The creatures in this section are “animals” for the purposes of magic such as animal summoning or invisibility to animals. Some kindly GMs may permit other creatures, such as dinosaurs or giant invertebrates, to count as “animals” in terms of such magic—but this is strictly at the GM’s option.
Normal | Carnivorous | |
Frequency: | Rare | Very rare |
No. Encountered: | 1d4 | 2d4 |
Size: | Man-sized | Large |
Move: | 120 ft | 120 ft |
Armour Class: | 6 | 6 |
Hit Dice: | 4+1 | 5 |
Attacks: | 3 | 3 |
Damage: | 1d3/1d3/1d6 | 1d4/1d4/1d8 |
Special Attacks: | Mangle | Mangle |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | Nil | 10% |
Intelligence: | Low | Low |
Alignment: | Neutral | Neutral |
Level/XP: | 3/110+4/hp | 3/125+4/hp |
Ordinarily sighted in remote rainforests and similar places, the ape will only fight if forced to do so. If it hits one opponent with both hands in the same round, it will do an additional 1d6 damage as it mangles its victim.
Treasure: None.
Carnivorous Ape: Bigger, meaner, and spoiling for a fight, in contrast with its more peaceable cousin, this more intelligent variant lusts for human flesh to devour. Its keen senses render it unlikely to be surprised (1 on 1d6). Its mangling attack, initiated if both hands hit the same opponent in a round of combat, does 1d8 damage.
Carnivorous apes are sometimes found in company with hobgoblins.
Treasure: In lair only: 1d12×1,000 cp (20%); 1d6×1,000 sp (30%); 1d4×1,000 ep (10%); 1d6 gems (25%); 1d3 jewellery (20%); 1d2 magic items (10%)
Frequency: | Uncommon |
No. Encountered: | 1d6 |
Size: | Large |
Move: | 180 ft |
Armour Class: | 6 |
Hit Dice: | 3 |
Attacks: | 3 |
Damage: | 1d3/1d3/2d4 |
Special Attacks: | None |
Special Defences: | None |
Magic Resistance: | Standard |
Lair Probability: | Nil |
Intelligence: | Animal |
Alignment: | Neutral |
Level/XP: | 2/50+2/hp |
Diurnal hunters, these ostrich-like birds run fast and attack prey with their strong beaks.
Treasure: None
Frequency: | Common |
No. Encountered: | 10d4 |
Size: | Small |
Move: | 120 ft |
Armour Class: | 7 |
Hit Dice: | 1+1 |
Attacks: | 1 |
Damage: | 1d4 |
Special Attacks: | None |
Special Defences: | Climbing |
Magic Resistance: | Standard |
Lair Probability: | 10% |
Intelligence: | Low |
Alignment: | Neutral |
Level/XP: | 2/30+1/hp |
Communal and vegetarian, baboons will defend their territory if it is invaded. Determined resistance will result in flight, rather than facing extinction (90% chance of flight). If the whole tribe is encountered, half will not participate in combat, being immature. Leaders, 2d4 of the males in each tribe, gain +1 to damage on their attacks.
Treasure: None
Ordinary | Giant | |
Frequency: | Uncommon | Very Rare |
No. Encountered: | 1d4+1 | 1d4+1 |
Size: | Small | Medium |
Move: | 60 ft; 30 ft swimming | 60 ft; 30 ft swimming |
Armour Class: | 4 | 4 |
Hit Dice: | 1+2 | 3 |
Attacks: | 3 | 3 |
Damage: | 1d2/1d2/1d3 | 1d3/1d3/1d6 |
Special Attacks: | None | None |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | 10% | 10% |
Intelligence: | Semi- | Semi- |
Alignment: | Neutral | Neutral |
Level/XP: | 2/30+1/hp | 2/50+2/hp |
Swift-moving burrowers, the badger will defend its territory. Known to mate for life, and when more than one is indicated, the encounter will be with a family. Their pelts will usually bring 1d3×10 gold each, although juvenile pelts are worth considerably less.
The Giant Badger is simply a larger version of the regular badger. Much rarer, it runs to 3 Hit Dice, with attacks that do 1d3/1d3/1d6 damage. They are Very Rare, even in Badger-rich areas, but may be encountered in prehistoric “lost world” environments.
Treasure: None
Ordinary | Giant | |
Frequency: | Common | Uncommon |
No. Encountered: | 1d100×10 | 3d6 |
Size: | Small | Small |
Move: | 10 ft; 240 ft flying (AA:V) | 10 ft; 240 ft flying (AA:V) |
Armour Class: | 8, see below | 8, see below |
Hit Dice: | 1d2 hp | 1d4 hp |
Attacks: | 1 | 1 |
Damage: | 1 | 1d2 |
Special Attacks: | Swarm, see below | None |
Special Defences: | None | See below |
Magic Resistance: | Standard | Standard |
Lair Probability: | 10% | 10% |
Intelligence: | Animal | Animal |
Alignment: | Neutral | Neutral |
Level/XP: | 1/1 | 1/5+1/hp |
This listing includes all types of bats. They will only attack when trapped, seeking to escape. When startled, they will swarm, causing confusion, extinguishing torches, etc. Because of their sonar navigation, their AC can rise to 4 given the right conditions, as they are nimble and swift.
Giant Bats: These are giant versions of carnivorous ordinary bats. Their bodies grow up to 3 ft long, and they can have wingspans of up to 6 ft. Highly manoeuvrable, users of missile weapons will suffer a -3 to hit penalty unless the attacker’s dexterity is 13 or higher. They must land on their intended victims to attack. There is a 1% chance that those so bitten will contract rabies, or some similar blood-borne infection.
Treasure: None
Frequency: | Rare |
No. Encountered: | 1d8 |
Size: | Medium |
Move: | 30 ft; 150 ft flying (AA:IV) |
Armour Class: | 2 to 10, see below |
Hit Dice: | 4 to 6, see below |
Attacks: | 1 |
Damage: | 2d4 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | Standard |
Lair Probability: | 15% |
Intelligence: | Low |
Alignment: | Neutral (evil) |
Level/XP: | 3/135+3/hp (4 HD) |
5/300+6/hp (6 HD) |
The very large mobat is found in warm regions where a plentiful supply of warm-blooded prey is available. As their wingspan can run between 12 and 16 ft, they require a large landing area at the entrance to their cave. With nearly silent flight, they can surprise 50% of the time. They can also emit a terrifying shriek. If a saving throw vs paralysis is failed, the victims (all within a 20 ft radius) may only cover their ears and are thus rendered defenceless. In flight they have an AC of 2, while when grounded their AC becomes 10.
Treasure: In lair only: 1d12×1,000 cp (20%); 1d6×1,000 sp (30%); 1d4×1,000 ep (10%); 1d6 gems (25%); 1d3 jewellery (20%); any 2 magic (10%)
Frequency: | Uncommon |
No. Encountered: | 2d6 |
Size: | Small to Large |
Move: | 30 ft swimming |
Armour Class: | 6 |
Hit Dice: | 1 to 3 |
Attacks: | 1 |
Damage: | 2d4 |
Special Attacks: | None |
Special Defences: | None |
Magic Resistance: | Standard |
Lair Probability: | Nil |
Intelligence: | Non- |
Alignment: | Neutral |
Level/XP: | 1/10+1/hp |
2/50+2/hp |
The Barracuda is a fearsome, very fast aquatic predator. The natural habitat of this fish is warm salt water. It prefers vulnerable or wounded prey, especially those smaller than itself.
Treasure: None.
Black | Brown | |
Frequency: | Common | Uncommon |
No. Encountered: | 1d3 | 1d6 |
Size: | Medium | Large (9 ft) |
Move: | 120 ft | 120 ft |
Armour Class: | 7 | 6 |
Hit Dice: | 3+3 | 5+5 |
Attacks: | 3 | 3 |
Damage: | 1d3/1d3/1d6 | 1d6/1d6/1d8 |
Special Attacks: | Hug: 2d4 | Hug: 2d6 |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | 10% | 10% |
Intelligence: | Semi- | Semi- |
Alignment: | Neutral | Neutral |
Level/XP: | 3/75+3/hp | 4/160+6/hp |
Black: Of all bears, the black is the least aggressive. If attacked, they will defend themselves and their cubs. Any hit roll with a paw of 18 or more will result in the target being hugged for the additional damage noted. The black bear is omnivorous, possesses good hearing and smell, but has weak vision.
Brown: The brown bear, of which the grizzly is the most famous, is an aggressive strain of bear. Any hit roll with a paw of 18 or more will result in the target being hugged for the additional damage noted. The brown bear is omnivorous, possesses good hearing and smell, but has weak vision. If reduced to zero hit points, the bear will continue to fight until either 1d4 rounds have elapsed or it is reduced to -9 hit points.
Treasure: None
Cave | Polar | |
Frequency: | Uncommon | Rare |
No. Encountered: | 1d2 | 1d6 |
Size: | Large (12 ft) | Large (14 ft) |
Move: | 120 ft | 120 ft; 90 ft swimming |
Armour Class: | 6 | 6 |
Hit Dice: | 6+6 | 8+8 |
Attacks: | 3 | 3 |
Damage: | 1d8/1d8/1d12 | 1d10/1d10/2d6 |
Special Attacks: | Hug: 2d8 | Hug: 3d6 |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | 10% | Nil |
Intelligence: | Semi- | Semi- |
Alignment: | Neutral | Neutral |
Level/XP: | 5/225+8/hp | 6/600+12/hp |
Cave: The cave bear, a giant relic of past ages, is particularly carnivorous, in contrast to its more omnivorous relatives. Any hit roll with a paw of 18 or more will result in the target being hugged for the additional damage noted. The cave bear possesses good hearing and smell, but has weak vision. If reduced to zero hit points, the bear will continue to fight until either 1d4 rounds have elapsed or it is reduced to -9 hit points.
Polar: The polar bear is omnivorous, possesses good hearing and smell, but has weak vision. If reduced to zero hit points, the bear will continue to fight until either 1d4+1 rounds have elapsed or it is reduced to -13 hit points.
Treasure: None
Normal | Huge | Giant | |
Frequency: | Common | Rare | Very rare |
No. Encountered: | 1d20 | 1 | 1 |
Size: | Small | Small | Medium |
Move: | 30 ft; 360 ft flying (AA:IV) | 30 ft; 360 ft flying (AA:IV) | 30 ft; 360 ft flying (AA:IV) |
Armour Class: | 6 | 5 | 7 |
Hit Dice: | 1 | 2 | 4 |
Attacks: | 3 | 3 | 3 |
Damage: | 1d2/1d2/1 | 1d4/1d4/2 | 1d6/1d6/2d6 |
Special Attacks: | See below | See below | See below |
Special Defences: | None | None | None |
Magic Resistance: | Standard | Standard | Standard |
Lair Probability: | 20% | 20% | 20% |
Intelligence: | Animal | Animal | Animal |
Alignment: | Neutral | Neutral | Neutral |
Level/XP: | 1/15 +1/hp | 2/40 +1/hp | 4/105 +3/hp |
Birds are found across the known world in many shapes, forms and colours. They are distinguished from one another by plumage, size, beak shape, body length, wing size and talon type, as well as by dietary habits. Those that fall into a similar size range are provided for here and below; most are two or three feet long, weigh up to about three pounds and have a wing span of around four or five feet.
Eagles, Hawks and Falcons are birds of prey. Falcons are generally the smallest of the three, tending to be around a foot in length and having a wingspan of two to three feet. Hawks are usually somewhat larger, typically being around two feet long and having a wingspan of four to five feet. Eagles can be considerably larger, sometimes exceeding even three feet in length and having a wingspan of anywhere from five to eight feet. The largest types may weigh up to twelve pounds. All of these are capable of a ‘Dive’ attack, which when made from a distance of 120 ft or more grants them +2 to hit and double damage from their talons. The Huge versions of these birds are typically larger and more aggressive, whilst the Giant types are thought to be the result of sorcery. Giant birds of prey can make dive attacks from a distance of 60 ft and gain +4 to hit as well as inflicting double damage with their talons. Some of these are rumoured to have considerable intelligence and even be capable of speech.
Treasure: None
Wild | Giant | |
Frequency: | Common | Uncommon |
No. Encountered: | 1d12 | 2d4 |
Size: | Medium | Large |
Move: | 150 ft | 120 ft |
Armour Class: | 7 | 6 |
Hit Dice: | 3+3 | 7 |
Attacks: | 1 | 1 |
Damage: | 3d4 | 3d6 |
Special Attacks: | None | None |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | 20% | 20% |
Intelligence: | Animal | Animal |
Alignment: | Neutral | Neutral |
Level/XP: | 3/75+3/hp | 4/225+8/hp |
Aggressive omnivore, related to a pig. If more than one is encountered, the others will be sows or sounders on a 1:4 ratio (e.g., 1 boar, 3 sows, 8 sounders). Sows have 3 hit dice, and do 2d4 damage when attacking. Sounders will flee. The boar (bull or sow) will fight for 1d4+1 rounds after reaching 0 hit points, or until -7 hit points are accumulated.
Giant Boar: Ancient ancestor to the modern boar, the giant boar is even more aggressive. If 3 or more are indicated, young will only be present 25% of the time. Bulls and sows have the same stats and will both fight to -11 hp, or 1d4 rounds after 0 hp.
Young, when encountered have the following stats: 2-6HD, between 1d4 and 3d4 damage/attack
Treasure: None
Frequency: | Common |
No. Encountered: | 1d6 |
Size: | Small |
Move: | 120 ft |
Armour Class: | 7 |
Hit Dice: | 3 |
Attacks: | 2 |
Damage: | 2d4/2d4 |
Special Attacks: | None |
Special Defences: | None |
Magic Resistance: | Standard |
Lair Probability: | 20% |
Intelligence: | Animal |
Alignment: | Neutral |
Level/XP: | 3/50+2/hp |
Tropical relatives of the common boar, warthogs will only attack if threatened or cornered. If more than two are indicated, they will consist of a mated pair and young. All will fight for 1-2 rounds below 0 hit points, or to -6 hp.
Young have the following stats: 1-2 HD, 1d4-1 or 1d4+1 damage.
Treasure: None
Frequency: | Common |
No. Encountered: | 1d12 |
Size: | Large |
Move: | 210 ft dromedary / 180 ft bactrian |
Armour Class: | 7 |
Hit Dice: | 3 |
Attacks: | 1 |
Damage: | 1d4 |
Special Attacks: | Spit |
Special Defences: | None |
Magic Resistance: | Standard |
Lair Probability: | Nil |
Intelligence: | Animal |
Alignment: | Neutral |
Level/XP: | 2/50+2/hp |
An ornery beast of burden, the camel comes in two types, both of which have the same stats in game terms. The dromedary has only one hump and prefers warm climates. The bactrian camel has two humps, is adaptable to a wider range of temperatures and environments, and moves 30 ft more slowly.
Regardless of the type, all camels can be domesticated, can carry immense loads (up to 6,000 gp, although this will cut their movement in half). Between 4 and 5 thousand gp, speed is reduced to 60 ft.
Their usual attack is a bite, but they will also spit (50%, with a 25% chance to blind for 1d3 rounds).
Treasure: None
Domestic | Wild | Lynx, Giant | |
Frequency: | Common | Uncommon | Rare |
No. Encountered: | 1 or 2d6 | 1 or 1d4+1 | 1d4 |
Size: | Small | Small | Medium |
Move: | 50 ft | 180 ft | 120 ft |
Armour Class: | 6 | 5 | 5 |
Hit Dice: | 1d2 hp | 1d6 hp | 2+2 |
Attacks: | 1 | 3 | 3 |
Damage: | 1d2-1 | 1/1/1d2 | 1d2/1d2/1d4 |
Special Attacks: | Rear claws | Rear claws | Rear claws; surprise on a 1d4 |
Special Defences: | None | None | Thief skills |
Magic Resistance: | Standard | Standard | Standard |
Lair Probability: | 75% | 5% | 5% |
Intelligence: | Animal | Animal | Very |
Alignment: | Neutral | Neutral | Neutral |
Level/XP: | 1/3+1/hp | 1/10+1/hp | 3/90+3/hp |
Agile and proud, cats are found everywhere. Only surprised on a 1 (of a d6), they can surprise on a 1-3 (of a d6). Because of their size, domestic cats have very ineffective attacks.
When a black cat is found as a mage’s familiar, the cat confers excellent hearing and night vision on its master or mistress.
A cat exceeding its needed “to hit” score by 4 or more can rake with its rear claws as well as its front, so roll the listed damage twice.
Giant Lynx: Rare and magical, giant lynxes live in the icy wastes, where they use their intelligence to advantage against competing predators. They speak their own language. Giant lynxes have the thief skills Hide In Shadows, Move Silently, and Climb Walls at 90% and Find/Remove Traps at 75%. Owing to their well-camouflaged pelts, they surprise opponents on a 1-4 on 1d6.
Treasure: None (for all cats)
Buffalo | Bull | Wild | |
Frequency: | Uncommon | Common | Common |
No. Encountered: | 4d6 | 1, plus 50% | 20d10 chance of 3d6 cattle |
Size: | Large | Large | Large |
Move: | 150 ft | 150 ft | 150 ft |
Armour Class: | 7 | 7 | 7 |
Hit Dice: | 5 | 4 | 2-4 HD |
Attacks: | 2 | 2 | 1 |
Damage: | 1d8/1d8 | 1d6/1d6 | 1d4 |
Special Attacks: | Charge | Charge | Stampede |
Special Defences: | Head is AC 3 | None | None |
Magic Resistance: | Standard | Standard | Standard |
Lair Probability: | Nil | Nil | Nil |
Intelligence: | Animal | Animal | Animal |
Alignment: | Neutral | Neutral | Neutral |
Level/XP: | 3/110+4/hp | 3/75+3/hp | 1/10+1/hp |
Buffalo: Native to tropical and subtropical plains, the buffalo will usually attack if approached within 60 ft. Any attack by one may result in the whole herd charging. When charging, the buffalo will do 3d6 impact damage plus 1d4 trampling damage. The charge must cover a minimum of 40 ft.
50% of all buffalo species are non-aggressive and their “charge” will result in flight.
Treasure: None
Bull: The bull is very aggressive. If someone moves to within 80 ft, it is likely to charge (75%), even without apparent provocation. The charge will do 3d4 upon impact plus 1d4 trample damage. The charge must traverse a minimum of 30 ft.
Treasure: None
Wild Cattle: Skittish and likely to flee at the first whiff of danger, wild cattle keep to their herds. Males have a 75% chance to attack if the herd is surprised, with the goal of covering the escape of the rest of the herd. When flight occurs, the herd will stampede the party 25% of the time.
Stampedes will cause characters to be trampled by 2d4 animals, and take 1d4 damage per animal.
Treasure: None
Normal | Giant | |
Frequency: | Common | Rare |
No. Encountered: | 3d8 | 1 to 2d6 |
Size: | Large | Large |
Move: | 60 ft; 120 ft swimming | 60 ft; 120 ft swimming |
Armour Class: | 4 | 3 |
Hit Dice: | 3 | 7 |
Attacks: | 2 | 2 |
Damage: | 2d4/1d12 | 3d6/2d10 |
Special Attacks: | None | None |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | Nil | Nil |
Intelligence: | Animal | Animal |
Alignment: | Neutral | Neutral |
Level/XP: | 2/50+2/hp | 5/225+8/hp |
May be found in shallow fresh or salt water. They surprise on 1-3 of a d6, leaping up from concealment and will eat just about anything that comes in reach. Cold is their enemy, cutting their movement speed in half.
Giant Crocodile: Normally restricted to prehistoric or salt water environments, the Giant Croc is a fearsome opponent. They surprise on 1-3 of a d6, leaping up from concealment and will eat just about anything that comes in reach.
Treasure: None
Crab | Crayfish | |
Frequency: | Rare | Uncommon |
No. Encountered: | 2d6 | 2d6 |
Size: | Large | Large |
Move: | 90 ft | 60 ft; 120 ft swimming |
Armour Class: | 3 | 4 |
Hit Dice: | 3 | 4+4 |
Attacks: | 2 | 2 |
Damage: | 2d4/2d4 | 2d6/2d6 |
Special Attacks: | None | None |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | Nil | Nil |
Intelligence: | Non- | Non- |
Alignment: | Neutral | Neutral |
Level/XP: | 3/75+3/hp | 3/110+4/hp |
Giant Crab: Found near water (fresh or salt). They achieve surprise on 1-4 of 1d6. They will typically rush their prey from a place of concealment, having “scouted” the area with their eyes (which are on stalks).
Giant Crayfish: Found near fresh water. They achieve surprise on 1-3 of 1d6. They will typically rush their prey from a place of concealment, but they do not have the advantage of the giant crab’s eyestalks.
Treasure: None
War | Wild | |
Frequency: | Uncommon | Common |
No. Encountered: | Varies | 4d4 |
Size: | Medium | Small |
Move: | 120 ft | 150 ft |
Armour Class: | 6 (or as armour) | 7 |
Hit Dice: | 2+2 | 1 |
Attacks: | 1 | 1 |
Damage: | 2d4 | 1d4 |
Special Attacks: | None | None |
Special Defences: | None | None |
Magic Resistance: | Standard | Standard |
Lair Probability: | Nil | Nil |
Intelligence: | Semi- | Semi- |
Alignment: | Neutral | Neutral |
Level/XP: | 2/50+2/hp | 1/10+1/hp |
War Dogs: Think large mastiffs or pit bulls. These fearsome dogs are trained to fight. They are typically armoured in leather. They are loyal unto death.
Wild Dogs: Roaming in packs, wild dogs compete for food with wolves and, sometimes, war refugees. If well fed, they will evade. If hungry, they will attack. It is possible to tame them, but only if removed from the pack.
Treasure: None
Moray | Electric | Weed | |
Frequency: | Uncommon | Rare | Very rare |
No. Encountered: | 1d4 | 1d4 | 1d4 |
Size: | Large | Medium | Small |
Move: | 90 ft swimming | 120 ft swimming | 150 ft swimming |
Armour Class: | 6 | 9 | 8 |
Hit Dice: | 5 | 2 | 1d6 hp |
Attacks: | 1 | 1 | 1 |
Damage: | 3d6 | 1d4 | 1 |
Special Attacks: | None | Electricity | Poison |
Special Defences: | None | None | None |
Magic Resistance: | Standard | Standard | Standard |
Lair Probability: | Nil | Nil | 100% |
Intelligence: | Non- | Non- | Non- |
Alignment: | Neutral | Neutral | Neutral |
Level/XP: | 4/110+4/hp | 2/40+2/hp | 1/30+1/hp |
Giant moray eels are salt water dwellers with a nasty temper and a mouth full of teeth. Though they will generally keep to themselves if not molested, giant moray eels are often found in the service of locathah (q.v.) as both battle mounts and guards. Giant morays encountered in those circumstances are extremely aggressive. On rare occasions, a giant moray eel will be found in fresh water.
Treasure: None
Electric eels are non-aggressive fresh water dwellers, preferring warm water. If an electric eel feels threatened or is attacked it will discharge a jolt of electricity. This electrical charge causes any creature within 5 ft of the eel to take 3d8 points of damage, all creatures within a 5 ft to 10 ft range will take 2d8 points of damage, and all creatures within 10 ft to 15 ft take 1d8 hp damage. No saving throw is allowed, though certain magic items and spells may grant immunity or reduced damage from the electrical attack. Rumours persist of a saltwater electric eel which is double the size and delivers a jolt twice as powerful.
Treasure: None
Weed eels are found in both salt and fresh water, preferring depths of around 30 ft. Weed eels are so-called because of their brownish green colouration, and because they tend to anchor themselves in the rocks and dirt of the sea or lake bed, looking for all the world like a bed of sea weed. Weed eels have a single biting attack which injects a powerful poison into the wound: the victim must save or die. A weed eel lair consists of many small tunnels of about 6 inches diameter which eventually join into a series of 6 ft tunnels, which in turn lead to a large cave which is the actual lair. The cave is usually about 600 sq ft and the eels pave the bottom of it with any suitable material they find: small stones, gems, coins, and similar sized shiny objects. Any attempt by anyone or anything other than a weed eel to enter any hole leading to the lair will provoke an immediate attack by every eel in the colony.
Treasure: None carried. In lair: 1d4×1,000 cp (30%), 1d10×1,000 sp (50%), 1d3×1,000 ep (20%), 1d8×1,000 gp (45%), 2d8×100 pp (60%), 6d6 gems (50%), 2d6 jewellery 50%.
African | Asian | Mammoth | Mastodon | |
Frequency: | Common | Common | Very rare | Very rare |
No. Encountered: | 1d12 | 1d12 | 1d12 | 1d12 |
Size: | Large | Large | Large | Large |
Move: | 150 ft | 150 ft | 150 ft | 150 ft |
Armour Class: | 6 | 5 | 6 | 6 |
Hit Dice: | 11 | 10 | 13 | 12 |
Attacks: | 5 | 5 | 5 | 5 |
Damage: | 2d8/2d8/2d6/2d6/2d6 | 2d8/2d8/2d6/2d6/2d6 | 3d6/3d6/2d8/2d8/2d8 | 2d8/2d8/2d6/2d6/2d6 |
Special Attacks: | None | None | None | None |
Special Defences: | None | None | None | None |
Magic Resistance: | Standard | Standard | Standard | Standard |
Lair Probability: | Nil | Nil | Nil | Nil |
Intelligence: | Animal | Animal | Animal | Animal |
Alignment: | Neutral | Neutral | Neutral | Neutral |
Level/XP: | 7/1,400 +14/hp | 7/1,100 +13/hp | 7/2,300 +17/hp | 7/1,900 +16/hp |
Elephants are large mammals found in subtropical climates, where they roam wide open plains and grasslands in small herds or families. They have a tough hoary grey hide, four sturdy legs, two large tusks, a great trunk that they use to manipulate their surroundings and two very large ears. African Elephants are typically larger than their Asian cousins and have proportionally larger ears, but both are relatively intelligent animals that can be trained to work as beasts of burden and obey simple commands and are occasionally even used for warfare. Mammoths and Mastodons are thought to be the ancestors of the common Elephant, the principal difference being their great woolly coats, which make them better suited to subarctic environments.
In general, Elephants are relatively peaceful creatures, but when roused they can be devastating. All Elephants make two attacks with their great tusks for 2d8 damage each, except for the Mammoth which strikes for 3d6 damage with each. They may also attack creatures up to medium size with their trunks for 2d6 damage, or 2d8 in the case of the Mammoth, as well as attempt to crush their foes with their two forelegs, which can each inflict 2d6 damage. However, no single opponent may be subject to more than two attacks at one time, though Elephants can simultaneously combat as many enemies as it has attacks.
Treasure: Ivory is worth 1d6×100 gp per tusk. An elephant tusk is hugely encumbering.
Gar, Giant | Pike, Giant | Leviathan | |
Frequency: | Rare | Rare | Very rare |
No. Encountered: | 1d6 | 1d8 | 1 |
Size: | Large | Large | Huge |
Move: | 300 ft swimming | 300 ft swimming | 300 ft swimming |
Armour Class: | 3 | 5 | 6 |
Hit Dice: | 8 | 4 | 24 |
Attacks: | 1 | 1 | 1 |
Damage: | 2d10 | 3d6 | 5d4 |
Special Attacks: | See below | Surprise | Swallow whole on 1-4 |
Special Defences: | Nil | Nil | Nil |
Magic Resistance: | Standard | Standard | Standard |
Lair Probability: | Nil | Nil | Nil |
Intelligence: | Non- | Non- | Non- |
Alignment: | Neutral | Neutral | Neutral |
Level/XP: | 6/575+4/hp | 4/90+10/hp | 9/5,000+24/hp |
Giant Gar live in deep rivers and lakes. They can swallow prey whole on an attack roll of 20, including creatures up to man-sized. A swallowed person has a cumulative 5% chance per segment of drowning, but if he or she has a cutting weapon, may cut him- or herself free. To do so, 25% of the giant gar’s total hp must be inflicted. Any piercing attack against a giant gar has a 20% chance of causing equal damage to a swallowed creature. Giant Pike are aggressive predators found in larger and deeper lakes. They often guard nixies’ lairs. Due to their great speed and acuity of vision giant pike will surprise their prey on a 1-4 on 1d6. Leviathans are huge fish that may originate from the deepest oceans or the Elemental Plane of Water. They can overturn small vessels 90% of the time, oceangoing ships 50% of the time and huge vessels 10% of the time. A successful “to hit” roll inflicts the damage shown and any creature attacked must save vs death or be swallowed whole (see “giant gar” for the effects of this). Treasure: None. Giant frogs can be 2, 4, or 6 ft in length. They are found anywhere their normal-size cousins are. They have natural camouflage and surprise on a roll of 1-4 on 1d6. A 2 ft frog weighs 50 lbs and can jump 180 ft, a 4 ft frog weighs 150 lbs and can jump 140 ft, and a 6 ft frog weighs 250 lbs and can jump 100 ft. The frog can shoot its tongue up to three times its body length and gets a +4 to hit. The tongue does no damage, it only sticks to the victim. Any creature hit with the tongue can attempt to free itself by striking the tongue. If the victim manages to strike the tongue, the frog will retract it and attack a different target next round. If the victim is not freed and weighs less than the frog, the frog will attempt to pull the victim into its mouth for maximum damage. If the victim weighs more than the giant frog it will take 2 rounds to drag the victim into its mouth. If the victim is more then double the frog’s weight, the frog will not be able to move the victim. On the 3rd round the frog will release its tongue. If the frog scores a natural 20 on an attack, it has swallowed its prey. A giant frog can swallow whole anything elf-sized or smaller. If swallowed, there is a chance for the victim to cut their way out. They must have in hand a sharp edged weapon and score an 18 or better. The prey get 3 tries to escape. Any hit to the giant frog, that has swallowed its victim, has a 33% chance of doing damage to the victim as well. Treasure: None One of the most common domesticated animals, horses are almost ubiquitous in most human societies. They are insufficiently sure-footed to take into most dungeon environments (cf mule). “Heavy,” “Medium” and “Light” refer to warhorses. Only about 10% of horses can be trained as warhorses, even by an expert, and warhorse training requires very specialised knowledge on the part of the trainer. Treasure: None. Hippopotami, or hippos, are large semi-aquatic mammals that spend most of their time in the water. They are herbivores but they are quite aggressive in defending their territory and their great size makes them dangerous opponents. This is compounded by the fact that, in spite of the bulky appearance, they can run faster than a human on dry land. Hippos can't float, though they can propel themselves to the surface of the water for a breath of air, and they can stay submerged for 15 minutes at a time. In combat, a bull bites for 3d6 damage and for every 4 animals in a herd there will be 1 bull. Cows bite for 2d6 damage if pressed into combat. A boat passing over a hippo has a 50% of having the animal surface under the craft, tipping it over. Treasure: None. Hyenas are medium sized mammals, 4-5 ft long and weighing up to around 100 lbs. They are muzzle-snouted, fur-covered, four-legged and long-tailed predators and scavengers that hunt in packs and live in dens in subtropical grasslands, woodlands and waste-lands. Many find their haunting, laugh-like bark unnerving and their tendency to raid shallow graves has sometimes earned them an evil reputation. The jaws of a hyena are very powerful for their size and cause 2d4 damage on a successful attack. They generally retreat to a safe distance when threatened, but will defend their cubs if their lair is invaded. Huge hyenas are a more ferocious type of hyena, but otherwise follow the same behaviour patterns. Giant hyenas are relatively unknown; it is thought that they are the result of magical experimentation and their nature is consequently variable. Treasure: None A prehistoric ruminant, the indricotherium looks rather like its contemporary descendant the rhinoceros. If spooked, it will charge in an effort to trample. A “two” on the Number Encountered roll means a mated pair; a “three” means a mated pair with a juvenile. Treasure: None Jackals are small mammals, 2-3 ft long and weighing about 25 lbs. They are muzzle snouted, fur covered, four legged and long tailed nocturnal scavengers and occasional predators. They generally hunt and forage singly or in mated pairs, but occasionally gather in small packs to bring down difficult prey. Jackals can be found in subtropical grasslands, woodlands and wastelands, and occasionally in more mountainous terrain. They are most active at dawn and dusk, which has occasionally led to them being revered by death cults. The small size of the Jackal makes it cautious and an unlikely combatant, but they can bite for 1d4 damage if necessary, such as when defending their cubs. Huge Jackals are larger, more aggressive and have a stronger bite, but are otherwise similar. Giant Jackals are almost certainly unnatural and are known to often be associated with religious groups. Though they are thought to usually behave as other Jackals, there are rumours that some possess a greater degree of intelligence and an evil will. Treasure: None All lions gain an extra two rear leg raking claw attacks (for the same damage as their forepaws) if they successfully hit with both clawing attacks in melee. Lion: These prefer warm climates and thrive in any such locale be it jungle or savannah. Lions organise themselves into family units called prides. Males are aggressive fighters, defending the territory and the other members of the pride. The female, referred to as a lioness, does all the hunting. A pride will have 1d2 males and 2d4+1 females. If encountered in their lair, there will be 1d10 cubs in various stages of growth but too immature to fight. All adult pride members will fight to the death to protect the young. Lions cannot climb trees and will only swim under duress. Cougar: Popularly known as mountain lions, these great cats are not true lions but are similar in most respects. Cougars are more solitary than lions and tend to range more widely while hunting. They are also more prone to attack if approached than are true lions. Though they share habitat preferences with lions they also inhabit mountains as well, giving rise to their popular name. Mountain lions can leap 20 ft to attack or spring upwards 15 ft. Prehistoric Lion: Also known as cave lions or spotted lions, with the exception of their larger size these cats are very similar to regular lions. Cave lions tend to be found in “lost world” type settings but have been encountered in the same areas as ordinary lions. Treasure: None. Mules, sterile crosses between horses and donkeys, are sure-footed enough to be taken into dungeons. Their stubbornness is legendary. The stats given for mules can also be used for asses and donkeys, although these should have their hp rolled on d6s rather than d8s to reflect their smaller size. Treasure: None. The Portuguese man o’war can be found in warm salt water, floating on the surface as it trails its poisonous tentacles below. The poison of a man o’war inflicts damage and paralysis, though a saving throw vs poison negates the latter. Creatures succumbing to the man o’war venom are drawn up to the body of the creature and consumed in 3d4 turns. The delicate tentacles can be broken by inflicting 1 hp damage upon them, but this does not hurt the man o’war and the tentacle regrows in 1d3 days. Only damage to the body of the Portuguese man o’war can kill it. Though the man o’war floats on the surface of the water, the creature breathes water and will suffocate if removed from the sea. Description: Portuguese men o’war comprise a large body dominated by a huge flotation sac and a number of long slender tentacles that trail beneath it in the water. The man o’war’s flotation sac is translucent and is unlikely to be seen 90% of the time unless the being encountering them can see invisible. The size of the man o’war and the number of its tentacles is determined by its HD. The man o’war’s body will be 2½ ft in diameter for every HD. Thus a 1 HD man o’war will be 2½ ft in diameter and a 3 HD man o’war 7½ ft in diameter. The number and length of its tentacles also vary by HD; there will be ten tentacles per HD, and ten ft of length per HD. Thus, a 3 HD Portuguese man o’war will have 30 tentacles, each of which are 30 ft long. Treasure: None. Huge and giant rats are vicious, opportunistic omnivores often found in ruins and upper dungeon levels. Each successful bite from such a rat has a 5% chance of causing a disease (as the cleric spell cause disease) unless the victim passes a saving throw vs poison. Treasure: None. Rhinoceroses are aggressive quadrupedal herbivores that will charge any creature they can detect. Rhinos have poor eyesight but have a very good sense of smell and excellent hearing. There are 2 common types of rhinos, single horn and double horned. Double horned rhinos are larger, having 9 HD and doing 2d6 damage. The single horn variety has 8 HD and does 2d4 damage. In combat a rhino will charge, doing double damage on a successful attack. Any opponent on the ground or low to the ground will be trampled for 2d4 damage for each successful foreleg attack. A woolly rhinoceros is a larger version of the rhino that roams Arctic areas of “lost world” settings, though they can also be encountered in the wild. Treasure: None Sharks are scavengers of the seas who viciously attack anything that seems wounded or dying. They are attracted to splashing, kicking, or any other sound that can be mistaken for a fish in distress. The smell of blood in the water can attract sharks from miles away. While sharks come in all sizes there are basically three that can be considered man-eaters. When sharks have targeted their prey they will enter a feeding frenzy and attack everything in sight, sometimes even each other. They will swim up and take a bite out of whatever they consider food. Once they have swallowed what they have bitten, they will return for another bite until nothing is left. Sharks do have a couple of weaknesses. They must remain in constant motion to breathe. If a shark were to be held motionless it would drown. Sharks are also vulnerable to a blunt force blow to their side. This smashes their insides and they die instantly. Treasure: None. These monsters live deep within the oceans at depths few can reach. Occasionally they will surface to attack a passing ship. When these squid attack they will attach themselves with two tentacles to the ship. This leaves the other eight tentacles free to go after the crew. When the squid has picked the ship clean it will crush the hull and drag the wreckage to its lair. A giant squid’s body is protected by a tough shell (AC 3), but its tentacles and head is more vulnerable (AC 7). Each tentacle hits for 1d6 damage. With each successful hit it grabs its victim and holds it. With each successive round the tentacle does an additional 2d6 crushing damage until the victim is dead. It takes one round to eat its dead victim, then the tentacle is free to attack a new target. The squid’s sharp beak bites for 5d4 damage. They only way to get a squid to release its victim is to sever the tentacle by causing 10 hp damage to it. Those within the tentacle’s grasp are 25% likely to have both arms held, and as such they are helpless. Most of the time (50%) they will have one limb held and are able to attack with a -3 penalty. The other 25% of the time the victim will both arms free and can attack the squid with only a -1 penalty. If the squid looses more then 3 arms it will release the ship and flee. As it does the monster will release ink in the water leaving a cloud 60 ft deep by 80 ft wide. Giant octopi resemble giant squid, but without the shell or two of their arms, and are smaller. Otherwise they are as giant squid. Treasure: None. Tigers are large, carnivorous and very cunning cats ranging from tropical climes to subarctic tundra. Tigers are ruthless and efficient predators, often hunting in pairs or family groups, surrounding their prey and attacking as one. Tigers can climb trees as easily as walking on the ground, leap 40 ft to attack from hiding, move silently at quarter speed in natural settings, and spring upwards 10 ft. Tigers attack with a claw-claw-bite routine. If both claw attacks are successful the tiger has grabbed its victim and gains two additional attacks at +4 to hit from its powerful rear legs for 1d6+2 points of damage each. There is a 25% chance a tiger met in its lair will have 1d3 cubs. In such a case, the tiger will fight to the death to defend them. When not defending its young, a tiger generally avoids contact with humans and demi-humans. Smilodons or sabre-toothed tigers are dangerous and aggressive. These giant cats are generally found in “lost world” type areas with dinosaurs and cave men, but they are sometimes encountered in more standard settings as well. Sabre-tooth tigers conform to their smaller cousins in most respects, including the rear leg bonus attacks (2 × 2d4 points of damage). Smilodon fangs are long and sharp, backed by powerful jaw muscles; these factors combine to give the sabre-tooth a +2 to hit probability for its bite attack. Treasure: None. Giant toads hunt any sort of prey, including humans. They can leap forward up to 60 ft and attack in the same round. Poisonous giant toads are indistinguishable from normal giant toads (q.v.) but have a poisonous bite that kills if the victim fails a saving throw. Treasure: None. Giant sea turtles are massive beasts, normally placid but ferocious when they feel they are under attack. They have a 90% chance of overturning a boat, and a 10% chance to overturn even a small ship. A sea turtle can withdraw its vulnerable head and flippers into its shell, but obviously cannot attack or move if it does so. Treasure: None. Giant snapping turtles are less massive than giant sea turtles, but they are aggressive predators, lying in wait for prey in the shallow waters of swamps, lakes, and coasts. The turtle’s lumpy shell is excellent camouflage, granting it an excellent chance to surprise passing creatures. A giant snapping turtle can retract its legs and head into its shell, but when it is thus protected it obviously cannot attack or move. Like their smaller cousins, giant snapping turtles have disproportionately long necks, and can snap at enemies as far as ten ft away. Treasure: None. Walruses are large, flippered animals with long ivory tusks. They are carnivorous and very aggressive in defending their territory, and are made every more dangerous due to their great size and the fact several are usually encountered. The largest males can weight as much as 4,400 lbs. In combat a walrus attacks with its clawed front flippers and its tusks. Males will primarily defend the herd from intruders but the females, who are also tusked, will fight if necessary. Treasure: The ivory tusks of this animal can be sold for 1d4+1×100 gp on the market. Huge and giant weasels are typically encountered in forested areas, though some may also be found in dungeons. Their bite drains blood after the first successful attack: 1d8 hp per round for huge weasels, or 2d6 hp per round for the giant version. Their pelts are quite valuable. Huge weasel pelts sell for 1d6×100 gp, giant weasel pelts for twice that amount or more. Treasure: See creature text. As reflected in the statistics above, there is considerable variation between different species of whales and their relative sizes. Larger whales can swallow their prey (or attackers) whole. Digestive juices from the whale cause 1 hit point of damage per turn, and the whale will disgorge prey that attack from the inside, but it may choose to do so in deep water. Treasure: Whale ambergris from a single whale is worth 1d20×1,000 gp if properly collected. Whale meat is worth 100 gp per hit die of the whale. Additionally, there is a 1% chance each of finding cp, sp, ep, pp, gems, jewellery, and magic items within the stomach of a whale. Coins found will number 1d3×1,000 of the types found, gems and jewellery will number 1d20 if found, and magic items will number 1d4. Wolves are predators that hunt in packs of up to 30. They are normally 26 to 30 in tall at the shoulder, and males weigh 80 to 100 lbs. A wolf pack’s howling may panic horses and other herbivores (50% chance per animal). A wolf pack will encircle prey, seeking to attack from behind. Once a pack has identified possible prey, they usually (75%) follow the group, waiting for the chance to attack. Dire wolves are massive wolves, prehistoric ancestors of the normal species. Like normal wolves, they hunt in packs and their howl has a 50% chance to panic herbivores such as horses. Treasure: None. Wolverines are deadly predators, resembling a cross between a huge weasel and a small bear. These cold-weather predators can spray musk in a 60 ft cone, which necessitates a saving throw vs poison or the victim will be blinded for 1d8 hours. Regardless of the saving throw’s result, the strength and dexterity scores of anyone caught in a musk cloud will effectively be halved. The creatures are just intelligent enough to be evil aligned, and are intelligent enough to ambush prey. Their savagery and speed grants them a +4 on attacks and an unusually good armour class. Giant wolverines are massive cousins to the normal wolverine. Treasure: None. Worgs are evil wolves of great size. They speak their own language, and will often cooperate with goblin tribes. These malicious beasts stand 4-5 ft tall at the shoulder and may weigh as much as 600-700 lbs. Treasure: None.Frog, Giant
Frequency: Uncommon
No. Encountered: 5d8
Size: Small to medium
Move: 30 ft; 90 ft swimming
Armour Class: 7
Hit Dice: 1 to 3
Attacks: 1
Damage: 1d3, 1d6 or 2d4
Special Attacks: See below
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Non-
Alignment: Neutral
Level/XP: 1/10 + 5/hp
2/30 + 10/hp
3/50 + 15/hp
Horse
Draft
Heavy
Light
Medium
Pony
Wild
Frequency: Common Uncommon Uncommon Uncommon Uncommon Uncommon
No. Encountered: 1 1 1 1 1 5d6
Size: Large Large Large Large Large Large
Move: 120 ft 150 ft 240 ft 180 ft 120 ft 240 ft
Armour Class: 7 7 7 7 7 7
Hit Dice: 3 3+3 2 2+2 1+1 2
Attacks: 1 3 2 3 1 1
Damage: 1d3 1d8/1d8/1d3 1d4/1d4 1d6/1d6/1d3 1d2 1d3
Special Attacks: None None None None None None
Special Defences: None None None None None None
Magic Resistance: Standard Standard Standard Standard Standard Standard
Lair Probability: Nil Nil Nil Nil Nil Nil
TREASURE: None None None None None None
Intelligence: Animal Animal Animal Animal Animal Animal
Alignment: Neutral Neutral Neutral Neutral Neutral Neutral
Level/XP: 2/20+2/hp 2/20+2/hp 2/20+2/hp 2/20+2/hp 2/20+2/hp 2/20+2/hp
Hippopotamus
Frequency: Uncommon
No. Encountered: 2d6
Size: Large
Move: 90 ft; 120 ft swimming
Armour Class: 6
Hit Dice: 8
Attacks: 1
Damage: 2d6 or 3d6
Special Attacks: See below
Special Defences: Nil
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/600 + 12/hp
Hyena
Normal
Huge
Giant
Frequency: Common Rare Very rare
No. Encountered: 2d6 2d6 1d6
Size: Medium Medium Large
Move: 120 ft 120 ft 180 ft
Armour Class: 7 6 5
Hit Dice: 2 3 4
Attacks: 1 1 1
Damage: 2d4 2d4+1 2d6
Special Attacks: None None None
Special Defences: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: Nil Nil Nil
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 3/50 +2/hp 4/75 +3/hp 6/160 +6/hp
Indricotherium
Frequency: Rare
No. Encountered: 1d3
Size: Large
Move: 120 ft
Armour Class: 5
Hit Dice: 14
Attacks: 2
Damage: 5d4
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Semi-
Alignment: Neutral
Level/XP: 7/1,800+18/hp
Jackal
Normal
Huge
Giant
Frequency: Common Rare Very rare
No. Encountered: 1d6 1d6 1d4
Size: Small Small Medium
Move: 120 ft 150 ft 180 ft
Armour Class: 7 6 5
Hit Dice: 1 2 4
Attacks: 1 1 1
Damage: 1d4 1d4+1 1d8
Special Attacks: None None None
Special Defences: None None None
Magic Resistance: Standard Standard Standard
Lair Probability: 25% 25% 25%
Intelligence: Animal Animal Animal
Alignment: Neutral Neutral Neutral
Level/XP: 1/10 +1/hp 2/30 +1/hp 3/75 +3/hp
Lion
Lion
Cougar
Prehistoric
Frequency: Common Common Rare
No. Encountered: 2d6 1d2 2d4
Size: Large Medium Large
Move: 120 ft 150 ft 120 ft
Armour Class: 5 6 5
Hit Dice: 5 + 3 3 + 2 6 + 3
Attacks: 3 3 3
Damage: 1d6/1d6/1d10 1d4/1d4/1d6 2d4/2d4/2d6
Special Attacks: Rear claws Rear claws Rear claws
Special Defences: Only surprised on 1 Only surprised on 1 Only surprised on 1
Magic Resistance: Standard Standard Standard
Lair Probability: 25% 15% 25%
Intelligence: Semi- Semi- Semi-
Alignment: Neutral Neutral Neutral
Level/XP: 4/250+6/hp 3/100+3/hp 4/300+6/hp
Mule
Frequency: Common
No. Encountered: 1
Size: Large
Move: 120 ft
Armour Class: 7
Hit Dice: 3
Attacks: 1 or 2
Damage: 1d2 (bite) or 1d6/1d6 (kick)
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Semi-
Alignment: Neutral
Level/XP: 2/20+2/hp
Portuguese Man O’War, Giant
Frequency: Uncommon
No. Encountered: 1d10
Size: Variable
Move: 10 ft swimming
Armour Class: 9
Hit Dice: 1 to 4
Attacks: 1
Damage: 1d10
Special Attacks: Paralysation
Special Defences: Transparent
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Non-
Alignment: Neutral
Level/XP: 1 HD 2/45+1/hp
2 HD 3/80+2/hp
3 HD 4/110+3/hp
4 HD 4/150+4/hp
Rat
Huge
Giant
Frequency: Common Common
No. Encountered: 4d20 5d10
Size: Small Small
Move: 120 ft 120 ft
Armour Class: 8 7
Hit Dice: 1 hp 1d4 hp
Attacks: 1 1
Damage: 1 1d3
Special Attacks: See below See below
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: 10% 10%
Intelligence: Semi- Semi-
Alignment: Neutral Neutral
Level/XP: 1/5 + 1/hp 1/7 + 1/hp
Rhinoceros
Common
Woolly
Frequency: Common Common
No. Encountered: 1d6 1d4
Size: Large Large
Move: 120 ft 120 ft
Armour Class: 6 5
Hit Dice: 8 or 9 10
Attacks: 1 1
Damage: 2d4 or 2d6 2d6
Special Attacks: Charge Charge
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: Nil Nil
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 7/550 + 10/hp 7/900 + 12/hp
Shark
Frequency: Common
No. Encountered: 3d4
Size: Medium to large
Move: 240 ft swimming
Armour Class: 6
Hit Dice: 3, 5 or 8
Attacks: 1
Damage: 1d4+1, 2d4 or 3d4
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/50 + 2/hp or more
Squid, Giant
Squid
Octopus
Frequency: Rare Rare
No. Encountered: 1 1
Size: Large Large
Move: 180 ft swimming 180 ft swimming
Armour Class: 3/7 7
Hit Dice: 12 8
Attacks: 9 7
Damage: 1d6 (×8)/5d4 1d4+1(×7)/4d4
Special Attacks: Constriction Constriction
Special Defences: See below See below
Magic Resistance: Standard Standard
Lair Probability: 40% 40%
Intelligence: Non- Non-
Alignment: Neutral Neutral
Level/XP: 7/2,000 + 16/hp 5/500+10/hp
Tiger
Tiger
Smilodon
Frequency: Uncommon Rare
No. Encountered: 1d4 1d2
Size: Large Large
Move: 120 ft 120 ft
Armour Class: 6 6
Hit Dice: 5 + 5 7 + 2
Attacks: 3 3
Damage: 1d6/1d6/1d10 1d8/1d8/2d6
Special Attacks: See below See below
Special Defences: Surprised only on 1 Surprised only on 1
Magic Resistance: Standard Standard
Lair Probability: 7% 15%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 4/250 + 6/hp 5/525 + 10/hp
Toad
Giant
Giant Poisonous
Frequency: Common Uncommon
No. Encountered: 1d12 1d8
Size: Medium Medium
Move: 60 ft; 60 ft leaping 60 ft; 60 ft leaping
Armour Class: 6 7
Hit Dice: 2+4 2
Attacks: 1 1
Damage: 2d4 1d4+1
Special Attacks: Leap Leap, poison
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: Nil Nil
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 2/20+2/hp 2/50+2/hp
Turtle
Giant Sea
Giant Snapping
Frequency: Uncommon Uncommon
No. Encountered: 1d3 1d4
Size: Large Large
Move: 10 ft; 150 ft swimming 30 ft; 120 ft swimming
Armour Class: 2 (shell) or 5 (head and flippers) 0 (shell) or 5 (head and legs)
Hit Dice: 15 10
Attacks: 1 1
Damage: 4d4 6d4
Special Attacks: Overturn boats Surprise on a 1–4 on d6
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: Nil Nil
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 7/2,400+ 20/hp 7/1,500+14/hp
Walrus
Frequency: Uncommon
No. Encountered: 3d6
Size: Large
Move: 60 ft; 180 ft swimming
Armour Class: 5
Hit Dice: 6
Attacks: 3
Damage: 1d6/1d6/2d12
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Animal
Alignment: Neutral
Level/XP: 4/160 + 6/hp
Weasel
Huge
Giant
Frequency: Uncommon Rare
No. Encountered: 2d6 1d8
Size: Small Medium
Move: 150 ft 150 ft
Armour Class: 7 6
Hit Dice: 1+1 3+3
Attacks: 1 1
Damage: 1d8 2d6
Special Attacks: See below See below
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: 10% 10%
Intelligence: Animal Animal
Alignment: Neutral Neutral
Level/XP: 2/40+2/hp 3/75+3/hp
Whale
Frequency: Common
No. Encountered: 1d8
Size: Large
Move: 180 ft to 240 ft swimming
Armour Class: 4
Hit Dice: 12 to 36
Attacks: 1 bite or 1 tail
Damage: 5-15 d4 (bite), 1-5 d8 (tail)
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: Nil
Intelligence: Low
Alignment: Neutral
Level/XP: Varies according to hit dice
Wolf
Normal
Dire
Frequency: Common Rare
No. Encountered: 3d10 3d4
Size: Small Medium
Move: 180 ft 180 ft
Armour Class: 7 6
Hit Dice: 2+2 3+3
Attacks: 1 1
Damage: 1d4+1 2d4
Special Attacks: None None
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: 10% 10%
Intelligence: Semi- Semi-
Alignment: Neutral Neutral
Level/XP: 2/50 + 2/hp 3/75+3/hp
Wolverine
Normal
Giant
Frequency: Uncommon Rare
No. Encountered: 1 1
Size: Small Medium
Move: 120 ft 150 ft
Armour Class: 5 4
Hit Dice: 3 4+4
Attacks: 3 3
Damage: 1d4/1d4/1d4+1 1d6/1d6/2d4
Special Attacks: Musk, +4 to hit Musk, +4 to hit
Special Defences: None None
Magic Resistance: Standard Standard
Lair Probability: 15% 15%
Intelligence: Semi- Semi-
Alignment: Neutral Evil Neutral Evil
Level/XP: 3/125+2/hp 4/235+4/hp
Worg
Frequency: Rare
No. Encountered: 3d4
Size: Large
Move: 180 ft
Armour Class: 6
Hit Dice: 4+4
Attacks: 1 bite
Damage: 2d4
Special Attacks: None
Special Defences: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Low
Alignment: Neutral evil
Level/XP: 3/75+3/hp