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MD MM

The Megadungeon Monster Manual, authored by Greg Gillespie, is a comprehensive bestiary designed for old-school role-playing games, compiling creatures from various adventures into a single volume for easier reference. It includes detailed statistics, descriptions, and encounter information for a wide array of monsters, along with guidance for Game Masters. The manual aims to evoke nostalgia for classic monster manuals while providing a resource for gameplay.

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100% found this document useful (1 vote)
2K views111 pages

MD MM

The Megadungeon Monster Manual, authored by Greg Gillespie, is a comprehensive bestiary designed for old-school role-playing games, compiling creatures from various adventures into a single volume for easier reference. It includes detailed statistics, descriptions, and encounter information for a wide array of monsters, along with guidance for Game Masters. The manual aims to evoke nostalgia for classic monster manuals while providing a resource for gameplay.

Uploaded by

BigSalem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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MEGADUNGEON

MONSTER MANUAL
Greg Gillespie

A Classic Fantasy Bestiary for Any Old-School Role-Playing Game

1
Credits and Acknowledgements

Author and Designer: Greg Gillespie

Layout: Jeffrey A. Jones

Cover Art: Peter Mullen

Cover Design: Greg Gillespie

Editors: Greg Gillespie, Thaddeus Moore, Paul Wolfe

Interior Art (Ex-TSR): Darlene, Russ Nicholson, Timothy Truman

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.

OSR Logo: Stuart Robertson

Copyright 2023, Greg Gillespie

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

Galeb Duhr........................................................ 44 Lava Weird......................................................... 60


Gas Spore Fungus............................................... 45 Lizardman........................................................... 62
Gehennian Goat................................................. 45 Luft Baboon........................................................ 62
Gemstone Golem............................................... 45 Luft Banderlog.................................................... 63
Ghaist................................................................ 46
Giant Ant............................................................ 46 M
Giant Exploding Ant............................................ 46
Giant Beetle Exoskeleton...................................... 48 Maggog Gargoyle............................................... 63
Giant Blister Beetle.............................................. 48 Magman............................................................ 63
Giant Cave Cricket.............................................. 48 Mantrap............................................................. 64
Giant Cockroach................................................ 48 Margoyle............................................................ 64
Giant Crab......................................................... 49 Medusa (Greater)................................................ 64
Giant Dragonfly.................................................. 49 Megalocentipede................................................ 65
Giant Earthworm................................................. 49 Mephical Mold.................................................... 65
Giant Flagstone Spider........................................ 49 Mephit (Fire)....................................................... 65
Giant Jumping Spider.......................................... 49 Mephit (Steam).................................................... 66
Giant Leech........................................................ 50 Minotaur............................................................ 66
Giant Mosquito................................................... 50 Mongrelman....................................................... 67
Giant Pterodactyl................................................ 50 Morlock.............................................................. 67
Giant Saw-Toothed Beetle.................................... 50 Mudman............................................................ 68
Giant Scorpion.................................................... 51 Muggle.............................................................. 68
Huge Scorpion.................................................... 51 Mummy Lord....................................................... 68
Giant Slicer Beetle............................................... 51 Mummy of Zuul................................................... 69
Giant Snowy Owl................................................ 51 Myrmidyte........................................................... 69
Giant Vulture...................................................... 52
Huge Vulture....................................................... 52 N
Gibbering Mouther.............................................. 52
Gnoll................................................................. 53 Naga-Ti.............................................................. 70
Goblin............................................................... 53 Neanderthal....................................................... 70
Grub Globule..................................................... 55 Neb’Enakhet....................................................... 71
Necrolyte............................................................ 71
H Necromancer of Set............................................. 71
Nematoad.......................................................... 72
Hobgoblin.......................................................... 55 Norker............................................................... 72
Hook Horror....................................................... 55
Huecuva............................................................. 56 O

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.

Fight On! Treasure: Monster treasure type is presented as a


letter. Consult the treasure type table at the end of the
Greg Gillespie book to determine if (and the amount) of treasure a
Winter 2023 monster possesses. Treasure types may be divided into
individual and lair. The latter is provided in parentheses
Monsters and Entries and/or detailed in the monster entry.

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.

Movement: The movement entry references the number


of feet a monster can move in a round. Movement rate
is presented to accommodate five-foot squares and
miniature use (if desired). If a monster can fly or swim a
second number is provided in parentheses.

Armor Class: Armor class, or AC, reflects the number


required “to hit” the monster. This value reflects the
armor, hide, and/or speed of a creature.

Hit Dice: Unless otherwise noted, the hit dice of a


monster is presented as the number of eight-sided dice
(1d8) used to determine its hit points. There may be an
adjustment to the total hit dice rolled (indicated by a +
or -).

Attacks: This entry indicates the number of attacks a


monster receives per round. Attacks are provided in the
same order as the damage listing.

6
Aarakocra Acolyte of Impurax

No. Enc: 2d4 No. Enc: 1d8


Alignment: N Alignment: LE
Movement: 30 (Fly 120) Movement: 30
Armor Class: 6 Armor Class: Varies
Hit Dice: 1+1 Hit Dice: Varies
Attacks: 2 Attacks: 1
Damage: 1d3/1d3 Damage: By weapon
Save: F1 Save: Varies/HD
Morale: 7 Morale: 10
Treasure: W (Lair) Treasure: See below
XP: 33 XP: 21 per HD

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.

The aarakocra covet shiny baubles, magical things, and


bright colored garments/string. The males use these as
gifts to woo the favour of potential mates.

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.

The monster has the spell casting ability of a Level 8


Magic-User (3/3/2/2).
11
These constructs are inanimate until someone disturbs basic weapons and care little for their maintenance.
the tomb they have been assigned to protect. Barrow harpies often use gnarled clubs, rusty daggers,
or chipped swords.
With each hit on a barrow guardian, the weapon
must make a saving throw (Paralyzation, using the Instead of charming their foes, their shriek is so
character’s unmodified save) or become stuck in the frightening all those who hear it must save (Paralyzation)
statue. Bonuses for magical weapons apply to the save or become immobilized with fear for 9 turns (as per the
and weapons may be retrieved after combat. spell Hold Person). A successful save will not require
additional saves during an encounter.
Barrow Guardian
(Greater) Barrow harpies have an innate magical resistance
and receive +2 on all saves versus Magic. Although
No. Enc: 1d4 they have relatively low morale and are quick to flee
Alignment: N combat, barrow harpies are persistent and may return
Movement: 20 to battle if they can gather greater numbers. They often
Armor Class: 1 keep giant vultures as pets and guardians.
Hit Dice: 6
Attacks: 1 Barrow Mimic
Damage: 1d8+2
Save: F6 No Enc: 1
Morale: 12 Alignment: CE
Treasure: None Movement: 10
XP: 650 Armor Class: 5
Hit Dice: 7-10
The greater barrow guardian is similar to the standard Attacks: 1
barrow guardian insofar as they appear as statues or Damage: 3d4
columns of helmed male warriors. Save: F5-10
Morale: 10
Greater barrow guardians are constructed with stronger Treasure: See below
enchantments and possess greater hit dice than XP: 1140/1560/2400/2400
standard guardians. They have a 35% magic resistance
and carry a large stone shield that provides an improved A barrow mimic appears as a simple barrow mound.
armor class. Similar to the standard guardian, weapons The creature shapes its mouth like an open stone arch
will get stuck in the stone of a greater barrow guardian. and elves or thieves may (1 on d6) sometimes see teeth
protruding from the top of the “archway.” Sages say the
Barrow Harpy creature cannot take other forms. Barrow mimics move
very slowly by means of three feet-like appendages.
No. Enc: 1d6 (2d4)
Alignment: CE They rarely move during the day and prefer the cover
Movement: 20 (Fly 210) of nightfall. A mimic waits patiently for a living creature
Armor Class: 5 to enter its mouth and then attempts to bite for 3d4 hit
Hit Dice: 3 points of damage. Upon a successful bite, the mimic will
Attacks: 3 swallow its prey the following round for an automatic
Damage: 3 (see below) 3d4 hit points of damage each round thereafter.
Save: F3
Morale: 7 Barrow mimics have weak respiration systems. By
Treasure: X (Lair) nature of their anatomy, a black tar-like ichor builds up
XP: 100 on their lungs and they need to “cough” and expel the
substance several times per day.
These despicable creatures resemble harpies but are
skinnier and more wretched. Unlike common harpies, The longer PCs stand in front of a barrow mimic, the
their appearance and feathers suggest a lineage to higher the likelihood it will expel black ichor. Each
vultures. Instead of fresh meat, they prefer to feed on round in the presence of the creature, there is a
carrion and thus frequent gravesites and battlefields. cumulative 10% chance the mimic will give itself away
by coughing. Anyone in the area of the mouth will be
Barrow harpies attack three times per round, including 2 covered in ichor (Dexterity check to avoid) and will be
claw attacks (1d6/1d6) and by weapon type. They prefer both Diseased and Slowed (as per spells).

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:

A-I as well as 1d6 Gems (35%) and 1d3 Jewelry


(15%). Inside the creature are Kx2 and a 15% chance
of one of the following (1d4): Scroll, Potion, Wand, or
Miscellaneous Magic Item.

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

Barrow Wight A basidirond is a sentient fungal creature that resembles


an inverted umbrella with long stem-like legs. The
No. Enc. 1d3 creature stands 7 feet tall and sages believe it is distantly
Alignment: CE related to the ascomoid.
Movement: 30
Armor Class: 4 It attacks by slamming opponents with its cap or by
Hit Dice: 6 using one of its legs to kick-slam (1d8). The slam
Attacks: 1 releases a cloud of spores. Anyone struck must save
Damage: 1d8 versus Death or suffocate in 1d4+1 rounds unless
Save: F6 cleaned with alcohol or a Cure Disease spell is cast.
Morale: 12
Treasure: G / V (Lair) The basidirond can also release a large spore cloud.
XP: 650 The cloud extends 20 feet and can be used once per
day. Those caught in a cloud must save versus Poison
Barrow wights are fearsome opponents. They are like or be affected by a random hallucination (see below)
normal wights but stronger and more powerful. They that lasts for 3d4 rounds after leaving the spore cloud:
are found near barrows, crypts, and gravesites.

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

Behir The biyakk, or batyllo as they are also known, are a


strange hybrid creature found in the mountainous
No. Enc: 1d2 regions of the Principality of Brine. The origin of the
Alignment: NE species is completely unknown but sages speculate they
Movement: 50 (Climb 15) are the result of magical experimentation gone awry.
Armor Class: 4
Hit Dice: 12 Biyakks are about five feet long and appear like a cross
Attacks: 1 between a bat, a bison, and a yak. They have woolly
Damage: See below bodies well adapted to the cold and their heads appear
Save: F12 bovine but with large broad eyes. Their wings are bat-
Morale: 12 like and can fold into their furry coat to protect against
Treasure: Y frigid temperatures. Biyakks save at +2 versus cold
XP: 3,500 attacks.

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.

The brain fungus possesses the following treasures


from its victims: F, G, and K (with an increased 20% of
one magic item). Harvesting the brain ichor of a magic
mushroom can provide the ingredients for the creation
of 1d3 of the following random potions:

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.

Brigand When brobdingnagian fungi sense movement, they


attack with four long tendrils released from the
No. Enc: 2d4+4 underside of their caps (they may divide their attacks
Alignment: N between multiple opponents) and emit a pulsating
Movement: 30 violet bioluminescence.
Armor Class: Varies
Hit Dice: Varies The first tendril attack will attempt to close around the
Attacks: 1 neck of its target. If successful it will strangulate and
Damage: Varies suffocate by lifting its victim off the ground (death in
Save: Varies four rounds). On its remaining attacks, the fungi will
Morale: 8 either do the same to multiple targets or use its other
Treasure: A-E/HD tendrils like spears to puncture strangled victims with
XP: 10 wounds. Tendril damage is specific to hit dice: HD
2: 1d4, HD 3: 1d4+1, HD 4: 1d6, HD 5: 1d8. It will
Brigands are mercenaries-for-hire, seedy criminals, release slain victims along its base and consume the
and/or desperate men looking to make a few quick decaying organic matter.
gold pieces by recovering gold and treasure. Bandits
are fighters and their exact hit dice and equipment Brobdingnagian fungi normally possess treasure
varies based on the needs of the campaign and party littered around its immediate area. Use the following
level. to determine treasure: 20%: 1d2 potions, 30%: 1d6
gems, 50%: 1d100 random coin.
Referees are encouraged to create bands of brigands
equal to the strength and hit dice of player characters. These giant mushrooms often attract other forms of
Brigands are often armed with broadswords, spears, fungi to their vicinity. There is a 10% chance of one of
and crossbows. Their armor consists of leather, studded the following in a cluster of brobdingnagian fungi: faze
leather, and occasionally chainmail. fungus, basidirond, shrieker, or phycomid.

19
Brown Mold Bugbear

No. Enc: 1 No. Enc: 2d4 (5d4)


Alignment: N Alignment: CE
Movement: 0 Movement: 30
Armor Class: Always hit Armor Class: 5
Hit Dice: 2 Hit Dice: 3+1
Attacks: 1 Attacks: 1
Damage: 2d8 Damage: 2d4 or weapon
Save: F2 Save: F3
Morale: Nil Morale: 9
Treasure: None Treasure: A-D / X (Lair)
XP: 45 XP: 100

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.

Slashing weapons deal no damage to the creature.


Instead, slashing weapons will split the creature into
two identical puddings, each with half of the original’s
current hit points (round down). A pudding with 10 hit
points or less cannot be split further and dies if reduced
to 0 hit points.

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)

Bullywugs, also called froglings or frogmen, are often Carnivorous Ape


found in marshes and moors. They have large round
eyes, a broad mouth, and are from 3 feet to 3 1/2 feet No. Enc: 2d4
tall. They possess thin arms and legs that belie their Alignment: N
strong leaping ability. They have muted olive green to Movement: 40
bright green skin with lighter colored underbellies and Armor Class: 6
wear drab clothing to reflect their environment. Hit Dice: 5
Attacks: 2 or 3
Bullywugs use primitive weapons. They prefer clubs, Damage: 1d4/1d4/1d8
spears, nets, and shortswords. Their weapons are often Save: F5
improvised and in disrepair. They use wooden shields Morale: 10
or shields made from thatch or tortoise shells. Froglings Treasure: W
have naturally tough hides and are very agile. They XP: 650
rarely wear mail, but instead create armor from shells
or metal scraps they have scavenged or looted. Man-eating apes are related to gorillas but are bigger,
faster, and stronger.
Frogmen possess a unique jumping ability useable
once per combat. They can either use their jump to They are very aggressive and have an insatiable hunger
attack an opponent (+1 to hit) or they can use their for human flesh.
unique jumping ability to disengage from an opponent
without incurring an attack as they flee. Froglings take They attack with two powerful claws that strike for 1d4
advantage of their natural “hit and run” ability and points of damage each.
prefer to ambush unsuspecting prey.
If both claws attacks are successful, a carnivorous ape
For every six froglings, there will be a subleader with receives a bonus bite attack. A bite attack strikes for
two hit dice. For every 20 encountered, there will be a 1d8 hit points of damage.
king with 3 hit dice with a +1 bonus on damage rolls.
The king will have two sub-chiefs (2 HD) that serve him Carnivorous apes are more cunning and intelligent
as bodyguards. The king will possess tribal treasure than other apes (average INT 8). They will use tools
(X). Alongside the king and the bodyguards, there is a and set ambushes to attack unsuspecting prey.
75% chance a bullywug tribe will have a witchdoctor
or shaman (with the hit points and casting abilities of a Carnivorous apes possess keen senses and, as a result,
third level cleric or magic-user). they are rarely surprised (1 on 1d6).

Any tribe will have females and young (25%) in


addition to the total number of males. Froglings have a
disagreeable nature, even with each other. Whenever
one tribe of froglings meets another tribe, or a tribe
of orcs or goblinoids, there is a 1 on d6 chance of
a shoving match (65%) or conflict (35%) breaking out
between them.

Bullywugs speak their own croaking, guttural language.

21
Carnivorous Vines Caryatid Column

No. Enc: 1 No. Enc: 1d4


Alignment: N Alignment: N
Movement: See below Movement: 20
Armor Class: 6 Armor Class: 5
Hit Dice: Varies Hit Dice: 5
Attacks: See below Attacks: 1
Damage: See below Damage: 1d8
Save: Varies Save: F5
Morale: N/A Morale: 12
Treasure: A-I, O, R Treasure: None
XP: See below XP: 500

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).

A caryatid column attacks its opponent with


its longsword. It does not move more than 50
feet from the area it is guarding or protecting.
Any weapon that strikes a caryatid column has
a 40% chance to shatter into pieces. Magic
The carnivorous vine attacks with as weapons have a 5% lower chance to shatter for
many vines as it has hit dice. However, each point of its bonus. Thus, a +2 sword has
the vines are 40 feet in length and, subject only a 30% chance to shatter.
to the size of the patch, it may be that only
about half can attack at any moment, subject Due to their sturdy construction and magical
to the discretion of the Referee. It is particularly nature, caryatid columns gain a +4 bonus
drawn to humanoid blood and will immediately on all saving throws.
target a wounded opponent over an unwounded
opponent with half its attacks.

On its first attack, the creature will use a vine


to entangle and immobilize its target (save
versus Paralyzation for no effect). It will then
use successive attacks to puncture and drink
1d3 points of damage per hit die (or enter
pre-existing wounds). When a carnivorous vine
enters a wound it will inject poisonous seeds that
will lead to insanity in 1d6 hours (save versus Poison
for no effect). Experience points for carnivorous
vines are 100 per hit die.
22
Cave Fisher Cerepod

No. Enc: 1d4 No. Enc: 1


Alignment: N Alignment: CE
Movement: 20 (Climb 20) Movement: 50
Armor Class: 4 Armor Class: 4
Hit Dice: 3 Hit Dice: 5
Attacks: 1 or 2 Attacks: 11
Damage: 1d8/1d8 (10 tentacles & beak)
Save: F3 Damage: See below
Morale: 8 Save: F6
Treasure: F-I, Kx3 (Lair) Morale: 10
XP: 95 Treasure: W (Lair)
XP: 1,250
The cave fisher is a 7-foot long insect-like creature with
a hard exoskeleton. It possesses six legs and a front The cerepod, also called the “beaktopus” or “floating
pair of serrated pincers (1d8 each). horror” is a solitary underground creature. Although
the exact origin of the beast is unknown, sages
The fisher’s snout projects a strong sticky filament (60 believe the cerepod is the result of strange magical
feet long) that it uses to grab and reel in its prey. Cave experimentation.
fishers seek to lair on high ledges underground where
they can strike their prey from safety. A cerepod stands well over eight feet tall. Its central
body appears as an exposed organ of pink tissue. The
Only alcohol or a sharp weapon can release the grip creature possesses greenish tentacles that hang below
of the fisher’s filament (AC 2 and 10 points beyond the body. The cerepod has a sharp yellow beak.
normal HD). A cave fisher can grow a new filament
within 2d4 days. Its filament attacks as a 6 HD monster. A cerepod moves through a combination of magical
levitation and its tentacles. The latter it uses to pull
Cave Moray itself through space. When hunting, a cerepod can be
completely silent and surprises its prey on a 1–4 on d6.
No. Enc: 1d4+2 The source of the creature’s levitation ability is a gland
Alignment: N located in the central body, and if lanced, will secrete
Movement: 5 enough liquid to create a Potion of Levitation.
Armor Class: 4
Hit Dice: Varies The creature’s tentacles lash out at its prey and
Attacks: 1 squeeze for 1d4 points of damage. A squeezed victim
Damage: 1d8 automatically takes 1d4 points of damage in each
Save: F4 successive round.
Morale: 7
Treasure: None In addition to the damage, the small suction cups on
XP: 120 its tentacles secrete a paralytic enzyme (save versus
Paralysis at +2 or be paralyzed for 1d6 turns). Its
Cave morays are a land-based version of their watery tentacles have a reach of six feet. Each of the cerepod’s
brethren. The males grow about 7 feet long. They tentacles has AC 4 and 5 hit points (these are in addition
make their lairs underground in the walls of caves and to its normal hit dice).
dungeons. They create their burrows in high traffic
areas, or near water-holes, where they can surprise Once the cerepod has successfully attacked and
their prey. paralyzed its prey, the creature will draw its grasped
victim into its beak the following round (causing an
Although they live individually, groups of cave morays automatic 1d6 points of damage each round thereafter).
in the same area will work together to cross-sect their The cerepod may move and attack its paralyzed prey
immediate killing ground. They attack by striking, with its beak at the same time.
recoiling, and then striking again.
The cerepod is immune to magical lightning and
They surprise opponents on a 1–3 on d6. Cave morays possesses a magical resistance of 15%.
can come in sizes ranging from 1 to 6 hit dice.

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.

No. Enc: 1 A coldbold chief is an exceptional specimen, and


Alignment: CE attacks like a 2 HD monster with 9 hit points. A chief
Movement: 20 is accompanied by 1d6 bodyguards. Each bodyguard
Armor Class: 7 has 6 hit points and attacks as a monster with 1+1 HD.
Hit Dice: 2
Attacks: 1 All coldbolds in the presence of the chief have a morale
Damage: 1d6 score of 8. Coldbolds have Treasure Type Q in lair.
Save: F2
Morale: 12 Corpse Candle
Treasure: See below
XP: 48 No. Enc: 1
Alignment: CE
The coffer corpse resembles a zombie but is turned as Movement: 20
a 7 hit die creature on the clerical turn undead table. Armor Class: 2
Like all undead, the coffer corpse in unaffected by mind Hit Dice: 6
influencing spells. Attacks: 1
Damage: 1d8
After sustaining 4 hit points of damage or more the Save: F4
coffer corpse collapses, and appears defeated. Morale: 12
However, normal weapons do no damage to a coffer Treasure: None
corpse and one round after collapsing the undead XP: 275
creature will rise and continue to attack. All those who
watch the coffer corpse rise must save (Spells) or flee in Corpse candles are a vengeful, incorporeal form of
panic as per the Level 4 Magic-User spell Fear. There is undead. They remain close to the location of their
a 50% chance fleeing PCs will drop whatever they are death and are completely invisible to the naked eye.
carrying on a failed save.

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.

On a successful attack, these undead creatures engulf


a victim within their shifting cloud of grave detritus.

While in this whirling mass victims cannot escape and


are suffocated and battered for 1d10 points of damage
per round until the shade is destroyed or turned. In
addition, their ghastly semi-human visage invokes Fear

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.

Dust Digger Dwargoyles are crafted from hardened stone and


animated by means of a runestone inserted into their
No. Enc: 2d8 chest. Striking the runestone (an unmodified called shot
Alignment: N of 19-20 on d20) will score double-damage against a
Movement: 10 dwargoyle and there is a 10% it will explode causing
Armor Class: 4 2d4 points of damage to all those within 20 feet.
Hit Dice: 4
Attacks: 1 Elemental
Damage: 1d8
Save: F4 No. Enc: 1
Morale: 10 Alignment: N
Treasure: None Movement: 20
XP: 225 Armor Class: 2/0/-2/-4
Hit Dice: 8/12/16/20
The dust digger looks like a giant starfish with five arms Attacks: 1
and a central maw. They dig holes in loose sand or soil. Damage: See below
Save: Varies
When prey walks overtop, the creature strikes by raising Morale: 10
its arms and creating a sinkhole that leads to its maw. Treasure: None
Once a dust digger has folded its arms, prey cannot XP: 1,570/2,800/3,300/5,500
escape its grasp.
Elementals are living beings made of the elements. Only
Dust diggers are surprisingly skilled at mimicry and can magic and magical weapons can harm elementals.
vocalize sounds they have heard (death throes, animal
sounds, calls for help, etc.). There are four different power levels of elemental, and
the level is determined by summoning. Any elemental
Dwargoyle summoned with a staff is the weakest of the three,
having AC 2, HD 8, and DMG: 1d8. Any elemental
No. Enc: 1d6 (2d4) summoned with any other miscellaneous magic item has
Alignment: CE AC 0, HD 12, and DMG: 2d8. Elementals summoned
Movement: 30 (Fly 50) with a spell have AC –2, HD 16, and DMG: 3d8. Huge
Armor Class: 5 Elementals are rarely encountered and have AC -4, HD
Hit Dice: 4 20, and DMG: 4d8.
Attacks: 4 or 1
Damage: See below Lava elementals are drawn from the Elemental Plane of
Save: F6 Fire. Lava Elementals have a vaguely humanoid shape
Morale: 11 comprised of liquid hot magma. Their eyes and mouths
Treasure: None burn with the intensity and heat of a furnace. All those
XP: 410 within 10 feet of a lava elemental take 1d4 hit points
of fire damage per round. All liquid within this radius
Dwargoyles are gargoyle-like magical constructs. evaporates. These elementals take no damage from
They are created by duergar clerics and are normally fire or fire-based attacks and cold-based attacks inflict
used to guard locations or as priestly bodyguards. double damage.

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

Ettercaps are a race of thin, spindly, long-armed


bipeds. They have spider-like spinnerets and are often
(75%) among giant spiders (these could include crab
spiders, blood-thirsty spiders, giant jumping spiders, or
spider swarms).

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.

Daylight or magical light blinds a flail snail for one


round. The shell of a flail snail is made of a scintillating
mix of colors that produces a random effect (1d10)
when spells are cast directly at the creature:

Flail Snail: Random Spell Turning Effect


Spell misfires and caster disoriented for 1d4
1–2
rounds.
Spell misfires and deflected to target closest
3–4
to the snail.
5–7 Spell functions normally.
8–9 Spell absorbed by shell. No effect.
Spell bounces off the shell and back at the
10
caster.

Flail snail shells are highly valuable. An intact shell can


be sold for 3,000–5,000gp.

XP by HD: 175, 425, 725, 875, 925.


41
Forbidden Fruit Fungus Fourgoyle

No. Enc: 1d2 No. Enc: 1d4


Alignment: N Alignment: CE
Movement: 5 Movement: 30 (Fly 50)
Armor Class: 8 Armor Class: 3
Hit Dice: 2 Hit Dice: 4+2
Attacks: None Attacks: 6
Damage: None Damage: See below
Save: F2 Save: F8
Morale: 12 Morale: 11
Treasure: A-D Treasure: X (Lair)
XP: 38 XP: 500

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).

Frettins are seldom surprised (1 on d6) because one Frost Salamander


head or the other is usually keeping watch.
No. Enc: 1d3
Frost Man Alignment: CE
Movement: 20
No. Enc: 1d6+2 Armor Class: 3
Alignment: LE Hit Dice: 12
Movement: 30 Attacks: 5
Armor Class: 5 Damage: See below
Hit Dice: 3 Save: F12
Attacks: 1 Morale: 9
Damage: By weapon Treasure: J (100%) / V (Lair)
Save: F3 XP: 4,400
Morale: 9
Treasure: See below The frost salamander resembles a flame salamander,
XP: 80 except that it has six limbs and is white or bluish white.
It attacks with its front four claws (1d6) and a bite (2d6).
Frost men have pale white skin, black hair, and eerie They are native to the Elemental Plane of Ice.
powder blue eyes. At a distance, they appear human
and can pass as men of northern stock. Despite their Bone-chilling cold emanates from the frost salamander,
appearance they are the result of diabolical wizardly and all creatures within 20 feet receive 1d6 hit points
experimentation between humans and ice devils. of cold damage per round. Frost salamanders are
unharmed by all cold-based damage and non-magical
All frost men look identical, although they may choose weapons. They are unaffected by sleep or charm spells.
to dress or groom themselves differently. They typically
wear eyeglasses or snow-goggles to hide their eyes These creatures are subterranean and prefer to live in
(and their nature) from outsiders. icy, cold regions. Frost and fire salamanders are bitter
enemies.

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

Exploding ants, workers and soldiers, have the same


AC, HD, and damage as other giant ants. The
primary difference is that worker exploding ants,
called Colobopsis Explodens, respond to threats by
purposefully clenching (and thereby fatally rupturing)

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.

No. Enc: 1d6 Giant Cockroach


Alignment: N
Movement: 40 No. Enc: 1d8
Armor Class: 8 Alignment: N
Hit Dice: 2 Movement: 30
Attacks: 1 Armor Class: 4
Damage: 1d6 or special Hit Dice: 1
Save: F2 Attacks: 1
Morale: 10 Damage: 1d6
Treasure: None Save: F1
XP: 25 Morale: 7
Treasure: None
The blister beetle is about 3 feet long with a green XP: 16
carapace.
Giant cockroaches are about 4 feet long with long
When they snap their serrated mandibles, it can be antennae that extend about another 2 feet.
heard 30 feet away.
These insects are particularly hardy and only take half
When attacked, blister beetles can choose to bite (1d6) damage from fire and cold-based attacks and spells.
or spray an oily liquid (20 feet) that immediately causes
the skin to blister (1d3). They are primarily nocturnal and will flee in the face
of magical light. Giant cockroaches are immune to
A save versus Poison negates the damage. disease.

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.

Huge vultures are more solitary than normal or giant


vultures who group together for protection.

Huge vultures are rarely found in more than groups of


1d4. Huge vulture hatchlings, or intact eggs, are worth
2,000 - 5,000gp each.
Giant Vulture Huge Vulture
Gibbering Mouther
No. Enc: 2d6 No. Enc: 1d2
Alignment: N Alignment: N No. Enc: 1d2
Movement: 10 (Fly 60) Movement: 10 (Fly 60) Alignment: N
Armor Class: 6 Armor Class: 4 Movement: 10
Hit Dice: 2+2 Hit Dice: 7 Armor Class: 1
Attacks: 1 Attacks: 1 Hit Dice: 4+4
Damage: 1d6+1 Damage: 5d4 Attacks: 6
Save: F2 Save: F7 Damage: 1hp/mouth
Morale: 7 Morale: 9 Save: F4
Treasure: K (Lair) Treasure: V (Lair) Morale: 12
XP: 59 XP: 1140 Treasure: K, O
XP: 400
Giant Vulture:
At first glance, a gibbering mouther appears as an
Giant vultures are scavengers. They prefer carrion and oozy pile of earth. A mouther is an amorphous blob
avoid direct combat. They have pink bald heads and of flesh with multiple eyes and mouths that appear and
greasy black feathers. They are approximately 10 feet disappear from its quivering body from one moment to
long from beak to tail feathers. As a result of their diet, the next. Its mouths gibber and babble meaningless,
giant vultures are immune to disease. speech-like noises (a giveaway to a veteran adventurer).

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

No. Enc: 1d6 (3d6) No. Enc: 2d4 (6d10)


Alignment: CE Alignment: CE
Movement: 30 Movement: 20
Armor Class: 5 Armor Class: 6
Hit Dice: 2 Hit Dice: 1-1
Attacks: 1 Attacks: 1
Damage: 2d4 or weapon Damage: by weapon
Save: F2 Save: F1
Morale: 8 Morale: 7
Treasure: C-F / X (Lair) Treasure: C / Q (Lair)
XP: 47 XP: 6

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

The hook horror is a terror to behold. It possesses a


vaguely vulture-like head and it has a hard chitinous
exoskeleton. Its near-black color reflects its dark
subterranean environment.
55
Its vision is very poor and its eyes are milky white. Its They attack lawful and fire-based creatures on sight, if
hearing is keen and as a result it is rarely surprised (1 the odds of success seem favorable.
on d10).
An ice hag has the following spell-like abilities usable
Hook horrors possess no verbal language but at will: Detect Good, Know Alignment, Polymorph Self,
communicate by chittering with their beaks and clacking Sleep (affects up to 12th level beings) and may use
against their exoskeletons. the following spell-like abilities 3 times per day: Magic
Missile (Ice shards that cause 2d8 damage) and Ray
Huecuva of Enfeeblement. An ice hag can pass through ice and
snow without hindrance.
No. Enc: 1d10
Alignment: CE Ice hags may visit the dreams of a potential victim by
Movement: 20 using a special magical periapt known as an ice-stone.
Armor Class: 3 The hag takes ethereal form and hovers over the victim.
Hit Dice: 2 Once a hag invades the victim’s dreams, the sleeper
Attacks: 1 suffers from tormented nightmares and permanently
Damage: 1–6 loses 1 point of constitution upon awakening. This
Save: F2 process may be repeated nightly until a victim reaches
Morale: 12 0 constitution and dies. If this happens, the hag returns
Treasure: G to her home plane with the victim’s soul, and the victim
XP: 150 may not be raised, resurrected, or reincarnated.

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.

Ice Toad Icterine Fungi

No. Enc: 1d4 No. Enc: 1d4


Alignment: N Alignment: N
Movement: 30 Movement: 5
Armor Class: 4 Armor Class: 5
Hit Dice: 5 Hit Dice: 5
Attacks: 1 Attacks: 1–4
Damage: 3d4 Damage: 1d8
Save: F5 Save: F5
Morale: 7 Morale: 8
Treasure: R (no PP) Treasure: None
XP: 800 XP: 120

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.

Kobolds understand their short stature and relative


Kalas-Toa Warband
weakness means they need to improvise and adapt or
Number and HP Weapons be overwhelmed. Kobolds are quite devious and adept
(4) 2x20, 1x25, Spear, Dagger, and at constructing traps and ambushes. These traps can
1 1 be designed to capture, alert, slow, poison, or kill,
1x28 Shield
subject to their needs. Kobolds design their lairs with
(4) 2x18, 1x14, Trident, Weighted Net, multiple rings of reinforcing traps to best ensure their
2 2
1x26 and Shield survival. Kobolds have also been known to cultivate
(6) 2x15, 2x20, Scimitar, Shield, subterranean molds and funguses (against which they
3 3 are immune) in strategic locations for defense.
1x23, 1x26 Dagger
(6) 3x20, 2x22, Spear, Weighted Net,
4 4 In their lairs, kobolds will have females equal to 25% of
1x26 Light Crossbow
the total number of males. There may also be an egg
(8) 3x18, 4x21, Glaive, Weighted Net, hatchery with 10d12 eggs.
5 5
1x29 Dagger
(8) 4x19, 3x22, Harpoon, Weighted Kobolds are often bullied by orcs and goblinoids,
6 6 however they seem to have amicable relations with
1x30 Net, Dagger
froglings, lizardmen, and occasionally, troglodytes.
Kobold Kobolds speak their own barking, guttural language.

No. Enc: 4d4 (6d10) Kobold Random Weapons and Armor


Alignment: CE
Movement: 20 Shortsword
1–3 1–3 Wicker Shield (AC9)
Armor Class: 7 and Javelins (3)
Hit Dice: 1d4 hp Shortsword Leather and
4–5 4–5
Attacks: 1 and Sling Wicker Shield (AC7)
Damage: 1d4 or weapon –1 Spiked Club Studded and
Save: F0 6 6
and Sling Wicker Shield (AC6)
Morale: 6
Treasure: A / Q (Lair)
Lava Weird
XP: 5
No. Enc: 1
Kobolds are short, scaly, dog-like humanoids. A
Alignment: N
kobold’s skin color ranges from dark rusty brown to a
Movement: Special
rusty black color. They have yellow eyes. A kobold is 2
Armor Class: 4
to 2.5 feet tall.
Hit Dice: 8
Attacks: 1
Kobolds wear utility belts or ragged scraps of clothing
Damage: 1d8
and favour colors that match their environments.
Save: F8
Kobolds live exclusively underground and have extended
Morale: 12
darkvision to 90 feet. They shun direct sunlight and
Treasure: P-R (Lair)
attack at –1 in bright conditions.
XP: 2,560
Ten or more kobolds will be led by a patrol leader with
A lava weird appears as a large pseudopod that
1+1 HD (7 HP) and AC 6 (shield) who strikes for 1d6
emerges from a pool of lava. This appendage looks
points of damage. For every score of kobolds, there will
like a snake at first glance but does not possess eyes
be a kobold sub-chief. The sub-chief has 1+2 HD and
or a mouth.
10 hit points. He wears studded leather and a shield
(AC 6). For every score and ten of these creatures, there
A lava weird attacks by bashing opponents with its
will be a kobold chieftain. The chief is an exceptional
appendage for 1d8 points of damage. On a successful
kobold, who attacks like a monster of 2+2 HD with
hit, the lava weird has grabbed a PC and will attempt to
60
61
pull the victim back into its lava pool. A successful save Luft Baboon
(Paralyzation) will break the hold. Each round thereafter
the held victim automatically takes 1d8 points of No. Enc: 2d4 (or 99)
damage of python-like constricting damage plus 1d6 Alignment: NE
points of fire damage. A lava weird will normally take Movement: See below
2 rounds to pull an opponent into its lava pool (but this Armor Class: 6
is subject to the discretion of the Referee and the PCs Hit Dice: 1+1
proximity to the lava pool). Attacks: See below
Damage: See below
Once immersed in the lava pool, a victim will take 4d8 Save: F1
points of damage each round. A lava weird is immune Morale: 8
to fire damage and takes double damage from cold- Treasure: See below
based attacks. XP: 33

Lizardman Flying baboons, also called luft baboons, are powerful


and aggressive primates who, through diabolical
No. Enc: 2d4 (6d6) magical experimentation, have developed leathery bat-
Alignment: N like wings.
Movement: 30
Armor Class: 5 They create lairs on vertical rocky outcroppings to protect
Hit Dice: 2+1 themselves from predators. A typical luft baboon is the
Attacks: 1 size of a large dog weighing from 40 to 90 pounds
Damage: 1d6+1/Weapon and from 20 to 45 inches in length excluding the tail.
Save: F2 Males normally weigh 20 pounds more than females.
Morale: 12 Luft baboons have darkvision of 30 feet.
Treasure: B-D / G (Lair)
XP: 47 Flying baboons have a movement rate on the ground of
20 (bipedal) or 40 (quadrupedal), a climbing speed of
Lizardmen resemble humanoid lizards. They live in 30, and a flight speed of 40. They can attack by weapon
tribal groups in marshes or subterranean caves with type (normally clubs or spears), with a claw swipe for
access to water. 1d4 points of damage, or with a bite for 1d6 points
of damage. They possess below average intelligence
Lizardmen employ any kind of weapon, but and will construct rudimentary weapons and traps to
prefer spears, javelins, tridents, spiked clubs, and protect themselves. They will also use ranged weapons
morningstars. They have tough hides (AC5) and their such as rocks for 1d3 points of damage. The strongest
immense strength grants them a +1 bonus to damage. and smartest will improvise weapons, normally clubs or
They are carnivores and prize human flesh above all spears (1d6) as noted above.
others. Any tribe consists of roughly 25% females and
young to the total number of males. A large troop (15 or more, 3d30 in lair) of luft baboons
will have a social structure ruled by a dominant male
For every group of lizardmen encountered out of their chief who possesses AC 5, 3+3 hit dice, and attacks
lair there will be a patrol leader with maximum hit with +1 to hit and damage. The presence of the
points. For every 20 lizardmen encountered, there will dominant male will raise troop morale to 10.
be a lizardman chieftain with 4 hit dice. The chieftain
typically wields a large trident, the symbol of leadership The presence of a chief indicates a 50% chance of a
amongst their race, and receives +2 on damage rolls sub-chief with 2+2 HD and attacks at +1 to hit. If a
with this weapon. There are always 2d4+1 bodyguards chief and sub-chief are present there is a 50% chance
who protect the chief. They have 3 HD each. they will be led by a luft banderlog.

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

1 Fangs (1d8 plus poison, save or die) No. Enc: 1


2 Shortsword (1d6) Alignment: N
Movement: 0
The snakes of a medusa’s hair can attack (1d4 Armor Class: Always hit
3 snakes) for 1d2 points of damage each (save Hit Dice: 1 to 4
versus poison or die) Attacks: Spores
4 Tail Slam: 2d6 points of damage Damage: See below
Save: Varies/HD
The blood of a medusa is poisonous and, if harvested Morale: 12
and used within one week, will force a struck opponent Treasure: None
to save (Poison) or die. The following week, the blood XP: 16, 30, 65, 175
will weaken considerably and only provide an additional
1d6 damage (beyond normal weapon damage) before Mephical, or mephitis, mold ranges from dark orange
decomposing beyond use. to brown in color and its size can vary from 10–40
(1d4) feet square (this is also a reflection of their hit
The head of a greater medusa can also be harvested dice).
and used as a gaze attack. Each time the head is used,
there is a 1 on d6 chance that one of the snakes will The mold exudes a foul poisonous stench when
bite the user (save versus Poison or die). The head can disturbed. The effect of this stench is variable and each
be used for one week before it decomposes. requires a save versus Poison (–2):

Megalocentipede Mephical Mold Stench Effect


No. Enc: 1d4 1 Vomit loudly for 1d4 rounds.
Alignment: N Develop sickness/nausea for 10 days and 50%
Movement: 50 2
normal movement rate.
Armor Class: 5
Hit Dice: 3 3 Stand bewildered for 1d4 rounds.
Attacks: 1 Fear: Run screaming for 1d4 rounds, 50% drop
Damage: 1d8 4
weapon and equipment.
Save: F3
Morale: 12 Mephit (Fire)
Treasure: None
XP: 65 No. Enc: 1
Alignment: CE
These creatures are a huge version of the giant Movement: 30 (Fly 50)
centipede, approximately 10-14 feet long. They possess Armor Class: 5
three possible attacks: 1) a poisonous bite attack (1d8, Hit Dice: 3+3
save or die), 2) sweep the legs of an opponent (a struck Attacks: 2
opponent must make a successful Dexterity check or Damage: 1d4/1d4
be tripped by its and fall prone for (+4 to hit)), or 3) the Save: F3
creature, on a successful hit, can wrap its body around Morale: 7
a target and squeeze for 1d8 points of damage. The Treasure: None
megalocentipede will automatically squeeze for an XP: 205
additional 1d8 points of damage per turn thereafter.
Attacks against the creature may (50%) cause damage Fire mephits are minor elemental beings used by
to its restrained victim. wizards as spies, couriers, or peons. Mephits are highly
intelligent and enjoy playing pranks and tricks on their
masters. Fire mephits are also summoned and confined
to heat rooms and baths.

A fire mephit’s body and extremities are black, thin and


wispy. Their eyes are bright yellow, and their bodies are
surrounded by flame. They have long noses and ears.
Long, thin wings extend from their thin backs.
65
A fire mephit possesses two magical powers that can Instead of a single target, they can choose to breathe a
be used once per day. These include Heat Metal and sooty cloud in a 10ftx10ft square area. All those within
Pyrotechnics. take 5 hit points of damage (no save).

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

No. Enc: 1d6 (3d6) No. Enc.: 1d8 (1d20+8)


Alignment: N Alignment: CE
Movement: 30 Movement: 40
Armor Class: 6 Armor Class: 6
Hit Dice: Varies Hit Dice: 1
Attacks: Varies Attacks: Varies
Damage: Varies Damage: Varies
Save: Varies Save: F1
Morale: 8 Morale: 9
Treasure: A-C / Y (Lair) Treasure: J (Lair)
XP: 10 per Hit Die XP: 5

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.

Morlocks can smell blood within 90 feet and possess


an insatiable hunger for humanoid flesh. Morlocks
have such an appetite that, upon freshly wounding a
humanoid opponent other morlocks will converge as
a pack and immediately attack the target. If morlocks
engage in combat with an opponent with previous
wounds, they will collectively target injured opponents
first.

Under extreme circumstances, morlocks will resort to


cannibalism, starting with the weakest among them. As
a result, they do not form large communities but rather
prefer smaller tribal groups with sufficient subterranean

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).

No. Enc: 1d4


Myrmidyte Weapons and Armor*
Alignment: CE
Movement: 20 1 Broadsword +1 and Platemail
Armor Class: 3
2 Broadsword +2 and Platemail +1
Hit Dice: 5+1
Attacks: 1 3 Flail +1 and Half-Plate (AC4)
Damage: 1d12 4 Spear +1 and Half Plate +1 (AC3)
Save: F5
Morale: 12 5 Warhammer +1 and Mithril Chain (AC5)
Treasure: W 6 Hand Axe +1 and Mithril Chain +1 (AC4)
XP: 950
*All myrmidytes carry a buckler shield (50% of these are
A mummy of Zuul is a former priest of the chaos deity magical +1) and can block most (50%) ranged attacks
of the elements. with their advanced training. In addition, myrmidytes
always carry a dagger and 50% of them carry a light
They are similar to a standard mummy in all respects repeating crossbow that fires two shots per round and
except they are immune to spells, spell effects, and is cartridge loading with six bolts per cartridge (1d4
weapon effects based on the four elements (fire, earth, damage per bolt). It requires one round to change
water, air) and their derivatives (cold, frost, etc.). cartridges. They will also carry treasure type O and one
random potion from this list below:
Mummies of Zuul take half-damage from non-magical
fire and can only be harmed by magical weapons.

Like all undead, they are unaffected by mind-influencing


spells. They possess the same rotting touch as standard
mummies.

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.

Nematoad Norkers possess average intelligence and tend to shun


contact with other humanoids.
No. Enc: 1d3
Alignment: N They use primitive weapons such as clubs, spears, and
Movement: 30 slings, but may also use weapons they have stolen or
Armor Class: 5 found.
Hit Dice: 4
Attacks: 1 Norkers possess a very hard leathery skin and do not
Damage: 3d4 wear armor, although they have been known to use
Save: F4 shields occasionally. In melee, norkers attack with either
Morale: 7 a claw (1d2) and bite (1d4) routine or by weapon type.
Treasure: R
XP: 245 For every 25 norkers encountered, there will be a chief
(4 HD) and 2 sub-leaders (3 HD).
Nematoads are large (5 foot long) subterranean toads.
Their skin is chameleon-like and they can change In addition, there is a 20% chance of a mystic shaman
colors to match their environment and may surprise (3 HD) with access to first and second level magic-user
(1-3 on d6). They have a white ridge down their spine and cleric spells. Norkers speak their own language.
that never changes pigmentation.

72
Ogre Oozie

No. Enc: 1d6 (2d6) No. Enc: 2d8


Alignment: CE Alignment: N
Movement: 30 Movement: 30
Armor Class: 5 Armor Class: 6
Hit Dice: 4+1 Hit Dice: 1–4hp
Attacks: 1 Attacks: 1
Damage: 1d10 Damage: 1d8
Save: F4 Save: F1
Morale: 10 Morale: 12
Treasure: K / X (Lair) Treasure: None
XP: 215 XP: 7

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.

Pack lizards are slow in comparison to mules (3/4 Penanggalen


movement rate) but their low center of gravity and claws
provides the ability to traverse difficult terrain, such as No. Enc: 1
razor rock and glassy rock, that other beasts-of-burden Alignment: CE
cannot. Movement: Varies
Armor Class: See below
Pack lizards can carry 300lbs without encumbrance. Hit Dice: Varies
Each additional 25lbs reduces their movement (20) by Attacks: 1
5 until they refuse to move. These lizards rarely attack Damage: Special
unless cornered (bite: 1d3). They prefer to flee under Save: Varies
normal circumstances. Morale: 12
Treasure: U
Pech XP: 275

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

Phantom stalkers appear as large (8 foot tall), emaciated,


purplish humanoids with large, round, yellowish eyes
and clawed hands and feet. They are native to the
Elemental Plane of Fire and are sometimes conjured
by wizards and bound to servitude (messengers, spies,
bodyguards, servants, etc.). Phantom stalkers are highly
intelligent and will seek to break the bonds of their
subjugation and return to the Plane of Fire.

Phantom stalkers possess limited combat ability. They


can attack with their two claws (1d4 each). However,
they do possess some defensive capability. They are
immune to fire both magical and mundane. As a

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.

No. Enc: 1d4 When threatened, phycomids spew globules of sticky


Alignment: N fungal mold as far as 40 feet. There are at least three
Movement: 10 known types of advanced phycomids: Tan, Brown, and
Armor Class: 5 Ochre:
Hit Dice: 2
Attacks: See below
Advanced Phycomid Fungal Mold
Damage: See below
Save: F4 1 Tan As per Cinnamon Mold
Morale: 12 2 Brown As per Brown Mold
Treasure: None
XP: 65 3 Ochre As per Yellow Mold

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

No. Enc: 1d2 No. Enc: 2d4


Alignment: CE Alignment: N
Movement: 20 Movement: 10 (Fly 60)
Armor Class: 9 Armor Class: 4
Hit Dice: 1 HP Hit Dice: 3+2
Attacks: Nil Attacks: 1
Damage: Nil Damage: 2d4
Save: F1 Save: F3
Morale: 12 Morale: 11
Treasure: None Treasure: See below
XP: 25 XP: 170

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

No. Enc: 1d2 No. Enc: 1d2


Alignment: N Alignment: N
Movement: See Below Movement: 20
Armor Class: 3 Armor Class: 3
Hit Dice: 2-5 Hit Dice: 2–5
Attacks: See below Attacks: 1
Damage: See below Damage: Varies
Save: F2-5 Save: F2–5
Morale: 10 Morale: 10
Treasure: See below Treasure: See below
XP: 47, 95, 220, 650 XP: 30, 65, 175, 425

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.

Thesselhydra A huge toad has a long 20 foot tongue through which


they attack and yank an opponent into its gaping
No. Enc: 1 mouth. A successful bite attack deals 6d4 hit points of
Alignment: N damage and victims must save versus Poison or die.
Movement: 40
Armor Class: 0 Huge poisonous toads have a swallow attack that is
Hit Dice: 12 effective against small-sized opponents (dwarf or
Attacks: Up to 10 smaller). Swallowed opponents suffer 1d6 hit points of
Damage: See below damage per round. Their treasure is most often strewn
Save: F12 around their lair or in their belly.
Morale: 12
Treasure: S, Z (Lair) Tri-Flower Frond
XP: 4,075
No. Enc: 1d4
The dreaded and terrifying thesselhydra is a massive Alignment: N
reptilian monster. Movement: 0
Armor Class: 9
It has a main maw that bites for 1d20 hit points of Hit Dice: 2+8
damage plus an additional 1d20 points of acid damage Attacks: See below
(save versus Breath for half). The maw is surrounded by Damage: See below
eight snake-like heads (12 feet long) that inflict 1d6 hit Save: F2
points of damage each plus an additional 1d6 points Morale: 12
of poison damage on a failed save. Treasure: None
XP: 65
Each snake head requires 12 points of damage to
sever, and the monster will regenerate a new head in The tri-flower frond has stalks that vary from 5–8
one week. Head damage is in addition to total hit dice. feet in height. The stalks are dark green, and it has
three trumpet shaped flowers that extend from the top
The thesselhydra also possesses a mighty tail pincer (orange, yellow, and red). Each of the flowers has a
that, on a successful attack, grabs its target for 1d12 specific function.
points of damage and throws it into the main maw in
the same round. The orange shoots 1d4 tendrils, each 10 feet long, and
anything touched by them must save versus Poison or
Once per day, the monster can belch forth a glob of fall asleep.
acid that covers a 10x10 foot square from 10 feet away.
Those caught take 6d12 points of acid damage (save The yellow flower reaches over incapacitated victims
versus Breath for half). and trembles. This disperses a sticky digestive enzyme
that causes 2d4 hit points of damage.

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

The cave, or greater troll, is similar to other trolls in


basic appearance and hide color. However, the cave
troll is slightly larger (HD: 7+7) and has a thicker and
more muscular build. The greater troll stands 10 feet
tall.

The greater troll oozes a sticky substance from its skin


that retards flame. Cave trolls only take half damage
from flame attacks but full damage from acid. They
regenerate 2 hit points per round and receive +3 to
damage rolls.

Cave trolls can attack with their natural weapons


(1d6/1d6/1d10) but are more likely to use a large
two-handed weapon suited to their size, such as clubs,
spiked clubs, hammers, etc., for 3d6 points of damage.
They possess all the standard abilities of regular trolls.
The hide of a cave troll is so thick, that non-magical
small-sized ranged attacks such as arrows, sling stones,
or crossbow bolts, have no effect.

Unicorn (Shaggy)

No. Enc: 1d3


Alignment: LG
Movement: 80
Armor Class: 2
Hit Dice: 7+7
Attacks: 3
Damage: 1d10x2/1d12
Save: F7
Morale: 10
Treasure: None
XP: 1,300

98
Vampiric Vapor Vegepygmy

No. Enc: 1d4 No. Enc: 3d10


Alignment: CE Alignment: N
Movement: 30 Movement: 20
Armor Class: 4 Armor Class: 4
Hit Dice: 3 Hit Dice: 1 to 6
Attacks: 1 Attacks: 1
Damage: 1d8 Damage: 1d6
Save: F3 Save: Varies
Morale: 9 Morale: 10
Treasure: V (Lair) Treasure: G / Q (Lair)
XP: 95 XP: See below

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.

No. Enc: 1d6 Vegepygmy patrols can be randomly generated using


Alignment: CE the following suggested guidelines: determine the total
Movement: 10 (Fly 60) number of player characters and party level. There will
Armor Class: 2 be the same number of vegepygmies to PCs with hit
Hit Dice: 1 dice that corresponds to average character level. In
Attacks: 1 addition, there will be 1d4 vegepygmies with 1 (50%)
Damage: 1d4+Special or 2 (50%) lower hit dice and 1d2 with 1 (50%) or 2
Save: F1 (50%) higher hit dice.
Morale: 10
Treasure: None Each colony of 20 or more includes a sovereign with
XP: 16 4-8 HD and AC 3. There is a 50% chance of a shaman
(4-6 HD), called a vegemancer. The vegemancer
Varghouilles are demons from the lower planes. They has spell casting ability of a Level 4 Magic-User or
have a demonic fanged visage covered in tentacles. illusionist (at minimum) and can use the following once
per day: Control Plants, Plant Growth, Entangle, Faerie
Their bat-like wings extend from their stubby bodies. A Fire, Find Plants, and Speak with Plants. They possess
vargouhille’s bite is deadly and causes the permanent treasure types K and O in lair. Experience by HD (1-6):
loss of hit points on a failed save (Poison). 19/35/80/225/550/950.

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

A vortex is a creature from the Elemental Plane of Air.


Through gates or summoning they are brought to the
Prime Material Plane, although they are quite rare.

A vortex is a constantly swirling conical mass of wind.


They remain relatively small (dust devils about 1 or two
feet tall) in their dormant state until they are disturbed or
agitated. Within a round, a vortex will swirl and gather
great energy until is as large as 7 feet tall (about 2 feet
broad at the base).

When agitated, two glowing eyes can be seen within


Volt the mass of swirling wind. On a successful attack, the
vortex engulfs its target. The target is caught in the cone
No. Enc: 2d6 of air and spins uncontrollably taking 1d3 hit points per
Alignment: N round. For each round in the vortex there is a cumulative
Movement: 10 (Fly 60) 5% chance that the target will be spun violently out of
Armor Class: 4 the vortex (4d6 damage, save versus Death for half).
Hit Dice: 2+1 A single vortex can engulf no more than two targets
Attacks: 1 and 1 at a time. A vortex can only be damaged by magical
Damage: 1d4 and 1d12 weapons or spells.
Save: F2
Morale: 12 Water Weird
Treasure: None
XP: 65 No. Enc: 1
Alignment: CE
This strange creature has a shaggy horned head with Movement: Special
two bulbous eyes and a gaping maw. A long tail extends Armor Class: 5
about three feet behind it. It flies through the air by a Hit Dice: 4+4
means unknown to sages. Attacks: Special
Damage: Nil
It attacks by biting at the head or neck for 1d4 points Save: F4
of damage. Once latched, a volt cannot be removed Morale: 12
and will drink 1d4 points of blood automatically each Treasure: P, R
round. XP: 440

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.

When disturbed, the elemental forms a watery snake-


like appendage (in 1d3 rounds) and attacks passersby
by striking as a 6 hit dice monster. PCs must save

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

No. Enc: 1 No. Enc: 1d4


Alignment: N Alignment: Neural
Movement: 0 Movement: 20
Armor Class: 7 Armor Class: Varies
Hit Dice: 3 Hit Dice: 2
Attacks: See below Attacks: 1
Damage: See below Damage: By Weapon
Save: F3 Save: F2
Morale: 12 Morale: 12
Treasure: J Treasure: See below
XP: 80 XP: 30

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
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You may use any authorized version of this License to
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Knockspell Magazine Issue #2, Copyright 2009; Matt
15 COPYRIGHT NOTICE Finch.

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System Reference Document Copyright 2000, Wizards Knockspell Magazine Issue #6, Copyright 2009; Matt
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Modern System Reference Document Copyright Original Spell Name Compendium Copyright 2002
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Rodney Thompson, and JD Wiker, based on material by on the legal page of www.necromancergames.com.
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Tome of Horrors I, Copyright 2002, Necromancer


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Tome of Horrors III, Copyright 2005, Necromancer


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Tome of Horrors Complete, Copyright 2011,


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S. Johnston, Nill Kenower, Patrick Lawringer, Nathan
Paul, Clark Peterson, Greg Ragland, Robert Schwalb,
Greg A. Vaughan, Bill Webb.

Megadungeon Monster Manual, Copyright 2023;


Greg Gillespie.

END OF LICENSE

108

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