Chapter V:
Monsters

The following material is by no means an exhaustive list of creatures that may be found in OSRIC-compatible games. It is intended only as a brief introduction to the vast range of creatures available under the system. Of course, several books published in the 1970s and 80s contain other suitable creatures. The reader’s attention is also respectfully drawn to Monsters of Myth, published by the First Edition Society and printed by Lulu (http://www.lulu.com), for a further 150 or so creatures that have not previously appeared in an OSRIC-compatible hardcover book.

Monster Statistics

Each of the monsters in this book has a number of listed characteristics. The meaning of each characteristic is as follows:

Frequency: The monster’s relative rarity in a typical game world can fall into five categories. A unique monster is the only one in existence. Very rare monsters are seldom encountered, and when seen it is a matter of great interest to naturalists and sages. A rare monster is one usually known to the average peasant, but only in rumour and folklore. Uncommon creatures are known to the common folk but infrequently seen. Common creatures are familiar, and when they are seen, it may be cause for alarm but not surprise.

No. Encountered: This is only a guideline for the GM and should vary according to the circumstances. It is quite possible to encounter a lone orc, for example.

Size: Three categories are possible here, being small (i.e. of less weight or mass than a normal human), medium or man-sized (i.e. weighing roughly the same as a human), and large (generally bigger than a human).

Move: Movement is expressed in feet per turn or round (see Chapter III). Flying creatures’ aerial agility level (see Chapter III) is indicated thus: “AA:level” in parentheses.

Armour Class: Armour class is as described in Chapter I. The AC value for a creature does not necessarily mean it is wearing the equivalent armour type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to a human.

Hit Dice: The number of hit points for a creature is determined by rolling dice. Usually hit dice are d8s unless otherwise specified. Some creatures have hit points in the format “X+Y” or “X-Y,” in which case ”X” refers to the number of dice rolled and “Y” refers to a numerical adjustment applied to the total (note in the case of X-Y the resulting hit points cannot be less than 1). Thus, a creature with HD 4+1 has 4d8+1 hp, for a total numerical range of 5-33.

Attacks: This entry refers to the number of attacks per round the creature normally possesses in melee. This number may be modified by certain spells such as haste or slow and does not include any special attack forms such as a breath weapon. Note the distinction between “attacks” and “attack routines” as described in Chapter III—many creatures have several attacks, but very few have several separate attack routines. In the rare cases where one does, this is described in the creature text.

Damage: This entry indicates the number and type of dice to be rolled for damage if the creature’s physical attacks hit. If the value provided is “by weapon” the GM should decide what weapon the monster is using and refer to Chapter III. In some cases the damage inflicted may include a magical element, poison, or some other effect requiring a saving throw or other special ruling, but in this case the attack form will be listed as a “special attack” and detailed in the creature text.

Special Attacks: This entry is a short note regarding any unusual attack forms the creature might possess. Unless the special attack are so simple as to be self-evident, these unusual attacks are fully explained in the creature text.

Special Defences: This entry, like the entry for special attacks, is really just a signal to the GM that the monster has unusual or magical protections described in the creature text.

Magic Resistance: This is the chance, expressed as a percentage, that the creature will be unaffected by any magic specifically targeted at it. Even if the chance fails, the creature may still receive a saving throw if the spell or magical attack form normally calls for one. This percentage is predicated on a caster of 11th level of experience, and should be varied by 5% downwards or upwards per experience level of the caster above or below 11th respectively.

Lair Probability: This is the chance that the creature will be encountered in its lair. Creatures not met in their lair are termed “wandering.” Generally, most creatures will keep some or most of their treasure in their lair, so if the monster is wandering, the players will normally need to find the lair to obtain its full treasure.

Intelligence: This indicates the intelligence of the creature relative to the average human. Possible values include “Non-", “Animal,” “Semi-,” “Low,” “Average,” “Very,” “High,” “Exceptional,” “Genius” or occasionally even higher. A non-intelligent creature has an effective intelligence of 0 and a genius has an effective intelligence of 18.

Alignment: See the description of alignment in Chapter I. The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the case of less intelligent monsters, there is usually little variation, but a few of the more intelligent ones might deviate from the prevailing alignment by a small amount. Thus it is possible to have a Neutral Evil goblin, or even a tribe of Neutral Evil goblins—but good aligned ones would be rare in the extreme.

This does not impinge on the GM’s right to make sweeping adjustments to creature alignments for the purposes of a specific campaign.

Level/XP Value: This represents a pre-calculation of the creature’s xp value and level as determined in Chapter III. Note that the Chapter III guidelines are exactly that—guidelines. In some cases the xp value has been adjusted to take account of special factors and could not be reached by the Chapter III method. In case of conflict, the values given in Chapter IV should prevail.

Treasure: Treasure values are for the maximum possible number of creatures encountered. If fewer than the maximum number of creatures are met, the GM should give thought to reducing the treasure shown proportionally. A percentage listed in brackets indicates the chance that treasure will appear; otherwise, there will be nothing. “Maps,” where listed, will be maps of parts of the dungeon or wilderness near where the monster lairs—they may, or may not, show where traps and/or treasure may be found.

Tribal Spell Casters

There are two types of tribal spell casters, shamans (clerics) and witch doctors (cleric/magic users). The following races are examples of creatures that have these spell casters: Batrachians, Bugbears, Cavemen, Ettins, Giants, Gnolls, Goblins, Hobgoblins, Kobolds, Lizard Men, Ogres, Orcs, Troglodytes, and Trolls.

Shaman

Shamans are tribal clerics of 7th level and less. The level of the shaman is restricted based on the race of the tribe. The number of spells received is based solely on the level of the shaman; there is no bonus for wisdom scores.

Third Level Max. Fifth Level Max. Seventh Level Max.
Ettin Bugbear Giant (only Hill, Stone, Fire, and Frost)
Ogre Gnoll Goblin
Troglodyte Kobold Hobgoblin
Troll Orc Lizard Man
Anuran Batrachian

Only the following spells and their reverses (if any) are available to shamans:

First Level Second Level Third Level Fourth Level
Cure L. wounds Augury Cure blindness Divination
Detect evil Chant Cure disease Exorcise
Detect magic Detect charm Dispel magic Neut. poison
Light Resist fire Locate object Tongues
Pro. from evil Snake charm Prayer
Resist fear Speak w/animals Remove curse

Witch Doctor

Witch doctors are cleric/magic users with a maximum of 4th level as a magic user (based on the race of the caster). A tribe will never have both a shaman and a witch doctor; they will have only one or the other, unless they are cavemen.

Second Level Max. Fourth Level Max.
Bugbear Caveman
Gnoll Goblin
Kobold Hobgoblin
Lizard Man Orc
Anuran Batrachian

Only the following spells are available to witch doctors:

First Level Second Level
Affect normal fires Audible glamour
Dancing lights Detect invisibility
Identify Invisibility
Push Levitate
Shield Magic mouth
Ventriloquism Scare

Optional Rules for Tribal Spell Casters

Hit Dice and Attack Rolls: If a tribal spell caster is of 1st level, it will have the hit points and hit dice of a normal creature of that kind. Each additional level in its highest spell casting class grants +1d6 hp and a bonus of +1 on “to hit” rolls, so an orcish witch doctor who is a 5th/4th level cleric/magic user will have 1d8+4d6 hp and attack at +4 “to hit” relative to his or her fellows.

Giants: In campaigns with a very Norse flavour, certain giants may have illusionist rather than clerical powers. Use the rules for a tribal shaman as described above, but grant the giant phantasmal spells rather than divine ones. In this case, the giant may use any phantasmal spell in his or her spellbook; this overrides the restrictions on tribal spellcaster magic as described above.

Men

Normal men (non-adventuring types) will usually have 1d6 hit points. In any encounter with men, there will always be higher level characters as leaders (the number will be given under each entry).

All higher level clerics and fighters will be mounted on medium warhorses. For each level a leader type has, there is a 5% chance of possessing a magic item in each of the categories below. For each “Y” in the table below roll. If the result is undesirable, one re-roll is allowed.

Fighter Magic user Cleric Thief
Armour Y N Y N
Shield Y N Y Y
Sword Y N N Y
Misc. Weapon Y N Y* Y
Potion Y N Y Y
Scroll N Y Y N
Ring N Y N Y
Wand/Staff/Rod N Y N* N
Misc. Magic N Y Y Y

*If no weapon (or an edged weapon is rolled), roll again on Wand/Staff/Rod (if not usable by a cleric then there is none present).

Bandit (Brigand)

Frequency: Common
No. Encountered: 20d10
Size: Man-sized
Move: 120 ft
Armour Class: Determined by armour worn
Hit Dice: 1d6 hp
Attacks: 1
Damage: By weapon
Special Attacks: Leader types may have spells
Special Defences: None
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Mean (average to very)
Alignment: Neutral (chaotic evil)
Level/XP: Variable

Bandits are found in almost any locale, for wherever there is a civilisation there will be those who prey upon the weak. There will always be higher level fighters found with large groups of bandits. Consult the chart below to determine the exact number and level.

Bandits will always be led by a high level fighter (8th to 10th level), 6 guards (2nd level), and a lieutenant (7th level). These members are in addition to those described above. The level of the commander is determined as follows:

There is a 25% chance per 50 bandits of a magic user being present with the group. If there is a magic user present he will be 7th to 10th level (determined by 1d4 roll).

There is a 15% chance per 50 bandits of a cleric being present with the group, if a cleric is present he will be 5th or 6th level and he will be accompanied by an assistant of 3rd or 4th level.

Brigand: Brigands are a chaotic evil lot; otherwise they conform to the rules for bandits above. However they fight more fiercely in battle, and as a result receive a +1 morale bonus.

Treasure

Berserker

Frequency: Rare
No. Encountered: 10d10
Size: Man-sized
Move: 120 ft
Armour Class: 7
Hit Dice: 1d6+1 hp
Attacks: 1 (or 2)
Damage: By weapon
Special Attacks: Leader types
Special Defences: Leader types
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Mean (average to very)
Alignment: Neutral
Level/XP: Variable

Berserkers are roaming bands of fighters. They are always unarmoured, as they see it as a sign of weakness. They fight with a fierce battle-lust, and as a result they may strike twice in a round or make one attack at +2. They never roll for morale checks once engaged in battle.

There will always be higher level fighters found with large groups of berserkers. Consult the chart below to determine the exact number and level.

Berserkers will always be led by a war chief of 9th or 10th level and a sub-chief of 6th or 7th level, as follows.

If less than 60: 9th level chief & 6th level sub-chief
If more than 60: 10th level chief & 7th level sub-chief

There is a 50% chance per every 10 berserkers, that a cleric will be present. The cleric will be of 7th level and will have 1d4 assistants of 3rd or 4th level.

Treasure

Buccaneer (Pirate)

Frequency: Uncommon
No. Encountered: 50d6
Size: Man-sized
Move: 120 ft
Armour Class: Determined by armour worn
Hit Dice: 1d6 hp
Attacks: 1
Damage: By weapon
Special Attacks: Leader types
Special Defences: Leader types
Magic Resistance: Standard
Lair Probability: 80% or 100%
Intelligence: Mean (average to very)
Alignment: Neutral (chaotic evil)
Level/XP: Variable

Buccaneers are found on all large bodies of water, their lair is most always the ship they use for raiding. They are always led by high level fighters as follows:

The overall captain will be a fighter of 8th to 10th level as follows:

The captain will also have 4 mates (4th level fighters) in addition to his or her lieutenant.

There is a 15% chance of a cleric being present per every 50 buccaneers. The cleric will be between 12th and 15th level (1d4+11).

There is a 10% chance of a magic user being present for every 50 buccaneers; the magic user will be between 6th and 8th level (1d3+5).

Pirate

Pirates are chaotic evil, but otherwise conform to buccaneers above.

Treasure

Dervish (Nomad)

Frequency: Rare (Uncommon)
No. Encountered: 30d10
Size: Man-sized
Move: 120 ft
Armour Class: Determined by armour worn
Hit Dice: 1d6 hp
Attacks: 1
Damage: By weapon
Special Attacks: Leader types
Special Defences: Leader types
Magic Resistance: Standard
Lair Probability: 5% (15%)
Intelligence: Mean (average to very)
Alignment: Lawful good (neutral)
Level/XP: Variable

Dervishes are highly religious desert nomads. They will always be led by higher level fighters and clerics as follows. They are fanatical devotees to their religion. As a result they are at +1 to combat and never need to check morale.

Fighters

Clerics

Magic Users

There is a 15% chance per 50 dervishes that a magic user will be present. The magic user will be of 7th or 8th level (if more than 200 dervishes are present) and his two assistants of 3rd or 4th level.

Dervishes are always mounted on light or medium warhorses.

Nomads

Nomads are mounted clans that live on steppes, plains or in desert climes. They live by hunting and gathering and are closely tied to their native climate. Due to their closeness with their surroundings, they surprise on 1-4. Nomads will always be led by higher level fighters as follows:

There is a 15% chance per 50 nomads that a cleric will be present. The cleric will be of 4th to 7th level (determined by 1d4). There is also a 15% chance per 50 nomads that a magic user (of 5th to 8th level, also determined by 1d4) will be present. Irrespective of the above, there will always be (2) 3rd level clerics and (1) 4th level magic user present.

Nomads will always be mounted on either light or medium warhorses.

Treasure

Pilgrim

Frequency: Uncommon
No. Encountered: 10d10
Size: Man-sized
Move: 120 ft
Armour Class: Determined by armour worn
Hit Dice: 1d6 hp
Attacks: See below
Damage: By weapon
Special Attacks: See below
Special Defences: See below
Magic Resistance: Standard
Lair Probability: Nil
Treasure: See below
Intelligence: Mean (very to high)
Alignment: See below
Level/XP: Variable

Pilgrims are groups of religious followers making their way to some holy site. They can be encountered almost anywhere. There will always be higher level character types with groups of pilgrims, determined as follows.

Clerics

There will always be clerics with pilgrims, if the group is neutral these clerics will be druids

Fighters

There is a 10% chance per every 10 pilgrims that there will be 1d10 fighters present (roll 1d8 to determine the levels of the fighters). If the group is lawful good, some of these fighters may be replaced by paladins. If the group is chaotic good, some of these fighters may be replaced by rangers.

Thieves

There is a 10% chance per every 10 pilgrim that there will be 1d6 thieves present (roll 1d6+1 to determine the levels of the thieves). If the group is evil, some of these thieves may be replaced by assassins.

Magic Users

There is a 5% chance per every 10 pilgrims that there will be a magic user present (level 1d4+5).

d% roll Alignment
01—34 lawful good
35—55 chaotic good
56—66 neutral
65—80 chaotic evil
81—00 lawful evil

Alignment is determined by rolling d% with the likelihood of each alignment as follows:

Most of the time (75%) pilgrims will be travel without mounts. However if they are mounted, all members of the group will be mounted.

Treasure

Treasure for the group will be as follows.

There is also a chance (5%) that a holy item will be with the pilgrims. If so, it will be hidden and carefully guarded.

Merchant Caravan

Frequency: Common
No. Encountered: 50d6
Size: Man-sized
Move: 120 ft
Armour Class: Determined by armour worn
Hit Dice: 1d6 hp
Attacks: See below
Damage: By weapon
Special Attacks: See below
Special Defences: See below
Magic Resistance: Standard
Lair Probability: Nil
Treasure: See below
Intelligence: Mean (very to high)
Alignment: Neutral
Level/XP: Variable

Merchant encounters are actually caravans of merchants, drovers, and guards. The caravan will also contain pack animals, carts, and horses. Of the number appearing rolled, only about 10% will actually be merchants. 10% will be drovers and the last 80% will be the guards.

The guards will always be led by higher level fighter of 6th to 11th level (1d6+5), his or her lieutenant (1 level lower than the captain), and 12 guards (2nd level fighters).

There is a 10% chance per 50 persons that a magic user of 6th to 8th level is present (1d3+5). There is a 5% chance per 50 persons that a cleric of 5th to 7th level (1d3+4) is present. There is also a 15% chance per 50 persons that a thief of 8th to 10th level will be present (along with 1d4 lower level thieves of 3rd to 7th level). All of the above leader or special character types are in addition to the number of merchants generated. At least 50% of the mercenary guards will be mounted on light or medium warhorses.

Treasure

The treasure for a caravan will be as follows: