Monsters

What follows is an alphabetical list of various monsters, beasts, humanoids, and wild creatures that may be encountered in dungeons and outdoor excursions.

Monster Key Format

Each stat block can be interpreted using the following key format.

HD hit dice (leader’s hit dice)
The number of d8’s rolled for the creature’s hit points (hp). The HD number can also be added to attack rolls, appropriate skill rolls, and saving throws.

AC armor class (leader’s armor class)
The target number that attack rolls must meet or exceed in order to count as a hit against this creature. Leaders are often tougher and have higher armor class.

MV movement
ground move /fly //swim (burrow)
Maximum movement, in feet, that the creature can make in one combat round. Triple this number for dungeon turns.

LR chance in lair
If encountered in the wilderness, roll a d6 – if the result is equal to less than the chance shown, the creature is encountered in its lair (rather than a wandering patrol). “NA” means the creature does not make a lair.

AP number appearing (wilderness/lair)
The amount of creatures encountered in a dungeon. If encountered in the wilderness or lair, use the amount shown in parenthesis. Roll or choose a number within the result range as appropriate for the encounter level. NA means the creature does not appear in dungeons.

TR treasure type (lair)
The type of treasure found designated by code. Consult the treasure table in the Treasury section (page XX). NA means the creatures keeps no treasure.

ATK attacks (+ special)
The types of attacks used by this creature and how much damage is inflicted. Some special attacks are explained in the description.

List of Monsters (Aberrant Horror to Zombie)

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Aberrant Horror

HD: 9 AC: 18 ML: 11 MV: 60
LR: 1:6 AP: 1d2 (1d4) TR: X
ATK: 2d6 rupture or 1d6+1d4 acid bite or 5d4 acid spit
Hideous mutant monstrosities, usually the failed experiments of a mad warlock.


Acolyte

(see Human)


Ankheg

HD: 4 AC: 18 SV: 4 (15) MV: 60 (30)
ML: 7 LR: 1:6 AP: 1d4 (4d4) TR: (C)
ATK: 2d6 rupture or 1d6+1d4 acid bite or 5d4 acid spit
Giant burrowing insect monster that prefers to ambush prey from below by bursting forth from underground, inflicting rupture damage. Acid spit ranged attack up to 30’ once per turn.


Ant, Giant

HD: 2 AC: 3 ML: 8 SP: 50 (10)
LR: 1:6 AP: 3d4 (5d20) TR: Qx5, S
ATK: 1d6 bite (+ 3d4 poison stinger)
Huge, aggressive ants, up to 3-4’ long, with chomping mandibles that swarm their prey. For every 10 there is a stinging warrior with +4 HP. For every 50, there is an immobile queen, unable to do combat. With her will be 6d6 eggs, which are worthless but edible, and will otherwise hatch in 1d6 days.


Ape, Carnivorous

HD: 4 AC: 14 ML: 8 SP: 40
LR: 1:6 AP: 2d4 (2d6) TR: (C)
ATK: 2d6 rupture or 1d6+1d4 acid bite or 5d4 acid spit
Giant burrowing insect monster that prefers to ambush prey from below by bursting forth from underground, inflicting rupture damage. Acid spit ranged attack up to 30’ once per turn.


Ape, Gargantuan

HD: 30 AC: 16 ML: 9 SP: 40
LR: NA AP: 0 (1) TR: NA
ATK: 3d6 slam or 4d10 stomp
Gargantuan jungle-dwelling gorilla that lives on Shipwreck island.


Assassin Bug

HD: 1 AC: 15 ML: 7 SP: 60 /120
LR: 3:6 AP: 1d2 (1d4) TR: NA
ATK: 1d4 bite + paralysis
Giant insects that look like monstrous flies with spiked jaws. Bite causes paralysis for 1d4 turns (save to resist). If victim is paralyzed, assassin bug then “attacks” the victim the next round; if successful, it implants its egg inside the wound and dies. The egg will hatch 4d6 hours later and release 2d6 larvae. Desperate measures or strong magic must be used to rid a host of the egg.

Babbler

HD: 5 AC: 14 ML: 8 SP: 30 or 60 (see below)
LR: 1:6 AP: 1d4 (2d4) TR: (B)
ATK: 1d6 claw (x2) + 1d8 bite
Bizarre man-eating dinosaur-like reptiles capable of quasi-lingual gibbering communication. Able to slither quickly on their stomach (60′ speed) or rear-up on their hind legs to do melee (moving at 30′). Able to sneak attack like a thief at +4 to hit and doing double damage with a claw or bite attack. Stink badly. 1:6 chance to lead 2d4 lizard men on quest for human flesh

Banderlog

HD: 4 AC: 14 ML: 7 SP: 40

LR: 1:6 AP: 4d6 (4d12) TR: NA*

ATK: 1d4+1 bite or 1d6 thrown stone

Territorial, semi-intelligent, green-skinned, babboon-like creatures with brown fur and long snouts full of sharp teeth. Live in tribal groups. Don’t horde treasure but occasionally keep shiny objects found while hunting. Will posture and intimidate intruders on their territory, but prefer to only attack out-numbered or weak opponents, usually from afar by lobbing large stones as a group.


Bandit

(see Human)


Barbarian

(see Human)


Basilisk

HD: 4 AC: 14 ML: 7 SP: 40
LR: 1:6 AP: 4d6 (4d12) TR: F
ATK: 1d10 bite + gaze
Large, magical, six-legged lizards with lazy but territorial dispositions. Most dwell in caves and grottos. Gaze attack petrifies (save to resist). Creatures surprised by a basilisk are immediately hit with its gaze and must save to resist petrification. It is vulnerable to the reflection of its own gaze and must save to resist petrifying itself.


Bat, Giant (Vampire)

HD: 2 AC: 13 ML: 8 SP: 10/60
LR: 1:6 AP: 1d10 (1d10) TR: NA
ATK: 1d4+1 bite (+ paralysis)
Massive bats the size of deer. 1:20 chance the bats are vampiric, in which case their bite also causes paralysis (save to resist). A vampire bat will drain a paralyzed creature for 1d4 hp per round. A creature killed by draining raises as a zombie in 1d6 hours unless blessed.


Bat, Normal

HD: 0 (1hp) AC: 13 ML: 5 SP: 5/40
LR: 4:6 AP: 1d100 (1d100) TR: NA
ATK: swarm
Nocturnal winged mammals that dwell in caves and forest hollows. Easily surprised – will swarm intruders if startled. Swarm functions as an attack requiring at least ten bats. A creature who is swarmed must save or be unable to take any action other than attack the bats or flee.


Bear, Black

HD: 4 AC: 13 ML: 7 SP: 40
LR: 1:6 AP: 1d3 (1d3) TR: NA
ATK: 1d4 claw (x2) + 1d6 bite
An omnivorous and clever bear with a black coat. Smaller than other species. If both claws hit, hugs for an extra 2d4 damage.


Bear, Cave

HD: 8 AC: 16 ML: 9 SP: 30
LR: 3:6 AP: 1d2 (1d2) TR: NA
ATK: 1d8 claw (x2) + 1d12 bite
Massive prehistoric bears that hibernate for long periods. Extremely aggressive and ferocious. If both claws hit, hugs for an extra 2d8 damage.


Bear, Polar

HD: 7 AC: 15 ML: 9 SP: 40
LR: 1:6 AP: 1d2 (1d2) TR: NA
ATK: 1d8 claw (x2) + 1d10 bite
Huge bears with white coats that roam the frozen tundra hunting for food. If both claws hit, hugs for an extra 2d6 damage.


Bear, Grizzly

HD: 6 AC: 14 ML: 8 SP: 40
LR: 1:6 AP: 1d6 (1d6) TR: NA
ATK: 1d6 claw (x2) + 1d8 bite
A larger species of bear, fearsome and always hungry. If both claws hit, hugs for an extra 2d6 damage.


Beaver, Giant

HD: 4 AC: 14 ML: 5 SP: 20//40
LR: 5:6 AP: 1d6 (4d6) TR: C
ATK: 4d4 bite
Huge versions of normal beavers. Teeth the size of daggers. Make their homes in oversized dams.


Beetle, Fire

HD: 1 AC: 15 ML: 7 SP: 30
LR: 1:6 AP: 1d6 (2d6) TR: NA
ATK: 1d4+1 bite
Giant beetles with red chitinous shells and two glowing bioluminescent glands that continue to emit light as bright as a lantern for 1d6 days after death.


Beetle, Oil

HD: 2 AC: 16 ML: 7 SP: 30
LR: 1:6 AP: 1d6 (2d6) TR: NA
ATK: 1d6 bite or spray
Big beetles with oily black shells that can spray a caustic and flammable oil (save to avoid) from glands on their back. Spray inflicts painful blisters; causes -1 penalty to attacks and ability checks for 1d4 days. If sprayed at a lit flame (such as a torch) explodes for 2d6 damage to all within 10’ (excludes the beetle).


Beetle, Giant Rhinoceros

HD: 12 AC: 18 ML: 9 SP: 30
LR: NA AP: 1d6 (1d6) TR: NA
ATK: 3d6 horn gouge + 2d8 bite
Humongous beetles with horns as long as a lance that they use to battle each other and fend off predators.


Beholding Eye

HD: 12 AC: 20 ML: 11 SP: 20
LR: 5:6 AP: 1 (1) TR: I, S, T
ATK: 2d6 bite + central eye + 1d4 small eyes
A horrific floating blob of flesh covered in thick eye stalks that surround a huge central eye. Magically levitates. Has ten eye stalks, each with AC 15 and 10 hp each. If severed, will regrow (1 per week). Each eye can cast a spell each round. Small eyes: 1 charm person, 2 charm monster, 3 sleep, 4 telekinesis, 5 flesh to stone, 6 disintegration ray, 7 fear, 8 slow, 9 cause serious wounds, 10 death ray. The central eye casts anti-magic ray.


Berserker

(see Human)


Black Pudding

HD: 9 AC: 14 ML: 12 SP: 20
LR: NA AP: 1d2 (1d2) TR: NA
ATK: 3d6 touch
Large, oily masses of black, tar-like ooze that lurk in shadows, clinging to dungeon walls and ceilings to fall upon prey. Can slip through cracks or under doors. Slashing weapons or electricity/lightning attacks cause it to split in two (dividing remaining HP between each). Touch attack deals damage to bare flesh and dissolves wood. Destroys chain/plate/magical armor on a damage roll of 10+/14+/18 respectively.


Blood Hawk

HD: 2 AC: 13 ML: 8 SP: /80
LR: 2:6 AP: 1d12+3 (3d12) TR: Qx2
ATK: 1d4 talons (x2) + 1d6 beak
Large hawks with razor sharp beaks and talons that have a taste for human blood. Can smell blood from up to 10 miles away. Talons and bite cause bloody lacerations; when target is bloodied, gain +1 to attack and damage.


Blink Wolf

HD: 4 AC: 16 ML: 7 SP: 40 (special)
LR: 2:6 AP: 2d6 (4d6) TR: C
ATK: 1d6 bite
Wolf-life creatures with jet black fur and glowing blue eyes. Can teleport once per round within 15’ line of sight. Fiercely hateful of phase lions.


Boar, Giant

HD: 7 AC: 14 ML: 10 SP: 40
LR: 1:6 AP: 1d6 (2d6) TR: NA
ATK: 3d6 gore or 2d10 charge trample
Enormous wild hogs from a prehistoric age. Trample anything that gets in their way and gouge threats with tusks the size of a man’s arm.


Brigand

(see Human)


Brownie

HD: 1 (3hp) AC: 17 ML: 7 SP: 40
LR: 2:6 AP: 1d10 (3d8) TR: NA
ATK: 3d6 gore or 2d10 charge trample
Enormous wild hogs from a prehistoric age that trample anything that gets in their way and gouges threats with sharp tusks the size of a man’s arm.


Buccaneer

(see Human)


Bugbear

HD: 3 (4) AC: 15 (16) ML: 9 SP: 30
LR: 1:6 AP: 1d8 (4d8) TR: NA
ATK: 2d4 claws or 1d8/1d10 (by weapon)
Burly greenskinned humanoids with hairy bodies, fanged teeth, and bulging eyes. Despite hulking size, they are supernaturally stealthy. Surprise chance is 4:6. For every 10 bugbears, there is a leader who is bigger and meaner than the rest. They are known to enlist goblins as their foot soldiers.


Bullywog (“Frog Men”)

HD: 1 (2/3) AC: 15 (16) ML: 9 SP: 30//40
LR: 2:6 AP: 1d8 (1d8x10) TR: J, K, M, Qx5 (C)
ATK: 1d4 claws or 1d4+1 bite or 1d6 (weapon)
Bipedal batrachian humanoids dwelling in swamps, damp forests, and grottos. Speak croaking language. Constant barbaric war with sahuagin. Wear crude armor; use basic weapons and wooden shields. Can hop 60’ once per round; can hop attack at +1 with double damage on a hit. Chameleon skin grants 4:6 chance to surprise. For every 20 bullywogs, a strong leader (3 HD, +1 damage) with 1d4 enforcers (2 HD, +1 damage). For every 60, a chief (5 HD, +2 damage) and a shaman (see below).


Bullywog, Shaman

HD: 4 AC: 15 ML: 10 SP: 30//40
LR: 2:6 AP: 1 (1) TR: J, K, M, Qx5 (C)
ATK: 1d4 claws or 1d4+1 bite or 1d6 (weapon) or spell
A bullywog who worships the primordial toad god, Burbabolg, and commands primal totem magic. Can cast once per day: barkskin, obscuring mist, cause light wounds, speak with animals, faerie fire, and entangle. Once per day, place a quagmire totem on the ground; creates muddy, slowing, difficult terrain within 30’ of it; bullywogs and giant toads are unaffected. Underwater, the totem fills an area 30x30x30 with murky sludge that acts like darkness and also slows; also does not affect bullywogs or giant toads.


Bullywog, Tadpole

HD: 0 (2 hp) AC: 13 ML: 7 SP: 30
LR: 5:6 AP: 2d4 (5d4) TR: NA
ATK: 1d4 bite
Tadpoles the size of a house cat with gnashing teeth that lurk in dark waters. Surprise 5:6 if in murky water.


Caecelia

HD: 6 AC: 14 ML: 9 SP: 60 (20)
LR: 3:6 AP: 1d3 (1d3) TR: B
ATK: 1d8 bite
Enormous (30’ long) amphibious spined worms with chomping lamprey-like mouths. Lair in dank swamp caves and grottos. Can burrow through earth. Covers itself in mud to blend in like camouflage; surprise 4:6.


Caecelia, Juvenile

HD: 5 AC: 13 ML: 8 SP: 50 (20)
LR: 3:6 AP: 1d3 (1d3) TR: B
ATK: 1d6 bite
As per caecelia (above); a young specimen.


Carrion Creeper

HD: 3 AC: 15 ML: 9 SP: 40
LR: 3:6 AP: 1d6 (1d6) TR: NA
ATK: tentacles (x8)
Huge centipedes with eight barbed tentacles that paralyze their victim (save to resist). Eats portions of paralyzed victims alive and lays eggs in wounds. Can climb on walls and ceilings.


Catoblepas

HD: 6 AC: 13 ML: 10 SP: 20
LR: 4:6 AP: 1d3 (1d3) TR: C
ATK: 1d6 tail (+ stun) + death gaze
Lumbering, bulbous creature with the body of a hippopotamus, the neck of a giraffe, and the head of a warthog. It has a long reptilian tail tipped with a mace-like ball of hardened bone that stuns foes on a hit for 1d6 rounds (save to resist). Each round, 1:6 chance to raise its head and affix its death gaze on a target within 15’ who has a 1:6 chance to instantly die (no save).


Catterwaul

HD: 5 AC: 17 ML: 10 SP: 60 (90)
LR: 1:6 AP: 1 (1d3) TR: N, R, S, U
ATK: 1d4 claw (x2) + 1d6 bite or screech
Large clever feline with glowing yellow eyes and dark blue fur. Exceptionally agile and capable of huge bursts of speed. Fond of gems. Stealthy and able to surprise on 4:6. Keen senses, only surprised 1:10. Can climb any surface with claws. Can unleash a piercing screech that does 1d8 damage to hearing creatures within 60’ (save to resist).


Cave Cricket

HD: 2 AC: 15 ML: 5 SP: 20/60
LR: NA AP: 2d10 (1d10) TR: NA
ATK: 1d3 bite or 1d4 slam or spit
Huge underground locusts the size of a wardog. Feed on cave fungi and shriekers. Very skittish creatures, easily startled by light and noise. If they flee, 3:6 chance to slam creatures in the way, inflict damage and knocking them off their feet (save to resist). Spit causes blindness for 1d4 rounds (save to resist).


Cave Fisher

HD: 3 AC: 16 ML: 6 SP: 10
LR: 6:6 AP: 1d4 (2d4) TR: NA
ATK: snare [+ 2d4 pincer (x2)]
Eight-legged insectoid beast with a long sticky filament proboscis tipped with a dextrous mouth-like sucker ringed with sharp teeth that it can shoot at targets up to 60’ away at +3 to attack. A snared target is immediately pulled back to a pair of sharp pincers for attack. Filaments can only be cut with +1 weapons or better.


Cave Man

(see Human)


Centaur

HD: 4 AC: 15 (16) or 16 (17) ML: 8 SP: 20/60
LR: 1:6 AP: 1d6 (5d8) TR: M, Q (D, I, T)
ATK: 1d6 kick or 1d6/1d8/1d10 (by weapon)
Towering half-man, half-horse keepers of the forest and plains. Bands of hunter warriors wear simple leather armor/barding and are typically use javelins, spears, slings, longbows, and throwing axes. A wooden shield is equipped if facing armed foes. For every five, one is a leader (+1 damage with all attacks).


Centipede (Giant)

HD: 0 (3 hp) AC: 11 ML: 11 SP: 50
LR: NA AP: 2d6 (2d12) TR: NA
ATK: 1d2 bite (+ poison)
Huge 1’ long centipedes. Bite is poisonous but weak (save or die with +4 bonus). If bite does not kill, save again or be paralyzed instead for 1d4 rounds.


Chimera

HD: 9 AC: 17 ML: 10 SP: 30/60
LR: 3:6 AP: 1d2 (1d4) TR: F
ATK: 3d6 claws + 3d8 bite + 3d10 breath
A hideous three-headed beast, crossed between a goat, a dragon, and a lion. 2:6 chance it uses breath weapon each round in a 15’ blast (save for half damage).


Cockatrice

HD: 5 AC: 14 ML: 8 SP: 20/80
LR: 2:6 AP: 1d6 (2d4) TR: D
ATK: 1d4 beak (+ petrification)
Hideous reptilian roosters with oily black eyes and a beak made of stone. If beak attack hits, petrifies the victim (save to resist).


Crab, Giant

HD: 3 AC: 17 ML: 6 SP: 30//40
LR: NA AP: 1d8 (2d6) TR: NA
ATK: 2d4 claw (x2)
Enormous carnivorous crabs with crushing claws and a hard shell.


Crayfish, Giant

HD: 4 AC: 16 ML: 6 SP: 20//40
LR: NA AP: 1d4 (1d6) TR: NA
ATK: 2d6 claws
Huge gray lobsters that dwell in fresh water lakes, rivers, and swamps.


Crocodile, Giant

HD: 7 AC: 16 ML: 8 SP: 20//40
LR: NA AP: 1d6 (1d12) TR: NA
ATK: 3d6 bite or 2d10 thrash
Prehistoric crocodile the size of a boat. If bite attack hits, locks onto target and thrashes next round (save to escape).


Crocodile, Normal

HD: 3 AC: 15 ML: 7 SP: 20//40
LR: NA AP: 1d8 (2d8) TR: NA
ATK: 2d4 bite or 2d8 thrash
Aquatic reptilian with clamping jaws full of jagged teeth. If bite attack hits, locks onto target and thrashes next round (save to escape).

Cryptkeeper, The

HD: 7 AC: 17 ML: 12 SP: 60
LR: 6:6 AP: Unique (0) TR: Z
ATK: 1d8 claw (+ paralyze and invisibility)
Once the keeper of the ancestral scrolls of imperial lineage for the serpent man empire; has now become crypt thing (see below). In addition to normal crypt thing abilities, he can also cast once per day: auditory illusion, glamour, hypnotism, cause fear, and darkness.


Crypt Thing

HD: 6 AC: 17 ML: 12 SP: 60
LR: 6:6 AP: 1 (1) TR: Z
ATK: 1d8 claw (+ paralyze and invisibility)
A devious skeletal figure draped in funerary robes that does not venture from its resting place. Disposition depends on reaction roll, but won’t attack even if hostile unless disturbed, in which case it uses its ability to instantly teleport once creature per round to a nearby location of its choosing (or roll 1d6: 1 north, 2 east, 3 south, 4 west, 5 one floor up, 6 one floor down) up to 1000’ away (save to resist). If teleport is resisted, victim can then counter-attack, but crypt things are immune to non-magic attacks. Can also use a claw attack that paralyzes as per a ghoul but also turns victim invisible (save to resist). Can become invisible at will. Can speak several languages; offers cryptic responses to questions and lies about teleporting allies, instead saying they’ve been disintegrated.


Dinosaur, Ankylosaurus

HD: 9 AC: 20 ML: 8 SP: 20
LR: NA AP: NA (1d4) TR: NA
ATK: 3d6 tail
Massive armored dinosaur with thick plates and a clubbed tail.


Dinosaur, Brontosaurus

HD: 30 AC: 15 ML: 9 SP: 20
LR: NA AP: NA (1d10) TR: NA
ATK: 3d6 tail or 4d10 stomp
Gargantuan long-necked herbivorous dinosaur. Generally peaceful but not bright and easily spooked.


Dinosaur, Compsognathus

HD: 0 (2 hp) AC: 13 ML: 6 SP: 40
LR: NA AP: NA (4d10) TR: NA
ATK: 1d2 bite
Small theropods, about 2’ long, with snapping bite. Swarm weak prey with coordinated ambush.


Dinosaur, Deinonychus

HD: 3 AC: 15 ML: 9 SP: 50
LR: 1:6 AP: 1d4 (3d4) TR: NA
ATK: 1d8 bite or 2d6 claws
Clever and vicious bipedal theropods with colorful feathered spines running atop their heads and a sharp sickle-like claw on each foot. Hunt in packs.


Dinosaur, Dimetrodon

HD: 7 AC: 16 ML: 9 SP: 20
LR: NA AP: NA (4d4) TR: NA
ATK: 2d8 bite
Lumbering quadrupedal reptile with a prominent spine sail used for protection, communication, and to collect heat while basking in the sun.


Dinosaur, Gallimimus

HD: 2 AC: 14 ML: 7 SP: 60
LR: NA AP: NA (1d10x10) TR: NA
ATK: 1d4 bite or 2d4 trample
Ostrich-like dinosaurs that move in large flocks and graze on foliage. Stampede if faced with predators.


Dinosaur, Iguanodon

HD: 8 AC: 16 ML: 7 SP: 30
LR: NA AP: NA (4d4) TR: NA
ATK: 1d6 bite or 2d6 smash
Bulky forest-dwelling herbivores with reptilian snouts, able to walk on all-fours or stand on their hind legs to reach treetop foliage.


Dinosaur, Pterodactyl

HD: 4 AC: 14 ML: 9 SP: 10/50
LR: NA AP: NA (3d6) TR: NA
ATK: 2d6 bite or 2d6 claws
Giant carnivorous flying dinosaurs with a crested skull, huge toothed beaks, and 20’ wing spans. Able to carry off creatures up to the size of cows in their sharp talons.


Dinosaur, Stegosaurus

HD: 12 AC: 17 ML: 7 SP: 30
LR: NA AP: NA (1d8) TR: NA
ATK: 3d6 tail or 2d10 slam
Four-legged dinosaur with an array of triangular armored plates along the spine and a spiked tail.


Dinosaur, Triceratops

HD: 16 AC: 17 ML: 7 SP: 30
LR: NA AP: NA (1d6) TR: NA
ATK: 3d8 horns
Huge herbivorous quadrupedal dinosaur with an armored head. Charges and gores with three horns.


Dinosaur, Tyrannosaurus Rex

HD: 18 AC: 20 ML: 8 SP: 20
LR: NA AP: NA (1d4) TR: NA
ATK: 2d6 claws + 4d10 bite
Enormous carnivorous bipedal dinosaur with a massive skull full of dagger-like teeth. If bite does 25+ damage, victim is swallowed whole, being crushed for 2d10 each round until the t-rex is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours.


Dinosaur, Velociraptor

HD: 1 AC: 14 ML: 8 SP: 40
LR: NA AP: 1d6 (3d6) TR: NA
ATK: 1d4 bite
Dog-sized dromaeosaurs with sickle claws and sharp teeth that pounce on prey in ambush. 4:6 surprise.


Djinni

HD: 7 AC: 16 ML: 11 SP: 30/80
LR: 5:6 AP: 1 (1) TR: I, S, T
ATK: 2d6 bite + central eye + 1d4 small eyes
Magical entities from the elemental planes called to service by powerful mages and clerics. Can do any of the following once per day: conjure a sumptuous feast, conjure fresh water or fine drink, conjure a fabric item, conjure a wooden item, conjure a metal item, conjure a stone or clay item, conjure a major illusion, conjure a mirage, become invisible, gaseous form, window walk, teleport, read magic, or conjure a magical tornado 30’ wide that inflicts 2d6 damage to creatures caught in the whirlwind (save for half).


Dog, War

HD: 2 AC: 14 ML: 8 SP: 40
LR: 5:6 AP: 1 (1) TR: NA
ATK: 2d4 bite
Trained attack dogs, bred for their ferocious but loyal dispositions and strong physiques. Clad in leather with spiked collars.


Dog, Wild

HD: 2 AC: 14 ML: 8 SP: 40
LR: 5:6 AP: 1 (1) TR: NA
ATK: 2d4 bite (+ rabies)
Wild packs of roving dogs attack when hungry. 1:20 chance they are rabid and foaming at the mouth. 1:4 chance to contract rabies if bitten.


Doppelganger

HD: 5 AC: 16 ML: 9 SP: 40
LR: 3:6 AP: 1d4 (2d4) TR: E
ATK: 2d6 claws
Otherworldly humanoids with featureless faces able to shape-shift to resemble any human they see. Cast ESP once per day. Immune to sleep and charm.


Dragon, Anaxis (Ancient Red)

HD: 10 (78 hp) AC: 21 ML: 10 SP: 30/80
LR: 4:6 AP: 1d2 (1d2) TR: H, S, T
ATK: 1d8 claw (x2) + 3d12 bite or breath weapon or magic spell
The ancient red dragon Anaxis lairs in the Crown of the World and commands a small army of fire newts, as well as hosts a cult of humans, wicked clerics and assassins, who worship him as an idolic avatar of Tiamat. Cone of fire 70’ long incinerates for 10d12 damage (save for half). Can cast spells three times/day: affect normal fires, pyrotechnics, heat metal, suggestion, and hypnotism.


Dragon Turtle

HD: 13 AC: 20 ML: 10 SP: 10//30
LR: 1:6 AP: 0 (1) TR: B, R, S, T, V
ATK: 2d6 claw (x2) + 4d8 bite + breath (cloud)
Enormous cross between a sea turtle and a dragon. Breath attack is a scalding cloud of steam in a 40’ radius in front of the creature that deals 6d12 damage (save for half). Can capsize small ships 5:6 while surfacing, and 3:6 for large ships. Speaks dragonish (Voorvak).


Dryad

HD: 2 AC: 11 ML: 6 SP: 40
LR: 1:6 AP: 1d4 (1d6) TR: Mx100, Qx10
ATK: 1d6 dagger or charm
Beautiful fey creatures who are one with the earth and dwell near an enchanted tree. Can teleport to the home tree via other trees 1d4 times per day. If the enchanted tree is destroyed, the dryad also dies. The enchanted tree drops a seedling that grows into a dryad once every 1d10 years. Protected by 1d6 giant ferrets.


Duergar

HD: 2 (4) AC: 16 (18) ML: 8 (10) SP: 20
LR: 4:6 AP: 1d8 (4d100) TR: M, Q (B, F, R)
ATK: 1d8 warhammer (1d12 maul)
Emaciated evil dwarves with smoldering red eyes that usually lair deep underground. +1 to saves vs magic and poison. Heavily armed, usually lugging with them various tools for mining and crafting. Lairs are guarded by 2d4 giant weasels. For every 50 there is a leader. For every 150, there is 3 HD cleric and 3 HD fighter. For every 300, as above plus two 5 HD fighters and a 9 HD cleric/fighter. Hate goblins and wary of elves.


Duergar, “The Quartermaster”

HD: 2 (4) AC: 16 (18) ML: 8 (10) SP: 20
LR: 4:6 AP: 1d8 (4d100) TR: M, Q (B, F, R)
ATK: 1d8 warhammer (1d12 maul)
Emaciated evil dwarves with smoldering red eyes that usually lair deep underground. +1 to saves vs magic


Duergar, “The Pit Boss”

HD: 2 (4) AC: 16 (18) ML: 8 (10) SP: 20
LR: 4:6 AP: 1d8 (4d100) TR: M, Q (B, F, R)
ATK: 1d8 warhammer (1d12 maul)
Emaciated evil dwarves with smoldering red eyes that usually lair deep underground. +1 to saves vs magic


Dwarf

HD: 1 (3) AC: 16 (18) ML: 8 (10) SP: 20
LR: 3:6 AP: 1d8 (4d100) TR: Mx5 (G, Qx20, R)
ATK: 1d8 axe/crossbow (1d12 great axe)
Militant demihumans with short, stocky builds that dwell underground. +1 to saves vs magic and poison. Heavily armed, usually lugging with them various tools for mining and crafting. Lairs are guarded by 2d4 brown bears. For every 50 there is a leader. For every 150, there is 3 HD cleric and 3 HD fighter. For every 300, as above plus two 5 HD fighters and a 9 HD cleric/fighter. Hate goblins and wary of elves.


Eagle, Giant

HD: 4 AC: 13 ML: 9 SP: 10/160
LR: 1:6 AP: 0 (1d20) TR: Q, C (magic only)
ATK: 1d6 claw (x2) + 2d6 beak
Nest on bluffs, cliffs, and mountains. Can dive bomb at +4 to attack for 2d6 claw (x2) but no beak attack. Good natured, but will be hostile if encountered in their lair. Intelligent, able to communicate. Limited telepathy.


Ear Seeker

HD: 0 (1 hp) AC: 11 ML: 3 SP: 5
LR: 5:6 AP: 1d4 (1d4) TR: NA
ATK: 2d6 claws
Tiny insects that hide in dirt and rotting wood. Will burrow into ears to lay eggs which hatch in 4d6 hours and eat the host’s brains (cure disease to get rid of eggs).


Eel, Electric

HD: 2 AC: 11 ML: 6 SP: 0//40
LR: 2:6 AP: 1d3 (1d4) TR: NA
ATK: 1d3 bite or jolt
Large serpentine fish able to emit a shocking jolt once per 1d6 rounds. Jolt deals 1d8 damage to targets within 15’, 2d8 if within 10’, or 3d8 if within 5’.


Eel, Giant

HD: 5 AC: 14 ML: 7 SP: 0//30
LR: 1:6 AP: 1d4 (1d4) TR: NA
ATK: 3d6 bite
Enormous morays with fierce tempers and jagged teeth.


Elemental, Air

HD: 8 AC: 18 ML: 10 SP: 120/120
LR: NA AP: 1 (1) TR: NA
ATK: 2d10 air burst or 2d8 tornado

Swirling masses of blustery gale. Natives to the elemental plane of air. Can airburst a single target within 30’ or become a 20’ wide tornado that inflicts 2d8 damage per round to any inside. Immune to non-magical weapons/attacks.


Elemental, Earth

HD: 8 AC: 18 ML: 10 SP: 20

LR: NA AP: 1 (1) TR: NA

ATK: 4d8 smash

Immense humanoid mounds of rock and dirt. Vulnerable to large amounts of water. Double damage against buildings, walls, and other structures. Immune to non-magical weapons/attacks.


Elemental, Fire

HD: 8 AC: 18 ML: 10 SP: 120/120

LR: NA AP: 1 (1) TR: NA

ATK: 3d8 conflagration

Smoldering pillar of burning flame. Set fire to anything flammable they touch. Can throw a huge fireball at enemies. Immune to non-magical weapons/attacks.


Elemental, Water

HD: 8 AC: 18 ML: 10 SP: 120/120

LR: NA AP: 1 (1) TR: NA

ATK: 5d6 torrent

Cresting wall of roiling water. Must stay near a source of water. Able to unleash a huge deluge of crushing water. Immune to non-magical weapons/attacks.


Elf

HD: 1 (2) AC: 15 (17) ML: 8 (10) SP: 40

LR: 1:6 AP: 1d8 (2d100) TR: N (G, S, T)

ATK: 1d8 sword/bow (1d10 greatsword)

Wild pointy-eared demi-humans. Move silently through wilderness. Surprise on 4:6. Immune to charm and sleep spells. 4:6 chance to be guarded by giant eagles. For every 20, there is a leader with a magic item. For every 50, there is a low-level mage. For every 100, three mid-level fighter/mages and a mid-level fighter/mage/cleric. For every 150, there is a high-level fighter/mage and a high-level fighter/mage/cleric, both with high-level fighter retainers. Distrusting of dwarves.


Ettin

HD: 10 AC: 17 ML: 10 SP: 40

LR: 2:6 AP: 1d4 (1d8) TR: O, C (Y)

ATK: 2d8 left club + 3d6 right club

Bickering giants with two irritable heads who dwell in dim forests. One head is always alert, even if the other is sleeping, making them difficult to surprise.


Executioner’s Hood

HD: 3 AC: 14 ML: 10 SP: 30

LR: 2:6 AP: 1 (1) TR: O, C (Y)

ATK: 1d4 engulf (+ 1d4 strangle)

Bizarre creature looks just like the headsman’s hood. Surprise 4:6. Attack inflicts 1d4 damage and it wraps itself around victim’s head (save to avoid). If wrapped, inflicts 1d4 strangulation damage per round, +1 per each additional round. Damaging the hood while its on someone will pass any damage to the victim. Unaffected by water but can become inebriated if saturated in alcohol and let go.


Ferret, Giant

HD: 2 AC: 14 ML: 10 SP: 50

LR: 1:6 AP: 1d8 (1d12) TR: NA

ATK: 1d8 bite

Huge ferrets the size of wolves. Ravenous pursuers of snakes and rats. Unpredictable and easily angered.


Flying Skull

HD: 3 AC: 13 ML: 12 SP: /40

LR: NA AP: 1d4 (1d6) TR: NA

ATK: 1d4 bite (+ 1d6 fire)

Undead skulls that can fly towards enemies, animated by a burning soul trapped inside. If bite hits, victim must save or be burned for an extra 1d6 fire damage.


Fish, Giant

HD: 8 AC: 17 ML: 9 SP: //100

LR: NA AP: 0 (1d6) TR: NA

ATK: 5d4 bite

Massive hungry fish. If bite does 15+ damage, victim is swallowed whole, being crushed for 3d4 each round until the worm is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours.


Gargoyle

HD: 4 AC: 15 ML: 11 SP: 30/50

LR: 1:6 AP: 2d4 (2d8) TR: M x 10 (C)

ATK: 1d4 claw (x2) + 1d6 bite

Merciless and vindictive fiend. Can petrify and unpetrify itself at will, appearing as a demonic winged statue.


Gas Spore

HD: 1 (1 hp) AC: 11 ML: 11 SP: 10

LR: 1:6 AP: 1d3 (1d3) TR: NA

ATK: touch (or explosion)

Appears identical to an eye tyrant (5:6 chance to mistake). Touch attack causes spore disease (save to resist), killing the victim in 4d6 hours and turning into 2d4 gas spores. Gas spore also deflates and dies. If gas spore is struck, it explodes dealing 1d6 to creatures within 30’ radius, 2d6 within 25’, 3d6 within 20’, 4d6 within 15’, 5d6 within 10’, and 6d6 within 5’.


Gelatinous Cube

HD: 4 AC: 12 ML: 12 SP: 20

LR: NA AP: 1 (0) TR: J-N, Q, 1d4 misc

ATK: paralyzation (+2d4 digestion)

Large semi-translucent cube of acidic jelly that lurches through dungeon corridors absorbing anything in its path. Surprise chance 3:6. Touch attack causes paralyzation for 2d4 rounds (save to resist). Paralyzed victim is surrounded and digested, taking 2d4 damage per round. Immune to cold, electricity, fear, hold, paralyzation, poison, polymorph, charm, and sleep.


Ghast

HD: 4 AC: 16 ML: 10 SP: 50

LR: 1:6 AP: 1d6 (2d4) TR: B, Q, R, S, T

ATK: 1d4 claw (x2) + 1d8 bite

Malodorous undead appearing similar to and found among ghouls. Reeks of noxious rot so pungent that any within 10’ must save or gain a -2 penalty to all rolls. Touch causes paralysis (save to resist). Vulnerable to cold iron. Undead do not sleep, breathe, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Ghost

HD: 10 AC: 12 (20) ML: 10 SP: 30

LR: 2:6 AP: 1 (1) TR: E, S

ATK: magic jar + touch

Malevolent spirit that haunts locations of tragedy. On sight, humanoids age 10 years and must flee in terror for 2d6 turns (save to resist). Can cast magic jar once per day to trap being inside an ethereal container. Immaterial – can pass through walls. AC 12 but only harmed by ethereal attacks/weapons unless materialized. Once material, AC 20 and vulnerable only to silver and magic weapons; gains touch attack. Touch drains 2d4 constitution (save to resist). Victims killed cannot be resurrected, but aging can be reversed with a remove curse spell. Undead do not sleep, breathe, eat, grow tired, or make noise. Holy water does 1d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Ghoul

HD: 2 AC: 14 ML: 9 SP: 30

LR: 2:6 AP: 1d10 (2d12) TR: B, T

ATK: 1d3 claw (x2) + 1d6 bite

Gaunt, ravenous undead. Cunning but wild and feral. Touch causes paralysis (save to resist). If victim is killed by ghoul, raise as one in 1d4 hours unless blessed. Undead do not sleep, breathe, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).

Giant, Fire

HD: 11 AC: 17 ML: 9 SP: 40

LR: 2:6 AP: 1d3 (1d8) TR: E

ATK: 5d6 giant sword or 2d10 hurl

12’ tall hulking humanoids invulnerable to fire. Wield enormous claymores and capable of hurling boulders. 3:6 chance to catch missiles. Lair near volcanos and lava fields, and keep 1d4 hellhounds as watch dogs.


Giant, Frost

HD: 10 AC: 16 ML: 9 SP: 40

LR: 2:6 AP: 1d3 (1d8) TR: E

ATK: 4d6 giant axe or 2d10 hurl

Giants impervious to cold and ice. Attack with huge axes and capable of hurling boulders. 2:6 chance to catch missiles. Lair near glaciers and ice caves, and keep 1d6 timber wolves as watch dogs.


Giant, Hill

HD: 8 AC: 16 ML: 8 SP: 40

LR: 2:6 AP: 1d3 (1d10) TR: D

ATK: 2d8 club or 2d8 hurl

Burly, hairy brutish giants who dwell in hills and grassy plains. Attack with treetrunk clubs and throw huge rocks. 2:6 chance to catch missiles. Keep 1d3 giant lizards as guards.


Giant, Mountain

HD: 12 AC: 20 ML: 8 SP: 40

LR: 2:6 AP: 1d3 (1d8) TR: D

ATK: 3d6 club or 3d10 hurl

Stoic giants with rock-like skin and gray hair. Attack with stone clubs and throw boulders. 3:6 chance to catch missiles. Keep 1d4 roc to hunt and guard the lair.


Gnoll

HD: 2 (3) AC: 15 (17) ML: 8 SP: 30

LR: 1:6 AP: 2d4 (2d100) TR: L, M (D, Qx5, S)

ATK: 1d8 spear (1d10 falchion)

Wild marauding hyena men that travel in loose bands of hunter warriors. Most dwell underground and keep demihuman slaves for food and labor (1 for every 10 gnolls). For every 20, a leader. For every 100, a 4 HD chieftain with 2d6 3 HD guards. Keep 4d4 hyenas or 2d6 giant hyenas as guard dogs. 2:6 chance 1d4 trolls lair among a group of 50 or more gnolls.


Gnoll, Chief Yurignalg

HD: 3 AC: 16 ML: 9 SP: 40

LR: 5:6 AP: Unique (0) TR: D, Qx5, S

ATK: 1d10 falchion

Cruel chief of the Ruddlescrunt goblin clan.


Gnome

HD: 1 (2) AC: 15 (17) ML: 8 (10) SP: 20

LR: 3:6 AP: 2d4 (4d100) TR: Mx3 (C, Qx20)

ATK: 1d6 hammer (1d8 warhammer)

Small bearded demihumans with large noses and oversized eyes who organize into peaceful clans with friendly rivalries. Dwell in underground dens where they make cozy homes and build ingenious contraptions to mine the earth for precious gems. Resistant to magic and poison. Darkvision 60’. Adept dungeoneers. For every 40, a leader. For every 300, 3 mid-level fighters and 2 clerics.


Goat Man

(see Satyr, Faun)


Goblin

HD: 1 (2) AC: 14 (16) ML: 7 (9) SP: 60

LR: 3:6 AP: 2d6 (4d100) TR: K (C)

ATK: 1d6 sword/javelin (1d8 spear)

Unruly fiends that organize into militant clans of rapacious bandits. Small but tough, covered in warts, with glowing eyes, and gnarled teeth. Avoid the sunlight, preferring to dwell in caves and dungeons. 3:6 chance guarded by 5d6 wolves. For every 40, a leader. For every 200, a goblin king (6 HD) and 3d6 worgs with goblin riders.


Goblin, “Talon”

HD: 1 (5 hp) AC: 14 ML: 7 SP: 60

LR: Special AP: Unique (0) TR: K

ATK: 1d6 javelin + 1d6 shortbow

Member of the Ruddlescrunt goblin clan. Has an affinity for the blood hawks that roost in the aerie of Grimspire peak. 5:6 chance to be guarded by 1d4 blood hawks at any given time.


Golem, Bone

HD: 5 AC: 13 ML: 12 SP: 40

LR: 2:6 AP: 1d3 (1d3) TR: NA

ATK: 3d4 strike

Animated formations of various bones held together by dark magic. Created using a magical tome, or by a powerful magic user of 12th level or above casting wish, polymorph any object, gaes, and a strength spell. Unharmed by normal weapons, but vulnerable to magic weapons of +1 or better.


Golem, Iron

HD: 10 AC: 18 ML: 12 SP: 30

LR: NA AP: 1 (1) TR: NA

ATK: 3d10 crush

Animated statue made out of iron, standing more than 10’ tall. Created using a magical tome, or by a powerful magic-user of 18th level or above, casting wish, polymorph any object, gaes, and cloud kill. Cannot be harmed by normal weapons. Half damage from +1 and +2 magical weapons. Full damage from +3 or better magical weapons. Immune to fire, cold, electricity, sleep, charm, hold, and other mind-affecting spells.


Gray Ooze

HD: 4 AC: 12 ML: 11 SP: 5

LR: NA AP: 1d3 (1d6) TR: NA

ATK: 2d8 strike or psychic crush

Horrific slime creature that blends in with rock, stone, and cave surfaces (4:6 chance to surprise). Can slip through cracks or under doors. Immune to heat, cold, and magic spells. Strikes like a snake; attack deals damage to bare flesh and dissolves wood or destroys chain/plate armor on a damage roll of 10+/14+ respectively. 1:20 the gray ooze is huge (6 HD) and capable of a psychic crush attack for 10d12 damage (save for half) once per day against a creature in 10’.


Green Slime

HD: 2 AC: 11 ML: 7 SP: 5

LR: 1:6 AP: 1d6 (2d12) TR: NA

ATK: 1d6 touch

Slimy plant growths that drape themselves across passageways or float on water like pond scum. Touch attack causes 1d6 acidic burn to flesh; dissolves wood in 1d4 turns; dissolves metal in 1d6 rounds; slime can be scraped off with a saving throw and tool must be discarded (turns to slime). Creatures killed by green slime turn to slime in 1d4 turns.


Gremlin

HD: 0 (2 hp) AC: 11 ML: 7 SP: 30/10

LR: 1:6 AP: 1d6 (3d6) TR: A

ATK: 1d3 bite or 1d4 weapon

Small degenerate winged goblins, mischievous and cruel. Coordinate to ambush and subdue prey.


Griffon

HD: 7 AC: 17 ML: 8 SP: 40/100

LR: 2:6 AP: 1d4 (2d6) TR: C, S

ATK: 1d4 claw (x2) + 2d8 beak

Part eagle, part lion. Dwell in high nests. Hunt for deer and elk, but favorite meal is horse. Able to be tamed as mounts. Fledglings sell for 5000 gp, and eggs for 2000.


Halfling

HD: 1 (2) AC: 13 (15) ML: 8 SP: 30

LR: 2:6 AP: 2d4 (3d100) TR: K (B)

ATK: 1d6 sword/bow (1d8 sword)

Diminutive demihumans who live near streams in quaint pastoral villages and build their cottages into hillsides. Resistant to magic and poisons. Stealthy, surprise 4:6. Lairs are guarded by 1d4 war dogs per 10 halflings. For every 15, a leader. For every 90, a low-level fighter. For every 150, 6 low-level fighters.


Harpy

HD: 3 AC: 13 ML: 7 SP: 30

LR: 2:6 AP: 1d8 (2d6) TR: C

ATK: 1d4 claw + 1d6 dagger or siren call

Winged hags, hideous and conniving. Their siren calls draws men near (save to resist). Then casts charm on their prey before torturing and eating them.


Hell Hound

HD: 5 AC: 16 ML: 9 SP: 40

LR: 2:6 AP: 1d6 (2d4) TR: C

ATK: 1d10 bite or breath

Horrid smoldering wolves with fiery eyes and flaming tongues. Surprises on 4:6. Only surprised 1:6. Able to locate hidden or visible creatures 3:6. Breath is a gout of flame 10’ long, scorching for 3d6 (save for half).


Hippocampus

HD: 4 AC: 15 ML: 8 SP: 80

LR: NA AP: 0 (2d4) TR: NA

ATK: 1d10 bite or breath

Part fish, part horse. Fins instead of hooves. Favorite mount of aquatic elves and other sea-dwellers.


Hippogriff

HD: 3 AC: 15 ML: 8 SP: 60/120

LR: 1:6 AP: 1d4 (2d8) TR: Qx5

ATK: 1d6 claw (x2) + 1d10 beak

Part eagle, part horse. Fierce hatred for griffons. Eggs are 1000 gp. Fledglings are 2000-3000 gp.


Hobgoblin

HD: 2 (3) AC: 15 (17) ML: 8 (10) SP: 30

LR: 1:6 AP: 1d8 (2d100) TR: J, M (D, Qx5)

ATK: 1d8 morningstar/crossbow (1d10 great axe)

Burly goblinoids. Seething hatred for elves. Crave bone marrow and manflesh. Lair in timber palisade forts. Guarded by 2d6 carnivorous apes. For every 20, a leader. For every 100, a low-level fighter with 5d4 guards.


Homunculus

HD: 2 AC: 14 ML: 8 SP: 20/60

LR: NA AP: 1 (1) TR: J, M (D, Qx5)

ATK: 1d3 bite (+ sleep)

Magically conjured imp-like servant for magic-users. If bite hits, target must save or fall asleep for 1d4 turns. Unerringly loyal to master. Takes 1d4 weeks to craft, requiring a pint of the caster’s blood, 5d4x100 gp, the mend spell, the mirror image spell, and the wizard eye spell. If killed, creator takes 2d10 damage.


Horse, Draft

HD: 3 AC: 13 ML: 6 SP: 40

LR: NA AP: 0 (1) TR: NA

ATK: 1d3 bite

Domesticated horse used as a beast of burden.


Horse, Heavy

HD: 4 AC: 13 ML: 8 SP: 50

LR: NA AP: 0 (1) TR: NA

ATK: 1d8 kick (x2) + 1d3 bite or charge

Large horse, bred and trained for the heat of battle. Charge doubles damage of rider with lance.


Horse, Light

HD: 2 AC: 13 ML: 8 SP: 80

LR: NA AP: 0 (1) TR: NA

ATK: 1d4 kick (x2)

Swift steed used to travel long distances quickly.


Horse, Pony

HD: 1 AC: 12 ML: 6 SP: 40

LR: NA AP: 0 (1) TR: NA

ATK: 1d2 kick

Diminutive horse species. Favorite steed of halflings.


Horse, Wild

HD: 2 AC: 13 ML: 7 SP: 80

LR: NA AP: 0 (3d10) TR: NA

ATK: 1d3 kick or 1d20 stampede

Untamed. Travel in bands and stampede if spooked.


Human

Humans are prolific and encountered frequently across the Dragonwilds.


Acolyte, Human

HD: 1 AC: 15 ML: 7 SP: 30

LR: NA AP: 1d8 (1d20) TR: J, K, M

ATK: 1d6 mace

Initiate to a lawful or neutral religious order. If 4 or more, led by a 3rd level cleric.


Assassin, Human

HD: 1 AC: 16 ML: 9 SP: 40

LR: NA AP: 1d4 (1d8) TR: M

ATK: 1d6 blade (2d6 assassination) (+ poison)

Stealthy killers with 4:6 chance to surprise. Inflicts 2d6 damage during surprise round or if victim is otherwise unaware. 1:6 chance of poison blade; fatal unless victim saves.


Bandit/Brigand, Human

HD: 1 (9) AC: 14 (17) ML: 8 (9) SP: 40

LR: 1:6 AP: 1d8 (2d100) TR: M (A)

ATK: 1d6 shortsword/bow (1d8 sword)

Highwaymen, thugs, and deserted soldiers turned to robbery. Lair is a hidden encampment or secret hideout with 2d10 prisoners. Each group has a leader (bandit king). If 20 or more, a low-level fighter. If 50 or more, low-level magic user and a low-level cleric as well.


Barbarian/Berserker, Human

HD: 1 (10) AC: 13 (14) ML: 11 (12) SP: 40

LR: 1:6 AP: 1d6 (1d100) TR: K (B)

ATK: 1d8 axe/spear (1d10 greataxe)

Primal raiders hailing from isolated clans. Can berserk for 1d6 rounds. While berserking, attack twice per round and gain +1 AC.


Cannibal, Human

HD: 1 (7) AC: 13 (14) ML: 9 (11) SP: 40

LR: 1:6 AP: 1d8 (1d100) TR: K (B)

ATK: 1d6 javelin or hatchet (1d8 spear)

Bloodthirsty humans who prefer to hunt and eat other people. Drinking human blood gains cannibals blood fury (+1 to hit and damage for 1d4 hours).


Cultist, Human

HD: 1 (7) AC: 14 (16) ML: 7 (9) SP: 40

LR: NA AP: 1d8 (1d20) TR: J, K, M

ATK: 1d4 dagger (+ poison)

Sinister followers of an evil or chaotic sect. If 4 or more, leader who can cast once per day: cause lt. wounds, darkness, cause fear, snake charm, cause disease, and curse. If dagger hits, delivers fatal poison (save to resist).


Cultist, Human (Daglev)

HD: 4 (24 hp) AC: 15 ML: 8 SP: 40

LR: NA AP: Unique (0) TR: J, K, M

ATK: 1d8+1 scimitar (+ poison)

Cultist of the snake god Slorr. Apprentice and lieutenant to Gulsa Droon. Searching for the location of the lost city of Syratanth. Wields a +1 scimitar regularly dipped in snake venom. Can cast once per day: darkness, cause fear, snake charm, hold person, and read magic.


Cave Man/Neanderthal, Human

HD: 2 (6) AC: 12 (14) ML: 8 SP: 40

LR: 3:6 AP: 1d6 (1d100) TR: Special

ATK: 1d6 club/stone (1d8 spear)

Prehistoric savages who dwell in caves or crude huts. Afraid of fire. 2:6 chance to keep 1d12 cave man slaves of rival subjugated tribes. 3:6 chance group of 50 or more will have 3d6x100 gp worth of assorted valuable trinkets (etched tusks, bone jewelry, raw gold, gems, etc.). Every group has a leader (chieftain). For every 10, a low-level fighter and a low-level cleric.


Pirate/Buccaneer, Human

HD: 1 (9) AC: 13 (15) ML: 8 (9) SP: 40

LR: 1:6 AP: 1d8 (3d100) TR: K (W)

ATK: 1d6 cutlass (1d8 falchion)

Marine mercenaries, lawless sailors, and privateers. Lair is their sailing ship which holds 1d8 prisoners. Every group has a leader (captain). For every 50, a low-level fighter, a low-level cleric, and a low-level magic user.


Medium, Human

HD: 1 (4 hp) AC: 10 ML: 7 SP: 40

LR: 1:6 AP: 1d4 (1d12) TR: K, N, Q, X

ATK: 1d4 dagger or spell

Apprentice magic-user. Knows one random 1st level spell. 3:6 chance to be led by a low-level mage.


Merchant, Human

HD: 0 (3 hp) AC: 10 ML: 6 SP: 40

LR: 1:6 AP: 1d8 (3d100) TR: Special

ATK: 1d6 shortsword or 1d4 sling

Traveling traders who deal in commodities, buying and selling merchandise from trade post to post. Carry treasures J, K, L, M, N, and Q. Caravans have hidden pay chest with 1d6 x 1000 gp in gems and coins. A caravan’s total value of trade goods is 1d6 x 10,000 gp (one wagon carries 5,000 gp worth). For every merchant, there are 8 guards (veterans) and 1 driver (normal human). 2:6 chance that traveling alongside the caravan is a mid-level fighter, magic-user, cleric, thief, ranger, and bard.


Noble, Human

HD: 1 AC: 15 ML: 6 SP: 40

LR: 4:6 AP: 2d6 (2d6) TR: Special

ATK: 1d8 sword (1d10 lance)

Member of a noble house or official position. Lair is a nearby castle. For every noble, there are 10 guards (veterans) and 1d4 mounted knights. Usually mounted if encountered in the wilderness. Treasure is (K, L, M, N, Q, and X) x3.


Normal, Human (Peasant)

HD: 0 (2 hp) AC: 10 ML: 6 SP: 40

LR: 5:6 AP: 1d4 (1d20) TR: Special

ATK: 1d6 staff/pitchfork

Farmers, fishermen, craftsmen, laborers, etc. 1:20 chance of J, K, M.


Veteran, Human

HD: 2 AC: 17 ML: 9 SP: 20

LR: NA AP: 2d4 (2d6) TR: K, L, M, N, Q, X

ATK: 1d8 sword

Trained warriors and soldiers.


Hydra

HD: 5-12 AC: 13 ML: 6 (7) SP: 40

LR: 2:6 AP: 1 (1) TR: B

ATK: 1d8 bite per head

Enormous multiheaded dragon-like monstrosities. Has 1d8+4 heads, each adding 1 HD to the total HD. A head is severed per HD of damage inflicted. Dies when all heads are severed.


Hyena

HD: 3 AC: 13 ML: 6 SP: 40

LR: NA AP: 0 (2d6) TR: B

ATK: 2d4 bite

Wild scavenging canines with cackling laugh.


Hyena, Giant

HD: 5 AC: 13 ML: 7 (8) SP: 40

LR: NA AP: 0 (2d6) TR: B

ATK: 3d6 bite

Huge prehistoric hyena with a nasty bite.


Imp

HD: 2 AC: 18 ML: 9 SP: 20/60

LR: NA AP: 0 (1) TR: O

ATK: 1d4 tail

Hideous little devil fiends with batwings and spiked tails. Can polymorph into a large spider, raven, rat, or goat at will. Regenerates 1 hp per round. Tail attack is fatally poisonous (save to resist). Detect good and detect magic at will. Suggestion once per day. Unharmed cold, fire, and lightning.


Insect Swarm

HD: 3 AC: 13 ML: 11 SP: 10/20

LR: NA AP: 1 (1d3) TR: NA

ATK: (1d4 swarm)

Swarm of biting, stinging insects. 20’ x 20’ radius. Only harmed by cold, fire, water, smoke, or magic. Creatures in swarm must save or take 1d4 damage.

Invisible Stalker

HD: 8 AC: 17 ML: 12 SP: 40

LR: NA AP: 1 (1) TR: NA

ATK: 4d4 slam

Transparent humanoid tracker assassins summoned from the plane of air.


Killer Bee, Giant

HD: 1 AC: 13 ML: 9 SP: 20/50

LR: 1:6 AP: 1d6 (5d6) TR: NA

ATK: 1d4 sting (+ poison)

Huge stinging bees, hornets, or wasps. If sting hits, victim must save or take 3d6 damage.


Kobold

HD: 0 (1d4 hp) AC: 13 (14) ML: 7 (8) SP: 20

LR: 3:6 AP: 4d4 (4d100) TR: J (O, Qx5)

ATK: 1d4 shortsword/club (1d6 spear)

Small reptilian dogmen that live in warlike tribes. Shun the daylight. Lair near forests, mountains, and caves. For every 40, a leader. For every 200, a low-level fighter. Lair is guarded by 1d4 wild boars or 1d4 giant weasels.


Lamia

HD: 9 AC: 17 ML: 9 SP: 80

LR: 4:6 AP: 1 (1) TR: D

ATK: 1d4 knife + touch

Human woman with the lower body of a quadrupedal beast. Touch drains 1 point of Wisdom. If Wisdom reaches 2, creature becomes a thrall of the lamia. Can cast charm, mirror image, and illusion once per day.


Lammasu

HD: 7 AC: 14 ML: 10 SP: 40/80

LR: 2:6 AP: 1d4 (2d4) TR: R, S, T

ATK: 1d6 claw (x2) + spell

Telepathic half lion, half eagle, with the head of a man. Lawful good divine champion. Can become invisible or cast dimension door at will. +2 to hit and damage against evil creatures. Radiates aura of protection from evil 10’. Cast any cleric spell of level 4 or lower. Each spell can be cast once per day. Healing spells restore double HP. 1:10 chance it can speak a holy word.


Larva

HD: 1 AC: 13 ML: 9 SP: 20

LR: 6:6 AP: 0 (4d10) TR: NA

ATK: 1d4 bite

Disgusting pallid worms with glistening veiny flesh and human faces. Capable of babbling drooly speech.


Leech, Giant

HD: 3 AC: 11 ML: 10 SP: 10

LR: 1:6 AP: 1d6 (5d6) TR: NA

ATK: 1d6 bite

Huge parasitic worms that suck blood and undulate their bodies to move in looping “steps”. After biting, the leech drains 1d4 hp per round. At half HP, the victim becomes weakened and exhausted. There is only a 1:100 chance to notice the leech’s numbing bite while underwater. 3:6 chance victim of bite gains sludge blood disease (dies slowly over 1d4+1 weeks).


Leprechaun

HD: 1 (3 hp) AC: 12 ML: 6 SP: 50

LR: 1:6 AP: 1 (1d20) TR: F

ATK: snatch

Mischievous gnome-like fairy creature. Cannot be surprised due to keen hearing. Can become invisible, polymorph non-living objects, create illusions, and use ventriloquism at will. Regardless of reaction, 4:6 chance to use snatch attack. Snatch does no damage but an item is stolen from the person. Will then becomes invisible and flee. Lairs are patrolled by 1d3 giant skunks.


Lich

HD: 12 AC: 20 ML: 11 SP: 20

LR: 5:6 AP: 1 (1) TR: A

ATK: 1d10 touch

Powerful undead wizards and witches. Exists via dark sorcery infused into a phylactery. Lair in lost crypts and labyrinths. Only harmed by magic attacks or creatures with 6 HD or more. Sight causes fear in creatures with 4 HD or less. Frigid touch paralyzes (save to resist). Casts spells as an 18th level magic-user. Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 1d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc). Immune to enfeeblement, polymorph, cold, lightning, insanity, and death spells/symbols.


Lizard, Giant

HD: 4 AC: 15 ML: 7 SP: 60

LR: NA AP: 2d6 (2d12) TR: NA

ATK: 1d8 bite (+ thrash)

12’ long reptiles with tough scaly skin. Omnivorous but will actively hunt if hungry. If bite damage roll result is 8, thrashes for an extra 1d8 damage (save to avoid).


Lizard Man

HD: 2 (3) AC: 15 (16) ML: 7 SP: 20

LR: 2:6 AP: 2d4 (4d100) TR: D (O, Qx10)

ATK: 1d4+1 claws + 1d6 bite or 1d8+1 by weapon

Reptilian humanoids with long tails and scaled skin. Semi-aquatic, dwelling near or sometimes even underwater. Taste for man flesh. Often dwell in crude mud huts, using primitive tools and weapons. For every 10, a leader. For every 50, a low-level fighter and a low-level cleric. For every 100, a mid-level cleric and a giant lizard man with 5 HD and +2 to attack/damage.


Mammoth/Mastodon

HD: 13 AC: 15 ML: 8 SP: 40

LR: NA AP: 0 (1d12) TR: NA

ATK: 3d6 tusk (x2) + 2d8 stomp (x3)

Woolly prehistoric elephants with massive tusks. Can use up to two of its five attacks per opponent.


Manticore

HD: 6 AC: 16 ML: 9 SP: 40/60

LR: 1:6 AP: 1d4 (1d4) TR: E

ATK: 1d3 claw (x2) + 1d8 bite + tail

The body of a lion, the wings of a giant bat, and the head of bearded man. Can launch a volley of 6 tail spikes (1d6 damage per hit). Can fire 4 volleys total.


Medium

(see Human)


Medusa

HD: 6 AC: 15 ML: 8 SP: 30

LR: 3:6 AP: 1d3 (1d3) TR: P, Qx10, X, Y

ATK: 1d4 bite or gaze

Voluptuous woman’s body with a horrible snake-like face and hair of writhing serpents. Lower half is of a slithering serpent. Gaze causes petrification (save to resist). Vulnerable to own gaze attack. Gaze is effective against ethereal or planar creatures.


Mercenary

(see Human)


Merchant

(see Human)


Merman

HD: 1 (6) AC: 13 (15) ML: 8 (9) SP: 5//60

LR: 2:6 AP: 1d6 (2d100) TR: C, R

ATK: 1d6 harpoon (1d8 trident)

Gilled aquatic humanoid with a fish-like tail. For every 30, a leader. Keep 3d6 giant fish guards in their underwater lairs. Leaders and 1d6 personal guards go mounted on hippocampus.


Mimic, Large

HD: 9 AC: 15 ML: 10 SP: 10

LR: NA AP: 1 (1) TR: NA

ATK: 3d4 slam

Magical shapeshifters that pose as furniture, rugs, walls, or large chests, then suddenly attack the unsuspecting with a slam from a pseudopod. The slam is covered in glue, sticking the victim to the mimic (save to resist). Hungry for human meat.


Mimic, Small

HD: 4 AC: 13 ML: 8 SP: 20

LR: NA AP: 1 (1) TR: NA

ATK: 1d6 slam

Intelligent and sneaky, these smaller mimics imitate common items and innocuous objects. They are hungry as well, but will accept random foodstuff and rations in exchange for friendly behavior. Can speak and may divulge information about the nearby dungeon.


Mind Flagellator

HD: 8 AC: 15 ML: 9 SP: 40

LR: 3:6 AP: 1d4 (1d4) TR: B, S, T, X

ATK: tentacle (x4) or 1d8 psionic blast

Hideous subterranean humanoids with tentacled mouths they use to suck the brains from their victims. If tentacle hits, begins to dig into the head and will rip out brain in 1d4 rounds (save per round to resist). Can use its powerful mind to blast with psionic energy. Will flee if losing in battle, leaving behind allies and treasure.


Minotaur

HD: 6 AC: 14 ML: 11 SP: 40

LR: 1:6 AP: 1d8 (1d6) TR: C

ATK: 1d12 greataxe or 2d6 ram

Humanoid bull creature that dwells in underground mazes and caves. 3:6 chance it tracks the PCs by scent.


Minotaur, Undead

HD: 7 AC: 15 ML: 12 SP: 30

LR: 2:6 AP: 1 (1) TR: D

ATK: 1d6 claws (x2) or 2d6 ram or 1d12 greataxe or 1d6 bite

The animated corpse of a rotting minotaur. Ragged claws that rend flesh and a nasty bite; both turn slain victims into a zombie in 2d4 hours (save to resist). Able to swing a great axe. Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Mollugator

HD: 5 AC: 16 ML: 8 SP: 20//40

LR: NA AP: Unique (0) TR: D

ATK: 1d10 claw or 2d6 bite

Hideous mutated beast, cross between an alligator and a giant crab. 3:6 chance to bite each round.


Mule

HD: 3 AC: 13 ML: 8 SP: 40

LR: NA AP: 0 (1) TR: NA

ATK: 1d4 kick + 1d6 ram

Cross between a horse and donkey. Clever and patient, able to be taken into dungeons (unlike horses).


Mummy

HD: 6 AC: 17 ML: 12 SP: 20

LR: 5:6 AP: 2d4 (2d4) TR: D

ATK: 1d12 claws (+ skin rot)

Ritually desiccated, wrapped, and buried. Now risen from the grave as an angry undead avenger. Wretched boney claws rake victims and cause skin rot disease (save to resist) which causes skin to slowly and painfully dry out into brittle cracking flakes (lose 1 charisma per week with death at 0 – rise as a mummy husk in 1d6 weeks). Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Mummy, Husk

HD: 2 AC: 15 ML: 12 SP: 20

LR: 5:6 AP: 2d6 (2d6) TR: C

ATK: 1d6 claws (+ skin rot)

Desiccated undead corpse, a poor victim of the skin rot disease. Fingers turn into shriveled claws that rake and cause skin rot disease as per mummy (above). Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Naga, Guardian

HD: 11 AC: 17 ML: 9 SP: 50

LR: 4:6 AP: 1d2 (1d2) TR: H

ATK: 1d6 bite + 2d4 constrict

Celestial emissaries appearing as large snakes with striking human faces. Divine guardians of non-chaotic temples. Bite is venomous. Spit venom up to 15’ that causes death (save to resist). Once per day, cast neutralize poison, sticks to snakes, snake charm, speak with animals, know alignment, remove fear, purify food and water, detect magic, detect evil, and cure light wounds.


Naga, Spirit

HD: 9 AC: 16 ML: 8 SP: 50

LR: 4:6 AP: 1d3 (1d3) TR: B, T, X

ATK: 1d4 bite + gaze

Wicked serpentine fiend with a hideous visage. Infernal harbingers of chaos and the evil snake god Slorr. Bite is venomous. Spit venom up to 15’ that causes death (save to resist). Gaze attack charms (save to resist). Once per day, cast curse, lightning bolt, sticks to snakes, snake charm, blight, silence, cause fear, darkness, sleep, ventriloquism, and detect magic.


Neanderthal

(see Human)


Night Hag

HD: 8 AC: 16 ML: 8 SP: 30

LR: 4:6 AP: 1 (1) TR: I, S

ATK: 2d6 claw + spell

Shadowy witches cursed by devilry to consume the souls of the mortal. Cast magic missile (x3 per day), ray of enfeeblement (x3 per day), charm person (x3 per day), and curse (x3 per day). Cast at will: sleep, become ethereal, detect alignment, and polymorph self (12th level). 3:6 chance to open a hell gate summoning a Type I Demon or Barbed Devil. Silver or +3 magic weapons to harm the hag. Immune to sleep, charm, fear, fire, and cold spells. Carry a periapt that allows astral projection, cure disease, and +2 on saving throws. 1:10 chance to vanish if used by the lawful.


Nightmare

HD: 6 AC: 24 ML: 11 SP: 50/120

LR: NA AP: 1 (1) TR: NA

ATK: 2d4 bite + 1d10 kick (x2)

Gaunt demonic horses with smoldering eyes and hooves, with a mane of fire. The favored mount of demons and devils. Acrid smoke causes all within 10’ to become blinded (save to resist).


Nixie

HD: 1 (3 hp) AC: 13 ML: 6 SP: 20//40

LR: 5:6 AP: 1d4 (4d20) TR: C, Q

ATK: 1d6 javelin or charm

Alluring water spirits that dwell in lakes and pools. Avoid going on land but capable. Afraid of fire and bright lights. Seek to enslave humanoids by casting charm (save to resist at -2). Can cast waterbreathing or negate the spell at will. Can summon a large school of fish at will. Lairs are guarded by 1d6 giant fish.


Noble

(see Human)


Nymph

HD: 3 AC: 11 ML: 7 SP: 20//40

LR: 6:6 AP: 1d4 (1d8) TR: Qx10, X

ATK: spell casting

Beautiful nature spirits that dwell in forested glades, mossy meadows, and crystalline grottos. Avoid outsiders and hate intruders. Seeing a nymph causes instant blindness (save to resist). Seeing a nude nymph causes instant death (save to resist). Can cast once per day: create water, speak with plants, cure disease, speak with animals, resist fire, know alignment, hold person, cause fear, purify food and water, protection from evil, light, and cure light wounds. 1:6 chance to be friendly to good-aligned PCs with high charisma. 3:6 chance of nearby satyrs (sylvan).


Octopus, Giant

HD: 8 AC: 13/15 ML: 7 SP: 10//40

LR: 4:6 AP: 0 (1d3) TR: R

ATK: 1d4 tentacle (x6) + 2d6 beak

Huge sea monsters with writhing tentacles covered in suckers. If tentacle attack hits for maximum damage, target must save or be captured. If captured, target must attack the tentacle or use their action to escape. Captured victims are drawn in for a bite attack the following round. Main body is AC 15 while tentacles are AC 13. A tentacle is severed for every 5 hp of damage inflicted. If three or more tentacles are severed, it squirts a cloud of ink and flees.


Octopus, Colossal (Kraken)

HD: 16 AC: 16/18 ML: 9 SP: 10//60

LR: 4:6 AP: 0 (1) TR: W

ATK: 1d8 tentacle (x6) + 2d12 beak

Enormous prehistoric sea monster. If tentacle attack hits for 4+ damage, target must save or be captured. If captured, target must attack the tentacle or use their action to escape. Captured victims are drawn in for a bite attack the following round. Main body is AC 18 while tentacles are AC 16. A tentacle is severed for every 10 hp of damage inflicted. If four or more tentacles are severed, it squirts a huge cloud of ink and flees.


Ogre

HD: 5 (9) AC: 15 (17) ML: 10 (11) SP: 30

LR: 1:6 AP: 1d4 (2d10) TR: Mx10 (Q, B, S)

ATK: 1d10 club (2d6 spear)

Massive foul humanoids with tough warty skin and heavy jaws full of large tusks. They lair in earth mounds and wrestle each other for territory. They are ill tempered and greedy, seeking to mass treasure stolen from weaker species. They can be cowed by smarter creatures like trolls, orcs, and giants into servitude. For every 6 ogres there is a leader. For every 12, a war chief (4d4 giant maul attack and +10 hp) who will seek to dominate nearby lesser humanoids. For every 16, there is an ogre mage who serves the war chief.


Ogre Mage

HD: 5 (9) AC: 16 ML: 10 SP: 30/50

LR: 2:6 AP: 1d4 (2d4) TR: G (magic), R, S

ATK: 1d12 glaive or spell or 8d8 ray

Sinister and clever magically inclined ogres. Plural is ogre magi. 3:6 chance to be guarded by 2d6 normal ogres. Regenerate 1 HP per round. Fly for 12 turns per day. Once per day cast invisibility, darkness, polymorph, charm, sleep, and gaseous form. Once per day, emit a ray of frost 30’ that does 8d8 damage (save to resist). If 5 or more, there is a chief magi. Keep 3d6 human prisoners. Subdue goblin clans into servitude. Lairs guarded by 2d4 worgs with goblin riders.


Orc, Irontusk Horde

A large band of militant orcs led by War Duke Gorugnot.


Irontusk Grunt (Orc)

HD: 1 (5 hp) AC: 13 ML: 6 (8) SP: 30

ATK: 1d8 (sword, flail, spear, or axe)

Hate sunlight: -1 to attacks in bright sunlight.

LR: 3/20 AP: 1d4 (4d4) TR: C XP: 1

The lowest rank in War Duke Gorugnot’s army, these unruly footsoldiers do the majority of the fighting. As infantry units, the horde is disorganized and prone to being routed, but are fairly well armed for orcs.


Irontusk Raider (Orc)

HD: 2 (10 hp) AC: 14 ML: 7 (9) SP: 30

ATK: 1d8 (war axe or warhammer)

Hate sunlight: -1 to attacks in bright sunlight.

The elite shock troops of the Irontusk Horde, these ruthless warriors are bloodthirsty and armed to the teeth.


Irontusk Enforcer (Orc)

HD: 3 (15 hp) AC: 16 ML: 6 (8 with leader) SP: 30

ATK: 2d4 (barbed flail)

Hate sunlight: -1 to attacks in bright sunlight.

The most loyal orcs are given wicked cat o’ nine tails that they use to keep their rowdy brothers in line.


Irontusk Archer (Orc)

HD: 1 (5 hp) AC: 12 ML: 6 (8 with leader) SP: 40

ATK: 1d8 (longbow)

Hate sunlight: -1 to attacks in bright sunlight.

The orcs with the best vision are given grim longbows crafted from bones of giant beasts. They wear less armor to be quick on their feet.


Owlbear

HD: 5 AC: 15 ML: 11 SP: 40

LR: 2:6 AP: 1d4 (1d4) TR: C

ATK: 2d4 claw (x2) (+ hug) (+ 1d6 beak)

Feathered grizzly bears with owl faces and chomping beaks. Extremely aggressive, ravenous, and territorial. If both claw attacks hit, victim must save or be hugged for another 2d8 damage and is exposed to the bite attack. Eggs go for 2000 gp, and young for 5000 gp.


Peasant

(see Human)


Pegasus

HD: 4 AC: 14 ML: 8 SP: 80/160

LR: 1:6 AP: 0 (1d10) TR: NA

ATK: 1d8 kick (x2) + 1d3 bite

Shy and serene horses with white wings. Swift and smart. Valued as mounts for lawful creatures – will only serve good masters and will do so unto death. Eggs go for 3000 gp and young for 5000 gp.


Peryton

HD: 4 AC: 13 ML: 9 SP: 40/70

LR: 1:6 AP: 0 (2d4) TR: B

ATK: 4d4 horns

Giant eagle with the head of a stag. Rips out the heart of their victim and consumes it in order to reproduce. Only harmed by magic attacks and weapons. Eggs sell for 2000 gp, while young go for 4000 gp.


Phase Lion

HD: 6 AC: 18 ML: 9 SP: 30

LR: 2:6 AP: 1d4 (2d4) TR: D

ATK: 2d4 claw (x2)

Shadowy pumas with spiked tentacles that spring their backs. Position in space is blurred and difficult to attack (factored into AC). Save at +2. Despise blink wolves.


Piercer

HD: 1-4 AC: 17 ML: 6 SP: 5

LR: NA AP: 3d6 (0) TR: NA

ATK: 1d6 (xHD) pierce

Large carnivorous creatures that cling to the ceiling or floor and form a heavy conical shell that appears identical to a stalactite. They drop upon vulnerable prey, hoping to skewer victims and then slowly feed.


Pirate

(see Human)


Pixie

HD: 0 (2 hp) AC: 15 ML: 7 SP: 20/40

LR: 1:6 AP: 1d10 (5d4) TR: R, S, T, X

ATK: 1d4 dagger/bow or spell

Tiny invisible fairies. Arrows cause sleep or memory loss (save to resist). Can become visible or invisible at will. Can cast at will: polymorph self, create illusion, and know alignment. Once per day touch to cause confusion (effect is permanent until curse is removed). Once per day cast dispel magic (8th level), dancing lights, ESP, illusion, and 1:10 chance irresistible dance.


Pseudo-Dragon

HD: 2 AC: 18 ML: 9 SP: 20/80

LR: 1:6 AP: 1 (1) TR: Qx10

ATK: 1d4 bite + tail

Miniature dragons the size of a large dog kept as magical familiars. Chameleon skin allows total camouflage (5:6 surprise). Can use ESP and see invisible at will. Tail has a venomous spike that 1:6 causes death or else rigid muscle paralysis for 1d6 days (save to resist). Saves against magic at +5, as does companion if touching.


Purple Worm

HD: 15 AC: 14 ML: 10 SP: 30

LR: 2:6 AP: 1d2 (1d2) TR: Qx5, X

ATK: 2d12 bite (+ engulf) or 2d4 stinger

50’ long burrowing worms with huge lamprey mouths. Sense vibrations up to 60’. Stinger on tail can attack targets behind the worm; causes death (save to resist); narrow tunnels may prevent its use. If bite does 20+ damage, victim is swallowed whole, being crushed for 2d6 each round until the worm is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours.


Quasit

HD: 3 AC: 18 ML: 9 SP: 50

LR: NA AP: 1 (1) TR: Qx3

ATK: 1d2 claw (x2) + 1d4 bite

Nasty impish devils that serve dark priests and warlocks. Regenerate 1 hp per round. Hits with claws or bites cause 1d4 dexterity damage (save to resist) that lasts for 2d6 rounds. At will: detect good, detect magic, invisibility, and polymorph into: giant centipede, bat, frog, or wolf. Once per day, cause fear in a 10’ radius. Only harmed by magic or cold iron weapons. Unaffected by cold, fire, and lightning.


Rakshasa

HD: 7 AC: 24 ML: 11 SP: 50

LR: 2:6 AP: 1d4 (1d4) TR: F

ATK: spell or 1d4 claw (x2) + 1d6 bite

Capricious feline spirits with humanoid bodies and heads of lions. Uses ESP to learn the thoughts of enemies, then uses illusion to take on the guise of a friend or sympathetic stranger. Can cast once per day: charm person, detect magic, read languages, invisibility, locate object, haste, fire ball, and cause fear. Immune to spells of a caster below 8th level. Only harmed by magic weapons of +3 or better and blessed weapons.


Ram, Giant

HD: 4 AC: 14 ML: 8 SP: 50

LR: NA AP: 0 (2d4) TR: NA

ATK: 2d6 butt or 4d6 charge

Dwell in mountains and foothills. Giant sheep butt for 2d6, while giant rams charge for 4d6. Docile unless flock is threatened. Sheep’s wool is very warm and milk is a curative for common minor diseases.


Rat, Giant

HD: 1 (4 hp) AC: 13 ML: 7 SP: 40//20

LR: 1:6 AP: 3d6 (5d10) TR: C

ATK: 1d4 bite

Vicious, prehistoric rats the size of dogs. 1:20 chance bite delivers itching disease (save to resist). Disease causes insatiable itching and bloody skin sloughing; lose 1d6 constitution per day until death. Fearful of fire.


“Rat the Ripper”

HD: 3 AC: 15 ML: 9 SP: 50//30

LR: 1:6 AP: Unique (0) TR: D

ATK: 2d4 bite + 1d4 claw (x2)

Mutated bipedal rat the size of a man. 1:12 chance bite delivers itching disease (save to resist). Disease causes insatiable itching and bloody skin sloughing; lose 1d6 constitution per day until death. Does not fear fire.


Ray, Giant Manta

HD: 10 AC: 14 ML: 8 SP: //60

LR: NA AP: 0 (1) TR: J, K, L, M, Nx10, Qx5, X

ATK: 3d4 bite (+ swallow) or 2d10 tail

Enormous prehistoric rays. If bite does 10+ damage, victim is swallowed whole, being crushed for 2d4 each round until the ray is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours. Tail ends in sharp spike used to skewer enemies. Stomachs hold treasure.


Remorhaz

HD: 10 AC: 20 ML: 11 SP: 40

LR: 1:6 AP: 0 (1) TR: F

ATK: 6d6 bite (+ swallow) or 10d10 spine roll

Huge insectoid reptile that lives in frigid climes. If bite does 26+ damage, victim is swallowed whole, being crushed and scalded for 10d10 each round until the beast is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1 turn. Can perform a roll attack up to 40’, anyone in the way takes 10d10 damage from flaming hot back spines (save for half).


Robber Fly

HD: 2 AC: 13 ML: 8 SP: 30/60

LR: 1:6 AP: 1d6 (2d6) TR: J, K, L, M, N, Q

ATK: 1d8 bite or 2d6 swoop

Huge buzzing fly with biting mandibles. Hunt killer bees and are immune to killer bee stings. Surprise on 4:6. Swoop attack in 1st round of combat.


Roc

HD: 18 AC: 16 ML: 9 SP: 10/100

LR: 1:6 AP: 0 (1d2) TR: C

ATK: 3d6 claw (x2) or 4d6 beak

Humongous eagles with 30’ wing spans. Prefers large prey which it carries off in sharp talons. If prey fights back during flight, roc uses its beak attack. Sometimes tamed by mountain giants.


Roper

HD: 11 AC: 20 ML: 11 SP: 10

LR: 5:6 AP: 1d3 (0) TR: R

ATK: 5d4 whip (+ drag) or 5d6 bite

Creatures that resemble stone pillars with whipping arms that flail in a 20’ range. A hit drags the victim 10’ per round towards the maw for a bite attack. Immune to lightning. Resistant to cold. Vulnerable to fire.


Rot Grub

HD: 0 (1 hp) AC: 10 ML: 10 SP: 5

LR: NA AP: 5d4 (3d4) TR: NA

ATK: burrow

Finger-sized worms with sharp teeth. Burrows into skin on successful attack. Skin must be lit on fire immediately for at least 1 hp of damage to kill it. Cure disease also kills it. If not killed, burrows into host’s heart in 1d6 turns, killing the host. Lays eggs inside and hatches 5d4 additional rot grubs in 2d4 days.


Rust Monster

HD: 5 AC: 18 ML: 7 SP: 60

LR: 1:6 AP: 1d2 (0) TR: Qx10

ATK: antenna (x2)

Metallic creature resembling an armadillo with two sensitive antennae. Dwells underground or near open deposits of ore. Eats metal, particularly iron, steel, and similar. Antenna attack instantly rusts metal armor or weapons. Hits to the rust monster also cause rust to metal weapons. Rusted items are rendered useless.


Sahuagin (“Fish Men”)

HD: 2 (4) AC: 15 (17) ML: 8 (9) SP: 40//80

LR: 2:6 AP: 2d4 (4d20) TR: N (I, O, P, Qx10, X, Y)

ATK: 1d4 claw (x2) + 1d4 bite or 1d6 spear (1d8 trident)

Devilish fish men of the sea. Hate fresh water and bright light. 2d4 sharks as guards. If 10 or more, there is a 4 HD leader with 1d4 3 HD lieutenants.


Salamander

HD: 7 AC: 16 ML: 8 SP: 30

LR: 4:6 AP: 1d4 (1d4) TR: F

ATK: 1d6 spear (+ fire) + 2d6 tail (+ fire)

Serpentine humanoid with a frilled body and long tail that dwells in volcanic lava and other extremely hot climes. Hates cold. Each hit deals an extra 1d6 fire damage (save to resist).


Satyr (Faun or “Goat Man”)

HD: 4 (6) AC: 15 ML: 8 SP: 50

LR: 1:6 AP: 1d4 (2d4) TR: I, S, X

ATK: 2d4 claws + 1d4 hooves + 1d4 bite or 1d8 spear

Corrupted satyrs with fanged goat heads and sharp claws. Regenerate 1 hp per round. Immune to sleep and charm. Horrible chant causes sleep, charm, or cause fear. 1:6 chance found with a night hag.


Satyr (Sylvan)

HD: 5 AC: 15 ML: 7 SP: 60

LR: 3:6 AP: 0 (2d4) TR: I, S, X

ATK: 2d4 ram or pipes

Upper body of a handsome man with the horns and lower half of a goat. 3:6 chance found with nymphs. Reclusive and hate intrusion on their frolicking. Pipes cause sleep, charm, or cause fear but can only be played by a satyr.


Scorpion, Giant

HD: 5 AC: 17 ML: 11 SP: 50

LR: 3:6 AP: 1d4 (1d4) TR: D

ATK: 1d10 claw (x2) + 1d4 sting

Huge scorpions that dwell in arid climes or in sea caves. Sting causes death (save to resist).


Sea Hag

HD: 3 AC: 13 ML: 9 SP: 50

LR: 1:6 AP: 1d4 (1d4) TR: C, Y

ATK: 1d6 dagger + gaze

Hideous oceanic witches. Sight causes 1d6 strength damage (save to resist) for 1d6 turns. Gaze attack (x3 per day) kills (save to resist). Devours victims.


Sea Horse, Giant

HD: 3 AC: 13 ML: 8 SP: //70

LR: NA AP: 0 (1d20) TR: NA

ATK: 1d6 ram

Huge sea horses, favored by mermen and elves as steeds.


Sea Lion

HD: 6 AC: 16 ML: 8 SP: //60

LR: 1:6 AP: 0 (3d4) TR: B

ATK: 1d6 claw (x2) + 2d6 bite

Marine lions with the lower body of a fish and scaled skin under a tawny mane. If both claws hit, free bite attack. Young are worth 4000 gp. Can be tamed.


Serpent Man

HD: 4 (6/9) AC: 16 (20) ML: 8 SP: 60

LR: 1:6 AP: 1d12 (3d12) TR: C, D

ATK: 1d4 claw (x2) + 1d6 bite or 1d6 weapon (x2)

Devious humanoid serpents who worship evil gods and build cruel empires. Can use sharp claws and bite, or can dual wield melee weapons. Bite delivers fatal poison (save to resist). 1:6 chance to resist all magic spells. Lair is guarded by 1d8 giant venomous snakes. If 10 or more, a leader who does +1 damage. If 30 or more, a 9 HD giant serpent lord with 1d4 serpent champions (6 HD) who all do +3 damage, and a sorcerer priest (7 HD) who can cast once per day: detect magic, cause fear, snake charm, charm person, magic missile, shield, sleep, invisibility, levitate, and lightning bolt.


Serpent Man, Mummified

HD: 3 (6) AC: 15 (16) ML: 12 SP: 60

LR: 5:6 AP: 2d4 (2d4) TR: D

ATK: 1d6 claw + 1d6 bite (+ skin rot)

Undead snake man mummy risen from its dusty tomb. Sharp boney claws rake victims and deliver skin rot disease (save to resist) which causes skin to slowly and painfully dry out into brittle cracking flakes (lose 1 charisma per week with death at 0 – rise as a mummy husk in 1d6 weeks). Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Shadow

HD: 3 AC: 13 ML: 12 SP: 40

LR: 2:6 AP: 2d10 (2d10) TR: F

ATK: 1d4 touch

Living undead shadow of a man or beast. 5:6 chance to go unnoticed unless in bright light. Touch permanently drains 1d4 strength. Body of killed victims vanishes slowly over 1d12 turns, and will return from the dead as shadows in 1d4 turns after that. Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 1d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc). Harmed only by magical attacks.


Shambling Mound

HD: 9 AC: 20 ML: 10 SP: 20

LR: 2:6 AP: 1d3 (1d3) TR: B, T, X

ATK: 2d8 fist (x2) (+ smother)

Lumbering humanoid stack of tough vegetation. If both fists hit, draws in victim to smother (save to escape). Smothered victims will suffocate in 2d4 rounds unless the shambler is killed. Weapons, cold, and fire do only 1 damage. Lightning heals it. Vulnerable to plant-associated magic spells.


Shark

HD: 5 AC: 14 ML: 7 SP: //80

LR: NA AP: 0 (3d4) TR: NA

ATK: 2d4 bite

Stealthy predator of the seas. Drawn to commotion and can sense blood in the water from miles away. Sharks will frenzy if there is a large amount of blood (ML 12).


Shark, Giant

HD: 12 AC: 15 ML: 9 SP: //60

LR: NA AP: 0 (1d3) TR: NA

ATK: 5d4 bite or swallow

Enormous prehistoric shark. If bite does 15+ damage, victim is swallowed whole, being crushed for 3d4 each round until the shark is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours. Drawn to commotion and can sense blood in the water from miles away. Sharks will frenzy if there is a large amount of blood (ML 12).


Shrew, Giant

HD: 1 AC: 16 ML: 10 SP: 60 (40)

LR: 2:6 AP: 1d4 (1d8) TR: NA

ATK: 1d6 bite (x2)

Huge fast burrowing blind rodents that use vibrations and sound to navigate. Always attack first and +1 to initiative. If a bite hits for 6 damage, it is a face bite that causes fear (save to resist).


Shrieker

HD: 3 AC: 13 ML: 12 SP: 5

LR: 2:6 AP: 2d4 (0) TR: NA

ATK: shriek

Stalk of leathery porous fungus with stubby tentacles for feet. Light within 30’ or movement within 10’ cause it to shriek, unleashing a piercing cry for 1d3 rounds that has a 3:6 chance per round to attract wandering monsters (particularly shambling mounds, purple worms, grell, hooked horrors, and underhulks) who arrive in 3d6 turns.


Skeleton

HD: 1 AC: 13 ML: 12 SP: 40

LR: NA AP: 3d10 (3d6) TR: NA

ATK: 1d6 rusty saber (or any other weapon)

Animated undead bones enchanted by foul magic. Follow simple commands of their creator, usually to guard. Full damage from fire and blunt weapons, half from sharp weapons. Undead do not sleep, breath, eat, grow tired, etc. Holy water does 2d4 damage per vial. Immune to sleep, charm, hold, and cold spells.


Skunk, Giant

HD: 5 AC: 13 ML: 8 SP: 30

LR: NA AP: 1 (1d3) TR: NA

ATK: 1d6 bite or spray

Huge striped rodents, aggressive omnivores that won’t pass up a human meal. Can spray a cloud of noxious stench 20’x20’; causes gagging for 1d4 turns and blindness for 1d4 hours (save to resist).


Slug, Giant

HD: 10 AC: 12 ML: 9 SP: 20

LR: NA AP: 1 (1d3) TR: NA

ATK: 1d6 bite or 1d12 spit

Enormous powerful slugs that leave a trail of slippery slime. Can squeeze through tight openings despite size. Bites at prey or spits a corrosive acid splash up to 20’ that splatters in the area for 1d12 (save to avoid). Immune to blunt weapons.

Here’s the next batch of creatures for your adventure!


Snake, Giant Constrictor

HD: 6 AC: 15 ML: 8 SP: 30

LR: NA AP: 1d2 (1d2) TR: NA

ATK: 1d4 bite or coil

Massive pythons that drop their coils around prey (save to avoid) and then squeeze for 2d4 damage per round. Need several strong allies to uncoil in 1d4+1 rounds. Attacks that target the snake and miss hit the coiled victim on 3:6 chance.


Snake, Giant Venomous

HD: 4 AC: 15 ML: 7 SP: 50

LR: NA AP: 1d6 (1d6) TR: NA

ATK: 1d3 bite

Huge green vipers with bites that kill instantly (save to resist with 3:6 chance of 3d6 damage anyway).


Snake, Giant Sea

HD: 9 AC: 15 ML: 8 SP: 40//60

LR: NA AP: 0 (1d8) TR: NA

ATK: 1d6 bite or coil

Enormous oceanic snake big enough to coil ships and crush them on 1:10 chance per round. Coiled creatures take 3d6 damage per round. Requires superheroic strength to uncoil.


Snake, Giant Spitting Cobra

HD: 4 AC: 15 ML: 7 SP: 40

LR: NA AP: 1d4 (1d4) TR: NA

ATK: 1d3 bite or spit

Huge cobras that spit at prey up to 10’ away. Bite and spit are poisonous and kill instantly (save to resist).


Snake, Giant Rattler

HD: 5 AC: 14 ML: 8 SP: 40

LR: NA AP: 1d4 (1d4) TR: J, K, L, M, N, Q

ATK: 1d4 bite + [bite]

12’ long diamond-backed snakes with clattering tails used to warn off enemies. Venomous bite is fatal (save to resist). Always goes first in combat and makes a second bite attack at the end of each round.


Snake, Skeleton

HD: 0 (2 hp) AC: 12 ML: 12 SP: 20

LR: NA AP: 1d4 (0) TR: NA

ATK: 1d2 bite

Animated undead skeletons of 1’ long vipers with bites that kill instantly (save to resist with 2:6 chance of 1d6 damage anyway). Victims killed by bite raise as zombies in 1d4 days unless blessed.


Spectre

HD: 7 AC: 18 ML: 11 SP: 40

LR: 1:6 AP: 1d6 (1d6) TR: Qx3, X, Y

ATK: 1d8 touch (+2 Ability drain)

A spectral haunt that despises the living and shuns the light of day. Touch permanently reduces Constitution by 2d4 points and restores that many lost hp to the spectre. Body of killed victims vanishes over 1d4 turns, and will return from the dead as spectres 1d4 turns after that. Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 1d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Sphinx

HD: 12 AC: 22 ML: 11 SP: 60/100

LR: 4:6 AP: 1 (1) TR: U

ATK: 2d6 claw (x2) or 3d6 ram or roar or eye beams

Ancient beast, wise and powerful, with the lower body of a lion and the upper body of a man or woman, ram horns, eagle wings, and claws for hands. Will help travelers if paid in the form of treasure, riddles, poetry, interesting lore, or the location of other sphinxes. Can charge to ram for 3d6 damage. Roar 3x per day. First roar, all within 120’ must save or flee in fear. Second roar, as above plus all within 60’ must save or be deafened and paralyzed for 1d4 rounds. Third roar, all within 80’ must save or lose 2d4 Strength for that many rounds. For all roars, all within 10’ must save or be knocked away for 2d6 damage. Roar cracks nearby stone. Once per turn, emit searing lasers from eyes for 3d6 damage (save to avoid). Once per day cast: detect magic, read magic, read languages, detect invisible, locate object, dispel magic, clairaudience, clairvoyance, remove curse, and legend lore. Can use each of the symbol spells once per week.


Spider, Giant

HD: 4 AC: 16 ML: 8 SP: 10

LR: 5:6 AP: 1d8 (1d8) TR: C

ATK: 2d4 bite (+ poison)

Enormous spiders the size of a wolf. Can produce a 10×10’ web once per turn. Able to traverse webs at 30’ speed. Creatures that touch the spider’s web are stuck (save to avoid). Fresh sticky web is not flammable; old dry web is. Poison bite is fatal (save to resist).


Spider, Venomous (Tiny/Normal)

HD: 0 (1 hp) AC: 10 ML: 6 SP: 5

LR: 5:6 AP: 1d12 (2d20) TR: NA

ATK: bite

Tiny spiders with fatal bites (save to resist).


Spider, Giant Undead

HD: 5 AC: 17 ML: 12 SP: 10

LR: 5:6 AP: 1 (0) TR: C, E

ATK: 2d4 bite (+ poison)

Grotesque zombie arachnid. Can produce a 10×10’ web once per turn. Able to traverse webs at 30’ speed. Creatures that touch the spider’s web are stuck (save to avoid). Web is foul; creatures caught in it are sickened for 1d4 turns (save to resist). Fresh sticky web is not flammable; old dry web is. Poison bite is fatal (save to resist). Victims killed by bite raise as zombies in 1d6 turns unless blessed. Full damage from fire and blunt weapons, half from sharp weapons. Undead do not sleep, breath, eat, grow tired, etc. Holy water does 2d4 damage per vial. Immune to sleep, charm, hold, and cold spells.


Sprite

HD: 1 AC: 14 ML: 6 SP: 30/50

LR: 1:6 AP: 2d6 (1d100) TR: C

ATK: 1d3 knife or 1d2 bow

Good natured forest creatures resembling 1’ tall elves with butterfly wings. 5:6 chance to surprise or go unnoticed. Tiny arrows shot from their bows cause sleep for 1d6 turns (save to resist). Evil creatures will be slain with poison knives (save to resist) while good/neutral creatures are dragged somewhere safe to awaken far from the encounter location.


Squid, Giant

HD: 12 AC: 15 ML: 8 SP: 10//60

LR: 4:6 AP: 0 (1) TR: A

ATK: 1d6 tentacle (x8) (+5d4 bite)

Prehistoric humongous squid big enough to engulf ships with their tentacles. If tentacle attack hits for maximum damage, target must save or be captured. If captured, victim must attack the tentacle or use their action to escape. Captured victims are drawn in for a bite attack the following round. Main body is AC 15 while tentacles are AC 13. A tentacle is severed for every 10 hp of damage inflicted. If three or more tentacles are severed, it squirts a cloud of ink and flees.


Stag

HD: 3 AC: 13 ML: 8 SP: 80

LR: NA AP: 0 (1d4) TR: NA

ATK: 2d4 antlers or 1d4 kick (x2)

Grazing four-legged herbivore with antlers, going about on speedy cloven feet. 2d6 doe and fawns in herd per stag.


Stag, Giant

HD: 5 AC: 13 ML: 9 SP: 70

LR: NA AP: 0 (1d2) TR: NA

ATK: 4d4 antlers or 1d6 kick (x2)

Huge majestic stags with sprawling antlers.


Stirge

HD: 1 AC: 12 ML: 9 SP: 10/60

LR: 4:6 AP: 2d8 (3d10) TR: D

ATK: 1d3 bite

Enormous mosquito with a sharp spear-like proboscis. If bite hits, victim must save or stirge becomes attached. If attached, drains 1d4 hp per round until killed or until it drains 12 hp in which case it detaches and flies away.


Strangle Weed

HD: 3 AC: 14 ML: 10 SP: NA

LR: 6:6 AP: 2d4 (3d4) TR: C, J, K, L, M, N, Q

ATK: 1d6 frond

Aquatic carnivorous seaweed with 3d4 grasping fronds that are 10’ long (reach). If frond hits, victim must save or become snared. A snared victim takes 2d6 crushing damage (save for half) until the weed is killed.


Thoul

HD: 4 AC: 14 ML: 12 SP: NA

LR: 1:6 AP: 1d6 (1d10) TR: C

ATK: 1d4 claw (x2) or by weapon

A troll infected by ghoul disease. Semi-undead; innate troll regeneration interferes with ghoul undeath. Ravenous, bloodthirsty, and completely mad. Regenerate 1 hp per round. Touch causes paralysis (save to resist). Holy water does 1d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc).


Tick, Giant

HD: 2 AC: 16 ML: 10 SP: 10

LR: NA AP: 2d4 (3d4) TR: NA

ATK: 1d3 bite (+ drain)

A tremendous pulsating tick. Can leap up to 30’. If bite hits, victim must save or tick becomes attached. If attached, tick drains 1d6 hp per round until killed or until it drains at least 10 hp, then it leaps away. 3:6 chance to be exposed to red rashy fever disease (save to resist), which kills in 2d4 days.


Toad, Giant

HD: 3 AC: 14 ML: 8 SP: 10//30

LR: 1:6 AP: 1d4 (4d8) TR: NA

ATK: tongue + 1d6 bite (+ swallow)

Massive toads that can jump 60’ in one hop. Tongue reach is 10’. A target hit by it must save or be snared. If snared, target has an opportunity to strike the tongue. If the strike hits, the frog retracts its tongue and not use it again. If the strike fails, the frog draws the creature to its mouth and bites for 1d6 damage. If bite does 6 damage, victim is swallowed whole, being crushed for 1d6 each round until the toad is slain, but can attack from inside the belly with a sharp weapon. Body of victim is digested in 1d4 hours.


Treant

HD: 8 (11) AC: 20 ML: 9 SP: 40

LR: 1:6 AP: 0 (1d20) TR: Qx5, S

ATK: 2d8 branch (4d6 branch)

Sentient animated trees with humanlike faces that move and speak at a very slow pace. Despise forest invaders, fire, and evil magic. Once per day, animate up to 1d6 trees within sight as a Sentinel Tree. For every 10, a leader who is huge, old, and very wise. Take double damage from fire.


Tree, Sentinel

HD: 4 AC: 17 ML: 10 SP: 30

LR: NA AP: 0 (1d6) TR: NA

ATK: 2d4 branch

Trees animated by treants to guard the forest. Take double damage from fire.


Triton

HD: 3 (5) AC: 15 (17) ML: 7 SP: 40//50

LR: 2:6 AP: 1d6 (6d10) TR: C, R, S, T, X

ATK: 1d8 spear (1d10 trident)

Aquatic gilled men with pearlescent skin, scaled arms and legs, webbed fingers, and fins for feet. Peaceful but enemies with sahuagin. For every 10, a leader. For every 50, a 9 HD leader who carries a +1 trident and a conch horn able to calm stormy weather and churning seas, as well as summon or disperse a horde of sea creatures. 2d4 giant sea horse mounts, plus 1d4 hippocampus mounts if leader is present.


Troglodyte

HD: 2 (4) AC: 15 (17) ML: 9 SP: 40

LR: 1:6 AP: 1d10 (5d20) TR: K (A)

ATK: 2d4 javelin (1d8 stone axe)

Loathsome, disgusting reptilian degenerates that dwell far beneath the earth. Can see in total darkness; blinded in daylight. In battle, excretes nauseating odor that causes -2 penalty to actions (save to resist) for 1d4 turns. Chameleon skin gives 4:6 chance to surprise unless odor is present. For every 20, there are 2 leaders. For every 60, a 4th level fighter.


Troll

HD: 6 AC: 16 ML: 11 SP: 40

LR: 4:6 AP: 1d8 (1d10) TR: D

ATK: 2d4 claw (x2) + 2d6 bite

Horrible giants with green warty skin and gnashing teeth. Fiercely aggressive with hyper-acute sense of smell (can detect demi/humans within 1/2 mile). Can see in total darkness. Regenerates 3 hp per round and can reform severed limbs. Can only be killed with fire or acid; morale is 8 if faced with either.


Turtle, Giant Snapping

HD: 4 AC: 18 ML: 9 SP: 20//20

LR: NA AP: 1 (1d4) TR: NA

ATK: 5d6 bite

Huge stealthy turtles with long necks and chomping beaks. 4:6 chance to surprise in murky water. Bite has 10’ reach.


Underhulk

HD: 8 AC: 18 ML: 9 SP: 20 (10)

LR: 2:6 AP: 1d4 (0) TR: G

ATK: 3d4 claw (x2) + 2d6 bite or gaze (x4)

Insect-like humanoid giant with sharp mandibles and crushing claws. Poor vision but can sense vibrations and noise, especially well if touching same stone surface as enemies. Can burrow through rock at 10’ per round, and 60’ through dirt/soil/clay. Hunt for ankhegs, purple worms, and giant beetles. Four eye stalks can affix a gaze that causes confusion (attacks target randomly and movement is randomized) for 3d4 rounds (save to resist).


Vampire

HD: 8 AC: 19 ML: 11 SP: 40/60

LR: 40/60 AP: 1d4 (1d4) TR: F

ATK: 3d4 strike (+ ability drain)

Undead night-dwelling humanoid who drinks blood. Superior Strength (18). Successful strike also drains 1d4 from a random ability score (or per GM choice based on vampire’s personality). Harmed only by magical weapons. Regenerate 3 hp per round. At will, vampires can take gaseous form, polymorph into a large bat, charm, summon a swarm of bats, or summon 3d6 wolves. Does not die at 0 hp, instead forced into gaseous form; must then rest in coffin to reform corporeal body. Must sleep in coffin during the day unless underground. Does not breath or cast a reflection. Holy water does 1d4 damage per vial. Immune to sleep, charm, and hold spells. Half damage from cold and electricity. Stunned (1d4 rounds) by garlic, mirror, or holy symbol brandished by the faithful. Killed by sunlight in 1 turn, being forced into a stream or river for 3 turns, or by a stake through the heart (critical hit or sneak attack with stake). Any humanoid killed or drained to death by a vampire raises as a vampire in 1d4 days unless blessed. Newly raised vampires are ravenous for blood and will even attack former allies, mad with confusion and hunger.


Veteran

(see Human)


Violet Fungi

HD: 3 AC: 13 ML: 10 SP: 5

LR: NA AP: 1d4 (1d6) TR: NA

ATK: branch flail

Large mushrooms with deep red-blue flesh and flailing tentacle branches. On a hit, causes flesh rot disease (save to resist – lose 1 random ability point per day).


Wasp, Giant

HD: 4 AC: 16 ML: 8 SP: 20/70

LR: 2:6 AP: 1d12 (1d20) TR: Qx20

ATK: 2d4 bite + 1d4 sting

Relentless flying wasps the size of wolves constantly hunting for prey. Sting paralyzes permanently, and causes death 1d4+1 days later unless neutralized.


Weasel, Giant

HD: 4 AC: 14 ML: 8 SP: 50

LR: 1:6 AP: 1d6 (1d8) TR: NA

ATK: 2d6 bite (+ drain)

Huge aggressive rodents the size of an alligator. If bite hits, victim must save or weasel clamps down with its sharp incisors. If clamped, drains 2d6 hp per round until weasel is dropped to half hp or less.


Werewolf

HD: 4 AC: 15 (17) ML: 8 (9) SP: 50

LR: 2:6 AP: 1d8 (2d6) TR: B

ATK: 2d4 bite

Human-wolf lycanthrope, able to shapeshift at will. Surprises 3:6. Packs of 6 or more have a leader. Appear totally normal in human form. 1:100 chance to contract lycanthropy on bite (save to resist).


Whale

HD: 18 AC: 16 ML: 10 SP: /60

LR: NA AP: 0 (1d8) TR: NA

ATK: 3d10 ram or 2d20 fluke or swallow

Immense marine mammals. Can ram ships, smash enemies with its tail fluke, or open its mouth wide to swallow creatures or objects up to the size of a small ship whole (save to avoid). Stomach is full of water; creatures swallowed will drown unless they escape; take 1 hp per turn from digestive acids; whale will regurgitate its meal if stomach takes 10+ damage from irritation (3:6 chance it does so deep below the surface).


Whale, “Old Glowtail”

HD: 32 AC: 19 ML: 11 SP: /80

LR: NA AP: 0 (Unique) TR: NA

ATK: 4d12 ram or 3d20 fluke or swallow

A particularly massive whale (see above entry) with a tail speckled with bioluminescent barnacles. Generally unfriendly towards any passing ship. Particularly hates Captain Corvaire and will attack on sight.


Wight

HD: 4 AC: 15 ML: 12 SP: 40

LR: 4:6 AP: 2d4 (2d4) TR: NA

ATK: 1d4 scratch (+ drain)

A hateful ethereal undead seeking vengeance. Powerless in sunlight. Vulnerable only to silver (half damage) and magic weapons. Touch drains 1d6 Constitution (save to resist). Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).


Will-O-Wisp, Greater

HD: 9 AC: 28 ML: 11 SP: 60

LR: 1:6 AP: 1 (1) TR: Z

ATK: feed or shock

Floating orbs of ghostly light that linger near treacherous terrain to lure victims to become trapped then drain their life force. Can become invisible for 2d4 rounds. Can shock all enemies within 10’ for 2d8 damage (save for half). Can drain a helpless creature of 1 hp per round which restores its hp. If reduced to 5 hp, reveals its treasure and attempts to escape. Unaffected by magic spells except protection from evil, magic missile, and maze. 3:6 chance to be accompanied by 1d4 lesser wisps.


Will-O-Wisp, Lesser

HD: 3 AC: 20 ML: 10 SP: 60

LR: 1:6 AP: 1d4 (2d4) TR: NA

ATK: feed or shock

Smaller versions of will-o-wisps. Can become invisible for 2d4 rounds. Can shock all enemies within 5’ for 1d8 damage (save for half). Can drain a helpless creature of 1 hp per round which restores its hp. If reduced to 5 hp, reveals its treasure and attempts to escape. Unaffected by magic spells except protection from evil, magic missile, and maze. 3:6 chance to be accompanied by a greater wisp.


Wolf

HD: 2 AC: 13 ML: 6 (8) SP: 60

LR: 1:6 AP: 1d6 (2d10) TR: NA

ATK: 1d4 bite

Carnivorous canines that hunt in packs and attempt to surround their prey. In a group of 4+, use second morale score. 3:6 chance howl panics herbivores. Cubs can be tamed as dogs (3:6 chance to be amiable).


Worg (Dire Wolf)

HD: 4 AC: 14 ML: 8 (9) SP: 60

LR: 1:6 AP: 1d4 (3d4) TR: NA

ATK: 2d4 bite

Large intelligent and evil wolves. 3:6 chance can speak goblin, 1:6 can speak common. In groups of 3+, or if being ridden by a goblin succeeding in morale, use second morale score. Try to surround prey. 5:6 chance howl panics herbivores. Only goblins can tame worgs.


Wraith

HD: 5 AC: 16 ML: 12 SP: 40/80

LR: 2:6 AP: 1d8 (1d8) TR: E

ATK: 1d6 claw (+ drain)

Hateful ethereal undead seeking vengeance. Powerless in sunlight. Vulnerable only to silver (half damage) and magic weapons. Touch drains 1d6 Constitution (save to resist). Undead do not sleep, breath, eat, grow tired, or make noise. Holy water does 2d4 damage per vial. Immune to mind-affecting magic (charm, sleep, hold, etc) and attacks that only affect living creatures (poison, etc).

Gloom Spider

HD: 3 AC: 15 ML: 9 SP: 20

LR: 3:6 AP: 1d6 (1d10) TR: C

ATK: 1d4 bite (+ gloom)

These unsettling arachnids have a muted, dusty black chitin. Their bite inflicts gloom: a bitten creature must save or suffer disadvantage on all attack rolls and ability checks for 1d6 rounds. They spin nearly invisible webs (10′ x 10′ once per turn) that alert them to prey. Vulnerable to bright light, suffering a -2 penalty to AC and attack rolls in it.


Stone Stalker

HD: 5 AC: 17 ML: 10 SP: 30

LR: NA AP: 1d4 (1d6) TR: G

ATK: 2d6 slam

A hulking bipedal creature of rough-hewn rock. It can meld into any natural stone surface, becoming indistinguishable (5:6 chance to surprise). While melded, it’s immune to all physical attacks. It can emerge as a free action to attack.


Echo Siren

HD: 2 AC: 14 ML: 7 SP: 40//40 (swim)

LR: 5:6 AP: 1d4 (1d8) TR: NA

ATK: 1d4 claw (x2) or enchanting song

Human-like creatures with hauntingly melodic voices. Can mimic any sound or voice perfectly. Their enchanting song (once per round) requires any creature within 60 feet that can hear them to save or be charmed for 1d4 rounds. Charmed victims move towards the siren. If a charmed victim reaches the siren, it’s pulled underwater and attacked. Loud, dissonant noises can break the charm effect.

Ash Crawler

HD: 4 AC: 16 ML: 9 SP: 30

LR: NA AP: 1d6 (1d8) TR: F

ATK: 2d4 claw (x2)

A creature of charred bone and smoldering embers. Immune to fire damage. Leaves a trail of ash that inflicts 1d2 fire damage per round to creatures standing in it. Can burrow through loose earth and ash at 15′ per round.


Dire Bat, Giant

HD: 3 AC: 14 ML: 8 SP: 10/80 (fly)

LR: NA AP: 1d4 (1d6) TR: NA

ATK: 1d6 bite

Enormous bats with leathery wings and sharp fangs. Detects prey by echolocation (immune to invisibility). Its wingspan creates a strong draft; creatures within 10′ must save or be pushed 5′ away.


Fungal Horror

HD: 6 AC: 13 ML: 11 SP: 15

LR: 6:6 AP: 1d8 (2d6) TR: C, K, L, M, N, Q

ATK: 1d6 slam (+ spores)

A grotesque humanoid mass of pulsating fungi. Spores on hit (save to avoid) cause paralysis for 1d4 rounds. Spreads a noxious fungal growth on surfaces it moves over (difficult terrain). Takes double damage from fire.


Mirror Image Golem

HD: 7 AC: 19 ML: 12 SP: 20

LR: NA AP: 0 (0) TR: All

ATK: 1d8 touch

A construct made of polished obsidian that constantly shimmers with illusory duplicates. Always has 1d4+1 mirror images active, which refresh at the start of its turn. Attacks that miss the golem hit a mirror image instead. When a mirror image is hit, it vanishes. Immune to non-magical attacks.


Shadow Hound

HD: 5 AC: 16 ML: 10 SP: 50

LR: 2:6 AP: 1d6 (1d8) TR: E

ATK: 2d4 bite (+ shadow drain)

A spectral canine formed from pure darkness, with glowing red eyes. Phasing ability: can move through solid objects but cannot end its turn inside one. Its bite drains 1d4 Strength (save to resist) for 1d6 rounds. Vulnerable to bright light: takes 1d4 damage per round in direct sunlight.

Bog Strider

HD: 4 AC: 14 ML: 8 SP: 40//20 (swamp)

LR: NA AP: 1d6 (1d8) TR: NA

ATK: 2d4 slam

A lanky, moss-covered humanoid. Immune to movement penalties in swamp or marsh terrain. Can create difficult terrain (10′ radius) around itself once every 1d4 rounds. Its slams leave victims covered in sticky, slowing muck (save to avoid -10′ speed for 1 round).


Crystal Lurker

HD: 5 AC: 18 ML: 10 SP: 20

LR: 4:6 AP: 1d8 (1d10) TR: G

ATK: 1d6 shard blast (ranged) or 1d4 bite

A faceted, multi-legged creature that blends seamlessly with crystalline environments. 5:6 chance to surprise in crystal caves or similar terrain. Can fire sharp crystal shards at a single target up to 30′ away. Reflects light, imposing disadvantage on attack rolls made against it by non-magical light sources.


Grave Worm, Giant

HD: 6 AC: 15 ML: 12 SP: 10 (burrow 15′)

LR: NA AP: 1d8 (1d12) TR: E

ATK: 2d6 bite (+ disease)

A colossal, pale segmented worm dwelling in graveyards and crypts. Can burrow through earth and loose stone. Its bite inflicts grave rot disease (save to resist – victim takes 1d4 damage per day and cannot heal naturally until cured). Undead and constructs are immune to the disease.


Sky Serpent

HD: 7 AC: 16 ML: 9 SP: 10/90 (fly)

LR: NA AP: 1d10 (1d12) TR: NA

ATK: 2d6 bite or coil

A massive, winged serpent that glides through the upper atmosphere. Can coil around a single Large or smaller target (save to avoid), inflicting 2d6 crushing damage per round. Resistant to lightning damage. Can sense shifts in air currents and storms up to a mile away.


Spirit Shard

HD: 1 AC: 17 ML: 11 SP: 40 (fly)

LR: 1:6 AP: 1d4 (1d6) TR: Z

ATK: 1d4 touch (+ mental drain)

A fragment of pure psychic energy, shimmering faintly. Ethereal: immune to non-magical physical attacks. Its touch drains 1d4 Intelligence (save to resist) for 1d4 rounds. Can detect thoughts within 30′. Disperses if reduced to 0 HP but reforms in 1d4 hours unless its originating source (e.g., a powerful psionic’s remains) is destroyed.

Chronovore

HD: 6 AC: 17 ML: 10 SP: 30

LR: 2:6 AP: 1d8 (1d10) TR: B

ATK: 1d4 temporal bite (+ aging)

A shimmering, insectile creature that flickers in and out of existence. Its bite accelerates a victim’s aging by 1d4 years (save to resist). Affected creatures appear older, and may suffer temporary ability score penalties (GM’s discretion). It is immune to spells that manipulate time (e.g., haste, slow). Attacking a Chronovore has a 1:6 chance of causing a random time distortion (e.g., next action delayed, reroll initiative next round).


Geomancer Golem

HD: 8 AC: 19 ML: 12 SP: 20

LR: NA AP: 1d6 (1d10) TR: G, Z

ATK: 2d6 seismic fist (x2)

A crudely animated humanoid of fused rock and earth, bound by elemental magic. Immune to non-magical attacks. Can cause localized tremors (10′ radius) once every 1d4 rounds, forcing creatures to save or fall prone. Can absorb 1d6 damage from any earth-based spell (e.g., stone shape, spike growth) to heal itself.


Murk Lurker

HD: 5 AC: 14 ML: 9 SP: 40 (water)//10 (land)

LR: 3:6 AP: 1d6 (1d8) TR: NA

ATK: 1d4 tentacle (x4) or 1d6 bite

A semi-amphibious creature resembling a lamprey eel with multiple prehensile tentacles. It prefers murky waters and uses its tentacles to grapple prey (save to avoid). Grappled victims are pulled towards its biting maw. Can emit a cloud of obscuring ink (15′ radius) once per encounter, granting it a 4:6 chance to escape.


Psion-Fungus

HD: 3 AC: 12 ML: 10 SP: 5

LR: 6:6 AP: 1d4 (1d6) TR: C, J, K, L, M, N, Q

ATK: 1d3 psychic spores

A large, pulsing fungus with glowing caps. Instead of physical attack, it releases psychic spores (15′ cone). Creatures in the cone must save or be overcome by intense fear for 1d4 rounds, fleeing in a random direction. Creatures with psionic abilities take 2d4 damage if they fail the save, rather than fleeing. Psion-fungi communicate telepathically with others of their kind.


Skeletal Spider, Giant

HD: 4 AC: 16 ML: 12 SP: 15

LR: NA AP: 1d6 (0) TR: C, E

ATK: 1d6 bony leg (x2)

The reanimated skeleton of a massive spider. Immune to poison and sleep effects. Its skeletal legs can pin a victim on a critical hit (victim is held for 1d4 rounds or until it saves). Takes half damage from piercing and slashing weapons, full from blunt. Cannot spin webs.