ADVANCED
DUNGEONS & DRAGONS™

SPECIAL REFERENCE WORKMONSTER MANUAL®

4th Edition, August, 1979

AN ALPHABETICAL COMPENDIUM OF ALL OF THE MONSTERS FOUND IN
ADVANCED DUNGEONS & DRAGONS, INCLUDING ATTACKS, DAMAGE,
SPECIAL ABILITIES, AND DESCRIPTIONS.
By Gary Gygax
Illustrations by David C. Sutherland III
D. A. Trampier
Tom WhamJean Wells
Cover by David C. Sutherland III
All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental. This book is protected under the copyrightlaws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast LLC. Published by Wizards of the Coast, LLC, PO Box 707, Renton, WA 98057-0707. Manufactured by: Hasbro SA, Routede Courroux 6, 2800 Delemont, CH. Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. DUNGEONS &DRAGONS, ADVANCED DUNGEONS & DRAGONS, Monster Manual, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast
LLC in the USA and other countries. All Wizards of the Coast characters and their distinctive likenesses are property of Wizards of the Coast LLC. PRINTED IN THE
USA. ©2012 Wizards of the Coast LLC.
ISBN: 978-0-7869-6242-6
620-A0240000-001 EN

FOREWORD
It is with a certain measure of pride that we at TSR bring you this second part of the new DUNGEONS & DRAGONS
releases, the long-awaited MONSTER MANUAL for ADVANCED D & D. We are doubly proud of the format of thisbook — i.e., its special hard cover, a "first" in the gaming world and another step in our continuing quest for top quality
products.
As time goes on, the D & D phenomenon shows no sign of subsiding — indeed, the popularity of DUNGEONS &DRAGONS continues to grow and grow. This trend is very gratifying to us at TSR, and encourages us to devote evenmore time and attention to D & D (witness this series of ADVANCED DUNGEONS & DRAGONS) and related materials —playing aids, accessories, etc. Our aim is to provide a top-quality family of products for use with the DUNGEONS &DRAGONS game system, items that we hope you will find useful, innovative, and enjoyable.
With the outstanding growth of DUNGEONS & DRAGONS has come the growth of TSR Hobbies, since it is no secretthat the fantastic response to D & D has allowed TSR to expand and explore many new directions in the gaming hobby.
Therefore, we owe our thanks to you — the many devoted gamers — who have supported TSR through your enthusiasm,
your encouragement, and finally, your purchases. Our livelihood depends upon your continued support, and we intend tokeep earning it by continuing to bring you innovative products in the future. We appreciate the widespread audience thatour games (and especially D & D) have achieved, and we look forward to increasing the exposure of our games andrules. Without such an enthusiastic and loyal following, this would not be possible. So, we thank you!
The success of DUNGEONS & DRAGONS has spawned a considerable number of imitations and spin-off products,
perhaps inevitably. Some of these have merit; many, however, do not — and although we may concede their right to exist(however dependent they may be on D & D's audience), we would caution the prospective buyer to consider their true
value and not to be confused with those items which bear the DUNGEONS & DRAGONS or ADVANCED DUNGEONS &DRAGONS name and constitute the official D & D family of products. As for value, let the others be measured against thestandard of quality we have striven for — a hardbound encyclopedia of monsters, for instance, as opposed to a low
quality collection which is poorly assembled and bound.
This present work, as will be apparent from its sheer bulk alone, is the result of a considerable amount of work andpreparation by many persons. All this has been undertaken with an eye toward providing a final result which can be
regarded as the definitive collection of monsters for ADVANCED DUNGEONS & DRAGONS — an encyclopediccollection of information certain to be of invaluable use to players and Dungeon Masters alike, complete with gamespecifications, background details and, in many cases, with an illustration in addition! Of course, no work can be truly
definitive, for as long as players possess an active imagination, many new and fascinating monsters will continue to arise— and this is only as it should be.
One final note: as valuable as this volume is with its wealth of information, some DM's may wisely wish to forbid theirplayers from referring to the MANUAL in the midst of an encounter, since it will be considerably more challenging to
confront a monster without an instant rundown of its strengths and weaknesses — and besides, a D & D player's true
mettle (and knowledge) will be put to the test. And as even the most casual D & D player knows, that's what thisfascinating game is all about . . .
Read on, and enjoy!

Mike Carr
27 September 1977

2

ALPHABETICAL TABLE OF CONTENTSAAERIAL SERVANT — ANHKHEG — ANT, GIANT — APE — AXE BEAK

B

BABOON — BADGER — BALUCHITHERIUM — BARRACUDA — BASILISK — BEAR — BEAVER, GIANT —BEETLE, GIANT — BEHOLDER — BLACK PUDDING — BLINK DOG — BOAR — BRAIN MOLE — BROWNIE —BUFFALO — BUGBEAR — BULETTE — BULLCCAMEL, WILD — CARRION CRAWLER — CATOBLEPAS — CATTLE, WILD — CENTAUR — CENTIPEDE,
GIANT — CEREBRAL PARASITE — CHIMERA — COCKATRICE — COUATL — CRAB, GIANT — CRAYFISH,
GIANT — CROCODILED

DEMON — DEVIL — DINOSAUR — DISPLACER BEAST — DJINNI — DOG — DOLPHIN — DOPPLEGANGER —DRAGON — DRAGONNE — DRAGON TURTLE — DRYAD — DWARF

E

EAGLE, GIANT — EAR SEEKER — EEL — EFREET — ELEMENTAL — ELEPHANT — ELF — ETTIN — EYE,
FLOATING — EYE OF THE DEEPF

FLIGHTLESS BIRD — FROG, GIANT — FUNGI, VIOLETGGAR, GIANT — GARGOYLE — GAS SPORE — GELATINOUS CUBE — GHAST — GHOST — GHOUL —GIANT — GNOLL — GNOME — GOAT, GIANT — GOBLIN — GOLEM — GORGON — GRAY OOZE —GREEN SLIME — GRIFFON — GROANING SPIRIT

H
I
J
K
L

HALFLING — HARPY — HELL HOUND — HERD ANIMAL — HIPPOCAMPUS — HIPPOGRIFF —HIPPOPOTAMUS — HOBGOBLIN — HOMUNCULUS — HORSE — HYDRA — HYENA

M

MAMMOTH — MANTICORE — MASHER — MASTODON — MEDUSA — MEN — MERMAN — MIMIC —MIND FLAYER — MINOTAUR — MOLD — MORKOTH — MULE — MUMMY

N

NAGA — NEO-OTYUGH — NIGHT HAG — NIGHTMARE — NIXIE — NYMPHOOCHRE JELLY — OCTOPUS, GIANT — OGRE — OGRE MAGE — ORC — OTTER, GIANT — OTYUGH —OWL, GIANT — OWLBEARPPEGASUS — PERYTON — PIERCER — PIKE, GIANT — PIXIE — PORCUPINE, GIANT — PORTUGUESE MAN-OWAR — PSEUDO-DRAGON — PURPLE WORM

Q
R

IMP — INTELLECT DEVOURER — INVISIBLE STALKER — IRISH DEER — IXITXACHITL
JACKAL — JACKALWERE — JAGUAR
KI-RIN — KOBOLDLAMIA — LAMMASU — LAMPREY — LARVA — LEECH, GIANT — LEOPARD — LEPRECHAUN — LEUCROTTA —LICH — LION — LIZARD — LIZARD MAN — LOCATHAH — LURKER ABOVE — LYCANTHROPE — LYNX,GIANT

QUASIT
RAKSHASA — RAM, GIANT — RAT, GIANT — RAY — REMORHAZ — RHINOCEROS — ROC — ROPER —ROT GRUB — RUST MONSTER

3S

SAHUAGIN — SALAMANDER — SATYR — SCORPION, GIANT — SEA HAG — SEA HORSE, GIANT — SEA
LION — SHADOW — SHAMBLING MOUND — SHARK — SHEDU — SHRIEKER — SKELETON — SKUNK,GIANT — SLITHERING TRACKER — SLUG, GIANT — SNAKE, GIANT — SPECTRE — SPHINX — SPIDER —SPRITE — SQUID, GIANT — STAG — STIRGE — STRANGLE WEED — SU-MONSTER — SYLPHTTHOUGHT EATER — TICK, GIANT — TIGER — TITAN — TITANOTHERE — TOAD, GIANT — TRAPPER —TREANT — TRITON — TROGLODYTE — TROLL — TURTLE, GIANT

U
V
W
X
Y
Z

UMBER HULK — UNICORNVAMPIREWASP, GIANT — WATER WEIRD — WEASEL, GIANT — WHALE — WIGHT — WILL-O-WISP — WIND WALKER— WOLF — WOLVERINE — WRAITH — WYVERN
XORN
YETI
ZOMBIEPREFACEThe various creatures contained herein are for use in ADVANCED DUNGEONS & DRAGONS. Parameters have been
set for that game. Those monsters drawn from the original work, co-authored with Dave Arneson, have been revised andexpanded upon accordingly. Except as noted, all new monsters are strictly of this author’s creation — just as all thosewhich appeared in The Strategic Review were — and I take the burden of full responsibility for them. It is necessary to
acknowledge the contributions of the following persons: Steve Marsh for devising the creatures for undersea encounterswhich originally appeared in BLACKMOOR, as I have radically altered them herein; Erol Otus for doing the preliminary
work and illustrations of the anhkheg and remorhaz which appeared in The Dragon; Ernie Gygax for the water weird andfor his help in solidifying many of the characteristics of the creatures herein; Terry Kuntz, who was never thanked for his
prototypical beholder, a revised version of which was included in GREYHAWK; to the whole crew at TSR, and to Brian
Blume, Tim Kask, and Dave Sutherland in particular, is due thanks for helping me get this whole project into a manuscript;
and to my wife, Mary, who has been stuck with the job of typing most of the manuscript, my apologies for mistakes
needing correcting and my admiration for staying with it day after day. If I have missed thanking any other person, pleasepardon the oversight.

4% IN LAIR indicates the chance of encountering the monster
in question where it domiciles and stores its treasure (if any). If
a monster encountered is not in its lair it will not have anytreasure unless it carries “individual” treasure or some form ofmagic. Whether or not an encounter is occurring in themonster’s lair might be totally unknown to the person or persons
involved until after the outcome of the encounter is resolved.

EXPLANATORY NOTESThe term “monster” is used throughout this work in two
manners. Its first, and most important, meaning is to designate
any creature encountered — hostile or otherwise, human,
humanoid, or beast. Until the encountering party determines
what they have come upon, it is a monster. The secondary
usage of the term is in the usual sense: a horrible or wicked
creature of some sort. Thus, a “monster” is encountered during
the course of a dungeon expedition, and it is discovered to bean evil high priest, who just might turn out to be a monster inthe other sense as well. Note, however, that despite thisterminology, humans (and such kin as dwarves, elves, gnomes,
half-elves, and halflings) always use the matrix for humans
when attacking, even if such humans were encountered as“monsters” in the course of an adventure.

TREASURE TYPE refers to the table which shows theparameters for various types of valuables which the monster inquestion might possess. If individual treasure is indicated, eachindividual monster of that type will carry, or possibly carry, thetreasure shown. Otherwise, treasures are only found in the lairsof monsters, as explained above. Note also that although an
encounter occurs in a monster’s lair, and the monster possesses
some treasure type, this does not automatically mean that theadventurers will gain treasure by defeating the monster. Most
treasure types show probabilities for various kinds of wealth tooccur in the treasure of the monster. If subsequent dice rolls
indicate that that form of treasure is not in the monster’s trove,
then it is not there, and it is quite possible to come up with nowealth (including magical items) of any sort in a monster’s lair
despite the fact that a treasure type is indicated. Finally, it must
be stated that treasure types are based upon the occurrence ofa mean number of monsters as indicated by the number
appearing and adjustments detailed in the explanatory material
particular to the monster in question. Adjustment downwards
should always be made for instances where a few monsters areencountered. Similarly, a minor adjustment upwards might becalled for if the actual number of monsters encountered isgreatly in excess of the mean. The use of treasure type todetermine the treasure guarded by a creature in a dungeon is
not generally recommended. Larger treasures of a given typeare denoted by a multiplier in parentheses (×10, etc.) — not tobe confused with treasure type X.

FREQUENCY refers to the likelihood of a particular creature
being encountered in a region or area where it might be an
inhabitant. Very rare indicates a 4% chance of occurrence, rareindicates an 11% chance, uncommon indicates a 20% chance,and common indicates a 65% chance. These probabilities are
considered in the encounter matrices found in ADVANCED
DUNGEONS & DRAGONS, DUNGEON MASTER’SGUIDE.
NUMBER APPEARING indicates a good average spread.
This number is furnished as a guideline only, and it should bealtered to suit the circumstances particular to any adventure as
the need arises. It is not generally recommended for use inestablishing the population of dungeon levels.
ARMOR CLASS describes the general type of protection wornby humans or humanoid creatures, protection inherent to thecreature due to its physical structure or magical nature, or the
degree of difficulty of hitting a creature due to its speed,
reflexes, etc.

NUMBER OF ATTACKS shows the number of basic attacks
the monster is able to make during a given melee round. This
number can be modified by hits which sever members, spells
such as haste or slow, and so forth. It does not usually consider
unusual or special attack forms. Multiple attacks usuallyindicate the use of several members such as multiple heads or
two paws raking with claws and a bite from the monster’s jaws.

MOVE shows the relative speed of a creature on a constantbasis. Higher speeds may be possible for short periods, but as
this is generally applicable to all sorts of creatures, a constantis shown. It can be scaled to whatever time period is desiredby adjusting ground scale accordingly. The number might bedouble, and this indicates that the creature can travel in two
mediums or modes:
/#’’
//#’’
(#’’)
*#’’

DAMAGE PER ATTACK simply indicates the amount ofdamage a given attack will cause when it hits expressed as a
spread of hit points. If the monster employs weapons thedamage can not, of course, be shown, for it depends on thetype of weapon employed by a particular monster.

= flying speed= swimming speed= burrowing speed= speed in web

SPECIAL ATTACKS detail such attack modes as dragon
breath, magic use, etc. The full explanation of the mode isdetailed in the material describing the monster.

HIT DICE indicates the parameters of the number of hit points
a creature can withstand before being killed. Unless statedotherwise, hit dice are 8-sided (1-8 hit points). The indicatednumber of dice are rolled, and the numbers shown on each are
added together to arrive at a total number of hit points. Somecreatures have hit points which are less than a full 8-sided die,and this is shown by stating their hit dice as a point spread.
Some creatures have additional points added to their hit dice;this is indicated by a plus sign followed by a number shown
after the number of hit dice they have, i.e. HIT DICE: 4
4(which equals 4-32 hit points 4 hit points, or 8-36 hit points).

SPECIAL DEFENSES are simply what the term implies andare detailed in the same manner as are special attacks.
MAGIC RESISTANCE indicates the percentage chance of any
spell absolutely failing in the monster’s presence. It is based on
the spell being cast by a magic-user of 11th level, and it must
be adjusted upwards by 5% for each level below 11th or
downwards for each level above 11th of the magic-user casting
5

ANHKHEG

the spell. Thus a magic resistance of 95% means that a 10th
level magic-user has no possibility of affecting the monster witha spell, while a 12th level magic-user has a 10% chance. Evenif a spell does take effect on a magic-resistant creature, thecreature is entitled to normal saving throws. Note also that themagic resistance of a creature has an effect on certain existingspells such as hold portal, where it indicates the probability ofthe magic resistance shattering the existing spell.

13-14
15-16
17-18
19-20
21+

ALIGNMENT shows the characteristic bent of a monster to law
or chaos, good or evil or towards neutral behavior possibly
modified by good or evil intent. It is important with regard to
the general behavior of the monster when encountered.

INTELLIGENCE indicates the basic equivalent of human “IQ.”

Certain monsters are instinctively, or otherwise, cunning, andsuch is accordingly noted in the body of the descriptive
material. The ratings correspond roughly to the following
character intelligence scores:
0
1
2-4
5-7
8-10
11-12

SIZE is abbreviated as: “S,” smaller than a typical human;“M,” approximately man-sized (5’ to 7’ tall and of
approximate build); and “L,” larger than man-sized in one way
or another and generally having greater mass.

Non-intelligent or not ratable
Animal intelligence
Semi-intelligent
Low intelligence
Average (human) intelligence
Very intelligent

A

Highly intelligent
Exceptionally intelligent
GeniusSupra-genius
Godlike intelligence

PSIONIC ABILITY, and Attack/Defense Modes, indicate thegeneral capabilities, if any, of a monster in these areas.

Where necessary, a sketch of each monster is shown. Details of
information pertaining to a given monster are included
immediately after the headings explained above.

AERIAL SERVANT — ANHKHEG — ANT, GIANT — APE — AXE BEAK

AERIAL SERVANTANHKHEGFREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 24”
HIT DICE: 16% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 8-32
SPECIAL ATTACKS: Surprises on 1-4
SPECIAL DEFENSES: Can be hit
only by magic weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: 8’ tall
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: Overall 2;Underside 4
MOVE: 12” (6”)
HIT DICE: 3-8% IN LAIR: 15%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18 (+ 1-4)
SPECIAL ATTACKS: Squirt acid
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non
ALIGNMENT: Neutral
SIZE: L (10’ to 20’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The aerial servant is a semi-intelligent form of an air elemental. It is typicallyencountered only due to conjuration by a cleric, although these creaturesroam the ethereal and astral planes and when encountered there can be
dimly seen. An aerial servant is normally invisible. Aerial servants do notfight per se, but they are exceedingly strong and very fast. They can carryweights in excess of 10,000 gold pieces, and if they grasp any creature it
requires an 18 strength to have any chance of breaking free. For eachpercentage point score the creature has, there is a like chance to escape thegrasp of the aerial servant, i.e. a human with an 18/50% strength has a
50% chance of breaking free of the grasp, and a 00% or 19 indicatesautomatic breaking of the grasp. They travel at twice the speed of an invisible
stalker, and when on the physical plane they are able to achieve surprise ona die roll of 1-4 (out of 6). If the aerial servant is frustrated from completionof its assigned mission it becomes insane, returns to the cleric which sent it
forth, and attacks as a double strength invisible stalker. Likewise, if it isencountered ethereally or astrally the aerial servant will typically attack in thesame fashion. For further details regarding aerial servants consult the volumedetailing clerical spells.

The anhkheg burrows through the earth like an earthworm preferring soilrich in minerals and organic matter. Thus it will usually be found in forestsand choice agricultural land. This causes farmers great consternation, since
the anhkheg likes to supplement its earthly diet of soil with a bit of freshmeat, human or otherwise. Since its mouth is not designed to rip and tearmeat, its mandibles crush its prey and secrete a digestive enzyme causing
an additional 1-4 points per turn until the prey is completely dissolved. If
sorely pressed in battle it is able to squirt its digestive acids 30 feet once
per six hours. However when it does this it cannot digest anything for thesame length of time, so it usually will bite. A squirt of digestive acid causes
8-32 hit points of damage to the creature struck, half the amount if thecreature makes its saving throw. The anhkheg’s favorite method of attacking
is lying 5-10 feet underneath the ground until its antenna detects a likely
victim passing overhead. Then it burrows out directly underneath the preyand grabs it.
Description: The anhkheg has a chitinous shell which is brownish in color. Its
underside is pinkish. The creature’s eyes are glistening black.

6

ANT, GIANT

AXE BEAK

ANT, Giant

APE, Carnivorous

FREQUENCY: Rare
NO. APPEARING: 1-100
ARMOR CLASS: 3
MOVE: 18”
HIT DICE: 2% IN LAIR: 10%
TREASURE TYPE: Q (×3), S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Warriors havepoison sting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (2’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 5% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-8
SPECIAL ATTACKS: Rending
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (upper)
ALIGNMENT: Neutral
SIZE: L (7’+, very broad)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The carnivorous ape is a larger, stronger and very aggressive relative of thegorilla. This beast has fair intelligence (IQ 70+) and is very cunning. It
hungers particularly for human flesh. The eyesight of the ape is keen, as is
its hearing and sense of smell, so it is surprised only on a roll of 1. If it
strikes its opponent with both hands the ape does an additional 1-8 hit
points of rending damage.

When giant ants are encountered it is 90% likely that they will simply beworkers. If found in their lair (nest) there will be double the number rolled plus
1 warrior ant for every 5 workers. The warrior ant has 3 hit dice, does 2-8 hit
points of damage with its mandibles, and if it hits with them it will also attempt
to sting for 3-12 points of damage. If a sting hits, a saving throw versus poisonmust be made; if successful the victim takes only 1-4 hit points of damage. The
queen ant has 10 hit dice, but she neither moves nor attacks. If she is killed theother ants will become confused (as if they were under the influence of thatspell) for six melee rounds and then leave the nest. Treasure held by ants will
be found in the chamber of the queen ant. The egg chamber will be guardedby 5-50 workers and 5 warriors. Giant ant eggs have no normal market value.

AXE BEAKFREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 18”
HIT DICE: 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (7’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

APE (Gorilla)
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 4 + 1% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Rending
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (6’ tall, broad)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Axe beaks are prehistoric carnivorous flightless birds. They are very fastrunners and aggressively hunt during daylight. An axe beak resembles an
ostrich in its lower portions, with a strong neck and a heavy, sharp beak.

The typical ape is found only in lonely tropical forest regions. It is nonaggressive and shy, but if threatened or cornered will fight fiercely. If it scores
hits with both of its hands it does an additional 1-6 points grabbing andrending its opponent.

7

BABOON

B

BASILISKBABOON — BADGER — BALUCHITHERIUM — BARRACUDA — BASILISK — BEAR — BEAVER, GIANT — BEETLE,
GIANT — BEHOLDER — BLACK PUDDING — BLINK DOG — BOAR — BRAIN MOLE — BROWNIE — BUFFALO —BUGBEAR — BULETTE — BULLBABOONALIGNMENT: Neutral
SIZE: L (20’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 10-40
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 1 + 1% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Climbing
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: S (4’ + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

This creature is a prehistoric ancestor of the rhinoceros. It is a huge
herbivorous mammal with a tendency to charge at anything nearby in order
to trample it. If two are encountered they will be a mated pair, if three areencountered the third will be a young baluchitherium (roll percentile dice todetermine size).

BARRACUDA
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 6
MOVE: 30”
HIT DICE: 1-3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Baboons are basically herbivorous, group animals. The tribe will be led by 2-8
large males (+1 hit point damage on attacks). Half of the tribe will be young
which will not attack. If the home territory of a tribe is invaded the baboons
will attempt to drive the invaders off, but it is 90% likely that the tribe will flee if
faced by determined resistance.

BADGER
FREQUENCY: Uncommon
NO. APPEARING: 2-5
ARMOR CLASS: 4
MOVE: 6” (3”)
HIT DICE: 1 + 2% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Barracuda inhabit warm salt waters. These predatory fish are lightning
quick, going from a motionless state to full speed in a single melee round.
They attack any prey which is injured, appears helpless, or is relatively
small.

BASILISKFREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 6”
HIT DICE: 6 + 1% IN LAIR: 40%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Gaze turns tostone
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (7’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These burrowing animals are typically solitary. Their speed accounts for theirhigh armor class rating. They are fierce fighters and will staunchly defend
their territory. If more than 1 is encountered it will be a mated pair (andyoung). The pelt of the badger is typically sold for from 10-30 gold pieces.
Giant Badger: There is a very rare variety of badger which grows to twice thesize of the normal sort: Hit dice: 3; 1-3/1-3/1-6; Size: M. They are otherwise
identical.

BALUCHITHERIUMFREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 14% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-

The basilisk is a reptilian monster. Although it has eight legs, its slow
metabolic process allows it only slow movement. While it has strong,
toothy jaws, the basilisk’s major weapon is its gaze by means of which it
is able to turn to stone any fleshly creature which meets its glance.
However, if its gaze is reflected so that the basilisk sees its own eyes, itwill itself be petrified, but this requires light at least equal to brighttorchlight and a good, smooth reflector. Basilisks are usually dull brownwith yellowish underbellies. Their eyes are glowing pale green. The
basilisk is able to see in both the astral and ethereal planes. In the former
plane its gaze kills, while in the latter it turns victims to ethereal stonewhich can only be seen by those who are in that plane or can see
ethereal objects.

8

BEAR

BEETLE, GIANTBEETLE, Giant

BEAR
Black
FREQUENCY:
CommonNO. APPEARING:
1-3
ARMOR CLASS:
7
MOVE:
12”
HIT DICE:
3+3% IN LAIR:
Nil
TREASURE TYPE:
NilNO. OF ATTACKS:
3
DAMAGE/ATTACK:
1-3/1-3/1-6
SPECIAL ATTACKS:
Hugs: 2-8
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
SemiALIGNMENT:
Neutral
SIZE:
M (6’+ tall)
PSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil

Brown

Cave

Uncommon
1-6
6
12”
5+5
Nil
Nil
3
1-6/1-6/1-8
Hugs: 2-12
NilStandard
SemiNeutral
L (9’+ tall)
Nil
Nil

Uncommon
1-2
6
12”
6+6
Nil
Nil
3
1-8/1-8/1-12
Hugs: 2-16
NilStandard
SemiNeutral
L (12’+ tall)
Nil
Nil

All of these ursoids are omnivorous, although the gigantic cave bear tends
towards a diet of meat. All have excellent hearing and smell but rather poor
eyesight. Size shown is average for the variety, and larger individuals will becorrespondingly more powerful. The grizzly bear is a brown bear of very
aggressive disposition. Black bears are usually not aggressive, brown bears
are, and cave bears are quite aggressive. If a bear scores a paw hit with an
18 or better it also hugs for additional damage as indicated. The brown andcave bears will continue to fight for 1-4 melee rounds after reaching 0 to -8 hit
points. At -9 or greater damage, they are killed immediately.

BEAVER, Giant
FREQUENCY: Very rare
NO. APPEARING: 10-40
ARMOR CLASS: 6
MOVE: 6”//12”
HIT DICE: 4% IN LAIR: 80%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Neutral
SIZE: M (6’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Bombardier

BoringFire

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Common
3-12
4
9”
2+2
Nil
Nil
1
2-12
Acid Cloud
Firing Cloud
Standard
NonNeutral
M (4’ long)
Nil
Nil

Common
3-18
3
6”
5
40%
C, R, S, T
1
5-20
Nil
Nil
Standard
AnimalNeutral
L (9’ long)
Nil
Nil

Common
3-12
4
12”
1+2
Nil
Nil
1
2-8
Nil
Nil
Standard
NonNeutral
S (2½’ long)
Nil
Nil

Rhinoceros

Stag

Water

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:
SIZE:

Uncommon
1-6
2
6”
12
Nil
Nil
2
3-18/2-16
Nil
NilStandard
NonNeutral
L (12’ longplus horn)
Nil
Nil

Common
2-12
3
6”
7
Nil
Nil
3
4-16/1-10/1-10
Nil
NilStandard
NonNeutral
L (10’ long)

Common1-12
33”/12”
4
Nil
Nil
1
3-18
Nil
Nil
Standard
NonNeutral
L (6’ long)

Nil
Nil

Nil
Nil

PSIONIC ABILITY:
Attack/Defense Modes:

General: All beetles are basically unintelligent and always hungry. They feedon virtually any form of organic material, including other sorts of beetles. They
taste by means of their antennae or feelers; if the substance is organic, thebeetle then proceeds to grasp it with its mandibles, crush it up, and eat it.
Because of this thorough grinding, nothing actually eaten by giant beetles canbe revived in any manner short of a wish. Beetles do not hear or see well,relying primarily on taste and feel.
Bombardier Beetle: This beetle is usually found in wooded areas above
ground. It feeds on offal and carrion primarily, gathering huge heaps of suchmaterial in which to lay its eggs. If this beetle is attacked or disturbed there is a
50% chance each melee round that it will turn its rear towards its attacker(s) andfire off an 8’ = 8’ = 8’ cloud of reeking, reddish acidic vapor from its abdomen.
This cloud causes 3-12 hit points of damage to any creature within it. Furthermore,
the sound caused by the release of the vapor has a 20% chance of stunning any
creature with a sense of hearing within 16’ radius, and a like chance fordeafening any creature within the 16’ radius which was not stunned. Stunninglasts for 2-8 melee rounds, plus an additional 2-8 melee rounds of deafness after
stunning. Deafening lasts 2-12 melee rounds. The giant bombardier can fire its
vapor cloud every third melee round, but not more often than twice in eight hours.

These intelligent but docile creatures will flee any attack if at all possible, but if
cornered, or if their huge lodge is threatened, they will fight fiercely. Their habitat
is a lake created by their vast dam, and in the middle of the body of water thus
created, they build a veritable castle of mud and logs with walls not less than 5’
thick. The entire community lives in this single dwelling, and if an alarm (tail slapon the water) is sounded, all beavers rush to this place to defend it and their
young. For every adult beaver there will be a young one (roll percentile dice forsize determination). Giant beavers sometimes trade, and if coins or othervaluables are offered they can sometimes be persuaded to undertake the buildingof dam-like constructions if there is water near the building site, for they use such
water to work in/from. They prize highly certain barks and tender twigs, notably
birch, aspen, and willow. Their hides are worth from 500 to 2,000 gold pieces
each. Giant beaver kits of under 8 hit points can be subdued, captured, andsold in the market for from 100 to 200 gold pieces per hit point.

Boring Beetle: These beetles favor rotting wood and similar organic material
upon which to feed, so they are usually found inside huge trees or in unusedtunnel complexes underground. In the latter areas they will grow molds, slimes
and fungi substances for food, starting such cultures on various forms of
decaying vegetable and animal matter and wastes. These creatures areindividually not of much greater intelligence than others of their kind, but it isrumored that groups develop a communal intelligence which generates a levelof consciousness and reasoning ability approximating that of the human brain.
Fire Beetle: The smallest of the giant beetles, fire beetles, nevertheless arecapable of delivering serious damage with their powerful mandibles. They arefound both above and below ground, being primarily nocturnal. Fire beetles
have two glands above their eyes and one near the back of their abdomen

9BEETLE, GIANT

BLINK DOG

BLACK PUDDING

which give off a red glow. For this reason they are highly prized by miners andadventurers, as this luminosity will persist for from 1-6 days after the glands are
removed from the beetle. The light shed illuminates a 10’ radius.

BEHOLDER

FREQUENCY: Uncommon
NO. APPEARING: 1 to 1-4
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 10% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: Dissolve woodand metal
SPECIAL DEFENSES: Blows, cold
and lightning do not harm
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to L (5’ dia. to 8’ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0/2/7
MOVE: 3”
HIT DICE: 45-75 hit points% IN LAIR: 80%
TREASURE TYPE: I, S, T
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Magic
SPECIAL DEFENSES: Anti-magic ray
MAGIC RESISTANCE: Special
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (4’-6’ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The black pudding is a monster composed of groups of single cells. It is ascavenger/hunter found only in underground areas normally. The body structureof a black pudding is such that it can pass (flow) through narrow openings(such as a 1” crack under a door). The monster travels equally well on walls or
ceilings as well as floors. Its tiny mouths and saliva do 3-24 hit points ofdamage per melee round to exposed flesh. If the monster needs to dissolve
wood in order to obtain food, it can eat away about a two inch thickness ofwood equal in area to its diameter in 1 melee round. Black puddings also eat
away metal with their corrosive saliva: Chainmail in 1 melee round, plate mailin 2, and an additional melee round for magical armor at a rate of 1 melee
round for each plus of armor. Thus, +1 magic (plate) armor would have to be
in contact with a black pudding for 3 melee rounds before it dissolved. If
chopped or struck, the monster is broken into two or more parts, each able toattack. The same is true if it is attacked by lightning. Cold does not affect it.
Fire causes normal damage to this monster, and they avoid flames. Blackpuddings sometimes have color variation, grey, brown, and white being notuncommon.

Rhinoceros Beetle: This uncommon monster inhabits tropical and subtropicaljungles. They roam these regions searching for fruits and vegetation, crushing
anything in their paths. The horn of a giant rhinoceros beetle extends about 6’.
Stag Beetle: These woodland dwelling beetles are very fond of grains andsimilar growing crops, so they will sometimes become highly pestiferous and raid
cultivated lands. Like other beetles, they have poor sight and hearing, but they
will fight if attacked or attack if they encounter organic material they consider
food. The giant stag beetle’s two horns are usually not less than 8’ long.
Water Beetle: The giant water beetle is found only in fresh water of not lessthan 30’ deep. As they are voracious eaters, they prey upon virtually any formof animal but will eat almost anything. Slow and ponderous on land, they movevery quickly in water. Giant water beetles hunt food by scent and vibration.

The beholder (eye tyrant, sphere of many eyes) is most frequently foundunderground, although it infrequently will lair in desolate wildernesses. The
globular body of this monster is supported by levitation, and it floats slowly about
as it wills. Atop the sphere are 10 eyestalks, while in its central area are a great
eleventh eye and a large mouth filled with pointed teeth. The body is protected bya hard chitinous covering. The creature’s eyestalks and eyes are also protected,
although less well (thus the armor classes of 2 and 7 respectively). Because of its
particular nature the beholder is able to withstand the loss of its eyestalks, thesemembers are not computed as part of its hit point damage potential, and lost
eyestalks will eventually grow back (1 week per lost member). The body of themonster can withstand two-thirds of its total damage potential, while the great
central eye can withstand one-third this total, i.e. a beholder with 45 hit points canwithstand 30 hit points of damage to its body before being killed; the eleventh eye
can withstand 15 points before ceasing to function. Eyestalks take from 8 to 12 hit
points each before being lost. The body of a beholder represents 75% of potential
hit area, the central eye and the eyestalks 10% each, and the 10 small eyes 5%.

Black puddings with 10-20 hit points are about 5’ diameter, those of 21-40 hit
points 6’, 41-60 are 7’, and 61-80 are 8’. Note that even those of the smallest
size (or those as small as 1’ diameter) are able to deliver normal damage. Thisis due to the fact that larger puddings simply do not use all of their mouth
openings as they are not exposed.

BLINK DOGFREQUENCY: Rare
NO. APPEARING: 4-16
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 4% IN LAIR: 20%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: From rear 75%
of timeSPECIAL DEFENSES: Teleporting
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful good
SIZE: M (3’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Eyes: The various eyes of a beholder each have a different function. Typically
only the central eye, plus 1-4 of those on stalks are able to function consideringthat the attack is coming from an arc 90° before the monster. If attacks comefrom 180° double the number of eyestalks able to function, and for 270° or
360° triple or quadruple the number. Attacks from above enable all 10
eyestalks to function, but the central eye cannot. Functions of the eyes are:1 Charm person spell
6 Disintegrate ray (2” range)
2 Charm monster spell
7 Fear (as a wand)3 Sleep spell
8 Slow spell
4 Telekinese 2,500 GP wt.
9 Cause serious wound (5” range)
5 Flesh-stone ray (3” range)
10 Death ray (4” range)
11 Anti-magic ray (14” range)

These brown and yellowish creatures are as intelligent as normal humans andhave a fairly complex language consisting of barks, yaps, whines, and growls.
They are also able to use a limited form of teleportation (the blink). In attack,pack members will blink in and out in a random fashion at random intervals,
teleporting individuals having a 75% chance of appearing behind theopponent. An individual will teleport on a score of 7 or better on a
12-sided die. Roll again to determine where the blink dog teleporting
reappears: 1 = in front of opponent, 2 = shielded (or left) front flank, 3 =unshielded (or right) front flank, 4-12 = behind. When blinking in, the creature

Nature: The beholder is hateful, aggressive, and avaricious. They will usuallyattack immediately. If confronted by a particularly powerful party there is a 50%
chance they will listen to negotiations — either to be bribed not to attack or to
pay a ransom to not be attacked, depending on the strength of the opposing
party. They can speak their own language as well as that tongue known to lawfulevil creatures.

10

BLINK DOG

BUFFALOwill be from 1’ to 3’ from the opponent and immediately able to attack.
Blinking is an inborn instinct, and it never allows the animal to reappear in aspace already occupied by a solid object. If seriously threatened (or if 25% orgreater loss has been sustained) the entire pack will blink out and not return.
There is a great enmity between blink dogs and displacer beasts (qv) and thetwo creatures will always attack each other. If encountered in their lair there is
a 50% chance that there will be from 3-12 pups (1-2 hit dice, 1-2/1-3 hit
points damage/attack). These young are worth from 1,000 to 2,000 gold
pieces on the market as they can be tamed and trained.

Small mole-like animals which inhabit most places above and below ground,brain moles are attracted by psionic activity of any sort — including magic spells
which duplicate psionic effects. When a brain mole is within 30’ of any creature
exercising such psionic activity, it will seek to feed upon the energy being usedby psionically “burrowing” into the mind. This has the effect of attacking themind with a 121 point strength mind thrust upon the creature using psionicenergy. This burrowing will have a 20% chance per melee round of causing
permanent insanity in non-psionically endowed creatures employing psionicenergy through spells or magical items. Cessation of the spell or abandoning theuse of the magic item will immediately relieve the attack. A psionic under attack
must escape the range of the brain mole or kill it to halt its burrowing.

BOAR
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Boar, Wild

Giant Boar

Warthog

Common
1-12
7
15”
3+3
Nil
Nil
1
3-12
Nil
Nil
Standard
SemiNeutral
M (3’ atshoulder)Nil
Nil

Uncommon
2-8
6
12”
7
Nil
Nil
1
3-18
Nil
Nil
Standard
AnimalNeutral
L (5’ atshoulder)Nil
Nil

Common
1-6
7
12”
3
Nil
Nil
2
2-8/2-8
Nil
NilStandard
AnimalNeutralM (2½’ atshoulder)Nil
Nil

BROWNIE
FREQUENCY: Rare
NO. APPEARING: 4-16
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: ½% IN LAIR: 20%
TREASURE TYPE: O, P, Q
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Save as 9th
level cleric
MAGIC RESISTANCE: As above
INTELLIGENCE: HighALIGNMENT: Lawful good
SIZE: S (1½‘ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are typically pig-like omnivores. Only the warthog has a range
restricted to warmer climes.

Brownies are distant relatives of halflings, (perhaps half halfling, half pixie)
but they are smaller and far less common. They are basically friendly tohumans and their ilk (dwarves, elves, and halflings), but because they areshy, they are seldom seen and favor quiet, pastoral areas in which to dwell.
If encountered on friendly terms, brownies can often (50%) be convinced tohelp lawful good characters. They are able to make or repair items of wood,leather, metal, etc. with ease. They are also good guides. Brownies can use
the following spells once per day: protection from evil, ventriloquism, dancing
lights, continual light, mirror image (3 images), confusion, and dimension
door. Brownies do not usually carry weapons other than short swords. They
have exceptional senses in general, are never surprised, and have 18
dexterity. Brownies are capable of blending into the landscape very quickly,
in effect using natural cover and speed to become invisible (and escape if
desired).

Boar, Wild: If more than 1 is encountered the others will be sows (3 hit
dice, 2-8 hit points damage/attack), on a 1:4, sows: sounders, ratio. Thus if
12 are encountered there will be 1 boar, 3 sows, and 8 young. The boar willfight for 2-5 melee rounds after reaching 0 to -6 hit points but dies
immediately at -7 or greater damage.
Giant Boar (Elothere): This prehistoric forerunner of the wild boar is also very
aggressive. If 3 or more are encountered there is only a 25% chance that there
will be young (2-6 hit dice, 1-4/2-5/2-7/2-8/3-12 hit points damage/attack)numbering from 1-4 of the total herd. The boars and sows fight equally, andeither will fight for 1-4 melee rounds after reaching 0 to -10 hit points but die
immediately upon reaching -11 or more hit points.

Besides their own language and the alignment tongue, brownies speak elvish,
pixieish, and the language of sprites and halflings.

Warthog: These tropical beasts are aggressive only if their territory isthreatened or if cornered or threatened. They make two slashing attacks with
their large tusks. Male and female fight equally. If 3-6 are encountered thebalance will be young (1-2 hit dice, 1-3/2-5 hit points damage/attack). The
warthog will continue to fight for 1-2 melee rounds after reaching 0 to -5 hit
points but at -6 or greater damage dies immediately.

BUFFALO
FREQUENCY: Uncommon
NO. APPEARING: 4-24
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 5% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Head is armor
class 3MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (5’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

BRAIN MOLEFREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVE: 1”HIT DICE: 1 hit point% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Psionic only
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (3” long)
PSIONIC ABILITY: 121 point attack
Attack/Defense Modes: B/Nil

These dangerous herd animals of tropical and subtropical plains will usuallyattack if approached too closely (6” or less). When attacking, the wholeherd is likely to charge. A charging buffalo does 3-18 hit points of damage

11

BUFFALO

BULL

BULETTE

impacting and 1-4 points trampling. A charge must cover at least 40’. Some
species of buffalo (50% chance) are non-aggressive and will flee if
threatened.

FREQUENCY: Very rare
NO. APPEARING: 1-2 (10%chance)ARMOR CLASS: -2/4/6
MOVE: 14” (3”)
HIT DICE: 9% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 4-48/3-18/3-18
SPECIAL ATTACKS: 8’ jump
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (9½’ tall, 12’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

BUGBEAR
FREQUENCY: Uncommon
NO. APPEARING: 6-36
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 3 + 1% IN LAIR: 25%
TREASURE TYPE: Individuals J, K,
L, M. B in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8 or byweaponSPECIAL ATTACKS: Surprise on a
1-3
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average(low)
ALIGNMENT: Chaotic evil
SIZE: L (7’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The bulette (or landshark) was thought to be extinct until recently when this horror
reappeared. It was the result of a mad wizard’s experimental cross breeding ofa snapping turtle and armadillo with infusions of demons’ ichor. They range
temperate climates feeding on horses, men, and most other flesh — although
they dislike dwarf and shun elf of any sort. They love halfling and will hungrily
dig them from their burrows. The stupid bulette is irascible and always hungry,
and they fear nothing, so a bulette will attack a large, powerful party just to eat
a horse or two. Sometimes the crest of a burrowing landshark will break the
ground — thus the name “landshark.” When fighting they usually employ theirfront feet and gaping maw, but when cornered or seriously wounded they canjump up to 8’ in the air with blinding speed and strike with all four feet (3-18
points damage for each of the rear feet as well). The shell under the bulette’s
crest, an area about a foot and one-half square, is only AC 6, and in a fierce
fight the monster tends to raise its crest and expose this vulnerable area. Its eyes
are armor class 4, but they are relatively small (8” oval).

Bugbears live in loose bands, and are typically found in the same areas as aregoblins. Unlike their smaller cousins, however, these hairy giant goblins operate
equally well in bright daylight or great darkness (as they have infravision to 60’),so they are as likely to choose a habitation above ground as they are to select a
subterranean abode.
If 12 or more bugbears are encountered there will be a leader with 22-25 hit
points (armor class 4, attacks as a 4 hit dice monster, gets +1 on damage
caused). If 24 or more are encountered there will be the following additionalbugbears: a chief (armor class 3, 28-30 hit points, attacking as 4 hit dicemonster, and doing +2 damage) and a sub-chief (as per leader-type above).
If encountered in their lair there will always be a chief and sub-chief, andthere will be females and young equal to 50% each of the number of males.
Neither of the latter types of bugbears will fight unless in a life or deathsituation. In the latter case the females fight as hobgoblins and the young willfight as kobolds.

The bulette is solitary. Only a mated pair will share the same territory. No
young have ever been seen, but smaller (as few as 6 hit dice) specimens havebeen killed. No one is certain how or where the young are born or hatched.
Very large bulette have been reported, one being no less than 11 hit dice andover 11’ tall at the shoulder. The great plates behind the bulette’s head arehighly prized for use in shield making, for a skilled dwarven craftsman canfashion them into a shield of +1 to +3 value.
Description: Typical specimens have blue-brown heads and hind portions, withplates and scales of gray-blue to blue-green. Nails and teeth are dull ivory.
The area around the eyes is brown-black, the eyeballs are yellowish, and thepupils of the eyes are dark-green.

The arms carried by bugbears range the gamut of available weapons — fromswords to wooden clubs with spikes set in them (morning stars). A fair numberof spears are carried by these monsters, and they tend to use them, along withaxes, maces, and hammers, as missile weapons. As bugbears are strong they
can throw these weapons up to 4”, anything under 2” being treated as
medium range.

BULL
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (5’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Although bugbears are clumsy looking and walk with a shambling gait, they
are actually able to move very quickly and with great stealth, thus surprising
opponents 50% of the time.
Bugbears speak goblin and hobgoblin in addition to their racial andalignment tongues.
Description: The skin of bugbears is light yellow to yellow brown — typicallydull yellow. Their hair ranges in color from lusterIess tannish brown to brick red.
Their eyes are greenish white with red pupils. The odds and ends of armor theywear, as well as whatever cloth, skins, or hides they drape themselves in, tends
to be ill-kept, dirty, and dingy. They live for approximately 75 years.

The bull is a dangerous opponent, being aggressive and easily aroused toanger. There is a 75% chance that if approached within 8” it will attack. A
charging bull will do 3-12 points of damage upon impact with an additional
1-4 points of trampling damage. A charge must cover at least 30’. Suchanimals as the wild ox and the aurochs fall under this general class. When aherd is present there will be several bulls which will defend the rest.

12

CAMEL, WILDCCATTLE, WILDCAMEL, WILD — CARRION CRAWLER — CATOBLEPAS — CATTLE, WILD — CENTAUR — CENTIPEDE, GIANT —CEREBRAL PARASITE — CHIMERA — COCKATRICE — COUATL — CRAB, GIANT — CRAYFISH, GIANT —CROCODILECAMEL, Wild

CATOBLEPASFREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 6”
HIT DICE: 6 + 2% IN LAIR: 60%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + stun
SPECIAL ATTACKS: Gaze causes death
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (6’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 7
MOVE: 21”
HIT DICE: 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Spitting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

This nightmare creature is loathsome beyond description and has no redeeming
features. Its body resembles that of a huge, bloated buffalo and gives off an
offensive odor. The catoblepas’ neck is long and thin, and perched atop it is a
big head uglier than that of a warthog. Its legs are thick and stumpy, much likea hippopotamus. The creature’s tail is strong and snakey, however, and moves
with amazing swiftness to strike enemies. Any creature so struck has a base 75%
chance of being stunned for 1-10 melee rounds; the base chance being
modified by adjustment downward by 5% for every level (or hit die for monsters)
above 1. Thus, if an 11th level character is struck by the tail there is only a 25%
chance of stunning. Perhaps its habitat — fetid swamps and miasmal marshes —caused the bizarre combination of genetic characteristics in this monster, or
perhaps it was due to some ghastly tinkering with life by a demented godling. In
any case, the most horrid aspect of the catoblepas is its bloodshot eyes.

Single humped camels (dromedaries) are found only in very warm desert
areas. The double humped (bactrian) sort are able to abide cold and even nondesert regions. All camels are able to go for up to two weeks without food orwater. They can carry loads up to 6,000 gold pieces weight, although thisreduces their speed to 9”; if loaded between 4,000 and 5,000 gold pieces,
their speed is 15” maximum. (The bactrian camel is 3” slower than thedromedary, so reduce its movement accordingly).
Camels can attack by biting (they can kick, but do not typically do so). They
tend to be nasty tempered and may spit at persons coming to ride or use themsimilarly — 50% chance to do so, 25% chance of blinding for 1-3 melee
rounds if they do spit.
Horses tend to dislike the odor of camels.

The gaze of the catoblepas is equal to a death ray, extending 6” from the eyes
(even into the astral and ethereal planes). Any creature which meets this gazedies without any chance to save itself. Complete surprise (a 2 on 6-sided die)means one of the party encountering the monster has met its gaze. Otherwise thevery weak neck of the catoblepas has only a 25% chance of raising the headhigh enough to use its eyes. If both parties are still this chance increases by 15%
per melee round. If the monster must follow quick movements, or if it is shambling
along in pursuit of prey, there is only a 10% chance per melee round of the neckraising the head sufficiently high to fix its gaze. A fleeing victim, even with eyes
averted, is subject to the deadly effect of the catoblepas’ eyes, although there isa saving throw.

CARRION CRAWLERFREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 3/7
MOVE: 12”
HIT DICE: 3 + 1% IN LAIR: 50%
TREASURE TYPE: B
NO. OF ATTACKS: 8
DAMAGE/ATTACK: Paralysis
SPECIAL ATTACKS: As above
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (9’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CATTLE, Wild
FREQUENCY: Common
NO. APPEARING: 20-200
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 1-4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Stampede
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Carrion crawlers strongly resemble a cross between a giant green cutworm anda huge cephalopod. They are usually found only in subterranean areas. The
carrion crawler is, as its name implies, a scavenger, but this does not preclude
aggressive attacks upon living creatures, for that insures a constant supply ofcorpses upon which to feed or for deposit of eggs. The head of the monster iswell protected, but its body is only armor class 7. A carrion crawler moves
quite rapidly on its multiple legs despite its bulk, and a wall or ceiling is as
easily traveled as a floor, for each of the beast’s feet are equipped with sharp
claws which hold it fast. The head is equipped with 8 tentacles which flail at
prey; each 2’ long tentacle exudes a gummy secretion which when fresh, willparalyze opponents (save versus paralyzation or it takes effect). As there are somany tentacles with which to hit, and thus multiple chances of being paralyzed,
these monsters are greatly feared.

Wild cattle roam many wilderness areas, and they are frequently encountered.
They are likely to flee any threat, although the males of the herd are likely (75%)

13

CATTLE, WILDCHIMERA

to attack if the intruders come upon the herd before it has a chance to run away(see BULL). There is also a 25% chance that a herd of wild cattle will stampede
directly at the party. If cattle stampede and there is no cover (rocks, trees, logs, awall, etc.) then roll two 4-sided dice for each member of the party in the path of
the stampede in order to find how many cattle trample each party member.
Trampling causes 1-4 hit points of damage per creature trampling.

These nasty creatures are found nearly everywhere. They are aggressive and rush
forth to bite their prey, injecting poison into the wound, but in many cases this poison
is weak and not fatal (add 4 to saving throw die roll). Also, as the centipede issmall, it is less likely to resist attacks which allow it a saving throw (-1 on die).

CENTAURCEREBRAL PARASITEFREQUENCY: Rare
NO. APPEARING: 4-24
ARMOR CLASS: 5 (4)MOVE: 18”
HIT DICE: 4% IN LAIR: 5%
TREASURE TYPE: M, Q, with each;
D, I, T in lairNO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: Human
weaponSPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low-Average
ALIGNMENT: Neutral-Chaotic
good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 3-12
ARMOR CLASS: n/a
MOVE: n/a
HIT DICE: n/a% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Infestation
SPECIAL DEFENSES: Not harmed
except by cure disease
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S (flea-sized)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Centipedes come in many colors — pale gray to black, red to brown.

These creatures are not visible to the human eye and can only be detectedpsionically by means of careful examination of a person’s aura. They can beremoved only by a cure disease spell. If a psionically endowed creature comes
within 1” of cerebral parasites they will attack but the attack will be completely
unnoted. Thereafter, whenever psionic abilities, including attacks/defenses, areused, the parasites will drain additional psionic energy to feed upon. Eachparasite will drain one energy point. Furthermore, after one has fed upon six
psionic energy points it will reproduce another parasite, and thereafter continue
to drain energy, as will its offspring. They cannot be psionically attacked.

Centaurs dwell in secluded pastures, far from human habitation. Roving bands ofthese creatures always carry weapons, and leaders will carry shields. Half of the
centaurs in a band will be armed with oaken clubs (equal to morning stars, 1-8
or 1-6 hit points damage/attack), one-quarter will have composite long bows and10-30 arrows (24” range, 1-6 hit points damage/attack), and the remaining
quarter will be leaders (AC 4) with shield and lance (1-8 or 2-24 hit points
damage/attack). Leaders will have double treasure. In melee each centaur attacks
two times, once with his weapon and then as a horse with his two fore hooves.

Cerebral parasites inhabit the astral and ethereal planes as well as thematerial plane.

If centaurs are encountered in their lair it will be a hidden glen with rich grass
and running water. Here, there will be found 1-6 additional males, females
equal to twice the number of males, and young from 5-30 in number. Females(3 hit dice) and young (1-3 hit dice) do not use weapons and will only fightwith their hooves in a life and death situation. If the females and young arethreatened, the centaurs will be 90% likely to ransom them with their main
treasure. They speak their own language and that of their alignment.

CHIMERAFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6/5/2
MOVE: 9”/18”
HIT DICE: 9% IN LAIR: 40%
TREASURE TYPE: F
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 1-3/1-3/1-4/
1-4/2-8/3-12
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Chaotic evil
SIZE: L (4’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Centaurs are not generally friendly with humans or dwarves; they tolerategnomes and halflings; they are friendly with elves and like wood elves.

CENTIPEDE, Giant
FREQUENCY: Common
NO. APPEARING: 2-24
ARMOR CLASS: 9
MOVE: 15”
HIT DICE: ¼% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS:1
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S (1’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The chimera combines features of three creatures in a monstrous manner. Its
hind quarters are those of a huge goat, its foreparts are those of a lion, its
body sports dragon wings, and it has three large heads. It can claw with its
fore legs, its goat head is armed with two long horns, its lion head has
powerful jaws and sharp teeth, and its dragon head is likewise equipped. If achimera desires (50% chance) its dragon head can breathe fire with a range of5” and causing 3-24 points damage (saving throw applicable). Chimerae
speak a very limited form of red dragon language.
Description: The goatish body parts are black with amber eyes and yellowish
horns. The lion-like parts are tawny yellow with a dark brown mane, green eyes,
and red maw. The dragon wings are brownish-black, the dragon head orange,
and the eyes and mouth black.

14

COCKATRICECROCODILE

COCKATRICE% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (4’+ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 6”/18”
HIT DICE: 5% IN LAIR: 30%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Touch turns tostone
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant crabs are found in any area near water of any sort. They operate equallywell on land or in water, always seeking to find something to eat. Their eyes,
being on stalks, can peek over ledges or around corners with ease. They tend tohide and rush forth to seize their prey (surprise on a 1-4 on a 6-sided die).

CRAYFISH, Giant
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 6”//12”
HIT DICE: 4 + 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-12/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (8’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Cockatrices are found in temperate to tropical regions, both above and below
ground. They can inflict only minor wounds with their beaks, but their touch willturn flesh to stone (save versus stone or petrified). Note that the petrification auraof this monster extends into both the astral and ethereal planes and can thus
affect creatures in these planes as well (cf. BASILISK).
Description: The serpentine tail of the cockatrice is yellow green, its feet andbeak yellow, its wings are gray, its feathers are golden brown, and its
wattles, comb, eyes, and tongue are red.

COUATLFREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 6”/18”
HIT DICE: 9% IN LAIR: 10%
TREASURE TYPE: B, I
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/2-8
SPECIAL ATTACKS: Poison, magicuse
SPECIAL DEFENSES: Become
ethereal
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Lawful good
SIZE: M (12’ long)
PSIONIC ABILITY: 60-110
Attack/Defense Modes: vary

These strange monsters are found only in fresh water. They move slowly when
walking, but they can swim with great rapidity for short periods. Like giant
crabs, giant crayfish hide in order to rush out and seize their prey (surprise on
a 1-3 on a 6-sided die).

CROCODILEFREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

These winged, feathered serpents are rarely found anywhere except in warm,
jungle-like regions or flying through the ether. Due to their intelligence andpowers they are regarded with awe by the inhabitants of their homelands
and considered to be divine. CouatI rarely interfere in human affairs. They
are able to polymorph themselves and they use magic — as a 5th level
magic-user and/or 7th level cleric (45% use magic-user spells, 35% clericalspells, 20% use both). In melee they attack both by poisonous bite (saving
throw applicable) and constriction; if a constriction attack succeeds, the victim
takes 2-8 hit points of damage that melee round and each round thereafter
until one or the other is killed.

NormalCommon3-24
56”//12”3
Nil
Nil
2
2-8/1-12
Nil
NilStandard
AnimalNeutral
L (8’-15’ long)
Nil
Nil

Giant
Very rare to common
1 to 2-12
46”//12”7
Nil
Nil
2
3-18/2-20
Nil
NilStandard
AnimalNeutral
L (21’-30’ long)
Nil
Nil

CouatI are psionically aware and have 2 major and 4 minor disciplines, withcommensurate attack and defense modes. CouatI speak several humanlanguages and most serpent and avian languages as well.

CRAB, Giant
FREQUENCY: Rare
NO. APPEARING: 2-12
ARMOR CLASS: 3
MOVE: 9”
HIT DICE: 3

Although some of these reptiles are of giant-size, such monsters are typically foundonly in salt water or in prehistoric settings. All crocodiles are stupid and voracious
eaters. They are sluggish in cold weather (cut movement 50%). They typically lie
in concealment in order to surprise prey (surprise on 1-3 on a 6-sided die).

15DEMOND

DEMON (DEMOGORGON)

DEMON — DEVIL — DINOSAUR — DISPLACER BEAST — DJINNI — DOG — DOLPHIN — DOPPLEGANGER —DRAGON — DRAGONNE — DRAGON TURTLE — DRYAD — DWARF

DEMON

Types l-lll are affected by non-magical weapons
Type IV and greater are not affected by non-magical weapons

Each type of demon, and especially the high-level demon lords and princes,have many unusual characteristics and extraordinary abilities. Characteristics
and abilities which are common to all demons are covered here. See theindividual treatment of each demon for specific information.

All demons have these abilities:
Infravision
Teleportation (no error)
Darkness (r. varies)
Gate (specifics vary)
Demons are affected by the listed attack forms as noted below:

Demons are able to move from their own plane into those of Tarterus, Hades, orPandemonium or roam the astral plane. However, they cannot enter the material
plane without aid (conjuration, gate, or by name speaking or similar means).

Attackacid
cold
electricity (lightning)
fire (dragon, magical)
gas (poisonous, etc.)
iron weapon
magic missile
poisonsilver weapon

Demons are chaotic and evil; the smarter and stronger rule those of their kind
who are weaker and less intelligent. The less intelligent will attack without
question and fight until slain. Demons of type V and above are not actually slain
when their material form is killed in combat; their material form being removed
from their use, the demon in question is thereby forced back to the plane fromwhence it originally came, there to remain until a century has passed or until
another aids it to go forth again. However, if demons are encountered on theirown plane, they can be slain. No demon can ever be subdued. All are able todivide their attacks amongst two or even three opponents if their means allow.

Maximum Damage Will be:
full
half
half
half
half
full
full
full
none*

*unless affected by normal weapons in which case damage will beaccording to the weapon type.

Demons will never willingly serve anyone or anything. If forced to servethrough magic or threat they will continually seek a way to slay their master/
captor. Those to whom demons show a liking are typically carried off to thedemons’ plane to become a slave (although a favored one). Note that
demons can be summoned by characters of any alignment, but controlling ademon is another matter entirely. A thaumaturgic circle will serve to keep out
demons of types I-V. A special pentacle is required for demons of type VI or
greater. The threat or reward which the conjuring party uses to attempt
gaining a demon’s service must be carefully handled by the dungeon master.
Demons are repelled by holy (good) relics or artifacts.

Because they have a special form of telepathy, demons are able tounderstand every intelligent communication. Demons with average or better
intelligence are likewise able to converse.

Demogorgon (Prince of Demons)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -8
MOVE: 15”
HIT DICE: 200 hit points% IN LAIR: 50%
TREASURE TYPE: R, S, T, V
NO. OF ATTACKS: 3
DAMAGE/ATTACK: All special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 95%
INTELLIGENCE: Supra-genius
ALIGNMENT: Chaotic evil
SIZE: L (18’ tall)
PSIONIC ABILITY: 150/headAttack/Defense Modes: All/all

Demons’ Amulet: Demon lords and princes maintain their vital essences insmall containers — their souls, so to speak, are thus at once protected andyet vulnerable if some enterprising character should gain the amulet. Demonswith amulets are able to magic jar once per day. Demons’ amulets cannot be
detected as such by any magical means, and they do not otherwise appear
unusual in any way. The device need not be with the most powerful princes,although the lesser demons typically need to carry theirs on or near theirpersons. Possession of an amulet gives the possessor power over the demon
to whom it “belongs” for the space of, for example, one adventure, andnever more than a day (24 hours). The amulet must then be returned to thedemon — or it can be destroyed and thus condemn the prince to abyssment
for a year (and he may return thereafter only if summoned). Use of an amulet
is very, very dangerous. Possession of one will double chances of calling theattention of another demon, and any demon not controlled by the device will
immediately attack the person possessing such an amulet. If the amulet leaves
the hand of the one commanding the demon to whom it belongs, that demon
attacks him in its most effective fashion immediately, attempting his utmost to
slay and then to carry all that remains to his own domain, i.e. that character
is lost and gone forever. On the positive side, however, if the wielder of theamulet carefully repays the demon for aid rendered, adds a considerable sum
for having the temerity to dare to command the demon in the first place, andthen carefully restores the amulet to the demon, the prince might not bear him
a grudge forever afterwards nor seek to hunt him out whenever possible.

Rivalry between demon lords is great, but the enmity between Demogorgonand Orcus is immense and unending. Demogorgon is a terrible opponent. First,
he possesses great powers in his two heads. Should he fix the gaze of bothupon his enemies he is able to hypnotize. This hyponosis will affect from 10100 creatures of 1 to 3 hit dice, from 5 to 40 with 4 to 6 hit dice, from 3 to
24 with 7 to 9 hit dice, 2 to 12 with 10 to 12 hit dice, and from 1-4 with 13
or more hit dice. Those over 15 hit dice save versus magic, all others areautomatically hypnotized. This hypnosis of the mass sort is limited in that thevictims are only under its influence for 1 turn, but during this time will follow
most instructions absolutely (self destruction would not be heeded) and for from
1 to 6 turns afterwards will tend to believe or carry out the residual of the
hypnosis. Demogorgon’s left head has a gaze which has the effect of a rod of
beguiling, and the gaze of his right head causes insanity for from 1 to 6 turns.
When used independently in this manner the potential victim or victims saveversus magic to determine whether or not they avoid the eyes.

Demons frequently roam the astral and ethereal planes. Their attention is also
attracted by persons in an ethereal state. If the name of a particularly
powerful demon is spoken there is a chance that he will hear and turn his
attention to the speaker. A base 5% chance is recommended to the referee.
Unless prepared to avoid such attention — or to control the demon — thedemon will thereupon immediately kill, by whatever means are most
expeditious, the one pronouncing his name.
If demon types I through VI are encountered in lair there will be 1-6 of thesame type 75% of the time and 1-6 mixed types I-VI 25% of the time.

Second, Demogorgon is able to lash his forked tail, striking with it as a whiplike weapon. Its touch causes energy drain from one to four levels, the tailstriking as a flail for hit determination.

In addition to the separate characteristics and abilities of each sort of demon,these monsters have the following in common:

Third, his tentacles also are deadly weapons, each causing 1-6 hit points ofdamage to any opponent, but those opponents which are of lesser stature

16

DEMON (DEMOGORGON)

DEMON (ORCUS)

Manes (Sub-Demon)(particularly those hailing from the material plane such as humans, dwarves,
elves, etc.) will be subject to rot — a limb becomes useless in 6 melee rounds
and drops off in another six; the body sustains damage which permanently
removes 25% of the person’s hit points in 6 melee rounds, cumulative per hit.
A cure disease made within the 6 melee round limit will save the member sothat it will heal in 1 to 4 weeks, and body hits will be restored entirely withthe cure if made within the 6 melee rounds after the hit.

FREQUENCY: Rare
NO. APPEARING: 4-16
ARMOR CLASS: 7
MOVE: 3”
HIT DICE: 1% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +1 or better
weapons to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Chaotic evil
SIZE: S (3’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Whenever desiring to do so, Demogorgon uses any one of the following
powers: Cast continual darkness, charm person, create illusion (as an illusionwand), cause fear (as a wand of that ilk), levitate (as a 16th level magic-user),detect magic, read magic, read languages, detect invisible objects, ESP, dispel
magic, clairvoy, use clairaudience, suggest, water breathe, polymorph self, wallof ice, charm monster, telekinese 7,000 gold piece weight with each of his twoheads (or with but one), cast a feeblemind spell once per day, project animage, use power word stun once per day, use any symbol once per day, turnsticks to snakes and gate in other demons, 85% chance of success: 50%
chance for a type I-IV, 50% chance of gating in a type V or VI.
Description: It is contended by some that this demon prince is supreme, and inany event he is awesome in his power. This gigantic demon is 18’ tall andreptilian. Demogorgon has two heads which bear the visages of evil baboons
or perhaps mandrills with the hideous coloration of the latter named beasts.
His blue-green skin is plated with snake-like scales, his body and legs arethose of a giant lizard, his twin necks resemble snakes, and his thick tail isforked. Rather than having arms, he has great tentacles. His appearance
testifies to his command of cold-blooded things such as serpents, reptiles, andoctopi.

Those dead which go to the 666 layers of the demonic abyss become manes.
The most evil of them are confined in the tiers of flames of Gehenna. They
are only semi-intelligent and attack any non-demon with nails and teeth.
Killing them simply dissipates them into stinking clouds of vapor which reform
into manes in one day. Demon lords and princes sometimes feed upon thesecreatures, destroying them utterly. Treat them as undead with regard to sleep,
charm, and similar spells.
Certain manes will be used to form shadows or ghasts (qqv), depending upon
the greatness of their evil in material life. They can also be sent forth by alord or prince to exist on the material plane for a day. These are typicallythose from Gehenna.

Juiblex (The Faceless Lord)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -7
MOVE: 3”
HIT DICE: 88 hit points% IN LAIR: 60%
TREASURE TYPE: P (×2), R (×2)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic evil
SIZE: L (9’+ tall)
PSIONIC ABILITY: 225
Attack/Defense Modes: All/all

Orcus (Prince of the Undead)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -6
MOVE: 9”/18”
HIT DICE: 120 hit points% IN LAIR: 50%
TREASURE TYPE: P, S, T, U.
NO. OF ATTACKS: 2
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit
MAGIC RESISTANCE: 85%
INTELLIGENCE: Supra genius
ALIGNMENT: Chaotic evil
SIZE: L (15’ tall)
PSIONIC ABILITY: 350
Attack/Defense Modes: All/all

There is no question that this is the most disgusting and loathsome of all
demons. Juiblex is foul and nauseating in the extreme. His dripping form canlash forward in melee to cause terrible damage — both from the force of his
blow and the caustic properties of his noisome secretions. Juiblex is reclusiveand hates intrusion by any form of normal creature but surrounds his personwith slimes, jellies, and puddings. If encountered in his lair there will be from
1-4 green slimes, 2-8 ochre jellies, 1-4 gray oozes, and 1-4 black puddings.
He is similarly shunned by other demons and other creatures.

It is probable that this creature is one of the most powerful and strongest of all
demons. If he so much as slaps with his open hand the blow causes 1-4 hit
points of damage. His terrible fists can deliver blows of 3-13 hit points. If heuses a weapon he strikes with a bonus of +6 to hit and +8 on damage.
Additionally his tail has a virulent poison sting (-4 on all saving throws against
its poison), and his tail strikes with an 18 dexterity which does 2-8 hit points
each time it hits.

Juiblex is able to shed a circle of darkness (15’ radius) at will. He can also cause
fear (as a fear wand), cast a circle of cold (10’ radius), and regenerate at 2 hit
points per melee round. This demon lord is also able to do any one of thefollowing during a melee round: detect invisible, locate object, ESP, fly, dispel
magic, invisibility (10’ radius), charm monster, hold monster, telekinese 15,000
gold piece weight, project image, phase door, putrify food & water, cause
disease, speak with monsters, speak an unholy word once per day, and gate in
1-4 type II demons (70% chance of success). He is also able to spew forth a jellylike slime (combining the effects of an ochre jelly and green slime) once per turn(every ten melee rounds) with a 15’ range and a blob size of 3 cubic feet.

Orcus can, at will, use any one of the following powers: Cast continual
darkness, charm person, create illusion (as a wand of that kind), cause fear
(as a fear wand), detect magic, read magic, read languages, detect invisible
objects, ESP, cause pyrotechnics, dispel magic, clairvoy, use clairaudience,cast a 12-die lightning bolt, suggest, polymorph self, create a wall of fire,telekinese 12,000 gold piece weight, animate dead (as a 19th level magicuser), cast a feeblemind spell once per day, project image, use any one of
the symbols once per day each, polymorph any object, shape change, timestop once per day, and has an 80% chance of gating in any demon of type
I-V (but only a 50% chance of gating a type V or VI and will never call uponanother prince). Orcus can speak with the dead (as 20th level cleric).

Description: Juiblex has no set form (he can spread himself into a vast pool ofslime or raise up into a towering column of disgusting ordure 18’ or more inheight) but he usually takes the form of a 9’ tall cone-like heap, striated in
disgusting blackish greens, foul browns and yellows, and sickly translucent
grays and ambers. From this mass protrude several glaring red eyes.

Orcus furthermore is able to summon certain of the undead, for he is their prince.
If random calling is desired by the referee the following chart is suggested:

17

DEMON (ORCUS)

DEMON (TYPE III)

1— 4-48 skeletons
2— 4-32 zombies
3— 4-24 shadows
4— 2-8 vampires

to do any one of the following, one at a time, at will: Detect invisible objects,
telekinese 2,000 gold piece weight, gate in another type I demon (10%chance of success).
These creatures are very fond of the flesh of the human sort, and they also
prize precious metals and stones. Because of their stupidity they are not often
prone to listen to bribe offers.

Finally, Orcus holds the wand of death (Orcus’ Wand) which is a rod of
obsidian topped by a skull. This instrument causes death (or annihilation) to
any creature, save those of like status (other princes or devils, saints,
godlings, etc.) merely by touching their flesh. Other powers of this device asrumored amongst mortals are dealt with in another book.

Type II (Hezrou)
FREQUENCY: Common
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: -2
MOVE: 6”//12”
HIT DICE: 9% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/4-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (7’+ tall)
PSIONIC ABILITY: 100
Attack/Defense Modes: E/F, G

Description: Orcus is a grossly fat demon lord, some 15’ tall. His huge graybody is covered with goatish hair, and his head is goat-like although his horns
are similar to those of a ram. His great legs are also goat-like, but his arms are
human. Vast bat wings sprout from his back, and his long, snaky tail is tippedwith a poisonous head.

Succubus
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12/18”
HIT DICE: 6% IN LAIR: 5%
TREASURE TYPE: I, Q
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3
SPECIAL ATTACKS: energy drain
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 10%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: M (6’ tall)
PSIONIC ABILITY: 200
Attack/Defense Modes: D/G, I

The next most common type of demon, these foul creatures are a foot shorter
than the tall type I sort, looking somewhat like a gross toad with arms inplace of forelegs. These demons can be struck by normal weapons or
missiles. The darkness they cause at will is of the variety which covers a 15’
radius. These sorts of additional abilities can be performed by these demons,
one at a time, at will: Cause fear (as a fear wand), levitate (as an 8th level
magic-user), detect invisible objects, telekinese 3,000 gold piece weight, gate
in another type II demon (20% chance of success).
Type II demons are like type I with regard to their appetites. Note that either
sort will gladly fight the other for any reason whatsoever.

These female demons are usually not found in numbers, for they prefer to act
alone. A succubus in its natural form appears very much like a tall and very
beautiful human female — although the bat-like wings immediately show theobserver its true character. Succubi cannot be harmed by any sort of normal
weaponry. Succubus can cause darkness in a 5’ radius. The kiss of the succubus
drains the victim of one energy level, and all succubi are able to perform any
one of the following feats at will: Become ethereal (as if using the oil of that
name), charm person, ESP, clairaudience, suggestion (as the spell), shape change(to any humanoid form of approximately their own height and weight only), orgate in a type IV (70% chance), type VI (25%), or one of the lords or princes(5% chance) — there is only a 40% chance of such a gate opening, however.

Type III (Glabrezu)
FREQUENCY: Uncommon
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: -4
MOVE: 9”
HIT DICE: 10% IN LAIR: 15%
TREASURE TYPE: D
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2-12/2-12/1-3/
1-3/2-5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (9½’ tall)
PSIONIC ABILITY: 100
Attack/Defense Modes: E/F

Succubi rule lower demons through wit and threat.

Type I (Vrock)
FREQUENCY: Common
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: 0
MOVE: 12”/18”
HIT DICE: 8% IN LAIR: 5%
TREASURE TYPE: B
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-4/1-4/
1-8/1-8/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Towering to well over nine feet in height, this not unusual kind of demon has aghastly appearance, being broad and strong-looking covered with a wrinkled
hide, with a head much like a goat-horned dog, pincers instead of normalhands, and a small pair of human arms protruding from its chest. Normal
attacks will affect this demon type. It causes darkness in a 10’ radius when it sowills. Additional abilities, any one of which can be performed at will, are: Fear(as a fear wand), levitate (as a 10th level magic-user), cause pyrotechnics,
polymorph self, telekinese 4,000 gold piece weight, gate in another demon oftypes I-III (roll for which type) (30% chance of success).

These are among the weakest of their kind; type 1 demons somewhat
resemble a cross between a human and a vulture. Strength is standard. They
may be struck with normal missiles and by normal weapons. Darkness causedby them is the typical 5’ radius sort. In addition these demons have the ability

THE WAND OF ORCUS

18

DEMON (TYPE IV)

DEMON (YEENOGHU)

Type IV (Nalfeshnee, etc.)

Type VI (Balor, etc.)

FREQUENCY: Uncommon
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: -1
MOVE: 9”/12”
HIT DICE: 11% IN LAIR: 15%
TREASURE TYPE: E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-8
SPECIAL ATTACKS: bonus of +2
to hit; also see below
SPECIAL DEFENSES: +1 or better
weapons to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (10½’+ tall)
PSIONIC ABILITY: 150
Attack/Defense Modes: A, C, E/F, G, H

FREQUENCY: Rare
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: -2
MOVE: 6”/15”
HIT DICE: 8 + 8% IN LAIR: 20%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-13
SPECIAL ATTACKS: Whip & flamefor 2-12/3-18/4-24
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: HighALIGNMENT: Chaotic evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 180
Attack/Defense Modes: A, B, C, E/F, G, H

These demons combine the worst features of an ape and a boar, and theirsmall wings appear unable to bear their ponderous ten foot tall bodies.
Unlike lower sorts of demons, type IV can be hit only by weapons andmissiles of the magical sort. Much as a type III, these demons cause darkness
in a 10’ radius at will. They have these other abilities which can be
employed one per melee round: Create illusion (similar to that from an illusionwand), cause fear (as a fear wand), levitate (as a 12th level magic-user),detect magic, read languages, dispel magic, polymorph self, telekinese
5,000 gold piece weight, project image, use a symbol of fear or discord,
and gate in a demon of type I-IV (dice for which sort) (60% chance).

Each type VI demon has its own name. (Balor is a type VI demon of the largest
size.) Six are known to exist. The favored weapons of these monsters are a large+1 sword and a whip with many “tails.” The latter weapon is employed to dragthe opponent into the flames which the demons are able to create aroundthemselves. During any combat there is a two-thirds chance (1-4 on a 6-sided die)each melee round that any type VI demon will immolate and use its whip. The twolargest of these demons do 4-24 hit points of damage when a victim is drawn
within their flames, the middle-sized and smallest do 3-18 and 2-12 respectively.
They shed darkness in a 10’ radius at will. Their other singular abilities are:Cause fear (as a fear wand), detect magic, read magic, read languages,
detect invisible objects, cause pyrotechnics, dispel magic, suggestion,
telekinese 6,000 gold piece weight, use a symbol of fear, discord, sleep or
stunning, and they also have a 70% chance of successfully gating in a demonof type III (80%) or type IV (20%). Each of these terrible abilities can be
employed as often as desired, but only one may be used at any given time.

Some type IV demons have names, and these can be spoken with if the
conjuring party knows the proper one to say; this will make it 90% certain
the demon will listen to offers of great rewards for some small service. Thesedemons are also fond of human flesh and blood.

Type V (Marilith, etc.)

With proper invoking, offerings, and promises type VI demons might beconvinced to co-operate with a character or group for a time. Naturally, thedemon will attempt to assume/usurp command at every opportunity. Most
chaotic evil monsters are drawn to the strong evil charisma of this creature,and of all its kind, the type VI demon tends towards a more organized evil
(which makes it less than popular with demon lords and princes).

FREQUENCY: Rare
NO. APPEARING: 1-3 or 1-6
ARMOR CLASS: -1/-5
MOVE: 12”
HIT DICE: 7 + 7% IN LAIR: 10%
TREASURE TYPE: G
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 2-8/& 6varying
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 80%
INTELLIGENCE: HighALIGNMENT: Chaotic evil
SIZE: L (7’ tall)
PSIONIC ABILITY: 130
Attack/Defense Modes: A, E/F, G, H

Yeenoghu (Demon Lord of Gnolls)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -5
MOVE: 18”
HIT DICE: 100 hit points% IN LAIR: 35%
TREASURE TYPE: C, G, I
NO. OF ATTACKS: 1 (special)
DAMAGE/ATTACK: 3-18 (+special)SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 80%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 300
Attack/Defense Modes: All/all

Another of the female demons with a multiarmed female torso atop the bodyof a great snake. Type V demons are taller than a large man and far moreterrible. Their six arms are all able to use weapons. The favored weapons are
swords and battle axes. They can constrict a victim with their snakey tails as
well. When desiring to do so, they cause darkness in a 5’ radius. Other
extraordinary abilities, any one of which can be performed as desired are:charm person, levitate (as an 11th level magic-user), read languages, detectinvisible object, cause pyrotechnics, polymorph self, project image, and gate
in a type I (30% chance), type II (25% chance), type III (15% chance), typeIV (15% chance), type VI (10% chance), or one of the lords or princes (5%);
but the chance of successfully opening such a gate is a mere 50%.

Amongst the ranks of demon princes, Yeenoghu is one of the most powerful andmost feared. There will normally be 66 gnolls of the strongest sort (14-16 hit
points each) in attendance upon Yeenoghu, and if he is alone he can summon
from 6-66 in one turn. As this demon prince also receives homage from the Kingof Ghouls, he can similarly summon from 6-16 ghouls if he so desires. He
typically carries his dreaded flail, a weapon 7’ long, with three chains ofadamantite, each bearing a spiked ball. When he strikes with this weapon each

Lower level demons greatly fear the domineering and cruel type V demons. Allof these creatures have names which can be used to aid in negotiations.
Demons of this type are likely to desire the sacrifice of strong warriors to them.

19DEMON (YEENOGHU)

DEVIL (ASMODEUS)of the balls is rolled for to determine if it scored a hit, for each does different
things: 1st — scores 3 to 18 points of damage; 2nd — if a hit is scored thesaving throw versus wands must be made or the victim is paralyzed; 3rd — if a
hit is scored the saving throw versus magic must be made or the victim isconfused (as per the spell). Yeenoghu speaks all of the “giant class” languages,
as well as the common tongue. He can also telepathically project his speech to
any single creature, but he cannot thereby influence them other than by the
persuasiveness of his speech. He sees into the ethereal and astral planes.
Yeenoghu is able to use any of the following magical powers, one per melee
round: darkness (10’ radius); magic missile (3/day, 6 missiles/cast), each doing
2-8 points of damage and having a +2 to hit; detect magic, read magic, readlanguages, detect invisible objects, invisibility, fly, hold person, dispel magic(equal to a 20th level magic-user), suggestion, polymorph self, fear (as a fearwand), teleport, telekinese 10,000 gold piece weight, transmute rock to mud,mass charm, and gate in type I demons (once/day, 80% chance for from 2-5).

call forth the kind or specific devil. Arch-devils will be aware of improperly
protected talismans, and they will send something to slay persons in possessionof them if the talismans pertain to them or their planes.
General Characteristics:
Only erinyes, barbed devils, and bone devils can be hit by non-magical weapons.
The greater devils (malebranche, ice devils, and pit fiends) can be struck bymagical weapons, or weapons of silver, but ordinary arms do them no harm.
All devils have or are able to perform the following:Charm Person
Suggestion
Illusion
Infravision
Teleportation (no error)
Know Alignment
Cause Fear (effect varies)
Animate Dead

Description: Yeenoghu resembles a human in general form, but only at firstglance. His head is that of a hyena, his chest is canine in form, his hands are
paw-like, and his feet are pawed. Yeenoghu is thin to the point of being
skeletal, and his only body hair is a mangy crest of putrid yellow from his headto his mid-back. Yeenoghu’s skin is a dead gray in color, and it is smooth. His
eyes are lambent amber and large.

Devils are able to summon their fellows, summoning being similar to a
monster summoning spell.

DEVIL

Because they have a special form of telepathy, devils are able to understandand converse with any intelligent creature.

The inhabitants and rulers of the planes of hell are principally devils, the mostpowerful of lawful evil creatures. They somewhat resemble the demons of chaosin their characteristics and abilities, and general attributes will be dealt withbelow, while specifics pertaining to each individual type or arch-devil are givenin the category or name detail listings.

Devils are affected by the listed attack forms as noted below:
Attackacid
cold
electricity (lightning)
fire (dragon, magical)
gas (poisonous, etc.)
iron weapon
magic missile
poisonsilver weapon

Devils follow a definite order, a chain of command, which they dare not breakfor fear of the arch-devils. Still, there is great rivalry, even open antagonism,
between the devils of the various planes and between the various arch-devils.
While the lesser devils squabble, the dukes of Hell vie to usurp the throne of
Asmodeus. But the Archfiend has always succeeded in playing one off against
the other, and still rules from his lowest plane.
All devils are able to move about the planes of Hell (although they dare not
do so without authorization, save for the dukes). They can move to the planesof Gehenna, Hades, and Acheron at will. Devils can also move through theastral plane, although they seldom do so. No devil is able to enter the otherplanes unless the proper ritual is performed, a gate is opened, or the proper
name of a devil is spoken (and heard).

Maximum Damage Will be:
full
half
full
none
half
none*
full
full
full

*unless affected by normal weapons, in which case damage will beaccording to the weapon type.

Asmodeus (Arch-devil)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -7
MOVE: 12”/24”
HIT DICE: 199 hit points% IN LAIR: 90%
TREASURE TYPE: I, R, U, V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-14
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit
MAGIC RESISTANCE: 90%
INTELLIGENCE: Supra genius
ALIGNMENT: Lawful evil
SIZE: L (13½’ tall)
PSIONIC ABILITY: 366
Attack/Defense Modes: All/all

It is possible to destroy the material form of a greater devil or duke of Hell, butsuch creatures can not actually be slain unless encountered and fought in Hellor those lower planes adjacent to it. Devils can never be subdued. The lesser
ones will always fight until destroyed; the greater ones will negotiate if seriously
threatened. Devils will serve if properly commanded, but it is risky business, for
an improper command will break the law which binds them to service. (It also
typically requires a contract for the soul of the creature commanding theinternal power to obey.) It is possible for other than lawful evil persons to
invoke or otherwise treat with devils (but the long spoon, oft spoken of, had
better be used when supping with such monsters). Magic circles will keep devils
off for a time if they are properly scribed (and ensymboled in the case of agreater and arch-devils). Devils are repelled by holy (good) artifacts or relics.
All devils can direct their attacks against two or more opponents if the means areat hand. If a greater devil has its material form destroyed it is forced to lemure
status for nine decades of torment before it resumes its former station. If the material
form of a duke is destroyed, that arch-devil is bound to its own particular plane ofHell for a decade (unless again properly called forth prior to the end of the 10
years) and a great loss of face is suffered (and fury in Hell is unmatched then).

Asmodeus, arch-fiend, the Overlord of all the dukes of Hell rules by both might
and wit. He is physically stronger than any other devil (as strong as a storm
giant) and the most cunning and artful. His mighty palace rests upon the floorof the lowest rift in Hell’s ninth plane. His servitors are pit-fiends (q.v.) andwhichever of the other lesser and greater devils he commands to service. Onceper year he can command the arch-devils to attend his court and pay homage.

Devils’ Talismans: Each type of lesser devil has a special combination of
inscriptions which will bind them to the wielder for the space of nine days, orat least prevent the devils of that type from harming the possessor. Greater
devils can likewise be commanded for nine hours or kept at bay. Arch-devils’
talismans will cause them to perform a single service, or prevent the bearerfrom being harmed by a particular duke of Hell, when properly used. The
employment of any devil’s talisman requires great care and caution. Humansacrifice is required of evil creatures using a talisman. Merely looking at thesetalismans is dangerous. If not properly protected by spells or a magic circle,
study of a charm gives a 10% chance of summoning the kind or specific devil
to whom the talisman belongs. Speaking the name on the talisman will always

The powers possessed by Asmodeus which are usable at will, once per turn or
melee round, are: pyrotechnics, produce flame, wall of fire, ice storm, wall ofice, continual light, read languages, read magic, detect invisible, locate object,invisibility, dispel magic, hold person, hold monster, shape change, beguile,
rulership, mass charm, geas, restoration, raise dead fully, or (fulfill another’s)

20

DEVIL (ASMODEUS)

DEVIL (DISPATER)

wish. Asmodeus can use the following powers once per day: symbol of pain,
symbol of insanity, symbol of hopelessness (save versus magic or submit to
Asmodeus’ will), (un) holy word. He can always summon 2 lesser or 1 greater
devil. The gaze of this arch-fiend causes fear, fear and weakness or chill (slows
50% and -5 on all dice rolls) at his option. Saving throw versus magic applies.

Barbed devils populate the third and fourth planes of Hell. They are excellent
guards and alert at all times (never surprised). Unauthorized creatures are
immediately cast into one of the many cells to be tormented.
While these monsters carry no weapons, they have sufficient weaponry with
their horny, barbed hands and horrid tails. They are able to generate fear(saving throw versus wand is applicable) upon striking an opponent. Barbed
devils can perform any of the following, one at a time, per turn or melee
round, as applicable: pyrotechnics, produce flame, hold person, or summon
another barbed devil (30% chance of success).

Asmodeus has a glowing rod of pure ruby. It acts as a rod of absorption. It
also causes serious wounds on anyone touched by its opaline tip. Upon
command it will shoot forth a cone of frost, a jet of acid, or a bolt of lightning(all according to the appropriate dragon breath weapon). The value of this
instrument is 1,000,000 gold pieces considering the gem qualities only!

Bone (Lesser devil)

Description: There can be no question that Asmodeus is the most handsomeof all devils as well as being the strongest and most cunning. The ultimate evil
he represents can be seen in his beauty only when he so wills or if he forgets
himself and flies into a rage.

FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 2-8
ARMOR CLASS: -1
MOVE: 15”
HIT DICE: 9% IN LAIR: 55%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: L (9½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Baalzebul (Arch-devil)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -5
MOVE: 9”/24”
HIT DICE: 166 hit points% IN LAIR: 80%
TREASURE TYPE: E, R, V
NO. OF ATTACKS: 1 bite
DAMAGE/ATTACK: 2-12 + poison
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +3 or better
weapon to hit
MAGIC RESISTANCE: 85%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 313
Attack/Defense Modes: All/all

Bone devils populate the lower planes of Hell, particularly the fifth. They areparticularly malicious and delight in making less powerful creatures suffer. As
they prefer cold to heat, these monsters also have ultravision, seeing light inthe ultra-violet spectrum at 60’ range.
Bone devils have a great bone hook they employ to snare and wound
opponents. Any creature caught (hit) by it has a 50% chance of being stuck
fast. The bone devil will then strike such victims with its tail doing 2-8 hit pointsof damage, plus causing a loss of strength (1-4 points) unless a save versus
poison is made; strength loss lasts for 10 melee rounds.

The sixth and seventh planes of Hell, Malbolge and Maladomini respectively,
are ruled by Baalzebul, “Lord of the Flies” (“lies”?) He is an arch-devil ofgreat power, second only to Asmodeus. Malbolge is a black stone plane,filled with stinking vapors, smokes, fire pits, and huge caves and caverns.
Maladomini is similar, but there will be found the moated castles of the
malebranche and the great fortress of Baalzebul.

At will, once per turn or melee round, as applicable, bone devils can:generate fear in a 5’ radius sphere, create illusion, fly, become invisible,
detect invisible, fear (spell), or summon another bone devil (40% chance of
success). Once per day it is able to create a wall of ice.

This arch-devil can employ any of the following powers, one at a time, as desired,
during a turn or melee round, as applicable: pyrotechnics, produce flame, wall offire, continual light, read languages, read magic, detect invisible, locate object,invisibility, dispel magic, shape change, beguile, rulership (as a rod of rulership),hold person, charm monster, geas, restoration, raise dead fully, (fulfill another’s)wish. Once per day Baalzebul can use: symbol of pain, symbol of insanity, (un)holy word. He can always summon 1-4 horned devils. His glance causes fear andweakness (saving throw versus magic or collapse in trembling until 1-4 melee
rounds after the gaze is lifted) whenever he directly stares at any person.

Dispater (Arch-devil)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 15”
HIT DICE: 144 hit points% IN LAIR: 80%
TREASURE TYPE: Q (×10), S
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 80%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (7’ tall)
PSIONIC ABILITY: 266
Attack/Defense Modes: All/all

Barbed (Lesser devil)
FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 3-12
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 8% IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 35%
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: M (7’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Dispater is the ruler of Hell’s second plane. His capitol is the iron city of Dis,
named after the whole of the plane. Dispater’s palace there is infernallygrand. The city is filled with zombies, erinyes (q.v.), and a sprinkling ofbarbed devils and malebranche.
The following powers are possible at will for Dispater, one at a time per turn or
melee round, as applicable: pyrotechnics, produce flame, wall of fire, light, read21

DEVIL (DISPATER)

DEVIL (ICE)magic, read languages, detect invisible, shape change, beguile, geas, restoration,raise dead fully, (fulfill another’s) wish. He can summon 1-3 erinyes (75%) or(25%) a pit fiend (90% chance of success). Once per day Dispater can employ asymbol of pain; he can also pronounce an (un)holy word once per day. His starecauses fear or chill in all persons who fail their saving throws versus magic.

can use a symbol of pain; he is likewise able to pronounce an (un)holy word.
He can summon 1-2 bone devils (60%) or (40%) an ice devil (95% chance of
success). Geryon’s glare will cause fear in all those who he directs it upon(saving throw versus magic applicable).
Geryon has a great bull’s horn which he can wind. It brings forth 5-20 minotaurs.
These monsters will obey to the death. The horn can be blown but once per week.

Description: Dispater is evilly handsome, and only his small horns, tail, and cloven
left hoof distinguish him from humanity. He has a rod which has the powers of arod of rulership and a double strength staff of striking (4-24 hit points of damage).

Description: A handsome head and torso sit atop Geryon’s snakey trunk. This
arch-devil has no legs, but travels in a snakelike mode along the ground. He
has huge bat wings. His tail is barbed and drips poison. Geryon’s arms arestrong and hairy, ending in paw-like hands.

Erinyes (Lesser devil)
FREQUENCY: Uncommon
NO. APPEARING: 1-3 or 4-16
ARMOR CLASS: 2
MOVE: 6”/21”
HIT DICE: 6 + 6% IN LAIR: 20%
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M (6’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Horned (Malebranche) (Greater devil)
FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 2-5
ARMOR CLASS: -5
MOVE: 9”/18”
HIT DICE: 5 + 5% IN LAIR: 55%
TREASURE TYPE: 1
NO. OF ATTACKS: 4 or 1+
weaponDAMAGE/ATTACK: 1-4/1-4/2-5/1-3
or 1-3 and weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 50%
INTELLIGENCE: HighALIGNMENT: Lawful evil
SIZE: L (9’ tall)
PSIONIC ABILITY: 113
Attack/Defense Modes: B, C/F, G, H

The erinyes are the devils common to Hell’s second plane as well as the kindmost commonly sent forth to garner more souls. They are female but can appear
as male. They are armed with a magical dagger which drips a caustic venom
and causes terribly painful wounds (save versus poison or faint for 1-6 melee
rounds). They also carry a rope of entanglement with which to bind their
victims. Erinyes can be struck with normal weapons. They can, at will, cause
fear in all who look at them (saving throw versus wand is applicable). In
addition, they have the power to do any one of the following during any turn or
melee round, as applicable: detect invisible, locate object, invisibility, polymorphself, produce flame, or summon another erinyes (25% chance of success).

The “evil horns” (male branche) are primarily from Hell’s sixth and seventh
planes. These are the least of the greater devils, and have such names as“Dogretch,” “Evil Tail,” and “Bent Wing.” They hate anything stronger thanthemselves and fear stronger devils accordingly.

Erinyes are strong — 18/01, but no hit/damage bonuses are applicable.
They will pursue evil persons unceasingly in order to take them alive into Hell.
They will sometimes bargain with others, hoping to tempt them into evil doing.

If armed, they will carry a two-tined fork (75%) which causes 2-12 points ofdamage, or a barbed whip (25%) which will cause 1-4 points of damage
plus a stunning effect for the same number of melee rounds unless a saving
throw versus magic is made. An unarmed horned devil attacks with a claw/
claw/bite. Armed or unarmed these devils are also able to attack with theirtails, causing 1-3 hit points of damage and a wound which will bleed
thereafter unless bound up (lose 1 hit point/turn until bound or cured). They
exude fear in a 5’ radius (saving throw versus wand applies).

Geryon (Arch-devil)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 3”/18”
HIT DICE: 133 hit points% IN LAIR: 70%
TREASURE TYPE: H, R
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-18/3-18/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (10’ tall, 30’ long)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all

Horned devils can do any one of the following, at will, once per turn or
melee round, as applicable: pyrotechnics, produce flame, ESP, detect magic,
illusion, or summon another horned devil (50% chance of success). Once per
day they can create a wall of fire of triple normal strength with regard to thedamage it causes (3-24 hit points).

Ice (Greater devil)
FREQUENCY: Uncommon
NO. APPEARING: 1 or 1-4
ARMOR CLASS: -4
MOVE: 6”
HIT DICE: 11% IN LAIR: 60%
TREASURE TYPE: Q, R
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-4/1-4/2-8/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 55%
INTELLIGENCE: HighALIGNMENT: Lawful evil
SIZE: L (10½’ tall)
PSIONIC ABILITY: 166
Attack/Defense Modes: C, D/F, G, H

Sometimes referred to as the “Wild Beast,” Geryon is the gigantic ruler of thefifth plane of Hell. This arch-devil is as powerful as a storm giant, and he loves
to grab his opponents and rend them with his claws while stabbing them withhis terrible poisonous tail (save versus poison at -4 on die). Geryon dwells in ahuge castle in the very middle of the plane, and seldom ventures forth.
Geryon is able to use any of the following powers at will, once per melee
round or turn, as applicable: ice storm, wall of ice, light, read languages, readmagic, detect invisible, locate object, dispel magic, invisibility, shape change,
beguile, geas, raise dead fully, (fulfill another’s) wish. Once per day Geryon

22

DEVIL (ICE)DINOSAUR (ANKYLOSAURUS)

The frigid eighth plane of Hell is populated in the main with ice devils. They
are greater devils in every sense of the word, preferring to attack and torment
victims by means of their claws, mandibles, and tails. A few (25%) carrygreat spears which inflict 2-12 hit points damage and numb with cold thecreature thus struck (slow 50% unless save versus paralyzation is made).
Being greater devils, they have personal names.

Pit fiends are able to perform any of the following at will, once per turn or
melee round, as applicable: pyrotechnics, produce flame, wall of fire, detect
magic, detect invisible, polymorph self, hold person, or gate in 1-3 barbed
devils (60%) or another pit fiend (70% chance of success). Once per day apit fiend can use a symbol of pain — (save versus magic or suffer -4 on
attack dice rolls to hit and a -2 on dexterity for 2-20 melee rounds). They
shed fear in a 20’ radius (save versus magic is applicable).

Ice devils can do any one of the following at will, once per turn or melee
round, as applicable: fly, wall of ice, detect magic, detect invisible,
polymorph self, or gate in two bone devils (70%) or another ice devil (30%)(60% chance of success). Once per day an ice devil can cause an ice storm(as per that spell).

All pit fiends have a strength of 18/00. They regenerate at 2 hit points permelee round. If they strike with their tail and score a hit the opponent is heldwith 2-8 hit points of constriction damage per turn.

DINOSAUR

These creatures have ultravision (60’), are able to regenerate 1 hit point per
melee round, and a grasping strength of 18/76. They radiate fear in a 10’
radius (saving throw vs. wand applies).

Dinosaurs are reptiles, their name being derived from the Greek “terrible
lizard,” descended from a variety of the species called thecodonts. The twoorders of dinosaurs are saurischians and ornisthischians. All carnivorous
dinosaurs fall into the former order. All armored and/or horned dinosaurs fall
into the latter order.

LemureFREQUENCY: Common
NO. APPEARING: 5-30
ARMOR CLASS: 7
MOVE: 3”
HIT DICE: 3% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS. Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Because of the nature of time in planes where magic works, dinosaurs widely
separate in time are discussed hereunder, for they can be found intermingled onsome alternate world, strange plane, or isolated continent somewhere. Great
detail will not be given to any one kind, but all major forms are depicted.
It must be borne in mind that all of these reptiles are extremely stupid. Their
motivation is primarily hunger. The predatory types are both ferocious andvoracious. The herbivorous dinosaurs are likewise insatiable eaters, but theytend to either ignore all non-eatable things which do not appear to threaten
them or flee in panic from anything which they view as dangerous. Certain
plant eaters, however, are aggressive in their defense, and these sorts are
dangerous, notably stegosaurs, ankylosaurs, and ceratopsians.
Marine dinosaurs might overturn vessels to get at the “food” aboard, or they mightsnatch unsuspecting creatures from the decks of passing ships. Land carnivores will
pursue anything that looks or smells edible, only ceasing pursuit when the preyhas obviously moved completely out of their grasp. Herbivorous dinosaur herds
might stampede in virtually any direction, as long as it is away from one of the
big meat-eaters. Any creature directly in the path of such a stampede will be
carried along or killed — the latter if smaller, slower, and weaker.

The lemures are the form which the dead whom inhabit the Nine Hells are
put in. These vaguely human blobs are then tormented by devils. Their minds
are quite gone, and they will attack anything non-devilish which they see.
Lemures regenerate at a rate of 1 hit point per melee round, so they are notusually destroyed by the wounds inflicted on them by their environment or by
the devils filling it. These wretched things can be destroyed permanently onlyby blessed things (holy water, holy swords, etc.). They are not subject to any
form of sleep, charm, or the like.

Anatosaurus (Trachodon)
FREQUENCY: Common
NO. APPEARING: 2-12
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (30’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

After being in hell for a time certain lemures will be chosen to form wraiths orspectres (qqv).

Pit Fiend (Greater devil)
FREQUENCY: Rare
NO. APPEARING: 1 or 1-3
ARMOR CLASS: -3
MOVE: 6”/15”
HIT DICE: 13% IN LAIR: 65%
TREASURE TYPE: J, R
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-8/7-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 213
Attack/Defense Modes: A, C, E/G, H, I

These are duck-billed dinosaurs of the plant eating sort. They run from attack;their only defense is by a lashing tail.

Ankylosaurus
FREQUENCY: Uncommon
NO. APPEARING: 2-5
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 9% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1

The lowest plane of Hell is the home of the dreaded pit fiend, a devil of great
power. They possess a terrible strength and the most evil nature. All pit fiends
have personal names. They are the personal servants of Asmodeus. Eachtypically carries an ancus-like weapon and a jagged-toothed club, and all
can strike with both in a melee round.

23

DINOSAUR (ANKYLOSAURUS)

DINOSAUR (CERATOSAURUS)

DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (15’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (12’ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

This armadillo-like ornithischian weighs four or five tons — most of this weight
being his armor plating, side spines, and great knobbed tail. If attacked (orthreatened) this creature will lash its tail delivering blows of considerable force.
They are herbivores of the same family as paleocincus.

These are reptiles but not dinosaurs. These marine turtles seldom venture onto
dry land. Archelon’s shell is not solid, but it is nevertheless very strong.

Antrodemus (Allosaurus)

FREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 36% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (60’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Brachiosaurus

FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 15% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/6-24
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (30’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The heaviest of all dinosaurs, these 85 ton monsters dwell in warm swamps
and lakes. Similar to apatosaurs, they might step on something small, causing
8-80 points of damage.

One of the most vicious of predators, this monster can run across hardground at great speed.

Camarasaurus

Apatosaurus (Brontosaurus)

FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 20% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’ Long)PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 1-6
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 30% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These marsh or swamp dwelling herbivores are smallish for their type. They
panic more easily than do apatosaurs, for example. Stepping or tramplingdamage is 3-30 points.

The thunder-lizard is a 40 ton plant-eater found near marshes and lakes.
The creature spends much of his time in shallow water to support his bulk. It
moves to deep water to avoid carnivores. Apatosaurus ignores small things,
but it is prone to step on anything in its way (doing 4-40 points ofdamage).

Ceratosaurus
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/4-16
SPECIAL ATTACKS: Nil

Archelon Ischyros
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 3”//15”
HIT DICE: 7% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1

24

DINOSAUR (CERATOSAURUS)

DINOSAUR (IGUANADON)SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (17’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
This dinosaur is another semi-aquatic type which eats water plants. It is able tosubmerge its body to a bottom depth of 30’ or so and still breathe easily. If it
steps on any small object it causes 3-30 points of damage.

These smallish semi-bipedal monsters are both heavy and fast. This carnivore
is unusual in that it has a horn on its nose, but it does not use it for attacking.

Elasmosaurus
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 15% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-24
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Cetiosaurus
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 24% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (60’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These long-necked reptiles are rather fish-like in appearance. They arecarnivorous and highly aggressive.

These huge plant-eaters dwell in lakes and marshes. Their heads are somewhat
larger than similar reptiles (apatosaurus, etc.). If they step on some small things— such as a human for example — they do 4-40 points of damage.

Gorgosaurus
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 13% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/7-28
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (30’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Dinichthys
FREQUENCY: Common
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 21”
HIT DICE: 10% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Swallow
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (25’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These horrid creatures are probably ancestors of tyrannasaurus rex. The
gorgosaurus is a fleet carnivorous dinosaur of very aggressive instincts.

Iguanadon

Dinichthys are not actually dinosaurs but huge prehistoric fish (“terrible fish”).
Its huge mouth can swallow man-sized prey (on a score of 20).

FREQUENCY: Uncommon
NO. APPEARING: 3-18
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 6% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (30’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Diplodocus
FREQUENCY: Common
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 24% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral

These typically bipedal plant-eaters typically travel in herds. They run from25

DINOSAUR (IGUANADON)DINOSAUR (PENTACERATOPS)

carnivores, but if cornered they will employ their “thumb” spikes and lashingtail to defend themselves.

thick — almost plated. They are herbivorous, but they tend to be somewhat
aggressive. They will trample smaller creatures in a charge, inflicting 2-16 hit
points damage.

Lambeosaurus

Mosasaurus

FREQUENCY: Common
NO. APPEARING: 2-16
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 3”//15”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-32
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

One of the family of crested herbivorous dinosaurs, this creature is able tosee, hear, and smell exceptionally well. They are thus able to detect enemies
frequently and flee to safety — either outdistancing the predator or hiding ina swampy area. Other crested dinosaurs include corythosaurus, parasaurolophus, prosaurolophus, and saurolophus.

These typical marine dinosaurs travel on land only very slowly, but theirflippers move them with ease and grace in water. They prey on all forms ofmarine animals.

Paleoscincus
Megalosaurus

FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: -3
MOVE: 3”
HIT DICE: 9% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (25’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These reptiles are veritable “walking dreadnoughts,” for their heavy plated skin,
sharp side spines, and spiked tail make them nearly invulnerable to attack. A
predator trying to bite one is likely to inflict 3-12 hit points damage upon itself
if it scores a hit! Of course, the paleoscincus will be lashing its thorny tail todrive off its attacker. These creatures are sometimes aggressive if intruded upon.

Megalosaurus often travels on all fours, although they are able to function
bipedally. They have very large jaws and teeth, using them to bring down
any unsuspecting victim.

Monoclonius

Pentaceratops

FREQUENCY: Common
NO. APPEARING: 2-12
ARMOR CLASS: 3/4
MOVE: 6”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (18’ long)
PSIONIC ABILITY: Nil
Attack/Defenses Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 2/6
MOVE: 9”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-10/1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These reptiles somewhat resemble a single-horned rhinoceros. Their head andneck is protected by a bone shield (armor class 3) while their skins are very

This is another of the quadrupedal dinosaurs of the ornithischian order; it is26

DINOSAUR (PENTACERATOPS)DINOSAUR (TERATOSAURUS)

a relative of monoclonius, styracosaurus, and triceratops. It is an aggressive
but plant-eating creature. Its shield and horns give its head armor class 2,
while its body is armor class 6. If it charges it will trample smaller creaturesfor 2-20 hit points.

Although these flying reptiles typically dive for marine prey, they will attack
any creature which appears to be vulnerable. They have no teeth but spear
victims with their beaks if they are too large to swallow at a gulp. The beakof a typical pteranodon is about 4’ long. The creature weighs only 40 or 50
pounds, but they can carry off prey four times their own weight.

Plateosaurus

Stegosaurus

FREQUENCY: Common
NO. APPEARING: 5-20
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 2/5
MOVE: 6”
HIT DICE: 18% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (25’ long, 8’+ high)PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These dinosaurs travel slowly in a bipedal manner, using their tail as abalance in order to watch for enemies as well as reach the leafy crowns offerns, palms, etc. They can move fairly fast on all fours. These plant-eaters
are fairly heavy (about 8-10 tons on the average) and panicky.

Another of the ornithischians, the stegosaurus, or “plated lizard,” is a large,
very stupid herbivorous dinosaur with aggressive defenses. It thrives nearly
anywhere and is often found in Jurassic-like plains or jungles. Its great plates
allow the creature to defend 90% of the time at armor class 2. Its spiked tail,with four or more bony spikes of one to over two feet in length, has its own
brain; and the stegosaurus turns its rear continually towards an enemy, while
tucking its head low. If anything near it seems threatening, it will react in thismanner.

Plesiosaurus
FREQUENCY: Common
NO. APPEARING: 1-3
ARMOR CLASS: 7MOVE:
HIT DICE: 20% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Styracosaurus
FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 2/4
MOVE: 6”
HIT DICE: 10% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (18’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The plesiosaurus strongly resembles a snake wearing a turtle’s body (sans shell).
They tend to be very aggressive and attack anything. The creature’s neck is
about one-third of its total length, and it is strong and fast. In a marine battle itcan strike with its powerful fore flippers for 2-12 points of damage with each.

An aggressive plant-eater, styracosaurus tends to charge at anything whichappears threatening. The bony plate gives the head area an armor class of2, and there is a 50% chance that anything attempting to bite its rear
portions will be stabbed by one or more of the sharp frills of the head plate,each frill inflicting 1-6 hit points of damage, 1-3 frills possibly striking. If it
charges it will trample smaller creatures and do 2-16 hit points of damage.

Pteranodon
FREQUENCY: Common
NO. APPEARING: 3-18
ARMOR CLASS: 7
MOVE: 3”/15”
HIT DICE: 3 + 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (30’ wing spread)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Teratosaurus
FREQUENCY: Uncommon
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 18”
HIT DICE: 10% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/3-18
SPECIAL ATTACKS: Nil

27

DINOSAUR (TERATOSAURUS)

DJINNIDISPLACER BEAST

SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’ long, 9’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare
NO. APPEARING: 2-5
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 6% IN LAIR: 25%
TREASURE TYPE: D
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: -2 on
opponent’s attack dice
MAGIC RESISTANCE: Save as 12th
level fighter +2 on die
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

A fierce carnivore found mainly on triassic plains, the teratosaurus runs
nimbly after any creature which appears to be eatable. They will hunt only on
dry land — plains or forest.

Triceratops
FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 2/6
MOVE: 9”
HIT DICE: 16% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-12/1-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (24’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

A pack of these monsters always contains only full-grown beasts. The
molecular vibrations of the displacer beast are such that it always appears to
be 3’ (left, right, ahead, or behind) from its actual position. Thus, thesemonsters always cause opponents to subtract 2 from attack dice rolls and add
2 to their dice rolls for saving throws. These fierce creatures hate all life, butthey particularly hate blink dogs. In combat the displacer beast lashes out with
its two tentacles, inflicting horrible wounds with the rough, horny edges ofthese appendages.
Description: This vaguely puma-like creature is bluish black, its tentacles aredead black, the horny edges of the tentacles are brownish yellow, and its
eyes glow a hellish green.

The largest of the ceratopsians, and by far the most aggressive, this beaked
herbivore is a plains dweller. It has a huge front plate of bone from which
project two great horns (3’+ long), while a somewhat shorter horn juts fromits nose. Its body is not armored, thus armor class 6. Any creature which
infringes on the territory of these reptiles is likely to be charged andspeared. Smaller creatures will simply be trampled for 2-24 hit points ofdamage.

DJINNIFREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 9”/24”
HIT DICE: 7 + 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average-high
ALIGNMENT: Chaotic good
SIZE: L (10½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Tyrannosaurus Rex
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 18% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/5-40
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’ long, 20’ high)PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The djinn are creatures from the aerial plane. Their magical properties enable
them to do any of the following once per day: create nutritious food for 2-12
persons, create water or wine for 2-12 persons, create soft goods or wooden
items (up to about 16 cubic feet of the former, 9 cubic feet of the latter) withpermanence, create metal items of short life span (the harder the metal the
shorter the time it lasts, i.e. gold has about a 24 hour existence, djinni steel
lasts only 1 hour) of up to about 1,000 gold pieces weight, create an illusion
with both visual and audial components which will last without concentration
until magically dispelled or touched, become invisible, assume gaseous form,
wind walk, or form a whirlwind. A djinni whirlwind is cone-shaped, 1” acrossthe base, 3” across the top, and up to 7” high (according to the desire of thedjinni). It requires one full turn to form the whirlwind and one full turn for it todissolve. The whirlwind lasts 1 melee round and causes from 2-12 hit points
damage to any non-aerial creature it encounters and sweeps away and kills
all creatures of under two hit dice which it encounters. Djinn subjected toattacks from creatures based on the element of air take -1 on damage caused
thusly, and “to hit” dice are also at a -1 penalty.

There can be no question that this reptile is the most fearsome and terrible of
all carnivorous dinosaurs. Despite its huge size the monster is swift afoot. Its
huge head is nearly six feet long, and its teeth are from three to six inches inlength. It is a plains dweller, and so stupidly fierce that it will attack a small
triceratops, kill it, and swallow its head in one gulp — thus killing itself in amatter of hours as the horns of the victim pierce the stomach of the victor. Of
course, this monster will pursue and eat nearly anything, engulfing man-sized
creatures whole on a roll of 18 or better.

Djinn are able to carry up to 6,000 gold pieces weight, afoot or flying
without tiring. They can carry double that weight for a short time — threeturns afoot, but if flying with that weight the djinni can remain aloft for only

28

DJINNIDRAGON

one turn (for each 1,000 gold piece weight less than maximum add one turnto walking or flying time). Thereafter it must rest for six turns.

dolphins within a 5 mile radius. Communal dolphins will have from 2-5
swordfish (AC 6, move 24”, 1 + 1 dice, 2-12 hit points damage/attack) or
1-3 narwhales (AC 6, move 21”, 4 + 4 hit dice, 2-24 hit points damage/attack), depending on the climatic region, as guards.

The capture and enslavement of djinn is better left to the device of thereferee. It is worth noting, however, that a good master will typicallyencourage a djinni to additional effort and higher performance, while ademanding and cruel master encourages the opposite. A noble djinni (1%chance) is able to grant three wishes to his master, but he will do no otherservices, and upon granting the third wish he is freed of servitude. Noble
djinni are as strong as the efreet, have 10 hit dice, strike for 3-24 points ofdamage, and their whirlwind causes 3-18 hit points of damage.

Dolphins will attack any creature which threatens them, although they will
help humans in distress. They particularly hate sharks of all sorts and will
attack unless outnumbered by 2 or more to 1.

DOPPLEGANGERFREQUENCY: Very rare
NO. APPEARING: 3-12
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 4% IN LAIR: 20%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: Surprise on a
1-4
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Djinn can speak their own tongue and that of any person or beast withintelligence they meet through a limited form of telepathy which enables themto speak appropriately.
Djinn can travel the elemental planes and the astral as well as the material
planes. The social structure of Djinn society is based on rule by a Caliph served
by various nobles and officials (vizers, beys, emirs, sheiks, sherrifs, and maliks).

DOG
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

War
Uncommon
—
6
12”
2+2
Nil
Nil
1
2-8
Nil
Nil
Standard
SemiNeutral
M
Nil
Nil

Wild
Common
4-16
7
15”
1+1
Nil
Nil
1
1-4
Nil
Nil
Standard
SemiNeutral
S
Nil
Nil

These bipedal creatures are of mutable form so that they are able to shapethemselves into the likeness of any humanoid creature of from 4’ to 8’ tallwhich they observe. Having become the double for a person they attempt to
do away with that victim and assume its place. If unable to do this, thedoppleganger will simply attack, counting on the confusion engendered tomake it indistinguishable from the creature it is mimicking (surprise means thisworks). Dopplegangers are able to ESP and imitate with 90% accuracy. They
are subject to neither sleep nor charm spells. Despite having only 4 hit dicethey make all saving throws as if they were 10th level fighting men.
Note: A doppleganger actually forms itself into the likeness of the clothing andequipment of the imitated creature as well as the physical features thereof.

Dog, War: These are simply large dogs which are trained to fight. They are
loyal to their masters and ferocious in attack. They are typically protected bylight studded leather armor and a spiked collar. The number appearing
depends on their masters.

DRAGON
Dragons come in many colors, sizes, shapes, and alignments. Two sorts ofdragons (the Chromatic Dragon and the Platinum Dragon) are singular individuals,
and there are no others of their type. Each dragon sort will be treated individually
hereafter. General information and common characteristics will be given here.

Dog, Wild: Packs of wild dogs inhabit most regions, and their ranges will
sometimes overlap those of wolves. If well-fed they will simply avoid contact.
They can be tamed only if separated from their pack.

The ten species of dragons have three general size categories (small, average,
and huge) according to the size typical of each. This categorization isdetermined by die roll. An 8-sided die is rolled: 1-2 = small, 3-7 = average, 8= huge. This size determination indicates the number of hit dice a dragon has.

DOLPHIN
FREQUENCY: Uncommon
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVE: 30”
HIT DICE: 2 + 2% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Save as 4thlevel fighter
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful good
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Dragons pass through eight ages in their lives. These growth stages are:
1
2
3
4
5
6
7
8

Very young — 1-5 years
Young — 6-15 years
Sub-adult — 16-25 years
Young adult — 26-50 years
Adult — 51-100 years
Old — 101-200 years
Very old — 201-400 years
Ancient — 401+ years— 1 hit point per die— 2 hit point per die— 3 hit point per die— 4 hit point per die— 5 hit point per die— 6 hit point per die— 7 hit point per die— 8 hit point per die

To determine the age (and thus the number of hit points per die a dragon has)
simply roll an 8-sided die, the number rolled indicating the age as shown above.
All dragons see equally well in daylight or darkness (infravision, 60’). They haveexcellent sight, smell, and hearing. Because of these keen senses, all dragons areable to detect hidden or invisible creatures within 1” per age level. Dragons also
develop the power to panic enemies as they mature. At adult age and older they
radiate a powerful aura which causes a fear reaction, when a dragon flies
overhead or charges, as follows:

Most dolphins simply roam the oceans in nomadic schools. A small number(10%), however, have formed underwater communities, and if one is located
it is 75% probable that there will be from 1-4 additional communities of29

DRAGON
1.

2.
3.
4.
5.

DRAGONAll creatures under 1 hit die, as well as non-carnivorous creatures ofany sort which are not trained for warfare or basically not fearless oraggressive will flee in panic. Such rout will be made at fastest speed
possible, and it will continue for 4-24 turns.
Creatures with fewer than 3 hit dice must save versus magic or beparalyzed with fear (50%) or panic as above (50%).
Creatures with 3 or more hit dice will fight at a penalty of -1 on their
hit dice unless they also save versus magic.
Creatures with 6 or more hit dice automatically disregard the aura affect.
The aura of adult, old, and very old dragons is not as powerful as thatof ancient dragons, so saving throws applicable to their auras are at+5, +3, and +1 respectively. Thus, a 2nd level fighter, normally having
to score 16 (75%) or better to save against magic (the dragon’s aura inthis case), would gain a bonus of 5 on his saving throw versus an adultdragon’s aura; so any score of 11 or more would save him from panic.

round. This percentage could be 0%, 1%, 35%, 99% or whatever.
Percentile dice are then rolled, and if the number they show is equal to or lessthan the percentage ratio the dragon is subdued. It is always subdued when theratio of subduing damage to hit points equals or exceeds 1:1 (100% or greater).
A maximum of one human-sized attacker per 3 linear feet of exposed dragon(excluding tail) is possible. Thus, a dragon with a 15’ long body, fully
exposed, would offer opportunity for a maximum of 11 humans to attack it (5per flank plus one at its head).
Example of Subduing a Dragon: Two 8th level fighters, a 7th
level dwarven fighter, an elven 4th level fighter/6th level magic-user,
and a halfling thief of 9th level stumble upon a huge red dragon
peacefully asleep upon a veritable mountain of treasure. After ahurried, whispered debate the party opts to strike to subdue as that willa) give them a dragon to use or sell, b) save treasure from destruction
by avoiding the fireworks of a general melee, and c) the subdued
dragon will have to point out and help carry out the choicest treasureitems. The smaller, quiet party members circle the dragon. None standat the beast’s head. With a shout the party strikes with a general bonusof +3 to hit. They all succeed, and the halfling thief gains quadruple
damage bonus of striking from behind! They score a total of 44 hit
points of subduing damage. The first melee round is over. As thedragon is ancient, it has 8 hit points per die, as it is huge it has 11
dice, for a total of 88 hit points. The referee rolls percentile dice, anyscore of 1% to 50% indicates subdual; a 61% is rolled. Combat goesto round two. As the dragon has just awakened, the party again strikes
first. Four of them hit, and another 23 hit points subduing damage isscored. The dragon chooses to breathe (dice score 99%), so he turns
his head and fires right where the elf, dwarf and halfling are attacking.
Saving throws indicate that each takes 44, 88, and 44 hit points
damage respectively. All three char and die. The round is over, and thereferee ratios 67 over 88 — 76% is the chance for subdual, but a 92
is rolled. The dragon fights on. Initiative dice are rolled, the dragon
wins, decides to bite, and scores a hit doing 23 hit points of damage
to the second 8th level fighter. The two fighters strike, one hits, and thedragon takes another 10 hit points of subdual. The third round is over,and the chance for the dragon being subdued is 77:88 (7/8) or
87.5% (treat as 88%). The referee rolls an 89. The fighters win
initiative, strike, and score 12 hit points, so the dragon is subdued
automatically before it can attack. The garnering of loot now begins.

A considerable percentage of dragons have the ability to speak one or morehuman languages in addition to the language of their species. Similarly, afair number of dragons which can speak are able to employ magical spells.
The chances for either of these abilities occurring in any given individual
dragon are shown under the specific treatment by species. The chance thatany given dragon will be asleep will likewise be so given.
Sleeping Dragon: A sleeping dragon is only found in its lair, and it will
always awaken upon hearing loud noise such as talking, shouting, forcing adoor, etc. if it is within 30’ to 120’ (depending on baffling factors; walls, doors,etc.) and the volume of sound. It will awaken if attacked. It will also awaken on
a roll of 6 on a 6-sided die. If a sleeping dragon is attacked, its opponents get abonus of +3 to strike it, but as soon as the dragon is awake, the bonus is lost.
Attacking a Dragon: Dragons may be attacked two ways: to kill or to
subdue. The attack form must be announced prior to combat or it willautomatically take the killing form. Once selected, attack form cannot bechanged with respect to any given dragon.
Certain weapons will be more or less effective than others against the various
types of dragons. This is indicated on the following chart, the number
indicating the addition or subtraction for the probability of hitting as well as
the amount of damage done.

Dragon’s Breath
Cold
Acid
Gas
Electricity
Fire
Multiple types

Air*
—
—
+1
—
–1
—

Earth**
–1
+1
—
+1
—

Attack by:
Fire*** Water****
+1
–1
—
+1
—
—
+1
–1
–1
+1
—
—

Electricity
+1
—
—
–1
—
—

Value of a Subdued Dragon: Larger towns and cities will usually havea market for dragons. If a dragon is sold, it usually goes out of the game,
although the referee may wish to assign it to some one of his special nonplaying characters whom he runs for encounter in the town/city. The selling
price of a subdued dragon ranges from 100 to 800 gold pieces per hit
point. This price is subject to adjustment by the referee. Offers are typicallydetermined by rolling an 8-sided die. Subdued dragons can be ridden.

* Includes attack by aerial servant, air elemental, djinni, invisible
stalker, or “whirlwind”** Includes attack by earth elemental, xorn, or umber hulk*** Includes attack by efreet, fire elemental, or salamander**** Includes attack by triton or water elemental

Length of Subdual: A dragon remains subdued for an indefinite period,
but if the creature is not strongly held, well treated, given ample treasure, andallowed ample freedom, it will seek to kill its captor and/or escape. The
older and more powerful the dragon, the less the likelihood of it remaining
subdued. Likewise, an intelligent, spell-using dragon is not likely to remain
subdued. In fact, the latter sort of dragon is likely to attempt to take over its
captor and rule his holdings. Evil dragons will never serve a good master for
long, and good dragons are 50% more likely to kill/escape from a neutral
captor as opposed to one whose alignment is the same as their own. Players
may always opt to sell or give a dragon to any other player or keep themonster in their own service. Note that dragons cannot be re-subdued unlessthey actually regain their freedom.

Dragons can attack by claw/bite or breath weapon. The latter can be used
but three times per day, maximum. If a choice is possible roll percentile dice.
Any score above 50% indicates the dragon will breathe. The breath weaponcauses damage equal to the dragon’s hit points (half that amount if a saving
throw is made) on each and every creature hit by the breath weapon. Coneshaped breath weapons are ½” diameter at point of origin.
Subduing a Dragon: An attack on a dragon to subdue, and thus capture
it may be opted for if such intent is announced in advance of combat. Silver,
gold, chromatic, and platinum dragons cannot be subdued. Note that it is
impossible for creatures with less than average intelligence to attack to
subdue. Subdual is accomplished as follows:

Encountering Multiple Dragons: If two or more dragons areencountered outside their lair it will be a mated pair if two are encounteredand sub-adults if three or more are encountered. If two or more dragons areencountered in their lair it will be a mated pair — with their young if
applicable. Mated pairs are always 5th through 8th age categories. Any
young in lair are eggs (10%) or very young (90%). If young dragons areattacked both adults will automatically breathe and then melee to bite,
gaining a ferocity bonus of +2 to hit and +1/+3 in clawing/biting damage.
If either of the mated pair is attacked the other dragon will rush to its
defense, gaining the ferocity bonuses stated above, unless it is attacked
simultaneously.

Upon announcement of intent to strike to subdue, all hit points of damage
scored by attacks upon the dragon are considered non-fatal battering/bruising damage. The total number of hit points scored each melee round isstated as a ratio; hit points scored are ratioed over the number of hit points
the dragon has, and this ratio is converted to a percentage chance; thispercentage chance is the chance that the dragon will be subdued by the hit
points of subduing damage it has received at the end of any given melee

30

DRAGONDRAGON, BRASSTreasure: Very young dragons will usually have no treasure, but there is a
10% chance that they will have one-quarter the possible listed treasure. Young
dragons have 25% chance for one-quarter the possible listed treasure. Subadults have a 50% chance for one-half the possible listed treasure. Young
adults, and old dragons have normal treasure. Very old and ancient dragons
are 50% and 75% likely to have 150% and 200% respectively of the listed
treasure.

TREASURE TYPE: H, S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/3-24
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: L (42’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 60%
Magic Use: 30%
Sleeping: 30%

Weaknesses of Dragons: The innate cowardice of dragonkind is shownby the fact most can be subdued. Dragons’ egoistic nature makes themsubject to flattery, and it also makes the more stupid of them prone to attack
other powerful creatures whom they view as disputing their dominating
position. Greed and avarice are major motivating factors in all but the loftiestof dragons (40% of silver, 80% of gold, and the platinum dragon), so they
are subject to manipulation by very clever persons or the prospect of actual
treasure and the promise of more forthcoming.

Blue dragons typically prefer deserts and arid lands; like others of their kind
their lair is always some vast cave or underground cavern.

Dragon Saving Throws: When a dragon attains 5 or more hit points perdie, its saving throw is calculated by dividing its total hit points by 4, thus
giving a higher number of hit dice than it actually has. This reflects the magic
resistance and general toughness of this creature. Conversely, even a very
young dragon gains the benefit of the actual number of its hit dice, eventhough the hit points/die are but 1 each, for determining scores required. This
reflects the same nature of dragonkind, i.e. magic resistance and toughness.

The attack of a blue dragon is a claw/claw/bite or use of its breath weapon. A
blue dragon is capable of discharging a bolt of electricity (lightning) in astraight line ½” wide by 10” long. This discharge is always of the statedproportion.
Speaking blue dragons which are able to use spells do so as follows: For eachstage of maturity from 1st through 3rd they gain a 1st level spell. From the 4th
through 6th stages they gain a second level. At the 7th and 8th brackets theygain a 3rd level spell. Thus, an ancient blue dragon would have 3 1st level, 3
2nd level, and 2 3rd level spells. Determine all such spells randomly; if thesame spell is rolled twice the dragon is able to use the spell twice per day.

Black Dragon (Draco Causticus Sputem)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 12”/24”
HIT DICE: 6-8% IN LAIR: 30%
TREASURE TYPE: H
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/3-18
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (30’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 30%
Magic Use: 10%
Sleeping: 50%

Brass Dragon (Draco Impudentus Gallus)
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 12”/24”
HIT DICE: 6-8% IN LAIR: 25%
TREASURE TYPE: H
NO. OF ATTACKS: 3
DAMAGE/ ATTACK: 1-4/1-4/4-16
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Chaotic good(neutral tendencies)
SIZE: L (30’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 30%
Magic Use: 30%
Sleeping: 50%

The black dragon is typically found in miasmal swamps or marshes, although
they also inhabit subterranean lairs as well, for black dragons always seek tolair in deep, dark caves. They tend towards the mid point between law andchaos In their evil.
The black dragon attacks with a claw/claw/bite or breathes — in this casespitting acid in a ½” wide stream which extends 6” in a straight line
beginning at the height of the dragon’s head and traveling in the direction
and at the angle which the monster’s head was facing at the time ofdischarging the acid. Black dragons which can speak and are capable ofusing magic can employ one first level spell for each stage of their maturity,
i.e. 1-8 spells. Roll randomly to determine which spells they know. The spells
known are a special form of the ordinary spells which require only a spoken
component, but each can be employed but once per day. Repeat spells are
possible if random rolls so indicate.

Sandy desert regions are the typical habitat of brass dragons, whose
cavernous lairs are often found therein. Brass dragons are quite forward andofficious, and they love to converse. They are rather selfish and tend towards
neutrality because of this.
The brass dragon attacks with a claw/claw/bite routine or by breathing
either of two weapons — a cone of sleep gas which extends 7” from thecreature’s mouth to a terminating diameter of 2”, or a billowing cloud of feargas 4” wide by 5” across by 2” deep (ground upwards). Creatures in thesegaseous clouds must save versus dragon breath regardless of their level or fallasleep/flee in fear. If the dragon is small sized, saves are at +2, and if the
dragon is of huge size saving throws are at -2, from the number rolled.

Blue Dragon (Draco Electricus)
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 9”/24”
HIT DICE: 8-10
% IN LAIR: 50%

If a brass dragon can speak and employ spells, it will gain a first level spellat each odd numbered stage of maturity it attains, and a second level spell ateach even numbered age. As is usual with dragons, determine spells known
by random selection.

31

DRAGON, BRONZEDRAGON, GOLD

Bronze Dragon (Draco Gerus Bronzo)

these heads or cast spells with one or more heads at the same time. Tiamat’s
heads are white, black, green, blue, and red. Her breath weapons correspondto the color of each head, exactly duplicating the size and shape of theappropriate dragon’s breath weapon and doing damage equal to a huge,ancient dragon of the species applicable, i.e. 56 hit points frost (cold) damage,64 hit points acid damage, 72 hit points gas (chlorine) damage, 80 hit points
electrical (lightning) damage, and 88 hit points fire damage. She can use eachbreath weapon but once per day. Note that each of her heads is also capableof employing two spells. Tiamat’s white head is able to cast two 1st level spells,
her black head two 2nd level spells, her green head two 3rd level spells, herblue head two 4th level spells, and her red head two 5th level spells.

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 0
MOVE: 9”/24”
HIT DICE: 8-10
% IN LAIR: 45%
TREASURE TYPE: H, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/4-24
SPECIAL ATTACKS: Breath
weapon + possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful good
SIZE: L (42’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 60%
Magic Use: 60%
Sleeping: 25%

Each of Tiamat’s heads can withstand 16 hit points damage before going outof commission until regeneration replaces it the following day. If her bodytakes more than 48 hit points damage she is dispelled to her own plane ofHell (or slain if fought in Hell) just as any other devil.
When encountered in her lair, Tiamat will always have five consort/guards
with her — one huge, adult male dragon of the white, black, green, blue andred types respectively. They are all able to speak and use spells, if applicable.
Description: Tiamat’s heads have already been noted. These colors run thelength of each neck and into the forepart of the body as stripes, gradually
blending to three stripes of gray, blue-green, and purple over her back andhind quarters, and merging into a muddy dark brown tail. Her underbelly
and legs are greenish white fading into her upper body colors.

Bronze dragons prefer to dwell in subterranean lairs near substantial bodies
of water such as lakes or seas. Despite their love of wealth, bronze dragons
are basically of beneficent nature. They often assume the form of someanimal in order to observe the affairs of humans.

Copper Dragon (Draco Comes Stabuli)

The attack of a bronze dragon is either a claw/claw/bite or either of twobreath weapons — a bolt of lightning 10” long and ½” wide, or a repulsion
gas cloud 2” long by 3” wide by 3” high which affects those within it just as
a repulsion spell (move away from the dragon for 6 melee rounds unless asaving throw versus dragon breath is made).

FREQUENCY: Uncommon-rare
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVE: 9”/24”
HIT DICE: 7-9% IN LAIR: 35%
TREASURE TYPE: H, S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/5-20
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Chaotic good
SIZE: L (36’ long)
PSIONIC ABILITY: Nil
Attack Modes: Nil
CHANCE OF:
Speaking: 45%
Magic Use: 40%
Sleeping: 40%

Magic-using bronze dragons gain a first level spell at their 1st and 2nd growthstages, an additional second level spell at their 3rd and 4th growth stages,
third level spells at the 5th and 6th growth stages, and very old and ancientdragons gain additional spells of the 4th level; thus an ancient bronze dragon
would know two each of 1st through 4th level spells. These spells should beselected randomly.

Chromatic Dragon (Tiamat)
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6”/18”
HIT DICE: 16 (128 hit points)% IN LAIR: 90%
TREASURE TYPE: 100% H, S, T, U
NO. OF ATTACKS: 6
DAMAGE/ATTACK: 2-16/3-18/
2-20/3-24/3-30/1-6
SPECIAL ATTACKS: Breath
weapons, poison and magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (60’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 70%

Copper dragons prefer to inhabit arid rocky regions, liking warmer climes inwhich to locate their cavern or cave lairs. They tend to be rather selfish, and thus
many copper dragons are somewhat neutral in their outlook if gain is concerned.
The normal attack of this kind of dragon is either a claw/claw/bite or the useof one or the other of its breath weapons — a discharge of acid exactly
similar to that of a black dragon (7” = ½”) or a cloud of gas 3” long by 2”
wide by 2” deep which will slow any creatures therein unless they make theirsaving throw vs. dragon breath. The slowing effect causes creatures to move/attack at one-half normal, and it lasts for 6 melee rounds.
Those copper dragons able to use magic gain a 1st level spell for each of
their first three age brackets, a 2nd level spell in addition at each bracket of
the next three ages, and at the last two an additional 3rd level at each. Thus,a magic-using ancient copper dragon would know three 1st level spells, three
2nd level spells, and two 3rd level spells.

Tiamat rules the first plane of the Nine Hells where she spawns all of evildragonkind. She hates all good as fiercely as she loves cruelty and hoards
wealth. She is seldom (10%) outside her lair, but occasionally she comes to earth
to place a new dragon or to seek more treasure. She can travel astrally or
ethereally.

Gold Dragon (Draco Orientalus Sino Dux)
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: -2

Although her sheer size prevents claw attacks, Tiamat can bite with all five ofher heads and sting with her tail at the same time, breathe with one or more of32

DRAGON, GOLDDRAGON, RED

Platinum Dragon (Bahamut)

MOVE: 12”/30”
HIT DICE: 10-12% IN LAIR: 65%
TREASURE TYPE: H, R, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/6-36
SPECIAL ATTACKS: Breath weaponand magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Genius
ALIGNMENT: Lawful good
SIZE: L (54’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 90%
Magic Use: 100%
Sleeping: 10%

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 9”/30”
HIT DICE: 21 (168 hit points)% IN LAIR: 75%
TREASURE TYPE: 100% H, I, R, S,
T, V
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/6-48
SPECIAL ATTACKS: Breath
weapons + magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Supra genius
ALIGNMENT: Lawful good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 5%Gold dragons are able to dwell in any clime, but their lairs are always ofsolid stone — whether a cave or a castle. Although they love precious metals
and gems and use jewels and pearls as nourishment, all gold dragons arelawful, just and good. They are able to assume the form of animals or theguise of humanity, for they can polymorph themselves without harm. It is insome other form that they are typically encountered.

The King of Good dragons, Bahamut the platinum dragon, dwells in a great
fortified palace behind the east wind. (No one knows for certain if this place ison the elemental plane of air or some plane betwixt it and the Seven Heavens
or Tri-Paradises, save Bahamut and his court.) About one-quarter of the time heroams the earth in the guise of human or nearly any other form he chooses, for
Bahamut is able to shape change freely. He can travel astrally or ethereally.

The attack of a gold dragon can be a claw/claw/bite routine or one of twobreath weapons—fire in a 9” = 3” cone, or chlorine gas in a 5” = 4” = 3”
cloud. Also, a gold dragon is able to cast spells of 1st through 6th level. At thevery young age the creature has but a single 1st level spell, as a young dragon
it has two such spells. Thereafter it gains two spells of progressively higher levelat each new age bracket through old. At very old and ancient age they gain
the use of a 6th level spell. Thus, at ancient age a gold dragon knows two of
1st through 6th level spells in addition to being able to polymorph self threetimes per day. As gold dragons are so intelligent their spells are always of thebetter sort, and at least half of them actually have regular spell books.

In attacking, the platinum dragon can opt to fight with a pair of clawing attacks
and a bite, or he can breathe any one of three forms of breath weapon —cold in a cone 8” long with a base diameter of 3”, a cloud of vapor whichcauses persons therein to save versus dragon breath or lose their substance andassume gaseous form for 12 full turns, or a sonic vibration which willdisintegrate up to 150 hit points. He is capable of using each breath weapon
twice per day. All saving throws against his breath are at a -3 due to thepowerful nature of their originator.

Green Dragon (Draco Chlorinous Nauseous Respiratorus)
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 9”/24”
HIT DICE: 7-9% IN LAIR: 40%
TREASURE TYPE: H
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-20
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Lawful evil
SIZE: L (36’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 45%
Magic Use: 20%
Sleeping: 40%

Bahamut is able to employ any spells of 1st through 7th level; two each of
magical and 1 each of clerical spells per day, or a maximum of 21 spells.
He possesses books listing all known magic spells of these levels.
There are seven huge ancient gold dragons of highest abilities and loyalty whoserve as guards, companions, and advisors to Bahamut. He seldom (10%) is
without them. (A sage tells of encountering Bahamut in the guise of an old hermit,
with seven canaries singing sweetly as they flitted nearby. The sage relates that hewould never have known that he was anything other than what he appeared to
be except that a group of ogres and trolls happened by much to their sorrow . . .)Red Dragon (Draco Conﬂagratio Horriblis)
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: -1
MOVE: 9”/24”
HIT DICE: 9-11
% IN LAIR: 60%
TREASURE TYPE: H, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/3-30
SPECIAL ATTACKS: Breath weapon+ possible magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: L (48’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 75%

The race of green dragons prefer to locate their underground lairs in or nearwoods or forests of the bleaker wilder sort if possible. They are very nasty
tempered and thoroughly evil.
A green dragon can attack by a claw/claw/bite routine or by breathing a cloudof poisonous chlorine gas. The gas cloud is 5” long, 4” wide, and 3” high.
Those talking green dragons able to use magic gain a 1st level spell for eachof their first four ages, and a 2nd level spell for each of the successive ages,
until a maximum of four 1st and four 2nd level spells are known. Select thesespells by random determination.

33

DRAGON, RED

DRAGONNE

White Dragon (Draco Rigidus Frigidus)

Magic Use: 40%
Sleeping: 20%

FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 12”/30”
HIT DICE: 5-7% IN LAIR: 20%
TREASURE TYPE: E, O, S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-16
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low)
ALIGNMENT: Chaotic evil
SIZE: L (24’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 20%
Magic Use: 5%
Sleeping: 60%

The red dragon is usually found dwelling in great hills or mountainous
regions. As with most others of this species, they make their lairs insubterranean caves and similar places. They are very greedy and avaricious.
Of all evil dragons, this sort is the worst, save for Tiamat herself.
A red dragon is able to attack by means of a claw/claw/bite routine or bybreathing a cone of fire, 9” long by 3” base diameter. Speaking red dragons
are 40% likely to be able to employ spells.
For each age bracket the dragon has attained it is able to use an additional
spell. At the first two ages the red dragon gains a 1st level spell, at the next two
a 2nd level spell is gained, at the fifth and sixth ages a 3rd level spell isgained, and at the last two ages a 4th level spell is gained. Thus, an ancient
red dragon would be able to employ two spells each of spell levels 1 through 4.

Silver Dragon (Draco Nobilis Argentum)
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -1
MOVE: 9”/24”
HIT DICE: 9-11
% IN LAIR: 55%
TREASURE TYPE: H, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/5-30
SPECIAL ATTACKS: Breath
weapons + possible spell use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful good
SIZE: L (48’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
CHANCE OF:
Speaking: 75%
Magic Use: 75%
Sleeping: 15%

White dragons favor chilly or cold regions in which to dwell. They lair in icy
caves or deep subterranean places. Although not as intelligent as most otherdragons, they are as evil and greedy as any.
The white dragon is able to attack with a claw/claw/bite or with its breath
weapon — a cone of cold (frost) 7” long with a base diameter of 2½”.
Rare magic-using white dragons are able to employ a maximum of four 1st
level spells, gaining one at each even-numbered (2nd, 4th, 6th, 8th) age
bracket, i.e. one spell at young age, a second at young adult stage, a thirdat old age, and the fourth at ancient status. To determine spells usable, selectrandomly from the 1st level spell list. Duplication is possible, merely indicatingthat the dragon can use the same spell twice, thrice, or even four times.

DRAGONNE
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6/2
MOVE: 15”/9”
HIT DICE: 9% IN LAIR: 40%
TREASURE TYPE: B, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/3-18
SPECIAL ATTACKS: Roar
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (5’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Silver dragons select mountain peaks, clouds, and similar locales in which toestablish their abode. It is claimed that this dragon can be found in the home of
the King of Good Dragons as well as behind other winds as well. Much as agold dragon, these creatures are able to polymorph themselves in order to appear
as an animal or human (typically a kindly old man or fair damsel if the latter).
When in combat a silver dragon is able to attack with claw and fang or use
either of its two breath weapons — a cone of frost (cold) 8” long with a 3”
base, or a cloud of paralyzing gas 5” long by 4” wide by 2” high which willtake immediate effect upon all within it unless they save versus dragon breath.
Silver dragons who are able to use magic are able to employ a maximum often spells. At each of the first two ages they gain two 1st and 2nd level spells
respectively. At each age thereafter they gain an additional spell — 3rd levelat subadult and young adult, 4th level at adult and old, and 5th level if very
old and ancient. Thus, a very young silver dragon of this ability would know
two 1st level spells, a young one would know two 1st and 2nd level spells, etc.
Furthermore, 25% of magic-using silver dragons have books of spells, so they
may select spells for use rather than knowing only a limited number per level.

A weird cross between a brass dragon and a giant lion, the dragonne is bothvery rare and most solitary. The beast fights with its huge claws and great fangs;
but its most dreaded weapon is its horrible roar. This sound causes weakness toall within 12” of the monster unless they save against paralyzation. Furthermore,
any creature within 3” or less of the dragonne will be deafened. Both effects ofthe dragonne’s roar last for from 2-12 melee rounds. Those weak from fear fromthe sound lose 50% of their strength; deafened creatures cannot hear any soundand will strike at -1 on their attack dice due to disorientation. Dragonnes areable to fly only short distances (1-3 turns) with their small wings. They speak thelanguage of brass dragons and sphinxes.

34

DRAGON TURTLE

DWARF

DRAGON TURTLE

DWARF

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 3”//9”
HIT DICE: 12-14% IN LAIR: 5%
TREASURE TYPE: B, R, S, T, V
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/4-32
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L (up to 30’ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 40-400
ARMOR CLASS: 4
MOVE: 6”
HIT DICE: 1% IN LAIR: 50%
TREASURE TYPE: Individuals M(×5); G, Q (×20), R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weaponor 1-8SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4
levels higher (See below)
MAGIC RESISTANCE: As above
INTELLIGENCE: Very
ALIGNMENT: Lawful good
SIZE: S (4’+ tall)
PSIONIC ABILITY: Nil*
Attack/Defense Modes: Nil*

Perhaps the most feared of water creatures is the dragon turtle. They arefound in very large rivers and lakes as well as in the sea. Its thick shell makes
it nearly impossible to harm, while its powerful claws and jaws easily rip
opponents to shreds. Worse still, they can belch forth a cloud of scalding
steam which covers an area 6” long, 4” wide, and 4” high. This steamcauses damage equal to the number of hit points the dragon turtle has,
reduced by one-half if the victim makes its saving throw. Dragon turtles varyin size, age and hit points per die in the same manner as dragons (q.v.). If a
dragon turtle comes up under even a large ship they are likely to capsize thevessel (chances are 95% fora small ship to 50% for a large one). They speak
their own tongue.

*possible to exist in unusual characters
Rocky hills are the favorite abode of these sturdy creatures. Dwarves typicallyband together in clans which are not mutually exclusive or hostile but arecompetitive. These creatures are able to operate in two or more classes
simultaneously, so fighter/clerics, for example, are possible. Note also thatthe level of proficiency may vary between the two or more classes one ofthese creatures is capable of performing in.
For every 40 dwarves in a group there will be a fighter of 2nd through 6th
level (to determine level roll a 6-sided die, 1 equalling 2 and the other numbers
indicating the level). If 160 or more dwarves are in a group there will be inaddition one 6th, and one 4th level fighter as chief, and lieutenant, of thegroup. If 200 or more are encountered there will be a fighter/cleric of 3rd to
6th level fighting ability and 4th to 7th level clerical ability in addition to theothers. If 320 or more dwarves are encountered there will be the following
additional dwarves with the group: an 8th level fighter, a 7th level fighter, a
6th level fighter/7th level cleric, and two 4th level fighter/clerics. If encounteredin their lair (home) there will be in addition from 2-12 fighters of from 2nd to
5th level, from 2-8 fighter/clerics of from 2nd to 4th level (each category), andfemales and young equal to 50% and 25% respectively of the number of adultmales. A dwarven lair is always an underground complex in solid rock.

Description: The shell of the dragon turtle is deep green with silver highlights,
its legs and tail are lighter green with golden highlights, its neck is green/
gold, with golden highlights, and its head and crest are green/gold.

DRYAD
FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 9
MOVE: 12”
HIT DICE: 2% IN LAIR: 70%
TREASURE TYPE: M (×100), Q (×10)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Dagger
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: HighALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Dwarves are typically armored with chainmail and shield. They have thefollowing typical weaponing:
Sword & light crossbow
Sword & pole arm
Sword & spear
Axe & heavy crossbow
Axe & hammer
Axe & mace
Hammer & pick

15%
10%
20%
10%
25%
10%
10%

Higher level fighters and fighter/clerics have a 10% chance per level ofhaving magic armor and/or weapons. For fighter/clerics also check at 10%
per clerical level for 1-4 additional items (potion, clerical scroll, ring, wand/staff/rod, misc. magic) usable by clerics. All dwarves above normal level will
have plate armor and shield.

These beautiful and alluring tree sprites are found only in the most secluded
places. They are found only near oak trees and never more than 36” fromtheir individual tree of which they are actually a part. A dryad is shy andnon-violent. Unless surprised, a dryad can disappear by stepping into a tree,slipping out on a side unseen by the intruder(s), and dimension door to her
own tree. Dryad trees are distinguished only by their large size; they do notradiate any magic. If seriously threatened, or if near a male with a 16 or
greater charisma, the dryad will use her powerful charm person spell which
may be cast up to three times per day, once per melee round, with a minus 3
on the victim’s saving throw. If a person is taken away by a dryad, there is a
50% chance they will never return, and if they do return it will be from 1-4
years later. Dryads can speak their own tongue, elven, pixieish, sprite, andalso speak with plants. If carefully approached they might be persuaded toaid a person or party. Dryads have exact knowledge of the wood or forest inwhich they dwell.

Dwarves are 60% likely to have tamed animals to serve as guards in theirlair: 5-20 wolves (25%) or 2-8 brown bears (75%).
Due to their great hatred of goblins, orcs, and hobgoblins, all dwarves gain
a bonus of +1 on their dice rolls to hit these opponents. When dwarves arein melee with ogres, trolls and giants, these monsters must deduct 4 from theirdice rolls to hit their dwarven opponents due to the size and skill of the latterin combatting these huge creatures.
All dwarves are resistant to both magic and poison; they therefore makesaving throws at 4 levels above their actual level. Dwarves can see in thedark (infravision) noting monsters at a distance of 60’. Because of theirmining skills, dwarves are good (50% to 75% likely) at detecting passages

35

DWARF

EEL

which slope upwards or downwards, sliding or shifting walls or rooms, newconstruction, approximate depth, or unusual stonework.

only 4 or so feet tall, they weigh no less than 150 pounds due to their stocky
muscular build. They live for no less than 350 years on the average.

Dwarves speak their own tongue and those of gnomes, goblins, kobolds, andorcs. It is 75% likely that dwarves will also speak the common language.

Mountain Dwarves: These creatures are similar to their cousins, the hill
dwarves, detailed above. The only differences are size (4½’+ tall), hit dice (1+ 1), and coloration (typically lighter with brown hair). They employ fewer
crossbows (20% maximum) and more spears (30%). Mountain dwarves with
16 strength can work up to 7th level, with 17 strength to 8th level, and with 18
strength to 9th level. Mountain dwarves have a life span of 400 or more years.

Description: Dwarves are typically deep tan to light brown of skin, with ruddy
cheeks and bright eyes (almost never blue). Their hair is brown, black or gray.
They favor earth tones with small bits of bright color in their clothing. Although

E

EAGLE, GIANT — EAR SEEKER — EEL — EFREET — ELEMENTAL — ELEPHANT — ELF — ETTIN — EYE, FLOATING —EYE OF THE DEEP

EAGLE, Gianthours) the larvae eat the surrounding flesh, generally burrowing inwards towhere the most food and body heat is, killing their host 90% of the time. A
cure disease spell will destroy the eggs.

FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 3”/48”
HIT DICE: 4% IN LAIR: 20%
TREASURE TYPE: Q, C
(magic only)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (20’ wing spread)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

EEL
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Giant eagles are found only in places where there are great bluffs, cliffs,
mesas, or mountain crags to nest on. Their eyesight is such that they arenever surprised unless encountered in their lair or at night. If they attack by
diving 50 or more feet they add +4 to hit probability, do double claw
damage (2-12/2-12), but get no beak attack. They can carry up to 2,000
gold pieces at half speed.

Electric
Rare
7-3
9
12”
2
Nil
Nil
1
1-3
Jolt
Nil
Standard
NonNeutral
M (9’ long)
Nil
Nil

Giant
Uncommon
1-4
6
9”
5
Nil
Nil
1
3-18
Nil
Nil
Standard
NonNeutral
M (20’ long)
Nil
Nil

Weed
Very rare
10-60
8
15”
1-1
100%
O, P, R
1
1
PoisonNilStandard
NonNeutral
S (6’ long)
Nil
Nil

If encountered outside their lair, giant eagles will typically ignore any good
creatures but attack evil creatures which seem to be threatening. They are
fairly friendly towards certain dwarves and elves. They have their own
language and can also communicate through a limited form of telepathy. If
encountered in their lair they will always be hostile. If there are young (50%)
or eggs there they will attack any creature within 50’. There will be 1-4
young per nest, 1 nest per 2 giant eagles. They can be tamed. Eggs sell on
the open market for 500 to 800 gold pieces each.
All eels are water-dwellers. They are typically aggressive only whenapproached too closely.

EAR SEEKERSElectric eeIs are found in warm fresh water. They will give off a jolt ofelectricity in a radius of 15’. They are immune to electrical effects. Any
creature within 5’ of the eel takes 3-24 hit points damage; within 5’ to 10’
the jolt delivers 2-16 hit points damage, and between 10’ and 15’ the jolt
delivers 1-8 hit points. The eel can do this but once per hour (six turns).
Marine species are reported to be twice the size and do twice the damage.

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVE: 1”HIT DICE: 1 hit point% IN LAIR: 90%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1, See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S (about ½” long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant eels are typically of the moray type. They have a nasty temper andteeth to match. Few (10%) are found in fresh water.
Weed eels are masters of camouflage, appearing as a patch of normal
seaweed to any but a highly trained observer. They live in colonies, sharing
food and home alike. Their bite is poisonous, and unless a saving throw ismade the creature bitten will die. Weed eel colonies consist of a network ofsmall (six to eight inch diameter) holes which all lead to several 6’ diametertunnels, and the latter lead to a communal cave about 30’ long, 20’ wide, and20’ high. The eels use small stones, coins, gems, metal, etc. to floor this cavewith. Colonies are found in both fresh and salt water, typically in water depthsof 25’ to 40’. If an attempt is made to enter any hole, the eel to whom it
belongs will always strike with incredible speed. If eels note the entrance of
foreign creatures, they will leave their holes to protect the cave where young
are raised.

Ear seekers are small insectoids which are found in wood. They live by eating
dead cellulose, but they need warm places in which to lay their eggs, andthey favor places like ears. If this creature enters a warm place, it will always
lay 9-16 tiny eggs and then crawl out to die. When the eggs hatch (4-24

36

EFREETIELEMENTAL, AIR

EFREETI

Any creature conjuring an elemental may do so but once per day per means
per elemental type. For example a magic-user with two appropriate staffs could
summon at least two elementals, one through each staff, once per day, each.
Both elementals could not be the same kind. If the magic-user were able toemploy several spells to conjure elementals, each spell would have to summon
a different kind of elemental. However, if the magic-user also had a summoning
device and a staff he could possibly evoke three elementals of the same type.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 9”/24”
HIT DICE: 10% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (tendtowards lawful evil)
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

As elementals are stupid and resent being summoned, the conjuring party must
concentrate upon controlling the creature. Failure to do so will result in theelemental turning upon the summoner 75% of the time and attacking. The turning
elemental will come directly towards the conjuring party, attacking anything in its
path along the way. Control can never be regained, and an uncontrolledelemental will always return to its own plane in three turns after control is lost. If
an elemental does not turn (25% chance), it simply goes immediately to its own
plane. Control concentration requires that the summoning party remain stationary
and be neither physically nor mentally attacked, including attack by missile or
distraction. In any event, only one elemental at a time can be controlled.
Elementals are impervious to attacks by normal weapons and even magicalweapons under +2 bonus. Creatures without magical ability of some sortcannot harm elementals unless the creatures have four or more hit dice.
Magical ability includes paralysis, poison, acid, breath weapons, and eventhe characteristic of not being subject to attack by normal weapons. Kobolds,
goblins, orcs, etc. are all powerless to affect elementals because they haveneither magical property nor four or more hit dice. Ogres, however, could
attack an elemental with effect as they have the necessary strength (four hit
dice in this case). Note, however, that if a kobold with a +2 magic sword
attacked an elemental the weapon would be effective.

The efreet are creatures from the Elemental Plane of Fire, just as djinn come fromthe Plane of Air. They are enemies of the djinn and will always attack when theyencounter them. An efreeti can be forced to serve for a maximum of 1,001 days
or by causing it to fulfill three wishes. They are not willing servants, and they willseek to pervert the intent of their masters by adhering to the letter of commands.
An efreeti is able to do the following once per day: grant up to three wishes(and go free), become invisible, assume gaseous form, detect magic, enlarge(as a 10th level magic-user), polymorph self, create an illusion with bothvisual and audial components which will last without concentration until
magically dispelled or touched, or create a wall of fire. An efreeti can also
produce flame or cause pyrotechnics as often as desired. Attacks based on
fire do no harm to efreet if the fire is of the “normal” sort; magical fireattacks are at -1 on both “to hit” and damage dice.

A conjured elemental can be taken over and controlled by a magic-user
casting a dispel magic spell (ratio dispeller’s level over conjuring party’s level
to determine chance of success), and deliberately aiming it at dispelling thecontrol rather than the elemental. However, if the spell fails, the effect is tostrengthen the elemental to a full 8 points per hit die, double the controller’sability to concentrate, and make the elemental resent the one attempting the
take-over, so that if it becomes uncontrolled it will go after that magic-user.

Efreet can carry up to 7,500 gold pieces weight, afoot or flying, without
tiring. They can carry double weight for only a limited time — three turns
afoot or but one turn aloft. For each 1,500 gold pieces of weight under
15,000 add one turn to either walking or flying time permitted. After carrying
excess weight the efreeti must rest for six full turns.

Air Elemental
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 36”
HIT DICE: 8, 12 or 16% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The fabled City of Brass, citadel of the Efreet, is on the plane from whence
they come. Capture of an efreeti is possible there, but tens or even hundredsof efreet would possibly have to be faced also. Efreet are infamous for theirdislike of servitude, their desire for revenge, their cruel nature, and theirability to mislead. A powerful Sultan rules the Efreet. He is served by manydifferent sorts of nobles and officials (pashas, deys, amirs, valis, and maliks).
The efreet are able to communicate with any intelligent creature theyencounter by means of a limited form of telepathy which enables them tounderstand and speak appropriately.
Efreet are able to travel the material, elemental, and astral planes.

ELEMENTAL
There are four different kinds of elementals normally encountered — air,earth, fire, and water elementals. These are strong but relatively stupid beings
conjured magically from their normal habitat — the elemental planes of air,earth, etc. The strength of any type varies, and the characteristics of eachelemental type are different. All differences will be dealt with separately
under the appropriate headings.

Air elementals’ only mode of locomotion is by “flying.” They can, of course,
move at slower than the speed listed. If in combat in the air they gain a +1
on hit probability and a +2 on each die of damage they cause. Upon
command an air elemental can form a whirlwind — a truncated reverse cone,with a 2” bottom diameter, a 6” top diameter, and a height in inches equal tothe elementals’ number of hit dice, i.e. 8”, 12” or 16”. If the full height of thewhirlwind can’t be attained due to some overhead obstruction, the whirlwind
is only half strength. A full strength air elemental whirlwind lasts for 1 melee
round, sweeps away and kills all creatures under three hit dice, and causes
2-16 hit points of damage on all non-aerial creatures which it fails to killoutright. Formation of this whirlwind or dissipation of it requires one full turn.

More or less powerful and/or intelligent elementals exist on the elemental
planes than can be summoned. Various forms of free-willed elemental planedwellers will be found described elsewhere in this book. The outstanding true
elementals dwelling on these planes will be mentioned only briefly hereunder.
Conjured elementals fall into three hit dice strength categories, and thisapplies to all types:
Conjured by spell
Conjured by summoning device
Conjured through a staff

On the elemental plane of air can be found certain intelligent air elementals
which have special abilities beyond the above. Some are stronger than themost powerful of conjured elementals. Their queen is both powerful and has
certain magical abilities.

16 hit dice
12 hit dice
8 hit dice

37

ELEMENTAL, EARTH

ELEPHANT

Earth Elemental

Water Elemental

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 6”
HIT DICE: 8, 12, or 16% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-32
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 6”//18”
HIT DICE: 8, 12, or 16% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Water elementals are, for all practical purposes, limited to water operations,for they can stray only 6” from their element. It normally requires aconsiderable volume of water (or watery liquid) to create a water elemental— a pool of water of at least 1,000 cubic feet in volume, but several large
barrels of ale or wine would suffice. Outside their element water elementals
are less effective, and they lose 1 point from each die of damage they inflict.
In a body of water they attack at full effect, move more swiftly, can upset
small craft (1 ton of craft per hit die of elemental), or slow or stop craft (1 tonof vessel can be stopped per hit point of elemental; if greater tonnage, simply
ratio the tons to hit points to find the rate the vessel is slowed).

These powerful creatures travel rather slowly, and in order to cross water theymust travel through the ground and go under the bed of the body of water(possibly a long trip). They score full damage against any creature which
rests on the earth, -2 on each die of damage against other opponents (flying,levitating, etc.). Against constructions built on stone or earth they act as asuper battering ram, causing 2-8 points of structural damage (a typicalcottage having about 7 structural points). They can be summoned from earthor stone.
On the elemental plane of earth there exists a boss rumored to be of
astounding size.

There are many other elemental forms on the plane of water. Free-willed,
intelligent beings are common as well as much more powerful elementals of
the sort dealt with here. It is possible that they are ruled by a god-like king.

Fire Elemental
ELEPHANTFREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12”
HIT DICE: 8, 12, or 16% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Fire elementals are terrible to behold and fierce opponents. They set fireto any inflammable material they touch. Against fire-using opponents theyscore -1 on their damage dice. Fire elementals are checked by water,
being unable to pass over non-inflammable liquids.

(Asiatic) ElephantCommon
1-20
6
12”
10
Nil
Nil
5
2-12/2-12/2-12/
2-12/2-12
Nil
NilStandard
SemiNeutral
L (9’+ tall)
Nil
Nil

Loxodont(African Elephant)
Common
1-12
6
15”
11
Nil
Nil
5
2-16/2-16/2-16/
2-12/2-12
Nil
NilStandard
SemiNeutral
L (11’ tall)
Nil
Nil

The elephant is found only in warm climates. They attack by means of a stabwith two tusks, a grab and squeeze with their trunk, and then two tramplings
with their front feet. One opponent can be subject to no more than two ofthese attacks at the same time, but several opponents can be fought
simultaneously — 6 or more man-sized opponents for example. Ogre-sized
opponents will not be affected by trunk attacks. Elephants are relatively
intelligent, and will not trunk-attack creatures which will harm their trunk, i.e.
spikey, hot, etc. They fear fire. An elephant can easily break open a great
gate by pushing unless the gate is spiked to prevent this. They can be trained
to carry equipment and/or men.

On the elemental plane of fire exist many sorts of different fire elementals
and similar beings. The ruler of all fire elementals is reported to be
known as the tyrant.

Elephant tusks have a value of 100 to 600 gold piece value each. Each gold
piece of value equals one-quarter pound of weight.
If more than one-half the possible number is encountered, there will be young
animals in the herd — from 1 to 4, 20% to 70% mature. If a single animal is38

ELEPHANT

ELF

encountered it will be a rogue bull, with no fewer than 6 hit points per die,and a very nasty and aggressive temper. Rogues will attack 90% of the time.

user use if the required score is rolled on the percentile dice.
Although elves do not favor horses, certain bands of elves will have female
fighters who will be mounted on unicorns, although this is rare (5%) and only
from 10-30 of such warrior elfmaids are typically encountered.

(See also the headings MAMMOTH and MASTODON for information onelephants.)

When in natural surroundings such as a wood or meadow, elves can move silently(surprise on a 1-4) and blend into the vegetation so as to be invisible (requiring
the ability to see invisible objects to locate them) as long as they are not attacking.
Note the bonus elves gain with bow or sword. Elves are also very quick andagile, so they can move, fire their bows, and move back all in the same round.

ELF
FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 1 + 1% IN LAIR: 70%
TREASURE TYPE: Individuals N;
G, S, T in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or
1-10
SPECIAL ATTACKS: +1 withnormal bow or sword
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90% tocharm and sleep only
INTELLIGENCE: High and up
ALIGNMENT: Chaotic good
SIZE: M (5’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Elves are 90% resistant to charm and sleep spells of all sorts. They haveinfravision to 60’. They note secret or hidden doors and the like from one-third tohalf of the time, depending on the care or magic with which they are hidden.
Elves are able to speak the tongue of goblins, orcs, hobgoblins, and gnolls,
in addition to common, alignment, elvish, halflingish, and gnomish.
Description: Elves are slim of build and pale complected. Their hair is dark,
and their eyes are green. Their garb is typically pastel and of blue or green
or violet (but often covered by a greenish gray cloak). The life span of thesecreatures is a dozen centuries long.
Aquatic Elf: Also called sea elves, they are akin to mermen as land elves
are to men. Found almost exclusively among heavy weed beds in quiet
sheltered salty waters, they are great friends of the dolphins. They fashion
caverns in lagoon bottoms and reefs where they live and work. They tradewith land elves — metal goods (they are unable to forge underwater) for rare
items found in the sea. For every 20 sea elves, there is a 50% chance thatthey are accompanied by 1-3 friendly dolphins.

Elves are of various sorts, including a marine race, all of which are detailed here.
These creatures are able to operate in two or more classes simultaneously, sofighter/clerics, for example, are possible. Note also that the level of proficiency
may vary between the two or more classes one of these creatures is capable ofperforming in. They have only a loose social structure based on independent
bands which owe allegiance to an overlord (duke, princess, king or queen).

Aquatic elves use spears and tridents as weapons, usually in combination
with nets. They do not use magic. They speak only elvish.
They are humanoid in appearance, with gill slits on the throat and greenishsilver skin and green or blue-green hair. Seaweed affords little or no hindrance
to their movement. They are invisible in weeds or on reefs. They are mortal
enemies of sharks and sahuagin, and will attack either if the elves outnumber
them. They are friends to dolphins and land elves, and neutral to all others,
except for fishermen, whom they dislike due to the number of sea elves snaredin nets and killed mistakenly as sahuagin by these ignorant humans.

For every 20 elves in a band there will be one with above average fighting
ability (2nd, or 3rd level). For every 40 elves encountered there will be one
with this fighting ability plus 1st or 2nd level magic-user ability. If 100 or moreelves are encountered there will be the following additional figures: a 4th levelfighter/8th level magic-user, two 4th level fighter/5th level magic-user elves,
and a 4th level fighter/4th level magic-user/4th level cleric. If over 160 elves
are encountered their leaders will be a 6th level fighter/9th level magic-user,
and a 6th level fighter/6th level magic-user/6th level cleric; and these leaders
will have two special retainers each — 4th level fighter/5th level magic-user,
3rd level fighter/3rd level magic-user/3rd level cleric. These are also in
addition to the group indicated. If encountered in their lair there will also bethese extra figures: a 4th level fighter/7th level magic-user, a 4th level fighter
for every 40 elves in the group, a 2nd level fighter/2nd level magic-user/2nd
level cleric for every 40 elves in the group, a 5th level fighter, a 6th levelfighter, and females and young equal to 100% and 5% respectively.

Drow: The “Black Elves,” or drow, are only legend. They purportedly dwelldeep beneath the surface in a strange subterranean realm. The drow are said
to be as dark as faeries are bright and as evil as the latter are good. Tales
picture them as weak fighters but strong magic-users.
Grey Elf (Faerie): These noble elves are the rarest and most powerful of theirkind. They are more intelligent than other sorts (+1 on dice roll for
intelligence), and those few with supra-genius abilities can become wizards.
They are very reclusive, live in isolated meadowlands, and never associatewith any other humanoids, other than elves, for long — or with frequency.
They usually are armored with chain mail and shield and all carry swords.
Grey elves often (50%) have hippogriffs as steeds (70%) or actually use
griffons (3-12) as guards/mounts (30%). They speak the same languages as
do high elves. Grey elves have either silver hair and amber eyes or pale
golden hair and violet eyes. The latter sort are generally called faeries. They
favor white, yellow, silver, or gold garments. Their cloaks are often deep blue
or purple. They live beyond the age of 1,500 years.

Elves of all sorts seek to make their home secure by locating it in a secluded
copse, wood or forest. They typically (65%) have from 2-12 giant eagles as
guards for their lair.
The composition of a band of elves by weaponing is given below: (They areusually in scale, ring, or chain mail, and most carry shields.)
sword and bow
sword and spear
sword
two-handed sword
spear
bow

10%
20%
20%
5%
30%
15%

Half-Elf: All half-elves are of human stock. They are handsome folk, with thegood features of each of their races. They mingle freely with either race, being
only slightly taller than the average elf (5½’) and weighing about 150 pounds.
They are able to detect secret entrances and the like as elves do (one-third to
one-half the time). Half-elves have normal infravision. They do not gain thesword and bow advantages of their elven stock, but half-elves are able toprogress simultaneously in two or three categories, i.e. fighter/magic-user orfighter/magic-user/cleric (if wisdom is 13 or greater). Half-elves normally may
attain maximum levels of 6/6/4; if strength is 17 or 18, the level of fighting
ability can go to 7th or 8th. Similarly, if intelligence is 17 or 18, half-elves canattain 7th or 8th level magic-user. Thus a half-elf can be a superhero/warlock/vicar (8/8/4). Half-elves are able to speak the same languages as elves —goblin, orcish, gnoll, halflingish, gnomish, and elvish (plus alignment andcommon). Half-elves live 250 years.

Higher level fighters, fighter/magic-users, and fighter/magic-user/clerics havea 10% chance per level per class of magical items of a usable sort. Thus, a
4th level fighter/5th level magic-user/5th level cleric would have a 40%
chance for magic armor (including shield, possibly, or possibly shield only)
and/or weapon (sword or miscellaneous weapon); a 40% chance for any
other item not covered by the first class, i.e. armor and weapons; and a 50%
chance for any sort of magical item usable by a cleric. Furthermore, if above
4th level of magical ability the elf will have from 2-5 magic items for magic-

39

ELF

EYE, FLOATING

Wood Elf: Sometimes called sylvan elves, these creatures are very reclusiveand generally (75%) avoid all contact. Wood elves are more neutral than areother elves. They are unusually strong for elves (add +1 to all die rolls,
treating 19 as 18), but they are not quite as intelligent (treat 18 intelligence
as 17). They usually wear studded leather or ring mail (armor class 6) andfully 50% of any band is equipped with bows. Only 20% carry swords. 40%
of wood elves use spears. The lair of a band of wood elves is usually (70%)
guarded by 2-8 giant owls (80%) or by 1-6 giant lynx (20%). They live inprimaeval forests and distant woodlands. Wood elves speak only elvish andthe languages of certain woods animals and treants. Their complexions are
fair, their hair is yellow to coppery red and their eyes are light brown, lightgreen, or hazel. They wear russets, reds, brown and tans. Their cloaks areusually green or greenish brown. Wood elves have a life span of centuries.

An ettin attacks with both arms, its left head directing the left arm and theright head the right. Blows from the former arm cause 2-16 points ofdamage; the right inflicting 3-18. One of the ettin’s heads is always likely to
be alert, so they are difficult to surprise.
Description: It is evident from their appearance that ettins are closely related
to orcs. Their animal skin dress is typically moth eaten and filthy. Ettins use
spiked clubs and similar weapons.

EYE, Floating
FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 9
MOVE: 30”
HIT DICE: 1-4 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Hypnotism
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S (1’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

ETTIN
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 10% IN LAIR: 20%
TREASURE TYPE: Individual O, C,
Y in lairNO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised only
on a 1MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (13’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Floating eyes are salt water fish of very unusual nature. They havetransparent bodies and a single large eye of about three inch diameter. The
latter is all that is readily visible of this fish, and when it is gazed at thecreature so doing must save versus paralyzation or become hypnotized andremain stationary. Predatory fish (always near floating eyes) then eat the
helpless prey, while the floating eyes feed upon the scraps. Naturally, thesecreatures also eat any small marine creatures they come upon andhypnotize.

Ettins are giant-like creatures which dwell only in remote areas. Their lairs arealways underground, for they prefer darkness and are nocturnal.

40

EYE OF THE DEEP

FROG, GIANTEYE OF THE DEEP

It is possible that this monster is a relative of the beholder, for there areremarkable similarities between the two species. The eye of the deep dwells
only at great depths of the ocean, floating slowly about, stalking prey. It has
two huge crab-like pincers to seize its victims and a mouth full of small sharp
teeth. Its primary weapons, however, are its eyes. The creature has a large
central eye which emits a blinding flash of light to dazzle and stun those in
its ray (cone ½” at eye extending 3” to a 2” diameter base) for 2-8 melee
rounds unless a saving throw versus death ray/poison is made. The eye ofthe deep also has two smaller eyes on long stalks with which it is able tocreate an illusion; or, acting independently, the small eyes are able to casthold person and hold monster spells respectively.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 10-12% IN LAIR: 20%
TREASURE TYPE: R
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: L (3’-5’ dia.)
PSIONIC ABILITY: Nil
Attack/Defense Modes: NilF

Because it inhabits the deeps, this monster has an armor class of 5
everywhere, including eyes and eye stalks. It can withstand 10 to 12 dice ofdamage before being killed. If its eyestalks are severed they will, as withthose of a beholder, grow back in about a week of time.
Nature: The eye of the deep is hateful and aggressive, generally conforming
to its land-dwelling cousin, the beholder, as regards temperament.

FLIGHTLESS BIRD — FROG, GIANT — FUNGI, VIOLETFLIGHTLESS BIRD
FREQUENCY: Common
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 18”
HIT DICE: 1-3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 or 1, See below
DAMAGE/ATTACK: 1-4 or 2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant frogs are found in marshes, swamps, large ponds, river banks, andlake shores. The smallest are only about 2’ long (body), medium-sized frogs(2 hit dice) are about 4’ long, and the largest are some 6’ long. Because of
their coloration they surprise on a 1-4. These creatures can leap up to 18” toattack. A giant frog has a tongue which is equal to three times its bodylength. This sticky member strikes at +4 to hit but does no damage. The
tongue is used to draw prey to the frog’s mouth. Any creature hit by the
tongue gets the opportunity to hit it, and if it does, the frog will withdraw it
and not use it against the creature again. If the tongue is not struck, thecreature contacted by this member is drawn to the frog next turn andautomatically takes maximum damage.
Exception: Creatures weighing more than the frog have a second opportunity to
strike the tongue and will not be dragged to the frog’s mouth until the third
melee round. Furthermore, creatures weighing more than twice the weight of
the frog will not be dragged at all, and the frog will release its hold on thethird melee round.

These large avian creatures are typified by the ostrich, emu, and rhea. They
live in warm climates in open grasslands. The ostrich-sized have 3 hit dice,emu-like birds have 2, and rhea-sized types 1 hit die. All flightless birds are
non-aggressive and run from danger. If cornered they can peck (1-4 hit points)
or kick (2-8 hit points).

Frogs weigh from 50 to 250 pounds, (figure 50 pounds additional weight forevery foot of body length over 2’). For each 50 pounds of weight over 50,
subtract 2” from leaping distance maximum (18”). A giant frog can jump to a
maximum of 30’ high, regardless of weight. The direction of a jump can be
up to 45° to either side of their direct facing.

FROG, Giant
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Frog, Giant
Uncommon5-40
73”//9”
1-3
Nil
Nil
1
1-3/1-6/2-8
See below
NilStandard
NonNeutral
S to M
Nil
Nil

KillerVery rare
3-18
86”//12”
1+4
Nil
Nil
3
1-2/1-2/2-5
See below
NilStandard
NonNeutral
S
Nil
Nil

Poisonous
Rare
2-12
8
3”//9”
1
Nil
Nil
1
1
See below
NilStandard
NonNeutral
S
Nil
Nil

Giant frogs eat large insects, birds, rats, or just about any other creaturesmall enough to swallow. A giant frog can swallow a small human, elf,
halfling, etc. This is indicated by a score of 20. If a giant frog swallows an
opponent whole, there is a chance for it to cut its way out if it has a sharpedged weapon and can score an 18 or better (this also kills the frog). The
victim has three chances to so escape. Hits upon a giant frog with whole
prey inside have a one-third probability of hitting the creature inside, thus
inflicting whatever damage scored on the giant frog on that creature also.
They aggressively hunt, but fear such predators as giant fish, giant turtles,
giant snakes, etc. If severely wounded they will retreat. They fear fire.
Killer Frog: These smallish giant frogs employ talons and teeth in attack.
They are man-eating, specially bred mutants. Only their cannibalistic habits
keep them from becoming common and thus a real threat.
Poisonous Frog: This is a rare variety of the normal frog. It secretes a poison
from its skin, so that its touch as well as its bite can prove fatal. However, as
the poison is weak, all creatures gain a +4 on their saving throws.

41

FUNGI, VIOLETGAS SPORE

FUNGI, Violet

ALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 1”HIT DICE: 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-4
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-G

Violet fungus growths resemble shriekers, and are usually (75%) encounteredwith them. The latter are immune to the touch of violet fungi, and the two
types of creatures complement each other’s existence. Violet fungi favors
rotted animal matter to grow upon. Each fungus has 1 to 4 branches which it
will flail out with if any animal comes within their 1’ to 4’ range. The
excretion from these branches rots flesh in but one melee round unless asaving throw versus poison is made or a cure disease is used. The branch
length of this growth depends upon size. Violet fungi range from 4’ to 7’ tall,the smallest having 1’ branches, the 5’ sort having 2’ branches, etc. Any
sized growth can have 1 to 4 branches.

GAR, GIANT — GARGOYLE — GAS SPORE — GELATINOUS CUBE — GHAST — GHOST — GHOUL — GIANT —GNOLL — GNOME — GOAT, GIANT — GOBLIN — GOLEM — GORGON — GRAY OOZE — GREEN SLIME —GRIFFON — GROANING SPIRIT
These monsters are ferocious predators of a magical nature. They are
typically found amidst ruins or dwelling in underground caverns. They will
attack anything they detect, regardless of whether it is good or evil, 90% of
the time. They love best to torture prey to death when it is helpless. Because
they are fairly intelligent and evil they will sometimes serve an evil master ofsome sort.

GAR, Giant
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 30”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (21’-30’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Kopoacinth: This creature is a marine variety of gargoyle which uses its
wings to swim. They conform in all respects to a normal gargoyle. They dwellin relatively shallow waters, lairing in undersea caves.

Unlike their smaller relatives, giant gar tend to be aggressive hunters. They
inhabit only large, deep lakes and rivers. They are capable of swallowing
prey whole, and any hit of 20 indicates they have done so. Note that a small
giant gar can swallow an elf or dwarf whole. If a creature is swallowed
whole there is a 5% chance/melee round that it will die. A creature soswallowed must have a sharp-edged weapon in hand to have any chance of
cutting its way out. The swallowed creature must be able to inflict damage
equal to 25% of the fish’s total hit points to get free. Attacks which pierce thegar can hit the creature swallowed whole (assume 20% chance), and this willcause appropriate damage to both the gar and the creature swallowed.

GAS SPORE
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVE: 3”
HIT DICE: 1 hit point% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

GARGOYLEFREQUENCY: Uncommon
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 9”/15”
HIT DICE: 4 + 4% IN LAIR: 20%
TREASURE TYPE: Individuals M(×10), C in lairNO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-3/1-3/1-6/
1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

At any distance greater than 10’ a gas spore is 90% likely to be mistaken fora beholder. Even at close ranges there is a 25% possibility that the creature
will be viewed as the eye tyrant, for a gas spore has a false central eye andrhizome growths atop it which strongly resemble the eye stalks of a beholder.
If the spore is struck for even one point of damage it will explode, its gaseouscontents react violently to air, and every creature within a 20’ radius takes
6-36 hit points of damage (3-18 if saving throw versus wands is made). If a
gas spore makes contact with exposed flesh the spore shoots tiny rhizomes
into the living matter and grows throughout the victim’s system in but one
melee round. The gas spore dies immediately. The victim must get a curedisease within 24 hours or die, sprouting 2-8 gas spores.

42

GELATINOUS CUBEGHOULGELATINOUS CUBE

damage, and clerics can turn them. The circle of protection from evil does notkeep them at bay unless it is used in conjunction with cold iron (such as acircle of powdered iron, an iron ring, etc.).

FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 6”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Paralyzation,
surprise on 1-3
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (10’ cube)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are often used as slaves by powerful demons.

GHOST
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0 (or 8); see
below
MOVE: 9”
HIT DICE: 10% IN LAIR: 25%
TREASURE TYPE: E, S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Age 10-40
years
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: HighALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The gelatinous cube is one of the scavengers not uncommon in dungeons. Its
cubic form is ideal for cleaning all living organisms, as well as carrion, fromthe floor and walls of underground passageways. Certain very large cubes
are taller so as to be able to garner mosses and the like from ceilings as well.
Gelatinous cubes are nearly transparent and are difficult to see (thussurprise on 1-3). As these monsters travel about they sweep up metallic
and other items which are “indigestible” to them. This includes treasuretypes J, K, L, M, N, Q as well as a potion, dagger, or similar items.
Such material will remain in the body of a gelatinous cube for several
weeks before being cast out (thus deposited somewhere on the floor).

Ghosts are the spirits of evil humans who were so awful in their badness thatthey have been rewarded (or perhaps cursed) by being given undead status.
Thus they roam about at night or in places of darkness. These spirits hategoodness and life, hungering to draw the living essences from humans. As ghosts
are non-corporeal (ethereal), they are usually encountered by creatures in a likestate, although they can be seen by non-ethereal creatures. The supernatural
power of a ghost is such, however, that the mere sight of one causes any
humanoid being to age 10 years and flee in panic for 2-12 turns unless a saving
throw versus magic is made. Clerics above 6th level are immune to this effect,
and all other humanoids above 8th level add +2 to their saving throws.

If a gelatinous cube touches (hits) an opponent, a saving throw versus
paralyzation must be made, or the creature touched is anesthetized for 5-20
melee rounds. The cube then surrounds the victim, secretes digestive fluids,
and digests a meal. Damage caused to opponents is due to the digestive
secretions.
Gelatinous cubes can be hit by all forms of weapons, and attacks by fire
have normal effects. Cold will have no effect on these monsters unless they
fail their saving throw, in which case they are slowed 50% and do only 1-4
hit points of damage. Electricity, fear, holds, paralyzation, polymorph, andsleep based attacks have no effect on gelatinous cubes.

Ghosts attack by two means: Any creature within 6” of one is subject toattack by magic jar spell from the ghost. Unless the ghost becomes semimaterial to attack by other means, it can otherwise only be combatted byanother in the ethereal plane (in which case the ghost has an armor class of8) or by telepathic means. If the ghost fails to magic jar its chosen victim, it
will then semi-materialize in order to attack by touch (in which case the ghostis armor class 0). Semi-materialized ghosts can only be struck by silver (doing
50% of normal damage) or magical weapons. If they strike an opponent itages him 10-40 years. Note that ghosts can be attacked with spells only fromcreatures who are in an ethereal state. Any human — including dwarves,
elves, gnomes, and halflings — killed by a ghost is forever dead.

GHAST
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 4% IN LAIR: 10%
TREASURE TYPE: B, Q, R, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

GHOUL
FREQUENCY: Uncommon
NO. APPEARING: 2-24
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 2% IN LAIR: 20%
TREASURE TYPE: B, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are so like ghouls as to be completely indistinguishable
from them, and they are usually found only with a pack of ghouls. Whenthe pack attacks it will quickly become evident that ghasts are present,
however, for they exude a carrion stench in a 10’ radius which causes
retching and nausea unless a saving throw versus poison is made. Thosefailing to make this save will attack at a penalty of -2 on “to hit” dice rolls.
Worse, the ghast attacks as a ghoul with regard to paralyzation, and this
attack will affect elves as well.

Ghouls are “undead,” once human creatures which feed on human andother corpses. Although their change from human to ghoul has deranged
and destroyed their minds, ghouls have a terrible cunning which enables
them to hunt their prey most effectively. Ghouls attack by clawing with their

Ghasts are of the “undead” class so sleep and charm spells do not affectthem. They are struck by any sort of weapon; cold iron causes double

43

GHOUL

GIANT, FROST

filthy nails and with fangs. Their touch causes humans — including dwarves,
gnomes, half-elves, and halflings, but excluding elves — to become rigid(paralysis) unless a saving throw versus paralyzation is successful. Any
human killed by a ghoulish attack will become a ghoul unless blessed (orblessed and then resurrected). Ghoul packs always attack without fear.

Adult cloud giants can hurl rocks from 1” to 24” distance, inflicting from 2-24
hit points of damage when they hit. They have a 60% chance of catching likemissiles. All cloud giants have a keen sense of smell, thus they are surprised
only on a roll of 1 on a 6-sided die. 10% of cloud giants are very intelligent.
These will be the ones found dwelling on cloud islands. All such cloud giants
are able to levitate themselves and additional weight of up to 20,000 gold
pieces twice per day.

These creatures are subject to all attack forms except sleep and charm spells.
They can be turned by clerics. The magic circle of protection from evil
actually keeps these monsters completely at bay.

There is a 50% chance that evil cloud giants will have 1-3 captives as slavesin their lair.

Lacedon: The lacedon is a marine form of the ghoul. It conforms in all otherrespects to ghouls.

Description: Cloud giants have pale blue white to light blue skin, silver whiteor brass colored hair, and wear various items of clothing and jewelry. They
are armed with great clubs.

GIANT
Fire Giant

Giants are huge humanoids. There are six major races of giants, each race
having some similarities and many differences from the others. Common
characteristics will be given here, while the unique features of each race will
be detailed under the heading appropriate to each.

FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 11 + 2-5% IN LAIR: 35%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-30
SPECIAL ATTACKS: Hurling rocks
for 2-20 hit points
SPECIAL DEFENSES: Impervious
to fireMAGIC RESISTANCE: Standard
INTELLIGENCE: Average to low
ALIGNMENT: Lawful evil
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

All giants are very strong, with strengths ranging from 19 to 25 as comparedwith humans. Because of this strength, they are able to pick up rocks and hurlthem as if the missile were shot from a catapult, but without the minimum
range restrictions of the device.
Most giants are cave dwellers. Whenever they leave their lair giants of allsorts will always have a huge sack with them. Giants’ bags contain various
odds and ends of things precious only to the giant: a large rock or two, andfrom 1,000 to 6,000 coins of some type — usually gold.
Although giants are often stupid, they are usually cunning, too. They cansometimes be tricked and will be likely to bargain if approached from a
position of strength. It is not unusual for giants to agree to share in anundertaking with a group of creatures of similar alignment to that of the giant,for these huge monsters are eager for treasure.
Young giants will have hit points and do damage according to thepercentage of a normal adult male indicated by the dice roll.

Fire giants are as often found in castles as in caverns. If found in their lair it
is 25% likely that they will have 1-4 hell hounds of the largest size as watch
dogs. If more than 4 fire giants are encountered in their lair the additional
ones will be females (corresponding to frost giants for hit dice and damage/attack), except that if 7 or 8 are encountered the last one or two will be
young (roll percentile dice for size).

Each race of giants speaks its own particular dialect which is unintelligible toother races. They also speak their appropriate alignment tongue.

Cloud Giant

Adult fire giants are able to hurl rocks from 1” to 20” distances, inflicting
2-20 hit points of damage. They can catch like missiles 50% of the time. Fire
giants are impervious to fire, even red dragon breath.

FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVE: 15”
HIT DICE: 12 + 2-7% IN LAIR: 40%
TREASURE TYPE: E, Q (×5)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 6-36
SPECIAL ATTACKS: Hurling rocks
for 2-24 hit points
SPECIAL DEFENSES: Surprised only
on 1
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Neutral (good 50%,
evil 50%)
SIZE: L (18’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Description: Fire giants are very broad (about 6’ at the shoulders), looking
almost like dwarves. Their skins are coal black, hair is flaming red or brightorange, and eyes are deep red. Their teeth are usually yellow orange. They
wear armor or dragon hides. They favor huge swords.

Frost Giant
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 10 + 1-4% IN LAIR: 30%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-24
SPECIAL ATTACKS: Hurling rocks
for 2-20 hit points
SPECIAL DEFENSES: Impervious to
cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to low
ALIGNMENT: Chaotic evil
SIZE: L (15’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Unlike the commoner sorts of giants, cloud giants usually reside in crude
castles built atop mountains or on magical cloud islands. When found in theirlair it is 60% likely that cloud giants will have 1-4 spotted lions as pets/
guards. If more than 1 cloud giant is encountered in their lair it is 75% likelythat the second will be a giantess (treat as fire giant for hit dice anddamage/attack) and the others young giants (roll percentile dice to determine
state of maturity). If 6 giants are thus encountered, one of the young will be afull-grown male, one a full-grown female, and the other two sub-adults ofeither sex (1-3 male, 4-6 female).

44

GIANT, FROSTGIANT, STORM

Frost giants more commonly inhabit castles, although they often lair in large
frigid caverns. There is a 50% probability that they will have from 1-6 winterwolves in their lair as watchdogs. If more than 4 frost giants are encountered intheir lair numbers 5 and 6 will be females (treat as stone giants with respect tohit dice and damage/attack), and 7 and 8 will be young giants (roll percentile
dice to determine size).

or caverns. They are fond of cave bears and are 75% likely to have 1-4
guarding their lair. If more than 4 stone giants are encountered in theirlair numbers 5 and 6 will be females (treat as hill giants with regard tohit dice and damage/attack), and numbers 7 and 8 will be young (rollpercentile dice to determine size).
Stone giants are playful at times — especially at night. The adults
find great sport hurling rocks from 1” to 30” distances, causing 3-30 hit
points of damage when striking a creature, and stone giants are 90%
likely to catch similar types of missiles hurled at them.

Adult frost giants are able to hurl rocks from 1” to 20” distances, inflicting
2-20 hit points of damage. They can catch like missiles 40% of the time. Frost
giants are impervious to cold, even white dragon breath.
Description: Frost giants have dead white or ivory skin color, blue-white or
yellow hair, and pale blue or yellow eyes. Their build is basically similar to a
muscular human, with appropriate size differences. Frost giants wear armorand bear arms similar to those of humans of the northern barbarian sort.

Description: With their gray to gray-brown skins, dark gray to blue-grayhair, and metallic-looking eyes (silver to steel), stone giants are bothstriking in appearance and able to blend easily into stoney settings. The
latter effect is enhanced by their choice of rock-colored garments. Stone
giants are typically armed with stone weapons.

Hill Giant

Storm Giant

FREQUENCY: Common
MO. APPEARING: 1-10
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 8 + 1-2% IN LAIR: 25%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Hurling rocks
for 2-16 hit points
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (10½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVE: 15”
HIT DICE: 15 + 2-7% IN LAIR: 55%
TREASURE TYPE: E, Q (×10), S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-42
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic good
SIZE: L (21’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Hill giants always dwell in caves or similar underground habitations. These lairs
are typically of forsaken areas. Hill giants sometimes have other creatures intheir lairs to act as guards; this is 50% likely, and the guarding creatures willbe 2-8 dire wolves (50%), 1-3 giant lizards (30%) or a group of 2-8 ogres(20%). If more than 4 hill giants are encountered in their lair numbers 5, 7,
and 9 will be giantesses (6 hit dice, and treat as ogres for damage/attack)and 6, 8, and 10 will be young hill giants (roll percentile dice for size).

The most powerful and respected true giant is the storm giant. These
great, generally reclusive creatures inhabit only out-of-the-way places.
Their abodes are typically cloud islands (60%), mountain peaks (30%) or
underwater (10%), and there the storm giants build their spacious castles.
It is 30% probable that the lairs of storm giants will have animals as
guards and/or pets. Storm giants dwelling on cloud islands or mountainpeaks will have 1 or 2 rocs (70%) which they will also employ as ariding animal or 1-4 griffons (30%). Those storm giants who dwell
underwater will have 2-8 sea lions.

Adult hill giants are able to hurl rocks from 1” to 20” distances, inflicting 216 hit points of damage. They are able to catch similar missiles 30% of thetime. 50% of hill giants also speak ogre.

Unlike other sorts of giants, storm giants do not hurl rocks, for they havemagical properties and spells which they employ instead. A storm giant is able
to hurl a lightning bolt of 8 (8-sided) dice effect once per day. All storm giants
are able to levitate twice per day, lifting weights up to 30,000 gold pieces
equivalent in addition to their own body weight. They are able to breathe
normally underwater as desired. Note that storm giants dwelling underwater
are able to cast lightning bolts and move at normal speed. When they desire
to do so, storm giants are able to perform any of the following spells, one at atime, once each per day: predict weather, call lightning (3 bolts of 10-15
6-sided dice each), control winds, weather summoning. When aroused forcombat, it is probable that a storm giant will summon a storm and calllightning, for this weather is most favored by an angry storm giant in battle.

Description: Hill giants have tan to reddish brown skins, brown to black hair,and red-rimmed eyes. They typically dress in rough hides or skins. They use
any form of weapon available but favor clubs.

Stone Giant
FREQUENCY: Uncommon
NO. APPEARING: 1-8
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 9 + 1-3% IN LAIR: 30%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Hurling rocks
for 3-30 hit points
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Storm giants are not harmed by electrical energy, even including such
discharges as blue dragon breath.
Description: The skin coloration of storm giants ranges from pale light green
to violet, the former being typical of those specimens which are marine.
Green colored storm giants have dark green hair and emerald green eyes,
while other storm giants tend towards deep violet or blue-black hair coloration
with silvery gray or purple eyes.

Stone giants inhabit mountainous regions in most cases, dwelling in caves

45

GNOLL

GNOME

GNOLL

ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 1% IN LAIR: 50%
TREASURE TYPE: Individuals M(×3); C, Q (×20) in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or 1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4
levels higher
MAGIC RESISTANCE: As above
INTELLIGENCE: Very
ALIGNMENT: Neutral to lawful
good
SIZE: S (3‘+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 2% IN LAIR: 20%
TREASURE TYPE: Individuals L, M;
D, Q (×5), S in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8 or byweaponSPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low-average
ALIGNMENT: Chaotic evil
SIZE: L (7’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Similar to their larger cousins, dwarves, the social organization of gnomes isbased on clans, and these groups are likewise neither exclusive nor hostile toeach other, although there does exist a rivalry wherein each tries to outdo theother groups. For every 40 gnomes encountered there will be a fighter of a2nd, 3rd, or 4th level (die roll 1-2, 3-4, or 5-6). If 160 or more gnomes are ina group there will be in addition one 5th level and one 3rd level fighter as
chief and lieutenant of the band. If 200 or more are encountered they will havea gnomish cleric of 4th, 5th, or 6th level in addition to the others. If 320 ormore gnomes are encountered there will be the following additional gnomes in
the group: a 6th level fighter, two 5th level fighters, a 7th level cleric, and four
3rd level clerics. If encountered in their lair (home) there will be the following
additional gnomes: from 2-8 fighters of 2nd or 3rd level, 1-4 clerics of 2ndlevel, and females and young equal to 50% and 25% respectively of thenumber of adult males. A gnomish lair is sometimes based upon earthenburrows, although 75% of the time it will be made in rocky hill formations.

Gnolls travel and live in rapacious bands of loose organization, with the largest
dominating the rest. These bands recognize no other gnoll as supreme, but they
do not necessarily dislike other bands, and on occasion two or more suchgroups will join together briefly in order to fight, raid, loot, or similarly havegreater chance of success against some common foe or potential victim. They
are adaptable and inhabit nearly any area save those which are arctic and/or
arid. They have a so-called king, very powerful personally and with a double
normal-sized following, but his authority extends only as far as his reach.
For every 20 gnolls encountered there will be a leader-type with 16 hit points(attacks as a 3 hit dice creature). If 100 or more of these creatures areencountered there will be the following additional gnolls with the band: achieftain (armor class 3, 22 hit points, attack as a 4 hit dice creature anddoes 4-10 hit points damage/attack) and 2-12 guards (armor class 4, 20 hit
points, attack as 3 hit dice monsters, and do 3-9 hit points damage). If thegnolls are encountered in their lair there will always be a chieftain there, andthere will be from 5-20 guards with him. The lair will also contain females andyoung equal to 50% and 200% respectively of the number of males present.

Gnomes are typically armored with leather armor which is ringed or well studded
with metal and shield (armor class 5). They have the following typical weaponing:short sword and short bow
short sword and spearclub and slingclub and spearclub and short sword

Gnolls are subterranean 85% of the time, but occasionally (15%) they will takeup residence in an abandoned (or cleared) village or building of some sort. In
the former case they are 30% likely to have 1-3 trolls living with them andacting as guards. In the case where gnolls are found above ground, they arequite likely (65%) to have 4-16 hyenas (80%) or 2-12 hyaenodons (20%) as
pets and guards. They always have a number of captives for food or slavelabor (1 per 10 gnolls is minimum).

All gnomes above normal level will have chainmail and shield. Those above
5th level will have plate armor and shield. Higher level fighters will have a
10% chance per level of having magic armor and/or weapons. Gnomish
clerics will likewise have a 10% chance per level for 1-3 additional items(potion, clerical scroll, ring, wand/staff/rod, misc. magic) usable by clerics.

Gnolls employ a great variety of weapons, all carry swords, and atypical force will have the following percentages:
great bowpole arm
two-handed sword
battle axe
morning star

10%
20%
15%
40%
15%

15%
35%
15%
20%
15%

Gnomes are 80% likely to have tamed animals to serve as guards intheir lair: 5-30 badgers (70%) or 3-12 giant badgers (20%) or 2-8
wolverines (10%).
Due to their great hatred of kobolds and goblins, all gnomes gain a bonus of+1 on their dice rolls to hit these opponents. When gnomes are in melee withgnolls, bugbears, ogres, trolls, or giants their opponents must deduct 4 fromtheir dice rolls to hit the gnomes because of their small size and their combat
skill against these much bigger creatures.

Gnolls will generally be on friendly terms with orcs, hobgoblins, bugbears, ogres,and even trolls — providing the weaker types are not very much weaker innumbers and the gnolls are relatively equal in strength to the stronger monsters.
Gnolls are strong, but they dislike work and are not good miners. They haveinfravision. They speak their racial tongue, chaotic evil, troll, and often (60%)
orcish and/or hobgoblin.

All gnomes are highly resistant to magic and poison, so they make saving throws
at 4 levels above their actual level. Gnomes can see in the dark (infravision),noting monsters at 60’. Because of their mining skills gnomes are excellent (50%
to 80% likely) in detection of passages which slope upwards or downwards,
unsafe walls, floors, and ceilings, and approximate depth and direction. It isrumored that there exist gnomes with magical abilities up to 4th level, but this has
not been proved.

Description: There is a great resemblance between gnolls and hyenas. Gnolls
have greenish gray skins, darker near the muzzle, with reddish gray to dull
yellow mane. Eyes are dull black and nails are amber colored. Their armor isof horn, metal plates, and leather; like their fur capes and vests, it is shabby,
and the latter are moth-eaten and dingy, being brown, black or grayish pelts.
Gnolls have short life spans — 35 years being average.

Besides their alignment and racial tongues, gnomes speak kobold, goblin,halflingish, dwarvish, and can speak with burrowing mammals as well.
Description: Most gnomes are wood brown, a few range to gray brown, ofskin. Their hair is medium to pure white, and their eyes are gray-blue to brightblue. They wear leather and earth tones of cloth and like jewelry. The averagegnome will live for 600 years.

GNOME
FREQUENCY: Rare
NO. APPEARING: 40-400

46GOAT, GIANT

GOLEM, CLAY

GOAT, Giant

short sword and military pickshort sword and sling
short sword and spearslingmorning star
military pick
spear

FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 7
MOVE: 18”
HIT DICE: 3 + 1% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (5’+ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

10%
10%
10%
10%
20%
10%
30%

Leaders and guards will typically have the best weapons, bearing two each.
Goblins are fair miners, and they are able to note new or unusual
construction 25% of the time. They hate gnomes and dwarves and will attack
them in preference to any other creature. All goblins are slave takers andfond of torture.
The languages spoken by goblins are: their own, lawful evil, kobold, orcish,and hobgoblin.
Description: Goblins range from yellow through dull orange to brick red inskin color. Their eyes are reddish to lemon yellow. They dress in darkleather gear, and their garments tend towards dull, soiled-looking colors(brown drab, dirty gray, stained maroon). Goblins reach the age of 50
years or so.

These reclusive herbivores dwell in hilly country. They will aggressively defend
themselves from any threat. If giant goats charge, they add +4 to damage
inflicted when they hit (6-20 hit points). Their weapons are two long, sharphorns. They attack by butting with them. In rare cases these creatures havebeen tamed to serve as steeds.

GOLEM

If more than 7 of these creatures are encountered the remainder will be
young (roll percentile dice to determine size, halving the number rolled andadding it to 50%).

Golems are magically created monsters. There are four different sorts, andeach will be detailed separately. All but the flesh golem are created fromearthen components. The former is created from the remains of humans. The
creation of a golem involves ultra-powerful spells and elemental forces.

GOBLINFREQUENCY: Uncommon
NO. APPEARING: 40-400
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 1-7 hit points% IN LAIR: 40%
TREASURE TYPE: Individuals K,
Lair CNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or byweaponSPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low)
ALIGNMENT: Lawful evil
SIZE: S (4’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Magical creatures with hit dice equal to or greater than those of the golem
are able to attack with effect. For purposes of determination of hit dice, figure
4.5 hit points per hit die, and points being rounded up. Thus a flesh golem
has 9 dice, a clay golem 11, a stone golem 14, and an iron golem 18.

Clay Golem
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 7”
HIT DICE: 50 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (8’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Goblins have a tribal society, the strongest ruling the rest, allowing fealty to
the goblin king. It is possible that goblins are distantly related to kobolds. Likethe latter, goblins enjoy dwelling in dismal surroundings, although they tend
to inhabit caves and similar underground places in preference to any
habitation above ground. They too hate full daylight and attack at a -1 whenin sunlight. Goblins have normal infravision (60’ range).

A clay golem can be created by a lawful good cleric of 17th or higher level(unless a magical tome is used, in which case a lower level cleric can createone). It requires a resurrection spell, an animate objects spell, a commune
spell, a prayer spell, and a bless spell. The cleric must first fashion a manshaped clay statue, and once this is sculpted the cleric must go through anuninterrupted ritual using the spells delineated. Materials to do the spell
require an outlay of 20,000 gold pieces. Vestments for the ritual cost another
30,000 gold pieces, minimum.

For every 40 goblins encountered there will be a leader and 4 assistants whoare equal to orcs, each having 7 hit points and attacking as monsters with afull hit die. If 200 or more goblins are encountered there will be the following
additional figures: a sub-chief and 2-8 guards, each fighting as hobgoblins
and having 8 hit points, armor class 5, and doing 1-8 hit points damage.
There is a 25% chance that any force of goblins encountered will have 10%of its strength mounted on huge wolves (qv) and if this is the case there will
also be from 10-40 of these creatures without riders. In their lair there will be
the following additional figures: a goblin chief and 2-8 bodyguards (9-14 hit
points, armor class 4, fight as gnolls doing 2-8 hit points of damage), females
and young equal to 60% and 100% respectively of the number of male
goblins encountered. As is usual with creatures of this sort, the females andyoung do not fight. A goblin lair will be protected by from 5-30 huge wolves
not less than 60% of the time. There is a 20% chance that 2-12 bugbears will
be in a goblin lair.

Once created the clay golem is under the command of the cleric who createdit. Each melee round the clay golem is in combat there is a 1% cumulative
chance that it will be imbued with a chaotic evil spirit. If this happens, theclay golem immediately passes from the control of the cleric and attacks any
living thing, moving to the closest one to attack, and proceeding on to thenext after killing it. This behavior will continue until the golem is destroyed,for control can never be regained.
Damage inflicted upon living matter by a clay golem is only repairable bymeans of a healing spell from a cleric of 17th or greater level.

Goblins are typically armed with:47

GOLEM, CLAY

GOLEM, STONE

Iron Golem

Attacks by a clay golem are based on 11 hit dice. Once per day the golem
can be hasted for three melee rounds after engaging in at least one round of
combat. During this period it strikes twice per round. (If out of control, thegolem will immediately haste itself if it has not previously done so.)

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 6”
HIT DICE: 80 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Clay golems can be struck only by blunt magical weapons such as hammers ormaces. Other weapons do not affect it. Spells do not affect it, except as follows:
move earth will drive the golem back 12” and inflicts 3-36 hit points of damage,disintegrate will slow the golem 50% and inflicts 1-12 hit points of damage, andan earthquake cast directly at a clay golem will stop it from moving that turn andinflict 5-50 hit points of damage.

Flesh Golem
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 8”
HIT DICE: 40 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (7½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Construction of an iron golem, bipedal and manlike, requires a magical tome
or a magic-user of 18th or higher level employing the following spells: wish,
polymorph any object, geas, and cloud kill. The cost in materials is 1,000
gold pieces per hit point, and it requires 3 months construction time.
The golem created always remains under the control of the magic-user who
created it. It can obey any simple commands. It will stand, non-functioning, as a
guard until some event takes place, i.e. until a door is opened, a book read, etc.
In addition to striking, an iron golem will breathe out a cloud of poisonous
gas, 1” = 1” = 1”, directly before it, once every 7 melee rounds.
The strength of an iron golem is three times greater than that of a flesh
golem. An iron golem can do 1 point of structural damage per melee round.

A flesh golem can be created by means of a magical tome or by a high-level
magic-user employing a wish spell, a polymorph any object, a geas, aprotection from normal missiles and a strength spell. The latter case demands
a level of magic-use of at least the 14th. The cost in materials is 1,000 gold
pieces per hit point of the golem. It requires 1 month to fashion the creature.

An iron golem can be struck only by magical weapons of +3 or greater
enchantment. Normal and magical weapons under +3 do no damage. The
only magical attacks which affect the iron golem are electrical, such as alightning bolt, which slows the monster 50% for 3 melee rounds. Magical fireattacks repair damage on a 1 hit point for 1 hit point basis. Iron golems are
subject to attack from the rust monsters.

The creator of the flesh golem controls the monster, being able to have it follow
simple commands (go ahead, stop, kill, etc.). The master of the golem can haveit suspend its functioning until a set event takes place (such as someone
entering its room).

Stone Golem

However, for each turn of melee a flesh golem engages in there is a 1% permelee round cumulative chance it will go berserk, attacking at random
anything in sight. The monster’s master has a 10% per melee round chanceof regaining control of the golem.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 60 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (9½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The flesh golem is very powerful and able to smash through doors and wooden
structures of normal construction. For example, a flesh golem would break throughan oaken door with iron reinforcing bands and hinges, in 5-8 melee rounds. It does
1 point of structural damage to wooden constructions only every 3 melee rounds.
Normal weapons do not harm flesh golems, but magical weapons have normal
effect. Spells of most sorts have no effect on such monsters, but fire or cold based
spells (such as wall of fire, fire ball, ice storm, etc.) slow the golem by 50% for
2-12 melee rounds. Electrical attacks restore damage to the golem in direct
relation to the number of dice of damage normally done, i.e. a 6 die lightning
bolt restores 6 hit points of damage which the golem might have sustained.

Stone golems of man-like shape are constructed by means of a magical tome
or a magic-user of 16th or higher level employing the following spells: wish,
polymorph any object, geas, and slow. The cost in materials is 1,000 gold
pieces per hit point, and it requires 2 months construction time.
Once created the stone golem can be controlled by its creator, and it will
understand and obey simple commands, i.e. attack, stop, wait, go, etc. The
golem can be made to stand and wait to attack until someone does
something to trigger the golem.
In addition to its normal attack, the stone golem is able to cast a slow spellon any opponent within 1” of its front facing every other melee round.
The strength of a stone golem is twice that of a flesh golem. It does 1 point ofstructural damage every other melee round.

48

GOLEM, STONE

GREEN SLIMEGRAY OOZE

Normal weapons do not harm stone golems. In fact, it requires weaponsof +2 or greater enchantment to damage them. The only spells which
affect a stone golem are: rock to mud slows the golem 50% for 2-12 melee
rounds, mud to rock restores all damage suffered by the golem, and stone
to flesh makes the golem vulnerable to normal attacks on the following
melee round.

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 8
MOVE: 1”HIT DICE: 3 + 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M to L
PSIONIC ABILITY: 21-121
Attack/Defense Modes: E/Nil

GORGONFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 12”
HIT DICE: 8% IN LAIR: 40%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Breath turns tostone
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Gray ooze is a slimy horror which inhabits subterranean places. I resembles
wet stone or sedimentary cave formations.
This creature corrodes metal at the same rate a black pudding (qv) does, i.e.
chainmail is eaten through in a single melee round. Its acids do no harm tostone or wood. Spells do not harm this creature, and it is impervious to heat orcold. Lightning, however, causes full damage to gray ooze, as do blows from
weapons. Note, however, that in the latter case the weapons striking thecreature may corrode and break. They strike like snakes when attacking.

Gorgons are bull-like creatures covered with thick metal scales. They prefer the
fastness of a wilderness or dreary caverns for habitation. A gorgon is able tobreathe out a cloud of noxious vapors which will turn any creature to stone
unless they make the appropriate saving throw. The breath shoots forth intruncated cone-shape, ½” diameter at the beasts’ mouth, 6” in length, to an end
diameter of 2”. A gorgon is able to use such breath up to 4 times per day.
Gorgons will always use this attack form in preference to other sorts of attack.

Large specimens (over 18 hit points) are larger than a full grown man, some(those over 21 hit points) are fully 3’ wide and 12’ long, although only about
6 or 8 inches thick.
In exceptionally large individuals intelligence of a sort is well developed.
Furthermore, these exceptional individuals have a latent psionic ability, and ifpsionic powers are used within 6” of them they will prepare a psychic crush
of from 21 to 121 psionic strength attack points and direct it at any
individual within range who uses psionic abilities. After loosing its psionicattack the gray ooze can be psionically attacked.

The awareness of gorgons extends into the astral and ethereal planes. So do
the effects of their breath weapon.

GREEN SLIMEFREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 9
MOVE: 0”HIT DICE: 2% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Green slimes are strange plant growths found in subterranean places.
Although they cannot move, they slowly grow, feeding on animal, vegetable
and metallic substances. They are sensitive to vibrations and will often drop
upon passing creatures from above.
Green slime will attach itself to living flesh, and in 1-4 melee rounds
thereafter turn the creature into green slime (no resurrection possible). It eatsaway wood slowly, consuming but one inch thickness in an hour. Green slimeeats metals quickly, going through plate armor in 3 melee rounds.
It can be scraped off quickly (if the scraper is then discarded), excised,frozen, or burned. A cure disease spell kills green slime. Other forms ofattack — including weapons or spell — do it no harm.
Occasionally huge slimes or colonies of dozens have been reported.

49

GRIFFON

HALFLINGGRIFFONGROANING SPIRIT (Banshee)

FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 3
MOVE: 12”/30”
HIT DICE: 7% IN LAIR: 25%
TREASURE TYPE: C, S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-16
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 15”
HIT DICE: 7% IN LAIR: 70%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Griffons seek cliffs and rocky habitats in which to build their nests. If
conditions permit they will lair in a cave. They are aggressive carnivores, andtheir favorite prey are horses. If they come within sighting or smelling distance(36” as a general rule) of horseflesh, the griffons will wing to the hunt. They
are much sought after in their fledgling state, for they can be tamed for use
as fierce, loyal, steeds if obtained before maturity. If encountered in their lair,
there is a 75% chance that there will be 1 or 2 eggs or young for every 2
griffons. The young are non-combative, but the adults will attack until killed.
Fledglings sell for 5,000 gold pieces, eggs for 2,000, on the open market.

H

The groaning spirit, or banshee, is the spirit of an evil female elf — a veryrare thing indeed. The spirit returns to harm the living. It is found only indesolate countrysides, moors, etc. The groaning spirit can attack by its
chilling touch, causing 1-8 hit points of damage/attack when it strikes. Its
more fearsome mode of attack, however, is its wail, or keening, which willcause the hearers within 3” to save versus magic or die on the spot. The sightof a groaning spirit causes fear unless an appropriate saving throw is made.
It can wail but once per day, and only during darkness. Groaning spirits
cannot be affected by charm, sleep, or hold spells. They are impervious toattack by cold or electricity. Exorcism kills them.

HALFLING — HARPY — HELL HOUND — HERD ANIMAL — HIPPOCAMPUS — HIPPOGRIFF -— HIPPOPOTAMUS —HOBGOBLIN — HOMONCULOUS — HORSE — HYDRA — HYENA

HALFLING

small sword and short bow
small sword and spear
short bowslingsmall sword
spear
hand axe

FREQUENCY: Rare
NO. APPEARING: 30-300
ARMOR CLASS: 7
MOVE: 9”
HIT DICE: 1-6 hit points% IN LAIR: 70%
TREASURE TYPE: Individuals K, B
in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weaponor 1-6
SPECIAL ATTACKS: +3 with bow
or sling
SPECIAL DEFENSES: Save at 4
levels higher
MAGIC RESISTANCE: As above
INTELLIGENCE: Very
ALIGNMENT: Lawful good
SIZE: S (3‘+ tall)
PSIONIC ABILITY: Nil*
Attack/Defense Modes: Nil*
* possible to exist in unusual characters

10%
10%
10%
20%
10%
20%
20%

All halflings of above normal level will have armor class 6, while those of 3rd
or 4th level will have armor class 5 and 4 respectively. All such higher levels
will have a 10% chance per level of having magic armor and/or
miscellaneous weapons.
Halflings encountered in their lair will have from 1-4 dogs (treat them as wild
dogs for statistical purposes) per halfling.
The magic and poison resistance of halflings causes them to save at fourlevels above their actual. They are exceedingly clever at both quiet movement
and hiding. They will surprise on a die roll of 1-4 on a 6-sided die. In natural
terrain they must be treated as invisible if they have any form of vegetation inwhich to conceal themselves. They have no infravision. They shun water.
Halflings speak their own language, their alignment tongue, and the common
speech. In addition they speak the language of gnomes, goblins, and orcs.

Halflings are basically hard-working, orderly and peaceful citizens of communities
similar to humans — although their villages usually contain many burrow homes
as well as surface cottages. For every 30 halflings encountered there will be two
2nd level fighters. If more than 90 are encountered there will be an additional
leader of 3rd level fighting ability. If more than 150 are encountered there will
also be the following additional halflings in the group: one 4th level fighter, two
3rd level fighters and three 2nd level fighters. If encountered in their lair there will
be females and children equal to 100% and 60% respectively of the adult males
indicated. A typical halfling lair will be in pastoral countryside.

Description: Of ruddy complexion, halflings tend toward brown or sandy brownhair coloration, and have brown or hazel eyes. Their dress is usually colorful,
but their trousers and coats are likely to be serviceable grey, tan, or brownmaterial. Halflings have a life expectancy of 150 or more years.
Tallfellow: A taller (4’+), slimmer halfling, with fairer skin and hair.
Tallfellows are very rare. They use more armor (AC 6), ride ponies andcarry more spears. It is possible for exceptionally strong (17, 18)
tallfellows to work to 5th or 6th level of fighting ability. They can speak
elvish and are very friendly with elves. They live for about 180 years on
the average.

The usual protection worn by halflings consists of padded or leather armor.
Halflings are typically weaponed as follows:50

HALFLINGHIPPOCAMPUS

Stout: This kind of halfling is a bit smaller (3½’+) and stockier than the
typical (hairfeet). They use more armor also (AC 6), and employ morningstars in addition to the usual halflingish arms. Very strong stouts (18) are able
to work up to 5th level fighting ability. Stouts have infravision and can detect
sloping passageways. They have no fear of water and can swim. These halflings are able to speak dwarvish and enjoy dwarven company. Stouts reachthe age of 200 or more years.

these reasons they are favored as watchdogs by monsters and fire giants.
Description: Hell hounds are rusty red to red brown in color. Their eyes are
glowing red. Teeth and tongues are sooty black.

HERD ANIMALFREQUENCY: Common
NO. APPEARING: 20-200 (ormore)
ARMOR CLASS: 8-7
MOVE: 15” to 24”
HIT DICE: 1-5% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Variable
DAMAGE/ATTACK: Variable
SPECIAL ATTACKS: Stampede
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S, M, or L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

HARPY
FREQUENCY: Rare
NO. APPEARING: 2-12
ARMOR CLASS: 7
MOVE: 6”/15”
HIT DICE: 3% IN LAIR: 25%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Singing &charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Harpies have the bodies of vultures but the upper torsos and heads ofwomen. They are voracious carnivores and foul creatures. Those that dwellalong seacoasts are generally known as sirens. All harpies are able to emit
sweet-sounding calls. Any creature hearing these calls will proceed towards
the harpies unless they save versus magic. Similarly, the touch of a harpy
charms those creatures which fail to make their saving throw versus magic.
The harpies attack, torture, and devour their charmed prey. What they do notwant they foul with excrement. A harpy attacks with her vulture claws andsome form of weapon — often a bone club or some weapon left from one ofher former victims. They speak their own language and none other.

Herd animals live in all climes — musk oxen and reindeer at the North Pole,
giraffe and antelopes at the equator. The smallest will have but 1 hit die, thelargest will have 5. Attacks are simply a matter of the animals’ in question
modes of defense (horns, butting, hooves, flight). Damage is a factor of
defense (attack) mode and size/strength. As herd animals are not aggressive,
they will stampede away from what they perceive to be the greatest threat totheir safety. Humans or humanoids of about man-size or less, will be trampled
to death if caught in the path of a stampede.

HELL HOUNDFREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 4-7% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Breathe fire
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

HIPPOCAMPUS
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 24”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Hell hounds are not normally from the material plane, but some few
now dwell on it, having been brought along by various creatures who
wished their evil service.
In addition to a normal attack (simply biting with their great black teeth), hell
hounds breathe out a scorching fire on an opponent up to a 1” distance,
causing 1 hit point of damage for each hit die they possess, unless the
opponent is able to save versus dragon breath, in which case only one-halfdamage is inflicted, i.e. a 7 hit dice hell hound breathes for 7 or 4 hit pointsof damage/attack.

The hippocampus is the most prized of marine steeds, for they are strong,
swift, and intelligent. They differ from the normal seahorse in that they have along rear body similar to that of a great fish, and the hippocampus has
forelegs ending in powerful fins. Their bodies are covered with fine scales in
the fore parts, large scales elsewhere. They speak their own language andcan learn another if properly trained. Tritons are often found in possession ofthese creatures.

Hell hounds move with great stealth, so they surprise opponents on adie roll of 1-4 (out of 6). They have keen hearing, and they are
surprised on a die roll of 1 only (out of 6). Their exceptional sightallows them to locate hidden or invisible creatures 50% of the time. For

51

HIPPOGRIFF

HOBGOBLINHIPPOGRIFF

HOBGOBLINFREQUENCY: Rare
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 18”/36”
HIT DICE: 3 + 3% IN LAIR: 10%
TREASURE TYPE: Q (×5)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 1 + 1% IN LAIR: 25%
TREASURE TYPE: Individuals J, M,
D, Q (×5) in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or byweaponSPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M (6½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Hippogriffs dwell only in places uninhabited by men, generally nesting on
rocky crags and similar places. They are fierce fighters and will defend
themselves resolutely. As the hippogriff is an omnivore, it will never be foundwith pegasi. Griffons will attack and eat hippogriffs on occasion. The hippogriff
is able to fight well with its two great fore claws and powerful beak, however,and they are not easy prey. If encountered in their lair (nesting area) they will
attack immediately. There will be one nest for every 2 creatures, each nest
containing 1 or 2 eggs or fledglings. Hippogriff eggs are valued at 1,000 gold
pieces each on the open market, fledglings at 2,000 to 3,000 gold pieces.

Tribal bands of hobgoblins are likely to be encountered nearly anywhere asthese creatures are equally at home in sunlight or subterranean setting. They
fight well in full daylight and have infravision (60’) so as to be able to fightin total darkness as well. Each tribe is jealous of its status, and if two tribal
bands of hobgoblins meet there will be at least catcalls and derision (85%)
and open fighting might break out (15%) unless a strong leader such as a
powerful monster or fighter or evil high priest, etc. is on hand to control them.
Similarly, the hobgoblins will bully nearby orcs or goblins given theopportunity, and hobgoblin leaders are sometimes used in bodies of goblinsor orcish troops to keep them in order and drive them into battle.

HIPPOPOTAMUS
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 6
MOVE: 9”//12”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12 or 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The better known (more infamous) hobgoblin tribes include: Rippers, Leg
Breakers, Skull Smashers, Flesh Renders, Marrow Suckers, Flayers, and Slow
Killers.
For every 20 hobgoblins in a group there is a leader (sergeant) and 2
assistants. These hobgoblins will have 9 hit points each. If 100 or morehobgoblins are encountered there will be the following additional figures withthe group: a subchief (armor class 3, 16 hit points, and +2 damage [3-10 hit
points]). These additional hobgoblins fight as 3 hit dice monsters. If hobgoblins
are encountered in their lair there will also be, in addition, a chief and 5-20
bodyguards. Hobgoblin chiefs are armor class 2, 22 hit points, do 2-11 hit
points of damage, and fight as 4 hit dice monsters. Their bodyguards are thesame as those of sub-chiefs. There are females and young in the lair equal to150% and 300% respectively of the number of males.
Hobgoblin lairs are underground 80% of the time and above ground 20% of
the time. In the latter case the lair will be a village with a ditch, rampart, andpalisade of stones, earth and logs. There will be two gates and 3-6 guard
towers. The dwellings inside are usually a mixture of wood and stone. As
they seek to build on the ruins of human or other more sophisticatedcreatures, a hobgoblin village may be of better construction than indicated,possibly having solid stone works, buildings or a keep. In any event,hobgoblins will have 2 heavy catapults, 2 light catapults, and 1 ballista per
50 warriors. If the lair is underground, there is a 60% chance that there will
be from 2-12 carnivorous apes (qv) as guards.

As their name implies, hippopotami are found in rivers and lakes of tropicalregions. They are herbivores, but they aggressively defend their own territory.
A hippopotami bites with exceedingly strong jaws, and a bull will do 3-18 hit
points of damage/attack. There will be 1-3 bulls in a herd, 1 for every 4
animals. If a boat or canoe passes over submerged hippopotami there is a
50% chance that a bull will emerge under it and tip the craft over.
Hippopotami travel underwater by running along the bottom. They can staysubmerged for 15 minutes.

52

HOBGOBLIN

HYDRA

Hobgoblins have the following typical weapon distribution.
sword and composite bow
sword and spear
sword and morning starsword and whip
polearm
spear
morning star

The magic-user must then cast a mending spell, a mirror image, and a
wizard eye upon the fluid to form the homonculous.
20%
10%
5%
5%
30%
10%
20%

Description: When the homonculous is finished it will be man-like in form,
about 18” tall, have a greenish, reptilian skin, leathery wings, and a bat-likemouth with teeth passing on a venom which causes sleep unless the party
bitten saves vs. magic.

HORSE

Leaders will always bear two weapons. The tribal standard will be with a
sub-chief 20% of the time. It is always present with the chief. The tribal
standard causes hobgoblin warriors within 6” to fight harder, thus giving
them +1 on their attack dice rolls and +1 on morale (reaction) dice rolls.

MediumPony

Wild

Common
Unc.
Unc.
Unc.
1
1
1
1
7
7
7
7
24”
15”
24”
18”
3
3+3
2
2+2
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
1
3
2
3
1-3
1-8/1-8/ 1-4/1-4 1-6/1-6/
1-3
1-3
SPECIAL ATTACKS:
Nil
Nil
Nil
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
Nil
MAGIC RESISTANCE:
Std.
Std.
Std.
Std.
INTELLIGENCE:
Anl.
Anl.
Anl.
Anl.
ALIGNMENT:
Ntl.
Ntl.
Ntl.
Ntl.
SIZE:
L
L
L
L
PSIONIC ABILITY:
Nil
Nil
Nil
Nil
Attack/Defense Modes:
Nil
Nil
Nil
Nil

Draft

Unc.
1
7
12”
1+1
Nil
Nil
1
1-2

Unc.
5-30
7
24”
2
Nil
Nil
1
1-3

Nil
Nil
Std.
Anl.
Ntl.
L
Nil
Nil

Nil
Nil
Std.
Anl.
Ntl.
L
Nil
Nil

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:If elves are nearby, hobgoblins will attack them in preference to any othertroops because of the great hatred they bear.
Hobgoblins are highly adept at mining, and they can detect new
construction, sloping passages, and even shifting walls 40% of the time.
Most hobgoblins speak goblin, orcish, and the rudimentary tongue ofcarnivorous apes in addition to their racial and alignment languages. 20% of
hobgoblins can speak the common tongue as well.
Description: The hairy hides of hobgoblins range from dark reddish-brownto gray black. Their faces are bright red-orange to red. Large males will
have blue-red noses. Eyes are either yellowish or dark brown. Teeth are
yellowed white to dirty yellow. Hobgoblins favor bright, bloody colors andblack leather. They keep weapons well polished. Hobgoblins live for60 years.

Heavy

Light

Various forms of horses are found nearly everywhere. They are panicked by
raging fire, sudden movement, loud noises, or strange smells 90% of the time.
Note, however, that warhorses are only 10% likely to panic, rear, and run away.
Ponies and wild horses can be trained for war, about 10% of these animals being
fit for such training. A pony will never fight well, but it will be less likely to panic.

Koalinth: A marine species of hobgoblin with gills. They are similar to theirland-dwelling cousins in most respects. They dwell in shallow water in caverns
and sea caves. They use spears and pole arms adapted to their marine
environment. Koalinth speak only their racial language (hobgoblin) and lawfulevil. They prey on any available creatures. Koalinth are of lighter coloration,
having green faces, and have webbed hands and feet.

Warhorses fight on the second and succeeding rounds of melee, as long as
their rider remains mounted. Their attack consists of two hoof thrusts and a bite.

HOMONCULOUS

The various types of horses can carry the following maximum loads, indicated ingold pieces of weight. The number before the slash is normal movement, thenumber after is encumbered movement maximum load. Encumbrance slows
speed one-half.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6”/18”
HIT DICE: 2% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Bite causes
sleep
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: See below
ALIGNMENT: See below
SIZE: S (1½’)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nildraft horse
heavy warhorselight warhorse
medium warhorseponywild horse

4,000/8,000
5,000/7,500
3,000/5,000
4,000/6,500
2,000/3,000
3,000/6,000

Horses (and ponies) are not sufficiently agile to take into dungeons.

HYDRA
FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 5 to 12% IN LAIR: 20%
TREASURE TYPE: B
NO. OF ATTACKS: 5 to 12
DAMAGE/ATTACK: 1-6, 1-8, or
1-10 according to size
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

This creature is created and animated through a special process by a magicuser and an alchemist (described hereafter). The homonculous travels on its
hind legs or by flying. Its bite causes 1-3 points of damage, and forces thevictim to save versus magic or fall into a comatose sleep which lasts for 5-30
minutes. The creature makes all of its saving throws at the same level as its
creator. Although the homonculous cannot speak, it knows what the magicuser knows, and the latter is abie to see and hear through the creature’s eyes
and ears. There is a telepathic link between the magic-user and his creature,and the homonculous can be controlled up to 48” away from its master. It
will never willingly pass from this maximum range. If the homonculous is
killed the magic-user immediately suffers 2-20 points of damage.
When a homonculous is desired the magic-user must hire an alchemist, andthe latter will require from 1-4 weeks to create fluids for forming the creature.
This will cost 1 pint of the magic-user’s blood and 500-2,000 gold pieces.

53

HYDRAINTELLECT DEVOURER

Hydrae are reptilian monsters found in marshes, swamps, and similar places,
as well as in subterranean lairs. Their large, four-legged bodies are surmounted
by from 5 to 12 heads (roll an 8-sided die to determine number). Each headhas 1 hit die of a full 8 hit points. When all of a hydra’s heads are killed, thebody dies, but not until each and every head is killed. The hydra attacks
according to the number of heads it has, each head being considered as a hit
die. Thus, a hydra of 7 heads attacks as a monster of 7 hit dice. It is possible
for the hydra to attack several opponents at once, and up to 4 heads are able
to attack the same target simultaneously. Damage scored is based on thenumber of heads the hydra has: hydrae of 5 or 6 heads do 1-6 hit points ofdamage/attack, those with 7 to 10 heads score 1-8 points of damage, andhydrae with 11 or 12 heads do 1-10 hit points of damage.

and 2” long. This fire causes 8 hit points of damage (4 if saving throw versus
dragon breath is made). They can, of course, strike normally as well.

HYENA
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Description: Hydrae are gray brown to blackish brown with lighter
underbellies tinged towards yellow or tan. Their eyes are amber to orange.
The teeth are yellowish white.
Lernaean Hydra: These creatures are very rare. The lernaean hydra isindistinguishable from a normal hydra until it is attacked. Every time one of
the heads of these creatures is cut off or killed, it grows two new ones in 1-4
melee rounds unless fire is applied to the dead member or neck stump. Thus,a 5-headed lernaean hydra could grow to a 12-headed monster in a single
combat, gaining the appropriate hit dice and attack potential in the process.
Pyrohydra: Pyrohydrae appear quite similar to normal hydrae, although
their coloration may be tinged with more red. They seldom exceed 7 heads,
10% having 8, and no 9-headed pyrohydra has ever been recorded. Eachhead of a pyrohydra is able to breathe fire twice per day, the breathshooting out in a cone ½” diameter at the mouth, 1” diameter at the end,

I

Hyena
Common
2-12
7
12”
3
Nil
Nil
1
2-8
Nil
Nil
Standard
AnimalNeutralM
Nil
Nil

Giant (Hyaenodon)
Very rare
2-8
7
12”
5
Nil
Nil
1
3-12
Nil
Nil
Standard
AnimalNeutralL
Nil
Nil

Hyenas are pack animals dwelling on warm plains. They are hunter/scavengers with very strong jaws and aggressive if hungry.
Hyaenodons are simply huge (prehistoric) hyenas.

IMP — INTELLECT DEVOURER — INVISIBLE STALKER — IRISH DEER — IXITXACHITL

IMP

also able to call upon the intelligence of arch-devils.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 6”/18”
HIT DICE: 2 + 2% IN LAIR: 0%
TREASURE TYPE: 0
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: S (2’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

When an imp assumes the role of a familiar, its “master” gains the following
benefits: A telepathic link is established between the pair, and the “master” isable to receive all sensory impressions of the imp, including visual images ofinfrared spectrum, up to a mile distance. The presence of an imp within 1”
allows its “master” to gain a 25% magic resistance and regenerate at 1 hit
point per melee round. If the imp is within 1 mile its “master” gains anadditional level of ability, but if the imp is over a mile distant the character loses
1 level, and if the familiar is killed the character drops 4 ability levels. Also, in
addition to its normal aid and advice, the imp familiar is able to contact a lower
plane once per week in order to help its “master” decide some course of action.
This contact is like a commune spell, but 6 questions are allowed.

INTELLECT DEVOURERFREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 6 + 6% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-4 (×4)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: 200
Attack/Defense Modes: C, E/F, G

Imps are very rare on the material plane, but on the planes of Acheron andHell they are not uncommon. An imp is created from a larva. It is a very
minor devil created to spread evil in the form of a familiar to a lawful evilmagic-user or cleric. The imp is given the power to polymorph itself into
animal form at will. The shape it can assume is limited to two of thefollowing: large spider, raven, giant rat, or goat.
In an unpolymorphed state the imp attacks with its tail, and any creature
struck by it must save versus poison or die. For hit determination the tail isconsidered a dagger. In animal form the imp attacks accordingly, the ravenand goat having no effective attacks.
All magical powers of an imp are usable whatever form it is in. Imps are able
to detect good and detect magic. They regenerate at 1 hit point per melee
round. Imps can become invisible at will. Once per day they are able to use asuggestion. Only silver or magical weapons are effective against imps. Magicalattacks employing cold, fire, or electricity do not harm imps, and for purposesof spell attacks upon them imps are considered 7 hit dice creatures.

The intellect devourer is one of the most feared of monsters. They are founddwelling deep beneath the ground or in dark and dismal lairs in thewilderness. Although they are able to attack with their great claws, theirprimary offensive means is psionic, for they subsist on the psychic energy of
their prey — whether gained from the dying shriek or by more subtle means.

Imps have average intelligence plus devilish cunning. As familiars they are54

INTELLECT DEVOURERIXITXACHITL

If psionic energy (from abilities or magical means) is in use nearby (6”) they
will stalk the user, seeking a time to attack him alone and by surprise. The
monster then leaps upon his victim, tearing with his claws and psionicallyattacking with ego whip or id insinuation. If psionically successful the
devourer will then house itself within the mindless body, seeking to deceive
others by assuming the character of the person it has slain. The intellectdevourer will then seek opportunities to attack and devour others.

Invisible stalkers understand the common speech, but they do not talk any
language but their own.

IRISH DEER
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 7
MOVE: 18”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 (2)DAMAGE/ATTACK: 2-12 (2-12)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

They are able to hide in shadow as well as a 10th level thief. Normal weaponsand most spells have no effect upon these monsters. Magical weapons +3 ormore cause 1 point of damage upon them when they hit. Bright light will drive
them off, and a protection from evil will keep them at a distance. Fireballs serve
only as a bright light, but lightning bolts will cause them pain and some small
damage (1 point per die of lightning bolt strength). A death spell has a 25%
chance of success, and a power word kill will slay them. Of course, they can bepsionically attacked, and their psionic strength of 200 total makes this not too
difficult. However, if seriously threatened they will seek to flee and save themselves.
Their awareness extends to the astral and ethereal planes, and intellectdevourers often roam the astral and ethereal planes. They are able to speak
any human language.

INVISIBLE STALKER

These moose-sized creatures of the Pleistocene epoch dwell in temperate climes.
Their antlers spread to 10’ width, and they can actually gore two opponents
within this span if they are directly before the deer. They are not generally
aggressive, but are very dangerous during rutting season (early spring).

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: Surprise on 1-5
SPECIAL DEFENSES: Invisibility
MAGIC RESISTANCE: 30%
INTELLIGENCE: HighALIGNMENT: Neutral
SIZE: L (8’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

IXITXACHITLFREQUENCY: Very rare
NO. APPEARING: 10-100
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 1 + 1% IN LAIR: 60%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Evil clericalspellsSPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to high
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The invisible stalker is a creature from the elemental plane of air, normallyencountered on the material plane only due to the conjuration of some magicuser. This conjuration causes the creature to serve for a period on this plane.
Invisible stalkers roam the astral and ethereal planes, and if they areencountered there on the elemental planes, they can be dimly seen.
Otherwise or unless their opponents are able to detect/see invisible objects,
their invisibility causes opponents to subtract 2 from “to hit” dice rolls. Unlessslain on their own plane, invisible stalkers are simply sent back to theelemental plane when damage accrued exceeds their total hit points.
The conjuring party retains full command of the invisible stalker summoned until
it fulfills its duties or is killed. Once set upon a mission, an invisible stalker will
follow through unceasingly until it is accomplished. They are faultless trackers
within one day of a quarry’s passing. They must be destroyed to make themcease an ordered attack. Once a mission is finished, the creature is freed toreturn to its own plane. The invisible stalker is at best an unwilling servant but
will not resent a brief, uncomplicated task. Service involving a period of a week
tries the creature severely, and anything longer is certain to make it attempt tofulfill the letter of command by perverting the spirit of it. This is not to say that
impelling the invisible stalker to serve for extended periods is impossible, but thecompulsion to cause it to do so fully and properly must be great, i.e. a carefully
worded command from a very powerful magic-user. A simple command such as“Follow me, and guard me from any attack” could be interpreted to meanfollow at 100’ distance if the invisible stalker had been on duty over a week —or perhaps even if it hadn’t been that long, for dealing with such creatures isalways a hazard. Similarly, a command to: “Keep me safe from all harm,” canbe construed by the invisible stalker to mean that it is to carry the conjuring
party to its own plane and place them in suspended animation in a secret room
in its own abode, thus carrying out its duties to the letter.

Ixitxachitl are a race of intelligent rays which dwell in shallow tropical seas.
They are of evil disposition, and clerical in nature. For every 10 encountered
there will be one which is the equivalent of a 2nd level human cleric withregard to spell use; for every 20 encountered there will be a 3rd level
equivalent; and for every 50 encountered there will be a 5th level equivalent.
If more than 50 are encountered there will be the following additional
ixitxachitl with the group: a leader with 8th level clerical spell ability andquadruple normal hit dice, two guards with 6th level clerical spell ability andtriple normal hit dice. Also, some of these monsters are vampiric. For every
20 ixitxachitl encountered there is a 50% chance that there will be a vampiric
form in the group. Vampiric ixitxachitl are similar to their fellows, but theyregenerate 3 hit points per melee round and drain an energy level each timethey strike an opponent, and they have double hit dice.
Discovering an ixitxachitl lair is difficult, for they are typically made in coral
reefs and hidden by a secret entrance. Inside the lair will be various items asshown for treasure types P, R, and S. If a leader is encountered there is thepossibility that it and its guards will possess type U magic items which can beworn, or used without hands if the creatures are in their lair.

Each day of duty which an invisible stalker serves will see a 1% cumulative
chance of the creature seeking to pervert the intent of its commands in order tobe free of servitude. If no option remains open, the stalker must continue to serve.

55

JACKALJJAGUAR

JACKAL — JACKALWERE — JAGUAR

JACKALJAGUAR

FREQUENCY: Common
NO. APPEARING: 1-6
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 1-4 hit points% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 4 + 1% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-8
SPECIAL ATTACKS: Rear claws for
2-5/2-5
SPECIAL DEFENSES: Surprised only
on a 1MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Jackals are small, dog-like scavengers found in warm regions. They are notparticularly fierce nor are they brave. They appear here because of the magicalbag of tricks (qv).

These jungle predators are very ferocious. They will attack any creature which
they believe threatens them. If found in their lair, there is a 75% chance that there
will be 1-3 young (10% to 40% grown). The cubs will not fight effectively. Whenhungry they will hunt prey much larger than themselves, including snakes andcrocodiles. They climb well, swim well, and can leap 30’ to attack. If in close
combat the jaguar will grasp its opponent with both forepaws (two paw hits inthe same melee round) and rake with its rear claws (2 additional attacks at 2-5
hit points each that turn).

JACKALWEREFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 4% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Gaze causes
sleep
SPECIAL DEFENSES: Iron or +1
weapons to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: S (M)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The jackalwere is a malign foe of humankind, a jackal able to assume the form ofa man. In this guise they roam about seeking to waylay and murder humans. They
then steal their riches and eat the slain victims. The jackalwere can use humanweapons. Its gaze will have the effect of a sleep spell on any unsuspecting creature
which fails its saving throw versus magic. Note: a hostile creature is notunsuspecting! Jackalwere will sometimes (20%) be found with normal jackals.

56

KI-RINK

KOBOLD

KI-RIN — KOBOLD

When a ki-rin conjures things of the sky or which involve air, the creature or
magic is at twice normal strength, including hit points and damage inflicted.
Ki-rin speak their own tongue, but with their special telepathic speaking
ability they are able to converse with virtually any living thing.
Description: The coat of the ki-rin is luminous gold, much as a sunrise on aclear day. Its mane and tail are darker gold. Its horn and hooves are golden
pink. Its eyes are violet. (The skin of this creature is worth 25,000 gold
pieces if it is perfectly intact.)

KOBOLD
FREQUENCY: Uncommon
NO. APPEARING: 40-400
ARMOR CLASS: 7
MOVE: 6”
HIT DICE: 1-4 hit points% IN LAIR: 40%
TREASURE TYPE: Individuals J, O,
Q (×5) in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 or byweaponSPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low)
ALIGNMENT: Lawful evil
SIZE: S (3’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

KI-RINFREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -5
MOVE: 24”/48”
HIT DICE: 12% IN LAIR: 5%
TREASURE TYPE: I, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/3-18
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful good
SIZE: LPSIONIC ABILITY: 130 to 200
Attack/Defense Modes: All/all

The society of these creatures is tribal with war bands based on gens. The
stronger tribes rule weaker ones. Kobolds are usually found in dank, dark places
such as dismal overgrown forests or subterranean settings. They hate brightsunlight, not being able to see well in it, but their night vision is excellent, andthey have infra-red vision which operates well up to 60’. If they are in brightsunlight they have a lesser chance to fight well (-1 from dice rolls to hit opponents).

The ki-rin are a race of aerial creatures whose hooves rarely touch the earth,for they dwell amongst the clouds and behind the winds. Females are neverencountered, and ki-rin are always solitary. They sometimes aid humans if
properly abjured or the need to combat evil is great. They sometimes travel
the astral and ethereal planes.

For every 40 kobolds encountered there will be a leader and two guards who are
equal to goblins, each having 4 hit points, armor class 6, and doing 1-6 points ofdamage. If 200 or more kobolds are encountered in their lair there will be thefollowing additional creatures there: 5-20 guards (as bodyguards above), females
equal to 50% of the total number, young equal to 10% of the total number, and
30-300 eggs. There will always be a chief and his bodyguard in the kobold lair.
It is also probable (65%) that there will be from 2-5 wild boars (70%) or 1-4 giant
weasels (30%) in a kobold lair; the animals will serve as guards.

The attack of a ki-rin can take the form of two powerful hoof-blows and athrust with a magically sharp (+3) horn much resembling that of a unicorn.
The ki-rin can also attack in other ways.
Ki-rin are able to employ spells of all levels at 18th level quality, 9 of the 1st,
8 of the 2nd, 7 of the 3rd, 6 of the 4th, 5 of the 5th, 4 of the 6th, 3 of the
7th, 2 of the 8th, and 1 of the 9th during any given day. They also command
4 major and 6 minor psionic disciplines, operating at ninth level of masteryin all. Ki-rin can, once per day, do each of the following: create nutritious
food for 2-24 persons, create drinkable beverages for 2-24 persons, create
soft goods or wooden items (up to 32 cubic feet of the former, 18 cubic feetof the latter) which are permanent, create metal items of relatively short life
span (gold which lasts 2-5 days to adamantite which lasts but 1 hour) of up
to 2,000 gold pieces weight, create an illusion with audial, visual, andolfactory components which lasts without concentration until magicallydispelled or touched in disbelief, assume gaseous form, wind walk, calllightning, and summon weather.

A force of kobolds is typically equipped as follows:
short sword and javelin
short sword and spear
short sword
axe
spiked wooden clubjavelins (2-3)
spear

5%
10%
10%
20%
30%
15%
10%

Chief and guard types always have the best available weapons. All
kobold shields are of wood or wickerwork.
Kobolds hate most other life, delighting in killing and torture. They particularly
hate such creatures as brownies, pixies, sprites and gnomes. They war
continually with the latter, and will attack them on sight.
In addition to the tongues of lawful evil and kobolds, these monsters canusually (75%) speak goblin and orcish.
Description: The hide of kobolds runs from very dark rusty brown to a rusty
black. They have no hair. Their eyes are reddish and their small horns are tan
to white. They favor red or orange garb. Kobolds live for up to 135 years.

57

KOBOLDKOBOLD58

LAMIALLARVALAMIA — LAMMASU — LAMPREY — LARVA — LEECH, GIANT — LEOPARD — LEPRECHAUN — LEUCROTTA —LICH — LION — LIZARD — LIZARD MAN — LOCATHAH — LURKER ABOVE — LYCANTHROPE — LYNX, GIANTLAMIALAMPREY

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 24”
HIT DICE: 9% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Lamias prefer to dwell in deserts — in ruined cities, caves, or the like. Their
upper torso, arms, and head resemble a human female, while their lower bodyis that of a beast. Lamias are very fast and powerful. They usually are armed
with daggers.

NormalUncommon
1-2
7
12”
1+2
Nil
Nil
1
1-2
Drain blood
NilStandard
NonNeutral
S
Nil
Nil

Giant
Rare
1-4
6
9”
5
Nil
Nil
1
1-6
Drain blood
NilStandard
NonNeutral
M
Nil
Nil

Lampreys are leech-like eels which inhabit both fresh and salt water: They do
not inhabit shallow bodies of water. They feed by biting their victims, fastening
themselves to the hapless creatures with sphincter-like mouths ringed with cruelteeth. Once attached the lamprey will begin to drain blood on the next andeach successive melee round. The rate of blood drain is equivalent to 2 hit
points of damage per hit die the lamprey has. Thus, a giant specimen willdrain blood causing 10 hit points of damage per melee round.

A lamia is able to use the following spells once per day: charm person,
mirror image, suggestion, and illusion (as a wand). These spells are typicallyused to lure persons to the lamia and then hold them there for the creature to
devour. The lamia’s touch permanently drains 1 point of wisdom from a
victim, and when wisdom drops below 3 they willingly do whatever the lamia
tells them to do. Lamias first drain their prey of blood and then feast upon theflesh. They can speak their alignment language and the common tongue.

LAMMASUFREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 12”/24”
HIT DICE: 7 + 7% IN LAIR: 30%
TREASURE TYPE: R, S, T
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Genius
ALIGNMENT: Lawful good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

LARVA
FREQUENCY: Common
NO. APPEARING: 10-40
ARMOR CLASS: 7
MOVE: 6”
HIT DICE: 1% IN LAIR: 100%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Lammasu dwell in warm regions, but they occasionally visit every clime. It isthe nature of these creatures to aid and protect lawful good persons and they
are of generally kind and friendly disposition to all good creatures.
A lammasu is able to become invisible and/or dimension door at will. They
radiate a protection from evil in a 10’ radius which has double strength (-2 onevil attacks, +2 on saving throws against evil attacks). Additionally, they areable to use clerical spells up to 4th level, doing so at a 6th level proficiency. Alammasu can employ 4 spells of the 1st level, 3 of the 2nd, 2 of the 3rd, and
1 of the 4th. They have cure wounds spells of double effect (4-14 and 8-28).
10% of these creatures can speak a holy word as well. Lammasu communicate
in their own tongue, the language of lawful good, and through a limited formof telepathy.

The larvae are the most selfishly evil of all souls who sink to lower planes after
death. They abide in the gloom of Hades, controlled by the night hags. These
creatures are desired by demons and devils alike, as they are used to form
quasits (qv) or imps (qv) respectively. Liches employ their essence in order toretain their un-dead status and powers. Because of the value of larva the nighthags use them to trade off and thus maintain the freedom of their planes.
Larvae appear as sickly yellow worms with distorted human faces.

59

LEECH, GIANTLEECH, Giant
FREQUENCY: Uncommon
NO. APPEARING: 4-16
ARMOR CLASS: 9
MOVE: 3”
HIT DICE: 1-4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

LEPRECHAUNFREQUENCY: Uncommon
NO. APPEARING: 1 or 1-20
ARMOR CLASS: 8
MOVE: 15”
HIT DICE: 2-5 hit points% IN LAIR: 10%
TREASURE TYPE: F
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral
SIZE: S (2’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Found only in the fetid waters of swamps and marshes, giant leeches are athreat to any warm-blooded creature which passes within their movement
range of 3”. These horrors wait in the mud and slime for prey, and as it
passes they strike. Giant leeches range from 1 to 4 hit dice in size; various
sized creatures usually are found in the same group. The initial attack also
attaches the sucker mouth of the giant leech, and on the next melee round,and on each round thereafter, it will drain blood the equivalent of 1 hit point
damage per hit die it possesses. There is only a 1% chance that the victim
will be aware of the attack unless it comes out of the water, for the leech has
anesthetizing saliva, and its bite and blood drain are not usually felt until
weakness (loss of 50% of hit points) makes the victim aware that something isamiss. Giant leeches will come out of water at night to attack prey within 3”.
They can be killed by attack or with quantities of salt sprinkled on theirbodies. There is a 50% chance that the bite of one of these creatures willcause disease which will be fatal in 2-5 weeks unless cured.

Leprechauns normally dwell only in fair, green lands with lush hills and dales
for them to frolic through. Occasionally a party of adventurous ones willreside elsewhere for a time. These small creatures of magical talent andmischievous nature can become invisible at will, polymorph nonliving objects,
create illusions, and use ventriloquism spells as often as they like. Their keenears prevent them from being surprised. Being full of mischief they will often(75%) snatch valuable objects from persons, turn invisible and dash away.
The object stolen will be valuable, and there is 75% chance of such theftbeing successful. If pursued closely there is a 25% chance per turn of pursuitthat the leprechaun will drop the stolen goods.
If caught or discovered in its lair the leprechaun will attempt to mislead its
captor into believing he is giving over his treasure while he actually is duping
the captor. It will require great care to actually obtain the leprechaun’s treasure.
Note: Leprechauns have a great fondness for wine, and this weakness may
be used to outwit them.

LEOPARD
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 3 + 2% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Rear claws for
1-4/1-4
SPECIAL DEFENSES: Surprised only
on a 1MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Rumor has it leprechauns are a species of halfling with a strong strain of pixie.

LEUCROTTAFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 18”
HIT DICE: 6 + 1% IN LAIR: 40% TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Kick in retreat
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These carnivores live in tropical woodlands and jungles. They hunt by laying
in wait and leaping upon their prey, surprising on a 1-3. Leopards can spring
20’ upwards or ahead 25’. If they score hits with both forepaws during amelee round, the leopard gains 2 additional attacks that round, each attack
at 1-4 hit points damage.

This weird creature haunts deserted and desolated places, for it is so ugly
most other creatures cannot bear the sight of it. The body of a leucrotta
resembles that of a stag, its tail being rather lion-like, and its legs end incloven hooves. Its head is that of a huge badger, but instead of teeth it has

If found in their lair, there is a 25% chance that there will be 1-3 cubs there.
These young will have no effective attack.

60

LEUCROTTA

LIZARD
Lions generally inhabit warmer climates — warm temperate to tropical. They
will thrive in any region, from desert to jungle, swamp to savannah. Lions huntin packs (prides), the males seldom doing any actual stalking/killing of prey.
The lioness is the real huntress. All these creatures can spring up to 30’. Males,
however, are ferocious fighters, and will actively defend their group territory.
Male lions have armor class 5 forequarters and armor class 6 hindquarters,
lionesses have the latter armor class. A typical pride consists of 1-3 males and
1-9 females. If found in their lair there will be 1-10 cubs from 30% to 60%
grown which will not fight. There will be 1-4 lionesses with these cubs which
will immediately attack.

sharp, jagged bony ridges. This monster is very sly and can imitate the voiceof a man or woman. They will do this to trick prey to approach within attack
distance. When retreating the leucrotta can kick backwards with booth
hooves, causing 1-6 hit points damage with each that hits. The monster
speaks the language of its alignment as well as the common tongue.

LICH
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 11+% IN LAIR: 90%
TREASURE TYPE: A
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Supra-genius
ALIGNMENT: Neutral (evil)
SIZE: MPSIONIC ABILITY: See below
Attack/Defense Modes: See below

Lions do not climb trees well and they dislike swimming.
If a lion scores two paw hits during melee it gains the advantage of raking
with its two rear claws that turn, each rake causing 2-7 points of damage.
Mountain Lion: This creature is not actually a true lion, but a species ofgreat cat. They inhabit forests and deserts as well as mountains. They are
somewhat cautious, but they are fierce fighters if threatened or cornered. They
can spring upwards 15’ or ahead at least 20’ to attack. Their rear claws
each rake for 1 -4 hit points damage.
Spotted Lion: Also known as cave lions, spotted lions are larger, spotted
specimens of the common lion. They roam the plains of the pleistocene
epoch, with but few being found elsewhere. Their hunting traits and groupclosely resemble those of their smaller, more modern kin.

A lich exists because of its own desires and the use of powerful and arcane
magic. The lich passes from a state of humanity to a non-human, non-living
existence through force of will. It retains this status by certain conjurations,enchantments, and a phylactery. A lich is most often encountered within its
hidden chambers, this lair typically being in some wilderness area or vast
underground labyrinth, and in any case both solidly constructed of stone and very
dark. Through the power which changes this creature from human to lich, thearmor class becomes the equivalent of +1 plate armor and +1 shield (armor class0). Similarly, hit dice are 8-sided, and the lich can be affected only by magicalattack forms or by monsters with magical properties or 6 or more hit dice.

LIZARDFire
Giant
Minotaur Subterranean
Very rare Uncommon
Rare
Uncommon
1-4
2-12
1-8
1-6
3
5
5
5
9”
15”
6”
12”
10
3+1
8
6
50%
Nil
80%
20%
B, Q (×10),
Nil
J-N, Q, C O, P, Q (×5)
S, T(magic)NO. OF ATTACKS:
31
3
1
DAMAGE/ATTACK:
1-8/1-8/
1-8
2-12/2-12/
2-12
2-16
3-18
SPECIAL ATTACKS:
See below for each type of lizard
SPECIAL DEFENSES:
See below
Nil
Nil
Nil
MAGIC RESISTANCE:
Standard
Standard
Standard
Standard
INTELLIGENCE:
Animal
NonNonNonALIGNMENT:
NeutralNeutralNeutralNeutral
SIZE:
L
L
L
L
(30’ long)(15’ long)(40’ long)(20’ long)
PSIONIC ABILITY:
Nil
Nil
Nil
Nil
Attack/Defense Modes:
Nil
Nil
Nil
Nil

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:

Liches were formerly ultra powerful magic-users or magic-user/clerics of notless than 18th level of magic-use. Their touch is so cold as to cause 1-10
points of damage and paralyze opponents who fail to make their saving
throw. The mere sight of a lich will cause any creature below 5th level (or 5hit dice) to flee in panic from fear. All liches are able to use magic
appropriate to the level they had attained prior to becoming non-human.
The following spells or attack forms have no effect on liches: charm, sleep,
enfeeblement, polymorph, cold, electricity, insanity or death spells/symbols.
Description: A lich appears very much as does a wight or mummy, being ofskeletal form, eyesockets mere black holes with glowing points of light, andgarments most often rotting (but most rich).

Fire Lizard: These reptiles may be an ancestral dragon type or an offshootof a common ancestor. In any case these creatures resemble red dragons, aresometimes called “false dragons,” and the latter seem to avoid confrontation
with fire lizards. They are slow-moving creatures and often (50%) sleep forlong periods. They are found in subterranean lairs, coming forth every
fortnight or so to hunt. As shiny things attract them, fire lizards collect metals
and gems in their den. There is a 10% chance that the lair will contain 1-4
eggs (market value 5,000 gold pieces each), but the fire lizard does nototherwise care for its young which depart after hatching.

LION
Lion
Mountain Lion
UncommonUncommon
2-12
1-2
5/6
6
12”
15”
5+2
3+1
25%
10%
Nil
Nil
3
3
1-4/1-4/1-10 1-3/1-3/1-6
Rear claws
Rear claws
for 2-7/2-7
for 1-4/1-4
SPECIAL DEFENSES:
Surprised only Surprised only
on a 1
on a 1MAGIC RESISTANCE:
Standard
Standard
INTELLIGENCE:
SemiSemiALIGNMENT:
NeutralNeutralSIZE:
LMPSIONIC ABILITY:
Nil
Nil
Attack/Defense Modes:
Nil
Nil
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:

Spotted Lion
Rare
2-8
5/6
12”
6+2
25%
Nil
3
1-4/1-4/1-12
Rear claws
for 2-8/2-8
Surprised only
on a 1
Standard
SemiNeutral
L
Nil
Nil

While the fire lizard usually attacks with a combination of two raking claws
and a bite, it can also breathe forth a puff of flame from its mouth, atruncated cone ½” diameter at the mouth by 1” diameter, by 1½” long,which causes 2-12 hit points damage (1-6 if saving throw is made). Firebased attacks do not harm a fire lizard.
Fire lizards are typically a neutral gray in color, with mottlings of red brown on
the back and reddish undersides. Younger ones are lighter, old (50 to 100
years) specimens are darker.
Giant Lizards: The giant lizard is remarkable only for its size. They dwell inmarshes and swamps by preference. Because of their large maws, they are able
to engulf prey. Any “to hit” score of 20 indicates the creature has snapped bothjaws onto its opponent, thus causing double damage (2-16 hit points).

61

LIZARD

LURKER ABOVE

Minotaur Lizard: These huge reptiles are very aggressive carnivores,
usually inhabiting only warm regions. While moving slowly, they hide andquickly snatch at prey, surprising it on a 1-4. They have long sharp talonsand teeth which inflict terrible wounds. Subdued prey is dragged into thelizards’ den to be devoured at leisure. Because of the mouth-size of thesecreatures, a roll of 20 indicates a minotaur lizard attack has picked up
any creature of man-size and weight or less (7’ or less, 300 pounds orless) and has it fast in its mouth where it will be helpless to attack next
round, but where the lizard is certain to be able to bite the creature
again.

For every 40 locathah encountered there will be a leader with 18 hit points(treat as a 4th level fighter) and 4 assistants with 14 hit points (treat as 3rdlevel fighters). If more than 120 are encountered there will be in addition achief with 22 points (treat as a 5th level fighter) and 12 guards (12-14 hit
points, 3rd level fighters).
Locathah are always mounted upon giant eels, their steeds. These creatures also
fight. (See EEL for statistics.) A typical force of locathah will be armed as follows:lancecrossbow
trident
net & dagger

Subterranean: A variety of giant lizard which is found only underground,the subterranean lizard is most aggressive and dreaded, for it is able to run
along ceilings or walls as easily as floors because of its suction cupped
toes. Worse still, its horrible teeth inflict great wounds, and it can cause
double damage on hits where it clamps both jaws firmly on its victim(indicated by a die roll of 20). As with most other lizards, it typically drags
its prey to its lair before devouring it.

20%
30%
30%
20%

The lair of these aquatic nomads is typically some castle-like undersea rock which
the locathah have hollowed out into rooms, passages, etc. It will be guarded bystout doors and have the additional protection of moray eels (4-16) as warders
and it is 50% likely that there will be a Portuguese man o’ war trap as well.
Description: Locathah are scaled in hues of pale yellow. Their ears are fannedwith fins to increase hearing, and their eyes are large in order to see better intheir watery domain. Their back scales and fins are darker than those in front.

LIZARD MAN
FREQUENCY: Rare
NO. APPEARING: 10-40
ARMOR CLASS: 5 (4)MOVE: 6”//12”
HIT DICE: 2 + 1% IN LAIR: 30%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (average)
ALIGNMENT: Neutral
SIZE: M (about 7’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

LURKER ABOVEFREQUENCY: Uncommon
NO. APPEARING: 1 (1-4)
ARMOR CLASS: 6
MOVE: 1“/9“
HIT DICE:10% IN LAIR: 50%
TREASURE TYPE: C, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (20’ “wing” spread)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Lizard men are semi-aquatic, breathing air but often (35%) dwelling totally
underwater and having caves which are not water filled in which they lair.
They are typically found in swamps, marshes, and similar places. Theyband together in rough tribal form. They are omnivorous, but lizard men arelikely to prefer human flesh to other foods. In this regard they have been
known to ambush humans, gather up the corpses and survivors as captives,
and take the lot back to their lair for a rude and horrid feast. About 1 tribein 10 has evolved to a higher state. These lizard men will dwell in crude
huts, use shields (thus armor class 4) and hurl barbed darts (3” range, 1-4
points damage) or javelins (1-6 hit points damage) before closing withenemies. In combat these advanced lizard men employ clubs (treat asmorning stars). They speak their own language.

The lurker above is a carnivorous creature found only in subterranean places.
If the chamber or cave is large there might be as many as 4 of them, but
normally only 1 is encountered. A lurker can creep along surfaces but slowly(1”) or by using a gas which it generates and excretes into sacs about its
body. This gives the lurker above a neutral buoyancy, and it then flaps its
wing-like appendages and flies about.
They surprise prey on a 1-4 (on a 6-sided die). When disturbed the lurker
drops from the ceiling, smothering all creatures beneath in the tough folds of its“wings.” This constriction causes 1-6 points of damage per round, and thevictims will smother in 2-5 rounds in any event unless they kill the lurker andthus break free. Unintelligent, the lurker will fight until dead. Prey caught in its
grip cannot fight unless the weapons used are both short and in hand at thetime the creature falls upon them.

LOCATHAHFREQUENCY: Rare
NO. APPEARING: 20-200
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2% IN LAIR: 10%
TREASURE TYPE: A
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Description: This terrible beast somewhat resembles a large manta ray. Its
greyish belly is so textured as to appear to be stone, and the lurker typicallyattaches itself to a ceiling where it is almost impossible to detect (90%) unlessactually prodded.

The locathah are a humanoid race of aquatic nomads. They roam shallow
sea waters, hunting and gathering food from bountiful warm waters.

62

LYCANTHROPE

LYCANTHROPE

LYCANTHROPE
Werebear Wereboar Wererat Weretiger Werewolf
FREQUENCY:
Rare
Rare Uncommon Very rare Common
NO. APPEARING:
1-4
2-8
4-24
1-6
3-18
ARMOR CLASS:
2
4
6
3
5
MOVE:
9”
12”
12”
12”
15”
HIT DICE:
7+3
5+2
3+1
6+2
4+3
% IN LAIR:
10%
20%
30%
15%
25%
TREASURE TYPE:
R, T, X
B, S
C
D, Q (=5)
B
NO. OF ATTACKS:
3
1
1
3
1
DAMAGE/ATTACK: 1-3/1-3/
2-12
1-8
1-4/1-4/
2-8
2-8(sword)
1-12
SPECIAL ATTACKS:
Hug for
Nil
Surprise Rake for
Surprise2-16
on 1-42-5/2-5
on 1-3SPECIAL DEFENSES: All are hit only by silver or +1 or better magic weapons
MAGIC RESISTANCE:All lycanthropes have standard resistance
INTELLIGENCE:
Exceptional Average
Very
Average
Average
ALIGNMENT:
Chaotic
NeutralLawfulNeutralChaotic
good
evil
evil
SIZE:
L
L
S-M
L
M
PSIONIC ABILITY:
No lycanthrope possesses psionic abilities
Attack/Defense Modes:
Lycanthropes are humans with the ability to assume animal form. During the hoursof darkness, they most commonly shape change to their animal form. In periods ofa full moon lycanthropes are 90% likely to be compelled to assume their altershape. They usually move about as humans for whatever purposes they may have.
Each type has its own language which is spoken in addition to common.

Wereboar: Found in dense woodlands and similar areas, wereboars are ofugly temper and likely to attack. In their human shape they are usually hottempered and irascible — typical berserker nature. Wereboars seldom mingle
with normal boarkind (15% chance).

Any humanoid creature bitten by a lycanthrope for damage equal to or greaterthan 50% of its total potential, but not actually killed (and eaten), is infected by
the disease of lycanthropy. If the person is carrying belladonna there is a 25%
chance that this will cure the affliction if eaten within one hour. Note that thisinfusion will incapacitate the person for 1-4 days and there is a 1% chance ofthe poison in it killing the creature. Otherwise, a cure disease spell from a 12th
or higher level patriarch must be placed upon the creature within 3 days or it will
become a lycanthrope in 7-14 days. There are some other forms of lycanthropes,
but these are very rare in the extreme.

Wererat: Sometimes known as ratmen, these sly and evil creatures inhabit
subterranean tunnel complexes beneath cities. Wererats are able to take threeforms — human, human-sized ratman, and giant rat. They are typically swordarmed. They use their human form to dupe humans, luring them to a place
where they can be captured to be held for ransom or possibly eaten. Wererats
prefer to move about in a rat-like shape, smaller than a man but much larger
than a normal rat. They are capable of summoning and controlling giant rats,
each wererat doing so with 2-12 of the creatures.

Werebear: Great werebears are the most powerful of all lycanthropes. Theynever are found in other than full-grown state. Werebears alone are 50%
likely to be in company with 1-6 brown bears. They are able to summon 1-6
brown bears in 2-12 turns if any such creatures are within one mile of the
werebear. Their human form is typically large, hirsute, and of solitary
temperament. These creatures heal their wounds at three times the normal rate
and are not subject to disease. They can cure disease in another creature in
1-4 weeks if they so desire.

63

LYCANTHROPE

LYNX, GIANT

Weretiger: Weretigers are quite similar to normal tigers in their habitat.
They are most often female. It is only 5% likely that weretigers will mingle
with the normal sort of cat. They have the power to speak with all sorts ofcats, however, and cats are 75% likely to be friendly with the weretiger
because of this.

in a pack. Werewolf packs can be family groups if they number 5 to 8.
Family packs consist of a male, female and 3 to 6 young of 60% to 90%
growth. The male will fight at +2 to hit and full damage each time he hits if
the female is attacked. If the cubs are attacked the female will attack at +3 tohit and do full damage possible each time she hits. The young fight at -4 to-1 to hit, according to their maturity, and inflict 2-5 points of damage/attack.

LYNX, Giant
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2 + 2% IN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-4
SPECIAL ATTACKS: Rear claws for
1-3/1-3
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
These forest cats prefer cold regions. They are aggressive and compete wellwith other predators because of their intelligence. If found in their lair there is a
25% chance that there will be 1-4 kittens there, 10% to 30% grown, with noeffective attack. Giant lynx climb very well, swim reasonably well, and they canleap 15’. If the lynx strikes with both forepaws, it will then get two additional
attacks, raking with the rear claws, each causing 1-3 hit points of damage.
Werewolf: In their human form, werewolves are very difficult to detect, forthey can be of nearly any build and of either sex. Werewolves are prone toretain bipedal form in their wolf state, but wolfweres (wolves which canbecome men) always take normal wolf form. Both sorts are likely to be found

Giant lynx speak their own language. They have also learned to hidethemselves in order to avoid detection (90% unlikely in normal circumstances)or surprise prey (surprise on 1-5). They are 75% accurate in detecting traps.

“Whaddya mean we gotta talk to this lynx?? The last monster we talked to ate half of the party!”64

MAMMOTHM

MASTODON

MAMMOTH — MANTICORE — MASHER — MASTODON — MEDUSA — MEN — MERMAN — MIMIC — MINDFLAYER — MINOTAUR — MOLD — MORKOTH — MULE — MUMMY

MAMMOTH

MOVE: 9”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Poison spines
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 13% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 3-18/3-18/
2-16/2-12/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (10’ to 14’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These worm-like fish move slowly along coral reefs, crushing and eating thecoral growth. If surprised or threatened they are prone to attack in “selfdefense.”Mashers have a number of dorsal spines, 4’ long, with poisonous secretions.
An individual will have 4, 6, or 8. Unless fought from directly ahead orunderneath, the masher is able to jut these spines so as to prevent attack or
be stuck with a spine (save versus poison or be killed).

There are several varieties of mammoth, including the woolly and imperial —the latter sort being the largest. They inhabit climes ranging from subarctic tosubtropical of the Pleistocene epoch. These massive herbivores are quite
aggressive if threatened.

MASTODON

As with elephants (q.v.) and mastodons, the mammoth has 5 attack forms, but
in general can apply no more than 2 versus a single opponent.

FREQUENCY: Common
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2-16/2-16/
2-12/2-12/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: L (10’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The tusks of the mammoth are 50% heavier than those of the elephant, andtheir value is proportionately higher.

MANTICORE
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 12”/18”
HIT DICE: 6 + 3% IN LAIR: 20%
TREASURE TYPE: E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/1-8
SPECIAL ATTACKS: Tail spikes
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Mastodons dwell in nearly any climate, from near arctic to tropical. These
huge herbivores are distantly related to elephants, but their body is somewhat
lower and longer. They are common on Pleistocene plains.
Although the mastodon has 5 attack modes (2 tusks, 1 trunk, 2 forefeet), theycannot employ more than 2 of them at one time against a single opponent.
For details of attack limitations and other data see ELEPHANT.

Manticores prefer dismal lairs, so they are typically found in caves orunderground. They range in all climes, although they enjoy warm places
more than cold. The favorite prey of manticores is man, and they are usuallyencountered outside their lairs hunting for human victims.

Their tusks are of the same weight and value as those of elephants.

A manticore attacks first by loosing a volley of 6 of its iron tail spikes (18’range as a light crossbow, 1-6 hit points damage per hit). They can fire four
such volleys.
Description: The coloration of the manticore is that of its various parts —lion-colored body, bat-brown wings, human flesh head.

MASHER
FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 7

65

MEDUSAMEN (BANDIT)

MEDUSAeach category, the cleric scores positively in the shield, miscellaneous
weapon and scroll classes. He gets a cursed shield first, but a reroll shows
a +1 shield. For a miscellaneous weapon, the cleric gets magic arrows —not usable — so a roll on the wand/staff/rod table is called for, but theresult shows an item not usable by him, so the category is dropped.
Finally, a roll on the table for scrolls indicates the cleric has a protection
from undead scroll.

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 6% IN LAIR: 50%
TREASURE TYPE: P, Q (×10), X, V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Gaze turns tostone + poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

High level leader-types will have the usual chance for psionic abilities.

Bandit (Brigand)
FREQUENCY: Common
NO. APPEARING: 20-200
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 hit points% IN LAIR: 20%
TREASURE TYPE: Individuals M, A
in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Standard
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average tovery
ALIGNMENT: Neutral (chaotic evil)
SIZE: MPSIONIC ABILITY: Leader types
Attack/Defense Modes: Leader types

Medusae are hateful humanoid creatures which dwell in dark caves or caverns,
venturing forth on occasion to seek prey. They try to beguile humans to look
into their eyes.
The gaze of a medusa’s eyes will turn creatures within 3” to stone unless they
make their saving throw versus petrifaction. If an opponent averts his eyes,
the medusa rushes up so that its asp-like head growth can bite at the victim.
The range of such attacks is but 1’, and the victim bitten must save versus
poison or die. If the medusa’s gaze is reflected back, the creature will turnitself to stone! Medusae speak both their tongue and the common one.
Medusae are able to see astral and ethereal creatures, and their petrifying
gaze is as effective on those planes as it is on the material.
Description: The body of a medusa appears quite shapely and human. They
typically wear human clothing. However, the face is of horrid visage, and its
snakey hair writhes, so at a close distance (20’) this gives the creature away.
The glaring red-rimmed eyes of a medusa are visible clearly at 30’.

Bandits roam every clime from temperate to subtropical. They travel ingroups, generally led by high level fighters, magic-users and clerics. Those
encountered in dungeons will be far fewer in number and often cooperatingwith thieves. For every 20 bandits encountered there will be an additional
3rd level fighter, for every 30 there will be an additional 4th level fighter,for every 40 there will be an additional 5th level fighter, and for every 50
there will be an additional 6th level fighter.

MEN
Normal men have from 1-6 hit points each. There are many types of men
which are commonly encountered in the wilderness or in dungeons, always
appearing in groups — smaller bands underground, larger outdoors is agood general rule. Each type will be detailed separately hereunder.

Bandits will always be led by an 8th, 9th, or 10th level fighter, with 6
guards of the 2nd level fighting ability and a lieutenant of 7th level. These
8 bandits are also in addition to the number indicated by the dice. To
determine the level of the bandit leader use the following guide: if under
100 bandits are encountered the leader will be 8th level, if 100 to 150 theleader will be 9th level, and if 150 or more the leader will be 10th level.

Note that there will always be higher level characters with any group of men
encountered, the exact number being given under each separate heading.

For every 50 bandits there is a 25% chance that there will be a magic-user of
7th, 8th, 9th, or 10th level (roll a 4-sided die for level if one is with the group)in addition, i.e. if there are 200 bandits there will always be a magic-user.

All higher level fighters will usually be mounted on unbarded medium
warhorses and have plate armor and shield. The same is true for clerics. For
each level that these fighters, magic-users, and clerics have attained there is a
5% chance that they will have magical accouterments as shown below. Roll foreach “yes,” reroll if a cursed or otherwise undesirable item is indicated, but
only one reroll is allowed, and if no usable item is indicated there is no item inthe category.

Armor
ShieldSword
Miscellaneous Weapon
PotionScrollRing
Wand/Staff/Rod
Miscellaneous MagicFighter
yes
yes
yes
yes
yes
no
no
no
no

Magic-user
no
no
no
no
no
yes
yes
yes
yes

Cleric
yes
yes
no
yes*
yes
yes
no
no*
yes

For every 50 bandits there is a 15% chance that there will be a cleric of 5th or
6th level, with an assistant of 3rd or 4th level (dice only for the former) in addition.
Bandit lairs will be informal camps 80% of the time, but 10% will be cavecomplexes with a secret entrance, and 10% will be regular castles with 1-4
light catapults for defense. Bandits will have from 2-20 important prisoners
in their lair, as well as 5-30 camp followers/slaves.

Thief
no
yes
yes
yes
yes
no
yes
no
yes

The mounting, armor, and arms of a force of bandits are:medium horse, chainmail & shield, sword
light horse, leather armor & shield, spear
light horse, leather armor, light crossbow
leather armor & shield, sword
leather armor, pole arm
leather armor, light crossbow
leather armor, short bow*lf no miscellaneous weapon, or one with an edge, roll again for possibilityof a wand/staff/rod; if one is indicated, but it is not usable by a cleric, there
is no such item possessed.

10%
10%
10%
40%
10%
10%
10%

Terrain will vary the percentage of mounted bandits. In hilly andmountainous terrain no more than 10% of the total would be horsed, while
in open country 90% of the force would be horsed. They have normal
chances for having psionically endowed leader-types with a party.

Example: A 6th level cleric is being checked. There is a 30% chance forthe character to have magical armor, shield, miscellaneous weapon,
potion, scroll, and a miscellaneous magic item. Rolling percentile dice for66

MEN (BANDIT)

MEN (CAVEMAN)

Brigands: Brigands are chaotic evil bandits. They conform to thecharacteristics of bandits in general. The brigands will have a cave complex
lair 20% of the time and a castle 30% of the time. They will have only 1-10
important prisoners, but there will be 20-50 camp followers/slaves. They
have high morale in combat, so they get a +1 on reaction morale dice.

NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Leader types
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average tovery
ALIGNMENT: Neutral (chaotic
evil)
SIZE: MPSIONIC ABILITY: Leader types
Attack/Defense Modes: Leader types

Example of Bandits (or Brigands):
Number encountered:horsed
afoot

110
33
77

Additional high level fighters:
3rd level
4th level
5th level
6th level
leader, 9th level
lieutenant, 7th level
guards, 2nd level
Total

5
3
2
1
1
1
6

Buccaneers are found on the oceans, seas, large lakes, and broad rivers of
the world. Their armor depends upon where they are located. Usually theencounter will be in the buccaneers’ lair, which is their vessel(s). Only 20% of
the time will they be encountered off of their ship(s) along some coast or shore.
For every 50 buccaneers encountered there will be a 3rd level fighter and forevery 100 a 5th level fighter, all in addition to the number indicated by the dice.

130
chance for a magic-user
chance for 2 clerics

50%
30%

They will have from 2-5 prisoners in their lair, these unfortunates being held for
ransom.
Buccaneers will always be led by a captain of 8th or 10th level — 8th if
fewer than 200 buccaneers. He will have a 6th or 7th level lieutenant and 4
mates of 4th level. These are all in addition to the regular buccaneers.

Berserker
FREQUENCY: Rare
NO. APPEARING: 10-100
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 2-7 hit points% IN LAIR: 10%
TREASURE TYPE: Individuals K, B
in lair
NO. OF ATTACKS: 1 (or 2)
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Leader types
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average tovery
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

For every 50 buccaneers there is a 15% chance for a cleric of 12th, 13th,
14th, or 15th level and a 10% chance for a magic-user of 6th, 7th, or 8th level.
The armor and arms of a force of buccaneers are:chainmail & shield, sword, hand axe
chainmail & sword
leather armor & shield, sword
leather armor & spear
leather armor & axe
leather armor & heavy crossbow
leather armor & light crossbow

5%
5%
10%
30%
20%
10%
20%

Note: All leaders and high level types in a force will wear chainmail rather thanplate armor, and if magical armor is indicated it will be of the chain variety.
Pirate: Pirates are chaotic evil buccaneers who in all other respects conformto the characteristics of the latter type of men.

Berserkers are bands of fighters who gather together to go out and seek
battle. They scorn armor and engage in combat mad with battle lust. This lust
enables them to strike twice, or once with a +2 to hit.

Caveman (Tribesman)
FREQUENCY: Rare
NO. APPEARING: 10-100 (120)
ARMOR CLASS: 8 (7)MOVE: 12”
HIT DICE: 2 (1)% IN LAIR: 40%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (to average)
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

For every 10 berserkers encountered there will be a 1st level fighter in
addition, for every 20 there will be a 2nd level, for every 30 there will be a
3rd, for every 40 there will be a 4th, and for every 50 there will be a 5th —all in addition to the number indicated by the dice.
Berserkers will be led by a war chief of 9th or 10th level and two
subchieftains of 6th or 7th level — if 60 or less berserkers, the lower levels, if
more than 60, the higher levels.
For every 10 berserkers encountered there is a 50% chance that there will bea berserk cleric of 7th level and 1-4 of his assistants of 3rd or 4th level.
Berserkers never check morale. If they decide that a fight would bring themhonor (and possibly loot) they will attack.

Buccaneer (Pirate)
FREQUENCY: Uncommon
NO. APPEARING: 50-300
ARMOR CLASS: See below
MOVE: 12”
HIT DICE: 1-6 hit points% IN LAIR: 80% or 100%
TREASURE TYPE: Individuals K, W
in lair

Cavemen are primitive, very fierce humans found in areas which areotherwise uninhabited by humans.
For every 10 cavemen there will be an additional 3rd level fighter. Cavemen
will always be led by a 5th level fighter (chief) with 1-4 4th level
subchiefs — all in addition to the number indicated by the dice. For every 10
cavemen encountered there is a 10% chance that they will have a 3rd levelcleric with them (also a caveman, but possessing normal cleric spells).

67

MEN (CAVEMEN)

MEN (DERVISH)

Cavemen always lair in caves or caverns. There will be females and young
equal to 100% and 50% respectively of the number of males encountered.
There might be a chance that they will have ivory tusks, gold nuggets, or
uncut gems — allow 5% chance for each per 10 cavemen, but if any one isindicated there will be no other treasures. Ivory is valued at 1,000 gold
pieces per tusk (2 men to carry each), and there can be 2-12 tusks. Goldnuggets are the size of 5 gold pieces, and there can be 20-80 of them.
Uncut gems are base 10 gold piece value, and there can be 1-100 of them.

Dervishes will be led by a cleric of 10th, 11th, or 12th level — 10th if under 125
in the party, 11th if under 250, 12th if 250 or more. The leader will have 2
assistant clerics of 4th, 5th, or 6th, 7th, or 8th level as his personal bodyguard. All
these characters are in addition to the number of dervishes indicated by the dice.
For every 50 dervishes encountered there is a 15% chance that there will bea magic-user of 7th or 8th level and two assistants of 3rd or 4th level in
addition to the other members of the group. If more than 200 dervishes areencountered the magic-users will be of the higher possible level.

Cavemen are armed as follows:
spear & stone axe
stone axe
club
spear

Dervishes will have a walled fortress as a lair. There will be 200 to 300
dervishes there. The fortress will contain 1-4 each ballistae and light catapults
and 1 -2 heavy catapults as defenses.

10%
20%
50%
20%

The mounting, armor, and arms of a force of dervishes are:medium warhorse, chainmail & shield, lance, sword
medium warhorse, chainmail & shield, composite
bow, sword
light warhorse, leather armor & shield, lance, sword
light warhorse, leather armor & shield, composite
bow, sword
light warhorse, leather armor & shield, light crossbow,
mace

Treat stone axes as battle axes, clubs as morning stars. Note that due to theirstrength cavemen add +1 to damage rolls.
They tend to be frightened by the unknown, so subtract 1 from reaction dicein such morale checks.
Tribesman: Primitive tribesmen are typically found in tropical jungles or on
islands. They use large shields. Their leaders conform to those of cavemen,but they have the following additional figures:

5%
50%
10%
10%

Due to their fanatical nature, dervishes add 1 to their hit probability anddamage dice. They never check morale in combat. Their leaders wear
chainmail, so if magic armor is indicated, it will be of that variety.

1 — 4th level cleric for every 10 tribesmen
1 — 6th level cleric for every 30 tribesmen
1 — 8th level head cleric (witchdoctor)

Dervish leaders have normal chances for possession of psionic abilities.

Tribesman clerics will be druidical in nature.

Nomad: Nomads are bands of desert or steppes/plains dwellers who roam
freely about herding and hunting. They surprise on a 1-4 due to their ability
to use terrain to conceal themselves.

These men dwell in villages of grass, bamboo or mud huts. There is a 50%
chance that the village lair will be protected by a log palisade. The village
will contain females and young equal to 100% of the males encountered.
There is a 75% chance that there will be 20-50 slaves. There is a 50%
chance that there will be 2-12 captives (food!) held in a pen. Their treasure isexactly that of cavemen, but the tribesmen can possess all three types.

Nomads will have higher level fighters in addition to their indicated numbers
as do dervishes. They have normal possibilities for psionic abilities.
The leader of a band of nomads will be a fighter of 8th, 9th, or 10th level —8th level if under 150 nomads are in the group, 9th if 150-250, and 10th if
250 or more. The leader will have a subcommander of 6th, 7th, or 8th level,and 12 guards of 2nd level. All these characters are in addition to thenumber of nomads indicated by the dice.

Tribesmen are armed as follows:
shield, spear & clubshield & 2 spears
shortbow & club

25%

30%
40%
30%

For every 50 nomads encountered there is a 15% chance that there will be acleric of 4th-7th level with the group. There is a like chance for a 5th-8th level
magic-user. Regardless of the results of the above, there will always be 2
clerics of 3rd level and a 4th level magic-user with a band of nomads.

Treat tribesmen’s clubs as maces.

Dervish (Nomad)

If nomads are encountered in their lair it is 90% likely to be an encampment oftents (or yurts and carts) at an oasis or stream. There will be females there
equal in number to 200% of the males, and children equal to 100% of their
number. There will be from 10-100 slaves. There will be 100-400 horses anddouble that number of herd animals (sheep, goats, camels, cattle and/or yaks).
10% of the time the lair will be a small walled city, with an additional 20-80
footmen armored with chain and shield and armed with spear and sword(50%) and composite bow and sword (50%). Other people and animals in thelair are commensurate with the number of men.

FREQUENCY: Rare (Uncommon)
NO. APPEARING: 30-300
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 hit points% IN LAIR: 5% (15%)
TREASURE TYPE: Individuals J (L),Z in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: Leader types
SPECIAL DEFENSES: Leader types
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average to very
ALIGNMENT: Lawful good(neutral)
SIZE: MPSIONIC ABILITY: Leader types
Attack/Defense Modes: Leader types

The mounting, armor, and arms of a force of nomads depends upon where
they are encountered:Desert Nomads:
medium warhorse, chainmail & shield, lance & sword
medium warhorse, chainmail, light crossbow, sword
light warhorse, leather armor & shield, lance, sword
light warhorse, leather armor & shield, sword, 2 javelins
light warhorse, leather armor, light crossbow, sword

10%
10%
50%
20%
10%

Steppes/Plains:
medium warhorse, chainmail & shield, lance, sword
medium warhorse, chainmail, composite bow, sword
light warhorse, leather armor & shield, lance, sword
light warhorse, leather armor, composite bow, sword

Dervishes are highly religious nomads (see below). They are encounteredonly in desert or steppes/plains areas.
For every 30 dervishes encountered there will be an additional 3rd levelfighter, for every 40 there will be a 4th level, for every 50 there will be a 5th
level, and for every 60 there will be a 6th level.

20%
10%
20%
50%

Nomads will typically withdraw from a force which inflicts over 25% casualties
upon them if the enemy appears to be able to continue stout resistance. Nomads

68MEN (DERVISH)

MEN (PILGRIM)

will also feign retreat in order to lure an enemy into ambush. They are 75% likely
to capture weaker groups, but they are 90% likely to parley with parties of nearequal strength.

carried on the pack animals, and/or wagons. It requires 10 pack beasts or 1
wagon for each 5,000 gold pieces worth of goods.
The merchants will always be mounted on very swift, light horses.

Merchant

Pilgrim

FREQUENCY: Common
NO. APPEARING: 50-300
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 hit points% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: very to
high
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: See below
Attack/Defense Modes: See below

FREQUENCY: Uncommon
NO. APPEARING: 10-100
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 hit points% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Mean: average to very
ALIGNMENT: See below
SIZE: MPSIONIC ABILITY: See below
Attack/Defense Modes: See below
Pilgrims are simply groups of individuals on their way to visit some place
which is holy (or unholy) to them. They are thus found nearly everywhere.

Merchants are, as the name implies, traders in goods and like merchandise.
These traders travel in caravans — pack animals and/or wagons — from city
to city in order to do business, so they are found nearly everywhere.

A group of pilgrims will always have the following additional characters:
Only 10% of any band of merchants will actually be tradesmen. 10% will bedrovers. The balance (80%) of the party will be mercenary guards.

1-6 2nd level clerics
1-4 4th level clerics
1-2 6th level clerics
1 — 8th level cleric with a 3rd and 5th level assistant

The guards will be led by a fighter of 6th-11th level, with a lieutenant 1 level
lower (5th-10th). These leaders will have 12 guards of 2nd level.

There is a 25% chance that a 5th or 6th level monk will be with the party.
For every 10 pilgrims there is a 10% chance that there will be 1-10 fightersof 1st-8th level. There is a like chance that there will be 1-6 thieves of 2nd-7th
level. There is a 5% chance per 10 pilgrims that a magic-user of 6th-9th levelis with the group. If the pilgrims are lawful good, fighters will be paladins. If
the party is chaotic good the fighters will be rangers. If the party is neutral
the clerics will be druids. If the pilgrims are lawful evil, all of the pilgrims willfight as berserkers, although they will be armed only with daggers. If theparty is chaotic evil the thieves will be assassins of the level indicated.

For every 50 persons in the merchant caravan there is a 10% chance for amagic-user of 6th-8th level. There is a 5% chance per 50 for a cleric of 5th7th level. There is a 15% chance per 50 that there will be a thief of 8th-10th
level with 1-4 lesser thieves (roll for the level of each, 3rd-7th).
All the leaders, guards, and special characters will be in addition to thenumbers indicated by the dice.
The mercenaries guarding a caravan will be mounted, armored, and armed
as follows:

A group of pilgrims is likely to be aligned as follows:
heavy warhorse, plate armor & shield, lance, sword*
medium warhorse, chainmail & shield, lance, sword
medium warhorse, chainmail & shield, flail, mace
light warhorse, scale mail, light crossbow, sword
chainmail, pole arm, macechainmail, heavy crossbow, mace
ringmail & shield, spear, morning star

10%
20%
10%
10%
10%
10%
30%

lawful good
chaotic goodneutralchaotic evil
lawful evil

35%
20%
10%
15%
20%

All above average characters have normal chances for possession of psionicabilities.

*AII 1st level fighters
All higher level fighters and clerics will have plate armor and shield.

Pilgrims are 75% likely to be afoot, 25% probability of being mounted — allwill be either one or the other.

A caravan of merchants will have various sorts of treasure. Merchants will
individually have J, K, L, M, N, and Q treasures with them. The mercenaries
will individually have type K, leaders type M. Somewhere in the caravan will
be hidden the pay chest containing (100% certain) 2,000-4,000 gold pieces,100-400 platinum pieces, and 4-16 base 100 gold piece gems. The
merchandise will be worth from 10,000 to 60,000 gold pieces, being

Pilgrims and monks will carry type J treasure. Fighters will carry types L and M,
while clerics have types J, K, and M. Magic-users will have treasure types, L, N,
and Q, thieves types J, N, and Q. There is a 5% chance that some high level
member of the band of pilgrims is carrying a religious artifact. Any such artifact
will be carefully hidden and well guarded by traps and/or magic devices.

69

MERMANMIND FLAYERMERMAN

They are able to perfectly mimic stone or wood. There are two varieties ofthis creature, the large (9-10 dice), semi-intelligent carnivorous “killer mimic”
and the slightly smaller, intelligent sort. While the former will attack anythingwhich is nearby, the latter are generally friendly if offered food. All mimics
move about constantly in their search of prey.

FREQUENCY: Uncommon
NO. APPEARING: 20-200
ARMOR CLASS: 7
MOVE: 1’’//18”
HIT DICE: 1 + 1% IN LAIR: 25%
TREASURE TYPE: C, R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Mimics pose as stonework, door, chests, or any other substance or item they
can imitate. When a creature touches the mimic, the latter lashes out with apseudopod, delivering 3-12 points of damage per hit. Meanwhile, the mimic
excretes a glue which holds fast whatever member the creature touched themimic with.
The killer mimics do not speak, but the other breeds have their own language
and can usually speak several other tongues such as common, orcish, etc. For
consideration they will usually tell a party about what they have seen nearby.

MIND FLAYERFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 8 + 4% IN LAIR: 50%
TREASURE TYPE: B, S, T, X
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2 each
SPECIAL ATTACKS: Mind blast
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 90%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: 241-340
Attack/Defense Modes: B/FGH

Mermen are found in the seas and oceans in the warm temperate andtropical areas. They range over areas harvesting the vegetation and hunting
the fish the seas provide. Additionally, mermen actually herd certain fishes.
They venture out of water only to sun themselves or to visit some coastal spot.
Mermen have regular undersea communities, generally a reef or cliff
honeycombed with passages and rooms. Only 10% of the time will they
construct a village of shells, rocks, and coral. This community will have areas
where the merwomen and their young (100% and 100% of the total merman
population respectively) live, netted pens where food fishes are kept, workshops,
and so on. These communities will be guarded by from 3-18 of the larger-sizedbarracuda (q.v.), for mermen have learned to tame and use these fish.
The arms used by mermen are:trident, dagger*crossbow, dagger
net, javelin, dagger

50%
30%
20%

Mind flayers are found only in subterranean places, as they detest sunlight.
They are greatly evil and consider the bulk of humanity (and its kin) as cattle
to feed upon.

*20% of these mermen will have grapples and 50’ lines also.
On occasion mermen will attack surface vessels; to do so they must surface
and grapple it. They are very accurate with these hooks and are 90% likely
to hit. 10 mermen will then hold the line, and the ship will be slowed 1” forevery such grappling. Meanwhile, the other mermen will fire their crossbows
and darts at exposed crewmen. Grappling hooks can be thrown up to 3”. If
grappling hooks are loosened or cut, the mermen pulling on the line are notable to attack during the next melee round. A motionless ship will be held by
the mermen in 4-16 melee rounds. The ship will then slowly sink andeventually be looted by the victors. During such an attempt the attacking
mermen are exposed to missile fire from the vessel, and if flame is usedagainst them the mermen take double damage.

The mind flayer’s physical attack is by striking a victim with its four tentacles. If
a tentacle hits it will reach the opponent’s brain in 1-4 melee rounds and draw
it forth, immediately killing the creature. The mind flayer then devours the brain.
Its more feared attack mode, however, is the mind blast of psionic power. Allwithin a 6” directional cone of ½’’ diameter at the point of emanation and 2”
diameter at extreme range are affected (psionic attack on non-psionic).
Mind flayers have the following psionic abilities: levitation, domination, ESP,
body equilibrium, astral projection, probability travel. They perform at 7th levelmastery.

Mermen speak their own language and 50% also speak locathah.

If an encounter is going against a mind flayer it will immediately flee, seeking
to save itself regardless of its fellows or its treasure.
These monsters speak only their own arcane language and several other weird
tongues — purportedly those of terrible races of things which dwell in regionsof the subterranean world far deeper than mankind has ever ventured. It is also
rumored that these monsters have a city somewhere deep beneath the earth.

MIMIC
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 3”
HIT DICE: 7-10
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: GlueSPECIAL DEFENSES: Camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- to average
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Description: The mind flayer’s skin glistens with slime. Its skin color is anauseous mauve, its tentacles being purplish black. A mind flayer’s eyes aredead white, no pupil being evident. The three long fingers of each hand are
reddish, but the hands are mauve.

Mimics are subterranean creatures which cannot stand the light of the sun.

70

MINOTAUR

MORKOTHMINOTAURFREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 6 + 3% IN LAIR: 20%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8 or 1-4/By
weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Surprised only
on a 1MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Yellow Mold: A more common underground fungus is yellow mold, which ispale yellow to a golden orange in color. Any creature which touches this moldis attacked by its enzymes. It also affects wood, albeit more slowly. It does noharm to metals or stone. If the substance is contacted roughly, there is a 50%
chance per contact that the colony will release spores. These deadly sporesshoot out in an asphyxiating cloud, 1” by 1” by 1”, originating from the centerof impact. Any creature which is within this cloud will die, its lungs filled withyellow mold growth, unless it makes a saving throw versus poison. A curedisease and a resurrection are necessary within 24 hours to save such victims.
Yellow mold is affected only by fire based attacks — flaming oil, a fireelemental, etc. Continual light will cause it to become dormant for 2-12 turns,
but thereafter the mold will grow over the light and obliterate it.
When formed into great colonies of at least 300 square feet in area this growth
will form a collective intelligence about 1 time in 6. If this should happen theyellow mold will be aware mentally and psionically. It will attack by spore cloud
if it senses the presence of other life forms (range of sensing will vary from 10’ to60’) or psionically if such abilities are used within from 20’ to 120’ (random
determination of sensing range). If it attacks psionically, it will await theapproach of the life form and then loose an attack which is equal to the mostpowerful form of id insinuation. It cannot be counter-attacked psionically unless acleric who has the power to telepathically communicate with plants is on hand,for he will be needed to channel such attacks into a form which will affect thevegetable intelligence of the mold colony. Otherwise, the yellow mold must be
physically attacked and destroyed. The colony has sufficient power to make from
1 to 10 psionic attacks within as many turns, and after resting for 1-4 days it will
thereafter be able to again attack in this manner.

Minotaurs are typically found only in labyrinthine places in the wilderness orunderground. They are cruel, man-eaters, and although not particularly intelligent, they are cunning and have excellent senses. They are able to track preyby scent with 50% accuracy, and they will always pursue if it is in sight. They
attack anything without fear, unless it is obviously beyond their ability to defeat.
In combat the minotaur can butt an opponent of 6’ or more in height, or bitea shorter one, the former attack doing 2-8, the latter 1-4, points of damage.
The creature also uses some form of weapon — usually a huge axe (treat asa halberd) or a flail (+2 on damage).
Minotaurs have their own language and are 25% likely to speak common
as well.

MORKOTHMOLDFREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Brown
Very rare
1 patch
9
0”
—
Nil
Nil
0
0
Freezing
See below
See below
NonNeutral
S to L
Nil
Nil

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 18”
HIT DICE: 7% IN LAIR: 100%
TREASURE TYPE: G
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Hypnosis
SPECIAL DEFENSES: Spell reflection
MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Yellow
Uncommon1 patch
9
0”
—
Nil
Nil
1
1-8
Poison spores
See below
See below
Non- (see below)
Neutral
S to LNil (see below)
Nil (see below)

The morkoth, or morlock, is a dim, shadowy monster often referred to as the“wraith of the deep.” It is possibly humanoid, but reports vary. It inhabits dark,
deep waters.

Brown mold grows anywhere beneath the surface of the ground. It is light tan
to golden brown in color. It cannot stand high concentrations of ultraviolet light,
but it feeds on radiant energy of most other sorts. Where a patch of brown moldgrows, the temperature will be below average. If a creature walks within 5’ ofthe patch, the mold will begin absorbing its body heat — even from a basicallycold blooded creature. Each melee round that a creature is within 5’ of brown
mold, the mold will drain heat equal to 1-8 hit points frost damage for every 10
degrees of body heat over 55 degrees the creature has. Worse still, this moldgrows instantaneously from heat, so if a torch, flaming oil, or a fire ball is near
the patch, it will be able to grow 2,4, or 8 times its area from the heat fed to it.
This growth will be so rapid that on the next melee round it will have spread andbe draining any further heat in its new area of growth.

The lair of a morkoth is a series of spiraling tunnels, and at the nexus of thesepassages lurks the morkoth. Any creature passing over one of these tunnels is
drawn towards it hypnotically, for the tunnels form a pattern which is hypnotic.
When a victim is within the passages he approaches the morkoth without
realizing it and will be charmed by a spell from the monster unless a saving
throw at -4 on the die is made. The charmed victim will then be devoured at themorkoth’s leisure. The tunnels of a morkoth are constructed so as to prevent large
creatures from entering. There are typically 6 tunnels in a lair. Note that should
any victim come closer than 6”, the hypnotic effect is broken.
The morkoth attacks by biting. A charmed creature will suffer this attack without
knowledge, and thus enable the monster to consume it. Spell attacks of any sortare reflected by the morkoth, affecting the caster and possibly affecting others
nearby also, if the spell is one with an area effect. However, if a dispel magic is
cast simultaneously, the morkoth will be unable to reflect the spell and there is a
50% chance that the magic will affect the creature, although even then themorkoth is allowed a saving throw.

Brown mold is not fed by light spells or faerie fire. It is affected only bymagical cold, and no other magical or non-magical attacks. Ice storms orwalls of ice cause it to go dormant for 5-30 turns. A cold wand or whitedragon breath will kill it. The growth does not harm creatures which use cold
(white dragons, ice toads, or winter wolves.)

71

MULE

NAGA

MULE

SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 3% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: 1-2/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Mummies are undead humans with existence on both the normal and thepositive material planes. They are found near their tomb or in like burial
places or ruins. They retain a semblance of life due to their evil, and theyseek to destroy any living thing they encounter. Their unholy hatred of life andtheir weird un-life state gives them tremendous power, so that a blow fromtheir arm smashes opponents for 1-12 hit points of damage. The scabrous
touch of a mummy inflicts a rotting disease on any hit. The disease will befatal in 1-6 months, and each month it progresses the diseased creature loses
2 points of charisma, permanently. It can be cured only by a magic spell,cure disease. The disease negates all cure wound spells. Infected creatures
heal wounds at 10% of the normal rate.

Mules are generally sterile hybrids between horses and donkeys. They arestrong and agile, thus able to negotiate dungeons well in most cases. Mules
can be very stubborn and uncooperative at times, and they are likely to biteor kick their own handler if in a contrary mood. They are not panicked byfire, but strange smells may cause them to bolt away, or begin to bray loudly.
A mule can carry 2,000 gold pieces in weight at normal speed, 6,000 at
one-half speed.

The mere sight of a mummy within 6” will cause such fear and revulsion in any
creature, that unless a saving versus magic is successful, the victim will beparalyzed with fright for 1-4 melee rounds. Note that numbers will give courage,
and for each creature above 6 to 1 mummy, the creatures add +1 to theirsaving throw. If humans confront a mummy, each will save at +2 on his dice.
Mummies can be harmed only by magical weapons, and even those do only
one-half normal damage, dropping all fractions (5 becomes 2, 3 becomes 1,
and 1 becomes 0 hit points of damage). Sleep, charm, hold, and cold-based
spells have no effect upon them. Poison or paralysis do not harm them. A
raise dead spell will turn the creature into a normal human (of 7th levelfighting ability, naturally) unless the mummy saves versus magic. Mummies
will suffer certain damage from fire, even flame of normal sort. A blow with atorch will cause 1-3 hit points of damage. A flask of burning oil will cause
1-8 hit points of damage on the first round it covers the mummy and twicethat amount on the second melee round. Magical fires are at +1 per die ofdamage. If holy water is splashed upon them they suffer 2-8 hit points ofdamage for every vial-full which strikes.

MUMMY
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 3
MOVE: 6
HIT DICE: 6 + 3% IN LAIR: 80%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: FearN

Any creature killed by a mummy rots and cannot be raised from death unlessa cure disease and raise dead spell are used within 6 turns.

NAGA — NEO-OTYUGH — NIGHT HAG — NIGHTMARE — NIXIE — NYMPH

NAGA
Guardian
FREQUENCY:
Very rare
NO. APPEARING:
1-2
ARMOR CLASS:
3
MOVE:
15”
HIT DICE:
11-12% IN LAIR:
75%
TREASURE TYPE:
H
NO. OF ATTACKS:
2DAMAGE/ATTACK:
1-6/2-8
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
Exceptional
ALIGNMENT:
Lawful good
SIZE:
L (20’ long)
PSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil

Spirit
Rare
1-3
4
12”
9-10
60%
B, T, X1
1-3
See below
NilStandard
High
Chaotic evil
L (15’ long)
Nil
Nil

Water
Uncommon1-4
59”//18”
7-8
45%
D
1
1-4
See below
NilStandard
Very
Neutral
M (10’ long)
Nil
NilNaga are snake-like creatures with good brains and magical abilities. They
are encountered in warm climes in most cases.
Guardian Naga: Wise and good, guardian naga are found principally insacred places, guarding treasure of lawful good minions, or as watchers oversome evil. In addition to poisonous biting for 1-6 points of damage, andconstricting for 2-8 points, a guardian naga can spit poison at an individual
creature at up to 3” range; and if the victim fails to make its saving throw

72

NAGA

NIGHT HAGNIGHT HAG

versus poison the spittle will kill. Guardian naga also have the ability to use
clerical spells as if they were 6th level clerics, i.e. 2 — 1st, 2 — 2nd, 1 — 3rd,and 1 — 4th level clerical spells per day.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 9”
HIT DICE: 8% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (evil)
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Guardian naga are covered in green-gold scales with silvery triangles along
the back. Their eyes are golden.
Spirit Naga: Totally evil, spirit naga seek to do harm whenever and wherever
possible. They prefer dwelling in ruined, dismal, or subterranean places. In
addition to a poisonous bite for 1-3 hit points damage, these monsters canpermanently charm (as a charm spell) any humanoid creature that meets agaze of these monsters unless a saving throw versus paralyzation is made.
Finally, spirit naga are able to use magical and clerical spells at 5th ability
level of magic use and 4th level clerical ability, i.e. 4 — 1st, 2 — 2nd, and 1— 3rd level magic-user and 2 — 1st and 1 — 2nd level cleric spells per day.
Spirit naga are black scaled with crimson bands. Their heads are bulbous
and have a very human appearance, even to coloration and hair.
Water Naga: Found only in clear, fresh water, these creatures are curious
but quite neutral in attitude. They seldom attack unless threatened or attacked
first. As they generally inhabit places many feet beneath the surface of apool, lake, or river, they are seldom disturbed in their lair. In addition to their
poisonous bite for 1-4 points of damage, water naga are able to employ
magic spells (excluding those which deal with fire) of 5th level ability, i.e., 4— 1st, 2 — 2nd, and 2 — 3rd level magic-user spells per day.

The race of night hags rules the convoluted planes of Hades, and they are
seldom encountered elsewhere. In their own region they are numerous, butthey appear but singly on the material plane, and always in search of very
evil persons to slay and bring to Hades to form another larvae — a valuablecommodity to both demons and devils alike.
If a night hag finds a very selfishly evil person, she will cast a powerful sleep
spell which affects even up to 12th level humans, unless a saving throw versus
magic is successful. The night hag then strangles the sleeping victim. If thesleep spell fails, the hag will visit the victim nightly in ethereal state, intrude on
the victim’s dreams in order to cause him (or her) to become ethereal also,
and then ride the victim until dawn. The night hag cannot be removed fromthe back by the victim, and each nightly ride permanently drains one pointfrom the victim’s constitution. When a 0 constitution is reached the victim isdead, and the night hag returns to Hades with the larval soul.

Water naga are emerald green to turquoise in reticulated pattern withchocolate brown and pale jade green or dark gray and olive. Their eyes are
pale green to bright amber.

NEO-OTYUGHFREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 9-12
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/1-3
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Neversurprised
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average-very
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Night hags hate goodness, and they will attack any creature which is ofgood alignment as long as the possibilities of success appear favorable.
Night hags are able to employ a magic missile spell 3 times per day, themissile causing 2-16 hit points of damage when it strikes. They can likewise
use a ray of enfeeblement 3 times per day. They can become ethereal atwill, as mentioned previously. Night hags also have the power to know acreature’s alignment and polymorph themselves at will. If hard pressed, anight hag can attempt to gate in a demon of type I or a barbed devil(50%/50%). There is a 50% chance of the gate opening. The ’hag dislikes
doing this, as she must then reward the demon or devil with a larva. They
are totally invulnerable to sleep, charm, fear, fire, and cold based spells. It
requires a silver, iron, or + 3 or better weapon to harm a night hag.
Night hags are able to astrally project their bodies, but in order to do so theymust be in possession of a special periapt which each forges in Hades. If
taken from a ’hag she can leave the plane she is in at the time of the loss.
This periapt will cure diseases which the possessor contracts, and it gives a+2 on all saving throws. However, in the hands of a good creature, theperiapt decays 10% with each usage, eventually vanishing.

Neo-otyugh are a larger, more intelligent species of otyugh (qv). They
conform to the general characteristics of otyugh, and are even moreaggressive in their hunting of prey. Also, the neo-otyugh are slightly better at
telepathic communication. Some specimens of these creatures reach 8’
diameter and a height of 3’ or more. The hide of a neo-otyugh is eventougher than that of an otyugh, although the appearance is similar.

Description: The night hag is a hideous dark blue-violet color, with black hairand glowing red eyes. Her taloned hands and feet have nails of jet black.

73

NIGHTMARENYMPH

NIGHTMARE

armed with long daggers and darts (javelins). The latter are used as spears
under water, as missiles above. Each nixie carries one of each weapon. The
javelins can be thrown 6” maximum (1” short range, 3” medium, etc.).

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: -4
MOVE: 15”/36”
HIT DICE: 6 + 6% IN LAIR: Nil
TREASURE TYPE: Nil
NO. Of ATTACKS: 3
DAMAGE/ATTACK: 2-8/4-10/4-10
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Neutral (evil)
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Although nixies are 25% magic resistant, they fear fire and very bright light.
A flaming sword or a light spell will keep back the nixies. A continual lightspell will keep them at bay until they can negate it by summoning small fishto crowd around the light and dim it.
Nixies speak their own language and the common tongue.
Description: Nixies appear to be very comely humanoids, with greenish skin,dark green hair and silver eyes. Their skin is lightly scaled and hands andfeet are webbed.

NYMPH
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 9
MOVE: 12”
HIT DICE: 3% IN LAIR: 100%
TREASURE TYPE: Q (×10), X
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (good)
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Also known as “demon horses” and “hell horses,” nightmares are creaturesfrom the lower planes. They are ridden primarily by the more powerfuldemons and devils as well as by night hags. On occasion they serve as
steeds for undead such as spectres, vampires and liches.
The nightmare attacks with its great fangs as well as its burning hooves.
These creatures breathe out a smoking, hot cloud during combat, and it
obscures vision by blinding the eyes and choking its opponent. Unless asaving throw is made the opponent attacks at -2 “to hit” and damage dice.
Nightmares can fly, become ethereal, and roam the astral plane. They hatematerial life and attack viciously, even without a rider to command them.
Description: The hell horse is gaunt and skeletal with a huge head, glowing
red eyes, flaming orange nostrils, and hooves which burn like embers. The
coat is dead black, and the creature’s mane and tail are wild and rugged.

These beautiful, ever-young appearing women inhabit the loveliest of
wilderness places, grottos in the sea, clear lakes and streams, andcrystalline caverns. They dislike any form of intrusion, and they have means
to prevent it. Nymphs are able to dimension door once per day. A nymph isable to use druidical cleric spells at 7th ability level, i.e. 4 — 1st, 2 —2nd, 2 — 3rd, and 1 — 4th level spell once per day. Looking at one willcause permanent blindness unless the onlookers save versus magic. If thenymph is nude or disrobes, an onlooker will die unless a saving throw
versus magic is successful. There is a 10% chance that the nymph will befriendly if approached by a good creature without the latter first glimpsing
the nymph, i.e. by calling or other prior notice. Similarly, if a nymph sees ahuman male with 18 charisma and good alignment before he sees her, it is
90% probable that the nymph will be favorably inclined towards the person.

NIXIE
FREQUENCY: Rare
NO. APPEARING: 20-80
ARMOR CLASS: 7
MOVE: 6”//12”
HIT DICE: 1-4 hit points% IN LAIR: 95%
TREASURE TYPE: C, Q
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: S (4’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Nymphs speak their own language and the common tongue.

Nixies are water sprites which inhabit lakes. They can, but seldom do,
venture onto land. The nixies weave dwellings of living seaweed, so it is 95%
unlikely that their lair will be noticed at any distance under 2”. Furthermore,nixies will have giant fish to guard their lair — 1-2 gar (20%) or 2-5 pike(80%) — which obey simple commands given by the nixies. They can also
summon 10-100 small fish.
Nixies delight in enslaving humans, and if one or more approach within 30’
of a group of nixies, the latter will generate a powerful charm spell, onesuch spell for each 10 nixies, which requires the victim to save versus magic
at -2 on the die roll. If a charmed person has a dispel magic spell cast upon
him before entering the water, there is a 75% chance the charm will be
broken, but once in the water the chance is only 10%. If a human ischarmed by the nixies they will take the victim to their lair for 1 full year, butthereafter the charm wears off and the victim is allowed to go free. During
any period of such enslavement, the nixies will keep a water breathing spellon the human captive. Each nixie has the power to cast a water breathing
spell on any creature, or dispel it, once per day. It lasts 1 day. Nixies are

74

OCHRE JELLY

O

OGRE

OCHRE JELLY — OCTOPUS, GIANT — OGRE — OGRE MAGE — ORC — OTTER, GIANT — OTYUGH — OWL,
GIANT — OWLBEAR

OCHRE JELLY

are free the creature attacks only at -1. A tentacle grasps with a grip equal to
18/20, and any creature with a strength equal to or greater than 18/20 cangrasp the tentacle and negate its constriction; but this does not free it, andthe octopus will immediately seek to drag the victim to its mouth to eat it. To
break free, a tentacle must be severed. Each tentacle takes 8 hit points. This
is in addition to the 8 dice the octopus itself has.

FREQUENCY: Uncommon
NO. APPEARING: 1-3
ARMOR CLASS: 8
MOVE: 3”
HIT DICE: 6% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

If 3 or more tentacles are severed it is 90% probable the octopus will retreat,
blowing forth a cloud of black ink 4” high by 6” wide by 6” long. The
octopus will then run to its lair or hide in some other nearby place, changing
its color to blend with its surroundings. The ink cloud completely obscures thevision of any creature within it.

OGRE
FREQUENCY: Common
NO. APPEARING: 2-20
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 4 + 1% IN LAIR: 20%
TREASURE TYPE: Individuals M(×10), Q, B, S in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or byweaponSPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (9’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Ochre jelly are a form of giant amoeba. They seep about in dungeons,hunting for any form of flesh or cellulose to devour — they far prefer theformer. Their amorphous form allows them to flow through small spaces. They
can travel along walls or ceilings with ease. The fluids excreted by thesecreatures dissolve flesh (3-12 hit points per round of exposure).
Striking the ochre jelly with lightning bolts simply divides the creature into one
or more smaller creatures, each doing one-half normal damage. Cold andattacks have normal effect.

OCTOPUS, Giant
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 3”//12”
HIT DICE: 8% IN LAIR: 70%
TREASURE TYPE: R
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1-4 (×6)/2-12
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral (evil)
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Ogres can be found in virtually any terrain, including subterranean places.
They are ugly-tempered and voracious. Ogres are also fond of treasure, andthey will sometimes be found serving as mercenaries in the ranks of orc tribes
or evil clerics or joining with gnolls for a profitable raid. Ogres mingle freely
with trolls and some giants, and they are at times enslaved by certain demons.
If 11 or more ogres are encountered, there will be one who is a leader(armor class 3, 30-33 hit points, attacking as a 7 hit dice creature and doingfrom 2-12 hit points damage/attack). If 16 or more are encountered there
will be 2 such leaders plus 1 additional ogre, a chieftain with armor class 4,34-37 hit points, and attacking as a 7 hit dice monster and doing 4-14 hit
points damage/attack.
(If weapon type is used to determine damage/attack, give a standard bonus of+2 hit points to ogres and leaders/chieftains gain an additional +1/+2 bonus.)

Giant octopi inhabit warm waters of medial to shallow depth. They lair inwrecked ships and undersea caves. They hunt at night, snatching and dining
on any form of life which is vulnerable. They will readily attack swimmers or
seize small vessels in order to eat the crew. These creatures are malicious andhave a cunning bent. Several will cooperate to overwhelm a larger ship if
opportunity presents itself. Vessels grabbed by giant octopi will lose way andcome to a full stop in 3 turns.

If ogres are found in their lair there will be from 2-12 females who fight asnormal ogres but do only 2-8 points of damage and take a maximum of 6 hit
points per hit die. There will also be from 2-8 young who will fight as
goblins. Ogres will take prisoners in order to use them as slaves (25%) or
food (75%), so there is a 30% chance that an ogre lair will contain 2-8
slaves/prisoners. As they are very fond of halfling, dwarf, or elf flesh, there is
only a 10% chance that such creatures will be found alive in an ogre lair.

A giant octopus will generally attack with 6 of its 8 tentacles, using 2 toanchor itself. Each tentacle striking does only 1-4 hit points of damage, but
unless the member is loosened or severed, it will do twice initial damage (2-8
points) each melee round thereafter. The octopus also has a vicious beak
which can bite nearby prey for 2-12 hit points.

Ogres speak their own language as well as that of chaotic evil, orcs, trolls,
and stone giants.
Description: The hide of ogres varies from dull blackish-brown to dead yellow.
Rare specimens are a sickly violet in color. Their warty bumps are often ofdifferent color — or at least darker than their hides. Hair is blackish-blue todull dark green. Eyes are purple with white pupils. Teeth are black or orange,
as are talons. Ogres wear any sort of skins or furs. They care for their arms
and armor reasonably well. The life span of an ogre is not less than 90 years.

Any creature will be struck only by 1 tentacle at a time unless it is larger than
8’ or so tall/long. There is a 25% chance that a creature struck by a tentacle
will have its upper limbs pinned, and a 25% chance that neither upper limb
will be held. If both limbs are held the creature has no attack with them, if
only 1 is pinned the creature attacks at -3 on “to hit” dice rolls, and if both

75

OGRE MAGE

ORC

OGRE MAGE (Japanese Ogre)

dwell in places where sunlight is dim or non-existent, for they hate the light. In fulldaylight they must deduct 1 from their dice rolls to hit opponents, but they see
well even in total darkness (infravision).

FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 4
MOVE: 9”/15”
HIT DICE: 5 + 2% IN LAIR: 35%
TREASURE TYPE: G (magic), R, S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to
exceptional
ALIGNMENT: Lawful evil
SIZE: L (10½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Known orc tribes include the following: Vile Rune, Bloody Head, Death
Moon, Broken Bone, Evil Eye, Leprous Hand, Rotting Eye, Dripping Blade. If
orcs from one of those tribes are encountered in an area, it is likely that allother orcs nearby will also be from this tribe.
For every 30 orcs encountered there will be a leader and 3 assistants. These orcs
will have 8 hit points each (being the biggest/strongest/ meanest in their group).
If 150 or more orcs are encountered there will be the following additional figureswith the band: a subchief and 3-18 guards, each having armor class 4,11 hit
points, and fighting as monsters with 2 hit dice (doing 2-7 hit points damage). If
the orcs are not in their lair there is a 20% chance they will be escorting a train of
1-6 carts and 10-60 slave bearers bringing supplies and loot to their chief or to astronger orc tribe. The carts will hold goods worth from 10 to 1,000 gold pieces,and each slave will bear goods worth from 5 to 30 gold pieces. If such a train isindicated, double the number of leaders and assistants, add 10 normal orcs foreach cart in the train, and a subchief with 5-30 guards will always be in charge.

Japanese ogres, ogre magi, are not as rare elsewhere as they are in this part of
the world. They normally seek uninhabited places in which to lair — typically in a
fortified dwelling or some secure cavern complex below ground. From this location,
the ogre magi will foray to capture treasure and humans for slaves and food.

Orc lairs are underground 75% of the time, in an above ground village 25%of the time. There will always be the following additional orcs when theencounter is in the creatures’ lair: a chief and 5-30 bodyguards (AC 4, 13-16
hit points, attack as monsters with 3 hit dice and do 2-8 hit points damage),females equal to 50% of the number of males, young equal to 100% of thenumber of males. If the lair is underground, there is a 50% chance that there
will be from 2-5 ogres living with the orcs. If the lair is above ground it will be
a rude village of wooden huts protected by a ditch, rampart, and log palisade.
The village will have from 1-4 watch towers and single gate. There will be 1
catapult and 1 ballista for each 100 male orcs (round to the nearest hundred).

If encountered in their lair, the ogre magi will always have a chief of greatstrength (+2 on each hit die, attacking and saving as a 9 hit dice monster) in
addition to the others of his kind indicated by the die roll. There will be 2-12
slaves/prisoners in the lair.
Ogre magi are able to perform the following feats of magic: fly (for 12 turns),
become invisible, cause darkness in a 1” radius, polymorph to human (or similar
bipedal humanoid form from 4’ to 12’ size) form, and regenerate 1 hit point per
melee round (lost members must be reattached to regenerate). Once per day they
can also do any of the following: charm person, sleep, assume gaseous form, andcreate a ray of cold the same dimensions as that of a cold wand which does 8 —8-sided dice of damage (unless the appropriate saving throw is made).

The weaponry of orcs is shown typically below:
sword & flailsword & spear
axe & spear
axe & pole armaxe & crossbow
axe & bowsword & battleaxe
spear
axe
polearm

Japanese ogres speak their own language, that of normal ogres, the common
tongue, and their alignment tongue.
Description: Ogre magi have light blue, light green, or pale brown skins.
Their hair is typically of an opposite and darker color (blue-green, greenblue), except that brown skinned ogre magi have dark yellow hair. Their nails
are black, and their teeth and tusks are very white. Horns are ivory colored.
Their eyes are dark pupiled with white centers. Their apparel is typicallycolored in patterns familiar to their homeland.

5%
10%
10%
10%
10%
10%
5%
10%
10%
20%

Leaders and above will always have two weapons. If a subchief is with agroup the tribal standard will be present 40% of the time. The standard isalways present when the tribal chief is. The standard will cause all orcs within
6” to fight more fiercely (+1 on hit dice and morale check dice).

ORC

Orcs are cruel and hate living things in general, but they particularly hate elves
and will always attack them in preference to other creatures. They take slaves
for work, food, and entertainment (torture, etc.) but not elves whom they kill
immediately.

FREQUENCY: Common
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 1% IN LAIR: 35%
TREASURE TYPE: Individuals L; C,
O, Q (×10), S in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or byweapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (low)
ALIGNMENT: Lawful evil
SIZE: M (6’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Orcs are accomplished tunnelers and miners. They note new or unusual
constructions underground 35% of the time and spot sloping passages 25% of
the time.
The majority of orcs speak goblin, hobgoblin, and ogre in addition to thelanguages of orcs and lawful evil.
Description: Orcs appear particularly disgusting because their coloration —brown or brownish green with a bluish sheen — highlights their pinkish snouts
and ears. Their bristly hair is dark brown or black, sometimes with tan patches.
Even their armor tends to be unattractive — dirty and often a bit rusty. Orcs favor
unpleasant colors in general. Their garments are in tribal colors, as are shielddevices or trim. Typical colors are blood red, rust red, mustard yellow, yellow
green, moss green, greenish purple, and blackish brown. They live for 40 years.
Half-Orcs: As orcs will breed with anything, there are any number ofunsavory mongrels with orcish blood, particularly orc-goblins, orc-hobgoblins,
and orc-humans. Orcs cannot cross-breed with elves. Half-orcs tend to favor
the orcish strain heavily, so such sorts are basically orcs although they cansometimes (10%) pass themselves off as true creatures of their other stock(goblins, hobgoblins, humans, etc.).

Orc tribes are fiercely competitive, and when they meet it is 75% likely that they
will fight each other unless a strong leader (such as a wizard, evil priest, evillord) with sufficient force behind him is on hand to control the orcs. Being bullies,
the stronger will always intimidate and dominate the weaker. (If goblins are near,for example, and the orcs are strong enough, they will happily bully them.) Orcs

76

OTTER, GIANTOWLBEAROTTER, Giant

OWL, Giant

FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 5
MOVE: 9”//18”
HIT DICE: 5% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 6
MOVE: 3”/18”
HIT DICE: 4% IN LAIR: 5%
TREASURE TYPE: Q (×5), X
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/2-5
SPECIAL ATTACKS: Surprise on a 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant otters dwell in lakes and rivers. These creatures are basically nonaggressive, but if threatened or cornered they can fight fiercely. These
creatures love to play — sliding and tag are favorite pastimes. If such play isin progress when the otters are encountered, the creatures might panic
horses, overturn wagons, accidentally break carts, etc. Even in the water
similar danger exists with regard to boats and other small craft, for the otters
may accidentally overturn them in playfulness.

Giant owls are rarely encountered as they inhabit only very wild areas. They arenocturnal predators and effective hunters. Giant owls speak their own language.
A giant owl strikes with its two sets of sharp talons and its strong beak. Itsfeathers allow it to fly with nearly absolute silence, thus it surprises on 1-5 (on a6-sided die).
These creatures are intelligent and will sometimes befriend other creatures. If
encountered in their lair there is a 20% chance that there will be 1-3 eggs
(25%) or 1-3 hatchling owls, 20% to 70% grown. The parents will always
attack any creature threatening the eggs/owlettes. Eggs sell for 1,000 gold
pieces, young for 2,000 on the open market.

If discovered in their lair, there will always be 5 giant otters — 2 adults and3 young (40%-70% grown). The parent animals will always attack in thiscircumstance. The young will defend themselves.
The pelts of giant otter sell for from 1,000 to 4,000 gold pieces.

OTYUGHOWLBEAR

FREQUENCY: Uncommon
NO. APPEARING: 1 (2)ARMOR CLASS: 3
MOVE: 6”
HIT DICE: 6-8% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-5
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Neversurprised
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low-average
ALIGNMENT: Neutral
SIZE: M-L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 5 + 2% IN LAIR: 30%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Hug
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
The horrible owlbear is probably the result of genetic experimentation by someinsane wizard. These creatures inhabit the tangled forest regions of every
temperate clime, as well as subterranean labyrinths. They are ravenous eaters,
aggressive hunters, and evil tempered at all times. They attack prey on sight andwill fight to the death.

These weird monsters are omnivorous scavengers, not at all hesitant about
adding a bit of fresh meat to their diet of dung, offal, and carrion. They hatedirect sunlight or bright light, so they are found underground in most cases.
Usually (90%) only a single individual is encountered, for otyugh typically live inpartnership with other subterranean monsters. The otyugh will dwell in a truce
state with other powerful monsters in order to scavenge droppings and otherleavings. In most cases otyugh live in piles of dung and rubbish, and thrive there.

The owlbear attacks with its great claws (two inches long on large males), itssnapping beak, and then grasps a victim and squeezes and bites it to death. If itscores a paw hit of 18 or better with either of its forelimbs, the owlbear has
dragged the victim to itself; and the opponent will take an additional 2-16 hit
points damage from the hug, that melee round and every melee round thereafter
until the owlbear is killed. (Note that if the armor class of an opponent is suchthat an 18 is insufficient to hit, the hug is not effective, and no damage is taken.)

The otyugh has a sensory organ stalk and two tentacle arms which protrude
from its hideous body. The eyes are always thrust above the offal the creaturelairs under, and this prevents surprise. Its tentacles have sharp ridges and areused to deliver smashing blows to prey. The creature’s mouth is sucker-likeand filled with many teeth. If it bites any victim it is 90% likely to be infectedby disease (typhus).

If encountered in their lair there is a 25% chance that there will be 1-6 eggs
(20%) or young (80%) in addition to the adults. Young owlbears will be 40%
to 70% grown, and they will fight accordingly. Eggs are worth 2,000 gold
pieces, young under 50% grown are worth 5,000, on the open market.

These monsters have no interest whatsoever in treasure as humans know it,
but their partners may, occasionally making the guarding of treasure theyvalue a condition of allowing otyugh to dwell in semi-symbiosis with them.
Otyugh speak their own language and are semi-telepathic, thus often able tocommunicate with other life forms when the otyugh so desire.

Description: Owlbears have brownish-black to yellow brown fur and feathers.
The 1,300 to 1,500 pound males will be the darker colored. The beaks ofthese creatures are yellow to ivory. The eyes are red-rimmed and exceedingly
terrible to behold.

(See also NEO-OTYUGH.)

77

PEGASUSP

PIKE, GIANTPEGASUS — PERYTON — PIERCER — PIKE, GIANT — PIXIE — PORCUPINE, GIANT — PORTUGUESE
MAN-O-WAR — PSEUDO-DRAGON — PURPLE WORMPEGASUSDescription: The upper body and head of the peryton is blue-black, the creature’s
horns being jet black. The wing and back feathers are dark green, and the chestof the male peryton is light blue to medium blue, the females being drab.

FREQUENCY: Very rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 24”/48”
HIT DICE: 4% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

PIERCERFREQUENCY: Uncommon
NO. APPEARING: 3-18
ARMOR CLASS: 3
MOVE: 1”HIT DICE: 1-4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6, 2-12, 3-18
or 4-24
SPECIAL ATTACKS: 95% likely tosurprise
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Pegasi are found in remote places, for they are typically very shy and wild.
These intelligent winged horses make the swiftest of steeds, and they are oftensought for that reason. Pegasi will serve only good characters, but if they do so,they always serve unto death.
A pegasus fights with its two forehooves and its powerful teeth. A malespecimen can carry weight equal to a medium warhorse (qv), a female equal
to a light warhorse.

Piercers inhabit caves, caverns, and similar subterranean places. With theirstoney outer casing these monsters are indistinguishable from stalactites foundon cave roofs. They are attracted by noise and heat, and when a living
creature passes beneath their position above they will drop upon it in orderto kill and devour it. Larger varieties will be found with smaller ones.

If encountered in their lair there will be 1 nest for every pair of pegasi. There is a
20% chance per nest that there will be 1-2 eggs (30%) or young animals (70%)
of 20% to 50% maturity. The eggs are worth 3,000 gold pieces, the young
5,000, on the open market.

The size of a piercer is equal to its hit dice, and there is an equal probabilityof a piercer being 1, 2, 3, or 4 dice in size. The largest piercer is about 6’
long, 1’ base diameter, and weighs 500 pounds.

PERYTONFREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: 12”/21”
HIT DICE: 4% IN LAIR: 10%
TREASURE TYPE: B
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: +2 to hit
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

PIKE, Giant
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 5
MOVE: 36”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16
SPECIAL ATTACKS: Surprise on a
1-4
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (9’-14’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Perytons dwell in rocky hills or mountainous regions. They are omnivorous
creatures of the weirdest appearance, likely the result of the same type ofexperimentation as brought about the owlbear.

Giant pike inhabit large, deep lakes. They are aggressive predators and will
not hesitate to attack any creature which is nearby when they are hungry.
These creatures see well, and they move with great speed, surprising prey
two-thirds of the time. Giant pike are often tamed by nixies.

The creature attacks with its sharp horns, having a +2 on “to hit” dice. Its claws
are too weak to use. Each peryton attacks but a single creature, and when it isdead the peryton tears out the victim’s heart with its teeth. The organ is necessary
to the peryton to reproduce, and the creature immediately flies away in order todo so. Human hearts are the type most sought by perytons.
Normal weapons do not harm these creatures.
Perytons lair in caves high upon cliffs or in mountain peaks. They will
sometimes take humans and similar creatures alive in order to hold themprisoner until needed as food and for reproduction needs.
Perytons speak their own language.

78

PIXIEPSEUDO-DRAGON

PIXIE

its body. The porcupine views any approach within 30’ as a threat.

FREQUENCY: Very rare
NO. APPEARING: 5-20
ARMOR CLASS: 5
MOVE: 6”/12”
HIT DICE: 1-4 hit points% IN LAIR: 5%
TREASURE TYPE: R, S, T, X
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral
SIZE: S (2½’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

PORTUGUESE MAN-O-WAR, Giant
FREQUENCY: Uncommon
NO. APPEARING: 1-10
ARMOR CLASS: 9
MOVE: 1”HIT DICE: 1-4% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Transparent
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Pixies dwell only in the most idyllic of woodlands. They are naturally invisible
and are thus almost never noted even though some creature passes near theirsecluded home.

Portuguese men-o-war float in warm sea waters, trailing their deadly tentacles
below. Any creature which touches these appendages takes damage from their
poison, and if a saving throw versus paralyzation is not made the victim isparalyzed and will be drawn up by the Portuguese man-o-war’s tentacles anddevoured in 3-12 turns.

Pixies normally carry slim swords and fine bows similar to those of sprites(qv). Their swords are equal to daggers, but their arrows are more effective
and are of three types. All have +4 chance to hit. The pixie war arrow inflicts
2-5 hit points of damage. Their second type causes sleep in a comatose statefor 1-6 hours to any creature which fails to save versus magic when struck.
The third sort which the pixies use causes no harm physically, but being struck
causes a complete loss of memory which can only be restored by clericalexorcism unless the victim saves versus magic.

Each of these creatures has 10-40 tentacles. Their length is a factor of size.
For each die the creature has, the tentacles have 10’ of length. A one hit die
Portuguese man-o-war is 2½’ in diameter and has 10 tentacles which areeach 10’ long. A two hit dice creature has 20 tentacles of 20’ length, a three
hit dice creature has 30 tentacles of 30’ length and a four hit dice Portuguese
man-o-war is 10’ in diameter and has 40 tentacles which trail downwards
40’. Each tentacle requires but a single hit point to sever, but this does notinflict damage on the creature, and tentacles will regenerate in several days.
Only hits scored on the body of the creature kill it.

Pixies can become visible at will, polymorph themselves at will, create illusions
with both audial and visual components which last without concentration until
magically dispelled once per day each, and know alignment. Pixies can, by
touch, cause confusion in any creature which fails its saving throw versus
magic. Confusion is permanent unless a remove curse spell is applied. Onceper day pixies are able to use dispel magic (at 8th level/ability), dancing
lights, ESP, and 1 in 10 can use Otto’s Irresistible Dance spells.

Portuguese men-o-war are transparent. It is 90% probable that they will beundetected unless the creature encountering them is able to detect invisible
objects.

Because pixies are normally invisible, they gain the advantage of subtracting
4 from “to hit” dice rolls of all opponents unable to detect invisible objects.
Similarly, pixies can attack while invisible.

PSEUDO-DRAGON

Pixies are highly mischievous, and they will be prone to bother, harass, or foolcreatures. They speak their own tongue, that of sprites, and common speech.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 6”/24”
HIT DICE: 2% IN LAIR: 5%
TREASURE TYPE: Q (×10)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Poison sting
SPECIAL DEFENSES: Chameleon power
MAGIC RESISTANCE: 35%
INTELLIGENCE: Average
ALIGNMENT: Neutral (good)
SIZE: S (1½’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

PORCUPINE, Giant
FREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 6% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Shoot quills
SPECIAL DEFENSES: Quills
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Pseudo-dragons are found in any clime, save the coldest or hottest, when they
are found at all. These creatures are rare indeed and highly sought after.
They lair in great hollow trees or small caves.

Giant porcupines are found primarily in wooded areas. They are stupid andnon-aggressive, but if threatened they are able to defend themselves withease. The giant porcupine can bite with some effect, but they will do this onlyin the most desperate defense (10% chance per melee round the creature is
above 50% damaged). The main defense of the giant porcupine is its ability
to shoot 1-8 quills from its tail, each quill doing 1-4 hit points of damage andhaving a range of 30’. As its quills are up to 3’ long, any attack whichcomes within 6’ of the creature will likewise suffer 1-4 quills in return from theporcupine’s defensive movements. There is no practical limit to the number ofquills the creature can use, as there are over 80 in its tail and over 300 on

The pseudo dragon can deliver a vicious bite with its small, dragon-like jaws,
but its major weapon is its sting-equipped tail. This appendage is long andvery flexible. The creature can move it with flashing speed, and strikes at +4
to its “to hit” dice. Any creature struck must save versus poison or go into astate of catalepsy which lasts for 1-6 days. During this time the victim appears
dead and there is a 25% chance the creature will actually die.
Pseudo-dragons have a chameleon-like power, so that they can blend withany typical background and become 80% undetectable to creatures not able
to see invisible objects. They can see invisible objects.

79

PSEUDO-DRAGONQUASIT

Magic resistance is an innate characteristic of pseudo-dragons, and they
are able to transmit this resistance to a human (or humanoid) companion
when the pseudo-dragon is touching the other creature.

Purple worms burrow deep beneath the ground in a constant search for food.
They sense vibrations at 60’ and move to attack. Generally only adultspecimens, 8’-9’ in diameter and 40’-50’ long, are encountered. Young are
1’ in diameter and about 5’ when they hatch, a typical hatching being 1020, each with 1 hit die +4 hit points. They return to their lairs to rest, andthere they expel such indigestible waste as metal and mineral crystals.

A pseudo-dragon communicates by means of a limited form of telepathy. If thepseudo-dragon elects to become a companion of a human (or humanoid), it canalso transmit what it sees and hears to its companion up to a distance of 24”.

A purple worm attacks by biting (2-24 points of damage), and any hit 20% over
the required score (that is 4 or more over the required number) or a 100% (dieroll of 20) score in any case indicates the creature has engulfed its victim. A
mature purple worm can swallow, whole, a creature as large as 8’ or so tall andup to 6’ wide, or vice versa. Any creature swallowed will be dead in 6 melee
rounds. The worm will digest its meal in 12 turns, and at that time the creature istotally gone and cannot be raised from the dead. Note, however, that a creatureswallowed can try to cut its way out of the purple worm’s stomach. The innerarmor class of the ’worm is 9, but each round the creature is in the worm it
subtracts 1 from the damage each of its attacks does. This subtraction iscumulative, so on the second melee round there is a -2, on the third a -3, etc.

Description: Pseudo-dragons appear exactly as miniature red dragons.
However, their coloration is a basic red brown, and can be changed as noted.

PURPLE WORM
FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 15% IN LAIR: 30%
TREASURE TYPE: B, Q (×5), X
NO. OF ATTACKS: 1 and 1
DAMAGE/ATTACK: 2-24/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: L (50’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Q

Additionally, the purple worm has a poisonous stinger in its tail. This
weapon is only used in rear defense, however, or if the ’worm is fighting
large or numerous opponents in a very spacious area which will allow it
freedom to use its stinger. The sting causes 2-8 hit points of damage when it
hits, and if the victim fails its poison saving throw it is killed by the purple
worm’s poison.
Mottled Worm: The mottled worm is an aquatic variety of the purple worm.
It inhabits shallow bottom muck but will surface for prey. It otherwise
conforms to the characteristics of the purple variety.

QUASITQUASIT

Although intelligence is low, quasits are sly and cunning, and in certain
situations they are able to call upon the thinking power of a demon lord.

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 15”
HIT DICE: 3% IN LAIR: 0%
TREASURE TYPE: Q (×3)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-4
SPECIAL ATTACKS: See attacks
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: NilOnce the quasit becomes a familiar, it passes along to its “master” thefollowing: telepathic communication which enables the character to use all
senses (including infravision) of the familiar, even up to a mile away. The
quasit’s presence within 1” of its “master” allows the latter the quasit’s magic
resistance (25%) and also enables regeneration at 1 hit point per melee
round. When the quasit is within a mile of its “master,” the latter gains anadditional level of ability. If the quasit is farther away, the character loses 1
level, and if the quasit is killed, the loss to the character is 4 levels. Finally, in
addition to its normal advice, the quasit is able to contact a lower plane once
per week in order to help its “master” decide some course of action. This
contact is like a commune spell, but 6 questions are allowed.
The major aim of a quasit is to enable its “master” to wreak greater and morechaotic evil. It also wishes to destroy lawful evil humans in order to steal theirsouls for the demons, as the quasit will be rewarded accordingly when (and if)
it returns to the planes of the Abyss. At the time of its “master’s” death thequasit must grab the soul and rush back to there, and if it has not been actively
evil prior to that, its demon lord might change the quasit to a manes or larva or
send it forth as a quasit again rather than making it into a type I or II demon.

While the quasit is rare on the material plane, they are not on the planes ofPandemonium and the Abyss. The quasit is a larva changed into a minor demon
form to serve as familiar to a chaotic evil magic-user or cleric. A quasit is able topolymorph itself into the shape of any two of the following creatures, this power
being given to it by its demon lord: giant centipede, bat, frog, or wolf.
The attack mode of an unpolymorphed quasit is by means of its claws andfangs. The wounds caused by its claws cause a burning itch which drain 1
from its opponent’s dexterity each time it is wounded unless a saving throw
versus poison is made. Dexterity loss remains for 2-12 melee rounds. The
magical powers of a quasit are held by its polymorphed form also. All quasits
detect both good and magic. They regenerate at 1 hit point per melee round.
They can become invisible at will, and once per day they can send out ablast of fear in a 3” radius. Only magical or cold iron weapons will harmthese monsters. Cold, fire, and lightning do not affect them. For purposes ofspell attack upon them, quasits are considered as 7 hit dice creatures.

80

RAKSHASARRAY

RAKSHASA — RAM, GIANT — RAT, GIANT — RAY — REMORHAZ — RHINOCEROS — ROC — ROPER — ROT
GRUB — RUST MONSTERRAKSHASA

TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral (evil)
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare to rare
NO. APPEARING: 1-4
ARMOR CLASS: -4
MOVE: 15”
HIT DICE: 7% IN LAIR: 25%
TREASURE TYPE: F
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-3/1-3/2-5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Rats of all sorts are common, and the giant Sumatran sort are a plague inmany places such as crypts and dungeons. Their burrows honeycomb many
graveyards, where they seek to cheat ghouls of their prizes by tunneling to
newly interred corpses.
Any creature bitten by a giant rat has a 5% chance per wound inflicted ofcontacting a serious disease. If such infection is indicated the victim isdiseased unless a saving throw versus poison is successful.

Known first in India, these evil spirits encased in flesh are spreading. They arefond of a diet of human meat, and as masters of illusion they can easily gain
this end. Rakshasas are able to employ ESP and then create the illusion of what
those who have encountered them deem friendly. They can then withhold attack
until their prey can be taken off-guard. Although capable of using both magicuser’s spells (up to 3rd level) and cleric’s spells (1st level), they are not affectedby spells under the 8th level. Rakshasas cannot be harmed by non-magicalweapons, magical weapons below +3 do one-half damage, but hits bycrossbow bolts blessed by a cleric kill them. If more than 1 rakshasa is
encountered in its lair, the group will be a male and 1 or more females.

Giant rats will avoid attacking strong parties unless commanded to fight bysuch creatures as wererats or vampires. They are fearful of fire and flee fromit. Giant rats swim quite well, and they can attack in water as well.

RAY
Manta
Uncommon
1
6
18”
8-11
0%
J-N (×10),
Q (×5), X
NO. OF ATTACKS:
1 and 1DAMAGE/ATTACK:
3-12/2-20
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
NonALIGNMENT:
NeutralSIZE:LPSIONIC ABILITY:
Nil
Attack/Defense Modes: Nil
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:

RAM, Giant
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 4% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (6’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Pungi
Rare
1-3
7
12”
4
0%
Nil

Sting
Common
1-3
7
9”
1
0%
Nil

1 to 121-4 each
See below
NilStandard
NonNeutral
L
Nil
Nil

1
1-3
See below
NilStandard
NonNeutral
S
Nil
Nil

Manta Ray: These huge creatures “fly” through the warm ocean waters
searching for prey. Small specimens have a tip-to-tip spread of 32’, while thelargest grow to some 44’ across. They often rest on the floor of the sea, theircoloration blending with the bottom, waiting for a victim to pass. The manta raythen attacks. It has a huge maw — the mouth size equal to one-quarter of its
width — which can totally engulf most non-giant creatures in a single gulp. If themanta scores 10% (2 numbers) over its required “to hit” score, it has swallowed
such prey as will fit in its mouth. Any creature swallowed will be dead in 6
melee rounds. The creature may attack the manta ray from inside, its armor classremains the same, and hits are at a cumulative -1 per melee round with regard
to damage, i.e. -6 in the last melee round the swallowed creature can attack
before being dead. In addition to its bite, the manta ray has a powerful tailspine. This weapon inflicts 2-20 points of damage upon any creature it strikes,
and if the victim fails to make a saving throw against paralyzation it is stunnedfor 2-8 melee rounds from the force of the blow. The manta ray will strike with its
tail spine only in situations where it is seriously threatened and the opponent tobe struck must be at the rear quarter of the ray. The manta ray’s stomach is therepository of indigestible items — such as the treasure types indicated.

Giant sheep are found only in hilly or mountainous regions. All full-grownspecimens, male or female, will conform to the above statistics. Males (giantrams), however, will charge to attack, delivering a butt of double the damage
parameters shown. These animals are not normally aggressive, but if they
believe the flock is threatened they will defend it to the death.
A flock will consist of a ram, four ewes, and the balance will be lambs (rollpercentile dice to determine size, halving the number rolled and adding it
to 50%).

RAT, Giant (Sumatran)
FREQUENCY: Common
NO. APPEARING: 5-50
ARMOR CLASS: 7
MOVE: 12”//6”
HIT DICE: 1-4 Hit points% IN LAIR: 10%

Pungi Ray: Another of the tropical rays, the pungi is found only in relatively
shallow bottoms. The creatures conceal themselves in the sand, with their terrible
back spines protruding. These spines are greenish or brown, resembling plant

81

RAY

ROC

RHINOCEROS

growth so closely as to be 90% indistinguishable from normal seaweed. Pungi
rays are some 15’ across and 6’ or so long. Their back spines are in an areaof 3’ by 4’, with an average of 1 such spine per square foot, or 12 spines
altogether. The spines vary from 1’ to 2’ in length. Any creature landing on aspine must save versus poison or be killed instantly. A footstep upon a pungi ray
will equal 1 attack; if a human fell across a pungi ray he would suffer from 2-8
spine attacks. If a pungi ray is attacked it will try to escape by flight.

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Sting Ray: These rays are seemingly harmless bottom feeders found in shallow
tropical waters. However, they cover themselves with sand and are 90%
invisible. If any creature steps upon them they lash up with their tail spine,
inflicting 1-3 points of damage when they hit. Also, any such hit necessitates asaving throw versus poison, and if the victim fails its saving throw it is paralyzed
for 5-20 turns and takes a like number of hit points of additional damage.

REMORHAZ
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: Overall 0,
head 2, underside 4
MOVE: 12”
HIT DICE: 7-14
% IN LAIR: 20%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 6-36
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (21’ to 42’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Rhinoceros
Common
1-6
6
12”
8-9
Nil
Nil
1
2-8 or 2-12
ChargeNilStandard
AnimalNeutralL
Nil
Nil

Woolly Rhinoceros
Common
1-4
5
12”
10
Nil
Nil
1
2-12
ChargeNilStandard
AnimalNeutralL
Nil
Nil

Rhinoceroses are aggressive herbivores, by and large. A few types are lessaggressive and will run away if they feel threatened, but most will charge.
They have poor eyesight but keen senses of hearing and smell. If more than
one-half the possible number are encountered, 1 or 2 will be young (from
30% to 60% mature).
Single horned rhinoceroses do 2-8 hit points of damage and have 8 hit dice.
Two-horned rhinos have 9 hit dice and do more damage when they hit (2-12
points). A charging rhino does double damage. They will trample any
opponent which is low enough for this action. Trampling inflicts 2-8 hit points ofdamage for each forefoot which hits.
Woolly Rhinoceros: A large, very aggressive species of rhinoceros whichroams the cold temperate and subarctic regions of the Pleistocene epoch, thewoolly rhino conforms to the characteristics of its modern relatives.

Remorhaz, sometimes known as polar worms, inhabit only the chill wastes.
They are very aggressive predators. If encountered in its lair, a remorhaz is
25% likely to have a mate and 1-2 eggs there. The size of one of thesecreatures is determined by its hit dice: a 7 dice remorhaz is 21’ long, an 8
dice creature 24’ long, etc. Remorhaz eggs are valued at 5,000 gold pieces
each.
In combat the remorhaz beats its small wings and rears the front quarter of its
body. It then snaps itself forward, striking with blinding speed, and thelargest-sized specimens are able to swallow prey whole in this manner. Any
victim swallowed in this manner is instantly killed due to the intense heat in
the monster’s digestive system. Prey is swallowed whole on a score of 20.
When aroused, the remorhaz secretes substances internally which cause its
intestines to become very hot, and its back protrusions actually glow cherryred with the excess heat. Any non-magical weapon striking the back of aremorhaz will melt from the heat, and any creature touched by these surfaces
suffers 10-100 points of damage.

ROC
FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 4
MOVE: 3”/30”
HIT DICE: 18% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 3-18/3-18 or
4-24
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (60’+ wingspread)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Description: The remorhaz has ice blue coloration everywhere except along
its back where a streak of white sets off the large protrusions there. The
creature’s multi-faceted eyes are white.

Rocs are huge birds somewhat resembling eagles. They inhabit the highest
mountains in warm regions. They prey upon large creatures such as cattle,
horses, and elephants. The roc swoops down upon prey, seizes it in its
powerful talons, and carries it off to its lair. If the creature resists, the roc will
strike it with its beak, inflicting 4-24 points of damage per hit.
The lair of a roc will be a vast nest of trees, branches, and the like. There its
treasure will be strewn about, for the creature does not value such . . . it is theresidue of its victims.
Rocs are occasionally tamed and used by giants.

82

ROPER

RUST MONSTERROPERSPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 0
MOVE: 3”
HIT DICE: 10-12% IN LAIR: 90%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-20
SPECIAL ATTACKS: 6
poisonous strands
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Rot grubs are occasionally found in heaps of offal or dung. They are rarely
found in ceilings, walls, or floors. These small creatures will viciously burrow
into any living flesh which touches them, for they greatly enjoy such fare todine upon. The victim must immediately apply flame to the wound (1-6 hit
points damage per application) or have a cure disease spell cast upon him.
Otherwise, the rot grubs will burrow to the heart and kill their host in
1-3 turns.

RUST MONSTERFREQUENCY: Uncommon
NO. APPEARING: 1-2
ARMOR CLASS: 2
MOVE: 18”
HIT DICE: 5% IN LAIR: 10%
TREASURE TYPE: Q (×10)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Ropers inhabit subterranean caverns. They prey upon all forms of creatures, but
humans are their favorite form of food. These monsters can stand upright in orderto resemble a pillar or stalagmite or flatten themselves at full length upon the floor
so as to look like nothing more than a hump. The roper has a gizzard-like organ
which holds 3-18 platinum pieces and can contain 5-20 gems (35% chance).
The roper has six strands of strong, sticky rope-like excretion which it canshoot from 2”-5”. A hit causes weakness (50% from strength in 1 -3 melee
rounds), and the roper then draws its prey into its toothy maw where it isquickly devoured. The chance for breaking a strand is the same for opening
a door, but every round the roper will drag the victim 10’ closer. They areunaffected by lightning, take half damage at most from cold, but are very
susceptible to fire (-4 on saving throw).
Description: This yellowish gray monster appears to be a mass of foul,festering corruption. The roper is cigar-shaped, about 9’ long, with adiameter of some 3’.

Rust monsters inhabit only dark subterranean places. They roam such places insearch of their food — metals of all sorts, but principally ferrous based metals
such as iron, steel, and steel alloys (such as mithral and adamantite arms andarmor). If the rust monster touches the metal with its two antennae (roll “to hit”die) it rusts or corrodes the metal. Note that magically endowed items gain asaving throw, a 10% chance of not being affected for each plus, i.e. a +2
weapon or armor gains a 20% chance of being saved. Metal affected rusts or
corrodes and immediately falls to pieces (which are easily eaten and digestedby the creature). Weapons striking a rust monster are affected just as if thecreature’s antennae had touched them. Rust monsters can smell metal at 9”
distance. They will stop for a melee round to devour such items as a handful ofiron spikes or a mace if a fleeing party throws them away, but they will go
after ferrous metal in preference to copper, silver, etc.

ROT GRUBFREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 9
MOVE: 1”HIT DICE: 1 hit point% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil

83

SAHUAGINSSAHUAGINSAHUAGIN — SALAMANDER — SATYR — SCORPION, GIANT — SEA HAG — SEA HORSE, GIANT — SEA LION
— SHADOW — SHAMBLING MOUND — SHARK — SHEDU — SHRIEKER — SKELETON — SKUNK, GIANT —SLITHERING TRACKER — SLUG, GIANT — SNAKE, GIANT — SPECTRE — SPHINX — SPIDER — SPRITE — SQUID,GIANT — STAG — STIRGE — STRANGLE WEED — SU-MONSTER — SYLPHSAHUAGIN

around and on these buildings make them hard to detect.

FREQUENCY: Uncommon
NO. APPEARING: 20-80
ARMOR CLASS: 5
MOVE: 12”//24”
HIT DICE: 2 + 2% IN LAIR: 25%
TREASURE TYPE: Individuals N; I,
O, P, Q (×10), X, Y in lairNO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Lawful evil
SIZE: M (some L)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Although these creatures do not wear armor, their scaly hides are very toughand equal to armor class 5. Sahuagin wear a harness to carry their personal
gear and weapons. A group of these creatures is typically armed as follows:
spear & dagger
trident, net & dagger
heavy crossbow & dagger

30%
50%
20%

Spears are used only as thrusting weapons. Nets are set with dozens of hooks
which make escape from one virtually impossible for unarmored victims orcreatures not able to grasp and tear with a strength of 16 or greater. Nets are
replaced by 3 javelins when the band forays onto land. The crossbows fire amaximum of 30’ underwater, normally above water. Nets are used to entrap
victims. Tridents have three uses: to spear small prey, to pin prey trapped innets, and to hold threatening opponents at bay.
Sahuagin are well-equipped to attack even without weapons, for they have long,
sharp claws on their webbed hands which can inflict 1-2 hit points per attack,and they can use both simultaneously. Their powerful rear legs are likewisetaloned, and if they kick an opponent with them they inflict 1-4 hit points damage
with each hit from either foot. The sahuagin’s mouth is filled with teeth and fangs,
and if one successfully bites an opponent, from 1-4 points of damage will be
inflicted. Thus it is possible for an unarmed sahuagin to attack 3 or 5 times in amelee round causing 1-2/1-2/1-4 and 1-4/1-4 if the legs can rake.

The sahuagin, sometimes referred to as “seadevils” or “devil men of the deep,”dwell in warm salt waters at depths of 100’ to 1,500’. The legends about andhistory of these monsters will be dealt with later. Sahuagin are predatory in theextreme, and they pose a constant threat to all living things because they killfor sport and pleasure as well as for food. These creatures abhor fresh water.
They dislike light, and bright light (such as that created by a light spell) is
harmful to their eyes, as will be discussed hereafter. Sahuagin will ventureashore on dark, moonless nights to raid and plunder human villages. They hateeven the evil ixitxachitl (q.v.) and only sharks are befriended by them.

The eyes and ears of these monsters are particularly keen. Sahuagin can see
30” underwater at 100’ depth. For each 100’ of greater depth, their vision is
reduced 1”, i.e. at 500 they can see 26”, at 1,000 they can see 21”. Theirears are so sharp as to be able to detect the clinking of metal at 1 mile, or aboat oar splashing at the same distance. However, at 24” or less their ears
cannot detect the sounds of swimming or similar noise, although the sahuagin
can still hear metallic or other clanks, clicks, thuds, etc.

The social structure of the sahuagin is based upon rule by a king who holds
court in a vast undersea city deep beneath the waves. This overlord’s domain
is divided into 9 provinces, each ruled by a prince. Each of these nobles
controls the small groups of sahuagin dwelling in his fief. This organization
mirrors that of the planes of Hell, for the sahuagin are devil worshippers.

Sahuagin speak their own tongue, and some are evidently able to converse
with the ixitxachitl in their own language.

A band of sahuagin will always be led by a chieftain. He will have 1
lieutenant for every 10 members of the group. The chieftain will have 4 hit
dice +4 hit points, and his lieutenants will each have 3 hit dice +3 hit points.
All are in addition to the group.

Description: A typical sahuagin is blackish green on the back shading to green on
the belly. The fins are black. The great staring eyes are deep, shining black.
About 1 in 216 sahuagin is a mutation with 4 arms which are completely usable.
These specimens are usually black shading to gray. Females are indistinguishable
from males, except that they are slightly smaller. Hatchlings are light colored, butthey darken and attain full growth approximately 1-2 months after hatching.

If sahuagin are encountered in their lair there will be the following additionalsahuagin:

History and Legend: The sahuagin are chronicled because of their evil, having
time and again raided the land, desolating whole coasts, and, of course,
destroying passing ships continually. The exact origin of the sahuagin is
unknown. It is suggested that they were created from a nation of particularly
evil humans by the most powerful of lawful evil gods in order to preserve themwhen the deluge came upon the earth. The tritons, however, are purported tohave stated that sahuagin are distantly related to the sea elves, claiming thatthe drow spawned the sahuagin.

1 baron (6 hit dice + 6 hit points)
9 guards (3 hit dice + 3 hit points)
30-120 females (2 hit dice)
10-40 hatchlings (1 hit die)20-80 eggs
Also, there is a 10% chance per 10 male sahuagin that there will be a cleric(evil) and 1-4 assistant priestesses, for the religious life of these creatures isdominated by the females. If a cleric is with the group in the lair, she will beof 5th to 8th level ability, and her lesser clerics will be 3rd or 4th level.

Few persons have survived capture by the sahuagin, for prisoners are usually
imprisoned, tortured, and eaten. Creatures taken alive are brought to thesahuagins’ lair and confined in cells. Although sahuagin are able to stay out ofwater for up to 4 hours, there is no air in the confinement areas in the typicalvillage, but in the towns of the nobles there are special quarters to maintain airbreathing creatures. The sahuagin will set aside a few prisoners to torture andprovide sport — typically a fight to the death between two different creatures inan arena. The bulk of captives are simply killed and eaten. It is seldom thatany prisoner escapes, although the sahuagin find sport in allowing captives tothink that they have found freedom, only to be encircled by sadistic guards
while a school of sharks come for the kill.

There are always 2-8 sharks with sahuagin in their lair. Sahuagin are able to
make these monsters obey simple one or two word commands.
Whenever a sahuagin lair is encountered there is a 5% chance that it will be
the stronghold of a prince. The prince will have 8 hit dice +8 hit points, 9
guards of chieftain strength, and there will be 1 — 8th level sahuagin evilhigh priestess and 4 — 4th level underclerics. The numbers of males, females,
hatchlings and eggs in a prince’s lair is double the number rolled. There willbe 4-24 sharks present at all times.

The sahuagin are cruel and brutal, the strongest always bullying the weaker.
Any injured, disabled, or infirm specimen will be slain and eaten by these

Sahuagin lairs are actual villages or towns, constructed of stone. The
buildings are domed, and the seaweed and similar marine plants growing

84

SAHUAGIN

SCORPION, GIANT

SATYR

cannibalistic monsters. Even imperfect hatchlings are dealt with in this fashion.
This strict law has developed a strong race, however, and any leader is always
subject to challenge. Sahuagin never stop growing, although they grow slowly,
and death comes to most before many years allow growth to large size.
Leaders are the largest and strongest. It is reported that the 9 princes of thesahuagin are each of the 4-armed sort, as is the king. In any event, the loser ofa challenge duel is always slain — in combat or afterwards. Duels are fought
without weapons, only fang and claw being permitted.

FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 18”
HIT DICE: 5% IN LAIR: 40%
TREASURE TYPE: I, S, X
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The king is supposed to inhabit a city somewhere at the greatest depthsahuagin can exist. This place is supposedly built in an undersea canyon, withpalaces and dwellings built along either face. There, fully 5,000 of thesemonsters dwell, not counting the king’s retinue of queens, concubines, nobles,
guards, etc. said to number 1,000 or more. The king of the sahuagin isreported as huge of size (10 hit dice + 10 hit points) and of greatest evil. He is
always accompanied by 9 noble guards (6 hit dice + 6 hit points) and the evilhigh priestess of all sahuagin, with her train of 9 under-clerics.

SALAMANDER

Satyrs (or fauns) inhabit only sylvan woodlands. They are interested primarily
only in sport — frolicking, piping, chasing wood nymphs, etc. They resent
intrusion, however, and will drive away any creature which offends them.
They can sometimes be lured/bribed with superior wine.

FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 5/3
MOVE: 9”
HIT DICE: 7 + 7% IN LAIR: 75%
TREASURE TYPE: F
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon
type/2-12
SPECIAL ATTACKS: Heat
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: HighALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

A satyr normally attacks by butting with its two sharp horns. They will
occasionally (20%) make use of magical weapons. It is quite likely that asatyr will first play a tune on his pipes, an instrument only a satyr canproperly employ. By means of these pipes the satyr can charm, sleep, or
cause fear in all within a 6” hearing radius unless they save versus magic.
Only 1 satyr per band is likely to have pipes. If comely females are in the groupthe piping will be to charm, if the intruder is relatively inoffensive the piping will
be to sleep (and choice items will be stolen from the sleeper), but if the party is
powerful the piping will be to cause fear. Any creature which saves versus any
form of piping is not affected by additional music from the same pipes.
Satyrs are very silent and have keen senses. They are surprised only on a 1,
and they can blend with foliage so as to be 90% undetectable to creatures
not able to see hidden or invisible things.
These creatures have their own tongue and are also able to speak elvish(understandable only to sylvan elves) and the common speech. Satyrs
dwelling near centaurs are 80% likely to be friendly with the latter,cooperating with them and speaking their language.

Salamanders are creatures of the elemental plane of fire. They come to thematerial plane occasionally for purposes known only to them. Salamanders
hate cold, preferring temperatures of 300 degrees upwards, and they canabide lower temperatures only for a few hours. Their lair is typically at least
500 degrees temperature, and such treasure as is found there will be the sort
to survive such heat.

Description: The skin of the upper body of a satyr is tan to light brown, its hairelsewhere being medium brown, reddish brown, or dark brown. Horns andhooves are black.

The human-like upper body of a salamander has an armor class of 5, while
the lower body is armor class 3.

SCORPION, GiantA salamander typically attacks with a metal spear which inflicts damage of
1-6 hit points plus a like amount for its heat. At the same time it can lash out
and coil around an opponent with its snake-like tail, constricting for 2-12 hit
points damage plus causing an additional 1-6 points of damage from theheat of its body. While fire resistant creatures will not suffer heat damage,they will be subject to normal attack damage.

FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 3
MOVE: 15”
HIT DICE: 5 + 5% IN LAIR: 50%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/1-4
SPECIAL ATTACKS: Poison sting
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Salamanders can be affected only by magical weaponry or by creatures of amagical nature or with great strength. They are impervious to all fire-based
attacks. Sleep, charm, and hold spells are ineffective against them. Cold
based attacks cause an additional 1 point of damage per die of attack value.
Description: The head and torso of a salamander is copper-colored, with yellow,
glowing eyes. The lower body is an orange shading to dull red at the tail end.

Giant scorpions are vicious predators which are likely to be found even in
relatively cold places such as dungeons due to the adaptability of thesemutations. They are likely to attack any creature which approaches. The monster
seeks to grab prey with its huge pincers while its segmented tail lashes forward
to sting its victim to death with poison. This latter attack inflicts 1-4 points ofdamage per hit and, if a poison saving throw fails, the victim dies immediately.

85

SCORPION, GIANT

SHADOW

SEA LION

The giant scorpion can fight up to 3 opponents at once. Note that the scorpion’s
poison kills it if it accidentally stings itself. Creatures killed are dragged to thescorpion’s lair to be eaten.

FREQUENCY: Uncommon
NO. APPEARING: 3-12
ARMOR CLASS: 5/3
MOVE: 18”
HIT DICE: 6% IN LAIR: 20%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

SEA HAGFREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 15”
HIT DICE: 3% IN LAIR: 10%
TREASURE TYPE: C, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Dagger
SPECIAL ATTACKS: Death look
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Sea lions are fearsome carnivores which inhabit coastal marine waters. They huntin packs and emit loud bellowing roars even underwater. Their maned heads arearmor class 5, but their thick scales make the remainder of their body armor
class 3. As they often drag prey to their lair, there is sometimes a residue ofvaluable items there. They attack with their clawed forelimbs and their jaws.
Young sea lions can be tamed and trained for use in guarding and hunting.

Sea hags inhabit thickly vegetated shallows in warm seas. A very rare variety
dwells in fresh waters. They are reclusive and hate beauty, so their lairs are likely
to be in very dismal, ugly places. The sea hag is so ghastly looking as to make acreature weak from fright; unless a saving throw versus magic is successful, thecreature loses one-half of its strength for 1-6 turns. Worse still, the hag is able tocast a deadly glance up to 3”, and this look will kill any creature which fails its
saving throw versus poison. A sea hag can employ this weapon but 3 times perday. Any victim of a sea hag is quickly devoured by the horrid victor.

SHADOW
FREQUENCY: Rare
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 3 + 3% IN LAIR: 40%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-5
SPECIAL ATTACKS: Strength drain
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

SEA HORSE, Giant
FREQUENCY: Common
NO. APPEARING: 1-20
ARMOR CLASS: 7
MOVE: 21”
HIT DICE: 2-4% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4/2-5/2-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: SemiALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These horrible undead creatures are found amidst ancient ruins or deep beneaththe ground. As they exist primarily on the negative material plane they drain
strength by merely touching an opponent. They attack living things without
hesitation in order to gain the life force of their prey. In addition to the 2-5 hit
points of damage their chill touch causes, each hit also saps 1 point of the victim’s
strength. If a human opponent reaches 0 strength or hit points, the shadow drains
his life force and he becomes a shadow. Note that strength returns to a creature
2-8 turns after being touched. Shadows are not affected by sleep, charm or holdspells. They are not subject to cold-based attacks. Shadows are 90% undetectable,
as they appear to be nothing more than their name. If bright light is cast — suchas from a continual light spell — they can be clearly seen.

Giant sea horses are herbivorous marine creatures found in all but the coldestof waters. They are naturally shy and avoid contact. They can, however, be
trained to serve as steeds. In combat, the sea horse delivers a butt with its
head. Size varies, the most common sort of sea horse being 2 hit dice; 30%
are 3, and 10% are 4 hit dice in size. Occasionally aquatic elves andlocathah will capture and train sea horses.

86

SHAMBLING MOUNDSKELETONSHAMBLING MOUND

The only difference between these monsters and their smaller kin is the former’sability to swallow large objects whole — commensurate with the other factors
which large size gives them. A creature swallowed whole has 6 melee rounds
to free itself by attack. If it cuts its way out (reduces the shark to 0 hit points)
within this time it will not be dead Each attack from inside is at a cumulative -1
per round with regard to damage; thus attacks on the 1st round cause damage-1, those on the 2nd cause damage -2, etc.

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 0
MOVE: 6”
HIT DICE: 8-11
% IN LAIR: 30%
TREASURE TYPE: B, T, X
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/2-16
SPECIAL ATTACKS: Suffocation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

SHEDU
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVE: 12”/24”
HIT DICE: 9 + 9% IN LAIR: 25%
TREASURE TYPE: G
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful good
SIZE: LPSIONIC ABILITY: 70-100
Attack/Defense Modes: All/all

Shambling mounds, or “shamblers,” are found in dismal marshes or certain wet
subterranean places. They are omnivorous, feeding upon any living material(via their weird roots and tendrils). They attack fearlessly, clubbing with theirlimbs twice per melee round. If both of a shambler’s clubbing attacks hit asingle opponent, the victim is entangled and will be suffocated in the creature’s
slime in 2-8 melee rounds unless the creature is killed.
The brain of the shambler is located in its mid-portion, and its thick fibrous layers
make it difficult to penetrate to its only vital area. In fact, most hits upon it do but
little damage (thus armor class 0). As it is wet and slimy, fire has no effect,
lightning causes it to grow (add 1 hit die), and cold does either one-half or no
damage due to its vegetable constitution. All weapons score only one-halfdamage. It can flatten itself, so that crushing has small effect. Spells which affectplants are effective against shambling mounds, plant control and charm plant
being good examples.

Shedu travel about the world seeking to further the ends of lawful good,
helping allied creatures when in need. Although shedu can attack with theirpowerful front hooves, they are more likely to use their psionic abilities 3
major and 5 minor disciplines. All such abilities are performed at 9th level ofmastery. Shedu can become ethereal at will, and they frequently travel theastral and ethereal planes. Shedu have their own language and know mosthuman tongues; as they have a limited form of telephathy, shedu generally
communicate by direct mind contact.

Description: Appearing as a heap of rotting vegetation, the shambler isactually an intelligent form of vegetable life. It is generally from 6’ to 9’ inheight, with a girth of about 6’ at its base and 2’ at its summit.

SHRIEKERSHARKFREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Shark
Common
3-12
6
24”
3-8
0%
Nil
1
2-5 or 2-8
or 3-12
Nil
Nil
Standard
NonNeutral
M to L
Nil
Nil

FREQUENCY: Common
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: 1”HIT DICE: 3% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: NoiseMAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: S to L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant Shark(Megalodon)
Rare
1-3
5
18”
10-15
0%
Nil
1
4-16 or 5-20
or 6-24
See below
NilStandard
NonNeutral
L
Nil
Nil

Shriekers are normally quiet, mindless fungus which are ambulatory. They livein dark places beneath the ground. Light within 30’ or movement within 10’
will cause them to emit a piercing shriek which lasts for 1-3 melee rounds. This
noise has a 50% chance of attracting wandering monsters each roundthereafter. Purple worms and shambling mounds greatly prize shrieker as food.

Sharks of all sorts roam the oceans and seas, constantly in motion and seeking
food to satisfy their voracious appetites. The shark is a killing machine, attacking
any recognizable food source at any time. Sharks are attracted by noise (pressurechanges) from a mile or more, and they can smell blood from at least the same
distance. Any creature which appears hurt is 90% likely to be attacked. A
wounded creature will always be attacked, and this will cause all sharks nearby to
go into a frenzy where they will attack any thing that remotely resembles food.
They seize prey, tearing off a mouthful if it is not bite-sized, and swim away toswallow it, only to return again for more. Sharks are particularly vulnerable toramming attacks, such as dolphins deliver, for they rupture internal organs whichallow the creatures to swim. Similarly, a motionless shark dies in 2-5 melee rounds.

SKELETONFREQUENCY: Rare
NO. APPEARING: 3-30
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 1% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6

Giant Shark (Megalodon): Giant white sharks and prehistoric species ofsharks range in size from 20’ to 50’, the largest being the prehistoric sharks.

87

SKELETONSNAKE, GIANT

SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

This monster is transparent and almost impossible to discover (5% chance of
spotting). It inhabits dungeons and other dark places, and does not normally
attack its prey immediately (10% chance of immediate attack). The tracker
usually follows the chosen victim to the place where the victim sleeps, andonly when its prey is asleep will it strike. Because of its semi-fluid body, theslithering tracker can flow through openings as small as a rat hole or a large
crack under a door. Attack is by contact with the exposed flesh of its prey,and the secretions of the monster will paralyze the victim unless a saving
throw versus paralyzation is made. Once the victim is immobilized the’tracker will draw all the plasma from the body of its prey in 6 turns.

Skeletons are magically animated, undead monsters. They are enchanted by apowerful magic-user or cleric of evil alignment. The skeletons perform according
to the command of their animator — the command being limited in scope to
but a dozen or two words. They are found only in burial places or dungeons
and similar forsaken places.

SLUG, Giant
FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 6”
HIT DICE: 12% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: Spit acid
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

The skeleton strikes with some form of weapon, but regardless of the weapon
type the damage caused by a hit will be 1-6 hit points.
Skeletons suffer only one-half damage from sharp and/or edged weapons (suchas spears, daggers, swords). Blunt weapons such as clubs, maces, flails, etc.
score normal damage. Fire scores normal damage. Sleep, charm, hold and coldbased spells do not affect skeletons. Holy water causes 2-8 hit points of damage
on a skeleton for each vial which strikes it. Skeletons attack until destroyed.

SKUNK, Giant
FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 9”
HIT DICE: 5% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Squirt musk
SPECIAL DEFENSES: Squirt musk
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant slugs dwell away from light, preferring the depths of dungeons and similarplaces. Giant slugs are able to eat substances like wood or burrow through very
hard earth using their rasp-like tongues. Although they are a great bulk, giantslugs are able to squeeze through very narrow or low openings, for they have nobones to prohibit such alteration of shape. Although able to bite with effect, themajor weapon of these creatures is a highly corrosive acid saliva which they areable to spit with considerable accuracy at great distances. Normal range is 6”,
with a basic 50% chance of striking their target. For every 1” the range islessened the base chance of hitting is increased 10%; ranges over 6” decrease
the probability of hitting by 10%. Fortunately, the giant slug is always inaccurate
on its first attack, and there is only a 10% chance of its hitting its target on thefirst spitting of acid; once the range is then determined, second and following
attacks are at normal probabilities. As they are of great size, these creatures cansometimes be caught in a narrow corridor where they are unable to turn, and ifthey are then attacked from behind they can often be slain without loss to theattackers. Because of their size and structure, these beasts are not affected byblunt weapons, so they must be attacked by sharp-edged ones or magically. They
have thick, rubbery hide, and their tremendous power allows them to break
down doors with ease.

Giant skunks are forest dwelling omnivores not adverse to raiding human camps
for a bit of food. They will react to any serious threat by backing towards an
opponent and if the other creature does not quickly get beyond 6”, the skunk willloose a spray of vile musk quickly in a cloud 2” wide by 2” high by 6” long. If
the opponent fails to save versus poison it will be blinded for 1-8 hours, and inany event the musk will cause the creature to retreat a full move and lose 50% of
both strength and dexterity due to nausea for 2-8 turns. Furthermore, any creature
touched by the skunk’s musk will have a disgusting stench. Other creatures willshun it. All cloth material will rot and become useless, including magical garb
which fails its saving throw. Creatures and non-cloth garments and equipment
must be washed and aired for several days to be completely free of the stench.

Description: Giant slugs are pale gray. Their underbelly is dead white.

SNAKE, GiantAmphisbaena Constrictor
FREQUENCY:
Very rare Uncommon
NO. APPEARING:
1-3
1-2
ARMOR CLASS:
3
5
MOVE:
12”
9”
HIT DICE:
6
6+1% IN LAIR:
0%0%
TREASURE TYPE:
Nil
Nil
NO. OF ATTACKS:
2
2
DAMAGE/ATTACK:
1-3/1-3
1-4/2-8
SPECIAL ATTACKS:
PoisonConstriction
SPECIAL DEFENSES:
See below
Nil
MAGIC RESISTANCE: Standard
Standard
INTELLIGENCE:
AnimalAnimal
ALIGNMENT:
NeutralNeutralSIZE:
M
LPSIONIC ABILITY:
Nil
Nil
Attack/Defense Modes:Nil
Nil

SLITHERING TRACKER
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 5% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Transparency
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: S (2½’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Poisonous
Sea
Spitting
Uncommon Uncommon
Rare
1-6
1-8
1-4
5
5
5
15”
12”
12”
4+2
8-10
4+2
0%
0%
0%
Nil
Nil
Nil
1
2
1
1-3
1-6/3-18
1-3
Poison Constriction See below
Nil
Nil
Nil
Standard Standard Standard
AnimalAnimalAnimalNeutralNeutralNeutral
L
L
M
Nil
Nil
Nil
Nil
Nil
Nil

Giant snakes are likely to be found in any clime save the coldest. All arecarnivorous.

88

SNAKE, GIANT

SPHINXSPHINX

Amphisbaena: These monsters have heads at both ends, and both heads arearmed with poisonous fangs. The creature travels by grasping one of its necks
and rolling like a hoop. It is able to attack with both heads, and victims failingto save versus poison when bitten die instantly. Cold-based attacks do not harm
the amphisbaena.

AndroCrioGynoHieracoFREQUENCY:
Very rare
Rare
Rare
Rare
NO. APPEARING:
1
1-4
1
1-6
ARMOR CLASS:
-2
0
-1
1
MOVE:
18’’/30”
12”/24”15”/24”9”/36”HIT DICE:121089% IN LAIR:
60%
30%
15%
20%
TREASURE TYPE:
U
F
R, X
E
NO. OF ATTACKS:
23
2
3
DAMAGE/ATTACK: 2-12/2-12 2-8/2-8/3-18 2-8/2-8
2-8/2-8/1-10
SPECIAL ATTACKS:
See below
Nil
See below
Nil
SPECIAL DEFENSES:
Nil
Nil
Nil
Nil
MAGIC RESISTANCE: Standard
Standard
Standard
Standard
INTELLIGENCE:
Exceptional
Average
GeniusLow
ALIGNMENT:
Chaotic good
NeutralNeutralChaotic evil
SIZE:
L (8’ tall)
L (7½’ tall)
L (7’ tall)
L (7’ tall)
PSIONIC ABILITY:
Nil
Nil
Nil
Nil
Attack/Defense Modes: Nil
Nil
Nil
Nil

Constrictor: These snakes usually drop coils from above, grab prey within
their coils, deliver a bite, and then constrict causing 2-8 points of damage permelee round. If several strong creatures (such as 4 humans of 16 or greater
strength) can grasp the creature at head and tail ends, they can uncoil it in
2-5 melee rounds. After eating, the snake sleeps for a period of several days.
Poisonous: Giant poisonous snakes need no lengthy explanation or
description. Some varieties, however, are worth noting, as their poison is sostrong that even if a saving throw is made the victim takes up to 3-18 hit points
damage.

Sphinxes inhabit only warm climes. They are dissimilar with regard to species
characteristics.
Sea: Found only in tropical waters, these marine creatures attack only whenhungry (20% chance). They otherwise ignore other creatures unless molested.
Sea snakes have a poisonous bite. The largest are able to coil about small
vessels and crush them at a rate of 10% of total value per melee round of
constriction.
Spitting: The spitting giant snake is a variety of the poisonous type which
can emit a poisonous spittle, spraying it up to 3” at any single creature. The
victim must save versus poison. Naturally, the bite of these snakes is likewise
poisonous. Giant spitting cobras are a typical example of the monster.

SPECTREFREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 2
MOVE: 15”/30”
HIT DICE: 7 + 3% IN LAIR: 20%
TREASURE TYPE: Q (×3), X, Y
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: HighALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: NilAndro-: The male, or andro-, sphinx is a very powerful and large creature.
An androsphinx attacks with its two great paws in melee. It has the ability touse clerical spells as if it were a 6th level human cleric. They usually shun thecompany of gynosphinxes, for they resent the females’ greater intelligenceand neutral alignment. These creatures can speak all languages particular tosphinxes and the common tongue of mankind as well.

Spectres are very powerful undead humans whose primary existence is on thenegative material plane. Spectres haunt the most desolate of places, tombs,
and dungeons. They hate sunlight and living things. Daylight makes them
powerless. Life makes them lament their unlife.

Thrice per day an androsphinx can emit a deafening roar which can be heard
for several miles. The creature must be aroused and angry to utter the first, very
angry to roar again, and infuriated to cut loose with the third. The first roar ofan androsphinx causes all creatures within 36” to save versus fear (as a wand)or flee in panic for 3 turns. The second roar is louder still, creatures within 20”
must save versus petrifaction or be paralyzed with fright for 1-4 melee rounds;
and, in addition, creatures within 3” of the androsphinx will be deafened for
2-12 melee rounds unless they are ogre-sized or larger (or have protectedhearing organs). The third roar causes creatures within 24” to save versus
magic or lose 2-8 points of strength for a like number of melee rounds; and, in
addition, any creature within a 3” hemisphere of the androsphinx’s mouth will
be knocked over unless the creature is ogre-sized or larger. Creatures knocked
over must save versus dragon breath or be stunned for 2-12 melee rounds.
Creatures not knocked over will take 2-16 hit points of damage (unless they arelion or part lion). The force of the third roar will also affect stone within 3”,
cracking it unless a saving throw versus petrifaction is made.

A spectre’s chilling touch causes 1-8 hit points of damage and drains 2 life
energy levels from an opponent, the latter due to the negative force of thespectre. Thus, an 11th level character, or an 11 hit dice creature, struck by aspectre would suffer 1-8 hit points of damage plus loss in level ability, hit
dice, etc. Such loss is permanent, but characters can regain lost levels
through continued acquisition of experience points, of course. Certain magic
might restore lost levels as well.
Spectres are not affected by sleep, charm, hold, or cold-based spells. Poisonor paralyzation do not harm spectres. Holy water causes a spectre to suffer
2-8 hit points of damage for every vial-full which hits it. A raise dead spell
will destroy a spectre unless it makes its saving throw versus magic. Any
human totally drained of life energy by a spectre becomes a half-strength
spectre under the control of the spectre which drained him.

89

SPHINXSPIDERSPIDER
Giant
Huge
FREQUENCY:
Uncommon Common
NO. APPEARING:
1-8
1-12
ARMOR CLASS:
4
6
MOVE:
3”*12”
18”
HIT DICE:
4+4
2+2% IN LAIR:
70%
50%
TREASURE TYPE:
C
J-N, Q
NO. OF ATTACKS:
1
1
DAMAGE/ATTACK:
2-8
1-6
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES:
Nil
Nil
MAGIC RESISTANCE: Standard Standard
INTELLIGENCE:
Low
Animal
ALIGNMENT:
Chaotic
Neutral
evil
SIZE:
L
M
PSIONIC ABILITY:
Nil
Nil
Attack/Defense Modes: Nil
Nil

Crio-: The criosphinx is a ram-headed creature which is likely to be found inwooded areas. These creatures prize wealth and will usually seek to extort
passersby — safe passage for a hefty bribe. In combat they attack with either
their two forepaws or a great butt with their horned head. The criosphinx lusts
after gynosphinxes, but the latter find them detestable. They speak their own
tongue, that of andro/gynosphinxes, and can also speak with animals.

Large
Common2-20
86”*15”
1+1
60%
J-N
1
1
PoisonNilStandard
NonNeutral
S
Nil
Nil

Water,
Phase
Giant
Rare
Common1-4
1-10
7
56”*15”
15”
5+5
3+3
75%
90%
E
J-N, Q11
1-6
1-4
See below Poison
See below
NilStandard Standard
Low
SemiNeutral
Neutral
L
Nil
Nil

M
Nil
Nil

Spiders are found in all regions except those which are frigid, and legends
tell of giant, fur-clad, white spiders inhabiting polar climes. All spiders areaggressive predators. Even if not hungry, they will attack creatures which
disturb their web. They dwell both above and below ground.
Giant Spider: These monsters are web builders. They will construct theirsticky traps horizontally or vertically so as to entrap any creature which touches
the web. Some will lurk above a path in order to drop upon prey. The web isas tough and clinging as a web spell. Any creature with 18 or greater strength
can break free in 1 melee round, a 17 strength requires 2 melee rounds, etc.
Webs are quite inflammable. The bite of a giant spider is poisonous. A victim
must save versus poison or be killed. A giant spider will flee from an encounter
with a superior foe, typically hiding in some secret spot for safety.
Huge Spider: The typical huge spider is not a web builder but a roving
hunter such as a wolf spider. It can leap 3” upon prey and deliver its deadly
bite. Others of this ilk build carefully hidden places of concealment and rush
forth upon prey, i.e. trapdoor spiders of huge size. All saving throws versus
the poison of huge spiders are at +1 on the dice. Note that these creatures
surprise prey on a roll of 1-5 (out of 6).

Gyno-: The gynosphinx is the female counterpart of the androsphinx. They
are both knowledgeable and wise. As they are neutral, and prize gems andsimilar wealth, they will only help humans if they are paid — although they
will sometimes accept payment in the form of riddles, poetry, prose,knowledge, or the location of an androsphinx. If payment is not made, thesphinx will not hesitate to devour the offender(s). A gynosphinx is able to use
the following spells once per day: detect magic, read magic, read languages,
detect invisible, locate object, dispel magic, clairaudience, clairvoyance,
remove curse, legend lore. They can use each of the symbols once per week
each. Gynosphinxes speak all the languages known to the males of their kind.

Large Spider: These creatures scuttle and scurry about — on walls,
ceilings, and floors, in and out of their webs, always searching for victims.
They are 90% likely to attack any creature within 3”. Their poison is relatively
weak in most cases, so saving throws are at +2.
Phase Spider: Although these monsters appear to be nothing more than very
great spiders, they are something quite beyond this. When attacking or being
attacked the phase spider is able to shift out of phase with its surroundings,
bringing itself back only when it is ready to deliver its poisonous bite. Victims
must save at -2 on their poison saving throw. When out of phase they areimpervious to nearly all forms of attack, although a phase door spell will cause
one to remain in phase for 7 melee rounds. Oil of etherealness and armor of
etherealness also put their wearers into the same phase as this monster when it
shifts out of phase. Their webs are equal to those of giant spiders. Phase
spiders will seek to evade encounters which are unfavorable.

Water, Giant, Spider: Fresh water dwellers, giant water spiders are foundonly in large lakes. They build great nests of air amidst underwater
vegetation. These spiders are able to run along the bottom or up and down
vegetable or mineral surfaces underwater. They snatch passing prey, deliver a
poisonous bite, and bring the victim to their lair to be drained at leisure. The
clever airlock allows free passage without loss of vital air. On occasion such
water creatures as nixies will be on friendly terms with giant water spiders,for they are semi-intelligent and can be approached with offerings of food.
Abandoned water spider lairs are excellent places of refuge for air-breathers.

Hieraco-: The hawk-headed, or hieracosphinx, is evil and rapacious. They
are found in hilly regions. They prey on warm blooded creatures bypreference, humans being high on the list of favorite meals. They attack withforepaws and beak each melee round. Like other types of their race, theyhighly value treasure. It is not unknown for hieracosphinxes to serve as steeds
for certain evil and powerful creatures.

A rare species of water spiders, twice the size of those discussed here, are foundin salt water.

90

SPRITE

STIRGESPRITE

members are free the squid’s opponent attacks at only -1 on “to hit” dicerolls. Only one tentacle will strike creatures of man-size at any one time. A
squid’s tentacle takes 10 hit points before being severed, and this is inaddition to the 12 dice of damage a giant squid can take.

FREQUENCY: Rare
NO. APPEARING: 10-100
ARMOR CLASS: 6
MOVE: 9”/18”
HIT DICE: 1% IN LAIR: 20%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral (good)
SIZE: S (2’ tall)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nil

If 4 or more of a giant squid’s arms are severed (or otherwise lost) themonster is 80% likely to squirt out a cloud of black ink 6” high by 8” long,and jet backwards to escape. The squid will always go to its lair in this case.
The ink cloud completely obscures the vision of all within it.
The giant squid always seeks to drag its prey under water. A ship seized bya giant squid will not likely be dragged under, unless the vessel is small, but
it will stop dead in the water in 1 turn due to the drag. If a ship is grabbed
and held by 8 or more tentacles, it will take damage as if rammed, and ships
with water in their holds are easily dragged down to squids’ lairs.

STAG
FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Sprites dwell in meadows and wooded glens. They are very shy andreclusive, but they hate evil and ugliness of all sorts. They are armed withslim swords (equal to daggers) and small bows with but half the range andeffect of a short bow. However, their arrows are coated with a special
ointment which causes any creature struck to save versus poison or sleep for
1-6 hours in a comatose state. The sprites will then slay evil creatures orremove good ones to a place far from where they encountered the sprites.
Note that sprites are 75% likely to be unnoticed by any creature, and they
will attack only evil creatures unless molested first.
Sprites are able to become invisible at will, detect good/evil at a 5” range,
and move silently. When invisible they cause opponents to strike with a -4 on“to hit” dice.
Sprites speak their own language and the common tongue.

SQUID, Giant

Stag
Common
1-4
7
24”
3
0%
Nil
1 or 22-8 or 1-3/1-3
Nil
NilStandard
AnimalNeutralL
Nil
Nil

Stag, Giant
Rare
1-2
7
21”
5
0%
Nil
1 or 2
4-16 or 1-4/1-4Nil
NilStandard
AnimalNeutralL
Nil
Nil

Stags are herbivores found in temperate forests and meadowlands. They are
the aggressive males of a herd which numbers 4-8 times the number of stags
encountered. These creatures will defend the herd against all but the mostfearsome opponents. A stag can attack with its branching antlers or bylashing out with its sharp forehooves.

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 7/3
MOVE: 3”//18”
HIT DICE: 12% IN LAIR: 40%
TREASURE TYPE: A
NO. OF ATTACKS: 9
DAMAGE/ATTACK: 1-6 (×8)/5-20
SPECIAL ATTACKS: Constriction
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant Stag: These creatures are simply very large stags. They otherwise
conform to the general characteristics of stags. A typical giant stag is 7’ tallat the shoulder and weighs over 1,500 pounds.

STIRGEFREQUENCY: Uncommon
NO. APPEARING: 3-30
ARMOR CLASS: 8
MOVE: 3”/18”
HIT DICE: 1 + 1% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant squid inhabit deep waters, preferring depths of one-half mile or more. They
are aggressive hunters, and they will occasionally surface to attack large prey —10% chance to attack a ship passing over a giant squid. They fear only thehugest of sperm whales, for the latter hunt giant squids and kill them with ease.
A giant squid’s body is protected by a hard shell, so its armor class is 3, but
its tentacles and head are but armor class 7. The creature can jet backwards
at great speed if it feels threatened.
When a giant squid attacks it will anchor itself — or stabilize itself — with twoof its arms and attack with the other 8. Each tentacle does 1-6 hit points on thefirst melee round it hits, and thereafter it constricts the opponent for 2-12 pointsof damage per melee round. To prevent this the victim must sever the tentacle;
there is no way to loosen its grasp short of severing the member or killing thesquid. The great beak of a giant squid bites for 5-20 hit points of damage.

Stirges are found only in very dark, tangled forests or in subterranean lairs. They
lay in wait for warm-blooded creatures, swoop down, and when their long,
sharp proboscis is attached, the blood of the victim is drawn through to be eaten.
Stirges attack as if they were creatures with 4 hit dice rather than 1 + 1. The
proboscis of a stirge inflicts 1-3 hit points of damage when it hits. Each melee
round after striking, until it has drained 12 hit points value in blood, the stirge
drains blood equal to 1-4 hit points. Bloated with blood, a stirge draining 12

A creature grabbed by a giant squid is 25% likely to have both upper
members pinned, 50% likely to have one pinned, and 25% likely to haveboth free. If both upper members are pinned, the victim is totally unable toattack with them, if one is held the victim will attack at -3, and if both upper

92

STIRGESYLPH

hit points worth will flap off to digest its repast. The only method to detach astirge from its prey is to kill it.

female is attacked. Su-monsters have a latent psionic ability which enables
them to deliver some form of psionic attack once per day if psionic activity is
being used within 12” of them. Determine attack form by rolling a 6-sided
die: 1-2 = psychic crush, 2-4 = psionic blast, 5-6 = mind thrust. Psionic
defense is not necessary as the su-monster is not itself subject to psionic attack.

Description: The feathers of a stirge are rusty red to red brown. Its eyes andfeet are yellowish. The dangling proboscis of a stirge is pink at the tip, fading
to gray at the base.

Description: The fur of a su-monster is dirty gray. The creature’s tail and faceare black, its paws are bloody red.

STRANGLE WEEDFREQUENCY: Common
NO. APPEARING: 3-12
ARMOR CLASS: 6
MOVE: NilHIT DICE: 2-4% IN LAIR: 100%
TREASURE TYPE: J-N, Q, C
(magic only)
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

SYLPHFREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 12”/36”
HIT DICE: 3% IN LAIR: 10%
TREASURE TYPE: Q (×10), X
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (good)
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Strangle weed is an intelligent kelp found in relatively warm sea water. A
bed of this carnivorous plant is indistinguishable from normal seaweed. The
plant grows in an oval with 3-12 fronds in a patch of 3-12 square feet. The
fronds vary from 7’ to 12’ long, and any creature within grasp of 1 or more
fronds will be attacked. A hit by the strangle weed indicates the victim is
entwined by the attacking frond. Each frond has a strength of 4-16 points. A
victim compares its strength against the frond or fronds which have entwined
it. The difference in the victim’s favor is its chance of escaping, i.e., 1 equals
10%, 2 is 20%, etc. A negative difference, a balance in favor of the weed,
indicates the victim has taken that number of points of crushing damage, i.e.
a victim’s strength of 18 compared to the 3 fronds holding it, 30, so thestrangle weeds inflict 12 points of damage on their prey. Any creature
entwined strikes at -2 on its “to hit” rolls. Treasure is found beneath the sandof the bed of the strangle weed — left by former victims.

Sylphs are very beautiful creatures similar to nymphs. The sylphs, however,dwell primarily in aerial places. They are fond of flitting about, and it is not
likely that they will be encountered near the place where they dwell.
Sylphs sometimes (20%) befriend creatures of good alignment, aiding them insome way. A sylph has magical ability of 7th level (4 — 1st level spells, 3 —2nd, 2 — 3rd, and 1 — 4th once per day) in addition to the abilities ofinvisibility at will and conjuring an air elemental once per week.
Sylphs speak their own and the common tongue.

SU-MONSTERFREQUENCY: Uncommon
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 5 + 5% IN LAIR: 30%
TREASURE TYPE: C, Y
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-4 (×4)/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic
SIZE: MPSIONIC ABILITY: 120
Attack/Defense Modes: See below
Su-monsters inhabit forsaken wilderness areas and subterranean lairs as well.
They have prehensile tails which they use to swing from limb to limb or tohang upside down. From such a position they can attack with all four of theirclawed feet as well as their jaws. All four feet are prehensile and armed withlong and extremely sharp nails as well. Su-monsters are at home upright or
hanging upside down — the latter being one of their favorite methods oflurking for prey. If more than 4 are encountered it is likely (50%) that thegroup will be a male, female, and young (determine growth state by rolling a
20-sided die for maturity, using 10% increment, and treating 10% as 20%
and 100% as 30%). The female will fight at double value for six turns if theyoung are attacked, and the male will fight at double value for four turns if the93

THOUGHT EATER

T

TITAN

THOUGHT EATER — TICK, GIANT — TIGER — TITAN — TITANOTHERE — TOAD, GIANT — TRAPPER — TREANT— TRITON — TROGLODYTE — TROLL — TURTLE, GIANT

THOUGHT EATER

TIGER

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 9
MOVE: 6”
HIT DICE: 3% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY:
NO. APPEARING:ARMOR CLASS:MOVE:HIT DICE:% IN LAIR:TREASURE TYPE:
NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:MAGIC RESISTANCE:INTELLIGENCE:ALIGNMENT:SIZE:PSIONIC ABILITY:
Attack/Defense Modes:

Thought eaters are dwellers in the ether. Their senses, however, extend into thephysical plane, and any psionic or psionic-related energy use in either area will
attract their attention (range of ability or magic equals attraction range). The
thought eater appears to be something like a sickly gray, skeletal-bodied,enormous headed platypus to those who are able to observe it. Its webbed
paws allow it to swim through the ether. It can be attacked only by ethereal
creatures. Its only desire is to feed on the mental energy of prey it is attracted
to, and if it comes within 6” of any creature in the ethereal or physical planes
it will be able to absorb any psionic or spell energy they attempt to use; at a
range of 1” the thought eater is able to begin feeding on the actual thoughts ofeven non-psionic creatures. Each thought eater is able to consume from 101200 psionic energy points before becoming sated. Convert magical energy topsionic points on a basis of 5 points per spell level, and actual thought
consumption converts to 1 intelligence point equalling 10 psionic energy points.
Note that if it feeds on thoughts the creature loses intelligence permanently. At
intelligence 0 the creature is dead, 1 equals mindlessness, 2 idiocy, 3
imbecility, and an intelligence of 4 is equivalent to a low-grade moron. Mental
defenses, including a mind blank spell, and magical devices against psionicand psionic related powers thwart attacks of these horrid things.

Tiger
Uncommon
1-4
6
12”
5+5
5%
Nil
3
2-5/2-5/1-10
Rear claws for
2-8/2-8
Surprised only
on a 1
Standard
SemiNeutral
L
Nil
Nil

Sabre-Tooth(Smilodon)
Rare
1-2
6
12”
7+2
10%
Nil
3
2-5/2-5/2-12
Rear claws for
2-8/2-8
Surprised only
on a 1
Standard
AnimalNeutralL
Nil
Nil

Tigers range from subarctic to tropical areas, for they are highly adaptable
and superb hunters. They often hunt in pairs or family groups. They climb
well, can leap 10’ upwards and 30’ to 50’ ahead in attack. If encounteredin their lair there is a 25% chance that there will be 1-3 cubs there, theseyoung having no effective attacks, and are from 30% to 60% mature. Whenthey score 2 forepaw hits in one melee round, tigers also get 2 additionalrear claw attacks each at 2-8 hit points damage that round.
Sabre-Tooth Tiger: The most aggressive and fearsome predator of the
Pleistocene epoch, these giants are seldom encountered elsewhere. They
range only in warm regions but otherwise conform to the characteristics ofnormal tigers. Their six inch long fangs inflict terrible wounds, and the size ofthese teeth, along with the power of the sabre-tooth tiger’s jaws, give thecreature a +2 on “to hit” dice.

TITAN
FREQUENCY: Very rare
NO. APPEARING: 1-2 (10%)
ARMOR CLASS: 2 to -3
MOVE: 21” or 15”
HIT DICE: 17-22% IN LAIR: 10%
TREASURE TYPE: E, Q (×10), R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 7-42 or 8-48
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Genius tosupra-genius
ALIGNMENT: Chaotic good
SIZE: L (18’+ tall)
PSIONIC ABILITY: 101 to 200
Attack/Defense Modes: B, C, D, E/Special

TICK, Giant
FREQUENCY: Rare
NO. APPEARING: 3-12
ARMOR CLASS: 3
MOVE: 3”
HIT DICE: 2-4% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Blood drain
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Titans normally dwell on a plane somewhere above the material, but
occasionally they will visit the latter plane for various periods of time. Thosedwelling on the Prime Material Plane for an extended period will acquire
treasure as indicated above.

Giant ticks are found in forests and occasionally in caves or caverns as well.
These insects seek to drop upon prey, insert their hollow mouthtube, and suckblood from the victim. A hit by a giant tick scores 1-4 points of damage andindicates the monster has attached itself. Each melee round thereafter it willdrain 1-6 hit points of blood, until reaching satiation at a blood drain equal toits hit points, when it drops off. A giant tick must be killed, severely burned, or
immersed in water to detach it prior to satiation. Any creature bitten has a 50%
chance of contacting a fatal disease from the tick. The disease will be fatal in
2-8 days unless a cure disease spell is cast upon the victim.

To determine the armor class and hit dice of any given titan simply roll a6-sided die: 1 = armor class 2 and 17 hit dice; 2 = 1 and 18; 3 = 0 and
19; 4 = -1 and 20; 5 = -2 and 21; and 6 = -3 and 22. Titans with only 17
or 18 hit dice move at 21”. Those with 21 or 22 hit dice do 8-48 hit pointsof damage/attack.

94

TITAN

TRAPPER

TOAD, Giant

Titans can become invisible at will. They can also levitate and/or become
ethereal twice per day. All titans are able to employ both magic-user andclerical spells of 4th, 5th, 6th or even 7th level. To determine how many
levels of spell use in each category a given titan possesses, simply roll a4-sided die and add the result to 3. For each level of spell use, the titan canuse 2 spells of each category, so the minimum number of magic spells
possible for any titan is 8, and the same applies to clerical spells — 2 of 1stlevel, 2 of 2nd level, 2 of 3rd level, and 2 of 4th level. (If specific titans are
not prepared, simply determine which spells are known by any given titan at
the time of encounter by random selection from the spell tables.) The
protection from evil spell of titans is of twice normal strength with respect tolawful evil beings.

Giant ToadFREQUENCY:
CommonNO. APPEARING:
1-12
ARMOR CLASS:6
MOVE:6” + 6” hop
HIT DICE:
2+4% IN LAIR:
0%TREASURE TYPE:
NilNO. OF ATTACKS:
1DAMAGE/ATTACK:
2-8
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
Animal
ALIGNMENT:
NeutralSIZE:MPSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil

All titans possess 8 or more psionic abilities of the type possible for clerics.
Roll two 6-sided dice and add the resulting number to a base of 6 todetermine the total number of abilities. (Ignore the ability of levitation.) To
determine psionic strength add the score rolled on percentile dice to a baseof 100. They use all abilities at seventh mastery level. Psionic attacks have noaffect on titans.
In addition to their own language, titans are able to speak the six dialects of
the races of giants. All titans are also conversant in the common tongue aswell as that of chaotic good.

Ice Toad
Rare
1-4
4
9”
5
40%
C
1
3-12
See below
NilStandard
Average
NeutralL
Nil
Nil

Poisonous Toad
Uncommon1-8
76” + 6” hop
2
0%
Nil
1
2-5
See below
NilStandard
AnimalNeutralM
Nil
Nil

Giant toads are found in most regions. Although their smaller cousins are
beneficial insect eaters, the large toads are prone to devour any creature
which appears edible. All toads are capable of chopping their movement
distance. This hop clears objects up to one-third the linear distance in height,
and it requires but a single melee round to accomplish, and they can attackin mid-air or at the end of their leap.

Because of their particular predisposition, titans deal with storm giants onhighly amicable terms. It is 20% probable that a storm giant will be with any
single titan encountered.

Ice Toad: These creatures are found in cold climes or far beneath thesurface of the ground. In addition to their typical abilities these monsters areable to radiate cold in a 1” radius from their body.

Description: Titans appear very much as humans do, but they are all very
muscular, handsome, and wear no facial hair. Their dress and armor appears
Grecian.

All non-cold using creatures within 1” of the ice toad suffer 3-18 points ofdamage. The toad can do this but once every other melee round. The ice
toads have their own weird language.

TITANOTHERE
FREQUENCY: Uncommon
NO. APPEARING: 1-12
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 12% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: Charge &trampleSPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8’)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Poisonous Toad: The poisonous type of giant toad is indistinguishable from
non-poisonous toads. Their bite necessitates a saving throw versus poison, or
the victim will die immediately.

TRAPPERFREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 3”
HIT DICE: 12% IN LAIR: 85%
TREASURE TYPE: G
NO. OF ATTACKS: 4+
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Standard
MAGIC RESISTANCE: Standard
INTELLIGENCE: Highly
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These huge and fearless plant-eaters roam the temperate plains of the
Pleistocene era in herds. If more than 6 are encountered 1-4 of thosenumbering over one-half the possible total will be young, from 10% to 80%
grown.
If any creature threatens the herd, the largest animals (males) will charge. If
the charge strikes home, damage inflicted is double the amount shown on thedice (4-32). Titanotheres will trample (2-12 per foot) any opponent low
enough for them to step upon.

Trappers are clever monsters found only in caves, caverns, and other dark places.
They prefer a subterranean habitation to all others. They shape their flat bodies toconform to the floor surface of their abode. Being of a consistency almost as hard
as stone, trappers are nearly impossible to detect (95%) by any normal means.
Usually a trapper will wait until its prey is near its center (where it often creates a
protuberance which resembles a chest or box) and then suddenly closes itself upon
the unsuspecting victims. The trapper then crushes them doing a base damage of 4
plus the armor class of the victim per turn of crushing. Those entrapped are unable
to use weapons, for the great musculature of the trapper prevents it. Prey will besmothered in 6 melee rounds regardless of the damage sustained. It must be killed
or faced with certain death to make it free its prey. Its treasure is kept beneath it.
Trappers are resistant to fire and cold (half or no damage).
Description: Trappers are amorphous in form, so they are able to shapethemselves to the form of the floors of the places they choose to await prey. A
typical trapper is able to cover an area of up to 400 square feet, and giant95

TRAPPERTRITON

specimens can cover as much as 600 square feet. The trapper also has theadvantage of being able to alter its coloration to blend with the color of the floor
or ground upon which it rests.

in addition, this triton having 4-6 hit dice. For every 20 tritons encountered
there will be an exceptional triton with 7-8 hit dice. The leader of any groupof tritons numbering 50 or more will have 9 hit dice. For every 10 tritons in agroup there is a 10% chance that they will have with them 1-4 of their kindwith magical ability of from lst-6th level.

TREANT

It is 90% likely that the tritons encountered will be mounted upon hippocampi(65%) or giant sea horses (35%).

FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 7-12
% IN LAIR: 10%
TREASURE TYPE: Q (×5), S
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16, 3-18, or
4-24/attack (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Neversurprised
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

If tritons are encountered in their lair there will always be the following
additional figures:
60 males
6 exceptional males of 4-6 hit dice
3 exceptional males of 7-8 hit dice1 magic-user of 7th-10th level
1 cleric of 8th-11th level
4 clerics of 2nd-5th level
Females equal to 100% of males
Young equal to 100% of males
There is also a 75% chance that there will be 2-12 sea lions as pets and guards.
The triton lair will be an undersea castle (80%) or a sculpted cavern (20%).
Only male tritons will engage in combat, as a general rule. They will wear
armor of scales which increases their protection to class 4. Mounted tritons
bear long spears (lances) or tridents. The typical arms of a group of tritons

Treants are strangely related to humans and trees, combining features of both
species. They dwell in woods and forests and are basically indistinguishable fromtrees. They hate evil things or unrestrained use of fire. If need arises treants canactually cause trees to come to life, move 3” per turn, and attack as a full-growntreant (2 attacks for 4-24 hit points of damage/attack). Aroused treants must bewithin 6” of a normal tree to cause it to move, and an individual treant cancause only one or two normal trees to move and attack as stipulated.

heavy crossbow & dagger
sword & dagger
spear & dagger
trident & dagger

30%
10%
20%
40%

Because of their body and skin structures, treants have a very superior armor
class rating. However, against fire they lose this superiority. Attacks based on
fire are at a +4 on “to hit” dice; treants save against such attacks at a -4,
and fire damage dice are +1 hit point.

Triton leaders will bear conch shell horns which will calm rough waters whenblown a special way. These instruments are typically used as signal devices.
The horns will, when blown properly, summon 5-20 hippocampi, 5-30 giant
sea horses, or 1-10 sea lions. The conch shell horns can also cause marine
creatures with animal intelligence or less to flee in panic — the creaturessaving versus magic with a -5 on their “to hit” dice rolls — for 3-18 turns.

Treants of small size (12’-15’ tall) have 7 or 8 hit dice and do 2-16 hit pointsof damage/attack, middle-sized treants (16’-19’) have 9-10 hit dice and attack
damage of 3-18, and those of large size (20’-23’+) have 11-12 hit dice anddo 4-24 points of damage. Treants and treant-controlled trees cause 1 point ofstructural damage on fortifications (this is for both attacks possible to any given
treant or treant-controlled tree), regardless of the size of the treant attacking.

It is possible that psionically endowed tritons will be in any given group. 1
triton in 10 has a 5% chance of having psionic abilities of the sort applicableto magic-users. If a psionic individual is indicated, roll a 12-sided die for thenumber of abilities by random selection. Attack and defense modes arecommensurate with potential, abilities, etc.

A treant lair will typically be a vast cave screened by many plants and trees.
Treants resent greatly uninvited entrance into such a place.

Tritons have their own language. They can also speak the tongue of sea elves
and that of the locathah.

TRITON

Description: Tritons have silvery skin which fades into silvery blue scales on
their lower limbs. Their hair is deep blue or blue-green.

FREQUENCY: Rare
NO. APPEARING: 10-60
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 3% IN LAIR: 25%
TREASURE TYPE: C, R, S, T, X
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
INTELLIGENCE: High and up
ALIGNMENT: Neutral (good)
SIZE: MPSIONIC ABILITY: See below
Attack/Defense Modes: See below

History: Tritons are known to serve the god, Triton, and little else is known
about their purpose on the material plane. They have fought fierce wars withthe sahuagin and skirmish continually with ixitxachitl, koalinths, and lacedons.
They are generally well disposed towards humans who do not mean harm to
the triton society.

Tritons are rumored to be creatures from the elemental plane of water which havebeen planted on the material plane for some purpose presently unknown to man.
They are sea dwellers, inhabiting warmer waters principally but equally able tolive at shallow or great depths. They seldom venture forth upon dry land.
For every 10 tritons in a group encountered there will be an exceptional one96

TROGLODYTETURTLETROGLODYTETROLLFREQUENCY: Common
NO. APPEARING: 10-100
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 2% IN LAIR: 15%
TREASURE TYPE: A
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1-3/1-3/2-5 orby weapon type
SPECIAL ATTACKS: Revulsion odor
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Uncommon
NO. APPEARING: 1-12
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 6 + 6% IN LAIR: 40%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 5-8/5-8/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (9’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Trolls are horrid carnivores found in nearly every clime. They are feared bymost creatures, as a troll knows no fear and attacks unceasingly. Their senseof smell is very acute, their infravision is superior (90’), and their strength isvery great.

Troglodytes are a race of reptilian humanoids who dwell in subterranean
places. They loathe humans, and their aim is to slaughter all whom theyencounter. Troglodytes have excellent infravision (90’).
For every 10 troglodytes encountered there will be 1 leader-type with 3 hit
dice. For every 20 there will be an additional 2 leader types with 4 hit diceeach. If 60 or more are encountered there will be a troglodyte chieftain with 6
hit dice, and 2-8 guards of 3 hit dice each.

A troll attacks with its clawed forelimbs and its great teeth. A troll is able tofight 3 different opponents at once. 3 melee rounds after being damaged, atroll will begin to regenerate. Regeneration repairs damage at 3 hit points
per round; this regeneration includes the rebonding of severed members.
The loathsome members of a troll have the ability to fight on even if severedfrom the body; a hand can claw or strangle, the head bite, etc. Total
dismemberment will not slay a troll, for its parts will slither and scuttle
together, rejoin, and the troll will arise whole and ready to continue
combat. To kill a troll, the monster must be burned or immersed in acid, any
separate pieces being treated in the same fashion or they create a wholeagain in 3-18 melee rounds.

The lair of a tribe of troglodytes is typically a large cave or cavern with smallchambers adjoining it in which the individual units live. A lair will containfemales equal to 100% of the males. Females fight as 1 + 1 hit dice monsters.
There will also be hatchlings and eggs, but these are of no importance.
Troglodytes can attack with claws and teeth, but 50% of them use weaponsof some type. The armed half of a group encountered will have:javelin (2)battle axe (stone)
morning star (stone)
sword

Description: Troll hide is a nauseating moss green, mottled green and gray,or putrid gray. The writhing hair-like growth upon a troll’s head is greenish
black or iron gray. The eyes of a troll are dull black.

25%
10%
10%
5%

Their javelins are great vaned darts which have a +3 chance to hit whenused by troglodytes and cause 2-8 hit points damage. They shun armor.

TURTLE
Sea, Giant
FREQUENCY:
UncommonNO. APPEARING:
1-3
ARMOR CLASS:
2/5
MOVE:
1’’//15”
HIT DICE:
15% IN LAIR:
0%TREASURE TYPE:
NilNO. OF ATTACKS:
1DAMAGE/ATTACK:
4-16
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
NonALIGNMENT:
NeutralSIZE:LPSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil

When aroused for battle, troglodytes emit a secretion which smells extremely
disgusting to humans — including dwarves, elves, gnomes, half-elves andhalflings. Those humans failing their saving throw versus poison are affectedby revulsion so as to lose 1 point of strength per melee round for 1-6 rounds,
cumulative. Loss of strength lasts 10 melee rounds after it has taken final effect.
Troglodytes have a chameleon-like power, so they can change their skincoloration to shades of gray, brown or green. They thus surprise on a 1-4
unless they are angry and excreting their stench. They use this coloration tohide when an encounter goes against them.

Snapping, Giant
Uncommon1-4
0/53”//2”
10
0%
Nil
1
6-24
See below
See below
Standard
NonNeutral
L
Nil
Nil

Turtle, Sea, Giant: These basically non-aggressive marine creatures willfight fiercely if annoyed or threatened. If they surface beneath a small craft
there is a possibility of upsetting the vessel, i.e. 90% for a long boat, 10%
for a typical long ship. The head and flippers of the creature are armor
class 5, but they can be withdrawn to make these areas armor class 3.
Turtle, Snapping, Giant: Feared greatly for their voracious appetite andaggressiveness, giant snapping turtles are found in lakes and large rivers.
They lurk near shore or on the bottom, as they do not swim quickly. They
remain motionless, thus surprising on 1-4 (out of 6), and then shoot forth theirlong neck (up to 10’ long) to grab their prey. The head and limbs of thesemonsters are armor class 5, but they can be withdrawn to offer armor
class 2.

97

UMBER HULKUUNICORN

UMBER HULK — UNICORNUMBER HULKUNICORNFREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 2
MOVE: 6” (1“-6”)
HIT DICE: 8 + 8% IN LIAR: 30%
TREASURE TYPE: G
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-12/3-12/2-10
SPECIAL ATTACKS: Confusion
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (8’ tall, 5’ wide)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Rare
NO. APPEARING: 2-5
ARMOR CLASS: 2
MOVE: 24”
HIT DICE: 4 + 4% IN LAIR: 5%
TREASURE TYPE: X
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-12
SPECIAL ATTACKS: Charge
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Chaotic good
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Umber hulks are subterranean predators. Their iron-like claws enable them toburrow through solid stone at 1” per turn and through loam at fully 6 times
that rate. Their prey includes young purple worms, anhkheg, and similar
monsters. However, the favorite prey of umber hulks are humans. They attack
with claws and their powerful mandibles. Worse still, any intelligent creature
which views the umber hulk’s four eyes squarely must save versus magic or
be confused for 3-12 melee rounds. These creatures have their own language.

Unicorns dwell only in temperate woodlands, away from human habitation.
These fierce but good creatures shun contact with all creatures except sprites,
dryads and the like. Elven and human maids of pure heart and goodalignment may sometimes (25%) tame unicorns for use as steeds, and suchare faithful, obedient mounts. Unicorns lair in open dells, their warded
treasure kept in a nearby hollow tree, rocky niche, etc.
When a unicorn charges into combat it does not strike with its two front
hooves, but its horn strikes for double damage (2-24). Because the unicorn ismagical, its horn gains a bonus of +2 on “to hit” dice, and possession of aunicorn horn is a sovereign remedy against all forms of poison, gas included.
Naturally, the unicorn is not subject to poison. A unicorn always senses theapproach of an enemy at 24” distance. They move very silently and surprise
opponents on a 1-5. Once per day unicorns are able to use a teleportation
spell of limited distance — a dimension door — to appear up to 36” awayfrom their former position. They may so teleport with a rider on their back.

Description: Umber hulks are black, shading to yellowish gray on the front.
Their head is gray on top, and the mandibles are ivory colored. Because of
their dark color they can easily be mistaken for some humanoid creature at
40’ or more distance.

Unicorns make all saving throws as if they were magic-users of the 11th level.
They cannot be charmed or held by magic. Death spells do not affect them.
They speak their own language.

98

VAMPIREV

WASP, GIANT

VAMPIREVAMPIREchange into a large bat whenever desired — thus the flying movement shownfor this monster. If it gazes into a person’s eyes, the vampire will have the effectof charming, with the victim subtracting 2 from the saving throw versus magic.
Charmed persons behave as if they had been successfully struck with a charm
person spell. All vampires also have the ability to summon creatures to aid
them; in subterranean surroundings usually 10 to 100 rats or bats (the latter
only confusing and obscuring opponents’ vision, not physically attacking), andin wilderness surroundings typically 3-18 wolves. These creatures come within
2-12 melee rounds.

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVE: 12”/18”
HIT DICE: 8 + 3% IN LAIR: 25%
TREASURE TYPE: F
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 5-10
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +1 or better
weapon to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Vampires recoil from strong garlic, the face of a mirror, or a cross (or several
other holy symbols of lawful good) if any of these objects are presented
boldly. Note, however, that none of these devices harm or drive the monster
off. They do cause a vampire to hesitate 1 to 4 rounds before attacking in thecase of garlic; a mirror or holy symbol will cause a vampire to position itself
so that the object is not between the vampire and its intended victim — or thevampire will have one of its creatures remove the device whose power is
keeping it at bay. It must be stressed that lawful good holy symbols such as
the cross are sovereign against vampires of all sorts, regardless of thereligious background of the vampire in its human existence.

The most dreaded of the chaotic evil undead is the night-prowling vampire.
These creatures must rest in a coffin or similar receptacle during hours ofsunlight unless far beneath the surface of the ground, and in the latter case theymust occasionally return to such rest, for their power is restored by contact withsoil from their grave. Like all undead, vampires exist in two planes at once —in this case the material and negative material. Vampires have 18/76 strength.

A vampire can be slain by the following methods: exposure to direct sunlight kills
the creature in 1 turn, and it becomes powerless immediately. A vampire
immersed in running water for 3 melee rounds is killed. The vampire loses onethird of its hit points per round of immersion. If a wooden stake is driven through avampire’s heart it is killed, but only for so long as the stake remains; to finish thistask the vampire’s head must also be cut off and its mouth filled with holy wafers.

If a vampire scores a hit upon an opponent, its powerful blow causes 5-10 pointsof damage, and its powerful negative force drains 2 life energy levels from thevictim, complete with corresponding losses in hit dice, ability level, attack level,
etc.

Holy water splashed upon a vampire causes 2-7 hit points of damage pervial-full which strikes the monster.
Any human or humanoid drained of all life energy by a vampire becomes anappropriately strengthed vampire under control of its slayer. Thistransformation takes place 1 day after the creature is buried, but if and only if
the creature is buried. Thus it is possible to have a vampiric thief, cleric(chaotic evil in vampire form, of course), etc. If the vampire which slew thecreature is itself killed, the vampires created by it become free-willed monsters.

Vampires are affected only by magical weapons. They regenerate damage at
3 hit points per melee round. If brought to 0 hit points by combat, thevampire is not killed, but it is forced into gaseous form. It must then return toits coffin within 12 turns, rest 8 hours, and reform a corporeal body.
Sleep, charm, and hold spells do not affect vampires. Neither do poison orparalysis. Vampires take only one-half damage from spells based on cold orelectricity.

Vampires of the eastern world are invisible. This gives them all appropriate
consideration for invisibility, including a -2 on “to hit” dice rolls for opponents
not able to see invisible objects. These vampires cannot charm, however, nor
do they have power to assume gaseous form at will.

A vampire can assume gaseous form at will. Likewise, a vampire can shapeW

WASP, GIANT — WATER WEIRD — WEASEL, GIANT — WHALE — WIGHT — WILL-O-WISP — WIND WALKER —WOLF — WOLVERINE — WRAITH — WYVERNWASP, Giant
FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOR CLASS: 4
MOVE: 6”/21”
HIT DICE: 4% IN LAIR: 25%
TREASURE TYPE: Q (×20)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/1-4
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant wasps are feared because they continually hunt for prey — both to
devour and to place in a paralyzed state with their eggs. Other giant insects
are most often victims, but even humans are not immune. Certain wasps build
mud cases for their eggs, but those which build paper nests are the ones which
are most feared, for their lair will contain 21-40 adult wasps. A giant wasp
attacks with both its powerful jaws and its poisonous sting. It can use the latter
weapon repeatedly. Any victim of a sting must save versus poison or become
paralyzed permanently, with death occurring in 2-5 days unless a neutralize
poison spell or antidote is applied. (Victims are typically eaten by the wasp
larvae in the 2-5 day period.) Wasp wings are very vulnerable to fire, and they
will immediately be burned off if within the radius of a fire ball or even exposed
to hot flame. This does not injure the wasp, but it makes the creature flightless.

99

WATER WEIRD

WIGHTWATER WEIRD% IN LAIR: 0%
TREASURE TYPE: See below
NO. OF ATTACKS: 1 or 1
DAMAGE/ATTACK: 5-20 to 15-60 or
1-8 to 5-40
SPECIAL ATTACKS: Tail
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 3 + 3% IN LAIR: 50%
TREASURE TYPE: I, O, P, Y
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Drowning
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: L (10’+ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Whales great and small (for whales) populate the oceans. Many are plant-eaters,
but a few are carnivores. The latter will occasionally attack humans (killer whales
will always do so), and all forms of whales are very dangerous if molested. The
carnivorous whales attack by biting (5-20 to 15-60, depending on size). Other
whales use their great flukes to smash opponents (1-8 to 5-40, based on size).
Whales at the surface can smash with their tails, causing damage equal to half
their number of hit dice to any creature struck. Carnivorous whales will swallow
prey whole, the huge (36 hit dice) sperm whales being able to swallow a longboat and its crew whole and alive. (While it is not too difficult to then escape,digestive juices will cause 1 point of damage per turn, and if the whale
disgorges the prey swallowed alive due to their irritation of its stomach, there is a
50% chance this will be done at considerable depth.)

The water weird are a life form originating in the elemental plane of water.
They attack all living things, feeding from their essences in some unknown
manner. The creature forms in two melee rounds from the water, appearing asa serpent, and lashes out, striking as a 6 hit dice monster. Any creature struck
will be dragged into the water unless it saves versus paralyzation. Sharp
weapons cause but 1 hit point of damage; blunt ones cause normal damage
when striking these monsters. Damage equal to its total hit points disrupts thewater weird; it reforms again in 2 melee rounds. Cold spells slow it, fire-based
spells do half or no damage, but a purify water spell actually kills. All otherattacks simply do not harm or disrupt the creature. A water weird can takeover a water elemental on a dice score of 11 or better on a 20-sided die.

The stomach of a carnivorous whale can contain treasure. A 1% per hit die
chance is allowed for each coin type, gems, jewelry, and magic items. The
number of coins is 1,000-3,000 per type. Gems and jewelry will number from
1-20 each. 1-4 magic items can be contained. Sick whales give forth ambergris,a stinking mess which is worth 1,000 to 20,000 gold pieces in a large city. A
whale carcass can be sold in a port for 100 gold pieces per hit die of size.

WEASEL, Giant
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 3 + 3% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

WIGHT
FREQUENCY: Uncommon
NO. APPEARING: 2-16
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 4 + 3% IN LAIR: 70%
TREASURE TYPE: B
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: Silver or magic
weapons to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Giant weasels are very vicious and hunt prey aggressively. They will attack until
destroyed. They favor woodlands but also roam subterranean places in hunting.
In addition to its bite, a giant weasel drains blood, for on the melee roundafter it successfully bites an opponent, it does not release its jaws, but instead
the giant weasel sucks the blood from the victim at a rate of 2-12 hit points ofdamage per melee round.

The term wight has lost its old meaning of a person and come to stand for
those undead humans who typically inhabit barrow mounds or catacombs.
These creatures are most evil and hateful, seeking to destroy any life form
they encounter. Wights shun bright lights and hate sunlight.

If taken before half-grown, and carefully trained, giant weasels can sometimes(25%) be used as hunting animals and guards. When encountered in theirlair, there will always be 4 or more giant weasels — 2 parents and young
from 10% to 80% mature. The young also attack, doing damage appropriate
to their development.

Because these monsters exist simultaneously on the normal and negative
planes of the material plane, they are affected only by silver or magicalweapons. This existence allows them to drain life energy levels — one suchlevel each time they score a hit on an opponent. The creature so hit loses thehit points of damage scored (1-4) plus one experience level and all thebonuses derived from that level, i.e. hit dice, class bonuses, thief abilities, spelllevels, etc. A 9th level magic user struck by a wight loses 1-4 hit points andhe becomes an 8th level magic user; he has the spells and the hit points of an
8th level magic user, and he melees as an 8th level character of his class.

Weasel pelts sell for 1,000 to 6,000 gold pieces.

WHALE

Wights are not affected by sleep, charm, hold, or cold-based spells. Neither
poison nor paralyzation harms wights. Holy water causes 2-8 hit points ofdamage for every vial-full which strikes. A raise dead spell will destroy awight. Any human totally drained of life energy by a wight will become ahalf-strength wight under control of its slayer.

FREQUENCY: Common
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 18” to 24”
HIT DICE: 12 to 36

100

WILL-O-WISPWOLVERINE

WILL-O-(THE)-WISP

melee rounds). Haste does one-half damage to wind walkers, but it also
doubles the amount of damage done by the wind walkers. Magical barriers
will stop them, but wind walkers will otherwise pursue for 2-5 melee rounds
minimum. They are subject to attack by telepathy. Wind walkers are
sometimes forced into servitude by storm giants (for obvious reasons).

FREQUENCY: Uncommon
NO. APPEARING: 1 (or 1-3)
ARMOR CLASS: -8
MOVE: 18”
HIT DICE: 9% IN LAIR: 5%
TREASURE TYPE: Z
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: SPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

WOLF
Wolf
FREQUENCY:
CommonNO. APPEARING:
2-20
ARMOR CLASS:
7
MOVE:
18”
HIT DICE:
2+2% IN LAIR:
10%TREASURE TYPE:
NilNO. OF ATTACKS:
1DAMAGE/ATTACK:
2-5
SPECIAL ATTACKS:
Nil
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
SemiALIGNMENT:
NeutralSIZE:SPSIONIC ABILITY:
Nil
Attack/Defense Modes:
Nil

Will-o-wisps commonly haunt deserted, dangerous places such as bogs, fens,
swamps, or catacombs where mires, quicksand, pit traps and the like areplentiful. A victim trapped by these hazards feeds the will-o-wisp as it expires,for the thing feeds upon the fleeing life force. Thus, will-o-wisps seek to lureprey to their doom. 10% of the time 1-3 are encountered, and in these cases
the creatures’ lair will be nearby 90% of the time. The creature can attack,however, any hit causing 2-16 points of electrical damage to the opponent.
A will-o-wisp is able to grow bright or very dim in order to confuse prey. It
can move slowly or flit about. It can blank out its glow entirely for 2-8 melee
rounds if it does not attack, and at that time it can be detected only bycreatures able to see invisible objects.

Wolf, Dire (Worg)
Rare
3-12
6
18”
3 + 3 (4 + 4)
10%
Nil
1
2-8
Nil
Nil
Standard
Semi-low
Neutral (evil)
M (L)
Nil
Nil

Wolf, WinterVery rare
2-8
5
18”
6
10%
1
1
2-8
Frost
Nil
Standard
Average
Neutral (evil)
L
Nil
Nil

Wolf: These carnivores are found in wild forests from the arctic to thetemperate zones. They always hunt in packs and if hungry (75%) they will not
hesitate to follow and attack prey, always seeking to strike at an unguarded
moment. Their howling is 50% likely to panic herbivores which are not being
held by humans and calmed. They love horse meat. If encountered in theirlair there is a 30% chance that there will be 1-4 cubs per pair of adultwolves. Cubs do not fight and can be trained as war dogs or hunting beasts.

While any weapon will harm a will-o-wisp, most spells do not affect it. The
only spells which can affect the creature are protection from evil, magic
missile and maze. If brought to 5 or fewer remaining hit points a will-o-wisp
will reveal its lair and give over its treasure.

Wolf, Dire: This variety of wolf is simply a huge specimen typical of the
Pleistocene Epoch. They conform to the characteristics of normal wolves.
(Worgs): Evil natured, neo-dire wolves are known as worgs. These creatures
have a language and are often found in co-operation with goblins in order togain prey or to simply enjoy killing. They are as large as ponies and can beridden. They otherwise conform to the characteristics of wolves.

Description: A will-o-wisp is a glowing sphere, looking like a lantern, torch oreven a dancing lights spell effect. In combat they glow blue, violet or palegreen.

WIND WALKER

Wolf, Winter: The winter wolf is a horrid carnivore which inhabits only
chill regions. It is of great size and foul disposition. Winter wolves can use
their savage jaws or howl forth a blast of frost which will coat any creature
within 1” of their muzzle. This frost causes 6-24 hit points damage — halfthat amount if a saving throw versus dragon breath is successful. The winterwolf is able to use the howling frost but once per 10 melee rounds. Coldbased attacks do not harm them, but fire-based attacks cause +1 per die ofdamage normally caused. They have their own language and can also
converse with worgs. The coat of the winter wolf is glistening white orsilvery, and its eyes are very pale blue or silvery. The pelt of the creature isvalued at 5,000 gold pieces.

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 15”/30”
HIT DICE: 6 + 3% IN LAIR: 20%
TREASURE TYPE: C, R
NO. OF ATTACKS: See below
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: LPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

WOLVERINE
Wolverine
FREQUENCY:
UncommonNO. APPEARING:
1
ARMOR CLASS:
5
MOVE:
12”
HIT DICE:
3% IN LAIR:
15%TREASURE TYPE:
NilNO. OF ATTACKS:
3
DAMAGE/ATTACK:
1-4/1-4/2-5
SPECIAL ATTACKS:
Musk
SPECIAL DEFENSES:
Nil
MAGIC RESISTANCE:
Standard
INTELLIGENCE:
SemiALIGNMENT:
Neutral (evil)
SIZE:
S
PSIONIC ABILITY:
Nil
Attack/Defense Modes:
NilWind walkers are creatures from the elemental plane of air, and on thematerial plane prefer to live high in mountains or in great caverns very far
below the surface. Their approach is detectable at from 10”-30” as awhistling, howling or roaring depending on the number coming. These
monsters are telepathic and can detect thoughts within 10”-30” (as they workin series to boost range).
They attack by wind force, each wind walker causing 3-18 points of damage
per turn to all creatures within 1” of them who are hit.
Being ethereal, wind walkers can be fought only by such creatures as djinn,
efreet, invisible stalkers, or aerial servants, or affected by spells such as
control weather (unless save is made versus magic, the monster dies), slow
(affects monster like a fire ball), and ice storm (drives them away for 1-4

101

Wolverine, Giant
Rare
1
4
15”
4+4
15%
Nil
3
2-5/2-5/2-8
MuskNilStandard
SemiNeutral (evil)
M
Nil
Nil

WOLVERINE

XORN

Wolverines inhabit only colder regions (which is fortunate for mankind, forthese animals are horrible). They are vicious, hateful, destructive carnivores
who kill for the sheer love of ending another creature’s life. Bears and wolves
respect these creatures’ ferocity. Their speed is partially responsible for theirhigh armor class, and their ferocity in combat makes their attacks have a +4
on “to hit” dice rolls: A wolverine can squirt its disgusting musk at any
opponent at its rear. The musk is equivalent to that of a skunk (q.v.). A
wolverine will purposefully destroy food or human goods of any sort byspraying musk upon the unwanted items. Although only semi-intelligent inmost things, in hunting and combat the creature is exceptionally intelligent.

Wraiths are unaffected by sleep, charm, hold, or cold-based spells. Poison orparalysis are likewise ineffective, but holy water splashed upon a wraith willcause 2-8 hit points of damage for each vial full which hits. A raise dead spell
will slay a wraith. If a wraith drains all life energy levels from a human(including dwarves, elves, gnomes, half-elves, or even halflings) the victim
becomes a half-strength wraith under the control of the wraith which drained
the victim.

WYVERNFREQUENCY: Uncommon
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 6”/24”
HIT DICE. 7 + 7% IN LAIR: 30%
TREASURE TYPE: E
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: L (35’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

WRAITHFREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVE: 12”/24”
HIT DICE: 5 + 3% IN LAIR: 25%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: Silver or magic
weapons to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Wyverns are distantly related to dragons. These monsters also inhabit places
favored by dragons — tangled forests, great caverns, and the like. They are
rather stupid, but very aggressive, and wyverns will always attack.

Wraiths are undead, similar in nature to wights, but they exist more strongly
on the negative material plane. They are found only in dark and gloomy
places, for they have no power in full sunlight.

The wyvern bites (2-16) and lashes with its sting-equipped tail at one or two
opponents. Any creature struck by this tail must save versus poison or die.
Even if the victim makes its saving throw, it takes 1-6 points of damage. Notethat the tail is very long and mobile, easily striking over the back of thewyvern to hit an opponent before its front.

In addition to the chilling effect of its touch (1-6 hit points damage), a wraith
drains on life energy at the rate of 1 per hit, just as a wight does. Similarly, thewraith can be struck only with silver weapons (which cause only one-halfdamage) or weapons which are magically enchanted (which score full damage).

X

Description: Wyverns are dark brown to gray. Their eyes are orange or red.

XORN

XORN

both in color and conformation and as a physical capability — it is very
likely to surprise any other creature. The xorn is likely to demand such metals
as copper, silver, etc. to snack upon, and if a passing creature refuses, thexorn is 90% likely to try to take the metal by force, for it can smell such at
20’ distance.

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: -2
MOVE: 9”
HIT DICE: 7 + 7% IN LAIR: 40%
TREASURE TYPE: O, P, Q (×5),
X, Y
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-3 (×3)/6-24
SPECIAL ATTACKS: Surprise on a
1-5
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M (5’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

These creatures are not harmed by fire or cold-based spells. Electrical attacks,
such as lightning bolts, do either one-half or no damage, depending on thesaving throw. They are flung back 3” and stunned one melee round by amove earth spell, a stone to flesh or rock to mud spell will lower their armor
class to 8 for 1 melee round (and the xorn cannot attack during that time as
they must adjust their molecules), and a passwall spell delivers 11-20 hit
points of damage to the creatures.
If a combat is going against a xorn, it will stop fighting, adjust its molecular
structure, and pass through the nearest stone (usually the floor) to escape. Thisrequires one melee round, and thereafter the xorn can progress at normal
movement through solid stone, earth, or similar substances. If it is struck by aphase door spell when in this state a xorn is killed.

The xorn are a race of creatures found on the elemental plane of earth, but
on rare occasions they will abide on the material plane for a time. When sodoing, they seek deep subterranean places. Xorn feed on certain rareminerals which are the subject of their quest on the material plane.
The jaws of xorn are very powerful, and as the creature blends with stone —

102

YETI

Y

ZOMBIEYETIYETIFREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 15”
HIT DICE: 4 + 4% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Impervious to
cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L (8’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

Yeti are nearly invisible until within 10’ to 30’ of their prey. (For each level
above 1st add 5% chance of spotting a yeti at normal distance, i.e. a 2ndlevel character has a 5% chance of spotting one.)

Inhabiting only regions of icy cold, yeti are seldom encountered by warmblooded mankind. Those who do have the misfortune to stumble upon thesemonsters seldom live to tell the tale, for yeti are very fond of human flesh.

Because of their adaption to cold, yeti are very susceptible to fire, andattacks employing such heat do 50% greater damage.
If found in their lair there is a 30% chance that there are 1-3 females there
also, and a 15% chance of an additional 2-5 young if females are present.

Yeti attacks with two clawing strikes, and if any one of these attacks succeedswith a die score of 20 the yeti has grabbed and squeezed his opponent for
2-16 points of additional damage from the chill of the creature. Worse still, if thecreature surprised an opponent, a saving throw versus paralyzation must be
made, or the victim has looked into the creature’s eyes and is rigid with fright for
3 melee rounds and can be automatically struck twice and squeezed by the yeti.

Z

Description: These bulky, 300+ pound, creatures are covered in long whitefur. Their eyes are pale blue or almost colorless. Their claws and teeth are
ivory white.

ZOMBIEZOMBIEFREQUENCY: Rare
NO. APPEARING: 3-24
ARMOR CLASS: 8
MOVE: 6”
HIT DICE: 2% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below
INTELLIGENCE: NonALIGNMENT: Neutral
SIZE: MPSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
Zombies are magically animated corpses, undead creatures under thecommand of the evil magic-users or clerics who animated them. These
creatures follow commands — as spoken on the spot or as given previously— of limited length and complication (a dozen words or so). Zombies are
typically found near graveyards, in dungeons, and in similar charnel places.
Zombies are slow, always striking last, but always doing 1-8 hit points ofdamage when they hit. They always fight until destroyed and nothing short ofa cleric can turn them back.
Sleep, charm, hold and cold-based spells do not affect zombies. Holy water
vials score 2-8 hit points of damage for each one which strikes.

103

APPENDIXTREASURE TYPES
1,000’s

1,000’s

1,000’s

1,000’s

Treasure

of

of

of

of

100’s
of

Type

CopperSilverElectrumGold

Platinum

Gems

JewelryA

1-6 :25%

1-6 :30%

1-6 :35%

1-10 :40%

1-4 :25%

4-40 :60%

3-30 :50%

Any 3: 30%

B

1-8 :50%

1-6 :25%

1-4 :25%

1-3 :25%nil

1-8 :30%

1-4 :20%

Sword, armor,
or misc.
weapon: 10%C

1-12:20%

1-6 :30%

1-4 :10%nil

nil

1-6 :25%

1-3 :20%

Any 2: 10%D

1-8 :10%

1-12 :15%

1-8 :15%

1-6 :50%nil

1-10 :30%

1-6 :25%

Any 2 plus 1
potion: 15%

E

1-10 :5%

1-12 :25%

1-6 :25%

1-8 :25%nil

1-12 :15%

1-8 :10%

Any 3 plus 1
scroll: 25%

Fnil

1-20 :10%

1-12 :15%

1-10 :40%

1-8 :35%

3-30 :20%

1-10 :10%

Any 3 except
swords or misc.
weapons, plus 1
potion & 1
scroll: 30%

G

nil

nil

nil

10-40 :50%

1-20 :50%

5-20 :30%

1-10 :25%

Any 4 plus 1
scroll: 35%

H

5-30 :25%

1-100 :40%

10-40 :40%

10-60 :55%

5-50 :25%

1-100 :50%

10-40 :50%

Any 4 plus 1
potion & 1
scroll: 15%

Maps or Magic

I

nil

nil

nil

nil

3-18 :30%

2-20 :55%

1-12 :50%

J

3-24 pieces
per individual

nil

nil

nil

nil

nil

nil

nil

K

nil

3-18 pieces
per individual

nil

nil

nil

nil

nil

nil

L

nil

nil

2-12 pieces
per individual

nil

nil

nil

nil

nil

M

nil

nil

nil

2-8 pieces
per individual

nil

nil

nil

nil

N

nil

nil

nil

nil

1-6 pieces
per individual

nil

nil

nil

O

1-4 :25%

1-3 :20%

nil

nil

nil

nil

nil

nil

P

nil

1-6 :30%

1-2 :25%

nil

nil

nil

nil

nil

Q

nil

nil

nil

nil

nil

1-4 :50%

nil

nil

R

nil

nil

nil

2-8 :40%

10-60 :50%

4-32 :55%

1-12 :45%

nil

S

nil

nil

nil

nil

nil

nil

nil

2-8 potions:
40%

T

nil

nil

nil

nil

nil

nil

nil

1-4 scrolls: 50%

U

nil

nil

nil

nil

nil

10-80 :90%

5-30 :80%

1 of each magic
excludingpotions &scrolls: 70%

V

nil

nil

nil

nil

nil

nil

nil

2 of each magic
excludingpotions &scrolls: 85%

W

nil

nil

nil

5-30 :60%

1-8 :15%10-80 :60%

5-40 :50%

1 map: 55%

X

nil

nil

nil

nil

nil

nil

nil

1 misc. magicplus 1 potion:
60%

Y

nil

nil

nil

2-12 :70%

nil

nil

nil

nil

Z

1-3 :20%

1-4 :25%

1-4 :25%

1-4 :30%

1-6 :30%

10-60 :55%

5-30 :50%

105

Any 1:15%

Any 3 magic:
50%

INDEX OF MAJOR LISTINGS
AC

Aerial Servant ........................................................................................6
Air Elemental (see Elemental)
Androsphinx (see Sphinx)
Anhkheg ................................................................................................6
Ant, Giant ..............................................................................................7
Ape (see also Baboon).............................................................................7
Carnivorous ...................................................................................7
Asmodeus (see Devil)
Ass, Wild (see Mule)
Aurochs (see Cattle, Wild)
Axe Beak ...............................................................................................7

Camel, Wild ........................................................................................13
Carrion Crawler....................................................................................13
Catoblepas ..........................................................................................13
Cattle, Wild (see also Bull) .....................................................................13
Caveman (see Men)
Centaur ...............................................................................................14
Centipede, Giant ..................................................................................14
Cerebral Parasite ..................................................................................14
Chimera...............................................................................................14
Chromatic Dragon (see Dragon)
Clay Golem (see Golem)
Cloud Giant (see Giant)Cockatrice ...........................................................................................15
Copper Dragon (see Dragon)
Couatl .................................................................................................15
Crab, Giant..........................................................................................15
Crayﬁsh, Giant .....................................................................................15
Criosphinx (see Sphinx)
Crocodile: ............................................................................................15
Giant ..........................................................................................15

B

BaaIzebuI (see Devil)
Baboon (see also Ape).............................................................................8
Badger: ................................................................................................8
Giant ............................................................................................8
Bahamut (see Dragon, Platinum)
Balor (see Demon)
Baluchitherium ........................................................................................8
Bandit (see Men)
Banshee (see Groaning Spirit)
Barbed Devil (see Devil)
Barracuda ..............................................................................................8
Basilisk ..................................................................................................8
Bear: .....................................................................................................9Black ............................................................................................9
Brown ...........................................................................................9
Cave ............................................................................................9
Beaver, Giant .........................................................................................9
Beetle, Giant: .........................................................................................9
Bombardier ...................................................................................9
Boring ...........................................................................................9Fire ...............................................................................................9
Rhinoceros...................................................................................10
Stag............................................................................................10
Water .........................................................................................10
Beholder ..............................................................................................10
Berserker (see Men)Black Dragon (see Dragon)
Black Pudding……………………………………… ......................................10
Blink Dog .............................................................................................10
Blue Dragon (see Dragon)
Boar: ...................................................................................................11
Boar, Wild...................................................................................11
Giant (Elothere) ............................................................................11
Warthog .....................................................................................11
Bone Devil (see Devil)
Brain Mole ...........................................................................................11
Brass Dragon (see Dragon)
Brigand (see Men)
Brontosaurus (see Dinosaur)
Bronze Dragon (see Dragon)
Brownie ...............................................................................................11
Brown Mold (see Mold)
Buccaneer (see Men)
Buffalo .................................................................................................11
Bugbear...............................................................................................12
Bulette .................................................................................................12
Bull......................................................................................................12D

Demogorgon (see Demon)
Demon:................................................................................................16
Demogorgon ...............................................................................16
Juiblex ........................................................................................17
Manes ........................................................................................17
Orcus .........................................................................................17
Succubus .....................................................................................18
Type 1 ((Vrock) .............................................................................18
Type II (Hezrou) ............................................................................18
Type III (Glabrezu) ........................................................................18
Type IV (Nalfeshnee) .....................................................................19Type V (Marilith) ...........................................................................19Type VI (Balor) .............................................................................19
Yeenoghu ....................................................................................19
Demon Horse (see Nightmare)Dervish (see Men)
Devil: (see also Rakshasa) ......................................................................20
Asmodeus ...................................................................................20
Baalzebul ....................................................................................21
Barbed ........................................................................................21
Bone ...........................................................................................21
Dispater ......................................................................................21
Erinyes ........................................................................................22
Geryon .......................................................................................22
Horned (Malebranche) ..................................................................22
Ice ..............................................................................................22
Imp (see l)
Lemure ........................................................................................23
Pit Fiend ......................................................................................23
Tiamat (see Dragon, Chromatic)
Dinosaur: .............................................................................................23
Anatosaurus.................................................................................23
Ankylosaurus ...............................................................................23
Antrodemus (Allosaurus) ................................................................24
Apatosaurus (Brontosaurus)............................................................24
Archelon Ischyros .........................................................................24
Brachiosaurus ..............................................................................24
Camarasaurus .............................................................................24
Ceratosaurus ...............................................................................24

106

F

Cetiosaurus..................................................................................25
Dinichthys....................................................................................25
Diplodocus ..................................................................................25
Elasmosaurus ...............................................................................25
Gorgosaurus ................................................................................25
Iguanadon ...................................................................................25
Lambeosaurus ..............................................................................26
Megalosaurus ..............................................................................26
Monoclonius ................................................................................26
Mosasaurus .................................................................................26
Paleoscincus ................................................................................26
Pentaceratops ..............................................................................26
Plateosaurus ................................................................................27
Plesiosaurus .................................................................................27
Pteranodon ..................................................................................27
Stegosaurus .................................................................................27
Styracosaurus ..............................................................................27
Teratosaurus.................................................................................27
Triceratops...................................................................................28
Tyrannosaurus Rex ........................................................................28
Dispater (see Devil)
Displacer Beast .....................................................................................28
Djinni (see also Elemental) ......................................................................28
Dog:....................................................................................................29
War ............................................................................................29
Wild ...........................................................................................29
Dolphin................................................................................................29
Doppleganger ......................................................................................29
Dragon: .............................................................................................29
Black ..........................................................................................31
Blue ............................................................................................31
Brass ..........................................................................................31
Bronze ........................................................................................32
Chromatic (Tiamat) .......................................................................32
Copper ..................................................................................... 32
Gold ...........................................................................................32
Green .........................................................................................33
Platinum (Bahamut) .......................................................................33
Red.............................................................................................33
Silver ..........................................................................................34
White .........................................................................................34
Dragonet (see Pseudo-Dragon)
Dragonne.............................................................................................34
Dragon Turtle........................................................................................35
Dryad ..................................................................................................35
Dwarf: ...............................................................................................35
Mountain Dwarf............................................................................36

Faerie (see Elf, Grey)
Faun (see Satyr)Fire Elemental (see Elemental)
Fire Giant (see Giant)Fire Lizard (see Lizard)
Flesh Golem (see Golem)
Flightless Bird (see also Axe Beak)...........................................................41
Frog, Giant: .........................................................................................41
Killer ...........................................................................................41
Poisonous ....................................................................................41
Frost Giant (see Giant)Fungi, Violet .........................................................................................42

G

Gar, Giant ...........................................................................................42
Gargoyle .............................................................................................42
Kopoacinth ..................................................................................42
Gas Spore ...........................................................................................42
Gelatinous Cube ...................................................................................43
Geryon (see Devil)
Ghast ..................................................................................................43
Ghost ..................................................................................................43
Ghoul ..................................................................................................43
Lacedon.......................................................................................43
Giant: ..................................................................................................44
Cloud .........................................................................................44
Fire .............................................................................................44
Frost ...........................................................................................44
Hill ...........................................................................................45
Stone ..........................................................................................45
Storm ..........................................................................................45
Gnoll ...................................................................................................46
Gnome ................................................................................................46
Goat, Giant..........................................................................................47
Goblin .................................................................................................47
Gold Dragon (see Dragon)
Golem: ................................................................................................47
Clay ...........................................................................................47
Flesh ...........................................................................................48
Iron ............................................................................................48
Stone ..........................................................................................48
Gorgon................................................................................................49
Gorilla (see Ape)
Gray Ooze ..........................................................................................49
Green Dragon (see Dragon)
Green Slime .........................................................................................49
Griffon.................................................................................................50
Groaning Spirit (Banshee) ......................................................................50
Guardian Naga (see Naga)
Gynosphinx (see Sphinx)

E

Eagle, Giant (see also Roc) ....................................................................36
Ear Seeker ...........................................................................................36
Earth Elemental (see Elemental)
Eel: .....................................................................................................36
Electric ........................................................................................36
Giant ..........................................................................................36
Weed .........................................................................................36
Efreeti (see also Elemental) .....................................................................37
Elasmosaurus (see Dinosaur)
Elemental: ............................................................................................37
Air (see also Aerial Servant, Djinni, Invisible Stalker,
Wind Walker) ..............................................................................37
Earth (see also Xorn) .....................................................................38
Fire (see also Efreeti, Salamander) ..................................................38
Water (see also Triton, Water Weird) ..............................................38
Elephant: (see also Mammoth, Mastodon) ................................................38
Loxodont (African Elephant) ...........................................................38
Elf, High: .............................................................................................39
Aquatic .......................................................................................39
Drow ..........................................................................................39
Grey ...........................................................................................39
Half-Elf ........................................................................................39
Wood (Sylvan) .............................................................................40
Erinyes (see Devil)
Ettin .....................................................................................................40
Eye, Floating ........................................................................................40
Eye of the Deep ....................................................................................41
Eye Tyrant (see Beholder)H

Halﬂing:...............................................................................................50
Tallfellow .....................................................................................50
Stout ...........................................................................................51
Hamadryad (see Dryad)
Harpy ..................................................................................................51
Hell Horse (see Nightmare)Hell Hound ...........................................................................................51
Herd Animal .........................................................................................51
Hieracosphinx (see Sphinx)
Hill Giant (see Giant)
Hippocampus .......................................................................................51
Hippogriff ............................................................................................52
Hippopotamus ......................................................................................52
Hobgoblin ............................................................................................52
Koalinth ......................................................................................52
Homunculus..........................................................................................53
Horned Devil (see Devil)
Horse: .................................................................................................53107

Draft ...........................................................................................53
Heavy Warhorse ..........................................................................53
Light Warhorse.............................................................................53
Medium Warhorse........................................................................53
Pony ...........................................................................................53
Wild ...........................................................................................53
Hydra ..................................................................................................53
Lernaean Hydra ...........................................................................54
Pyrohydra....................................................................................54
Hyena: ................................................................................................54
Giant (Hyaenodon) .......................................................................54

Manta Ray (see Ray)
Manticore ............................................................................................65
Masher ................................................................................................65
Mastodon (see also Elephant, Mammoth) .................................................65
Medusa ...............................................................................................66
Men: ...................................................................................................66
Bandit (and Brigand) ....................................................................66
Berserker .....................................................................................67
Buccaneer (and Pirate) ..................................................................67
Caveman (and Tribesman) ........................................................ 67-68
Dervish (and Nomad) ...................................................................68
Merchant.....................................................................................69
Pilgrim ........................................................................................69
Merman ...............................................................................................70
Mimic ..................................................................................................70
Mind Flayer ..........................................................................................70
Minotaur ..............................................................................................71
Minotaur Lizard (see Lizard)
Mold: ..................................................................................................71
Brown .........................................................................................71
Yellow .........................................................................................71
Morkoth ...............................................................................................71
Mosasaurus (see Dinosaur)
Mottled Worm (see Purple Worm)
Mule....................................................................................................72
Mummy ...............................................................................................72

I

Ice Devil (see Devil)
Imp .....................................................................................................54
Intellect Devourer ..................................................................................54
Invisible Stalker .....................................................................................55
Irish Deer .............................................................................................55
Iron Golem (see Golem)
Ixitxachitl .............................................................................................55

J

Jackal ..................................................................................................56
Jackalwere ...........................................................................................56
Jaguar ............................................................................................... 56
Japanese Ogre (see Ogre Mage)
Juiblex (see Demon)

N

Naga: .................................................................................................72
Guardian ....................................................................................72
Spirit...........................................................................................73
Water .........................................................................................73
Neo-Otyugh (see also Otyugh) ...............................................................73
Night Hag............................................................................................73
Nightmare ...........................................................................................74
Nixie ...................................................................................................74
Nomad (see Men)
Nymph ................................................................................................74

K

Ki-Rin ...................................................................................................57
Koalinth (see Hobgoblin)
Kobold ................................................................................................57
Kopoacinth (see Gargoyle)

LO

Lacedon (see Ghoul)
Lamia ..................................................................................................59
Lammasu..............................................................................................59
Lamprey: ............................................................................................59
Giant ..........................................................................................59
Land Shark (see Bulette)
Larva ...................................................................................................59
Leech, Giant .........................................................................................60
Lemure (see Devil)
Leopard ...............................................................................................60
Leprechaun ..........................................................................................60
Leucrocotta ...........................................................................................60
Lich .....................................................................................................61
Lion: ....................................................................................................61
Mountain.....................................................................................61
Spotted .......................................................................................61
Lizard: .................................................................................................61
Fire .............................................................................................61
Giant ..........................................................................................61
Minotaur .....................................................................................62
Subterranean ...............................................................................62
Lizard Man ..........................................................................................62
Locathah ..............................................................................................62
Loxodont (see Elephant)
Lurker Above ........................................................................................62
Lycanthrope: .........................................................................................63
Werebear ....................................................................................63
Wereboar....................................................................................63
Wererat ......................................................................................63
Weretiger ....................................................................................64
Werewolf ....................................................................................64
Lynx, Giant...........................................................................................64

Ochre Jelly ...........................................................................................75
Octopus, Giant .....................................................................................75
Ogre ...................................................................................................75
Ogre Mage ..........................................................................................76
Orc: ..................................................................................................76
Half-Orc ......................................................................................76
Orcus (see Demon)
Otter, Giant ..........................................................................................77
Otyugh (see also Neo-Otyugh) ...............................................................77
Owl, Giant ...........................................................................................77
Owlbear ..............................................................................................77

P

Pegasus ............................................................................................. 78
Peryton ................................................................................................78
Phase Spider (see Spider)
Piercer .................................................................................................78
Pig, Wild (see Boar)
Pike, Giant ...........................................................................................78
Pilgrim (see Men)
Pirate (see Men)
Pit Fiend (see Devil)
Pixie ....................................................................................................79
Platinum Dragon (see Dragon)
Plesiosaurus (see Dinosaur)
Pony (see Horse)
Porcupine, Giant ...................................................................................79
Portuguese Man-O-War .........................................................................79
Pseudo-Dragon .....................................................................................79
Pteranodon (see Dinosaur)
Pungi Ray (see Ray)
Purple Worm: .......................................................................................80
Mottled Worm ..............................................................................80

M

Malebranche (see Devil, Horned)
Mammoth (see also Elephant, Mastodon) .................................................65

108

Q

T

Quasit .................................................................................................80

Rakshasa (see also Devil) .......................................................................81
Ram, Giant...........................................................................................81
Rat, Giant (Sumatran) ............................................................................81
Rat Man (see Lycanthrope)
Ray (see also Ixitxachitl): ........................................................................81
Manta .........................................................................................81
Pungi ..........................................................................................81
Sting ...........................................................................................82
Red Dragon (see Dragon)
Remorhaz ............................................................................................82
Rhinoceros: ..........................................................................................82
Woolly Rhinoceros........................................................................82
Roc .....................................................................................................82
Roper ..................................................................................................83
Rot Grub ..............................................................................................83
Rust Monster .........................................................................................83

Thought Eater .......................................................................................94
Tiamat (see Dragon, Chromatic)
Tick, Giant ...........................................................................................94
Tiger:...................................................................................................94
Sabre-Tooth Tiger (Smilodon)..........................................................94
Titan ....................................................................................................94
Titanothere ...........................................................................................95
Toad, Giant: .........................................................................................95
Ice ..............................................................................................95
Poisonous ....................................................................................95
Trapper ................................................................................................95
Treant ..................................................................................................96
Triceratops (see Dinosaur)
Triton ...................................................................................................96
Troglodyte ............................................................................................97
Troll .....................................................................................................97
Turtle, Giant (see also Dinosaur, Archelon) ...............................................97
Sea, Giant...................................................................................97
Snapping, Giant ..........................................................................97
Tyrannosaurus Rex (see Dinosaur)

S

U

R

Sabre-Tooth Tiger (see Tiger)
Sahuagin .............................................................................................84
Salamander (see also Elemental) .............................................................85
Satyr ...................................................................................................85
Scorpion, Giant ....................................................................................85
Sea Hag ..............................................................................................86
Sea Horse, Giant ..................................................................................86
Sea Lion...............................................................................................86
Shadow ...............................................................................................86
Shambling Mound.................................................................................87
Shark:..................................................................................................87
Giant (Megalodon) .......................................................................87
Shedu ..................................................................................................87
Shrieker ...............................................................................................87
Silver Dragon (see Dragon)
Skeleton ...............................................................................................87
Skunk, Giant ........................................................................................88
Slithering Tracker ..................................................................................88
Slug, Giant...........................................................................................88
Snake, Giant: .......................................................................................88
Amphisbaena ..............................................................................89
Constrictor ...................................................................................89
Poisonous ....................................................................................89
Sea.............................................................................................89
Spitting, Poisonous .......................................................................89
Spectre ................................................................................................89
Sphinx: ................................................................................................89
Androsphinx ................................................................................89
Criosphinx ...................................................................................90
Gynosphinx .................................................................................90
Hieracosphinx..............................................................................90
Spider: ................................................................................................90
Giant ..........................................................................................90
Huge ..........................................................................................90
Large ..........................................................................................90
Phase ..........................................................................................90
Water, Giant ...............................................................................90
Spirit Naga (see Naga)
Sprite ..................................................................................................92
Squid, Giant.........................................................................................92
Stag: ...................................................................................................92
Giant ..........................................................................................92
Stegosaurus (see Dinosaur)
Stirge ..................................................................................................92
Stone Giant (see Giant)
Stone Golem (see Golem)
Storm Giant (see Giant)
Strangle Weed......................................................................................93
Succubus (see Demon)
Su-Monster ...........................................................................................93
Sylph ...................................................................................................93

Umber Hulk ..........................................................................................98
Undead (see Ghast, Ghost, Ghoul, Lich, Shadow, Skeleton,
Spectre, Wight, Wraith, Vampire, Zombie)
Unicorn................................................................................................98

V

Vampire ...............................................................................................99
Violet Fungi (see Fungi, Violet)

W

Warthog (see Boar)Wasp, Giant ........................................................................................99
Water Elemental (see Elemental)
Water Naga (see Naga)
Water Weird (see also Elemental) .........................................................100
Weasel, Giant ....................................................................................100
Were- (see Lycanthrope)
Whale ...............................................................................................100
Wight ................................................................................................100
Will-o-(the)-Wisp .................................................................................101
Wind Walker .....................................................................................101
White Dragon (see Dragon)
Wolf: .................................................................................................101
Wolf, Dire (Worg).......................................................................101
Wolf, Winter..............................................................................101
Wolverine: .........................................................................................101
Giant .................................................................................................101
Worg (see Wolf, Dire)
Wraith ...............................................................................................102
Wyvern .............................................................................................102

X
Xorn ..................................................................................................102

Y

Yeenoghu (see Demon)
Yellow Mold (see Mold)
Yeti....................................................................................................103

Z

Zombie ..............................................................................................103

109

110

111