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TSR™
Fiend Forio
TOME OF CREATURES MALEVOLENT AND BENIGN
AN ALPHABETICAL LISTING
OF MONSTERS FOR USE WITH
ADVANCED DUNGEONS & DRAGON:
ADVENTURES, INCLUDING ATTACKS,
DAMAGE, SPECIAL ABILITIES,
AND DESCRIPTIONS; RANDOM
ENCOUNTER TABLES BY LEVEL;
AND MORE,
Edited by Don Turnbull,
Managing Director of TSR UK, Ltd
© 1981, TSR Hobbies, Inc.
All Rights Reserved.
Illustrations by:
Chris Baker,
Jeff Dee,
Emmanuel
Albie Fiore,
‘Alan Hunter,
Fuss Nicholson,
Erol Otus,
Jim Foslot,
David C. Sutherland I,
Bill Willingham,
Polly Wilson,
Tony Yates.
Cover by Emmanuel
TSR Hobbies, Inc.
POB 756
LAKE GENEVA, Wi 53147Distrinutedto the book trade in the United States by Random Hous, Inc. and in Canaca by Random House of Canada, Lid, Distributedin te United Kingcom by TSR
Hobbies (UK) Lt Distributed to the nebo Wade by regional strbutor
‘Questions regarding this volume shouldbe accompanied by astamped sel-addressed envelope and sent to TSR Hobbies (UK) Lid, The Mil, Rathmore Road, Cambridge
‘CBi#AD, UK or ADAD™ Questions, TSA Hobbies, Inc POB 756, Lake Geneva, WI SIA
‘This books protected under the copyright iawsor he United States of America Any reproduction or other unauthorized use of te material or artwork contained herein
\s promblted wnhout tne express writen permission of TSA Hobbies, Ine.
DUNGEONS & DRAGONS, DBD, ADVANCED DUNGEONS & ORAGONS, ADVANCED D&D, ADD, and FIEND FOLIO are trademarks owned by TSRMobbles, nc.
SBN 0:955696-21-0
Printad in ne U.S.A.FOREWORD
‘The FIEND FOLIO™ Tome of Creatures Malevolent and Benign is the first major British contribution to the ADVANCED DUN-
GEONS & DRAGONS™ game system,
Hat any time there were doubts whether ADAD™ games would be popular in Britain, they were rapidly discarded. So many are its
adherents that tis hard to believe the game has only been available over here for less than five years. Though in sheer population
ms the game could never command the numerical support in Britain as it does in the U.S.A, the enthusiasm with which British
‘gamers have greeted this American inspiration is not so arbitrarily constrained. Here, as in its country of origin, the AD&D system
has been a truly remarkable success and it is appropriate that, sooner or later, major contributions to it should stem from an
initiative which is substantially British,
Hence the FIEND FOLIO Tome. In effect, itis an all-new companion volume to that excellent compendium the AD&D Monster
‘Manual. Such will be evident to those who now have copies of both, not only because of the nature of its contents butalso because
the tome unashamedly emulates its elder brother in its high quality of presentation. The FIEND FOLIO Tome is my first official
‘AD&D work: from the outset | was determined that it should be on a qualitative par with the other AD&D works -not only the Monster
‘Manual but also the other handbooks. ADD enthusiasts deserve something more than mediocrity and the many contributors to
this volume deserve a high-quality presentation of their creations. The FIEND FOLIO Tome would be desperately inadequate were
its presentation not of the same superior quality as those earlier TSR publications which put them head and shoulders above their
competitors.
‘Those familiar with the Monster Manual will therefore recognize the FIEND FOLIO format since the general layout and the method
of presenting the monster contents are the same. The purpose of the FIEND FOLIO Tome, too, is complementary to that of the
‘Monster Manual -to extend the range of monsters available for use in AD&D gamesand tocollectail the newcomers into one volume
for easy reference. A few of the monsters in the book relate in one way or another to creatures which appear in the Monster Manual,
‘so small relevant sections of the Monster Manual re here reprinted, by kind permission, and there are also some cross-references
‘tothe Monster Manual. Though itis probably true that most owners of this tome will alredy have a copy of the Monster Manual, the
number of cross-references has been kept to a minimum. itis helpful, but not essential, to own both works.
‘There is one major difference between the two volumes - the source of their contents. The Monster Manual is very largely the sole
work of one person - Gary Gygax - who not only created and developed most of the Monster Manual monsters himself but also
developed those he did not personally create. The new monsters in the FIEND FOLIO Tome, however, are the creations of many
people. Some time ago, the editor of a UK magazine asked readers to submit their monster creations to a regular feature which
became known as the Fiend Factory. The response was quite enormous and many worthwhile contributions reached the editorial
offices. As editor of the feature, | never lacked new and interesting monsters to fill the Factory pages each issue - indeed (for a
magazine has inevitable limitations on space) it very soon became evident that many worthwhile creations would not be published
until long, long after their submission, ifatall. Atthe same time, the readers were praising the featureand demanding more! So there
was.a goodly supply of, andastrident demand for, additional AD&D monsters - and these two factors gave birth to tne FIEND FOLIO
‘Tome of Creatures Malevolent and Benign.
‘This volume therefore contains an overwhelming majority of monsters which were originally submitted for the Fiend Factory
feature. A small fraction of them have already appeared in the Factory (though not inas developed a formas they appear here) while
‘larger number have come straight from creation via development to this book without pausing at the Factory en route. Additionally
the FIEND FOLIO Tome includes new monsters from TSR in Lake Geneva, USA,
Which brings me to my first debt of gratitude - to the contributors. There are many names - too many to list here, but they are all
listed in the index to the rear of this volume next to the name of their creation. Toall these people, my warm and mostssincere thanks.
Quite literally, the FIEND FOLIO Tome would not have been possible without you,
{itis worth noting that contributions to the FIEND FOLIO Tome have come from many parts of the world - the U.K., the U.S.A.
Australia, Canada and Europe. The AD&D games are spreading!)
My own task has been quite simple one- to select monsters for inclusion, to develop them as necessary and write the statistics and
‘texts, to assemble the entries in coherent form andto produce the various tables. Perhaps selection was not so easy a task after all,
for there were over 1,000 contributions to consider; | have been able to be quite ruthless in selection to ensure that the monsters
‘which finally did appear were of the highest quality and originality. To nave sacrificed quantity for quality in this way is, | believe,
nat discerning AD&D enthusiasts would want me to have done. On the development side my efforts have been variable. Some
‘originals werealmost fully developed when they reached me and not a great deal of work was required to adc the final touches to
them. At the opposite end of the developmental spectrum, other contributions arrived incomplete and embryonic, with the tip of a
900d idea just showing above the surface, as it were; these needed development to “flesh them out” into complete and coherent
form. A few names have been changed and a tew characteristics altered (most for good and sufficient reasons, some out of sheer
instinet) but substantially the task has been to build on creations rather than to re-work them entirely. So, in the final analysis, and
excluding those which appeared in the TSR Modules, | must bear final responsibility for the presentation of all the FIEND FOLIO
‘monsters.
Hore | must make more acknowledgements and expross more thanks. Throughout the project ! have received very helpful advice
‘and guidance trom Lawrence Schick and from Gary Gygax, who gave me a great deal of editorial rope inmy first ADBD project but
‘made sure I did nothang myself. Since began work on the FIEND FOLIO Tome in the U.K. at the same timo as the Dungeon Masters.
‘Guide was being finalized in America, it was important for the one to be compatible with the other and for the Tome to be asto-dateas possible, and lam particularly grateful to Gary for letting me in on the secrets of the Dungeons Masters Guide before it
was published. To Gary mustalso.go a very special acknowledgement and very warm thanks, for without his creativity there would
be no AD&D games and no FIEND FOLIO Tome. And | owe particular thanks to Albie Fiore, who in addition to being a major
contributor to the FIEND FOLIO project has done an enormous amount of work during its preparation acting asmy second pairof
eyes, bringing to my attention possible deficiencies and inconsistencies, suggesting Improvements and coordinating all the
printing. Albie's help has been invaluable.
‘The quality of the art work in the Tome is, I believe, particularly good and! am sure the readers will appreciate the endeavours of the
artists, who have my praise, thanks and envy!
Lill make only one apology in respectoof the FIEND FOLIO Tome anditis this. There are many. many places in the text wh
necessary to refer toa person (Yor instance tothe victim of a monster's attacks) who isnot identified as to gender, In such placesitis
tempting, though | believe unnecessarily pedantic, to lapse into the cumbersome and ugly style of "he or she’, “him or her” and
other such awkwardnesses. (The English language has not yet bent to accomodate these alleged requirements of modern society.
and i the products are tobe words ike “hime” and “hisr” | devoutly hope it never wil).Early in the proceedings, I decided to eschew
such clumsiness, and i there isa reader who is offended by ths, itis to him that | apologise. Or, of course, to her. Let me confirm
that, unless there are specific contextual indications to the contrary, all references in this book to males apply equally, mutatis
‘mutandis, to temales.
ally, to my most important expression of thanks. if anyone has suffered during the preparation of this book, that person is the
lady who shares my life. Nevertheless, June has displayed enormous tolerance, despite the late-night clattaring of the typewriter,
the liberal bestrewing of FIEND FOLIO Tome dratts on all available horizontal surfaces in our home and my apparently infinite
preoccupation with the project. | owe her my very special gratitude and offer her the consolation that it is now all over....until the
next time,
Don Turnbull
Cambridge, England.
August, 1979ALPHABETICAL TABLE OF CONTENTS
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AARAKOCRA — ACHAIERAI — ADHERER — ALEAX — ALGOID — AL-MIRAJ — APPARITION — ASSASSIN BUG
— ASTRAL SEARCHER
BABBLER — BAT, GIANT — BERBALANG — BLINDHEIM — BLOOD HAWK — BLOODHAWK, GIANT — BONE.
SNAPPER — BOOKA — BULLYWUG — BUNYIP
CARBUNCLE — CARYATID COLUMN — CATERWAUL ~CIFAL ~ CLUBNEK — COFFER CORPSE ~ CRABMAN —
CRYPT THING
DAKON — DARK CREEPER — OARK STALKER — DEATH DOG — DEATH KNIGHT — DEMON — DENZELIAN —
DEVIL — DEVIL DOG — DIRE CORBY — DISENCHANTER — DOOMBAT — DRAGON, ORIENTAL — DRAGONFISH
= DUNE STALKER
ELEMENTAL PRINCES OF EVIL—ELF—ENVELOPER—ETTERCAP—EYE KILLER—EYE OF FEAR AND FLAME
FIREDRAKE — FIRENEWT — FIRE SNAKE — FIRETOAD — FLAIL SNAIL — FLIND — FLUMPH — FORLARREN —
FROST MAN
GALLTRIT ~ GAMBADO — GARBUG — GIANT — GIANT STRIDER — GIBBERLING — GITHYANKI — GITHZERAI
= GOLDBUG — GORBEL — GORILLA BEAR — GRELL — GRIMLOCK — GRYPH — GUARDIAN DAEMON —
GUARDIAN FAMILIAR
HELLCAT — HOAR FOX — HOOK HORROR — HORNET. GIANT — HOUND OF ILL OMEN — HUECUVA
ICE LIZARD ~ IMORPH ~ IRON COBRA
JACUL! — JERMLAINE
KAMADAN — KELPIE — KENKU — KHARGRA — KILLMOULIS — KUO—TOA
LAMIA NOBLE — LAVA CHILDREN — LIZARD KING
MAGNESIUM SPIRIT — MANTARI — MEAZEL — MEENLOCK — MEPHIT — MEZZOD AEMON — MITE
NECROPHIDIUS — NEEDLEMAN — NIL8OG — NONAFEL — NORKER ~ NYCADAEMON
OGRILLON — OsQuIP
PENANGGALAN — PERNICON — PHANTOM STALKER —POLTERGEIST — PROTEIN POLYMORPH
QUAGGOTH ~ QUIPPER — QULLAN
RETRIEVER — REVENANT — ROTHE
SANDMAN — SCARECROW — SCREAMING DEVILKIN — SHADOW DEMON ~ SHEET GHOUL — SHEET PHANTOM
= SHOCKER — SKELETON WARRIOR — SKULK — SLAAD — SNYAD — SON OF KYUSS — STUNJELLY —
SUSSURUS ~ SVIRFNEBLIN — SYMBIOTIC JELLY
TABAX! — TENTAMORT — TERITHRAN — THOQQUA — THORK — THROAT LEECH — TIGER FLY — TIRAPHEG
—TRILLOCH ~ TROLL — TWEEN
UMPLEBY — URCHIN
VISION — VODYANOI — VOLT - VORTEX
WHIPWEED —WITHERSTENCH — WITHERWEED
XILL —XVART
YELLOW MUSK CREEPER
ZOMBIE, YELLOW MUSKEXPLANATORY NOTES
Asin othercollections of the same nature, the term ‘monster“has two
itferont meanings in the FIEND FOLIO™ Tome. Its first — and more
important — meaning is o designate any creature encountered, hos-
tle oF otherwise, human, humanoid or beast. Thus the term is used
‘generically to signify the eubject of an encounter: until the party of
adventurers are certain what they have mel, itis a “monster’. The
‘Secondary use of the term is the more traditional one— to signify @
wicked or horrible creature of some sort
‘The two meanings of the term are not necessarily mutually exclusive
but nor are they necessarily identical in encounter terms. Thus, ita
party encounters @ monster which turns out to be an gull wizard, the
latter is probably a monster in the second sense of the word, too,
however, if the encounter is with a pacific creature with no malign
Intent, the second sence is inappropriate. ADVANCED DUNGEONS &
DRAGONS" players will almost certainiy be familiar with these two
s@s of the word already: those who are newcomers may find them
little contusing at first, put experience willsoon determine which of the
‘wo uses of the word is appropriate n the particular context.
Note that, despite this terminology, a human (and nearhuman) en-
countered as a monster always uses the combat matrix for humans.
‘when attacking. In other words dwarves, elves, gnomes, hall-elves,
hhalflings, half-ores and humans always use the human attack matrix
‘whether they are "monsters" or player-characters"
Each FIEND FOLIO monster is given aull description inthe text which
follows; additionally, each has been assigned a value for each of a
‘number of parameters which collectively describe its benaviour.com=
bat mode and go forth in general terms. The parameters are explained
her
FREQUENCY refers to the likelihood of a particular creature being
neountered fa where it might be an inhabitant,
‘denoting therarity or otherwise of the monster insuchareas, Very rare
indicates a 4% chance of occurrence, rare indicates an 11% chance:
uncommon indicates a 20% chance and common indicates a 65%
‘chance. These proballitios are reflected, with necessary minor approx-
mations such asare well within ine limits statistical variation, nthe
Monster Lovel Tables. There are some variationswithin each category
— for example, some creatures which are ‘vary rare” wll in fact be
rarer than others under the same general description.
NUMBER APPEARING indicates a good average spread. Generally, if
4 creature is encountered in oF near its lar. it can be expected to
appear in such numbers, while further away from its lair it will be
‘encountered in smaller numbers. Again, here are exceptions to this
—inteligent, organized monsters forming a war party for a specific
raiding or punitive mission may be encountered in considerable
fhumbers some distance from thei lar, whileancountere with the same
(ortuitously, be with small numbers of
‘scouts” or "perimeter guards". The number-range indicated should
therefore be used only as a guideline and should be altered to suit the
circumstances particular to any adventure as the need arises,
More specifically, he number-range indicated is not necessarily re-
‘commended for Underground (dungeon) encounters. Since many ad-
ventures take place in dungeons, however, an additional section after
the Encounter Listings gives guidance ‘on the numbers of each
‘monster-type likely be encountered in such locations,
ARMOUR CLASS describes the general type of protection worn by
hhumane, near-human or humanoid monsters, protection inherent toa
‘monster due to its physical structure and/or magical nature and the
degree of difficulty of hiting a monster due tots speed, reflexes and
0 forth, All these factors are combined into a single armour class
value, Referees need not adjust this value to take account of high
dexterity. Where necessary alterations tothe AC value are included in
the monster's individual description iheserneedito be made in partic-
ular eitcumstances.
MOVE shows the relative speed of the monster on a constant basis.
Higher speeds may be possible for very short periods. The creature's
‘movement rate can be sealed to whatever lime period is desired by
adjusting the ground scale accordingly. In certain cases, more than
‘one numbers given under this heading: this indicatos that the monster
can travel in two or more diferent media or riodes:—
x monster's movement rate in its normal medium
7X" = monster's flying in addition toa normal mode of travel
YX = monsters swimming speed, in addition to a
normal mode
(0°) = monster's burrowing speed, in addition to 2
normal mode
"x" = “monster's speed in a web, in addition to a
normal mode)
Ha single numbers given, that does not automatically mean that the
monster only moves along the ground (though it does in most cases)
=the main text must be consulted to make the meaning clear, Thus, 8
‘monster whose only means of locomotion is flying will have a single
‘number — and this s, in this case, a flying speed.
HIT DICE indicated how to calculate the number of hit points the
‘monster can withstand before dying, Uniess stated otherwise, hit diceare -sided points per die). The indicated numberof dicearerolledand
the resulting numbers added together to arrive at the monsters total
hit points,
‘Some monstershave hit points which areless than the full 1-8 rangeo!
an €-sided die (48), and these are indicated by a range of hit points.
This, fa creaturehas 1-4hit points, a4-sided dieis rolled to determine
is hit points
Other monsters have hit points additional to the numbor derived from
‘heir hitcice; hiss ndicated bya plussign followed by the numberof
‘additional hit points. This, if a monster has "HIT DICE: 5+3”. five
2 sided dice are rolled, the number are added togother and 3 is added
to the result: this monster will ave a range of 5-40 hit points plus 3 it
points, or 8-43 hit points.
4% IN LAIR indicates the chance of encountering the monster in ques-
tion where it domiciles and stores its treasure (if any). Note that some
‘monsters are never found in ther lars, this is elther because the lai is
inaceessibie (or unknown) oF because the monster simply does not
have a fixed lair and isa true wandering monster.
Note that certain monsters have their lars on planes other than the
Prime Materiat Plane; clearly, these monsters will never be encoun-
tered in their lair f the encounter takes place on the Prime Material
Plane, oF ary other plane which is not the monsier’s plane of resi-
dence. However, some monsters whose normal lairs are on planes.
ther than the Prime Material may have established las there of a
temporary nature, inthe pursuit of @ particular purpose or mission.
TREASURE TYPE refers to the table atthe rear of this book. The table
shows the treasure-types and numbers of the incividual components
Of the treasure, together with the probability that the treasure will
Contain that component. Thus, treasure type J indicates there will
any silver, elactrum, gold, platinum, gems, jewellery, maps or magical
items. In contrast, treasure type P indicates that oniy silver and/or
‘lectrum pieces may be present, the former ata probability of 90% and
thelatter at a probability of 25% (so there is a chance that there willbe
no treasure at all), Thus, i individual treasure is indicated, each indi-
‘vidual monster of that type will, or may, carry the treasure shown.
Otherewisa, treasure is only found inamonsters lar (which, in normal
circumstances, will also contain the monster on guard). However,
‘even ifan encounter takes place in helair of a monster with aparticu-
lar treasure type, this does not automatically mean that the adventur=
'swillgain the treasure if they defeat the monster. I'dice rollsindicate
that a particular teeasure component is not in the monster's lar, tis
simply not thare: it Is thus quite possible to gain no treasure trom
Geteating a monster in its lair, despite the fact that a treasure type is
Indicated
‘Treasure types are based on the appearance of a mean number of
‘monsters ofthat particular type, as indicated by the “number appear-
ing’. In instances where fewer, or more, monsters of that type are
fencountorad, the treasure should be reduced, or increased. in value
Larger treasures of a given type are denoted by a multiplier in paren=
‘theses ((x2) for instance) — not to be confused with treasure type X.
NUMBER OF ATTACKS shows the number ofbasic attacks, excluding
special attacks, the monster is able to make during a given melee
‘ound, This number may be modified by spells such as haste and siow
but does not include unusual or special attack forms. Multiple attacks
Usually indicate the use of serveral modes of attack during the same
melee round — for example a monster which rakes with Its two claws
and inflicts a bite in the same melee round would be given attacks.
DAMAGE PER ATTACK simply indicates the amount (number of hit
points) of damage @ given attack will infict on a victim when it hits,
expressed as a range of hit points of damage. Referto the main textfor
‘8 more detailed explanation of the monster's modes of attack and the
‘damage which each might inflict. I «monster uses a weapon in
attack, the damage will nat be shown since it will vary according tothe
{ype of weapon used
SPECIAL ATTACKS detail such special attack modes as dragon
breath, magic-use and so forth. Refer to the main text for a detailed
‘explanation of these, including the method and frequency of the
tack, the damage it inflicts and any special effects which might re
from it
‘SPECIAL DEFENSES are almost self-explanatory and are detailed in
the main text in the same manner as are spacial attacks. They will
include the use of defensive magic, camouflage abilities and so fort.
MAGIC RESISTANCE indicates the percentage chance of a spell
absolutely failing if tis cast at, or on, the monster in question. The
basis! the figure isaspell cast by amagic-user of the 11thexperience
level the figure must be adjusted upwards by 5% for each experience
level below 11th, ordownwards by 5% for each experiencelevel above
11th, of the spoll-caster. Thus, a monster with 95% magic resistance
‘cannot be affected by a spell Cast by a magic-user of the 10th expe-
rience level orlower, whilea 12th level magic-user has a 10% chance ot
affecting it.
Note that, even if @ spell doos “overcome the magic resistance” of a
‘monster, the monster is sul entitled to normal saving throws
INTELLIGENCE indicates the basic equivalent of the human intelli
‘gence quotient (atleast in concept even if 1 itself appears now to be
much
isgraced). Certain monsters are instinctively cunning or par-
!y devious in their encounter behaviour, andif this is soit willbe
Indicated in the text. The intelligence ratings correspond roughly 10
the following character intelligence scores:
° Non-intelligent, or inteligence not ratable
1 ‘Animal inteligence
2-4 Semi-intelligent
57 Low inteligence
8-10 Average (human) intelligence
14-12 Very intelligent
13:44 Highly inteligent
45-48 Exceptionally intelligent
17-18 inteligence
18-20 Supra-genius
2H Godlike intoligence
ALIGNMENT indicates the characteristicbent of the monstertowards
behaviour, perhaps.
modified by agod or evil intent. A monster's alignment will nave a
significant effect on the way itbehaves whenitis encountered, the way
In whieh it reacts to certain situations, and so forth,
SIZBis abbreviated as: = smaller than a typical human; M = approxi~
mately man-sized (5'~7" tall ané approximately the build of a man;
‘and L.= larger than man-sized in one way or another and generally a
(Greater mass than a man, Amongst other things, the size of a monster
‘will govern the amount of damage inflicted on it by @ successful hit
{roma particular weapon.
PSIONIC ABILITY and ATTACK/DEFENCE MODES indicatethe gen-
al psionic capabilities, if any, of the monster. Some monsters have
‘suspected, rather than confirmed. psionic powers and where thisis the
‘case the text wil so indicate,
LEVEL and EXPERIENCE POINT VALUE are determined by the me-
tod indicated in ADVANCED DUNGEONS & DRAGONS Dungeon
Masters Guide. If 2 monster has varying ht dice andior "experience
levels, values for each are shown,
“The tigures and facts given under these headings indicate the general
parameters of the monster in question. In each case, there follows:
‘eseription of the monster in datall — its behaviour, normal habitat,
aitack/detence styles, special characteristics and so on. Asketch ofa
typical ereature of the type is included where necessary.
In the main text relating to monsters which are capable of flying
ppearsmention of themonsie’s Aerial Manoeurablty Case, Thisis
fal grading, from A al one extreme to E at the other, which
indicates the monsters general capability to manoeuvre when inthe
air. A monster with manoeuvrability class A is quick and highly ma-
Roeuvrable in the air —ditficult to hit and capable of rapid and fund
mental changes of direction. Atthe ther extreme, amonster of class E
Isslow-flyingand ponderous —relatively aneasy target and incapable
ff sharpturns, requiring agood deal of space to accomplish more than,
‘avery minor change in direction of fight.AARAKOCRA
AARAKOCRA
AARAKOCRA — ACHAIERAI — ADHERER — ALEAX — ALGOID — AL-MI'RAJ — APPARITION —
ASSASSIN BUG — ASTRAL SEARCHER
AARAKOCRA (Bird:Man)
FREQUENCY: Very rare
NO. APPEARING: 110
ARMOUR CLASS: 7
MOVE: 676°
HIT DICE: 742
SIN LAIR: 6%
‘TREASURE TWPE: D
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-3/1-3
‘or by weepen type
SPECIAL ATTACKS: Mir
SPECIAL DEFENCES: Ni
MAGIC RESISTANCE: Standorc!
INTELLIGENCE: Average
ALIGNMENT: Neutra good
SIZE: (20° wing span]
PSIONIC ABILITY: Nil
‘Attack/Defence Modes: Nit
LEVELIX:. VALUE: 11728 +2 per hie poine
‘The aarakocra are a race of intelligent avian humanoid. Ther coclaty
consists of small tribes of about 11-30; each ube hes @ hunting
‘wrritory of sbout 10,000 square miles. The bird-men live on high
‘peaks in the mountains, whore they can sear all day on tha winds and
the thermas.
Aarakocra have little to do with humankind beyond the oscasional
poaching of @ farm animal (they appear incapable of distinguishing
between domestic and wild animale, for thi sctienot one motivated
by malice). They have even les to do with demi-humansand actively
istike humanoids. Infrequent. an aarakocra may agree to give Infor-
mation to, or set 2 scout for, humans in exchange for shiny coin
for gems. As they are extremely reluctant to leave their forilior
‘mountains such an act will only very rarely take place outside the
Diemon’s own toritory.
‘Asrakocra stand about 6! high but thov have 2 wing span of 20
Their wings/arms are built somewhat like those of @ pterodacty, with
«hand helf-way along eech leading edge. The wingsection beyond the
hand has elt lading edge an extremly lengthened and strengthened
‘outer finger which locks in place during fight. The wing-hands cannot
‘rasp while inflight, but when the bird-man ison the ground and the
Wwinge are folded boek, tha hands are nosey az useful ot normal
human hands. Esch hand consists of three normal-szed fingars and an
copporable thumb.
‘The bird-man's mighty wing muscles are anchored in 8 bony kee!
wich projects forward from the chest 2 fll foot beyond tho normal
fxtent of a human chest. The legs are powerful, with backward:
‘bending’ knaes and dangerous-looking talons on the feet. The feet are
sctuslly more dangerous then they appear: the talons can unlock and
fold back, uncovering a pair of fully-unctional hands, each wth three
tough, powerful Fingers and a thumb,
‘tis these nether ‘Rands’ thatthe bird-man employs in aerial combat,
her sing te talon sone or tching hey ete etn, sed
for stabbing or foe throwing. Each feathered warrior usally c
talf'a dozen Of hes javlings which do 2 hitpoints of damage each,
Strapped to its chest in individual sheaths. Aarakocra are remarkably
‘adept at flinging these avelins while in the ar, incurring none ofthe
‘to hit’ penalties used in aerial missile fre.
Their most devastating form of attack is to dive upon a victim with a
javelin in each nethor hand, building up great speed. The bird-man
pulls out of the dive just as It reaches its target and snaps the javelins
forward into its prey with great force and accuracy, meanwil
‘omitting a blood-curdling shrisk, Such attacks ore’ at +4. hit
probability and do double damage if successful, but the sarakocra
‘needs atleast 200’ of dive 10 perform them properiy.
Aarakoera share with eagles the ability to plummat a great distance
Yertielly downverds and pull out at the last moment, For the
purposes of aerial combat, they are manoeuvrability class C. Rath
than fling Ht awey, 2 bird-man will save ite last javelin for stabbing
purposes in bale.
‘The aarakocra are oviparous and the fomeles tend the egos during
‘heir Bmonth ineubetion period. It is thase temporarily nest bound
females which fabricate all the javelins, tools and other amall items
the tribe ures (the malas do.no work other than hunting), The femeles
‘weave the brillant feathered banners and pennants which fly
‘above the tribal nest and mark out their toritory (each tribe hes @
‘unique, highly individual design). The sight ofan sarakocra weaving is
ssid to be Impressive, as they do 20 while resting on thelr bocks and
Using all four hands at the same time. individually, shir hands are not
‘9 dextrous as those of a humen, but the extra pair more than com-
Densstes for this.
Aarakocrs speak their own language and that ofthe giant eagles, with
‘which they are on mutuslly respectful terms. 10% of aarakocre also
“peak the common tongue, They get on very well with all forms of a
Slomental, and any five sarakecra can summon an air elemental by
‘chanting and flying through an intricate oerat dance (this takes three
‘aloe rounds). The sir elemental wil comply with the bird-men's
requests as 2 favour, but wil not fight to the death on their behelf,
‘returning to It own plane {if itean) before such an eventuality could
‘occur, The bird-men are known to have tribal shemens
Colour of plumage emong the aarakocra varies from tribe to tribe, but
‘the males are always erested and gaudior than the females. This is
‘especially true during the once-yearly mating season won tho
plumage of the males shows up in perticularly striking fashion. Their
beaks ere sbout 5” long, grey-black and in shape somewhat between
that of a parrot and an eagle. The besk can deliver s nasty bite (1-3
hit points of damage) but is rarely used for fighting unless the
bird-man ie trappad on the ground. Their feces are in na way similar tO
human faces, thoush thelr eyes are set frontally on the head to
provide binccular vision, and in fact ther sight is 60 keen that they
fam distinguish detail_et considerable distances. Though they are
powerful, they are also light — an adult weight is typically in the
‘ange 60-80 pounds — and are unwilling to become involved in ground
melee or fights which could result in grappling, since their hollow
‘bones are quite fregile ond could break If, for instance,» bird-man
‘thrown heavily ta the ground. The ssrokocra are extremely fus-
Ceptible to claustrophobia. Such is their fear of being closed in that
they will not even enter buildings, end only a mad or insenely-
desparate birclman would venture Below ground.
Aarakoora con carry up to 1,500 g.p. weight (150 pounds) each,ACHAIERAT
ACHAIERAL
FREQUENCY: Very rare
NO. APPEARING: 1-8
‘ARMOUR CLASS:
Body 8: Lege —1
MOVE: 18
HIT DICE: Body 40 hite points:
legs 15 hie points each
SGIN LAIR: 5S.
‘TREASURE TYPE: F
NO.OF ATTACKS: 3
DAMAGE/ATTACK:
1-8/-8/1-10
SPECIAL ATTACKS: Nil
‘SPECIAL DEFENCES:
Toxic Smoke
MAGIC RESISTANCE: 35%
INTELLIGENCE: Average
ALIGNMENT: Chaotic ev!
‘SIZE: £15" ral)
PSIONIC ABILITY: Wu
‘Attack/Defence Modes: Ni
LEVELIX.P, VALUE: V1//1,300 + 14 per hitpoints = 2,700
“Though the foul motives which eaused there loathsome birds to be
first summoned from the infernal gions are now lost from memery..
remnants of the original achaieral flock stil stalk the earth, haunting
shadowy places and underground passages. In form they consist of 2
huge spherical head:body, with a powerful beak and feathery crest,
‘atop four long lege ending in strong claws. Men-tized opponents
cannot usually attack the soft body but can only reach the hard,
‘metallic legs. Ukewise # will not urvaly be able to reach a victim
‘ith its beak and will therefore fight with two claws, doing 1-8 hit
points of damage each
‘A beak attack, when this Is poste, will have the hit probability of @
‘Scdice monster, while the claws attack with the hit probability of a 4-
‘ico moneter in all cases. Ifa beak attack le dativered, It wil inflict
1-10 hit points of asmage on the vietim.
“The achalorai often travel ih groups and, though group need never
‘check morale, ach inivicial bird wil try to flee i it ses a lg (a total
‘of 15 hit pointe of damage or more on a particular lg will break it
from the body). Though flightless (the rudimentary wings ae scarcely
Visible end will not support flight), a bird often eludes pursuers with
its tong strides. Ite movement rae ie unaffected by tho los of» sing
9, But the loss of two logs halves movement rate. An injured leg wil
regenerate fully in about two days but the birds do not possess other
roponerative powers and a leg which hes been compitely lost wil not
bere-grown,
1 a bird loses three legs, or is otherwise seriously wounded, it wil
‘lease 8 cloud of black toxic smoke which in shape and size approxi
‘ates t0 9 sphere of 10" radius. All within the cloud (except acheieri)
ADHERER
take 2-12 hit points of damage automatically and must save ageinst
poison or suffer insanity for 3 hours (treat as the Druidicfeeblemind
fell of limited duration). In the confusion the wounded bird will
‘20k to escape, crawling if three legs have been lost at «2 movement
rate.
Description: The logs ace a metallic biuegrey, the body-head @ dull
seatlet with deep red biotehes. The eyes are steo-blue and the wings
blue-green. A wide range of crest colours have been obierved.the most
‘common being bright flameed,
ADHERER
FREQUENCY: Rare
NO. APPEARING: 4
ARMOUR CLASS: 3
MOVE: 9”
HIT DICE: 4
SIN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1.9
SPECIAL ATTAGKS: Aahesion
see below
SPECIAL DEFENCES: Seo be/ow
MAGIC RESISTANCE: See bo/ow
INTELLIGENCE: Som?
ALIGNMENT: Lawfut evil
Size:
PSIONIC ABILITY: Ail
Attack/Defence Modes: Ni!
LEVEL/X2. VALUE:
MI60 + 4 per hit point
‘This curious erasture beart 9 clote resemblance tos mummy —
rman-szed and with loose folds of dirty white ski appear on
first sight to be a mummy's bandages. Coincidentally. the creature is
just sx vulnerable 10 fire a is a mummy due toa resinous solvent in its
its body fluids, (See ADVANCED DUNGEONS & DRAGONS
MONSTER MANUAL — Mummy). It is immune to all fistovel
‘magicuser spells except magic mislle which causes t 318 hit points
(of damage per missle.
‘The creature's skin constantly exudes @ soursmeling glueike
substance with very powerful adhesive properties: any material excent
stone will adhere to it and only fire, boing weter or the creature's
‘own voluntary secretions will break the adhesion. Thus any weapon
‘ahich hits the beast will adhere to it (and only deliver haf damage)
Similarly the creature will stick to any character it hits with it two-
handed flailing fist ettack (which also inflicts 1-3hitpoints of damage
‘on the victim): its favourite tactic Ie to bind up an opponent in thie
fashion and dee him as an involuntary shield.
‘The odhetive properties of the secretion wear off in S10 turns after
the beasts killed
Usually the adherer will catch its prey by waiting in ambush, camou:
flaging itcelf by rolling in dirt, sticks, and leaves and then artfully
arranging larger ploces of debris to conceo! its form. Any prey (regard:
lass of size) passing near its ‘hideout’ will rigger its attack response
fad the adherer will pounce on the closest target, attempting tohit and
1 cling with bulldogaike tenacity until the prey expires. However, if
it is spotted and sttacked before any potential prey has come into
ouncing range (with misile fire, or sometimes even loud noises), it
‘ill become confused and beat a hasty retreat.
Bolling water (or bolting liquid of other types) will cause the adherer
13 hit points of domone if @ sizeable quantity is thrown over the
beat {the contents of 0 large bucket would just suffice if thrown
from close engugh to minimise “spread”
adhesive properties forthe subsequent melee round,
“The adherer's tarto for pray is wideranging and it wil usually attack,
iven a eultable opportunity. The only exception to this isthe spidor
= the edherer wil never attack a spider of whatever variety and
sometimes it has been known t0 co-operate with them in trapping
Despite is appearance, the adherer is not an undead creature,ALEAX
ALEAX
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: See befow
MOVE: 12°
HIT DICE: See bolow
SEIN LAIR: Mil
‘TREASURE TYPE: Nid
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
‘SPECIAL ATTACKS: Mil
SPECIAL DEFENCES:
Regeneration —see below
MAGIC RESISTANCE: 100%
INTELLIGENCE: Genius
ALIGNMENT: See below
SIZE: M
PSIONIC ABILITY: Wi
‘Axtack Defence Mod
LEVEL/X.P, VALUE: See below
‘An aleax is @ physical manifestation of the vengeance of certain gods.
‘There is but one sleax for each such god, sant to punish and redeem
‘those who stray from alignment, fall to sacrifice enough tressure or
‘otherwise angor their god. An aleax will never be met by chanes.
‘An aleex appears in human form and will closely resemble his
Intended victim. To thot victim, the aleex will appeer bathed in
shimmering light which varies in colour according to the god's align~
mont — golden for lawful good, deep purple for lawful el, ever-
Changing roseand-blue hues for’ chaotic good, and so forth. On
appearance, the aleex will attack hie intended victim — he cannot be
detected in any way by others, nor will physial oF magical attacks
‘ouch the sleax except those from his viewim. To an observer, the
Victim appears te be in conflict with a totally invisible, totally ine
‘winerable being.
‘To the victim, the aleax will be in all respects (except as indicated
elsewhere) his own exact duplicate. it will have the same character-
latis, hit point, semour, weapons ond so on. There are but two
differences in cornbat:
2) the oleax regenerates after boing frst wounded: the round after
the wound is taken, itragenorates 1 it point, the next round 2 hit
points, then 4 hit points, then 8 hit points and so on until itis
killed (reduced to zero hit points or below) or al hits are restored.
[Wit i then hit again, the progression starts against 1 hit point
bb) any hit scored agsinet an alesx on an unmodified roll of 19 does
‘double damage, and any hit on an unmodified 20 does quadruple
‘damage.Note thet damage inficted by the aleax on its victim is
‘normal, whetaver the ‘ta it roll.
‘A vietimn kllad by an aleax loses al treasure (even if cached — gods
fare near-ornniscient!) and half his experience points. The character is
‘hen automatically raised and may then bepin life again at the
‘appropriate experience lavel. All the victim's magical items lose their
‘mogieal properties, serolls become blank, potions become inert anid
0 on. No resurrection is necessary and the character will not receive
® further visitation from an aleax provicing he remeins true to his god
‘hereafter,
fan Intended victim kills an aleax, that person is taken to Heaven (or
‘Olympus, Hell, Velalla as sppropriete) to serve hs god personaly for
f Year end e dey. On return, the character wil regin all forms
Posseslons (which in this case retain their properties and powers,
though they are not available for use by another character during the
Cwner's absence) and the deity will almost certainly (95% chance)
‘add an extra reward (e.g, « powerful magial item, promotion to the
‘axe highest experience level ac. — at the referee's dcretio).
As it oppeors, an eloax wil, the victim's alignment language, utter
fa Tew briet words to ingieate that the victim 1s {0 be punished by his
(9°4. Otherwise an alex will never converse, no matter ander what
sures,
"
ALMIRAJ
ALGOID
FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOUR CLASS: 5
MOVE: 6”
HIT DICE: 8
S6IN LAIR: 20%
‘TREASURE TYPE: D(x)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-10/1-108
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Immune
to edged weapon of les
than #2 bomus
MAGIC RESISTANCE:
Immune to firebsle and
Lightning: otnerwise
standard
INTELLIGENCE: Semi:
ALIGNMENT: Chaotic neutrar
SIZE:
PSIONIC ABILITY: 107-120
{and see befow)
‘Attack/Defencs Moder: A
LEVEL/KP. VALUE:
V/280 + 5 per hit paine
This creature appears as a green humanoid with coarse, rough
feature. Its appearance is misleading, however — itis in facta colony
‘of algae which, arembled In this form, her developed tome mobility
and 2 rudimentary intelligence. Its form is only of temporary
It is immune to psionic attacks but can diver one mind blast per
dy. It ettacks otherwise with its powerful fists each of whieh can
inflict 110 hit points of damage
Edged weapons will pass through an elgoid without doing any
damage, unless they have magical bonus of +2 or better in which
case they inflict half normal damage. Blunt weapons — magical or
‘otherwise — wil do Full damage
The algoid has control over certein types of tees, similar to the con
‘yol exerted over trees by the treant (see ADVANCED DUNGEONS &
DRAGONS, MONSTER MANUAL — Traant). The typer of tree
‘ver which the algoid has contrat are those which wil be found near
Fas normal habitat (swamp, lakeside pasture — stall events close 19
water of some kind whether stagnant or otherwiee; thus It will ba
able 0 control two willows, waterooks, eypresses or other similar
Varieties of tre, Trees thus controlled move at 3" rate and strike with
two attacks per round for 1~10hit points of damage each,
Despite theic immunity to cietain forms of mages! atack (reba
lightning) slgoiss are. porticulerly vulnerable to. part water at
lower water spell, each Of whicn inflict 1~6 hit points of damage per
‘oxporiance level of te spall caster
ALMI'RAJ
FREQUENCY: Very rare
NO. APPEARING: 2-20
ARMOUR CLASS: 6
MOVE: 18”
HIT ice: 7
SIN LAIR: 5%
TREASURE TYPE: Nil
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1—#
SPECIAL ATTACKS: Wil
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: See below
INTELLIGENCE: Animo!
ALIGNMENT: Neutra!
‘SIZE: $(3" all)
PSIONIC ABILITY: Mil
‘Attack/Defence Modes: Nit
LEVELIX P. VALUE:
10 +1 perhit pointAPPARITION
‘Tho skmi'rai generally roam partures and woodlands but ie
sometimes discovered in dungeons. is Ini i usually small cave just
below around.
“The creature resomibles large yellow hare with a long (1%-2' black
hhom protruding forwards from the centre of is forehead, resembling
that of 2 unicorn. In mee Ie wil stab with its horn, its nimbleness
fiving the horn demage potential of @ dagger (1-4 hit points of
damage)
{te intellect is saveraly limited snd its beheviour unpredictable — for
Instance It mey well attack for no good reason. If Its captured alive
‘when young, tha beast shows a surprising aptitude for training and
its fearlessness makes it a useful companion.
‘Tho slmiral hae particularly scute sense of smell and sharp
eyesight
APPARITION
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOUR CLASS: 0
MOVE: 24
HIT DICE: 8
SGN LAIR: 20%
“TREASURE TYPE:
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Mir
SPECIAL DEFENCES: Can
‘only be hit by magical or
silver weapons
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evt
size:
PSIONIC ABILITY: Wir
‘Attack /Defence Modes! Nid
LEVELIX.P. VALUE:
'V//1,000 + 10 per hit point
“This ghostly undead creature exists mainly on the Ethereal Plane,
though when making ite ‘attack’ Ht can be hit, s f armour class O, by
‘magica! or silver weapons. An apparition is turned as a spectre. It
ll be reluctant to approsch mirrors or anything made of silver,
“The apportion has an emotive E.S.P ability which enables it to sense
potential victims up to 100' away. It surprises party oF an indivi
fon a roll of 1-5 (a6) due to its uncanny appserance from wal, floor
‘or ceiling, using the surprise thus geined to close the distance between
it and its vietim. When in sight it appears as en insubstantial skeletal
boing in 8 thin white robe.
In actuality the apparition is uneble physically to attack. However its
chosen victim will feel bony clawlike fingers at the throat ~ this
effect is felt even through armour.
Even though the vietim may be aware that the apparition cannot
physically do them harm, the suggestion is immensely strong. The
Sictim must roll 346; 2 total under the victim's intelligance means
‘that the suggestion is ineffective and the victim is immune (though
‘only to that individual apparition). However a total equal too
Greater than the victim's intelligence means that they are stricken
horror and must apain roll 306, This score fs matched against th
‘constitution. If the total is fess than the constitution the vietim feos
in terror for 14 melee rounds (and may be attacked again in so
doing). Howover if the total is equal to or greater than the
onstivution the victim suffers # mastive heart seizure and
Instandy
AA slain victim may be rized but If the body #s left, oF no attempts
‘made within one hour to raat, it wil rise asan apparition in 2Bhours
‘Tho apparition may be attacked ‘normally’ on the Ethares! Plane by
characters able to move and fight on that plane, but remains on the
12
ASSASSIN BUC
Prima Materia! Plane for only one melee round per victim attackedand
iv is only during this period that it can be attacked by non-etheree!
To make is “ttack’ the apparition need not score a hit in the usual
sense s0 no ‘to hit rol is required.
ASSASSIN BUG
FREQUENCY: Aero
NO. APPEARING: 2
ARMOUR CLASS: 5
MOVE: 67718
HIT DICE: 147
XIN LAIR: 50%
TREASURE TYPE: il
NO. OF ATTACKS: #
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS:
Paratysation
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Anima!
ALIGNMENT: Noveral
SIZE: $ fup to 2" lang)
PSIONIC ABILITY: Nit
AAttack/Defence Modes: Nil
LEVELIX.. VALUE:
165 + 2 per hit point
Resambling giant blueborte flies with four limbs ~ miniature arms
and legs — the assassin bugs are rarely seen except ducing their mating
feason fone day in every two months) when » mole ond a female may
be encountered iving In search of a host for their offering. The
fetural host is human, but assassin bugs have been known to lay
their eggs in demi-numans and (rarely) humanoids,
‘The male wil always attack fist biting @ vitim for 1—4 bit points of
damage while the female flies nearby, as close to the intended victim
‘6 potsble consistent with not risking being attacked. f the m
attack succeeds, its saliva well paralyse the affected area of
victim's body unless the vitim makes his saving roll at +2. The male
will continue to atwack until desuoyed. For purposes of serial
‘combat, they are manoeuvrability clas C.
‘As soon as one ofthe male's attacks has achleved the desired paralysa-
tion, the female (which detects the scent of the male saliva) will
‘attack’ the affected area. If successful, the female implants her 9g
into the victim's body. The female will die as soon asthe eng has been
implonted,
‘The o93 will hatch, producing 7-12 larvae, 13-24 hours after it has
been implanted. Ouring this period only 8 very powerful spell such as
a limited wish oF heal will remove or kil the egg. When the larvae
heteh, each ono will cause 1 hit point of damage to the host each hour
It devours the host's internal organs. After 2 weeks the larvae wil
leave the host, burrowing out through the area in which the egg was
originally implanted and causing an additional 58 hit points of
damage per larva a5 they do so. As soon as they are outside the body,
‘they will metamorphose inte full-grown essassin bugs.
While the larvae are in the host's body, they can be killed by a
‘number of spells east on the host:
Cure serious wounds — vill
‘one larva por experience level of the
arvae:
‘Hea! — will Kil all larvae and restore all but 8 of the victim's hit
3 spel can also be effective during this period.
‘Assassin bug 099s ae regarded as great delicacies by tolls, troglodytes
fond busbears. The oggs themselves are 4-5" long and oval, coloured a
ep blue.
Description: Assassin bugs are generally the colour of blucbottle
flies though the female tends to be 0 lighter shade than th
“The four limbs are the colour of human flesh, The wings are nearly
trangperent but have 2 falntsiver hue.ASTRAL SEARCHER
ASTRAL SEARCHER
FREQUENCY: Very rare
NO. APPEARING: 424
ARMOUR CLASS: 10
Move: 12°"
HIT DICE: 2
SIN LAIR: We
TREASURE TYPE: Wi
NNO. OF ATTACKS: 7
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: A/7
victime ACE
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Non-
ALIGNMENT: Any
SIZE: M
PSIONIC ABILITY: Mi
‘Attack/Defence Modes: Mi
LEVEL/X?. VALUE
M/73 + 2 per hit point
‘Astral sarchers — mindless shells of nebulous humenoil shape — are
crested by concentrated andor traumatic human thought. Viole
death, spells cast while on the Astral Pane and astral combat often
sult in the eroation of asiral searchers (an event quite unknown to
‘their creator or source). Driven by thelr past connection with material
beings, astral searchers sack material bodies with complete singleness
‘of purpose. Wandaring the Astral Plane, they search for woak points
in the fabric connecting the Astral to the Prime Material Plane: they
Cluster at such points, wating for the stres lines to become calineat
50 that they can pass from the Astra! to the Materal through the
singularities thus created. Such weak points exist naturally they may
BABBLER
also be ereated during seta!
exist only temporary
vel (4% chance) in wich esse they
When they have been able to cross to the Prime Material Plane, astral
Searchers emerge there and attack the nearest living hurmanoids inthe
hope of possosting their bodies. Astral searchers attack the peyehe (+o
all vitims ore treated as ACS against thelr atack, regerdies of
‘Bhysical or magical protection) though their vieims will boli the
attack to be physical and wil sustain damage accordinaly. All damage
inflicted by astral searchers is illusory and will fade in 3-12 rounds
following the termination ofthe astral searchers’ attack,
11 an astral searcher reduces it victim to zero hit points or below, the
‘mind and personality of the vietim are cstroyed and the sal
Saorcher porsesins the body. It sequires the victim's physical abilities
fand hit points (as all damage fram the astral searcher's attack now
issppeare) but not the former owner's personality, and alignmant
should be re-determined at rendom. The possessed body becomes 2
‘now nor-player character in the body of a player character and what
this nonplayer-character may do is entirely in the hands of the
referge, who must have regard to the body's alignment in determining
its action
‘Astral searchers ean be exorcised from a body, but the original payche
vill have been completely destroyed and the player character cannot
'e raised or brought back. If an astral searcher is driven out of s body,
‘the empty corpus will then be an open invitation to possession by s
demon or other similar creature (atthe discretion ofthe referee)
‘Astral searchers may bo attacked physically; destruction of the
‘materialised searcher body will result In the destruction and diss
ation of the astral eenrchor itualf, Since they exist simultaneously
‘on two planes, astral seorchers are 50% resistant to magic
Astral searchers are not in any respect undosd.
BABBLER — BAT, GIANT — BERBALANG — BLINDHEIM ~ BLOOD HAWK ~ BLOODWORM, GIANT —
BONESNAPPER — BOOKA — BULLYWUG — BUNYIP
BABBLER
FREQUENCY: Very rare
NO. APPEARING: 14
ARMOUR CLASS: 6
MOVE: 6” or 12” (see below!
HIT Dice: 6
S6IN LAIR: 15%
‘TREASURE TYPE: B
NO. OF ATTACKS:3
DAMAGEIATTACK:
1-6/1-6/1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standard}
INTELLIGENCE: Average but
high cunning
ALIGNMENT: Chaotic
SIZE: L (8'ral)
PSIONIC ABILITY: Mi
‘Attack /Defence Modes: Nit
LEVELIX?. VALUE:
M/130 +5 por hitpoint
Wold mutations of lizard mon, bebblors are largo ponderous marsh
dwellers, known as mars\-gberers to native tribes dwelling near their
swamp habiext. Their predominant colour is a cirty yellow, though
their undersides are grey. Mottled grey patches create weird designs
fon their muscular bodies. In form, the babbler resembles a small
sorgosaurus with a floxible, tough tail employed te keep the eresture
Stable in erect movement.
13
(1-6 hit points of damage each) and its bite (1 hit points of
damage). It hes @ particularly large mouth, filed with rows of sharp
teeth
When moving on ite belly the babble i difficult to detect (25%
chancel but animals will smell it some distance away. if it Is
LUndotected In approach it can strike from behind at a 4th lovel thief,
‘doing double damaps and gaining a bonus of #4 on the “to hit” rol
‘The bebbler ie particularly fond of human flesh and will attack
humans unless outiumbored by more than two to one. Raiding
parties of marsh-welling lizard men have been observed tobe led by
‘One, two or even three babblers in an ev quest for human flesh
“The babbler communicates with its kind in @ quesitingual babbling
tongue which defies efforts at snah
ean understand the comman tonalBAT
BAT, Giant
FREQUENCY: Uncommon
NO, APPEARING: 318
‘ARMOUR CLASS: &
Move: 37718"
HIT DICE: 14 hit points or 1
SkIN LAIR: 50%
TREASURE TYPE: Vi
NO. OF ATTACKS: 1
DAMAGE/ATTACK:
1-2 or 1-4
SPECIAL ATTACKS: Mil
SPECIAL DEFENCES: See
MAGIC RESISTANCE:
‘Standard
INTELLIGENCE: Non:
ALIGNMENT: Nevera!
SIZE: s
PSIONIC ABILITY: nit
Attack/Defence Modes: Nil
LEVEL/XP, VALUE:
15 + per hit point or
110 +1 per bit point
‘These creatures — giant versions of the carnivorous variety of the
ordinary bet, with bodios 3° long and a wingspan of 5-6’ — dwell in
dark caverns, usally underground. In flight they emit a high-pitehed
whistling sound, @ navigational device which compensates for their
poor ayesighe
Giant bats are highly manoeuvrable in flight — anyone with 3
dexterity af less than 13 who fires a missile ata flying giant bat does
50 at —3 hit probability. For purposes of aerial combst, they are
manoeuvrability cats C.
“The creature must land — usually on its vietim — to attack with its
bite (1-2 oF 1-4 points of damage). 1% of victims bitten by giant
bats contract rabi
Only 10% of glnt bate are of the 1 hit de varity
BERBALANG
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS:
move: 67724"
HIT Dice: 141
IN LAIR: See betow
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1441-6
SPECIAL ATTACKS: Wi
SPECIAL DEFENCES: |
macic Resistance:
‘Standard
INTELLIGENCE: Very
‘ALIGNMENT: Chaotic ev
Size:at
PSIONIC ABILITY: wa
‘Atack/Defence Modes: Ni
LEVEL/XP. VALUE:
M1168 + 2per hit point
‘The berbalang Is @ solitary biped with leathery skin and bar-ike wings.
Its eyes are white and watery and its powers of infravision are twice 2s
effective as elves’ (120" range!
The creature epende the greater part of each month in an apparently
dormant state, hibernating preferably in a wallhidden cave. Though
Prano where it sponds its time hunting and kiling creaturae weaker
‘gran elf and engaging in bizare and complex courtship and mating
rituals with other berbalanos. If its body is discovered and interfered
14
BERBALANG
with during the creature's astral roaming, the berbalang will attempt
{0 return to the body and animate it; however this can take a ong
time (1-100 rounds) depending on the barbalang’s actual distance
‘anay across the planes. Ifthe body Is destroyed, the astral berbalang
jes at well. For this reason the creature takes 8 great deal of care in
hing itself ang is very ingenious in tis regard
For three days each month at the time of the full moon, the
berbalang returns to its material body, only to alter its form of trance
land send forth @ physical projection of iself upon the Prime Matariel
rane. The projection flies in search of food — a freshly-kled human
‘omse. The projection is physical inthe sense that it can recsive and
inflict damage — in this respect it is © duplicate of the original, The
berbelang can use all of the senses of the projection ‘and will
‘command (and escentially “ie? the projection in Its quest for food.
‘The projection can range up to 3 miles from the material berbelang
body. The projection fights, i it needs to do so, in the same way as
the berboleng — with its two claws (14 Ait points of damage each)
and a bite for 1-6 hit points of damage.
If the projection is hitand suffers damage it immediately takes flight,
returning at flying speed (24 rate) to the body which wil be unable
to project again for a numer of days equal to the number of
points fort. If the projection fs “killed” it cisappears, and there is @
75% chance that the original wl also dl from system shock.
It the berbalong survives an attack, it will eventually seek revenge
upon ite attacker, though thie may be delayed while the body
recovers. If 8 wounded projection is followed beck to the berbalang
lair, the followers may. be taken abeck when they confront the
turmounded physica! creature,
If the protection is forced beck tothe body before the berbalang wos
able to feed, or if the projection was destroyed before feeding, a new
Drojaetion will go. forth aguin se soon st pottible.(aftor the
ompulsory period of recovery? regerdes of the phese of the moon,
‘To oop from doplating its food supply oF arousing too greet a local
Alarm, a berbalang will move its physical body to a new area every
theee ‘or four months. They always travel by night and avoid con-
frontations hen” they are actually physically present. Since
Derbaiangs live on the edge of civilisation, where lack of organisation
allows them frae rein, 2 berbolang is very rarely encountered in ite
physical form unless adventurers happen upon its lair or follow its
Drofaetion back to its body.
If @ projection kills @ human it will immediately pick up the body and
fly, at fll rate, back tothe host which will immediately ersarge frorn
ts trance, While inflight, the projection wil be feeding on the body
‘fully grown human can thus be devoured in one turn, leaving only
‘the bones, garments and equipment.
For the purposes of serial combat, the berbalang and its projection
{are both manoeuvrability cles .
How the berbalang derives sustenance when only its projection feed,
and how it reproduees wien all mating sctiviy takes place on the
‘Astral Plane, are mysteries 0 far unexplained.BLINDHEIM
BLINDHEIM
FREQUENCY: Very rare
NO, APPEARING: 14
ARMOUR CLASS: See below,
MOVE: 9”
HIT DICE: 442
IN LAIR: 5%
‘TREASURE TYPE: 8
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS:
Blinding stare
SPECIAL DEFENCES: My
MAGIC RESISTANCE:
‘Standord
INTELLIGENCE: Animal
ALIGNMENT: Chaotic vil
SIZE: $ (eal)
PSIONIC ABILITY: Ni
‘Attock/Defence Modes: Nit
LEVEL/X.P. VALUE:
Wi/130°+ 8 per hit point
This subterranean creature i a yellow frogstike humanoid with huge
eyes that shine like seerchlights, While in repose, the beost keops its
eves ‘turned off’ by means of an extra eyelid: however it can ‘stack’
inctantanoously by opening its eyes, and its acute sense of hearing will
Usually Indleate vo It the lection of its “target, Those who eome
within Its beams st a range of 30° or lose murt sav (at agsinet wands)
OF be blinded for 11—20 turns. Anyone with infravision in that range
‘must save st —3.
‘Those not blinded will stil be unable to look directly at the beast so
its fective armour ela ie 1. Howover if for any reason an attacker it
immune to bright light, the biindheim’s true armour class is 3
Wher at close quarters, the blindheim attacks with a vicious bite
‘which ilies 18 hit points of damace
‘The creature is coloured in verying shades of yellow, the derker
shades on itt back contrasting with lighter shades on ite underbelly. f
sof dead blindhoim are opened, they are sean to be s dull gold
BLOOD HAWK
FREQUENCY: Uncommon |.
NO, APPEARING:4~15(@72+9)
ARMOUR CLASS: 7 ES
Move: 24°"
HIT DICE: 197
% IN LAIR: 25%
TREASURE TYPE: Ox2
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1-4-4/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Nid
MAGIC RESISTANCE: Standore|
INTELLIGENCE: Semi
ALIGNMENT: Neutra!
SiZe:s
PSIONIC ABILITY: Ai
‘Attack /Defence Modes: Wil
LEVELIX?. VALUE:
1220 + 2per hit point
Blood hawks rosomble normal hawks in sizo alone, a¢ thor boske aro
razor sharp and their talons unusually strong, Their wings are similar
to those of an eagle, giving them considerable speed in flight. For
purpetes of aerial combat, they are manoeuvrability clas B.
‘They attack with their beaks (1~6 hit points of darnage) and two set:
of talons (14 hit points of damage each set), swooping swiftly and
Silently onto their victims. Blood hawks are fond of human flesh and
Will continue to attack humans even when the melee is going agent
them.
16
BONESNAPPER
They will pick at the dead bodies oftheir rey, not anly for foad but
‘also for gems with which they line thoir nests as an alluroment to
blood haw females. All other types of treasure wil be ignored,
In colour the blood hawk is @ uniform medium gray.
BLOODWORM, Giant
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOUR CLASS: 4
MOVE: 6”
HIT DICE: 6
S6IN LAIR: 50%
TREASURE TYPE: 0
NO.OF ATTACKS:
DAMAGE/ATTACK: 1-8
+ Blood drain
SPECIAL ATTACKS: Wi!
SPECIAL DEFENCES: Wir
MAGIC RESISTANCE:
Stancurd
INTELLIGENCE: Non-
ALIGNMENT: Neveral Ci
SIZE: L (20" long) °
PSIONIC ABILITY: Ni
Attaek/Dofence Modes: Ai!
LEVEL/X?. VALUE:
1V/225 +6 per hit point
Giant bloodworms are usually found in the shallow pools of
‘underground caverns. They cannot swim, but propel themselves slong
the bottom of such pools or on nearby firm ground. Thai underbelly
is @ dark slimy brown while their upper surface is mottled green
Living hatf in, half out of @ pool, @ giant bloodworm is asity mis:
taken in dim light for a moee covered boulder
‘A Giant bloodworm will only attack if hungry (they will eat once 2
‘week! orif trodden on, When the git bloodworm does atack, it will
attempt to fasten its large suekered mouth onto a vietim. If success
ful, it will drain blood from ite victim each subsequent round. Trough
the inital attack requires @ successful ‘to hit’ roll and causes no
‘damage, subsequent blood drains are automatic, requiring no “to hit
fall, and deliver 1-8 hit points of demoge until the bloodworm des
for releases its ores
Giant dloodworms are particularly wuinerable 10 fire ~ they take
‘double damage from all fie attacks and save st ~2 against magical
fire, A successful fire attack isthe only way, short of killing the baa,
10 force it to relax its grip on a victim, though if the bloodworm i
ot kiled, it will attempt to rettach itslf to a victim immediately
BONESNAPPER
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOUR CLASS: 4
MOVE: 6”
HIT DICE: 4
IN LAIR: 20%
‘TREASURE TYPE: ¢
NO.OF ATTACKS: 2
DAMAGE/ATTACK: 12/14
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: Ni
MAGIC RESISTANCE: Standard
INTELLIGENCE: Now:
ALIGNMENT: Neutral
‘SIZE: Mt (5° high)
PSIONIC ABILITY: Nit
‘Attack/Defence Modes: Nil
LEVELIX.P. VALUE:
1/60 +4 per hitpoint
The bonesnapper is s small descendant of a longextinct class of
carnivorous dinosaur, at stupid st it is aggressive. The large jaw
omiains many sharp teeth which it uses to inflict 1—8 hit points ofBOOKA
damage in molee; at the same time, the til swoops round to deliver
1 hit points of damage on the same victim. Its aggressive natu
leads it always to fight to the death.
‘Thoush nonintllignt, the bonesnapper hat inherited a primeval
ingtinet for the collation of human bones, particularly Janbones,
wmbich ie uses to decorate te subterranean lair, The number of such
‘bones discovered in a lair will give 8 good indication of the occupant’:
status among its kind,
Description: The bonesnapper is » grey-green colour mottled with
dark grey spots and patches. It has tiny sariet eyes and Vellowawhite
BOOKA
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOUR CLASS: 7
Move: 12718"
HIT DICE: 74 hit pointe
SIN LAIR: 75%
TREASURE TYPE: J
NO. OF ATTACKS: Ny
DAMAGE/ATTACK: Nit
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See betow|
MAGIC RESISTANCE: 10%
INTELLIGENCE: Very
ALIGNMENT: Newtral
(chaotic good)
size: s
PSIONIC ABILITY: Mi
Attack/Defence Modes: Ai!
LEVELIX., VALUE:
18 1 per hit point
The books are sprite-tike erestures given to dwelling in at
{and on sunny rooftops. They hete cold, and in such climes wil always
be ins, near chimneys. On bright, sunny mornings they ual sweep
the stare or porch of the place they cell in, always doing s0 when
there is nobody around to observe them. if disturbad when involved
in euch tasks, they will become angry and immediately romove to
a new home,
Books are very fostmoving and can also fly. They can become
invisible at will, even when running or flying. They hate vil creatures
{and will play ticks on them If given the opportunity — hiding valued
objects, tangling things like rope, hair, clothing ete, and generelly
causing trouble.
Ha books Is captured or harmed in any way, itis certain that others
of is ilk aware ofthis act wil bring dozens of other booka to cause
‘mischief and trouble until the offender freer the eaptive or maker
‘amends for the harm by giving a valuable gift (such a: a sack of gold,
BULLYWUG
Jewellery or even something magical) to the books, placing the item
Offered on a roof-top and leaving it fora day. Failure to placate angry
books will evantually result in some sort of fatal accident, for the
creatures will place shares and traps for the offender.
‘A books is only about 1" tall. Bath males and females tend to have
large features and thin bodies. They can be described, ot best,
‘homely’. For purposes of aerial combat, they are manoeuvrability
class A,though they will avoid combat of this or any othar sore by
‘means oftheir invisibility fatal possible.
BULLYWUG
FREQUENCY: Rare
NO. APPEARING: 10-80
ARMOUR CLASS: 6 (or better)
Move: 2"//15"
HIT DICE: 7
SIN LAIR: 20%
TREASURE TYPE: J, K, M, O(x5))
‘& Clmagic only) in air
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK:
1-2/1-2/2-5 or by weapon
SPECIAL ATTACKS: Hop
SPECIAL DEFENCES: ComoutlagS
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to overage
ALIGNEMENT: Ghaotie vi!
SIZE: $ to Mf
PSIONIC ABILITY: Ai/
Attack/Defence Modes: Nil
LEVEL/X?. VALUE:
Regular = 1/18 + 1 per hit point
Leader = 16 + 2per hit point
Shaman or Great Chief =
I/80 + 3 per hit poine
which
Inhabit wet places ~ rainy forests, marshes, damp caves or virtually
The bullywugs are o batrachion rece of bipedal monste
any other place which Is shady oF dark a
bullyugs need to darnpen their skins from
hat water nearby, for
Some typee of these creatures are more intelligent than others. The
imetigent groups tend to well in caves or deverted. human
habitations. and they will usualy have armour, shields and various
forms of woopons (use the example of humen bandits for arms ond
armour). The less advanced bullywasgs hate their more intelligent
fellovs and war upon them
Uniess encumbered by armour and shield, a bullywwi is able to swim
rapidly. Even with such ®2 bullywug can swim at 8!
Speed. Likewise, with or without adornment, a bullywug can bop
forward 3" or upwards 11". In doing so, the creature adds +1 10 its
10 ht’ die rll or role fis using an impaling weapon, the bullywn
delivers double damage asa reult of » successful hopping attack.BUNYIP
“The hopping attack with a weapon is their normal means of melee.
However bullywugs without access to weapons, or those which have
‘been cisarmed, wil stl hop to the attack in which case they use two
‘laws (12 hit points of damage each) and a bite (2-5 hit points of
damage).
_Bullywuge have @ chameleon-tike power; their skin colouration can be
‘grey, green or brown in light or dark shades. Thus, if motionless and
in.an area which allows use of camouflage power, a bullywaia is 75%
Lnlkely to be noticed (thi apps to infavision at wal, asthe colour
‘alteration also alters body heat). When attacking unnoticed trom
‘camouflage conditions, the bullywug has. 3 in 6 chance of surprising
its vietim (5 in 6 if hopping to the ertack).
“The major weakness of these creatures is that unless they are employ-
Jing Jong weapons, their attacks always take place after those of thelr
‘opponents, due to slow speed of movement or exposure. while
hopping, Note that a weapon can be set against a hop just as against 3
charge (which, in ffect, hop it.
tyerugs form organised bands and are always led by 2 larce
vidual with a full 8 hit points. If 30 or more of these creatures are
‘encountered, there will be atleast 5 large individuals and s leader of
10-13 hit points (effectively @ 2-dice monster) doing +1 damage on
all attacks. Those using ermour ete. will alo have @ 10% chance per
ten creatures in the group of having a tribal shamen of 11-14 hit
points. Groupe of 60 or more will have a great chiel of 1619 hit
;oints which does +2 damage on all attacks.
“These creatures will readily serve chaotic evil masters, human or
‘otherwise. It is rumoured that bullywug-human crossbreeds ae viable
‘and that certain degenerate humans dull in mixed communitios with
these monsters, serving unnamed things from caverns deep beneeth
theearth
“The bullywugs have their own, rather primitive language and the more
intelligent ones can converse haltingly in the common tongue, though
‘their vocabulary. Is rather limited. They are held in disdain. by
schusgin, who will occasionally rid » bullywaug lic for sport and out
‘of hoor malice, eating any captive alive. Lizard men will rraly
associate with bullywugs, though there is no open hostility towards
the
CARBUNCLE
BUNVIP
FREQUENCY: Reve
NO. APPEARING: 7
ARMOUR CLASS: 10
Move: 12”
HITDICE: 5.
SIN LAIR: 20%
‘TREASURE TYPE: Mir
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Nit
SPECIAL DEFENCES: i
MAGIC RESISTANCE: Standord]
INTELLIGENCE: Animes
ALIGNMENT: Neutra!
(chaotic good)
SIZE: M (6° fong)
PSIONIC ABILITY: Mit
‘Attack Defence Modes Nt
LEVELIX.. VALUE:
M180 + per hie point
‘The bunyip is an aquatic beast resembling a ses! covered in thick
black fur, with a block mane and unusually powerful jaws. It was in
{is 2 mischievous beast of playful intent, but Is large and strong
enough to tip over a small boat. It can also sense the approach of
hhuman beings and may (50% chance) rise momentarily above the
surface to roar at a nearby party of adventurers: all members of the
party wh are below the 4th experiance level must save ot ~2 ageinst
‘wands oF flee in panic.
{f & small creature such as 2 dwar is struggling in the water, the
‘bunyip will usually (80% chance) bite in an attempt to sever and
swallow a limb, but it will not attack snything larger than @ wart
‘except in selt-defence or unless the victim is sready bleeding. A
‘conssful bite by the bunvip's powerful ave inflicts 1-6 hit points
‘of damoge, I it attacks ono ‘to hit’ ral of 20, a limb of the victim
i severed etermine at endam or according to the rcumstances of
the attack)
CARBUNCLE
CRABMAN ~ CRYPT THING
= CARYATID COLUMN — CATERWAUL ~ CIFAL — CLUBNEK — COFFER CORPSE —
CARBUNCLE
FREQUENCY: Rare
NO. APPEARING: 7
ARMOUR CLASS: 2
MOVE: 3”
HIT DICE: 1
S6IN LAIR: 108
TREASURE TYPE: Wi
(out see below)
NO. OF ATTACKS: Nir
DAMAGE/ATTACK: Ni
SPECIAL ATTACKS: Wit
SPECIAL DEFENCES: See below ip
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low ~ average
ALIGNMENT: Mevtral with
chaotic tendencies
SIZE: $19" long)
PSIONIC ABILITY: Wil
‘Attack/Defence Medes: i!
LEVEL/X.P. VALUE:
1/18 + 1 por hit point
“This small creature is similar to.an armadillo with an ‘armoured’ upper
surface of small interlocking ‘plates’ of tough leathery skin. It foeds
‘exclusively on leaves and small insoees and is rarely found cutie
u
treat (euch a2 woodland and marshland) where there i a copious
supply of such food. Its upper surface armouring is attractively
Dattamed in shades of brown while its undrbady ie ight grey flocked
with amall green patches.
Set in itz hesd, immediately above its ever, le 3 large ruby. This is
dctualy part of the animal and if the beast dies the ruby wil shatter
into. worthless dust, The creature may, however, be coaxed Into
iving up its ruby by 2 wizard (or anyone of equal status) wine use 9
harm monster or charm animal ability. The gem is usualy (70%)
500 9p value though rare specimens (25%) have 1,000 gp coms and
‘there is a 5% chance that @ carbunele will have a 8,000 9p gem. If
successfully removed a carbuncle’s gem will reprow at the rate of
100 gp per month, The value of the geen may change each time it
regrows,
The creature hes empethy and telepethy, communicating via the
latter, and also sight powers of prophecy concerning the immediate
‘ature. Is power af empathy enables it to understand the character of
teach person it encounters and know wht that person knows, though
its intalligonce does not permit it to formulate more than very basic
concepts.
If attacked, it puts up no reslatance and is easly captured. tan will
itself to dle, however ~ it has no fear or conception of death and will
‘ive up its lite if placed under duress. It will usually approach a party
‘of sdventurers and communicate the value of its gem to. them,CARYATID COLUMN
seeking 1 accompany the party. When this objective hes been
‘achieved, however, and it has gained the confidence of the party its
malicious nature will lead it to ty to cause disruption within the
— but rarely — it may communicate steratly with
nearby monsters to enrage thom into attacking the party. Its motives
In spreading wich disidonce are not entirely clear, but ite the boliet
of certain sages that the carbuncie’s Inability to comprehend death
‘makes it fascinated by combat and particularly by death, tothe extent
that it will do its utmost to promote such events.
Having achieved its objective, tho carbuncto will watch the events in
‘morbid fascination then, choosing an opportune moment, it will
‘uietly slip away.
CARYATID COLUMN
FREQUENCY: Very rare
NO. APPEARING: 1-12
ARMOUR CLASS: 5
MOVE: 6”
HIT DICE: 22 nit poines
S6IN LAIR: Mi
TREASURE TYPE: Ni
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Mi!
SPEGIAL DEFENCES: See
‘below
MAGIC RESISTANCE: Aur
saving throws at +8
INTELLIGENCE: Non-
ALIGNMENT: Nevera!
SIZE: M4 (7' tal)
PSIONIC ABILITY: Wit
‘Attack/Defence Modes: Ai
Caryatid columns are much ike stone golems (see ADVANCED
DUNGEONS & DRAGONS MONSTER MANUAL — Golem, Stone)
in that they are created by means of a magical tome or by a magie~
User of 16th level oF higher, who must use tho same spells as for the
creation of a stone golem: however the cost i lightly higher and the
time taken doubles because of the intricacy of the creation.
‘The result is @ slim, decorative stone pillar sbout 7° high. A easuel
lance will reveal nothing more than this decorative piece of stone
‘work which will perhaps stand with an identical partnar either side of
the entrance into @ chamber, chapel or throne-room. Closer inspection
wil reveal that the column is not, as would be expected, ratally
symmetrical about its longitudinal axis and has the very slender shape
‘of a human female. Once such detail hes been discerned, it wil be
lear to the observer that one of tha ‘hand’ ofthe femal, hald close
to her side, caries a slim sword which blends into the fest of the
stone so smoothly that tis near-invisibe.
‘A caryatid column will alvays have a specific defensive function (and
will never be met as a wandering monster). This might be to guord a
tweasurechest, 10 prevent intrusion into a particular area or another
imilar task. This task will have boon set by the creator whe,
hand when the column animates, wil be able to control it with simple
verbal commands. Moro often, though, the ereator is absent when the
‘column performs its task, in which case it will follow simple courses
Of action which have been predetermined by the creator.
The caryatid column wil “sctivate’ 9s soon as any act is committed
Which Rs task specifically prohibits — the approsch of a potential
{thief towards the treasure the column has byen set to gusrd, an
Intrusion into “forbidden” area and so on. When it does animate, the
aryatid column takes on a fleshy appearance, It reduces to about 5%"
height end its form expands slightly so that 't now appears as a for
‘young maiden. The sword, former of stone, becomes steel and it ie
this weapon that the caryatid column wall use in melee if necessary,
ing ata ereature of SHD to inflict 2-8 hit points of damage
18
CATERWAUL
However the earyetid column wil not necessarily enter into combat
its main task it to guatd the traasure, prevent intrusion into
particular area or anothar similar task and if it ean corry out this task
without combat it will attempt to do so. Its behaviour will depend a
‘reat deal on the circumstances and the instructions given by. ite
creator but it might, for example, attempt to divert the attention of
Intrudingadventurers from the forbidden area and lead them to a place
‘whore they will be trapped, attacked by monster or subjected to
Spall arack by the creator of the colurn,
1 combat is inevitable, however. the caryatid column will initiate it
Normal weapons inflict only helé damage on the creature and mage
‘weapons do full damage but without the mages! Bonu. Ifa weapon,
‘magical or otherwise, hits the carvatid column, there isa 25% chance
(not cumulative) that it will snap, with each ‘plus! of @ magical
‘weapon reducing that chance by 5% (so a +4 sword would have a 5%
chance of snapping); magical weapons with no ‘plus’ are treated
wa.
When the carvatid column's ‘ask is complete — intruders killed,
treasure no longer vulnerable, for example — it will return to its
‘original position and revert to its orignal stone shape, the sword
does the sword) on the spot.
CATERWAUL
FREQUENCY: Rore
NO, APPEARING: 7
ARMOUR CLASS: 6 leew bolow)
MOVE: 18” or 24” (ee below!
HIT DICE: 442
% IN LAIR: 20%
TREASURE TYPE: ASU
NO. OF ATTACKS:3
DAMAGE/ATTACK:
1414-6
SPECIAL ATTACKS:
‘Screech; mutipre attacks
SPECIAL DEFENCES:
‘See below
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Low
ALIGNMENT: Ghaotic evi!
SIZE: Mm
PSIONIC ABILITY: Wit
Attack/Defence Modes: Nj
LEVEL/X». VALUE:
IW/70+ Sper it point
“The catorwaul is @ solitary, vicious fete bipedal predator
rmidnight-bive fur, yllow eyes anda long tail. ts sir is usally @ cave
ittored with twigs and rushes. Its treasure will consat only of shiny
‘objects and itis particulary fond of goms. The walls of its cave well
be covered with raking seratch marks where the caterwaul has honed
“The beast has an uncanny natural agility which varie from indiviuat
to Individual roll on the tebie below when @ specimen is
lncountered, uring percentile dice:
%edieroll ‘Armour class bonus ‘Attacks/round
oraz o1Acs) ra
43-73 ~11Acs) 32
74-92 =a 1acs) 3/2
93-00 Fl! agsin on the sub-table below
0140 -3(AC3) 2
41-67 =4(AC2) 20
65-85 5KAC1) an
86-96 =6(aco) Biz
97-00 -nac-1) 52CIFAL
Armour class bonus: this dexterity bonus also applies to dodging
‘ability and to saving throws against fireball, ghtning bore and
the like
‘Attack/round: use this table in exectly the same way a8 the
‘multiple attack table for fighters, rangers and paladins.
“The caterwaul con move swiftly on two legs and can reach top spond
(24°" rata) in short bursts when dropping to allfour. As it has the
ability to climb almost every surface (bose 5% chance of slipping),
‘move silently (75%) and hide In shadows (75%), ts pratorred method
Cf attack is to lurk high above and spring down on an unsuspecting
‘uarry. Ie hat keen hearing and an exceptional sense of smell and is
therefore aitficut to surprise (10% chance).
{te initial attack (and this attack oniy) is always eccompanied by 3
high-pitched Keening screech which is of a frequency to do 1-8 hit
points of damoge to all hearing within 60' (a character who saver
‘geinst breath takes no damage).
“The caterwaul attacks with two claws (1-4 hit points of damage
leech) and one bite (16 hit points of damage) each round, or more
frequently as indicated above.
CIFAL
FREQUENCY: Rore
NO. APPEARING: 1-6
ARMOUR CLASS: 6
MOVE: 6” (see below)
HIT DICE: 8 or 70 (ee below)
SIN LAIR: 15%
‘TREASURE TYPE: @
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
‘SPECIAL ATTACKS: Mil
‘SPECIAL DEFENCES:
‘Damage from edged
vweepons reduced =
tee below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
Size:
PSIONIC ABILITY: Ni
‘Attack/Datance Modee: Ni!
LEVELIX.P. VALUE:
VUI/,350 + 14 per hit poine
“The cifal — the name is seronymie of ‘colonia insect-formed artifical
life’ ~ is an_apilomeretion of several swarms of insects (several
hundred thousand insects to each swarm) which come together to
‘form a single emorphous creeture about men-sized.
‘The mass as @ whole has 8 hit dice while another 2 hit dice are
Involved in providing the nuclear energy required to Keep the con
Sstituent swarms locked in a single body. Iti from the hit points of
‘the latter 2 hit dice that initial damoge is extracted, and if these hit
‘points are lost the mass body will separate into its individual com
Ponent insects, at which point the insacts will fy sway at 24” rate —
‘hey will only attack and defend in mass body form. However, the hit
‘Boints of the binding force may be replaced from the hit points of the
remainder of the mass body at the rate of 2 hit points per melee
round.
‘The cifal attacks by an agglomeration of tiny bites which collectively
infket 1~12 hit points of damage.
Edged weapons only cause 1 hit point of damage on the cifal
whatover tyoe of weapon is used and whether it is magial or not
‘Blunt weapons cause full normal damage.
‘Strictly speaking, this creature does not fly and the movement rate
‘oNen above refers to movement slong the ground, albeit the rerult
‘nf the flying apeed of the swarms restricted by the need to maintain
Coherence of shape. The cifal has no aerial manoeuvrability class, but
‘he constituent insects are of manoeuvrability class A.
19
COFFER CORPSE
cLUBNEK
FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOUR CLASS
MOVE: 12" (ove below)
MIT DICE: 2
SIN LAIR: mir
‘TREASURE TYPE: Wi
NO, OF ATTACKS: 3
DAMAGE/ATTACK
1-6/1~6/1-8
SPECIAL ATTACKS: Ni
SPECIAL DEFENCES: Ni)
MAGIC RESISTANCE:
‘Standard
INTELLIGENCE: Low
ALIGNMENT: Neutra!
SIZE: M
PSIONIC ABILITY: Mil
‘Attack/Defence Modes: Nit
LEVELIX?. VALUE:
1120+ 2 per hit point
‘Thewe creatures are mutated forms of the ostrich with hard bony
beaks which can inflet 1-8 hit pointe of damage. They also fight
With their two elawe, each of which inflies 1-6 hit points of damage
‘They can make oecasionsl bursts of high spred and can achieve &
movernent rate of 28” one melee round in every five
Glubneks are coloured varving shades of oreen and have yellow beaks,
They are not normally agpremive unless threatened, but ther
behaviour is rather erratic nd unpredictable. Normally they are her:
vorous and are rarely found below the ground, preferring to roam
‘meadowland and wood.
COFFER CORPSE
FREQUENCY: Rere
NO. APPEARING: 7
ARMOUR CLASS: &
Move: 6”
HIT DICE: 2
SIN LAIR: 60%
TREASURE TYPE: 8
NO. OF ATTACKS: 1
DAMAGE/ATTACK:
1-6 or by weapon type
SPECIAL ATTACKS: Wil
SPECIAL DEFENCES: Con
Cnty be nit by magical
weapons
MAGIC RESISTANCE: Scandera|
INTELLIGENCE: Low
ALIGNMENT: Chaotic vt
size: M
PSIONIC ABILITY: mit
“Attack /Defenee Modes: Mi/
LEVELIX?. VALUE:
M28 + 2 per hit point
‘These fou! creatures of the undead class are found in stranded funeral
berges oF in any otrer situation in which # corae has failed to return
to its _meker. Though the coffer corpse resembles a zombie it
‘Wested as a wraith on the cleric/undaod table.
Normal weapons sppear to do damage, end it 2 coffer corpse is
struck for more than 6 hit points of damage by normal weapons in ¢
‘single melee round, it will fall to the ground, spparently finished,
However normal weepons do not, in fact, do any damage to the
creature, and if it has fallen to the ground one round, it will iso Up
‘the next and continue melee — at which time all involved in melee
‘withthe beast must save acninst fear or flee in pane.
A cofter corpse is occasionally (25%) found with a weapon which itCRABMAN
‘will use in combat, but otherwise It will attack with its bere hands
(treat as 2 single attack inflicting 1—6 hit points of damage). IF
attacking with bare hands, a hit indicates that the coffer corpse has
Tocked Its hands around it victim's throat. Each round thereafter, Ie
‘ill infliet 18 hit points of damage on ite vitim automatically (a
‘x0 hit’ roll Is not required) until itis killed or its vietim is dead,
‘Nothing will release the grasp of the cotter corpse one it has locked
its hands in place.
‘Sleep, charm and other mincnfluencing spells do not affect these
Creatures. Magical weepons can inflict demege on these creatures with
the usual bonus
‘CRABMAN
FREQUENCY: Rave
NO. APPEARING: 2-12
‘ARMOUR CLASS: 4
wove: 97776"
HIT DICE: 3
SIN LAIR: 26%
‘TREASURE TYPE: K
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 14/14
SPECIAL ATTACKS: Mi
‘SPECIAL DEFENCES: Nit
MAGIC RESISTANCE:
‘Standerd
INTELLIGENCE: Low to
‘SIZE: & (9 cal)
PSIONIC ABILITY: Nir
Attack/Defence Modes: MV
LEVELIX., VALUE:
1235 +3 per hit point
“Amphibious ersatures usually found in sea-zhore caves, erabmen are
humanoid in appearance but with e hard, reddish-brown exotkeleton.
{Instead of hands they have two pincers which they use in combat.
ach inflicting 14 hitpoints of damage on a vitim.
‘Graben greatly value siver and will go to any lengths to obtain it,
fever attacking # character suspected of carrying any item made of
this metal. in normal circumstances, however, they ore quite pacific
creatures, though from time to time an instinct makes thorn leave
‘their coastal dwelling to mount a savege rad inland, roaming in bands
fof 30 or 40 crenturee and pillaging all property in their path, not
bsitating to attack those who would defend,
Crabman are often subjected to raids by sahuapin who conti them
‘9 tanty delicacy. However the sshvogi’s usual netthrowing tactics are
Ineffective agginst erabmen since the latter's natural weaponcy allows
‘them to cut through nets very quickly.
CRYPT THING
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 3
MOVE: 12”
HIT DICE: 6
S&IN LAIR: 100%
‘TREASURE TYPE: Z
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8
SPECIAL ATTACKS: Ser
below
SPECIAL DEFENCES:
‘See below
MAGIC RESISTANCE:
‘Standard
INTELLIGENCE: Very
ALIGNMENT: Neutra!
SIZE: M
PSIONIC ABILITY: wit
‘Attack/Defence Modes: Nil
LEVELIX.P. VALUE:
V/27S +6 perhit point
2
CRYPT THING
‘A pale, solitary skeletal being which always wears 2 brown, hooded
robe, the erypt thing stays in its lair permanently (at least, none have
‘been encounters eleewhere) and will not attack if i is left
undisturbed.
lis special power i ts untalling sbilty t0 cast an improved form of 8
teleportation spall on a party (once per party encountered). Those
who fall to make thir siving throws are instantly teleported
According to a percentile dle rol on the table below:
% die ott Distance and diretion
01-20 100-1000" north
21-40 100-1000" south
41-60 100-1000" east
61-80 1001000" west
81-90 cone dungeon level up
91-00
Distance and direction are determined individuelly for each victim
teleported. Victims never arrive in solid material and will arrive inthe
clorest open space to the target spot, it the target spot Is solid
however victims need not arrive at floor lve
Those who make their saving rolls may attack the crypt thing, but it
can only be hit by magical weapons. The erypt thing will attack in
return, using 2 two-handed clawing movement which inflicts 1—8 hit
points of demege
‘The erypt thing can communicate in the neutral tongue, but i itis
questioned on the disappearance of some members of # party, it will
hot reveal its power but will instead maintain they have beon
dvineegrated.
‘There ore rumoured to be aberrant crypt things in existance, which,
instead of te/eporting vietims, paralyre them and simultaneously turn
them invisible. Neither this nor the more common type feeds on
victims, however — their sim appears to be solely that of obtaining
pleasure by creating confusion and dient.DAKON
DARK CREEPER
axon —
DARK CREEPER
— DARK STALKER
— DEVIL — DEVIL DOG — DIRE CORBY — DISENCHANTER - DOOMBAT — DRAGON,
ORIENTAL — DRAGONFISH — DUNE STALKER
DEATH DOG — DEATH KNIGHT — DEMON —
DAKON
FREQUENCY: Uncommon
NO. APPEARING: 6-60
ARMOUR CLASS: 5
MOVE: 6”
HIT DICE: 147
SIN LAIR: 50%
TREASURE TYPE: €
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
1=10/1-10
SPECIAL ATTACKS: Nu
‘SPECIAL DEFENCES: (i
MAGIC RESISTANCE: Standord,
INTELLIGENCE: Average
‘ALIGNMENT: Lawful neutral
SizesM
PSIONIC ABILITY: Wa
Attack/Defence Modes: Ni
LEVELIXP. VALUE:
120 * 2per hit point
‘A shabby, intelligent ape with 2 reasonable grasp of the common
tongue, the dakon will never attack except in self-defence oF 10
recover teature stolen from it. When it attack it does 20 at +2 bit
probability bonus because ofits strength and sharpness of clans, using
tach claw to inflict 110 ht points of damage
“The dakon is ually light brown colour with greon eyes and black
hhande. Its found in all types of location except near large expanses
‘of water. It is normally on good terms with lawful humans and near-
hhumans, though it has » suspicion of the motives of humanoids and
wil not communicate with ther,
DARK CREEPER
FREQUENCY: Rare
NO. APPEARING: 1 (20-80
se betow)
ARMOUR CLASS:
‘0 (or 8 ~ se below)
move: 9
HIT DICE: 1+
SIN LAIR: 20%,
TREASURE TYPE: See below
NO, OF ATTACKS: F
DAMAGE/ATTACK: 1~4
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: Mi!
MAGIC RESISTANCE: Standord
INTELLIGENCE: Average
ALIGNMENT: Groote neuera!
SIZE: $4" tall)
PSIONIC ABILITY: Ni
‘Attack/Defence Modes: Ni!
LEVELIX». VALUE:
MAYO + 2ar hit point
“The dark creeper (a folk name for the race since the race name fs
lunknowa andthe race language incomprehensible to linguists) is &
humanoid, slighty built creture about the same height a: 6 dwarf
‘Members of the race always dress in sombre, darkcoloured clothing,
concealing as much of ther pallid skin ae poesia. They detest light
‘and dwell deep underground ~ usualy leading a solitary existence
‘hough there have been rumours of underground villages inhabited by
2
‘a many as 80 inclviduals, including 20%—25% females. These villages
re always ruled by a dark stalker.
“The dork creaper is particulary fond of small masical items such as
rings and magic dogger: — solitary inalvidsls will cary 2BX of thelr
treasure In the copious pockets of thelr cloaks, so there is a 15%
‘chance of a magic daggie, 5% chance of a magical ring and 10%
‘chance of 1~4 goms or 1-2 Items of jewollry on any individual on
‘countered. In lair multiply these probable treasure items by the
‘umber of mele individuals resident, and add 1100 platinum pieces
‘and 50-500 gold pieces.
“The craeper hat the abilities of a 4th loval thief In addition to the
ability to detect magica items st 2 range of 15°. I attacks with @
‘normal (or, if one is possessed, a magical) dagger. The creeper also hes
the innate power to cvoute darkness three timas a day —whon thie
power is used, ll torches, lanterns end other nom-magieal sources of
ilumination within 50 re extinguished and cannot be redgnited
‘during the next hour (the duration of the ereeper’s power). During
this time the ereeper has two main objectives. First, 10 destroy
lanterns and tinderboxes, break flasks of oll and so on ~ any act
‘which wal inhibit the creation of ilumination. Secondly, to steal any
small mapcal items detected. Sel/preservation ranks marginally above
such obietives.
darkness abilities In fact, thay obtain 8 saving roll against magica!
frost, and If the Item makes such 3 save Its nok affected. If the fem
falls to save, however it is extinguished forthe next hour, after which
its property returns to normal
During the darkest. even infravsion becomes useless; however the
reaper will not wse its power against parties not using arti
iMlumination,s0 elves using Infravision, for instance, will usualy pass
‘unmolested.
“The dorknes: power may be cou
‘the ergopar ia attacked in normal
red by spalls such as ight, and if
jumination its AC ie 8,
killed its body undargees spontansour combustion of
tensity that all within 10" of the vietim are blinded (saving rit
inst magie permed) for 1-6 full urns. All traces ofthe creeper
are destroyed though metal items will normally (80% chance) be un
‘damaged; magical items, metal or otherwise, will lowe their deomer
‘if they fail to save against apical fre.DARK STALKER
DARK STALKER,
FREQUENCY: Very rere
NO. APPEARING: 7
‘ARMOUR CLASS:
‘0 lor8— se below)
Move: 9”
HIT DICE: 247
SKIN LAIR: 2058
“TREASURE TYPE: Soe below
NNO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
‘SPECIAL ATTACKS: See below
SPECIAL DEFENCES: Seo below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic neutral
SIZE: M
PSIONIC ABILITY: Nis
‘Attack/Defence Modes: Wi!
LEVELIXP, VALUE:
17200 +3 per he point
Dork stalkers are the raraly ven leaders of the dark croopers, They are
nearly a race apart, for they breed atmost exclusively amongst
themselves. They are instantly noticeable amongst # group of dark
Creepers as they sre man-sized and stand head and shoulders above
‘their underlings.
“Thera is an average of one dark stalker to every 25 dark creepers, and
ch darke creeper villoge will contain at Teast one stalker ruler
Stalkers will rarely be encountered on thelr own, but this hae Been
known to happen as the stalker goes about some mysterious personal
(Dark stalkers have all the powers of dark creepers, plus the ability to
‘create a wall of fog twice per dey.
“They fight with short swords If they must, and some of these are
‘magical (25% chance). All of thelr treasure is carried — there isa 7%
{chance of a magical ring and.a 12% chance of 25 gems or 12 items
‘Of jewellery on any siven individual encountered. If attacked in
‘ormalilluminetion, the dark stalker has ACS.
If klled, 2 dark stalker explodes in a blinding flash equal to a 3-ice
fireball
DEATH DOG
FREQUENCY: Very rare
NO. APPEARING: 550
‘ARMOUR CLASS: 7
MOVE: 12"
HIT DICE: 247
S6IN LAIR: Wi
‘TREASURE TYPE: Wil
NNO. OF ATTACKS: 2
DAMAGE/ATTACK: 110/110
SPECIAL ATTACKS: Diteoro
SPECIAL DEFENCES: Ai
MAGIC RESISTANCE: Standloret
INTELLIGENCE: Animal
ALIGNMENT: Neutra with
evi tendenciee
‘SIZE: M (6" high at shouiaer)
PSIONIC ABILITY: Ni
‘Attack/Detence Modes: il
LEVELIX, VALUE:
1/105 +3 per hit point
Large black hounds with two heads, the death dogs can sttock
‘with each heed Independently. They usually hunt in packs, in deserts
Corin dry ereas underground.
Esch bite delivers 1—10 hit points of damage and the victim of @
23
DEATH KNIGHT
‘ito must save agsinet poison or die at a reqult of 2 slow, rotting
isease in 4-24 days. Cure clisease will bean effective remedy.
When attacking, the death dog usually aims for its vitim’s lage —
natural roll of 19 oF 20 on the ‘to hit’ die against 2 man-sized or
flr vetin moans that the victim has been knocked to the ground
fand attacks at —4 until able to ran sin to his feet (which he ean do
ring @ single round if he fe not knocked dewn again).
Q#- eR .
‘These vicious hounds, which usually attack humars and near-humens
‘on sight (85% chancel, are sid to be the descendents of Cerberus:
their loud penetrating double bark tends to lend support to this
‘theory.
DEATH KNIGHT
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 0
MOVE: Variaaie
HIT DICE: 9 /10-sided dice!
RIN LAIR: Nid
TREASURE TYPE: Wi
NO. OF ATTACKS: 1
DAMAGE/ATTACK:
By weapon type
SPECIAL ATTACKS: Sve below
‘SPECIAL DEFENCES:
‘See below
MAGIC RESISTANCE:
75% (eee below)
INTELLIGENCE: Average —
‘genius
ALIGNMENT: Chaotic ot
Size: M
PSIONIC ABILITY: Mir
‘Attagk/Dofence Modes: Ni!
LEVELIX. VALUE:
VIII/3,700 + 16 per hit point
“The death knight — and there are only twelve of these dresdtul
creatures known to exist — is @ horrifying form of lich created by &
‘demon prince (it i thought Demogorgon) from a fallen human
Deladin, The death knight itelf cannot be turned or dipelied (though
fis affected by Moly word) but It has power over undead equivalent
‘0 that of 2 6th lvel cleric. It has 75% magi resistance, and if 11 or
lower is rolled on percantage dice a magic spall will be reflected
‘back at the caster (rll each time a spell is atterpte),
“The death knigrt wears light armour |9" of 12" movement depending
‘on its other encumbrance, if any) butis always trested as armour clast
10, hae 18(00) strengti and umvally attacks with © sword (80%
‘chance of thls being # mapa! sword). It will usually be riding 8 night
‘mare (yee ADVANCED DUNGEONS & DRAGONS MONSTER
MANUAL — Nightmare) one of which can be summoned to sarve
‘death Knight every ten years; the beast will serve a death knight at 8
Daladin’s horse serves a paladin. The fearsome powers of the death
Kenight derive largely from its use of magic. It continually generates
fear in a 5' radius, can create 8 wall of ice at will and has innate
powers of decect magic and detect invisibility Twice a day it can
‘igpel magic a gate in a demon type | (20%) type I (25%), type I
(30%), type 1V (20%) or type VE (5%), with a 75% chance of the gate
‘opening, Once per day » death knight ean use any one of the power
‘word spells, a symbol of painffear and generate a 20-dce fireball
Whore appropriate, © death rights magie use is at the 20th
experience love.
‘A death Knight will speak 3-6 languages in addition to is alignment
‘ongue and the common tongue.DEMON
DEMON
Characteristics ond abilities which are common to all demons are
raprinted here, in edited form, from ADVANCED DUNGEONS &
DRAGONS, MONSTER MANUAL.
Demons are able to move from their own plane into thote of Tartrus,
Hades, of Pandemoniam or roam the Astra Plane. However, they
cannot enter the Material Plane without aid (conjuration, gate, or by
‘pame speaking o similar means).
Demons are chaotic and evil, the emartor and stronger rule those of
‘sir kind who are weaker and less incelligent. The less intelligent vil
attack without question and fight until sian. Demons of type V and
shove are not actually alain when thoir material form is killed In
‘combat; their material form being removed from their ut, the demon
[nquestion s thereby forced back to the plane fram whence t orginally
‘came, there to remain until a century her pasted or unt another aids
to go forth ain. However, if demons are encountered on their own
plane, they can be slain. No demon can ever be subdued. All are able
{0 divide their attacks amongst two or even three opponents if theit
‘cans allows
Demons wil never willingly serve anyone or anything. If forced to serve
through magic or throst they will continually seek a way to slay theit
‘mesterfcaptor. Those to wtiom demons show e liking are typlcaly
Carried off tothe demons’ plane to becomes slave (although a favoured
fone), Note that demons can be summoned by cherscters of any
alignment, but controlling 2 demon is another matter entirely. A
Special pentacle is required for demons of type VI or greater. The
‘rest or reward which the conjuring party uses to attempt gaining 8
‘demon’s service must be carefully handled by the dungson master.
pelied by holy (good) relics or artifacts.
Demons frequently roam the Astrof and Etherso! Planer. Theit
‘ttention is alao attracted by persons in an ethereal state. If the name
Of a particularly powerful demon is spoken there is a chance thet he
‘and turn his attention to the speaker. A base 5% chance Is
recommended to the referee. Unlest propared to void such attention
orto control the dernan — the demon will thereupon immediately
by whatevar means are most expeditious, the one pronouncing
Demons! Amulets: Demon lords and princes maintain their vital
‘essences in small containers — their souls, 0 to speak, are thus at
‘once protected and yet vulnerable if rome enterprising charactor
should gein the amulet. Demons with amulets are able to magic jar
‘once per dey. Demons’ amulets cannot be detected as auch by any
rmapicel mesns, and they do not otherwise appear unusual in ony way.
“The device need not be with the most powerful prinees, although the
lesser demons typically need to carry thers on or near their person.
Possession of an amulet gives the possessor power over the demon to
‘whom it "botangs” for the space of. for example, one adventure, and
‘never more than a dey (24 hours). The emulet must then be retured
‘0 the demon — or it can be destroyed and thus condemn the
prince to abyssment for a year (and it may return thereafter only
if summoned). Use of an amulet is very, very dangerous. Porrssion
‘fone will double chances of calling the attention of another demon,
land any demon not controlled by the device will immediately tteck
‘he person possessing such an amulet. If the amulet leaves the hand
‘of the one commanding the demon to whom it belongs, that demon
tttacks him in ite most effective fashion, immediately, axtempting ite
‘utmost to slay and then to carry all that remains to its own domain,
that charactor it lost and gone forever. On the positive side, however,
it the wielder of the amulet carefully repays the demon for aid
‘rendered, adds 8 considerable sum for having the temerity to care to
‘command the demon in the first place, and then caretlly restores
‘the amulet to the demon, the prince might not bear him s grudge
{oraver afterwards nor seek to hunt him out whenever possible,
24
DEMON (LOLTH)
Lolth (Demon Queen of Spiders) WLeser Goxdes)
FREQUENCY: Very rave
NO, APPEARING: 7
‘ARMOUR GLASS: —10 (-2)
Movi 15°)
HIT DICE: 66 hit pomnes (16:hie dice)
SIN LAIR: 25%
‘TREASURE TYPE: Ofe5),8.XU3),
NO. OF ATTACKS: 1 ang’? (1)
DAMAGE/ATTACK:
4-16 + poison and webs
(by weapon type)
SPECIAL ATTACKS:
‘See below
SPECIAL DEFENCES:
‘See befow
MAGIC RESISTANCE: 70%
INTELLIGENCE: Godlike
ALIGNMENT: Chaotic evi!
SIZE L MM)
PSIONIC ABILITY: 266
Attack/Defence Modes
Alla
LEVEL/X. VALUE:
xy12.470"
("for destroying Material Plane form only — if actualy killed
permanentiy, multiply XP. figure by 10.)
‘The demoness Lolth is a very powerful and feared demon lord. She
Lusutly takes the form of a giant black widow spider when she is on
the Prime Morera! Pane and she sometimes sesurnes thi form on het
‘own plane as well, but she also enjoys appearing as an exquisitely
Deautiul female dork aif (the statistics for this form are ven in
parenthetes). Little is known about her sims, and only the fact thet
‘the drow worship of Lolth causes her to assume form on the earth
Permits compilation of any substantial information whatsoever.
Lolth enjoys the compeny of spiders ofall sorts — giant species in her
srachnid shape, those of normal, large and avers huge type in her
hhumanold form. She is able to converse with all Kinds of spiders, and
they understand and obey her unquestioningly,
‘Although Lolth has but 66 hit points, her high armour class prevents
most damage and the is able to hea! herself st wil, up to thrice per
day. As Lolth enjoys roaming about in one form or another, she will
Seldom be encountered in her lair no matter what the plane, unless
\worshippars have Invoked her to some special shrine or templ
In the form of 2 lant spider. Lolth is able to cast web strands 30"
long from har abdominal spinoretts which are equal to those of a
‘wet spall with the addition of 1—4 hit points of damage per round
Beeruing to webbed victims due to a polsonaus excretion upon the
strands; during the same melee round she is able to deliver a vicious
biting attack for 4—16 hit points of damage lus death if the victim
Js unable to save against poison at a ~4 penalty. In her humanoid
form, Lolth will use weapons common to drow.
‘As a giant spider, the damoness can use any one of the following
owers, one per! mwlee round, st will: comprehend languapes,
Confusion lereature looked at only), darkness (70" rads), digpel
‘magic: once per day gate in a type | (45%) type 11 (35%) oF type IT
(20%) demon with 66% chance of the gaee opening: twice per day use
‘hase door, read magic, shape change: once per day summon 9~16
largo (20%), 7—12 huge (30%), 2-8 giant (40%) or 14 phase (10%)
spider, teleport with no inaccuracy, tongues and true seeing. In her
hhumanoid shape, Lolth is'@ 16th lovel clerc/14th level magie-user
with commensurate abilities. However in the latter form she is unable
{0 war armour of any sort, and hor psionic powers are lost to her
(soe hereafter).
Lolth is not affected by weapons which are not mapica, silver does
her no herm (unless magicked to at loast +1) and cold, electrical and
Gas attack forms cause only half damage. Acid, mapie missles (if her
magic resistance faile her) and polzan affect the demoness normally.
Colth Is especially susceptible to holy water, taking 6 points of
damage trom a splash and 6-21 points (346 + 3) from a direct m
‘The visual range of the demoness extends into the infrared and ultra-DENZELIAN
violet spectra to 2 normal distance of 120". Lolth has limited
‘olepachy communication ability, as do demonsin goners.
Her psionic disciplines are body equilibrium, clairvoyance,
domination ond the major sciences of dimension walking, mind ber,
‘molecular rearrangement ard probability travel, These disciplines (as
‘well as magical powers) are porformad at the 16th experiance level of
sbilty.
DENZELIAN
FREQUENCY: Very rare
NO. APPEARING: 7-2
ARMOUR CLASS: 0
wove: 1”
HIT DICE: 6
S6IN LAIR: 100%
‘TREASURE TYPE: Wit
NO. OF ATTACKS: Mit
DAMAGE/ATTACK: Mi
SPECIAL ATTACKS: Mi
‘SPECIAL DEFENCES: Nir
MAGIC RESISTANCE
Standord
INTELLIGENCE: Sem
ALIGNMENT: Neveral
SIZe:s
PSIONIC ABILITY: Mit
‘Attack/Defence Moder
mi
LEVELIX. VALUE: Nor
applicable
“The denzetian is 9 peaceful rock-2ater. Very thin, but of large surface
‘area (about 10°x10°x3"), tha danzelian tunnels through solid rock at
the rate of 1” per week, slowly wearing it eway. Generally one mal
‘and one female tunnel/nesr one another. The crestures wil
‘metal, making 2 detour round even small deposits — hence denzelin
‘tunnels tend to fellow a meandering course.
Je ig nearby (and one usually.) the resulting letor
‘which hatch in 100 years, The egos look like non:
stones. The chance of finding s single o9g — for they
‘re not deposited together — in an area frequented by 8 denzelian
female is 1 in 1,000. An ogg is worth 1,000 gold pieces or more to
certain wealthy rnine-owner.
DEVIL
Full details of the devils aro given in the ADVANCED DUNGEONS
& DRAGONS MONSTER MANUAL. Edited details applicable to the
styx dovil are reprinted here.)
Devils follow a definite order, a chain of command, which they dare
not bresk for feer of the arch-dovils, Stil, share ie raat rivalry, even
‘open antagonism, between the devils of the various plones and
between the various arch-dovil.
All devis are able to move about the Planes of Hell (although they
‘dare not do s0 without authorization, save for the dukes). They ean
‘move to the Planes of Gehenna, Hades and Acheron at will Devils can
‘also move through the Astra? Plane, although they seldom do s0. No
‘dei sable to enter the other planes unless the proper ritual is
‘formed, a gate is opened, oF the proper name of a devil is spoken (an
heard).
{tis possible to destroy the material form of a greater devil or duke of
Hell'but such crostures can not actually be slain unless encountered
‘and fought in Hell or those Lower Planes adjacent to it. Devils can
never be subdued. The lesser ones will always fight until destroyed
‘The reater ones will nagotiate if seriously threatened. Dovils will
_zrve f properly commanded but itis @ risky business for an improper
‘command will Break the law which binds them to service. (It also
typically requires 9 contract for the soul of the creature commanding
25
DEVIL (STYX)
‘the infernal power to obey). It is possible for other than lawful evil
prtons to invoke or otherwise trast with devils (but the long spoon,
Oft spoken of, had better be used when supping with such monsters)
Magic circles ‘will keep devils off for a time if thev are properly
scribed (and ensymboled In the case of greater and arch-devil
Devils are repeted by holy (good) artifacts or relies.
{All devilscan direct ther attacks ogeinst two or more opponents ifthe
‘means are at hand, Ifa greater dovil hes its material form destroyed it
le forced to lamure status for nine decades of torment before it
resumes Its former station. (sce ADVANCED DUNGEONS &
DRAGONS MONSTER MANUAL — Dewi, Lemur).
{All ovis have or a
Charm Person
Suggestion
tiluston
Infravision
‘Teleportation (no error)
‘know Alignment
Cause Fear (effect varies)
Animate Dead
able to perform the following:
Devils are able to summon thelr fellows, summoning being similar to
‘a monster summoning spel
Because they have a special form of telepathy, devils are able to
‘understand and converse with any intelligent creature.
Dovils are affected by the listed sttack forms as noted below.
Attack
‘cid
cold
electricity (lightning)
fire (dragon, magical)
198s (poisonous, ete.)
Iron weapon
magic misile
poison
silver weapon
‘unless affected by normal weapons in which ease damage will be
‘secording to the weapon type.
sacrifice
is required of evil erastures using 8 talisman. Merely looking at these
talismane ie dangerous if not properly protected by spells or a maple
Circle, study of a charm gives 2 10% chances of summoning the kind or
specific devil to whom the talisman belongs. Speaking the name on
8 call forth the kind or specific dail
Styx Devil (Greater Devil)
FREQUENCY: Very rare
NO. APPEARING: 7-2
ARMOUR CLASS:
MOVE: 6°15"
HIT DICE: 646
SIN LAIR: 60%
TREASURE TYPE: 0,8
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below]
SPECIAL DEFENCES:
‘Cannot be hit by normal
weapons ~ s¢e below
MAGIC RESISTANCE: 50%
INTELLIGENCE: High
ALIGNMENT: Lawful evit
SIZE: M
PSIONIC ABILITY: 127
‘Axtack/Defence Modes:
BDIEGH
LEVELIX.?, VALUE:
ViI/1,275 +8 per hit point
(tor destroying Material Plane form only — if actuelly Killed
permanently, multiply XP. figure by 10)DEVIL DOG
Fesidents of the fifth plane of Hel, styx devils are humanoid but with
ispropertionatoly larbe, oly head and wings of black trimmed with
silvor. Their main task Is to search for souls to take bock to Garyon,
but from time 10 time they will tour the Material Plane with intant 13
‘destroy all humane they moet,
“The styx devil ie invulnerable to ordinary weepons but ean be
damaged by aver weapons and by magical weepons with @ bonus of
“Hor better.
“Their touch causes 2-8 hit points of damage and has & 50% chance of
ficting an imprisonment spell on the victim ino saving throw
‘llowed). Trest this ab I cast at the 22nd level of mogle use and regard
the stvx dvil as having perfect information regarding the victim's
rrame and background.
“To dispel a sty couil requires the utterance of holy word.
For purposes of serial combat, the styx devil it manosuvrability
class
DEVIL DOG
FREQUENCY: Rare
NO. APPEARING: 4-16
ARMOUR CLASS: 6
MOVE: 20” maximum
HIT DICE: 6
SEIN LAIR: 108
‘TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS:
Throat attack
SPECIAL DEFENCES: Ni
NAGIC RESISTANCE: Standord
INTELLIGENCE: Average
ALIGNMENT: Chaotic ev?
SIZE: M (3’at shoufder)
PSIONIC ABILITY: Nit
‘Attack/Oefence Modes: Ni!
LEVEL/X.P. VALUE:
V/350 +6 per hit point
‘Sterk-white hounds with blue eyes, devil dogs live in cold regions and
‘when encountered in snew- or fost-covered areas are invisible beyond
‘2 range of 30', They room in packs in an endiess search for food and
will always attack human parties, being sly enough to use their
[Protective colouration tothe bert advantage.
“The devil dog uses s vicious biting attack and always jumps for the
throst. Normal damage inflicted is 2-8 hit points, but If the “to hit”
ie roll is 4 or more greater than required to hit, o @ natural 20 in
DIRE CORBY
any event, @ hit fs scored on the throat — the vietim suffers double
damage, ie comatose tor 2-8 turns and must receive cure light
wounds (or a stronger ministration of the same nature) during the
Comatose period to avoid death at the end of that period. (Of course
the initial damage may Kill the vitim anyway}
When attacking or giving chase — and devil dogs move very fast indoed
— the creatures emit an intense baying which wil cause far in any
charactor of the third experience level or lower unless they save at —4
fon their die roll agsinet magic. They can sustain ther extraordinarily
high (20") movement rate for three turns, following which they must
‘rast for another three turns during which their meximum movement
rte is 12"
DIRE CORBY
FREQUENCY: Rave
NO. APPEARING: 1-12
ARMOUR CLASS: 6
MOVE: 12"
HIT DICE: 2
IN LAIR: 208
TREASURE TYPE:
Q(x) ~ mainly rubies
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/7-6
SPECIAL ATTACKS: Ail
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standerd
INTELLIGENCE: Low
ALIGNMENT: Nevrraf evi!
size: Mm
PSIONIC ABILITY: Ail
‘Attack/Defence Modes: il
LEVEUX.?. VALUE:
1120 + 2 per hie point
This subterranean race of huge bleck bipedal birds contains ferocious
fighters which need never check morale, Long ago the dire corbies
lostthepower of fight; however thoy make up for thie wth thelr great
strength end ferecity, slways attacking and fighting to the death.
What were onoe wings have now developed as two powerful arms
‘which end in herp, rockchard claws. They fight with thase claws and
{ech is capable of inflicting 1~6 hit poines of damage on a viet.
‘They hunt in flocks, running down their hapless victims, at the same
‘time emitting horrifying shrieks. They have rudimentary language
(their atteck’ cry can be recognised as ‘Doom! Doom!” by those
omilior with i)
Dire corbies live in large underground caverns: at one time there was
‘open warfere between them and giant bats, but this has now become
fan uneasy truce.DISENCHANTER
DISENCHANTER,
FREQUENCY: Very rare
NO. APPEARING: 7-2
ARMOUR CLASS: 5
MOVE: 12”
HITDICE: 5
SIN LAIR: we
TREASURE TYPE: Ni
NO, OF ATTACKS: 1
DAMAGE/ATTACK:
‘See below — special
‘fect only
SPECIAL ATTACKS:
Disenchants ~ sae below
SPECIAL DEFENCES
(Can only be hit by
‘magical weapons
MAGIC RESISTANCE:
‘Standerd
INTELLIGENCE: Average
ALIGNMENT: Neutra!
SIZE: M (6" high at shoulder)
PSIONIC ABILITY: Wi? 4
‘Attack/Defence Modes: Ni
LEVELIX.. VALUE
1V/205 + 5 per hie point
‘The dinchenter resembles @ spindly dromederysike animal with #
long, flexible and muscular snout which can oxtend as much as 5
from the head in attack. It isa pale elactric-blue in colour and
tranclucent: sometimes it may even be seen to shimmer dscernably
‘The creature hes the power to detect magical dweomer — from
magical armour, shields, swords and the like — on which It feeds
nee from the powerful enchantment such items
ing stronger radiation. Should the boast
fncounter @ party of adventurers i will be able to detect the most
Powerful magical item presant and will attempt, as its attack, to
fasten its snout onto the item in question. If je scores a it, it will
«rain the magical power, leaving the Item unmarked but non-mnagical.
Roferses will have to consider the ease with which the disenchantor
‘would be able to ‘attack’ a particular item, despite the dexterity ofits
snout. Generally speaking Ht will attempt s relatively simple dis
nehanement — say on a magical shsld in easy reach ~ rather than
attempt 2 more dificult attack, say on 3 more powerful magical itm
hidden in a backpack or sheath.
‘The disenchanter can only be bit by magical wnapans, but thete will,
‘not lous their enchantmant in hitting the beast — only with its snout
can the ereature disenchant magical itams,
Noone hat ever discovered 2 disonchanter Ini, nor come to any
proven conclusion about its metabolism, which at the least can be
‘Seecrbed as curious
DOoMBAT
FREQUENCY: Aare
NO. APPEARING: 1-2
ARMOUR CLASS: 4
MOVE: 18”
HIT DICE: 643
SIN LAIR: 100%
‘TREASURE TYPE:
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 16/14
SPECIAL ATTACKS: Shriat
SPECIAL DEFENCES: Wil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
‘ALIGNMENT: Neutral evi!
size: Mm
PSIONIC ABILITY: Ai?
‘Attack/ Defence Modes: Ni!
LEVEU/X.P. VALUE:
'ViA00 + 7 per bit point
a
DRAGON, ORIENTAL
‘This is @ species of glant bat found In dismal underground coverns
‘The monstrous black creature has a wingspan 2 full 25° and can pick
up and carry off objects weighing up to 300 pounds (3,000 gold
Dlecee weight). At night, It flee into the outer world to hunt, aways
Sttacking and seaking to kill any living thine. For the purpose of eral
combat, It menoouvrability class C.
“The bite of the doombat inflicts 6 hit points of damage and it also
lashes with it tail for 1—4 hit points of damoge. The tal ined with
crucl barb, stretches @ considerable distance from the body, and
Specimens with talls up to 12'long have been reported.
‘The normal bats sonar yip hes developed into @ terrifying shrek of
great’ sonie power in the doombat. Each doombst can shriek
Continuously for 2-5 rounds end during the shriek, all within 100
‘who can hear wil not be able to concenvate, making spell us,
impossisle and all attacks at —1. No saving throw is permitted against
these effects. The effect of several doombets shrieking at the same
time fe not cumulative
Bright light (such as @ ight spel) will Keop @ doombat at bay, though
it is undeterred by toreh- or lanterm-ight
DRAGON, Oriental
Oriental dragons are related to, though different in some respects
from, other dragons, and indlvidusle very ae to colour, being possibly
white, red, yellow, blue, green or black. Their powers vary with thelr
‘pe, and each sort of dragon is treated inlvidually hereafter. General
information andcommon sharacteriatcs are included in this preamble.
[As with other dragons, oriental dragons_have three oaneral size
‘atogorioe (mall, average and huge) ecearding to the siza typi! of
‘each, This eategoristion i determined by rolling @8; 1—2-xall
S—Teaverage: Sehuge. This size determination alko indicates the
numberof hit dee a dregon has
Oriental dragons, tke other dragons, passthrough eight ogee in thelr
lives. These growih stages are:
1 hit point per die
2 hit points per die
3 hitpoints per die
4 hit points pe die
‘5 hit points per die
6 hit pointe pr die
7 hitpoints per die
B hit points per die
Very young ~ 15 years
Young — 615 years
Subsadult — 18-25 yoort
Young adult — 26-50 years
‘Adult — 61100 years
1d — 101-200 yeors
Very old - 201-400 years
‘Ancient — 401+ years
To determine the oge (end thus the number of hit points per die &
dragon has) simply roll an Bsided di, the number rolled indicating
the age as shown above.
riantal dragons never sleep and furthermore they have continual ESP
(as the spell) at a range in foot equal to 5 times the agedevel of the
dragon. All except yu lung ean polymorph into human form and back
‘st wil, They can alto become invisible and vieible st wil though they
Slwvays bacome visible when attacking, Only yu ling ean be subdued
Certain types have the saly command power. No sesly unintelligent
cremure which lives in the water chiefly fisher and reptile) will ver
willinly attack an oriental dragon with the power. In addition, such
dragon can, once per day, control for s half-mile radive the number
(of unintligent scaly creatures which vo in the weter which Is
‘specified for each clase. This command lasts 2-12 turns and cannot
bbe dispelled. Creatures already under the scaly command power
‘one dragon cannot fall under the power of another. There is no
saving throw against scaly command.
Certain other types have the power of water fire. This unearthly stutt
may be ereated by any oriental dragon with the power whenever itis
under or touching water, and may be dispelled by the ereator at any
time, Water fire surrounds the body like the flame of a cemon and,
does damage to anyone touching it at the amount specified for each
type. All oriental dragons are themselves immune £0 water fire. The
‘fect will disappear for 20-120 rounds after being contacted by real
‘or megicl “heat fire, and cannot be recreated until the end of thet
periodDRAGON, ORIENTAL (LI LUNG)
Like other dragons, oriental dragons (except for yu hung) develop the
‘power to Danic enemies as they mature. At adult age and older they
Fadiate 2 powerful aura which causes a fear rescticn, when a dragon
fies overhead oF charges, 2 follows:
1. All ereaturas under 1 hit dio, as well as non-carnivorous creatures
(of any sort which are not trained for warfare or basically not
fearlots or aggresive wil lee in panic. Such rout will be made at
fastest speed posse and it will continue for 4~24 turns.
2. Creatures with fewer than 3 hit dice must save versus magic or be
‘Baralysed with fear (60%) or panic as above (50%).
3, Creatures with 3 to 5 hit dice wil fight eto penelty of —1 on their
“to hit roll unless they save versus
|4, Creatures with 6 or mare hit dice automatically disregard the aura
5.
effect.
5. The aura of adult, ald and very old dragons is not as powerful =
‘that of ancient dragons, so saving rolls applicable to ther auras are
fat #5, #3 and +1 respectively. Thus, a 2nd level tighter, normally
hhaving 40 sore 16 (75X) oF better to cave against magic (the
‘dragon's aura inthis case), would gain @ bonus of § on his saving
roll versus an adufe dragon's aura; so any score of 11 or more
‘would save him from pants
Encountering Multiple Dragans: If two or more dragons are e
countered outside their lair it will be @ mated pair if wo are
‘encountered and sub-adults it three or more are encountered. If two
‘or more are encountered in their isir it wil be 2 mated pair — with
‘thle young if spplicable. Mated pars are always Sth—8th age
categories. Any young in lair ae eggs (10%) or very young (9OX!. If
‘Young ere attacked, both adults wil eutometically breaths and then
‘melee to bite, gaining a ferocity bonus of +2 to hit and 1/49 in
Clawinglbiting damage. IH sither of the matod pair is attacked the
‘other oriental dragon will rush to its defence, gaining the ferocity
bonuses stated above, unless it is attacked simultaneously
‘Teaasure: Very young oriental dragons will usualy have no treasure,
but there is 2 10% chance that they will have one-quarter the possible
listed treasure. Young oriental dragons have 25% chance for one
‘quarter of the listed treasure, Subradults have a 50% chance for
fone-half the possible listed treasure. Young adults, adults and old
dragons have normal treasure. Very old and ancient dragons are SO%
‘and 75% likely to have 150% and 200% respectively of the listed
its saving throw is calculated by dividing its
total hit pointe By 4, thus giving @ higher number of hit dice than it
‘scully has, This rflects the magic resistance and genaral toughness
ff the creature. Conversely, even a very young oriental dragon gains
the benafit of the sctuel numberof its hit dice, even though the hit
points/die aro but 1 each, for determining scores required. This
Faflects the same nature of dregonkind, |. resistance and toughness,
Li Lung (Earth Dragon)
FREQUENCY: Rare
NO. APPEARING: 74
ARMOUR CLASS: 4
Move: 9”/24/6"(1"-6")
HIT DICE: 7-9
JIN LAIR: 60%
TREASURE TYPE: H
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
2-8/2-8/1-20
SPECIAL ATTACKS:
‘Spells — see below
SPECIAL DEFENCES: Ni!
MAGIC RESISTANCE: Standord.
INTELLIGENCE: Average
ALIGNMENT: Neutra!
SIZE: L (18°tong)
PSIONIC AGILITY: Mir
‘Attack/Defence Modes: Wir
LEVELIX.P, VALUE:
ZHD: Vi/875 +8 perhie point
BHD: VI/925 + 10 per hit point
‘SHD: VII/1,400 + 12 per hit point
DRAGON, ORIENTAL (LUNG WANG)
“The only orfental dragon with wings, these have @ on's body and
dragon's heed with human features. They live underground and can
swim, though they cannot breathe water, Thay attack with two claws
whieh inflict 2-8 hit points of damoge each and a bite whieh Infles
1-20 hit points of demee
‘They have no bresth weapon, but onc a day they can cause an
‘ardhquake (as the spall but with no chance of it bsing dispelled) with
{width and length in tons of feet equal to three times the age level of
‘the beust (so a subradule would produce an effect 30° square). Such
convulsion may bring down the eavern in which the oriental dragon Is
tiving, but It lung are never harmed by any earthquake (though they
may be Inconvenienced by having to dig out. of the rubble). ‘Their
‘powerful claws enable them to burrow through solld stone at 1” per
‘ur and through earth at 6 times that rate
[U.tung are manoeuvrability cles E in the ai
‘Lung Wang (Sea Dragon)
FREQUENCY: Very rare
NO. APPEARING: 7
‘ARMOUR CLASS: 0
MOVE: 3°7/9""
HIT Dice: F119
SIN LAIR: 60x
TREASURE TYPE: Hix2)
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1-12/1-126-36
SPECIAL ATTACKS: Breach
‘weapon and spells ~ see below
SPECIAL DEFENCES: Ai)
MAGIC RESISTANCE: Standiord
INTELLIGENCE: Very
ALIGNMENT: Neutra?
SIZE: & (up t0 20° diameter)
PSIONIC ABILITY: Mi!
‘Attack/Defence Moder: i!
LEVELIXP. VALUE:
17 or 12HD: VINA, 550 + 16
‘per ie point
13HD: 1X/6,350 +18 per
‘These solitary brutes are oriotal relatives to the dragon turtle,
turte’s body, crested neck, and head like a shen lung. They rule large
is of water and can breathe either water or air. They can lift any
ship they come under or ram asthe largest warship.
‘Their ordinary attacks are with two claws which do 112 hit pointe
of damage each and a bite which inflicts 6-36 hit point of damage.
‘They can breathe a cone of steam 100" long by 50! wide at the base
Lp to three times a day: this breath weapon does damage equal to the
current hit points ofthe ereetu
Lung wang have the sly command powor over 440 ersatures times
the age level of the dragon, but no water fize. They have no spells
‘other than those general to oriental dragons.
[AS rulers of the seas, lung wang demand tribute from every passing
ship. Regular travellers may work out an arrangement — for example,
0 much treesure dumped overboerd at given spot.
“They have their own language.DRAGON, ORIENTAL (PAN LUNG)
Pan Lung (Coiled Dragon)
FREQUENCY: Rare
NO. APPEARING: 14
ARMOUR CLASS: 2
MOVE: 12°/712"/8"
HIT DICE: 6-8
SIN LAIR: 60%
TREASURE TYPE: H(t)
NO.OF ATTACKS: 2
DAMAGE/ATTAGK: 1-3/1-3/2-16
SPECIAL ATTACKS:
Constrietion and spelle
-0e bolow.
SPECIAL DEFENCES: Mi
MAGIC RESISTANCE: Standord
INTELLIGENCE: High
ALIGNMENT: Chaotle novtra!
SIZE: (54" long)
PSIONIC ABILITY: wis
‘Attack/Defence Modes: Nil
LEVELIX.. VALUE:
‘GHD: Vi475 +6 porhie point
ZHD: VI/700 + 8 per hie point
BHD: VII/1,100 + 1Oper hitpoint
‘A smaller, thinner and longer variety ofthe shen luna, pan lung live in
‘marshes and swamps. Unlike the shen lung, they have no tall spike,
‘but If they succeed in gresping with their bite (which does 2—16 hit
ppoints of damage) they will, on each succeeding round, automatically
bite for 1-8 hit points of damage and constrict with thelr tal for 8
further 2—12 hit points of damage. They also attack with their two
claws, e0ch of which inflicts 1-3 hit points of damage.
Pan lung can fly, breathe alr or water at will, have the scaly command
ower over 1—10 creatures times the age level of the dragon, and can
use water fire for 1-6 points of damage. They have no. breath
‘weapon, but may east charm monster theee times day
Pan lung are manoeuvrability class E for purposes of arial combat. In
‘heir brain they have @ magical orgon like thet of the shen lung which
‘ives them the power of flight ~ the organ is inextractable,
Pan lung speak their own fenguage which they shere with the shen
tung.
‘Shen Lung (Spirit Dragon)
FREQUENCY: Rae
NO. APPEARING: 7-4
ARMOUR CLASS: 7
MOVE: 12°127/8"
HIT DICE: 9-17
SIN LAIR: 60%
‘TREASURE TYPE: H
NNO. OF ATTACKS: ¢
DAMAGE/ATTACK:
1-4/1-42-24/1-8
‘SPECIAL ATTACKS:
‘Spells — see below
SPECIAL DEFENCES:
‘See below
MAGIC REISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Chaotle neural
SIZE: L (48" tong)
PSIONIC ABILITY: Nit
‘Attack/Defence Modes: Nil
LEVELIX.P. VALUE.
‘SHO: VII/1400 + 12 per hit point
YOHD: VI1/2,100 + 14 per hit point
11H: V1Vf2,000+ 16 per hit point
“The most common oriental dragon, shen tung are wingless, long and
fourfooted, with a spiked back and tal, whiskers and two horns on
‘the heod. Inside the brain isan inextrsctable magical organ which
‘ives shen lung the ability to fly.
DRAGON, ORIENTAL (TIEN LUNG)
‘Shen tung typically attack with two claws for 1-4 hit point of
damage each, a bite For 2-24 hit points of damage anc a tll spike for
41-8 hit points of damage. The tail is as supple as that of a wyvern,
but not polsonous. Shen lung have no breath weapon but can cast
bless and curse once 2 day each and control weather and Ice storm
‘three times a day each.
‘These oriental dragons live in rivers and laket and can breathe air or
\woter. They take no demoge from lightning, but take double demage
‘rom fire attacks. They have the scaly command power over 2-20
creatures times the age-tevel of the dragon and water fie of 212
points value.
‘Shen lung are immune to poison. Another curious power they postoss
| that no insect, arachnid or arthropod can approach @ shen lung
within a radi of 0"
‘They are manoeuvrability clase E at ragarde serial combat,
Shen lung speak their own language which they share with the pan
ton.
‘Tien Lung (Celestial Dragon)
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: ~2
Move: 9748”7/6"
HIT DICE: 11—18
TREASURE TYPE: Hx 2)
NO.OF ATTACKS: 3
DAMAGE/ATTACK
16/16/4440
SPECIAL ATTACKS:
‘Breath weapon and spells —
00 botow
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exeapdiona!
ALIGNMENT: Lawful never!
SIZE: L 148" long)
PSIONIC ABILITY: Nit
‘Attack/Defence Modes: Nit
LEVELIX.P. VALUE:
11 or 12HD: VIIIM4, 650
+ 16 per hitpoint
19MD: 1X/,360 + 18
‘bor hie point
‘Tien ung ive on high mountain peaks and in cloud cattle: they are
rulers of the al. Thalr usual colouration fs yellow. Though wingless,
they fly by using the same organ In the brain as pottessed by shen
hn.
Usually they attack with two claws, each of which does 1-6 hit
points of damage, and a bite which does 440 hit points of demege.
They breathe fire in 9 90'x30" cone up to six times 2 day, doing
‘damage equal to the dragon's current hit points. They may also cast
control weather @ number of times per day equal to twice the
Sagan's 098 love.
‘Tren lung of age ald and older have # 50% chance of being
saccorpanied by 1-6 wind walkers (see ADVANCED DUNGEONS
& DRAGONS, MONSTER MANUAL — Wind Walker); these
{anatially loyal senans cannot be charmed from their purpose and
will do their utmost to defend their master and, if necessary, avenge
his death,
‘Tien tung are very fond of eating opals and pearls and will look
favourably on any mortal giving them such delicacies,
Inthe i
‘en lung are manoeuvrability class D.
‘They speak their own language, thelr alignment language and the
‘commen tongue,DRAGON, ORIENTAL (YU LUNG)
Yu Lung (Corp Dragon)
FREQUENCY: Rare
NO, APPEARING: 14
ARMOUR CLASS: 3
Move: 6"/18"
HIT DICE: 5-7
SIN LAIR: 60%
TREASURE TYPE: Nil
NO.OF ATTACKS: 3
DAMAGE/ATTACK:
14147216
SPECIAL ATTACKS: Wit
SPECIAL DEFENCES: Mi
MAGIC RESISTANCE: Standord
INTELLIGENCE: Low
ALIGNMENT: Neverar
SIZE: L (18° long)
PSIONIC ABILITY: Ni!
‘Attack/ Defence Modes: Ni
LEVEL/X.?. VALUE:
‘HD: 111/130 +8 per
hitpoint
GHD: 1/225 + 6 per
hiepoint
THD: V/360 +8 per
hie point
These shy erearures live in fresh watar end have a dragon's head, two
foreiogs and a giant cerp's body/tall. They cannot fly, polymorph oF
turn invisible: they have no breath weapon and breathe only water,
though they can emerge awkwardly onto land for up to one hour.
Their attack is with two claw for 14 hit points of damage each and
1 bite for 2-16 hit points of damape.
When determining the age of yu lung, bring al age levels of Sor above
‘down to adu/t. There are no older yu lung: when they reach 101 years
of age, they are metamorphosed into another Kind of oriental dragon
(equal probability ech type).
DRAGONFISH
FREQUENCY: Rare
NO. APPEARING: 7
ARMOUR CLASS: 4
MOVE: 6”
HIT DICE: 2
SIN LAIR: Wi
TREASURE TYPE: Ni
NO.OF ATTACKS: 7
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Poison
SPECIAL DEFENCES: Ni
MAGIC RESISTANCE: Stancord|
INTELLIGENCE: Non-
ALIGNMENT: Aout!
size: s
PSIONIC ABILITY: Mit
‘Attack/ Defence Modes: Nil
LEVELX.. VALUE:
i/65 + 2per hit point
Dragontish are 2° long, mottled brown flatish which turk on the bed
of a shallow Tresh-nater pool or a slow:moving stream or Fiver. They
re very difficult to spot (15% chance even ifthe avurchors know whet
they are seeking) because they merge extremely well with the
background.
‘They heve 2 fringe of horny spines tipped with poison (highly toxic —
saving throw it at —1) which snap off in any vietim who steps on
‘them or puts his hand on them, The spines are very strong and wil
penetrate leather boots.
In melee dragontish bite for 1-6 hit points of damage. The spines
‘themsslves do not cause damage other than the poison damage.
DUNE sraLKeR |
DUNE STALKER
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 2
MOVE: 12"
HIT DICE: 6
SIN LAIR: Wi
TREASURE TYPE: Nit
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 272
SPECIAL ATTACKS:
‘Kiss of death
SPECIAL DEFENCES:
‘Onty damaged by
‘magical weapons
MAGIC RESISTANCE: 30%
INTELLIGENCE: High
ALIGNMENT: Neutral evil
SIZE:
PSIONIC ABILITY: Ait
‘Artack/Defence Modes: Nil
LEVELIXP. VALUE!
V/400 +6 per bit point
‘A vile naked human in appearance, bony and with long sharp fingers
‘and clawed toes, the dune stalker roams desert areas in response 10
‘summons from high level evil magicians. 1t wil attack good characters
‘only any alignment combined with good will attract attack,
It ig a faultloss trecker, as the invisible stalker (soe ADVANCED
DUNGEONS & DRAGONS, MONSTER MANUAL — /nvisible
‘Staker) once set ona particular mision
{
\
aes
“The dune stalker’ attack is usually by sonic vibration which has 2
range of 60' and delivers 2-12 hit points of damage on 8 single target
(faving throw not permitted. In close contact the stalker can deliver
the ‘kiss of death’ by placing its lips in direct contact with skin. The
sonic vibrations thus set up in the victim's body are of such an
Intensity that failure to make © saving throw versus spells means
Instant oath. A successful saving throw negates the effect.
Dune stalkers can only be harmed by magical weapons.ELEMENTAL PRINCES OF EVIL
ELEMENTAL PRINCES OF BVI (IMIX}
FZ
i
FLAME
ELEMENTAL PRINCES OF EVIL — ELF — ENVELOPER — ETTERCAP — EYE KILLER ~ EYE OF FEAR AND
ELEMENTAL PRINCES OF EVIL.
The princes of evil lr, cold, earth, fire ond water creatures are
Powerful beings whose principal areas of domination are on the
Elemental Planes but who slso have many followers on the Prime
Materia! Plane. Though often at odds with each other (mainly through
the actions of their underlings) the elemental princes of evil do share
cortain common charscteisics, ach being able to perform detect
Inesibte, dispel magic (at 20% level, sntrevision (duration one dV),
know aifgnment, suggestion (duration 12 hours) and teleportation
(oo error), all at wil, They have 2 special telepathic power which
fnables them to understand and. converse with any. intelligent
crosture. Three times per day (sech) they can read languages anc read
magic: once por day they can teekinese 6,000 gold pieces weight,
‘The experiance point value shown for eech prince is for destroying
the material form only. If 9 prince is kled permanenty, the XP
value is multiplied by 10.
Cryonax (Prince of Evil Cold Creatures}
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: ~6
MOVE: 9"
HIT DICE: 90 hie points
%IN LAIR: 55%
TREASURE TYPE: H, V,X.
NO.OF ATTACKS: 2
DAMAGE/ATTACK:
5-20/5-20
SPECIAL ATTACKS: Cold
amage; spits
SPECIAL DEFENCES: See
below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Genias
ALIGNMENT: Nevtrat evi!
SIZE: L (15° all
PSIONIC ABILITY: 200
‘Atteck/Defence Modes:
“Alla!
LEVEL. VALUE: /28,000
CCryonax apprars as a 16° tll yet with tontacos covorad with suction
‘cups In place of arms, He radiates 1~6 points of cold damage con-
tinvally, affecting all within 15" (those with resctance to cold take
holt damage, but there is no saving throw as such against this). He
attacks as-3 20 hit diee monster with two tentacles, ch of which
inflicts 8-20 hit points of damage; in addition the vietin must save
versus paralysation of be frozen in place for 312 full turs. Cryonax
‘can only be damaged by +2 or bettar weepone.
‘There isa cumulative 10% chance that any particular weapon hitting
CCryonax will shatter; the weapon does break, damage inflicted by
‘that particular hit is nulified
‘As a prince of evil creatures of cold, Cryonax may summon one of the
following groups once por day: 14 white dragons, 14 Trost giants
for 1-8 yeti. In addition he can, thrice per dav, produce &
Strength wall of ice, can hold person and can east an ice storm of
‘4740 points, Once per day, he can couse a blast of cold of 15-dice
strength
Fire attacks against Cryonax are at +2 hit probability and do an
adeitional point of damage por attack dio. Cold attacks add to his hit
points in an amount equal to the intended damage, up to but not
‘exceeding his origina! 90 hit points. He is completely immune t0
Polson, nor can he be turned to stone.
“Thie prince liver in a huge cattle of ice, quartz and gas, situated at
the juncture of the Planes of Air and Wiater ond drawing power from
the Negative Material Plane.
Imix (Prince of Evil Fire Creatures)
FREQUENCY: Very rare
NO. APPEARING: #
ARMOUR CLASS: ~#
MOVE: 18”
HIT DICE: 80 hie pommes
SIN LAIR: 45%
‘TREASURE TYPE: R, U
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 6-36
SPECIAL ATTACKS:
Fire damege, spells
SPECIAL DEFENCES:
‘See below
MAGIC RESISTANCE: 86%
INTELLIGENCE: Genius
ALIGNMENT: Neutral evil
SIZE: L (18° tal)
PSIONIC ABILITY: 190
‘Attack/Defence Modes:
‘Alla
VALUE: X/25,900
LEVELXTAL PRINCES OF EVIL (OGREMOCH)
a, Ahn
ELEMENTAL PRINCES OF EVIL (OLHYDRA)
Imix gonerally appears at an 18" hich pillar of fire, He radiates 1~20
points of heat damage constantly, affecting all those within 10" (those
with resistance to fire take half damage, but there sno saving throw
+ such apainet thisl, He ettacks ae ¢ 20 hit dice ereature onca por
round for 6-36 hit points of damage. Only +2 or better weapons can
harm him.
‘As prince of evil fire creatures, mix may summon one of the
following groups once per day: 1-2 sfrect, 1-3 fire slamentalt ot
1-3 salamander. In addition he can perform the following thrice per
ay: couse peintully bright continual “ight, cast 9 triplestrength well
Of fie and intiete pyrotechnics. Onea = dey, Imix can throw 8
2dice fireball.
Water attacks on Imix are at +1 hit probability, whi cold attacks are
at #2 hit probability and add one point of damage to each attack die.
Imi is immune to paralysis, poison and petrtaction
Iimix fives in the dopths of 2 monstrous active volcano on the
Elomental Plane of Fire
“There is great enmity between Imix and Olhydrs.
Ogrémoch (Prince of Evil Earth Creatures)
FREQUENCY: Very rare
NO. APPEARING: 7
‘ARMOUR CLASS: ~7
move: 9”
HIT DICE: 110 hie poines
IN LAIR: 65%
‘TREASURE TYPE! W, U, 2
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-50/5-50
SPECIAL ATTACKS: Spel
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: 85%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral evil
SIZE:L(10' tar)
PSIONIC ABILITY: 785
‘Attack/Defence Modes:
‘Alla!
LEVELIXP. VALUE: x/29,450
‘Ogrémach appears in a rough, apparently unfinished bipedal form, 10°
tall. He ottacks a 0 24 hit dice monster, striking twice for 6-80 hit
points of domege per attack each round. 43 oF better weapons are
‘equired to harm him.
‘As prince of evil earth creatures, Ogrémoch can summon one of the
“ollowing groupe once por day: 1-3 earth elementals, 1-6 evi
khargra, 14 umber hulks or 14 evll xorn. In addition, he can
pparform the following thriee per day: produce a triplestrangth wall of
one, move earth (double sree, casting time in rounds rather than
‘ums, flesh to stone. Once per dey he can cause an earthquake of
100° ciametor
He cannot be harmed by normal fre or by poison. Cold, lightning and
magia! fire sttacks subtract 1 point of damage parattsck die against
him. Ogrémoch livesin «great fattopped mountain an the Elemental
Plane of Earth
Olhydra (Princess of Evil Water Creatures)
FREQUENCY: Very are
NO. APPEARING: 7
ARMOUR CLASS: ~5
MOVE: 6”7/18"
HIT DICE: 90 hie pointe SO.
SIN LAIR: 75%
TREASURE TYPE: HSU
NO, OF ATTACKS: 7
DAMAGE/ATTACK: 2-24
SPECIAL ATTACKS:
Drowning, spells
‘SPECIAL DEFENCES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Genius
ALIGNMENT: Neutral evi
SIZE: £(20' diameter)
PSIONIC ABILITY: 270
‘Attack/Defence Modes: l/l!
LEVELIX, VALUE: X/23,000
Olnyéra appears only near water as 2 watery amorphous blob 20" ia
ameter. She attacks os @ 20 hit dice monster once per round with a
‘water wave which inflicts 2-24 points of damage
‘She ean also attack by enveloping and drowning victims: up 10 five
hhumman-sized creatures may be attacked and enveloped at oneELEMENTAL PRINCES OF EVIL (YAN-C-BIN)
‘and are powerless to do anything (fig, cast soos) while enveloped.
All defenders are considered armour class 6 against this attack (with
‘appropriate megical and dexterity modifiers). Victims drown in 2-8
rounds and take 2—12 hit points of damage each round in any ease
‘The only way to save enveloped victims i to kill or dive away the
princess since she cannot move enveloped bodies.
‘Othydra can ram ships with the force of two heavy galleys. She can
fonly be hit by +1 or better weapons, and edged weapons only do helf
{darnage on her when thay hit.
‘As princess of evil water creatures, Othydra may summon one of the
{following groups once per day: 13 water elementals. 1~2 see hags.
2-5 water weirds or 20-200 sahuagin (salt wator only). She ean also
‘perform the following thrice per day: prodiuce a triple-strength wail
(OF fog, lower ond part wetor (at 20th level, ansmute rock to mud,
Fire attacks are at #2 hit probability eguinst her and don additional
11 point of damage per attack die, Cold attacks cannot damage her
bout if over 20 points in value, they act ar slow spell upon her (her
‘magical resistance ls ineffective in ths cats, nor does she get a saving
throw). Any normal fire within 10° of Olhydra is automatically ex:
tinguished, She cannot be paralysed or turned to stone.
‘thydra lives in a grost undersea castle on the Elemental Plane of
racer. There is great enmity betwen her and imix
Yan-C-Bin (Prince of Evil Aerial Creatures)
FREQUENCY: Very rave
NO. APPEARING: F
[ARMOUR CLASS: ~6 i
trove: 4" GE eG
HITDICE:B5hiepoins 7g"
Sivuainie¥ 4s, %
TREASURE TYPE: U,Z
NO. OF ATTACKS: 2 rg
DaMAGE/ATTACK:2-20/2-20° 79).
SPECIAL ATTACKS: Spelt,
whi, monks bier
SPECIAL DEFENCES:
Sor below
MAGIG RESISTANCE: 90%
INTELLIGENCE: Genius
ALIGNMENT: Vastra ei
SIZE: 1/10" domerer)
PSIONIC ABILITY. 220
Attck/Detonce Made:
‘Alfa
LEVELIX, VALUE: x/28,650
‘Yan-C-Bin is naturally invisible, creating a slight disturbance in the sir
2s he flles which may be detected by highlevel charactors (see
ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS:
GUIDE ~ dnvisibiley). He is about 10" in dlameter but has no defini
shape. He attacks as 2 19 hit ice monster twice per round for 2-20
hit points of damage each attack, with the same chance ae that of
ih tevel monk to stun oF Kill an opponent outright. +2 oF better
‘weapons ate required to hrm hie. For purposes of aerial combet, he
Is manoeuvrability class A.
[As Prince of evil serial creatures, Yon-C-8in ean summon one of the
following groupe once per day: 13 air elementals, 1A cloud giants,
1-4 Invisiestalkers of 13 wind walkers
Lightning attacks are ineffective agsinst Yan-C-Bin, but fire attacks
‘against him are at bit probability bonus of +1 for every four levels,
‘of the attacker (+0 @ 3rd lovel charactor would get a bonus of +1, @
33
ELF (DROW)
seventh level character 42 and so on). Yan-C-Bin cannot be harmed by
‘any object cast into the air and is immune to potritacion, He ean
orm a whirlwind — a truncated reverse cone, with 9 2” bottom
ameter, a 8” top diameter and a height of 16". Ifthe full height
(of the whirlwind eannot be attained due to some overhead obstruction
‘the whirlwind & only half strength. & full strength whiriwind sweeps
‘avay and ills ll ereaturae undsr three hit dies and causes 422 hit
points of damage on all non-aerial creatures which it fails to Kill
Cutright. (A half strength whielwind does 2—16 hit points of damage.
Yan-C-Bin can sustain this form for 26 rounds. Formation of thie
whirlwind oF dissipation of It requires one full round,
‘Yar-C-Bin lives in a great ary palace on the Evemencal Plane of Air.
ELF \
Drow (Dark Elf)
FREQUENCY: Very rare
(at best)
NO. APPEARING: 5-50
ARMOUR CLASS: 4 (and better)
MOVE: 12” (females 15°)
HIT DICE: 2 (and better)
SIN LAIR:
‘TREASURE TYPE:
Individuale: NfvB),Q(x2)
NO.OF ATTACKS: 1 or 2
DAMAGE/ATTACK: By
‘weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See balow
MAGIC RESISTANCE:
{60 %fand better; al!
saving throws at #2 /
INTELLIGENCE: Mean:
highly intelligent
ALIGNMENT: Chote evit
‘SIZE: M(5" tall)
PSIONIC ABILITY: Unknown
‘Attack/Detence Modes:
Unknown
LEVELIX., VALUE:
Wand wp Variable
‘Ages patt, when the elvenfolke were but new to the face of the
their number was orn by discord and those of better disposition
drove from them those of the elves who were selfish and eruel
However constant warfare between the two divisions of eivenkind
‘continued, with the goodly ones ever victorious, until hore of dark
ature were forced to withdraw from the lands under the skier and
‘sock safety in the realm of the undorworid. Hera, in lightless caverns
land endless werrens of twisting passages and caves hung with icicios
Cf stone, the dark elvenfolk — the drow — found both refuge and
‘comfort! Over the centuries they grew strong once again and schooled
themselves in arcane arts. And though they were strong enough 10
face and perhaps dafeat their former brethren in batt, the drow no
Jonger desited to welk upon the green lands under the sun and stars
“They no longer desired @ life in the upper world, being contant with
the doomy feiryland beneath the eorth thot they had made the
Yer they neither forgave nor forgot, and even ow, above
they bear enmity forall oftheir distant kin ~ elves and fae
‘Grove them down beneath the earth and now dwall in the meadows
{and dell of the bright world. Though they are seldom if ever seen by
‘any human or demi-human, the drow still porsst, occasionally
fentaring lower dungeon levels and consorting with oer creatures in
‘order to work out ther schemes and inflict revenge upon those who
Tnhabie the world above
Fegardless of the number of crow appearing, there will always be one
‘of higher level than the main body. Drow males areal atleast 2nd
level fighters — some are ot high as 7th level in fighting bility, Motes
can also be mapic-users, some as high as 12th level. Female drow are
tls at least 2nd level fighters and some have attained 91h level as
fighters. Most drow clerics are female, and no upper limit to thel
level of ability i known: however no male drow cleric has been
known tobe higher than 4th level,
Drow wear a fine mesh armour of exquisite workmanship. It is made
of an alloy of ste! containing adementite. Even the lowilest fightersENVELOPER
have in effect +1 chainmal, with higher level drow having +2, 43, +4
‘oF even 45 chainmail, Small bucklers are also used — shields of
lunusual shape — those drow of greater experience level and
importance in drow society heving bucklers fashioned of edamantite
1:0 98 t0 be +1, #2 oF even +3 value.
As will be described later, all drow move slensyy and with graceful
speed, even when wearing their black mesh of armour. Each drow
Carries a small amount of personal wealth in a soft leather bog worn
round the neck beneath the mal. In addition they arm themselves
‘with long dagger and short sword of ademantite allay (+1 to a8 high
{8 #3 oF even #4 borne by noblefolk); 50% oF more carry small cross-
bows which are held in one hand (6' range light exossbow) and shoot
dere Coated with a poison which renders the victim unconscious (save
is at —4). These darts also inflict 13 points of damage on a victim.
‘A tow drow also carry adamantite mocas (+1 t0 18) and/or small
jnvelins (also poisoned with the same substance as the darts) with
atats (9 range, #3/42/+1 to hit at shortlmedium/ong range).
Drow have superior infravision of the 12" range variety andl move
with silence, The black boots and cloaks that Drow wear are simFar
to cloaks and boots of evenkind, except that the weerer has only a
78% chance of surprising enemies or blending into shadows, The
Material will not cut easily and cloaks have 2.46 to saving throws
vs fre attacks; however, any alteration to the cloak hes a 75% chance
of unraveling the material and making it useless, Drow themselves ae
only 121% (1 in 8) likely to be surpeiaed by opponents Drow are leo
both inteligent and highly co-ordinated, being able to use either oF
both hands/arms for attack and defence. They make saving tirows
versus all forms of magic (clerical included) spell, whether from a
caster or from a device, at +2, Drow magic resistance increases by 2%
for each level of experience they have gained, with mult-classed
Individuals gaining this bonus for but one of their clases (the
highest). Thus, 2 7th level Drow is 64% resistant to any magic and will
save at +2 against any rmagie which could have an effect.
Because the drow have dwelled so long in the derk labyrinthine places
under the surface of the earth, they dislike bright light. They will not
venture forth into dayHight except on the clouciest,gloomiest days. If
within the radius of 8 fight or continua ght spell the derk elves are
‘90% likely to be seen, they lore 2 from their dexterity end al attacks
‘made by them are at —2.0n the to hit’ roll (+2 on saving alls against
such attacks ss applicable). If they are attacking targets intide the
radius of fight or continual light spells, the bright illumination causes
‘them to suffer a ‘to hit" penalty of 1 and the converse #1 on
saving throws against auch ettacks is awarded to the torget creatures.
If bright light exists, itis 75% likely that drow wil retire from the
situation because of the illumination, unless such a retreat would
impertl one of their number, would otherwise be harmful to thelr
desired ends or would expose some important feature to the light-
bringing intruders. In any event, such dimmer light sourees os torches,
lanterns, magic weapons, fire beetle essence or faerie fire do not
adversely affect the performance of the dark elves.
Drow are able 10 speak the subterranean trade language common 10
most intelligent dwellers in the underworld, the common tongue,
‘gnome, elven and their own language in addition tothe other tongues
‘which their level of intelligence allows. Many know the languages of
the various races which speak and Gell underground. All of the dark
fives lso have a silent language combosed of hand movernents, and
this means of communication is highly sophisticated, being abie to
‘convey much information to a,considerable degree of comple
When drow are within 30° of each other, they use fecal and body ex:
pression, movement and posture; these latter means af communica-
tion alone are capable of conveying considerable information, and
\when coupled with hond/finger movements the whole isos erudite as
‘any spoken speech.
‘magic, know alignment and levitate once per day. Drow femeles can, in
{2ddition, use the following spells once per day: clairvoyance, detect i,
suggestion. dispel maple. Drow have powers which are the some as those
‘of dwarves with respect to stone and things underground. They also
‘etset hidden or secret doors at elves do,
Drow abilities are determined as follows: Strenath 8 + 1~6 (6+ 1-6
for males); Ineligence 12 + 1-6 (10 + 1-8 for males): Wisdom 8+
1=10 (8 + 1-4 for malesl: Dexterity 12 + 2-8: Constitution 4—16;
Charisma 10 +1-8 (8+ 1-8 for mate
ENVELOPER
If more than 10 drow af encountered there will be in adltion 3 male
who ie-a fighterfnagic user of atleast rd level, If more than 20 are
encountered, there will be a female fghter/clerie of at leat 6th level
Clerical ability in edaition to the male fightor/magic user, I more then
530 drow are encountered, 11—16 wll be females, the leader will be 8
female clorc/fighter of at least 8th/7%h ability level, the male fightor/
magicuser will be at lesst of 5th/4th ability level nd each will have an
assistant of leva as previously indicated or the ones present with
‘Special Note Regording Drow Treasure: Cloaks, armor, and weapons
made by the Drow have special properties, although they do not
fadiate magic. The items are mace In the strange homeland of the
Drow vast underground cities of carvan stone and minerals, laces of
‘weird and fentartc beauty inundated with unknovin radiations which
Impart the special properties to their items, When there are exposed
to direct sunlight, jereversble decay stars and the items will become
totally useless in 2—12 days. If protected from sunlight, they will re
tain their special properties for 3150 days before becoming normal
Item: and if exposed to the radiations of the Drow homeland for 9
Deriod of 1 waek out of every 4 weeks, the itemecould remain potent
indefinitely. Drow sloop poison decays instantly in sualiht, and will
Joe its effectiveness efter 60days in any event after being exposed 10
sie, although unopened packets of the poison will remain potent for
Description: Drow are black-skinned and palehaired. They ar sight of
build and have long, delicate fingers end toes.
ENVELOPER
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 4
MOVE: 9”
HIT DICE: 3, 5,7 ee.
SIN LAIR: 25%
TREASURE TYPE: €
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8
SPECIAL ATTACKS:
‘See below
SPECIAL DEFENCES: Mil
MAGIC RESISTANCE: Variable
INTELLIGENCE: Voriable
ALIGNMENT: Variable
size:t
PSIONIC ABILITY: Variable
Attack/Defence Medes:
Variable
LEVEL/XP. VALUE:
Mand vp Variable
‘The enveloper is basically 2 mass of malleable flesh in the form of @
rough cylinder 8° tall nd 3° in circumference. It can form up to five
appendages at will by reshaping flesh in the appropriata areas, and
‘when in view Of humans or near-humans ft wil adopt approximate
tance and no psionic abilities.
In melee the enveloper strikes with two ‘tists’, each capable of
olivering 1-8 hit points of damage.
{f the enveloper kills avietim — monster or charactor —is first act it to
fall on the body which in one melee round is ttally consumed, leaving
all clothes, weapons ete. benind, After @ further delay of three melee
ound (during which time the beast can fight ax normal ~ iteannot
latack in its onsuming round’) the beast can use any of the vidi 's
blities: for example. it ghing the vietim's experience and knowledge,
can speak with the victim's voice, can cast spells memorised by the
Victim and $0 forth, For each hit die ofthe victim, the enveloper gine
1-3 hit pointe (though it continues to attack’ with the same hit
probability as before, no matter how many extra points i gains)
‘As the onveloper consumes additional victims it will gsin additions!
abilities and powers. In the case of mutual confit (for example in
terms of alignment] of ateibutes or powers, one js discarded at
tandom until the conflict is removed. The beast will tend towards the
Sligoment of its most rocantly-consumed vietim, and alignment la
quage wil vary accordingly.
The enveloper gains hit dice ss it ages, in steps of 2 dice; theoretically
there is no limit to the number of hit dice, or hit points, an old
fenveloper mey posses.ETTERCAP
ETTERCAP
FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOUR CLASS: 6
Move: 72”
HIT Dice: 5
SIN LAIR: 30%
‘TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTAGK:
1a/t-a/t-8
SPECIAL ATTACKS: Poison
SPECIAL DEFENCES:
Traps ~ see below
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Low
ALIGNMENT: Never evi!
Size: M
PSIONIC ABILITY: Nil
‘Astack/Defence Modes: Mi
LEVEL/X.P, VALUE:
IAGS + 8 per hit point
AA biped, roughly mansized, with very long arms, protruding pot
belly, shor legs and nary skin, the ettereap nas clawed hands and two
olson fangs protruding one on each side of the mouth, Ettrcaps are
cruel, cunning and treacherous.
‘The attercap attacks with its clawe for 1—2 hitpoints of damage each
and also inflicts @ polsonous bite for 18 hit polnts of damage
‘The creature hos silk glancs like those of spider located near the
anus, These glands secrete a thin, very touch, silvery cord which the
bbeart user to make serorted weapont and dovicer — lariat, net,
gorottes, tripwires and s0 forth, Each ettercap har is preferred
‘weapons and trap devices, #o an encounter will vary according to an
tettercep’s preferenes, though they will alwaye lay traps and prepare
lan ambush if there is time to do so.
Ettereaps get along wal with all forms of spider.
EVE KILLER
Pianos
Ree,
in
pune ts
Scene nctey
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pais
Sintec ena
sage
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‘At birth, the eye killer is limbless and simost soherical; later it
develops 2 batike upper torso on the body of a large snake, Iie
stunted wings cannot support flight. The upper part of its body Is a
dark grey-areen while the lower pert is @ medium green flecked with
dull yellow. Its eyes are disproportionately large and apparently
Nidiess.
‘The creature csikes daylight and hates bright naked flame. It dwells
In dark places underground, where 2-8 may also (10% chance) be
found.
EYE OF FEAR AND FLAME
‘The behaviour of the creature depends almost entirely on the
ion, the eye
kailler well attack with its coils only, crushing its vitim for 1-6 hit
points of damage (a hit indicates thet it hae managed to wrap its cole
‘ound a victim; each molee round thereafter it automatically delivers
crushing damage of 1-8 hit points without 2 ‘to hit’ roll)
1H an approsching party is carrying lanterns or torches, however, the
eve killer can use the deeded Deoth Stare up to a range of 50%. Its
‘eyes gather the illumination falling on them, amplify it enormously
‘and project it back at the lightbearer in a powerful. narrow ray of
intense tight. This ray swikes a victim as though he were ACTO; the
tim must make hi
‘Vietims who make their saving throw take 3—18 hit points of damage.
‘The stare can be reflected though it does nat haren the eye killer —it
will simply gather the illumination, amplify it still more, and project
it in the tome round at snother victim. Fortunately for adventurer,
‘the Death Stare can only be used once per day.
11 torch-or lantern-bearers come close to the eye killer, it will not face
‘he light and will try to flee if the illumination becomes intense
(equivalent to three torches at 2 range of 10). IF the illumination is
ot strong enough to force its flight, it will stack with is colls as
previously deseribed
EYE OF FEAR AND FLAME
FREQUENCY: Very rare
NO. APPEARING: 7
‘ARMOUR CLASS: 2
MOVE: 9°”
HIT DICE: 12
SIN LAIR: Wi
‘TREASURE TYPE: Wil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: See befow
INTELLIGENCE: High
ALIGNMENT: chaotic ev!
SIZE: 4
PSIONIC ABILITY? My
Attack/Detence Modes: Mi
LEVEL/.?. VALUE:
V1172,850 + 16 per hit point
“The eve of fear and flame is 2 hooded men-sized figure: the face is
always invisible, the interior of the hood bsing seen as an opaaue
black screen. It constantly stalks the underworld seeking lawful oF
lawfulineutral perties or individuals. It will comerand an Indivisual,
for 8 member of a party, to perform evil deeds (speaking in the align:
ment tongue appropriate 10 the individual eddressed since it has
ermanent know alignment power and can spaak all alignment
Fanguoger). The nature of th deeds will vory but they will be
Uniformly evil. If the eye is attacked, or is commands are not
‘obeyed, it will cast back the hood to reveal a bare skull with a red
Jewel in one aye rocket and biack jewel in the other
‘The red gem unlessher 2 12.ice firebsil once every three melee
rounds, while the black gem acts ass fear wand every melee round,
‘The gems are worth 1,000-2,000 gold pieces each, though they lose
their properties when removed from the skull or when the creature
i kite
1H malee is going against the creature it has the power to transfer to
the Etheree! Plana, taking two melee rounds to do so, whore it will ty
to make ite eecape, ithe no meant of fighting handt-to-tond
1 the splls Blindness or power word: blind are cast on the eve, they
will be reflected back tothe caster with no los of power.
1 is aaid that the eyee of fear and flame ware either crested by the
chaotic evil gods. forthe ‘destruction of lawfuls, or by. the
lawfulineutral gods for theie testing. The truth is hidden. It is
rumoured that only about twenty of these creatures existFIREDRAKE
FIRENEWT
FIREDRAKE — FIRENEWT — FIRE SNAKE — FIRETOAD — FLAIL SNAIL — FLIND — FLUMPH —
FORLARREN — FROST MAN
FIREDRAKE
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOUR CLASS: 5
Move: 6/18"
HIT DICE: 4
SIN LAIR: 80%
‘TREASURE TYPE: Nil
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS:
Breath weopon
‘SPECIAL DEFENCES: Wit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Sem
ALIGNMENT: Nevera!
SIZE: § (4° long)
PSIONIC ABILITY: Nil
Attack/Defence Modes: Nii
LEVELIXP, VALUE
INA26 +4 por bit poine
Found only in rocky areas, this small dragonet (4° tong or there:
‘2bouts) resembles @ miniature red dragon in appearance if not in
‘temperament. If it Is disturbed even with peaceful intent there is a
[50% chance it wil attack, Its clave are not used in combst but its bite
will cause 2-8 hit points of damage.
“The flredrake also has a breath weapon which it can use five times
daily. This is 2 cone of fire 60" long by 10" base diameter which
livers 216 hit points of damage (halved if a saving throw is made.
Firadrakes have a short lifespan compared with their larger cousins,
the dragons — the age-ineremantal hit point steps do not apply
“The dragonet’s blood burns fiercely in air (the breath weapon is in
fact @ jet of blood) though it Is inert if kept in @ container undor
water, Swords dipped in the blood immediately become flaming
‘swords for 3-6 melee rounds though there is 82% cumulative chance
uring this time of the sword breaking when a blow is struck with It.
It the sword “rirviver this 3-6 round period, it reverts to Its original
powers after it ceases to flame,
For purposes of aerial combat, the firedrake is manoeuvrability
class C.
FIRENEWT
FREQUENCY: Rare
NO APPEARING: 10-100
ARMOUR CLASS: 5
MOVE: 9”
HIT DICE: 242
36 IN LAIR: 75%
TREASURE TYPE,
Individuals K, Mi lle F.
NO. OF ATTACKS: 7
DAMAGE/ATTACK:
By weapon type
SPECIAL ATTACKS: Breathe fe
‘SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral evil
size:
PSIONIC ABILITY: Nit
Attack/Detence Modes: Ni!
LEVELIX., VALUE:
Normal: 11/90 +3 per hie point
Elite: M/125+4 por hit point
Priest: 1V/190 +4 per hit point
Overtora: 1/1655 per hit point
“These distant relatives of the lizard men live in sun-baked rocky hi
voleanie regions or any other locale which tends to be hot, dry and
sometimes tulphuroue, whether above or below ground, They are
sometimes known as salamen,
Firenewt warriors (the most common variety) ere
in chainmail anc carry normal weapons — pil
sword only (25%), pike and hand-exe (20%) or battle-axe (10%.
For every ten warriors encountered there will be one elite warrior
with 349 hit dice and of AC3 (ehsin plus dexterity bonus). For every
30 encountered there will, in adaltion to three elite warriors, be one
‘priest’ with 343 hit dice, ACB and the following druidie powers, each
usable once per day: animal friendship, feerie fre, predict weather,
metal and pyrovechnies. Elite warriors always
33% of al firenowts encountered above ground (90% of elite warriors,
‘all priests) will be mounted on giant strders; these beasts are wained
bby the priests and are highly skilled in melee even if the firenawt
‘raster’ diemounts
All renews have a limited breath weapon. Once per turn they can
‘breathe fire ons foe immediately in front of them and within 2 5°
range for 1-6 points of damage (a successful saving throw indicates
half dermage)
Firenewts have high resistance to fire-based attacks, saving with a
bbonus of #3. Additionally, all fre-based attacks which affect them are
reduced by 1 hit point of damage per attack die. Conversely,
firenewts save at —3 against cold attacks and damage inficted on
‘her by these attacks is increased by 1 hit point per attack ale
Firenowas are cruel marauders — if firenawts are encountered they
tuvually be the members of a hunting party. They delight in tor
‘roasting vetime alive before feasting on them.
wilbe guarded by
DUNGEONS & DRAGONS MONSTER MANUAL ~ Lizard, Fir).
‘The lair will be ruled by an overlord firenowt of 4¥4 hit dice and ACS
‘who wil have a close retinue of four elite warriors.
Description: A typical firenowe is 9 mottled sepia colour, darkest
ong the id fading to near-white on the belly. The smooth
flesh and features are oo-ike, though the flesh is dry. The eves are
doop crimson. Females are slightly shorter than males (about 5Y4'
‘alld and are a duller brown. The young are light in colour, darkening
progressively as they approach maturity
NS xt al i! Hy NN WessFIRE SNAKE
FREQUENCY: Uncommon
NO, APPEARING: 1-6.
ARMOUR CLASS: 6
MOVE: 4”
HIT pice: 2
SIN LAIR: 100%
TREASURE TYPE: @
NO.OF ATTACKS: 7
DAMAGE/ATTACH
SPECIAL/ATTACKS: Paralysotion
SPECIAL DEFENCES:
Immune to fio
MAGIC RESISTANCE: Standara
INTELLIGENCE: Semi-
ALIGNMENT: Neveral
SIZE: S(2°3"/ong)
PSIONIC ABILITY: Ni
‘Attack/Deferce Modes
LEVELIX.. VALUE:
MI73* 2 par it point
Fire snakes — coloured in shades trom blood-red to orange — are
‘always fourd in fires. Some large permanent fires will contain 16 of
‘these creatures, though in smaller, semipermanant fires such as fie
bits and oil bowis there may be one snake. Beneath the snakes will be
‘he gems they accumulate.
Since their colour matches well with theit surrouncingr they strike
with © 60% chance of gaining surprise, Thoit bite inflicts 14 hit
points of damage and injects a mild venom which causes paraysation
ff the victim for 2-8 tuens unless the vietim makes a saving throw
‘against polson.
{tis conjectured that fire snakes are Larval salamanders,
FIRETOAD
FREQUENCY: Rare
NO. APPEARING: 7-6
ARMOUR CLASS: 10
Move: 6”
HIT DICE: 4¢7
SIN LAIR: 20%
TREASURE TYPE: C
NO. OF ATTACKS: 7
DAMAGE/ATTACK: Variable
SPEGIAL ATTACKS: Nil
SPECIAL DEFENCES: Wil
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutrat
SIZE:S
PSIONIC ABILITY: Wit
‘Attack/Delence Modes: Ni!
LEVELIX.?. VALUE:
1/165 +5 pec hit point
A large red toad about 4" high and covered with warty purple excres~
Ccences, this beast shuns water and inhabits dry regions above and
below ground. Throwing liquid — oven ordinary wator — at it will
Cause it to retreat, though in doing so it will concentrate two freboit
fttacke, in the single melee round of ite retreat, on the person
Performing this act.
“The firetoad has the.power of breathing small frebals witha range of
30" and » blast radius of 5" at wil. This i Its only mode of attack, the
Fireball doing damage equivalent to the number of hit points the
firetoad has remaining. A normal saving throw is permitted against
‘this attack, succass indicating half damage.
“The firetosd will rarely (20% chance) attack unless threatened,
‘molested or in dafance ofits treasure
FLAIL SNAIL
FLAIL SNAIL
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: ¢
MOVE: 3” ALIGNMENT: Neutral
HIT DICE: 4-6 SIZE: ¢
SIN LAIR: Wi PSIONIC ABILITY: il
TREASURE TYPE: Wil “Attack/Dafence Modes: Nit
NO. GF ATTACKS: f per tentacle. LEVEL/X.P. VALUE:
DAMAGE/ATTACK: 1-8 per 4H10: 1/180-4 per bit point
tentacle BHD: 1V/205+ Sper hi¢point
SPECIAL ATTACKS: Mil HO: V860+6perhitpoint
‘This silleon-bated mollute averagas &" high st the crown of ite shall
‘and koeps its lub-tentacles (of which it has 4~8) in constant motion
flailing everything in Its path. In combat each tentacle has its own hit
points ond when ‘dead’ ceases to attack. Aftor all the tantacis hove
‘been killed the beast withdraws its head and the rest of Is Body into
its shell: i will die in 1—2 turns, during which time it utters pitiful
walling cles which have a 60% chance per tun of attracting 3
‘wandering monstor. The creature's body also has hit point, but is
£0 adopt at withdrawing it into the shell at high speed that it can be
regirded as AC —8: any hit on the body will, however, kill the
Creature outright even if some tentacles survive
each of the tentecles will strike for 1-8 hit point of
ture, 508 sll with
Im
damage. Each tentocle represints THD of thecr
5 tentacles has 5 hit cee.
The fat enal is immune to fire normal or magical) end poison, but is
hypersensitive to bright illumination and hence is always encountered
at night or underground.
The highly-coloured shell affords the fll! snail partial protection
against magic, acting et @ type of robe of sintilating colour.
Whenever itis sttacked by magic the effects are variable ~ 40%
hanes of the spell malfunctioning, 30% chance of it functioning
normally, 20% of it falling to work 9% all ond 10% chance of it being
feflected onto the person casting it, If a spel malfunctions its effects
will alter (atthe total clzeretion of the referee, who will not permit
more than minor alteration) and the altered effect will be deviated
{rom the snail to the neerest person or creature.
The shell weight 250 pounds (2,500 gold pieces weight) and retains
its mogieal properties for 16 months after it occupants death, It
can be told for at much ae 6,000 gold piecesLIND
FLIND
FREQUENCY: Ror
NO. APPEARING: 2-24
ARMOUR CLASS: 5
Move: 12”
HIT DICE: 269
SIN LAIR: 20%
‘TREASURE TYPE: 4
NO.OF ATTACKS: 1
DAMAGE/ATTACK:
1-6 or 1-4 — see below
SPECIAL ATTACKS:
Disarming ~ se0 below
SPECIAL DEFENCES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
‘SIZE: M(6%'+ tall)
PSIONIC ABILITY: Ail
‘Attack/Defence Modes: Nil
LEVELIX.P. VALUE:
‘Hormel: 1/38+3 par hit point
Leeder: IM/60 + 4 per hit point
Relatives of the gnolls, these beasts are powerful humanoids 6" tal
which always attack at +1 hit probsbility due to ther strength. Most
Of their characteristics and behaviour pattorns are simiar to those of
fgnolls which regard flinds #8 higher beings (the charisma of a flind is
at least 18 in the eyes of a gnoll). A large group of gnolls will some-
times be led by one or several flinds. (For dotalls of gnolls, see
ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL).
‘The normat flind usually attacks with 2 club which delivers 1-6 hit
points of damage. 25% of # group encountered will instead carry
chaininked iron bars which they use in attack, moving +0 swiftly
with these devices that they gain two attacks per round. If either
attack hits, the victim will receive 14 hit points of damoge and in
addition must save (at against wands) or his weapon will have
become entangled with the chains and he i dlarmed.
‘This disarming device — the flindbar — can be used by any cheractor
with both strength and dexterity of 13 or better, providing he
Dractices with it and selects it as a weapon of proficiency.
Leadertypes (one for every 15 finds encountered) are 3+3 hit dice,
have 17 strength and high intelligence, with 18 charisma a0 far ab
‘gnolls are concerned, Leaders all use the flindbars in melee.
Finds speak the same tongues 2¢ do gnolls ond are on friencly terms
with ores, hobgobline, bugbears and ogres, However, they dislike
‘als and will not co-operate with them.
FLUMPH
FREQUENCY: Rare
NO. APPEARING: 2-16
ARMOUR CLASS:
Upper surface 0;
underside 8
Move: 6”
HIT DICE: 2
SIN LAIR: Ni
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK:
1-8 plus 14 lacid)
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawiul 900d
SIZE: $ (2 diameter)
PSIONIC ABILITY: it
‘Attack/Deferce Modes: Ni!
LEVEL/X.. VALUE:
1/36 + 2per hit point
39
FOREARREN
‘These strange crestures are saucer thaped and pure white in colour.
‘The mouth is at the cantre of the upper surface which is ACO; ether
fide of the mouth is @ 4” long eyertalk, The underside is ACB and
Cartes @ mass of small spikes and numerous small tentacles
The flumph flies’ by sucking air into its mouth and expel
through ite undersice. Normally it floats about 4” above the ground
but can fly up to 10°, particulerly for attack purposes. It is manoouv-
ability class 0.
Normally the flumph repels an attack with a squirt of foul-smeli
liquid; thie can strike anyone within 2 60° arc up to a range of 20° ~
‘any victim who fale bit saving throw (versus poison) will flea in
‘disgust. The liquid is squirted through an aperture on the creature's
‘equator’ ~ the horizontal line of maximum diameter. For 1-4 hours
afterwards, a victim struck by this Rquid will be shunned by his com
anions who will not be able to tolerate his presence within 100°
Lntil the effects wear of
If this method of repulsion fails the flumph will rise above ite target
and drop vertically on its chosen victim. The spikes collectively inflict
18 hit points of damage and the tentacles fil the wounds with an
acid which does an additional 14 hit points of damage, the latter
‘damage recurring for the next 2-8 rounds Unless magical’ means are
lused to negate the acid (slchemiets have 10 far failed to create an
effective antidote).
‘A flumph is helpless if turned over.
‘The creature cen communicate in the lawful alignment tongues,
‘though its vocebulary is severay i
FORLARREN
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 2
move:9”
HIT Dice: 3
S6IN LAIR: Nit
‘TREASURE TYPE: Nil
NNO. OF ATTACKS: 2
DAMAGE/ATTACK: 14/14
SPECIAL ATTACKS:
“Hast metal — see below
SPECIAL DEFENCES: Wir
MAGIC RESISTANCE: Standard
INTELLIGENCE: Sen.
ALIGNMENT: Nevera! evil
SIZE:
PSIOWIC ABILITY: Nit
‘Attack/Defence Modes: Nit "48S
LEVELIX.P, VALUE: 11//90 +3 per hitpoint
‘These creatures are descendents ofthe offspring of @ oad nymph and
‘the greater devil who enslaved her. They wander alone, seeking ver-
igeance on good and evil alike, 3s thoy datest their own existance in a
Timbo, They attack characters on sight, using their fists oF cudgels
for 14 points of damage each fist
‘The forlarren slso has the ability to heat meta! once a day by contact
and will use this mode of sttack on the first opponent wearing metal
‘armour they encounter in malee, All armour clesres are treated as ACTO
for the purpose of this attack. Ifthe heating of the metal succeeds (i
if a ‘hit’ is scored) the vietin will take 3-18 hit points of damage
‘ach round contact is maintained it wearing plete mail, 2-16 nit
points of damage per round if wearing lithtor types of motal armour
[the latter category including all types of magical metal armour)
‘nee contact has bean made it will be maintained until the forlarren
Or its victim is dead. A successful saving throw (versus dragon breath)
will halve the damage.
[As soon as it has killed one character the ambivalent nature of the
forlaren is revealed. It will show great remorse and will offer any
survivors its services and powers (the blood of its ancestral mother
Stil runsthrough its veine). After @ time the dominant evil part of the
ferlarren resumes control and it will leave the party iti aiding. FromFROST MAN
‘that time on, the fortarren will again attack on sight, including the
party it earlier befriended if it encountore that party again.
‘The period of friendship is variable and cannot be forecast with
accuracy. As an approximation the referee may select 1-6 days,
‘though there Is 8 10% chance of the period being shorter (13-24
hours} or longer (7-10 days)
‘The creature can speek @ rudimentary form of the common tongue,
FROSTMAN
FREQUENCY: Very rare
NO. APPEARING: 7
ARMOUR CLASS: 5
Move: 12"
HIT DICE: 4
SIN LAIR: 20%
TREASURE TYPE:C
NO.OF ATTACKS: 1
DAMAGE/ATTACK:
By wespon type
SPECIAL ATTACKS: feo blast
SPECIAL DEFENCES: Mi!
MAGIC RESISTANCE: Standara!
INTELLIGENCE: Average
ALIGNMENT: Lawful evi!
SIZE:
PSIONIC ABILITY: Ait
‘Attack/Defence Modes: Wit
LEVELIX, VALUE: J1/125+4 perhitpoine
GALLTRIT
Because of the deadly talent of these creatures, native tribes are
‘greatly fearful of them and call them ee demon®’ though frast men
fare in most respects vary like normal humans and ean have the
bilities of fighter, clerics, thiever or even mapie-users. They will
Ccarry weapons appropriate to their cass.
Frost men also have the power, three times per day, of radiating a
freezing cone of ics mist, 35 long and with 10 base diameter, from
usually covered by a patch The
Feduetion in hit probability dua
Any creature eausht in the mist cone takes 3-18 hit points of damage
(halved fa eaving throw vereus Gragon breath is mad
only been encountered singly and the
air. its type and thei pattarn of living are unknown.
tis thought thet there are villages of frost men, with females end
chlidren, Buried in deep caves ir mountains, mainly In cold regions.
1 yot ventured to establish the veracity of these rumoure.
normal human males. However they radi
cold — raadily clkcernable from a2 far away a2 20° though not of
sufficient power to inflict damage, They dress in loose animal skins
‘and carry their personal treasure in leather sacks.
Baied on the limited evidence avellable, the melorty (75%) of frost
men are of the fighter class. 15% are thieves, about 8% clerics and
only 2% magieusere. Clarice and masicusere appear only to have
‘Geveloped spell-use to the second experience level in comperison with
GALLTRIT — GAMBADO — GARBUG — GIANT — GIANT STRIDER — GIBBERLING — GITHYANKI —
GITHZERAI — GOLDBUG — GORBEL — GORILLA BEAR — GRELL — GRIMLOCK — GRYPH — GUARDIAN
DAEMON — GUARDIAN FAMILIAR
GALLTRIT
FREQUENCY: Very rare
NO. APPEARING: 7-4
ARMOUR CLASS: 2
move: 918"
HIT DICE: 2 it posmrs
S6IN LAIR: 20%
‘TREASURE TYPE: 1-3 goms
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS:
‘Blood drain; anticoagulant;
anseetheris
SPECIAL DEFENCES: Mil
MAGIC RESISTANCE:
‘Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evi
SIZE: S (5 tal)
PSIONIC ABILITY: Mi
‘Attack/Defence Modes: Wi!
LEVELIX?. VALUE: 1/82
“The galtrit isa smal (tall) winged gremlin with a nasty disposition.
Its coloured a stone grey, which combined with its small size makes
Fr atficut to detact — humans and most dami-humans detect thern 1
chance in 8, elves t chance in 6.
A alltrit will be found in areae containing dung, earrion or offal. It
wil attack If disturbed (e. by noise) by flying onto # victim —
preferably unnoticed — and biting for 1-2 hit points of damage,
locking its teeth into the vietim’s tkin. Hf the gollerit goins surprie
prior to attacking, this initial attack wil be at +3 hit probability. It is
‘manoeuvrability class 8 for purposes of aerial combat.
‘The saliva of the gallirit hes an anesthetic effect, deadening the
nerves and skin local to the bite for a full ten, during which the
gailtrit sucks blood atthe rate of one
round. Every four melee rounds the
reduces the victim's constitution by
number of hit points drained (eg.
has drained 10 points of blood and the victim has lost two points of
constitution which wil be restored efter 10 days)
‘A galltrit will rarely remain in contact with a victim for more than
‘one full turn even if not noticed, and will try to flee as soon as its
re
‘hereafter because of the anaesthesis; the victim will sense the loss of
blood after 8 time and wil fet his constitution waning, but only then
wil he be conscious enough of the effects of the attack to consider
soorching for the causel.
{fa vietim loses three constitution points (albeit temporarily) he wilt
collapse and the gallit's presence ie almost certain to be revealed at
‘that time. After collapse the victim will take two full urns torecover
{and 12 devs to regain the lost constitution)GAMBADO
GAMBADO
FREQUENCY: Rere
NO. APPEARING: 1-2
ARMOUR CLASS: 6
MOVE: See be/ow
HIT ole
SIN LAIR: 100%,
‘TREASURE TYPE: P,
NO.OF ATTACKS: 7
DAMAGE/ATTACK:
1-81~4/1-4
SPECIAL ATTACKS: Wi
SPECIAL DEFENCES: Nid
MAGIC RESISTANCE: Standra
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: 16
PSIONIC ABILITY: Wi?
‘Attack/Detence Modes: Nif
LEVEL/X.P, VALUE: 11785 +4
per hit point
‘These extraordinary looking creatures are man-sized, with a powerful
‘human torso and two arms ending in very sharp claws. Supported on
the thin (bus very strong) neck isthe creature's head which 8 skull,
= usually of an snimol but sometimes of primitive man. The lower
Cf muscle and skin
below which are
‘three long and thin single-toad feet. Its manner of locomotion — since
It lacks lops as such — isa series of springs; it jumping vertically it can
just reach a 14” high ceiling with its head, and when moving hor!zon-
tally it has speed equivalent to a 12" movemant rate.
A gambado’s normal form of attack ie to stand upright in its lr,
which is a pit some 6" deep, with Its head just at ground level. BY
shoring up the sides of the pit it can create a ‘cover’ of rack, wood,
‘rags and old bones, so that to an approaching adventurer the pit is
hhidden and only the skull is seen, apparently simply iving on the
‘ground. Ifa living creature comes within 2" of the edge ofthe pit. (ia.
within 4° or so of the skull-head) the cresture will spring out andi
attack, in the first instance with bite only for 1-8 hit points of
damage and thereafter with bite and its claws, each of which
1-4 hit points of damage. If melee & going against it, it wi
rather than fight to the death.
11-2 gambado kills a victim it will ignore all booty except coins, ems
1nd small pieces of jewellery. These are taken into the pit ond stored
‘either on the pt floor or hidden in & cache-hole inthe pt side, packed
tightly with earth, Though essentially solitary creatures, a gombaco
will often dig its pit nearby those of others ofits kind; in places where
bbones are common, as many as 8 of the crestures may be found tO
hhave dug pits quito close togather, although they do not sppear
‘ectuelly fo communicate with each other,
GARBUG
Black
FREQUENCY: Rare
NO. APPEARING: 13
ARMOUR CLASS: 5
MOVE: ero"
HIT DICE 22
SIN LAIR 40%
‘TREASURE TYPE: ce
NO. OF ATTACKS: tend 6
DAMAGE/ATTACK: 16 and special
SPECIAL ATTACKS: Prralysation
SPECIAL DEFENCES: il
MAGIC RESISTANCE: Standard
INTELLIGENCE. “Anima
ALIGNMENT: Neutral
size: £19" fon)
PSIONIC ABILITY: ‘Nil
‘Attack/Defence Modes: Wil
LEVELIXP. VALUE: III/145 + wrso+
Sperhit point 4 perhit point
at
GIANT
Both types of garbug resemble wasp-bodied lobsters. They can fly in
rather a cumbersome manner on flimsy wings but their more normal
i tentacles sar
‘means of locomotion it on their sx legs. They have
rounding their mouths which tal a prey; each tenta
{In melee each type of sarbug will attack with its tontaces os well 2s
its ‘spocialiet’ woapon. The tantacles only have the paralysing effect —
they do not inflict hit points of darmage os such,
For purposes of aerial combat, both types of garbug are manoeuvrs-
bilisy claee D,
Black Garbug: The black garbug is @ uniform glossy black, It has, In
addition to its tentacles, a proboscis which it uses to strike at a
Victim within a 5! range. If @ it is scored, the victim suffers 1—4 hit
jpoints of damage. The creature may deliver this attack at the same
tm 2s flailing with its tentacles,
Violet Garbug: The vicle gorbug citfers from Its black cousin in that
it has no attacking proboscis. Instesd — and in addition to the falling
tacks from its tentacles ~ it attacks with two large pincers, placed in
' position similar to those of a lobster; each of these can inlet 1-8
hitpoints of damage.
‘The violet garbug is a uniform violet of striking hue except for ie,
claws which are deen yellow.
GIANT
lants are huge humanoids. In addition te the six malor races of
ionts (see ADVANCED DUNGEONS & DRAGONS MONSTER
MANUAL — Giant), there are atleast these two sub-races. Common
characteristics are given here, while the unique features of each sub-
race Is detalled under the heading appropriate to each
All giants are very strong, with strengths ranging from 21 t0 30 as
‘compared with humans. Because of this strength, they are able to pick
‘up rocks and hurt them as Ifthe missle were shot from a catapult, but
without the minimum range restriction of the deve,
Whenever they leave their Ist, glante of sll sort will always have @
hhuge sack with them, Giant's bage contain various odds and ends of
things precious only to the giant: a large rack or two, and from 1,000
10 6,000 coins of some type — usualy gold
Although giants are often stupid, they are usually cunning, too, They
can sometimes be ticked and will be likely to bargain if approached
from a position of strength. It is not unutual for giants to ogres to
share in. an undertaking with a group of creatures of similar
ment to that of the giant, for those huge monsters are eager for
treasure
‘Young giants will have hit points and do damage accord
centage of «normal adult male indicated by the dice rll
Each race of giants speaks its own particular dialect which is unintal-
ligible to other races. They also speak their appropriate alignment
tongue.
to the per-GIANT, FoG
Fog Giant
FREQUENCY: Very rare
NNO. APPEARING: 14
(carely 1-6)
ARMOUR CLASS: 7
Move: 15”
HIT DICE: 14
SKIN LAIR: 50%
TREASURE TYPE: €
NO.OF ATTACKS: 1
DAMAGE/ATTACK: 4—24
SPECIAL ATTACK:
‘Hurling rocks for 2-20
points of damage 2
‘SPECIAL DEFENCES: See befow
MAGIC RESISTANCE: Stonderd
INTELLIGENCE: Average to high
ALIGNMENT: Neutral (good 50% SS
evil 50%)
SIZE: £ (18° ell)
PSIONIC ABILITY: Nir
‘Attack/Defence Modes: Nii
LEVELIX?. VALUE:
VIN/3,960 + 18perhitpoint
Fog giants are cousins to the cloud glants and if on vary rare occasions
‘3s many a5 six fog giants are encountered, they will always be accom
panied by a cloud glant.
Fog giants have very keen hearing and e highiy-developed sense of
‘smell. For thoes reasons, they are surprised only on a 1 (d6). They
‘also heve the ability to blend into fog, thus gaining surprise on thelt
‘opponents (80% chance). They inhabit foggy areas such as marshes,
‘swamps, dense forests and places near the sea coast
Fog giants have milkwhite skin, sllvery white hair ond block, pene-
‘wating eyes. They love massive omate swords and prefer armour made
from white dragon hides studded with sliver. In melee they fight
‘ither with the swords they love or with their fists, in either case
Inficting 4-24 hit points of damage on their victim. Their armour, if
‘worn, has no effect on thelr AC which ie always trested os 1.
‘Adult fog giants, like thelr cloud giant cousins, can hurl racks from 1”
{0 24” glatance, inflicting 2-20 hit points of demage If they hit. They
‘have a 45% chance of catching similar missles.
Fog giants speak their alignment language and their own perticular
W other glants except
dialect of the giant language, uninceligble to
cloud giants,
Mountain Giant
FREQUENCY: Very rave
NO. APPEARING: 14
ARMOUR CLASS: 4
Move: 12”
HIT DICE: 12
SIN LAIR: 90%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS:
Hurling rocks for 2-16 points
of damage
‘SPECIAL DEFENCES: Wir
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Cheotie neutral
SIZE: ¢ (74" all)
PSIONIC ABILITY: Nit
‘Attack/Dafence Modes: Mil
LEVELIX. VALUE:
ViI/2,860 + 16 per hit point
42
GIANT STRIDER
Mountain glants ero rarely encountered outside th
‘cavern carved out of the heert of a rocky mountain.
‘their normal tongue, they can all speak the ogre language.
Like their cousins the hill glants they can hurl rocks from 1!" t0 20"
distance, infieting 2—16 hit points of damage if they hit. They are
fable to catch similar missiles 30% of the time. In meloe they strike
\with huge clube, inflicting 4—A0 hit points of damage,
‘The mountain olant can summon and control other monsters —
usually (70%) 6~15 ogres, but sometimes (20%) 49 trolls or even
(10%) 14 hill giants. If 8 mountain giant is encountered in its lar, it
| 75% probable that those creatures will be there, acting 9¢ servants
and guards.
Giantesses and young mountain giants are rarely encountered ~ if
four mountain giants are encountered in thelr lair, there will be in
sddition one female and one young gant (eech has hit dice of 8+ 1~2
and 1 attack doing 2—16 hit points of damage; otherwige mountain
giants encountered will always be adult males.
Mountain giants have light tan to light reddish-brown skin and cress
in rough hides or skins, at do the hill giants,
GIANT STRIDER
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOUR CLASS: 4
HIT DICE: 2 a
Dear 8
DAMAGE/ATTACK: 1-8/1-10 a)
SPECIAL ATTACKS: Fireball
MAGIC RESISTANCE: Standard
‘but #2 bonus on saving roll
land immune to magical fire
INTELLIGENCE: Anima!
ALIGNMENT: Neutral evil
SIZE: £(6°7" tall at shoulder)
PSIONIC ABILITY: Nil
‘Actack/Defence Modes: Nit
LEVELIxX.. VALU;
MIIZ2 + 2 por hit point
Thete large Mightless, featherless birds appear ax heavy ostriches.
Beside each of their two dully-lowing red eyes is smell duct trom
Which the beast can project a small fireball which does 1—6 hit points
Of damage. The beast can project these fireballs atthe rate of two per
hhour (one from gach dict) with accuracy a a +4 longbow,
maximum range of 60" and a burst radius of 10”
{In addition, the glant strider can attack tots front or flank with a bite
for 18 hit points of damage or deliver a kick to its rear for 110 hit
points of damage. It cannot, however, co-ordinate both attacks
simultaneously in the sare melee round and will generally launch its
attack in the direction from hich it wat lst hit
“These birds ara immune to fire, magical or otherwise, and in fact their
bodies heve adapted to derive sustenance from wareth; consequently
they are most at home in desert and voleanic repions. Intanse heat,
flames, firballs and 20 on act 88 8 cure light wounds spall on them
fonce every three rounds. AS a result, glant stiders are often found
wading in lave-beds or standing in the flames of a forest fire (it it
possible thatthe phoenix legend derived from such a sight)
Conversely, cold spells end the like do an adctionsl 27 hit points of
damage and water (if drunk) is poison to them. Even if a cold I
‘a thrown over their bodies, they will take some damage (at the
discretion of the referee according tothe circumstances, but normally
12 hit points of damage
‘These creatures are used as steeds by the firenewts. They are generally
fearless and never cheek morale.CIBBERLING
GIBBERLING
FREQUENCY: Uncommon
NO. APPEARING: 40-400
ARMOUR CLASS: 10
Move: 9”
HIT DICE: 1
SIN LAIR: 40%
TREASURE TYPE: 0
NO. OF ATTACKS: 7
DAMAGE/ATTACK: 1-8
SPECIAL DEFENCES: Wit 3;
MAGIC RESISTANCE: Standard!
INTELLIGENCE: Low
ALIGNMENT: Qhaotie never!
SIZE: $ (4°~5' tall)
PSIONIC ABILITY: Mil
‘Attack/Defance Modes: Ni
LEVELIX?. VALUE:
1118 + tper hit pont
Pale, hunched, naked humanoids with short legs and long arms,
sibberings are usually found in desolate woods or dark caverns under.
ground. The subterranean variety loethe bright light ond ere per
‘teularly afraid of fre
Gibbertings attack in great numbers, uttering ghastly howls and insane
‘chattering noises which cause aven the boldest hirelings to check
‘morale ech round, though ployer-characters are not affected. They
‘attack with normal swords and such is their skill in using these
‘weapons that they strike with a +1 hit probability bonus, In sll ir
‘cumstances they will fight to the death, relying on sheer weight of
‘numbers 10 defest their enemies (wich means virtually any creature
which dares to venture into their territory, for gibbertings ere highly
‘garessivel.
“Though they cleerly have a primitive means of communicating among
themselves, they have no discernable language, Curiously, though it
might be expected that creatures who attack in such great numbers
‘would have leader-typas to control them and determine their policy,
‘no such leader-types have yet been encountered. Nor are there,
apparenity, glbbertings of omer than the fighter clas,
GITHYANKI
FREQUENCY: Very rare
NO. APPEARING: 1—4
ARMOUR CLASS: Variable
MOVE: Variable
HIT DICE: Variable upper
Tine of 11)
SIN LAIR: 40%
‘TREASURE TYPE: Individuals N:
Ilr A, 2142)
NO.OF ATTACKS: Voriable
(as human)
DAMAGE/ATTACK:
By weepon type
SPECIAL ATTACKS: if
SPECIAL DEFENCES: Mit
MAGIC RESISTANCE: Standord
INTELLIGENCE: Exceptional or
‘genius
ALIGNMENT: Voriable but
‘always evil
size:
PSIONIC ABILITY: 750-250
“Attack/Defence Modes:
Alléall but J
LEVELIX?. VALUE:
1 ond up/rarioble
Millenia go. the mind flayers (see ADVANCED DUNGEONS &
DRAGONS MONSTER MANUAL — Mind Flayer) conquered a race
of evil humans and bound them to service, usually employing them as
slaves but from time to time selecting particularly choice vitims for
food. The humans harboured degp resentment for centuries but could
‘not summon up sufficient strength to free themselves from the rind
43
GITHYANKI
flyer yoke. Gradually, in secret, they developed their powers and
strength. Then under the leadership of the supreme leader Gith, they
‘belled against their captors and, after @ long and vicious struggle,
‘succeeded in gaining their autonomy. From that moment, the rece
became known as the githyanki and they quickly gained a repunation
‘8 powerful psionicists and deadly fighters with an instinct for
Violence,
“The githyanki now dwell in the Astral Plane but from time to time
project themselves to the Prime Material Plane (an innate ability now
‘common to all members of the race) and set up temporary refuges
Lnderpround, using these as bases from which they mount raids on
humans and mind flayers alike, (If githyanki encounter humans and
rind flayers simultaneously they will destroy the mind flayers first
‘and may’ appear to be co-operating with the humans, but 2s soon as
the mind flayers are killed, the githyanki will turn on the humane
‘and attempt to destroy them too.)
“The githyanki worship o lich-queen said to have powers at the 24th
level of magic-use or even higher.
Githyanki progress as fighters, maglé-usors oF fighter/magic-users;
‘they have no ranger, moni, druid or assssin class though illusionists
‘are infrequently (6%) mét and there is @ form of antipaladin cass —
‘the knight. They have never been known to progress beyond the 11th
level of experience and rarsly sbove the Sth — itis assumed that the
lich-queen destroys any githyanki who becomes powerful enough to
tisk challanging her supremacy.
‘The githyanki dwell in huge castles on the Astral Plane, each castle
boing ruled by 2 supreme leader ~ 2 fighter/magiowser of 10th/Bth or
‘11th/9th level. The supreme leaders have power of life and death over
all under their rule. Esch castle will also contain 40 knights (ont
ppoladins of 9th level) — the supreme leader's elite supporting force
‘and personal guard — and up to 1,000 aithyanki of lowe status.
“They use armour and weapons as men do, though the omateness of
their design is often distinguishing feature. When on war expeditions
‘hey wear 44 splint mail (ACO) but do not earry shields. Fighters and
fighter/magic-users of Eth lovel and above will usualy (50% chance)
carry twohanded swords of +1 bonus, otherwise using normal two-
handed swords. A githyanki fighter of 7th level and above wil usually
{G0%) carry a 42 oF +3 longeword, while + knight of 7th level and
above will have (100%) a silver sword — a +3 twohanded sword
Wich, if used astrally, has 2 20% chance per melee round of cutting
‘the silver cord (this does not affect mind barred vietima). A supreme
leader will wield a special silver sword whieh is +5, fully vorpal and
affects mind barred vievins. The silver swords are non-aligned, though
they have intelligence of Bor more and appropriate powers, Githyanki
will go to almost any lengths £0 prevent any of thes silver sworde
{ror falling into human hands and tha loss of « special silver sword
will promote the immediate formation of 2 very powerful raiding
Party of githyankl whose toak is to recover the sword — failure to do
‘So means instant death,
Outside their Prime Material Plans lars, githyanki will rarely be en-
‘countered in parties larger then 4, a typical party consisting of two
trainees of any of the three classes (level 1-3), one fighter of level 4-6
fond 2 leader fighter/mogicuser of 7#h/6th iovel. Raraly (10%) the
‘aithyankl parties encountered will have a special mission in which
ave there will only be one trainee and the party will be led by 9
knight of Bth level.
1 2 lair ie foun i will houso 21-30 ethyankcl with typical distribu-
‘ion as follows:—
‘supreme leader: 11th level fighter or 7th/Bth level
fighter/magio-ser
2eaptains: ‘8th level fighter and 7th/6th level
fighterimagiouser
1 knight: th level antipladin|
2 warlecke: mapicusers of 4th-7th level
fightors of 4th-7th level
fightor/magicusers of
“4th/ach lvel
evenly distributed between the three
Possible classes and with
txperionce lavels 1st 3rd.
10-19 lower levelsGITHZERAL
Very infrequently, githyanki partiae larger than four in number will
bbe encountered (5% chance). These will be on particularly purposeful
missions (though not in search of a lost silver sword ~ that activity
‘promoter an evan larger and stronger party) and will be strongee than
‘normal; 5-10 individuals can be expected, led by the supreme leader
fof the lair, supported by one of the captaine, the knight and 2-7
“lower ranks", evenly distributed. Both In the lair and in 8 large part
there is @ 5% chance thet there will be an illusionist of 6th leval
Instead of one of the lower level types,
Githyanki have normal humen chances for magic item distribution
other than swords,
‘A Prime Material Plane tai will comtain S10 magica items, selected
as being particulary appropriate to the mission. In a small githyanki
party there will usually (75%) be one magical item anda larger party
will have 110,
Githyanki have a pect with a group of red dragons (see ADVANCED.
DUNGEONS & DRAGONS MONSTER MANUAL — Dragon, Red)
which, in return for shelter, food and treasure, eit the githyonki
whan on the Prime Material Plane by acting as steeds. The dragons
transport 4—6 and 1—5 githyanki each according to size/age (above
subadult); thus a small young adult dragon could transport 5
Bithyanki (4 for size, 1 for agel, an averagesized ld dragon could
transport 8 (5 for size, 3 for age) and a huge ancient dragon could
transport 11 (6 for size, 6 for age). These red dragons will bey onty
pithyanki when the latter are on the Prime Material fare.
Githyanki move at 96" movernant rate on the Astra Plane.
GITHZERAI
FREQUENCY: Very Rare
NO, APPEARING: 74
‘ARMOUR CLASS: Variable
MOVE: Variable
HIT DICE: Variable (upper
lite of 8)
SIN LAIR: 50%
TREASURE TYPE: A
NO.OF ATTACKS: Variable
fas human}
DAMAGE ATTACK:
By weapen type
SPECIAL ATTACKS: Ai
SPECIAL DEFENCES: Ni
MAGIC RESISTANCE: 50%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic neutral
SIZE: M
PSIONIC ABILITY: 127-250
Atteck/Dafence Moder:
Aliit
LEVELIX?. VALUE:
Wand up/Verieble
The oithzerai are a race of inhabitants of I
slaadi, roaming the Prime Materia! Plane like the githyanki and
Constantly at war with the lattr race. The githyank-ithzerai warfare
{s curious since they are both offshoots of the original rece rlaased
from mind flayer bondage under the leadership of Gith — yot the war
I vicious and long-enduring. Githzerat are generally slightly weaker
1 githyanki, but their magie resistance appears te compensate and
neither side holds supremacy for long over the other.
“The oithzersi and the mind flayare hole to an unesey truce, but thie i
Constantly being broken in isolated skirmishes.
“The same class limitations apply to githzerai as apply to githysnki,
though some githzeral have been known to specialise as monks and
‘appear not to have developed the special silver swords as have the
‘ithyankl. They have the same sort of political organisation as have
the githyanki and are ruled by an undying wizard-king seid to be of
161h/23rd level of fiehting/magicuse who prevents glthzeral pro
‘ression beyond the Sth level of exparionce.
45
GITHZERAT
Whorest the githyanki ore usere of baroque armour and omate
weapons and are generally florid in their magicwuse, githzeral are
‘monastic creatures their weapons are very plain and thelr magic-sse
feconemie of movernent and direct in effect.
Githzerai hold a fow fortresses on the Prime Morera! Plane but these
‘are, particularly strong holdings, with walls of ademantite rising 36
huge squat towers from dusty plains. Esch houses about 800
sithzeral
All githzarai have the following psionic abilities at the 6th level of
‘mastery: astral projection, mind bar, probability travel and energy
control. Their psionic powers are highly developed, with all
attack /defence modes.
Like the githyanki,sithzerai wil rarely be encountered outside their
lair in partis greater than 4, 2 typical party consisting of two treinees
Of any of the three main clases (fighter, magicusor or fightor/magic-
‘ser, levels 1-2), one fighter of level 3-5 anda leader fighter!
‘magicsiser of Sth/Sth level. The chance of a character with monkish
abilities is only 5%, but Hf one is encountered it will be of 6th 8th
perience level since the monks’ main training takes place in the
sithzerai fortresses.
2 laie ie found it will bo a temporary base for huntinghwarring
ctivities and will house 21~20 githzaral, with distribution approx
‘mata 26 follows:—
1 supreme leader: 9th level fighter or 4th/7th lovel
fightor/magicsssor
1 captain: 6th level fighter or Sth/Sth level
fighter/mapic user
2 warlocks: magic users of 3rd-5thlevol
fighters of Sesh Level,
fightor/magicasers of 3rd/Sed level
evenly distributed between the three
possible classes.
fa monk ie pretont (10% chance) it will replace one of the
owertevel githzeral and will be of the Bth-Sth experience level.
11=20 tst-2nd levels:
Githzerai have normal human chances for possession of magic items
(except for swords). A lair will contain 216 magieal Heme,
A large githzersi perty will be organised on much the same lings as 2
large githyanki party, depending to # certain extent on the import
ance of the mission. A typical large party would contain the supreme
leader. both warlocks, 2 of the sergeants, a z0rth and 47 Ist or 2nd
levels. If monk ie present in the Isr, twill always accompany @coLDBuG
GoLDBUG
FREQUENCY: Rare
NO. APPEARING: 1-20
ARMOUR CLASS: 9
move: 1”
HIT DICE: 1
SEIN LAIR: 100%
‘TREASURE TYPE: Nit
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Poison
SPECIAL DEFENCES: Nir
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
size:s
PSIONIC ABILITY: Wi
‘Attack/Deferce Modes: Nid
LEVEL/X.P, VALUE:
WAS +1 per hie point
“The golsbug is a bootie with a flattened, circular body and 2 gold
shall the sito and shape of 2 gold piece. Ie is 2 very sluggish creature
‘end spends most of is time asleep, aften choosing» pile of gold coins
‘35 its bed. Only a very close examination wll distinguish it from the
Coins on which i ies. Thus, though it hes no tressure of ts Own, it
inhabits that of others
When disturbed it inflicts 2 poisonous bite like that of large spider,
inflicting 1—4 hit points of damage on the victim who must also save
versus poison or die.
GORBEL
FREQUENCY: Uncommon
NO. APPEARING: 1-20
ARMOUR CLASS: 3/10-20e below)
Move: 12"
HIT DICE: See below
O%IN LAIR: Wil
‘TREASURE TYPE: wil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 of 1-6
SPECIAL ATTACKS: Wil
‘SPECIAL DEFENCES: Ai!
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non
ALIGNMENT: Neutral with
‘chaatie tendencies
SIZE: 5 (3"alometor)
PSIONIC ABILITY: Mir
‘Attack/Defence Modes: Wl
LEVELX, VALUE:
WA32 +2 per hit point
‘A curious creature, the gorbel sppears as a red globe of thin rubbery
‘material about 3° in dlameter (its high armour class is due to is high
dexterity) with a tiny mouth, sb tiny ayer on short retractable stlks
‘equally spaced around the upper hemisphere and two clawed logs
hich it uses to move at remarkable speed
When sttacking (which it usually does), it attempts to attach itself to
itz victim's back with ite claws! a successful initial it means i has
done #0, delivering 1~8 hit points of damage. Thereafter it cannot be
{detached until dead and it automatically hits Its victim each round for
1-6 points of clawing damage. Initially, it attacks as a creature of
2H0.
‘A hit with @ blunt weapon will not harm the gorbel, but « hit with a
pointed or edged weapon causes it to burst asunder, killing it and
Soing 1~4 hit points of blast damage to anyone within!
Naturally, when the gorbel is attached to a vietim it lose ts dexterity
‘bonus and its AC is then 10,
Gonbale a
GRELL
GORILLA BEAR
FREQUENCY: Uncommon
NO. APPEARING: 2-7
ARMOUR CLASS: 4
MOVE: 9
HIT DICE: 4
IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8
SPECIAL ATTACKS: Hugs for
‘2-F2 hitpoines of damage
SPECIAL DEFENCES: Ni
MAGIC RESISTANCE: Standard!
INTELLIGENCE: Low
ALIGNMENT: Newirat
SIZE: L (9" call)
PSIONIC ABILITY: Ni
‘Attack/Defence Modes: Nil
LEVELIX?. VALUE:
11/85 * 4 per hie poine
“These monsters have the heed, body and legs of @ gorilla with the
sharp teeth and powerful arms of a bear. They have the aggresive
disposition of the grizaly bear end the camivorous tendencies of the
eave bear. They have excellent hearing, smell and eyesight so are
rarely (15%) surprised. Their dexterity high, accounting for
their improved AC.
“The beast atwcks with its two paws for 1-8 hit points of damoge
each; 2 pew hit scored with an 18 or better indicates that the beast
siso hugs for 212 hit points of additional damape. If a roll of 18's
insufficient to hit the vitim, the hug only occurs on roll of 19 or,
that too if insufficient, on a roll of 20. A roll of 20 means = hug
‘whatever the AC of the victim,
‘The gorilla besr does not have the normal bears ability of continuing
to fight after its hit points are reduced below zero.
GRELL
FREQUENCY: Rare
NO. APPEARING: 7
ARMOUR CLASS: 4
MOVE: 12"
HIT DICE: 5
SIN LAIR: Ni
TREASURE TYPE: Wil
NO. OF ATTACKS: 17
DAMAGE/ATTACK:
10x1-41-6
SPECIAL ATTACKS:
Paraiysation|
SPECIAL DEFENCES:
‘Immune to lighening
MAGIC RESISTANCE:
‘Standard
INTELLIGENCE: Average
ALIGNMENT:
‘Neutral evil
size:M
PSIONIC ABILITY: Nir
‘Attack/Defence Modes! |
LEVEUxe.-VALUE:
Vi/840 +5 per it point
“The appesrance of this dreadful eeatureis fearsome indeed —
like 8 lant exposed brain approximately 5° in diameter and with a
frontal beak, below which trail ean 6° long tentacles. The beast
by a levitation process, small inflections of the tentacles controling
horizontal movement. itis manoeuvrability class D.
Grall are ususlly found underground but are oecasionally seen in
‘uined/ebendoned buildings. They are particularly dangerous and
Vicious, dropping on their victims from above whenever circumstancesGRIMLOCK
All ten tentacles are brought to bear on a single victim. Each inflicts
1-4 hit points of damage and carries small spines wich can inject 2
venom into the victim; this will paralyse the victim unless he makes
‘saving throw against paralysation at +4. If any one of the tentacles
succeeds in paralysing a. victim, each melee round thereafter two
‘tentacles will remain anchored om his body, the gral lashing with the
‘ther eight tentacles (for 18 hit point of damage each) ond rand
with its beak for 16 hit points of damage. None of these attacks,
‘after the inital paralysation, requires 2 ‘to it’ roll — once the grall
has grasped its victim, lucky i he who escapes alive.
render It inoperative (though ifthe creature
I eagenerate in 12 days) but the damage
‘ot subtracted from the eraature's hit points — only by hitting the
body can the grell be damaged in the usual way. The body and
hhave ACA.
immune to lightning but otherwite have standaed resistance
to normal and mapical attacks.
‘The body of the grll is a drab olive colour stresked with white: the
tentacles are pale oive-green.
GRIMLOCK
FREQUENCY: Uncommon
NO, APPEARING: 20-200
ARMOUR CLASS: 5
move: 12”
HIT DICE:2
SIN LAIR: 50%
‘TREASURE TYPE: Individuals
KL, Mzin lair 8
NO. OF ATTACKS: 1
DAMAGE/ATTAGK: 1-6
‘or by waapan type
SPECIAL ATTACKS: Ail
SPECIAL DEFENCES:
‘See below
MAGIC RESISTANCE:
‘Save as eh level Figheor
{ond see below)
INTELLIGENCE: Average
ALIGNMENT: Neutra evi!
size: M
PSIONIC ABILITY: Ni
‘Attack/Defence Modes: Nil
LEVEUX.P, VALUE:
Warriors: 1728 + 2 per hit point
Champions: 1/85 + 4 per hit point
“Thee force subtorranean humanoid warriors dwellin doop caverns, only
‘merging in raiding parties to marauld across the earth's surface late at
night, searching for humens to butcher and devour. Their eyes a
blank and sightless; however they have highly developed senses of
hesring and smell, there giving them effective Vision’ within 20°,
‘They are immune to the effects of spells affecting the viual nerves
such as phontasmal force, darkness, invisibility, mirror image and s0
fon. However spells such as audible gfamer will partially ‘blind’ them,
reducing their efective range of ‘vision’ to 10’ end reducing their hit
probability by 2. Substances auch ar snuff have the same effects I
inhaled by a grimiock.
GRYPH
For every 10 orimlocks encountered there will bea ‘leader’ of 3 hit
die and ACS, vii
onal 80% of the number of males, ech with 1 hit i
‘young (an additional 100% of the number of males, each with 1 hit
point, ACB and non-combatant).
Grimlocks rarely consort with other beings, though there is « smal!
(10%) chance that they will allow medusae to share their 4
‘chance that a wandering group of grimlocks will be accompanied by
4-2 mind layers. For the latter reston, grimlocks are particularly
hated by githyanki.
Grimlocks prefer edged bloodletting weapons and though they can
‘ight with their bare hands (for 1=6 hit points of damage) they
will usually be armed (G0% chance) with weapons a flows:
handaxe ee 20%
battleaxe » sib waar 215%
tworanded sword 222212 eer
bestard aword =... ai 15%
broad sword... =: oe
long sword: Z 120%
Leaders and championé will wild « batloaxe or two-hended sword.
If encountered in rocky terain,grimlocks ae able to blend with their
surroundings: +0 long st they remain motionless, they cannot be
etected other than by detect invisibility (unless someone actually
bumps into them)
Al grimlocks — whether warrior, leader or champion — make all
saving throws as if they were 6th level fighters.
Description: Powerfully-bullt humanoids with thick, aly grey skin,
‘they are usually clad in dark rags. Their hair is long, black and usually
unkempt. Their teeth are white and particularly sharp.
GRYPH
FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOUR CLASS: 6
MOVE: 27”
Hit o1ce: 2-4
GIN LAIR: Nid
TREASURE TYPE: Nit
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENCES: Nit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Anima!
ALIGNMENT: Neuere! evi!
SiZe:s
PSIONIC ABILITY: Wi
‘Attack/Detence Modes: Mil
LEVEL/X.P, VALUE:
2HD: 11728 + 2p hit point
HD: 11/50 +3 por hit point
4H: INS +4 per hit point
bird with multiple logs — usually four, but specimens
‘with six or even eight have been seen. It approximates to the size
an eagle
inflict 2-12 hit points of damage and it will normally attack at high
speed ‘rom high up in the shadows of an underground cavern. For
‘Purposes of aerial combat, itis manoeuvrability clas B
1 3 or more of these birds are encountered, one will be female and
‘there is 3.35% chor she will be ready to lay her 99s. If such 2
female gryph attacks it will attempt to grapple its victim with its lope,
‘and if 2 hit is scored, (t wil inject its snail eggs into the bloodstream,
"Note that in such an instance, the beak it not used in the attack and
the victim receives no damage ~ the eggs are injected through a thin
tube which projects from the bird's abdomen.GUARDIAN DAEMON
If these ego remain alive they wil hatch in 1—3 days, ki
victim immedietaly and releating 1-4 baby gryphs. During this period
the vietim will feel sight discomfort and swelling of the abdomen,
this increasing to an agonising intensity just prior to the hatching. In
fact there are tar more than 1—4 eggsin the victim ~ itssimply that
number which survive the 13 dey period.
‘Serweon the time the eggs are injected and the time of the hatching,
the casting of cure disease oF dispel evil on the vietim will kil the
2998. Of course, « with or similar spell will also have this effec, if used
property.
GUARDIAN DAEMON
FREQUENCY: Very rare
NO. APPEARING: 1-3
‘ARMOUR CLASS: 1
MOVE: 3” (out see below!
HIT DICE: 8
SIN LAIR: Ma
‘TREASURE TYPE: See below
NO.OF ATTACKS:3
DAMAGE/ATTACK:
1-6-1212
SPECIAL ATTACKS: See be/ow
SPECIAL DEFENCES: Soo below
MAGIC RESISTANCE: Soe bv/ow
INTELLIGENCE: Very,
ALIGNMENT: Neveral
SIZE: Variable
PSIONIC ABILITY: Ail
‘Attack/Defence Modes: Nil
eh,
LEVELIX.. VALUE: ~-&
VII/,275+ 1Operhitpoint 4:
‘These daemons very in size and form — examples encountered have
resembled type Il of type IV demons, large bears and wild cats. They
fre summoned by evil high prasts to guard troture and though thelr
movement for mlee purposes is 8" they are constrained never to
leave the treasure they Quard, unles eleased by the summoner.
Despite their variation in size and form they shways exhibit certain
charecterstics in common
8) immunity t0 chor, hold, slop, polymorph and Fear;
b) immunity to non-magieal weapons and to magical weapons
with @ bonus les than #2:
2) ability to speak and understand all languages: nd
4) bility to breathe fire in conse 20’ long with 10” bate diamatar
inflicting 5-30 hit points of damage (saving throw will halve
damage)
{In melee the daemon attacks with a bite for 1—6 hit points of damage
land two claus, each inflicting 112 hit points of damage, since they
are unable to use thelr breath weapon on 8 target within 10%,
‘The nature of their summoning usually (80%) leaves them in:
vulnerable to one other particular form of atack (eg. fire or swords]
im addition to those speciied above,
Guardian daemons have no treasure of their own (on the Prime
Material Plane ~ they may well own treasure in the natural home)
‘and will always be guarding the tressure of their summoner, so
treasure must be determined by reference to the summoner. In that
treesure there will usually be at least one clerical scrall and/or @
rmagleal device of clerical nature
49
GUARDIAN FAMILIAR
GUARDIAN FAMILIAR
FREQUENCY: Very rae
NO, APPEARING: 7
‘ARMOUR CLASS: 8
Move: 72"
HIT DICE: 1 (9)
5 IN LAIR: Ni
‘TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1-6/14/1~4
‘SPECIAL ATTACKS: Nii
SPECIAL DEFENCES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Animal
ALIGNMENT: Any (cee below)
SIZE: S (ave befow)
PSIONIC ABILITY: Mi
‘Attack/Detence Modes:Nil
LEVELIX. VALUE:
VII/i,800 + f2perhiepoine
“The guardian familiar takes the form of a small blsck cat sotto guard
the treasure of a high-level wizard (thus the guardian familie may be
‘of any alignment ~ the same as that of its summoner. It will never
leave fis position on top of the treasure or chest, nor does t attack
Unless iti itself sttacked or attempts are made to get atthe tressure.
WE ie attacks, it dose 20 with two raking clawe (14 hie points of
‘damage each) and by biting with Its sharp teeth for 1~6 hit points of
‘damage. During its attack, the creature grows progressively larger,
eter robbers
‘The guerdian familigr will hove mople resistance which varios
‘according to the experience level ofits master. The familiar of 910th
level magie-usor will have 50% mapical resistance and the incremental
variation will be 5% per level in either direction, zo the familiar of 9
{6th lovel mapi-user wil have 30% maple resistance and the familiar of
2 16th level magic user will have 75% magic existance. Note
‘magie-user of 4th level or below will not be able to secure the services
of guardian far
“The guardian farniliar has nine lives (and isthe creature upon which
the traditional ‘eat. with nine lives’ legend is built). Each time itis
slain, up to the Oth time, itis instantaneously reborn, stronger than
before, At each rebirth, add 1 to Its number of hit dice (revolting hit
been sian four times it will be reboen ot ‘Sth level’ — it will have ACA,
‘8 movement rate of 20", 5 hit dice and will deliver 5~8/5—8/5—10
Ie points of damage with It atacks. This ‘pyramiding of powers’ can
bbe stopped by the following spells (or powers which duplicate their
tffects) 10 long asthe creature's magi resistance is overcome: disi-
{egrate, flesh to stone, temporal stasis and of course wis? and alter
‘ality (if ured propedy). Holy (Unholy) word will banish the
Creature beck to ts plane of origin.
1 attackers choose to bresk off melee at any time, the guardian
fami wall not pursue but wil return to continue its duties.
‘The qerdian femiliar should not be confused with the normal
mille, delineated in the first level mgicsser spell find familiar
(see ADVANCED DUNGEONS & DRAGONS PLAYERS
HANDBOOK Character Spells]. Its means of summoning, though
they involve the casting of the ind familiar spell, are known only to 3
tall group of arcane magicions (and those few who they train in
their specialist art) and are believed to involve bargaining with the
enizens of the Outer Planes on which the guardian familiar dwell,
Naturally, the guardisn familiar wi
ead ond wil not rise again.
if killed 2 ninth time, remain