MD MM
MD MM
MONSTER MANUAL
                         Greg Gillespie
                                1
                          Credits and Acknowledgements
    Interior Art: Toren Atkinson, John Bell, Craig Brasco, Jacob Fleming, Rob Gaughran, Cory Hamel,
       Trevor Hammond, Robin Irwin, Kennon James, Scott LeMien, Carl MacIntyre, Dave Needham,
Mark Pagano, Peter Pagano, Stefan Poag, Matt Ray, Stuart Robertson, Jason Sholtis, and Stephen Thompson.
                                                   2
                                                         Table of Contents
A                                                                                Cloaker.............................................................. 24
                                                                                 Clockwork Centipede.......................................... 25
Aarakocra........................................................... 7           Clockwork Cobra................................................ 25
Acolyte of Impurax............................................... 7              Clockwork Scorpion............................................ 25
Acolyte of Orcus................................................. 8              Clockwork Stirge................................................. 26
Amber Bulk......................................................... 8            Coffer Corpse..................................................... 26
Amber Jelly......................................................... 9           Coldbold............................................................ 26
Amber Mold....................................................... 9              Corpse Candle................................................... 26
Amphisbaena...................................................... 9              Crypt Knight........................................................ 27
Archaian Sentinel................................................ 9              Crypt Shade........................................................ 27
Archaian Sentinel (Greater).................................. 10                 Crypt Shade (Greater)......................................... 27
Axe Bleak........................................................... 10          Crypt Thing......................................................... 28
Azer................................................................... 10       Crystal Ooze....................................................... 28
                                                                                 Crystalline Cluster............................................... 28
B                                                                                Cyclopsman........................................................ 28
Barrow Abomination............................................ 11                D
Barrow Ghast..................................................... 11
Barrow Guardian................................................ 11               Darg.................................................................. 29
Barrow Guardian (Greater).................................. 12                   Darkmantle......................................................... 29
Barrow Harpy...................................................... 12            Death Knight....................................................... 30
Barrow Mimic..................................................... 12             Deinonychus....................................................... 30
Barrow Mummy................................................... 13               Derro................................................................. 30
Barrow Wight...................................................... 13            Dervish Nomad................................................... 32
Basidirond.......................................................... 13          Devil’s Fingers..................................................... 33
Behir.................................................................. 14       Dimetradon........................................................ 33
Biyakk ............................................................... 14        Dracolich............................................................ 33
Black Skeleton..................................................... 14           Dracolisk............................................................ 34
Black Tentacles.................................................... 16           Dragonman........................................................ 34
Black Witches’ Butter........................................... 16              Duergar.............................................................. 35
Blood-Thirsty Spider............................................. 16             Dust Digger........................................................ 36
Blooderfly........................................................... 17         Dwargoyle.......................................................... 36
Bodak................................................................ 17
Brain Fungus....................................................... 18           E
Brass Drake........................................................ 18
Brass Jackal........................................................ 19          Elemental........................................................... 36
Brigand.............................................................. 19         Ettercap.............................................................. 37
Brobdingnagian Fungi......................................... 19                 Exploding Bone Skeleton...................................... 37
Brown Mold........................................................ 20
Brown Pudding.................................................... 20             F
Bugbear............................................................. 20
Bullywug............................................................. 21         Fanged Legion of Impurax.................................... 38
                                                                                 Faze Fungus........................................................ 38
C                                                                                Fire Bat............................................................... 38
                                                                                 Fire Crab............................................................ 39
Carnivorous Ape................................................. 21              Fire Giant........................................................... 39
Carnivorous Vines............................................... 22              Fire Salamander.................................................. 40
Caryatid Column................................................. 22              Fire Snake........................................................... 40
Cave Fisher......................................................... 23          Fire Toad............................................................ 40
Cave Moray........................................................ 23            Flagstone Golem................................................ 40
Cerepod............................................................. 23          Flail Snail............................................................ 41
Chrysmal............................................................ 24          Fog Giant........................................................... 41
Cinnamon Mold.................................................. 24               Forbidden Fruit Fungus........................................ 42
                                                                                 Fossil Skeleton..................................................... 42
                                                                             3
Fourgoyle........................................................... 42           J
Freant................................................................ 42
Frettin................................................................. 43       Juju Zombie........................................................ 58
Frost Man........................................................... 43
Frost Salamander................................................ 43               K
Frozen Fungi....................................................... 44
Funeral Pyre Zombie............................................ 44                Kalas-Toa........................................................... 58
Fungus Man........................................................ 44             Kobold............................................................... 60
G L
I                                                                                 Ogre.................................................................. 73
                                                                                  Oozie................................................................. 73
Ice Hag.............................................................. 56          Orc.................................................................... 73
Ice Snake............................................................ 56          Orc (Black)......................................................... 74
Ice Spider........................................................... 56          Oxotaur.............................................................. 74
Ice Toad............................................................. 57
Ice Troll.............................................................. 57
Icterine Fungi...................................................... 57
Incendiary Fungus .............................................. 58
                                                                              4
P                                                                                Spectator............................................................ 91
                                                                                 Spectral Dead..................................................... 92
Pack Lizard......................................................... 75          Stalagbite........................................................... 92
Pech................................................................... 75       Steeder............................................................... 92
Penanggalen....................................................... 75            Steel Skeleton...................................................... 92
Peryton............................................................... 76        Stegalocentipede................................................. 93
Phantom............................................................. 76          Storoper............................................................. 93
Phantom Stalker ................................................. 76             Stun Jelly ........................................................... 94
Phase Ghoul....................................................... 77            Sunburst Lichen................................................... 94
Phycomid............................................................ 77
Phycomid (Advanced).......................................... 77                 T
Piercer................................................................ 78
Poltergeist........................................................... 78        Taer................................................................... 94
Purple Moss........................................................ 78           Terrordactyl........................................................ 94
                                                                                 Thesselhydra....................................................... 96
R                                                                                Toad (Huge)....................................................... 96
                                                                                 Tri-Flower Frond.................................................. 96
Raven................................................................. 78        Tricerotaur.......................................................... 97
Ravenous Zombie................................................ 79               Troglodyte.......................................................... 97
Red Snappers...................................................... 79            Troll................................................................... 97
Reliquary Guardian............................................. 79               Troll (Cave)......................................................... 98
Rock Clam.......................................................... 80
Rock Lobster....................................................... 80           U
Rock Manta........................................................ 81
Rock Reptile ....................................................... 81          Shaggy Unicorn.................................................. 99
Rot Pudding........................................................ 81
Rothe ................................................................ 82        V
Runestone Golem................................................ 82
Runestone Skeleton.............................................. 83              Vampiric Vapor................................................... 99
Runic Golem....................................................... 83            Vargouhille......................................................... 99
Russet Mold........................................................ 83           Vegepygmy......................................................... 99
Rust Bat.............................................................. 84        Velociraptor.......................................................100
                                                                                 Volsectum Cultist ............................................... 100
S                                                                                Volt....................................................................101
                                                                                 Vortex.................................................................101
Sallow Cyst......................................................... 84
Salt Bats............................................................. 84        W
Salt Golem......................................................... 84
Salt Pudding....................................................... 85           Water Weird.......................................................101
Salt Skeleton....................................................... 85          Weevil-Man....................................................... 102
Salt Weird........................................................... 85
Salt Zombie........................................................ 85           X
Sand Stalker........................................................ 86
Sandling............................................................. 86         Xorn.................................................................. 102
Sandman............................................................ 86
Sapphire Skeleton................................................ 86             Y
Sentinel of the Ancestors...................................... 87
Sentinel of the Ancestors (Advanced)..................... 87                     Yellow-Musk Creeper.......................................... 103
Shade................................................................ 87         Yellow Musk Zombie........................................... 103
Shadow.............................................................. 88
Shadow Demon.................................................. 88
Shadow Dragon.................................................. 88
Shadow Mastiff................................................... 89
Shambling Filth................................................... 89
Skeletal Naga..................................................... 90
Skeletal Warrior.................................................. 90
Son of Gaxx....................................................... 91
                                                                             5
Introduction                                                     Damage: This entry reflects the amount of damage
                                                                 dice rolled on a successful attack. Some monsters have
The Megadungeon Monster Manual amalgamates the                   special abilities such as poison, paralysis, level drain,
creatures presented in Barrowmaze, The Forbidden                 acid, spells, or spell-like abilities.
Caverns of Archaia, HighFell: The Drifting Dungeon,
and Dwarrowdeep. The book is intended to help Game               Save: Similar to player characters, monsters receive
Masters (GMs) by bringing all the monsters together in           saving throws to avoid or lessen physical damage or
the same volume while making them faster and easier              spells. A monster saving throw is always presented as a
to find. This book also serves as a stand-alone creature         fighter of the same level, unless otherwise stated in its
compendium for use with any old school role-playing              description.
game.
                                                                 Morale: The morale score of a monster is used to
The monster sections of my various adventures bring              determine if a monster, or group of monsters, will flee
me great joy. They hearken back to the early days of             in the face of combat. To check morale, roll 2d6. If the
flipping through brand new monster manuals. I hope               result is higher than the morale score, the monsters will
this book makes you feel the same way too.                       flee.
This book presents monsters in two parts: the statistics,        Experience Points: Experience points (XP) are calculated
or stat blocks, and the description.                             based on total monster hit dice and special abilities.
Number Encountered: This number references the                   In modules and adventures, use the following
typical number of monsters encountered. In some                  abbreviated stat block to condense and convey the
instances, an entry may include a second number in               entries listed above:
parentheses. This references the number of monsters
encountered in a tribe or lair.                                  Caryatid Column AL: N, AC: 5, HD: 5, HP: 29, #AT:
                                                                 1, DMG: 1d8.
Alignment: This entry references whether a monster is
lawful good or evil, chaotic good or evil, true neutral,
or neutral good or evil. Unintelligent monsters are
considered neutral.
                                                             6
Aarakocra                                                        Acolyte of Impurax
The aarakocra are intelligent flying humanoids that live         Acolytes are clerics in the service of Impurax, the God
atop high mountains. The aarakocra are extremely shy             of Rot, Decay, and Corruption. They typically wear gray-
and shun the civilized world of humans. Little is known          green (or field-gray) robes underneath their armor.
about their culture, language, and social structure.             Their symbol is the fanged hand.
They appear to live in clans or flocks of 3d10 (half
will be female with 2d4 non-combatant fledglings                 For every group of five or more acolytes there will be
and 1d3 eggs) and share the same plumage. Adults                 a mid-rank priest of second, third, or fourth level (d6:
stand between 4’10” and 5’5” tall. The former tend               1–2 second, 3–4: third, 5–6: fourth).
to be female and the larger, male. Each flock of 20+
aarakocra will have a chieftain of 3 HD (1d6+1/1d6+1             First and second level clerics of Impurax can cast one
DMG) and/or a shaman with the abilities of a Level 3             (or two) of the following spells: Shillelagh, Entangle,
Magic-User/Level 3 Cleric.                                       or Fistfang. These low-level acolytes typically wear
                                                                 studded leather armor and carry a shield (AC 6). They
In battle, the aarakocra will either attack with their two       use spiked cudgels (1d4+1) and will have 3d30sp.
claws for 1d3 points of damage each, or by weapon.
They prefer rudimentary weapons like long flint spears,          Those of third and fourth level wear chainmail and
clubs, axes, daggers, and shortbows. In some instances,          shield (AC 4). They carry a mace (1d6) and 5d10gp.
they will use scavenged steel weapons and shields, as            Acolytes of fifth level and beyond wear platemail
well as pieces of armor that do not impede their flying          and shield (AC 2). Some of these wield two-handed
ability.                                                         morningstars (25%) while the rest (75%) use a shield
                                                                 alongside a mace (50%) or warhammer (50%). They
The aarakocra have two special abilities in combat.              normally have 5d4pp. There is a 10% chance that
First, they can hover just above the ground and flap             clerics of fifth level and above are carrying a magical
their wings repeatedly to create a dust storm. Unless a          weapon, armor, or random potion. There is also a 15%
save versus Paralyzation is made all targets in a cone           chance that they are carrying a scroll with 1d4 clerical
of effect (10 feet at the base and extending 20 feet in          spells randomly drawn from the lists below.
depth and also in width) will be blinded for 2 rounds.
The birdmen will use this tactic to flee as they reproduce       Clerical spells memorized beyond second level are
slowly, value their numbers, and are not skilled warriors.       subject to the discretion of the referee as informed by
They will also use this method to gain surprise and take         the spell chart provided:
an early advantage in combat. Second, despite their
thin appearance, they possess extremely strong wing
muscles and backward bending legs. The aarakocra
will dive and grab a humanoid by the shoulders or the
arms and either lift them up and drop them from 30
or 40 feet in the air (1d6 points of damage per 10
feet) or carry them beyond a ledge and release. The
aarakocra, it has been rumored, have flown injured
humans like climbers and mountaineers, to safety.
                                                             7
            Spell List: Acolyte of Impurax                        Spells for clerics beyond first level are subject to level
                                                                  and Referee’s discretion (see Acolytes of Impurax for
          Cure Light Wounds, Detect Good, Detect                  scaling). These priests carry a mace and wear chainmail
          Magic, Darkness, Protection from Good,                  and a metal shield (AC 4). There is a 10% chance that
   1
          Resist Cold, Entangle, Shillelagh, Fistfang*,           one of these three items is magical (+1). They carry
          Spore Cloud*                                            5d10gp. If a mid-level cleric (4-6) is present roll 1d6
          Bless/Harm, Find Traps, Hold Person, Resist             and consult the following table to determine the cleric’s
          Fire, Silence 15’ Radius, Snake Charm, Heat             undead entourage:
   2
          Metal**, Charm Plants, Moldskin*, Ray of
          Decay*                                                                    Undead Entourage
          Speak with Plants, Animate Statue, Insect                 D6      Type                             No. Enc.
          Swarm, Plant Growth, Striking, Dispel Magic,
                                                                    1–2     Skeletons                          2d6
   3      Glyph of Warding, Animate Dead, Summon
          Plants and Funguses*, Animate Plant-Based                 3–4     Zombies                            1d8
          Dead*                                                      5      Funeral Pyre Zombies               1d8
          Cure Serious Wounds, Divination, Lower                     6      Ghouls                             1d3
          Water, Protection from Good 10’ Radius,
   4      Tongues, Insect Swarm, Hold Plants and                  If a fourth level acolyte is present, there is a 25% chance
          Funguses, Temperature Control (Heat),                   that s/he possesses a Gehennian Goat.
          Fungus Shape*, Mold to Moldmen*
                                                                  Amber Bulk
*See New Spells in The Forbidden Caverns of Archaia.
                                                                  No. Enc: 1d4
**Clerics of Impurax may not use Freeze Metal and                 Alignment: CE
are immune to disease (including Mummy Rot and                    Movement: 20
Lycanthropy). They may consume rotting or poisoned                Armor Class: 2
food or vegetable matter without effect. They speak               Hit Dice: 8+8
Common, Ancient Common, and Black Tongue.                         Attacks: 3
                                                                  Damage: See below
Acolyte of Orcus                                                  Save: F8
                                                                  Morale: 12
No. Enc: 1d6                                                      Treasure: T (Lair)
Alignment: CE                                                     XP: 2,420
Movement: 30
Armor Class: 6                                                    Standing 8 feet tall and 5 feet wide, the amber bulk is
Hit Dice: Varies                                                  a formidable opponent. Amber bulks are a predatorial
Attacks: 1                                                        subterranean species. Their exact origin is unknown,
Damage: Varies                                                    but sages believe they are the result of magical
Save: Varies                                                      experimentation.
Morale: 10
Treasure: See below                                               Amber bulks possess massive hands and iron-like
XP: 21 per Hit Die                                                claws. They attack with a claw/claw/bite routine for
                                                                  3d4/3d4/2d4+2 points of damage. In addition, their
Acolytes are clerics in the service of He-Who-Must-               claws enable them to tunnel through solid stone at a
Not-Be-Named. They typically wear black chain mail,               rate of 1 foot/turn (or 6 feet/turn in soft earth).
dark gray robes, and sandals. They decorate their
shields with the unholy symbol of Orcus: the Goathead             The eyes of the creature possess a special ability. Any
Pentagram.                                                        intelligent creature that beholds the four eyes of the
                                                                  amber bulk must Save versus Spells or suffer Confusion
For every three acolytes encountered, there will be a             for 2d6 rounds.
mid-level cleric of second, third, or fourth level (d6: 1–2
second, 3–4 third, 5–6 fourth level). First level acolytes        Amber bulks, also called chitinous clods by some
can cast one spell from the following list: Cause Light           species of the underdark, will eat almost anything. They
Wounds, Darkness, or Protection from Good. They are               have been known to eat purple worms, entire giant ant
armed with a mace and wear studded leather and carry              colonies, and ankhegs. Above all, amber bulks desire
a wooden shield (AC 6). They have 2d10sp each.                    humanoids as their preferred prey.
                                                              8
Amber bulks have a hard black hide that shades to                 Amber mold appears much like yellow mold. A colony
dark yellow along the chest and belly.                            normally covers a patch of floor, wall, or ceiling. Patches
                                                                  vary in size from 10-20 feet.
Their mandibles are made of ivory and are valuable
(2,000gp each).                                                   The spores of amber mold contain small pockets.
                                                                  When disturbed they produce a Stinking Cloud (1 turn),
Amber Jelly                                                       except that the nausea induced lasts for 2d4+1 rounds
                                                                  after leaving the affected area and the intensity of the
No. Enc: 1d6+2                                                    choking and vomiting may provoke a random monster
Alignment: N                                                      check.
Movement: 20
Armor Class: 5                                                    Amber mold can be destroyed by fire.
Hit Dice: 4
Attacks: 1                                                        Amphisbaena
Damage: 1d6*
Save: F4                                                          No. Enc: 1d2
Morale: 12                                                        Alignment: N
Treasure: None                                                    Movement: 40
XP: 75                                                            Armor Class: 4
                                                                  Hit Dice: 6
Amber jellies are glistening, transparent amoeba of a             Attacks: 2
densely gelatinous and vaguely ovoid nature. They are             Damage: 1d8x2*
notable for their deep sickly yellow color.                       Save: F6
                                                                  Morale: 12
Often found in small groups, amber jellies work together          Treasure: J
to trap their prey. In combat, an amber jelly can strike          XP: 400
with a pseudopod, but it prefers a ranged attack (both
attacks do 1d6 damage). The jelly can spew a sticky               The amphisbaena is a variety of giant poisonous two-
yellow mucilage up to 15 feet. Regardless of its means            headed snake often found in caves and dank dungeons.
of attack, targets must save (Paralyze) when struck. If
the victim fails, it is Slowed (as per the spell) by the          Each of the amphisbaena’s heads functions
sticky ichor for three turns (the effects of multiple hits        independently. The amphisbaena’s poison is deadly
are cumulative).                                                  and will kill a struck character unless a successful
                                                                  saving throw (Poison) is made.
By working in groups, amber jellies can be quite deadly.
They prefer to cling to ceilings, high walls, or alcoves          If an amphisbaena sustains a melee hit equal to half its
where they can shoot their mucilage repeatedly from               original hit points, it is considered split in twain. Both
safety.                                                           independent halves will grow replacement heads in
                                                                  1d4+2 rounds.
Amber jelly mucilage may be dissolved by alcohol. It is
immune to cold and fire damage prompts an immediate               Archaian Sentinel
subdivision into two jellies (each with half hit points and
2 hit dice).                                                      No. Enc: 1d4
                                                                  Alignment: N
Amber Mold                                                        Movement: 20
                                                                  Armor Class: 3
No. Enc: 1                                                        Hit Dice: 3
Alignment: N                                                      Attacks: 1
Movement: 0                                                       Damage: 1d6
Armor Class: Always hit                                           Save: F3
Hit Dice: 1hp                                                     Morale: 12
Attacks: 1                                                        Treasure: None
Damage: Special                                                   XP: 65
Save: F2
Morale: Nil                                                       The Archaian sentinel is similar to a caryatid column.
Treasure: None                                                    They appear as stone statues, pillars, or columns in the
XP: 45                                                            form of warriors.
                                                              9
Archaian sentinels are used to guard important                   Axe Bleak
locations. They are inanimate until someone disturbs
the location they have been assigned to protect. They            No. Enc: 2d6
are made of a marble strengthened and reinforced with            Alignment: N
eldritch magic.                                                  Movement: 40
                                                                 Armor Class: 5
With each hit on a sentinel, the character must make             Hit Dice: 1+2
two saving throws: first for the character (Paralyzation)        Attacks: 3
and the second for the weapon (Death). Roll the                  Damage: 1d2/1d2/1d4
character save first. A successful save results in no            Save: F1
damage. If the character fails, the strength of the stone        Morale: See below
has quivered up the arm to the body of the attacker (1d4         Treasure: None
points of damage). Next, roll for the weapon using the           XP: 27
character’s unmodified Death save. If the weapon fails,
it shatters against the stone. Magical weapons apply             Axe bleaks are the small, mangy, degenerate cousins of
their bonuses to the saving throw. A successful save             the axe beak. These creatures do not groom themselves
results in no effect.                                            regularly and their feathers are often dirty and matted.
Archaian Sentinel                                                They are significantly smaller than standard axe beaks
(Greater)                                                        (about the size of a wild turkey) and hunt in packs. They
                                                                 are found primarily in arid regions and badlands like
No. Enc: 1d2                                                     The Forbidden Zone.
Alignment: N
Movement: 20                                                     If five or fewer axe bleaks are encountered their
Armor Class: 0                                                   morale is 7, but if more than five are encountered their
Hit Dice: 8                                                      morale increases to 9. In the latter case, there is a
Attacks: 6                                                       35% likelihood of a 2 HD axe bleak male leading the
Damage: See below                                                flock. The presence of a dominant male increases their
Save: F8                                                         morale by another two.
Morale: 12
Treasure: None                                                   Azer
XP: 850
                                                                 No. Enc: 1d4 (2d8)
The greater Archaian sentinel is similar to the standard         Alignment: LN
Archaian sentinel insofar as they appear as statues or           Movement: 20
columns. However, the greater sentinel is constructed            Armor Class: 2
with stronger enchantments (25% resistant to magic)              Hit Dice: 2+2
and has greater hit dice.                                        Attacks: By weapon
                                                                 Damage: See below
The greater Archaian sentinel possesses six arms and             Save: F2
each does 1d6+2 points of damage regardless of                   Morale: 10
armament (stone scimitars or punch). Sentinels will also         Treasure: K
pick up large rocks, or break off pieces of stone, to            XP: See below
throw at opponents (also 1d6+2). Note that the sentinel
can choose to both melee and/or use ranged attacks               The azeri appear as dwarves with hair and beards of
while targeting single or multiple opponents:                    flame. They hail from the Elemental Plane of Fire. Their
                                                                 skin is dark gray and their eyes glow like bright embers
       Greater Archaian Sentinel Armament                        in a fire.
 1–2 Two scimitars, two fist punches, and two rocks              Their garments consist of metal kilts or plates of whatever
                                                                 steel they can scrounge or forge, often beaten bronze
 3–4 Three scimitars, one fist punch, and two rocks
                                                                 or brass. They carry pouches with coins or gemstones
 5–6 Six scimitars                                               at their waist.
Similar to the standard sentinel, striking a greater             The azeri are particularly strong and hardy melee
Archaian sentinel results in the quivering damage and            opponents. They wield two-handed hammers, maces,
possible weapon-shattering effect.                               and flails that all strike for 1d8 points of damage.
                                                            10
They are immune to all mundane and magical forms of              Barrow Ghast
fire but take double damage from cold or water-based
spells or weapons. The touch of an azer causes 1d4+1             No. Enc: 1d2
points of heat damage.                                           Alignment: CE
                                                                 Movement: 40
The azeri are normally encountered at 2+2 HD but                 Armor Class: 2
stronger warriors exist subject to the needs of the              Hit Dice: 7
campaign. See the chart below:                                   Attacks: 3
                                                                 Damage: 1d6/1d6/1d8
  HD       Damage          Str (Bonus)          XP               Save: F6
                                                                 Morale: 10
 2+2         1d6           15 (+1/+1)           71               Treasure: K / U (Lair)
 3+3        1d6+1          16 (+1/+1)          175               XP: 1,200
 4+4         1d8           17 (+2/+2)          365
                                                                 The barrow or greater ghast possesses all the abilities
 5+5         1d10          18 (+3/+3)          860               of the normal ghast and can only be hit by +2 magical
                                                                 weapons. Moreover, wounds inflicted by the claws or
Barrow Abomination                                               bite of a barrow ghast are immediately infected. They
                                                                 resist magical healing and require 10x the normal
No. Enc: 1                                                       amount of time to heal naturally. A Cure Disease spell
Alignment: CE                                                    will allow for normal and magical healing of wounds
Movement: 30                                                     caused by a barrow ghast.
Armor Class: 2
Hit Dice: 8                                                      Barrow ghasts can control undead of four or fewer
Attacks: 1–4 or 1                                                hit dice and always have a pack of standard ghasts
Damage: 1d6                                                      (1d4+1) and ghouls (2d4+2) serving them. These
Save: F6                                                         undead servants cannot be turned in the presence
Morale: 12                                                       of their barrow ghast overlord. Finally, some barrow
Treasure: Y                                                      ghasts, who were magic-users, clerics, or fighters in life,
XP: 4,600                                                        retain some of their abilities in death. Like all undead,
                                                                 they are unaffected by mind-influencing spells.
A barrow abomination is a physical manifestation of
Nergal’s chaos energy and the corruptive power of The            Barrow Guardian
Tablet of Chaos.
                                                                 No. Enc: 1d4
Upon disturbing its rest, a barrow abomination will              Alignment: N
draw itself up from piles of bones and skulls until it           Movement: 20
resembles a roughly humanoid protoplasmic-shape                  Armor Class: 3
approximately eight feet tall.                                   Hit Dice: 3
                                                                 Attacks: 1
A barrow abomination uses its bulbous ghostly tentacles          Damage: 1d6
in melee (a total of four or two per arm). The cold              Save: F3
negative energy of these tentacles drains 1d6 hit points         Morale: 12
each.                                                            Treasure: None
                                                                 XP: 350
Instead of four smaller attacks, the abomination
can choose to make a single devastating attack by                The barrow guardian is similar to a caryatid column,
enveloping and biting its victim with its central maw for        but are specific to Barrowmaze.
6d6 points of damage.
                                                                 They appear as stone statues, pillars, or columns in the
The barrow abomination can see in all directions                 form of stately male warriors. Barrow guardians are
simultaneously and is never surprised. The abomination           often used to guard crypts and tombs of import.
can be turned but this merely reduces it to a pile of
ghostly protoplasm and bones. It will reconstitute itself
in one turn.
                                                            12
Barrow Mimics sometimes disgorge treasure items they
cannot digest. As a result, the following treasure types
can be found in front of its mouth:
Barrow Mummy                                                       Barrow wights have thin, pale white skin pulled tight over
                                                                   their bones, and often wear funerary shrouds that hang
No. Enc: 1d2                                                       in tatters.
Alignment: CE
Movement: 20                                                       The eyes of a barrow wight burn with malevolence
Armor Class: 3                                                     for the living. Any character that meets the gaze of a
Hit Dice: 7                                                        barrow wight is struck with insanity unless a save (Spells)
Attacks: 2                                                         is made. The physical touch of a barrow wight drains
Damage: 1d8/1d8                                                    one level of experience from its victim. A humanoid
Save: F7                                                           slain by a barrow wight will rise as a normal wight in
Morale: 12                                                         1d6 rounds.
Treasure: G / W (Lair)
XP: 960                                                            Like all undead, barrow wights are immune to mind-
                                                                   influencing spells. Some say barrow wights, similar
A barrow mummy is stronger and more powerful than                  to mummies, are interred with canopic jars and that
a standard mummy.                                                  destroying their vessels can cause them injury.
These mummies attack twice per round with their fists              Basidirond
for 1d8 each. Instead of mummy rot, barrow mummies
possess a freezing touch that does an additional 1d4               No. Enc: 1d2
on each successful hit.                                            Alignment: N
                                                                   Movement: 30
Moreover, their freezing touch will paralyze a limb                Armor Class: 3
for 1d4+1 hours unless a successful save is made                   Hit Dice: 5
(Paralyzation). To determine which limb is struck roll             Attacks: 1d8+Special
1d4 (1: right arm, 2: left arm, 3: right leg, 4: left leg).        Damage: 1d8
                                                                   Save: F5
Like all undead, they are unaffected by mind-influencing           Morale: 10
spells, Barrow mummies can only be harmed by magical               Treasure: None
weapons, spells, and fire-based attacks.                           XP: 425
                                                              13
            Basidirond Hallucination Cloud                       Biyakk
  1     Sink into Swamp: Strip armor to avoid sinking.           No. Enc: 2d4
  2     Swarm of Spiders: Attacks the surrounding area.          Alignment: N
                                                                 Movement: 20 (Fly 50)
  3     Item turns into Viper: Drop item and retreat.            Armor Class: 6
  4     Suffocation: Gasps for air and clutches throat.          Hit Dice: 2
                                                                 Attacks: 1 or 2
  5     Shrink to 1/10 normal size and screams for help.         Damage: See below
  6     Leprosy: Will keep 10 feet minimum distance.             Save: F2
                                                                 Morale: 8
  7     Melting: Grab self in attempt to hold together.
                                                                 Treasure: None
  8     Leeches: Tears off all armor and clothing.               XP: 47
The behir is a 40 foot long serpentine monster with              Due to their relatively docile nature, they are easily
twelve legs that allow it to move with lightning speed.          trained and used as flying mounts by small humanoids
Most are blue in color, lighter in the underbody, and            (no larger than goblins). They attack either by bite (1d6)
have heads resembling alligators or crocodiles.                  or two claws (1d3/1d3). Although in the latter case the
                                                                 biyakk must be grounded.
A behir attacks by biting and will swallow prey whole
on a natural roll of 20, or it can also wrap its body            Biyakks are herbivores and live in herds high in the
around its prey (to hit), and in the following round may         mountains away from land-based predators. They
either squeeze for 4d6 points of damage or bring 6               can see equally well in the dark through echolocation,
claw attacks to bear on their victim (6 attacks, 1d6 hit         although the spell Silence 15’ Radius negates this ability.
points per attack, +4 to hit).
                                                                 Biyakk, or batyllo, horn is a valuable commodity used
Behirs also possess a breath weapon: they can spit a             in medicines and spell components. The value of their
bolt of chain lightning 25 feet once per 10 rounds and           horns is determined by the size (in hit points) of the
inflict 24 points of damage (2 per hit die, for smaller          biyakk (5gp value for every hp/per individual horn).
or larger behirs). This attack targets a single opponent,
or a number of opponents in a straight line (subject to          Black Skeleton
range). A successful saving throw (Breath) indicates half
damage. Treasure is normally strewn around its cave.             No. Enc: 1d4
There is a 2 on d6 chance of gemstones (1d6), jewelry            Alignment: CE
(1d4), or a single, indigestible, miscellaneous magic            Movement: 20
item, inside the beast.                                          Armor Class: 4
                                                                 Hit Dice: 6
                                                                 Attacks: 1
                                                                 Damage: varies
                                                                 Save: F6
                                                                 Morale: 12
                                                                 Treasure: J
                                                                 XP: 400
                                                            14
15
Black skeletons, or black bones, are the skeletal                  warriors. It is believed that the black tentacles are a
remains of mighty warriors infused with dark magic to              distant cousin of the otyugh, although sages cannot
make them much stronger than a standard skeleton.                  claim this with certainty.
Their bones glisten like black steel, and they bear the            Black Witches’ Butter
armor (chainmail and shield), weapons (longsword,
hand axe, or mace), and equipment they carried in life.            No. Enc: 1d3
                                                                   Alignment: N
Small orbs of reddish light burn from their hollowed eye           Movement: 5
sockets. When they attack, they emit a hellish scream              Armor Class: 8
that causes Fear (as per the spell). Like all undead, they         Hit Dice: 1
are unaffected by mind-influencing spells.                         Attacks: 1
                                                                   Damage: See below
Black Tentacles                                                    Save: F1
                                                                   Morale: 12
No. Enc: 1                                                         Treasure: See below
Alignment: CE                                                      XP: 13
Movement: 20
Armor Class: 3                                                     Black witches’ butter are a subterranean jelly-like
Hit Dice: 10                                                       fungus. The fungus lies in wait along a wall or ceiling
Attacks: 6                                                         until it senses prey. Upon sensing movement within 10
Damage: Varies                                                     feet, the fungus explodes a black corrosive ichor at a
Save: F10                                                          single target. It will then move over and slowly consume
Morale: 12                                                         its prey.
Treasure: N
XP: 2,225                                                          The corrosive ichor dissolves both flesh, leather, and
                                                                   metal. All metals on the target must save using the
                                                                   target’s saving throw versus Death (magical items are
                                                                   unaffected). If the target is wearing armor, and the
                                                                   armor is destroyed, s/he immediately takes 1d6 points
                                                                   of acid damage. If the target is unarmored, s/he takes
                                                                   1d8 points. A successful Save versus Death will, in
A fearsome opponent, black tentacles are a mass of                 either case, half the damage.
ten wiggling, black, octopus-like limbs attached to a
central body. The body is comprised of a large maw                 There is a 50% chance of treasure type A, B, C, and
with rows of sharp teeth. Six of the tentacles are used            D within 10 feet of a black witches’ butter. Sages say
to move and/or attack while the remaining four possess             large and huge specimens of this jelly fungi have been
bulging eyestalks at their terminal end. With each of              known to exist.
its six attacks, black tentacles can either smack (1d8)
or constrict (1d8) an opponent. If a black tentacle                Blood-Thirsty Spider
manages to constrict, its victim is allowed a saving
throw (Paralyzation) at the end of the round to break              No. Enc: 1d4+1
free. If unsuccessful, the black tentacles will draw its           Alignment: CE
victim into its maw causing an automatic 4d6 points of             Movement: 30
damage the next round.                                             Armor Class: 6
                                                                   Hit Dice: 2
The remaining four tentacles possess eyestalks at their            Attacks: 1
tip and allow the black tentacles to see and guide its             Damage: 1d6
attacks. If specifically targeted, the tentacles, including        Save: F2
eyestalk-tentacles, each possess an armor class of 3               Morale: 9
and 8 hit points (beyond normal HD). Black tentacles               Treasure: None
will normally retreat before their final eyestalk is               XP: 50
severed. It will regenerate tentacles in 1d4+2 weeks.
Black tentacles remain submerged in water.                         These spiders look like a giant black widow spider, with
                                                                   one exception. Instead of a red hourglass design, a
They abhor light and will typically target those with              white patch - some say resembles a skull - is located on
light sources, followed by good-aligned clerics and                the ventral abdomen.
                                                              16
These spiders do not have a poisonous bite, however                Bodak
they possess an insatiable hunger for humanoid blood.
                                                                   No. Enc: 1
When one blood-thirsty spider bites into humanoid                  Alignment: CE
blood, all others immediately converge on the wounded              Movement: 30
and will attempt to bite (1d6) and then gorge themselves           Armor Class: 4
until the victim has been drained (1d6 points of draining          Hit Dice: 9+9
per round).                                                        Attacks: 1
                                                                   Damage: By weapon
Their webs are inflammable.                                        Save: F10
                                                                   Morale: 12
Blooderfly                                                         Treasure: None
                                                                   XP: 3800
No. Enc: Varies
Alignment: N                                                       A bodak is a lesser demon wreathed in flame. Bodaks
Movement: Fly 20                                                   are extremely muscular. They possess black skin with a
Armor Class: 10                                                    gold sheen, are bald, and have pale oval white eyes.
Hit Dice: 1hp                                                      They normally carry a devious grin on their broad faces.
Attacks: 1/per blooderfly
Damage: 1hp                                                        Bodaks are a servant-class of demon and are often
Save: F1                                                           sent to other planes and realms to fulfill tasks on behalf
Morale: 12                                                         of their patron master.
Treasure: None
XP: 5 per Blooderfly                                               Bodaks are conjured to the Prime Material Plane through
                                                                   the summoning of an evil sorcerer or necromancer.
Blooderflies are small, subterranean flying fungi, about           Their chaotic evil nature makes them extremely cunning
four inches long by four inches wide. They vaguely                 (INT 18) and they will attempt to control the mind of
resemble butterflies.                                              their summoner.
Blooderflies are often found hidden within patches of              This is accomplished through a battle of contested
mushrooms, molds, or clinging to walls or ceilings.                intelligence checks. The summoner must roll the
There is a 1-2 on d6 chance blooderflies will be found             bodak’s intelligence, and the bodak must roll the
in the vicinity of a shrieker, faze fungus, yellow mold, or        magic-user’s intelligence (bonuses apply). If the bodak
mephical mold.                                                     wins he possesses the wizard until he no longer desires
                                                                   the host or the body dies. If the magic-user wins, the
They attack in swarms that vary in size and can be                 bodak must obey and serve the magic-user for 6 years,
scaled to party level (see below). Blooderflies are drawn          6 months, and 6 days. After which time he will return to
to warm-blooded creatures (which they can sense                    the abyss. In a tie, the summoning fails.
within 30 feet). On a successful attack roll, a blooderfly
latches onto flesh and causes 1 hit point of damage.               The bodak may only be hit by a +1 or better magical
                                                                   weapon or cold-based magical weapon. They are
Once a blooderfly draws fresh blood, other blooderflies            immune to mind-influencing spells and poison, but
in the swarm will target the wounded character (if                 cold-based spells do double damage against them.
an opponent is already wounded, they will target the
wounded character first).                                          The gaze of a bodak is terrifying to behold. Anything
                                                                   that meets the gaze of a bodak must save versus Death
They emit a soft purple bioluminescence when famished              or die. They speak demonic Black Tongue and may
that changes to crimson when satiated.                             vaguely remember common.
                Blooderfly Swarm Size                              Bodaks do not carry weapons. Rather, they may conjure
                                                                   weapons of fire at will.
Character Level                  Swarm Size
     1-2                           3d4+2                           A bodak is constantly wreathed in flames that sprout
                                                                   from the ground below him/her. All those in melee
     3-4                           6d4+4                           combat with a bodak take 1d4+1 points of damage
     5-6                           8d4+8                           per round.
                                                              17
Brain Fungus                                                                 Brain Matter: Random Potion
No. Enc: 1                                                          1   Animal Control
Alignment: N                                                        2   Delusion
Movement: 5
Armor Class: 7                                                      3   Giant Control
Hit Dice: 2                                                         4   Human Control
Attacks: See below
Damage: See below                                                   5   Philter of Love
Save: F2                                                            6   Plant Control
Morale: 12
Treasure: See below                                               Brass Drake
XP: 38
                                                                  No. Enc: 1d2
The brain fungus, also known as the magic mushroom,               Alignment: N
is similar in size to a shrieker. Unlike the shrieker, the        Movement: 50
magic mushroom has a pink brain-like head atop a                  Armor Class: 3
thick white stalk instead of a mushroom cap.                      Hit Dice: 3
                                                                  Attacks: 1
The brain fungus possesses no melee attacks. Instead,             Damage: 1d8
when it senses movement within 40 feet it releases                Save: F2
psilocybin spores into the air. These spores function as          Morale: 12
mind-controlling spell effects.                                   Treasure: None
                                                                  XP: 110
The magic mushroom may use the following spell-
like effects once per day: Color Spray, Dancing Lights,           Brass drakes are constructs used as sentinels. They
Hypnotic Pattern, Blur, Ventriloquism, Fear, Suggestion,          appear as white dragons (the symbol of the god Vol)
Amnesia, Hold Person, and Confusion (1d4 targets).                but are the size of a large dog.
Given they have no melee attacks, magic mushrooms                 Like brass jackals, they are constructed of bronze and
rely on symbiosis with other fungi for defense. There is          iron and possess a smooth shell of interlocking armor.
a 1-4 on d6 chance one of the following will be within            Their eyes glow like orbs of cold blue.
10 feet of a brain fungus: violet fungi, faze fungus,
shrieker, icterine fungi, or phycomids.                           Brass drakes attack with a sharp bite for 1d8 hit points
                                                                  of damage. Instead of a bite, once every three rounds a
The brain fungus survives by slowly moving over its               brass drake may breathe a cloud of frost for 3d4 points
victims and consuming their decomposing remains.                  of damage (save versus Breath for half damage).
The brain fungus has an effective intelligence of 16 and          Due to their reinforced metal bodies, these constructs
will use terrain and adjacent funguses to full advantage.         can only be struck by magical weapons. They take
                                                                  no damage from slashing weapons, half damage
The magic mushroom will, for example, position behind             from piercing weapons, and full damage from blunt
a rocky outcropping to shield itself from sight and               weapons. They receive a +3 on saves versus Spells.
ranged attacks. From this position, it will use its powers
of deception to lure prey into a trap or kill zone.
                                                             18
Brass Jackal                                                    For every 10 brigands there will be a leader. The leader
                                                                is a Level 4 Fighter with a longsword, platemail, and
No. Enc: 1d2                                                    shield. There is a 10% chance one of these items is
Alignment: N                                                    magical. A leader also possess treasure types E and F.
Movement: 50
Armor Class: 3                                                  Brobdingnagian Fungi
Hit Dice: 2
Attacks: 1                                                      No. Enc: 1d3
Damage: 1d8                                                     Alignment: N
Save: F2                                                        Movement: 5
Morale: 12                                                      Armor Class: 6
Treasure: None                                                  Hit Dice: 2-5
XP: 30                                                          Attacks: 4
                                                                Damage: See below
Brass jackals are constructed by high level necromancers        Save: F1
of Set, who use them as sentinels and personal                  Morale: 12
protectors. Constructed of bronze and black iron, they          Treasure Type: See below
possess a smooth shell of brassy armor, and their eyes          XP: 38, 110, 145, 650
glow like orbs of red.
                                                                Brobdingnagian (Brob-ding-nag-ian) fungi stand
In combat, brass jackals bite with sharp metal teeth for        between 12-16 feet tall and appear as simple oversized
1d8 hit points of damage.                                       mushrooms. Their appearance belies their carnivorous
                                                                nature.
Due to their magically reinforced metal bodies, these
constructs can only be struck by magical weapons.               They are normally found near watering holes and lush
They take no damage from slashing weapons, half                 environments where prey is plentiful. About 25% of the
damage from piercing weapons, and full damage from              time the putrid stench of rotting flesh will permeate
blunt weapons. They have a +3 on saves versus Spells            the fungi in a 20 foot radius. Sages believe they are
cast against them.                                              distantly related to violet fungi.
                                                           19
Brown Mold                                                        Bugbear
Brown mold drains the body heat of living creatures               These large, hairy goblinoids are tall (7 feet) and have
that approach within 5 feet. Cold-based creatures are             big round heads, pointy ears, and misshapen bodies.
unaffected. The damage from the heat drain is 2d8 hit             Due to their size, they receive a +1 to weapon damage.
points per round with no saving throw.
                                                                  Bugbears prefer polearms, large maces, and
If fire is used on brown mold, it will bubble and double          morningstars. They possess a rough hide (AC 5) and
its size in 1 round. Brown mold can only be destroyed             rarely wear armor. Bugbear equipment is rusty and
through the use of magical cold.                                  often in disrepair.
Brown Pudding                                                     For every ten bugbears, there will be a group leader
                                                                  with AC 4 and 4 HD. A bugbear chieftain will lead a
No. Enc: 1                                                        group of 20 or more. A chief will have 5 HD, AC 3,
Alignment: N                                                      and damage bonus of +2. Any tribe consists of roughly
Movement: 20                                                      25% females and young to the total number of males.
Armor Class: 9
Hit Dice: 9                                                       Like all goblinkind, bugbears possess an obnoxious and
Attacks: 1                                                        disagreeable nature - even with each other. Whenever
Damage: 2d6*                                                      one tribe of bugbears meets another tribe of bugbears
Save: F9                                                          or goblinoids, there is a 1 on d6 chance of a shoving
Morale: 12                                                        match (65%) or fight (35%) breaking out between them.
Treasure: None
XP: 2,500
                                                                              Bugbear Random Weapons
The brown pudding is a subspecies of black pudding.                 1   Great Mace (1d8)
Brown puddings are found most often in moors and                    2   Morningstar (2d4)
swamps, although they can be encountered elsewhere.
                                                                    3   Halberd (1d10)
Brown puddings secrete a digestive acid that dissolves              4   Great Spear (1d8)
organic material but does not affect metal. Any melee
hit deals acid damage to its target. In addition, the               5   Great Hammer (1d8)
opponent’s clothing and non-metal armor dissolve                    6   Battle Axe (1d8)
and become useless immediately. Magical non-metal
armor has a 60% chance of survival (+10% for each
bonus of the armor). A wooden weapon that strikes a
brown pudding dissolves immediately with no saving
throw.
                                                             20
Bullywug                                                                    Bullywug Random Weapons
No. Enc: 2d6 (3d10)                                               1-2   Spear (1d6) and Net
Alignment: CE                                                     3-4   Spiked Club (1d6) and Sling
Movement: 20 (Jump 30)
Armor Class: 6                                                    5-6   Shortsword and Javelins (3)
Hit Dice: 1–1
Attacks: 1
Damage: By weapon                                                             Bullywug Random Armor
Save: F1                                                          1-2   AC: 6 (No armor)
Morale: 7
                                                                  3-4   AC: 5 (Shell Chain)
Treasure: A-B / H, I, Q (Lair)
XP: 7                                                             5-6   AC: 4 (Shell Chain and Turtle Shield)
                                                            21
Carnivorous Vines                                         Caryatid Column
Carnivorous vines are intelligent plants                  The caryatid column is akin to the stone golem in that
found in patches anywhere from 10-100                     it is a magical construct created by a spell-caster.
feet long (1d10)x10 and wide.                              Caryatid columns are always created for a specific
                                                            defensive function. The caryatid column stands 7 feet
The carnivorous vine gains 1/2 hit die for                   tall and weighs around 1,500 pounds. Its smooth,
each 10-foot square it covers (rounding up).                  chiseled body is shaped as a beautiful woman.
For example, an 80- foot by 30-foot patch
would have 24 10x10 squares or 12 hit dice                    The column always wields a weapon (usually a
(8x3 = 24÷2 = 12HD).                                           longsword) in one of its hands. The weapon itself is
                                                                constructed of steel, but is melded with the column
Carnivorous vines have red poppy-like flowers                   and made of stone until it animates.
that possess the ability to mimic voices or
sounds like an Auditory Illusion (Level 2 Spell).               Caryatid columns are programmed as guardians
It uses this ability to lure prey into a kill zone,             and activate when certain conditions or
or where it can surround and feed                               stipulations are met or broken (such as a living
on its victim(s).                                               creature entering a chamber guarded by a
                                                                caryatid column).
                                                             23
Chrysmal                                                        example, they will seat themselves in the earth and
                                                                camouflage themselves like a natural crystal formation.
No. Enc: 1d6 (3d6)                                              They will also use this tactic in concert with their ability
Alignment: N                                                    to pass through the earth to overwhelm opponents.
Movement: 20
Armor Class: -4/0                                               For every three males encountered a fourth will be
Hit Dice: 6+6                                                   female (HD: 4+4 and AC: -2/2) and for every female
Attacks: 1                                                      there will be 1d3 young (HD: 2+2 and AC: 0/4).
Damage: See below
Save: F6                                                        The chrysmal only eat minerals such as quartz and other
Morale: 10                                                      crystalline formations. The xorn prey on the chrysmal
Treasure: Ox2                                                   and the two are natural enemies.
XP: 1,880
                                                                Cinnamon Mold
The chrysmal are a prismed formation of translucent
crystal. The chrysmal possess 4-6 leg-like stumps that          No. Enc: 1d4
extend down from their body and a single crystalline            Alignment: N
limb that protrudes upwards from its central trunk. The         Movement: 0
movement of a chrysmal is relatively slow and it has a          Armor Class: Always hit
stiff, awkward gait.                                            Hit Dice: 2
                                                                Attacks: Spores
These sentient crystals inhabit the Elemental Plane of          Damage: 2d6+1d6
Earth but have migrated to the Prime Material Plane.            Save: F2
They seek lairs near rich crystal deposits on which to          Morale: N/A
feed. Inside each chrysmal is a collection of gemstones         Treasure: None
(Ox2). They pay little attention to beings from the             XP: 40
Material Plane and cannot digest flesh.
                                                                Cinnamon mold covers a 1d4x10 foot square patch
The natural armor of the chrysmal is difficult to               of subterranean ground. Upon sensing vibration,
penetrate. The creature is more likely to take damage           a cinnamon mold casts a spore cloud of choking
from blunt metallic weapons (AC: 0) than piercing or            dust into the air in an area as large as the mold. All
edged weapons (AC: -4).                                         creatures within the area take 2d6 points of damage
                                                                (save versus Poison for half). One round later another
The creature attacks by one of two means. First, a              saving throw must be made or take an additional 1d6
chrysmal can lash out with its central limb for 1d6+6           points of damage.
points of damage. Alternatively, the chrysmal can kick
with one of its leg-like appendages for 1d6 points of           Regardless of whether saving throws have been
damage. On a successful kick, the target must make              successful, all creatures engage in loud choking and
a successful strength check or fall prone (prone targets        coughing for 2d4 rounds and may take no other
are +4 to hit).                                                 actions. Be sure to roll for random monsters.
The chrysmal is immune to cold and fire-based attacks.          Cinnamon mold can be destroyed by cold or flaming
Electrical attacks score half damage (and no damage             oil. Sages believe cinnamon fungi may also exist.
on a successful save). The creature is also immune to
gas or poison-based attacks. A spell that causes a              Cloaker
loud auditory shockwave, such as Great Shout, scores
double-damage against the chrysmal. Striking a tuning           No. Enc: 1d4
fork within 20 feet will confuse a single chrysmal for 3        Alignment: CE
rounds (Save versus Petrification for no effect).               Movement: 20
                                                                Armor Class: 6
The chrysmal can move through earth, rock, or minerals          Hit Dice: 5
with one round of preparation. Similarly, it takes them         Attacks: 2*
one round to reconstitute on reappearing. The chrysmal          Damage: 1d4+1/1d6
are aggressive when provoked.                                   Save: F5
                                                                Morale: 10
If forced to defend themselves, they prefer to set              Treasure: X
ambushes and attack with surprise (1-4 on d6). For              XP: 300
                                                           24
A cloaker is a subterranean creature that is almost                Clockwork Cobra
indistinguishable from a common black cloak. Raised
to its full height, an adult male can be as large as eight         No. Enc: 1
feet tall. Cloakers prefer to lie in wait and ambush their         Alignment: N
prey.                                                              Movement: 5
                                                                   Armor Class: 2
A cloaker can choose from multiple modes of attack.                Hit Dice: 1
It can strike by means of its bite (1d4+1) and its flail-          Attacks: 1
like tail (1d6). Although a cloaker can divide its attacks         Damage: 1d3
between opponents if it desires, a successful hit with             Save: F1
both attacks on a single victim indicates that the                 Morale: 12
cloaker has engulfed its opponent and thereafter will              Treasure: None
automatically constrict for 3d4 points of damage per               XP: 16
round. Any damage directed at a cloaker while it has
engulfed an opponent is halved between the creature                Clockwork cobras are metal constructs used in crypts to
and the victim.                                                    guard precious treasures. They are animated by magic.
In addition to these attacks, the cloaker also possesses           A clockwork cobra is silent when motionless, but when
a subsonic moan. The moan of a cloaker immediately                 moving, it emits a repeated Bzzzzzzzzt, click, click, click
unnerves its opponents. All those who hear the moan                series of noises.
suffer a –2 to all attacks until the noise ceases. If
the moaning continues unabated for six consecutive                 Non-magical weapons do only half damage against a
rounds all those within 40 feet will be paralyzed unless           clockwork cobra. The cobra’s bite inflicts 1-3 hit points
a successful save versus Paralyzation is made. The                 of damage. In addition, the first two bites inject poison
monster cannot use its bite attack and moan at the                 into the victim (save versus Poison or die).
same time.
                                                                   Clockwork Scorpion
The cloaker possesses the ability to manipulate
shadows. It can create two shadow-selves akin to the               No. Enc: 1d4
magic-user spell Mirror Image at will and can hide in              Alignment: N
shadows, as per the thief skill, with a 90% chance of              Movement: 5
success. A cloaker is blinded by Light or Continual Light.         Armor Class: 2
                                                                   Hit Dice: 1
Clockwork Centipede                                                Attacks: 3
                                                                   Damage: 1d2x2/1d2
No. Enc: 1d4                                                       Save: F1
Alignment: NE                                                      Morale: 12
Movement: 20                                                       Treasure: Nil
Armor Class: 2                                                     XP: 16
Hit Dice: 1
Attacks: 1                                                         Relics of an age long past, clockwork scorpions are
Damage: 1d3+poison                                                 deadly magical constructs used to guard important
Save: F1                                                           tombs or precious treasures.
Morale: 12
Treasure: None                                                     Clockwork scorpions strike quickly and are resilient to
XP: 16                                                             damage due to their bronze carapace. Often the first
                                                                   sign of their presence is the death cry of a foolish tomb-
Clockwork centipedes are metal constructs animated                 robber.
by magic. They are used to guard treasures and secret
places. A clockwork centipede is completely silent when            Unlike the clockwork cobra, the clockwork scorpion is
motionless, but when moving emits a click, click, click,           completely silent and emits no noise when moving.
clack noise.
                                                                   The clockwork scorpion’s stinger, located at the tip of
Non-magical weapons inflict only half damage on                    its flexible tail, contains a single dose of lethal venom.
a clockwork construct. Its bite inflicts 1d3 points of             Anyone hit by the stinger must save (Poison) or die.
damage. In addition, its first two bites will inject poison        They range from six inches to a foot in length.
into the victim (save versus Poison or die).
                                                              25
Clockwork Stirge                                                  If the coffer corpse makes a successful attack it has
                                                                  wrapped its hands around the neck of its victim. Each
No. Enc: 1d4                                                      successive round it automatically strangles for 1d6
Alignment: N                                                      damage. The grasp of a coffer corpse cannot be
Movement: 10 (60 Fly)                                             broken.
Armor Class: 2
Hit Dice: 1                                                       Coffer corpses possess a 30% chance of treasure types
Attacks: 1                                                        A through G on their person.
Damage: 1d3 + Poison
Save: F1                                                          Coldbold
Morale: 12
Treasure: None                                                    No. Enc: 4d4 (6d10)
XP: 22                                                            Alignment: CE
                                                                  Movement: 20
Clockwork stirges are metal constructs animated by                Armor Class: 7
magic. They are used to guard treasures and secret                Hit Dice: 1d4 hp
places. A clockwork stirge is completely silent when              Attacks: 1
motionless, but when flying emits a repetitive Bzzzt,             Damage: Weapon -1
Bzzzt, Clack noise.                                               Save: F0
                                                                  Morale: 6
The construct attacks by piercing its target with a sharp         Treasure: A / Q (Lair)
metal proboscis that inflicts 1d3 points of damage. In            XP: 6
addition, the stirge injects lethal poison into its victim
(one dose only, save versus Poison or die).                       Coldbolds are short, furry, dog-like kobolds adapted to
                                                                  northern climates. A coldbold’s fur ranges from taupe
A clockwork stirge is exceedingly fast and attacks at             to chocolate brown in a merle pattern. A coldbold is 2
+1 on the die. Non-magical weapons inflict only half              to 2.5 feet tall. Coldbolds are largely surface dwellers,
damage on a clockwork construct.                                  but not exclusively. They often live in caves and have
                                                                  darkvision to 30 feet. They wear little clothing, and
Coffer Corpse                                                     improvise most weapons like clubs and spears.
                                                             26
They create dim twisting patterns of light similar to             Crypt Shade
candles in darkness. Those who view the luminescence
must save (Spells) or be hypnotized by, and drawn to,             No. Enc: 1d2
the light. Corpse candles are devious and will attempt            Alignment: CE
to draw victims into the trap, or toward the den of the           Movement: 30
monster, that killed them.                                        Armor Class: 9
                                                                  Hit Dice: 2
If a victim does indeed die in the trap, their final sight        Attacks: 1
will be the ghastly visage of the corpse candle reaching          Damage: 1d8
towards them. Anyone killed by a corpse candle has a              Save: F2
10% chance of rising as one in 1d4 rounds. Those with             Morale: 12
True Seeing will observe the corpse candle hovering               Treasure: None
near its remains. Like all undead, they are unaffected            XP: 100
by mind-influencing spells.
                                                                  This undead creature is a roughly human-shaped
Crypt Knight                                                      collection of shadows, dust, rotted burial linens, bone
                                                                  fragments, and other sepulcher debris. Spawned from
No. Enc: 1d8                                                      chaos and lingering hate, crypt shades feed on the fear
Alignment: CE                                                     and pain of their victims.
Movement: 30
Armor Class: 2                                                    They attack by engulfing their target within the shifting
Hit Dice: 7                                                       cloud of grave detritus that gives them shape, battering
Attacks: 1                                                        victims for 1d8 points of damage.
Damage: 1d10
Save: F7                                                          Crypt shades are turned as 2 Hit Die creatures and
Morale: 12                                                        possess the undead immunity to sleep, charm, and
Treasure: None                                                    mind-influencing spells. Physical attacks on a crypt
XP: 475                                                           shade inflict only half damage. They suffer normal
                                                                  damage from fire, silver, magic, and holy water.
Crypt Knights are all that remain of a secret martial
order - the Black Legion - devoted to Nergal, God of              Crypt Shade (Greater)
the Underworld. When The Tablet of Chaos was hidden,
the order gathered together and willingly allowed their           No. Enc: 1d2
life energy to be drained by Nergal’s undead. They rose           Alignment: CE
in death as crypt knights devoted to the protection of            Movement: 30
the Dark God’s great temples and The Tablet of Chaos.             Armor Class: 4
                                                                  Hit Dice: 6
Due to the excruciating nature of their death and their           Attacks: 1
skeletal appearance, crypt knights radiate an aura of             Damage: 1d10
Fear in 20 feet (as per the Magic-User spell).                    Save: F6
                                                                  Morale: 12
Regardless of what weapon they use, crypt knights                 Treasure: R
strike for 1d10 points of damage.                                 XP: 450
The symbol of the order is a white skull on a black rose.         This undead creature is a swirling, roughly human-
This device often decorates their armor and/or shields.           shaped assortment of shadows, dust, rotted burial
They attack all intruders except followers of Nergal.             linens, bones, and other debris. Spawned from chaos
Like all undead, crypt knights are unaffected by mind-            and lingering hate, these monsters feed on the fear and
influencing spells.                                               pain of their victims.
                                                             27
(as per the Magic-User spell) in those who fail their                water. Crystal ooze lay in wait until prey nears and then
saving throw (Spells).                                               they reach out with a paralyzing touch (saving throw
                                                                     versus Paralyzation for no effect). The ooze will then
Greater crypt shades are turned as 8 HD creatures.                   consume or attack its prey doing 4d4 points of damage.
Non-magical attacks on a crypt shade inflict only
half damage. They suffer full damage from magical                    The ooze takes no damage from fire, cold, or acid.
weapons, spells, silver, and holy water.                             Electricity does full damage as well as Magic Missile. It
                                                                     takes one point of damage from metal weapons.
There is a 50% chance that a greater crypt shade that
has been destroyed or turned will reform within 1d4                  Crystalline Cluster
days. Like all undead, they are unaffected by mind-
influencing spells.                                                  No. Enc: 1d4
                                                                     Alignment: N
Crypt Thing                                                          Movement: 10
                                                                     Armor Class: 4
No. Enc: 1                                                           Hit Dice: 3
Alignment: NE                                                        Attacks: See below
Movement: 20                                                         Damage: See below
Armor Class: 5                                                       Save: F3
Hit Dice: 6                                                          Morale: 12
Attacks: 2                                                           Treasure: None
Damage: 1d6(x2)                                                      XP: 65
Save: F6
Morale: 12                                                           Crystalline clusters appear as subterranean crystal
Treasure: None                                                       growths. They sense movement and vibration within 20
XP: 500                                                              feet. Once alerted, crystalline clusters begin vibrating
                                                                     and this vibration emits a loud, high-pitched tone.
Crypt things look much like skeletons shrouded in a                  With the exception of the red clusters listed below, the
black robe. Powerful magic-users create crypt things to              tone persists for 1d4+2 rounds. Be sure to check for
serve as guardians to their tombs or to protect special              random monsters. The effect of the vibrating noise
treasures. They never leave their designated tomb and                varies depending on the color of the crystals:
never initiate combat.
                                                                             Crystalline Cluster Color and Effect
If the tomb it guards is disturbed in any way, the crypt
thing will teleport interlopers in a random direction                  1   Blue     Hold Person: As per Level 2 Cleric spell
(d8) away from the tomb they guard (5d20 feet). Those                  2   Teal     Slow: As per Level 3 Cleric spell
teleported may attempt to resist with a saving throw
(Spells). If sufficiently annoyed a crypt thing will teleport          3   Yellow   Panic: Mazakala’s Imperfect Panic
tomb-robbers to a destination in mid-air (or sometimes                 4   Purple   Feeblemind: Save at –2 for no effect
over a pool).
                                                                                    Calls Insect Swarm: 1) Beetles, 2) Ants,
                                                                       5   Green
                                                                                    3) Crickets, 4) GMs Choice
Crystal Ooze
                                                                       6   Red      Explosive: 1d6/PC party level
No. Enc: 1d2
Alignment: N                                                         Cyclopsman
Movement: 5
Armor Class: 8                                                       No. Enc: 2d4
Hit Dice: 4                                                          Alignment: LN
Attacks: 1                                                           Movement: 40
Damage: 4d4                                                          Armor Class: 6
Save: F4                                                             Hit Dice: 1+2
Morale: 12                                                           Attacks: 1
Treasure: None                                                       Damage: By weapon
XP: 275                                                              Save: F1
                                                                     Morale: 9
The crystal ooze inhabits shallow subterranean pools.                Treasure: B-C
They are almost invisible (75%) when submerged in                    XP: 25/HD
                                                                28
Cyclopsmen appear as large humans (between 6’4”                   Darg
and 6’8”) with a single eye. They are striking to behold.
Their hair color varies from light brown to black and             No. Enc: 2d4
their eye color from pale blue to green.                          Alignment: LE
                                                                  Movement: 60
Cyclopsmen, sages believe, were bred for slave labour.            Armor Class: 6
As a result, they are hardy and strong, and rarely speak.         Hit Dice: 3
Cyclopsmen are a dour, staid, and dogmatic race. They             Attacks: 1
prefer the company of dwarves, who they admire for                Damage: 2d4
their physical strength and loyalty. Cyclopsmen are               Save: F3
often disparaged by some races, particularly humans,              Morale: 9
who refer to them as “slags.”                                     Treasure: None
                                                                  XP: 95
They possess above average strength and constitution
(13-16 in both attributes) but lower intelligence                 Dargs are a subterranean species of lizard-like canines
wisdom, and charisma on average (8-10). Due to                    domesticated and bred for war by the duergar. Dargs
their attributes, cyclopsmen make excellent warriors.             are largely hairless and appear emaciated. They
They are also gifted craftsmen and make outstanding               have a ridged back and tail. Males grow as large as
masons. Cyclopsmen are highly fearful of magic, and               90 pounds in weight and 26 inches in height at the
are unable to train as magic-users, clerics, or any of the        shoulder. Females are smaller by 20 pounds and 4
sub-types of those classes.                                       inches.
Cyclopsmen prefer two-handed melee weapons, but                   Dargs have a large maw of sharp teeth that cause 2d4
are particularly adept with spears, glaives, and pole-            points of damage. Dargs have extraordinarily strong
arms. They prefer light armor, such as leather or                 jaws (effective strength of 16). On a successful bite
studded leather that allows them free movement.                   attack, the target and the darg must make opposing
                                                                  strength rolls. PC failure means the darg has clamped
They possess poor depth perception due to their single            down and immobilized its victim until a successful
eye and are -2 on all ranged attacks.                             opposing check is made (1d6 automatic damage each
                                                                  round). The duergar train dargs to attack sword-arms
Cyclopsmen are resilient to harsh environments and                and are sometimes outfitted with chainmail barding
receive a +1 on saves versus heat and cold. They are              (AC: 4). They are -1 to hit in light greater than a torch.
also immune to poisonous gas. Cyclopsmen possess
darkvision of 40 feet and detect secret doors on a roll           Dargs possess a sharp olfactory sense that allows them
of 1-2 on 1d6.                                                    to detect invisibility and track as rangers underground
                                                                  (5th Level). A darg receives a passive (1-2 on d6) on d6
They have an innate spirituality and gravitate towards            chance to detect any living creature within 30 feet.
organized religions such as Odin One-Eye, or the
cults of Arges or Polyphemus. Cyclopsmen speak Suul,              Darkmantle
the name of their own language, and some will know
dwarvish (50%) and common (25%).                                  No. Enc: 2d6
                                                                  Alignment: N
Cyclopsmen have no corollary in their own language                Movement: 10
for metaphorical communication. This presents                     Armor Class: 4
difficulty understanding the hyperbolical everyday                Hit Dice: 1+2
language of humans and demi-humans. As a result,                  Attacks: 1
cyclopsmen interpret common vernacular and slang                  Damage: 1d4
literally, leading to difficulty in basic communication.          Save: F1
Given their size, and their communication issues, they            Morale: 8
are often stereotyped as simple-minded.                           Treasure: None
                                                                  XP: 27
Cyclopsmen have unique digestive systems and are
raw carnivores. They are unable to draw nutrients from            Darkmantles are subterranean squid-like creatures that
cooked meat or other foods. Cyclopsmen are also                   resemble rock. They cling to the ceiling of caverns,
unable to consume alcohol (effect of lethal poison                appear much like stalactites, and drop down to ambush
(Save or Die)). They can consume clotted cream, which             their prey. Their flight is clumsy and awkward.
has the same intoxicating effect as alcohol.
                                                             29
A darkmantle does 1d4 points of damage on a                         Deinonychus
successful hit and, unless a save versus Paralyzation is
made, the creature envelops the head of its victim and              No. Enc: 1d2
does a 1d4 points of automatic damage thereafter.                   Alignment: N
                                                                    Movement: 50
If it misses, the creature will attempt to fly back into the        Armor Class: 4
air and repeat its attack.                                          Hit Dice: 4+1
                                                                    Attacks: 3
Darkmantles can cause Darkness (15 feet) once per                   Damage: 1d2/1d2/2d6
day (as per spell).                                                 Save: F4
                                                                    Morale: 12
Death Knight                                                        Treasure: None
                                                                    XP: 275
No. Enc: 1
Alignment: CE                                                       These 6 foot long carnivores are extremely fast.
Movement: 30
Armor Class: 0                                                      They throw themselves at their prey ripping with their
Hit Dice: 10                                                        forward claws (1d2/1d2) and their rear talons that
Attacks: 2                                                          attack at +2 and inflict 2d6 points of damage.
Damage: by weapon
Save: F10                                                           Derro
Morale: 12
Treasure: None                                                      No. Enc: 2d4 (3d10)
XP: 4,000                                                           Alignment: CE
                                                                    Movement: 20
The death knight is a terrible undead creature. It is               Armor Class: Varies
unknown if they achieved their state through a fall from            Hit Dice: 3+
grace or if they were created by the dark gods. Death               Attacks: 1
knights carry the equipment they possessed in life. They            Damage: By weapon
often wear ancient magical platemail and shield, and                Save: Varies
carry a magical longsword, mace, or flail.                          Morale: 9
                                                                    Treasure: D-F / U (Lair)
Death knights have an effective strength of 18, and this            XP: 21/HD
is added to their attack and damage rolls (+3). They
possess a magic resistance of 85% and can only be                   Sages believe the derro were bred as slaves, possibly by
hit by +1 or better magic weapons. Any spell that fails             the dark elves or the kalas-toa, or some other unknown
to break the knight’s magic resistance is turned on the             subterranean race.
caster.
                                                                    The ancestors of the derro escaped, multiplied, and
The death knight cannot be turned and can command                   built a civilization in the deep earth. Due to their history,
undead below its hit dice at will. Death knights can                the derro are fiercely independent and rarely maintain
cast Dispel Magic (1/day), Fire Ball (1/day), and use a             alliances for long.
Symbol (1/day). These are cast at 18th level of magic
use.                                                                Derro are short in stature, no taller than 4 feet tall and
                                                                    typically have muscular physiques. Their skin is pale
It is believed only nine death knights exist, and they are          white with a purple or bluish tint. Their eyes are round
said to ride mighty undead warhorses. Some believe                  and broad, and they possess darkvision to 120 feet.
they appear as riders in flowing black shrouds, while               Derro hair tends to be white or gray.
others say they look like black knights risen from the
grave.                                                              Like all subterranean races, they suffer -1 penalty in
                                                                    daylight or its magical equivalent. They venture to the
The voice of a death knight is hollow and so chilling               surface only to capture slaves.
that the living must save (Spell) or flee in Fear (as per
the magic-user spell) for 2d4 rounds.                               Note that derro have a high dexterity, between 15-18,
                                                                    and receive an ability score bonus in addition to their
Like all undead, they are unaffected by mind-influencing            armor class (average 16 or an AC bonus of 2).
spells.
                                                               30
31
        Derro Random Weapons and Armor                           The derro employ a light repeating crossbow (2 shots
                                                                 per round, 1d3 damage each). Each clip holds six bolts
      Shortsword, Light Repeating Crossbow,                      and one round to reload). Some derro employ a fungus-
  1-4
      Studded Leather, Buckler Shield                            based poison on their bolt tips (1d4 damage, Save
      Longpoint Dagger, Fauchard-Hook, Studded                   versus Poison for half damage). They carry one reserve
 5-6                                                             clip. The derro employ spiked buckler shields. These
      Leather, Buckler Shield
                                                                 shields may be used as a weapon and score 1d4 points
      Shortsword, Light Repeating Crossbow,                      of damage. Buckler shields remain equipped while
 7-8
      Scalemail, Shield                                          using ranged weapons. A longpoint dagger (1d4) is a
      Military Pick, Spear, Longpoint Dagger,                    long piercing dagger that allows reach into the second
 9-10
      Scalemail, Buckler Shield                                  rank, if the bearer so desires. A longpoint dagger
                                                                 cannot be thrown. There is a 15% chance the dagger is
Derro hit dice vary subject to the needs of the campaign.        magical (d6): +1 (1-5) or +2 (6). The fauchard-hook is
For every warband or patrol of four 3HD derro, there             a shortened polearm (1d6 points of damage). It is 25%
will be a subleader of 4 or 5HD. For every group of six,         likely to hook and flip the target prone.
there will be a leader of 6HD and a 30% chance of a
subleader. If nine or more are encountered there will            Dervish Nomad
be a 7HD leader and a 6HD subleader. Leaders and
subleaders wear half plate armor and buckler shield              No. Enc: 1d8 (6d10)
(AC: 3) and may (1-2 on d6) possess a random potion.             Alignment: NE
There is a 15% chance one of their arms or armor might           Movement: 40
be magical (d6): +1 (1-5), +2 (6).                               Armor Class: Varies
                                                                 Hit Dice: 2
In addition, there is a cumulative 10% chance that a             Attacks: 1
savant may lead a warband or patrol. Savants are                 Damage: By Weapon
a special caste of derro sage-like magic-users with              Save: F2
1d4+4HD. Savants, possess 1d3 miscellaneous magic                Morale: 10
items, normally of an offensive nature. They cast spells         Treasure: A-D / J (Lair)
per day consistent with a magic-user of the same hit             XP: 20
dice. Savants can Comprehend Languages and Read
Magic as per spell.                                              Also called fremics, dervishes are tribes of nomadic
                                                                 humans. They arm themselves with scimitars and
A derro savant is attended by 1d3 student-savants, also          buckler shields. Dervishes cover their heads and faces.
called graduate-students. Graduate-students possess 4
or 5HD. They may (1-2 on d6) possess one magic-user              They are masters of guerrilla warfare in the desert
based magical item. Like savants, students-savants cast          badlands. Dervishes often use a zajaari stick in battle.
spells per day as a magic-user of the same hit dice.             The zajaari stick is a two-handed metal weapon with
Both groups may wield daggers, staves, slings, and the           a ball on one end (as a club 1d6) and a bladed edge
light repeating crossbow.                                        on the other (damage equivalent to a hand axe 1d6).
                                                                 On a successful hit with a zajaari stick (first attack),
Savants and students may choose from either the                  s/he immediately whirls and receives a second free
magic-user or illusionist spell lists. Savants and their         attack with the other end. All dervishes can track in the
students employ weapons as per derro warriors but                Forbidden Zone as rangers.
wear densely woven spider silk robes (AC: 4) that
provide a mundane form of Free Action (as per the                       Dervish Random Weapons and Armor
magic ring). Common magic items among the savants
and students include a random potion or wand, a                       Scimitar, Dagger,             No armor and
                                                                  1–2                   1–2
magical enchantment on their robes (like a Cloak of                   Javelins (3)                  Buckler Shield
Protection), a magical longpoint dagger, Bracers of                   Zajaari, Dagger,              Leather and
Defense, Broach of Shielding, etc.                                3–4                   3–4
                                                                      Sling                         Buckler Shield
                                                                      Spear, Dagger,
A derro stronghold will have several hundred members              5–6                   5–6         Studded Leather
                                                                      Javelins (3)
with a single high-level chieftain (10+) advised by a
council of powerful savants (1d6). The savants are
attended by 3d4 graduates-students. One third of the             Every patrol of dervishes is led by a leader (AC: 6
total number of derro will be female. Their stronghold           (Studded, Buckler), HD: 2+2, HP: 9, Weapons: Zajaari
will be guarded by minor constructs including gargoyles.         Stick, Javelins (3), Dagger. Every 30 dervishes are lead
                                                                 by a Kahl (or king). The kahl has 5 HD and AC: 3.
                                                            32
The kahl is accompanied by eight bodyguards called                 50% chance of corrosive dust, in the immediate vicinity
blood-men. Serving as a bodyguard to the kahl is                   of rust fungi.
considered one of the highest honours a warrior can
achieve in their culture.                                          Dimetradon
Fremic women are trained as combatants and comprise                No. Enc: 1d2
about 30% of all fremics encountered.                              Alignment: N
                                                                   Movement: 30
These desert nomads are reclusive and avoid contact                Armor Class: 4
with other humans in the Northern Reaches. The                     Hit Dice: 3–5
dervishes are religiously fanatical and uncompromising             Attacks: 1
in their beliefs.                                                  Damage: 4d4
                                                                   Save: Varies
In the last few years, missionaries of Impurax have                Morale: 12
purposefully and systematically converted the dervishes            Treasure: None
to the worship of the Rotting God and united various               XP: 50, 125, 300
smaller bands into a single tribe. They travel in single
file to hide their numbers. Dervish Nomads speak their             This vicious predator is known for its large dorsal fin.
own language, called Fremish.                                      It is not a dinosaur, but rather a distant relative of the
                                                                   alligator. It possesses a powerful bite attack.
Devil’s Fingers
                                                                   Dracolich
No. Enc: 1d4+1
Alignment: N                                                       No. Enc: 1
Movement: 5                                                        Alignment: CE
Armor Class: 7                                                     Movement: 50 (Fly 240)
Hit Dice: 1                                                        Armor Class: –4
Attacks: 1                                                         Hit Dice: 10 (80hp)
Damage: 1d4                                                        Attacks: 3
Save: F1                                                           Damage: 1d8x2/2d10
Morale: 12                                                         Save: F10
Treasure: A-E                                                      Morale: 11
XP: 13                                                             Treasure: S, Y, Z (Lair)
                                                                   XP: 6,666
The devil’s fingers are a subterranean species of fungi.
More commonly called the rust fungus, the devil’s fingers          The dracolich, or lich-dragon, appears as a giant
have long, reddish, serrated tendrils that appear like             skeletal dragon with red orbs that glow dully in its eye
the pointed fingers of a hand. The fungi, but especially           sockets. Small vestiges of membrane may remain on its
its hand and fingers, are coated in a corrosive goop.              wings but most of its skin and tissue decayed long ago.
When the fungus senses movement or ferrous metal,                  A lich-dragon is a powerful monster and can attack
its “hands” extend outward (as far as 5 feet) and latch            opponents in several ways. Its breath attack is the same
on tightly to its prey causing 1d4 points of damage.               that it held in life. This attack can be used up to three
In addition, any ferrous metal or metal alloy the fungi            times per day. The damage inflicted is the same as its
touches (or if the fungi is struck) immediately corrodes           current hit points. Victims can save (Breath) for half
with rust and becomes useless. The fungus possesses a              damage. A lich-dragon can attack with a claw/claw/
ravenous appetite for ferrous metal and will prioritize the        bite routine that does 1d8/1d8/2d10 points of damage.
targeting of armored legs, shields, and weapons. Due               In addition, successful attacks do an additional 1d6 of
to this corrosive effect, ordinary metal weapons inflict           cold damage. These undead monsters also possesses
no damage. Magic items, such as weapons and armor,                 a gaze attack. If a character meets its glowing red orbs
receive a save using the character’s saving throw versus           s/he must save (Paralyzation) or be immobilized for 10
Death (magical bonuses apply). Failure results in the              rounds. A successful save will not require an additional
loss of a magical bonus. This save must be performed               save during that encounter.
each time the item comes in contact with the fungi (for
instance, a +2 weapon would become a +1 weapon                     Lich-dragons can also cast spells. The exact spells a
or a +1 weapon would become a mundane weapon,                      lichdragon possesses are subject to its dragon type and
etc.). There is a 50% chance of Treasure Type I-V, and a           the discretion of the Referee. They cast at 10th level of
                                                              33
magic use. They can Detect Invisibility, Clairaudience,             Dragonman
and Animate Dead at will.
                                                                    No. Enc: Varies (1d8)
A lich-dragon can only be harmed by +2 or better                    Alignment: LE
weapons and possesses a 30% magic resistance. A                     Movement: 30
lich-dragon is also immune to cold-based, electricity,              Armor Class: Varies
or death-related spells/attacks. Lich-dragons cannot                Hit Dice: 3/4/5
be turned by a cleric and they radiate an aura of Fear              Attacks: 1
(as per the magic-user spell of the same name). All                 Damage: By weapon
creatures of 4 hit dice or under will immediately flee the          Save: Varies/HD
sight of a lich-dragon with no saving throw, All others             Morale: Varies
must save at –2 or suffer the same effect.                          Treasure: K (15%/Category)
                                                                    XP: 80 per HD
A lich-dragon possesses the intelligence and the
memories it had in life. They often speak Common,                   Dragonmen, sometimes called drax or draconians, are
Ancient Common, its Dragon Type, and Black Tongue.                  dragon cultists of Vol who have undergone the Ritual of
They never sleep and thus, unlike living dragons, cannot            Transmutation to become dragon-like humanoids. Vol
be caught unaware.                                                  is the god of evil dragons and dragon cults.
Like all undead, they are unaffected by mind-influencing            There are three known types of draconians: Thrall,
spells. Like all dragons, a lich-dragon is susceptible to           Midiarii, and Voldrax.
flattery.
                                                                    The thrall are considered light infantry and weakest
Dracolisk                                                           of the dragonmen. They are the most human in
                                                                    appearance and are often mistaken as such from afar.
No. Enc: 1d2                                                        The thrall have small wings but cannot fly. However,
Alignment: CE                                                       they can glide downward on their wings (for no more
Movement: 30 (50 fly)                                               than 8 rounds at a time). The thrall possess an armor
Armor Class: 3                                                      class of 5 and 3 hit dice. They prefer broadswords,
Hit Dice: 7+3                                                       spears, and daggers in melee combat, and spears and
Attacks: 3                                                          slings as ranged weapons. If unarmed they can also
Damage: See below                                                   attack with a claw/claw/bite routine for 1d2/1d2/1d4
Save: F7                                                            hit points of damage.
Morale: 11
Treasure: R, X (Lair)                                               The midiarii are the medium infantry of the dragon
XP: 1,490                                                           army. The midiarii are larger and stronger than their
                                                                    thrall brethren. They have long necks and typically walk
The dracolisk is a pairing of a black dragon and a                  with a forward lean. Midiarii dragonmen possess fully
basilisk. The dracolisk has six legs but its color, head            developed wings and can either glide or fly at will,
shape, and wings reveal its black dragon heritage. The              although their capacity for flight is limited to 1 turn
creature has a short, curved horn, similar to a rhino               (after which they are incapable of flight for 1 turn). The
that protrudes from its nose.                                       midiarii have an armor class of 4 and 4 hit dice. These
                                                                    dragonmen use the broadsword, longsword, dagger,
A dracolisk can spit a stream of acid similar to a black            and especially the longbow. If unarmed they can also
dragon. It can use its breath weapon three times per                attack with a claw/claw/bite routine for 1d3/1d3/1d6.
day, inflicting 4d6 points of damage (5 feet wide and
20 feet long). A saving throw versus Breath Weapon                  The voldrax are the heavy, elite infantry of the dragon
halves the damage.                                                  army. They are the most dragon-like in appearance
                                                                    in comparison to other dragonmen. They are also the
The dracolisk possesses a gaze weapon (30-foot range)               tallest, strongest, and broadest of the draconians. The
that can petrify its target (save versus Petrification to           voldrax possess fully developed wings and can glide or
negate). Blind attacks suffer a -4 penalty. It is almost            fly at will without restriction. They have an armor class
(90%) immune to its own gaze.                                       of 2 and 6 hit dice. They prefer two-handed weapons
                                                                    like swords, spears, and polearms and can cast divine
The creature attacks with two front claws (1d6 each)                and arcane spells from magical scrolls. If unarmed
and a vicious bite (3d4). It has limited capability to fly -        they can also attack with a claw/claw/bite routine for
no more than two turns at a time.                                   1d4/1d4/1d6 hit points of damage.
                                                               34
Duergar                                                            Gray dwarves are fiercely independent, and never trust
                                                                   easily or for long. They wage war and create temporary
No. Enc: 2d6                                                       alliances as it suits them.
Alignment: LE
Movement: 20                                                       Duergar warriors vary from 1-9 hit dice, subject to the
Armor Class: Varies                                                needs of the encounter. Regardless of hit dice, for every
Hit Dice: Varies                                                   four duergar warriors encountered there will be a patrol
Attacks: 1                                                         leader. Patrol leaders possess two additional hit dice.
Damage: By weapon                                                  Most patrol leaders are fighters.
Save: Varies
Morale: 8                                                          There is a 30% chance a patrol leader is a cleric (two
Treasure: E-F / J (Lair)                                           levels higher than the patrol HD average).
XP: 27/HD
                                                                               Duergar Random Weapons
Duergar are a race of evil dwarves that live deep
underground. Their skin has a grayish-tone, and they                      Warhammer or Great Hammer,
                                                                     1
are often referred to as gray dwarves for this reason.                    Light Crossbow, Dagger
Unlike the appearance of their mountain dwarf cousins,                    Hand Axe or Battle Axe,
duergar possess slighter frames and their hair and                   2
                                                                          Heavy Crossbow, Dagger
beards are white. Duergar are also much thinner,
almost emaciated in comparison to mountain dwarves,                  3    Spear, Light Crossbow, and Dagger
and yet they still possess the strength and constitution             4    Military Pick, Heavy Crossbow, and Dagger
for which all dwarves are known. Duergar wear drab
colored clothing that blends with the stone of their               *Patrol Leaders are also armed with a Whip (1d3
subterranean world.                                                damage, Save versus Paralyzation or fall prone)
Duergar possess outstanding darkvision (120 feet)
but suffer a -1 penalty to hit in bright light or sunlight.                      Duergar Random Armor
Gray dwarves are typically silent when not in platemail,            HD     Warrior                   Leader
and surprise opponents on 1-3 on 1d6. They have the
same saving throw bonuses as other dwarves but are                  1-3    Chainmail and Shield      Half Plate and Shield
completely immune to poison and paralysis. Duergar                  4-6    Half Plate and Shield     Plate and Shield
are immune to illusion magic and phantasms. Duergar
speak their own language, some will have a working                  7-9    Plate and Shield          Full Plate and Shield
knowledge of dwarf, and the gesture language of drow.
                                                                   For every patrol of duergar warriors (4-6 HD) there is
The duergar economy centers on iron mining, forging,               a 10% chance one possesses either a magical armor/
and the slave trade. Any gray dwarf settlement will                shield or weapon (+1 (60%) or +2 (40%)). There is a
likely (75%) have 5d20 slaves (larger settlements can              5% chance one carries a random potion.
have 4-10x that number). Slaves often consist of a mix
of morlocks, dwarves, drow, orcs, goblins, gnomes,                 For a patrol of 7-9 HD warriors the percentage is 15%
kobolds, adventurers, and a mix of subterranean                    (+2 (70%) or +3 (30%)) and a 10% chance of a potion.
species.
                                                              35
*Among Patrol Leaders (4-6 HD) there is a 20% chance              They can only be harmed by spell    or magic weapons.
that one item from their armor or weapons is magical              They are immune to mundane           weapon damage.
(+1 (60%) or +2 (40%)). Patrol leaders of 7-9 hit dice            Dwargoyles are less intelligent     than their normal
the percentage is 30% (+2 (60%) or +3 (40%)) and                  counterparts and are known to        be literal in their
25% chance of a random potion or runestone.                       interpretation of instructions.
Like a typical gargoyle, they possess two claw attacks,           Ice elementals are drawn from the Elemental Plane of Ice
a bite, and a horn attack (1d3/1d3/1d6/1d4).                      and resemble tall, translucent, white humanoids coated
However, some dwargoyles (50%) are constructed                    with frost. All those within 10 feet of an ice elemental
with stone warhammers or axes (1d12). If they attack              take 1d4 hit points of freezing damage per round. All
with a weapon on the wing, they are +1 to hit. They               liquid within this radius freezes. Ice elementals take no
are hardier than regular gargoyles and possess a                  damage from cold or ice-based attacks and fire-based
stronger save (as Level 6 fighters).                              attacks do double-damage.
                                                             36
Lightning elementals are drawn from the Elemental                  Ettercaps have devious minds and use their web
Plane of Air. Lightning Elementals have a vaguely                  spinning abilities to create traps and weapons. They
humanoid shape comprised of cracking, intertwined                  attack using two claws for 1d3 points of damage each
bolts of lightning. Their eyes and mouths burn with the            and a bite that does 1d8 points and contains a lethal
intensity and heat. All those within 10 feet of a lightning        venom (save versus Poison or Die).
elemental take 1d4 hit points of electrical damage per
round. All liquid within this radius evaporates. These             Exploding Bone Skeleton
elementals take no damage from lightning, fire, or fire-
based attacks.                                                     No. Enc: 2d6
                                                                   Alignment: CE
Smoke elementals appear as an amorphous cloud of                   Movement: 15
thick black ash and soot. The soot is so overwhelming              Armor Class: 7
that all those within a 10-foot radius of a smoke                  Hit Dice: 1
elemental must save (Poison). Success results in a -1              Attacks: 1
to hit penalty from the blinding ash. Failure results in           Damage: 1d6
choking and blindness for 1d4+1 rounds (followed by                Save: F2
a -2 penalty to hit for the remainder of the melee). To            Morale: 12
attack, a smoke elemental will form a roughly human                Treasure: None
face from its cloud and “bite” for damage. Each                    XP: 30
successful bite requires an additional saving throw to
the above. Penalties for success or failure to the save            Exploding bone skeletons, simply called “exploding
stack with any existing penalties to the smoke radius              bones,” are an undead necromantic construct.
effect.
                                                                   Exploding Bones look like regular skeletons except for a
Ettercap                                                           black inverted triangle painted on their forehead. They
                                                                   do not use weapons and have a slower movement rate.
No. Enc: 1d4
Alignment: CE                                                      Upon reaching zero hit points, these skeletons explode
Movement: 30 (Climb 30)                                            showering anyone within 5 feet with bone shards
Armor Class: 6                                                     causing 1d4 points of damage.
Hit Dice: 5
Attacks: 3 (See below)
Damage: See below
Save: F5
Morale: 8
Treasure: None
XP: 425
                                                              37
Fanged Legion of Impurax                                          All Fangs, Blades, and High Blades are immune to
                                                                  disease and can Detect Good in a 40 feet radius as per
No. Enc: 1d8                                                      the spell, when concentrating. They also receive a +1
Alignment: LE                                                     on all saving throws. At fourth level Blades can Control
Movement: 30                                                      Undead as an evil cleric (two levels lower). Blades can
Armor Class: Varies                                               also Cause Disease once per day.
Hit Dice: Varies
Attacks: 1                                                        Experience Points: 19, 35, 80, 325, 800, 1,400
Damage: By weapon
Save: Varies/HD                                                   Faze Fungus
Morale: 10
Treasure: A-E / Y (Lair)                                          No. Enc: 1d4
XP: See below                                                     Alignment: N
                                                                  Movement: 10
The Fanged Legion is a special unit of fanatical religious        Armor Class: 6
warriors in the service of Impurax, the God of Rot,               Hit Dice: 3
Decay, and Corruption. Like the acolytes of Impurax,              Attacks: See below
Fanged Legionnaires typically wear gray-green (or                 Damage: See below
field-gray) clothing under their armor. They possess              Save: F3
some limited powers akin to corrupt paladins.                     Morale: 12
                                                                  Treasure: None
There are three ranks in the legion: Fang, Blade, and             XP: 65
High Blade.
                                                                  The faze fungus is related to the standard shrieker in
First, second, and third level warriors in the legion,            most respects except that its cap is larger and red in
called Fangs of Impurax, typically wear scalemail and             color.
carry a square metal shield (AC 5). They are armed with
spears (75%), or scimitars (25%), and a dagger. There             When it senses movement within 30 feet, the fungus
is a 35% chance that third level fighters are wearing             emits a scream that lasts for 1d4 rounds and requires
half-plate (AC 3), have a square metal shield, and have           at least one random monster check.
a scimitar (1d8) and a light crossbow with 10 bolts.
They normally carry 3d10sp. For every group of five or            Alongside its scream, it also releases a disorienting
more first level fighters there will be a mid-rank warrior        spore cloud. Any creatures caught within a 30-foot
of second, third, or fourth level (d6: 1–2 second, 3–4:           radius of the fungus will be confused and unable to act
third, 5–6: fourth).                                              (beyond staggering outside the cloud). The condition
                                                                  lasts for 1d4+1 rounds after leaving the cloud. The faze
Fourth, fifth, and sixth level officers, called Blades of         fungus is also called the scarlet shrieker.
Impurax, wear platemail and carry a square metal
shield (AC 2). They are armed with a scimitar (75%) or            Fire Bat
broadsword (25%), light crossbow with 10 bolts, and a
dagger. There is a 35% chance that sixth level fighters           No. Enc: 1d4+1 (2d4)
wield a two-handed sword. They normally carry 5d4pp.              Alignment: NE
There is a 10% chance that Blades of fourth level and             Movement: 20 (Fly 40)
above are carrying a magical weapon, armor, or                    Armor Class: 7
random potion.                                                    Hit Dice: 1
                                                                  Attacks: 1
Each legion is led by a High Blade of Impurax. The                Damage: 1d3+Flame
High Blade is a fighter of not less than Level 7 and              Save: F2
is the highest-ranking officer. His/Her rule is absolute.         Morale: 8
The High Blade requires the support and blessing of               Treasure: F-G
a Grand Priest/ess of Impurax to assume the position.             XP: 23
The High Blade wears magical platemail (d6: 1–2: +1,
3–4: +2, 5–6: +3) and also carries a magical scimitar             The fire bat is a large bat, about two feet in length,
or broadsword (d6: 1–2: +1, 3–4: +2, 5–6: +3) and                 indigenous to the Elemental Plane of Fire. Its body is
1d3 random potions. A High Blade attacks 3 times                  black or brown and it is wreathed in flames. Fire bats
every two rounds (3/2).                                           leave a trail of flames through the air behind them.
                                                             38
Fire bats make swooping dive-attacks at their prey.                  The shortest of the known giants (12 feet tall), fire giants
With a successful hit a fire bat will bite with its teeth for        possess a stocky build similar to dwarves. They have
1d3 points of damage. It will then immediately burn its              stout hardy bodies and very broad shoulders. Their hair
prey with intense flames for 1d2 points of damage. A                 is always some variation of red - commonly bright to
fire bat will inflict automatic flame damage for a total of          burnt orange. Their skin is the color of soot or coal.
three rounds unless it is pulled off (Strength Check with            Their teeth are yellowed.
1d2 fire damage) or it dies.
                                                                     Fire giants are adept at armor-smithing and they will
If one fire bat has latched on and flamed its target,                forge crude mail or plate for their immense bodies. They
other fire bats will attack the same opponent.                       use whatever metal they can force their slaves to mine,
                                                                     such as iron, bronze, or copper. In rare exceptions, they
As a creature of the Plane of Fire, fire bats are immune             will fashion armor from the skin of a great beast, such
to all mundane and magical fire. If found on the Prime               as a dragon.
Material Plane, fire bats will seek hot humid lairs like
volcanoes or lava pools. They might also group together              Fire giants are at home in subterranean caves and
in a campfire, forge, or fireplace as camouflage.                    dungeons close to a heat source, such as a volcano or
                                                                     lava streams.
Fire Crab
                                                                     In combat, fire giants wield large two-handed weapons
No. Enc: 1d4+1                                                       such as swords, axes, or morningstars for 5d6 points
Alignment: N                                                         of damage. Like most giants, adult fire giants delight in
Movement: 20                                                         using their great strength to hurl rocks and boulders at
Armor Class: 2                                                       enemies. They can hit a target from a distance of 50
Hit Dice: 3                                                          feet and inflict 2d10 hit points of damage.
Attacks: 2
Damage: 1d8/1d8*                                                     Fire giants are immune to all fire-based attacks,
Save: F3                                                             including the breath of a red dragon or related monster.
Morale: 8                                                            Fire giants can catch, or simply bat away, missile attacks
Treasure: None                                                       50% of the time. They are +5 on damage rolls.
XP: 95
                                                                     Fire giants may keep pets in their lair such as 3d6
A fire crab appears as a giant crab in most respects. It             hellhounds (1-2 on d6), or occasionally (1 on d6), 1d3
has a reddish color and jagged shell.                                hydras. If found on a patrol, there is a 25% chance of
                                                                     1d4 hellhounds.
In combat, fire crabs generate intense heat and flames
rise from their back. A fire crab attacks with its two claws,        If more than 10 fire giants are encountered in their lair,
each dealing 1d8 hit points of damage. In addition,                  there is a chance of 1d4 females (10 HD, AC 5, 4d6
opponents will suffer 1d3 points of fire damage on                   damage). If more than two females are encountered,
each successful hit.                                                 there is a 65% chance of 1d2 young (6+1d4 feet in
                                                                     height with 6 HD and attack for 3d6 points of damage).
Fire crabs are immune to fire-based attacks and take
double damage from cold attacks. They are native to                  If 15 or more fire giants are encountered, there will be a
the Elemental Plane of Fire.                                         king and queen present. The king will have 11+1d4 HD
                                                                     and be clad in massive platemail with an AC of 0. He
Fire Giant                                                           scores 6d6 points of damage with a giant two-handed
                                                                     sword.
No. Enc: 1d2 (2d10)
Alignment: CE                                                        There is a 35% chance his armor includes the scales of
Movement: 30                                                         a random dragon (1d4): 1) Red, 2) White, 3) Green, 4)
Armor Class: 4                                                       Black) and provides a special defensive bonus, subject
Hit Dice: 11+                                                        to the Referee.
Attacks: 1
Damage: 5d6                                                          The queen will have 11 HD, wear half-plate armor for
Save: F11                                                            an AC of 1, and score 5d6 points of damage.
Morale: 9
Treasure: K, O / V (Lair)                                            Fire Giants speak their own language and some may
XP: 2,225                                                            have working knowledge of other languages.
                                                                39
Fire Salamander                                                   Their bite strikes for 1d4 points of damage. They also
                                                                  inject venom that burns and causes the victim to writhe
No. Enc: 1d4+1                                                    on the ground in agony for 1d4+1 rounds. Prone
Alignment: CE                                                     opponents are +4 to hit.
Movement: 20
Armor Class: 2                                                    Fire Toad
Hit Dice: 8
Attacks: 3 (2 claws, bite)                                        No. Enc: 1d4
Damage: 1d4/1d4/1d8                                               Alignment: N
Save: F8                                                          Movement: 20
Morale: 8                                                         Armor Class: 6
Treasure: J 100% / U (Lair)                                       Hit Dice: 3
XP: 2,060                                                         Attacks: 1
                                                                  Damage: 3d4
The flame salamander is native to the Elemental Plane             Save: F3
of Fire. It has a lizard-like appearance, with red scales         Morale: 8
and four limbs. It reaches a length of 12 to 16 feet.             Treasure: None
                                                                  XP: 100
Scorching heat emanates from the flame salamander,
and all those within 20 feet take fire damage (1d4 hit            Fire toads are about four feet long with large mouths
points of damage per round). Flame salamanders are                and bulbous eyes. They are normally burnt orange in
unharmed by all fire-based attacks and non-magical                color, although some are deep red or maroon.
weapons.
                                                                  Fire toads constantly drip lava-like saliva from the edges
They are unaffected by sleep or charm spells. These               of their mouth that burns the ground on contact. It is
creatures often live in the molten lava of volcanoes, or          believed they are originally from the Elemental Plane of
otherwise in very hot and arid regions.                           Fire but have acclimatized to the warmest environments
                                                                  on the Prime Material Plane.
Frost salamanders and fire salamanders are bitter
enemies.                                                          Most fire toads will flee direct combat. However, if
                                                                  cornered or forced to defend themselves they will belch
Fire Snake                                                        a gout of lava and flame at their aggressors akin to
                                                                  a Fire Ball. The glob of incendiary fluid has a range
No. Enc: 1d6                                                      of 20 feet and covers a 10x10 foot square. All those
Alignment: N                                                      caught in the area of effect take a number of hit points
Movement: 20                                                      of damage equal to the total remaining hit points of the
Armor Class: 6                                                    toad at the time of the attack. A saving throw versus
Hit Dice: 2                                                       Breath indicates half damage.
Attacks: 1
Damage: 1d4                                                       There is a 1-4 on d6 chance that a fire toad will have
Save: F2                                                          either Treasure Type K (50%) or O (50%) in its belly.
Morale: 9
Treasure: None                                                    Flagstone Golem
XP: 47
                                                                  No. Enc: Varies
Fire snakes, it is believed, are from the Elemental Plane         Alignment: N
of Fire originally, although they are found on the Prime          Movement: 20
Material Plane. They are about four feet in length and            Armor Class: 6
their colors vary with black, red, orange, and yellow             Hit Dice: Varies
being most prominent.                                             Attacks: 2
                                                                  Damage: varies
Fire snakes prefer hot or humid environments and are              Save: Varies
immune to all mundane and magical forms of fire. In               Morale: 12
the absence of such a location they will seek fires of any        Treasure: None
type, or lava pools, to remain warm. In these examples,           XP: 50/HD
fire snakes are nearly imperceptible and surprise on a
1-4 on d6.
                                                             40
A flagstone golem is constructed from the stones                    Fog Giant
and mortar used in dungeon walls and floors. These
monsters often serve as special camouflaged guardians               No. Enc: 1d4
to protect crypts and other important locations.                    Alignment: NE
                                                                    Movement: 40
Flagstone golems are relatively flat and pull themselves            Armor Class: 1
away from the wall or floor to surprise tomb-robbers.               Hit Dice: 14
Bludgeoning weapons do full damage (all others do                   Attacks: 1
half). Only spells that affect stone will cause these               Damage: 4d6
golems full damage (acid, fire, cold, and electricity               Save: F14
cause half damage).                                                 Morale: 12
                                                                    Treasure: K (100%) / V (Lair)
The size and damage inflicted by a flagstone golem’s                XP: 5,100
fists varies subject to hit dice - HD: 1-3 (1d6 each) and
HD: 4-6 (1d8 each), HD: 7-10 (1d10 each).                           Fog giants have pale white skin with dark black eyes and
                                                                    greasy black hair. They are distantly related to cloud
Flail Snail                                                         giants. Fog giants have exceptionally keen senses, and
                                                                    like minotaurs, are never lost or confused by direction
No. Enc: 1                                                          regardless of environmental conditions (fog, mist, snow,
Alignment: N                                                        etc.). They prefer to live in high mountains near the
Movement: 30                                                        clouds, in remote misty valleys, or vast woodland bogs.
Armor Class: 1                                                      They can hide themselves in thick fog at will and will
Hit Dice: 4–8                                                       surprise opponents most of the time 1-5 on d6.
Attacks: Varies
Damage: 1d8 per head                                                They prefer broad two-handed weapons like swords and
Save: Varies                                                        axes. Like all giants, they can throw large rocks up to 25
Morale: 8                                                           feet away and inflict 1d10 hit points of damage. They
Treasure: None                                                      can bat away large mundane missiles (anything larger
XP: See below                                                       than an arrow) without effect. Fog giant language is a
                                                                    guttural combination of their own dialect and the cloud
Flail snails are massive snails found in deep subterranean          giant language.
passages. The largest can reach 10 feet in height.
Extending from their head are balled tentacles, not
unlike the head of a mace or flail. A flail snail has a
balled tentacle for each of its hit dice.
This 4-foot high white mushroom grows black globule-              Four-armed gargoyles are ferocious creatures and have
like fruit atop its cap. Those that behold the fungus fall        a fondness for inflicting pain on their victims.
under a spell-like Suggestion (women save at -2 and
men save at -1). A failed save means the victim drops             Not particularly intelligent, they are vicious in combat,
all in-hand items and immediately runs to the fungus,             possessing four claw attacks (1d4 each), a bite (1d6),
picks one of its globules, and ravenously consumes it.            and a tail attack (1d8).
All those who consume the forbidden fruit must save               They can only be harmed by a magical weapons or
versus Poison or die. If the save is successful, the              spells.
victim will attempt to consume an additional fruit
every 30 seconds (with successive save attempts at -1             Freant
cumulatively) unless restrained. Upon death the victim’s
body turns black and decomposes in 3 turns to nourish             No. Enc: 1d8
the fungus.                                                       Alignment: NE
                                                                  Movement: 30
Fossil Skeleton                                                   Armor Class: 3
                                                                  Hit Dice: 6
No. Enc: 2d4                                                      Attacks: 2
Alignment: CE                                                     Damage: 1d8/1d8
Movement: 20                                                      Save: F2
Armor Class: 6                                                    Morale: 6
Hit Dice: 2                                                       Treasure: X (Lair)
Attacks: 1                                                        XP: 1,070
Damage: 1d8
Save: F2                                                          A freant is a frozen or frost treant native to the Elemental
Morale: 12                                                        Plane of Ice. A freant appears like a dead tree covered
Treasure: None                                                    in ice (about 18 feet tall). Their eyes are a piercing pale
XP: 26                                                            blue. Freants are very long lived, and as such they take
                                                                  few actions, including speaking, with any haste.
Fossil skeletons are found in deep subterranean
passages or dungeons where limestone or mineralized               A freant’s legs fit together when closed to look like
water was in constant contact with bones.                         the trunk of a tree, and a motionless freant is nearly
                                                                  indistinguishable from a tree. For this reason, at a
Fossilized skeletons are effectively made of rock and             distance of more than 30 feet, a motionless freant
are harder to destroy than regular skeletons.                     cannot be distinguished from a normal tree. Because
                                                                  of their inconspicuous nature, they often attack with
In some instances evil clerics or magic-users will induce         surprise (1-3 on d6).
the fossilization process deliberately.
                                                                  Freants have the ability to control two normal trees with
                                                                  a range of 60 feet. These animated trees will engage
                                                                  in combat with the same characteristics of a freant. In
                                                                  addition to clubbing or crushing damage from hitting
                                                                  or stomping their enemies, opponents must save versus
                                                             42
Petrification or take an additional 1d3 points of cold          They have an evil disposition, identical ability scores (15
damage. They fear fire and take double damage from              for each), and may class as fighters, clerics, thieves, or
magical fire attacks.                                           even magic-users. Their clerics wear deep blue cloaks
                                                                with white trim and lead their society. Their deity is
Frettin                                                         unknown.
No. Enc: 1d2                                                    They carry weapons appropriate to their class. Classed
Alignment: CE                                                   frost men are worth an additional 50 experience points
Movement: 40                                                    per level. They prefer axes, spears, and crossbows
Armor Class: 3                                                  made of enchanted ice (+1 to damage). Any non-frost
Hit Dice: 10                                                    man that touches these weapons takes 1d4 damage.
Attacks: 2
Damage: 3d6/3d6                                                 Frost men radiate a cold aura within 5 feet that causes
Save: F10                                                       1d2 points of damage (save versus Breath Weapon
Morale: 9                                                       for half damage). The effect is not cumulative with
Treasure: K (100%) / W (Lair)                                   additional frost men.
XP: 2,400
                                                                It is unknown how frost men procreate or if frost women
Frettins are frost ettins. They may be related to frost         or children exist. Their culture and social organization
giants, or the result of a union between an ettin and a         is completely unknown. They dress simply, often in kilts,
frost giant. Frettins possess their own culture and can         skins, or furs, despite being immune to cold (mundane
be found in frigid climes on the Prime Material Plane or        and magical).
on the Elemental Plane of Ice.
                                                                They carry their personal treasure in pouches and
Like frost giants they have white skin and beards and           sacks. They value diamonds and crystals and will
piercing blue eyes. They wear tattered skins and often          normally have 1d4 of either (or both) worth 1d100 +
use barbed weapons, such as great clubs. They have              75gp each. There is a 1 on d8 chance of exceptional
two heads, each of which controls one arm.                      value (+500gp).
                                                           43
Frozen Fungi                                                       Note there is a 1-2 on d6 chance that this fire damage
                                                                   will set off other funeral pyre zombies. Like all undead,
No. Enc: 1d3                                                       they are unaffected by mind-influencing spells.
Alignment: N
Movement: 10                                                       Fungus Man
Armor Class: 5
Hit Dice: 3                                                        No. Enc: 1d12 (3d20)
Attacks: 1 to 4                                                    Alignment: N
Damage: See Below                                                  Movement: 20
Save: F3                                                           Armor Class: 5
Morale: 8                                                          Hit Dice: Varies
Treasure: None                                                     Attacks: 1
XP: 95                                                             Damage: Varies
                                                                   Save: Varies
Frozen or ice fungi are distantly related to violet fungi          Morale: 9
that have adapted to arctic climates. They are rather              Treasure: F-G / M, O, P (L)
stout, 3 feet to 5 feet tall. A frozen fungi’s coloration          XP: 10 per HD
ranges from white to pale blue and is sometimes
covered in light gray spots. They can be mistaken as               Fungus men, also called mushroom men or myconids,
mounds of snow and surprise on a 1-3 on d6.                        resemble humanoid mushrooms with arms and legs.
                                                                   They are found underground in dark subterranean
A frozen fungus attacks creatures that approach within             passages and fear direct sunlight.
10 feet by flailing its 1d4 tentacles. The tentacles extend
outward from the body of the fungus and inject a cold              They vary in size from 1-7 hit dice. Each hit die
slime that causes a victim to rot into a corpse within             corresponds to roughly two feet in height. Fungus men
2d4+1 rounds unless a successful save versus Poison is             attack with their fists for 1d4 points of damage every
made. The corpse will sprout a new fungus within 1d4               other hit die (2d4 at three, 3d4 at five, 4d4 at seven).
days. The rotting effect is neutralized if the spell Cure
Disease is cast, or alcohol is poured on the wound.                Each colony of 20 or more includes a king with 8 HD
                                                                   (XP: 275) and a shaman with 6 HD called a shroom or
Funeral Pyre Zombie                                                a sporceror. The sporceror has the spell-casting ability
                                                                   of a fourth level magic-user (at minimum) and can
No. Enc: 1d6                                                       use the following once per day: Control Plants, Plant
Alignment: CE                                                      Growth, Entangle, Faerie Fire, Find Plants, and Speak
Movement: 30                                                       with Plants. A tribe has Treasure Type M and P in lair.
Armor Class: 7
Hit Dice: 2                                                        Galeb Duhr
Attacks: 1
Damage: 1d8                                                        No. Enc: 1d4
Save: F2                                                           Alignment: N
Morale: 12                                                         Movement: 20
Treasure: None                                                     Armor Class: Varies
XP: 35                                                             Hit Dice: Varies
                                                                   Attacks: 2
Funeral pyre zombies, sometimes referred to as                     Damage: Varies
“bombies” by veteran adventurers, are a strange                    Save: Varies
necromantic construct. They appear as normal zombies               Morale: 10
except for black runes written on their decaying flesh.            Treasure: O(x2)
                                                                   XP: See below
When hit for the first time, funeral pyre zombies will
burst into flames. The zombies take no damage                      A galeb duhr is a monster that closely resembles a rock
from the conflagration. The intense heat burns off all             or boulder with stubby arms and legs. They have dark
remaining flesh, and the zombies will continue to attack           eyes hidden under oversized rocky brows and have
as 2 hit dice skeletons. The skeleton is immune to fire,           large broad mouths. The galeb duhr can be found on
mundane or magical. Anything located within 5 feet of              the Elemental Plane of Earth or on the Prime Plane in
a zombie when lit takes 1d6 points of fire damage.                 mountainous and rocky areas. They vary in hit dice,
                                                                   armor class, and damage (see the following chart):
                                                              44
 HD          AC            Damage              XP                of explosions. The eyeball fungus, sages believe, is a
                                                                 distant cousin of the shrieker or the gas spore.
  5           0              2d6               200
  6           0               2d6              320               There is a 50% chance that the gas spore fungus will
                                                                 be mistaken as a spectator (50%) or an eye of tyranny
  7          -1               3d6              440               (50%) in either near darkness or torchlight.
  8          -1               3d6             1,060
                                                                 Gehennian Goat
  9          -2               4d6             1,700
  10         -2               4d6             1,700              No. Enc: 1d4
                                                                 Alignment: CE
Adult galeb duhrs (8-10 HD) have special abilities.              Movement: 40
They may use the following spells at 20th level of magic         Armor Class: 4
use: Stone Shape, Move Stone, Transmute Rock to Mud,             Hit Dice: 4
Passwall, and Wall of Stone.                                     Attacks: 1
                                                                 Damage: 1d6*
They can also animate 1d2 boulders within 10 feet                Save: F5
(treat these as 6 HD). Galeb duhrs take no damage                Morale: 10
from lightning-based attacks or mundane fire.                    Treasure: None
                                                                 XP: 375
They save at -4 against (and also take double damage)
from cold-based attacks and are +4 on saves again                Gehennian goats are demonic creatures created by
magical fire from which they take normal damage.                 Orcus. They are matted and shaggy in appearance.
                                                                 They have twisted horns and dull black eyes.
Gas Spore Fungus
                                                                 Gehennian goats are summoned by Orcus’ followers
No. Enc: 1d4+2                                                   through an unknown ritual. Gehennian goats follow the
Alignment: N                                                     commands of their summoners until they are slain or
Movement: 10                                                     until 666 days pass, at which time they return to their
Armor Class: 6                                                   lair in the underworld.
Hit Dice: 2
Attacks: See below                                               They are often used as sentries or in melee support.
Damage: See below                                                Gehennian goats can Detect Invisibility to a range of
Save: F2                                                         60’ with a 75% chance of success. In combat, they
Morale: 12                                                       will either bite for 1d6 points of damage or they may
Treasure: K                                                      breathe hellfire for 4d6 points of damage once per day.
XP: 35
                                                                 Gemstone Golem
The gas spore fungus, also called the orb fungus or
eyeball fungus, is named for the globe-like cap that             No. Enc: 1
sits atop its stalk. The orb is attached to the base by a        Alignment: N
leathery vein about 5 feet in length.                            Movement: 30
                                                                 Armor Class: 0
When it senses prey passing within 30 feet, the fungus           Hit Dice: 8
releases the orb and it begins to sway back and forth.           Attacks: 1 or 2
This has the effect of the first level illusionist spell         Damage: Varies
Hypnotism. If a save (Spell) is failed, hypnotized prey          Save: F8
immediately move toward the fungus and touch the                 Morale: 12
orb. When touched the orb explodes in a shower of                Treasure: None
spores that causes 3d6 hit points of damage (save                XP: 1,560
versus Poison for half damage). The fungus then slowly
moves over, and absorbs, the remains. New orbs grow              Gemstone golems are constructed by powerful clerics
back in 2d4 days.                                                and magic-users and bound as tomb guardians. They
                                                                 activate when certain conditions or stipulations are met
Note there is a 50% chance that any gas spore fungus             or broken (such as a living creature entering the crypt
adjacent to one that explodes may also detonate                  they have been assigned to protect).
creating a cascading, and highly dangerous, series
                                                            45
Gemstone golems appear as a huge hoard of                        Giant Ant
gemstones of all shapes, sizes, varieties, and cuts.
                                                                 No. Enc: Varies
When disturbed, the gemstone golem draws itself up               Alignment: N
quickly into a large, roughly humanoid shape with                Movement: 20
great fists. These golems attack twice per round for             Armor Class: Varies
1d10 points of damage each.                                      Hit Dice: Varies
                                                                 Attacks: 1
Once every three rounds, they can issue forth a hail of          Damage: Varies
gemstones from their body. This attack functions similar         Save: Varies
to a breath weapon and does 8d4 points of damage                 Morale: 9
(save versus Breath for half) to anyone caught in a cone         Treasure: None
30ft long and 30ft wide at its terminal end.                     XP: 20 per hit die
When defeated, PCs can collect 4d4+8 gemstones.                  Giant ants are often encountered in two varieties:
Consult the random gem table in any core rulebook to             workers and soldiers.
determine their value.
                                                                 Workers are normally three feet long and typically have
Ghaist                                                           an armor class of 4 and 2 hit dice. They attack once
                                                                 per round for 1d6 points of damage.
No. Enc: 1d6
Alignment: CE                                                    Soldiers are normally four feet long and are stronger
Movement: 40                                                     and more resilient. They have an armor class of 2 and
Armor Class: 4                                                   3 hit dice. They attack once per round for 2d4 points of
Hit Dice: 3+3                                                    damage. On each successful hit they may also sting for
Attacks: 3                                                       1d4 points of damage.
Damage: 1d4+1/1d4+1/1d8
Save: F4                                                         For every 20 ants there will be a queen with an
Morale: 9                                                        armor class of 3 and 10 hit dice. The queen is a non-
Treasure: K, L / Y (Lair)                                        combatant. For each queen there will be 10–40 larvae
XP: 200                                                          overseen by the worker ants. Giant ants will never
                                                                 retreat if defending the queen.
Akin to a ghoul or a ghast, a ghaist is a terrible undead
creature. They appear as purple-hued, emaciated                  Giant ants tend to have little treasure but in some rare
humanoids with elongated claws and sharp fangs.                  instances they inexplicably mine precious metals. This
                                                                 occurs in about 30% of nests, and there will be as much
The mere sight of a ghaist inspires Fear, as per the             as 1d10x1000 gold pieces’ worth of raw gold nuggets.
magic-user spell, and they possess the paralytic bite
consistent with ghasts (2d4 turns unless a successful            Giant Exploding Ant
saving throw is made, this also affects elves).
                                                                 No. Enc: Varies
The ghaist also possesses a fearsome necrotic breath             Alignment: N
attack it can use once per combat on a single opponent.          Movement: 20
Anyone who inhales the “Breath of Death” must save               Armor Class: Varies
versus Death (at +1) or die. A successful save results           Hit Dice: Varies
in violent choking for 1 round (no other actions can             Attacks: 1
be taken) while the victim recovers. Victims who die of          Damage: Varies
Death Breath rise as ghaists in 1d4 turns.                       Save: Varies
                                                                 Morale: 12
                                                                 Treasure: None
                                                                 XP: 40 per hit die
                                                            46
47
their abdomens, spattering anything adjacent with                Giant Cave Cricket
neon-yellow acidic fluid for 1d6 points of damage the
first round, and 1d3 points in the second round.                 No. Enc: 1d10
                                                                 Alignment: N
If a target is wearing armor they are allowed a save             Movement: 20 (Jump 40)
versus Breath to half the damage. A failed save results          Armor Class: 4
in the destruction of normal armor.                              Hit Dice: 1
                                                                 Attacks: 1
There is a 1 on d6 chance that the explosion of one ant          Damage: 1d4 or spit
will cause an adjacent ant to also explode.                      Save: F1
                                                                 Morale: 6
Giant Beetle Exoskeleton                                         Treasure: None
                                                                 XP: 38
No. Enc: 2d4
Alignment: CE                                                    The giant cave cricket is about 3–4 feet in length. They
Movement: 20                                                     are colored to match their subterranean environment,
Armor Class: 4                                                   usually gray, dark yellow, or brownish.
Hit Dice: 5
Attacks: 3                                                       Due to their camouflage, they are often unseen except
Damage: 3d4/2d4/2d4                                              in light greater than a torch. They feed on mold, jellies,
Save: F5                                                         and funguses and have developed immunity to spore
Morale: 12                                                       effects and poisons.
Treasure: None
XP: 300                                                          Cave crickets can jump 40 feet with their wings. If they
                                                                 jump-attack, they are +1 to hit. Instead of their regular
These undead creatures are the animated husks of                 melee attack, cave crickets can produce a gooey
giant beetles.                                                   spittle that, if it hits, sticks to the victim and makes them
                                                                 unable to move for one round (save versus Paralyzation
They are turned as 5 HD monsters on the turning                  negates).
undead table. Like all undead, they are immune to
sleep, charm, and mind-influencing spells.                       When attacking, or when frightened, cave crickets
                                                                 produce a loud shrieking sound. This noise has a
Giant Blister Beetle                                             chance (1-2 on d6) of attracting a wandering monster.
                                                            48
Giant Crab                                                        These 30-foot-long worms attack with wide, tooth-
                                                                  rimmed mouths.
No. Enc: 1d6
Alignment: N                                                      Giant earthworms are able to swallow prey whole on
Movement: 20                                                      an attack roll of 19 or 20. A swallowed opponent takes
Armor Class: 4                                                    1d8 hit points of automatic damage each round until
Hit Dice: 2                                                       the worm is killed. If swallowed, only a dagger can be
Attacks: 2                                                        used to cut through the worm at a -4 penalty.
Damage: 1d6/1d6
Save: F2                                                          These worms can burst forth from floors or walls and
Morale: 7                                                         surprise 50% of the time (1-3 on d6).
Treasure: None
XP: 25                                                            Giant Flagstone Spider
These creatures are the giant cousins of ordinary crabs.          No. Enc: 1d3
They live in water, fresh or salt, marshes, or caves. They        Alignment: N
are 3 feet in length.                                             Movement: 20
                                                                  Armor Class: 3
Giant Dragonfly                                                   Hit Dice: 1
                                                                  Attacks: 3
No. Enc: 1d4                                                      Damage: 1d2 + poison
Alignment: N                                                      Save: F1
Movement: 20 (Fly 80)                                             Morale: 8
Armor Class: 3                                                    Treasure: J (Lair)
Hit Dice: 7                                                       XP: 16
Attacks: 1
Damage: 4d4                                                       This species of giant spider is a relative of the trap-door
Save: F8                                                          spider.
Morale: 12
Treasure: None                                                    One pair of their forward legs resembles claws, which it
XP: 1140                                                          uses to pry up, and dig under, flagstones. The spider lairs
                                                                  underneath its trapdoor, which is 90% indistinguishable
Giant dragonflies are known for their speed, darting,             from the floor.
and hovering abilities. As such, they receive +2 on
all initiative checks. With initiative, these insects are         Flagstone spiders attack with surprise 50% of the time
immune to melee weapons and ranged attacks are at                 (1-3 on d6). A bite from a flagstone spider requires a
-4. Without initiative, they may be attacked normally             save versus Poison (+2) or die.
and missile weapons are at -2.
                                                                  Giant Jumping Spider
Due to their scintillating, gleaming coloration, giant
dragonfly skin is highly valuable. One 800gp patch of             No. Enc: 2d4
skin can be harvested from each adult, although the               Alignment: N
utmost time and care must be taken in the procedure.              Movement: 20 (Jump 40)
                                                                  Armor Class: 5
Giant Earthworm                                                   Hit Dice: 1
                                                                  Attacks: 1
No. Enc: 1d6                                                      Damage: 1d6+poison
Alignment: N                                                      Save: F1
Movement: 30                                                      Morale: 8
Armor Class: 6                                                    Treasure: J (Lair)
Hit Dice: 4                                                       XP: 22
Attacks: 1 (bite)
Damage: 1d8                                                       Giant jumping spiders (Salticidae) have small bodies
Save: F4                                                          with long legs that allow them to leap up to 40 feet.
Morale: 9
Treasure: J, K (Lair)                                             When these spiders leap to the attack, they are +1 to
XP: 190                                                           hit and +1 to damage.
                                                             49
They surprise on a 1d4 on d6. Their bite is poisonous.           subsequent rounds.
Victims must save versus Poison at +2 or die in 1d4
turns.                                                           Their victims must save versus Poison. Failure indicates
                                                                 that their prey immediately develops a horrible sickness
These spiders often attach a silk drag-line immediately          for 10 days, cannot fight, and can only move at 50%
before attacking which they use to quickly pull                  normal rate unless a Neutralize Poison spell is cast.
themselves backwards to safety with their prey. Due to
their eye position, these spiders are never surprised.           Only a successful strength check can pull a giant
                                                                 mosquito from its prey.
Giant Leech
                                                                 Giant Pterodactyl
No. Enc: 1d4
Alignment: N                                                     No. Enc: 1d2
Movement: 20                                                     Alignment: N
Armor Class: 7                                                   Movement: 10 (Fly 180)
Hit Dice: Varies                                                 Armor Class: 5
Attacks: 1                                                       Hit Dice: 6+6
Damage: 1d6                                                      Attacks: 1
Save: Varies                                                     Damage: 4d4
Morale: 10                                                       Save: F6
Treasure: None                                                   Morale: 9
XP: 75 per Hit Die                                               Treasure: V (Lair)
                                                                 XP: 680
Giant leeches are 4 feet long, brown or green in color,
and slimy. They live in marshy terrain and other bodies          These flying dinosaurs have a ten-foot-long neck and
of stagnant water.                                               sharp razor teeth.
When a giant leech hits in combat, it latches onto a             If a giant pterodactyl dives and attacks its prey, it does
victim with its round barbed mouth, and drinks 1d6 hit           so at +4 and inflicts double damage.
points of blood from the victim each round.
                                                                 They weigh about 300 pounds and sages believe they
Once attached, a giant leech will only release if it dies        can carry three times that weight in their jaws.
or the leech itself is killed.
                                                                 Giant Saw-Toothed Beetle
The hit dice and damage of a giant leech varies by HD:
1–2/1d6, HD: 3–4/2d4, etc.).                                     No. Enc: 1d4
                                                                 Alignment: N
Giant Mosquito                                                   Movement: 30
                                                                 Armor Class: 7
No. Enc: 1d10                                                    Hit Dice: 4
Alignment: N                                                     Attacks: 1
Movement: 20 (Fly 60)                                            Damage: 2d6
Armor Class: 6                                                   Save: F4
Hit Dice: 1                                                      Morale: 12
Attacks: 1                                                       Treasure: J (50% All, Lair)
Damage: 1hp + special                                            XP: 190
Save: F1
Morale: 12                                                       A giant saw-toothed beetle has oversized, serrated
Treasure: None                                                   mandibles to chew and crush its food. These creatures
XP: 19                                                           are six feet in length.
Giant mosquitoes are about three feet in length with six         On a successful attack, the saw-toothed beetle inflicts
long gangly legs and translucent wings.                          2d6 points of damage and immobilizes its prey in its
                                                                 massive mandibles.
They attack by latching on to their prey (1 hit point in
the first round) and using their proboscis to suck blood,        The beetle automatically inflicts 1d8 points of damage
inflicting an automatic 1d6 hit points of damage in              each round until its target is killed.
                                                            50
Giant Scorpion                                                   Slicer beetles are approximately 10 feet in length but
                                                                 the largest can grow as big as 20 feet.
No. Enc: 1d6
Alignment: N                                                     This huge beetle has a triangular head, two long razor-
Movement: 20                                                     sharp mandibles, and a black body. This creature is
Armor Class: 5                                                   often mistaken as a giant stag beetle.
Hit Dice: 2+2
Attacks: 3                                                       If a slicer beetle scores a natural 20 (and its prey fails
Damage: 1d6/1d6/1d3*                                             a save versus Death), it severs an extremity (roll 1d6 to
Save: F2                                                         randomly determine which limb is severed: 1-3 arm,
Morale: 12                                                       4-6 leg (50% chance of right or left)).
Treasure: J
XP: 100                                                          There is a 35% chance of mismatching magical gloves
                                                                 and/or gauntlets and/or boots in its lair. These could
Giant scorpions attack with their two pincers each               include Boots of Elvenkind, Boots of Speed, Boots of
doing 1d6 points of damage.                                      Striding and Springing, Gloves of Dexterity, Gauntlets
                                                                 of Ogre Power, or the like. The effect of mismatching
They also use a lethal poison stinger (1d3) that requires        magical items is subject to the discretion of the referee.
an immediate save (Poison) or be killed instantly.
                                                                 Giant Snowy Owl
Giant scorpions vary in size from 3–5 feet in length.
                                                                 No. Enc: 1d4
Huge Scorpion                                                    Alignment: N
                                                                 Movement: 10 (Fly 70)
No. Enc: 1d3                                                     Armor Class: 6
Alignment: N                                                     Hit Dice: 4
Movement: 30                                                     Attacks: 3
Armor Class: 4                                                   Damage: 2d4/2d4/1d4+1
Hit Dice: 4+4                                                    Save: F4
Attacks: 3                                                       Morale: 8
Damage: 1d8/1d8/1d3                                              Treasure: O(x3), Z (Lair)
Save: F4                                                         XP: 190
Morale: 12
Treasure: K                                                      The giant snowy owl, or arctic owl, is a nocturnal bird of
XP: 265                                                          prey. They are feared for their ability to hunt and attack
                                                                 in near silence.
Similar to their smaller cousins, huge scorpions attack
with their two pincers, each doing 1d8 damage.                   They nest on the ground and will hunt and eat both
                                                                 live prey and carrion. They have yellow eyes and black
They also use their poison stinger that does 1d3 points          beaks with beautiful white plumage.
of damage and requires a save (Poison) or be killed
instantly. Huge scorpions are normally 7 feet long.              A giant snowy owl stands about 12 feet tall and has a
                                                                 wingspan of up to 20 feet. When annoyed or disturbed
Giant Slicer Beetle                                              males make a distinctive krek-krek sound.
No. Enc: 1d3                                                     Snowy owls tend to swallow their prey whole. They have
Alignment: N                                                     strong stomach juices that digest flesh, while dissolving
Movement: 30                                                     and compacting indigestible items like bones, teeth,
Armor Class: 2                                                   etc., into stones they regurgitate a day after feeding.
Hit Dice: 6                                                      The owls often regurgitate near their regular perches,
Attacks: 1                                                       where dozens of stones and items may be found.
Damage: 3d8
Save: F6                                                         In a nest, there is a 25% chance of finding 1d4 eggs
Morale: 12                                                       and a 25% chance of finding 1d4 chicks. Eggs and
Treasure: K (Lair)                                               young are valuable, as they can be raised and trained
XP: 570                                                          as mounts.
                                                            51
                                                                   are immune to disease.
Giant vultures are often found with harpies who train              When the creature spots prey, it begins gibbering
them as pets or for protection. They attack with sharp             loudly, causing anyone within 60 feet to make a saving
powerful beaks for 1d6+1 points of damage.                         throw (Spell) or suffer from Confusion.
Giant vultures draw strength from numbers. For each                Each round spent listening to the gibbering requires
giant vulture present after the third, their morale                another saving throw. In any given round, the mouther
increases by one (a morale of 8 with four vultures, 9              will have 6 mouths available either to spit or bite. The
with five vultures, etc.) to a maximum morale of 11.               creature’s spittle flashes brightly upon impact with most
                                                                   surfaces, causing anyone nearby to make a saving
Giant vulture hatchlings, or intact eggs, are worth 20–            throw (Paralyzation) or be blinded for one round.
50gp each.
                                                                   The mouther’s bites are not particularly deadly, but
Huge Vulture:                                                      once a mouth hits, it fastens on and continues to do
                                                                   automatic damage thereafter.
Huge vultures are very rare. They stand almost 20 feet
tall and have a wingspan of 40 feet. They prefer marshes           Also, if a character has 3 or more mouths fastened
and vast bogs. They look much like normal and giant                to him, there is a risk of slipping and being covered
vultures, insofar as they have pink bald heads, a white            (which allows the mouther to attack with 12 additional
ring of feathers at the base of their necks, and black             mouths on its underside). The chance of slipping is 5%,
feathers. If trained, they will serve as mounts.                   and if more than 3 mouths are attached, the chance
                                                                   increases by 5% per additional mouth.
They are more fearless than their smaller cousins and
will poach livestock from nearby farms and herding                 The ground around a gibbering mouther, in a radius
communities.                                                       of 5 feet, will be soft and mud-like, for the mouther
                                                                   changes the consistency of the ground beneath itself.
In the absence of easy prey, they still prefer carrion to
direct combat. As a result of their diet, huge vultures
                                                              52
Gnoll                                                             Goblin
Gnolls are hyena-headed, chaotic humanoids that                   Goblins stand about 3 to 3.5 feet tall. Their skin color
wander in loose tribes. Most gnolls have dirty yellow             ranges from yellow through any shade of orange to a
or tan fur. Northern adapted gnolls have fur of white,            deep red. Usually the members of a single tribe are
black, and gray. They are very tall and stand near 7              roughly the same color. Goblins wear clothing of dirty
feet in height.                                                   leather and tend toward drab, soiled-looking colors.
                                                                  They spend most of their days underground, and as
Gnolls use a variety of weapons and receive a +1 to               such suffer a -1 penalty to all attack rolls when in full
damage due to their stature and strength. Gnolls may              sunlight. They have long-range of dark vision, to 90
use two-handed weapons, such as battle axes and                   feet. Goblins and dwarves are bitter enemies, who they
polearms, one-handed. They have darkvision (30 feet).             hate above all other humanoids.
In any group of gnolls encountered, there will be a patrol        For every two-score goblins, there will be a goblin king
leader with 3 HD. For every 30 gnolls encountered,                who attacks as a 3 HD monster with a damage bonus
there will be a chief with 4 HD and AC 3. The chief will          of +1. Normally, 2d6 loyal bodyguards accompany the
be accompanied by 2d4 bodyguards (3 HD with AC 4).                goblin king. The bodyguards each have 2d6 hit points,
Any tribe has roughly the same number of females and              and attack as monsters with 2 HD. All goblins in the
young to males. Half of the number of females fight as            presence of the king have a morale score of 9. There is
combatants. Gnolls often (75%) keep a pack of hyenas              also a 50% chance of a goblin shaman to oversee the
(4d4) as guard animals.                                           tribe. The shaman has 3 HD and the abilities of Level 3
                                                                  Cleric/Level 3 Magic-User. Any tribe consists of roughly
Gnolls possess an insufferable and disagreeable                   25% females and young to the total number of males.
nature. Whenever one tribe of gnolls meets another
tribe of gnolls, orcs, or goblinoids, there is a 1 on d6          Goblins often use mounts. Subject to the terrain these
chance of a shoving match (65%) or conflict (35%)                 could include wolves, giant or huge bats, or biyakks.
breaking out between them. Each tribe of gnolls speaks
its own dialect.                                                  Goblins possess an obnoxious and disagreeable nature,
                                                                  even with each other. Whenever one tribe of goblins
                                                                  meets another tribe of goblins, orcs, or goblinoids,
         Gnoll Random Weapons and Armor
                                                                  there is a 1 on d6 chance of a shoving match (65%)
        Battle Axe                                                or conflict (35%) breaking out between them. Goblins
 1–3                           1–3 Chainmail (AC5)
        and Javelins (2)                                          speak their own tribal dialect.
                                     Chainmail
 4–5 Halberd                  4–5
                                     and Shield (AC4)                   Goblin Random Weapons and Armor
        Scimitar                                                  1-3 Club and Dagger         1-3 Leather, Shield (AC7)
  6                             6    Splintmail (AC4)
        and Longbow
                                                                  4-5 Spear and Dagger 4-5 Studded (AC7)
                                                                    6   Scimitar and Sling     6   Ring, Shield (AC6)
                                                             53
54
Grub Globule                                                      Hobgoblin hair color ranges from dark reddish-brown
                                                                  to dark gray. They have dark orange or red-orange
No. Enc: 1d4+1                                                    skin. Hobgoblin eyes are yellowish or dark brown, and
Alignment: N                                                      their teeth are yellow. Their armor and garments tend
Movement: 0                                                       to be oriental in design and brightly colored, such as
Armor Class: 10                                                   blood red or deep blue, reflecting their tribal affiliation.
Hit Dice: 1hp/globule
Attacks: See below                                                Hobgoblins tend to reside below ground, but can live
Damage: See below                                                 or venture on the surface, and suffer no penalties to
Save: F1                                                          daylight like their smaller cousins.
Morale: 12
Treasure: B, K                                                    For every patrol of hobgoblins, there will be a patrol
XP: 7                                                             sergeant with 2 HD with superior armor and weaponry.
Grub globules are orb-like membranous cysts that                  For every score of hobgoblins, there will be a king with
grow in damp subterranean environments. They hang                 4 HD wearing platemail and shield (AC2). A hobgoblin
fruit-like from vines that emerge, from carrion or dead           king possesses great strength (+2 damage bonus). A
organic tissue infected with rot grubs, up dungeon or             loyal group of bodyguards, totaling 1d4 individuals,
cavern walls. There are 1d4+1 cysts per globule.                  serve the king. The bodyguards each have 3 HD. All
                                                                  hobgoblins in the presence of the king have a morale
The cysts glow with a pale yellow-green bioluminescence.          score of 10. Any tribe of hobgoblins consists of roughly
The cysts sense movement (10 feet) and react by                   25% females and young to the total number of males.
bursting and ejecting 1d4+1 rot grubs onto its target.
                                                                  Hobgoblins possess an intolerable and unfriendly
Hobgoblin                                                         nature. Whenever one tribe of hobgoblins meets
                                                                  another tribe of hobgoblins, orcs, or goblinoids, there is
No. Enc: 1d6 (4d6)                                                a 1 on d6 chance of a shoving match (65%) or conflict
Alignment: LE                                                     (35%) breaking out between them. Hobgoblins speak
Movement: 30                                                      their own language and have treasure type Y in lair.
Armor Class: 6
Hit Dice: 1+1                                                          Hobgoblin Random Weapons and Armor
Attacks: 1
Damage: by weapon                                                      Scimitar
                                                                   1–3                          1–3 Chainmail (AC5)
Save: F1                                                               and Longbow
Morale: 8                                                              Halberd                        Chainmail and
Treasure: C-F / Y (Lair)                                           4–5                          4–5
                                                                       and Mace                       Shield (AC4)
XP: 15
                                                                       Morningstar                    Half Plate
                                                                    6                            6
Hobgoblins are strong and disciplined warriors. Their                  and Hand Axe                   and Shield (AC3)
culture is highly regimented and hierarchical. Unlike
other goblinoids, they possess tactical skill, discipline,        Hook Horror
and martial training. Their weaponry is kept polished
and in excellent repair.                                          No. Enc: 2d4 (2d6)
                                                                  Alignment: N
Each tribe of hobgoblins has a battle standard. In the            Movement: 30
presence of the standard tribe members receive a +1               Armor Class: 3
to hit and a +1 to their morale score.                            Hit Dice: 5
                                                                  Attacks: 2
                                                                  Damage: 1d8/1d8
                                                                  Save: F5
                                                                  Morale: 10
                                                                  Treasure: N (Lair)
                                                                  XP: 425
Huecuva are a terrible form of undead and appear as                Ice hags brew strange potions, concoctions, and
skeletons in tattered robes. They are drawn to attack              especially, ice-wine. Humans and demi-humans who
lawful-aligned clerics and paladins over others.                   drink ice-wine will suffer a random potion effect. A hag
                                                                   will always have 1d4+1 bottles in lair.
The touch of a huecuva inflicts 1d6 hit points of damage
plus the victim must save (Poison) or contract a flesh-            Ice Snake
eating disease that will kill the victim in 1d4 days unless
a Cure Disease spell is cast.                                      No. Enc: 1d6
                                                                   Alignment: N
The huecuva is turned as a 3 hit dice monster on the               Movement: 20
undead turning table.                                              Armor Class: 6
                                                                   Hit Dice: 2
Ice Hag                                                            Attacks: 1
                                                                   Damage: 1d4
No. Enc: 1                                                         Save: F2
Alignment: NE                                                      Morale: 9
Movement: 30                                                       Treasure: None
Armor Class: 7                                                     XP: 47
Hit Dice: 8
Attacks: 1                                                         Ice snakes it is believed, are from the Elemental Plane
Damage: 2d6                                                        of Ice originally, although they are found on the Prime
Save: F8                                                           Material Plane in frigid climates. They are six feet in
Morale: 8                                                          length and their colors are blue and white.
Treasure: G / W (Lair)
XP: 2,560                                                          Ice snakes are immune to all mundane and magical
                                                                   forms of cold. They prefer freezing or frigid environments.
Ice hags are beings from the Elemental Plane of Ice.               In the absence of such a location they will seek near
Some sages believe they are old crone-demons from                  freezing water to remain cold. In the latter examples
that realm. They appear as bent and misshapen old                  ice snakes are nearly imperceptible and surprise on a
women, with ugly faces, malicious eyes, and long noses.            1-4 on d6.
Despite their outward appearance they are quick afoot              Their bite strikes for 1d4 points of damage. They also
and have long talons and a cold touch that does 2d6                inject venom that burns cold and causes the victim to
hit points of damage.                                              writhe on the ground in agony for 1d4 rounds. Prone
                                                                   opponents are +4 to hit.
                                                              56
Ice Spider                                                        Giant ice toads are 8 feet long and live in cold and
                                                                  frigid climates. They possess a special swallow attack
No. Enc: 1d8                                                      (human-sized or smaller opponents). A giant toad can
Alignment: NE                                                     lash out with its 20-foot-long tongue, and on a successful
Movement: 20                                                      attack, yank the target to its mouth and swallow for 3d4
Armor Class: 4                                                    points of damage. Swallowed opponents automatically
Hit Dice: 1-6                                                     suffer 1d6 hit points of damage per round until freed.
Attacks: 1
Damage: See below                                                 In addition, once every 2 rounds a giant ice toad may
Save: As per HD                                                   emit an icy blast, similar to a shockwave, at all creatures
Morale: 9                                                         within a 10-foot radius. All creatures susceptible to
Treasure: None                                                    cold-based attacks suffer 3d6 hit points damage.
XP: 70/HD
                                                                  Ice Troll
Ice spiders are spider-like creatures with eight-legs.
Their long legs connect beneath a tall upright torso.             No. Enc: 1d6
The creatures are largely white with dark patches that            Alignment: CE
provide natural winter camouflage. If motionless, ice             Movement: 30
spiders can blend into their natural environment (1-2             Armor Class: 6
on d6 chance to spot).                                            Hit Dice: 3+3
                                                                  Attacks: 2
Ice spiders move slowly but can jump 10 feet once per             Damage: 1d8/1d8
round in addition to their regular movement rate. They            Save: F3
take no damage from cold-based attacks and double                 Morale: 9
damage from fire-based attacks. Ice spiders fear fire.            Treasure: E-H / W (Lair)
                                                                  XP: 275
Ice spiders vary in size and often group together under
the protection of a large female adult. For every 5 or            Ice trolls are beings of the Elemental Plane of Ice, but
6HD female, there will be 1d8 1HD, 1d4 2HD, 1d2                   they have been found on the Prime Material Plane in
3HD, and one 4HD ice spiders. Ice spiders attack with             arctic climates. Their bodies are white with a blue sheen
a bite and their damage varies by HD: 1-2 (1d4), 3-4              and their eyes are a piercing blue and silver.
(1d6), 5 (1d8), 6 (1d10).
                                                                  Ice trolls attack with two claws and may divide their
Ice spiders do not spin webs but can climb any snow               attacks against multiple opponents. Adults are 9 feet
or icy surface (or ceiling) at will. Instead of a melee           tall and have exceptionally long arms. Ice trolls possess
attack, they can spit a sticky mucus 20 feet that, on a           the size and reach (10 feet) to attack a second rank of
successful hit, slows the target’s movement rate five feet        opponents if they choose. They take no damage from
per round.                                                        cold-based attacks and double damage from magical
                                                                  fire. Ice trolls can only be struck by magical weapons.
In the absence of food, ice spiders slow their metabolism
and hibernate for months at a time. While hibernating             They possess superior senses and darkvision, to a range
they remain sensitive to the movement of nearby prey              of 90 feet. Ice trolls regenerate 2 hit points per round
(1-4 on d6 chance of awakening if within 30 feet).                but they must be in contact with ice or snow.
                                                             57
Sages believe that the icterine fungi are a distant cousin          Juju Zombie
of the violet fungi.
                                                                    No. Enc: 1d4
Icterine fungi range from 3 to 8 feet tall and are often            Alignment: CE
found growing among shriekers and large mushrooms.                  Movement: 40
The fungi’s strange yellow color gives it a sickly                  Armor Class: 6
appearance.                                                         Hit Dice: 4+4
                                                                    Attacks: 1
Similar to a violet fungi, the icterine fungi attacks by            Damage: 1d8
flailing 1d4 tentacles at those within 5 feet. The tentacles        Save: F4
possess sharp, serrated edges that cause 1d8 points of              Morale: 12
damage each. With each successful hit, the victim must              Treasure: None
save (Poison) or contract jaundice (incapacitated until             XP: 100
Cure Disease is cast).
                                                                    Juju zombies are fearsome undead opponents. They
Finally, on each successful hit, the fungi will inject              are distinguished from other zombies by their dark,
spores into its victim. This causes 1d10 small yellow               amber-colored skin. Juju zombies are stronger, faster,
mushrooms to sprout aggressively from the wound.                    and possess greater capacity for action than standard
                                                                    zombies.
Unless a Neutralize Poison spell is cast on the victim
immediately, each individual mushroom will explode in               They can use missile weapons and climb like thieves
the next round causing 1d2 points of damage each.                   of similar hit dice. Like all undead, they are immune
                                                                    to mind-influencing spells. They are also immune
Incendiary Fungus                                                   to damage from electricity, Magic Missile, and cold.
                                                                    They take half damage from fire-based attacks. A Juju
No. Enc: 1d6                                                        zombie can only be struck with a +1 or better weapon.
Alignment: N                                                        Juju zombies both attack and are turned as 6 hit die
Movement: 10                                                        monsters.
Armor Class: 6
Hit Dice: 3                                                         Kalas-Toa
Attacks: 1 to 4
Damage: See below                                                   No. Enc: 2d4 (2d100)
Save: F3                                                            Alignment: NE
Morale: 12                                                          Movement: 20
Treasure: None                                                      Armor Class: 4
XP: 80                                                              Hit Dice: 3+
                                                                    Attacks: 1 or 2
These stout, orange-ringed fungi possess numerous                   Damage: By weapon
hollow stumps on their trunk. From these stumps, the                Save: Varies
fungus can create a spark as per the spell Produce                  Morale: 9
Flame.                                                              Treasure: See below
                                                                    XP: See below
When the fungus perceives movement within 30 feet, it
convulses and shoots a jet of flaming oil 30 feet from              The kalas-toa are a race of subterranean fishmen. The
its body through its stumps.                                        kalas-toa possess long, gangly bodies with dark scales
                                                                    and light underbellies. Their stomachs are typically
All those struck take 1d8 hit points of damage in the               distended and paunch. They have large, broad bulbous
first round and 1d4 in the second. The fungus can do                eyes, located on the sides of their thin fish-shaped
this four times a day.                                              heads, that constantly swivel and dart back and forth.
                                                                    As a result, they are rarely surprised (1 on d6) and they
Moreover, the convulsing action also creates a loud                 have a 1-2 on d6 chance of detecting concealed or
noise similar to vomiting each time it ejaculates (be sure          invisible targets.
to roll for random monsters).
                                                                    Their voices sound like the gurgling noises of a drowning
The incendiary fungus is immune to fire. Once a fungus              man. Their hands and feet are webbed, and their skin
is killed 1d4 flasks worth of oil can be harvested from it.         exudes a slimy coating. Kalas-toans do not wear armor,
                                                                    instead they use harnesses to carry equipment and
                                                               58
decorate themselves with pearls, beads, and shells.              Dead, Dispel Magic. Whips possess Treasure III, IV,
They can breathe both air and water and move equally             Vx3, XI, and 1d2 pieces of Random Jewelry.
well on land or at sea.
                                                                 For every whip-led warband of kalas-toa, there is a
The majority of kalas-toa are classed fighters. A typical        cumulative 2 on d6 chance of an elite class of fanatical
warband consists of 2d4 fighters between levels 3-6).            clerics called Monitors. Monitors (AC: 1) are normally
Every group of four warriors will be led by a subleader          between 7th to 10th level and move at double normal
of 6th or 7th level and every warband of eight will also         rate (40). Monitors are ferocious religious zealots and
include a warband leader of 8th or 9th level. Warriors           eschew weapons in combat. They attack four times per
possess Treasure Type D, E, G. Leaders of 6th-9th level          round with two claw attacks (2d4) and two bite attacks
also possess O.                                                  (1d4+1). They can only be surprised on a 1 on d10.
                                                                 Monitors can attack man-sized or smaller targets to
                                                                 cause physical damage or sub-dual damage. When
           Kalas-Toa Random Weapons
                                                                 attacking to subdue a target, damage is rolled as
 1    Harpoon, Shield, Dagger, and Weighted Net                  normal. When reduced to zero hit points, the target falls
 2    Spear, Dagger, and Light Crossbow                          unconscious for 2d12 rounds. A spell list for a 7th level
                                                                 Monitor might include the (4/3/2/1): Command, Cure
 3    Harpoon, Dagger, and Weighted Net                          Light Wounds, Darkness, Protection from Good; Bless,
 4    Scimitar, Shield, Light Crossbow                           Hold Person, Holy Chant; Continual Darkness, Striking;
                                                                 Cause Serious Wounds. Monitors possess Treasure III,
A harpoon is a barbed shortspear. The harpoon can be             IV, Vx3, XI, 1d2 pieces of Random Jewelry, and a Black
thrown 30 feet and scores 2d6 points of damage. The              Pearl worth 1d6x500gp.
weapon is corded and coiled around the forearm of
the harpooner. On a successful attack, the target must           Both Whips and Monitors possess the ability to Backstab
make a successful strength check or be jerked off their          and Assassinate as per the thief and assassin classes,
feet and fall prone. Warriors will try to reel in prone          respectively. Monitors border on the edge of insanity.
targets and attack (at +4 on the die).                           There is a 1-2 on d6 chance they will go insane during
                                                                 combat.
Kalas-toans smear their slimy residue onto their shields
to create a sticky coating. There is a 1-2 on d6 chance,         A kalas-toan warband or patrol may (50%) include a
on a frontal attack, a weapon will stick to a kalas-toan         group of 1d8+6 random slaves, normally with their
shield. They also employ a weighted net large enough             tongues cut out. Slaves are often used to exhaustion
to cover a single man-sized or smaller target. The net           and then sacrificed to the Matron of the Deep. Their
can be thrown up to 20 feet. On a successful hit the net         lobster-headed goddess demands the ritualistic blood
entangles the target. The opponent must extricate him/           sacrifice of surface-dwellers and enemies of the kalas-
herself from the net. How quickly the target can remove          toa.
the net is subject to strength: 3-12 (4 rounds), 13-15 (3
rounds), 16-17 (2 rounds), 18 (1 round).                         Kalas-toans possess several natural defenses. Their
                                                                 slimy scales make them impossible to grapple, nor are
The kalas-toa are organized into a rigid theocracy. For          they restricted by spells like Web. They are immune to all
every group of four warriors (4, 8, 12, and so on) there         sleep, charm, hold, illusion, or mind-influencing spells.
is a 1-2 on d6 cumulative chance of a cleric (6th or 7th         Kalas-toans are also immune to poison and paralysis.
level), called a Whip, leading the warband. Whips are            They take half damage from lightning.
devotees of an evil and obscure deity called the Matron
of the Deep (Poolpdopbilp) - a strange lobster-headed            Kalas-toans are subterranean and abhor sunlight or
female of their species. Half of all kalas-toan clerics          its equivalent (-1 on attacks). They are susceptible to
employ a special weapon called a man-catcher. On                 fire-based attacks (full damage and save at -2). Kalas-
a successful hit, the man-catcher inflicts 1d6 points of         Toans attack at +1 to hit and damage and may use
damage and pins its target around the waist or chest.            two-handed weapons with one hand.
There is a 1 on d6 chance the weapon will pin both
arms and a 3 on d6 chance one arm will be pinned.                They reproduce in special ritual spawning pools that
Any target so pinned loses their shield and dexterity            are heavily-guarded and considered sacred. Kalas-
bonuses to armor class. The presence of a whip inspires          toan speak their own language. subleaders, whips and
kalas-toan warriors (Morale 10). Whip spells are subject         monitors may also speak duergar and drow. They will
to level. A spell list for a 6th level whip might include        speak other languages, subject to various races in their
(3/3/2): Cure Light Wounds, Darkness, Protection from            vicinity. They have darkvision of 120 feet.
Good; Bless, Hold Person, Silence 15’ Radius; Animate
                                                            59
Kalas-Toan Warriors have the following experience                12 hit points. A kobold chief is always accompanied
points: Warriors: 3rd: 155, 4th: 465, 5th: 1,250, 6th:           by a loyal bodyguard, totaling 1d6 individuals (each
2,070, 7th: 2,975, 8th: 3,875, 9th: 4,675, 10th: 5,675.          bodyguard is equal to a patrol leader as outlined
Whips: 6th: 2,750, 7th: 3,950. Monitors: 7th: 5,250,             above). All kobolds in the presence of the kobold chief
8th: 6,850, 9th: 8,625, 10th: 10,050.                            have a morale score of 8.
Although lizardmen have agreeable relations with                  Half the number encountered in lair will be female and
kobolds and froglings, they are universally despised              there will be 2d4 non-combatant youth.
by orcs and goblinoids. Whenever lizardmen meet a
tribe of orcs or goblinoids there is a 5 on d6 chance of          Luft baboons may train and release flying insects such as
a shoving match (65%) or conflict (35%) breaking out              giant flies, giant bees, or stirges, to defend themselves.
between them. Lizardmen speak their own language
and possess treasure type W in lair.                              The nest of a flying baboon may (50%) contain Treasure
                                                                  Type J (the dominant male will have K).
                                                             62
Luft Banderlog                                                    Luft banderlogs are green-skinned with brownish fur.
                                                                  They have a simple language of their own and may
No. Enc: 1d6 (3d6)                                                know select words or phrases from humanoids or
Alignment: NE                                                     monstrous humanoids with whom they come in contact.
Movement: See below
Armor Class: 6                                                    Maggog Gargoyle
Hit Dice: 4
Attacks: See below                                                No. Enc: 1d2
Damage: See below                                                 Alignment: CE
Save: F4                                                          Movement: 30 (Fly 50)
Morale: 9                                                         Armor Class: 5
Treasure: See below                                               Hit Dice: 4
XP: 300                                                           Attacks: 3
                                                                  Damage: 1d6x2/1d8
Luft banderlogs are large intelligent gorilla-like                Save: F8
primates with bat-like wings. They are larger, stronger,          Morale: 11
more intelligent, and devious than luft baboons.                  Treasure: G, K / L (Lair)
                                                                  XP: 500
They possess their own tribal groups but can also be
found among luft baboons, where they can bully their              Maggogs are gargoyles that possess the innate
smaller cousins. Similar to luft baboons, it is believed          spellcasting ability of a Level 5 Magic-User (2/2/1).
they are the result of magical experimentation.                   They are devious and highly intelligent creatures (Int
                                                                  16).
Luft banderlogs are fond of shiny, glittering treasures
like gems (Treasure Type: O) that they jealously hoard            Their exact spell selection is subject to the Referee,
in their lairs. On rare occasions their leaders may wear          but an example of their spell list might include: Magic
treasure as a trophy for the ostentatious display of their        Missile, Shield; Darkness Globe, Invisibility; Lightning
dominance to the tribe (1d3 Jewelry (40%) and O).                 Bolt.
These muscular flying primates can be as large as six feet        Maggogs will normally cast spells before resorting to
tall on their hind legs and weigh over 200 pounds. They           melee combat. They attack twice with their claws for
can attack once by weapon type, or with their two claws           1d6 points of damage and once with their tail for 1d8
(each 1d4+1 points of damage). If they successfully               points of damage. They can only be hit by +1 magical
hit with both claw attacks, they automatically deliver            weapons and possess a 20% magic resistance.
a vicious bite attack for 1d6 points of damage. They
possess the intelligence to use (or improvise) weapons            Magman
and set traps and ambushes.
                                                                  No. Enc: 1d8
Flying banderlogs can beat their wings while hovering             Alignment: CN
just above the ground to create a dust storm. Unless a            Movement: 20
save versus Paralyzation is made all targets in a cone            Armor Class: 6
of effect (10 feet at the base and extending 20 feet in           Hit Dice: 2
depth and in width) will immediately be blinded for two           Attacks: 1
rounds. Luft banderlogs have darkvision of 60 feet.               Damage: 1d6
                                                                  Save: F2
Like luft baboons they savor the taste of human flesh             Morale: 6
above all things.                                                 Treasure: None
                                                                  XP: 50
Flying banderlogs have a movement rate on the ground
of 40 (bipedal) or 60 (quadrupedal), a climbing speed             Magmen are small (3 feet tall) mischievous humanoids
of 40, and a flight speed of 50.                                  from the Elemental Plane of Fire. They migrated through
                                                                  gates and spells to the Prime Material Plane.
A dominant male chieftain leads every tribe of eight
or more luft banderlogs. The male has AC 4, 4+3 hit               They prefer hot climates and environments like
dice, and strikes for 1d6 with fists and a bite for 1d8           volcanoes and deep places in the ground warmed by
points of damage. He also receives a +1 on attack and             the earth. They are cowardly, and prefer to ambush.
damage rolls.
                                                             63
Their touch lights flammable objects on fire, and they              Margoyle
revel in the chaos this creates among humans (whom
they also enjoy lighting ablaze).                                   No. Enc: 1d6
                                                                    Alignment: CE
Their burning touch (or punch if defending themselves)              Movement: 30 (Fly 50)
causes 1d6 points of damage and the flames they                     Armor Class: 1
create last for two more rounds (1d2, then 1) unless                Hit Dice: 6+1
extinguished. Note that this will light scrolls and clothing        Attacks: 4
aflame.                                                             Damage: See below
                                                                    Save: F6
Magmen are immune to fire-based attacks, mundane                    Morale: 12
and magical. Non-magical weapons only cause half                    Treasure: Y (Lair)
damage and there is a 50% chance the weapon will                    XP: 550
melt. Only magical weapons strike for full damage and
are immune to the heat of a magman.                                 A margoyle is a bigger, stronger, more intelligent
                                                                    version of a standard gargoyle.
Magmen possess the ability to meld into a magma
elemental in sufficient numbers (4/5/6/10 magmen can                In addition to great size, it possesses a wicked, cunning
thus form an 8/10/12/20 HD magma elemental).                        intelligence. For these reasons, margoyles are often
                                                                    leaders when among their gargoyle brethren.
Mantrap
                                                                    They attack twice with their claws (1d6 each), once with
No. Enc: 1d2                                                        their horns (1d6), and once with a tail (1d6) each round.
Alignment: N
Movement: None                                                      They can only be harmed by spells or +2 or better
Armor Class: 10                                                     weapons.
Hit Dice: 4–9
Attacks: 2–5                                                        Medusa (Greater)
Damage: See below
Save: As per HD                                                     No. Enc: 1
Morale: 12                                                          Alignment: CE
Treasure: A, E / Wx2 (Lair)                                         Movement: 30
XP: See below                                                       Armor Class: 3
                                                                    Hit Dice: 8
This giant plant lures prey to their death. It secretes             Attacks: 2
pollen that fascinates all creatures within 60 feet to              Damage: Special
voluntarily lay down in one of its 2–5 leaves (save                 Save: F8
versus Poison negates).                                             Morale: 12
                                                                    Treasure: G / V (Lair)
The mantrap leaves close immediately, trapping its                  XP: 550
victim. It then releases an acidic secretion that dissolves
1d6 hit points per round, per level of the player                   A greater medusa appears like a standard medusa but
character. Victims cannot be freed until the plant has              has the lower body of a giant rattlesnake.
been destroyed.
                                                                    Greater medusae prefer a solitary existence away from
The mantrap also possesses 2–5 ten foot long fronds                 civilization, and often lair in remote locations. Their tail
that it uses to either: 1) keep threats at bay from its             sounds like a rattlesnake and they possess the innate
leaves by striking (1d4 damage at 2HD, 2d4 at 3HD,                  spell-like ability of Sticks to Snakes.
3d4 at 4HD, and so on), or 2) the mantrap can, on
a successful hit, wrap its fronds around an unwilling               In combat, the greater medusa prefers distance attacks
target and pull it into its leaves. To break the grip of            such as its gaze (save versus Petrification or be turned
a frond an opposing strength roll must be made. The                 to stone) or its shortbow (can shoot twice per round).
mantrap has an effective strength of 16.
                                                                    Her arrows are normally poisoned (save or die). If
Experience Points/Hit Die: 275, 675, 1,075, 1,425,                  forced into close melee, she will attack twice per round
1,675, 1,925.                                                       with any two of the following four options:
                                                               64
          Greater Medusa Attack Options                             Mephical Mold
A fire mephit attacks with two claws (1d4 each) and               Alternatively, a smoke mephit, once per 666 days,
each successful hit scores an additional point of flame           can use its powers to gate another smoke (50%) or
damage. Once per combat a flame mephit can unleash                fire (50%) mephit. First, it will breathe its haze on the
a minor breath weapon at a single target for 2d4+1 hit            ground, followed by casting its two spell-like powers
points of damage (half with a successful saving throw).           into the fire. It has a 1-2 on d6 chance of gating a new
                                                                  mephit through the soot and smoke.
Alternatively, they can choose to flame a 10ftx10ft
square area. All those within take 5 hit points of damage         Minotaur
(no save, also once per combat).
                                                                  No. Enc: 1d6 (2d8)
A fire mephit, once per 666 days, can use its powers to           Alignment: CE
gate another fire mephit. First, it will flame the ground         Movement: 40
with its breath weapon, followed by casting its two               Armor Class: 6
spell-like powers into the fire. It has a 1-2 on d6 chance        Hit Dice: 6
gating a new mephit through the fire and smoke.                   Attacks: 1
                                                                  Damage: See below
Mephit (Steam)                                                    Save: F6
                                                                  Morale: 12
No. Enc: 1                                                        Treasure: G / X (Lair)
Alignment: CE                                                     XP: 725
Movement: 30 (Fly 50)
Armor Class: 5                                                    These large, somewhat dimwitted, humanoids have the
Hit Dice: 3+3                                                     bodies of male humans and the heads of a horned bull.
Attacks: 2
Damage: 1d4/1d4                                                   They usually live in labyrinths and dungeons, where
Save: F3                                                          they prey upon anyone who ventures into their territory.
Morale: 7                                                         They have an acute olfactory sense and can track prey
Treasure: None                                                    within 100 feet with 80% accuracy.
XP: 205
                                                                  Although they prefer large battle axes and halberds,
Steam mephits, like fire mephits, are used by sorcerers           minotaurs may use any weapon, and due to their great
as spies and couriers.                                            strength receive a +2 bonus on weapon damage rolls.
A smoke mephit’s body appears semi-formed and in                  In any round, minotaurs can either attack with a weapon
flux. It possesses an aura that exudes soot and smoke.            or charge at an opponent and gore with their horns for
A trail of smoke always lingers behind it.                        3d6 points of damage. Minotaurs are relentless, and
                                                                  will attempt to chase fleeing prey.
Like other mephits, its extremities are extremely thin.
Their eyes are dark gray and indistinguishable from the           A minotaur chief is selected for his superior strength
color of its face and body. They have long noses, ears,           through a process of ritual combat within the tribe. A
and long wings extend up from their backs.                        chief will have AC: 2 (partially armored), HD: 8 and +4
                                                                  on damage rolls. A sub-chief has AC: 4, HD: 7.
A smoke mephit possesses two magical powers that
can be used once per day. These include Faerie Fire               There is a 75% chance of either 1d2 oxotaurs or 1d2
and Obscuring Mist.                                               tricerotaurs within a minotaur tribe. A minotaur tribe
                                                                  consists of females and young in addition to 25% of the
A smoke mephit attacks with two claws (1d4 each)                  total number of males.
and each successful hit scores an additional point
of asphyxiation damage. Once per combat a smoke                   Adult females are combatants (AC: 7, 5 HD, +1 on
mephit can unleash a minor breath weapon at a single              damage rolls).
target. The breath is a ball of grimy smoke that causes
blindness for 1d4 rounds (successful save negates).               Minotaurs speak their own language.
                                                             66
Mongrelman                                                      Morlock
Mongrelmen are abominable monsters that possess the             Morlocks are a degenerate race of subterranean
body parts of many different creatures such as gnolls,          humanoid predators. They possess no hair and their
bugbears, humans, lizardmen, goblins, etc. After                skin is pale and slimy. Their hands and feet are partially
centuries of interbreeding almost any combination is            webbed, and they are excellent swimmers. Morlocks
possible within a mongrelman tribe.                             are predatory carnivores and prefer the meat of other
                                                                humanoids.
Mongrelmen are shunned by society and often retreat
to subterranean caves or dungeons to eke out their              Morlocks are completely blind and employ an advanced
existence. They are shy by nature and often find                form of echolocation similar to bats to negotiate their
themselves enslaved to an evil power.                           hunting grounds. To compensate, their olfactory and
                                                                auditory senses are ultra-sensitive. Their echolocation
Mongrelmen live together in small groups where the              and senses provide them with the equivalent of 90
largest and strongest serves as a chieftain. They are           feet darkvision and they can only be surprised on a 1
adept at mimicry and can imitate any sound they have            in d6. To best use their senses in unfamiliar ground,
heard at will. They are also skilled at camouflage and          morlocks constantly stop, use their senses to determine
prefer to hide, or lure opponents into traps, instead of        the ground and locate their prey, and resume their
engaging in direct combat.                                      movement with startling speed. Morlocks can climb as
                                                                thieves and can traverse difficult subterranean ground
Their language consists of a mixture of human, goblin,          and hazards without slowing their movement. When
and orc words along with a mixture of animal sounds             morlocks use their echolocation, the make a series of
and black tongue. Mongrelmen also include ambient               three successive click-click-click sounds.
environmental sounds in their language to allow them
to communicate without giving away their position to            Morlocks use their sharp claws in combat and strike
others in a dungeon. They possess treasure X in lair.           for 1d2/1d2 points of damage. If both claw attacks are
                                                                successful, a morlock receives an additional bite attack
The hit dice of mongrelmen varies and the damage                for 1d3 points of damage. Morlocks are primitive
they inflict is subject to hit dice (Examples: HD1: 1d4,        and specialized predators and prefer their claws over
HD2: 1d6 and HD3: 2d4).                                         weapons. When they use weapons, they prefer stone
                                                                clubs, spears, and/or net.
                                                           67
hunting ground to support themselves. Each such tribe           cowardly (morale 6). Muggles have a tendency to skulk
will be led by a dominant male. This leader is 3HD,             and avoid contact with other humanoids.
has 12 hit points, and scores 1d2/1d2/1d4+1 damage.
They possess treasure type J in lair.                           Some can speak a broken version of common, or a
                                                                broken version of black tongue, and often mutter and
Mudman                                                          murmur to themselves.
No. Enc: 2d4                                                    Muggles attack by smashing opponents with their hands
Alignment: N                                                    or choking. If both hand attacks are successful in the
Movement: 10                                                    same round the muggle has wrapped its hands around
Armor Class: 10                                                 the throat of its opponent and will also automatically
Hit Dice: 2                                                     inflict strangle damage (1d6) each round thereafter
Attacks: Special                                                until its target is dead or it is pulled off.
Damage: Special
Save: F2                                                        Muggles are excellent climbers and can Spider Climb
Morale: 12                                                      (as per the spell) at will. Muggles possess a keen
Treasure: None                                                  olfactory sense that allows them the equivalent of
XP: 56                                                          Detect Invisibility and track as rangers. Young muggles
                                                                are often taken and trained by intelligent humanoids to
Mudmen appear like normal puddles of mud until                  serve as trackers.
disturbed. They will draw themselves up into a vaguely
humanoid form and defend themselves in 1 round.                 Despite their awkward appearance, muggles are quite
                                                                dexterous. They can hide as halfings in outdoor terrain.
Mudmen hurl mud at their opponents (up to 30 feet).             They also have extremely light fingers and are adept
On impact the mud hardens and slows the victim by               at picking pockets (85%). They are especially fond of
1/4 of their movement rate. While hurling, mudmen               bright shiny things like gems and jewelry. As a result,
also move toward, and throw their bodies, at their              they have Treasure Type O on their person (usually in a
opponents. If successful, a mudman encases and                  pouch under their loincloth) and J in lair.
suffocates its victim inflicting 1d6 points of damage
per round unless the face of their target is cleared. If        Mummy Lord
unsuccessful with their body slam, mudmen will reform
in 1 round and attack again.                                    No. Enc: 1
                                                                Alignment: CE
Mudmen are immune to normal weapons and mind-                   Movement: 20
related spells. Transmute Mud to Rock destroys them.            Armor Class: 3
                                                                Hit Dice: 9-12
Muggle                                                          Attacks: 2
                                                                Damage: 2d6/2d6
No. Enc: 2d4                                                    Save: F10
Alignment: CE                                                   Morale: 12
Movement: 30                                                    Treasure: Z
Armor Class: 5                                                  XP: 4,000
Hit Dice: 2
Attacks: 2+special                                              A mummy lord is a unique form of undead. Mummy
Damage: 1d6+special                                             lords were powerful clerics in life and have survived for
Save: F4                                                        centuries in a state of undeath.
Morale: 6
Treasure: See below                                             Mummy lords can command undead below their hit
XP: 275                                                         dice at will and can Animate Dead (as per the spell) as
                                                                a cleric of equivalent level twice per day.
Muggles are small humanoid creatures of low
intelligence. Their bodies are quite disproportionate -         Mummy lords are able to speak, although they rarely
they have large round heads, bulbous eyes, large ears,          choose to do so, and are highly intelligent. A mummy
and long gangly arms. They often drag their knuckles            lord appears in burial wraps like most mummies.
on the ground.                                                  However, they often choose to wear the symbols of their
                                                                god in the form of religious necklaces or headdresses
They have excellent darkvision (60 feet) and are quite          that distinguished them as high priests in life.
                                                           68
Mummy lords prefer to use their fists to club opponents          Myrmidyte
for 2d6 points of damage. They radiate an aura of Fear
(as per the magic-user spell) and possess the cursed             No. Enc: 1d6
rotting touch of normal mummies.                                 Alignment: LE
                                                                 Movement: 30
In addition, those that are touched by a mummy lord              Armor Class: See below
are immediately struck with blindness unless a save              Hit Dice: 6
(Spells) is made. Like all undead, they are unaffected           Attacks: 1
by mind-influencing spells.                                      Damage: See below
                                                                 Save: F6
They will always have a group of normal mummy                    Morale: 10
attendants and servants subject to their power and               Treasure: See below
level.                                                           XP: 1,570
Mummy lords retain their clerical spell-casting abilities        Myrmidytes are elite warriors devoted the protection
they held in life (as per hit die) and possess a minimum         and service of the Necrolytes of Matoowb, who, by
wisdom of 19.                                                    means of secret arcane rituals and enchantments, have
                                                                 become undying.
            Mummy Lord Advancement
                                                                 Despite their skin being pulled tightly over their skeletons,
                              Fear        Mummy                  myrmidytes are not technically undead, at least not as
    Age        HD      AC                                        the term is typically understood. Clerics have no power
                              Save       Attendants
                                                                 over myrmidytes and thus cannot turn them.
 201–300          9     3        0         1d4+1
 301–400         10     2       –1         2d4+2                 Like true undead, though, myrmidytes are immune to
                                                                 mind-influencing spells.
 401–500         11     1       –2         3d4+3
 501+            12     0       –3         4d4+4                 They also possess a cold touch that deals 1d6 points of
                                                                 damage. Myrmidytes are typically armed with magical
Mummy of Zuul                                                    weapons and armor (see the chart below).
                                                            69
             Myrmidyte Random Potions                              1. Attack twice with their melee weapon of choice (they
                                                                   prefer glaives, scimitars, spears and bardiches).
  1   Speed
  2   Extra-Healing                                                2. Attack once with melee weapon and once with their
                                                                   bite that inflicts 1d10 points of damage and the victim
  3   Giant Strength                                               must save versus Poison or die.
  4   Heroism
                                                                   3. Attack with any two of the following: melee weapon,
  5   Speed                                                        bite, or tail smack. A successful tail smack results in 1d6
  6   Invulnerability                                              points of damage and the victim must make a Dexterity
                                                                   check or fall prone (+4 to hit).
In return for the gift of immortality, myrmidytes typically
guard persons of importance. Their necrolyte overlords             Naga-ti can use their bodies to coil around columns
will summon shadow mastiffs (50%: 1d3) or construct                and use this type of movement to their advantage in
brass jackals (50%: 1d3) to accompany the myrmidyte                combat.
guards.
                                                                   They speak Ancient Archaian and can communicate
For every 10 encountered there will be a Master                    with snakes, reptiles, or snake-like monsters, many of
Myrmidyte with 50hp (HD 8) and AC -2 (Platemail +2,                whom they keep as pets. There is a 10% chance a
Shield +2), a Broadsword +1 Flame Tongue, a random                 naga-ti speaks common and a 15% chance they speak
potion, treasure type F and G, and a random magical                elvish.
helm or headgear (Referee’s discretion). The master
attacks twice each round.                                          For every dozen naga-ti encountered there will be a
                                                                   lord with AC –2 and 10+3 Hit Dice. The naga-ti lord
While acting as guardians, myrmidytes hone their                   receives a +3 to damage due to strength and possesses
swordplay and study the martial techniques of all                  an innate magical ability similar to Eyes of Charming
historical weapon types and styles, completely unfettered          that are used to create a servile underclass to do the
by the weaknesses prone to the flesh. Myrmidytes never             bidding of the tribe (protection, meal preparation,
sleep and do not require nutritional sustenance.                   construction, etc.) or to serve as docile food.
Naga-Ti                                                            Sages believe there are other types of naga-ti, but these
                                                                   have yet been substantiated. Naga-ti speak their own
No. Enc: 1d4 (4d4)                                                 language and possess treasure types X and Z in lair.
Alignment: CE
Movement: 30                                                       Neanderthal
Armor Class: 0
Hit Dice: 9                                                        No. Enc: 1d10 (4d10)
Attacks: 2                                                         Alignment: N
Damage: See entry                                                  Movement: 40
Save: F9                                                           Armor Class: 8
Morale: 12                                                         Hit Dice: 2
Treasure: K (Lair)                                                 Attacks: 1
XP: 2,300                                                          Damage: 2d4 or weapon
                                                                   Save: F2
The naga-ti, also called “serpentine” by humans, or                Morale: 7
ophidians by learned sages, are a degenerate race of               Treasure: G / F-Gx4 (Lair)
snakemen.                                                          XP: 20
Some believe they served as an under-class to the                  Neanderthals, or cavemen, are distantly related to
Archons of the Forbidden Zone, while others believe                humans. They possess a primitive intelligence and
they were humans cursed by the vengeful reptile god                can fashion tools, traps, weapons, and have a distinct
they worshipped. Naga-ti reproduce very slowly.                    culture. They have broad sloping foreheads and
                                                                   muscular bodies.
The serpentine appear like 6–7 foot tall snakes with
humanoid arms. Their colors vary to represent all types            Neanderthals receive a +1 on all damage rolls.
of deadly pythons and cobras. They attack twice per                Neanderthals typically attack with flint spears, wooden
round in the following manner:                                     clubs, and flint battle axes.
                                                              70
A band of cavemen usually consists of 1d4x10                      Despite their undead state, Neb’Enakhet retain a
individuals. For every 8 neanderthals, there will be a            fondness for Nepeta Cataria. The exact nature of the
leader with 3 HD. For every 16 neanderthals, will be a            effect is subject to the Referee’s discretion.
sub-chief with 4 HD and +2 on all damage rolls. For
every 25, there will be a chieftain with 6 HD and +3              Necrolyte
on all damage rolls and a witchdoctor or shaman with
4 HD and the abilities of a fourth level cleric or druid.         No. Enc. 1d2
They will have an equal number of non-combatant                   Alignment: LE
women and children to men.                                        Movement: 40
                                                                  Armor Class: 3
Neanderthals may (30%) keep apes, or dogs, as trained             Hit Dice: 7
pets and guardians. Neanderthals revere cave bears                Attacks 1
(and other totem animals or beasts) and will hunt them            Damage: (1d8)
as rites of passage and for spiritual purposes.                   Save: MU7
                                                                  Morale: 10
Cavemen are superstitious, naive, and easily startled             Treasure: K, L
by the strange and unfamiliar. Their treasure normally            XP: 1,840
consists of animal trophies, or exotic beasts defeated
in combat, such as furs, pelts, or ivory tusks. They may          Necrolytes are magic-users devoted the cult of Nergal,
also have uncut gemstones, crude jewelry, or nuggets              or the mage Matoowb, who, by means of secret rituals
of gold, silver, electrum, or copper.                             and enchantments, have become undying.
Neanderthals are hated, and sometimes hunted, by                  Despite their skin being pulled tightly over their skeletons,
orcs and goblinoids. Neanderthals are outnumbered by              necrolytes are not technically undead, at least not as
those groups and thus tend to avoid direct contact, or            the term is usually understood. Clerics have no power
sustained conflict, with them. Some tribes of neanderthals        over necrolytes and thus cannot turn them.
are neutral, whereas some are cannibalistic and can
lean toward neutral evil. Neanderthals speak their own            Like true undead, though, necrolytes are immune to
tribal language.                                                  mind-influencing spells. The cold touch of a necrolyte
                                                                  deals 1d8 points of damage, and all of these creatures
Neb’Enakhet                                                       can cast spells as if they were Level 7 Magic-Users
                                                                  (3/2/2/1). Many (35%) are equipped with offensive
No. Enc: 1d6+2                                                    magic items, such as wands.
Alignment: CE
Movement: 20                                                      Necrolytes are sometimes encountered (25%) with
Armor Class: 7                                                    1d2 myrmidytes of Matoowb to serve as their personal
Hit Dice: 1+1                                                     escort.
Attacks: 3
Damage: 1hpx2/1d2                                                 While acting as guardians, they are free to continue
Save: F1                                                          their research into magic and occult lore, unfettered by
Morale: 12                                                        the weaknesses to which all flesh is prone. Necrolytes
Treasure: None                                                    never sleep and do not require nutritional sustenance.
XP: 5
                                                                  Necromancer of Set
Neb’Enakhet are sacred, mummified cats placed in the
tombs of the social elite.                                        No. Enc: 1d6
                                                                  Alignment: CE
Neb’Enakhet are highly intelligent, and will often work           Movement: 120’ (40’)
together using complex tactics to drive off would-be              Armor Class: 7
tomb-robbers.                                                     Hit Dice: Varies
                                                                  Attacks: 1
In addition to direct attacks (claw/claw/bite), a group of        Damage: Varies
four or more Neb’Enakhet may howl and keen together,              Save: Varies
creating a hellish, cacophonous wail that has the effect          Morale: 10
of the Level 4 Magic-User spell Fear.                             Treasure: J
                                                                  XP: 21 per Hit Die
These mummified cats are turned as 3 hit die creatures.
                                                             71
Necromancers are a faction of magic-users who have                Nematoads are carnivores but prefer carrion. As a
occupied a portion of Barrowmaze in the service of Set.           result, they accumulate rot grubs in their broad mouth
They wear black hooded robes with skull or half-skull             pockets. Due to their preference for carrion, they
masks. Senior necromancers stitch bones onto their                developed an immunity to rot grubs and an ability to
robes and wear jackal headdresses.                                absorb other parasites.
For every 3 first level necromancers encountered, there           When a nematoad attacks, it has two options:
will be a mid-level mage of second, third, or fourth level
(d6: 1–2 second, 3–4 third, 5–6 fourth level).                    The first is a bite attack (3d4) that can swallow a dwarf
                                                                  or smaller PC on an attack roll of 19 or 20. Note that if
First level necromancers can cast one spell from the              a PC is swallowed whole, it will be immediately attacked
following list: Magic Missile, Shield, Protection from            by the rot grubs in the toad’s mouth (1d10+5).
Good. They are armed with a dagger and wear no
armor (AC 9). They carry 2d10gp and a spellbook.                  The second is like a breath weapon whereby the
                                                                  nematoad ejects its mouth of putrid water and rot
Spells for necromancers beyond first level are subject to         grubs (1d10+5). The discharge is so powerful it sprays
hit dice and the Referee. These magic-users carry a staff         10 feet wide and 15 feet deep from the mouth of the
and wear normal bracers with a dexterity bonus (AC 7).            toad (divide the number of rot grubs across each 5-foot
There is a 10% chance that one of these two items is              square covered).
magical (+1). They carry 3d10pp and a spellbook.
                                                                  Norker
In addition, if a mid-level necromancer is present roll a
d6 and consult the following table:                               No. Enc: 2d6 (2d20)
                                                                  Alignment: CE
                                                                  Movement: 30
                  Undead Entourage
                                                                  Armor Class: 4
         Type                      No. Encountered                Hit Dice: 1+2
 1–2     Skeletons                         2d6                    Attacks: See below
                                                                  Damage: See below
 3–4     Zombies                           1d8                    Save: F1
   5     Sapphire Skeletons                1d8                    Morale: 8
                                                                  Treasure: A-B / K (Lair)
   6     Ghasts                            1d3                    XP: 23
If a fourth level necromancer is present, there is a 25%          Norkers are small degenerate humanoids. Sages
chance that s/he controls a runic golem and a charmed             believe they may be related to hobgoblins, or are
mongrelman scout.                                                 perhaps a hobgoblin-orc crossbreed.
                                                             72
Ogre                                                             Oozie
Adult ogres stand 8 to 10 feet tall and are big, brutish         Sages believe these algae-based monsters originated
humanoids. They have low intelligence, an ill-temper,            on the Elemental Plane of Ooze and were summoned
and are indolent.                                                and set free on the Prime Material Plane.
Their skin color is usually dull yellow, and they have           Oozies take the shape of small green puddles of sludge
rotting, dark yellow teeth. Ogre clothing consists of            found in dark, damp subterranean environments.
poorly cured furs and hides, which add to their naturally        Upon sensing the living, they draw themselves up into
repellent body odor. They receive +2 on all damage               a roughly humanoid shape about 2 feet tall and run at
rolls.                                                           their target. Oozies explode on contact and generate a
                                                                 surprising amount of energy in a 5 foot radius.
Ogres may be found in the lairs of lesser goblinoids
or among lesser giants. Ogres usually live under rock            Targets must make two saving throws versus Breath.
shelters, or in caves or dungeons. When ogres are found          The first halves the damage (1d6 plus the hit points of
away from their lair they will have sacks containing             the oozie rounding up) and the other to determine if the
1d6x100gp. An ogre lair will normally (50%) include              target falls prone from the force of the impact (+4 to
human, demi-human, or monstrous humanoid captives,               hit when prone).
used as either slaves or food. They are especially fond
of elves and only eat dwarves as a last resort (poor             Orc
taste).
                                                                 No. Enc: 2d4 (1d6x10)
Any group of 4 or more ogres on patrol will have a               Alignment: CE
patrol leader with 4+4 HD. If 10 or more are found,              Movement: 40
a subchief with 5 HD and an AC 3 will lead them. The             Armor Class: 6
subchief rolls 2d6 for damage. If 15 or more ogres are           Hit Dice: 1
encountered, there will be a second subchief and a               Attacks: 1
chieftain with AC 2 and two maximum HD. The chieftain            Damage: by weapon
strikes for 3d4 points and an additional damage bonus            Save: F1
of +3.                                                           Morale: 8
                                                                 Treasure: A-C
Female ogres and youth constitute 10 to 30% (1d3) of             XP: 10
any ogre clan. Females attack as three hit die monsters
for 2d4 points of damage and have an armor class                 Orcs have broad faces, jutting fangs, and black hair.
of 6. Adolescent ogres attack as one or two hit dice             Their clothing and equipment is dirty, oily, and rusty.
monsters, have an AC of 7, and score 1d6 points of               Orcs tend to be gangly, disproportionate, and have
damage.                                                          a forward lean. Orcs are primarily subterranean and
                                                                 suffer a penalty of –1 to hit rolls when in sunlight. Orcs
Ogres possess an obnoxious and disagreeable nature,              are exceedingly cruel and torment their inferiors. They
even with each other. Whenever one tribe of ogres                can see 60 feet in the dark.
meets another tribe of ogres or related HD monstrous
humanoids, there is a 1 on d6 chance of a shoving                A party of orcs will have a leader who has 8 hit points
match (65%) or fight (35%) breaking out between them.            and is exceptionally strong. He receives a +1 bonus
                                                                 to weapon damage rolls. If the leader is slain, the
Ogres speak their own language.                                  remaining orcs have a morale score of 6.
                                                            73
Orcs organize themselves into tribes with names like                 Black orcs are rare and likely bred by an evil wizard or
Red Fang, White Hand, Red Eye, or Bloody Skull. Tribes               warlord to serve as elite guard or heavy infantry. Black
seldom work together unless united under a strong, and               orcs can move and fight in sunlight without penalty.
fear inducing, leader. Any tribe has 25% females and                 Black orcs take better care of their weapons and armor
young in addition to the total number of males.                      than regular orcs, although their equipment may still
                                                                     show rust and disrepair. Oor-Uks are typically armed
For every 25 orcs, there will be an orc chieftain with 4             with the following weapons:
HD and two personal bodyguards with 3 HD. The chief
will be very strong and have a weapon damage bonus
                                                                          Black Orc Random Weapons and Armor
of +2. There is a 60% chance that any tribe consisting
of 25 or more orcs will have an ogre. There is a 10%                      Scimitar               Chain and
                                                                      1–3                    1–3
chance that a tribe of 30 or more orcs has a troll.                       and Polearm*           Shield (AC4)
                                                                          Broadsword (1d6+1)     Half Plate
Orcs possess an obnoxious and disagreeable nature.                    4–5                    4–5
                                                                          and Heavy Crossbow     (AC4)
Whenever one tribe of orcs meets another tribe of orcs
or goblinoids, there is a 1 on d6 chance of a shoving                     Broadsword             Half Plate and
                                                                       6                      6
match (65%) or fight (35%) breaking out between them.                     and Longbow            Shield (AC3)
Each orc tribe speaks its own orcish dialect and have
treasure type W in lair.
                                                                                 Black Orc Random Polearm*
         Orc Random Weapons and Armor                                 1–2    50% Glaive (1d8) and 50% Awl Pike (1d10)
                                                                          50% Bill-Guisarme (2d4)
         Scimitar and             Leather and                         3–4
  1–3                         1–3                                         and 50% Halberd (1d10)
         Shortbow                 Shield (AC7)
                                                                          50% Awl Pike (1d10)
                                  Studded Leather                     5–6
  4–5 Battle Axe              4–5                                         and 50% Military Fork (1d8)
                                  and Shield (AC6)
         Scimitar and                                                Although Black orcs have a regimented and martial
    6                           6    Chainmail (AC5)
         Light Crossbow                                              culture, they still possess a disagreeable nature.
                                                                     Whenever one tribe of black orcs meets another tribe
Orc (Black)                                                          of orcs or goblinoids, there is a 1 on d6 chance of
                                                                     a shoving match (65%) or fight (35%) breaking out
No. Enc: 2d4 (1d4x10)                                                between them. Oor-Uks speak a dialect of orcish.
Alignment: LE
Movement: 30                                                         Oxotaur
Armor Class: See below
Hit Dice: 3+3                                                        No. Enc: 1d6
Attacks: 1                                                           Alignment: CE
Damage: By weapon                                                    Movement: 30
Save: F2                                                             Armor Class: 6
Morale: 10                                                           Hit Dice: 6
Treasure: K / W (Lair)                                               Attacks: 2 or 1
XP: 65                                                               Damage: See below
                                                                     Save: F6
Black orcs, also called great orcs or Oor-Uks, are                   Morale: 12
stronger, more regimented, and more intelligent than                 Treasure: J / X (Lair)
their regular orc cousins.                                           XP: 725
Their skin is black with a slight bluish-gray tinge and their        Like the minotaur, the oxotaur is large, slow, and dim-
hair is usually black, gray-black, or white depending                witted. They possess the body of a large strong man
on their age. They have yellow eyes and teeth. Black                 and the head of an ox.
orcs have an effective strength of 16 and add +2 to
their melee attack and damage rolls. Every Oor-Uk                    Oxotaurs do not have the keen sense of direction of
warband is led by a leader with 4 HD (28hp). Each                    their minotaur cousins, but they do possess slightly more
tribe of black orcs will have a warchief with 6 HD (40               strength on damage rolls (+3) when using weapons.
hp) and 18 strength.
                                                                74
Oxotaurs attack with their fists (1d6/1d6) but prefer              eyes. They have long arms and legs. A tribe of pech
large two-handed swords or two-handed flails that do               (5d4) will have an equal number of females to males
2d6 points of damage.                                              and 1d4 young. They abhor bright light.
Oxotaurs are stubborn and never flee from combat.                  The pech fashion hammers and picks which they use
                                                                   as both tools and weapons (1d6+3) and they score
Pack Lizard                                                        double damage against monster types made from stone
                                                                   (examples include stone golems, galeb duhr, etc.). Their
No. Enc: 1d4                                                       flesh is hard as stone (AC: 3). They are immune to all
Alignment: N                                                       forms of petrification.
Movement: 20
Armor Class: 6                                                     Their origin on the Elemental Plane of Earth provides
Hit Dice: 2                                                        them with several magic-like abilities that include Stone
Attacks: 1                                                         Tell and Stone Shape three times per day. Three pech
Damage: 1d3                                                        can join and cast Wall of Stone (as a Level 16 Magic-
Save: F2                                                           User) and seven pech can cast Stone to Flesh (or the
Morale: 8                                                          reverse). Group spells may be cast once per day.
Treasure: None
XP: 30                                                             The pech have darkvision to 60 feet and suffer attack
                                                                   penalties in bright light (-1). They typically carry a pouch
Pack lizards are subterranean beasts-of-burden. They               with gemstones (XI) and may (50%) have 1d3 pieces of
appear similar to a monitor lizard and vary in size from           ornamental jewelry.
6 to 8 feet in length excluding their long tails. They are
short, no more than four feet high, and are particularly           The pech are a peaceful xenophobic race that prefer
well-suited for gray and mountain dwarves as well as               to be left in solitude. They speak their own tongue, and
derro.                                                             some (20%) may speak underdark languages.
No. Enc: 1d6+1 (4d4)                                               The penanggalen is a hideous undead creature from
Alignment: NG                                                      Malaysian folklore. A penanggalen is a woman who
Movement: 20                                                       made a pact with an evil spirit or demon to obtain
Armor Class: 3                                                     beauty in life.
Hit Dice: 4
Attacks: 1                                                         During the day, a penanggalen appears completely
Damage: See below                                                  normal, but upon sunset she becomes a hideous
Save: F4                                                           vampire-like creature. Her head, internal organs, and
Morale: 9                                                          entrails detach from her body. The creature then floats
Treasure: O                                                        away in search of a victim, preferably a human woman,
XP: 300                                                            pregnant female, or infant, upon which to feed.
The pech are originally from the Elemental Plane of                One hour before sunrise, she will return to a hidden
Earth but some have migrated to the Prime Material                 lair, immerse her organs in a vat of vinegar to shrink
Plane. They are relatively short, about four feet high,            them, and re-enter her body by sunrise. A penanggalen
and have large heads and broad, round pupil-less                   thus always carries the scent of vinegar. During the day,
                                                              75
she retains all abilities, skills, spells, hit dice, hit points,        Phantom
and levels she possessed in life (usually between levels
5–10). Like all undead, she is immune to sleep, charm,                  No. Enc: 1
and mind-influencing spells. A penanggalen turns as                     Alignment: N
an 8 HD vampire on the cleric turning table.                            Movement: Nil
                                                                        Armor Class: N/A
A penanggalen’s head and intestines possess 4 HD and                    Hit Dice: N/A
armor class 8. She will seek to feed on the same victim                 Attacks: N/A
repeatedly. The victim takes 1d6 points of permanent                    Damage: Fear
constitution damage per evening until drained of life.                  Save: Special
                                                                        Morale: N/A
Peryton                                                                 Treasure: None
                                                                        XP: Nil
No. Enc: 2d4
Alignment: CE                                                           A phantom is a ghostly, residual, reoccurring image.
Movement: 30 (fly 120)                                                  A phantom is merely an image, an echo of life, and
Armor Class: 7                                                          possesses no intelligence.
Hit Dice: 4
Attacks: 1                                                              Often mistaken for other forms of undead, a phantom
Damage: 4d4                                                             remains close to the area of its death or remains. The
Save: F4                                                                phantom often details something of importance about
Morale: 10                                                              its life or death.
Treasure: Y (Lair)
XP: 245                                                                 They cannot harm or be harmed. However, due to their
                                                                        ghostly visage those who gaze upon a phantom must
Perytons are otherworldly creatures created, sages                      make a saving throw (Spells) at a –2 penalty or run
believe, through magical experimentation. They tend to                  away as if affected by the Level 4 Magic-User spell Fear.
dwell along rocky crags and mountaintops. Perytons                      There is a 50% chance fleeing PCs will drop whatever
possess the head of a stag and the body of an eagle.                    they are carrying in hand.
They cast a human shadow and have their own
language.                                                               Phantom Stalker
The monster is adept at attacking with its sharp horns                  No. Enc: 1d2
(+2 to hit) or claws. Once it has subdued its prey it rips              Alignment: N
out the heart of its victim.                                            Movement: 40
                                                                        Armor Class: 3
A peryton requires a humanoid heart to reproduce.                       Hit Dice: 6
Upon harvesting the organ, it will fly away to procreate                Attacks: 2
(sages remain baffled on the latter point). Perytons                    Damage: 1d4/1d4
prize human hearts above all others.                                    Save: F6
                                                                        Morale: 10
Perytons can only be struck by magical or silver weapons.               Treasure: None
Normal weapons do not harm these creatures.                             XP: 1,570
                                                                   76
creature of the fire element they take double damage              Phycomids are subterranean tubular fungi often found
from cold-based attacks. Upon reaching zero hit points            among common mushrooms and molds. They are
the creature combusts into a 4d6 Fireball, if it desires.         partially immune to fire (save at +4 and only take
                                                                  half-damage). When threatened, phycomids ejaculate
Phantom stalkers can Polymorph Self at will. They can             globules of thick sticky mucus as far as 40 feet. There
assume Gaseous Form at will and in this state may                 are at least three known types of phycomids (green,
fly unimpaired. They use this ability effectively when            white, and yellow):
serving as a spy for their masters.
                                                                  1. Green: Save versus Paralyzation or be stuck to the
Phase Ghoul                                                       ground for 1d4+1 rounds.
No. Enc: 1                                                        2. White: Shoot a wad of spores that sprout into small
Alignment: CE                                                     mushrooms when they come in contact with flesh
Movement: 40                                                      (1d6+1 damage).
Armor Class: 2
Hit Dice: 8                                                       3. Yellow: Shoot a spore cloud that blisters human skin
Attacks: 3                                                        for 1d8 points of damage and can cause permanent
Damage: 1d8/1d8                                                   blindness unless a save versus Poison is made. This can
Save: F6                                                          be cured by a Cure Blindness spell.
Morale: 12
Treasure: U (Lair)                                                Phycomid (Advanced)
XP: 3,060
                                                                  No. Enc: 1d4
The phase ghoul is a hideous undead monstrosity. The              Alignment: N
ghoul has no eyes, nose, or mouth per se. However,                Movement: 5
the ghoul has the ability to track living creatures within        Armor Class: 4
a 50-feet radius. It can sense fresh blood within an 80-          Hit Dice: 3
foot radius to which it is immediately drawn.                     Attacks: 1
                                                                  Damage: See below
It attacks with two paralyzing claws (save versus                 Save: F4
Paralyze). Once it paralyzes its prey, the phase ghoul            Morale: 12
peels back the flesh of its “head” to reveal a single,            Treasure: A-F
wide toothed-maw that bites for 4d6 points of damage.             XP: 95
The creature is native to the Plane of Shadow and enters          Advanced phycomids are subterranean tubular fungi
the Prime Plane through a small, well-hidden gate that            often found among common mushrooms and molds.
is always within a mile of its location. Although a phase         They are partially immune to fire (save at +4 and only
ghoul can take damage, it can only be permanently                 take half-damage).
destroyed on its home plane of existence. Upon
reaching zero hit points the ghoul immediately phases             Advanced phycomids partner symbiotically with various
back to the Plane of Shadow where it regenerates to full          species of mold. Whenever advanced phycomids are
hit points within 24 hours.                                       found, there is a 50% chance of either yellow mold,
                                                                  cinnamon mold, amber mold, or brown mold, around
Phycomid                                                          the base of each phycomid.
                                                             77
Piercer                                                           Once a successful save is made a player need not save
                                                                  again during that encounter. Only the use of holy water
No. Enc: 2d6                                                      or the authoritative pronouncement of faith by a cleric
Alignment: N                                                      or paladin will force a poltergeist to retreat.
Movement: 10
Armor Class: 3                                                    Purple Moss
Hit Dice: 1d6
Attacks: 1                                                        No. Enc: 1
Damage: 1d6 per HD                                                Alignment: N
Save: F1–4                                                        Movement: 0
Morale: 8                                                         Armor Class: N/A
Treasure: None                                                    Hit Dice: 2
XP: 10, 20, 50, 80, 200, 400                                      Attacks: 1
                                                                  Damage: Special
These creatures have specifically adapted to cavernous            Save: F2
environments. They resemble stalactites and hang from             Morale: Not Applicable
cavernous ceilings.                                               Treasure: None
                                                                  XP: 45
There are two different kinds of piercers. The males
possess a wide toothed maw that opens immediately                 Purple moss is related to yellow mold.
before they drop on their prey. The female does not
possess a maw but rather tries to drop and impale its             This dark mold emits a sweet smell to a range of 10
victim. If a female scores a hit it begins sucking the            feet that has the same effect as the Level 1 Magic-User
blood of its victim through a small opening at its tip.           spell Sleep.
This counts as automatic damage per round (per hit
die) until the female is killed or thrown off (strength           Victims who fall asleep are quickly covered by the moss.
check).                                                           Purple moss will grow over a small creature in 1 round
                                                                  and cover a human-sized creature in 2 rounds. Those
Both male and female piercers have small, barely                  covered by purple moss will suffocate in 1d4 rounds
perceptible appendages and a tail through which they              and are digested in 1d2 hours by its acidic secretions.
can climb up, and attach, to cavernous ceilings.                  Purple moss can be destroyed by fire.
Poltergeist Raven
The poltergeist is a vengeful incorporeal spirit that             Ravens are large black birds. They are primarily
haunts the place of their death. They cannot be seen              scavengers. Ravens are omnivorous and will eat
and may only be harmed by +1 or silver weapons. The               unattended food, as well as raid nests and crops. Their
poltergeist lashes out at those that disturb their rest by        presence is considered an ill-omen in many towns and
throwing physical objects equal to a monster of 4 hit             villages.
dice. A struck victim takes no damage but instead must
save (Spells) or flee as per the Level 4 Magic-User spell         Ravens possess their own language and some older
Fear. Failure means PCs will panic and run hysterically           ravens can possess a vocabulary of about 100 words
in a random direction for 2d4 melee rounds. There is              in common. Some can even understand the meaning of
a 50% chance the victim will drop whatever they are               basic phrases. This makes standard ravens useful pets
holding while fleeing the poltergeist.                            and familiars.
                                                             78
Ravens are most often found in flocks, use advance              If PCs engage in combat with previous wounds, the
scouts to report back to the main flock, and as such            ravenous dead will seek to target injured characters
cannot be surprised in daylight.                                first. Like all undead, they are unaffected by mind
                                                                influencing spells.
They attack with their two claws and a powerful and
lightning-fast beak. The claws do no physical damage            Red Snappers
and are intended to distract an opponent while it pecks
at its target.                                                  No. Enc: 2d8
                                                                Alignment: N
Ravens are drawn to bright shiny objects including              Movement: 0
eyeballs. Any attack roll made by a standard or giant           Armor Class: 6
raven is 10% likely to directly target an opponent’s eye        Hit Dice: 1–4
and pluck the organ from the socket.                            Attacks: 2
                                                                Damage: Varies
Ravens are found in three sizes: ordinary, giant and            Save: F1–4
huge.                                                           Morale: 12
                                                                Treasure: Kx2, M, R
Raven: Ordinary ravens will attack in a flock. They             XP: See below
possess wingspans of 2 to 4 feet. See Insect Swarms in
any core rulebook for more information. Their treasure          Red snappers, also known as red flowers, are giant
includes a 10% chance of A through D. Stats: No Enc:            carnivorous subterranean flora 30–40 feet in height.
4d8, AL: N, AC: 7, HD: 1hp, #AT: 1, DMG: 1.                     From a distance, the red snapper appears as a giant
                                                                flower extending from a palm tree-like trunk.
Giant Raven: Giant ravens will often attack in pairs or
in threes to take advantage of numbers. They possess            They are found in beds of 2d8 with 1d2 flowers per
wing spans of 6 to 8 feet. Their treasure includes A to         trunk. When a living creature moves within 20 feet, the
D and a 10% chance of O. Stats: No Enc: 2d8 AL: N,              flowers will turn to face the disturbance.
AC: 6, HD: 1, #AT: 1, DMG: 1d6.
                                                                Once in range the flower strikes with the speed of a
Huge Raven: Huge ravens are large enough for up to              giant rattlesnake. As it attacks the stamen will open
a medium-sized human to ride (approximately 200lbs              to reveal a mouthful of sharp teeth (HD1: 1d4, HD2:
total encumbrance). They make excellent mounts if               1d4+1, HD3: 1d6, HD4: 1d8). The petals close to
trained as fledglings. Junior wizards, especially, used         scoop up its prey.
them as aerial mounts in the golden days of HighFell.
They possess wing-spans of 8 to 14 feet. Their treasure         On an attack roll of 18, 19, or 20 a red snapper
includes: A to F and a 20% chance of L, M, and O.               swallows its prey (automatic 1d6 damage per round,
                                                                per HD of monster).
Ravenous Zombie
                                                                There are normally 2d8 petals in the vicinity of red
No. Enc: 2d8                                                    snappers. One can pass through a red flower patch
Alignment: CE                                                   unhindered by using fallen petals as camouflage.
Movement: 40
Armor Class: 8                                                  Experience Points: 16, 30, 65, 175 per flower
Hit Dice: 3
Attacks: 1                                                      Reliquary Guardian
Damage: 1d6
Save: F2                                                        No. Enc: 1d2
Morale: 12                                                      Alignment: LN
Treasure: Nil                                                   Movement: 20
XP: 50                                                          Armor Class: 4
                                                                Hit Dice: 12
Ravenous dead appear as regular zombies but have an             Attacks: 1 or 2
insatiable desire to feed on the living.                        Damage: See below
                                                                Save: F12
These undead abominations possess such an appetite              Morale: 12
that, upon wounding a humanoid opponent, the                    Treasure: None
remaining zombies will converge in a pack to feed               XP: Standard 1,900
immediately on the victim.
                                                           79
A reliquary guardian is a massive 12 foot tall exquisitely        If a rock clam successfully hits with both tendrils, it
carved statue that weighs over 5,000 pounds. Reliquary            immediately drags its prey into its sharp-toothed maw
guardians are found in tombs and crypts of import in              and bites for 1d4 points of damage per hit die. If only
Ancient Archaia. They protect the remains of important            one tendril is successful, it will drag its target into its
magic-users and clerics. They can also be found                   mouth the following round (a single-bound victim
guarding magical relics and artifacts. They possess               can resist being dragged into the mouth by making a
wings like angels and carry a massive stone Longsword             successful strength check to hold their ground). Tendrils
+2 that strikes for 3d6 points of damage. Alternatively,          have an armor class of 5 and 4 hit points per HD (these
they can strike twice with their fists for 2d6 points of          are in addition to its total hit points).
damage each. They speak Ancient Archaian.
                                                                  Rock clams disgorge items they cannot digest and there
There are two types: Standard and Greater Reliquary               is a 25% chance of 1d3 gems and a 25% chance of
Guardian.                                                         1d3 jewelry in the immediate vicinity. There is also a
                                                                  50% chance of Treasure Types A-F. Each rock clam
Standard reliquary guardians are preprogrammed                    contains a large pearl in its center worth 100gp/HD.
constructs that stand unmoving until their activation is          There is a 1 on d6 chance a rock clam has a Black
triggered by the presence of intruders. Once per day,             Pearl worth 300gp/HD.
a reliquary guardian can make a Fear pronouncement
that affects all creatures within 60 feet. Once per day,          Rock Lobster
reliquary guardians can also cast Detect Magic, Detect
Invisibility, Dispel Magic, Confusion, and Feeblemind.            No. Enc: 1d2
                                                                  Alignment: N
However, 10% of all reliquary guardians were graced               Movement: 30
with a form of sentience. Once per day a greater                  Armor Class: 4
guardian may produce a Flame Strike that blasts forth             Hit Dice: 1-3
from its hands (or sword) 60 feet and deals 6d8 points            Attacks: 2
of damage (save versus Spell for half damage). These              Damage: Varies
guardians can also cast Detect Magic, Detect Invisibility,        Save: F1-3
Dispel Magic, Confusion, and Feeblemind, once per                 Morale: 9
day. They can also Detect Alignment at will. Greater              Treasure: See below
Reliquary Guardian XP: 2,700.                                     XP: 20, 50, 80
Rock Clam                                                         Similar to rock reptiles, rock lobsters have a tough stone-
                                                                  like exterior and the chameleon-like ability to match
No. Enc: 1d4                                                      their environment. Their natural camouflage allows
Alignment: N                                                      them to surprise on a 1-3 on d6. Although they will
Movement: 5                                                       hunt in daylight, rock lobsters prefer dark subterranean
Armor Class: 4                                                    environments with access to water.
Hit Dice: 1-4
Attacks: See below                                                Despite their hard exoskeleton, rock lobsters are
Damage: 1d4/HD                                                    deceptively quick and can engage and disengage from
Save: F2-4                                                        combat without penalty.
Morale: 12
Treasure: See below                                               Also known as “robsters” by savvy adventurers, rock
XP: 24, 56, 110, 300                                              lobsters attack with two pincer-like claws and can divide
                                                                  their attacks between multiple opponents if they wish.
Rock clams are carnivorous land-based monsters                    Rock lobsters vary in size according to the following
that appear as rocks or small boulders 2 to 5 feet in             chart:
diameter. Their natural camouflage makes them almost
indistinguishable from their surroundings (1 on d6 to
                                                                  Age Category          Size      HD          Damage
spot or 2 on d6 for dwarves or gnomes).
                                                                  Young                  3ft     1 HD        1d3/1d3
Rock clams position themselves to ambush their prey               Young Adult            4ft     2 HD      1d4+1/1d4+1
in tight spaces and narrow tunnels. When they sense
movement within 10 feet, the rock-like creature opens its         Mature                 5ft     3 HD      1d6+1/1d6+1
mouth and lashes out with two tendrils (a rock clam may
divide its tendril attacks against multiple opponents).           There is a 1-2 on d6 chance of Treasure Types A-D as
                                                                  well as J and O in their lairs.
                                                             80
Rock Manta                                                    Rock Reptile
Rock mantas are flying creatures that live in subterranean    Rock reptiles have a tough rock-like hide and the ability
caves and caverns.                                            to change their skin color to match their environment.
They appear in size and shape to manta rays found             Their camouflage ability allows them to surprise on a
in ocean environments except they possess a central           1–3 on a d6.
serrated maw, and their hide is rock-like in texture and
appearance.                                                   Although they will hunt in daylight, rock reptiles prefer
                                                              dark caves.
Rock mantas can change their color to match their
environment. Their superior chameleon-like camouflage         Rock reptiles vary in size:
ability allows them to surprise their prey (1-3 on d6).
                                                                  Age Category       Size      HD         Damage
They prefer to attach to a high wall or ceiling and wait
in ambush. Rock mantas attack by flying at their prey             Young               3ft       2          1d4+2
and attacking with their maw. On a successful hit, a              Young Adult         4ft       3          1d6+3
rock manta receives an additional attack as it lashes its
victim with its tail.                                             Adult               5ft       4          1d8+4
                                                                  Mature              6ft       5          2d4+5
Rock mantas can fly (40 feet) or scuttle about the floor
(10 feet).                                                    There is a 2 on d6 chance of Treasure Types A-E as well
                                                              as L, M, and O, in their lairs.
Due to their subterranean existence, rock mantas
are photosensitive and attack at -1 when exposed to           Rot Pudding
anything brighter than torchlight.
                                                              No. Enc: 1
Sages believe the rock manta appeared through a gate          Alignment: N
from the Elemental Plane of Earth. The nature of their        Movement: 20
flight is unknown. Rock mantas vary in size according         Armor Class: 6
to the following chart:                                       Hit Dice: 8
                                                              Attacks: 1
                                                              Damage: 2d8
Age Category         Size      HD      Bite/Tail DMG
                                                              Save: F8
Young                 3ft       2        1d3/1d2              Morale: 11
Young Adult           4ft       3       1d4+1/1d3             Treasure: None
                                                              XP: 2,000
Adult                 5ft       4        2d4/1d4
Mature                6ft       5       2d4+2/1d6             Rot puddings are dungeon scavengers. They subsist on
                                                              carrion and thus are incubators for all forms of disease.
Rock mantas do not possess lairs. However, the                They are a sickly yellow-brownish color and ooze pus
following treasure may (1-2 on d6) be found within 50         from small orifices.
feet of their location: A-J, L, and O.
                                                              These puddings transmit their diseases in three ways—
                                                              and each requires a save (Poison).
                                                             81
First, if a pudding scores a hit its victim (2d8) must save         Runestone Golem
or become infected.
                                                                    No. Enc: 1
Second, if the pudding is hit by a slashing weapon                  Alignment: N
(sword, axe, etc), the wound will squirt pus at the                 Movement: 20
attacker, requiring a save.                                         Armor Class: 3
                                                                    Hit Dice: 7
Finally, if a rot pudding is burned by fire, the diseases it        Attacks: 1
bears become airborne in a noxious cloud (10x10 foot).              Damage: 1d10
All those subject to the cloud must save or contract                Save: F7
disease.                                                            Morale: 12
                                                                    Treasure: None
Those who fail their save become infected and are                   XP: 1,490
wracked by shooting pain and Slowed as per the
Magic-User spell. The victim’s body becomes warm                    A runestone golem is a variation of the runic golem
and perspires profusely. During the victims next rest s/            specific to the dwarves. They are stout, roughly
he will fall into a comatose state. The victim must make            humanoid golems comprised of dwarven runestones
a final save (Poison) or die within 24 hours. If successful         and are used to guard the crypts of dwarven ancestors.
the s/he is reduced to 1 hit point and incapacitated.               When a runestone golem is first activated - normally by
A Cure Disease spell will cure the infected character.              an intrusion into the crypt it guards - its magical energy
Neutralize Poison merely adds +1 to the victim’s save.              flickers on and off momentarily before animating.
Rot puddings are immune to cold and electricity.                    The golem defends the crypt by bashing opponents
                                                                    with its fists. When this golem is struck opponents must
Rothe                                                               save (Spells) or randomly activate a runestone (roll
                                                                    1d6) with the following spell effects cast at 7th level (if
No. Enc: 2d20                                                       applicable):
Alignment: N
Movement: 30
Armor Class: 7                                                               Runestone Golem: Random Effect
Hit Dice: 2                                                           1   Great Shout               4    Glyph of Warding*
Attacks: 1
                                                                      2   Darkness Globe            5    Petrification
Damage: 1d4
Save: F2                                                              3   Fear                      6    Weakness**
Morale: 8
Treasure: None                                                      *Glyph of Fire (1-3) or Electricity (4-6): 14 points of
XP: 20                                                              blast damage. Save for half.
Rothe are musk ox-like beasts adapted to the                        **As per Ring of Weakness. The effect lasts for 1d4
subterranean world. They have a mane of long, thick,                turns.
shaggy hair and horns that wrap around their heads.
                                                                    These golems are unaffected by non-magical weapons,
Rothe have large eyes adapted to the underdark                      poison, or gas. Like all golems they are immune to
(darkvision of 50 feet) and they shun bright light. They            sleep, charm, hold, and mind-influencing spells.
are herbivores and primarily graze on fungi and lichen.
                                                                    When a runestone golem is destroyed, it falls into a
Occasionally, a small herd of wild rothe may be found               heap of broken stones including 1d4 magical and 1d4
wandering the underdark. They will be led by a bull                 mundane runestones. At least one of the mundane
with 3HD.                                                           runestones will bear an inscription with the name of the
                                                                    priest who constructed the golem. These runestones
Rothe rarely attack unless provoked. They prefer to                 are considered rare and valued at 500gp.
charge opponents with their horns or trample with
their hooves for 1d4 points of damage. Various races
including the drow, duergar, derro, and others, keep
large herds of domesticated rothe as food. The fur of
the rothe is often harvested for clothing and weaving.
                                                               82
Runestone Skeleton                                             A runic golem is roughly humanoid in shape and is
                                                               comprised of runic tablets found in Barrowmaze. These
No. Enc: 1d8                                                   golems are used to guard tombs and crypts of import.
Alignment: N
Movement: 20                                                   The golem defends the crypt by bashing opponents with
Armor Class: 4 or 6                                            its fists. When this golem is struck opponents must save
Hit Dice: 2                                                    (Spells) or randomly activate a runic tablet (roll 1d6)
Attacks: 1                                                     with the following effect cast at 7th level (if applicable):
Damage: By weapon
Save: F2                                                                    Runic Golem: Random Effect
Morale: 12
Treasure: None                                                   1   Burning Hands              4   Hold Person
XP: 65                                                           2   Silence 15’ Radius         5   Glyph of Warding
Runestone skeletons are the remains of dwarven                   3   Cause Light Wounds         6   Magic Missle
warriors who, upon death, agreed to protect the crypts
of their house and ancestors. In a ritual unknown to           These golems are unaffected by non-magical weapons.
all but the priests of Thaneduhr, magical runestones           Like all golems they are immune to sleep, charm and
were embedded in their eyes and allow them to rise             hold spells. They are unaffected by poison or gases.
and defend the resting-places of their kin.                    When a runic golem is destroyed, 1d4 runic tablets will
                                                               remain intact.
Some runestone skeletons will be dressed in the armor
they wore in life. Roll 1d6: (1-3) Chainmail AC: 5, (4-        Russet Mold
5) Half Plate AC: 4, or (6) Platemail AC: 3. Most wield
warhammers, great hammers, hand axes, battle axes,             No. Enc: 1d4
shortswords, or seax knives. Runestone skeletons can           Alignment: N
only be damaged by magical weapons, spells, fire,              Movement: None
and acid. They turn as 6 hit die monsters. Holy water          Armor Class: Always hit
has no effect on these skeletons. When the skeleton is         Hit Dice: 1HD/10 feet
destroyed, the two runestones may be taken as treasure.        Attacks: None
Use the following chart to determine value:                    Damage: Nil
                                                               Save: Varies/HD
                                                               Morale: N/A
                 Random Runestones                             Treasure: None
 1-3   No value                                                XP: 19
 4-5   Mundane Runestone*                                      Russet mold is commonly found in dark subterranean
  6    Magical Runestone**                                     passages. Russet mold is burnt orange in color, which
                                                               gives it the appearance of rust (for which it is often
*See Dwarrowdeep: Random Mundane Runestone                     mistaken). Close inspection reveals lumps with small
Table and Value.                                               hair-like growths.
**Roll 1d6: Healing x2, Light, Impact, Insanity, Death.        Russet molds do not attack, per se, but rather release
                                                               a cloud of barely visible spores in a 5 foot radius if
Runic Golem                                                    disturbed. Anyone within the spore cloud, or who
                                                               touches the mold, takes 2d6 points of damage and
No. Enc: 1                                                     must save versus Poison or die in 1d4 turns unless a
Alignment: N                                                   Cure Disease spell is cast upon them.
Movement: 20
Armor Class: 5                                                 Russet molds vary in size from 10–40 feet square (1d4).
Hit Dice: 7                                                    Their size also corresponds to their hit dice and saving
Attacks: 1                                                     throw (F1–F4).
Damage: 1d10
Save: F7                                                       Anyone who perishes from russet mold spores
Morale: 12                                                     undergoes an advanced decomposition. Within 1d2
Treasure: None                                                 days a vegepygmie will emerge from the remains.
XP: 1,490
                                                          83
Rust Bat                                                         Sallow cysts, like grub globules, are membranous
                                                                 growths that grow and extend on vines from dead
No. Enc: 1d2+1 (1d10)                                            organic matter. They prefer to grow as high as possible,
Alignment: N                                                     even on the ceilings of their environments.
Movement: 5
Armor Class: 5                                                   When they sense movement within 20 feet, they explode
Hit Dice: 1                                                      and eject spores. Unless a save versus Petrification is
Attacks: 1                                                       made, its target will be paralyzed for 2d4 turns. This is
Damage: See below                                                similar to ghoul paralysis and elves are unaffected. The
Save: F1                                                         cysts are found in clusters of 2d4.
Morale: 8
Treasure: None                                                   Salt Bat
XP: 24
                                                                 No. Enc: 1d10
Rust bats, also called rynocks, are about two feet in            Alignment: N
length. They are red-brown in color with underbellies            Movement: 10
of burnt orange.                                                 Armor Class: 4
                                                                 Hit Dice: 1+2
Rynocks feed on ferrous metal. They attack by swooping           Attacks: 1
down and attaching to their prey (no damage). Any                Damage: 1d4
ferrous metal or metal alloy the bat touches (or if              Save: F1
the bat is struck) immediately corrodes with rust and            Morale: 8
becomes useless. Looking for the largest metal objects           Treasure: None
to consume, rust bats typically target shields, armor,           XP: 33
and weapons, in that order.
                                                                 Giant salt bats look like salt marks or encrustations
Due to their corrosive ability, ordinary metal weapons           (surprise 1-3 on d6) and their resemblance to bats is
inflict no damage on rynocks. Magic items, such as               loose. They often cling together in groups.
armor and weapons, receive a save using the character’s
saving throw versus Death (magical bonuses apply).               Salt bats possess a bite that will cause paralysis if a
Failure results in the loss of a magical bonus. This             saving throw versus Paralyze is not rolled successfully.
save must be performed each time the item comes in               This paralysis lasts for 1d10 rounds. Unless otherwise
contact with the bat (for instance, a +2 weapon would            distracted, a giant salt bat will feed on a paralyzed
become a +1 weapon or a +1 weapon would become                   victim, dealing 1d4 hit points of damage per round
a mundane weapon, etc.) or each round the bat clings             until it is drained of all its juices and dehydrated into a
to, and tries to corrode, the item.                              husk. If the opponent is killed by this attack, s/he will
                                                                 rise as a salt zombie.
Rynocks hang from ceilings like other bats, but also will
use their natural camouflage and attach themselves to            There is debate about the origin of salt bats. Some say
rusted metal to surprise their prey (noticed on a 1 on           they are the result of magical experimentation with salt
d6).                                                             and other minerals. Salt bats take double damage from
                                                                 water-based attacks.
Sallow Cyst
                                                                 Salt Golem
No. Enc: 2d4
Alignment: N                                                     No. Enc: 1
Movement: 0                                                      Alignment: N
Armor Class: 10                                                  Movement: 20
Hit Dice: 1                                                      Armor Class: 2
Attacks: See below                                               Hit Dice: 10
Damage: See below                                                Attacks: 2
Save: F1                                                         Damage: 1d12/1d10
Morale: 12                                                       Save: F10
Treasure: K                                                      Morale: 12
XP: 16                                                           Treasure: None
                                                                 XP: 2,400
                                                            84
Salt golems look like a rough-hewn mass of bipedal                 Salt skeletons are skeletons that have been exposed
salt crystals with no apparent face.                               to salt and mineralized water for an extended period
                                                                   of time. The bones of these skeletons have thus been
Salt golems make two attacks per round - one arm                   hardened (the equivalent of chainmail and shield) and
ends in a mace-like club (1d12) and the other in a                 thus are harder to destroy than regular skeletons.
sharp piercing spike (1d8).
                                                                   A necromancer can induce the salt mineralization
All those within 10 feet of the golem suffer 1d2 points            process deliberately. Like all undead they are immune
of dehydration damage per round. Salt golems take                  to sleep, charm, and mind influencing spells.
double damage from water-based attacks.
                                                                   Salt Weird
Salt Pudding
                                                                   No. Enc: 1d2
No. Enc: 1d3                                                       Alignment: N
Alignment: N                                                       Movement: 20
Movement: 20                                                       Armor Class: 5
Armor Class: 6                                                     Hit Dice: 4
Hit Dice: 6                                                        Attacks: 1
Attacks: 1                                                         Damage: 1d6
Damage: 2d6                                                        Save: F4
Save: F6                                                           Morale: 8
Morale: 9                                                          Treasure: None
Treasure: None                                                     XP: 245
XP: 1,070
                                                                   A salt weird appears as a pile of salt. When provoked,
Salt puddings are clandestine dungeon predators. They              it will form a large pseudopod appendage that looks
appear as large translucent-white puddles or pools,                like a snake at first glance but does not possess eyes
and are often mistaken as such (1-2 on d6).                        or a mouth.
They lay in wait until their prey confuses them for a              A salt weird attacks by bashing opponents with its
source of water. They then reach out with a pseudopod              appendage for 1d6 points of damage. In addition, on
(2d6 points of damage on a successful hit) and attempt             each successful hit a salt weird dehydrates its opponent
to paralyze their prey for 1 turn (save versus Paralyzation        for 1d4+1 points of damage unless a successful save
for no effect).                                                    versus Poison is made. A salt weird takes double
                                                                   damage from water-based attacks.
Once paralyzed, a salt pudding will move aggressively
to cover (two rounds) and absorb the bodily juices of its          Salt Zombie
prey. The pudding will inflict 1d6 points of damage on
its paralyzed target per round.                                    No. Enc: 1d6+2
                                                                   Alignment: CE
Once drained the pudding will leave the dehydrated                 Movement: 30
husk of its victim behind. Salt puddings take double               Armor Class: 8
damage from water-based attacks.                                   Hit Dice: 2
                                                                   Attacks: 1
Salt Skeleton                                                      Damage: 1d8
                                                                   Save: F2
No. Enc: 1d4+1                                                     Morale: 12
Alignment: CE                                                      Treasure: None
Movement: 30                                                       XP: 38
Armor Class: 4
Hit Dice: 2+2                                                      Salt zombies, also called brine zombies or “brinies” are
Attacks: 1                                                         diabolical undead constructs. They look like emaciated,
Damage: 1d6                                                        almost husk-like undead.
Save: F2
Morale: 12                                                         Due to the use of salt in their creation, their skin is thin
Treasure: None                                                     and pale white in color. Other than the shuffling of their
XP: 47                                                             feet, they make no sound.
                                                              85
Brinies can use melee weapons but are also constructed              They are easily provoked and attack by lashing out with
with a unique breath attack. Their esophagus is filled              tendril-like appendages of sand for 1d12+3 damage. If
with a substance called “Black Brine” that they can                 a sandling is exposed to a large quantity of water, it will
vomit at the face of a single adjacent target (one use              be Slowed as per the Level 3 Magic-User spell.
only). Unless a successful save is made versus Breath,
the target is blinded for 1d4+1 rounds.                             Sandman
Like all undead, brine zombies are immune to charm                  No. Enc: 1
and sleep spells.                                                   Alignment: N
                                                                    Movement: 10
Sand Stalker                                                        Armor Class: 3
                                                                    Hit Dice: 4
No. Enc: 1                                                          Attacks: Sleep
Alignment: N                                                        Damage: -
Movement: 40 (Burrow 30)                                            Save: F4
Armor Class: 4                                                      Morale: 10
Hit Dice: 7                                                         Treasure: N (Lair)
Attacks: 1 bite                                                     XP: 400
Damage: 1d6+2 (poison)
Save: F7                                                            A sandman looks like a slender humanoid made of
Morale: 9                                                           sand. A sandman can radiate a sleep aura within 20
Treasure: R (Lair)                                                  feet as it chooses. This effect is similar to the magic-
XP: 1,300                                                           user spell Sleep cast at 8th level of magic use. However,
                                                                    the number of hit dice affected is unlimited.
Stand stalkers are giant hunting spiders almost 12 feet
long. They live in environments with sand or loose soil             A +1 or better weapon is required to hit a sandman.
where they can burrow below the surface, leaving just
their front legs exposed.                                           Sapphire Skeleton
As wind passes over their legs, it makes an eerie wailing           No. Enc: 1d6
sound that hypnotizes and attracts their prey (save                 Alignment: CE
versus Spell to resist) into striking range.                        Movement: 20
                                                                    Armor Class: 6
The creature’s bite is poisonous (save or die). If the sand         Hit Dice: 2
stalker kills its target, it will try to cocoon and preserve        Attacks: 1
its victim for later consumption. It may (15%) have 1d3             Damage: by weapon
young (2 HD with a paralytic poison bite for 1d4 turns).            Save: F2
                                                                    Morale: 12
Sandling                                                            Treasure: None
                                                                    XP: 65
No. Enc: 1d2
Alignment: N                                                        Sapphire skeletons are like normal skeletons in most
Movement: 20                                                        respects. However, each has a large valuable sapphire
Armor Class: 3                                                      embedded in its forehead. This jewel glows brightly when
Hit Dice: 4                                                         in combat. If a sapphire skeleton is reduced to zero hit
Attacks: 1                                                          points, it draws itself back together in two rounds and is
Damage: 1d12+3                                                      restored to full hit points. They are immune to fire.
Save: F4
Morale: 8                                                           Only the destruction of the jewel embedded in its
Treasure: None                                                      forehead will destroy a sapphire skeleton. The jewel
XP: 135                                                             has an armor class of 2 and has 5 hit points. Sapphire
                                                                    skeletons are turned as a 3 hit die undead monster on
A sandling appears as a simple pile of sand. However,               the undead turning chart.
they are semi-intelligent, territorial, and highly solitary
creatures.                                                          Upon destroying the sapphire, the jewel will break into
                                                                    valuable shards and chunks worth 100gp.
                                                               86
Sentinel of the Ancestors                                          The greater sentinel is constructed with stronger
                                                                   enchantments and has greater hit dice. Some are
No. Enc: 1d4                                                       equipped with shields that provide 25% resistance to
Alignment: N                                                       magic.
Movement: 20
Armor Class: 3                                                     The greater sentinel strikes twice (1d6+2 points of
Hit Dice: 3                                                        damage with each attack). They are normally armed
Attacks: 1                                                         with stone axes or hammers.
Damage: 1d6
Save: F3                                                           Sentinels, if they wish, can hurl rocks, or break off pieces
Morale: 12                                                         of stone, to throw at opponents (also 1d6+2). Note that
Treasure: None                                                     the sentinel can divide its two attacks between multiple
XP: 350                                                            targets if it desires.
The sentinel of the ancestors is a variant construct                 Advanced Sentinel of the Ancestors Armament
akin to an Archaian sentinel or caryatid column. They
appear as stone statues, pillars, or columns in the                 1-2    Warhammer and Shield
form of dwarven warriors. Sentinels will often guard                3-4    Axe and Shield
important locations like a vault or crypt of an ancestor.
They remain inanimate until someone disturbs the place              5-6    Axe and Hammer
they have been assigned to protect. They are made of
a granite strengthened and reinforced with dwarven                 Like the 3 hit die version, striking an advanced sentinel
stonecraft and clerical magic.                                     results in quivering damage and possible weapon-
                                                                   shattering effect.
With each hit on a sentinel, the player character must
make two saving throws: the first for the character                Shade
(Paralyzation) and the second for the weapon (Death).
                                                                   No. Enc: 1d4
Roll the character save first. A successful save results in        Alignment: NE
damage to the construct but not the PC. If the character           Movement: Varies
fails, the strength of the stone has quivered up the arm           Armor Class: Varies
into the body of the attacker (1d4 points of damage).              Hit Dice: Varies
                                                                   Attacks: See below
Roll for the weapon next using the character’s unmodified          Damage: By weapon
Death save. If the weapon fails, it shatters against the           Save: Varies
stone. Magical weapons apply their bonuses to the                  Morale: 9
saving throw. A successful save results in no effect.              Treasure: None
                                                                   XP: 50/level
Sentinel of the Ancestors
(Advanced)                                                         Shades are shadowy, semi-transparent, negative
                                                                   energy undead that have been trapped on the Plane of
No. Enc: 1d2                                                       Shadow. The atmosphere slowly decayed and corrupted
Alignment: N                                                       their corporeal bodies, leaving them mere shadows of
Movement: 20                                                       their former selves. Their souls have been lost and they
Armor Class: 0                                                     seek to destroy the living.
Hit Dice: 8
Attacks: 2                                                         Shades retain their class levels and abilities, spells, hit
Damage: See below                                                  points, and armor class. Their material items, weapons,
Save: F8                                                           and armor have merged with their shadow-state and
Morale: 12                                                         are not recoverable as treasure. They are merely a
Treasure: None                                                     distant echo of their past selves and are consumed by
XP: 850                                                            the destruction and draining of life. Anyone killed by a
                                                                   shade will rise as a shade within 1d4+1 rounds.
The greater sentinel of the ancestors is similar to the
3 hit die sentinel insofar as they appear as statues or            Shades resemble black shadows and are mistaken as
columns of dwarven warriors.                                       such 90% of the time. They are immune to all mind-
                                                                   influencing spells and all cold spells. They may only
                                                              87
be struck my magical or silver weapons. They speak in              Shadow Demon
a faint whisper. Shades lose all racial languages and
abilities. Shades of 5 HD (or Level 5) or above may                No. Enc: 1
summon 1d4 shadows once per day.                                   Alignment: CE
                                                                   Movement: 30 (Fly 120)
Shades are stronger in darkness and weaker in bright               Armor Class: See below
light. Use the following chart and adjust accordingly:             Hit Dice: 7+3
                                                                   Attacks: 3
                    Ability                                        Damage: 1d6/1d6/1d8
Conditions*                       Saves      Hit Points            Save: F8
                    Scores**
                                                                   Morale: 10
 Bright Light         -2            -4       -2 per HD             Treasure: None
 Torchlight         Normal        Normal       Normal              XP: 2,500
 Darkness             +2            +4       +2 per HD
                                                                   The shadow demon resembles a black shadow and
*These conditions or their equivalents.                            is mistaken as such 90% of the time. It attacks with
                                                                   a vicious claw, claw, bite routine. The creature’s
**To a maximum of 18.                                              armor class is subject to light. In full darkness, or near
                                                                   darkness, it has an AC of 1, attacks at +2 on the die,
Shadow                                                             and takes half damage from magic weapons and
                                                                   spells. In torchlight, it is AC 5 and takes full damage. In
No. Enc: 2d4 (4d4)                                                 daylight, the shadow demon is AC 10 and takes double
Alignment: CE                                                      damage from attacks.
Movement: 30
Armor Class: 7                                                     A shadow demon is immune to all lightning, cold,
Hit Dice: 2+2                                                      and fire attacks. Although a Light spell cast on it is
Attacks: 1                                                         equivalent to a Fireball, regardless of illumination. The
Damage: 1d4, special                                               creature can cast Fear in a 40-foot radius and can cast
Save: F2                                                           Darkness 15 Feet once each per day. Shadow demons
Morale: 12                                                         are extremely intelligent (16+). They are occasionally
Treasure: None                                                     summoned from the lower planes to serve evil magic-
XP: 83                                                             users in the service of their demon lord. They turn as
                                                                   specials on the cleric undead turning table and speak
Shadows appear as wispy black forms that shift and                 common, ancient common, and black tongue.
change as they move. Shadows are ethereal undead.
As a consequence, they are susceptible to the clerical             Shadow Dragon
turning ability. They are malevolent and hate the living.
They possess little intelligence and seek to drain the life        No. Enc: 1
force of their victims.                                            Alignment: NE
                                                                   Movement: 80 (Fly 150)
With each successful hit, the cold touch of a shadow               Armor Class: -2
causes 1d4 points of damage and drains 1 point of                  Hit Dice: 6-8
strength for 1 turn (cumulative with multiple hits). Should        Attacks: 3
a being be drained to STR 0, it immediately transforms             Damage: 1d8/1d8/3d6
into a shadow.                                                     Save: F8
                                                                   Morale: 10
Shadows are silent and difficult to observe. They will             Treasure: See below
surprise with a 1–5 on 1d6. Like all undead, shadows               XP: 1,820/2,540/3,560
are immune to mind-influencing spells. Shadows may
only be struck with silver or magical weapons.                     Shadow dragons are monsters of negative energy
                                                                   native to the Plane of Shadow.
                                                              88
They prefer environments that are cool and dark. In                Shadow Mastiff
some instances, shadow dragons have migrated to
the Prime Material Plane through gates and rifts in the            No. Enc: 1d4+2
realm of shadow.                                                   Alignment: NE
                                                                   Movement: 50
Despite their evil nature, shadow dragons are truly                Armor Class: 6
majestic creatures. Their scales shimmer and have a                Hit Dice: 4
magnificent black sheen. Their claws are razor sharp               Attacks: 1
and their teeth and fangs glimmer and, at times, are               Damage: 2d4
semi-transparent. Their white eyes are like pearls and             Save: F4
stand in stark contrast to their black scales.                     Morale: 9
                                                                   Treasure: None
Like all shadow monsters, shadow dragons are                       XP: 190
weakened in bright light and are stronger in darkness
or near darkness.                                                  Shadow mastiffs are vaguely hound-like negative
                                                                   energy creatures from the Plane of Shadow. They roam
Use the following chart as a guide:                                the shadow realm in packs looking to feed on the living
                                                                   and positive energy.
Conditions          HD        Saves         Hit Points
                                                                   Shadow mastiffs are stronger in the darkness and
Bright Light         6         -4           -2 per HD              weaker in direct light. These monsters prefer to attack
Torch Light          7       Normal          Normal                in near darkness or the equivalent of torchlight. They
                                                                   can attack and then hide in shadows with a 66% (1-4
Darkness             8          +4         +2 per HD               on d6) chance of success. In contrast, in the presence
                                                                   of bright light their movement is reduced by half and
Shadow dragons are below-average on-the-wing, in                   they are unable to hide in shadows.
comparison to other dragons and they fatigue quickly.
                                                                   The baying of a pack of shadow mastiffs (4 or more)
They are intelligent (INT 16) and adult shadow dragons             will cause panic in the living as per the Level 4 Magic-
can cast the following illusionist spells at 9th level of          User spell Fear. Failure means PCs will panic and run
magic use (3/3/3/2): Darkness Globe, Detect Invisibility,          hysterically in a random direction for 2d4 melee rounds.
Auditory Illusion, Blur, Fog Cloud, Invisibility, Continual
Darkness, Fear, Paralyze, Phantasmal Monsters, and                 There is a 50% chance those affected will drop whatever
Confusion.                                                         they are holding as they flee.
Shadow dragons possess a breath weapon similar to                  Shambling Filth
other dragons. Shadow dragons can breathe a cloud
of negative energy (50 feet long, 40 feet wide, and 20             No. Enc: 1d3
feet high). All those caught within the cloud who fail             Alignment: N
their save are blinded (including darkvision) and are              Movement: 20 (Swim 20)
drained a number of hit points equal to the current hit            Armor Class: 2
points of the dragon (save for half-damage).                       Hit Dice: 6–9
                                                                   Attacks: 2
There is a 50% chance that the breath attack will also             Damage: 2d6/2d6
absorb the spells of magic-users, illusionists, clerics            Save: Varies/HD
and druids (percentage dice should be rolled for each              Morale: 12
spell individually). The number is adjusted by 10% for             Treasure: L / Y (Lair)
each point of wisdom or intelligence bonus of the spell-           XP: 1,800
caster.
                                                                   Shambling filth appear as roughly humanoid shaped
Shadow dragons can only be struck by magical                       mounds of rotting vegetation.
weapons and are immune to all negative energy or
draining spells and weapons.                                       They possess low intelligence and are considered a
                                                                   form of vegetable life akin to a shambling mound (with
A shadow dragon possesses a hoard of 10-80                         whom it is believed they are related). However, they
gemstones of random value and Treasure Type R.                     have been infected by exposure to pollution and sewer
                                                                   run-off.
                                                              89
They range from 6 feet to 9 feet tall as reflected by              These undead nagas also possess the casting ability
their hit dice. Shamblers are wet and slimy and thus               of a Level 5 Magic-User (2/2/1) and a Level 5 Cleric
take no damage from fire. Cold does half damage                    (3/2/1). A sample spell list would include: Magic-
and lightning will cause it to grow by 1d3 HD. If a                Missile, Spider Climb; Mirror Image, Web; Lightning
shambler hits with both its clubbing limbs, it entangles a         Bolt, and Command, Darkness, Protection from Good;
combatant leading to suffocation in 2d4 rounds. Note               Hold Person, Silence 15’ Radius; Animate Dead. Skeletal
that melee attacks and damage in this instance must                nagas cast spells innately and do not require gestural,
be divided between the shambler and the entangled                  verbal, or material components. Like all undead,
victim.                                                            skeletal nagas are immune to mind-influencing spells
                                                                   and cold attacks.
The shambler emits a sewer stench in a 10-foot radius.
All those who fail a save versus Poison (–2) will begin            Skeletal Warrior
retching and vomiting for 2d4 rounds. This effect
continues even after they leave the stench radius.                 No. Enc: 1
                                                                   Alignment: N
If a shambler is hit by a slashing weapon (sword or axe),          Movement: 30
it squirts a stream of pus at the attacker that requires           Armor Class: –1
a save versus Poison. Those who fail their save are                Hit Dice: 8–12
immediately wracked by shooting pain and Slowed as                 Attacks: 1
per the Magic-User spell. As a result of exposure to the           Damage: Varies
shambler’s pus, the victim develops a high temperature             Save: F8
and begins perspiring profusely. During the victim’s next          Morale: 12
rest, s/he will fall into a comatose state. The victim must        Treasure: Z (Lair)
make an additional save versus Poison or die within 24             XP: 1,600
hours. If successful, s/he is reduced to one hit point
and incapacitated. A Cure Disease spell will cure the              Once a proud fighter of great ability, a skeleton warrior
infected character. Neutralize Poison merely adds +1               appears as a skeleton draped in the tattered clothes
to the victim’s save.                                              they possessed in life. They are fighters of not less than
                                                                   8th level of ability.
Skeletal Naga
                                                                   A skeletal warrior exists in an undead state because its
No. Enc: 1d2                                                       soul was trapped in a golden circlet. The circlet exerts
Alignment: CE                                                      power over the skeleton warrior, and it is bound to
Movement: 30                                                       obey the commands of its possessor. A skeleton warrior
Armor Class: 5                                                     will unerringly quest to regain its circlet. Sages only
Hit Dice: 10                                                       speculate as to what happens when a skeleton warrior
Attacks: 2                                                         obtains the circlet. Some suggest the skeleton warrior
Damage: 1d4 and 2d4                                                simply crumbles and dies, others suggest it will bring
Save: F8                                                           the warrior back to life.
Morale: 12
Treasure: Z (Lair)                                                 Their skeletal visage radiates an aura of Fear. All those
XP: 2,400                                                          with less than 4 hit dice must save (Spells) or be affected
                                                                   (like the magic-user spell). A skeleton warrior cannot be
A skeletal, or barrow, naga is an undead creature.                 turned. They are unaffected by mind-influencing spells.
Sages say that necromancers and dark priests possess               Skeleton warriors cannot be destroyed. If reduced to
the secrets of animating the skeleton of a guardian                zero hit points they merely collapse into a bone pile and
naga. Skeletal nagas are often tasked as servants or               will reconstitute themselves in 1d3 days.
as protectors over the tombs of their masters. These
creatures speak black tongue or may choose to                      A skeleton warrior retains the weapon it used in life.
communicate telepathically at will.                                These are often magical two-handed blades of repute
                                                                   (with at least a +2 bonus). Their exact detail is subject
Skeletal nagas possess a bite attack for 1d4 points                to the discretion of the referee.
of damage. The barbed tail of the naga is especially
fearsome. Their tails strike for 2d4 points of damage. A
successful attack (either bite or tail) requires the victim
to save versus Paralyzation or be temporarily paralyzed
(1d4+1 rounds) with its cold negative energy.
                                                              90
Son of Gaxx                                                       A spectator is a guardian summoned by a magic-user
                                                                  for a period of 666 years or until it is destroyed.
No. Enc: 1d3
Alignment: CE                                                     Spectators serve as protectors of laboratories, treasure,
Movement: 20                                                      unique magical items, or deceased remains. They
Armor Class: 8                                                    appear much like an eye of tyranny and are often
Hit Dice: 3                                                       mistaken as such (1–5 on d6).
Attacks: 1
Damage: 2d4                                                       They possess a central floating body, toothed-maw, and
Save: F4                                                          three eye-stalks that protrude from the central body.
Morale: 12                                                        The spectator’s body has an armor class of 3, and the
Treasure: None                                                    eyestalks have an armor class of 4 (10 hit points per
XP: 245                                                           stalk, these hit points are in addition to its 4+4 Hit Dice
                                                                  which reflect the damage to the central body only). Its
These hideous, rotting undead creatures look like grisly          eyes regenerate in three days.
cadavers infested with wiggling rot grubs that squirm in
and out of their decaying bodies.                                 A spectator attacks with its three eye-stalk rays (see
                                                                  below) followed by a bite from its maw that inflicts 2d8
They attack with their fists for 2d4 points of damage.            points of damage. It can divide its attacks between
With each hit there is a 10% chance that the victim               multiple opponents.
will contract a flesh-eating disease (every 2 months
permanently lose 2 constitution points until death at             Eye 1: Ray of Pain: Inflicts 2d8+3 damage to a single
zero). This disease can only be reversed magically                target with a range of 60 feet. A save versus Spells
via Cure Disease. The disease counteracts all other               halves the damage.
magical healing such as cure spells.
                                                                  Eye 2: Ray of Paralyzation: One target with a range
Moreover, with each hit rot grubs may (50%) burrow                of 60 feet (duration 5d4 rounds). A save versus Spells
into the body of a struck character. If so, consult the           negates the effect.
entry for rot grubs for more information. If the rot grubs
kill the character s/he will rise in 1d3 days as a son or         Eye 3: Ray of Panic: One target with a range of 60 feet
daughter of Gaxx.                                                 (duration 5d4 rounds). A save versus Spells negates the
                                                                  effect.
These undead radiate an aura of fear (40 feet). Any
living being that enters this aura must save (Spells) or          A spectator has special magical defenses. First, it has
flee in Fear (Level 4 Magic-User spell). There is a 50%           a magic resistance of 10%. Second, the creature can
chance fleeing PCs will drop whatever they are carrying.          deflect one spell per round back at the caster or a
                                                                  target of its choosing. Spectators can Create Food and
Sons and daughters regenerate 2 hit points per round              Water three times per day. They never sleep and cannot
even after being reduced to zero hit points. They can             be surprised.
only be destroyed permanently by holy water, acid, or
fire. The sons and daughters of Gaxx are treated as               The spectator will likely (1–9 on d10) be guarding a
5 HD monsters on the turning undead table. Like all               treasure or magic item worth at least 12,000gp.
undead, they are unaffected by mind-influencing spells.
                                                                  It may (1 on d6) also have incidental treasure: 50% for
Spectator                                                         3d10x100 coins of mixed types. There is also a 30%
                                                                  chance of 1d8 gems, 20% chance for 1d4 potions;
No. Enc: 1d2                                                      15% chance for a piece of armor.
Alignment: N
Movement: (Fly 30)                                                There is also a 15% chance of a weapon and a 5%
Armor Class: 3/4                                                  chance of a miscellaneous magic item valued under
Hit Dice: 5+10hp/Eye stalk                                        8,000gp.
Attacks: 4
Damage: See below
Save: F4
Morale: 12
Treasure: See below
XP: 1,660
                                                             91
Spectral Dead                                                            HD 1-2                       HD 3-4
No. Enc: 1d12                                                       1      1d4x20gp             1     1d4x75gp
Alignment: CE                                                       2      2d4x20gp             2     2d4x75gp
Movement: 30’
Armor Class: 2                                                      3      3d4x20gp             3     3d4x75gp
Hit Dice: 4                                                         4      4d4x20gp             4     4d4x75gp
Attacks: 1
Damage: 1d8                                                      Steeder
Save: F4
Morale: 12                                                       No. Enc: 1d8
Treasure: None                                                   Alignment: N
XP: 150                                                          Movement: 20
                                                                 Armor Class: 4
The spectral dead are the incorporeal spirits of warriors        Hit Dice: 3
interred in Barrowmaze long ago. They have heard the             Attacks: 1
call to rise that emanates from The Tablet of Chaos,             Damage: 1d6
but their physical remains have disintegrated to dust.           Save: F3
With no bones to occupy, these vengeful spirits wander           Morale: 8
Barrowmaze aimlessly, particularly in the areas close to         Treasure: None
the Tablet. Their sole purpose is to destroy the living.         XP: 95
They possess 30% resistance to magic and can only                The steeder is a subterranean species of giant spider.
be hit by magical weapons. The appearance of their               They are relatively short (3 to 3.5 feet high) with black
weapons varies, but all do 1d8 point of damage plus              and brown hair. They have large heads and eight eyes.
an additional 1d4 cold damage. Like all undead, they             Steeders are hierarchical and therefore easily trained.
are unaffected by mind-influencing spells.                       Gray dwarves use them as mounts but also for hunting
                                                                 in the caves and caverns of the underdark.
Stalagbite
                                                                 Steeders can climb at will. They can climb walls and
No. Enc: 2d6                                                     ceilings at half their movement rate. They can perform
Alignment: N                                                     a 20-foot jump attack once per combat (+1 on the die).
Movement: 10                                                     Steeders do not possess a poison bite but their webs
Armor Class: 4                                                   are flame resistant. Steeders are bloodthirsty. If they
Hit Dice: 1 to 4                                                 detect fresh blood, or draw fresh blood, other steeders
Attacks: 1                                                       will seek to attack the bloodied target.
Damage: See below
Save: Varies with HD                                             Subterranean races like the duergar construct special
Morale: 10                                                       saddles to use the steeders as mounts. The saddle
Treasure: See below                                              allows the rider to hang upside down or sideways while
XP: 25 per HD                                                    mounted but does not allow the rider to easily dismount.
                                                                 Mounting from a steeder saddle requires 1 turn.
Sages believe stalagbites are related to ropers and
storopers. Stalagbites resemble regular stalagmites              Steel Skeleton
in every way, and they use their stone-like skin as
camouflage to their best advantage. They prefer                  No. Enc: 1d2
to ambush by spreading out and waiting until their               Alignment: N
prey passes between them. Once in their kill circle,             Movement: 20
they attack. Damage is determined by HD (1 to 4):                Armor Class: –1
1d6/2d4/2d6/2d8.                                                 Hit Dice: 8
                                                                 Attacks: 2
Stalagbites possess a large central eye and a maw of             Damage: 1d8/1d8
razor sharp teeth. Despite their appearance, stalagbites         Save: F8
are surprisingly quick and can shuffle along a cavern            Morale: 12
floor with their lower appendages. Inside a stalagbite           Treasure: None
is a small central organ that may (35%) hold 1d4                 XP: 2,300
gemstones:
                                                            92
At first glance, steel skeletons appear like regular                 The stone roper, or storoper, appears like a smaller
skeletons and are often mistaken as such.                            version of the standard roper but with a rock-like
                                                                     exterior.
Despite their outward appearance, they are not undead
but rather golem-like constructs made of steel. Steel                They have a tubular-shaped body and stand about 6
skeletons, therefore, cannot be turned. They attack                  feet tall. They possess six tentacles and a mouth filled
twice per round with their fists each causing 1d8 points             with razor-sharp teeth.
of damage. They can only be damaged by magical
weapons and are 50% immune to magic.                                 Ambush is the storoper’s preferred means of attack.
                                                                     They understand their subterranean environment and
Stegalocentipede                                                     position themselves at key locations and choke-points.
                                                                     They can sense movement within 100 feet and become
No. Enc: 1d2                                                         statue-like, while they await their prey.
Alignment: N
Movement: 40                                                         The storoper will attack anything that moves within
Armor Class: 2 or 5                                                  10 feet. It can divide its six attacks in any manner it
Hit Dice: 8                                                          chooses (see below).
Attacks: 1 or 3
Damage: 3d4 or 1d6                                                   A storoper has five options with its melee tentacle
Save: F8                                                             attacks (no more than two of each in any round):
Morale: 12
Treasure: None                                                       1. Tentacle Whip Attack: Use its tentacles as a whip and
XP: 2,560                                                            lash opponents for 1d8 points of damage per tentacle.
The stegalocentipede is a massive creature over 18 feet              2. Maw Bite: On a successful melee attack, a storoper
long head-to-tail.                                                   will grab its opponent (waist 50% or limb 50%: no
                                                                     damage) and drag it into its sharp maw for 1d10
Its colors vary from light brown to dark brown, and some             points of damage. An opponent must make a strength
are yellowish in color. The stegalocentipede is covered              check (by rolling their strength score or under, strength
in thick, chitinous, spiked-plates that provide it with an           adjustment applies) to avoid being dragged into the
armor class of 2. The armor on the creature’s underside              maw. This roll is penalty-adjusted by +1 for every 2
is thinner and more vulnerable to attack (AC5).                      points of strength difference between the opponent and
                                                                     the storoper’s strength (18).
The stegalocentipede possesses numerous attack
options. First, it has a poisonous bite with its huge                3. Strangulation: Use its tentacles to wrap around the
mandibles for 3d4 points of damage (save or Die).                    throat of its victim, lift it off the ground, and strangle it.
Second, it can lower its spiked head and charge, also                A strangled opponent takes an automatic 1d6 points of
for 3d4 points of damage (no poison). If two targets                 damage. Strangled opponents attack at -2.
are adjacent, it can strike both with the same bull rush
attack. Third, it can slash with its tail three times for 1d6        4. Paralysis (Venom): The barbed tip of a tentacle will
points of damage each. This attack, like its bite, also              inject venom into its prey that (unless a successful saving
injects poison (save or Die).                                        throw is made versus Paralyzation at -1) will result in
                                                                     paralysis for 1d4+1 turns.
Storoper
                                                                     5. Petrification (Venom): If the storoper fears for its life,
No. Enc: 1                                                           and cannot flee, it will use a higher dose of its venom to
Alignment: CE                                                        petrify its attackers (save versus Petrification negates).
Movement: 20
Armor Class: 0                                                       A storoper’s tentacles are AC -2 and have 10 hit points
Hit Dice: 6                                                          each. Tentacle hit points are in addition to its regular
Attacks: 6                                                           hit dice.
Damage: Varies
Save: F6                                                             Due to their exceptionally strong, stone-based exteriors,
Morale: 10                                                           storopers are immune to normal weapon damage.
Treasure: See below
XP: 1,250                                                            A storoper’s belly may include undigested gemstones,
                                                                     see treasure types F, H, I, Ox2.
                                                                93
Stun Jelly                                                        etc.). Those covered will suffocate in 1d4 rounds and
                                                                  will be digested in 1d2 hours. A sunburst lichen takes
No. Enc: 1                                                        half-damage from fire.
Alignment: N
Movement: 10                                                      Taer
Armor Class: 8
Hit Dice: 4                                                       No. Enc: 2d4+1
Attacks: 1                                                        Alignment: N
Damage: 2d6                                                       Movement: 40
Save: F4                                                          Armor Class: 4
Morale: 12                                                        Hit Dice: 3+3
Treasure: K                                                       Attacks: 3 or 1
XP: 245                                                           Damage: See below
                                                                  Save: F3
The stun jelly is a translucent organism related to the           Morale: See below
gelatinous cube. However, unlike its cousin the stun jelly        Treasure: See below
remains relatively stationary along a 10-foot section of          XP: 205
dungeon wall, ceiling, or floor, and awaits prey to pass
near it.                                                          Taers are primitive humanoids who live in caves and
                                                                  cold mountainous regions. They have hard skin and
The stun jelly attacks by reaching out with a paralytic           patches of thick white or gray fur and are impervious to
touch (save versus Paralyzation or be paralyzed for 2d4           cold, magical or mundane.
turns) plus 2d6 points of damage. During this time the
creature will attempt to envelop and digest its victim.           Taers have long fangs and sharp teeth. They attack with
                                                                  a bite (1d6) followed by two claw swipes (1d4/1d4).
The stun jelly is almost imperceptible to the naked               Some will use crude spears or clubs (1d6) or will throw
eye (1 on d10 in torch or lantern light) unless actively          large stones two-handed up to 20 feet for 1d8 points
searching.                                                        of damage. Taers have exceptional strength (15 or +1
                                                                  to hit and damage).
Sunburst Lichen
                                                                  All taers exude a disgusting and unpleasant odor. All
No. Enc: 1                                                        those within 10 feet of a taer will suffer nausea and
Alignment: N                                                      vomiting for 1d3 turns unless a save versus Breath is
Movement: See below                                               successful. Those who fail their save will attempt to
Armor Class: N/A                                                  move away from the stench radius and attacks are
Hit Dice: 3                                                       made at -2 to hit and -1 to damage.
Attacks: 1+Special
Damage: Special                                                   Taers possess a hunting culture and they prize and
Save: F3                                                          display their trophies both on their bodies and in their
Morale: N/A                                                       cave dwellings. They carve and shape horns and bones,
Treasure: P                                                       make necklaces from teeth, and wear the skulls of their
XP: 65                                                            enemies. Amongst these trophies there is a chance of
                                                                  Treasure Types J and K (gems, jewelry, and magic only).
Sages believe the sunburst lichen is related to purple
moss. Its size varies from 10–40 feet in length to 10–            Terrordactyl
40 feet in width.
                                                                  No. Enc: 1d4
When something moves within 30 feet of a sunburst                 Alignment: N
lichen, it begins to glow with a purple luminescence.             Movement: 10 (Fly 120)
                                                                  Armor Class: 5
The luminescence pulsates with the effect of a Hypnotic           Hit Dice: 2-3
Pattern beginning at its extremity and toward its center.         Attacks: 2-3
Those who fail a save (Spells) become transfixed by the           Damage: 1d6/head
rhythmic pattern and walk at their regular movement               Save: 2-3
rate into the center of the lichen. The creature then             Morale: 9
aggressively grows over its prey in two rounds (halflings,        Treasure: None
gnomes, or dwarves) or four rounds (humans, elves,                XP: 38, 80
                                                             94
95
The terrordactyl is similar to the pterodactyl in most             Toad (Huge)
respects except it has 2 or 3 heads (65% have two,
35% have three). This is also a reflection of their hit            No. Enc: 1d2
dice. The terrordactyl may divide its attacks between              Alignment: N
multiple opponents.                                                Movement: 30
                                                                   Armor Class: 4
Giant Terrordactyl: The giant terrordactyl is like the             Hit Dice: 8
terrordactyl in all respects except for size (it possesses         Attacks: 1
a wingspan of 30 feet). It will have 2 or 3 heads (65%             Damage: 6d4
have two, 35% have three). This is also a reflection of its        Save: F8
hit dice (6 or 7). The neck of each head extends about             Morale: 10
ten feet long and the giant terrordactyl may divide its            Treasure: R
attacks between multiple opponents.                                XP: 2,600
Giant Terrordactyl: No. Enc: 1d2, Alignment: N,                    These massive toads are as large as a small house and
Movement: 10 (Fly 180), Armor Class: 5, Hit Dice: 6 or             often weigh between 400-800lbs. Like other toads, the
7, Attacks: 2-3, Damage: 3d4/head, Save: F6, Morale:               huge toad can blend into its environment, surprising
9, Treasure: V (lair), XP: 820, 1140.                              opponents on a 1-3 on 1d6.
                                                              96
The red flower simultaneously extends tubular tendrils             surprise opponents on a roll of 1–4 on 1d6. Their scales
into the body and sucks bodily fluids and juices inflicting        secrete a stinky, slimy coating. All non-troglodytes that
1d6 points of damage per round. They surprise 50% of               come near a troglodyte are required to make a saving
the time (1d3 on d6).                                              throw (Poison) or suffer –2 to attack rolls due to the
                                                                   disgusting, horrid stench.
Tricerotaur
                                                                   For every dozen troglodytes, there will be a leader with
No. Enc: 1d2                                                       3 HD, and for every score of troglodytes, there will
Alignment: CE                                                      be a tribal chief with 5 HD. The chief will always be
Movement: 40                                                       surrounded by 2d4 bodyguards (leaders with 3 HD).
Armor Class: 4
Hit Dice: 8                                                        Any tribe has 25% the number of females to the total
Attacks: 2 or 1                                                    number of males. Females are combatants and attack
Damage: See below                                                  as 1 HD troglodytes.
Save: F8
Morale: 12                                                         Troglodytes prefer stone axes, clubs, spiked clubs, and
Treasure: D-G / K (Lair)                                           javelins. Troglodytes are particularly adept at throwing
XP: 900                                                            javelins (+3 to hit and strike for 2d4 points of damage).
                                                                   They can also attack with their natural weapons: two
A tricerotaur is the result of diabolic magical                    claws and a bite (1d4/1d4/1d4). Troglodytes speak
experimentation. Similar to a minotaur, the tricerotaur            their own language and tribal treasure (Z) in lair.
possesses the head of a triceratops and the body of a
strong man.                                                        Troll
A tricerotaur can attack in three different ways: 1)               No. Enc: 1d4 (1d8)
pummeling with fists (1d8/1d8), 2) with a gore attack              Alignment: CE
(1d10), 3) or by weapon type. If a tricerotaur hits with           Movement: 40
its gore attack, it makes an immediate second attack               Armor Class: 4
roll. If that roll is successful, its opponent was pierced         Hit Dice: 6+6
through the body, takes an additional 2d6 damage,                  Attacks: 3 (2 claws, bite)
and remains impaled on its horns, unable to pull free.             Damage: 1d6/1d6/1d10
                                                                   Save: F6
Tricerotaurs prefer large bludgeoning weapons like                 Morale: 10
morningstars (2d8). They are +3 on damage rolls with               Treasure: W (Lair)
melee weapons. Tricerotaurs speak their own language               XP: 600
(a dialect of minotaur). They have treasure type X in lair.
                                                                   A troll’s rubbery hide is moss green, mottled green and
Troglodyte                                                         gray, or putrid gray. The hair is usually greenish black
                                                                   or dark gray, and its eyes are cold and black.
No. Enc: 1d8 (4d8)
Alignment: CE                                                      An adult troll stands 8 feet tall and appears emaciated.
Movement: 40                                                       Trolls are constantly hungry. Trolls tend to lurk in
Armor Class: 5                                                     labyrinths, caverns, ruins, and swamps. They are very
Hit Dice: 2                                                        wiry and lanky, but their thin appearance belies their
Attacks: 1 or 3                                                    great strength. They have menacing, dirty claws and
Damage: see below                                                  sharp teeth.
Save: F2
Morale: 9                                                          Trolls have remarkable olfactory senses and outstanding
Treasure: F-G / X (Lair)                                           darkvision to 60 feet. They are +3 to damage rolls.
XP: 59
                                                                   Trolls regenerate physical damage. After 3 rounds have
These humanoid reptiles are green, scaly, and have a               passed, they regenerate 3 hit points each round. A troll
bony spine along the center of the head and down their             cannot regenerate fire and acid damage.
backs.
                                                                   If a troll loses a limb or body part, these parts will grow
Troglodytes are tribal, malicious, and warlike. They can           a new troll (in 2d6 rounds) or a troll can reattach a
blend into their environment like a chameleon and will             severed limb in one round by holding it to the stump.
                                                              97
Due to this powerful ability to regenerate, trolls cannot         The shaggy unicorn is a massive and majestic creature.
be permanently destroyed except by fire or acid. If a             Adult males stand over six feet in height and can weigh
troll is damaged enough to be killed (reaches 0 hit               over 2,000lbs. Their coat is long and shaggy to protect
points) the troll will continue to regenerate and stand           against the harsh conditions of the Northern Reaches.
again to fight after 2d6 rounds.                                  Like all unicorns they have a long horn that grows from
                                                                  the center of their foreheads and their coats are snow
Due to their regenerative abilities, they are universally         white.
feared. They speak their own language.
                                                                  These majestic creatures can teleport once per day,
Troll (Cave)                                                      along with a rider, up to 360 feet. Some say the elf-
                                                                  chieftains of the Northern Reaches use these huge
No. Enc: 1d8 (2d20)                                               creatures as mounts. Shaggy unicorns are hunted for
Alignment: CE                                                     their horns, which sages say, function as powerful
Movement: 40                                                      magical wands.
Armor Class: 4
Hit Dice: 7+7
Attacks: 3 or 1
Damage: See Below
Save: F7
Morale: 10
Treasure: W (Lair)
XP: 2,500
Unicorn (Shaggy)
                                                             98
Vampiric Vapor                                                   Vegepygmy
Vampiric vapor looks like a misty cloud about 4–10 feet          Vegepygmies are small humanoids made of vegetable
in diameter. These creatures have maximum hit points             matter. They possess little intelligence and form small
per die but are rarely encountered at full health.               tribal bands for safety and security. These creatures
                                                                 reflect the colors of their environment and surprise 50%
For each 12 hour period without feeding a vampiric               of the time (1-3 on d6). They fear direct sunlight and
vapor loses 1 hit point and they are often found in a            generally flee from light greater than a torch or lantern.
ravenous state. It regains health by enveloping a target
and draining its blood. For every 2 hit points drained,          Vegepygmies average two feet in height and gain
the vapor regains 1 hit point.                                   six inches for every hit die beyond the first. Piercing
                                                                 weapons only score 1 point of damage and electrical
The vapor can choose to attack with a smokey tendril             attacks do no damage. Vegepygmies will cultivate
for 1d6 points of damage. Armor and shields (magical             (85% likely) defensive funguses and molds (such as
or non-magical) provide no protection against this               shriekers, scarlet shriekers, yellow mold, purple moss,
monster, only dexterity and other magical protections.           sunburst lichens, etc.) around their colonies for defense.
If a vapor rolls 4 or higher than required to hit (or            Vegepygmies can pass through these without disruption
on a natural 20), it has enveloped its target and                and are immune to their effects.
automatically draws 1d8 points of damage per round.
If a vapor is struck while it has enveloped a victim, the        These vegetable creatures communicate through a
damage is divided between the vapor and its target.              combination of sign language and body thumping.
An enveloped target cannot cast spells but may attack            They eat meat and carrion. In combat these humanoids
without spreading damage. This monster can only be               cause 1d6 points of damage with their fists or they can
damaged by magical weapons and spells.                           score damage by weapon type (they prefer spears
                                                                 and clubs). They also use blow darts with lethal and
Vargouhille                                                      nonlethal poison. They reproduce via russet mold.
                                                            99
Velociraptor                                                  leather armor and shield (AC 6). They use shortswords
                                                              and daggers and carry 3d30sp. Their holy symbols are
No. Enc: 2d6+2                                                made of silver and valued at 25gp each.
Alignment: N
Movement: 60                                                  Disciples of the Dragon, third and fourth level clerics,
Armor Class: 4                                                wear purple robes, chainmail, and shield (AC 4). They
Hit Dice: 1                                                   have both a shortsword and dagger and carry 5d10gp.
Attacks: 3                                                    Their masks are made of gold and valued at 100gp
Damage: 1d2/1d2/1d6                                           each. Third level cultists will normally have the following
Save: F2                                                      spells prepared (2/1): Protection from Good, Dragon
Morale: 7                                                     Fire, and Hold Person. Fourth level cultists will usually
Treasure: None                                                have the following spells (3/2): Command, Dragon Fire,
XP: 16                                                        and Protection from Good, as well as Hold Person, and
                                                              Bless/Harm.
The velociraptor measures about 6 feet long (including
its long tail) and about 2–3 feet tall. They hunt in packs    Dragoons, or fifth level cultists and beyond, wear
and attack using a claw, claw, bite routine.                  platemail and shield (AC 2). Some of these wield
                                                              broadsword and shield (25%) or (75%) use a shield
They are partially feathered and may attack significantly     alongside a shortsword (50%) or mace (50%). They
larger prey if they outnumber them. For every                 normally have 5d4pp. There is a 10% chance that
velociraptor beyond seven, the pack morale increases          clerics of fifth level and above carry a magical weapon,
by one (eight would be morale 8, nine would be morale         armor, or random potion. There is also 15% chance that
9, etc.).                                                     they possess a scroll with 1d4 clerical spells randomly
                                                              drawn from the lists below. Their masks are made of
Volsectum Cultist                                             platinum and valued at 500gp each (20% of these are
                                                              jeweled and their value increases by 100-600gp (d6)
No. Enc: 2d6                                                  accordingly.
Alignment: LE
Movement: 30                                                  Clerical spells memorized for fifth level cultists and
Armor Class: Varies                                           above are subject to the discretion of the referee.
Hit Dice: Varies                                              Consult the spell list provided below for levels 1 to 4:
Attacks: 1
Damage: By weapon                                                          Spell List: Volsectum Cultists
Save: Varies/HD
Morale: 10                                                          Command, Cure Light Wounds, Detect Good,
Treasure: D-E / G (Lair)                                        1   Darkness, Protection from Good, Shocking
XP: 21 per HD                                                       Grasp, Resist Cold, Feather Fall, Dragon Fire*
                                                                    Bless/Harm, Find Traps, Unholy Chant, Resist
Dragon cultists are a cleric-like class available to            2   Fire, Silence 15’ Radius, Snake Charm, Spiritual
humans only. They are worshippers of Vol, the God of                Weapon, Scaly Skin*, Dragon Mist*
Evil Dragons, Dragon Cults, and Dragonmen.
                                                                    Animate Dead, Continual Darkness, Cause
They typically wear purple robes underneath their                   Blindness, Dispel Magic, Glyph of Warding,
                                                                3
armor and horned dragon masks. They wear the holy                   Prayer, Curse, Speak with Dead, Striking, Call
symbol of Vol (an upright flying dragon) around their               Lightning
necks (these vary in gold piece value and reflect rank,             Cause Serious Wounds, Divination, Neutralize
see below). Unlike clerics, cultists are permitted by their         Poison, Protection from Good 10’ Radius, Sticks
god to use daggers and swords as melee weapons.                 4   to Snakes, Tongues, Temperature Control,
                                                                    Hallucinatory Terrain, Protection from Electricity,
There are three ranks in the order: Initiates of the                Summon Monster I
Dragon, Disciples of the Dragon, Dragoons.
                                                              For every group of 5 or more Initiates of the Dragon
Initiates of the Dragon, first (75%) or second (25%)          there will be a mid-rank Disciple of the Dragon (third
level cultists, can cast one (or two respectively) of the     or fourth level).
following spells: Command, Dragon Fire (See The
Forbidden Caverns of Archaia), or Protection from             For every 10 or more cultists there will be a Dragoon
Good. These low-level adepts typically wear studded           cultist leader (fifth level).
                                                          100
Once a cultist achieves third level they can choose           Vortex
to undergo the Ritual of Transmutation. The ritual of
transmutation transforms a Disciple of the Dragon             No. Enc: 1d6
into a dragonman, also known as a draconian. The              Alignment: N
degree of their devotion and faith determines which           Movement: 50
dragonman form they will assume: Thrall, Midiarii, or         Armor Class: 4
Voldrax (see Dragonmen).                                      Hit Dice: 2+2
                                                              Attacks: 1
                                                              Damage: See below
                                                              Save: F2
                                                              Morale: 10
                                                              Treasure: None
                                                              XP: 107
While attached, it will also whip its prey for an automatic   A water weird is an elemental creature that a magic-
1d12 of electrical damage per round.                          user summoned to a fountain or pool for the purpose
                                                              of protection or defense.
                                                          101
(Paralyzation) or be dragged into the fountain (in one       killed, the drones select a new queen from the existing
round) and face drowning. Water weirds take full             larvae. The larvae appear as large white grubs and are
damage from bludgeoning weapons and half from                normally found in nurseries near the queen. A weevil-
edged and piercing weapons.                                  men colony will normally include hatcheries, egg
                                                             chambers, granaries, and a central chamber.
As a water-based creature, these elementals take half
damage from fire and are Slowed by cold spells (as per       Xorn
the Level 3 magic-user spell). If a water weird is reduced
to zero hit points, it will reform in 1d3 rounds. It can     No. Enc: 1d4
only be killed permanently by the spell Purify Water.        Alignment: N
                                                             Movement: 20
Weevil-Man Drone                                             Armor Class: -2
                                                             Hit Dice: 7+7
No. Enc: 2d10                                                Attacks: 4
Alignment: N                                                 Damage: 1d3x3/6d4
Movement: 40                                                 Save: F7
Armor Class: 2                                               Morale: 10
Hit Dice: 6                                                  Treasure: See below
Attacks: 2                                                   XP: 2,100
Damage: See below
Save: F6                                                     The xorn are 5-6 feet tall and are native to the Elemental
Morale: 12                                                   Plane of Earth. When on the Material Plane they tend to
Treasure: U (Lair)                                           live deep underground, where they feed on gemstones.
XP: 500
                                                             The xorn look like boulders when stationary and are
Weevil-men are organized into three types: drones,           able to blend into their environment (surprise on 1-3 on
larvae, and a queen.                                         1d6). The xorn do not attack humans or demi-humans
                                                             as they cannot digest meat. They are largely indifferent
The drones facilitate everything from defense of the         to creatures of the material plane — except for those
colony to feeding and nurturing the larvae. Drones           carrying precious metals or minerals.
appear as 6-foot-tall humanoid weevils. They have six
legs and can stand erect on two while using multiple         They can smell gemstones up to 20 feet away and will
shields and weapons.                                         demand adventurers give them their gemstones and
                                                             precious metals. If refused, they will almost always
Most often they will fight with two weapons and two          (90%) attack.
shields. They are fanatically loyal to their queen. They
possess a long proboscis and multi-faceted eyes. Drones      The xorn are completely immune to fire or cold-based
have intelligence and can fashion tools, weapons, and        attacks. They suffer only half-damage from electrical-
traps.                                                       based attacks, or no damage with a successful saving
                                                             throw.
Weevil-Men Queen             Weevil-Men Larva
                                                             The spells Rock to Mud and Stone to Flesh reduce a
No. Enc: 1                   No. Enc: 3d10                   xorn to AC 8 for 1 round, and the xorn cannot attack
Alignment: N                 Alignment: N                    until it transforms back to its original form. The spell
Movement: 10                 Movement: 10                    Move Earth pushes a xorn backwards 30 feet and stuns
Armor Class: 6               Armor Class: 7                  it for 1 round.
Hit Dice: 10                 Hit Dice: 2
Attacks: 1                   Attacks: 1                      A xorn can glide through stone, dirt, or almost any other
Damage: 3d6                  Damage: 1d6+1                   sort of earth except metal after 1 round of preparation.
Save: F10                    Save: F2                        A Phase Door spell cast on an area containing a
Morale: 12                   Morale: 12                      burrowing xorn kills it instantly.
Treasure: None               Treasure: None
XP: 600                      XP: 20                          The xorn possess three eyes and are almost never
                                                             surprised (1 on d6). The xorn may (50%) possess
                                                             Treasure (K, Ox3) in their guts.
The queen’s primary function is the production of eggs
to ensure the survival of the colony. She is a large-
                                                             The xorn and the chrysmal are natural enemies.
bloated grub 15 feet in length. If the queen dies or is
                                                         102
Yellow Musk Creeper                                           Yellow Musk Zombie
A yellow musk creeper is a subterranean fungus that           Yellow musk zombies are the corpses of humanoids
grows up cavern or dungeon walls. It covers an area           animated by a yellow musk creeper. They look like
approximately 20 feet square.                                 emaciated zombies but have a dark yellow skin color.
                                                              Some (50%) may have yellow vines and flowers
It shoots spores at creatures that approach within 10         extending out of their bodies.
feet. It can shoot as many spores as it has flowers (2d6)
and can control as many zombies as it has buds (1d4).         These zombies retain the statistics and equipment they
If a hit is made the target must save versus Breath.          held in life (except spells) but attack as two hit die
                                                              monsters. They receive no ability score bonuses of any
Any target that fails falls under the Suggestion of the       kind. They serve the yellow musk creeper for several
plant and moves directly into its center. The plant           months until their bodies have almost completely
then attaches to the skull of the victim and drains 1d4       decomposed. The zombies then wander away aimlessly
intelligence points permanently per round.                    and collapse in a dark place. A new creeper will begin
                                                              growing from the organic remains.
If the victim’s intelligence is lowered to zero, it becomes
a yellow musk zombie.                                         Yellow musk zombies are not traditional undead.
                                                              Therefore, they cannot be turned by a cleric. They are
A yellow musk zombie is plant based, cannot be turned,        also immune to all mind-influencing spells. Yellow musk
and is immune to mind-influencing spells.                     zombies cannot be cured.
It can be destroyed by killing the parent creeper or by       They carry some of the treasure they held in life (30%
casting Heal and Neutralize Poison consecutively.             likelihood of Treasure Types A-H).
                                                          103
                                   Treasure Type
                                  Individual Treasure
      CP        SP        EP          GP             PP      Gems     Jewelry     Magic
A     3d8
B      -       3d6         -           -              -        -         -           -
C      -         -       2d6           -              -        -         -           -
D                                    2d8
E      -         -         -           -            1d6        -         -           -
F                                                             1d3
G      -         -         -           -              -        -       1d3           -
                                                                                +1 Weapon
H      -         -         -           -              -        -         -
                                                                                  (10%)
                                                                                +1 Armor
I      -         -         -           -              -        -         -
                                                                                 (10%)
     1d100    1d100                 1d100                     1d4      1d4          1
J                          -                          -
     (80%)    (30%)                 (30%)                    (15%)    (10%)       (10%)
              1d100     1d100       1d100                     1d6      1d4          1
K      -                                              -
              (30%)     (20%)       (15%)                    (30%)    (20%)       (15%)
                                     Lair Treasure
    CPx1000   SPx1000   EPx1000    GPx1000         PPx1000   Gems     Jewelry     Magic
                                                                                1d4 Scrolls
L      -         -         -           -              -        -         -
                                                                                  (50%)
                                                                                2d4 Potions
M      -         -         -           -              -        -         -
                                                                                  (50%)
                                      1d8            2d6      2d6      2d6
N      -         -         -                                                         -
                                     (50%)          (40%)    (60%)    (40%)
                                                              1d6
O      -         -         -           -              -                  -           -
                                                             (45%)
                2d4       1d4
P
               (30%)     (25%)
      1d6       1d4
Q                          -           -              -        -         -           -
     (30%)     (20%)
                                                     2d4      2d6      2d6          1
R      -         -         -           -
                                                    (35%)    (55%)    (50%)       (25%)
      3d6     1d100     2d4x10        1d4            3d6      2d4     1d10          6
S
     (25%)    (65%)      (40%)       (60%)          (30%)    (30%)    (20%)       (20%)
                                      1d6            1d4      3d4     1d10          6
T      -         -         -
                                     (55%)          (45%)    (30%)    (25%)       (30%)
                3d6       1d6         2d6            1d4      3d6      1d8          5
U      -
               (20%)     (25%)       (45%)          (25%)    (25%)    (10%)       (30%)
      2d6       1d8       1d6         1d6                     2d4      2d4          4
V
     (10%)     (35%)     (25%)       (30%)                   (15%)    (10%)       (30%)
      1d8       1d8                 1d6+1                     1d6      1d6          4
W
     (10%)     (20%)                 (55%)                   (40%)    (40%)       (15%)
      2d6       1d6       1d6                                 1d6      1d6          2
X                                      -              -
     (30%)     (30%)     (15%)                               (20%)    (20%)       (12%)
      1d8       1d4       1d4                                1d6+1     1d4          1
Y
     (50%)     (25%)     (30%)                                (30%)   (20%)       (12%)
      2d4       1d4       1d6        1d8             1d4      4d8      4d8          3
Z
     (30%)     (20%)     (25%)      (40%)           (20%)    (60%)    (50%)       (25%)
                                             104
105
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                                                         106
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15 COPYRIGHT NOTICE                                         Finch.
Open Game License v 1.0 Copyright 2000, Wizards of          Knockspell Magazine Issue #3, Copyright 2009; Matt
the Coast, Inc.                                             Finch.
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System Reference Document Copyright 2000, Wizards           Knockspell Magazine Issue #6, Copyright 2009; Matt
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                                                        107
Stonehell Dungeon: Down Night-Haunted Halls,
Copyright 2009; Michael Curtis.
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108