wearer of the ring wishes (including vertically).
  • Resisting: A targeted creature may save versus spells to resist.
  • Concentration: If concentration is broken, the target falls.

Ring of Water Walking

Grants the power to walk on the surface of water, without sinking.

Ring of Weakness

A cursed ring that weakens the wearer.

  • Effect: Within 6 rounds of putting the ring on, the wearer’s STR is reduced to 3.
  • Removing: The ring cannot be removed, once worn.
  • Dispelling: The curse can be removed by magic (e.g. remove curse), or (at the referee’s option) by performing a special quest.

Ring of Wishes

Grants the wearer’s wishes (see Wishes).

  • Charges: The number of wishes granted is noted in the Rings table. Once all wishes have been used, the ring’s magic is spent.

Ring of X-Ray Vision

Grants the power to see through solid objects.

  • Through dense materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible.
  • Through stone: Sight up to 30’ through stone is possible.
  • Obstructions: Sight through gold or lead is blocked.
  • Searching: When used for the purpose of searching (see Dungeon Adventuring), the wearer is guaranteed to notice secret doors or traps in the 10’ square area being examined.
  • Concentration: Using the ring requires concentration (the wearer cannot move).
  • Usage frequency: May be used at most once per turn.

Rods, Staves, Wands

Magic Rods, Staves, and Wands B: d6

X: d%Item101–08Rod of Cancellation09–11Staff of Commanding212–21Staff of Healing22–23Staff of Power324–28Staff of Snakes29–31Staff of Striking32–34Staff of Withering35Staff of Wizardry36–40Wand of Cold441–45Wand of Enemy Detection46–50Wand of Fear51–55Wand of Fire Balls56–60Wand of Illusion61–65Wand of Lightning Bolts566–70Wand of Magic Detection71–75Wand of Metal Detection76–80Wand of Negation681–85Wand of Paralyzation86–90Wand of Polymorph91–95Wand of Secret Door Detection96–00Wand of Trap Detection

 

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Charges

Rods, staves, and wands have a limited number of uses, called “charges”.

Number of charges: The number of charges in an item when discovered is determined by the referee, and depends on the type of the item. It is not possible for characters to discover the number of charges in an item.

Usage: Each use of the item takes one round and consumes one charge.

Consuming the last charge: The item loses its magical potency.

Recharging: Is not possible.

Rods

Usage: All characters (unless noted).

Dimensions: Thin, 3’ long.

Charges: Unless noted, magic rods contain 1d10 charges when found.

Staves

Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).

Dimensions: 2” thick, 6’ long.

Charges: Unless noted, magic staves contain 3d10 charges when found.

Wands

Usage: Arcane spell casters.

Dimensions: Thin, 1½’ long.

Charges: Unless noted, magic wands contain 2d10 charges when found.

Rod of Cancellation

Drains the enchantment from a magic item that is touched.

  • In combat: Usage requires an attack roll against AC 9 [10] (adjusted by the referee, if the target item is being actively used).
  • Effect: The item that is touched becomes utterly non-magical.
  • One use only: The rod may only be used once: it has but a single charge.

Staff of Commanding

Grants the power to control animals, humans, and plants.

Commanding Animals

  • Affects: 1d6 normal animals or 1 giant animal (but not magical or intelligent animals).
  • Resisting: No saving throw is allowed.
  • Visual range: The character can only control animals that they can see.
  • Concentration: Control is broken if the user of the staff moves or attacks.
  • When concentration ends: The referee should make a reaction roll with a –1 penalty (see Encounters) to determine the animals’ behavior.
  • Usage frequency: This power of the staff may be used up to once per turn.

Commanding Humans

  • Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
  • Resisting: The subject may save versus spells (with a –2 penalty) to resist.
  • Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
  • Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.
  • Duration: The charm lasts indefinitely, but ends if canceled by the wielder of the staff, or when dispelled.

Commanding Plants

  • Affects: All plants (including plant monsters) in a 10’ square area.
  • Range: The area may be up to 60’ distant.
  • Commands: Affected plants may be commanded to move around as the character wishes.
  • Concentration: The effect lasts as long as the wielder of the staff concentrates.

Staff of Healing

Has the power to heal those touched.

  • Divine magic: Usable by divine spell casters only.
  • Effect: Heals 1d6+1 hit points with each usage.
  • Usage limit: Is effective on any individual at most once per day.
  • No charges: Does not use charges; may be used an unlimited number of times.

Staff of Power

An item of great wizardly power, this staff may be used as a weapon in melee, and may evoke five different magical effects.

  • Arcane magic: Usable by arcane spell casters only.
  • Melee: Expending one charge, inflicts 2d6 damage on a successful hit.
  • Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage).
  • Spells: Can cast: continual light, fire ball (8d6 damage—see p94), lightning bolt (8d6 damage—see p95), telekinesis (up to 2,400 coins of weight—see p104).

Staff of Snakes

A magical staff that has the power to transform into a snake, on command.

  • Divine magic: Usable by divine spell casters only.
  • In melee: Treated as a staff with a +1 magic bonus to attacks and damage.
  • On a successful hit: Upon a human-sized (or smaller) creature, the wielder of the staff may speak the command word, causing it to transform into a serpent and coil around the victim.
  • Victims: Must save versus spells or be immobilized in the coils of the snake. Victims are completely helpless while held by the snake (1d4 turns, or released as the wielder of the staff commands).
  • Snake: Has AC 5 [14], HD 3 (20 hp), and a movement rate of 60’ (20’).
  • When the victim is released: The snake returns to the owner and transforms back into a staff. (At this point, it is healed of any damage it has suffered.)
  • If the snake is killed: It does not return to its staff form, becoming non-magical.
  • No charges: Does not use charges; may be used any number of times.

Staff of Striking

Used as a magical melee weapon.

  • Expending one charge: Inflicts 2d6 damage on a successful hit.
  • Usage frequency: Only one charge may be spent per strike.

Staff of Withering

Creatures hit by the staff are magically aged:

  • Divine magic: Usable by divine spell casters only.
  • Effect: The target is aged 10 years. Living creatures die upon reaching their natural life span.
  • Especially long-lived species: Ignore the effects of a certain amount of aging. (For example, elves may ignore up to 200 years of aging, dwarves ignore up to 50 years, and so on.)
  • Undead creatures: Are unaffected by the power of this staff.

Staff of Wizardry

An item of supreme wizardly power, this staff may be used as a weapon in melee, and may evoke a dozen different magical effects.

  • Arcane magic: Usable by arcane spell casters only.
  • In melee: Treated as a staff with a +1 magic bonus to attack and damage rolls.
  • Striking: Expending one charge, inflicts 2d6 damage on a successful hit.
  • Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage, with a successful save versus spells indicating half damage.
  • Paralyzation: Conjures a cone of magical energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone are paralyzed for 6 turns (save versus spells to avoid).
  • Spells: Can cast: conjure elemental (8 HD—p102), continual light, fire ball (8d6 damage—see p94), invisibility, lightning bolt (8d6 damage—see p95), pass-wall, telekinesis (up to 2,400 coins of weight—see p104), web.
  • Whirlwind: Conjures a whirlwind 70’ tall, 20’ wide at the top, and 10’ wide at the base. The whirlwind lasts for 3 rounds, and moves at 120’ (40’), as the wielder of the staff directs. All in its path suffer 2d6 damage. Creatures with less than 2HD are swept aside (save versus death to avoid).
  • Sacrifice: The wielder may sacrifice the staff by breaking it in two. Doing so unleashes a 30’ radius fireball that inflicts 8 points of damage per remaining charge in the staff. The wielder of the staff also suffers this damage.

Staves in Melee

Although magic-users are generally only allowed to use daggers in combat, they are able to use the staff of power, staff of striking, and staff of wizardry in melee.

Wand of Cold

This item conjures a cone of freezing energy.

  • Area: The cone is 60’ long and 30’ wide at the far end.
  • Creatures caught in the cone: Suffer 6d6 damage, with a successful save versus wands indicating half damage.

Wand of Enemy Detection

Grants the power to detect nearby enemies.

  • Expending a charge: Causes enemies within 60’ to be haloed in a fiery glow.
  • Hidden enemies: Even enemies that are concealed or invisible are affected.

Wand of Fear

This item conjures a cone of magical energy that terrifies those within it.

  • Area: The cone is 60’ long and 30’ wide at the far end.
  • Creatures in the cone: Are struck with terror, and will flee from the wielder of the wand at maximum speed for 30 rounds. (A save versus wands negates the effect).

Wand of Fire Balls

This item conjures fire balls:

  • Range: A streak of flame shoots towards an area up to 240’ distant.
  • Area: The flame detonates in a 40’ diameter sphere of fire.
  • Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage.

Wand of Illusion

Expending a charge, an illusion of the character’s choosing manifests. This works in the same way as the magic-user spell phantasmal force, except:

  • Concentration: Is required to maintain the illusion. The wielder of the wand may move at up to half normal movement rate while concentrating. Concentration is broken if the wielder attacks, casts a spell, or is successfully attacked (damaged, targeted by a malicious spell, etc.).

Wand of Lightning Bolts

This item conjures strokes of powerful electricity:

  • Point of origin: A lightning bolt may emanate from a point up to 180’ distant.
  • Area: The bolt is 60’ long and 5’ wide.
  • Creatures caught in the lightning bolt: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
  • Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the wielder of the wand.

Wand of Magic Detection

Grants the power to detect magic nearby.

  • Expending a charge: Causes magic items within 20’ to be haloed with light.
  • Concealed items: Also glow, but the light might not be seen.

Wand of Metal Detection

Grants the power to detect masses of metal of any type.

  • Expending a charge: Causes the wand to point towards metal within 20’.
  • Type: The type of metal is revealed.
  • Minimum mass: Only masses of metal of at least 1,000 coins in weight are detected.

Wand of Negation

Has the power to negate the effects of other wands or staves.

  • Declare intent: Before rolling initiative, the wielder of the wand must declare the intention to use it.
  • Target: Another wand or staff must be targeted.
  • Effect: The effects of the targeted item are negated for one round.

Wand of Paralyzation

This item conjures a cone of Paralyzing energy.

  • Area: The cone is 60’ long and 30’ wide at the far end.
  • Creatures caught in the cone: Are paralyzed for 6 turns, with a successful save versus wands negating the effect.

Wand of Polymorph

By expending a charge, the wielder of the wand or another creature within 60’ changes into another type of creature, as selected by the wielder. This works in the same way as the magic-user spells polymorph self and polymorph others.

  • Resisting: An unwilling subject may make a saving throw versus wands to negate the effect.

Wand of Secret Door Detection

Reveals the location of any secret door within 20’.

Wand of Trap Detection

Reveals the location of all traps within 20’.

Scrolls and Maps

Magic Scrolls and Maps B: d8X: d%Scroll101–151 Spell216–252 Spells326–313 Spells32–345 Spells357Spells436–40Cursed Scroll41–50Prot. from Elementals551–60Prot. from Lycanthropes61–65Prot. from Magic666–75Prot. from Undead776–78Treasure Map: I79–80Treasure Map: II81–82Treasure Map: III83Treasure Map: IV84Treasure Map: V85Treasure Map: VI86Treasure Map: VII887–90Treasure Map: VIII91–95Treasure Map: IX96Treasure Map: X97–98Treasure Map: XI99–00Treasure Map: XII

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Scrolls are aged sheets of parchment or paper on which magical words have been written by a high-level spell caster.

One use only: When a scroll is read, the words disappear.

Light: A scroll can only be used if there is enough light to read by.

Cursed Scroll

Usage: All characters (unless noted).

Activation: Merely looking at the baneful script on the scroll curses the character. The referee should determine the nature of the curse (see examples below).

Removing: A curse can be removed by magic, or (at the referee’s option) by performing a special quest.

Example Curses

  • Transformation: The reader changes into a harmless creature (e.g. a frog).
  • Summoning: A wandering monster appears next to the reader and attacks (gaining surprise). The monster is of equal level to the reader.
  • Lost item: A magic item in the reader’s possession vanishes. The referee may select the item or choose it at random.
  • Energy drain: The reader permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the lost level (e.g. spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person who loses all levels dies.
  • Ability score re-roll: The player must re-roll the character’s prime requisite.
  • Slow healing: The reader’s healing capacity is reduced. Natural healing takes double the normal amount of time, and healing spells only cure half the normal number of hit points.

Protection Scroll

Usage: All characters (unless noted). (Written in non-magical languages—usually Common.)

Activation: Reading the script aloud conjures a circle of protection against a specific type of monster or energy.

Area of protection: When used, conjures a 10’ radius circle of protection around the reader. If the reader moves, the circle of protection follows them.

Protection against monsters: For scrolls of protection against monsters, the circle does not prevent affected monsters from using magic or missile attacks against those within it. If anyone within the circle attacks an affected monster in melee, the circle is broken.

Protection from Elementals

When used, conjures a 10’ radius circle of protection around the reader.

  • Effect: No elemental may enter the circle.
  • Moving: If the reader moves, the circle of protection follows them.
  • Ranged attacks: The circle does not prevent elementals from using magic or missile attacks against those within it.
  • Breaking: If anyone within the circle attacks an affected elemental in melee, the circle is broken.
  • Duration: 2 turns, unless broken.

Protection from Lycanthropes

When used, conjures a 10’ radius circle of protection around the reader.

  • Effect: A number of lycanthropes are barred from entering the circle. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected.
  • Moving: If the reader moves, the circle of protection follows them.
  • Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it.
  • Breaking: If anyone within the circle attacks an affected lycanthrope in melee, the circle is broken.
  • Duration: 6 turns, unless broken.

Protection from Magic

This spell conjures a barrier that spells and spell-like effects (e.g. from magic items) cannot cross.

  • Effect: The barrier prevents magic from entering the circle, but also from leaving it.
  • Duration: 1d4 turns.
  • Dispelling: Only by a wish.

Protection from Undead

When used, conjures a 10’ radius circle of protection around the reader.

  • Effect: A number of undead monsters are barred from entering the circle of protection. The number depends on their Hit Dice: 1–3 HD: 2d12 undead affected, 4–5 HD: 2d6 undead affected, 6+ HD: 1d6 undead affected.
  • Moving: If the reader moves, the circle of protection follows them.
  • Ranged attacks: The circle does not prevent undead from using magic or missile attacks against those within it.
  • Breaking: If anyone within the circle attacks an affected undead monster in melee, the circle is broken.
  • Duration: 6 turns, unless broken.

Spell Scroll

Usage: Spell casters.

Type of magic: 1-in-4 scrolls contain divine spells; the rest contain arcane spells.

Activation: Reading the script aloud conjures the effect of a specific spell. Only arcane spell casters can use scrolls of arcane spells. Only divine spell casters can use scrolls of divine spells.

Arcane spell scrolls: Are written in magical script that can only be read by magic.

Divine spell scrolls: Are written in normal languages (usually Common), but can only be used by divine spell casters.

Scrolls of multiple spells: If a scroll contains multiple spells, only the spell cast disappears from the scroll.

Spells on a Scroll

The referee may choose the spells or may roll for them randomly. The table below may be used to select the level of each spell on a scroll. (The table lists separate probabilities for Basic and Expert level characters. See Basic and Expert Magic Items.)

Random Scroll Spell Level
Spell Level B: d6 X: d% Arcane Divine
1–3 01–25 1st 1st
4–5 26–50 2nd 2nd
6 51–70 3rd 3rd
71–85 4th 4th
86–95 5th 5th
96–00 6th 5th

Treasure Map

Usage: All characters (unless noted).

A map that indicates the route to a valuable treasure, located in a dungeon or wilderness.

Interpreting: Treasure maps may not always be easy to interpret: a map may be incomplete, worded in riddles, or written in an obscure language.

Preparing in advance: The referee should prepare treasure maps in advance.

Treasures

The following list of treasure map types may be used to determine the nature of the treasure that a map leads to.

  • I: 1 magic item.
  • II: 1d6 × 10 gems and 2d10 pieces of jewelry.
  • III: 2 magic items.
  • IV: 3 magic items (no swords).
  • V: 3 magic items and 1 potion.
  • VI: 3 magic items, 1 scroll, 1 potion.
  • VII: 5d6 gems and 2 magic items.
  • VIII: Hoard worth 1d4 × 1,000 gp.
  • IX: Hoard worth 5d6 × 1,000 gp.
  • X: Hoard worth 5d6 × 1,000 gp and 1 magic item.
  • XI: Hoard worth 5d6 × 1,000 gp and 5d6 gems.
  • XII: Hoard worth 6d6 × 1,000 gp.

Hoard Value

For treasure hoards with a listed gold piece value, the referee may choose what type of treasure is in the hoard. (For example, it may be coins, but could also consist of valuable art objects or jewels.)

Guardians

The treasure is normally guarded by enchantments, traps, or monsters (e.g. a monster from the dungeon encounter tables of levels 5–6, or higher).

Swords

Usage: Per normal class restrictions.

Magic Swords

 

B: d8 X: d% Sword
1 01–02 Sword –1, Cursed
03–04 Sword –2, Cursed
2 05–44 Sword +1
3 45–50 Sword +1, +2 vs Lycanthropes
4 51–56 Sword +1, +2 vs Spell Users
5 57–61 Sword +1, +3 vs Dragons
62–66 Sword +1, +3 vs Enchanted Creatures
67–71 Sword +1, +3 vs Regenerating Creatures
6 72–76 Sword +1, +3 vs Undead
77 Sword +1, Energy Drain
78–81 Sword +1, Flaming
7 82–89 Sword +1, Light
90–92 Sword +1, Locate Objects
93 Sword +1, Wishes
8 94–96 Sword +2
97–98 Sword +2, Charm Person
99–00 Sword +3

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Cursed Swords

Penalty: Cursed swords specify a penalty that is applied to both attack rolls and damage rolls made with the weapon.

Discarding: Once the sword has been used in combat, the character comes under the curse and is not able to discard the item. In fact, they will favor the sword and use it whenever possible. The curse can only be removed with magic.

Enchanted Swords

Bonus: Enchanted swords specify a bonus that is applied to both attack rolls and damage rolls made with the weapon.

Bonus vs creature type: Some swords have a special bonus when used against a certain type of creature.

Bonus vs enchanted creatures: Magically created or animated monsters, and those summoned by spells or magic items.

Sentient Swords

Some magic swords have an innate intelligence and personality, along with other special powers. See Sentient Swords, for rules for determining the special powers of a sentient sword.

Probability: If the referee wishes to randomly determine whether a magic sword is intelligent, the probability is 30%.

Swords With a Special Purpose

Some magic swords are imbued with a special purpose. Such swords are extremely powerful and are always sentient. See Sentient Swords, for rules for determining the powers of a sword with a special purpose.

Probability: There is a 1-in-20 chance of a magic sword having a special purpose. The referee may choose to only place such swords by design, rather than rolling this chance randomly.

Sword +1, Energy Drain

Drains the life energy of its victims.

  • On a successful hit: The wielder may command the sword to drain the victim’s life energy.
  • Energy drain: In addition to suffering normal damage, the target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g. spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels dies.
  • Charges: The sword may drain a total of 1d4+4 levels. Once this many levels have been drained, it becomes a normal magical sword +1.

Sword +1, Flaming

Bursts into flames, on command. When flaming:

  • Casts light: In 30’ radius.
  • Can set things alight: Treated as a torch, for purposes of setting things on fire (e.g. a web spell).
  • Inflicts fire damage: Which may have special effects on certain creatures.
  • Grants an attack bonus: Against certain types of creatures:
    1. +2 vs trolls (or other creatures that cannot regenerate fire damage).
    2. +2 vs pegasi, hippogriffs, and rocs (or other bird-like creatures).
    3. +3 vs treants (or other plant-based creatures).
    4. +3 vs undead.
  • Duration: The sword blazes until commanded to cease.

Sword +1, Light

On command, produces light in a 30’ radius.

Sword +2, Charm Person

Grants the wielder the ability to charm other people.

  • Effect: This works in the same way as the magic-user spell charm person.
  • Usage frequency: The power may be used up to three times a week. Sword +1, Locate Objects

 

 

  • Grants the wielder the ability to detect the presence of objects within 120’.
  • Effect: This works in the same way as the magic-user spell locate object.
  • Usage frequency: The power may be used once per day.

Sword +1, Wishes

Has the power to grant the wielder’s wishes (see Wishes).

  • Charges: The sword grants a total of 1d4 wishes.
  • Wishing: The wish must be spoken out loud by the wielder of the sword.

Weapons

Usage: Per normal class restrictions.

Magic Weapons
B: d4 X: d% Weapon
01–02 Arrows +1 (3d10 arrows)
1 03–12 Arrows +1 (Basic: 10; Expert: 2d6 arrows)
13–18 Arrows +2 (1d6 arrows)
2 19–27 Axe +1
28–30 Axe +2
31–33 Bow +1
34–43 Crossbow Bolts +1 (2d6 bolts)
44–45 Crossbow Bolts +1 (3d10 bolts)
46–52 Crossbow Bolts +2 (1d6 bolts)
3 53–55 Dagger +1
56 Dagger +2, +3 vs orcs, goblins, and kobolds
4 57–64 Mace +1
65–67 Mace +2
68 Mace +3
69–74 Sling +1
75–82 Spear +1
83–86 Spear +2
87 Spear +3
88–94 War Hammer +1
95–99 War Hammer +2
00 War Hammer +3, Dwarven Thrower

B: Basic characters (levels 1–3)

X: Expert characters (level 4+)

Cursed Weapons

Penalty: Cursed weapons specify a penalty that is applied to both attack rolls and damage rolls made with the weapon.

Discarding: Once the weapon has been used in combat, the character comes under the curse and is not able to discard the item. In fact, they will favor the weapon and use it whenever possible. The curse can only be removed with magic.

Enchanted Weapons

Bonus: Enchanted weapons specify a bonus that is applied to both attack rolls and damage rolls made with the weapon.

Bonus vs creature type: Some weapons have a special bonus when used against a certain type of creature.

War Hammer +3, Dwarven Thrower

In the hands of a dwarf, this weapon may function as a thrown missile weapon.

  • Range: 60’.
  • After being thrown: It returns to its wielder’s hands.

Sentient Swords

If a magic sword possesses sentience (see Swords for the likelihood), the procedure on this page may be used to determine its powers. (Alternatively, the referee may select its qualities as desired.)

Rolling a Sentient Sword

  • 1. Special purpose: If the sword has a special purpose, see Special Purpose to determine what it is.
  • Intelligence and personality: The sword’s INT is 1d6+6. (Swords imbued with a special purpose always have INT 12.) The sword has its own personality and should be played as an NPC.
  • Communication: The sword’s INT determines the means by which it can communicate. See the table to the right.
  1. Empathy: The sword cannot communicate directly, but empathically informs the wielder of its powers and how to use them.
  2. Speech: The sword speaks out loud. The number of languages it knows is indicated by rolling on the languages table, to the right. Languages should be selected by the referee.
  3. Reading: The sword can read all languages it can speak, as well as magical inscriptions.
  • Alignment: See the table to the right.
  • Powers: The sword’s INT determines the number of powers it has. See the table to the right. Powers are described in the following pages.
  • Ego: Sentient swords have an Ego rating—a measure of their force of personality. This is rolled on 1d12. Swords imbued with a special purpose always have an Ego of 12.
Sentient Sword Communication
INT Reading Communication
7 No Empathy
8 No Empathy
9 No Empathy
10 No Speech
11 Yes Speech
12 Yes Speech
Sentient Sword Languages
d% Languages
01–50 Alignment tongue + 1
51–70 Alignment tongue + 2
71–85 Alignment tongue + 3
86–95 Alignment tongue + 4
96–99 Alignment tongue + 5
00 Roll twice again, adding results
Sentient Sword Alignment
d20 Alignment
1–13 Lawful
14–18 Neutral
19–20 Chaotic

Sentient Sword Powers

INT Powers

7 1 sensory power
8 2 sensory powers
9 3 sensory powers
10 3 sensory powers
11 3 sensory powers
12 3 sensory + 1 extraordinary

Using a Sentient Sword

Sentient swords grant the wielder special powers beyond those of a normal magic sword, but using one also carries risks.

Activating Powers

  • In hand: To use a power, the sword must be in the wielder’s hand.
  • Concentration: The wielder must concentrate to activate a power.

Alignment

The alignment of the sword can only be determined by touching it. Doing so may incur damage if the character is of a different alignment to the sword:

  • Lawful swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to chaotic characters.
  • Neutral swords: Inflict 1d6 damage per round to non-neutral characters.
  • Chaotic swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to lawful characters.

Control

A sentient sword has its own personality and can, at times, attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:

  • First contact: Upon the character first touching the sword.
  • Wounded: When the character is reduced to half hit points or less.
  • Jealousy: When another magic weapon comes into the character’s possession.
  • Alignment difference: Upon every use, if the sword and the character are of different alignments.
  • Special purpose: If the sword has a special purpose: every time the special purpose is applicable. (e.g. when encountering a character or creature of the type the sword is designed to slay.)

Control Checks

When one of the aforementioned circumstances occurs, a control check is required:

  • Determine the sword’s Will score:

 

  1. The sum of its INT and Ego.
  2. Add one for each extraordinary power the sword has.
  3. Add 1d10 if the sword and the wielder of are different alignments.

 

  • Determine the wielder’s Will score:

 

  1. The sum of STR and WIS scores.
  2. If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points).
  3. Compare the Will scores. If the sword’s Will score is higher, it takes control of the character’s actions.

When the Sword Takes Control

The referee determines the behavior of the character, via the sword, for example:

  • Jealousy: Discarding other weapons, or ignoring newly discovered magic weapons.
  • Glory: Charging into battle, in order to gain glory for the sword.
  • Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
  • Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!

Ending Control

Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.

Extraordinary Powers

Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.

Usage frequency: Unless a power’s description notes otherwise, it may be used at most three times a day.

Sentient Sword Extraordinary Powers
d% Power
01–10 Clairaudience
11–20 Clairvoyance
21–30 ESP
31–35 Extra damage (dups. allowed)
36–40 Flying
41–45 Healing (duplicates allowed)
46–54 Illusion
55–59 Levitation
60–69 Telekinesis
70–79 Telepathy
80–88 Teleportation
89–97 X-ray vision
98–99 Roll twice again on this table
00 Roll 3 times again on this table

Clairaudience

Enables the wielder to hear through the ears of another creature.

  • Activation: The wielder must concentrate for one turn to activate this power.
  • Range: The other creature must be within 60’.
  • Obstruction: Lead blocks this power.

Clairvoyance

Enables the wielder to see through the eyes of another creature.

  • Activation: The wielder must concentrate for one turn to activate this power.
  • Range: The other creature must be within 60’.
  • Obstruction: Lead blocks this power.

ESP

Enables the wielder to read the thoughts of another living creature.

  • Activation: The wielder must concentrate in a specific direction to activate this power.
  • Range: The other creature must be within 60’.
  • Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
  • Obstruction: Lead blocks this power.

Extra Damage

Increases the wielder’s strength for 1d10 rounds. While the power is active, damage inflicted by the wielder is multiplied by 4.

Duplicates

If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.

Flying

The wielder is able to fly for up to 3 turns.

  • Movement rate: A speed of up to 360’ (120’) is possible.
  • Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.

Healing

The sword heals damage.

  • Effect: One point of damage is healed per round, for six rounds.
  • Usage frequency: This power may only be activated once a day.

Duplicates

If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.

Illusion

An illusion of the wielder’s choosing manifests. This works in the same way as the magic-user spell phantasmal force.

Levitation

Grants the wielder the ability to move up and down through the air for up to 3 turns:

  • Vertical: The wielder mentally directs vertical movement at up to 20’ per round.
  • Horizontal: The character can push against solid objects to move laterally.

Weight: A normal amount of weight can be carried while levitating.

Telekinesis

By concentrating, the wielder is able to move objects or creatures within 120’ by the power of thought.

  • Weight: Up to 2,000 coins of weight may be targeted.
  • Movement: The target may be moved up to 20’ per round, in whatever direction the wielder wishes (including vertically).
  • Resisting: A targeted creature may save versus spells to resist.
  • Duration: Up to 6 rounds.
  • Concentration: If concentration is broken, the target falls.

Telepathy

Enables the wielder to read the thoughts of another living creature.

  • Concentration: The wielder must concentrate in a specific direction to activate this power.
  • Range: The other creature must be within 60’.
  • Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
  • Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.
  • Obstruction: Lead blocks this power.

Teleportation

The wielder is able to teleport, per the magic-user spell (see Teleport).

X-Ray Vision

Allows the wielder to see through solid objects.

  • Through stone: Sight up to 30’ through stone is possible.
  • Through softer materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible. Obstructions: Sight through gold or lead is blocked.
  • Searching: When used for the purpose of searching (see Dungeon Adventuring), the wielder is guaranteed to notice secret doors or traps in the 10’ square area being examined.
  • Concentration: Usage requires concentration (the wielder cannot move).
  • Usage frequency: This power may not be activated more frequently than once per turn.

Sensory Powers

Each sensory power should be rolled on the table below, with duplicates re-rolled.

Usage frequency: Unless a power’s description notes otherwise, it may be used without limit.

Sentient Sword Sensory Powers
d% Power
01–10 Detect evil or good
11–15 Detect gems
16–25 Detect magic
26–35 Detect metals
36–50 Detect shifting architecture
51–65 Detect slopes
66–75 Detect traps
76–85 Locate secret doors
86–95 See invisible objects
96–99 Roll an extraordinary power
00 Roll twice again on this table

Detect Evil or Good

The wielder can sense the intention to do evil or good within 20’. (Note: some potentially harmful things—e.g. animals, traps—are not evil.)

Detect Gems

The sword will point in the direction of any gems within 60’.

  • Count: The wielder is also informed of the number of gems present.
  • Obstruction: Lead blocks this power.

Detect Magic

Up to three times a day, the sword can detect magic within 20’. On command, the magic may be caused to glow.

Detect Metals

The sword will point in the direction of metal of a named type within 60’.

  • Obstruction: Lead blocks this power.

Detect Shifting Architecture

The wielder can locate shifting walls or rooms up to 10’ distant.

Detect Slopes

The wielder can sense sloped floors within 10’.

Detect Traps

Up to three times a day, the wielder can sense traps within 10’.

Locate Secret Doors

Up to three times a day, the wielder can find all secret doors within 10’.

See Invisible Objects

The wielder can see invisible or concealed objects up to 20’ distant. (This power does not reveal secret doors.)

Special Purpose

Some sentient swords are also imbued with a special purpose. The purpose of such swords is typically to slay a certain type of character or creature. The purpose may be rolled on the table below, or the referee may invent others.

Sentient Sword Special Purpose

d6 Type of Target to be Slain
1 Arcane spell casters
2 Divine spell casters
3 Warriors (e.g. fighters or other primarily combat-oriented, nonspell casting classes, including non-spell casting demihumans)
4 Specific type of monster (determine randomly)
5 Lawful creatures (or chaotic creatures if the sword is lawful)
6 Chaotic creatures (or lawful creatures if the sword is chaotic)

 

Alignment Power

In addition to their sensory and extraordinary powers, swords of special purpose have an extra power when used to achieve their designated purpose (e.g. when attacking the enemy the sword was designed to slay). This power depends on the sword’s alignment:

  • Lawful: Chaotic foes hit by the sword must save versus spells or be paralyzed.
  • Neutral: The wielder gains a +1 bonus to all saving throws.
  • Chaotic: Lawful foes hit by the sword must save versus spells or be turned to stone.