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Monsters

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Statistics

Monsters are described by the following statistics.

Finally, if the bolded name includes a definite article, such as “The,” then that word is treated as the first word for alphabetizing purposes. For example, The Guzzler appears in section T, not G.

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).

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.

Dungeon Encounter By Level: 1–
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)

Monster Descriptions

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.

Cat, Great (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.

Cat, Great (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.

Cat, Great (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.

Cat, Great (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.

Cat, Great (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.

Caterprism

Source TOEH

A caterprism is a caterpillar made of crystal with hexagonal body segments and twelve sharply angled legs. Each body segment is about 2-foot-long and contains a single pair of legs. The head of a caterprism is caterpillarlike, with large faceted eyes and huge mandibles.

AC 3 [16]; HD 6** (27 hp); Att 4 x legs (1d8), 1 x bite (1d6) or crystal silk (3d6); THAC0 14 [+5]; MV 90 (30); SV D10 W11 P12 B13 S14 (6); ML 10; AL Neutral; XP 725; NA 1 (1d2); TT T

  • Crystal mandibles: An attack roll of 20 on its bite attack severs the head from its target.
  • Crystal silk: 20 ft. long x 20 ft. wide cone. A caterprism can spew forth a crystalline silk that instantly solidifies into a rock-like substance impaling creatures as it hardens. Save vs. breath for half. Can be used three times per day.

Cave Fisher

Source TOEH

The cave fisher is a 7-foot-long insect-like creature with a hard outer shell. It has eight legs, two of which end in serrated pincers. The cave fisher lairs on ledges and cliffs underground, where it can quickly strike and reel in its prey. Its lair is always littered with bones and gear from its previous victims.

AC 3 [16]; HD 3* (13 hp); Att 2 x claws (1d6) or filament; THAC0 17 [+2]; MV 60 (20); SV D12 W13 P14 B15 S16 (3); ML 8; AL Neutral; XP 50; NA 1d4 (2d4); TT None

  • Filament: 60 ft. range. Save vs. wands or become stuck in the filament. Creatures stuck can be reeled in towards the cave fisher at a rate of 10 ft. per round.
  • Filament trap: The cave fisher’s preferred method of attack is to string its filament across the ground of its lair. Creatures have a 1-in-6 chance to spot the filament (2-in-6 for elves). Creatures wandering into the area covered become stuck.
  • Breaking filaments: Filaments are AC 2 [17] with 10 hp and can be cut by slashing weapons. An application of strong alcohol dissolves the filaments adhesive freeing a held creature.
Ten things found in a Cave Fisher’s lair
d10 Result
1 Smaller cave fisher
2 Guard dog
3 Halfling
4 Half of a halfling
5 Goblin
6 Giant’s head
7 Mushroom man
8 Cave cricket
9 Cleric’s mace [“Aleena” inscribed on the handle]
10 Shrieker (used nearby as an alarm system: “chirp-chirp”)

Cave Leech

Source TOEH

Cave leeches measure about 8-feet-long and have a flattened semi- translucent body colored a sickly yellow or pale gray. Eight whiplike tentacles, each about 6-feet-long protrude from the cave leech’s body near its head.

Hundreds of smaller tentacles line its body and aid in locomotion. The cave leech has a large, round mouth ringed with dozens of razor-like teeth.

AC 9 [10]; HD 5 (22 hp); Att 8 x tentacles (1d4 + blood drain) or 1 x bite (1d6); THAC0 15 [+4]; MV 30 (10); SV D10 W11 P12 B13 S14 (5); ML 10; AL Neutral; XP 175; NA 1d4 (2d4); TT U

  • Blood drain: Attaches to victim on a successful hit, automatically doing 1d4 damage per round for each tentacle attached.
  • Detaching: A cave leech must be killed to detach it.
  • If victim dies: Leech detaches and finds a hidden place to digest.

Eight Recipes to Make from a Cave Leech d8 Result 1 Saliva is anticoagulant; poison that causes extra point of bleeding damage (until magically healed) 2 Blood pudding that gives a constituion bonus 3 Teeth can be ground into something that gives an attack bonus 4 The husk can be huffed to improve tracking 5 Tentacle spaghetti for ogres (if given to Ogres, gives a bonus to charisma checks for the character offering) 6 Potion/poison allowing one to make blood-draining attacks 7 Soup to attract vampires 8 Make potion from smaller exterior tentacles that allow Move 30 (10) while prone or supine (Potion of Slithering) – allows you to slither through gaps as if you are smaller


Cherum

Source TOEH

This hairless mountain of slick raw burning flesh constantly sizzles and oozes with the stench of burning fat. Two long meaty arms sprout from a hugely obese frame; its head appears to be little more than a bald sloping brow with black pits for eyes. Its maw splits open to reveal cavernous jaws, teeth glowing like huge red hot coals. A cherum stands about 70 feet tall and weighs well over 40,000 pounds.

AC -3 [22]; HD 24**** (108 hp); Att 2 x claws (2d8 + 1d6 fire), 1 x bite (4d6 + 1d6 fire); THAC0 5 [+14]; MV 60 (20); SV D2 W2 P2 B2 S2 (24); ML 12; AL Neutral; XP 10,500; NA 1 (1); TT T

  • Immunities: Immune to poison and fire-based attacks.
  • Cold vulnerability: Takes double damage from cold-based attacks.
  • Fiery aura: 40 ft. radius. Any creature within range takes 6d6 points of fire damage each round from the blazing heat radiating off the creature’s body. Save vs. breath for half.
  • Swallow whole: An attack roll of a 20 on its bite attack indicates a human-sized (or smaller) victim is swallowed.
  • Inside the cherum’s belly: Suffer 4d6 damage per round (until the creature dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
  • Thermal regeneration: Regains 5 hp per round while in contact with flame or lava.
  • Magic resistance: +6 to all saving throws versus magic effects.

Cliessid

Source TOEH

The amphibious Cliessid are small, shelled humanoids with pincers in place of hands, three thick toes on each leg in a Y-shape, and a mass of writhing tentacles in place of a head. They stand no taller than a man’s knee. Cliessids live in sluggish rivers, shallow streams, stagnant ponds, and sewer systems, and can move as fast in, or under, the water as on land. Some cities have imported and domesticated these creatures for use in sewer maintenance, but with mixed results, for cliessids are viciously hostile to any who invade their territory.

AC 6 [13]; HD ½ (3 hp); Att 2 × pincers (1); THAC0 19 [+0]; MV 180 (60), 180 (60) swimming; SV D14 W15 P14 B17 S18 (NH); ML 7; AL Neutral; XP 5; NA 1d8 (2d8); TT None

  • Territorial: Ferociously defend their lair with violence.

Clockworks

Source TOEH

Clockworks are the creations of powerful machines called brain gears.

Each clockwork creature varies from its brethren and each is assigned a task by the brain gear that created it. Clockworks are automatons and follow orders without question. It is through these various clockwork creations that brain gears seek to destroy all living creatures. They come in a wide variety of shapes and sizes.

Clockwork Brain Gear

Source TOEH

The original brain gear began as little more than a collection of gears, chains, counterweights, and levers, but was enhanced and grown into a controlling intellect through a process very similar to flesh golem creation.

A brain gear in its true form resembles nothing more than a copper or gold box or cube that shines with a pale blue light. It is immobile, cannot attack, or speak.

A brain gear is designed to control the actions of all other clockworks created by its own creator, relieving the creator of having to oversee simple operations of the clockworks. It is rumored that some brain gears occasionally develop an evil intellect and turn their charges against its creator.

AC 2 [17]; HD 5* (40 hp); Att None; THAC0 NA [NA]; MV 0 (0); SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 300; NA 0 (1); TT None

  • Immobile: Unable to move on its own. It is also unable to make any attacks.
  • Mute: Unable to communicate except through the dream link or remote senses abilities.
  • Damage resistance: Half damage from all physical attacks (minimum 1).
  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Control clockworks: 2 mile range. Any clockwork that comes within range immediately falls under a brain gear’s control. If another brain gear attempts to control that clockwork (or if it is already under the control of another brain gear or overseer), each must make a save vs. spells. The brain gear beating its saving throw by the most gains control of that clockwork. If a controlled clockwork moves out of range it continues to perform the last order given to it but there is a 25% chance each hour that it ceases to function, collapsing into a pile of junk. If a brain gear later moves within range of the destroyed clockwork, it can reactivate if it has the self-repair ability. Otherwise, it remains destroyed.
  • Dream link: 2 mile range. Has a limited ability to send psychic messages to multiple creatures of a particular type (human, ogre, etc) through their dreams.
  • Remote senses: 2 mile range. A brain gear in control of at least one clockwork can use it to perceive the world through its senses. It is able to give commands to its clockworks allowing the usually mindless creatures to fight with highly coordinated tactics. Each clockwork is only capable of receiving roughly 100 words worth of orders or they become too complicated for the clockwork to act upon. The link may be moved from one clockwork to another once per round.
  • Magical origins: Created by powerful wizards and clerics.

Clockwork Drone

Source TOEH

Clockwork drones appear as human eyeballs encased within flat, metal disks. Imbued with magic that allows it to fly, a drone’s approach is announced by a low buzzing sound caused by its tiny gears and pistons working furiously to maintain this magical field. These clockworks are designed to act as observers.

When a drone finds an advantageous position from which to maintain its watch, it uses a small, metallic claw on its underside to attach itself to a surface.

AC 2 [17]; HD ½* (2 hp); Att 1 x slam (1d3); THAC0 19 [+0]; MV 90 (30), 240 (80) flying; SV D14 W15 P16 B17 S18 (NH); ML 12; AL Neutral; XP 6; NA 0 (1d4); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Pacifist: Drones usually avoid combat at all costs. If pressed into fighting, they prefer to aid their fellow clockworks by distracting their enemies.
  • Brain gear link: 2 mile range. Must remain in ranger communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Overseer

Source TOEH

Overseers are a recent invention of the brain gears. They look like 3-foot-tall wooden dolls with long, slender limbs.

AC 2 [17]; HD 2* (9 hp); Att 1 x slam (1d6); THAC0 18 [+1]; MV 150 (50); SV D12 W13 P14 B15 S16 (2); ML 12; AL Neutral; XP 25; NA 0 (1d2); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Extended senses: 10 mile range. Able to maintain contact with a brain gear at an extended range.
  • Field commander: 100 ft. range. Acts as relay for a brain gear. Can control up to 20 HD worth of clockworks within range as long as it also remains within 10 miles of the brain gear.
  • Pacifist: Overseers avoid combat at all costs under direct orders of a brain gear. If cornered with no way of escaping, an overseer will fight but attempts to flee as soon as possible.
  • Magical origins: Created by clockwork brain gears.

Clockwork Parasite

Source TOEH

Clockwork parasites are fist-sized constructs that resemble mechanical beetles.

AC 4 [15]; HD 4** (18 hp); Att 1 x bite (1d4); THAC0 16 [+3]; MV 90 (30); SV D10 W11 P12 B13 S14 (4); ML 12; AL Neutral; XP 175; NA 0 (1d6); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Self repair: Regenerates 3 hp per round. If reduced to 0 hp it repairs 1 hp in a round. Can repair lost limbs (including its head) in 3d6 rounds. Cannot repair damage caused by acidbased, cold-based, or fire-based effects.
  • Animate dead: Buries into the skull of the recently dead and reanimates it using electrical impulses. The animated corpses look and fight like zombies, but they cannot be turned or controlled by clerics. A host brought to 0 hp is destroyed, but can be repaired by the clockwork parasite’s self-repair ability.
  • Brain gear link: 2 mile range. Must remain in range to communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Scout

Source TOEH

Scouts are constructed to resemble animals commonly found in the area that the brain gear operates within. Their inner wood and metal workings are covered by an animal’s pelt. Scouts serve an important role as reconnaissance, patrol, and pursuit troops.

AC 2 [17]; HD 1* (4 hp); Att 1 x slam (1d4); THAC0 19 [+0]; MV 150 (50); SV D12 W13 P14 B15 S16 (1); ML 12; AL Neutral; XP 13; NA 0 (2d6); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Disguise: 1-in-6 chance a character notices they are not true animals (2-in-6 for demi-humans).
  • Reserved: Only if they have a chance to strike from a devastating ambush does a brain gear order them into battle.
  • Brain gear link: 2 mile range. Must remain in range to communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Swarm

Source TOEH

Clockwork swarms are a collection of tiny, insect-like clockworks that work together as a single creature. An individual member of the swarm poses little threat. Yet when acting in concert, a swarm poses a deadly threat to adventurers. A clockwork swarm typically appears as a ramshackle collection of spare parts and garbage draped in a thick, web-like substance and arranged in a vaguely humanoid form.

AC 2 [17]; HD 4** (18 hp); Att 1 x swarm (1d6) or distraction; THAC0 19 [+0]; MV 150 (50); SV D10 W11 P12 B13 S14 (4); ML 12; AL Neutral; XP 175; NA 0 (2d6); TT None

  • Damage resistance: Half damage from all slashing and piercing attacks (minimum 1).
  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Distraction: A successfully hit target must make a save vs. paralysis or be unable to act for 1 round.
  • Self repair: Regenerates 3 hp per round. If reduced to 0 hp it repairs 1 hp in a round. Can repair lost limbs (including its head) in 3d6 rounds. Cannot repair damage caused by acid, cold, or fire effects. Area of effect attacks, such as burning oil, fireball, or lightning bolt render the swarm unable to repair itself for 1d6 rounds following the attack.
  • Brain gear link: 2 mile range. Must remain in range to communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Titan

Source TOEH

Clockwork titans are huge, crab-like mechanical monstrosities. They have saucershaped hulls set atop four spindly legs that allow it to move with surprising speed and agility. Two iron-shod fists are mounted on the front of the hull.

AC 0 [19]; HD 7* (31 hp); Att 1 x slam (2d8); THAC0 13 [+6]; MV 120 (40); SV D8 W9 P10 B10 S12 (7); ML 12; AL Neutral; XP 850; NA 0 (1d4); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Brain gear link: 2 mile range. Must remain in ranger communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Warrior

Source TOEH

Clockwork warriors are constructed from a wide range of materials but take the same general form of a 6-foot tall armored humanoid. They all feature a “nervous system” of thin steel wires that controls their individual pieces. Tiny clockworks that look much like metallic cockroaches infest the warrior, working to repair damage sustained by this construct.

AC 2 [17]; HD 3** (13 hp); Att 1 x slam (1d8); THAC0 17 [+2]; MV 90 (30); SV D12 W13 P14 B15 S16 (3); ML 12; AL Neutral; XP 65; NA 0 (2d6); TT None

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Self repair: Regenerates 1 hp per round. If reduced to 0 hp it repairs 1 hp in a round. Can repair lost limbs (including its head) in 3d6 rounds. Cannot repair damage caused by acid, cold, or fire effects.
  • Brain gear link: 2 mile range. Must remain in range to communicate or continues its last order but has a 25% chance each hour that it ceases to function, collapsing into a pile of junk.
  • Magical origins: Created by clockwork brain gears.

Clockwork Giant (Bronze Giant)

Source TOEH

A clockwork bronze giant is a massive automaton standing 25-foot-tall constructed entirely of bronze. Other clockwork giants are rumored to be crafted of iron, steel, bronze or other metals.

Clockworks giants have no mind of their own and follow commands and orders given by their creator.

AC 0 [19]; HD 14*** (63 hp); Att 1 x weapon (4d6 +s) or 1 x slam (2d8) or 1 x boulder (2d8); THAC0 9 [+10]; MV 120 (40); SV D4 W5 P6 B10 S8 (14); ML 12; AL Neutral; XP 4,200; NA 0 (1d8); TT None

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Immunities: Unharmed by gas and poison.
  • Spell immunity: Immune to all spells except lightning-based magic which heal the giant for 1 hp per damage dice rolled.
  • Poison: Causes death (save vs. poison negates).
  • Boulder throwing: Up to 200 ft.
  • Brain gear link: 2 mile range. Must remain in range to communicate or continues its last orders.
  • Magical origins: Created by clockwork brain gears.

Cooshee

Source TOEH

Cooshees are large, 200-pound, 4 -foot-tall hounds with green and brown spotted fur, a long, curling tail and ears that taper to points. They are known throughout the world as elven dogs, for their features resemble those of elves and they are often found in the employ of elves (who use them as guards).

AC 4 [15]; HD 3* (13 hp), Att 2 x claws (1d4), 1 x bite (1d8 + knock prone), THAC0 17 [+2]; MV 150 (50); SV D12 W13 P14 B15 S16 (3); ML 9; AL Neutral; XP 50; NA 1d8 (1d8); TT None

  • Surprise: On a 1-3. A cooshee’s green and brown coat gives it a chance to surprise in woodlands and similar terrain.
  • Warning bark: Though they only bark to warn their masters or other cooshees, their bark can be heard clearly up to one mile away.
  • Sprint: Once per hour, a cooshee can sprint at 10 times their normal speed.
  • Spell resistance: +2 bonus to saves versus charm effects.
  • Knock prone: A target successfully hit by a bite attack must make a save vs. paralysis or be knocked prone.

Crypt Guardian

Source TOEH

Crypt things are hooded and robed skeletons found sitting in high-backed chairs, its eyes appearing as small pinpoints of reddish light. They are created by spellcasters as tomb guardians. They never leave their assigned area and never initiate combat. A crypt thing is content to sit (or stand) in its assigned area so long as intruders do not disturb it or anything in the assigned area.

AC 2 [17]; HD 6** (27 hp); Att 2 x claws (1d6) or teleport other; THAC0 14 [+5]; MV 120 (40); SV D10 W11 P12 B13 S14 (6); ML 12; AL Neutral; XP 725; NA 0 (1); TT None

  • Undead: Make no noise, until they attack.
  • Immunities 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.
  • Teleport other: At the first sign of disturbance the crypt thing will attempt to remove the interlopers from its assigned area by teleporting them 1d10 x 100 ft. in a random direction (roll 1d4: 1, north; 2, south; 3, east; 4, west). A teleported creature arrives in the closest open space at the determined destination. A teleported creature can arrive in mid-air rather than on a solid surface, if the crypt thing wishes. A successful save versus spells resists this effect.
  • Turning: Treated as a 10 HD monster.
  • Magical origins: Created by powerful wizards and clerics.

Variant: Crypt Thing There exists in some parts of the world (and perhaps only truly in legend; sages aren’t sure) a variant of the crypt thing known as a crypt guardian. This variant has all the same abilities and powers as a normal crypt thing, with the following changes. The variant does not possess the ability to teleport others. Instead, it can simultaneously paralyze and turn invisible all creatures within 50 ft. (save vs. spells negates). Affected creatures remain paralyzed and invisible for 2d4 days. A new save is allowed each day until the effects are broken, dispelled, or the duration ends.


Cave Locust

2–3’ 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 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 D 8 W 9 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.

Crocodile, Giant

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 D 8 W 9 P10 B10 S12 (8), ML 9, AL Neutral, XP 1,350, NA 0 (1d3), TT None

Crocodile, Large

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

Crocodile, Common

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 D 4 W 5 P 6 B 5 S 8 (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%.)

Death Dog

Source TOEH

Death dogs are two-headed, mastiff-like hounds; nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands.

AC 4 [15]; HD 2* (9 hp); Att 2 x bite (1d6 + rotting death); THAC0 18 [+1]; MV 150 (50); SV D12 W13 P14 B15 S16 (2); ML 10; AL Chaotic; XP 25; NA 2d6 (3d6); TT None

  • Rotting death: Targets successfully hit make a save vs. poison or be affected by rotting death, losing 1d6 points of constitution each day. A new save at -5 penalty can be made every day. Victims that lose all their constitution die. Constitution can be restored by magic or complete bed rest, with 1 point of constitution returning with each week.
  • Territorial: Death dog packs have been known to share territory with little friction, although they do engage in dominance battles in leaner times when hunting is difficult.

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).

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 D 8 W 9 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.

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 D 4 W 5 P 6 B 5 S 8 (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 D 6 W 7 P 8 B 8 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.

Dracolisk

Source TOEH

The vicious dracolisk is a rare crossbreed of dragon and basilisk. It has a scaled body the same color as its dragon parent that fades to a lighter shade on its underside. A short, curved horn, similar to a rhino’s, juts from its nose. Like the basilisk, it has six legs. Its dragon-like wings match its body color but fade to a slightly darker shade near the tips. A dracolisk’s eyes are pale green with sparkles that match its dragon-parent color. Dracolisks speak a crude and broken form of the language of their dragon parent.

AC 2 [17]; HD 11** (49 hp); Att 2 x claws (1d6), 1 x bite (2d6), 1 x petrifying gaze or breath weapon (4d8); THAC0 11 [+8]; MV 120 (40), 240 (80) flying; SV D6 W7 P8 B8 S10 (11); ML 9; AL Neutral; XP 2,700; NA 1d2 (1d4); TT C, I

  • Breath weapon: A dracolisk has the breath weapon of its parent (save vs. breath for half). Can be used three times per day
Dracolisk Variety Breath Weapon
Black 60 ft. line of acid
Blue 60 ft. line of electricity
Green 30 ft. long x 30 ft. wide cone of acidic gas
Red 30 ft. long x 30 ft. wide cone of fire
White 30 ft. long x 30 ft. wide cone of cold
  • Petrifying gaze: 30 ft. range. Any creature meeting a dracolisk’s gaze is turned to stone (save vs. petrify negates). Unless averting eyes or using a mirror, characters in melee are affected each round.
  • Averting eyes: -4 penalty to-hit; the dracolisk gains a +2 bonus to attack.
  • Mirrors: The reflection of a dracolisk is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
  • Hooded eyes: A dracolisk’s hooded eyes protect it from seeing it’s own reflection (1-in-6 chance), but if it does see itself it must also make a save or be petrified.
  • Energy immunity: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (e.g. a red dracolisk is immune to flaming oil and only suffers half damage from fire-based 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.

Dragon, Black

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 D 8 W 9 P10 B10 S12 (7), ML 8, AL Chaotic, XP 1,250, NA 1d4 (1d4), TT H

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

Dragon, Blue

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 D 8 W 9 P10 B10 S12 (9), ML 9, AL Neutral, XP 2,300, NA 1d4 (1d4), TT H

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

Dragon, Cloud

Source TOEH

A chill mountain pass that links the young kingdom with the old is rarely used these days due to the presence of a reptilian horror with alabaster scales and leering, green eyes as big as saucers. The beast is a white dracolisk, a young, rambunctious specimen who has recently fled his mother’s lair deeper in the earth with a small portion of treasure. While the white dracolisk has held his new cave lair, he has managed to devour two peddlers, stealing their wares (a dozen copper pots worth about 5 gp and a large keg of fortified wine worth about 20 gp), which make up its entire treasure.

Cloud dragons are the most reclusive of all dragons, rarely leaving the safety and sanctity of their cloudy lairs. They have fringed and frilled heads and wings that sweep back from shoulders to tail. Large, piercing rose colored eyes dominate their somewhat triangular heads. A cloud dragon wyrmling’s scales are silvery-blue with a slight hint of red at the tip of each scale. As the dragon ages, its color slowly changes to a bright sunset orange. The oldest cloud dragons resemble gold dragons, save for the large bony plates on their heads and backs. Their tails trail off becoming misty and translucent near the tip.

AC -1 [20]; HD 14** (63 hp); Att 2 x claws (1d8), 1 x bite (3d6), magic or breath weapon (icy cold air); THAC0 9 [+10]; MV 90 (30), 240 (80) flying; SV D4 W5 P6 B5 S8 (14); ML 10; AL Neutral; XP 3,250; NA 0 (1d2); TT None

  • Breath weapon: 120 ft. long x 30 ft. wide cone of icy cold air. Creatures smaller than the cloud dragon are knocked down and blown back 2d12 + 20 ft. taking 1d6 damage for every 10 ft. they move. Flying creatures are blown back twice the distance. A Save vs. breath halves damage and the creature remains stationary. Can be used three times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Language: 100%. All cloud dragons can speak a stilted form of common.
  • Cloud form: As potion of gaseous form but can remain in this form indefinitely. While in cloud form can still use spells but cannot use breath weapon or make physical attacks. Can be used at will.
  • Magic powers: Cloud dragons are able to use the following magic powers. Each can be used twice per day:
    1. Call lightning: 360 ft. range. 10 ft. radius. All creatures in the area take 8d6 electricity damage; save vs. spells for half.
    2. Control weather: As spell except with 10 mile radius, 4d12 hours duration.
    3. Create water: The water falling from the sky in the form of rain.
    4. Obscuring mist: Creates a cloud of misty vapour 10 ft. high x 90 ft. diameter. Blocks normal vision and infravison. Creatures that can see invisible can see faint shapes. Lasts for 9 turns, 3 turns if in a strong wind.
    5. Stinking cloud: Range 120 ft. 20 ft. x 20 ft. x 20 ft. cloud. Save vs. poison or become nauseated and unable to attack while inside the cloud and 1d4 rounds afterwards. The cloud last 1 turn, 1 round if in a strong wind.
  • Arrogant: Cloud dragons have a great disdain for non-flying creatures and creatures that must use non-natural means to fly.
  • Territorial: Cloud dragons are not highly aggressive, but dislike interlopers and attack them on sight.

Dragon, Dungeon

Source TOEH

The dungeon dragon is a rare dragon race that delights in building intricate underground dungeons and mazes in which to ensnare would- be-delvers. A dungeon dragon is approximately 15-feet-long, with a long serpentine neck, small atrophied wings, and glistening scales. Two small horns dominate its triangular head. Its body is gray in color, with scales tipped in flecks of gold and green. Its eyes are rounded and gold or gray.

AC 2 [17]; HD 9* (40 hp); Att 2 x claws (1d6), 1 x bite (3d6) or breath weapon (confusion); THAC0 12 [+7]; MV 90 (30), 240 (80) flying; SV D8 W9 P10 B10 S12 (9); ML 10; AL Neutral; XP 1,600; NA 1 (1d2); TT D

  • Breath weapon: 100 ft. line or 50 ft. long x 50 ft. wide cone that causes confusion. Targets of 2 HD or greater must make a save vs. spells or be struck with confusion. Roll on the following table to see how a victim acts each round. A new save can be made each round to act normally until the duration has passed. Targets under 2 HD may not make a saving throw and must roll on the table each round. Can be used three times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Language: 100%. All dungeon dragons can speak a stilted form of common.
2d6 Behavior
2-5 Attack caster’s group
6-8 No action
9-12 Attack subject’s group.

Dragon, Faerie

Source TOEH

The faerie dragon is a tiny beast with delicate and brightly colored butterfly wings and a long, thin prehensile tail. Its scales are smooth and range in color from red to purple, with all colors of the spectrum falling in between. Its eyes are bluishgreen, and its backward curving horns are silver with gold flecks. Faerie dragons are fey members of the dragon family and are believed to be distant cousins of the pseudodragon. Female faerie dragons have a golden sheen to their coloring while males have a silver sheen.

AC 4 [15]; HD 2**** (9 hp); Att 1 x bite (1d4) or breath weapon (confusion); THAC0 18 [+1]; MV 90 (30), 360 (120) flying; SV D12 W13 P14 B15 S16 (2); ML 7; AL Neutral; XP 40; NA 1d6 (1d6); TT S, T, U

  • Practical jokers: Faerie dragons love to play pranks on passersby and employ their spells to this end. Some faerie dragons spend months on end preparing for the day they can unleash their single grand practical joke or prank.
  • Pacifist: Faerie dragons avoid combat and only attack if cornered or if their lair or young are in immediate danger.
  • Invisibility: Become invisible at will and remain invisible even while attacking. This effect can be dispelled, but can be created again on its next turn.
  • Breath weapon: 5 ft. long x 5 ft. wide cone. Save vs. magic or wander aimlessly in a state of euphoric bliss for 2d6 rounds (similar to a confusion spell). Can be used up to three times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Telepathy: 2 mile range. Can communicate non-verbally with any sentient beings.
  • Arcane caster: 65% chance of casting spells as a 4th-level magic-user (2 x 1st, 2 x 2nd).
  • Magic resistance: +2 to all saving throws versus magic effects.
Ten Tricks Played by a Faerie Dragon
d10 Result
1 Infiltrates the party while invisible, variously poking or tickling nearby individuals.
2 Swooping in while invisible, unleashing its Euphoria Breath against one creature.
3 Creeping into a party’s camp to steal baked goods, replacing them with gems.
4 Alternately, replacing some of the party’s treasure with baked goods and fruits.
5 The invisible faerie dragon uses its breath weapon on an unsuspecting party, and watches as affected individuals wander about acting foolishly. The dragon will intervene if anyone in the party faces harm however.
6 A faerie dragon arranges light sources in order to cast an enormous shadow, and speaks through tunnels to artificially amplify its voice, pretending to be a huge, angry dragon, and waiting for the party to prepare for combat before revealing its true size and nature.
7 While invisible, the faerie dragon utters a beguiling song, luring the party deeper into a dungeon or woods until at last they fall into a pond or pit prepared by the dragon.
8 The dragon works with a number of gnomes, kobolds, or other mischievous humanoids to set a number of annoying but harmless traps throughout a cave, dungeon, ruins, etc., including spring-loaded pies, greased floors, buckets of water suspended above doors, and other equally cheap tricks, all the while laughing and mocking the characters while invisible. None of these traps are deadly, but the party is likely to become quite annoyed after a while.
9 The faerie dragon works with local fae to create the illusion of an unattended treasure chest, which vanishes as soon as the party touches it.
10 The dragon tells the party of a hidden treasure and giving detailed directions, only for the party to discover it is actually a cache of pastries.

Dragon, Gold

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 D 6 W 7 P 8 B 8 S10 (11), ML 10, AL Lawful, XP 2,700, NA 1d4 (1d4), TT H

  • 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.

Dragon, Green

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 D 8 W 9 P10 B10 S12 (8), ML 9, AL Chaotic, XP 1,750, NA 1d4 (1d4), TT H

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

Dragon, Mist

Source TOEH

Mist dragons are relatively passive and reclusive, preferring to spend their time away from most other folk, including other mist dragons. Mist dragons make their lairs near large sources of water such as waterfalls, lakes, and seashores. A mist dragon resembles a gold dragon in shape and size. Its scales are shiny-blue white as a hatchling and gradually darken to a blue-gray color with metallic silver splotches. It possesses no visible wings.

AC 0 [19]; HD 10** (45 hp); Att 2 x claws (1d6), 1 x bite (2d10), magic or breath weapon (scalding vapor); THAC0 11 [+8]; MV 90 (30), 300 (100) flying; SV D6 W7 P8 B8 S10 (10); ML 10; AL Neutral; XP 2,300; NA 1 (1d2); TT C

  • Breath weapon: 20 ft. long x 20 ft. wide cone of scalding vapour that deals 2d6 points of damage to creatures each round they remain in the area (Save vs. breath for half damage). Also causes blindness (as the spell) as long as they remain within in the cloud and for 1d4+2 rounds after they leave the area. In still air, the vapor lingers for 4 rounds, 1 round if in a strong wind. Can be used up to three times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Mist form: As potion of gaseous form but can remain in this form indefinitely. Fly speed decreases to 240 (80). While in cloud form can still use spells but cannot use breath weapon or make physical attacks. Can be used at will.
  • Magic powers: Mist dragons are able to use the following magic powers. Each can be used twice per day:
  1. Create water: The water falling from the sky in the form of rain.
  2. Control water: Can control 100 ft. x 100 ft. x 100 ft. cube of freestanding water causing to either rise or fall 20 ft., form a trench, or redirect its flow.
  3. Control winds: 240 ft. radius. 6 turn duration. Can control the winds ranging from making the air completely still to creating a gale.
  4. Obscuring mist: Creates a cloud of misty vapour 10 ft. high x 90 ft. diameter. Blocks normal vision and infravison. Creatures that can see invisible can see faint shapes. Lasts for 9 turns, 3 turns if in a strong wind.
  5. Language: 30%.
  6. Aquatic: Can breathe underwater indefinitely and can freely use their breath weapon, spells, and other abilities while submerged.

Dragon, Red

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 D 6 W 7 P 8 B 8 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%.

Dragon, Sea

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 D 8 W 9 P10 B10 S12 (8), ML 9, AL Neutral, XP 1,750, NA 0 (1d4), TT H

  • 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.

Dragon, Smoke

Source TOEH

Smoke dragons are small, 8-foot long, black dragons with grayish underbellies and are often mistaken for immature black dragons.

Smoke dragons have smoke-gray talons and red-tinged wings. Their eyes are gray or, in some rare instances, blue. Small undercurved horns protrude from their heads.

AC 3 [16]; HD 5** (22 hp); Att 2 x claws (1d4), 1 x bite (2d8) or breath weapon (choking smoke); THAC0 15 [+4]; MV 90 (30), 240 (80) flying; SV D10 W11 P12 B13 S14 (5); ML 10; AL Neutral; XP 425; NA 2d4 (2d4); TT I

  • Breath weapon: 20 ft. long x 20 ft. wide cone of smoke. Save vs. breath or choke and cough for 1d6 rounds. Can be used three times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Language: 30%.
  • Smoky form: 1 hour duration. As potion of gaseous form. Can be used once per day.

Dragon, White

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

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

Dragon, Wrath

Source TOEH

A wrath dragon is 30-feet-long and weighs about 30,000 pounds. It has a serpentine neck and glittering silver scales.

AC 2 [17]; HD 12** (54 hp); Att 2 x claws (1d8), 1 x bite (2d12), magic or breath weapon (holy fire); THAC0 10 [+9]; MV 90 (30), 240 (80) flying; SV D6 W7 P8 B8 S10 (12); ML 10; AL Lawful; XP 2,700; NA 1 (1d2); TT D

  • Breath weapon: 90 ft. long x 30 ft. wide cone of holy fire that deals damage equal to the dragon’s current hp. (Save vs. breath for half damage). Can be used three times a day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  • Language: 75%.
  • Divine caster: 50% chance of casting spells as a 6th-level cleric (2 x 1st, 2 x 2nd, 1 x 3rd, 1 x 4th).
  • Turn undead: Can turn undead as an 8thlevel Cleric.

Dragon Horse

Source TOEH

This creature resembles a horse with a smooth coat of scintillating blue hues that seem to flicker and wash over its body in waves as it gallops through the air. Its deep sky blue hooves do not touch the ground as it moves. The mane and tail of a dragon horse is of purest white and flows out behind it in an elegant cascade. The name “dragon horse” is something of a misnomer, as these creatures have no relation to true dragons. They are, in fact, more closely related to the noble ki-rin. Dragon horses are creatures originally from the Elemental Plane of Air that have decided, for reasons unknown to anyone but themselves, to reside more or less permanently in the Material Plane. Dragon horses visit the Elemental Plane of Air frequently, however.

AC -1 [20]; HD 8*** (36 hp); Att 2 x hooves (1d8) or breath weapon (cold, mist or wind), THAC0 12 [+7]; MV 90 (30), 180 (60) flying; SV D8 W9 P10 B10 S12 (8); ML 10; AL Lawful; XP 2,300; NA 1 (1d2); TT None

  • Never surprised: Dragon horses never roll to see if they are surprised.
  • Limited empathy: 60 ft. range. Can sense general emotions of any nearby creatures it can see.
  • Sense alignment: 120 ft. range. Can sense the alignment of any nearby creatures it can see.
  • Infravision: 90 ft. range.
  • Breath weapon: 30 ft. long x 30 ft. wide cone. Has three effects that can be used a total of three times per day.
  1. Cone of cold: 8d6 damage (save vs. breath for half).
  2. Obscuring mist: Creates a cloud of misty vapour 10 ft. high x 90 ft. diameter. Blocks normal vision and infravison. Creatures that can see invisible can see faint shapes. Lasts for 9 turns, 3 turns if in a strong wind.
  3. Gust of wind: Creatures smaller than the dragon horse are knocked down and blown back 2d12 + 20 ft. taking 1d6 damage for every 10 ft. they move. Flying creatures are blown back twice the distance.
  4. Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms.
  5. Magic resistance: +6 bonus to all saving throws versus magic effects.
  6. Planar travel: Can enter the Astral Plane, Ethereal Plane, Elemental Plane of Air or Material Plane at will. May also take two other medium sized creatures riding on its back.
  7. Tameable: Juvenile dragon horses can be trained only by a lawful being but doing so requires 10 years and a significant investment of time.

Dragonfly, Giant

Source TOEH

Giant dragonflies appear as normal dragonflies about 5-feet-long.

AC 2 [17]; HD 7 (31 hp); Att 1 x bite (1d8); THAC0 13 [+6]; MV 90 (30), 300 (100) flying; SV D8 W9 P10 B10 S12 (7); ML 10; AL Neutral; XP 450; NA 1d6 (2d6); TT None

  • Initiative: Due to their great speed, flittering and hovering giant dragonflies gain +2 bonus to initiative.
  • Aggressive hunter: A giant dragonfly is very aggressive and hunts warm-blooded creatures fearlessly. It attacks until either it or its prey is dead.
  • Valuable hide: Giant dragonfly skin glitters in the sunlight and, if it can be removed and preserved, brings a very good price on the market.
Ten uses for giant dragonfly wings and eyes
d10 Result
1 Can be used for a single casting of a fly spell (wings).
2 Ingredient for potion of flying (wings).
3 Can be made into an iridescent, multi-colored pigment for ink, paint, and dye (eyes).
4 Can be crafted into flying toys (wings).
5 Crafting component for eyes of miniscule sight (eyes).
6 In a solution, allows drinker to see through the eyes of insects within 30 feet for 10 minutes (eyes).
7 Can be ground up into a spice that adds sparkling colors and flavor to some dishes (eyes).
8 Building material for windows in fey dwellings (wings).
9 Can be crafted into colorful spheres used as decoration and embellishment (eyes).
10 Can be transformed into a personal glider that can carry a human-size or smaller creature up to 100 feet (wings).

Dragonnel

Source TOEH

Dragonnels are believed to be either related to dragons or an abominal crossbreed of dragon and pteranodon, as they share the physical characteristics of both those monsters. A typical dragonnel is about 25-feet-long.

AC 2 [17]; HD 8 (36 hp); Att 2 x claws (1d8), 1 x bite (2d6); THAC0 12 [+7]; MV 120 (40), 180 (60) flying; SV D8 W9 P10 B10 S12 (8); ML 10; AL Neutral; XP 650; NA 1d4 (2d4); TT None

  • Semi-intelligent: It is thought that dragonnels speak or at least understand Common.
  • Beast of burden: Carry up to 10,000 coins unencumbered, up to 20,000 coins at half speed.
  • Tameable: Evil humanoids have been known to train dragonnels as mounts and guardians, normally requiring six weeks and 1,500 gp to do so.
  • Territorial: If intruders are detected within their lair all of the dragonnels attack in concert with one another and usually fight to the death.
  • Valuable eggs and young: Dragonnel eggs are worth 4,500 gp apiece on the open market, while their young are worth 9,000 gp each.

Dragonship

Source TOEH

A dragonship is an animated sailing vessel?essentially a massive wood golem in the form of a longship. It is identical to a longship in every way except that it is only 20-feet-long. It has a standard square-rigged sail, and 10 oars (5 on each side). The front of the ship sports a great wooden dragon-like figurehead.

AC 3 [16]; HD 20** (90 hp); Att 4 x slam (2d6), 1 x bite (1d8) or breath weapon (8d6 fire); THAC0 5 [+14]; MV 180 (60) swimming; SV D2 W2 P2 B10 S4 (20); ML 12; AL Neutral; XP 4,300; NA 1 (1); TT B

  • Immunities: Unharmed by gas and poison; unaffected by charm, hold, and sleep spells.
  • Spell immunity: Immune to all spells except fire-based magic which they take double damage from.
  • Fire vulnerability: Takes double damage from normal fire-based attacks.
  • Breath weapon: 30 ft. line of fire. Save vs. breath for half. Can be used three times per day.
  • Summon winds: Can cause winds to fill its sails to carry it along. Can be used at will.
  • Flawless navigation: Has near perfect knowledge of local sea charts and navigation routes. Can be told a destination and it will sail there by the quickest route possible.
  • Crew and cargo: As a sailing vessel a dragonship has a crew of 30 and can carry up to 30,000 coins worth of cargo.
  • Magical origins: Created by powerful wizards and clerics.
Ten cargoes in the hold of a dragonship
d10 Result
1 Hourglass that runs one hour fast
2 Crates of clothing full of neon 1980s track suits/parachute pants
3 Hold full of Terra cotte warriors
4 Amphora that dispenses different liquids after filling with water
5 Crates of ventriloquism dummies
6 Fishing net full of talking fish
7 Priceless silks folded neatly in large bundles in the crate
8 Small ballistae, alchemist’s fire, and appropriate ammunition
9 Empty unmanned boat full of coffins
10 Bird cages with exotic birds

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 D 4 W 5 P 6 B 5 S 8 (15), ML 10, AL Chaotic, XP 9,000, NA 0 (1), TT H

  • 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.

Drake, Fire

Source TOEH

Fire drakes look like small dragons with translucent scales of mottled mauve and burgundy, black wings and crimson eyes. Heat and steam rises from the dragon’s body. Fire drakes lair in caves and caverns deep within the hills and mountains.

AC 4 [15]; HD 4** (18 hp); Att 1 x bite (1d6) or breath weapon (2d8 fire); THAC0 16 [+3]; MV 90 (30), 180 (60) flying; SV D10 W11 P12 B13 S14 (4); ML 8; AL Neutral; XP 175; NA 1 (1d2); TT V

  • Breath weapon: 40 ft. long x 40 ft. wide cone of fire, Save vs. breath for half. Can be used five times per day.
  • Fire immunity: Unharmed by their own breath weapon or blood and lesser versions thereof. Automatically saves versus fire-based spells.
  • Pyrophoric blood: A fire drake’s blood is highly flammable, igniting upon contact with the air. A creature making a successful attack with an edged or pointed weapon (including natural weapons like claws) must make a save vs. breath or take 1d3 fire damage from the splashing blood.
  • Blood bomb: Fire drake blood can be sealed in an airtight container and used as a firebomb equal to a burning flask of oil. It can also be used to coat weapons inflicting an additional 1d6 points of fire damage with each hit for 1d4 rounds.
  • Territorial: Fire drakes are very territorial, and will fight other drakes that move into the area.

Drake, Ice

Source TOEH

Ice drakes look like small, immature white dragons with icy white scales and sapphire eyes. Ice drakes are found in cold mountainous caves and caverns.

AC 1 [18]; HD 3**** (13 hp); Att 2 x claws (1d4), 1 x bite (1d6) or magic or breath weapon (2d8 cold); THAC0 17 [+2]; MV 90 (30), 180 (60) flying; SV D12 W13 P14 B15 S16 (3); ML 8; AL Neutral; XP 95; NA 1 (1d4); TT V

  • Breath weapon: 40 ft. long x 40 ft. wide cone of freezing air, Save vs. breath for half. Can be used five times per day.
  • Cold immunity: Unharmed by their own breath weapon and lesser versions thereof. Automatically saves versus coldbased spells.
  • Magic powers: Ice drakes are able to use the following magic powers. Each can be used twice per day:
    1. Cause fear
    2. Sleep
  • Fire vulnerability: Takes double damage from fire-based attacks.
  • Magic resistance: +8 on saves versus magical effects.
  • Alternate form: Assume the shape of a young white dragon as a standard action. It can remain in this shape for up to 2 hours and gains the statistics of a 6 HD (27 hp) white dragon. It retains its own ability to cast spells, loses its own breath weapon and does not gain the white dragon’s breath weapon. Can be used twice per day.

Drake, Salt

Source TOEH

Salt drakes resemble blue dragons with mottled black wings and crimson eyes. They are found in warm, arid climates such as deserts or salt flats. A salt drake’s scales range from dull blue to midnight blue, and it is often mistaken for a young blue dragon. Salt drakes range from 8 feet to 30-feet-long. A salt drake’s primary diet consists of large quantities of salt.

AC 1 [18]; HD 11** (49 hp); Att 2 x claws (1d8), 1 x bite (2d6) or breath weapon (3d6); THAC0 11 [+8]; MV 150 (50), 90 (30) flying; SV D6 W7 P8 B8 S10 (11); ML 8; AL Neutral; XP 2,700; NA 1 (1d4); TT V

  • Breath weapon: 60 ft. long x 30 ft. wide cone of desiccating salt, Save vs. breath for half. Can be used five times per day.
  • Immunities: Unharmed by their own breath weapon or lesser versions thereof. Automatically saves versus similar attack forms.
  • Regeneration: Regains 2 hp per round. Cannot regenerate from death.
  • Tameable: Though difficult to train, salt drakes are favored as mounts by goblins, gnolls, and hobgoblins.
  • Territorial: Salt drakes are very territorial, and will fight other drakes that move into the area.

Drake, Splinter

Source TOEH

A splinter drake is a wingless dragon made from wood. They are about 12-feetlong and weigh around 800 pounds.

AC 4 [15]; HD 8* (36 hp); Att 2 x claws (1d8), 1 x bite (1d8) or breath weapon (3d6); THAC0 12 [+7]; MV 120 (40); SV D8 W9 P10 B10 S12 (8); ML 8; AL Neutral; XP 1,200; NA 1 (1d4); TT V

  • Surprise: On 1-3. Indistinguishable from areas of dense vegetation.
  • Breath weapon: 40 ft. long x 20 ft. wide cone of thorns or a volley of thorns in a 60 ft. line. Save vs. breath for half. Can be used five times per day in total.
  • Immunities: Unharmed by gas and poison.

Draug

Source TOEH

The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies (see that entry).

A draug looks as it did in life, wearing the same clothes and bearing the same possessions it held at the moment of death. The arrival of a draug is often taken as a death portent, for even if it does not attack, some dire circumstance is likely to befall the witness. A draug often acts as a death token, rising out of the sea and staring at or pointing a bony finger at a sailor fated to drown.

AC 2 [17]; HD 6* (27 hp); Att 1 x cutlass (1d6) or 2 x claws (1d4); THAC0 14 [+5]; MV 120 (40), 120 (40) swimming; SV D10 W11 P12 B13 S14 (6); ML 12; AL Chaotic; XP 500; NA 0 (1); TT I

  • Undead: Make no noise, until they attack.
  • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Fire resistance: Half damage from fire-based attacks.
  • Call storm: Can summon inclement weather to harass its opponents. As control weather except duration is 1 turn. Can be used once per day.
  • Control ship: A draug has full control over its vessel (wind notwithstanding) so long as it remains at the wheel or within 20 ft. of the helmsman. Should it leave the area, its ship meanders in a random direction until the draug regains control.
  • Transform ship: When a ship sinks beneath the waves and a draug is created the ship itself is transformed by the evil surrounding it and gains the following abilities:
    1. Seaworthy: Regardless of the condition of the hull, a draug piloted ship remains afloat in any weather conditions. Strong waves may toss the ship about, but will not capsize it as a result.
    2. Wind resistance: It is not affected by wind of any type (though the draug can still use the wind to maneuver and sail the ship) and can even sail against gale-force winds.
    3. Fire immunity: A draug ship is so waterlogged that it is completely immune to all fire-based attacks.
    4. Fly: A draug can command his ship to leave the waves and take to the air as long as the draug remains on board. This functions as the fly spell (1d6+6 turns duration).
    5. Crew: A draug ship is normally crewed by skeletons, brine zombies or zombies.

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

  • 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 D 8 W 9 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 D 4 W 5 P 6 B 5 S 8 (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 D 8 W 9 P10 B10 S12 (8). (Summoned by magic staff.)
  • Intermediate: AC 0 [19], HD 12*, Att 1 × blow (2d8), SV D 6 W 7 P 8 B 8 S10 (12). (Summoned by magic device.)
  • Greater: AC –2 [21], HD 16*, Att 1 × blow (3d8), SV D 2 W 3 P 4 B 3 S 6 (16). (Summoned by spell.)

Elemental, Air

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.

Elemental, Earth

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.

Elemental, Fire

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.

Elemental, Water

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

Source = Core

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

Fish, 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

Fish, 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

Fish, 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.

Fish, 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).

Fish, 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.

Flind

Source TOEH

Flinds are a race closely related to gnolls. The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous. It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders; their strength and relatively superior intelligence puts them above their lesser brethren.

AC 1 [18]; HD 2+2 (11 hp); Att 1 x flindbar (1d6+1 + disarm); THAC0 17 [+2]; MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 8; AL Chaotic; XP 25; NA 1d6 (3d6); TT D

  • Flindbar: A flindbar is a weapon that consists of two iron bars, approximately 18 inches in length, connected by a length of chain.
  • Disarm: Each successful hit requires the target to make a save vs. wands or have their weapon torn from their hands by the flindbar’s chain.
  • Language: Speaks gnoll, 15% chance of speaking common.
  • Leader: Groups of 5+ are led by a sergeant with 3+3 HD (16 hp). Groups 20+ are led by a leader with 7+3 HD (34 hp).

The flind are led by a silver-haired male with 7+3 HD and a quick temper. He is assisted by one 3+3 HD sergeants per five flind. The sergeants of the tribe are all females wed to the chief and acting as his executioners and advisors. The sergeants are adorned with copper jewelry (bandles, neck bands, nose rings) and carry two-handed bronze executioner’s swords. Each female sergeant rules over a matriarchal clan and competes for the favor of the chief, hoping one of their cubs will one day replace him when he grows to old to defend his throne. The flind’s complete treasure consists of 1d8 x 1,000 sp, 1d10 x 100 gp and 20 square yards of lace (weighs 60 pounds, worth 100 gp) salvaged from a shipwreck.


Fogwarden

Source TOEH

This creature resembles a humanoid formed of fog and mist. The only discernible facial feature is its icy blue eyes. It is sometimes called an ice apparition, for much like the standard apparition, the fogwarden feeds on the fear of its victims. The fogwarden, however, is not undead. A fogwarden is usually found inhabiting the coldest and most desolate areas of the world. The fog surrounding it flashes with its life force. These flashes are often mistaken for the will-o’-wisp.

AC 4 [15]; HD 4*** (18 hp); Att 1 x lightning bolt (3d6 electricity); THAC0 16 [+3]; MV 150 (50) flying; SV D10 W11 P12 B13 S14 (4); ML 12; AL Chaotic; XP 225; NA 1d6 (1d6); TT V

  • Surprise: On 1-3. The fogwarden’s insubstantial nature can make it difficult to see.
  • Immunities: Unaffected by poison. Immune to cold-based and electricity-based attacks.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Fog form: The fogwarden’s natural is similar to that caused by a potion of gaseous form, except that a fogwarden does not lose any abilities and can attack its foes.
  • Fear aura: 30 ft. radius. Radiates a constant fear aura. Save vs. spells or be affected by a cause fear spell. If the saving throw is made a creature cannot be affected by the same fear aura for 24 hours.
  • Lightning Aura: Electricity constantly plays across a fogwarden’s form and can be utilized in multiple ways:
    1. Animate dead: Can animate dead creatures within 20 ft. (as the spell). While the creatures resemble zombies (and use their stats) and are under the control of the fogwarden that animated them, they are not truly undead and cannot be turned. If the fogwarden is slain or moves more than 20 ft. from a zombie, the animated creature collapses dead and cannot be animated again.
    2. Lightning bolt: 30 ft. line. Save vs. wands for half. Can be used once every other round..
    3. Shock: Any creature holding a metal object that contacts the fogwarden takes 3d6 points of electricity damage (save vs. spells for half).
    4. Sunlight Vulnerability: Fogwardens shun sunlight. A fogwarden exposed to sunlight can take only move or attack each round, and is destroyed utterly after 1 hour of exposure if it cannot escape.

Froghemoth

Source TOEH

This gigantic creature resembles a giant frog with 4 large tentacles in place of its front legs.

A single eyestalk juts from the top of its head.

Its underbelly is yellow, its body is green, and its tentacles and legs are mottled green. The froghemoth is a weird aberration that dwells in marshes and swamps. Its tongue is 10 feet long and it uses it to capture its prey. The froghemoth is a carnivore and feeds on various swamp-dwellers.

AC 3 [16]; HD 16 (72 hp); Att 4 × tentacles (1d6), 1 x tongue (1d6), 1x bite (4d6); THAC0 8 [+11]; MV 180 (60), 240 (80) swimming; SV D2 B10 P4 B3 S6 (16); ML 10; AL Neutral; XP 1,350; NA 1 (1d2); TT T

  • Fire resistance: Half damage from fire-based attacks.
  • Electricity immunity: Immune to electricity-based attacks, but is instead slowed (halves MV and Att) for 1 round.
  • Sticky tongue: 10 ft. range. A successfully hit target (up to human size) is dragged to the mouth and bitten.
  • Swallow whole: An attack roll of 20 on a bite attack indicates a human-sized (or smaller) victim is swallowed.
  • Inside the froghemoth’s stomach: Suffer 3d8 damage per round (until the frohemoth dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death. A froghemoth’s stomach can hold 1 human or elf or 2 dwarves or halflings.

Gallows Tree

Source TOEH

A gallows tree is a 20-foot-tall tree with 6 or more humanoids hanging from its branches, each tightly secured by their necks with greenish-brown ropes. The gallows tree’s canopy is thick and bushy, and its trunk is formed of leathery bark, mottled brown. Gallows trees sustain themselves on the internal organs and body fluids of living creatures.

AC 0 [19]; HD 12** (54 hp); Att 6 x slam (2d6); THAC0 10 [+9]; MV 60 (20); SV D6 W7 P8 B8 S11 (12); ML 8; AL Chaotic; XP 2,700; NA 1 (1); TT V

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Fire resistance: Half damage from fire-based attacks.
  • Grab: A target successfully hit by two slams are grabbed and automatically takes 2d6 damage each round until the gallows tree is slain.
  • Zombie drop: Gallows trees lower zombies to the ground when prey comes within 100 ft. of the tree. A typical gallows tree has 1d6+5 gallows tree zombies hanging from it at any given time.
  • Create zombies: Victims slain are sliced open for their organs then filled them with a greenish sap that turns them into gallows tree zombies. The newly created undead rise in 1d4 days.

Gallows Tree Zombie

Source TOEH

Gallows tree zombies are humanoid creatures with deathly gray-green skin that feels coarse and rough to the touch. Their clothes are tattered and torn, and some still wear the armor they wore in life (though it is now rusted, dented, or damaged). Many have small plants, weeds, or fungi growing on or from their bodies. A long, sinewy cord of greenishbrown wraps around the zombie’s throat and connects it to a gallows tree.

AC 5 [14]; HD 4* (18 hp); Att 2 x slam (1d6) or spore cloud; THAC0 16 [+3]; MV 90 (30); SV D10 W11 P12 B13 S14 (4); ML 12; AL Neutral; XP 125; NA 0 (1d6+5); TT V

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

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 D 8 W 9 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.

Genie, Abasheen

Source TOEH

An abasheen stands about 8 feet tall and is always dressed in flowing robes colored to denote their current station. Their skin is dark and their build powerful.

All have dark hair, either black or brown, and most wear their hair braided or pulled into a ponytail, tied with ribbons of gold or silver. They are akin to genie nobility and act the part.

AC 4 [15]; HD 8** (36 hp); Att 2 x slam (1d10+1), magic; THAC0 12 [+7]; MV 90 (30), 240 (80) flying; SV D8 W9 P10 B10 S12 (8); ML 10; AL Neutral; XP 1,750; NA 1 (1d4); TT None

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Magic powers: Abasheen genies are able to use the following magic powers:
    1. Charm person. Can be used at will.
    2. Quest. Can be used once per day.
    3. Whirlwind form: 3 rounds to transform (or change back). 80 ft. tall x 20 ft. wide cylinder. Moves at 120 (40). Does 2d6 damage to all in path. Creatures with less than 1 HD swept aside (save vs. death negates). Can be used at will.
    4. Carrying capacity: 6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking , 1 turn flying. Must rest 1 turn afterwards.
    5. If killed: Returns to the plane of air.

  • Regeneration: Regains 2 hp per round as long as they remain connected to their tree by their tether-vine. The vine allows the zombie to move up to 100 ft. away from the tree.
  • Spore cloud: 5 ft. long x 5 ft. wide cone. A gallows tree zombie can breathe a cloud of poisonous spores. Anyone caught in the spore cloud must make a save vs. poison or be slowed (halves MV and Att) for 1d6 rounds. Can be used once every 1d4 rounds to a maximum or 3 times per day.


    Genie, Hawanar

    Source TOEH

    Hawanar are 12-feet-tall genies whose lower torsos are shrouded in a cyclone of flame.

    AC 2 [17]; HD 11*** (49 hp); Att 2 x slam (1d8 + fiery cyclone), magic; THAC0 11 [+8]; MV 90 (30), 180 (60) flying; SV D6 W7 P8 B8 S10 (11); ML 10; AL Neutral; XP 3,500; NA 1 (1d4); TT None

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Fire immunity: Immune to fire-based attacks.
    • Fiery cyclone: Cause combustible materials to ignite when attacking.
    • Magic powers: Hawanar genies are able to use the following magic powers. Each can be used at will:
      1. Create food and drink: For 12 humans and mounts for one day.
      2. Conjure metallic objects: Temporary: hardness determines duration (gold: 1 day; iron: 1 round). Up to 1,000 coins weight.
      3. Conjure wooden objects: Permanent. Up to 1,000 coins weight.
      4. Flaming whirlwind: 1 round to transform (or change back). 60 ft. tall x 20 ft. wide cylinder. Moves at 120 (40). Does 1d6 damage to all in path. Creatures with less than 1HD swept aside (save vs. death negates).
      5. Illusion: Visual and audial. No concentration required. Remains until touched or dispelled.
      6. Invisibility.
      7. Wishes: 50% chance of being able to grant any non-genie a wish (as ring of wishes) once per day.
      8. Carrying capacity: 8,000 coins without fatigue. Up to 16,000 coins for 3 turns walking , 1 turn flying. Must rest 1 turn afterwards.
      9. If killed: Returns to either the plane of air or fire.

    Genie, Marid

    Source TOEH

    A marid is a blue genie standing about 16-feet-tall and weighing nearly 2,500 pounds.

    AC 5 [14]; HD 11** (49 hp); Att 2 x slam (1d8), magic; THAC0 11 [+8]; MV 90 (30), 180 (60) swimming; SV D6 W7 P8 B8 S10 (11); ML 10; AL Neutral; XP 2,700; NA 1 (1d4); TT None

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Magic powers: Marid genies are able to use the following magic powers. Each can be used at will:
      1. Control water: Can control 100 ft. x 100 ft. x 100 ft. cube of freestanding water causing to either rise or fall 20 ft., form a trench, or redirect its flow.
      2. Create water.
      3. Invisibility.
      4. Polymorph self.
      5. Whirlpool: 1 rounds to transform (or change back). 60 ft. deep x 10 ft. wide cylinder. Moves at 180 (60). Does 1d6 damage to all in path. Creatures with less than 1 HD swept aside (save vs. death neagtes). Can overturn small boats and sink larger vessels in 1d4+4 rounds. Marids also can rise out of the ocean to attack ships, and will batter vessels to pieces within 1 hour if not prevented or distracted.
      6. Wishes: 50% chance of being able to grant any non-genie a wish (as ring of wishes) once per day.
      7. Carrying capacity: 10,000 coins without fatigue. Up to 20,000 coins for 3 turns walking , 1 turn flying. Must rest 1 turn afterwards.
      8. If killed: Returns to the plane of water.

    Geon

    Source TOEH

    A geon appears as a large, boulder-like creature with two large legs and feet, which also act as hands, allowing the geon to manipulate items. Two large recesses on its surface function as eyes. A geon has a large, wide mouth.

    AC 3 [16]; HD 8** (36 hp); Att 2 x slam (2d8) or magic; THAC0 12 [+7]; MV 60 (20); SV D8 W9 P10 B10 S12 (8); ML 10; AL Neutral; XP 1,300; NA 1d4 (1d4); TT L x 5

    • Energy immunities: Immune to fire-based and electricity-based attack.
    • Cold vulnerability: Takes double damage from cold-based attacks.
    • Animate boulders: 180 ft. radius. Can animate any rocks at will, and can control up to two rocks at a time.
    • Boulders have a MV 60 (20) and fight as geons in all respects.
    • Magic powers: Geon are able to use the following magic powers. Each can be used once per day.
    1. Move earth
    2. Pass-wall
    3. Transmute rock to mud
    4. Wall of stone

    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).

    Ghoul, Cinder

    Source TOEH

    A cinder ghoul is ghost-like spirit in the form of a swirling humanoid cloud of burning ash and charred body parts. Its dark, smoky shape is lit here and there with the red glow of perpetually burning embers, and the grisly remains of scorched body parts can occasionally be glimpsed floating within the mass. These baleful undead creatures reek of smoke and burnt flesh.

    AC 4 [15]; HD 6* (27 hp); Att 1 x slam (1d6 + 1d6 fire + energy drain); THAC0 14 [+5]; MV 120 (40) flying; SV D10 W11 P12 B13 S14 (4); ML 12; AL Chaotic; XP 500; NA 1 (1d3); TT None

    • Undead: Make no noise, until they attack.
    • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
    • Fire immunity: Immune to fire-based attacks.
    • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die) in addition to damage from the slam and fire. 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 cinder ghoul in 1d4 days, under the control of the cinder ghoul that killed him or her.
    • Burning touch: A successfully hit target must also make a save vs. breath or burst into flames suffering 1d6 points of fire damage each round. A character can extinguish themselves on their next turn instead of attacking.
    Ten melted treasures that still have value
    d10 Result
    1 Partially burnt spellbook
    2 Mostly melted ring of keys (some keys may have remained intact)
    3 Boiled potion of healing (gaseous form of potion can be inhaled)
    4 Silver chafing dish with burned food
    5 Partially melted bell on an oak post — if rung, summons undead within a mile
    6 Slag alloy ball made of melted coins
    7 Corrupted magical crystal ball (something bad happens on a fumble), using it unleashes/ releases the Cinder Ghoul
    8 Urn with dead cinder ghoul kept inside
    9 Reverse Pikmin’s model: Independent artist (now a cinder ghoul) has a menagerie of warped metal sculptures (art shows up at a museum, but no one knows who is creating it)
    10 Warped hourglass, inconsistently tells time (1 hour +/- 1d10 minutes), and gong sound + some special effect happen when the sands runs out

    Ghoul, Dust

    Source TOEH

    Dust ghouls are dust-covered creatures with decaying flesh pulled tightly over their humanoid frames. Their teeth are pointed fangs and their hands end in wicked, dirt-covered and blood-soaked claws.

    AC 7 [12]; HD 4* (18 hp); Att 2 x claws (1d4), 1 x bite (1d4), paralyzing shriek; THAC0 16 [+3]; MV 120 (40), 60 (20) flying, 30 (10) burrowing; SV D10 W11 P12 B13 S14 (4); ML 12; AL Chaotic; XP 125; NA 1d6 (2d6); TT B

    • Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mindaffecting or mind-reading spells (e.g. charm, hold, sleep).
    • Animate dust: Can animate 1d4 zombies created from dust. These zombies cannot be harmed by spells or weapons, but a gallon of water destroys them. The dust zombies attack with the ghoul’s THAC0, but do no damage. If two hit the same opponent, they hold the creature immobile. Can be used once per day.
    • Paralyzing shriek: 60 ft. radius. Can emit a hellish shriek that paralyzes any creature within range for 2d4 rounds. Save vs. paralysis negates.

    Ghoul Wolf

    Source TOEH

    Ghoul wolves are carnivorous undead wolves that delight in hunting living creatures, catching them, and tearing them to shreds. These creatures are most often found haunting desolate moors and marshes. They hunt in packs, surrounding their prey and circling as they move in for the kill.

    AC 5 [14]; HD 4+1** (19 hp); Att 1 x bite (1d6 + paralysis); THAC0 15 [+4]; MV 180 (60); SV D10 W11 P12 B13 S14 (4); ML 10; AL Chaotic; XP 275; NA 2d4 (2d6); TT None

    • Surprise: On 1-3.
    • Undead: Make no noise, until they attack.
    • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
    • Paralyzing bite: A target successfully hit by a bite must make a save vs. paralysis or Wolf, Ghoul incurs a -1 penalty to attack.
    • Immune to own gaze: Unaffected by their own gaze.
    • Scent: Can detect prey within 60 ft., 120 ft. if downwind.

    Ghoul Wolf, Dire

    Source TOEH

    Dire ghoul wolves resemble their lesser kin, but are much larger.

    AC 2 [17]; HD 12+1** (55 hp); Att 1 x bite (2d6 + paralysis); THAC0 10 [+9]; MV 180 (60); SV D6 W7 P8 B8 S10 (12); ML 10; AL Chaotic; XP 2,700; NA 1d3 (1d6); TT None

    • Surprise: On 1-3.
    • Undead: Make no noise, until they attack.
    • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
    • Paralyzing bite: A target successfully hit by a bite must make a save vs. paralysis or become paralyzed for 1d4+2 rounds. Even elves can be affected by a dire ghoul wolf’s paralysis.

    Giant

    Giant, Bronze

    Source TOEH

    A bronze giant is huge muscular being often mistaken for a statue of the gods. It is well proportioned and has flesh that gleams like polished bronze and hair the color of copper wire. Bronze giants stand about 25-feet-tall and weigh about 14,000 pounds.

    AC 1 [18]; HD 12+3 (57 hp); Att 1 x sword (6d6) or 1 x boulder (6d6) or sardonic laugh; THAC0 10 [+9]; MV 150 (50); SV D6 W7 P8 B8 S10 (12); ML 10; AL Neutral; XP 1,100; NA 1d6 (2d4); TT E+ 5,000 gp

    • Boulder throwing: Up to 200 ft.
    • Sardonic Laugh: 100 ft. radius. All creatures within range must make a save vs. spells or flee in fear at maximum speed for 10 rounds, with a 50% chance of dropping any held items.

    Giant, Cave

    Source TOEH

    Cave giants are the dumber, stronger cousins of hill giants. A cave giant is a massive creature, stocky and pot-bellied, with black scraggly hair streaming down over its shoulders. The skin of a cave giant is gray, mottled here and there with blotches of brown and black. The face of a cave giant has a bulbous nose between glaring eyes with thick, bushy eyebrows. A cave giant has two tusk-like teeth that extend down over its lower lip, causing it to drool almost constantly.

    AC 4 [15]; HD 9+3* (43 hp); Att 1 x club (2d8) or 1 x slam (1d8); THAC0 11 [+8]; MV 120 (40); SV D8 W9 P10 B10 S12 (9); ML 8; AL Chaotic; XP 1,600; NA 1d6 (2d4); TT E

    • Grab & smash: An attack roll of 20 indicates a target has been grabbed and automatically takes 2d6 damage on subsequent rounds if the giant uses it’s attack to smash them into the ground or ceiling.

    Giant, Cloud

    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 D 6 W 7 P 8 B 8 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 or (only in mountains) 6d6 dire wolves.
    • Hate intruders: May block mountain passes to ensure isolation.

    Giant, Ferrous

    Source TOEH

    Ferrous giant stand 20-feet-tall and have dark ruddy skin. They wear their hair long and most males are bearded. Hair color ranges from brown to black. Their eyes are typically brown, hazel, or green. Common dress consists of furs, skins, or armor.

    AC 3 [16]; HD 12+3** (57 hp); Att 1 x sword (4d6), magic; THAC0 10 [+9]; MV 120 (40); SV D6 W7 P8 B8 S10 (12); ML 8; AL Neutral; XP 2,700; NA 1d6 (2d4); TT E + 5,000 gp

    • Fire immunity: Immune to fire-based attacks.
    • Magic powers: A ferrous giant is able to use the following magic powers:
      1. Heat metal: 30 ft. range. 7 rounds duration. Heats metal items of one target over a number of rounds. Items dropped or removed no longer cause damage. Can be used at will.
      2. Levitate: Can be used at will.
      3. Wall of iron: 60 ft. range. 2 hours duration. Conjures an iron wall from thin air. The wall is 3 ft. thick 50 ft. tall and 50 ft. long. Can be used once per day.
      4. Grab & smash: An attack roll of 20 indicates a target has been grabbed and automatically takes 2d6 damage on subsequent rounds if the giant uses it’s attack to smash them into the ground or ceiling.
      Round Effect
      1 Warm to touch.
      2 1d3 fire damage.
      3 1d3 fire damage.
      4 Seering. 1d6 fire damage. Save vs. spells or suffer severe burns.
      5 1d3 fire damage.
      6 1d3 fire damage.
      7 Warm to touch.

      Giant, Fire

      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 D 6 W 7 P 8 B 8 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, 3d6 hellhounds otherwise.

      Giant, Frost

      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 D 6 W 7 P 8 B 8 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, 6d6 wolves otherwise.

      Giant, Hill

      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 D 8 W 9 P10 B10 S12 (8), ML 8, AL Chaotic, XP 650, NA 1d4 (2d4), TT E + 5,000 gp

      • Weapons: Wield giant clubs and spears.

      Giant, Sand

      Source TOEH

      Sand giants are brutal, somewhat barbaric giants that prey on those weaker than themselves. They have dark tan skin, brown hair, and dark brown or dark green eyes.

      An adult male stands approximately 20-feet-tall. Males tend to wear their hair and beards braided. Sand Giants speak their own harsh tongue and the common tongue. They can live to be 500 years old.

      AC 2 [17]; HD 17* (76 hp); Att 1 x twohanded sword (4d6) or 2 x slam (1d10) or 1 x boulder (3d6), magic; THAC0 8 [+11]; MV 150 (50); SV D2 W3 P4 B3 S6 (17); ML 10; AL Chaotic; XP 3,150; NA 1d2 (2d8); TT 3d4 mundane items; 12d10 gp

      • Fire immunity: Immune to fire-based attacks.
      • Magic powers: Sand giants are able to use the following magic powers.
        1. Earthquake: 360 ft. range. 60 ft. x 60 ft. area. The quake topples walls, causes rockslides, and opens gaping fissures in the earth. Any creature caught in the quake has a 1-in-6 chance of falling into the depths of the earth and being killed (save vs. death negates). The earthquake’s tremors do not extend in any way beyond the spell’s area of effect. Can be used once per day.
        2. Move earth. Can be used twice per day.
        3. Shape earth: 40 ft. range. 17 round duration. Can shape sand within range into a 20 ft. long arm that ends in a clenched fist. The arm has a reach of 20 ft.; AC 0 [19] and 30 hp. It attacks once per round at THAC0 10 [+9] dealing 1d10 damage. A successfully hit target must also make a save vs. paralysis or be stunned for 1 round. A sand giant does not need to concentrate to maintain the arm and can direct it to attack a new target without sacrificing its own attack. It is destroyed when it reaches 0 hp, the duration expires, or the sand giant dies. Can be used once per day.
        4. Transmute rock to mud. Can be used twice per day.
        5. Boulder throwing: Up to 200 ft.
        6. Captives: 40% chance that a sand giant lair has 1d3 captives of a random humanoid race.

        Giant, Sea

        Source TOEH

        Sea giants are bluish-green amphibious giants standing 10-feet-tall and weighing about 6,000 pounds. Sea giants adorn themselves in loose flowing robes of white, blue, or green. Many wear wreathes of coral in their hair. Sea giants are the living embodiment of the sea’s bounty and destructive wrath.

        AC 2 [17]; HD 14+2* (65 hp); Att 1 x trident (6d6) or 2 x slam (1d10) or 1 x boulder (3d6), magic; THAC0 9 [+10]; MV 150 (50), 150 (50) swimming; SV D4 W5 P6 B5 S8 (14); ML 10; AL Neutral; XP 2,300; NA 1d4 (2d6); TT E

        • Boulder throwing: Up to 200 ft.
        • Magical powers: A sea giant is able to use the following magic powers Each can be used five times per day:
          1. Control water: Can control 100 ft. x 100 ft. x 100 ft. cube of freestanding water causing to either rise or fall 20 ft., form a trench, or redirect its flow.
          2. Crushing water: 10 ft. radius. 5 round duration. Can increase the pressure of the water around themselves. Any creature in this denser water must save vs. death or take 1d8 damage.
          3. Water freedom: Can move freely in water without hindrances.

        Giant, Smoke

        Source TOEH

        This filthy giant resembles a 9-foot-tall humanoid with soot-colored skin.

        AC 5 [14]; HD 8+3 (39 hp); Att 1 x slam (2d6) or 1 x boulder (3d6); THAC0 12 [+7]; MV 150 (50); SV D8 W9 P10 B10 S12 (8); ML 10; AL Chaotic; XP 650; NA 1d6 (2d4); TT E + 5,000 gp

        • Fire immunity: Immune to fire-based attacks.
        • Boulder throwing: Up to 200 ft.
        • Smoke cloud: 20 ft radius. Surround self with a billowing smoke cloud. Blocks normal vision and infravison. Creatures that can see invisible can see faint shapes. Save vs. poison or choke and cough for 1 round. Lasts for 1 turn, 3 rounds if in a strong wind. Can be used at will.
        • Smoky form: 1 hour duration. As potion of gaseous form. Can be used three times per day.

        Giant, Stone

        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 D 8 W 9 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.

        Giant, Storm

        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 D 4 W 5 P 6 B 5 S 8 (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. Underwater: 3d6 giant crabs.

        Giant, Volcano

        Source TOEH

        A volcano giant is an 18-foot-tall barrelchested giant with black or brown hair and brown, black, or dark amber eyes. Its skin is leathery and tanned reddish-brown. The hair of a volcano giant is tough and wiry, with the strength and texture of copper.

        AC 2 [17]; HD 14+3** (66 hp); Att 1 x sword (4d6) or breath weapon (sulphuric gas) or 1 x boulder (2d8); THAC0 9 [+10]; MV 120 (40); SV D4 W5 P6 B5 S8 (14); ML 10; AL Neutral; XP 3,250; NA 1d6 (2d4); TT E + 5,000 gp

        • Fire immunity: Immune to fire-based attacks
        • Breath weapon: 30 ft. long x 30 ft. wide cone of sulphuric gas. Save vs. breath or choke and cough for 1d6 rounds. Can be used three times per day.
        • Boulder throwing: Up to 200 ft.

        Giant, Wood

        Source TOEH

        Wood giants are peaceful, good-natured giants found in the forested areas of the world. The average wood giant stands 9-feet-tall, weighs 900 pounds, and resembles a large wood elf. Wood giants have brownishgreen skin, bright green eyes, large heads and prominent jaws; their elf- like ears sit high on their long, oval heads. Most wood giants (particularly males) are bald. Wood giants dress in greens or browns and prefer neutral colors to the bright or dull colors of other races. Wood giants can live to be 400 years old.

        AC 1 [18]; HD 7* (66 hp); Att 1 x two-handed sword (2d8) or longbow (2d6); THAC0 13 [+6]; MV 150 (50); SV D8 W9 P10 B10 S12 (7); ML 10; AL Lawful; XP 850; NA 1d6 (2d4); TT S + T

        • Surprise: On a 1-3. Well hidden in forests due to camouflage.
        • Language: Speak their own language and elven. 40% chance to speak common.
        • Change self: Can alter its form to appear as any humanoid creature between 3 feet and 15 feet tall. Can be used three times per day.
        • Spell resistance: +2 bonus to saving throws versus charm effects.
        • Allies: Though contact outside their immediate clan is rare, occasional dealings with nearby tribes of wood elves are possible.
        • Open planning: Wood giant villages are large and open expanses of land with few if any buildings or shelters.
        • Force for good: Will not associate with evil forest creatures and will usually attack them on sight.
        Ten things a wood giant could be hunting
        d10 Result
        1 A band of human bandits who have been using the giant’s woods as a refuge and preying on nearby travelers.
        2 A gigantic white stag in what is believed to be the god’s test of a hunter’s skill. If it succeeds, the giant will gain divine hunting skills.
        3 A clan of evil hill giants who have kidnapped the giant’s child.
        4 A demon that was raised by cultists and then escaped into the forest.
        5 Two lost halfling children whose parents have appealed to the giant for aid.
        6 An evil ranger who has been preying upon the innocent folk and animals of the forest.
        7 A particularly old and powerful roc whose presence has upset the forest’s balance of nature. The giant is willing to only drive off the roc, but will slay it if necessary.
        8 A vampire lord who has sought refuge in the forest.
        9 A demon-possessed giant boar that has been terrorizing the countryside.
        10 A necromancer who is raising the forest dead as unnatural zombies and skeletons as an army of conquest.

        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 D 8 W 9 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.

        Golem, Amber

        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’.

        Golem, Bone

        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.

        Golem, Bronze

        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 D 6 W 7 P 8 B 8 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.

        Golem, Wood

        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.

        Golem, Blood

        Source TOEH

        This creature looks like a hideous, bloated slug, blood red in color. Two long spindly arms protrude from its upper body. It has no other discernible features. Contrary to their name, blood golems are not constructs, but rather slug-shaped clots of living blood animated by a dark and ancient ritual.

        A typical blood golem is 10-feet-long and weighs 700 pounds.

        AC 3 [16]; HD 6*** (27 hp); Att 2 x slam (1d8 + blood consumption); THAC0 14 [+5]; MV 120 (40); SV D10 W11 P12 B13 S14 (6); ML 12; AL Neutral; XP 950; NA 1 (1); TT None

        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Immunities: Unharmed by gas; unaffected by charm, hold, and sleep spells.
        • Fire resistance: Half damage from fire-based attacks.
        • Cold vulnerability: A blood golem is slowed (halves MV and Att for 1d4 rounds) by any cold-based attacks or effects.
        • Spell vulnerability: A purify food and water spell deals 1d6 points of damage per caster level to a blood golem. Save vs. spells for half.
        • Blood consumption: After successfully hitting a target the blood golem gains hp equal to the damage dealt. If both slam attacks hit in a single round that opponent suffers catastrophic blood expulsion, taking 2d4 points of constitution damage (save vs. death for half). The blood golem gains an additional 3 hit points per point of constitution damage it deals. Creatures reduced to 0 Constitution die. Constitution is recovered at a rate of 1 point per day.
        • Split: If a blood golem reaches a maximum of 48 hp through blood consumption it splits into two identical blood golems each with 24 hp.
        • Regeneration: Regains 2 hp per round. Cannot regenerate from death.
        • Magical origins: Created by powerful wizards and clerics.

        Golem, Flagstone

        Source TOEH

        A flagstone golem is composed of large flat stones and bricks jointed and fitted together so as to allow the creature to fold itself flat.

        A flagstone golem stands 10-feet-tall and weighs 1,200 pounds.

        AC 5 [14]; HD 9*** (40 hp); Att 2 x slam (2d8) or energy blast (3d8); THAC0 12 [+7]; MV 90 (30); SV D8 W9 P10 B10 S12 (9); ML 12; AL Neutral; XP 3,000; NA 1 (1); TT None

        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Immunity: Unharmed by gas.
        • Spell immunity: Immune to all spells except those that affects rock and stone.
        • Energy absorption: Any energy-based (acid, fire, cold, electricity) attacks that directly affect a flagstone golem are absorbed into its body dealing no damage. This energy can be released in two ways:
          1. Energy blast: 30 ft. long x 30 ft. wide cone. A blast of the absorbed energy affects all within the area. Save vs. spells for half.
          2. Healing: Heals 1 hp for every 3 points of damage that would have been dealt.
          3. Magical origins: Created by powerful wizards and clerics.

        Golem, Furnace

        Source TOEH

        Furnace golems are 20-foot-tall suits of black iron armor with a large grate opening in their abdomen covering roaring flames. The fires are magical and cannot be extinguished.

        AC 3 [16]; HD 18* (81 hp); Att 2 x slam (4d6 + 1d6 fire) or breath weapon (10d6 fire); THAC0 7 [+12]; MV 60 (20); SV D2 W3 P4 B3 B10 (18); ML 12; AL Neutral; XP 3,150; NA 1 (1); TT None

        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Spell immunity: Immune to all spells except cold-based magic which slow the golem (half MV and Att for 1 round per spell lvl) and fire-based spells which restore hit points equal to the damage normally dealt.
        • Breath weapon: 50 ft. line. The golem belches forth a gout of fire. (save vs. breath for half). Can be used once every 1d4 rounds.
        • Grab: A target successfully hit by both slam attacks it must make a save vs. paralysis or be grabbed and then shoved into its furnace interior (2d6 fire damage per round while trapped). A new save vs. paralysis can be made each round to escape.

        Golem, Ice

        Source TOEH

        The ice golem is a humanoid formed of roughly chiseled ice, standing 10-feet-tall and weighing around 800 pounds.

        AC 5 [14]; HD 7**** (31 hp); Att 2 x slam (2d6 + 1d6 cold) or breath weapon (3d6 cold); THAC0 13 [+6]; MV 90 (30); SV D8 W9 P10 B10 S12 (7); ML 10; AL Neutral; XP 2,050; NA 0 (1); TT V

        • Surprise: On 1-3. At rest they appear to be normal ice sculptures and are often mistaken as such.
        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Breath weapon: 20 ft. long x 10 ft. wide cone of cold air. Save vs. breath for half. Can be used three times per day.
        • Cold immunity: Unharmed by their own breath weapon and lesser versions thereof.
        • Spell immunity: Immune to all spells except lightning-based magic which slow an ice golem (halves MV and Att) for 2d6 rounds.
        • Cold magic healing: Cold-based spell effects heal all of its lost hit points.
        • Immunity: Unharmed by gas.
        • Fire vulnerability: Takes double damage from non-magical fire-based attacks.
        • Magical origins: Created by powerful wizards and clerics. Constructed from a single block of ice weighing at least 1,000 pounds. The ice is treated with magical powders and unguents worth at least 500 gp.

        Golem, Magnesium

        Source TOEH

        A magnesium golem is a silvery-white humanoid formed of magnesium standing 6- to 7-feet-tall and weighing 600 pounds. The magnesium golem’s features are smooth and perfect, though it has no discernable ears, nose, or mouth. Its eyes are indentations in its face.

        AC 5 [14]; HD 7** (31 hp); Att 2 x slam (2d6+1); THAC0 13 [+6]; MV 60 (20); SV D8 B10 P10 B10 S12 (7); ML 12; AL Neutral; XP 1,250; NA 1 (1); TT None

        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Immunity: Unharmed by gas.
        • Spell Immunity: Immune to all spells except water-based magic which slowsa magnesium golem (halves MV and Att for 1 round per spell level).
        • Fire magic healing: Fire-based spells heal the golem equal to the damage rolled.
        • Aura of sickness: 10 ft. radius. Causes sickness in any creatures in the area (?1 to hit, -1 damage). Save vs. poison negates.
        • Magical origins: Created by powerful wizards and clerics.

        Golem, Mummy

        Source TOEH

        A mummy golem stands 6-feet-tall and weighs 300 pounds. Its body is composed of tightly knotted and rolled bandages held together by magic (and more bandages).

        AC 3 [16]; HD 9*** (40 hp); Att 2 x slam (1d8); THAC0 12 [+7]; MV 90 (30); SV D8 W9 P10 B10 S12 (9); ML 12; AL Neutral; XP 3,000; NA 1 (1); TT None

        • Mundane damage immunity: Can only be harmed by magical attacks.
        • Immunity: Unharmed by gas.
        • Spell immunity: Immune to all spells except fire-based magic which affect mummy golems normally.
        • Strangulation: When a target is successfully hit by both slam attacks, the mummy golem’s bandages begin to strangle the victim, automatically inflicting 1d6 damage a round. These bandages can originate from anywhere on the golem’s body allow it to still attack as normal. Up to four creatures can be strangled at any one time.
        • Magical origins: Created by powerful wizards and clerics.

        Minotaur Zombie (2)

        AC 8 [11]; HD 7* (31 hp); Att 2 x slam (2d6); THAC0 13 [+6]; MV 60 (20); SV D8 W9 P10 B10 S12 (7); ML 12; AL Neutral; XP 850; NA 2

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

      Golem, Ooze

      Source TOEH

      Ooze golems are 10-foot-tall amorphous creatures of swirling colors that can alter their shape to appear roughly humanoid. Their natural form resembles a column or pillar with two large pseudopods extending from its central trunk that function as arms. In humanoid form, an ooze golem’s lower torso ends in two powerful legs.

      AC 6 [13]; HD 10*** (45 hp); Att 2 x slam (2d8 + 1d6 acid); THAC0 11 [+8]; MV 60 (20); SV D6 W7 P8 B8 S10 (10); ML 10; AL Neutral; XP 3,000; NA 0 (1); TT V

      • Mundane damage immunity: Can only be harmed by magical attacks from edged or piercing weapons. Blunt weapons of all types have no effect.
      • Immunity: Unharmed by gas.
      • Spell immunity: Immune to all spells.
      • Regeneration: Regains 2 hp per round. Cannot regenerate from death.
      • Seep: Can flatten its body to squeeze through cracks up to 2 inches in size.
      • If killed: Explodes in a burst of acid that does 2d6 damage to all within 10 ft. (save vs. breath for half).
      • Magical origins: Created by powerful wizards and clerics.

      Golem, Rope

      Source TOEH

      A rope golem is a tangled mess of knotted and bundled ropes in roughly humanoid form. The typical rope golem stands 7-feettall but weighs only about 100 pounds.

      Its long, gangly arms end in noose-like hands.

      AC 7 [12]; HD 5*** (22 hp); Att 2 x slam (2d6); THAC0 15 [+4]; MV 120 (40); SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 550; NA 1 (1); TT None

      • Surprise: On 1-3. Until it is activated, a rope golem appears to be nothing more than a pile of normal ropes.
      • Immunity: Unharmed by gas.
      • Spell immunity: Immune to all spells except fire-based magic which inflicts double damage.
      • Strangulation: A target successfully hit by both slams attacks is strangled; automatically taking 1d8 damage a round.
      • Magical origins: Created by powerful wizards and clerics.
      Twelve Things tangled in the rope golem’s strands
      d12 Result
      1 Grappling hook
      2 Wizard’s garbage can
      3 Wand of wonder
      4 Homonculous
      5 Imp
      6 Animated dust bunnies
      7 Fairy held captive in a glass lantern
      8 Sweater moths
      9 Stirge skeleton
      10 A mop
      11 Inkwell with random contents
      12 Set of thieves tools

      Golem, Tallow

      Source TOEH

      The tallow golem is a humanoid construct composed entirely of wax. It bears no facial features unless the creator chooses to render a lifelike “wax dummy,” in which case the golem can appear quite real indeed. Wizards who specialize in the creation of tallow golems refer to themselves as “chandlers.” Unlike other golem-sculptors, chandlers consider their work a form of art. The golem wears whatever clothing (if any) that its creator desires, usually rags or trousers. It has no possessions and no weapons. The golem cannot speak or utter any sound. It moves slowly, but relentlessly.

      AC 6 [13]; HD 10** (45 hp); Att 2 x slam (1d8); THAC0 11 [+8]; MV 90 (30); SV D6 W7 P8 B8 S10 (10); ML 12; AL Neutral; XP 2,300; NA 1 (1); TT None

      • Damage immunity: Can only be harmed by slashing weapon attacks.
      • Immunities: Unharmed by gas; unaffected by charm, hold, and sleep spells.
      • Cold immunity: Immune to cold-based attacks.
      • Fire vulnerability: Takes double damage from fire-based attacks.
      • Chemisorb: A target hit successfully by both slam attacks must make a save vs. paralysis or be pinned by the golem. The tallow golem absorbs chemicals from the pinned victim’s body automatically causing 1d12 damage a round.
      • Magical origins: Created by powerful wizards and clerics. The tallow golem is formed from a large block of candle wax mixed with special powders worth at least 500 gp.

      Golem, Witch-doll

      Source TOEH

      A witch-doll golem appears to be crafted from stuffed human skin dressed in a patchwork of ill-fitting clothes. Large needles and pins pierce the creature’s body where a humanoid’s vital organs would be. A witch-doll golem stands twice the height of a human and weighs about 1,000 pounds.

      AC 2 [17]; HD 10*** (45 hp); Att 2 x slam (2d8); THAC0 11 [+8]; MV 90 (30); SV D6 W7 B10 B8 S10 (10); ML 12; AL Neutral; XP 3,000; NA 1 (1); TT None

      • Mundane damage immunity: Can only be harmed by magical attacks.
      • Spell immunity: Immune to all spells except fire-based magic which cause normal damage.
      • Linked target: A witch-doll golem can be instructed to attack one specific foe and deals an extra 1d8 damage per slam attack against them. Once the golem successfully attacks this target they become linked as long as they remain within 60 ft. of each other. Half of any damage inflicted on the golem is transferred to the linked target, except if it caused by the linked target themselves or is caused by fire-based attacks.
      • Magical origins: Created by powerful wizards and clerics.

      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 D 8 W 9 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.

      Gloomwing

      Source TOEH

      Gloomwings look like a giant moths with black wings covered in spiraled patterns of silver. Eight legs run the length of their bodies, each ending in a pearly-white claw. Their mouths have two large pearlywhite mandibles. The gloomwing is native to the Plane of Shadow and is summoned to the Material Plane by spellcasters to act as a guardian. On occasion, a gloomwing slips through a tear in the fabric of the planes and enters the Material Plane on its own.

      AC 0 [19]; HD 5* (22 hp); Att 2 x claws (1d4), 1 x bite (1d8), confusion; THAC0 15 [+4]; MV 30 (10), 150 (50) fllying; SV D10 W11 P12 B13 S14 (5); ML 8; AL Neutral; XP 300; NA 1 (1d2); TT None

      • Confusion: 1d4+4 rounds duration. Any creature viewing the gloomwing directly from above or below must make a save vs. spells or be struck with confusion. Roll on the following table to see how a victim acts each round.
      2d6 Behavior
      2-5 Attack caster’s group 2d6 Behaviour
      6-8 No action
      9-12 Attack subject’s group.

      Weakness pheromone: 30 ft. radius.

      Released in the first round of combat. All creatures lose 1 point of Strength each round they are within the affected area (save vs. poison negates). A new save can be made each round and a successful save stops the effect at the current points lose. Creatures reduced to 0 Strength loses consciousness. Strength is recovered at a rate of 1 point per hour. The pheromone ceases once the gloomwing dies.

      Attract gloomwing: 20% chance each round of attracting 1d4 gloomwings while the weakness pheromone is in effect.

      Implant eggs: Gloomwings lay eggs in the bodies of slain victims. These eggs hatch on 12 days releasing 1d6+3 tenebrous worms (see that entry) that devour the host from the inside.

      Implanted bodies cannot be raised until a cure disease spell has been cast first.

      Valuable ivory: The ivory mandibles of a gloomwing can be sold for 100 gp each.

      Ten parts of a gloomwing that are useful in alchemy
      d10 Result
      1 Wings are hypnotic (scales can be an ingredient for hypnosis potions and the like)
      2 Antennae can be used to make wands (one-shot) of confusion or wand of wonder
      3 Eyes used as goggles of darkvision for one week
      4 Legs can be used as rosin on a bow
      5 Mandibles used in thieves’ tools or assassin’s venom-filled dagger
      6 Saliva can be made into ink (10% chance it is magic ink)
      7 Tongue can be used to bind nonsubstantial/incorporeal creatures
      8 Brain can be used to make potions of invisibility
      9 Blood/ichor can make a darkness (like a Darkness 30′ radius)
      10 Eggs can be consumed for Levitation for 1d4 rounds

      Gohl (Hydra cloud)

      Source TOEH

      A gohl is a 10-foot-wide, 10-foot-high, blob of mottled black and gray flesh, slimy and rubbery to the touch. From its central form sprout six long tentacles of brownish flesh and three snake-like heads, each head perched atop a long, thin neck. Each head is gold with red eyes and has a wide mouth lined with double rows of needle-sharp teeth. Many small tendrils appear from the gohl’s central form at random intervals only to disappear back into its massive trunk.

      AC -1 [20]; HD 12* (54 hp); Att 6 x tentacles (1d6), 3 x bite (1d8 acid); THAC0 10 [+9]; MV 150 (50) flying; SV D6 W7 P8 B8 S10 (12); ML 10; AL Chaotic; XP 1,900; NA 1d4 (2d4); TT None

      • Mundane damage immunity: Can only be harmed by magical attacks.
      • Constrict: A target successfully hit by two or more tentacles is grabbed and automatically takes 1d6 damage a round.

      Grick

      Source TOEH

      Gricks resemble massive, human-sized worms with 4 tentacles surrounding a beaked mouth. They rear up to attack, focusing on one opponent at a time. They do not immediately try to feed on dying prey, but if given the chance they will drag unconscious or dead bodies into their lairs to feed.

      AC 4 [15]; HD 2* (9 hp); Att 4 × tentacles (1d3), 1 × beak (1d2); THAC0 18 [+1]; MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 7; AL Neutral; XP 25; NA 1d6 (2d4); TT S

      • Surprise: On a 1?3. Due to their stone-like coloration.
      • Damage immunity: Immune to blunt weapon attacks.
      Ten things you can find inside a grick
      d10 Result
      1 A large half-digested man gripping two daggers
      2 A raccoon wearing a blue leather outfit
      3 1d10 gp in gemstones
      4 A magical/cursed mace
      5 1d4 empty glass vials
      6 Another grick
      7 2d20 frog skeletons
      8 A fake eye made of gold (3gp in weight, more to the right buyer)
      9 A magic wand with 1 charge left (referee’s choice)
      10 Roll twice ignoring this result.

      Grippli

      Source TOEH

      Gripplis are short, bipedal tree frogs that dwell in swamps and marshes.

      Standing 2 to 2½ feet and weighing from 40 to 50 pounds, they can move upright or on all fours.

      AC 6 [13]; HD 1 (3 hp); Att 1 x weapon (1d4 or by weapon); THAC0 19 [+0]; MV 120 (40), 120 (40) climbing; SV D12 W13 P14 B15 S16 (1); ML 7; AL Neutral; XP 10; NA 2d4 (1d6 x 6); TT D

      • Environmental adaption: A grippli’s movement is unaffected by marshlands, swamps, and mud.
      Twelve Grippli’s Hut Contents
      d12 Result
      1 Banjo
      2 Map to the “Rainbow Connection”
      3 Chemistry set
      4 Bright clothing: Bright silk scarves, jerkins, tunics
      5 Fishing nets
      6 Love letter from a wereboar
      7 Various jars of hunting poisons
      8 Bowfishing equipment
      9 Fishbone arrowheads
      10 Tripwire
      11 Fishbone dagger
      12 Reed snorkels

      Gronk

      Source TOEH

      Gronks are the typical big, dumb brutes; a male gronk is on average approximately 9 -feet- tall, with females only slightly smaller.

      Gronks have mottled gray skin and shaggy brown hair that is thickest at its head and shoulders and gradually thins out around its waist. The arms and legs of a gronk are massive, like tree limbs attached to its thick barrel-like torso. The face of a gronk seems almost lost amid the long hair hanging from its head. The most notable feature of a gronk’s face is the long, rhinoceros-like horn between its eyes.

      AC 8 [11]; HD 5 (22 hp); Att 2 x slam (1d6), 1 x horn (1d8) or 1 x weapon (1d8), 1 x horn (1d8); THAC0 15 [+4]; MV 120 (40); SV D10 W11 P12 B13 S14 (5); ML 8; AL Neutral; XP 175; NA 2d6 (2d8); TT V


      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 D 8 W 9 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.

      Half-Ogre

      Source TOEH

      Half-ogres are rare crossbreeds of human and ogre. Standing a few feet shorter than their ogre kin and a few feet taller than their human kin, half-ogres have strength as well as speed and intelligence (relative to other ogres) in their favor. Their skin and hair color generally match that of their ogre parent, with dark tones such as gray, brown, or olive being the most prevalent.

      AC 4 [15]; HD 2+1 (9 hp); Att 1 x twohanded sword (2d8+1) or spear (1d6+1); THAC0 17 [+2]; MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 8; AL Chaotic; XP 25; NA 1d4 (2d6); TT C

      • Language: Speaks common, 50% chance of speaking ogre.
      • Cruel leaders: Half-ogres in an ogre band prove themselves to their larger kin being cruel, violent, and strong as weaker halfogres usually wind up in the stew pot. Most half-ogres found among full-blooded ogres are leaders due to their intelligence and cruelty.
      • Hybrid Communities: On rare occasions, half-ogres collect into hybrid communities with other races such as orogs, ogrillons, orcs and half-orcs.
      What is in the half-ogre’s container
      d12 Result
      1 Rotting goblin
      2 Half of a half-elf (referee’s choice which half)
      3 Jar of honey
      4 Half a sack of gold
      5 One boot of striding and springing
      6 Half of a deed to a property/Half-eaten eviction notice
      7 One lens of nightvision
      8 Cask of spoiled wine (treat as vinegar)
      9 Barrel of sparkling wine (treat as volatile liquid)
      10 Half of a wheel of cheese
      11 Royal jelly from a giant bee
      12 Container of half whole milk and half cream

      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.

      Hawk, Giant

      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.

      Hawk, Normal

      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.

      Helix Moth

      Source TOEH

      Helix moths are 20-foot-long black insects with spiraling bands of red, green, yellow, blue, purple, and white on their abdomens. Their underbelly is white. Their large mandibles are gray, as are their legs. Three sets of translucent wings protrude from the insect’s body. A small black sword-like stinger protrudes from the end of the moth’s abdomen, capable of delivering a highly toxic poison.

      AC 5 [14]; HD 12* (54 hp); Att 1 x bite (2d4), 1 x sting (1d6 + poison) or drone; THAC0 10 [+9]; MV 120 (40), 300 (100) flying; SV D6 W7 P8 B8 S10 (12); ML 8; AL Neutral; XP 1,900; NA 1d4 (1d6); TT None

      • Immunities: Unaffected by charm spells.
      • Poison: Causes death (save vs. poison negates).
      • Drone: 60 ft. radius. 12 round duration. If the moth beats its wings targets of 2 HD or greater who hear it must make a save vs. spells or be struck with confusion. Roll on the following table to see how a victim acts each round.
      2d6 Behavior
      2-5 Attack caster’s group
      6-8 No action
      9-12 Attack subject’s group.

      A new save can be made each round to act normally until the duration has passed. Targets under 2 HD may not make a saving throw and must roll on the table each round.


      Helix Moth (Larva)

      Source TOEH

      Helix moth larvae are 10-foot-long maggotlike creatures with rubbery gray flesh. Their cylindrical body is about 4 feet in diameter. Their entire body is coated in a thick, slimy mucous. The mouth has two ridges along it that are formed of a hard, shell- like substance that function as teeth.

      AC 7 [12]; HD 5* (22 hp); Att 1 x bite (1d8 + 1d6 acid + grip); THAC0 15 [+4]; MV 60 (20); SV D10 W11 P12 B13 S14 (5); ML 8; AL Neutral; XP 300; NA 1d6 (2d6); TT None

      • Blind: Larvae have no eyes but use their other senses to detect their prey.
      • Grip: Attaches to the victim with a successful hit and automatically inflicts bite and acid damage each round.
      • Detaching: If the larvae or victim dies.

      Hell Moth

      Source TOEH

      AC 0 [19]; HD 9* (40 hp); Att 1 x bite (1d8) or immolate; THAC0 12 [+7]; MV 60 (20), 150 (50) flying; SV D8 W9 P10 B10 S12 (9); ML 10; AL Neutral; XP 1,600; NA 2d4 (3d4); TT V

      • Fire immunity: Immune to fire-based attacks.
      • Territorial: Hell moths attack all living creatures that wander too close to their lairs.
      • Engulf: If a Hell moth makes a successful bite attack it can attempt to engulf that opponent next round (save vs. paralysis avoids).
      • Trapped victims: Engulfed victims can be bitten with a +2 bonus on its attack roll. Attacks that hit an engulfing hell moth deal half their damage to the monster and half to the trapped victim.
      • Immolate: 10 ft. radius. 1d4+4 rounds duration. A hell moth can detonate its body in a blast of hellish fire causing1d8 points of fire damage per round to all creatures in range. Save vs. breath for half. Engulfed creatures take an additional 6d10 point of fire damage (no save). The hell moth takes 1d6 damage each time it immolates. Can be used once every three hours

      Hoar Fox

      Source TOEH

      Hoar foxes are silvery-gray foxes with sapphire colored eyes. They hunt in packs and can often be found lairing near settled areas.

      AC 3 [16]; HD 2** (9 hp); Att 1 x bite (1d6) or breath weapon (2d6 cold); THAC0 18 [+1]; MV 150 (50); SV D12 W13 P14 B15 S16 (2); ML 7; AL Neutral; XP 30; NA 2d4 (2d6); TT V

      • Surprise: On 1-3. Able to hide in snowy environments due to coloration.
      • Cold immunity: Unharmed by their own breath weapon and other cold-based attacks.
      • Fire vulnerability: Takes double damage from fire-based attacks.
      • Breath weapon: 30 ft. long x 30 ft. wide cone blast of frigid ice (save vs. breath for half). Can be used three times per day.
      • Valuable pelt: Hoar foxes are often hunted for their fur as it brings a handsome sum on the open market. Attacking a hoar fox with fire destroys its pelt and renders it worthless.

      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.

      Herd Animal, Large

      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.

      Herd Animal, Medium

      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.

      Herd Animal, Small

      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.

      Horse, Draft

      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.

      Horse, Riding

      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.

      Horse, War

      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.

      Horse, Wild

      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.

      Inphidians

      Source TOEH

      Inphidians, regardless of their subspecies, have viper heads in place of their hands. The creatures use these in combat to deliver a powerful bite that injects the victim with poison. Some inphidians, particularly the craftsmen, wear special gloves called inphidian gauntlets that let them use their hands like any other humanoid with five digits.

      Inphidian, Cobra-Back

      Source TOEH

      Cobra-backs appear as roughly humanoid creatures just over 6-feet-tall with a large flap of skin (known as the hood) that runs the length of their neck,spine. Cobra-backs are blue-green scaled like other inphidians, their eyes are crimson, and their forked tongue is gray. Like their brethren, their hands are actually viper heads complete with sharpened fangs that secrete a virulent poison. When threatened or enraged, the hood of the cobra-back fans open just like that of a true cobra.

      AC 5 [14]; HD 5** (22 hp); Att 2 x snake hand bite (1d4 + poison) or poison spit; THAC0 15 [+4]; MV 90 (30); SV D10 W11 P12 B13 S14 (5); ML 8; AL Chaotic; XP 425; NA 1d6 (2d6); TT C

      • Poison: Causes death (save vs. poison negates).
      • Poison spit: 20 ft. long line. Causes death (save vs. poison negates). Can be used once every 1d4 rounds.

      Inphidian, Common

      Source TOEH

      A common inphidian appears as a humanoid standing about 6 -feet-tall. Its skin is covered with blue-green scales and its head is almost snake-like in appearance.

      It has no hair on its head or body. The most unusual feature of an inphidian is its hands; for where they should be, they are not. Each hand has been replaced with the head of a viper with scales of the same blue-green color as the other parts of the inphidian. Common inphidians make up the bulk of the population in inphidian communities. They are the laborers, craftsmen, workers, citizens, guards, and militia.

      AC 3 [16]; HD 4* (18 hp); Att 2 x snake hand bite (1d4 + poison) or blinding spit; THAC0 16 [+3]; MV 120 (40); SV D10 W11 P12 B13 S14 (4); ML 8; AL Chaotic; XP 125; NA 2d6 (4d6); TT C

      • Poison: Causes weakness (?2 to hit and damage). Save vs. poison negates. 1 turn duration.
      • Blinding spit: 20 ft. long line. 6 round duration. Causes blindness (as spell). Save vs. wands avoids. Can be used once every 1d4 rounds.

      New Item: Inphidian Gauntlets

      Inphidian gauntlets are nonmagical leather or metal gauntlets that provide a creature (normally an inphidian) without humanoid hands a set of fully functional hands. When wearing these gauntlets, the creature can manipulate items normally considered unusable (because the creature lacks hands).

      Inphidian, Dancer

      Source TOEH

      Most dancer/charmer inphidians appear as shapely female humanoids; lithe and elegant in their movements. A charmer’s forked tongue is gray and their eyes are crimson.

      Like other inphidians their body is covered in blue-green scales and where their hands should be, a viper head sprouts from each of its arms. Each viper head is of the same blue-green color and scaled like the rest of the charmer’s body.

      AC 7 [12]; HD 3* (13 hp); Att 2 x snake hand bite (1d4 + poison) or entrancing dance; THAC0 17 [+2]; MV 90 (30); SV D12 W13 P14 B15 S16 (3); ML 8; AL Chaotic; XP 50; NA 1d6 (2d6); TT V

      • Poison: Causes 1d4 damage (save vs. poison negates).
      • Entrancing dance: 30 ft. range. 1 turn duration. As charm person. Affects multiple targets. Save vs. spells negates.

      Inphidian, Night adder

      Source TOEH

      Usually dressed in black robes, an inphidian night adder has black scales covering its entire body. Its head is serpentine and its arms end in snake-like hands resembling a black mamba. A night adder stands 6½-feet-tall and weighs 190 pounds.

      AC 4 [15]; HD 6** (27 hp); Att 2 x snake hand bite (1d6 + poison); THAC0 14 [+5]; MV 90 (30); SV D10 W11 P12 B13 S14 (6); ML 10; AL Chaotic; XP 725; NA 1d4 (1d4); TT V

      • Poison: Causes death (save vs. poison negates).
      • Divine caster: 40% chance of casting spells as a 7th-level cleric (2 x 1st, 2 x 2nd, 1 x 3rd, 1 x 4th, 1 x 5th).

      Inphidian, Rattler

      Source TOEH

      A rattler inphidian is 6-feet-tall and about 8-feet-long, with a viper head and the lower torso of a giant rattlesnake. Colors vary, but most are brown, black, or dark gray with bands and diamond-shaped patterns.

      AC 4 [15]; HD 6** (27 hp); Att 2 x snake hand bite (1d6 + poison) or death rattle (2d6); THAC0 14 [+5]; MV 90 (30), 90 (30) climbing, 90 (30) swimming; SV D10 W11 P12 B13 S14 (6); ML 10; AL Chaotic; XP 725; NA 1d4 (1d4); TT V

      • Poison: Causes paralysis(save vs. poison negates). Victim also takes 2d8 damage.
      • Death rattle: 40 ft. radius. Save vs. spells for half. Can be used once every 1d4 rounds.

      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 D 8 W 9 P10 B10 S12 (8), ML 12, AL Neutral, XP 1,200, NA 1 (1), TT None

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

      Iron Cobra

      Source TOEH

      The iron cobra is a construct that resembles a small, 3-foot-long cobra. Its eyes give it an evil, determined and almost intelligent look.

      AC 1 [18]; HD 1+1 (5 hp); Att 1 x bite (1d4 + poison); THAC0 18 [+1]; MV 150 (50); SV D12 W13 P14 B15 S16 (1); ML 12; AL Neutral; XP 15; NA 0 (1d4); TT None

      • Poison: Causes death (save vs. poison negates).
      • Poison refills: Being a construct, does not produce its poison. The creator must fill the iron cobra’s poison sacs. The iron cobra can inject its poison three times before its sacs are emptied. It takes 5 rounds to refill the poison sacs.
      • Find target: Can be ordered to track down and slay any creature within 1 mile and whose name is known by the creator.
      • Magic resistance: +2 to all saving throws versus magic effects.
      • Magical origins: An iron cobra’s body is constructed from 100 pounds of iron costing at least 1,000 gp. Assembling the body requires the help of an armorer and a 10th-level cleric.

      Kamadan

      Source TOEH

      The kamadan is a feline-like predator that may somehow be related to the displacer beast. The kamadan has coarse, yellowish brown fur and a leopard-like body and head with emerald green eyes. From its shoulders sprout six long serpents, blackish-green in color, each about twice the length of a normal human. The serpents’ eyes are reddish-yellow. It is about 9 feet long and weighs about 600 pounds.

      AC 3 [16]; HD 4* (18 hp); Att 2 x claws (1d6) or 6 x snakes (1d4), 1 x bite (1d8) or breath (sleep); THAC0 16 [+3]; MV 150 (50); SV D10 W11 P12 B13 S14 (4); ML 10; AL Neutral; XP 125; NA 1d4 (1d4); TT None

      • Breath: 30 ft. long x 20 ft, wide cone of sleep. Creatures with 4 HD or less are automatically put into a deep slumber; creatures with 5 HD or more are permitted a save vs. magic to avoid drowsing. Can be used every 1d4 rounds to a maximum of five times per day.
      • Language: Kamadans are intelligent creatures that are capable of speaking the local common tongue with a thick accent, owing to their felinoid mouths.
      • Territorial: Defend their lair with violence. Has a hunting range of about 5 square miles. It makes its lair under rocky outcroppings or within caves.
      Venomous Kamadan

      A variant kamadan, one with venomous snakes, is rumored to exist.

      Encounters with such creatures are rare, for which most adventurers are thankful. The venomous kamadan uses the same statistics as the normal kamadan, but each snake head delivers a deadly venomous bite. The venomous kamadan is HD 4** and XP 225.

      • Venom: Causes death (save vs. poison negates).

      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.

      Kraken, Sand

      Source TOEH

      Sand kraken are bloated, eyeless, formless octopi ranging 15 feet across. The coloration of a sand kraken is a revolting pale yellow. From its shapeless body sprouts ten long tentacles tipped with cruel barbed pads.

      AC 6 [13]; HD 8** (36 hp); Att 10 x tentacles (1d6), 1 x bite (2d6); THAC0 12 [+7]; MV 9 (3) burrowing; SV D8 W9 P10 B10 S12 (8); ML 12; AL Neutral; XP 1,750; NA 0 (1); TT V

      • Surprise: On 1-3. Sand kraken lay hidden under the desert sands, waiting to use its tentacles to grab prey passing above it.
      • Constrict: A target successfully hit by two or more tentacles is constricted for an additional 1d6 damage before being dragged into the sand to the kraken’s mouth for automatic bite damage.

      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 Lake

      Source TOEH

      Hundreds of feet across, a living lake is an ooze of truly colossal proportions. The protoplasmic body of a living lake is fluid in nature and transparent in water.

      AC 2 [17]; HD 16*** (72 hp); Att 4 x slam (3d8) or magic; THAC0 8 [+11]; MV 60 (20); SV D2 W3 P4 B3 S6 (16); ML 12; AL Neutral; XP 4,600; NA 1 (1); TT A

      • Surprise: On 1-3. Living lakes appear as normal bodies of water until they attack.
      • Engulf: If a living lake makes a successful attack it can attempt to engulf that opponent next round (save vs. paralysis avoids).
      • Trapped victims: Engulfed victims automatically take 2d8 damage each round and must make a save vs. death or fall unconscious. An unconscious victim dies after 3 rounds.
      • Divine caster: A living lake can cast spells as a 9th-level cleric.

      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

      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

      Lizard, Giant (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.

      Lizard, Giant (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.

      Lizard, Giant (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.

      Lycanthrope, 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.

      Lycanthrope, 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.

      Lycanthrope, 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.

      Lycanthrope, 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.

      Lycanthrope, 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.

      Mammoth

      Source TOEH

      The mammoth is a relative of the elephant and the mastodon though its head is slightly taller than an elephant’s and slightly wider than a mastodon’s. Its upward curving tusks are longer than those of the mastodon, and its trunk ends in two, small finger-like projections used for grasping branches, fruits, and other such small items. The mammoth stands about 22-feet-tall and is covered in a thick coat of gray, brown, reddish-brown, yellowish-brown, or black fur with a coarse “under-fur” beneath it to protect it in harsh climates.

      AC 5 [14]; HD 16 (72 hp); Att 1 x trunk slam (2d6), 2 x tusk (3d6) or trample (5d8); THAC0 8 [+11]; MV 120 (40); SV D2 W3 P4 B3 S6 (16); ML 10; AL Neutral; XP 1,350; NA 0 (2d8); TT Tusks

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

      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 D 8 W 9 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.

      Medusa, Greater

      Source TOEH

      A greater medusa looks like its lesser kin except that it has the lower torso of a giant snake. The greater medusa is a rare form of the normal medusa. They are very solitary creatures and dwell far from civilization, rarely leaving their lairs.

      AC 3 [16]; HD 8** (36 hp); Att 1 x dagger (1d4), 1 x bite (1d4 + poison) or 1 x short bow (1d6); THAC0 12 [+7]; MV 120 (40); SV D8 B10 P10 B10 S12 (8); ML 11; AL Chaotic; XP 1,750; NA 1 (1); TT G

      • Disguise: Uses 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 vs. petrify negates). Unless averting eyes or using a mirror, characters in melee are affected each round.
      • Averting Eyes: -4 penalty to hit; the medusa gains a +2 bonus to attack characters averting their eyes.
      • Mirrors: The reflection of a medusa is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
      • Immune to own gaze: Unaffected by their own gaze.
      • Poison: Causes death in 1 turn (save vs. poison negates).
      • Poison blood: The blood of a greater medusa is highly poisonous even to the touch. A creature attacking with mele weapons must make a save vs. poison or take 2d6 damage. Creatures attacking with natural weapons automatically take this damage. The blood loses its potency one hour after being exposed to air.
      • Magic resistance: +2 to all saves versus magical effects.

      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.

      Mire Brute

      Source TOEH

      Mire brutes, when dormant, appear as large stretches of mud bristling with wooden stakes.

      AC 3 [16]; HD 15** (67 hp); Att 2 x slam (3d6) or disgorge vermin; THAC0 10 [+9]; MV 90 (30), 180 (60) swimming; SV D4 W5 B10 B5 S8 (15); ML 12; AL Neutral; XP 3,250; NA 1 (1); TT S + T

      • Mundane damage immunity: Can only be harmed by magical attacks.
      • Fire immunity: Immune to fire-based attacks.
      • Impale: A roll of 20 on a slam attack indicates the target has been impaled taking an additional 4d6 damage and is stuck on the spikes jutting from the mire brute’s body. Impaled victims must also make a save vs. poison or become inflicted by a disease (GM’s choice).
      • Disgorge vermin: 30 ft. long x 30 ft. wide cone. Vomits forth a spray of fetid water containing biting insects and worms. Damage is equal to the mire brute’s current hp. Save vs. breath for half. Can be used once per day.
      Ten Things a Mire Brute is doing when you encounter one
      d10 Result
      1 Cutting a honeycomb in half
      2 Gnawing on a rock
      3 Devouring a deer carcass
      4 Smothering a gnome
      5 Forcefully expelling bristly pine cones
      6 Trying to walk up a sheer cliff face
      7 Slowly falling down a cliff face, trying to adhere to it
      8 Hugging a scarecrow
      9 Upsetting a farmer’s pig sty
      10 Wrapped around the bottom of a canoe floating on the water — looks like a mud canoe at first glance. Then, the stakes protrude through the underside

      Moon Dog

      Source TOEH

      The moon dog is a large wolfhound from the outer planes (believed to have its origins on the plane of Elysium). Moon dogs often enter the Material Plane when chaos has grown to an immeasurable level in an area. Otherwise, they are found in the employ of deities, solars, planetars, and the most powerful devas. They have grayish-black fur and golden eyes. They have grayish-black fur and golden eyes.

      AC -3 [22]; HD 9**** (40 hp); Att 1 x bite (1d8), magical howl or magic; THAC0 12 [+7]; MV 180 (60); SV D8 W9 P10 B10 S12 (9); ML 10; AL Lawful; XP 3,700; NA 1 (2d4); TT T

      • Surprise: On 1-3. Cannot be surprised itself.
      • Mundane damage immunity: Can only be harmed by magical attacks.
      • Spell immunity: Immune to fear effects.
      • Magic resistance: +6 on saves versus magical effects.
      • Magical senses: 120 ft. range. The following abilities are always active: detect evil, detect magic, and detect invisibility.
      • Prehensile forepaws: Moondogs forepaws are prehensile and resemble human hands. They can move in both bipedal and quadruped fashion.
      • Magical howl: Can produce one of the following effects when it howls or barks:
        1. Dismissal: This effect forces an extraplanar creature within 80 ft. to pass a save vs. magic or be sent back to its home plane.
        2. Dispel evil: 80 ft. range. All evil creatures within range must make a successful save vs. magic or be affected by a dispel evil spell.
        3. Fear: All evil creatures within 80 ft. must make a successful save vs. magic or be affected by a cause fear spell.
      • Magical powers: Moon dogs are able to use the following magic powers:
        1. Darkness: Can be used three times per day.
        2. Dispel magic: Using this power forces it back to its plane of origin. Can be used once per day.
        3. Invisibility: Can be used three times per day.
        4. Light: Can be used three times per day.
        5. Mirror image: Can be used once per day.
        6. Obscuring mist: Creates a cloud of misty vapour 10 ft. high x 90 ft. diameter. Blocks normal vision and infravision. Creatures that can see invisible can see faint shapes. Lasts for 9 Turns, 3 Turns if in a strong wind.
      • Healing lick: By licking a person’s wounds, they can be affected by one of the following abilities. Each is usable at will by the moon dog, but only once per day per recipient.
        1. Cure disease
        2. Cure light wounds
      • Shadow weave: 60 ft. range. When in shadows can cause the following effects to creatures within range. Cannot use this ability and attack and must concentrate to maintain it:
        1. Protection from evil: Lawful creatures only.
        2. Hypnotic pattern: Save vs. spells or be hypnotised, standing still until the effect ends or they are harmed. Evil creatures only.
      • Plane shift: Can enter the Ethereal Plane, Astral Plane, or Material Plane at will.
      • Language: Communicate with all lupine or canines.
      • Telepathy: 120 ft. range. Can communicate non-verbally with any sentient beings.

      Muckdweller

      Source TOEH

      The muckdweller is a small 4-foot-tall swamp-dwelling bipedal lizard that lives on a diet of carrion, fresh meat, plants, and insects.

      It has a long tail that allows it to swim rapidly through the water or maintain its balance when standing upright.

      AC 5 [14]; HD ½ (4 hp); Att 1 x bite (1d3) or breath weapon (blinded); THAC0 19 [+0]; MV 60 (20), 120 (40) swimming; SV D14 W15 P16 B17 S18 (NH); ML 7; AL Neutral; XP 5; NA 5d4 (5d6); TT J, K

      • Breath weapon: By filling its mouth with muddy water it can fire a 10 ft. long stream into the eyes of opponents. Save vs. wands or be blinded for 1d2 rounds. Must take an action to refill its mouth with muddy water so it can use its spray again.
      • Language: Speak their own language of croaks and hisses, 10% speak the language of black dragons.
      • Allies: Have been known to associate with lizardfolk.

      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

      • 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).

      Nagas

      Source TOEH

      Nagas are large serpent guardians with heads of various creatures. They are highly magical and intelligent, and often assigned a place or item to guard. They tend to not wander too far from their lairs, which often contain the item they are guarding as well as a pile of treasure. They are solitary creatures but may employ lesser monsters as servants or slaves. These magical creatures age very slowly and will patiently guard a treasure or location for hundreds of years.

      AC 5 [14], HD 11** (49hp), Att 1 x bite (1d6 + poison) or spit (poison) or magic, THAC0 11 [+8], MV 180’ (60’), SV D6 W7 P8 B8 S10 (11), ML 12, AL Lawful, XP 2,700, NA 1 (1), TT G

      • Poison: Bite or 30’ range spit. Causes death. Save versus poison negates.
      • Cleric spells: Guardian nagas can cast spells as a 6th cleric. (2 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level).
      • Constriction: An attack roll of 20 with a bite attack indicates that a target has been constricted, automatically causing 1d8 damage per round until freed.

      Naga, Guardian

      Source TOEH

      The largest and noblest of the naga, guardian nagas are from 20 to 25 feet in length. They do not necessarily have a humanlike head, but some characteristic (a flowing mane of hair, for instance) will immediately set their appearance apart from normal serpents. They are the naga most likely to speak to and parley with adventurers. However, under no circumstances will they allow intruders to take the items or pass the entrances they are guarding.

      AC 5 [14]; HD 11** (49hp), Att 1 x bite (1d6 + poison) or spit (poison) or magic, THAC0 11 [+8]; MV 180 (60); SV D6 W7 P8 B8 S10 (11); ML 12; AL Lawful; XP 2,700; NA 1 (1); TT G

      • Poison: Bite or 30 ft. range spit. Causes death. Save vs. poison negates.
      • Spellcaster: Guardian nagas can cast spells as a 6th-level cleric. (2 x 1st level, 2 x 2nd level, 1 x 3rd level, 1 x 4th level).
      • Constriction: An attack roll of 20 with a bite attack indicates that a target has been constricted, automatically taking 1d8 damage per round until freed.

      Naga, Hanu-

      Hanu-nagas are a predominantly tropical and subtropical form of naga, less magical than the human-headed variety. Rather than a humanheaded giant snake, hanu-nagas have a feral monkey head upon a great serpentine body. These nagas lair in jungles and rainforests, haunting forgotten temples and ancient ruins, where many are worshipped by tribes of wild monkeys and/or apes. The most intelligent of hanu-nagas may have followings of tribesmen or cavemen.

      AC 5 [14]; HD 6* (27hp), Att 1 x bite (1d6 bite + poison), THAC0 14 [+5], M V 120 (40) / 90 (30) climbing; SV D10 W11 P12 B13 S14 (6); ML 11; AL Chaotic; XP 500; NA 1 (1); TT F

      • Poison: Causes death. Save vs. poison negates.
      • Control simians dance: 300 ft. radius. Can perform a dance that exerts a mystic control over all simian creatures (apes, gorillas and monkeys) within range. Controlled creatures will act at the naga’s mental command. Simians in range do not need to see the naga’s dance to fall under its control. When the dance starts, all simians within range will immediately begin moving at top speed to the dancing naga’s presence. The naga can dance and attack at the same time.
      • Constriction: An attack roll of 20 with a bite attack indicates that a target has been constricted, automatically taking 1d6 damage per round until freed.

      Naga, Spirit

      Source TOEH

      Spirit Nagas are 10- to 20-feet in length, and have a human head. Their eyes shine with a dark glowing light. They are the most malicious and evil of nagas, and are more prone to setting cunning ambushes for intruders than other nagas.

      AC 5 [14]; HD 9** (40hp), Att 1 x bite (1d3 + poison, 1 x charm gaze or magic, THAC0 14 [+5]; MV 120 (40); SV D8 W9 P10 B10 S12 (9); ML 11; AL Chaotic; XP 2,300; NA 1 (1); TT F

      • Poison: Causes death. Save versus poison negates.
      • Charm gaze: 40 ft. range. 1d4 round duration. Any creature meeting a spirit naga’s gaze is affected by a charm spell (save vs. spells negates). Unless averting eyes or using a mirror, characters in melee are affected each round.
      • Averting eyes: -4 penalty to-hit; the spirit naga gains a +2 bonus to attack.
      • Mirrors: The reflection of a spirit naga is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
      • Spell caster: Can cast both Magic-user spells (2 x 1st, 2 x 2nd, 1 x 3rd) and Cleric spells (2 x 1st, 2 x 2nd) as a 5th-level caster.
      • Constriction: An attack roll of 20 with a bite attack indicates that a target has been constricted, automatically taking 1d8 damage per round until freed.

      Naga, Water

      Source TOEH

      They do not ordinarily have human heads, but like the guardian nagas they will have some physical attributes separating them clearly from normal serpents. In the case of water nagas, this might be the color of the scales or the presence of flowing beard-like fins. Water nagas are from 10- to 15-feet-long.

      AC 5 [14]; HD 7** (31hp), Att 1 x bite (1d4 + poison) or magic, THAC0 13 [+6]; MV 120′ (40′) / 180′ (60′) swimming; SV D8 W9 P10 B10 S12 (7); ML 10, AL Neutral; XP 1,250; NA 1 (1d3); TT E

      • Poison: Causes death. Save versus poison negates.
      • Spell caster: Can cast Magic-user spells as a 5th-level caster (2 x 1st, 2 x 2nd, 1 x 3rd).
      • Constriction: An attack roll of 20 with a bite attack indicates that a target has been constricted, automatically taking 1d6 damage per round until freed.
      • Drown: After successfully constricting a target the water naga will attempt to pull it into its pool and drown it. Save vs. paralysis resists. Creatures drown in 2d6 rounds.

      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

      • 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

      • 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

      • 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.


      Ogrillon

      Source TOEH

      Ogrillons are a fierce half-ogre race born of a union between a female orc and a male ogre. They tend to act like ogres, but they are far more violent and aggressive than their larger kin. Ogrillons are usually only slightly taller than orcs, with features that strongly favor their orc parent, so much so that most ogrillons are indiscernible from normal orcs. About 10% of ogrillons resemble their ogre parent. Ogrillon’s skin is covered in closely fitting bony plates and nodes akin to an alligator.

      AC 5 [14]; HD 2+2 (11 hp); Att 2 x slam (1d4+1); THAC0 17 [+2]; MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 10; AL Chaotic; XP 25; NA 3d4 (5d6); TT S

      • Language: Can speak orc and ogre. 10% speak common.
      • Self reliant: Ogrillons do not care for armor or weapons.
      • Born to kill: Ogrillons love nothing more than combat. So inborn is the need to be warriors that they seem almost depressed and dejected when they are not involved in melee.
      • Leader: Groups of 10+ are led by a leader with 5 HD (23 hp).

      Ooze, Amber

      Source TOEH

      An amber ooze is approximately 1 foot in diameter, and is a dark amber color and smells of ale. Attracted to liquor, the ooze hides in kegs and wineskins.

      AC 6 [13]; HD 1 (4 hp); Att Poison; THAC0 19 [+0]; MV 30 (10); SV D12 W13 P14 B15 S16 (1); ML 12; AL Neutral; XP 10; NA 1 (1); TT None

      • Camouflage: Visually indistinguishable from ales and drink.
      • Poison: If ingested, amber ooze secretes a poison that does 1d6 points of damage each day it remains within a victim. The host is allowed a save vs. poison each day to expel the ooze.

      Ooze, Crystal

      Source TOEH

      The crystal ooze is an aquatic variety of the gray ooze. It is semitransparent and clear, almost impossible to see in the water and looks like nothing more than a simple puddle outside of it. The crystal ooze can grow to a length of up to 8 feet and a thickness of about 6 inches.

      AC 7 [12]; HD 4*** (16 hp); Att 1 x slam (2d6 + acid + paralysis); THAC0 16 [+3]; MV 30 (10), 60 (20) swimming; SV D10 W11 P12 B13 S14 (4); ML 12; AL Neutral; XP 225; NA 1 (1); TT None

      • Surprise: On 1-4. Crystal ooze’s are transparent and almost impossible to see in water.
      • Energy immunities: Immune to acid, coldbased and fire-based attacks.
      • Paralysis: A target successfully hit by a slam attack must make a save vs. paralysis or be paralyzed for 3d6 rounds.
      • Acid: Secretes a digestive acid that dissolves organic material quickly, but doesn’t affect metal. Successful attacks against non-metal armor or clothing dissolves it immediately unless a successful save vs. breath is made.
      • Erode wood: Dissolves wood instantly upon touch.
      • Water dependant: Crystal oozes can survive out of the water for 5 hours.

      Ooze, Entropic

      Source TOEH

      An entropic ooze is an amorphous mass of black protoplasm that covers an area of 15 feet or more. It resembles a black pudding, for which it is often mistaken. Entropic oozes devour the souls of creatures they slay.

      AC 8 [11]; HD 10*** (45 hp); Att 1 x slam (2d6 + energy drain); THAC0 11 [+8]; MV 60 (20); SV D6 W7 P8 B8 S10 (10); ML 12; AL Neutral; XP 3,000; NA 1 (1); TT None

      • Magic resistance: +5to all saving throws versus magic effects.
      • Energy drain: A successfully hit target permanently loses two experience levels (or Hit Die) in addition to damage from the slam. This incurs a loss of two 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 through the new level.
      • Devour soul: Entropic oozes devour the souls of creatures they slay and creatures killed by them cannot be returned to life until that entopic ooze is slain.

      Ooze, Entropic (Dark Matter)

      Dark matter entropic oozes are amorphous masses of black protoplasm that cover areas of 25 feet or more. They are the larger cousins of regular entropic oozes.

      AC 8 [11]; HD 20*** (90 hp); Att 1 x slam (2d8 + energy drain); THAC0 6 [+13]; MV 60 (20); SV D2 W2 P2 B2 S4 (20); ML 12; AL Neutral; XP 5,450; NA 1 (1); TT None

      • Magic resistance: +5to all saving throws versus magic effects.
      • Energy drain: A successfully hit target permanently loses three experience levels (or Hit Die) in addition to damage from the slam. This incurs a loss of three 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 through the new level.

      • Devour soul: Entropic oozes devour the souls of creatures they slay and creatures killed by them cannot be returned to life until that entopic ooze is slain.

      Ooze, Glacial

      Source TOEH

      A glacial ooze is an enormous jelly found in arctic climates. This creature appears as translucent bluish-white icy sludge about 10 feet on each side (though larger specimens have been encountered). This ooze is conjectured to be a relative of the gelatinous cube.

      AC 8 [11]; HD 5*** (22 hp); Att 1 x pseudopod (2d6 + 1d6 cold) or engulf; THAC0 15 [+4]; MV 30 (10), 120 (40) swimming; SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 550; NA 1 (1); TT None

      • Surprise: On 1-3. Glacial ooze’s are transparent and difficult to see.
      • Immunities: Immune to cold-based attacks and blunt weapons.
      • Engulf: If a glacial ooze makes a successful attack it can attempt to engulf that opponent next round (save vs. paralysis avoids).
      • Trapped victims: Engulfed victims take 1d6 points of cold damage each round and cannot move until freed.
      • Absorption: Glacial oozes absorb all bodily fluids and liquids from a corpse, leaving behind a frozen and rotting husk.

      Ooze, Magma

      Source TOEH

      A magma ooze appears to be a pool of bubbling and churning molten rock. They are almost always found in or near volcanoes and other warm or hot places. Magma oozes do not approach water and are never found near such sources. Magma oozes can grow to a length of 10 feet, with a thickness of about 6 inches.

      AC 8 [11]; HD 7* (31 hp); Att 1 x slam (2d4 + 2d6 fire + lava touch); THAC0 13 [+6]; MV 60 (20), 60 (20) climbing; SV D8 W9 P10 B10 S12 (7); ML 12; AL Neutral; XP 850; NA 1d4 (1d4); TT None

      • Cold vulnerability: Takes double damage from cold-based attacks.
      • Immunities: Immune to fire-based attacks and slashing and piercing weapons.
      • Division: Slashing and piercing weapons causes the ooze to divide into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hp or less cannot be further split and dies if reduced to 0 hp.
      • Lava touch: Any successful hit on a target causes lava to adhere to it causing an addition 1d6 point of fire damage per round for 1d3 rounds.

      Ooze, Mercury

      Source TOEH

      A mercury ooze resembles a swirling thick pool of silvery-white mercury about 8-feetlong and 6-inches-thick.

      AC 7 [12]; HD 5* (22 hp); Att 1 x slam (2d4 + mercury poisoning); THAC0 15 [+4]; MV 120 (40), 90 (30) climbing; SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 300; NA 1 (1); TT None

      • Mercury poisoning: A target successfully hit by a slam attack has 1 point of Constitution and 1 point of Dexterity permanently drained unless they make a successful save vs. poison.

        One week later the affected character must make another save vs. poison or be driven insane. If in combat, roll on the following table to see how a victim acts each round 2d6 Behavior 2-5 Attack caster’s group 6-8 No action 9-12 Attack subject’s group.

        Outside of combat the character is unable to acts independently for the full week when another save vs. poison can be made or subjected to the effect for another week. These saves are made until the effect ends.

      • Cling: Can move across walls and ceilings.
      • Seep: Can flatten its body to squeeze through cracks up to 1 inch in size.

      Ooze, Metallic (hoard ooze) Coin Collector

      Source TOEH

      A metallic ooze appears as a 9-foot-blob of protoplasm of varying hue and color. Its form is coarse and rough giving it the appearance of piles of coins. . Metallic oozes come in a variety of sizes and colors: gold, silver, platinum, copper, brass, or bronze.

      AC 7 [12]; HD 7** (31 hp); Att 1 x slam (1d8 + 1d6 acid) or engulf; THAC0 13 [+6]; MV 60 (20), 30 (10) climbing; SV D8 W9 P10 B03 S12 (7); ML 12; AL Chaotic; XP 1,250; NA 1 (1); TT None

      • Surprise: On 1-3. Metallic ooze’s appear as piles of coins until disturbed.
      • Immunities: Immune to acid and blunt weapons attacks.
      • Engulf: If a metallic ooze makes a successful attack it can attempt to engulf that opponent next round (save vs. paralysis avoids).
      • Trapped victims: Engulfed victims take 1d6 acid damage each round and cannot move until freed.
      • Irritating fumes: 10 ft. radius. If successfully attacked with fire, the ooze emits a cloud of vapor that burns the eyes and lungs of creatures within range (2d6 damage, save vs. poison for half).
      • Cling: Can move across walls and ceilings.
      • Seep: Can flatten its body to squeeze through cracks up to 2 inches in size.

      Ooze, Undead

      Source TOEH

      When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. The resulting undead ooze appears as a large, undulating mass of black goo from which rotted and broken bones protrude.

      AC 9 [10]; HD 6** (27 hp); Att 1 x slam (2d4 + 1d6 cold) or engulf; THAC0 14 [+5]; MV 90 (30), 90 (30) climbing; SV D10 W11 P12 B13 S14 (6); ML 12; AL Chaotic; XP 725; NA 1 (1); TT None

      • Hateful: Attempts to kill any creatures they encounter.
      • Undead: Make no noise, until they attack.
      • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
      • Cold immunity: Immune to cold-based attacks.
      • Engulf: If an undead ooze makes a successful attack it can attempt to engulf that opponent next round (save vs. paralysis avoids).
      • Trapped victims: Engulfed victims take 2d4 + 1d6 cold damage each round and cannot move until freed.
      • Exude skeletons: Each round, in place of moving or attacking, an undead ooze can expel 1d6 skeletons from its mass. Skeletons can act in the round they are expelled. Slain skeletons are engulfed by the undead ooze and can be reanimated and expelled again in 1 hour.
      • Cling: Can move across walls and ceilings.
      • Turning: Treated as a 6 HD monster.

      Ooze, Vampiric

      Source TOEH

      Some think the vampiric ooze was created by a lich using ancient and forbidden magic. Others believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.

      Whatever the monster’s origins, it looks like a thick, bubbling pool of mustard yellow muck. It can alter its shape so as to appear up to 12-feetlong and 6-inches-thick. It spends its time slithering along floors, walls, and ceilings, or if above ground, hunting its prey at night.

      AC 8 [11]; HD 8** (36 hp); Att 1 x slam (2d4 + energy drain); THAC0 12 [+7]; MV 60 (20), 60 (20) climbing; SV D8 W9 P10 B10 S12 (8); ML 12; AL Neutral; XP 1,750; NA 1 (1); TT None

      • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die) in addition to damage from the slam. 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 humanoid drained of all levels becomes a zombie in 1d4 rounds, under the control of the vampiric ooze that killed him or her.

        For each level drained a vampiric ooze gains an addition HD.

      • Energy Immunities: Immune to cold-based and electricity-based attacks. These attacks cause the vampiric ooze to divide into two identical oozes.
      • Division: Cold-based and electricity-based attacks cause the ooze to divide into two identical oozes, each with half of the original’s current hit points (round down). An ooze with 10 hp or less cannot be further split and dies if reduced to 0 hp.
      • Cling: Can move across walls and ceilings.
      • Seep: Can flatten its body to squeeze through cracks up to 1 inch in size.
      • Sunlight vulnerability: Direct sunlight destroys a vampiric ooze after 1 round of exposure.

      Orc

      Source = Core

      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 accompanying them. There is a 1-in-10 chance of a troll 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.

      Orog

      Source TOEH

      Orogs, also called elite orcs or greater orcs, are the much larger kin of normal orcs. They usually reach well over 6-feet-tall but closely resemble normal orcs in all ways except build: orogs are much stronger and stockier. It is believed that orogs are the result of the union of a male orc and female ogre. Orogs wear plate mail and carry large axes or swords.

      AC 3 [16]; HD 3+2 (15 hp); Att 1 x weapon (1d8+1) or javelin (1d4+1; THAC0 16 [+3]; MV 120 (40); SV D12 W13 P14 B15 S16 (3); ML 10; AL Chaotic; XP 50; NA 2d4 (2d6); TT None

      • Language: Can speak orc. 25% speak common.
      • Military mind: Orog military units are highly organized, tactically superior, and far more dangerous than those of normal orcs.
      • Leader: Groups of 10+ are led by a 5+2 HD (24 hp) lieutenant.
      Ten Employers Who Hire Orog Mercenaries
      d10 Result
      1 Tanak: An unscrupulous merchant who relies on his orog guards to get him out of trouble when his misdeeds — double-dealing, smuggling, fencing stolen goods, selling junk disguised as treasure, etc. — are discovered.
      2 Uskan: The dwarven harbor-master of a big port city, Uskan is faced with a disruptive strike by dockworkers. He hires orogs as security to keep dissidents at bay and help with loading and unloading cargo.
      3 Captain Mullen: An overworked watch commander who hires orogs as replacements for lazy, corrupt, or cowardly city guards.
      4 Aldun: An exiled prince is building an army from his hidden stronghold in the mountains, seeking to return and seize power in the kingdom that banished him. He stole his family’s crown jewels and is using them to pay for the most infamous orog mercenary regiment in the region.
      5 Nashima: A pirate queen who doesn’t trust her captains, and maintains a well-paid bodyguard of orogs to protect her from “disloyalty.”
      6 Sikkandra: A sorceress seeks an important artifact that is located in a peaceful but isolated valley inhabited by humans and halflings. She creates a magical stronghold and unleashes her orog mercenaries on the populace, seeking the artifact.
      7 Renalda: This particularly strict and duty-bound university librarian is weary of impolite patrons who don’t follow the rules, damage books, and simply don’t keep quiet, so she engages a squad of no-nonsense orogs who have no tolerance for rulebreakers.
      8 Khúr’shaan: A red dragon who frequently leaves his lair, and needs honest guards who won’t steal from his horde hires a well-known band of orog mercenaries, known for their loyalty.
      9 Bragga: A manager of gladiators, Bragga sees the opportunity for a highly successful team of unknowns, and hires the most ruthless orogs she can find to work as a team, making themselves famous, and her wealthy.
      10 Surshan: A lich who has hired orogs as guards for his citadel, but is also using them as experimental subjects without their commander’s knowledge.

      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.

      Pike, Giant

      Source TOEH

      The giant pike averages about 9=feetlong and can grow to a length of 20 feet. Its coloration varies from dark green to brown and its body is covered in lighter colored spots. It has a single dorsal fin and a white or creamcolored underbelly.

      AC 7 [12]; HD 3 (13 hp); Att 1 x bite (1d4); THAC0 17 [+2]; MV 180 (60) swimming; SV D12 W13 P14 B15 S16 (3); ML 7; AL Neutral; XP 35; NA 0 (2d4); TT None

      • Initiative: Due to their great speed giant pike gain +1 to initiative.
      • Aggressive: Usually attack on sight.

      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.

      Pterosaur, 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

      Pterosaur, 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


      Pudding, Blood

      Source TOEH

      A blood pudding is a spheroid blob of protoplasm about 3-feet-high; they are rounded at the top, but flatten out somewhat at the bottom as their own weight spreads out their form. The puddings are blood-red in color, and constantly seep a foul smelling and sticky slime. In bright enough light, blood puddings are translucent.

      AC 9 [10]; HD 5* (22 hp); Att 1 x pseudopod (2d4 + grab); THAC0 15 [+4]; MV 60 (20); SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 300; NA 1 (0); TT None

      • Immunity: Immune to blunt weapons.
      • Grab: A target successfully hit by a pseudopod attack must make a save vs. paralysis of be grabbed. The ooze then disgorges the victim’s blood through its pores, eyes, ears and mouth on the next round for an additional 3d6 damage before letting go.

      Pudding, Brown

      Source TOEH

      A variety of the black pudding, the brown pudding is found only in temperate and subtropical swamps. It is dark brown in color.

      AC 9 [10]; HD 11** (49 hp); Att 1 x slam (2d6 + 2d6 acid); THAC0 11 [+8]; MV 60 (20), 60 (20) climbing; SV D6 W7 P8 B8 S10 (11); ML 12; AL Neutral; XP 2,700; NA 1 (0); TT None

      • Immunities: Immune to cold-based attacks and slashing and piercing weapons.
      • Division: Slashing and piercing weapons cause the pudding to divide into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hp or less cannot be further split and dies if reduced to 0 hp.
      • Acid: Secretes a digestive acid that dissolves organic material quickly, but doesn’t affect metal. Successful attacks against non-metal armor or clothing dissolves it immediately unless a successful save vs. breath is made.
      • Erode wood: Dissolves wood instantly upon touch.
      • Cling: Can move across walls and ceilings.
      • Seep: Can flatten its body to squeeze through cracks up to 2 inches in size.
      Ten places you could find a brown pudding
      d10 Result
      1 Half-sunken barge
      2 Bandit lair
      3 Jolly Roger in a tree with a treasure chest underneath it
      4 A crashed gnomish airship
      6 Three dozen boots, stuck in the muck (a brown pudding), opening up — one pair is magical
      7 Alligator farm
      8 Giant platypus lair
      9 Molted black dragon skin
      10 Among trees that have directional arrows carved into them, all in different directions

      Pudding, Stone

      Source TOEH

      A stone pudding is a large, oozing gray blob about 16 feet across and from 2 to 4 feet thick, and weighing in excess of 20,000 pounds.

      AC 5 [14]; HD 10*** (45 hp); Att 1 x slam (2d6 + acid + petrify); THAC0 11 [+8]; MV 30 (10), 30 (10) climbing; SV D6 W7 P8 B8 S10 (10); ML 12; AL Neutral; XP 3,000; NA 1 (1); TT None

      • Immunities: Immune to fire-based attacks and blunt weapons.
      • Division: Fire-based attacks cause the pudding to divide into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hp or less cannot be further split and dies if reduced to 0 hp.
      • Grab: An attack roll of 20 on its slam attack indicates the target has been grabbed and automatically takes 2d6 slam damage and 1d6 acid damage each round.
      • Acid: Secretes a digestive acid that dissolves organic material quickly, but doesn’t affect metal. Successful attacks against non-metal armor or clothing dissolves it immediately unless a successful save vs. breath is made.
      • Petrify: A successfully hit target is turned to stone (save vs. petrify negates).
      • Erode wood: Dissolves wood instantly upon touch.
      • Cling: Can move across walls and ceilings.

      Pudding, White

      Source TOEH

      A variety of the black pudding, the white pudding is found only in cold, frigid lands. It is white in color and uses this to its advantage by ambushing its prey.

      AC 9 [10]; HD 9*** (40 hp); Att 1 x slam (2d6 + 2d6 acid); THAC0 12 [+7]; MV 60 (20), 60 (20) climbing; SV D8 W9 P10 B10 S12 (9); ML 12; AL Neutral; XP 2,300; NA 1 (0); TT None

      • Surprise: On 1-4. White puddings appear as normal snow and ice until disturbed.
      • Immunities: Immune to cold-based attacks and slashing and piercing weapons.
      • Division: Slashing and piercing weapons cause the pudding to divide into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hp or less cannot be further split and dies if reduced to 0 hp.
      • Acid: Secretes a digestive acid that dissolves organic material quickly, but doesn’t affect metal. Successful attacks against non-metal armor or clothing dissolves it immediately unless a successful save vs. breath is made.
      • Erode wood: Dissolves wood instantly upon touch.
      • Cling: Can move across walls and ceilings.
      • Seep: Can flatten its body to squeeze through cracks up to 2 inches in size.

      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 D 8 W 9 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.

      Pyrolisk

      Source TOEH

      The pyrolisk resembles a cockatrice and is often mistaken for it. The difference lies in the coloration of its tail feathers and wings: the pyrolisk has a single red feather in its tail and a reddish tinge to its wings. Otherwise, it is identical to the cockatrice in appearance.

      AC 5 [14]; HD 4** (18 hp); Att 1 x bite (1d4), 1 x conflagration gaze (4d8), pyrotechnics; THAC0 16 16 [+3]; MV 60 (20), 120 (40) flying; SV D10 W11 P12 B13 S14 (4); ML 9; AL Chaotic; XP 175; NA 1d4 (1d8); TT C

      • Fire immunity: Unharmed by fire-based attacks.
      • Conflagration gaze: 30 ft. range. Any creature meeting a pyrolisk’s gaze bursts into flames taking 2d8 fire damage per round (save vs. spells for half). A character can extinguish themselves on their next turn instead of attacking.
      • Averting eyes: -4 penalty to-hit; the pyrolisk gains a +2 bonus to attack.
      • Mirrors: The reflection of a dracolisk is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
      • Immune to own gaze: Unaffected by their own gaze.
      • Pyrotechnics: Once per round can cause an existing fire source to produce a flashing burst of fireworks. Creatures within 120 ft. must make a successful save vs. spells or be blinded for 1d4+1 rounds.

      Quickling

      Source TOEH

      Quicklings resemble small elves with large ears that rise to points above their heads. Their skin is pale blue to blue-white and hair is either silver or white. They never wear armor and prefer clothes of bright and boisterous colors; reds, yellows, silvers, blacks, and blues are among their favorites. They speak the common tongue and the language of pixies and brownies, spoken so quickly that even those able to speak one of the languages may still find it difficult to converse with a quickling.

      AC 0 [19]; HD 2** (8 hp); Att 1 x weapon (1d4 or by weapon + poison) or magic; THAC0 18 [+1]; MV 480 (160); SV D12 W13 P14 B15 S16 (2); ML 7; AL Chaotic; XP 30; NA 1d4+1 (1d6 x 6); TT E

      • Poison: Quicklings can employ daggers coated with poison extracted from forest plants. Save vs. poison or fall asleep for 2d6 turns. The poison lasts for 1 turn after application or until it is touched or a target is successfully hit.
      • Invisible: A quickling is effectively invisible (as the spell) when standing motionless. It loses this invisibility and remains visible (though blurred) in any round in which it moves.
      • Blur: A quickling that moves in a round appears as a blur. All attacks against the quickling are at a -4 to hit. The quickling also gains a +1 to any save versus magical effects that directly targets them.
      • Magic powers: Quicklings are able to use the following magic powers. Each can be used once per day:
        1. Dancing lights: 60 ft. range. The quickling can create the following effects that can be moved anywhere within range: 1-4 torch or lantern-like sources of light. 1-4 glowing orbs.

          A glowing humanoid figure.

        2. Levitate.
        3. Ventriloquism: 200 ft. range. 6 round duration. Can make a noise (their voice, another voice or another sound) seeming originate from anywhere within range. A successful save vs. spells detects the ruse.

          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.

          Rat, Common

          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.

          Rat, Barrow

          Source TOEH

          Barrow rats are 15-inches-long brownishgray rats with long gray or brown, hairless tails. Their underbellies are lighter in color than their fur often appearing white in some rare species, but usually appearing light brown or slate. Some barrow rats have a dark brown or black stripe on their dorsal side that runs the length of their body.

          AC 7 [12]; HD ½ (2 hp); Att 2 x claws (1d3), 1 x bite (1d2); THAC0 19 [+0]; MV 120 (40), 60 (20) burrowing; SV D14 W15 P16 B17 S18 (NH); ML 7; AL Neutral; XP 5; NA 2d6 (2d10); TT None

          • Toughen hide: Once per day, a barrow rat can toughen its hide to be as tough as stone (AC 3 [16]).

          Rat, Brain

          Source TOEH

          Brain rats resemble their normal cousins and are indistinguishable from normal rats. Brain rats (also called psionic rats) are intelligent relatives of normal rats. Brain rats cluster in large groups and wait for prey to pass by.

          AC 5 [14]; HD 1** (4 hp); Att 1 x bite (1d2), or psionics; THAC0 19 [+0]; MV 90 (30), 90 (30) climbing; SV D12 W13 P14 B15 S16 (1); ML 6; AL Neutral; XP 16; NA 3d6 (3d10); TT C

          • Surprise: On 1-3. Brain rats are cunning in combat.
          • Psionics: Brain rats are able to use the following psionic powers:
            1. Confusion: Range 120 ft. 12 round duration. Targets of 2 HD or greater must make a save vs. spells or be struck with confusion. Roll on the following table to see how a victim acts each round.
          2d6 Behavior
          2-5 Attack caster’s group
          6-8 No action
          9-12 Attack subject’s group.

          A new save can be made each round to act normally until the duration has passed.

          Targets under 2 HD may not make a saving throw and must roll on the table each round. Can be used once per day.

        4. ESP: Can be used at will.
        5. Feeblemind. Can be used once per day.
        6. Mind thrust: Deals 1d6 points of damage per point of intelligence difference between the brain rat’s intelligence of 14 and its victims. Can be used three times per day.

      Rat, Ethereal

      Source TOEH

      Ethereal rats, like normal rats, they can be found just about anywhere. They look like grayish-black rats about 2-feet-long.

      AC 6 [13]; HD 2* (9 hp); Att 1 x bite (1d3 + ethereal poisoning); THAC0 18 [+1]; MV 90 (30), 90 (30) climbing; SV D12 W13 P14 B15 S16 (2); ML 7; AL Neutral; XP 25; NA 3d6 (3d10); TT None

      • Surprise: On 1-3. Usually attack from by shifting from the ethereal plane.
      • Ethereal poisoning: A successfully hit target loses 1d4 points of Constitution. When the victim reaches 0 Constitution they turn ethereal and remain so until they recover at least half of their Constitution score. Constitution returns at the rate of 1 point per day.
      • Ethereal jaunt: An ethereal rat can shift from the Ethereal to the Material Plane and back again. Can be used at will.

      Rat, Giant

      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.

      Rat, Shadow

      Source TOEH

      Shadow rats are essentially undead rats that can assume an incorporeal form. Other than their semi-translucent form (which they maintain regardless of their incorporeality or not), they resemble their earthly counterparts in all respects save for their rotting flesh, torn and matted fur and blazing, red eyes.

      AC 3 [16]; HD 1** (4 hp); Att 1 x bite (1d4 + Strength drain); THAC0 19 [+0]; MV 150 (50), 90 (30) climbing; SV D12 W13 P14 B15 S16 (1); ML 7; AL Neutral; XP 30; NA 3d6 (3d10); TT None

      • Surprise: On 1-4. Virtually invisible in shadows.
      • Strength drain: A successfully hit target loses 1 point of Strength. When the victim reaches 0 Strength they become a shadow. Strength recovers after 8 turns.
      • Incorporeal form: 1 hour duration. Can turn incorporeal. Can only be harmed by magical attacks for the duration. Can be used once per day.
      • Shadow blend: In any condition of illumination other than full daylight, a shadow rat can disappear into the shadows, giving it total concealment. Artificial illumination or spells does not negate this ability.

      Redcap

      Source TOEH

      Redcaps stand just about 20-inches-tall with wrinkled gray skin, gray or white hair, and gray or blue eyes. Their mouths sport small upward curving fangs, and their hands end in eagle-like talons. Redcaps prefer to dress in greens, browns, or other drab colors, except their hats. Their hats are always red, having been soaked in the blood of those they have slain.

      AC 7 [12]; HD ½** (4 hp); Att 1 x weapon (1d4 + poison) or claws (1d2), magic; THAC0 19 [+0]; MV 30 (10); SV D14 W15 P16 B17 S18 (NH); ML 10; AL Chaotic; XP 7; NA 1 (1d4+1); TT S + T

      • Aggressive: Usually attack on sight.
      • Poison: Causes death (save vs. poison negates).
      • Invisibility: Can be used at will.
      • Magical powers: Redcaps are able to use the following magic powers. Each can be used once per day:
        1. Dancing lights: 60 ft. range. The redcap can create the following effects that can be moved anywhere within range: 1-4 torch or lantern-like sources of light. 1-4 glowing orbs.

          A glowing humanoid figure.

        2. Detect good: (as detect evil).
        3. Mirror image.

      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.

      Rhinoceros, Common

      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.

      Rhinoceros, Woolly

      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.

      Riptide Horror

      Riptide horrors are grayish-tan tubeworms about 7 feet in length with six eyeless heads.

      Each mouth is lined with inward curving, serrated teeth. The underside of the riptide horror is white and six long grayish-tan tentacles protrude from the middle of its body.

      AC 3 [16]; HD 6** (27 hp); Att 6 x tentacles (1d4 + poison), 6 x bite (1d6); THAC0 14 [+5]; MV 60 (20), 150 (50) swimming, 90 (30) climbing; SV D10 W11 P12 B13 S14 (6); ML 10; AL Chaotic; XP 725; NA 1d4 (2d4); TT None

      • Damage resistance: Half damage from piercing and slashing weapons.
      • Poison: Causes death (save vs. poison negates).
      • Grab: A target successfully hit by two tentacle attacks is grabbed and pulled into the riptide horror’s mouths for automatic bite damage.

      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.

      Roc, Giant

      AC 0 [19], HD 36 (162 hp), Att 2 × claw (3d6), 1 × bite (8d6), THAC0 5 [+14], MV 60’ (20’)/480’ (160’) flying, SV D 2 W 3 P 4 B 3 S 6 (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.

      Roc, Small

      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.

      Salamander, Flame

      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 D 8 W 9 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.

      Salamander, Frost

      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 D 6 W 7 P 8 B 8 S10 (12), ML 9, AL Chaotic, XP 1,900, NA 1d3 (1d3), TT E

      • 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.

      Scarecrow

      Source TOEH

      The animated scarecrow is nearly indistinguishable from a normal scarecrow.

      Each scarecrow is unique in construction and design, but most are about 6-feettall, constructed of wood and ropes, and stuffed with straw or grass. Scarecrows are most often used as guardians to keep out would-be treasure hunters or trespassers.

      AC 5 [14]; HD 5* (22 hp); Att 1 x slam (1d6 + fascination), 1 x gaze (fascination); THAC0 15 [+4]; MV 90 (30); SV D10 W11 P12 B13 S14 (5); ML 10; AL Neutral; XP 300; NA 0 (1d4); TT None

      • Surprise: On 1-3. Scarecrows appear as normal constructions until disturbed.
      • Cold immunity: Immune to cold-based attacks.
      • Fire vulnerability: Takes double damage from fire-based attacks.
      • Fascination gaze: 30 ft. range. Any creature meeting a scarecrow’s gaze must succeed a save vs. spells or become fascinated for as long as the scarecrow is “alive” or remains within 300 ft. of the fascinated person. A fascinated creature can take no actions but can defend themselves. May attempt a new save any time they are attacked.
      • Averting eyes: -4 penalty to-hit; the scarecrow gains a +2 bonus to attack.
      • Mirrors: The reflection of a scarecrow is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
      • Immune to own gaze: Unaffected by their own gaze.
      • Fascination: A target successfully hit by a slam attack must make a save vs. spells or become fascinated (as fascination gaze).
      • Magical origins: Created by powerful wizards and clerics. Created using wood and rope as well as special unguents and powders totaling 500 gp.

      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

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

      Screaming Skull

      Source TOEH

      A screaming skull is the skull of a humanoid or other creature, bleached white, and with a single gemstone of varying size and type embedded into each eye socket.

      AC 9 [10]; HD 6** (27 hp); Att 3 x magic missiles (1d4+1); THAC0 14 [+5]; MV 0 (0); SV D10 W11 P12 B13 S14 (6); ML 12; AL Neutral; XP 725; NA 0 (1); TT None

      • Mundane damage immunity: Can only be harmed by magical attacks.
      • Spell immunity: Immune to all spells except disintegrate, which slows a screaming skull for 1d6 rounds (halves Att for 1 round per spell level) and cold-based magic which heal a screaming skull equal to the damage rolled.
      • Immobile: Unable to move on its own.
      • Cacophony: 60 ft. radius. 1d4 round duration. Whenever a creature approaches within 30 ft., a screaming skull emits an ear-shattering roar that does 1d6 damage per round to all creatures within range.
      • Magic missile: Once per round, a screaming skull can shoot up to 3 magic missiles from its eyes.
      • Insanity touch: Anyone touching the screaming skull must save or be driven insane for 1d6 hours. If in combat, roll on the following table to see how a victim acts each round.
      2d6 Behavior
      2-5 Attack caster’s group
      6-8 No action
      9-12 Attack subject’s group.

      Outside of combat the character is unable to act independently for the duration of the effect.

    • Magical origins: Created by powerful wizards and clerics.

    Scylla

    Source TOEH

    Scyllas are great sea-monsters about 20 feet long with a rounded lower body, four large fins, a short tail, and six heads, each perched on top of a long snake-like neck.

    A scylla is gray-blue to dark gray in color with a lighter shaded underbelly. Its fins are gray-blue to dark gray. Its eyes are golden or gray and each mouth is lined with triple rows of whitish-gray teeth. Scyllas can grow to a length of 50 feet.

    AC 2 [17]; HD 12* (54 hp); Att 6 x bite (1d10+3) or 6 x scalding steam blast (3d6); THAC0 10 [+9]; MV 60 (20), 180 (60) swimming; SV D6 W7 P8 B8 S10 (12); ML 10; AL Neutral; XP 1,900; NA 1 (1); TT None

    • Boil water: 30 ft. radius. The body of a scylla is extremely hot, and causes the waters around them to boil. Any creature within range takes 3d6 points of damage per round.
    • Scalding steam blast: 60 ft. line. Each head of a scylla can gulp the boiling water surrounding it and spit out a line of scalding steam that replaces its bite attack. Save vs. breath for half.

    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

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

    Sea Slug, Giant

    Source TOEH

    A giant sea slug is about 30-feet-long and has nine sets of gills along its body. It is variable in color: some are gray or greenishblue; others are white mottled with yellow or brown; and still others are gray mottled red or yellow. It has a large set of antennae that it uses for sight and navigation and its mouth is lined with serrated teeth used to grind its food.

    AC 6 [13]; HD 15** (67 hp); Att 1 x bite (2d8+2); THAC0 9 [+10]; MV 180 (60) swimming; SV D4 W5 P6 B5 S8 (15); ML 12; AL Neutral; XP 3,250; NA 1d2 (1d4); TT None

    • Paralysing cilia: Tiny threads cover the slug’s body. Any creature using melee attacks against a slug must make a Save vs. paralysis or become paralysed for 1d6 rounds.
    • Swallow whole: A roll of 20 on a bite attack indicates a human-sized (or smaller) victim is swallowed.
    • Inside the giant sea slug’s belly: Suffer 5d8+2 damage per round (until the creature dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death. A giant sea slug’s stomach can hold 2 human sized or 4 small sized creatures at a time.
    • Capsize: Can overturn small boats and sink larger vessels in 1d4+4 rounds.

    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

    • 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.

    Shark, 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).

    Shark, 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.

    Shark, Mako

    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).

    Skeleton, Black

    Source TOEH

    A black skeleton is a 6-foot-tall skeleton with glistening, black bones, seemingly constructed of blackened steel. Small red pinpoints of light burn in its hollowed eye sockets. Black skeletons wear any clothes or armor they had in life, and some still carry their gear and weapons. A black skeleton can shriek a hellish sound that causes fear.

    AC 4 [15]; HD 6 (24 hp); Att 1 x weapon (1d6 or by weapon) or 2 x claws (1d4), shriek; THAC0 14 [+5]; MV 120 (40); SV D10 W11 P12 B13 S14 (6); ML 12; AL Chaotic; XP 275; NA 1d6 (1d6); 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).
    • Shriek: 60 ft. radius. 6 round duration. Can issue a hellish shriek that causes creatures to flee for the duration (as cause fear). Save vs. Spells negates.
    Ten locales guarded by a black skeleton
    d10 Result
    1 Herb garden
    2 Sewer grate / manhole
    3 A presumed good mayor or lord’s house
    4 A shed full of short swords
    5 Pacing around the outside of graveyard
    6 Burned down church
    7 Old Man Williker’s abandoned and decrepit mansion
    8 Grandfather clock
    9 Its skull is sitting on a pillar, and the headless body is guarding its head
    10 Entrance to the Under Realms (labeled “Free Candy!”); 20% chance it is guarding against things from coming out

    Skeleton Warrior

    Source TOEH

    The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. A skeleton warrior’s only purpose is to search for and regain the circlet containing its soul. Circlets are worth from 1000 to 5000 gp each.

    A skeleton warrior appears as a lich-like creature dressed in the same type of armor and clothes worn during life. Its clothes and armor usually show signs of wear and age.

    AC -1 [20]; HD 12* (54 hp); Att 1 x longsword +1 (1d8+1); THAC0 10 [+9]; MV 120 (40); SV D6 W7 P8 B8 S10 (12); ML 12; AL Chaotic; XP 1,900; NA 1 (1); TT G

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Undead: Make no noise, until they attack.
    • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
    • Aura of Fear: 30 ft. radius. 6 round duration. Causes creatures with less than 5 HD to flee for the duration (as cause fear). Save vs. Spells negates.
    • Turning immunity: Cannot be turned by clerics
    • Spell Immunity: There is a 60% chance any spell cast at the warrior fails to affect it (includes both area effect and targeted spells)
    • Tracking: A skeleton warrior can track and find the possessor of its circlet unerringly. If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust.

    Skeleton Warrior’s Circlet

    Source TOEH

    The transformation into a skeleton warrior traps the character’s soul in a golden circlet.

    Anyone possessing one of these circlets may exude control over the skeleton warrior (whose soul is trapped therein).

    In order to establish or maintain control, the controller must be within 300 feet of the skeleton warrior and must wear the circlet on his head and spend one full round concentrating on the skeleton warrior. If the controller is interrupted during this time, he must succeed on a save vs. spells to establish control. If the check fails, the controller can try again. While wearing the circlet, the controller cannot wear any other item on his head. Doing so causes the circlet to cease functioning until the other headgear is removed. (A skeleton warrior can still detect the location of its circlet even if the controller wears something on his head to nullify the circlet’s powers.) While wearing the circlet and within 300 feet of the skeleton warrior, the controller can see through the skeleton warrior’s eyes and force it to act (attack, search, and so forth). This is called “active” mode. While the skeleton warrior is in active mode, the controller himself cannot take any action other than minimal movement.

    Alternately, the controller can place the skeleton warrior in “passive” mode. In this mode, the skeleton warrior stands motionless and inert. The controller cannot see through the skeleton warrior’s eyes but he himself is free to act. If the controller moves more than 300 feet away from the skeleton warrior or if the circlet is removed from the controller’s head, the skeleton warrior automatically enters passive mode. The controller can switch the skeleton warrior between active and passive mode once a round. Should the controller ever lose the circlet (through accident, theft, or simply by discarding it), the skeleton warrior instantly stops what it is doing and moves as quickly as possible toward the former controller and attempts to destroy them. If a skeleton warrior ever gains control of the circlet that contains its soul, it places the circlet on its head and “dies”, vanishing in a flash of light. The circlet falls to the ground and crumbles to dust.


    Snake

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

    Snake, Fire

    Source TOEH

    A fire snake resembles a normal snake with reddish-orange scales and stark white eyes. They range in size from 2 feet to 6 feet in length.

    AC 2 [17]; HD 2** (9 hp); Att 1 x bite (1d4 + paralysis); THAC0 18 [+1]; MV 90 (30), 120 (40) climbing; SV D12 W13 P14 B15 S16 (2); ML 7; AL Neutral; XP 30; NA 1d4 (1d8); TT U

    • Surprise: On 1-3. Hides within natural fires and attack.
    • Fire immunity: Immune to fire-based attacks.
    • Cold vulnerability: Takes double damage from cold-based attacks.
    • Paralyzing bite: Paralysed for 1d6 rounds (save vs. paralysis negates).
    • Burning Lair: Fire snakes make their homes in fires and rarely journey more than 30 ft. from such an open flame.

    Snake, 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.

    Snake, 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).

    Snake, 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.

    Snake, 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.

    Snake, Spitting

    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

    Spider, 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.

    Spider, Crab

    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).

    Spider, 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.

    Slag Worm

    Source TOEH

    This massive wormlike creature of burnt iron and glistening hematite grinds with the roar of the forge. A slag worm’s fanged lamprey-like mouth opens to reveal the molten fires burning in its gut. Slag worms average about 40-feet-long and weigh about 60,000 pounds, though specimens as large as 100 feet or more have been rumored to exist.

    Its massive form radiates abysmal heat and when the worm opens its maw, fires can be seen burning and raging in its interior.

    AC 3 [16]; HD 24*** (108 hp); Att 1 x bite (4d6), deafening roar; THAC0 5 [+14]; MV 30 (10); SV D2 W2 P2 B2 S2 (24); ML 12; AL Neutral; XP 8,500; NA 1 (1); TT None

    • Thermal healing: Fire-based attacks and magic heal a slag worm equal to the damage rolled.
    • Cold vulnerability: Cold-based attacks do double damage.
    • Deafening roar: 50 ft. radius. Causes a deafening roar each time it moves that deafens creatures within range for 2d4 rounds. Save vs. paralysis negates.
    • Heat aura: 10 ft. radius. The worm’s body generates incredible heat. Any creatures within range takes 2d6 points of fire damage each round (save vs. breath for half).
    • Furnace-like hide: Any non-magical weapon that strikes a slag worm melts into slag. A creature striking with a natural attack takes 4d6 points of fire damage.
    • Swallow whole: An attack roll of 5 or more than the target number required on its bite attack indicates a human-sized (or smaller) victim is swallowed.
    • Inside the slag worm’s belly: Suffer 4d6 damage per round (until the creature dies); may attack with sharp weapons at -4 to hit; body burnt to ash in 6 turns after death.

    Stone Maiden

    Source TOEH

    Stone maidens are exquisitely carved statues, female and shapely in design. Loosefitting robes clothe her form and a veil hangs across her shoulders and wraps around her head, though her face is not obscured.

    Her skin is the color of shale. A typical stone maiden stands about 6-feet-tall.

    AC 0 [19]; HD 10* (45 hp); Att 1 x long sword (1d8) or 2 x slam (1d6); THAC0 11 [+8]; MV 120 (40), 120 (40) burrowing; SV D6 W7 B10 B8 S10 (10); ML 12; AL Neutral; XP 1,600; NA 0 (1); TT None

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Animate rocks: Can animate rock and control up to two rocks at a time. Animated rocks are vaguely humanoid-shaped (most often resembling a stone maiden) and use the same statistics as stone maidens. Can be used at will.
    • Wall of stone: Can be used once per day.
    • Magical origins: Created by powerful wizards and clerics.

    Stroke Lad

    Source TOEH

    Stroke lads are handsome and wicked looking young men of sleight build with sharply pointed ears, with small goat-like horns jutting from their broad temples. They dress in fine silk robes and ermine lined cloaks and often bear a scepter or some other symbol of nobility.

    AC 4 [15]; HD 7** (31 hp); Att 1 x slap (1d6 + withering touch) or magic; THAC0 13 [+6]; MV 120 (40); SV D8 W9 P10 B10 S12 (7); ML 10; AL Chaotic; XP 1,250; NA 1 (1); TT A

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Magic resistance: +3 to all saving throws versus magical effects.
    • Withering touch: A target successfully hit by a slap attack must make a save vs. spells or lose 1d6 point of Dexterity as one of their limbs withers. Stroke lads have also been known to use their withering touch to permanently disfigure faces of those deemed more handsome than themselves.
    • ESP: Can be used at will.
    • Magic powers: Stroke lads are able to use the following magic powers. Each can be used once per day:
      1. Confusion: 120 ft. range. 60 ft. radius. 1d4+4 rounds duration. Creatures within the area of effect make a save vs. spells or be struck with confusion. Roll on the following table to see how a victim acts each round.
    2d6 Behavior
    2-5 Attack caster’s group
    6-8 No action
    9-12 Attack subject’s group.
  • Dancing lights: 60 ft. range. The stroke lad can create the following effects that can be moved anywhere within range: 1-4 torch or lantern-like sources of light. 1-4 glowing orbs.

    A glowing humanoid figure.

  • Detect evil.
  • Dispel magic.

Tabaxi

Source TOEH

The tabaxi (called cat-people or tigerfolk by some) are a reclusive race of feline humanoids that dwell away from settled areas, making their home deep in the forests and jungles. They rarely engage in trade or dealings with other races, preferring to keep to themselves most of the time.

Tabaxis are very graceful and catlike in their movements. They resemble humanoids with feline-like characteristics most akin to a tiger. A typical tabaxi stands 6 feet tall and weighs about 150 pounds.

AC 6 [13]; HD 2 (9 hp); Att 2 x claws (1d4), 1 x bite (1d3) or by weapon (1d6); THAC0 18 [+1]; MV 150 (50), 90 (30) climbing; SV D12 W13 P14 B15 S16 (2); ML 9; AL Neutral; XP 20; NA 2d4 (2d8); TT V

  • Surprise: On 1-3. Tabaxi use their natural coloration to ambush opponents.
  • Language: Speak their own language. 30% understand and speak common.
  • Pounce: Can leap up to 10 ft. and attack as a single action.
  • Rake: If a target is successfully hit by both claws the tabaxi can make an additional rake attack that deals an additional 1d4 damage.
  • Tracking: Tabaxi are able to track by scent with a 4-in-6 chance. Once started, they are very difficult to put off the trail. Powerful odours and time may reduce this chance.

Taer

Source TOEH

Taer are shaggy, primitive, naked humanoids that may be related to the yeti. They resemble prehistoric humans but are more bestial and apelike. . Taer never wear clothing, although they do sometimes wear necklaces and bracelets of tooth and horn.

AC 2 [17]; HD 3* (13 hp); Att 2 x claws (1d4), 1 x bite (1d6) or 1 x weapon (1d6+1); THAC0 17 [+2]; MV 180 (60); SV D12 W13 P14 B15 S16 (3); ML 8; AL Neutral; XP 50; NA 3d8 (1d20+10); TT L + S + T

  • Cold immunity: Immune to cold-based attacks. Taer’s fur is coated with an oily, fatty substance excreted through the pores which protects them from cold.
  • Stench: 10 ft. radius. 1d4+1 hours duration. Secretes a foul-smelling oil that nearly every form of animal life finds offensive (even troglodytes). All living creatures (except taers) within range must make a save vs. poison or suffer a -1 penalty to hit and damage.
  • Primitive weapons: Have been known to use stone spears in combat.
  • Language: Communicate through grunts, hooting, and yelling, as well as a body language similar to that of apes.
  • Territorial: Defend their lair with threats and, if this is ignored, violence.
  • Trap builders: Taer use their knowledge of the land to create avalanches, burrow under snow and attack from surprise, and use snowcovered pits to trap their prey.
  • Leader: Groups of 10+ are led by a leader with 6 HD (27 hp).

Tenebrous Worm

Source TOEH

A tenebrous worm is the larvae form of a gloomwing and resembles a 6-foot-long, sleek, gray caterpillar. The front half of its body, including its head, is covered in long, dull, black coarse bristles. Two large, multifaceted eyes dot its head and two large, pearl white mandibles flank its mouth.

The tenebrous worm is native to the Plane of Shadow and is rarely encountered elsewhere. On occasion, a tear in the fabric of the planes allows the worm to slip through to other planes of existence.

AC 1 [18]; HD 10* (45 hp); Att 1 x bite (2d6 + 1d6 poison); THAC0 11 [+8]; MV 90 (30); SV D6 W7 P8 B8 S10 (10); ML 12; AL Neutral; XP 1,600; NA 1 (1); TT None

  • Poison spines: A target successfully hit by a bite attack must make a save vs. poison or be paralyzed for 1d4 rounds. The round after the paralysis ends the target takes an additional 3d6 poison damage unless a neutralize poison spell has been cast before that time. Any creature attacking unarmed or with natural weapons must make a save vs. poison each time they attack or suffer the same damage as listed above.
  • Valuable ivory: The ivory mandibles of a tenebrous worm can be sold for 1d3 x 1000 gp each.
Ten benefits of tenebrous worm ichor
d10 Result
1 Can keep you warm
2 Bonus on stealth
3 Put someone in stasis for up to 2 weeks
4 Paralysis poison
5 Used as non-flammable oil
6 Magic tattoo ink
7 Bestows infravision
8 Attracts light
9 Cures blindness as a salve
10 Can be made into a paint that causes vertigo

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.

Thunder Beast

Source TOEH

A thunder beast is huge animal with a hippo-like head with pointed pig- like ears.

It has a large, wide mouth with small upright tusks jutting from its lower jaw. Its long body is thick and hunched. Six powerful legs aid the creature in locomotion. A typical thunder beast is about 20-feet-long. It is yellow-brown, ochre, or olive in color, mottled dark brown or black. Thunder beasts are herd animals that spend their time roaming the uncountable layers of the Abyss sustaining themselves on a diet of rotted plants, manes demons, and other inconsequential life forms.

AC 5 [14]; HD 6 (27 hp); Att 1 x bite (2d6) or trample (4d6) or breath weapon (noxious gas); THAC0 14 [+5]; MV 120 (40); SV D10 W11 P12 B13 S14 (6); ML 8; AL Neutral; XP 275; NA 0 (5d4); TT None

  • Breath weapon: 20 ft. high x 20 ft. radius cloud. 1d4 rounds duration. Breathes a cloud of noxious gas. Save vs. poison or suffer -1 penalty to hit, damage and saves while inside the cloud and for 1 round afterwards. Can be used every 1d4 rounds.
  • Trample: 3-in-4 chance of trampling each round. +4 to hit human-sized or smaller creatures.

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 D 8 W 9 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.

Trolls

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

  • 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.

Troll, Cave

Source TOEH

Cave trolls are smaller cousins of the normal troll and are found in all types of subterranean realms. Cave trolls have blackish-gray hides and yellow eyes. Cave trolls stand 6-feet-tall and weigh 300 pounds. They do not walk with the same hunched gait of their larger relatives. They stand upright and move with blinding speed.

Cave trolls rarely venture to the surface world, preferring the security and tranquillity of the darkness they inhabit.

AC 0 [19]; HD 4* (18 hp); Att 4 x claws (1d4), 2 x bite (1d4); THAC0 16 [+3]; MV 240 (80), 240 (80) climbing; SV D10 W11 P12 B13 S14 (4); ML 10; AL Chaotic; XP 2,300; NA 1d8 (1d8); TT D

  • Regeneration: Three rounds after being damaged, start regaining 2 hp per round. Severed limbs reattach.
  • Return from dead: 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.
  • Enchanted: A cave troll is enchanted with two permanent spell effects, haste and an effect that allows it to walk along walls and ceilings like a spider. If these are abilities are dispelled the cave troll loses half its standard MV, all

Troll, Ice

Source TOEH

An ice troll stands about 8-feet-tall and weighs 450 pounds with semitransparent light blue flesh and cold, stark white eyes. Ice trolls do not possess any body hair.

Ice trolls are relatives of normal trolls, but are decidedly more cunning, ruthless, evil, and despicable. They make their homes in very cold climates, always near a pool of water (either natural or troll-made).

AC 7 [12]; HD 2** (9 hp); Att 2 x claws (1d6); THAC0 18 [+1]; MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 10; AL Chaotic; XP 30; NA 1d8 (1d8); TT D

  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Cold immunity: Immune to cold-based attacks
  • Vulnerabilities: Takes double damage from fire-based attacks and slashing weapons.
  • Severable limbs: If an opponent rolls a natural 20 while attacking with a slashing weapon the ice troll must succeed on a save vs. death or lose a limb (roll 1d6: 1-3 arm, 4-6 leg; 50% chance of either right or left). An ice troll that loses a leg falls to the ground but are able to move at half speed. Severed limbs cannot attack but move towards the nearest source of water or ice at MV 30 (10).
  • Regeneration: Three rounds after being damaged, start regaining 2 hp per round. Severed limbs reattach but only if it has been in contact with ice or water for at least 1 round.
  • Limb regrowth: If an ice troll loses a limb or body part, the lost portion grows back in 2d6 minutes so long as both the ice troll and lost body part are within 30 ft. of each other and are both in contact with ice or water.
  • Return from dead: If killed (0 hp), will regenerate and fight again in 2d6 rounds.
  • Water dependency: Cannot regenerate damage if more than 30 ft. from ice or water. The only way to permanently kill a ice troll.
  • Rend: If a target is successfully hit by two claw attacks, the troll latches onto the victim’s body and tears into its flesh, dealing an additional 2d4 damage.
  • Flesh eater: Ice trolls savor the taste of human flesh and construct their lairs near civilized areas where humans are plentiful.
  • Trap makers: Ice trolls often set traps for humans and either devours them immediately or captures them and carries them back to their lair. Captured humans are caged and fattened up before they are eaten. of its climbing MV, and halves the number of attacks it can make in a round.
  • Rend: If a target is successfully hit by two claw attacks, the troll latches onto the victim’s body and tears into its flesh, dealing an additional 2d4 damage.

Troll, Rock

Source TOEH

Rock trolls are 10-feet-tall and weigh about 600 pounds. They resemble their smaller relatives in most respects. The rock troll’s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. The creature’s arms and legs are long and thin and end in sharpened talons. Its feet end in three-toed feet.

Rock trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth.

AC 0 [19]; HD 8* (36 hp); Att 2 x claws (1d6), 1 x bite (1d6); THAC0 12 [+7]; MV 120 (40), 90 (30) burrowing; SV D8 W9 P10 B10 S12 (8); ML 10; AL Chaotic; XP 1,200; NA 2d4 (2d4); TT None

  • Rend: If a target is successfully hit by two claw attacks, the troll latches onto the victim’s body and tears into its flesh, dealing an additional 2d6 damage.
  • Regeneration: Regains 3 hp per. Cannot regenerate lost limbs.
  • Earth dependency: Cannot regenerate damage if it is not underground and in contact with rock or dirt. The only way to permanently kill a rock troll.
  • Sunlight vulnerability: Direct sunlight permanently turns a rock troll to stone unless a successful save vs. spells is made each round they are exposed. Stone to flesh can remove this effect once the rock troll is removed from the sunlight.
Ten Treasures Found in a Rock Troll’s Subterranean Lair
d10 Result
1 A collection of skulls from a range of humanoid victims.
2 Sacks full of mushrooms and other edible fungi.
3 A pile of weapons randomly tossed in a corner that may contain magic items.
4 A bucket full of gems in a wide range of colors, which the troll enjoys gazing through.
5 A number of fine paintings that the troll has defaced with moustaches and obscene graffiti. Whether they are salvageable it up to the GM.
6 A cage with a pair of lovebirds which the troll has been tenderly caring for.
7 Several colorful children’s toys.
8 A cache of candies and frosted pastries, some of which have bites taken out of them.
9 A collection of picture books which the troll finds entertaining.
10 A dozen bottles of miscellaneous liquors and ales, all of which have had a few sips already drunk from them.

Troll, Swamp

Source TOEH

Swamp trolls are large, stocky, dark gray or brown 7-foot-tall hunched humanoids weighing about 400 pounds. Large, upwardcurving fangs jut from their lower jaws. Their flesh is slick and slimy like moss.

Swamp trolls make their lairs deep in swampland and marshes away from more settled areas, but not far enough away where they cannot hunt humans if game and other food runs scarce in the swamps.

AC 3 [16]; HD 3+2* (15 hp); Att 2 x claws (1d6), 1 x bite (1d8); THAC0 16 [+3]; MV 120 (40); SV D12 W13 P14 B15 S16 (3); ML 10; AL Chaotic; XP 75; NA 2d4 (2d8); TT V

  • Surprise: On 1-3. Swamp troll’s use their thick coating of mud to hide and ambush opponents.
  • Swamp dependency: Swamp trolls need to keep their bodies covered in a thick coating of mud and swamp water or they suffocate after 10 hours.

Troll, Tundra

Source Frozen Monsters

At 9’ tall, these uniquely-evolved specimens of trollkind have adapted to tundra life and even used the environmental cold to develop special defenses against their one glaring weakness—fire. Not only does a tundra troll’s skin naturally cool the air around it, which keeps its snowy lair from melting in the hotter months, but this same internal process actually lessens incoming fire attacks that target the troll’s body.

Because of this, the Enoruuk and other natives of the arctic landscape fear the bloodthirsty tundra trolls.

Worse, these northern monsters exhibit an especially cruel streak when killing their prey—they love to torment them for as long as possible, before eating them. Their victims’ body produces adrenaline when stressed and afraid, and the trolls relish the taste of this substance in the sweat of their victims. (The physically repulsive trolls gleefully claim that this “sweetens” their meals, like sugar.)

AC 4 [15], HD 9* (40 hp), ATK 2 × talon (1d8), 1 × bite (1d12), THAC0 12 [+7], MV 120’ (40’), SV D8, W9, P10, B10, S12 (9), ML 10 (8 fear of fire), AL chaotic, XP 1,600, NA 1d8 (1d8), TT D

  • Cold Aura: Emits a frosty 5’ radius aura that prevents its lair-snow from melting during its summer hibernation and reduces fire damage by 1 point per die.
  • Fear of Burning: Morale reduced to 8 when attacked with acid or fire.
  • Fire & Acid: Cannot regenerate damage from these sources. The only way to permanently kill a tundra troll.
  • Hibernate: Hibernates in the summer. Loud noises, strong smells, and direct attacks wake it up; otherwise, 1:6 chance of stirring.
  • Immunity: Immune to cold and hypothermia.
  • Rapid Regeneration: Gains 6 hp per round if damaged but alive. Severed limbs reattach.
  • Return from Death: If killed (0 hp), regenerates and fights again in 1d6 rounds.
  • Surprises: On a 1-4, due to hiding motionless in the snow.

Tsathar

Source TOEH

A tsathar (pronounced “suh-Thar”) resembles an upright, humanoid frog with gray flesh and reddish-gold eyes. A typical tsathar stands 6 feet tall and weighs about 300 pounds. Its humanoid arms end in wicked claws. Tsathar have little contact with surface-dwelling races, preferring to make their lairs deep underground or in dark swamps. When they lair above ground, they are nocturnal. Some few surface-dwelling tsathar have joined cults of assassins.

Though cults and gods vary in makeup and worship, nearly all tsathar worship the foul, slime-covered demon-god Tsathogga.

Tsathar prefer to use short, barbed spears and curved daggers in combat. They sometimes employ nets as well. They charge into combat with maniacal fury, and rarely use elaborate tactics, unless a scourge or priest is present to control them. They favor leather armor crafted from the hides of the frogs they breed. Priests favor the curved dagger in battle.

AC 3 [16]; HD 2* (9 hp); Att 2 x claws (1d6), 1 x bite (1d4) or 1 x weapon (1d8), 1 x bite (1d4); THAC0 18 [+1]; MV 120 (40), 120 (40) swimming; SV D12 W13 P14 B15 S16 (2); ML 8; AL Chaotic; XP 25; NA 2d8 (5d8); TT C

  • Leap: Can leap up to 30 ft. and attack as a single action.
  • Slippery: Unaffected by webs, ropes or other forms of confinement due to a constant covering of muck and slime.
  • Implant: Tsathar are sexless and reproduce by implanting an egg into a host, normally dire rats and giant frogs. It is said that priests must be born of an egg implanted into a humanoid or other creature of great intelligence. An egg can be implanted only into an unconscious or restrained host. Accompanying the egg is an anaesthetizing poison that causes the host to fall unconscious for the two-week gestation period of the egg unless the host succeeds on a save vs. paralysis. If the save succeeds, the host remains conscious, but is violently ill (?10 penalty to hit and save) 24 hours before the eggs hatch. When the eggs mature, the young tsathar emerge from the host, killing it in the process. A cure disease spell rids the victim of the eggs.
  • Light sensitivity: Abrupt exposure to bright light (such as a light spell) blinds tsathars for 1 round.
  • Spellcaster: 10% of tsathar are able to cast spells as a 5th-level Cleric (2 x 1st, 2 x 2nd).
  • Language: Tsathar speak their own strange, guttural language and the eldritch speech of demons.
Ten things found in a tsathar lair
d10 Result
1 Frog food (clay jars full of crickets and flies)
2 Leather-working tools to tan frog hides
3 Jars of goat urine for tanning
4 Ritual garments
5 Frog totems, worship accoutrement
6 Giant tongue
7 Giant rat pens
8 Giant frog pens/nursery
9 Vials of anesthetizing poison (to put eggs in a giant frog)
10 Snake skins stretched across dummies to teach the young to fight

Tsathar Scourge

Source TOEH

Tsathar scourges are special tsathar in charge of breeding the dangerous “killer” frogs. They wear a badge of station that indicates their control over the various beasts. All frogs bred by the tsathar obey scourges. Tsathar scourges never become priests and thus do not have the summoning ability of common tsathars.

AC 3 [16]; HD 4* (18 hp); Att 2 x claws (1d6), 1 x bite (1d4) or 1 x weapon (1d8), 1 x bite (1d4); THAC0 16 [+3]; MV 120 (40), 120 (40) swimming; SV D12 W13 P14 B15 S16 (2); ML 10; AL Chaotic; XP 125; NA 1d8 (2d8); TT C

  • Leap: Can leap up to 30 ft. and attack as a single action.
  • Slippery: Unaffected by webs, ropes or other forms of confinement due to a constant covering of muck and slime.
  • Implant: Tsathar are sexless and reproduce by implanting an egg into a host, normally dire rats and giant frogs. It is said that priests must be born of an egg implanted into a humanoid or other creature of great intelligence. An egg can be implanted only into an unconscious or restrained host. Accompanying the egg is an anaesthetizing poison that causes the host to fall unconscious for the two-week gestation period of the egg unless the host succeeds on a save vs. paralysis. If the save succeeds, the host remains conscious, but is violently ill (?10 penalty to hit and save) 24 hours before the eggs hatch. When the eggs mature, the young tsathar emerge from the host, killing it in the process. A cure disease spell rids the victim of the eggs.
  • Light sensitivity: Abrupt exposure to bright light (such as a light spell) blinds tsathars for 1 round.
  • Control frogs: 100 ft. radius. Can control up to 15 HD of frogs and giant frogs.
  • Frog breeder: Tsathar scourges are normally accompanied by 1d4+1 giant frogs (treat a giant toads).
  • Language: Tsathar speak their own strange, guttural language and the eldritch speech of demons.

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 D 6 W 7 P 8 B 8 S10 (10), ML 11, AL Neutral, XP 2,000, NA 0 (1), TT V × 3

  • 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 D 8 W 9 P10 B10 S12 (8), ML 7, AL Lawful, XP 125, NA 1d6 (1d8), TT None

  • 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 D 8 W 9 P10 B10 S12 (7 to 9), ML 11, AL Chaotic, XP 1,250/1,750/2,300, NA 1d4 (1d6), TT F

  • 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, 5d4 giant rats, 1d10 × 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves.
  • 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

  • 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

  • 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.

Termite, Water

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.

Termite, Freshwater

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

Termite, Saltwater

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

Termite, Swamp

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

Whale, Orca (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.

Whale, 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 D 6 W 7 P 8 B 8 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.

Whale, Sperm

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 D 4 W 5 P 6 B 5 S 8 (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.

Weirds

Source TOEH

Weirds are creatures from the various inner and outer planes (including the demi-, para-, and quasi-elemental planes as well as the elemental planes). They are sometimes encountered on the Material Plane, often in the employ of a powerful spellcaster. Bribery is the usual means of gaining the services of a weird, though some spellcasters resort to even more deceitful practices or trickery to gain the services of these creatures. Spellcaster beware! Weirds are intelligent creatures and do not take kindly to deception (unless they are the ones engaging in such trickery).

Weird, Blood

Source TOEH

Blood weirds resemble 10-foot-long, crimson serpents with glistening dark red scales. Some have bands of black that spiral the length of their body. Their eyes are a deep reddish-brown in color.

AC 5 [14]; HD 8*** (36 hp); Att 1 x bite (1d8 + drown); THAC0 12 [+7]; MV 120 (40), 120 (40) swimming; SV D8 W9 P10 B10 S12 (8); ML 12; AL Chaotic; XP 2,300; NA 1d4 (1d4); TT None

  • Surprise: On 1-3. Virtually invisible in blood until they attack.
  • Immunity: Unharmed by gas.
  • Drown: After successfully hitting a target a blood weird will attempt to pull its target into its pool and drown it. Save vs. paralysis resists. Creatures drown in 2d6 rounds.
  • Reform: When a weird is reduced to 0 hp, it collapses back into its pool and reforms in 1d4 rounds.
  • Language: Can speak common and their own language.

Weird, Fungus

Source TOEH

A fungus weird is a 10-foot-long serpent formed of fungus, plants, and tangled vines that resides in a 20-foot “pool” of brambles, mosses, leaves, fungi and plants.

AC 8 [11]; HD 5*** (22 hp); Att 1 x bite (1d8) or 1 x sleep spore; THAC0 15 [+4]; MV 0 (0); SV D10 W11 P12 B13 S14 (5); ML 12; AL Chaotic; XP 550; NA 1d4 (1d4); TT None

  • Surprise: On 1-3. Virtually invisible in their “pool” until they attack.
  • Immunity: Unharmed by gas.
  • Fire vulnerability: Takes double damage from fire-based attacks.
  • Immobile: A fungus weird can never leave its “pool”.
  • Sleep spore: 10 ft. long x 10 ft. wide cone. Release a puff of spores that induce sleep (as per the sleep spell). Save vs. poison negates. There is no or maximum HD limit affected. Can be used once every 1d4 rounds.
  • Reform: When a weird is reduced to 0 hp, it collapses back into its pool and reforms in 1d4 rounds minus any fire damage taken previously.
  • Language: Can speak common and their own language.
Ten Uses for a Fungus Weird’s Carcass
d10 Result
1 A cache of sleep spores that can be harvested, and if thrown, affect a 10×10 area as a sleep spell unless those in the target area successfully save vs. poison.
2 A patch of liquid that can be extracted, and functions as the plant growth use of the spell growth of nature.
3 Sap that can be collected and functions as a potion of control plant.
4 Lengths of 50-foot vine that have been arcanely strengthened, creating an unbreakable rope.
5 Vines and creepers that can be fashioned into a net of snaring.
6 Sections of fiber that can be harvested and, if thrown, act as the spell entangle.
7 Sap that can be collected and functions as a potion of healing.
8 Fragments of bark that, if consumed, act as barkskin spells.
9 Root threads and leaves that can be crafted into elven cloaks and boots.
10 Seemingly twisted and crooked branches that nevertheless function as +1 arrows.

Weird, Lava

Source TOEH

A lava weird appears as a 10-foot-long serpent formed of elemental fire. Closer examination reveals liquid rock in scale-like patterns across its body, growing darker across its back. Two small flickers of white fire located on its head serve as eyes.

AC 5 [14]; HD 8*** (36 hp); Att 1 x bite (1d8 + 1d8 fire + grab); THAC0 12 [+7]; MV 120 (40), 120 (40) swimming; SV D8 W9 P10 B10 S12 (8); ML 12; AL Chaotic; XP 2,300; NA 1d4 (1d4); TT None

  • Surprise: On 1-3. Virtually invisible in their pool until they attack.
  • Immunity: Unharmed by gas.
  • Fire immunity: Unharmed by fire-based attacks.
  • Grab: A target successfully hit by a bite attack must make a Save vs. paralysis or be pulled into its lava pool and drowned. resists. Characters take 4d6 fire damage from being in the lava pool a round.
  • Control elemental: 50 ft. range. 1 turn duration. Can command any fire or earth elemental within range. The elemental can make a save vs. spells to resist this command.
  • Reform: When a weird is reduced to 0 hp, it collapses back into its pool and reforms in 1d4 rounds.
  • Language: Can speak common and their own language.

Weird, Lightning

A lava weird lives in the lava flow, and is tasked with keeping intruders from reaching the anvil. The weird is nearly 30-feet-long and rises out of the magma if PCs climb the stairs. The lava weird can reach anyone on the platform or stairs. The hilt sitting on the anvil is white-hot, although it appears normal. Anyone touching it takes 2d6 points of damage (save vs. breath for half) from the burning metal. The tongs are cool to the touch, but are coated with a gluey substance that sticks to flesh (1d6 points of damage to pull the tongs free). The hilt can be dipped into any normal fire to create a flaming blade for 2d4 rounds that does 2d6 points of damage.

Lightning weirds resemble 10-foot-long serpents composed of yellow or white crackling lightning. Brilliant flares of electricity function as the creature’s eyes and small bolts of electricity leap and dance from its form.

AC 5 [14]; HD 8*** (36 hp), Att 1 x bite (1d8 + 1d8 electricity), THAC0 12 [+7]; MV 120 (40); SV D8 W9 P10 B10 S12 (8); ML 12, AL Chaotic; XP 2,300; NA 1d4 (1d4); TT None

  • Surprise: On 1-3. Virtually invisible in their pool until they attack.
  • Immunity: Unharmed by gas.
  • Electricity immunity: Unharmed by electricity-based attacks.
  • Control elemental: 50 ft. range. 1 turn duration. Can command any fire or earth elemental within range. The elemental can make a save vs. spells to resist this command.
  • Reform: When a weird is reduced to 0 hp, it collapses back into its pool and reforms in 1d4 rounds.
  • Language: Can speak common and their own language.

Well lurker

Source TOEH

A well lurker looks like a freshwater well, with the beast’s 10-foot-long tentacles and devouring mouth hidden behind a rock-like collar sticking out of the ground. A typical well lurker covers a 10-foot area, though specimens can cover a 30-foot area.

AC 5 [14]; HD 8* (36 hp); Att 6 x tentacles (1d8); THAC0 12 [+7]; MV 60 (20); SV D8 W9 P10 B10 S12 (8); ML 10; AL Neutral; XP 1,200; NA 1 (1); TT S + T

  • Swallow whole: A human-sized (or smaller) target successfully hit by a tentacle attack is dragged towards the well lurker’s mouth and automatically swallowed next round unless a save vs. death is made.
  • Inside the well lurker’s belly: Suffer 4d6 damage per round (until the creature dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
  • Unnatural presence: Animals are generally nervous within the vicinity if a well lurker.

Widow Creeper

Source TOEH

A widow creeper is an 8-foot-tall giant black widow formed from leaves, weeds, and tangled brush. Two long, sinewy vine-like tentacles protrude from its body and aid the creature in capturing and securing its prey.

AC 5 [14]; HD 9* (41 hp); Att 2 × tentacles (1d8) or animate plants; THAC0 12 [+7]; MV 240 (80); SV D8 W9 P10 B10 S12 (9); ML 7; AL Neutral; XP 1,800; NA 1 (1d2); TT S

  • Entangle: 60 ft. range. A widow creeper fires a mass of sticky, clinging vines and weeds at a target to entangle a victim so it cannot move (save vs. breath negates).
  • Drain fluids: A target successfully hit by a tentacle attack is grabbed. The next round the captive’s bodily fluids are sucked from it, automatically dealing 1d6 damage.
  • Animate plants: 60 ft. radius. 1 hour duration. Can animate plants to attack opponents or perform tasks. Can be used three times per day.

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.

Wight, Barrow

Source TOEH

Barrow wights are undead creatures akin to normal wights, but they are always found in or near barrows, usually guarding the treasure contained therein.

AC 3 [16]; HD 6*** (27 hp); Att 1 x slam (1d4 + energy drain), 1 x insanity gaze; THAC0 14 [+5]; MV 120 (40); SV D10 W11 P12 B13 S14 (6); ML 12; AL Chaotic; XP 950; NA 1d6 (1d8); TT B

  • Undead: Make no noise, until they attack.
  • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
  • Mundane weapon immunity: Only harmed by silver weapons or magic.
  • Energy drain: A successfully hit target permanently loses one experience level (or Hit Die) in addition to damage from the slam. 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 him or her.
  • Insanity gaze: Any creature that meets a barrow wight’s gaze must make a save vs. spells or be struck with insanity for 24 hours. Roll on the following table to see how a victim acts each round.
2d6 Behavior
2-5 Attack caster’s group
6-8 No action
9-12 Attack subject’s group.

After combat ends the character is unable to acts independently for the full 24 hour duration when another save vs. spells or be subject to the effect for another 24 hours. These saves are made until the effect ends.

  • Averting eyes: -4 penalty to-hit; the barrow wight gains a +2 bonus to attack.
  • Mirrors: The reflection of a barrow wight is harmless. Fighting while looking in a mirror incurs a -1 penalty to attack.
  • Immune to own gaze: Unaffected by their own gaze.

  • Wind walker

    Source TOEH

    Wind walkers are creatures from the Elemental Plane of Air. They are often summoned to the Material Plane by magic-users or clerics who employ them as guards. On occasion, a wind walker is encountered in the service of a cloud giant, storm giant, efreet, djinn, or other such creature. A wind walker’s natural form is that of a roaring and whistling column of wind about 12-feet-tall. No discernable features can be seen in the wind walker.

    AC 2 [17]; HD 6** (27 hp); Att 1 x wind blast (2d6); THAC0 14 [+5]; MV 150 (50), 240 (80) flying; SV D10 W11 P12 B13 S14 (6); ML 10; AL Neutral; XP 725; NA 1d3 (1d3); TT None

    • Mundane damage immunity: Can only be harmed by magical attacks.
    • Spell immunities: Immune to most spells except for the following:
      • Mind-affecting spells such as charm, hold, and sleep etc. function normally.
      • Control weather Instantly slays a wind walker unless it succeeds on a save vs. spells.
      • Haste causes 1d6 damage per 2 levels of the caster (save vs. spellsfor half), but increases the wind walker’s damage by 1d6 on its next attack.
      • A summoned or called wind walker is affected normally by magical barriers that restrict or inhibit called or summoned creatures.
    • Wind blast: 10 ft. radius. A wind walker attacks using the air surrounding it allowing it to attack all creatures in range.
    • Telepathy: 100 ft. range. Can communicate non-verbally with any sentient beings.
    • Detect thoughts: 100 ft. range per wind walker present. As ESP.

    Witch Tree

    Source TOEH

    A witch tree combines the features of a tall, beautiful woman and a willow tree looking somewhat like a female willow treant. Her hair and fingers form the fronds of the willow, while her arms and parts of her hair form the branches. From a distance, the witch tree is almost indistinguishable from a normal willow tree. Its skin is thick and dark, resembling the bark of a tree. Its legs join together to form the roots.

    AC 3 [16]; HD 8* (36 hp); Att 4 x tendrils (1d6) or magic; THAC0 12 [+7]; MV 0 (0); SV D8 W9 P10 B10 S12 (8); ML 12; AL Chaotic; XP 1,200; NA 1 (1d4); TT V

    • Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
    • Immobile: Unable to move on its own.
    • Energy resistances: Takes half damage from fire-based and electricity-based attacks.
    • Grab: A target successfully hit by two slam attacks is grabbed and automatically takes 2d6 damage each round until the witch tree is slain.
    • Magic powers: Witch trees are able to use the following magic powers:
      1. Charm person. Can be used twice per day.
      2. Charm monster. Can be used five times per day.

    Witherweed

    Witherweeds resemble large patches of dry grass and weeds and are most often found in areas where their natural makeup allows them to blend in with their surroundings. A subterranean version of this monster exists and makes its lair in desolate caves and caverns.

    Hidden among the creature’s body are many long, sinewy strands that it uses to trap its prey. The average witherweed covers an area of 20-squarefeet, though specimens as large as 60-square-feet have been encountered by a few dungeon delvers.

    AC 6 [13]; HD 5*** (22 hp); Att 5 x fronds (1d4 + DEX damage); THAC0 15 [+4]; MV 0 (0); SV D10 W11 P12 B13 S14 (5); ML 12; AL Neutral; XP 550; NA 1d4 (1d4); TT V

    • Surprise: On 1-4. Virtually impossible to distinguish from normal plants until they attack.
    • Immunities: Unharmed by gas; unaffected by charm, hold, and sleep spells.
    • Immobile: Unable to move on its own.
    • Digestive enzymes: Creature slain by a witherweed are broken down and devoured within 12 hours.
    • Death smoke: 20 ft. radius. A witherweed that takes at least 1 point of fire damage releases a cloud of deadly smoke that billows forth and quickly surrounds it. Save vs. poison or take 2d6 damage. 1 minute later a second save vs. poison is made or take 3d6 damage. The cloud remains for 5 rounds although a strong wind will disperse it in 1 round.
    • Dexterity damage: A target successfully hit by a frond attack takes 1d4 point of Dexterity damage. A save vs. poison for half. Dexterity is recovered at 1 point per day of rest.

    Wizard’s Shackle

    Source TOEH

    The wizard’s shackle is a 6-inches-long, gray-green leech-like creature. Though it is small in size, it is greatly feared by spellcasters, for its bite drains arcane magic from a caster’s mind. In some rare instances, evil spellcasters have harvested these monsters and set them loose in an enemy spellcaster’s tower or laboratory.

    AC 5 [14]; HD ½** (2 hp); Att 1 x bite (1 + spell drain); THAC0 19 [+0]; MV 30 (10); SV D14 W15 P16 B17 S18 (NH); ML 10; AL Neutral; XP 7; NA 1d6 (2d6); TT None

    • Immunities: Unaffected by charm, hold, and sleep spells.
    • Magically attuned: Detect magic-users within 30 ft.
    • Ambush: Hides on ledges, bookshelves, doors, and similar places where it can ambush spellcasters that pass underneath it.
    • Anaesthetic: A wizard’s shackle injects an anaesthetic when it bites, creatures have a 1-in-6 chance of noticing.
    • Attach: Attaches itself to a target it successfully hits. An attached wizard’s shackle can be struck with a weapon or removed with a successful Strength check.

    Spell drain: Each round it remains attached to a spellcaster, it drains 1d6 levels of prepared spells or unused spell slots, beginning with the highest level available. A spellcaster drained of spells or slots can attempt a save vs. spells with a +2 bonus to notice that something is wrong, though unless he searches his body, he might still overlook the wizard’s shackle. Once a wizard’s shackle has drained at least 4 spell levels, it detaches and crawls away to digest its meal. Lost spells or slots are regained the next day.


    Wolf

    Carnivorous relatives of dogs that hunt in packs.

    Wolf, Abyssal

    Source TOEH

    AC 2 [17]; HD 7* (31 hp); Att 1 x bite (1d8+1), 1 x gaze (paralysis); THAC0 13 [+6]; MV 180 (60); SV D8 W9 P10 B10 S12 (7); ML 10; AL Chaotic; XP 850; NA 1d4 (2d4); TT None

    • Paralyzing gaze: 40 ft. range. 1d4 rounds duration. Any creature meeting an abyssal wolf’s gaze is paralyzed (save vs. paralysis negates). Unless averting eyes or using a mirror, characters in melee are affected each round.
    • Averting eyes: -4 penalty to-hit; the abyssal wolf gains a +2 bonus to attack.
    • Mirrors: The reflection of an abyssal wolf is harmless. Fighting while looking in a mirror.

    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

    • Poison: Causes death (save vs poison).

    Xanntii

    Source TOEH

    The Xanntii are a previously human species that altered themselves with dark magic to better serve their sea-bound gods. The Xanntii consist of several subspecies: the Xanntii commoner, the fanatical Xanntii god-spawn, and the seemingly ageless Xanntii ascendants. The Xanntii ascendants rule over ancient underwater cities constructed in the worship of their dark sea god. They plot and plan for the drowning of the surface world and when they and their god can roam free.

    Xanntii Ascendant

    Source TOEH

    Xanntii ascendants have taken the deep god’s blessing and transformed into an even more monstrous version, albeit one with a closer connection to their sea god.

    Standing over 12-feet-tall with a thin, almost emaciated blue-skinned body, the Xanntii ascendant is a domineering presence. Two sets of long, thin arms sit one above the other, with each ending in a three-fingered hand.

    Its fish-like head contains a wide, tooth-filled mouth. Two small tentacles that the Xanntii uses to manipulate food hang above its mouth.

    Its head is crowned by three purple fins that sit above yellow, pupil-less eyes.

    AC 5 [14]; HD 8+2** (38 hp); Att 1 x dire flail (2d6) 4 x slam (1d4) or magic; THAC0 12 [+7]; MV 120 (40), 120 (40) swimming; SV D8 B10 P10 B10 S12 (8); ML 12; AL Chaotic; XP 1.750; NA 1 (1d4); TT I

    • Control water: Can control 100 ft. x 100 ft. x 100 ft. cube of freestanding water, causing it to either rise or fall 20 ft., form a trench, or redirect its flow. Can be used three times per day.
    • Deep god’s blessing: Xanntii ascendants can concoct vats of a vile potion derived from Xanntii ocean hunters that can further transform Xanntii commoners into two different forms, seemingly dependent on their god’s whim. The potion is deep blue in color with several purple ribbon-like strands that swirl and writhe around of their own accord. During a special ceremony, chosen Xanntii commoners drink from their supply of the potion and over the course of an hour transform into either a Xanntii god-spawn (80% chance) or a Xanntii ascendant (20% chance). Any other creature drinking the potion must make a save vs. poison or die an agonizing death 1d4 rounds later.
    • Dire flail: A dire flail is a four-foot-long metal haft with an attached chain that ends in a flanged metal head. It is usable only by larger-than-human-sized creatures.
    • Grab: A target successfully hit by four slam attacks is grabbed and bitten, automatically taking 1d6 damage each round they are held. The Xanntii ascendant cannot cast spells or attack other targets while grabbing a creature.
    • Infravision: Up to 60 ft.
    • Language: Speaks common and the language of their sea god.
    • Retinue: Xanntii ascendants are always accompanied by 1d4+3 Xanntii god spawn.
    • Spellcaster: Casts spells as a 7th-level cleric (2 x 1st, 2 x 2nd, 2 x 3rd, 1 x 4th, 1 x 5th).
      • 1st: cause fear, cause light wounds, 2nd: blight, hold person 3rd:cause disease, curse 4th:cause serious wounds, 5th: finger of death
    • Water breathing: Able to breathe water as well as air.
    • Water sphere: 30 ft. range. 10-ft.-diameter sphere. Can draw from any body of water within range and form a sphere of water that engulfs targets and causes them to drown in 2d6 rounds. Causing 4 or more points of damage in a single attack with a blunt weapon causes the sphere to break and collapse, freeing the victim.

    Xanntii Commoner

    Source TOEH

    Xanntii commoners are an ancient offshoot of humans transformed centuries ago by dark powers to start a new branch of magical evolution. The average Xanntii commoner is five to six feet tall with blonde, brown, or black hair and pale to dark skin tones, the palest of which tend to be those Xanntii that live in caves. Xanntii commoners can pass for normal humans, but on closer inspection, patches of mottled purple skin are often visible.

    AC 9 [10]; HD 2 (9 hp); Att 1 x weapon (1d4 or by weapon); THAC0 18 [+1]; MV 120 (40), 60 (20) swimming; SV D12 W13 P14 B15 S16 (2); ML 8; AL Chaotic; XP 20; NA 1d8 (2d10 + 20); TT V

    • Simple weapons: Xanntii commoners use simple weapons and tools such as axes and daggers when they must defend themselves.
    • Isolated: Xanntii commoner settlements are normally isolated coastal villages or small seaside caves.
    • Language: Speaks common and the language of their sea god.
    • Territorial: Defend their settlements with threats and, if this is ignored, violence.
    • Venerate ascendant: If a Xanntii commoner witnesses a Xanntii ascendant be killed in combat, they must immediately make a Morale Check or flee.
    • Xanntii god-spawn: For every 10 Xanntii, there is 1 Xanntii god-spawn.

    Xanntii God-Spawn

    Source TOEH

    Xanntii god-spawn have taken the deep god’s blessing and transformed into a more monstrous version. All Xanntii god-spawn are bald, with solid black eyes and a wide, frog-like mouth crammed with sharp teeth. A set of gills sits along the god-spawn’s neck, and multiple patches of mottled purple skin cover its body.

    Xanntii god-spawn spend the majority of their time attending Xanntii ascendants in their underwater cities.

    AC 7 [12]; HD 4** (22 hp); Att 1 x short sword (1d6), 1 x tongue (paralysis); THAC0 15 [+4]; MV 120 (40), 120 (40) swimming; SV D10 W11 P12 B13 S14 (4); ML 10; AL Chaotic; XP 175; NA 1d8 (2d8); TT 1d4 pieces of jewelry

    • Infravision: Up to 60 ft.
    • Jewelry: Xanntii god-spawn are often adorned with gold collars and bracers.
    • Language: Speaks common and the language of their sea god.
    • Tongue: A creature successfully hit by a tongue attack must make a save vs. paralysis or be paralyzed for 1d4 rounds.
    • Tentacle growth: If an opponent rolls a natural 20 while attacking with a slashing weapon, the Xanntii god-spawn must succeed on a save vs. death or lose a body part (roll 1d6: 1?2 = arm; 3?4 = leg; 5?6 = head; 50% chance of either right or left for arms and legs). If the Xanntii god-spawn still has hit points remaining, then purple tentacles erupt from the damaged location and allow it to continue fighting. Tentacles cause 1d4 damage on a successful attack and allow the severed body to move at half the normal Movement Rate if needed.
    • Venerate ascendant: If a Xanntii godspawn witnesses a Xanntii ascendant be killed in combat, they must immediately make a Morale Check or flee.
    • Water breathing: Able to breathe water as well as air.

    Xanntii Ocean Hunter

    Source TOEH

    Xanntii ocean hunters are a blue-skinned, piscine-canine amalgamation around 10 feet long, including its fish-like tail. Purple fins run along the length of their backs. Its wide mouth is filled with rows of serrated teeth, and its pale blue eyes glow slightly in darkness.

    AC 4 [15]; HD 5 (22 hp); Att 1 x bite (1d6); THAC0 15 [+4]; MV 120 (40), 180 (60) swimming; SV D10 W11 P12 B13 S14 (5); ML 10; AL Chaotic; XP 175; NA 1d4 (2d4); TT None

    • Bio-electrical shock: 5-ft. radius. While submerged in water, can release a jolt of electricity from its body to stun all creatures in range for 1 round (save vs. paralysis negates). Can be used every 1d4 rounds.
    • God’s servant: Xanntii ocean hunters are created by the dark sea god itself.
    • Infravision: Up to 120 ft.
    • Language: Able to understand common and the language of their sea god.
    • Water breathing: Able to breathe water as well as air.

    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

    • 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

    • 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).

    Zombie, Brine

    Source TOEH

    Brine zombies are the remnants of a ship’s crew that has perished at sea. They are mindless creatures, not very pleasant to look at, and relentless in their attacks on the living. The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves. Brine zombies appear much as they did in life.

    AC 6 [13]; HD 4 (18 hp); Att 1 x cutlass (1d6) or 1 x slam (1d4); THAC0 16 [+3]; MV 120 (40), 120 (40); SV D10 W11 P12 B13 S14 (4); ML 12; AL Chaotic; XP 75; NA 2d6 (3d6); TT None

    • Undead: Make no noise, until they attack.
    • Immunities effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
    • Fire resistance: Half damage from fire-based attacks.

    Zombie, Juju

    Source TOEH

    A juju zombie looks like a desiccated humanoid with grayish, leathery flesh.

    It is dressed in filthy rags, and its eyes are small pinpoints of crimson light. An odor of death hangs in the air around the creature.

    AC 2 [17]; HD 3+2*** (15 hp); Att 1 x by weapon (1d6) or fists (1d6); THAC0 16 [+3]; MV 120 (40); SV D12 W13 P14 B15 S16 (3); ML 12; AL Chaotic; XP 125; NA 1d4 (2d6); TT V

    • Hateful: Attempts to kill any creatures they encounter.
    • Undead: Make no noise, until they attack.
    • Immunities 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.
    • Fire resistance: Half damage from fire-based attacks.
    • Immunities: Unharmed by magic missiles, electricity-based and cold-based attacks.
    • Turning: Treated as a 6 HD monster.
    • Magical origins: When a humanoid or monstrous humanoid is slain by an energy drain attack or spell, it may rise as a juju zombie.

    ~~~~

    Huronian Hound

    These variant hellhounds hail from the icy nether realms of Cocytus, Caina, Antenora, and Tolomea.

    AC 3 [16], HD 3 to 7* (13, 18, 22, 27, 31 hp), ATK 1 × bite (1d6) or 1 × breath (1d4 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

    • Cold Aura: Emits a frosty 5’ radius aura that reduces fire damage by 1 point per die.
    • Detect Invisible: 75% chance/round. 60’ range.
    • Freezing Breath: 2:6 chance/round of blasting a foe with its freezing breath. Save vs. breath for half damage; on failed save, victim is frozen in place and cannot move. Ice melts in 10 rounds (if it’s colder, the ice lasts longer; if it’s hotter, the ice melts quicker); it can be broken off with a weapon (AC 10; 12 hp).
    • Immunity: Immune to cold and hypothermia.
    • Pets: Sometimes found with other creatures with an affinity for cold and ice.

    Ice Leech

    A fearsome ambush predator that lurks beneath the surface of frozen lakes and streams. This large, wormlike creature has branching outgrowths that serve as rudimentary gills, allowing it to breathe underwater.

    Its keen senses detect vibrations in the ice above from approaching prey; the leech secretes a powerful acid that weakens and melts the ice beneath its prey.

    Once the ice gives way and its prey falls into the water, the leech rapidly swims towards its victim, latching onto it with powerful jaws and sapping its warmth and vitality. The leech is difficult to dislodge once it has attached to its prey, and multiple ice leeches can quickly overwhelm even the most skilled swimmers.

    AC 9 [10], HD 3+3* (16 hp), ATK 1 × bite (1d6 + blood drain), THAC0 16 [+3], MV 30’ (10’) / 90’ (30’) swim, SV D12, W13, P14, B15, S16 (1), ML 9, AL neutral, XP 75, NA 0 (1d4), TT

    • Blood Drain: Upon a successful attack, attaches and drains victim’s blood: 1d6 automatic damage per round.
    • Keen Senses: Can detect vibrations through ice sheets and easily pinpoint prey on the water’s frozen surface above.
    • Weaken Ice: Secretes powerful acid that melts ice underneath its victim, who must save vs. breath to catch hold of the ice or fall into the frigid waters below; while so clinging, victim grants the ice leech a +4 to hit and must pass a second save vs. breath to escape the ice-hole; a failed save indicates that the victim slips into the water. The victim’s legs are soaked if it escapes.

    Isothermal Beetle

    An isothermal beetle is about 2’ long and just as wide, possessing an oval, abdominous body. Its outer exoskeleton is bone-white, but its softer interior parts have a bright turquoise sheen. The beetle’s organs transmit cold energy into the bug’s surroundings to maintain a constant internal temperature. A bioluminescent glow emits from nodules along the beetle’s thorax and abdomen. An isothermal beetle bites a humanoid only if it is handled roughly or attacked. Often times, Enoruuk use the beetles as a natural light source when their torches burn out in the wilderness, as well as a quick way to get warm in dangerous winter storms.

    AC 3 [16], HD 2 (9 hp), ATK 1 × bite (1d6), THAC0 18 [+1], MV 120’ (40’) / 90’ (30’) climb / 90’ (30’) swim, SV D12, W13, P14, B15, S16 (1), ML 7, AL neutral, XP 20, NA 1d8 (2d6), TT

    • Cling: Can move on walls and ceilings.
    • Immunity: Immune to cold and hypothermia.
    • Isothermal Nodules: Four glands (two on its upper thorax, two on its abdomen) cast a 30’ radius of turquoise light. If removed, a nodule glows for 1d6 days. It is hot to the touch and generates warm air in 10’ radius.

    Iceberg Golem

    The dazzling iceberg golem is a masterful humanoid sculpture of misting ice and sharp precision. During its long boredom, Saumen Kar spent the last few centuries chiseling these magic figures and then imbuing them with sentience. An iceberg golem appears as an alluring, 8’ tall cosmic being hewn and shaped out of a single block of ice. Its eyes glow with whitish-blue light as it moves to obey its creator’s commands. In fact, what many fail to realize is that the gorgeous being depicted by the sculptures is none other than Saumen Kar before its primeval fall.

    AC 2 [17], HD 8 (36 hp), ATK 2 × fist (2d6), THAC0 12 [+7], MV 120’ (40’), SV D10, W11, P12, B13, S14 (4), ML 12, AL neutral, XP 650, NA 1 (1), TT

    • Constructing: A very complex, expensive, and time-consuming process.
    • Healed by Cold: Each die of damage dealt by a cold attack restores 1 hp to the iceberg golem.
    • Immunity: Immune to charm, cold, gas, hold, lightning, and sleep.
    • Initiative: -1 due to stiff movement.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Vulnerability: Saves at -2 against fire attacks; suffers 1 extra point of damage per die.

    Kappianartok

    AC 1 [18], HD 20*4 (90 hp), ATK 2 × claws (2d6), 1 × bite (4d6), THAC0 6 [+13], MV 120’ (40’), SV D2, W2, P2, B2, S4 (20), ML 11, AL chaotic, XP 6,600, NA 1, TT R

    • Damnation: If a possession attempt fails after the demon is slain, Kappianartok’s spirit flies into a bear den and bursts the entrails of a mother and its cubs; then, howling with rage, it is trapped inside the Megalith of Yetza-har’ab.
    • Death Maul: Victim clawed twice in the same round must save vs. death or else get torn to pieces by the Night Bear, which automatically kills it; even on a successful save, the victim takes 6d6 damage.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 666 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes Kappianartok again.
    • Final Possession: Anyone who kills the demon must save vs. death or suffer its diabolical possessionc. Additionally, on full moons, the possessed victim transforms into an evil werebear (with maximum hp). The victim spends the entire night roaming the wilds, hunting and killing. The next morning, he awakes with no memory of these events, only haunting bestial dreams. If the possessed victim dies for any reason, Kappianartok can attempt to possess a new creature within 200’.
    • Indestructible Hide: Mundane weapons that hit the demon’s incredibly durable hide usually break (4:6 chance); even magically enchanted weapons deal only half damage to the demon, and they still have a chance to break on a hit (+1 weapons, 2:6 chance; +2 weapons, 1:6 chance; +3 weapons never).
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Snow Walk: Wide paws allow running on the surface of snow without sinking.
    • Spell Casting: As 10th level caster. Constant—detect evil, nondetection, read languages, read magic; at will—invisibility to animals, obscuring mist, predict weather, speak with animals, speak with plants; 3/day—dispel magic, growth of nature (plants only), protection from fire and lightning.
    • Summon: 1/day—1d4 cave bears.
    • Volant Decomposition: Once dead, its corpse liquefies into a hissing, black, tar-like substance called demon bloodB that forever scorches the ground where the Tarngrak fell. The first time the greater demon is killed, it leaves behind one of the five parts of the tower key of chaosb.

    Kasdeya

    Kasdeya, Hadean Assassin 6

    AC 6 [13], HD 6* (15 hp), ATK 1 × sword (1d8), THAC0 17 [+2], MV 90’ (30’), SV D12, W13, P11, B14, S13 (assassin 6), ML 7, AL chaotic, XP 500, NA 1, TT –, Gear leather, shield, sword, dagger, vial of blood-stream poison (type II).

    • Assassin Skills: As 6th level assassin.
    • Disguise: As 6th level assassin.
    • Poison: Imposes -2 on victim’s poison save.

    Lady Hadriana Radomir

    Lady Hadriana Radomir (magic-user 9)

    AC 4 [15], HD 9+9* (31 hp), ATK 1 × staff (1d4), THAC0 17 [+2], MV 120’ (40’), SV D11, W12, P11, B14, S12 (magic-user 9; +1 on all saves w/luck stone; saves vs. magic at +1), ML 9, AL neutral, XP 1,600, NA 1, Gear luxurious robes (worth 850 gp), diamond tiara (4,500 gp), bejeweled staff (1,350 gp), arrow of location, bracers of armor (AC 4 [15]), efreeti bottle, eyes of the eagle, iron flask, luck stone, mirror of mental prowess, potion of invulnerability, Abilities STR 11, INT 15, WIS 15, DEX 12, CON 14, CHA 15.

    • Spell Casting: 1st (3 slots): charm person, magic missile, sleep; 2nd (3 slots): ESP, invisibility, mirror image; 3rd (3 slots): clairvoyance, hold person, protection from normal missiles; 4th (2 slots): charm monster, wizard eye; 5th (1 slot): conjure elemental.
    • Spellbook (Unprepared Spells): cloudkill, confusion, continual darkness, darkness, detect evil, detect magic, dispel magic, floating disc, hold portal, knock, levitate, lightning bolt, polymorph self, protection from evil, read languages, read magic, remove curse, shield, ventriloquism, wall of fire, wall of stone, wizard lock.

    Lieutenant Yalto

    Lt. Yalto (fighter 5)

    AC 1 [18], HD 5+10 (32 hp), ATK 1 × sword (1d8+1) or 1 × longbow (1d6, range 70’), THAC0 16 [+3] w/high STR & DEX, MV 60’ (20’), SV D10, W11, P12, B13, S14 (fighter 5), ML 8, AL neutral, XP 225, NA 1, TT –, Gear plate mail, shield, sword, dagger, crossbow, 20 bolts, rank insignia, signet ring, Abilities STR 14, INT 6, WIS 11, DEX 14, CON 16, CHA 14.

    • High DEX: +1 initiative.

    Loam Gaunt

    This withered, animated corpse-husk pulls itself from the ground. Its cracked, dry skin is caked in a thick layer of mud, clay, soil, or whatever earthen sediment it was summoned from or buried in. The gaunt’s eyes glow with a sinister yellow light.

    AC 6 [13], HD 1* (4 hp), ATK 1 × claw (1d6) or 1 × loam lob (1d3 + disease), THAC0 19 [0], MV 60’ (20’), SV D14, W15, P16, B17, S18 (NH), ML 12, AL chaotic, XP 13, NA 2d4 (2d6), TT

    • Disease: Loam lob can deliver loam rot disease (transmit 2:6; incubation 2d4; severity 1; resistance 1d2 CON).
    • Loam Lob: If it cannot claw, the gaunt rips off a hunk of its loam-caked flesh and hurls it up to 60’, dealing 1d3 damage to a victim and potentially transmitting loam rot disease.
    • Mud Grave: The spot where the gaunt arises becomes muddy groundc.
    • Mud Legs: The gaunt’s movement is never impeded by mud, loose earth, or natural rock or stone, but it must still climb obstructions.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Magoth Skull Acolyte

    AC 4 [15], HD 3* (10 hp), ATK 1 × war hammer (1d6), THAC0 19 [0], MV 60’ (20’), SV D11, W12, P14, B16, S15 (cleric 3), ML 9, AL chaotic, XP 50, NA 1d8 (2d8), TT U, Gear hooded robes (white; mint green satin lacing; mint green sash), chain mail, shield, war hammer, skull mask, virescent medallion (circular jade pendant bearing image of a green-lined cube within a circle; 100 gp).

    • Chaos Secret: 1/day—can re-roll a single die of any kind (e.g., attacks, damage, saves, etc.); takes the best result.
    • Control Undead: As 3rd level cleric’s turning ability. Affects targets with charm person (if turned) or suggestion (if destroyed).
    • Spell Casting: 1st (2 slots): cure light wounds, darkness.

    Magoth Skull Magician

    AC 9 [10], HD 3* (7 hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV 120’ (40’), SV D13, W14, P13, B16, S15 (illusionist 3), ML 8, AL chaotic, XP 50, NA 1d4 (1d2), TT U, Gear hooded robes (white; mint green satin lacing; mint green sash), dagger, skull mask, virescent medallion (circular jade pendant bearing image of a green-lined cube within a circle; 100 gp), spell components, spellbook, potion of healing.

    • Chaos Secret: 1/day—can re-roll a single die of any kind (e.g., attacks, damage, saves, etc.); takes the best result.
    • Spell Casting: 1st (2 slots): hypnotism, spook; 2nd (1 slot): quasimorph.

    Magoth Cenostoma

    AC -2 [21], HD 12** (34 hp), ATK 1 × staff of commanding (1d6) or 1 × +2 war hammer (1d6+2), THAC0 14 [+5] or 12 [+7] magic weapon, MV 60’ (20’), SV D6, W7, P9, B11, S9 (cleric 12), ML 10, AL chaotic, XP 2,700, NA 1, TT U, Gear hooded robes (black; satin lacing), +2 plate mail, +2 shield, emerald-crusted necklace with diamond-inlaid circular pendant set with a large, cubeshaped emerald within three circles (5,000 gp), staff of commanding (13 charges), ring of regeneration, ring of telekinesis, 2 potions of healing, and 1 potion of longevity.

    • Chaos Secret: 2/day—can re-roll a single die of any kind (e.g., attacks, damage, saves, etc.); takes the best result; may use this power to aid an ally instead; also, may use the inverse of this power on a single foe, forcing a re-roll of a single die; target must take the worst result.
    • Control Undead: As 12th level cleric’s turning ability. Affects targets with charm person (if turned) or suggestion (if destroyed).
    • Spell Casting: 1st (5 slots): cure light wounds, darkness, detect good, detect magic, protection from good; 2nd (5 slots): bless, hold person, know alignment, resist fire, silence 15’ radius; 3rd (4 slots): continual darkness, cure disease, curse, locate object; 4th (4 slots): cure serious wounds (×2), neutralize poison, sticks to snakes; 5th (3 slots): cure serious wounds, finger of death, insect plague.
    • Voice of Madness: Can speak to any Magoth within a 900-mile range as if whispering wind.
    • Wicked Eyes: Served by an invisible spirit; the spirit grants immunity to surprise; 1/day—it casts contact higher plane on behalf of the mask, providing infernal knowledge.

    Magoth Cosmic Mask

    AC 0 [19], HD 9* (31 hp), ATK 1 × +1 war hammer (1d6+1), THAC0 14 [+5] base or 15 [+6] magic weapon, MV 60’ (20’), SV D6, W7, P9, B11, S9 (cleric 9), ML 10, AL chaotic, XP 1,600, NA 1 (1d2), TT U, Gear hooded robes (forest green; black satin lacing), +1 plate mail, +1 shield, virescent medallion (emerald-crusted, circular jade pendant bearing image of three green-lined circles; a large, cube-shaped emerald is set within them; 1,000 gp), black spruce maskb, +1 war hammer, and 2 potions of healing.

    • Chaos Secret: 1/day—can re-roll a single die of any kind (e.g., attacks, damage, saves, etc.); takes the best result; may use this power to aid an ally instead; also, may use the inverse of this power on a single foe, forcing a re-roll of a single die; target must take the worst result.
    • Control Undead: As 9th level cleric’s turning ability. Affects targets with charm person (if turned) or suggestion (if destroyed).
    • Spell Casting: 1st (3 slots): cure light wounds, darkness, detect magic; 2nd (3 slots): bless, know alignment, silence 15’ radius; 3rd (3 slots): continual darkness, cure disease, curse; 4th (2 slots): cure serious wounds, neutralize poison; 5th (2 slots): cure serious wounds, finger of death.
    • Voice of Madness: Can speak to any Magoth within a 90-mile range as if whispering wind.
    • Wicked Eyes: Served by an invisible demonic spirit, which grants immunity to surprise; 1/day—it casts contact higher plane on behalf of the mask, providing infernal knowledge.

    Magoth Entropy Disciple

    AC 2 [17], HD 6* (21 hp), ATK 1 × +1 war hammer (1d6+1), THAC0 17 [+2] base or 16 [+3] magic weapon, MV 60’ (20’), SV D9, W10, P12, B14, S12 (cleric 6), ML 10, AL chaotic, XP 500, NA 1d3 (1d6), TT U, Gear hooded robes (mint green; white satin lacing), plate mail, shield, +1 war hammer, virescent medallion (emeraldcrusted, circular jade pendant bearing image of a greenlined cube within two circles; 500 gp).

    • Chaos Secret: 1/day—can re-roll a single die of any kind (e.g., attacks, damage, saves, etc.); takes the best result; may use this power to aid an ally instead.
    • Control Undead: As 6th level cleric’s turning ability. Affects targets with charm person (if turned) or suggestion (if destroyed).
    • Spell Casting: 1st (2 slots): cure light wounds, darkness; 2nd (2 slots): know alignment, silence 15’ radius; 3rd (1 slot): cure disease; 4th (1 slot): cure serious wounds.
    • Voice of Madness: Can speak to any Magoth within a 9-mile range as if whispering wind.

    Mazos the Kindly

    Mazos the Kindly (Whudjan magic-user 11)

    AC 7 [12], HD 9+11* (38 hp), ATK 1 × silver dagger (1d4+1), THAC0 13 [+6], MV 120’ (40’), SV D8, W9, P8, B11, S8 (magic-user 11; +1 on magic saves, +2 on all saves from magic cloak), ML 8, AL chaotic, XP 1,600, NA 1, Gear robes, silver dagger, amulet of protection against possession, bag of holding, boots of levitation, brooch of shielding, cloak of defense +2, crystal ball, necklace of adaptation, M-engraved key, Abilities STR 13, INT 17, WIS 13, DEX 11, CON 14, CHA 10.

    • Spell Casting: 1st (4 slots): charm person, detect magic (×2), read magic; 2nd (3 slots): invisibility, locate object, mirror image; 3rd (3 slots): hold person (×2), infravision; 4th (3 slots): dimension door, polymorph others, wizard eye; 5th (2 slots): contact higher plane, teleport; 6th (1 slots): disintegrate.
    • Spellbook (Unprepared Spells): animate dead, clairvoyance, conjure elemental, control weather, curse, detect invisible, dispel magic, ESP, feeblemind, floating disc, hallucinatory terrain, hold portal, invisibility 10’ radius, invisible stalker, light, magic missile, polymorph self, protection from evil, protection from evil 10’ radius, read languages, shield, wall of ice, web, wizard lock.

    Monstrous Barrow Rat

    This overgrown, mutated specimen consumed the ensorcelled flesh of a draugr.

    AC 6 [13], HD 3** (13 hp), ATK 1 × bite (1d6 + disease), THAC0 17 [+2], MV 120’ (40’) / 60’ (20’) swim, SV D12, W13, P14, B15, S16 (1), ML 8, AL chaotic, XP 65, NA 1d4 (0), TT

    • Disease: Infectious bite can deliver barrow waste disease (transmit 2:6; incubation 2d4; severity 1; resistance 1d2 CON).
    • Fears Fire: Flees fire, unless forced to fight by summoner.
    • Filthy Aura: Any non-rat within 10’ must save vs. poison or suffer a -1 to hit.
    • Return from Death: May rise again as undead 1d4 rounds after death (4:6 chance). It returns as a monstrous undead barrow rata.
    • Waterborne: Ignores underwater penalties in combat; excellent swimmer.

    Monstrous Undead Barrow Rat

    AC 6 [13], HD 3** (13 hp), ATK 1 × bite (1d6 + disease), THAC0 17 [+2], MV 60’ (20’) / 30’ (10’) swim, SV D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, XP 65, NA 1d4 (0), TT

    • Disease: Infectious bite can deliver barrow waste disease (transmit 2:6; incubation 2d4; severity 1; resistance 1d2 CON).
    • Filthy Aura: Any non-rat within 10’ must save vs. poison or suffer a -1 to hit.
    • Guardian: Always attacks on sight.
    • Initiative: Always loses.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
    • Waterborne: Ignores underwater penalties in combat; excellent swimmer.

    Niveous Hulker

    The niveous hulker is a giant, boreoarctic species of aggressive burrowing insectoid. It is over 25’ long, 10’ high at the shoulder, and weighs about 900-1,200 lbs. The hulker’s outer carapace consist of armored, silverish-white, chitinous plates. Its blue, penetrating eyes lie underneath a heavy set of three horns rising over its head from the hulker’s thorax. The central horn is curved and long and primarily used for fighting off male rivals when mating, while the two smaller, thicker horns help the hulker dig through the permafrost in the ground below. When fighting, the niveous hulker charges its foes with its armored horn.

    AC 2 [17], HD 10* (45 hp), ATK 1 × gaze (hypothermic gaze), [1 × gore (2d8) or 1 × trample (2d8)], THAC0 11 [+8], MV 60’ (20’) / 30’ (10’) permafrost burrowing, SV D6, W7, P8, B8, S10 (10), ML 10, AL chaotic, XP 1,600, NA 1d4 (0), TT G

    • Aggressive: Normally attacks on sight.
    • Averting Eyes: Victim averting his eyes is at -4 to hit and -2 to AC against the hulker.
    • Burrowing: Can burrow through solid ice and permafrost at 30’ (10’), or snow at 60’ (20’).
    • Charge: Can charge in a line up to 20’; attacks all in its path, inflicting double gore damage.
    • Hypothermic Gaze: Any non-insect meeting a hulker’s gaze must save vs. petrify or instantly move 1 stage down the hypothermia table. This gaze attack affects a victim immediately and on later rounds when the hulker acts.
    • Immunity: Immune to cold and hypothermia.
    • Mirrors: A hulker’s reflection is harmless. Using a mirror to fight it incurs a -1 to hit.
    • Surprise: A surprised victim meets the hulker’s gaze automatically.
    • Trample: 3:4 chance of trampling per round. +4 to hit humans or smaller creatures.

    Nymph

    A nymph is a powerful fey who cares for a wild place of natural beauty. Being incredibly beautiful herself, she wields her physical perfection as a weapon to guard her wards—the plants, animals, and sometimes people who live in her domain. The nymph labors hard to sustain the landscape’s natural allure and bountiful resources.

    AC 9 [10], HD 4** (18 hp), ATK 0, THAC0 16 [+3], MV 120’ (40’), SV D8, W9, P10, B10, S12 (8), ML 7, AL neutral, XP 175, NA 1d4 (1d4), TT T

    • Amnesiac Kiss: Any non-elf or non-fey kissed by a nymph permanently forgets all events tied to negative emotions over the past 1d6 days upon failing a save vs. spells.
    • Blessed: A nymph saves as an 8HD creature.
    • Nature Magic: As 8th level caster. 2/day—dimension door, invisibility.
    • Nymph Hair: A lock of nymph hair serves as the prime ingredient in brewing magic potions and crafting certain magical items.
    • Spell Casting: As 8th level caster. 1st (3 slots): animal friendship, entangle, predict weather; 2nd (3 slots): obscuring mist, slow poison, warp wood; 3rd (3 slots): growth of nature, hold animal, tree shape; 4th (2 slots): protection from fire and lightning, summon animals; 5th (2 slots): pass plant, wall of thorns.
    • Unearthly Beauty: Any non-elf or non-fey victim seeing a nymph within 60’ must save vs. spells or be permanently blinded. A nymph activates or suppresses this ability at will. A victim seeing a nude nymph without her permission must save vs. spells or instantly die.

    One-Eared Enilam

    One-Eared Enilam (fighter 8)

    AC 4 [15], HD 8-8 (27 hp), ATK 1 × battle axe (1d8), THAC0 14 [+5], MV 60’ (20’), SV D8, W9, P10, B10, S12 (fighter 8), ML 10, AL neutral, XP 450, NA 1, TT –, Gear plate mail, battle axe, silver Sky Keeper icon (25 gp), Abilities STR 12, INT 11, WIS 12, DEX 7, CON 8, CHA 16.

    • Low DEX: -1 initiative.

    ÖTÖG

    AC 2 [17] or 8 [11] in human form, HD 12* (54 hp), ATK 2 × claws (2d6), 1 × bite (2d10), THAC0 10 [+9], MV 120’ (40’), SV D6, W7, P8, B8, S10 (12), ML 10, AL lawful, XP 1,900, NA 1, TT C, Gear two-handed sword, dagger, shield, bow, 12 arrows.

    • Amiable: Friendly, if approached peacefully.
    • Armor: Doesn’t use; hinders shape-changing.
    • Bear Hug: Victim clawed twice in the same round gets hugged by the werebear for an extra 2d8 automatic damage.
    • Cursed: A victim who loses more than half its hp from the werebear’s natural attacks suffers the lycanthropy curse. An afflicted human becomes a werebear while demihumans die. The curse takes effect in 2d12 days, showing signs of the change in half that time.
    • Human Form: Has physical characteristics of a bear while in human form.
    • Languages: Can speak normally in human form, but in beast form, only speaks with other bears.
    • Mundane Damage Immunity: Harmed only by silver weapons or magical attacks in beast form.
    • Reversion: If killed, reverts to his human form.
    • Scent: Domesticated animals can smell his true nature, which terrifies them.
    • Summon Animals: Can summon 1d2 bears of any kind available from the surrounding area. These arrive in 1d4 rounds.
    • Wolfsbane: If hit with wolfsbane, must save vs. poison or flee in terror.

    Panagian Sentinel

    Developed by the Caelorum and named in honor of the Aethereal Queen, Panagia, the Panagian sentinel was designed for one thing: to eradicate the minions of chaos. Long ago, the elaborate construct was joined with a willing spirit named Hevel, who now controls it. The sentinel was tasked with guardianship of Tower Vartoriak.

    In its restored form, the Panagian sentinel is a huge construct of dull ivory marble over 10’ tall. It possesses perfectly symmetrical humanoid features. No eyes or mouth are visible on its face until the sentinel is activated. One giant hand always grips the intricate hilt of an enormous, two-handed stone sword. And its lower body lacks any leg forms; instead, a big egg-shaped dome replaces the figure’s pelvis. Once activated, a fulgent aura spreads over the construct’s surface, and eight golden spheres materialize around its head. Planes of multi-hued light radiate as well from its domed bottom. And with a surge of power, the sentinel magically propels into the air. Its stone blade cracks, the corrosion of ages falling away from the sword to reveal a glorious weapon, blazing with decipherable Caelus scriptc.

    AC 0 [19], HD 20*** (90 hp), ATK 1 × fist (3d10) or 2 × divine blade (1d10+9 or 1d10+10 vs. chaotic), THAC0 6 [+13] or 5 [+14] vs. chaotic, MV 240’ (80’) fly, SV D2, W2, P2, B2, S4 (20), ML 12, AL lawful, XP 5,450, NA 1, TT

    • Dictum: 1/round: the sentinel gazes at a single chaotic creature within 40’ and fires a white beam from its eye-line (as a free attack); the target must save vs. wands to avoid it; on a failure, the target erupts in a golden, viscous, liquid substance, like amber or honey; the warm resin gushes from the victim’s orifices and pores, engulfing its body and rapidly hardening into a translucid sphere that fully encases the victim. Later, as an action, the sentinel can telekinetically shrink or grow this magical encasing sphere, even lifting and moving it 40’ per round. The trapped creature is in stasis while so encased; it does not age, thirst, or starve, nor can it escape. If an anti-magic shell touches the sphere or a disintegrate destroys it, the victim is immediately released.
    • Holy Aura: Passively turns undead within 40’ as a 9th level cleric. This effect is automatic (i.e., always “on”). Chaotic creatures are at -8 on saves against the sentinel’s spells and dictum ability.
    • Hovering: Has natural levitation.
    • Immunity: Immune to charm, cold, gas, hold, poison, non-magical attacks, and sleep.
    • Spell Casting: As 20th level caster. Constant—detect evil, detect magic, know alignment, protection from good; 3/day—continual light, cure serious wounds, dispel evil, quest.

    Panuk

    Panuk (bard 6)

    AC 4 [15], HD 6* (21 hp), ATK 1 × battle axe (1d8+1) or 1 × longbow (1d6, range 70’), THAC0 17 [+2] or 16 [+3] w/high STR & DEX, MV 60’ (20’), SV D12, W13, P11, B14, S13 (bard 6), ML 8, AL neutral, XP 500, NA 1, TT –, Gear chainmail, battle axe, longbow, 20 arrows, 2 potions of healing, rod of captivation (4 charges), Abilities STR 13, INT 12, WIS 9, DEX 15, CON 12, CHA 12.

    • Anti-Charm: All allies within 30’ are immune to song-based magic and beguiling fey powers; allies under such effects get a new save at +4 to resist it.
    • Enchantment: Outside of combat, can fascinate up to 12HD of people or animals in a 30’ radius by performing the ancient Enoruuk style of throat-singing. (See “Bard” in Old-School Essentials Advanced Fantasy Player’s Tome.)
    • High DEX: +1 initiative.
    • Languages: Knows druidic and Arenik.
    • Spell Casting: 1st (3 slots): entangle, invisibility to animals, speak with animals; 2nd (2 slots): heat metal, obscuring mist.

    Piscina Demon

    One of the lesser forms of Tarngrak, the piscina demon is a vicious entity tasked with polluting and befouling water ways, streams, lakes, and rivers. The demon has the power to enter a limited water source and corrupt it with its mere presence. As the entity murders more and more victims in the area, it can eventually weave an evil spell to animate their bones and turn them into sulfurous skeletonsa.

    The piscina demon resembles a wave of water surging upward into the air from its acidic water source. This acid wave coalesces into a large, bubbling sphere.

    Inside floats a blackened female skeleton, its pelvis hanging without legs. Abyssal glyphs cover the skeleton as if they were arcane tattoos. The thing’s eyes are two golden pinpoints of light, and its forearm bones end in cracked stumps. It lifts its broken arms, and instantly, two long tendrils of scalding liquid burst out of the floating sphere encasing it. They grow longer and longer, reaching 30’ in length. Then the skeleton hisses, and swinging its arm-stumps, both tendrils lash out in unison at its foes.

    Baalor summoned one of these demons after he leveled Kangek. He compelled the entity to corrupt the sacred pool in the under-temple, and at the Skull God’s command, it slew those staalistas who refused to worship Baalor as a god. Then it took their bones and ensorcelled them with necromantic power, making of them its acidic skeletons.

    AC 2 [17], HD 7** (31 hp), ATK 2 × acidic tendrils (1d10 + knockdown) or 2 × claws (1d6), THAC0 13 [+6], MV 60’ (20’) levitate or swim, SV D8, W9, P10, B10, S12 (7), ML 10, AL chaotic, XP 1,250, NA 1 (0), TT B

    • Acidic-Bodied: If water touches the demon or its acidic pool, a burst of acid splashes in a 10’ radius, dealing 1d4 damage to all creatures.
    • Corrupt Water: The demon can corrupt a water source 700’ in radius. To do this, it must enter the water source and remain there for 6 days; at that point, the demon has bound itself to the water source, which transforms into burning acid. Any corpses tossed into the water are cursed and rise as sulfurous skeletonsA at the demon’s command. The demon sees through the eyes of its skeletal spawn at all times and uses them to scout the surrounding area. This corruption might be removed, but only after the demon is slain or drive away and the greater Hadean rite of expulsionB is performed over the water.
    • Damnation: If slain, the demon’s skeletal form shatters, as its acidic sphere rains down into the water; its invisible spirit moans with great fear and uncertainty as it is hurled across the air; it is trapped in the Megalith of Yetza-har’ab.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 66 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes the piscina demon again.
    • Immunity: Immune to acid.
    • Knockdown: Victim must save vs. paralysis or be knocked back 1d3 × 5’ and fall prone.
    • Liquid Sphere: While bound to its water source, the piscina demon can create and encase itself within a magical, liquid sphere of acid. This sphere gives the demon immunity to missiles (but not siege weapons). Slashing and blunt weapons are at -4 to hit the demon, and fire attacks deal only 1 point per damage die to it. The demon’s husk floats in its sphere over the pool and moves as high as 20’ in its air space. The liquid sphere can be eliminated by dispel evil, but the demon can summon a new one on the following day. If the demon flees its piscina, it loses this sphere.
    • Long Reach: Its tendrils course through the air up to 50’ away. Against foes beyond 50’, the demon loses initiative as it stretches its tendrils up to 100’ to attack them.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Spell Casting: As 7th level caster. Constant—detect evil, read languages, read magic; 3/day (targets demon’s water source only): lower water, part water; 1/day—dispel magic, invisibility, wizard eye.
    • Vulnerable: Holy water vials thrown into the demon’s liquid sphere deal maximum damage it; against lightning, it saves at -4.

    Qivitoq

    These arctic undead predators are closely related to vampires.

    According to legend, the first qivitoq was thought to have been created when a young child, who did not obey his parents, got lost after a night wandering away from the edge of his family’s woodland. After spending hours in the cold, dark wilderness, he could not find any water to quench his thirst or food to sate his aching belly, nor could he find the familiar trees that he had lived under during his youth.

    But a foul and cunning Tarngrak happened upon the boy as he wandered in the tundra. Seeing that the lad was malnourished and starving, the wicked demon promised to help the boy find his parents and even something good to drink and eat.

    Desperate for these material needs, the boy agreed; but he did not even bother to ask what he had to exchange with the demon to gain them. Then, the demon vanished, and in the boy’s mind, he suddenly knew which way was home. Within a few hours, he saw the soft, warm glow of his mother’s hearth-fire in the windows of his cozy home. But his stomach growled, and he wondered aloud why the demon had shown him how to find his parents without ever giving him something to eat or drink. But when he opened the front door and stepped inside, he soon learned the answer.

    Upon seeing his good parents, who were overjoyed at the return of their son and hurried over to embrace him, the boy became filled with a sudden and unnatural hunger. As his mother and father hugged him, the boy tore out their throats with his teeth, and drinking their still-warm blood, he saw that the Tarngrak had given him exactly what he had asked for—something good to drink and eat. Ravenous, the monstrous boy devoured his parents’ delicious flesh over the course of that night.

    And in the morning, when he emerged, the boy learned the depths of his evil curse. Now, the sun hurt his eyes and made him dizzy; the cozy trees of his homeland loomed overhead, as if threatening to kill him; and the crystal-clear stream flowing nearby—all he had wanted to quench his thirst the night before—made him uneasy and repulsed him, for his longing for its waters had led him to murder his own loving parents in a bout of unthinking desperation. And even as he tried to use the water to wash their blood from his hands, it began to burn him.

    The boy fled into the arctic wastes, the very place he tried to escape, and in time, he became a qivitoq—a blood-thirsty, ravenous, vampiric animal-spirit that feeds on others to preserve its own life at their expense.

    It does this by raking with its brutal claws and biting with its strong jaws. A qivitoq hates forests, wood of any kind, families, fires, and unfrozen water, preferring the desolate, lifeless wastes of the tundra plains north of the arctic tree-line.

    The qivitoq appear as a vapid, white miasmic cloud of roiling spiritual vapors shaped like a wolf-man. Its fell eyes are black pits without any light. Sometimes, as a qivitoq nears, hidden in the howling winds and endless snows, the faint sound of giggling children can be heard—and a few of their words discerned amid this wicked laughter:

    • “Do you see me now?”
    • “Let’s go this way.”
    • “We can’t hurt you. We just want to help.”
    • “Why not? We should try it.”

    Referee Note. The qivitoq is an Enoruuk tale of warning. In the early evenings, when the elders gather their children together inside the tribal meeting tent, they tell this story to instill in them certain values to help prevent the return of an ancestral evil—the Magoth. For they fear the boundless destruction and cruelty that was caused by their sorcerous brethren during the long winter sun of the Skull God’s reign.

    In the story, the boy wanders away from the safety of what he knows (i.e., what his parents had long taught him was true and right). And falling into desperate circumstances out in the wastes of immorality, he begs for the demon’s help, which it uses to forever ensnare him. It doesn’t matter that the boy didn’t understand he was making a deal in the first place. It doesn’t even matter that the demon never told him what was at stake. When he asked for its help, he gave it power over him, and this led to great tragedy.

    The Enoruuk share this story to teach their young about the hidden dangers of sorcery, the occult, and Whudjan mystery religions—that those who tamper with evil powers (represented by the Tarngrak) in any measure, great or small, never really get what they hope to gain from it. Instead, they only find death and a cursed existence when the demonic source of their occult power betrays them in the end. “And so it is,” the elders say, “with the fell ways of sorcery.”

    AC 2 [17], HD 9*** (40 hp), ATK 2 × claws (1d6 + life drain), 1 × bite (2d6 + life drain) or 1 × gaze (warp wood), THAC0 12 [+7], MV 180’ (60’), SV D8, W9, P10, B10, S12 (9), ML 11, AL chaotic, XP 3,000, NA 1d3 (1d4), TT F

    • Life Drain: Victim must save vs. death or lose the attack’s damage in hp permanently; the qivitoq is healed an equal amount. A victim drained of all hp rises as a qivitoqa that night.
    • Mist Form: At will; transformation in 1 round; MV 180’ (60’) as a white vaporous cloud roiling along the ground; immune to all weapons; can enter tiny holes, cracks, or spaces to bypass barriers but it cannot cross bodies of water.
    • Mundane Damage Immunity: Harmed only by silver weapons or magical attacks.
    • Regeneration: Gains 3 hp per round if damaged but alive. At 0 hp, changes into mist form and flees; within 1 hour, it must find a grave or an isolated cave (or hole in the ground) to rest inside and regenerate; otherwise, it dies forever.
    • Scent: Domesticated animals can smell its true nature, which terrifies them.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
    • Vulnerabilities: Cannot cross water (in any form) except by a bridge or if carried by others inside a box, cart, or coffin. A light spell discomforts it (-2 to hit), while continual light partly blinds it (-4 to hit); direct sunlight blinds it (cannot attack) and inflicts 1d6 damage per round. Water deals 2d6 damage per round, and full water immersion destroys on a failed save vs. death (10d6 damage even when succeeding).
    • Whispering Wind: Can speak as whispering wind.
    • Wood-Warping Gaze: 60’ range; action activates; 9 objects affected, as per the warp wood spell; magic items save vs. spells at -2.

    Rime Hag

    The vicious, secretive rime hag stands 7’ tall. She bears a grin of sharp yellow teeth and no body hair grows on her dark blue skin. To conceal this, the hag wears a thick, white veil over her head along with heavy white robes. Her two eyes have been gouged out and sewn shut; in her forehead, however, lies an unblinking and glaring eye.

    Unlike other hags, rime hags do not associate with each other at all. They view their “sisters” as rivals to be outsmarted, driven off, or killed. A rime hag prefers eating Enoruuk children, but a plump Hadean child works nicely, too.

    AC 1 [18], HD 8+2** (38 hp), ATK [2 × talons (1d8)] or [1 × wand, 1 × talon (1d8)], THAC0 12 [+7], MV 120’ (40’), SV D8, W9, P10, B10, S12 (8), ML 10, AL chaotic, XP 1,750, NA 1 (1), TT D, Gear wand of cold (2d10 charges).

    • Depth Perception: -2 to hit due to limited depth perception.
    • Freeze Ground: 3/day: can freeze the ground in a 40’ radius around her; victim must save vs. spells or slip and fall every round while on the slick ice; running is impossible; effect lasts until the ice melts.
    • Rime Cauldron: If the hag boils an innocent child alive in her magic cauldron, she can turn one of its femurs into a wand of cold with 2d10 charges; she can’t have more than one wand at a time.
    • Rime Eye: Serves as a working eye and a ring of X-ray vision. Constant—detect invisible, detect magic, infravision, read languages, read magic.
    • Snow Walker: Unaffected by slippery ice or snowy terrain; glides across snow as if she weighs a feather.
    • Spell Casting: As 9th level caster. At will—charm person, clairvoyance, ESP, hold person, ice blastb, sleep; 3/day—phantasmal killer, polymorph others (arctic animals only), polymorph self (snow owl or maiden only), wall of ice; 1/day—control weather, visitation.

    Saumen Kar

    AC -1 [20], HD 15**** (67 hp), ATK 2 × ice axe (2d8+5 + shatter strike), THAC0 9 [+10] or 6 [+13] vs. fire-based creatures, MV 120’ (40’), SV D4, W5, P6, B5, S8 (15), ML 11, AL chaotic, XP 5,150, NA 1, TT R

    • Damnation: If a possession attempt fails after the demon is slain, Saumen Kar’s spirit flies into the ice or mountainside, cracking it asunder; then, howling with rage, it is trapped inside the Megalith of Yetza-har’ab.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 666 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes Saumen Kar again.
    • Final Possession: Anyone who kills the demon must save vs. spells or suffer its diabolical possessionc. Additionally, any time the possessed victim enters combat or is threatened (even jokingly) by another, he has a 4:6 chance of flying into a berserker rage, attacking his foes until dead and never retreating. While raging, the victim has +5 to hit and damage but cannot cast spells or think clearly. If the possessed victim dies for any reason, Saumen Kar can attempt to possess a new creature within 150’.
    • Fire Resistance: Unharmed by non-magical fire.
    • Saves at +2 against magical fire or breath attacks; reduces such damage by 1 point per die rolled (to a minimum of 1 per die).
    • Ice Axe: Forms into a battle axe but gains the magical abilities of a frost brand sword. Casts 30’ radius light. Extinguishes a 10’ radius fire if it is thrust into it (50% chance per attempt). Melts if the demon is killed.
    • Ice Sculpting: Can shape ice and snow into weapons or structures at will.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Shatter Strike: Can substitute an ice axe attack with a shatter strike; makes a melee attack at -2 to hit; if successful, the demon destroys a single weapon or shield carried by its foe; if the item is magical, it permanently loses a +1 enhancement bonus instead.
    • Spell Casting: As 15th level caster. Constant—detect evil, nondetection, read languages, read magic; at will—fear, ice blastb, obscuring mist, temperature control, wall of ice; 3/day—dispel magic, hold monster, wand of cold (always deals 18 damage minimum before saving for half).
    • Summon: 1/day—1d4 iceberg golemsa.
    • Volant Decomposition: Once dead, its corpse liquefies into a hissing, black, tar-like substance called demon bloodB that forever scorches the ground where the Tarngrak fell. The first time the greater demon is killed, it leaves behind one of the three parts of the tower key of deathb.

    Seamarket Thief

    AC 7 [12], HD 1-1 (3 hp), ATK 1 × dagger (1d4, range 10’), THAC0 19 [0], MV 90’ (30’), SV D14, W15, P16, B17, S18 (NH), ML 7, AL chaotic, XP 5, NA 1d8 (3d10), TT R (C), Gear leather armor, dagger, pouch (2d6 cp).

    • Ambush: Sets up surprise attacks.
    • Thief Skills: As 1st level thief.

    Shelled Horror

    The monstrous crustacean native to the great lake of Imaryuk likes to bury itself in rocks, stones, and other underwater matter. This hidden burrow helps the shelled horror to ambush prey as they swim by it; then the crustacean explodes from its burrow in a spray of rocky debris to seize and dismember victims.

    The monstrosity resembles a 10’ long hybrid of a giant crayfish and fiddler crab. Its flattened round body spans 7’, heaving a thick greenish shell crusted with lake slime and bottom filth. Five pairs of armored legs scuttle it nimbly across the ground. Giant claws snap at potential prey; one is grossly enlarged and razored. And as the black-orbed eyes of the shelled horror glares at its victim, its mouthparts scythe together.

    Little else is known about these mysterious creatures beyond a physical description.

    AC 3 [16], HD 10* (45 hp), ATK 1 × claw (2d6), 1 × big claw (4d6 + dismember), THAC0 11 [+8], MV 60’ (20’) / 120’ (40’) swim, SV D10, W11, P12, B13, S14 (5), ML 7, AL neutral, XP 1,600, NA 1 (1d2), TT

    • Damage Resistance: Takes only half damage from piercing weapons (e.g., arrows, spears).
    • Dismember: If the big claw hits with an attack roll of 19 or 20, the victim must save vs. death or lose one random appendage. Roll d6: 1 (head), 2 (leg), 3-4 (hand), 5-6 (arm).

    Shuun Hulk

    AC 7 [12], HD 3** (17 hp), ATK 2 × fists (1d4 + powerful) or 1 × body beam, THAC0 17 [+2], MV 90’ (30’), SV D12, W13, P14, B15, S16 (3), ML 10, AL chaotic, XP 65, NA 0, TT U, Gear leather armor, battle axe.

    • Body Beam: Victim grabbed and thrown 10’ by the hulk, taking 1d6 damage and falling prone; if thrown into another creature, the second one must save vs. breath or suffer the same effect.
    • Powerful: Fist deals 1d4 damage; a struck victim must save vs. paralysis; otherwise, it is knocked prone and at -2 to hit for 1 round.
    • Subjugate: All damage from a fist is nonlethal if the hulk wants it to be.
    • Tough: Uses d10’s instead of d8’s for HD.

    Shuun Overseer

    AC 5 [14], HD 2* (9 hp), ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 × whip (1d3 + special), THAC0 18 [+1], MV 120’ (40’), SV D12, W13, P14, B15, S16 (2), ML 8, AL chaotic, XP 25, NA 0, TT U, Gear chain mail, club, whip, shortbow, 12 arrows.

    • Subjugate: All damage from the club is nonlethal if the overseer wants it to be.
    • Whip: Victim hit by the whip gets pulled 10’ towards the slaver and falls prone; if caught, it cannot move more than 15’ from the overseer; a save vs. paralysis permits escape.

    Shuun Slaver

    AC 7 [12], HD 1* (4 hp), ATK 1 × shortbow (1d6) or 1 × club (1d4) or 1 × entangling net, THAC0 19 [0], MV 90’ (30’), SV D12, W13, P14, B15, S16 (1), ML 8, AL chaotic, XP 13, NA 1d8 (3d10), TT U, Gear leather armor, club, net, shortbow, 12 arrows.

    • Entangling Net: Victim must save vs. breath to avoid entanglement; if caught, can fight only with piercing weapons (e.g., spears) at -2 to hit and at ½-normal movement rate; foes gain +2 to hit the victim; a save vs. paralysis permits escape. Must retrieve net to use it again.
    • Subjugate: All damage from the club is nonlethal if the slaver wants it to be.

    Shuun Witch

    Shuun Witch (magic-user 3)

    AC 5 [14], HD 3* (7 hp), ATK 1 × dagger (1d4), THAC0 19 [0], MV 120’ (40’), SV D13, W14, P13, B16, S15 (magic-user 3), ML 7, AL chaotic, XP 50, NA 0, TT U, Gear dagger, spell pouch, bracers of armor (AC 5 [14]).

    • Spell Casting: 1st (2 slots): charm person, magic missile; 2nd (1 slot): mirror image.
    • Spellbook (Unprepared Spells): detect magic, ESP, light, read magic, shield.

    Skaal Archer

    AC 5 [14], HD 2 (9 hp), ATK 1 × longbow (1d6, range 70’) or 1 × weapon, THAC0 18 [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16 (2), ML 9, AL neutral, XP 20, NA 1d4 (1d6), TT V, Gear longbow, 20 arrows, shortsword, chain mail.

    • Opening Volley: Can fire two shots on the first combat round but can’t fire any shots on the second round; on the third round and every thereafter, fires normally again.

    Skaal Sergeant

    AC 3 [16], HD 4 (18 hp), ATK 1 × two-handed sword (1d10) or 1 × weapon, THAC0 16 [+3], MV 60’ (20’), SV D10, W11, P12, B13, S14 (4), ML 10, AL neutral, XP 75, NA 2d4 (2d6), TT V, Gear two-handed sword, shortsword, plate mail, 3 javelins.

    • Rally Cry: 1/battle: if the sergeant’s troops lose morale and flee, he can spend the round rallying his men back into line. This overturns their failed morale check.
    • Strong Men: Does not lose initiative for using slow weapons in melee combat.

    Skaal Soldier

    AC 3 [16], HD 2 (9 hp), ATK 1 × two-handed sword (1d10), THAC0 19 [0], MV 60’ (20’), SV D12, W13, P14, B15, S16 (2), ML 9, AL neutral, XP 20, NA 2d4 (2d6), TT V, Gear twohanded sword, shortsword, plate mail, 3 javelins.

    • Strong Men: Does not lose initiative for using slow weapons in melee combat.

    Snow Goblins

    Snow goblins are loping, malformed, blue-skinned goblinoids native to arctic mountainous regions. Their legs end in wide, elongated feet that help them traverse through heavy snow. The Hadeans refer to them as hrimmelen, which means “ice gremlins” in the imperial tongue.

    Packs of these troublesome creatures stalk the wilderness looking to steal or kill whatever they need to survive. The goblins prefer weaker prey, and though they sometimes barter with remote Enoruuk villages and traveling merchants, they are not above murdering and eating a dwarf or human, if they think they can get away with it. Snow goblins prefer living flesh instead of cold, rotting meat. When they are desperate, hrimmelen consume the feces of other arctic creatures—their noses are keen to the scent of undigested nutrients in freshly vacated stool.

    During harsh winter seasons, the goblins forgo peace and brutally attack those whom they trade with. The Enoruuk never fully trust the snow goblin tribes they encounter regularly.

    AC 6 [13] or 0 [19] vs. missiles, HD 1-1* (3 hp), ATK 1 × claw (1d4+1), THAC0 19 [0], MV 90’ (30’), SV D14, W15, P16, B17, S18 (NH), ML 6 (or 8 in groups), AL chaotic, XP 6, NA 2d4 (6d10), TT R (C).

    • Big-Footed: Can move through snow and similar terrain without impediment.
    • Dodge Missiles
    • AC 0 [19] vs. missiles.
    • Immunity: Immune to cold and hypothermia.
    • Pick Pockets: 70% chance of success, penalized by 5% for every level of the victim above 5th. The attempted theft is noticed if the referee rolls more than twice the successful percentage required to succeed.
    • Shriek: If attacked or frightened, goblin shrieks.
    • 20% chance per round of wandering monsters.
    • Strength in Numbers: Packs of 4+ goblins have morale 8. If reduced to fewer than 50% of its original size, this morale bonus is lost.
    • Surprises: On a 1-4, due to camouflage in snow.
    • Surround Foes: A target can be attacked by up to eight snow goblins.
    • Theft: Sneaks up and snatches valuable objects with pick pockets, then runs away (1:4 chance per round of dropping stolen object if chased).

    Sook Guardian

    Ancient warriors who were cursed for betraying their oaths in order to save themselves, these staggering rotting corpses still bear the arms and armor of their long-vanished kingdoms. Unlike most undead, a sook guardian can be heard due to its rusty, clanging, metal equipment and its unnatural whimpering. It is a relentless foe but not because of bravery. Instead, the undead is cursed to fight on, even though it always feels great terror in its wicked heart and mind—though a tomb robber slain by one never knows it.

    AC 4 [15], HD 2* (9 hp), ATK 1 × spear (1d6), THAC0 18 [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, XP 25, NA 2d4 (2d10), TT –, Gear rusted chain mail, shield, and spear.

    • Guardian: Always attacks on sight.
    • Relentless: Saves vs. death at 0 hp to stay at 1 hp.
    • Undead: Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
    • Whimpering: While animated, the unnerving sound of a man’s fearful whimpering can be heard from within its corpse.

    Spell Vore

    A spell vore resembles a slithering mass of rocky scales, writhing tentacles, and a gaping maw somewhere in the middle big enough to snap a man in half. Its stubby suction “feet” cling to cavernous ceilings, allowing it to ambush its prey from above. An infamous predator among the dwarves of the Malgorgian underworld, the spell vore locks on to well-equipped, magic itemrich adventuring parties who are seeking to delve for treasures in that realm’s sub-surface tunnels.

    AC 3 [16], HD 10** (45 hp), ATK 2 × tentacles (1d10 + grab), 1 × bite (1d12), THAC0 11 [+8], MV 150’ (50’) climb, SV D6, W7, P8, B8, S10 (10), ML 10, AL chaotic, XP 2,300, NA 1d2 (0), TT

    • Detect Magic: As the spell, but always active and 120’ range.
    • Grab: Grabbed victim is constricted for 1d10 damage per round; a save vs. paralysis allows escape on later rounds.
    • Null Aura: Spells fail to function within 40’ of a vore; if cast by a 6-10HD (or 6th-10th level) creature, there is a 4:6 chance a spell fails while in the aura; if cast by an 11-15HD (or 11th-15th level) creature, there is a 2:6 chance a spell fails while in the aura; spells cast by creatures higher than 15HD (or 15th level) ignore this effect.
    • Suppression Gaze: 1/round: can gaze at a single, non-artifact magic item within 60’ and suppress its powers for 2 turns (no save).

    Spell-Page Mummy

    These undead horrors are created when a magicuser or illusionist is held by magic, tightly bound in mummification wrappings while enchanted and helpless and then buried alive. After the doomed magician’s death, the creator writes upon his exterior wrappings every letter of the victim’s spellbook. The styling must be done precisely by hand, and it must match the original author’s penmanship. Finally, through forbidden necromantic rituals, the creator infuses the dead magician’s corpse—twisted in horrible terror as he tried to cry out for help and mercy while suffocating to death.

    AC 3 [16], HD 5+1** (23 hp), ATK 1 × touch (1d12 + disease), THAC0 14 [+5], MV 60’ (20’), SV D10, W11, P12, B13, S14 (5), ML 12, AL chaotic, XP 575, NA 1d4 (1d12), TT D

    • Disease: Infectious touch can deliver arcane debilitation disease (transmit 4:6; incubation 1d4; severity 3; resistance 1d4 INT and recovers only lowest-level spell slot after a night of resting).
    • Damage Immunity: Harmed only by fire and magical attacks, but even magic weapons and spells deal only half damage to it. Fire attacks always deal full damage.
    • Frightful Appearance: Anyone seeing the mummy for the first time must save vs. paralysis or be paralyzed with terror for 2d6 rounds or until the undead attacks or cannot be seen; clerics and paladins of 5th level or higher save at +4. A victim of 8th level (or 8HD) or higher is at -2 to hit if affected.
    • Magic Resistance: Saves vs. magic at +4.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Staalista Fire-Teller

    Staalista Fire-Teller (bard 3)

    AC 5 [14], HD 3 (10 hp), ATK 1 × spear (1d6) or 1 × longbow (1d6, range 70’), THAC0 19 [0], MV 60’ (20’), SV D13, W14, P13, B16, S15 (bard 3), ML 8, AL neutral, XP 35, NA 0 (1d4), TT –, Gear chainmail, battle axe, longbow, 20 arrows, potion of healing.

    • Anti-Charm: All allies within 30’ are immune to song-based magic and beguiling fey powers; allies under such effects get a new save at +4 to resist it.
    • Enchantment: Outside of combat, can fascinate 6HD of people in a 30’ radius by performing the ancient Enoruuk style of throat-singing. (See “Bard” in Old-School Essentials Advanced Fantasy Player’s Tome.)
    • Spell Casting: 1st (2 slots): animal friendship, predict weather.

    Staalista Land-Tamer

    Staalista Land-Tamer (druid 3)

    AC 6 [13], HD 3* (10 hp), ATK 1 × spear (1d6) or 1 × sling (1d4, range 40’), THAC0 19 [0], MV 90’ (30’), SV D11, W12, P14, B16, S15 (druid 3), ML 8, AL neutral, XP 50, NA 0 (1d4), TT –, Gear leather, wooden shield, spear, sling, 12 river-stones, wooden Emeqist holy symbol, potion of healing.

    • Energy Resistance: Saves vs. fire and lightning at +2.
    • Identification: Can identify all plants and animals; can discern pure water.
    • Pass Without Trace: Trackless movement in the wilderness; never impeded by overgrown areas.
    • Spell Casting: 1st (2 slots): entangle, speak with animals; 2nd (1 slot): cure light wounds.

    Sularuq the Tempest Bird

    AC -2 [21], HD 20** (160 hp), ATK 2 × talons (2d6), 1 × bite (4d6), THAC0 6 [+13], MV 150’ (50’) / 450’ (150’) fly, SV D2, W2, P2, B2, S4 (20), ML 10, AL lawful, XP 4,300, NA 1, TT V × 2

    • Electrical Aura: A foe within 20’ suffers 6d6 damage per round. This lightning is so intense that magical protection against it is ineffective.
    • Feathers: Sularuq’s feathers are highly magical. Each is worth up to 25,000 gp.
    • Immunity: Immune to charm, hold, lightning.
    • Magic Resistance: Saves vs. magic at +2.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Resurrection: 1 round after death, returns from its ashes as a 5HD version of itself and flees.
    • Upon Death: Disappears in a 20’ radius ball of lightning and light, inflicting 1d10 × 10 damage (save vs. breath for half). This lightning is so intense that magical protection against it is ineffective.
    • Whirlwind: Within any wilderness hex the Tempest Bird flies through, the air condition worsens by 1 step for the remainder of that day.

    Sulfurous Skeleton

    This red-boned skeletal undead creature drips with sizzling water. When combat begins, the undead opens its jaws and howls out a blood-curdling feminine scream. Under the creature’s jawbone, where its throat would be, hangs a pulsating sack of green flesh.

    Sulfurous skeletons are all female, as they were made from the cursed bones of the loyal staalistas at Kangek who refused to worship Baalor in his guise as the Skull God.

    The undead spews an acid arrow at a foe, if it cannot reach the victim with its claws. They are incredibly dangerous in large mobs, where those fighting them must face acidic barrages from a distance while suffering scalding claw attacks up close in melee.

    AC 7 [12], HD 2* (9 hp), ATK 1 × claw (1d4 + 1d4 acid) or 1 × sulfur sack, THAC0 18 [+1], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, XP 25, NA 3d4 (3d10), TT

    • Acid Coating: Anyone clawed by the skeleton or touching it suffers 1d4 acid damage.
    • Immunity: Immune to acid.
    • Sulfur Sack: If it cannot claw, the skeleton spits a repulsive acid glob from its sulfur sack up to 60’ for 1d6+1 acid damage.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Sun Healer Disciple

    Sun Healer Disciple (cleric 2)

    AC 2 [17], HD 2* (7 hp), ATK 1 × mace (1d6), THAC0 19 [0], MV 60’ (20’), SV D11, W12, P14, B16, S15 (cleric 2), ML 8, AL neutral, XP 25, NA 1d8 (1d20), TT U, Gear plate mail, shield, mace, holy symbol (golden sun with rays; Kalosi’s name etched on it; 20 gp).

    • Naming & Taming: As 2nd level caster. 1/day—minor creation.
    • Spell Casting: 1st (1 slot): cure light wounds.
    • Turning the Undead: As a cleric.

    Sun Healer Prophetess

    Sun Healer Prophetess (cleric 7)

    AC 9 [10], HD 7* (24 hp), ATK 1 × staff (1d6), THAC0 17 [+2], MV 120’ (40’), SV D9, W10, P12, B14, S12 (cleric 7), ML 9, AL lawful (really chaotic), XP 850, NA 1, Gear gold robes, staff, diamond necklaces (worth 2,300 gp), ring of false aura, Abilities STR 9, INT 15, WIS 15, DEX 10, CON 11, CHA 18.

    • Naming & Taming: As 7th level caster. 1/day—major creation; 3/day—minor creation.
    • Spell Casting: 1st (2 slots): cure light wounds, light; 2nd (2 slots): bless, hold person; 3rd (2 slots): remove curse, striking; 4th (1 slot): cure serious wounds; 5th (1 slot): finger of death.
    • Turning the Undead: As a cleric.

    Sutter Izen

    AC 7 [12], HD 2* (9 hp), ATK 1 × short sword (1d6), THAC0 18 [+1], MV 90’ (30’), SV D12, W13, P14, B15, S16 (2), ML 8, AL chaotic, XP 25, NA 1, TT

    • Overt Threat: 1/encounter: verbally threatens one of the party’s retainers, forcing the NPC to make an immediate loyalty check to avoid fleeing the fight and quitting his employment.

    Taiga Dragon

    The cunning and fearsome taiga dragon is a blackand green-scaled dragon that lairs in the endless taiga forests of Titherion. It digs or burrows a den, if it can, usually leaving a trail of markings that only it can interpret to find its way back to its (well-hidden) treasure hoard and lair. The dragon enjoys spending its free time putting together a devious combination of riddles, puzzles, and obscure references to confound any thieves.

    A taiga dragon approaches combat cautiously. It much prefers frightening potential foes away first with a loud roar. But sometimes, a battle is inevitable, and the dragon knows it. It prefers to open combat with an ambush, blasting out a cone of lethal cold onto its gathered enemies. The dragon uses the thick boreal foliage to swoop around its targets and attack them suddenly again and again until they are dead or it must revise its strategy for some reason. If it knows melee will be required to finish the fight, the dragon weakens its enemies first, then hides among the trees until it is close enough to charge at them.

    AC 1 [18], HD 8** (36 hp), ATK [2 × claw (1d6), 1 × bite (2d12)] or breath, THAC0 12 [+7], MV 90’ (30’) / 240’ (80’) fly / 60’ (20’) burrow, SV D8, W9, P10, B10, S12 (8), ML 9, AL chaotic, XP 1,750, NA 1d4 (1d4), TT H

    • Age: This stat block gives a dragon of average size. A young dragon may have up to 3HD less and 1/4 less treasure, while an older dragon may have up to 3HD more with double treasure.
    • Ambush: Hides within tree line and bursts out when something walks past it.
    • Breath Weapon: 3/day: 90’ long cone of cold, 2’ wide at the mouth, 30’ wide at far end (damage equals dragon’s current hp; save vs. breath for half) or 50’ long, 40’ wide, 20’ high cloud of weakness gas (save vs. breath or deals half damage with melee attacks for 2d6 rounds).
    • Lairs: A dragon’s treasure is always kept in its well-hidden lair and is seldom unguarded.
    • Language & Spell Casting: 30% chance taiga dragon can speak (its own tongue, Drakon, plus others) and cast randomly selected magic-user spells, using its HD as a caster level. It knows 3 × 1st level spells and 1 × 2nd level spells.
    • Immunity: Immune to cold and hypothermia.
    • Sleeping: 35%. May be attacked at +2 to hit while sleeping on the ground.
    • Subduing: Will surrender if reduced to 0 hp by non-lethal attacks (see “Other Combat Issues” in Old-School Essentials Advanced Fantasy Player’s Tome), 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.

    Taiga Wight

    The dreaded taiga wight lurks in the shadowy, needled evergreen groves in Titherion’s boreal forests. A ravenous corpse gifted with the “dream of unlife,” a taiga wight’s mind is partly trapped within a hellish, red-misted dreamscape where it is haunted forever. This undead creature violently envies the warmth enjoyed by the living and hates them for possessing it. And so, the wight seeks out those whom it might forcefully “gift” with its own miserable, cursed existence.

    AC 4 [15], HD 4** (18 hp), ATK 1 × claw (1d6 + quietus) or 1 × red paralysis, THAC0 16 [+3], MV 90’ (30’), SV D10, W11, P12, B13, S14 (4), ML 12, AL chaotic, XP 175, NA 1d6 (1d8), TT B

    • Averting Eyes: Victim averting its eyes is at -4 to hit and -2 to AC against the wight.
    • Mundane Damage Immunity: Harmed only by silver weapons or magical attacks.
    • Quietus: Victim cannot naturally or magically heal the wight’s claw damage. If the wight is destroyed, the victim may save vs. spells once per day to end this condition. A remove curse also ends this effect.
    • Red Paralysis: 1/turn: the wight glares into the eyes of a victim within 40’. Unless the victim saves vs. spells, his eyes fill with an engulfing red mist. He sees horrific visions of nightmarish landscapes and dark, drifting entities beyond the nebulous crimson. While in this state, the victim is at -2 to hit. One round later, the victim senses a black, wispy shadow emerging from the encompassing red fog. It is moving towards him rapidly. The victim must save vs. death once per round; if he gets three successes before three failures, this condition ends. But if the victim ever fails one save, he is at -4 to hit; if the victim fails two saves, he becomes blinded to the real world around him; if the victim fails three saves, the dark shape engulfs him—he can no longer be seen and cannot escape the dark miasma surrounding him. One round later, the hero’s time is up: he sees a demon’s face in the swirling red mist, and suddenly, it kills him. A continual light, protection from evil, remove curse, or remove fear ends this condition by blocking the shape from engulfing the victim, and it departs.
    • Spawn: Victims slain by quietus or red paralysis rise as taiga wightsA that same night.
    • Surprise: A surprised victim meets the wight’s red paralysis glare automatically.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Tarktuktulak

    AC 0 [19], HD 16**** (72 hp), ATK 4 × claws (1d8), 1 × antlers (2d8 + poison), THAC0 8 [+11], MV 180’ (60’), SV D2, W3, P4, B3, S6 (16), ML 11, AL chaotic, XP 5,150, NA 1, TT R

    • Charge: Can charge in a line up to 60’; attacks all in its path, inflicting double antler damage.
    • Damnation: If a possession attempt fails after the demon is slain, Tarktuktulak’s spirit flies into the closest animal (or herd), where it forces the afflicted animal(s) off a cliff or into a body of water to drown; then, howling with rage, it is trapped inside the Megalith of Yetza-har’ab.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 666 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes Tarktuktulak again.
    • Final Possession: Anyone who kills the demon must save vs. spells or suffer its diabolical possessionc. Additionally, the possessed victim is struck mute. After 6 days, he stops desiring normal food, hungering for grass and tree leaves instead. After 12 days, he removes his clothing and wanders deep into the wilderness, unable to read or speak and acting more like a wild beast. After 18 days, he vanishes forever in the wild, his mind totally lost (if the victim is somehow detained, his eyes become white orbs, he growls like a beast, developing a taste for live human flesh). If the possessed victim dies for any reason, the Dark Deer can attempt to possess a new creature within 160’.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Poison: Victim must save vs. poison or lose 1d4 CHA points per round until dead; when ability loss occurs, the demon heals 1 hp per point, and the victim may save vs. poison at -4 every round to end this effect.
    • Scent: Can follow a scent from 12 miles away.
    • Shapechange: At will; can polymorph self into an animal native to Titherion; while in animal form, its natural weapons deal double damage, and it gains all of that animal’s special abilities.
    • Spell Casting: As 16th level caster. Constant—detect evil, nondetection, read languages, read magic; at will—cause fear, entangle, faerie fire, ventriloquism; 3/day—dispel magic, improved invisibility, tree shape, wall of thorns; 1/day—control weather, pass plant, solid fog.
    • Summon: 1/day—1d6 tree-beastsa.
    • Surprises: On a 1-5, due to camouflage.
    • Volant Decomposition: Once dead, its corpse liquefies into a hissing, black, tar-like substance called demon bloodB that forever scorches the ground where the Tarngrak fell. The first time the greater demon is killed, it leaves behind one of the five parts of the tower key of chaosb.

    The Guzzler

    AC 7 [12], HD 6+3*** (30 hp), ATK 1 × massive hand (2d6 + grab), THAC0 13 [+6], MV 120’ (40’), SV D8, W9, P10, B10, S12 (7), ML 12, AL chaotic, XP 1,650 (extraordinary peril bonus), NA 1d2, TT D

    • Echolocation: Warbles to detect sounds and vibrations from prey within 40’. This effect automatically pinpoints anyone who is not frozen in place. Motionless prey are also detected (4:6 chance), even those with partial cover (2:6 chance). A silence 15’ radius spell blinds Guzzler.
    • Eyeless: Visually blind; immune to vision-based spells or effects.
    • Grab: Grabbed victim is constricted for 2d6 damage per round (until Guzzler swallows); a save vs. paralysis allows escape on later rounds.
    • Massive Hands: Can grab up to an ogre-sized creature in each hand. Can’t interact with doors or use handles or levers.
    • Mundane Damage Immunity: Harmed only by magical attacks but even they deal half damage.
    • Outer Void Physics: If a magical attack deals 7+ damage to Guzzler, it must save vs. paralysis to avoid being stunned for 1 round; its form struggles to stay in this reality.
    • Seep: Can seep through cracks and holes. This takes 1d4 rounds before it reforms again.
    • Swallow Whole: 1/round: swallows a grabbed victim in lieu of attacking. Its maw opens impossibly wide, revealing a malodorous pit in its slimy black gullet. It devours victims without limit.
    • The Gullet: 1/round: swallowed victims take 1d6 damage. If Guzzler is stunned or reduced to 0 hp, a victim can escape with a save vs. paralysis, forcing Guzzler to regurgitate it.
    • Unnatural Death: At 0 hp, Guzzler’s body begins contorting as if twisting and tearing into a thousand pieces. When the round ends, anyone within 10’ of Guzzler is sucked into a dimensional vortex and ripped apart forever (save vs. death avoids).
    • Zombie Spawn: Anyone swallowed and killed gets regurgitated as an entropy zombieA in 1d4 hours.

    Titanic Spider Crab

    Massive crustaceans dwelling on the ocean floor near thick patches of coral reef, the titanic spider crabs are a rare sight. A single specimen’s shelled body is over 5’ wide with legs extending up to 15’ long. From end to end, its body-span is 35’. The crab’s twin pincher-arms reach out and grab prey from a great distance; in fact, oftentimes the spider crab’s target doesn’t even know the predator is lurking nearby before it’s too late. The spider crabs have bright red and orange shells that blend in with the colorful coral reefs they inhabit.

    AC 2 [17], HD 7 (31 hp), ATK 2 × pincers (3d6), THAC0 13 [+6], MV 60’ (20’) / 120’ (40’) swim, SV D10, W11, P12, B13, S14 (4), ML 7, AL neutral, XP 650 (extraordinary peril bonus), NA 1d2 (1d6), TT

    • Ravenous: Attacks any moving creature.

    Tree-Beast of Tarktuktulak

    These twisted, trunkish monsters resemble a dead tree, but are alive and hateful towards the living. A treebeast lingers among nearby jack pines and other foliage, hidden. It is possible to sneak up to one, thinking it is a tree. But then the character hears a faint but labored breathing. It suddenly attacks!

    When a tree-beast turns violent, a guttural wortling noise emits from its trunk. Only a druid understands it: he hears the beast’s un-utterable curses in the name of its demon god, an entity called Tarktuktulaka, the Dark Deer. Research reveals it is an Enoruuk deity instituted during Baalor’s wicked reign. If asked, the Enoruuk elders become somber and then look out into the wilderness, saying only that “Tarktuktulak comes at night, with the dark and the moonlight,” and then they end the conversation.

    After a tree-beast kills a victim, it plants its root-like feet in the ground near the corpse, slurping up the victim’s blood that seeps into the soil.

    AC 2 [17], HD 5 (22 hp), ATK 2 × slams (2d4), THAC0 14 [+5], MV 150’ (50’), SV D10, W11, P12, B13, S14 (5), ML 10, AL chaotic, XP 175, NA 0 (1d4), TT K

    • Bark Skin: Takes only half damage from nonaxe-like weapons. Immune to smaller missiles, like bolts, stones, and arrows.
    • Rooting: If it plants its root-like feet into the soil within 15’ of a fresh corpse, it slurps up the victim’s blood as it seeps into the earth. This heals the tree-beast 5d8 hp over 1 turn.
    • Surprises: On a 1-4 in a forest, due to being mistaken for a tree.
    • Vulnerable to Fire: Saves at -4 against fire attacks and takes maximum damage from them; when fire attacks are first used against the tree-beast, its morale score drops to 6, and it must make a morale check immediately.

    Trow

    Sired by demons, the Trow are degenerate giants born from the infernally sullied wombs of their Ragnaalan mothers. The hulking brutes can grow to gigantic sizes: the typical polar white-skinned specimen stands around 15-18’ tall and weighs between 6,000-7,000 lbs. Called “the Wicked Gods of the North” by the Enoruuk, who greatly fear their destructive might, the Trow fled into the uninhabited wastes far beyond the Gorogungamar Mountains after the Cataclysm of Chaos.

    The arctic giants truly despise other creatures, seeing in them only cheap slaves, tasty fodder, or bloody mortar for their fearsome “skin-walls,” which they often erect to make a pointed, diplomatic statement to those negotiating with them. Worse, the Trow do not merely conquer other races to plunder their riches—the giants prefer the sweet taste of human and dwarvish blood and pack their favorite dishes with the roasted organs and flesh of lesser races.

    In battle, the Trow are devastating to smaller foes.

    They prefer to ambush enemies, as the cruel giants very much relish the look of sheer surprise and absolute terror in the final moments of their victims’ lives.

    Obscuring mist is their favorite way of doing this, as the spell resembles the misty polar air, and their foes rarely suspect it is magic. Underground, the Trow use the blacklight spell to avoid being seen when resting. When the giants close in melee, they unleash mighty kicks and fatal sword strikes. Few can withstand even one giant in direct combat, much less an angry squad of the enormous brutes.

    AC 3 [16], HD 13* (58 hp), ATK 1 × sword (5d8) or 1 × ice boulder (2d8), THAC0 10 [+9], MV 150’ (50’), SV D4, W5, P6, B5, S8 (13), ML 10, AL chaotic, XP 2,300, NA 1d2 (1d4), TT D, Gear huge two-handed sword, polar bear furs (400 gp).

    • Acclimated: Immune to cold and hypothermia.
    • Followers: 2d4 Huronian houndsA (2:6 chance); otherwise 6d10 snow goblinsa.
    • Ice Boulder Throwing: Ice-hunks; up to 300’.
    • Mighty Kick: 1/encounter: can kick at a single humanoid victim; a struck victim must save vs. death or burst into pieces dead; even a success still inflicts 5d8 damage.
    • Spell Casting: As 6th level caster. 1/day—blacklight, obscuring mist, resist fire.
    • Wicked Cunning: The Trow are intelligent giants; they are military tacticians who view themselves with haughty superiority; they adapt quickly to the strategies of intelligent enemies.

    Trow Skeleton

    This is the corpse of a long-dead Trow that has been animated by a necromancer.

    AC 7 [12], HD 13 (58 hp), ATK 1 × sword (5d8) or 1 × ice boulder (2d8), THAC0 10 [+9], MV 150’ (50’), SV D4, W5, P6, B5, S8 (13), ML 12, AL chaotic, XP 1,350, NA 1d2 (1d4), TT –, Gear huge two-handed sword, polar bear furs (400 gp).

    • Acclimated: Immune to cold.
    • Guardian: Always attacks on sight.
    • Ice Boulder Throwing: Ice-hunks; up to 300’.
    • Obedient: Obeys its creator’s commands.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Trow Zombie

    This is the corpse of a recently-expired Trow that has been animated by a necromancer.

    AC 8 [11], HD 14 (63 hp), ATK 1 × sword (5d8) or 1 × ice boulder (2d8), THAC0 9 [+10], MV 90’ (30’), SV D4, W5, P6, B5, S8 (14), ML 12, AL chaotic, XP 1,350, NA 1d2 (1d4), TT –, Gear huge two-handed sword, polar bear furs (400 gp).

    • Acclimated: Immune to cold.
    • Guardian: Always attacks on sight.
    • Ice Boulder Throwing: Ice-hunks; up to 300’.
    • Initiative: Always loses; never rolls.
    • Obedient: Obeys its creator’s commands.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Tundra Dragon

    An airborne terror of the arctic plains, the tundra dragon rarely ever lands on the surface. It much prefers roaming the skies while scanning the ground below until it spots a suitable meal. Then, it begins circling its chosen victim, heightening the fear of those pursued.

    The mighty predator loves to slow its target first, to further increase its terror. But when the dragon is finally ready to eat, it swoops within range and fires a precise bolt of lightning to slay its prey in a single shot.

    Only after this is accomplished will the tundra dragon land to scoop up its meal. The dragon always returns to its lair with the victim’s corpse, eating in solitude and in secret.

    The tundra dragon appears as a massive, horned dragon, with razor-sharp dorsal fins running down its back spine. Grayish-white scales cover its exterior body, but the dragon’s underbelly is sky blue. A tundra dragon’s ice-blue, vertical eyes can spot prey up to one mile away, though it is not the brightest among its kin—bore and taiga dragons are much smarter.

    AC 0 [19], HD 10** (45 hp), ATK [2 × claw (1d8), 1 × bite (4d8)] or breath, THAC0 11 [+8], MV 90’ (30’) / 240’ (80’) fly / 60’ (20’) burrow, SV D6, W7, P8, B8, S10 (10), ML 9, AL chaotic, XP 2,300, NA 1d4 (1d4), TT H

    • Age: This stat block gives a dragon of average size. A young dragon may have up to 3HD less and 1/4 less treasure, while an older dragon may have up to 3HD more with double treasure.
    • Breath Weapon: 3/day: 100’ long, 5’ wide line of lightning (damage equals dragon’s current hp; save vs. breath for half) or 50’ long, 40’ wide, 20’ high cloud of slow gas (save vs. breath or suffer slowness: ½-normal movement rate, -2 to hit and saves, and always lose initiative for 6 rounds).
    • Lairs: A dragon’s treasure is always kept in its well-hidden lair and is seldom unguarded.
    • Language & Spell Casting: 40% chance tundra dragon can speak (its own tongue, Drakon, plus others) and cast randomly selected magic-user spells, using its HD as a caster level. It knows 3 × 1st level spells and 2 × 2nd level spells.
    • Immunity: Immune to lightning.
    • Sharp-Eyed: Can see incredibly far; its eyes are forward-facing, like a falcon or eagle, which grants it accurate binocular vision.
    • Sleeping: 35%. May be attacked at +2 to hit while sleeping on the ground.
    • Subduing: Will surrender if reduced to 0 hp by non-lethal attacks (see “Other Combat Issues” in Old-School Essentials Advanced Fantasy Player’s Tome), 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.

    Tundra Griffon

    Born with the body, tail, and hind legs of a whitefurred tiger, but strangely bearing the head, foreclaws, and wings of a giant, white-feathered, rough-legged hawk, the legendary tundra griffon is a skilled predator of the arctic plains. It feeds on caribou, seals, otters, dall sheep, mountain goats, fresh-water fish, polar bear cubs, and sometimes foolish adventurers.

    The griffon builds a cliffside nest out of sticks and animal bones. Interestingly, some adventurers swear that the tundra griffon’s eggs are often laid amid gold nuggets that the giant creature intentionally plants around them. Sages have no idea why the tundra griffons do this, but this is why greedy treasure-hunters often seek out griffon nests.

    An interesting, little-known fact about this majestic beast: it sees partially into the ultraviolet light spectrum, allowing it to spot mammalian urine on the ground, especially in snow. This signals to the hungry griffon where it might find abundant prey.

    AC 4 [15], HD 7+2 (33 hp), ATK 2 × claws (1d6), 1 × bite (2d6), THAC0 12 [+7], MV 150’ (50’) / 300’ (100’) fly, SV D10, W11, P12, B13, S14 (4), ML 8, AL neutral, XP 450, NA 0 (2d8), TT E (50% in gold nuggets).

    • Attack Arctic Mammals: Within 120’, unless a morale check is passed.
    • Hunter’s Best Friend: A trained griffon adds +2 to one’s wilderness hunting chances.
    • Taming: Captured young can be trained as loyal mounts. Their fierce nature, however, cannot be trained: griffons still instinctively attack their traditional prey if spotted within range. (Horses and mules are excluded from this, as they were recently introduced to Titherion, and the griffons have not tasted their flesh.)

    Ulurrugnak

    AC 1 [18], HD 18***** (81 hp), ATK 1-120 × tentacles (1d10 + paralysis), 4 × oral arms (1d12 + grab), 1 × snapping bite (4d6 + severing teeth), THAC0 7 [+12], MV 120’ (40’) / 150’ (50’) swim, SV D2, W3, P4, B3, S6 (18), ML 11, AL chaotic, XP 7,750, NA 1, TT R

    • Damnation: If a possession attempt fails after the demon is slain, Ulurrugnak’s spirit drenches its target in water, as if it had been fully submerged; then, howling with rage, it is trapped inside the Megalith of Yetza-har’ab.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 666 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes Ulurrugnak again.
    • Final Possession: Anyone who kills the demon must save vs. spells or suffer its diabolical possessionc. Over 2d4 weeks, the victim’s skin changes, becoming more and more like the slimy, clear exterior of a jellyfish. The victim struggles to breath air and longs to swim in the depths of Lake Helvarragh or the ocean’s dark waters. After this period ends, the victim permanently transforms into a giant jellyfish. If the possessed victim dies for any reason, Ulurrugnak can attempt to possess a new creature within 180’.
    • Fire Defense: Only if the demon’s head has emerged from the lake water can it be targeted by fire attacks (e.g., fireball).
    • Grab: Grabbed victim is constricted for 1d12 damage per round; a save vs. paralysis allows escape on later rounds.
    • Killed Victims: Will be drawn to the body and digested over 1d4 rounds. Such victims cannot be raised or reincarnated.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Oral Arms: Each underwater foe within 40’ can be attacked with 1 oral arm per round.
    • Paralysis: Lasts 2d6 turns (save vs. paralysis to resist).
    • Severed Tentacles: Any attack on the demon’s underwater body that inflicts 1 or more damage severs a tentacle. 1d6 tentacles regrown per day.
    • Severing Teeth: On a natural roll of 19 or 20, bitten victims must save vs. death or lose a random body part; roll 1d6 to determine which gets bitten off: 1 = head; 2-3 = leg; 4-6 = arm.
    • Spell Casting: As 18th level caster. Constant—detect evil, know alignment, nondetection, read languages, read magic, true seeing; at will—darkness, ESP; 3/day—cause disease, curse, dispel magic, emotion, illusion, wizard eye; 1/day—contact higher plane, mass suggestion, visitation; 1/week—dream quest.
    • Tentacles: Each underwater foe within 240’ can be attacked with 8 tentacles per round.
    • Volant Decomposition: Once dead, its corpse liquefies into a hissing, black, tar-like substance called demon bloodB that forever scorches the ground where the Tarngrak fell. The first time the greater demon is killed, it leaves behind one of the five parts of the tower key of chaosb.

    Valken Archer

    AC 5 [14], HD 1* (4 hp), ATK 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 8, AL lawful, XP 13, NA 1d4 (1d6), TT V, Gear longbow, 20 arrows, shortsword, chain mail.

    • Eagle Eye: Ignores long-range missile penalty.

    Valken Sergeant

    AC 2 [17], HD 3* (13 hp), ATK 1 × weapon (1d6 or by weapon), THAC0 17 [+2], MV 60’ (20’), SV D12, W13, P14, B15, S16 (3), ML 9, AL lawful, XP 50, NA 1 (1d2), TT V, Gear spear, shortsword, shield, plate mail, 3 javelins.

    • Battle Command: Pick one group under the sergeant’s command who can see and hear him (either Valken archersA or Valken soldiersa). If the sergeant barks orders in lieu of an attack, the group gains a +1 to hit and damage for 1 round.
    • Testudo: Improves to AC 0 [19] when fighting as a unit with Valken soldiersA (e.g., moving and attacking together).

    Valken Soldier

    AC 2 [17], HD 1* (4 hp), ATK 1 × weapon (1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D12, W13, P14, B15, S16 (1), ML 8, AL lawful, XP 13, NA 2d4 (2d6), TT V, Gear spear, shortsword, shield, plate mail, 3 javelins.

    • Testudo: Improves to AC 0 [19] when fighting as a unit with other Valken soldiersA (e.g., moving and attacking together).

    Vigil Hole Abbot

    Vigil Hole Abbot (cleric 6)

    AC 9 [10], HD 6* (21 hp), ATK 1 × club (1d6), THAC0 17 [+2], MV 120’ (40’), SV D9, W10, P12, B14, S12 (cleric 6; saves vs. magic at +2), ML 11, AL lawful, XP 500, NA 1, TT –, Gear robes, miter, gold pectoral symbol (50 gp), prayer beads, icon devotional, signet ring (25 gp), Abilities STR 11, INT 12, WIS 16, DEX 12, CON 12, CHA 7.

    • Spell Casting: 1st (2 slots): protection from evil, resist cold; 2nd (2 slots): bless, know alignment; 3rd (1 slot): cure disease; 4th (1 slot): neutralize poison.
    • Turning the Undead: As a cleric.

    Vigil Hole Ascetic-Priest

    Vigil Hole Ascetic-Priest (cleric 3)

    AC 9 [10], HD 3* (10 hp), ATK 1 × club (1d6), THAC0 19 [0], MV 120’ (40’), SV D11, W12, P14, B16, S15 (cleric 3), ML 10, AL lawful, XP 50, NA 1d8 (1d20), TT –, Gear robes, prayer beads, holy symbol (Hadean Temple), icon devotional.

    • Spell Casting: 1st (2 slots): cure light wounds, purify food and water.
    • Turning the Undead: As a cleric.

    Wane Wraith

    This timeworn wraith has withered and faded over untold years within its forgotten haunt. Only a little of its dark power remains but enough to threaten novice adventurers and innocent folk.

    AC 3 [16], HD 1** (4 hp), ATK 1 × touch (1d4 + lesser energy drain), THAC0 19 [0], MV 120’ (40’) / 240’ (80’) fly, SV D12, W13, P14, B15, S16 (1), ML 12, AL chaotic, XP 16, NA 1d4 (1d6), TT E

    • Damage Reduction: Half damage from nonmagical, non-silver weapons.
    • Lesser Energy Drain: Touched victim must save vs. death or suffer a -1 to hit and saves; in 24 hours, the victim must make a second save vs. death; failing this, he permanently loses 1 level (or 1HD) and its benefits (e.g., hp, saves, spells, THAC0, etc.). Reduce the victim’s XP to the new level’s minimum; if drained of all levels, victim rises as a wane wraithA that night. A bless or remove curse ends the effect.
    • Mundane Damage Immunity: Harmed only by silver weapons or magical attacks.
    • Undead: Makes no noise, until it attacks.
    • Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).

    Whisper

    AC 3 [16], HD 10* (23 hp), ATK 1 × staff (1d6), THAC0 17 [+2], MV 120’ (40’), SV D11, W12, P11, B14, S12 (illusionist 10); +2 bonus on all saves, ML 8, AL chaotic, XP 1,600, NA 1, TT gear, Gear hooded robes (forest green; black satin lacing), virescent medallion (emerald-crusted, circular jade pendant bearing image of three green-lined circles; a large, cube-shaped emerald is set within them; 1,000 gp), spell component pouch, spellbook, staff, 2 vials of ingested poison (III), enchanted silver mirror (1,400 gp), sapphire (1,000 gp), emerald (500 gp), 38 pp, 47 gp, black spruce maskb, bracers of armor +3, and cloak of defense +2.

    • Spell Casting: 1st (3 slots): color spray, glamor, hypnotism; 2nd (3 slots): blur, detect magic, invisibility; 3rd (3 slots): suggestion (x3); 4th (3 slots): dispel magic, emotion, improved invisibility; 5th (2 slots): looking glass, visitation.
    • Voice of Madness: Can speak to any Magoth within a 90-mile range as if whispering wind.
    • Wicked Eyes: Served by an invisible demonic spirit, which grants immunity to surprise; 1/day—it casts contact higher plane on behalf of the mask, providing infernal knowledge.

    Wind Rider

    AC 4 [15], HD 4+2* (20 hp), ATK 1 × polearm (1d6) or 1 × weapon, THAC0 15 [+4], MV 60’ (20’), SV D10, W11, P12, B13, S14 (4), ML 9, AL neutral, XP 200, NA 1d6 (2d10), TT P (B), Gear chainmail, shield, polearm, battle axe, dagger, crossbow, 20 bolts.

    • Mounted Expert: +2 to hit while mounted.
    • Swooping Gryphon: Can dive-attack if mounted on a griffon, attack with a polearm or spear, and then continue flying away up to the griffon’s full movement rate. This does not count as a retreat.

    Yaari the Grand Staalista

    Yaari the Grand Staalista (druid 10)

    AC 3 [16], HD 9+11** (42 hp), ATK 1 × staff (1d4) or 1 × weapon, THAC0 14 [+5], MV 90’ (30’), SV D6, W7, P9, B11, S9 (druid 10; saves vs. magic at +1), ML 10, AL neutral, XP 2,300, NA 1, TT –, Gear +2 leather, +1 wooden shield, silver dagger, staff, sling, chert Emeqist holy symbol, feather token (bird), Abilities STR 9, INT 12, WIS 13, DEX 11, CON 14, CHA 7

    • Energy Resistance: Saves vs. fire or lightning at +2.
    • Identification: Can identify all plants and animals; can discern pure water.
    • Immunity: Immune to fey charms.
    • Pass Without Trace: Trackless movement in the wilderness; never impeded by overgrown areas.
    • Path-Finding: The druid’s party has only a 1:6 chance of getting lost in woodlands.
    • Shape Change: 3/day (1/each)—bird, mammal, reptile; any size up to x2 the druid’s bulk; gains 10d4 hp upon changing form into an animal; all carried gear absorbed into animal form.
    • Spell Casting: 1st (4 slots): entangle, invisibility to animals, locate plant or animal, predict weather; 2nd (4 slots): bark skin, cure light wounds, ice blastb, warp wood; 3rd (4 slots): call lightning, growth of nature, hold animal, protection from poison; 4th (3 slots): cure serious wounds, dispel magic, speak with plants; 5th (3 slots): commune with nature, control weather, protection from plants and animals.

    Yeguryaq

    AC -3 [22] carapace or 3 [16] under-flesh, HD 21****** (94 hp), ATK 2 × palp-hooks (1d12 + prone), 2 × walking legs (1d12 + push), 1 × bite (2d12 + pain venom), THAC0 6 [+13], MV 180’ (60’) climb, SV D2, W2, P2, B2, S4 (21), ML 11, AL chaotic, XP 14,500, NA 1, TT

    • Ambush: Drops on its prey.
    • Carapace: The demon’s carapace has 94 hp and AC -3 [22]. Attacks hitting Yeguryaq target its carapace until destroyed, unless a called shot is made against the demon’s tough, rubbery flesh with a piercing weapon (e.g., arrow, spear) at -2 to hit. If successful, the inflicted damage reduces the demon’s hp, not the carapace’s hp. Once destroyed, Yeguryaq grows back the carapace 1 AC point per day until it is fully rejuvenated 12 days later.
    • Cling: Can move on walls and ceilings.
    • Damnation: If a possession attempt fails after the demon is slain, Yeguryaq’s spirit flies into the environment’s nearest cracks or holes as the sound of 10,000 rushing spiders crunch and squeal at once; then, howling with rage, it is trapped inside the Megalith of Yetza-har’ab.
    • Demon Traits: Doesn’t need air, food, or water.
    • Immortal. Telepathy 100’.
    • Detestable Recrudescence: If 666 victims are ritualistically murdered and their suffering offered to a demon, the harnessed power frees and reconstitutes Yeguryaq again.
    • Final Possession: Anyone who kills the demon must save vs. spells or suffer its diabolical possessionC. Additionally, the victim begins to itch at his skin, feeling something crawling on it. This sensation grows over the next week. Then, once per 4d6 hours, 1d3 insect swarms (4HD; black widow spiders; swarmed victims must save vs. poison or be at -2 to hit and saves for 1d4 days) erupt from the victim’s mouth, ears, and orifices. The victim takes swarm damage as the spiders exit (1 swarm per round). A swarm attacks all creatures in the vicinity, especially children. If the possessed victim dies for any reason, Yeguryaq can attempt to possess a new creature within 210’.
    • Legs: Palp-hook victims fall prone, while walking leg victims get knocked 15’ back.
    • Mundane Damage Immunity: Harmed only by magical attacks.
    • Pain Venom: Venomous bite inflicts agonizing pain; victim at -4 to hit and saves (2:6 chance per round victim falls to the ground screaming in agony, unable to act); venom kills in 1 turn.
    • Severing Legs: To cut a leg off, a melee attack is made with a slashing weapon (e.g., sword) at -4 to hit; the weapon must deal 15+ damage in a single hit to sever a leg. Once severed, the demon regenerates a new leg in 6 turns, if it’s sitting still and concentrating.
    • Sheer Terror: Victim seeing demon for the first time must save vs. paralysis or flee for 3d6 turns (3:6 chance of dropping held items); a cleric or paladin of 10th level or higher saves at +4.
    • Spell Casting: As 21st level caster. Constant—detect evil, know alignment, nondetection, read languages, read magic, true seeing; at will—dispel magic, hypnotism, web; 3/day—cause disease, curse, dimension door, fear, hypnotism, invisibility; 1/day—chaos, charm monster, cloudkill, death spell, finger of death, teleport.
    • Summon: 3/day—1d4+1 intelligent phase spiders; 1/day—1 Tarngrak (any).
    • Surprises: On a 1-3 in the wilderness; on a 1-4 underground; on a 1-5 in its lair.
    • Umbral Webs: Forms a nest by weaving a 10’ cubic area of magical darkness per round. This area blocks normal vision and infravision, and light sources brought within the enshrouded area do not illuminate it. A creature passing through the tangibly clinging shadows moves at 1/10th its movement rate; every round, it must save vs. spells or become entangled and unable to move. Breaking free requires an open doors check. Continual light destroys a single 10’ cubic area of the umbral webbing.
    • Volant Decomposition: Once dead, its corpse liquefies into a hissing, black, tar-like substance called demon bloodB that forever scorches the ground where the Tarngrak fell. The first time the greater demon is killed, it leaves behind the skull key of Thar-Gannonb.

    Zarcand the Black Magician

    AC 9 [10], HD 3*** (13 hp), ATK 1 × skull scepter (1d6), THAC0 17 [+2], MV 120’ (40’), SV D12, W13, P14, B15, S16 (3), ML 8, AL chaotic, XP 80, NA 1, TT –, Gear black robes, ruby signet ring (500 gp), 2 arcane scrolls (darkness and wraithform).

    • Black Scroll Master: Can use any arcane or divine scroll dealing with necromancy, evil, curses, or black magic.
    • Flagitious: 1/week: crumbles into dust as if rapidly decaying then re-forms within 400’.
    • Ground Swallow: 1/week: all living creatures within 40’ must save vs. paralysis while cracked and dried arms, caked in mud, burst from the ground and grasp at them; victims are pulled into the earth on a failed save at a depth based on their margin of failure: by 1-5 points, buried to their waist; by 6-10 points, buried to their shoulders or neck; by 11+ points, buried completely—suffocationc begins. Even on a successful save, victims are at ½-normal movement rate until next round. A protection from evil wards victims against this ability.
    • Mirror Magic: 1/day: if the magician fails a save against a spell (or is not allowed one to resist it), he may save vs. death to avoid its effect.
    • Shape-Shifting: 3/day: may take on the form of a humanoid creature roughly the same size; clothing and possessions are hidden, too. This lasts up to 3 hours or until dismissed. A detect illusion reveals the magician’s true form.
    • Spell Casting: As 3rd level caster. 1st level (2 slots): charm person, magic missile; 2nd level (2 slots): locate object.
    • Word of Bones: 1/week: speaks vile word of unholy power, permanently animating 1d8 loam gauntsa; the undead rise from the earth in 1 round. Can’t have more than 8 undead under his control at a time.
    Section 15: Copyright Notice

    Gods of the Forbidden North © 2023 Pulp Hummock Press LLC. Author Robert Alderman

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