Other Creatures

“Other creatures” is a catch-all term for the many OSRIC creatures that do not seem to fit anywhere else.

Achaierai

Frequency:Very rare
No. Encountered:1d8
Size:Large (16 ft tall)
Move:180 ft
Armour Class:8 or -1 (see below)
Hit Dice:Body 40hp, legs 15hp each
Attacks:3
Damage:1d8/1d8/1d10
Special Attacks:None
Special Defences:Poison cloud
Magic Resistance:35%
Lair Probability:Nil
Intelligence:Average
Alignment:Chaotic evil
Level/XP:7/2,750

Though not demons, Achaierai are native to the Abyss. They are giant birds, somewhat like ostriches with short necks and four legs each. They attack as 9 hit dice monsters. Their bite attack (1d10 damage) is usable only against foes they can reach—typically those flying or over 8 ft tall. Against smaller creatures they have only two attacks with their talons.

Creatures under 8 ft tall, however, are at an equal drawback against Achaierai. They may hit the creature’s AC 8 body only with missile weapons, spears or polearms (such as pikes). If armed with a hand weapon, they must attack the Achaierai’s AC -1 legs.

If seriously wounded, such as losing more than two legs, the Achaierai can emit a cloud of poison in a 20 ft diameter sphere. This cloud causes insanity (as the druidic spell feeblemind) for three hours unless a saving throw vs poison is made, inflicts 2d6 hp damage regardless of the save, and blocks line of sight.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), 1d8 jewellery (10%) and 3 magic items and 1 scroll (25%).

Aerial Servant

Frequency:Very rare
No. Encountered:1
Size:Large (8 ft tall)
Move:240 ft flying (AA:VI)
Armour Class:3
Hit Dice:16
Attacks:1
Damage:8d4
Special Attacks:66% chance of surprise
Special Defences:+1 or better weapon to hit
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Semi-
Alignment:Neutral
Level/XP:9/5,250+20/hp

Aerial servants are creatures from the Elemental Plane of Air. They may be encountered on the æthereal or astral planes (and are visible there), but are more typically met when conjured by a clerical spell aerial servant. On the Prime Material Plane, Aerial Servants are invisible.

These creatures may carry approximately 1,000 lbs in weight at full movement speed, and are immensely strong.

If the Aerial Servant is prevented from carrying out its mission, it will go mad and return to attack the cleric who summoned it.

Treasure: None.

Afreet

Frequency:Very rare
No. Encountered:1
Size:Large
Move:90 ft; 240 ft flying (AA:V)
Armour Class:2
Hit Dice:10
Attacks:1
Damage:3d8
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Very
Alignment:Lawful evil
Level/XP:7/7,000 + 12/hp

Afreeti are creatures from the elemental plane of fire. They can travel the material plane, the elemental planes, and the astral plane. They are the enemies of the genies and will attack them on sight. If an afreet can be subdued it will serve for 1,001 days or until it has granted three wishes. Once their service is complete they will be freed and can not be subdued again. Once an afreet is freed, be warned: they are vengeful, cruel, and manipulative.

An afreet can perform the following once per day. They can grant three wishes, detect magic at will, enlarge themselves 200%, create a wall of fire, polymorph themselves, become invisible, change to a gaseous form, or create an illusion with sight and sound that can be self-controlled. The illusion will last until dispelled or touched. An afreet can cause pyrotechnics and produce flames at will.

Any attack to the afreet that uses normal fire does no damage. An attack that uses magic fire will do so at a -1 penalty.

Afreeti are capable of carrying up to 750 lbs, either on foot or flying, without getting tired. They can carry double the weight on foot but for only 30 minutes at a time. Then the afreet must rest a full hour before resuming the load.

Besides speaking their own language afreeti have limited telepathy, so they can communicate with any intelligent creature.

Treasure: None.

Al-Mi’raj

Frequency:Very rare
No. Encountered:2d10
Size:Small
Move:180 ft
Armour Class:7
Hit Dice:1
Attacks:1
Damage:1d4
Special Attacks:None
Special Defences:None
Magic Resistance:See below
Lair Probability:5%
Intelligence:Animal
Alignment:Neutral
Level/XP:1/5+1/hp

Al-mi’raj resemble large (3 ft) hares with black unicorn horns projecting from their foreheads. If captured young they can be trained as guard animals or pets, but wild individuals are unpredictable and sometimes aggressive. They live like hares in burrows too small for even a gnome or halfling to enter.

Treasure: None.

Amber Creeping Vine

Vine Vine Zombie
Frequency:RareRare
No. Encountered:11d2
Size:LargeMan-sized
Move:NilSee below
Armour Class:7See below
Hit Dice:32
Attacks:See below1
Damage:SpecialBy weapon type
Special Attacks:NilNil
Special Defences:NilNil
Magic Resistance:StandardSee below
Lair Probability:100%Nil
Intelligence:Non-Non-
Alignment:NeutralNeutral
Level/XP:4/75+3/hp3/40+2/hp

An Amber Creeping Vine is a climbing plant with striking amber flowers like honeysuckle blooms that exude a musky, heady perfume. Upon reaching maturity each vine covers about 20 sq ft, has 2d6 blooms and 1d4 buds. Not only does the amber creeping vine not require sunlight to grow, it actually appears to thrive in the absence of light. Amber creepers are often found growing in the soil of caverns and dungeons or in the deep, dark hearts of ancient forests, climbing up the rock walls or clinging to tree trunks alike with ease. Indeed, the problem is not getting the vines to grow, it is controlling their spread. These plants can defend themselves and there are those who take advantage of these abilities by planting amber creeping vines near treasure troves.

Amber creeping vines sustain themselves by feeding on living creatures unfortunate enough to approach too close. When a creature approaches within 10 ft of the vine its amber blossoms will start waving in a mesmerising pattern while puffing clouds of fragrant pollen into the target’s face. A successful hit indicates the victim has inhaled the pollen and he or she must save vs spells or become enthralled, walking forward into the mass of vines to be engulfed within its leafy, tentacle-like limbs. The individual will resist any attempts to restrain him or her from entering the vines.

Once the victim is inside the plant, numerous root-like organs will intrude into his or her skull. The amber creeping vine will begin to consume the unfortunate victim’s brain at a rate of 1d4 intelligence points per round. Though the brain-consuming tendrils can be easily cut, so many attach to the victim so rapidly that the only way to stop the draining is to kill the creeper. The amber creeping vine has a bulbous root which lies 1 ft beneath the soil; stabbing through the root will kill the vine and halt the consumption of the victim’s brain tissue.

If the intelligence drain is not halted before the victim’s intelligence ability score reaches zero, the victim dies and a bud flowers into bloom as a new bud sprouts from the vine. If the intelligence drain in any given round reduces the victim’s intelligence to exactly 1 or 2, the victim becomes an amber zombie (see below). Intelligence loss in persons the creeper does not kill or transform into an amber zombie is temporary, requiring but a day of rest to regain a point of Int. Healing or other curative magic will restore full intelligence immediately, but a spell used thus will not heal hit points.

Each amber creeping vine will have a number of zombies under its control equal to half the number of blooms, rounded down. Creepers do not value treasure but the belongings of those who have fallen victim to the plant’s pollen attack will be found in the soil under the plant. The vines are mobile enough to cover the evidence of the plant’s peculiar feeding habits.

Amber Zombies have varying appearances but are always human, demi-human, or humanoid. Succumbing to the amber creeping vine turns the skin amber and changes the eyes into glazed and lifeless parodies of their former appearance. The process of draining a victim’s intelligence also plants a vine seed into the skull. The resulting amber zombie is under control of the creating plant. The zombie will seek to bring new victims to the creeper’s hungry vines and if the creeper is attacked the amber zombie will defend it. Amber zombies use whatever weapons and armour the victim had at the time of his or her conversion, but the zombie fights as 2HD monster with no spell-using abilities or ability score bonuses.

Despite their name, amber zombies are not undead and cannot be turned by a cleric. They are, however, immune to mind-influencing magic just as true zombies are. After 2 months of service the zombie wanders away from the parent plant to find a nice patch of soil in a likely spot, where it dies and a new amber creeping vine sprouts from the corpse.

The only known way to cure an amber zombie is to kill the controlling creeper and cast both a neutralise poison and heal upon the zombie in rapid succession. The victim will be restored to his or her former self but will require a full week of rest for every 4 points (rounded up) of intelligence lost before being able to adventure again.

Treasure: See creature text.

Ankheg

Frequency:Rare
No. Encountered:1d6
Size:Large (10 ft+)
Move:120 ft; 60 ft burrowing
Armour Class:2
Hit Dice:3 to 8
Attacks:1
Damage:3d6
Special Attacks:Squirt acid
Special Defences:None
Magic Resistance:Standard
Lair Probability:15%
Intelligence:Non-
Alignment:Neutral
Level/XP:Variable

Ankheg are gigantic burrowing arthropods with chitinous shells. They can subsist on filtered earth, but are not averse to meat. If necessary an ankheg can spit digestive acid with a range of 30 ft. This uses up its stock of acid, which will not be replenished for half a day, and inflicts 4d8 hp damage to a single target (saving throw vs breath weapons for half damage).

When feeding, an ankheg dissolves its prey before sucking the juices from the shrunken husk, like a spider. This attack inflicts 1d4 hp damage per round.

Ankheg sometimes lurk beneath the earth waiting to feel the vibrations of an approaching creature, thence to attack it by surprise.

Treasure: None.

Annis

Frequency:Very rare
No. Encountered:1d3
Size:Large (8ft approx)
Move:150 ft
Armour Class:0
Hit Dice:9
Attacks:3
Damage:1d8+8/1d8+8/1d8+1
Special Attacks:See below
Special Defences:Immune to illusions
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Average to exceptional
Alignment:Chaotic evil
Level/XP:7/1,200+10/hp

These magical, evil giantesses are gaunt and ragged, wearing stained and filthy garments. They are anthropophagic by choice, though they will eat almost anything when hungry, which is almost all the time. They are sometimes found cohabiting with giants or trolls. Annises are as strong as hill giants (19 strength) and if all three of their attacks hit, they have held their opponent fast and will devour it rapidly (in game terms, this means their attacks automatically hit while the victim is held). Annises can cast fog cloud thrice per day and change self thrice per day.

Annises speak common, various giantish tongues and their own language.

Treasure: (in lair) 1d20×1,000 cp (25%), 1d8×1,000 sp (35%), 1d6×1,000 ep (10%), 1d6×1,000 gp (40%), 1d8 gems (30%), 1d6 jewellery (25%), any 2 magic items and one potion (15%)

Ant, Giant

Worker Soldier Queen
Frequency:RareVery rareVery rare
No. Encountered:1d100Varies1
Size:SmallSmallLarge
Move:180 ft180 ftNil
Armour Class:334
Hit Dice:2310
Attacks:12Nil
Damage:1d62d4/3d4Nil
Special Attacks:NonePoisonNone
Special Defences:NoneNoneNone
Magic Resistance:StandardStandardStandard
Lair Probability:10%10%100%
Intelligence:AnimalAnimalLow
Alignment:NeutralNeutralNeutral
Level/XP:2/30+1/hp2/50+2/hp7/700+13/hp

If the encounter is with a colony of giant ants, the Number Encountered will represent the workers present. Calculate the presence of soldiers at 1:5, that is 1 soldier for every 5 workers, in addition to the number shown on the die.

At the heart of the nest will be the queen. She is immobile and incapable of attacking or defending herself. At least 5d10 workers and 5 soldiers will attend her and defend her and her eggs. Once slain, the queen’s organising influence on the colony will disappear, causing confusion (as the 7th level druid spell) for 1d6 rounds. After the period of confusion, ants will leave the colony in search of a new one. Ordinarily, the eggs of giant ants have no market value.

Treasure: (In lair only) 3d4 gems (50%); 2d4 potions (40%).

Aurumvorax

Frequency:Very rare
No. Encountered:1
Size:Small
Move:90 ft; 30 ft burrowing
Armour Class:0
Hit Dice:12
Attacks:1
Damage:2d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Animal
Alignment:Neutral
Level/XP:8/2,250+16/hp

Also known as the “golden gorger” for its beautiful golden coat, the aurumvorax is a long-bodied, eight-legged carnivore. It lives in plains or woods. Though as small as a badger, the creature is very dense and heavy, weighing as much as a bear. A successful bite means the creature has locked its teeth in its target like a bulldog; it will then bring its claws up to rake the target, who will suffer 2d4 damage automatically each round from the teeth while the creature is attached, and an additional 1d8 attacks from the claws. Each claw inflicts a further 1d6 damage. Once locked on, the only way to detach the aurumvorax from its target is to kill it.

The aurumvorax’s thick coat is such good armour it takes only half-damage from blunt weapons. It is also highly resistant to fire, taking only half damage from fiery sources, and neither poison nor gas can harm it.

Rumour has it the aurumvorax is not native to this part of the prime material plane, having been brought here by visitors from a very distant place.

Treasure: The aurumvorax does not hoard treasure and places no value on it. However, its lair might contain treasure assigned by the GM—this would be appropriate in cases where it has slain a creature carrying treasure and dragged that creature back to its lair.

Babbler

Frequency:Very rare
No. Encountered:1d4
Size:Large (8 ft tall)
Move:60 ft bipedal; 120 ft quadrupedal gait
Armour Class:6
Hit Dice:5
Attacks:3
Damage:1d6/1d6/1d8
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:15%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:3/100+5/hp

So-called for their weird and incomprehensible tongue that no human or demi-human has ever succeeded in learning, babblers may be a kind of mutant lizard man—though if so, the mutation is quite extreme. They live in swamps and marshes and are yellow in colour with blotches of grey and grey underbellies. They look like miniature tyrannosaurs with longer arms, and can move bipedally though they are better adapted to quadrupedal movement (but they can only use their claws effectively when standing upright). When on their bellies in a swamp, they are hard to detect and may hide like a 5th level thief.

Babblers like the taste of human. They are occasionally found in lizard man raiding parties.

Treasure: (in lair) 1d12×1,000 cp (20%), 1d6×1,000 sp (35%), 1d6×1,000 ep (10%), 1d6×1,000 gp (40%), 1d4 gems (30%), 1d3 jewellery (25%), one magic item and one potion (10%)

Barghest

Frequency:Very rare
No. Encountered:1d2
Size:Man-sized
Move:150 ft
Armour Class:2 and lower
Hit Dice:6+6 and higher
Attacks:2
Damage:2d4+a variable amount
Special Attacks:See below
Special Defences:See below
Magic Resistance:30% and higher
Lair Probability:Nil
Intelligence:High and higher
Alignment:Lawful evil
Level/XP:7/1,250+10/hp and higher

Barghests are native to Gehenna, but send their young to the Prime Material Plane during a larval phase. A typical litter is 2d4 young. These will disperse into pairs or lone barghests.

They seem like very large goblins, and may shape change into large dogs at will. In dog form each barghest’s movement speed is doubled and it surprises opponents 50% of the time. For each human the barghest eats, it gains 1+1 HD, reduces its AC by 1, adds 5% to its magic resistance and +1 to its damage dice. When it reaches 12+12 hit dice, the Barghest may plane shift itself back to Gehenna, a power it will typically use at once.

At will, a barghest may use the following spell-like powers, once each per round: change self, levitation, misdirection, or projected image. While in dog form it may also pass without trace at will. Once each per day it may charm person and dimension door.

A barghest that takes more than 15hp damage from a fire attack must save vs spells or be instantly banished back to Gehenna.

Treasure: None on the Prime Material Plane.

Basilisk

Frequency:Rare
No. Encountered:1d4
Size:Medium (6 ft+)
Move:60 ft
Armour Class:4
Hit Dice:6
Attacks:1 (antlers + weapon)
Damage:1d10
Special Attacks:Petrifying gaze
Special Defences:None
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Animal
Alignment:Neutral
Level/XP:7/1,000+8/hp

Noting the basilisk’s physiognomy, the wisest sages posit that it is hatched by a cock from the egg of a serpent, begetting an 8-legged anfractuous creature with a lizard-like head. The gaze of the basilisk is deadly, as any creature meeting its gaze must successfully save vs petrifaction or instantly be turned to stone. The gaze effects of the basilisk extend into both the astral and æthereal planes.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), 1d8 jewellery (15%), 3 magic items and 1 scroll (10%).

Bee, Giant

Worker Honeybee Soldier Honeybee Bumblebee
Frequency:RareVery rareRare
No. Encountered:1d10 (20d10 in lair)1 (3d6 in lair)1 (1d6+6 in lair)
Size:MediumMediumMedium
Move:90 ft; 300 ft flying (AA:IV)120 ft; 300 ft flying (AA:III)60 ft; 240 ft flying (AA:II)
Armour Class:655
Hit Dice:3+14+26+4
Attacks:111
Damage:1d31d41d6
Special Attacks:PoisonPoisonPoison
Special Defences:NoneNoneNone
Magic Resistance:StandardStandardStandard
Lair Probability:20%90%10%
Intelligence:Semi-Semi-Semi-
Alignment:NeutralNeutralNeutral
Level/XP:3/100+4/hp3/150+5/hp4/300+8/hp

Giant bees live in hives (honeybees) or nests (bumblebees). These lairs will contain non-combatant queens (10 HD but no effective attack) and 2d3 non-combatant drones (2 HD and no effective attack). A giant bee can only sting once per encounter; it has a 25% chance of dying after stinging, otherwise the stinger will slowly re-grow. They will flee from smoke or fire unless their lair is threatened.

Giant bee hives or nests will always contain honey worth 10d10 gold pieces. There is a 15% chance that a hive will contain royal jelly. If it does, the royal jelly can be fashioned into 2d3 potions of extra healing by a magic user of 7th or higher level—or a magic user of 12th level or higher may make it into an unguent which preserves the appearance of youth. Regular application of this unguent for 1 year makes the user appear 2d3 years younger. Such an unguent is typically worth 3d6x1,000 gp to wealthy noblewomen.

Treasure: See creature text.

Beetle, Giant

Bombardier Boring Death Watch Fire Rhinoceros Stag Water
Frequency:CommonCommonVery rareCommonUncommonCommonCommon
No. Encountered:3d43d613d41d62d61d12
Size:MediumLargeLargeSmallLargeLargeMedium
Move:90 ft60 ft120 ft120 ft60 ft60 ft30 ft; 120 ft swimming
Armour Class:4334233
Hit Dice:2+259+11+21274
Attacks:1111231
Damage:2d65d42d62d43d8/2d84d4/1d10/1d103d6
Special Attacks:Acid cloudNoneSee belowNoneNoneNoneNone
Special Defences:Firing cloudNoneSee belowNoneNoneNoneNone
Magic Resistance:StandardStandardStandardStandardStandardStandardStandard
Lair Probability:Nil40%10%NilNilNilNil
Intelligence:Non-Non-Non-Non-Non-Non-Non-
Alignment:NeutralNeutralNeutralNeutralNeutralNeutralNeutral
Level/XP:3/65+2/hp3/110+4/hp7/1,100+12/hp1/30+1/hp7/1,300+6/hp4/225+8/hp3/75+3/hp

Giant Bombardier: Frequently found in forested regions, this beetle primarily scavenges for food above ground. It will collect decaying matter into a large heap and there lay its eggs.

When attacked it has a 50% chance to release an 8 ft cube of noxious gas. The gas will cause 3d4 hp of damage and the sound of its release will stun (20% chance) and deafen (20%) all within a 16 ft radius. The stun effect will prevent action for 2d4 rounds and the deafness will persist for 2d6 rounds. The cloud can be released every 3rd round (e.g., 1st and 4th) but not more than twice in 8 hours.

Treasure: None

Giant Boring: Giant Boring beetles will often be found in dead trees and tunnel complexes—wherever there is sufficient rotting wood and moisture to support the fungal cultures they eat. There are rumours that some have developed a “hive-mind” similar to ants and when threatened they may display surprising group intelligence in the defence of their home.

Treasure: In Lair: 1d12×1,000 cp (20%); 1d6×1,000 sp (30%); 1d4×1,000 ep (10%); 2d4×100 gp (40%); 1d6×10 pp (50%); 3d8 gems (55%); 1d12 jewellery (45%); 2d4 potions (40%); 1d4 scrolls (50%); Any 2 magic items (10%).

Giant Death Watch: Giant Death Watch beetles live in temperate areas and sometimes underground. They disguise themselves by sticking rubbish, branches and detritus to their carapaces with their saliva. They are feared for making terrible, deadly bass vibrations by scraping their hind legs—when a beetle does this, all within 30 ft of the creature must save vs death or die. Even those who pass their save take 4d6 hp damage. After using this special attack, the Death Watch beetle must wait at least 12 turns before using it again.

Treasure: None

Giant Fire: With their glowing red glands, one above each eye and one on the back of the abdomen, these nocturnal beetles are much sought after by adventurers. The glands will continue to glow for 1d6 days after removal, illuminating a 10 ft radius without fail.

Fire beetles can be found both above and below ground, feeding on decaying matter like all beetles.

Treasure: None

Giant Rhinoceros: Usually encountered in the tropics, these massive creatures (roughly 12 ft long, plus another 6 ft of horn) live on the fruit and vegetation they crush as they roam about.

Treasure: None

Giant Stag: Giant stag beetles live in woodlands near farmland, preferring for food the young shoots of cultivated grains. For this reason, they can often plague regions and even cause famine should enough of them descend upon an area.

Treasure: None

Giant Water: Hunting by scent an vibration, and dwelling in fresh water at least 30 ft deep, the water beetle is a powerful threat to the unwary adventurer. Omnivorous and insatiable, the water beetle will consume whatever it can get its powerful mandibles around.

Treasure: None

Behir

Frequency:Rare
No. Encountered:1d2
Size:Large
Move:150 ft
Armour Class:4
Hit Dice:12
Attacks:2 or 7
Damage:2d4/1d4 +1 or 2d4/1d6/1d6/1d6/1d6/1d6/1d6
Special Attacks:Lightning bolt
Special Defences:Immune to electricity and poison
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Low
Alignment:Neutral evil
Level/XP:7/2,750 + 16/hp

A behir is a particularly nasty subterranean beast with a crocodile’s head on a 40 ft long snake-like body with twelve sets of legs. These creatures move very fast and can climb vertically at half their speed. Their main method of attacking is to bite and wrap their body around their prey and squeeze. On the second round they can still bite but the held victim is now subject to 6 claw attacks. Every 10 rounds a behir can also breathe a 20 ft lightning bolt that does 4d6+24 damage unless a save vs breath is made for half damage. Occasionally (on a 20) a behir will swallow its victim whole.

Treasure: Inside the beast’s stomach will be 10d4 gems (60%), 1d8 jewellery (30%), and a misc. magic item that can survive its digestive juices (10%).

Blindheim

Frequency:Very rare
No. Encountered:1d4
Size:Small
Move:90 ft
Armour Class:3
Hit Dice:4+2
Attacks:1
Damage:1d8
Special Attacks:Blinding
Special Defences:None
Magic Resistance:Standard
Lair Probability:5%
Intelligence:Animal
Alignment:Chaotic evil
Level/XP:3/110+5/hp

Blindheims are found in subterranean environments. These yellowish, frog-like humanoids project twin beams of incredibly bright light from their eyes. Anyone who comes within 30 ft of the Blindheim must save vs aimed magic items or be temporarily blinded (for 1d8+12 turns). The saving throw is at -3 if the approaching character has infravision.

A character who is not blinded may attack the Blindheim at a penalty of -2 “to hit” (if he or she is avoiding looking at the creature) or as normal (if he or she is for some reason immune to bright light).

Treasure: In lair only: 2d6×1,000 cp (20%), 1d6×1,000 sp (35%), 1d6×1,000 ep (20%), 1d4 gems (20%), 1d4 jewellery (25%), random magic item or weapon (15%).

Blink Dog

Frequency:Rare
No. Encountered:4d4
Size:Medium (3 ft at shoulder)
Move:120 ft
Armour Class:5
Hit Dice:4
Attacks:1
Damage:1d6
Special Attacks:Rear attack 75% of time
Special Defences:Teleporting
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Average
Alignment:Lawful good
Level/XP:4/175 + 5/hp

Blink dogs are medium-sized dogs, dark brown with white highlights. Blink dogs are intelligent, as smart as the average human, and communicate amongst themselves via their high-pitched barks and low growls. Blink dogs are so-called because they can use a limited form of teleportation, called a blink, in a somewhat random fashion and at random intervals.

In combat these amazing dogs use the ability to their advantage, blinking either behind or in flanking position of their opponents (negating dexterity bonuses to AC and shield bonus to AC, if applicable) 75% of the time. Coupled with their pack hunting tactics, blink dogs are fearsome opponents. In combat a blink dog will teleport on roll of 12 or greater on a 1d20. A second roll of the 1d20 reveals where the dog reappears: 01-15 = behind, 16-18 = non-shielded or right flank, 19 = shielded or left flank, 20 = front. If the pack takes more than 25% losses all will simultaneously blink out and not return. There is a long-standing hatred between blink dogs and coeurls and the two will attack each other on sight. Blinking is a natural ability for these animals and they will never materialise in an occupied space or within a solid object.

If a blink dog lair is found there is a 60% chance of 3d4 pups. These younglings fight as 1 HD monsters and inflict 1d2 points of damage per attack, though they are far more likely to flee using their teleportation ability. A captured pup will make a loyal companion to a good aligned human, or, it can be sold for 1,500 gp (± 100-600 gp). A blink dog lair will contain treasure, see below.

Treasure: In lair only: 2d6×1,000 cp (20%), 1d6×1,000 sp (30%), 1d6×1,000 ep (15%), 1d6 gems (20%), 1d4 jewellery (25%), random magic item or weapon×2 (15%).

Bulette

Frequency:Very rare
No. Encountered:1d2
Size:Large
Move:140 ft; 30 ft burrowing
Armour Class:-2/4/6
Hit Dice:9
Attacks:3
Damage:3d6/3d6/4d12
Special Attacks:8 ft jump
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Animal
Alignment:Neutral
Level/XP:8/2,000+12/hp

Bulettes are sometimes called “land sharks” because of their habit of burrowing while the crests of their backs break the surface. Like sharks, they are huge, vicious, and always hungry. They seem to be someone’s experiment gone wrong: a turtle crossed with an armadillo with just a touch of demon thrown in. Their favourite food is horse but they will eat just about anything that moves. The only kind of meat they don’t seem to like is dwarf or elf. They have been know to dig halflings right out of their holes.

Being fearless, a bulette will attack anything that moves on sight. They have been known to attack a well-armed party to get at the horses. When they attack, they use their vicious bite and their two front claws. They are well armoured, but have two vulnerable spots: under their chests is a soft spot, only AC 6; and a bulette’s eyes are relatively unprotected, with an AC of 4. When cornered or seriously wounded, a bulette will attempt to leap 8 ft vertically and land directly on top of their victim, clawing with all four feet.

Because they are artificially-created animals no one is sure how bulettes reproduce. It seems that a pair will share a territory, but no lair has ever been found. Their plates are highly prized by armourers. They can be easily fashioned into +1 or +2 shields.

Treasure: None.

Carbuncle

Frequency:Rare
No. Encountered:1
Size:Small
Move:30 ft
Armour Class:2
Hit Dice:1
Attacks:None
Damage:None
Special Attacks:None
Special Defences:See below
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Average
Alignment:Chaotic neutral
Level/XP:1/5+1/hp

Carbuncles are minor agents of chaos. They seem to be curious little animals like armadillos, and they feed on leaves and small insects. Set in the carbuncle’s head above its eyes is a large ruby (randomly-determined value of at least 500 gp). If the beast dies, any ruby attached to it shatters and cannot be reconstituted—but it can voluntarily give up its gem, in which case the gem will re-grow over a period of several months (re-roll the gem’s value each time it re-grows). The carbuncle will not normally give up its gem unless charmed or otherwise enchanted.

Carbuncles are empathic and communicate via a minor form of telepathy. They will approach and seek to join a party of humans or demi-humans and then try to spread discord by means of lies, bearing false witness, or betraying the party’s presence to nearby monsters.

Treasure: See creature text.

Carcass Creeper

Frequency:Uncommon
No. Encountered:1d6
Size:Large
Move:120ft
Armour Class:3/7
Hit Dice:3+1
Attacks:8
Damage:Paralysis
Special Attacks:Paralysis
Special Defences:None
Magic Resistance:Standard
Lair Probability:50%
Intelligence:Non-intelligent
Alignment:Neutral
Level/XP:3/105+3/hp

A fearsome, subterranean omnivore, the carcass creeper has been described as the magical hybrid of a cutworm and a squid. It requires a steady supply of fresh corpses in which to lay its eggs.

The well-armoured head belies a tender, vulnerable body so the creeper will rely on its speed and many paralysing tentacles to protect itself as it secures prey. Each of the tentacles has a 2 ft reach, although larger specimens are not unknown.

Treasure: In Lair: 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 1d8 gems (30%); 1d4 jewellery (20%); 1 sword, armour, or misc. weapon (20%).

Caryatid Column

Frequency:Very rare
No. Encountered:1d12
Size:Medium
Move:60 ft
Armour Class:5
Hit Dice:5
Attacks:1
Damage:2d4
Special Attacks:Nil
Special Defences:See below
Magic Resistance:All saves at +4
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:5/110 + 3/hp

Caryatid columns share many similarities to stone golems, being created in much the same way. They appear as intricately-carved columns in the shape of a person, usually in pairs. The most common type is maidens, however they can resemble practically anyone. In their dormant state they are almost indistinguishable from a normal statue. The only indication of their true nature is a faint outline of sword held in one hand. They are created as guardians and will animate only when triggered by a certain event. Their trigger must be something simple like someone entering a room, lifting a chest, or opening a door. Once animated they will do their utmost to prevent the trigger from continuing. When their task is complete they will return to their previous place and form.

The caryatid column’s main purpose is not combat, but if pressed they will use their swords and attack. They attack as 5HD monsters. Normal weapons do half damage and magical weapons score full damage, but without their additional magical effects. Additionally any weapon that hits a caryatid column has a 25% chance of breaking. For each plus that the weapon has reduces the chance of breaking by 5%; consider any magical weapons without any pluses as a +1.

Treasure: None.

Caterwaul

Frequency:Rare
No. Encountered:1
Size:Medium
Move:180 ft or 240 ft
Armour Class:6 (see below)
Hit Dice:4 +2
Attacks:3
Damage:1d4/1d4/1d6
Special Attacks:Screech
Special Defences:See below
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:5/400+5/hp

A caterwaul is a feline predator that stalks darkened caves waiting for prey to walk past. These unusual creatures resemble black panthers walking upright. On their hind legs they move at 180 ft. They can drop on all fours and sprint very fast (240 ft) but only for short distances. Using their claws they can scale vertical walls with only a 5% chance of slipping. Being feline, they retract their claws to move silently (75%). Because of their soft coat, they are able to hide in shadows 75% of the time. They also possess keen senses and can only be surprised 10% of the time.

When they pounce on their victims they make their distinctive screech, doing 1d8 damage to all within hearing range (60ft). They attack with their usual claw, claw, bite. What makes these creatures unique is their unusually high dexterity. This will vary from individual to individual. Roll d% and check the chart below.

d% AC Bonus Attacks/round
01-30 0 1/1
31-60 -1 3/2
61-90 -2 3/2
91-93 -3 2/1
94-97 -4 2/1
98 -5 2/1
99 -6 5/2
00 -7 5/2

The AC bonus applies to the creature’s armour class and its dodging saving throws.

The attacks per round works much the same way as for fighters, referring to a full attack routine (claw, claw, bite) rather than individual attacks.

Caterwauls are attracted to shiny items. Thus their treasure hoard will often contain jewellery, gems and gold.

Treasure: 1d6×1,000 gp (50%), 1d8 gems (40%), 5d6 jewellery (40%), 2d4 potions + 1 magic item (40%)

Centipede

Large Huge Giant
Frequency:UncommonCommonVery rare
No. Encountered:5d62d121d4
Size:SmallSmallMan-sized
Move:210 ft150 ft180 ft
Armour Class:995
Hit Dice:1 hp1 to 2 hp3
Attacks:111
Damage:NoneNone1d3
Special Attacks:PoisonPoisonPoison
Special Defences:None-None-None-
Magic Resistance:StandardStandardStandard
Lair Probability:15%15%15%
Intelligence:Non-Non-Non-
Alignment:NeutralNeutralNeutral
Level/XP:2/312/30+1/hp3/125+3/hp

Large: The smallest of the monstrous ’pedes, the large has a weak venom (save at +4) that only does 4d4 damage if the saving throw fails. Further, they themselves save at a -2 penalty.

Huge: The most common of the monstrous ’pedes, the huge has a weak venom (save at +4), but its venom is lethal if the saving throw fails. Further, they themselves save at a -1 penalty.

Giant: The largest known of the monstrous ’pedes, the giant has a relatively powerful venom (no adjustment to saving throw). Death is the result of a failed save, but a successful save still results in 1d8 acid damage. Giant centipedes save without penalty.

Treasure: None (for all centipede types).

Chimæra

Chimæra Gorgimæra
Frequency:RareVery rare
No. Encountered:1d41
Size:LargeLarge
Move:90 ft; 180 ft flying (AA:II)120 ft; 150 ft flying (AA:II)
Armour Class:43
Hit Dice:910+1
Attacks:65
Damage:1d3/1d3/1d4/2d6/3d41d3/1d3/2d4/1d4/2d4/3d4
Special Attacks:Breath weapon2 breath weapons
Special Defences:NoneNone
Magic Resistance:StandardStandard
Lair Probability:40%30%
Intelligence:Semi-Semi-
Alignment:Chaotic evilChaotic evil
Level/XP:7/1,300 + 12/hp8/2,250+14/hp

Chimæra: A chimæra has the hind quarters of a goat, the forequarters of a lion, the wings of a dragon and 3 heads, one each of the aforementioned creatures. The dragon head is capable of breathing fire to a 60 ft distance inflicting 3d8 points of damage. Normal saving throws vs breath weapon apply. The creature may make up to 6 natural attacks per round, two with clawed lion paws, one with each of the goat’s head 2 horns, the mighty bite of the lion’s maw and another powerful bite by the dragon.

Chimæra language is an imperfect form of the red dragon tongue.

Treasure: 1d20×1,000 sp (10%), 1d12×1,000 ep (15%), 1d10×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%), 1d10 jewellery (10%), 3 magic items (no magic weapons) and 1 magic scroll and 1 magic potion (30%)

Gorgimæra: Like a chimæra, save the goat’s head is replaced with that of a gorgon. The gorgon’s head breathes a cloud of petrifying gas in a cone 30 ft long and 10 ft radius at the base; and the creature has the dragon head breath weapon as well, with the same effect as a chimæra. They speak the same language as their less powerful relatives.

Treasure: 1d20×1,000 sp (20%), 1d12×1,000 ep (25%), 1d20×1,000 gp (50%), 1d10×100 pp (40%), 4d10 gems (25%), 1d12 jewellery (15%), 3 magic items (no magic weapons) and 1 magic scroll and 1 magic potion (40%)

Cockatrice

Frequency:Uncommon
No. Encountered:1d6
Size:Small
Move:60 ft; 180 ft flying (AA:IV)
Armour Class:6
Hit Dice:5
Attacks:1
Damage:1d3
Special Attacks:Touch petrifies
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Animal
Alignment:Neutral
Level/XP:4/170 + 4/hp

A cockatrice possesses the physical attributes of both a serpent and a cock. These creatures will have the head, legs and wings of a cock, while the body will be of a serpent. Its wings are functional and allow it to fly. The creature is believed to be from a cock’s egg hatched by a serpent.

Although the beast is capable of inflicting light wounds with its beak and talons, the mere touch of the cockatrice is capable of turning any creature to stone. The touched creature must roll a successful saving throw vs petrifaction or be instantly turned to stone. The power of this touch is capable of affecting astral and æthereal beings.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), 1d8 jewellery (10%) and 3 magic items and 1 magic scroll (35%)

Coeurl

Frequency:Very rare
No. Encountered:1d4
Size:Large
Move:150 ft
Armour Class:2
Hit Dice:6+6
Attacks:2
Damage:2d4/2d4
Special Attacks:None
Special Defences:Save at +6
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average
Alignment:Neutral
Level/XP:6/400+6/hp

Inspired by the work of A.E.Van Vogt, coeurls are vaguely feline predators with twin tentacles. They are black in colour. They feed on what they call the “id” of living creatures—by this they mean their essential life force, not “id” in the Freudian sense. Owing to their alien nature Coeurls are hard to target, hence their low armour class and their ability to roll all saving throws at +6. They can communicate telepathically, though they rarely do so.

Coeurls hate Blink Dogs (q.v.) and will hunt them down and kill them if possible.

Treasure: 1d8×1,000 cp (15%), 2d6×1,000 sp (20%), 1d6×1,000 ep (5%), 1d8×1,000 gp (35%), 2d6 gems (15%), 1d8 jewellery (10%) and 2 magic items (25%)

Couatl

Frequency:Vary rare
No. Encountered:1d4
Size:Medium
Move:60 ft; 180 ft flying (AA:VI)
Armour Class:5
Hit Dice:9
Attacks:2
Damage:1d3/2d4
Special Attacks:Poison, magic use
Special Defences:æthereal
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Genius
Alignment:Lawful good
Level/XP:8/2,000+12/hp

Couatl are a race of brightly feathered serpents with wings. They are rarely encountered and if so, would be in a remote tropical environment. They are often treated as gods by those who serve them, however couatl rarely meddle in human events.

They can polymorph themselves, turn æthereal, and cast magic. Most are equal to a 5th level mage (45%), but a few are 7th level clerics (35%). There are a handful of couatl (20%) who cast as a magic user/cleric. In combat a couatl attacks with its bite that causes 1d3 damage and the victim must save vs poison or die. A couatl can also constrict with its body. A successful attack means the beast has grabbed its victim causing 2d4 damage, with an additional 2d4 damage each round until one or the other is dead.

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 3d4×100 pp (30%), 2d19 gems (55%), 1d12 jewellery (50%), any 1 magic item (15%)

Crabman

Frequency:Rare
No. Encountered:2d6
Size:Large (9 ft tall)
Move:90 ft; 60 ft swimming
Armour Class:4
Hit Dice:3
Attacks:2
Damage:1d4/1d4
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Low to average
Alignment:Neutral
Level/XP:2/40 + 2/hp

Crabmen are humanoid amphibious creatures. Each has a tough reddish-brown exoskeleton and pincers in place of hands. In combat crabmen tend to attack with their pincers, inflicting 1d4 points of damage for a successful attack.

Crabmen lair in caves along the seashore and are generally peaceful creatures, though they are often forced to defend themselves from raids.

Crabmen will shun humans for the most part, with two notable exceptions. These creatures prize silver very highly and will attack, on sight, anyone openly carrying silver objects or items which appear to be made of silver. Crabmen will also undergo some sort of tribal frenzy from time to time, forming a group of 30 to 40 individuals and raiding inland. These raids will pillage all property in their path and the crabmen attack any who oppose them.

Treasure: 3d8 sp per individual.

Crypt Thing

Frequency:Vary rare
No. Encountered:1
Size:Man-sized
Move:120 ft
Armour Class:3
Hit Dice:6
Attacks:1
Damage:1d8
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:100%
Intelligence:Very
Alignment:Neutral
Level/XP:4/160 + 4/hp

A crypt thing appears as a cloaked skeleton, but contrary to appearances, is not undead and cannot be turned. They reside in their lairs and never venture forth. A crypt thing will never attack first, they will always let the party attack before they do. If they are not molested they will leave the adventurers alone. If they are attacked then they will respond by activating their teleport ability. All those attempting to attack must save vs spell or be instantly teleported in a random direction. Each individual who fails must roll d%. Those who roll 01-20 are teleported from 100 to 1,000 ft north. Those who roll 21-40 are teleported 100-1,000 ft south. Those who roll 41-60 are teleported 100-1,000 ft east. Those who roll 61-80 are teleported 100-1,000 ft west. Those who roll 81-90 are teleported one dungeon level up. Those who roll 91-00 are teleported one dungeon level down.

This is an advanced form of teleportation. Individuals will arrive safely, not in solid areas like floors or walls. Those who make their save can continue with their attack. A crypt thing can also defend itself with its claw like hands for 1d8 points of damage. Crypt things are immune to non-magical weapons.

Crypt things speak common. If questioned about the disappearance of any comrades, they will say they were disintegrated.

Treasure: 1d3×1,000 cp (20%), 1d4×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (30%), 1d6×100pp (30%), 10d6 gems (55%), 5d6 jewellery (50%), 3 magic items (50%)

Dakon

Frequency:Uncommon
No. Encountered:6d10
Size:Man-sized
Move:60 ft
Armour Class:5
Hit Dice:1+1
Attacks:2
Damage:1d10/1d10
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:50%
Intelligence:Average
Alignment:Lawful neutral
Level/XP:2/25 + 2/hp

Dakon are intelligent apes resembling gorillas with light brown colouration, green eyes, and black hands. Dakon are peaceful, fighting only in defence or to regain treasure stolen from them. These apes are likely to be settle anywhere but avoid large expanses of water. They are on good terms with lawful humans and demi-humans and are able to speak the common tongue, but they have a deep mistrust of humanoids and shun them.

In combat dakon attack with a +2 hit probability due to their incredible strength and the knife-edged sharpness of their claws.

Treasure: 2d6×1,000 cp (5%), 2d6×1,000 sp (30%), 1d4×1,000 ep (20%), 1d10×1,000 gp (45%), 1d10×100pp (40%), 3d12 gems (25%), 1d10 jewellery (10%), any 3 maps or magic + 1 scroll (35%)

Dark Creeper

Dark Creeper Dark Stalker
Frequency:RareVery rare
No. Encountered:1 (or 20d4,1 see below)
Size:Small (4 ft tall)Man-sized
Move:90 ft90 ft
Armour Class:0 (or 8, see below)0 (or 8, see below)
Hit Dice:1+12+1
Attacks:11
Damage:1d4 (dagger)1d6 (short sword)
Special Attacks:See belowSee below
Special Defences:NilSee below
Magic Resistance:StandardStandard
Lair Probability:20%20%
Intelligence:AverageAverage
Alignment:Chaotic neutralChaotic neutral
Level/XP:3/50 + 2/hp4/200 + 3/hp

Dark creepers are short, spindly humanoids with pale skin who like to wrap themselves in loose, dark clothing, leaving little exposed save their eyes and hands. Dark creepers detest sunlight and avoid any light as best they can, dwelling alone in dungeons or profane villages even deeper underground, composed of clans of 75-100 individuals. 25% of the population of a dark creeper village will be female. These villages are always governed by a dark stalker (q.v.).

Solitary dark creepers tend to carry their treasure with them, concealed within the many loose folds of their dark clothing. There is a 20% chance a dark creeper will carry a magic dagger, 15% chance of a magic ring, and 10% chance of either 1d4 gems of random value or 1d3 items of random jewellery. Lair treasure probabilities for a lone dark creeper are 50% for a magic dagger, 10% for a magic ring, 30% for gems or jewellery. To generate treasure for a dark creeper village, multiply individual treasure chances by the number of males, adding 5d20 pp and 5d12 gp.

Dark creepers have all the skills of a 4th level thief along with the following abilities: detect magic and create darkness for 1 hour in a 50 ft radius from target thrice per day. The creepers’ general plan of attack is to use their darkness power to extinguish a party’s light sources, then sneak in and destroy all lanterns, torches, oil flasks, and tinderboxes. Any magical sources of light gain a saving throw vs magical cold to negate the affects of darkness upon that item only, if it fails the save it will function normally after 1 hour. After it accomplishes this task, the dark creeper will use its detect magic to find and steal any small magic items it can detect. Though the dark creeper will not fight to the death to steal the party’s magic items, it craves them and will take foolhardy chances if it feels it has even a small chance of success. A creeper’s darkness power will stop infravision, but it will generally only use it on a party’s sources of artificial light. A party travelling in the dark using infravision will not likely be blacked out by the creeper’s darkness.

In combat a creeper is AC 0 in darkness, and if it has a magic dagger or magic ring as part of its treasure hoard it will use them. A dark creeper’s darkness power can be negated by spells that create light, and in such a case the creeper is only AC 8. When a creeper dies it body magically immolates in a fiercely hot blaze of disgusting purple and green flames. Metal items, including magical items of metal, carried as part of the creeper’s treasure hoard have an 80% of surviving this magical fire undamaged. Any magic item damaged by the creeper’s death fire will lose its enchantment.

Treasure: See creature text.

Dark stalkers are the leaders of the dark creepers, though it is not known whether they are dark creepers altered through some means either genetic or magical, or if they are a breed apart. What is known for certain is the dark stalker is much taller than its dark creeper followers and one will be found as the leader of any dark creeper village. In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark creeper in the area, increased by 2% for every 5 additional creepers. A dark stalker is rarely encountered away from his or her clan, but if such an encounter occurs the stalker is probably on some mysterious personal mission and will not engage PCs unless forced to do so.

In combat dark stalkers fight with abilities identical to dark creepers except they favour short swords over daggers and have an additional spell-like ability; wall of fog twice per day as per the spell. Dark stalkers use the same tactics regarding light and detected small magic items as their dark creeper brethren if they have the opportunity, and suffer the same AC penalty as well.

Dark stalkers carry their treasure in their robes like dark creepers: 30% chance of magic short sword, 10% of magical rings (worn if possible), 10% chance of either 2d4 gems or 1d2 items of jewellery to be determined randomly by GM.

When a dark stalker dies, it explodes in a sickly blue 3d8 fireball blast. Magic items carried by the stalker have a 75% chance of surviving the blast in usable condition.

Treasure: See creature text.

Disenchanter

Frequency:Very rare
No. Encountered:1d2
Size:Medium (5 ft high at shoulder)
Move:120 ft
Armour Class:5
Hit Dice:5
Attacks:1
Damage:See below-special effect only
Special Attacks:Disenchants, see below
Special Defences:Can only be hit magical weapons
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Average
Alignment:Neutral
Level/XP:4/225+5/hp

The disenchanter resembles a rather bizarre cross between a dromedary camel and a cow, with a muscular prehensile snout stuck on for good measure. Colouration is a shimmery electric blue and the entire creature appears to be somewhat translucent and difficult for the eye to focus upon.

The disenchanter is a thaumivore, feeding on magical power. It sucks the dweomer from enchanted objects by attaching its snout to them with a successful hit roll. One touch is all it takes to render any magic item (except major artifacts) completely inert. The creature has no other attacks and causes no physical damage of any kind. The muscular snout can be extended as much as 5 ft and the disenchanter is capable of detecting relative strengths of magic enchantment, knowing, for instance, that plate mail +5 will be a tastier morsel than a mere +1 ring of protection.

The disenchanter can only be hit by magic weapons but doing so will not affect the dweomer of the weapon; only the snout has the ability to disenchant items. Even the wisest and most learned of sages know nothing about the ecology of the disenchanter or why it seems to be able to sustain itself only with magic items.

Treasure: None.

Doppelgänger

Frequency:Very rare
No. Encountered:3d4
Size:Man-sized
Move:90 ft
Armour Class:5
Hit Dice:4
Attacks:1
Damage:1d12
Special Attacks:Stealth (surprises with 1-4 on 1d6)
Special Defences:See below
Magic Resistance:See below
Lair Probability:20%
Intelligence:Very
Alignment:Neutral
Level/XP:4/285 + 3 per hp

Doppelgängers are strange beings that are able to take on the forms of those they encounter, including the appearance of equipment and any clothing the victim is wearing. A doppelgänger can assume any humanoid form between 4 ft to 8 ft tall, but the creature must first see the victim to be copied. Any doppelgänger’s attempt at physical disguise is only faulty 10% of the time, and its knowledge of the victim is facilitated by the doppelgänger’s innate ESP ability. In its natural form, a doppelgänger is a 5 ft-6 ft tall humanoid, slender with gangly limbs and half-formed features. Its flesh is pale and hairless, and its large, bulging eyes are yellow with slitted pupils. The creature will assume its natural form upon death.

Doppelgängers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate society. Their classic tactic in a dungeon is to take the form of a member of an adventuring party, dispatch him or her, and take his or her place amongst the group until a good time presents itself to kill them or rob them.

Doppelgängers save as 10th level fighters, and are immune to the effects of charm and sleep spells.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), 1d8 jewellery (10%), 1 scroll and any 3 magic items (25%)

Dracolisk

Frequency:Very rare
No. Encountered:1d2
Size:Large (20 ft)
Move:90 ft; 150 ft flying (AA:II)
Armour Class:3
Hit Dice:7+3
Attacks:3
Damage:1d6/1d6/3d4
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:60%
Intelligence:Low to average
Alignment:Chaotic evil
Level/XP:7/1,000 + 10/hp

Dracolisks are surmised to be the result of the mating of a black dragon and a basilisk, though rumours persist of the existence of other sorts. These fearsome creatures most resemble their draconic sires, being armoured with thick black scales and having the horns and sharp toothed maws of their forebears; they also have six powerful clawed limbs and two large wings. If a dracolisk speaks a language at all, it is usually Draconic, though it may be that some can understand other languages.

Although capable of flight, dracolisks are limited to only short durations, ten or twenty minutes at the most, before they have to rest, so they principally use this form of movement to swoop down upon or escape from foes. In physical combat, dracolisks bite for 3d4 damage and strike for 1d6 damage with their two forelimbs. However, they are more likely to use their breath weapon or gaze attack before entering melee. Up to thrice a day, a dracolisk is capable of shooting an acid stream out of its mouth up to 30 ft and with a width of 5 ft; this causes 4d6 damage to anybody caught in its path, though a successful saving throw vs breath weapons reduces this by half. Additionally, anybody unfortunate enough to be within 30 ft of a dracolisk and meet its gaze must make a saving throw vs petrifaction or be turned to stone. As with its basilisk parent, the gaze attack of the dracolisk extends into the astral and ethereal planes and those who seek to avoid looking directly at the beast attack with a -4 penalty.

Treasure: 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6×100 pp (25%), 3d6 gems (50%), 3d4 jewellery (50%) and any three magic items (25%)

Dragon Turtle

Frequency:Very rare
No. Encountered:1
Size:Large
Move:90 ft swimming
Armour Class:0
Hit Dice:13
Attacks:3
Damage:2d6/2d6/4d8
Special Attacks:Steam cloud
Special Defences:None
Magic Resistance:Standard
Lair Probability:5%
Intelligence:Very
Alignment:Neutral
Level/XP:10/7,000+18/hp

Dragon turtles are not true dragons, but seem to be a blend of the same kind that produced the owlbear. They do resemble true dragons in that they have a breath weapon: a cloud of steam 60 ft long, 40 ft wide and 40 ft high. The steam does damage equal to the dragon turtle’s remaining hp (save for half damage) to all within the cloud.

A dragon turtle surfacing beneath a vessel will capsize it 90% of the time (even if it is a very large vessel such as a galley).

Treasure: (For a typical individual) 5d6×1,000 cp (25%), 1d100×1,000 sp (40%), 1d4×10,000 ep (40%), 1d6×10,000 gp (55%), 5d10×100 pp (25%), 1d100 gems (50%), 1d4×10 jewellery (50%), 4 magic items plus 1 potion and 1 scroll (15%), 2d4 potions (40%), 1d4 scrolls (50%).

Elemental

Air Earth Fire Water
Frequency:Very rareVery rareVery rareVery rare
No. Encountered:1111
Size:LargeLargeLargeLarge
Move:360 ft flying (AA:VI)60 ft120 ft60 ft; 180 ft swimming
Armour Class:2222
Hit Dice:8, 12, or 168, 12, or 168, 12, or 168, 12, or 16
Attacks:1111
Damage:2d104d83d85d6
Special Attacks:See belowSee belowSee belowSee below
Special Defences:Hit only by +2 or better magic weaponsHit only by +2 or better magic weaponsHit only by +2 or better magic weaponsHit only by +2 or better magic weapons
Magic Resistance:StandardStandardStandardStandard
Lair Probability:NilNilNilNil
Intelligence:LowLowLowLow
Alignment:NeutralNeutralNeutralNeutral
Level/XP:(8 HD) 6/900 + 12/hp(8 HD) 6/900 + 12/hp(8 HD) 6/900 + 12/hp(8 HD) 6/900 + 12/hp
(12 HD) 8/2,000 + 16/hp(12 HD) 8/2,000 + 16/hp(12 HD) 8/2,000 + 16/hp(12 HD) 8/2,000 + 16/hp
(16 HD) 9/3,650 + 20/hp(16 HD) 9/3,650 + 20/hp(16 HD) 9/3,650 + 20/hp(16 HD) 9/3,650 + 20/hp

Air Elementals are creatures from the Elemental Plane of Air, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of billowing clouds of vapour or dust. Whilst they may understand what is said to them, they rarely respond in kind and their language is that of the wind.

Their primary attack form is a stream of air that they use like an invisible limb to strike for 2d20 damage. Its great airborne speed makes it a swift and formidable opponent, especially in aerial combat where it gains +1 to hit and +4 to damage.

Air Elementals may also use a whirlwind attack if so commanded. To do this, the Air Elemental must assume the form of a small cyclone, which takes one turn. Typically, this appears to be 30 ft in diameter at the top and funnels down to 10 ft in diameter at its base; the cone extends 20 ft in height for every 4 HD the elemental possesses. This whirlwind attack lasts for only one round, but any creatures with less than 3 hit dice that find themselves within it are slain; creatures with 3 HD or more take 2d8 damage. Should the cyclone for some reason be unable to reach its full height, only creatures with less than 2HD will suffer immediate death, whilst all others take only 1d8 damage.

Earth Elementals are creatures from the Elemental Plane of Earth, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they seem to be vaguely humanoid mounds of stone, earth, metal and crystal. Whilst they may have a discernible head and face, it is usually devoid of expression and they will not speak, their language being the rumblings of the earth.

What Earth Elementals lack in speed, they make up for in relentless determination and dedication. They pass through rock and earth without hindrance, as they do along the ground, but they cannot travel through the air nor in or over water unless they remain in contact with the earth.

Earth Elementals prefer to fight enemies on the ground and will almost always seek a way to do so, as when they strike opponents who are also in contact with the earth their great limbs strike for 4d8 points of damage; against foes who are not in contact with ground, the Earth Elemental strikes for only 4d6 points of damage.

The power of Earth Elementals against ground built structures and fortifications is truly devastating; they are capable of reducing small structures to rubble in a matter of minutes and even the largest will eventually collapse if the Elemental is free to work against it.

Fire Elementals are creatures from the Elemental Plane of Fire, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of a great flickering sheet of flame, which occasionally seems to have a somewhat humanoid shape. Though they can apparently understand what is said to them, they do not usually respond in kind, their language being heard only in the dull roar of burning fire.

Although Fire Elementals themselves travel at a fairly normal speed, the same cannot be said about the fires they are capable of starting. Indeed, those unlucky enough to be struck by a fiery appendage not only suffer 3d8 points of damage, but any combustible items exposed will be set alight if they fail a saving throw against magical fire, which is subject to a -2 penalty.

Fire Elementals may not travel across or enter non-flammable liquids; they cannot, for instance, cross broad rivers without the aid of a bridge or a similar contrivance, though they can leap narrow streams. Creatures capable of innately controlling or otherwise making use of fire are somewhat resistant to the Fire Elementals, taking only 3d6 points of damage if struck by one.

Water Elementals are creatures from the Elemental Plane of Water, though they may sometimes be found elsewhere. When encountered on the Prime Material Plane, usually as a result of summoning magic, they take the form of a great wave of water or other liquid, constantly in motion, but retaining an almost humanoid shape. Some claim that they have sea green eyes, of a sort, and others that they were able to discern a mouth. Like others of its kind, though, it rarely responds in kind when spoken to, its language being heard only in the crash of waves.

While Water Elementals can fight on land, they prefer to be surrounded by as much liquid as possible, which greatly increases their speed and allows them to effectively disappear from sight whenever they wish. In such an environment they strike opponents with a great watery limb for 5d6 points of damage.

Water Elementals forced to fight on land cannot do so more than sixty yards from the place at which they entered the plane they are currently on, which on the Prime Material Plane is generally the place of summoning. Additionally, when fighting on land they strike opponents for only 5d4 points of damage.

Ships are particularly vulnerable to Water Elementals; they are capable of overturning any vessel with a tonnage equal to or less than their HD and of stopping those with a tonnage equal or less than the Water Elemental’s hp. Ships with a greater tonnage than the Elemental has hp total travel at 1% of their speed for each point by which they exceed it.

Treasure: None (for all elementals).

Ettercap

Frequency:Rare
No. Encountered:1d2
Size:Man-sized
Move:120 ft
Armour Class:6
Hit Dice:5+1
Attacks:3
Damage:1d4/1d4/1d8
Special Attacks:Poison
Special Defences:See below
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Semi-
Alignment:Neutral evil
Level/XP:4/150+5/hp

Ettercaps appear to be humanoid arachnids. Their bite is venomous and they can spin silk from their short, stubby tails like a spider does. An ettercap will use this silk to prepare traps around its lair, such as webs and tripwires, and may use a silk-based weapon such as a lassoo or garrotte.

Treasure: None.

Executioner’s Hood

Frequency:Rare
No. Encountered:1
Size:Small
Move:60 ft
Armour Class:6
Hit Dice:3 to 6 hit dice
Attacks:1
Damage:1d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Semi-
Alignment:Neutral evil
Level/XP:4/250+4/hp

A small, weird monster that may be related to the Lurker Above, the Executioner’s Hood often dwells underground or in ruins. It drops from niches, cracks or anchor-points on the ceiling onto its victim’s head and begins to strangle. If its first attack is successful, the creature will hit automatically each round thereafter, inflicting rolled damage (1d4hp).

Because the Executioner’s Hood actually surrounds its victim’s head, any attack affecting the creature will also affect its victim.

The only known ways to remove an Executioner’s Hood are to kill it or to bathe it in alcohol, which will intoxicate it until it becomes flaccid and helpless.

Treasure: None

Eye of the Deep

Frequency:Very rare
No. Encountered:1
Size:Large
Move:60 ft swimming
Armour Class:5
Hit Dice:11
Attacks:3
Damage:2d4/2d4/1d6
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Very
Alignment:Lawful evil
Level/XP:9/3,000+16/hp

The eye of the deep is globular in shape (about 4 ft in diameter) and has a massive central eye. Two further eyes on stalks sprout from the top of the monster, two huge lobster-like pincers emerge from the side, and it has a gaping maw below. Each eye has a unique power: the central eye can fire a cone 30 ft long and 20 ft in diameter at the base that stuns all within the area of effect for 2d4 rounds (save vs aimed magic items to avoid the effect), while the left and right eyestalks can cast hold monster and hold person respectively, once each per round, at will. The two eyestalks together can cast phantasmal force once per round, at will, if not used to cast hold spells.

Treasure: 2d6×1,000 gp (50%), 1d4×1,000 pp (40%), 4d10 gems (40%), 2d6 jewellery (35%).

Fly, Giant

Blow Fly, Giant Horsefly, Giant
Frequency:RareVery rare
No. Encountered:1d121d6
Size:MediumLarge (9 ft long)
Move:90 ft; 300 ft flying (AA: III)90 ft; 300 ft flying (AA: III)
Armour Class:65
Hit Dice:36
Attacks:11
Damage:1d8+12d6
Special Attacks:See belowSee below
Special Defences:JumpJump
Magic Resistance:StandardStandard
Lair Probability:NilNil
Intelligence:Non-Non-
Alignment:NeutralNeutral
Level/XP:3/40+3/hp4/165+6/hp

Giant flies are more massive than the normal variety of flying insects and thus are Aerial Agility: Level III, though they can hover. They do retain a normal fly’s ability to react quickly and thus they can jump away from an attack in only 1 segment. This jumping defensive move is a backward springing leap which carries the giant fly 30 ft away and does not count as a retreat for purposes of a free attack. Giant flies can also remain airborne at the end of their leap. At the end of its leaping retreat manoeuvre they end up 30 ft away and 10 ft off the ground. This special movement grants a giant fly with initiative the tactical ability to land near a target, bite, then leap away.

Blow Fly, Giant: These flies will rarely attack living prey unless he or she is covered with blood or has open wounds. They are also attracted to sweet food and drink, an abundance of these might garner the attention of this monster. Giant flies are more often encountered wherever there is an abundance of their preferred diet: carrion, rotting food, and malodorous refuse. The bite of a giant blow fly has a 10% chance of infecting the victim with disease. Giant blow flies have a shiny metallic green or blue body covered with coarse black hair. Their large eyes are a dark orange colour.

Horsefly, Giant: This giant insect is even larger than the giant blow fly and far more aggressive. The giant horsefly dines on fresh blood and it will land on any warm-blooded creature is encounters, attempting to draw blood from the target with its bite. The round after a successful biting attack the horsefly inflicts the same amount of damage upon the victim again as it draws blood from the bite wound inflicted on the victim. This process can be halted by either killing or driving the giant horsefly away. Giant horseflies are flat tan and brown in colour, with shiny brown eyes.

Treasure: None (for all giant flies).

Fungi, Violet

Frequency:Rare
No. Encountered:1d4
Size:Small to medium
Move:10 ft
Armour Class:7
Hit Dice:3
Attacks:1d4
Damage:See below
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:3/50+1/hp

Violet fungi looks like shriekers and in fact the two are often found growing together. The plants are usually 4 to 7 ft tall, and each plant has 1d4 branches growing out if it. At 4 ft tall, the fungi will have 1 ft branches. For every foot taller the fungi grows, the branches grow a foot longer. When the fungi detects movement nearby it will wave its branches around releasing its spores. Anyone within 4 ft will have to save vs poison or their exposed flesh will begin to rot within 1 round. Anyone who fails their save will require a cure disease spell.

Treasure: None.

Gargoyle

Frequency:Uncommon
No. Encountered:2d8
Size:Man-sized
Move:90 ft; 150 ft flying (AA:IV)
Armour Class:5
Hit Dice:4+4
Attacks:4
Damage:1d3/1d3/1d6/1d4
Special Attacks:None
Special Defences:+1 or better weapon to hit
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:4/155 + 4/hp

Gargoyles are cruel creatures, 90% likely to attack any living creature they encounter. When attacking a gargoyle will employ two clawed hands, a single horn projecting from the centre of its forehead and a bite. They are usually encountered in ruins and underground caverns.

Treasure: None.

Gelatinous Cube

Frequency:Uncommon
No. Encountered:1
Size:Large (typically 10 ft cube)
Move:60 ft
Armour Class:8
Hit Dice:4
Attacks:1
Damage:2d4
Special Attacks:Paralysing touch, surprise on a 1-3
Special Defences:See below
Magic Resistance:Normal
Lair Probability:Nil (no lair)
Intelligence:Non-
Alignment:Neutral
Level/XP:3/150 + 4/hp

Gelatinous cubes are dungeon scavengers. They move slowly through corridors and rooms, absorbing carrion, fungi, algae and other nutrients from the surfaces they touch.

Being silent and virtually transparent, gelatinous cubes have a higher-than-usual chance to surprise (1-3 on 1d6).

Gelatinous cubes can only digest organic material, and they will sometimes sweep up inorganic substances (including metal items such as coins, glass or ceramic items such as potion bottles, etc.). These incidental items are sometimes kept in the body of the 'Cube for many days before being ejected. Such items form the creature’s treasure.

The touch of a gelatinous cube causes paralysis for 3d6+2 rounds (a saving throw vs paralysation is permitted to avoid this effect).

Gelatinous cubes are immune to electricity, fear, sleep, hold, paralysis, and polymorph. Cold based attacks slow them (as the spell) and inflict a maximum of 1d4 damage, unless they save in which case the cold based attack will have no effect. They have standard resistance to other forms of magic such as fire.

Treasure: Incidental; see creature description.

Genie

Frequency:Very rare
No. Encountered:1
Size:Large
Move:90 ft; 240 ft flying (AA:VI)
Armour Class:4
Hit Dice:7 +3
Attacks:1
Damage:2d8
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Average to high
Alignment:Chaotic good
Level/XP:5/350 + 8/hp

Genies come from the Elemental Plane of Air and are quite magical. They can travel the elemental planes and the Astral Plane, as well as the Prime Material. If subdued they can be enslaved for 1,001 days. Once their service has expired they are free and may not become enslaved again by the same creature.

Genies can perform any of the following abilities once per day: create food for up to 12 people; create water or wine for up to 12 people; create up to 16 cubic ft of cloth, 9 cubic ft of wood, or 100 lbs of metal (the metal is not permanent and will disappear within a day); create an illusion with both sight and sound that will act on its own without being controlled. The illusion will last until it is dispelled or touched. Genies can become invisible or gaseous at will. They can also walk on the wind. Genies can assume the form of a whirlwind 7 ft tall, 3 ft across at the top, and 1 ft across at the bottom. This lasts for an entire round and does 2d6 hit points of damage to all creatures caught in its path. Any creature with less then 2 hit dice are killed instantly. If any air-based attack is performed on the genie, it will be at -1 to hit and -1 to damage.

A genie can carry up to 600 lbs without tiring, either flying or walking. A genie is able to carry double the weight on foot but only for about thirty minutes. A genie will require an hour’s rest for every 30 minutes of carrying.

A noble genie has 10d8 hit dice, does 3d8 damage, and their whirlwind does 3d6 damage. Besides their normal abilities a noble genie is also able to grant three wishes. If subdued a noble genie need only grant three wishes to be released from service.

Genies have their own language but they also have a limited form of telepathy that enables them to communicate with any intelligent creature.

Treasure: None.

Gorgon

Frequency:Rare
No. Encountered:1d4
Size:Large
Move:120 ft
Armour Class:2
Hit Dice:8
Attacks:1
Damage:2d6
Special Attacks:Petrifying breath
Special Defences:None
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Animal
Alignment:Neutral
Level/XP:7/1,500 + 10/hp

Like giant bulls with thick metal scales, gorgons are magical creatures capable of breathing a cloud of petrifying gas in a cone 60 ft long and 10 ft in radius at the base up to 3 times per day. They will usually (85%) use this attack form in preference to hitting with their horns.

Treasure: (In lair only) 1d8×1,000 cp (10%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d10 gems (15%), 1d8 jewellery (10%), any four magic items (25%).

Grey Ooze

Frequency:Rare
No. Encountered:1d3
Size:Medium to large
Move:10 ft
Armour Class:8
Hit Dice:3+3
Attacks:1
Damage:2d8
Special Attacks:See below
Special Defences:See below
Magic Resistance:See below
Lair Probability:Nil
Intelligence:Animal
Alignment:Neutral
Level/XP:4/75 + 3/hp

Grey ooze is indistinguishable from wet stone until it attacks. It will form tentacles that lash out at any who pass. It is corrosive and will eat through chain in 1 round, 2 rounds to eat through plate. It will not damage wood or stone. Magic involving heat or cold does not harm grey ooze but lightning will. Grey ooze also takes full damage from normal weapons, but if the weapon is made of metal it too will begin to dissolve.

As it matures grey ooze gets larger. Specimens over 20hp can be as large as 36 sq ft. While they cover a huge area they are never more then a few inches deep. At larger sizes they begin to form a kind of consciousness.

Treasure: None.

Griffon

Frequency:Uncommon
No. Encountered:2d6
Size:Large
Move:120 ft; 300 ft flying (AA:IV)
Armour Class:3
Hit Dice:7
Attacks:3
Damage:1d4/1d4/2d8
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Semi-
Alignment:Neutral
Level/XP:7/225 + 8/hp

Griffons build nests on cliff faces and rocky outcrops. Where possible they even have been known to build nests inside shallow caves. Horses are their favourite meal and being the fearsome hunters they are, griffons will usually attack their prey on sight.

Hatchlings are particularly valuable as they can be trained as mounts. This takes time, effort, and money. The training takes years and must begin early in a griffon’s life. Once the griffon reaches maturity there is no chance of training it.

When ridden by a creature weighing more than 100 lbs, a griffon’s aerial agility decreases to III.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), 2 magic items (10%), 2d4 potions (40%)

Harpy

Frequency:Rare
No. Encountered:2d6
Size:Medium
Move:60 ft; 150 ft flying (AA:IV)
Armour Class:7
Hit Dice:3
Attacks:3
Damage:1d3/1d3/1d6
Special Attacks:Singing and charm
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:3/50 + 3/hp

These nasty creatures are part vulture and part woman. They emit a pleasant-sounding call and all who hear it must save vs magic or be drawn to the source. Once there, the touch of a harpy will charm the victim unless they save vs magic. When the victim is helpless, the harpies will torture, kill, and consume her prey. In combat a harpy attacks with her clawed feet and, usually, some kind of club as a melee weapon. Most harpies speak only their own language.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%).

Hell Hound

Frequency:Very rare
No. Encountered:2d4
Size:Medium
Move:120 ft
Armour Class:4
Hit Dice:4 to 7
Attacks:1
Damage:1d10
Special Attacks:Breathe fire
Special Defences:See below
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Low
Alignment:Lawful evil
Level/XP:(4 HD) 4/75 + 4/hp
(5 HD) 5/110 + 5/hp
(5 HD) 6/160 + 6/hp
(7 HD) 7/225 + 8/hp

Hell hounds are not native to the material plane; they are brought here by others to serve as guard dogs. These beasts have their normal bite but they can also breath fire up to 10 ft. Their breath’s damage equals in hit points their hit dice. Thus a 6 hit dice hell hound breathes fire that does 6hp damage, unless the opponent saves vs breath weapons for half damage.

Because hell hounds can move so quietly they surprise on a roll of 1-4. They can only be surprised on a roll of 1 due to their own sharp senses. Their own vision is so sharp that 50% of the time they can spot hidden or invisible creatures. These fiendish dogs are dark reddish in colour with glowing red eyes and black mouths.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), 2 magic items (10%)

Hippogriff

Frequency:Rare
No. Encountered:2d8
Size:Large
Move:180 ft; 360 ft flying (AA:IV)
Armour Class:5
Hit Dice:3 +3
Attacks:3
Damage:1d6/1d6/1d10
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Semi-
Alignment:Neutral
Level/XP:4/150 + 3/hp

Hippogriffs can only be found in remote locations far from civilisation. They make their nests on rocky outcrops and cliff faces. Even though hippogriffs are omnivorous they do not mix well other winged beasts. If encountered near its nest, a hippogriff will fight ferociously to defend itself and its young. Eggs and hatchlings bring a high price from those wishing to train them as mounts.

When ridden by a creature weighing more than 100 lbs, a hippogriff’s aerial agility rating decreases to III.

Treasure: 5d4 gems (50%)

Homonculus

Frequency:Very rare
No. Encountered:1
Size:Small (18 in)
Move:60 ft; 180 ft flying (AA:V)
Armour Class:6
Hit Dice:2
Attacks:1
Damage:1d3
Special Attacks:Bite causes sleep
Special Defences:See below
Magic Resistance:See below
Lair Probability:Nil
Intelligence:See below
Alignment:See below
Level/XP:2/81 + 2/hp

A homonculus is a small construct that is vaguely humanoid in form, stands about 18 in tall, and has bat-like wings with a 24 in wingspan. Homonculi have greenish reptilian skin, a bat-like head and ears, and a mouth full of needle sharp teeth. The bite of a homonculus is venomous and causes a comatose state for 1d6 × 5 (5-30) minutes unless the victim saves vs magic to negate. A homonculus is a reflection of its magic user creator and therefore rolls saves at whatever level its owner makes his saving throws. Magical defences in effect upon the owner, resist fire or bless for example, also protect the homonculus.

Similarly, its alignment is the same as its creator’s alignment. A homonculus cannot speak, but knows what its creator knows, and can communicate what it sees and hears to its creator via a limited form of telepathy up to 500 ft away. A homonculus will never willingly exceed the maximum communication range. The homonculus is completely under control of its creator, who need not concentrate on control to maintain it. This means the homonculus can be given a specific goal, which it will then plan to achieve, carrying out its orders without further attention from its creator.

Homonculi make excellent messengers, scouts, or spies. A homonculus can either walk upright like a human or fly, as need dictates. It is very quick and agile in combat, darting in and out of melee to deliver its venomous bite. Killing a homonculus deals an immediate 2d10 points of damage to its master. If the owner of the homonculus dies, the homonculus immediately disappears in a puff of smoke. Since Homonculi are constructs and not natural creatures they are never encountered in the wild.

Homonculi are created in a process involving both the spell-caster and the services of an alchemist. The alchemist will require 1d4 × 500 (500-2,000) gold pieces, a pint of the magic user’s blood, and 1d4 weeks to prepare the base mixture of fluids which will form the creature. Within 24 hours of the alchemist completing the mixture process the magic user must cast the following spells upon the fluid, in order: mending, mirror image, and wizard eye. The spells must be cast by the person who gave the blood for the basic mixture (though scrolls may be used). Failure to cast the spells within 24 hours or casting the required spells out of order ruins that mixture and the whole process and all costs must be repeated. Upon completion of the wizard eye spell the fluid coalesces into a ready-to-use homonculus.

Treasure: None.

Hydra

Frequency:Uncommon
No. Encountered:1
Size:Large
Move:90 ft
Armour Class:5
Hit Dice:5 to 16
Attacks:5 to 16
Damage:1d6,1d8, 1d10 or 1d12 based on size
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Semi-
Alignment:Neutral
Level/XP:5/110 + 5/hp up to 9/5,000 + 20/hp

A hydra is a multi-headed reptilian monster that lives in damp, dark places like swamps, bogs, or marshes. Sometimes they are found underground if the lair is sufficiently dank and wet.

Hydras have reptilian bodies, four legs, a tail and 1d12+4 heads. Each head counts as 1 hit die and has 8 full hit points, so a 10 headed hydra will have 10 hit die and 80 hp. Each head can attack independently or up to four heads can attack a single target. The damage a hydra does is based on the number of heads. A hydra with 5 or 6 heads is considered small and does 1d6 points of damage. One with 7 to 10 heads is considered medium and does 1d8 points of damage. One with 11 or 12 heads is considered large and does 1d10 points of damage, and one with 13 to 16 heads is considered huge and does 1d12 damage.

The colouration of a hydra ranges from light brown to an almost blackish brown with a yellow or tan underbelly. Their eyes range from yellow to orange.

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 p (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour or misc. weapon (10%)

Invisible Stalker

Frequency:Very rare
No. Encountered:1
Size:Large (8 ft tall)
Move:120 ft
Armour Class:3
Hit Dice:8
Attacks:1
Damage:2d8
Special Attacks:Surprise on 1-5
Special Defences:Invisibility
Magic Resistance:30%
Lair Probability:Nil
Intelligence:High
Alignment:Neutral
Level/XP:7/1,100 + 10/hp

A denizen of the Elemental Plane of Air, an invisible stalker encountered on the Prime Material Plane has been conjured and bound to service by a magic user. The summoning mage retains command of the creature until it either fulfills the mission which it was summoned to perform or it is killed.

While on the Prime Material Plane invisible stalkers can only be viewed by magical means (e.g. gem of seeing, true seeing, detect invisibility); otherwise anyone attacking an invisible stalker suffers a -2 penalty “to hit”. An invisible stalker cannot be killed on this plane. Reducing it to zero hit points merely banishes it back to its home plane for a period of 1 year plus 1 day.

Invisible stalkers are useful, if dangerous, servants. Once given a mission they will relentlessly pursue their goal, motivated more by a dislike of forced service and a desire to return to their home plane than by any sense of devotion to their summoner. Invisible stalkers are faultless trackers across any surface or distance and, if ordered to kill their prey, will attack without checking morale until either they or their target is dead. As implied above, invisible stalkers are not willing servants but will not normally begrudge performing a simple task of short duration for the summoner.

More complicated tasks or tasks of duration longer than a week will anger the invisible stalker and may lead it to attempt to pervert the wording of its commands without directly violating them. If ordered to guard the summoner’s treasure in perpetuity, for instance, the invisible stalker might remove every last copper piece of the summoner’s treasure to a secret vault located within the invisible stalker’s lair on the Elemental Plane of Air, where the ’stalker could easily keep watch over it.

If the GM feels the invisible stalker’s service too onerous or complicated, he or she should assign a cumulative 1% per day chance of the ’stalker wearying of its task and attempting to twist the meaning its orders. A clever summoner might be able to word his or her orders in such a way as to make its meaning airtight and clear. In this case the ’stalker must continue to serve until its duties are discharged.

Invisible stalkers can understand the common tongue of the Prime Material Plane, the language of the Elemental Plane of Air, and their own language. They will speak no tongue but their own.

Treasure: None.

Jackalwere

Frequency:Rare
No. Encountered:1d4
Size:Small (medium)
Move:120 ft
Armour Class:4
Hit Dice:4
Attacks:1
Damage:2d8 or by weapon
Special Attacks:Gaze causes sleep
Special Defences:Iron or +1 weapon to hit
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Very
Alignment:Chaotic evil
Level/XP:4/75+4/hp

A jackalwere is a malevolent beast who can assume human form (and hence not a lycanthrope, since lycanthropes are men who can assume animal form). They will mingle with people, choosing easy targets to victimise. Living for the thrill of murder, many times they will consume the remains of their prey. Often they steal the victims’ possessions, assume their identities, and go on to the next town. A jackalwere often uses their gaze attack, those who fail their save vs spell will fall into a deep sleep, to immobilise their prey. During melee a jackalwere will most often attack with a weapon. These foul beasts are immune to normal weapons, they must be attacked with iron or magical weapons. Jackalweres sometimes prefer the company of normal jackals and rarely can be found living among them.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%)

Kraken

Frequency:Very rare
No. Encountered:1
Size:Large
Move:210 ft swimming
Armour Class:5/0
Hit Dice:20
Attacks:9
Damage:2d6(x8)/5d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:75%
Intelligence:Genius
Alignment:Neutral evil
Level/XP:10/17,500+30/hp

It is rumoured kraken once lived in shallower coastal waters and had armies of slaves who worshipped them. For some reason they were forced to retreat to the deepest depths of the oceans. In the darkness they grew larger and more powerful. They excavated huge labyrinths in the sea floor. Now they prey on ships for food and slaves which they drag down to their watery dungeons. A kraken will attack a ship in the same way a giant squid does, by anchoring itself with 2 arms and attacking with the other 8. If the kraken wraps 6 tentacles around a ship and squeezes for 3 consecutive rounds, it will cause enough damage to sink the ship.

A kraken’s body is protected by a tough shell (AC 0), but its tentacles and head are more vulnerable (AC 5). Two tentacles are covered with barbs and do 2d6 damage. The other 6 tentacles hit for 2d4 damage. With each successful hit the kraken grabs its victim and holds it. With each successive round the tentacle does an additional 3d4 crushing damage. The kraken’s sharp beak bites for 5d4 damage. Once held, the only way to get free is to sever the tentacle by causing 16 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 kraken 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 80 ft deep by 80 ft wide by 120 ft long. A kraken’s ink is poisonous and will cause 1d4 points of damage per round until the ink dissipates. The ink lasts for about 5 rounds.

They also have following spell-like abilities. A kraken is able to create a sphere of airy water 240 ft across once per day, create faerie fire for 8 hours, control temperature (40 ft), control winds, and weather summoning once each per day. Three times a day they can cast animal (fish) summoning III which gives them the ability to summon the fish but not control them.

Treasure: 12d4×1,000 gp (50%), 1d8×1,000 pp (50%), 9d6 gems (55%), 2d10 jewellery (45%), 4 magic items + 1d6 scrolls + 2d4 potions (50%)

Lamia

Frequency:Very rare
No. Encountered:1
Size:Medium
Move:240 ft
Armour Class:3
Hit Dice:9
Attacks:1
Damage:1d4
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:60%
Intelligence:High
Alignment:Chaotic evil
Level/XP:7/1,500 + 12/hp

Lamiai like to live in deserted towns, ruins, and other desolate places. These creatures have the upper body of a woman and the lower half of an animal.

Typically a lamia is armed with a dagger, but these are really just tools. Lamiai are able to cast these spells once per day: charm person, mirror image, suggestion, and illusion (like the wand). They use these spells to lure their victims and then hold them. The touch of a lamia permanently drains a single point of wisdom; once their victim’s wisdom falls below 3 they will do as the lamia instructs. The lamiai like to drain their victims’ blood, then devour their flesh. They speak the common language.

Treasure: 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item + 1 potion (15%)

Lammasu

Frequency:Rare
No. Encountered:1d8
Size:Large
Move:120 ft; 240 ft flying (AA:III)
Armour Class:6
Hit Dice:7+7
Attacks:2
Damage:1d6+1/1d6+1
Special Attacks:See below
Special Defences:See below
Magic Resistance:30%
Lair Probability:25%
Intelligence:Genius
Alignment:Lawful good
Level/XP:8/875+10/hp

Champions of all that is good and just, lammasu have quadrupedal bodies the size and shape of the largest of lions, fully-functional feathered wings, and a human head bearing the kindly visage of a bearded wise man. Lammasu are the guardians and protectors of all lawful good persons and have a friendly disposition to all good aligned creatures they encounter. Lammasu tend to lair in warm climates but travel widely and can thus be encountered anywhere.

Lammasu prefer to advise and support the forces of good if at all possible but are formidable opponents in battle. In fact, it is almost impossible to press a lammasu into combat against its will due to its ability to dimension door and become invisible at will. In combat lammasu claw with their two powerful front legs for 1d6+1 points of damage apiece, and they also defend themselves with a variety of spells and spell-like abilities.

Lammasu are constantly surrounded by an extra strength protection from evil, 10 ft radius (-2 to attack, +2 on saving throws from attacking evil creatures) and can cast cleric spells of up to 4th level as an 8th level cleric does. Spell list: 4—1st level, 3—2nd level, 2—3rd level, 1—4th level. Lammasu cast cure light wounds and cure serious wounds at double normal efficacy (2d8 hp and 4d8+2 hp respectively). 20% of these creatures can also speak a holy word at will.

When flying, they can use their claw attacks if forced into battle. They are difficult to hit in return because they can dimension door at any time away from an flying opponent’s path of attack.

Lammasu can communicate in their own tongue, the alignment language of Lawful Good creatures, and also through telepathy.

Treasure: 2d4×1,000 gp (45%), 1d8×100pp (60%), 4d8 gems (50%), 2d6 jewellery (40%), 2d4 potions (40%), 1 misc magic (20%).

Leech, Giant

Frequency:Uncommon
No. Encountered:4d4
Size:Small
Move:30 ft
Armour Class:9
Hit Dice:1-4 HD
Attacks:1
Damage:1d4 (1 HD), 1d6 (2-3 HD) or 1d8 (4 HD)
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil (no lair)
Intelligence:Non-
Alignment:Neutral
Level/XP:2/50 + 3/hp

Giant leeches inhabit warmer, fresh water. If a giant leech successfully hits a character, it drains hp equal to its Hit Dice each round automatically thereafter (so a 4 HD leech drains 4hp per round). A character bitten by a giant leech must save vs poison or suffer a disease that will be fatal in 1d6 weeks.

Treasure: None.

Lizard, Giant

Fire Giant Monitor Cave
Frequency:Very rareUncommonRareUncommon
No. Encountered:1d42d61d61d6
Size:Large (30 ft long)Large (20 ft long)Large (40 ft long)Large (20 ft long)
Move:90 ft150 ft60 ft120 ft
Armour Class:3555
Hit Dice:103 + 186
Attacks:3131
Damage:1d8/1d8/2d81d8+12d6/2d6/3d62d6
Special Attacks:See belowSee belowSee belowSee below
Special Defences:See belowNilNilNil
Magic Resistance:StandardStandardStandardStandard
Lair Probability:40%NilNilNil
Intelligence:AnimalNon-Non-Non-
Alignment:NeutralNeutralNeutralNeutral
Level/XP:7/1,500+14/hp3/120+4/hp6/925+10/hp7/375+6/hp

Fire Lizards are also known as false dragons and are thought to be an evolutionary dead-end on the dragon family tree. These giant lizards have a tough scaled hide very similar to a dragon but lacking the long life, wings, and horns of their fire-breathing cousins. Colouration tends to be a rather neutral grey with patches of a dark brownish red on the dorsal surface, and a lighter red on the ventral surface. Fire lizards darken in colour as they age. Curiously, red dragons avoid confrontation with fire lizards and will not even lair in the same area fire lizards frequent.

False dragons are normally slow-moving creatures and spend 50% their time sleeping in their subterranean lairs. When they emerge every two weeks or so to feed, however, they are aggressive foes.

In combat a fire lizard will attack with two raking attacks from its front legs followed by a bite attack. It also has a breath weapon it can use at will, a cone shaped gout of flame 10 ft wide at the terminus with a range of 150 ft, causing 2d6 points of damage. A saving throw vs breath weapons is allowed for half damage.

Fire lizards have an affinity for shiny objects and their lairs tend be littered with coins and gems. A lair also has a 15% chance of containing 1d6 eggs, but the fire lizard is largely indifferent as to their fate. The first hatchling will generally eat the others as they emerge. A fire lizard egg can fetch as much as 5,000 gp from an interested party.

Treasure: None carried. In lair: 1d8×1,000 cp (45%), 1d6×1,000 sp (30%), 1d6×1,000 ep (25%), 1d4×1,000 gp (33%), 1d4×100 pp (10%), 2d4 gems (30%), 1d6 jewellery (20%), Magic Sword/Armour/Weapon (12%), 2d4 potions (50%), 1d6 scrolls (40%).

Giant Lizards dwell in marshy or swampy areas. On a hit of 20 a giant lizard has grabbed its opponent firmly in its powerful jaws and will cause double damage that round. Giant lizards are otherwise unremarkable beasts.

Treasure: None.

Monitor Lizards (also known as Komodo lizards, though none can remember why) are aggressive carnivores found in warm regions. Their colouration tends toward dark grey and black and they have longer snouts and longer, sharper teeth than other types of giant lizards. Monitor lizards move slowly but can lunge rather suddenly, surprising their prey on a 1d4. On a hit of 20, in addition to the damage the attack causes, the monitor has seized its opponent in its toothy maw and the unfortunate victim is subjected to an automatic attack the following round.

Treasure: In lair: 4d6 cp (90%), 3d6 sp (80%), 3d6 ep (70%), 2d6 gp (60%), 1d6 pp (50%), 2d6 gems (40%), 1d2 magic items (10%).

Cave Lizards dwell in underground settings such as caverns and dungeons. A cave lizard’s colouration allows it to blend with its surroundings and the cave lizard is capable of running on the walls or even on the ceiling at its full movement rate. On a natural hit of 20 its jaws have clamped onto its prey, causing double damage on that attack. In combat a cave lizard will attempt to drag a clamped victim to its lair and devour it.

Treasure: In lair: 1d4×1,000 cp (30%), 2d4×1,000 sp (40%), 1d3×1,000 ep (25%), 1d4 gems (50%).

Locathah

Frequency:Rare
No. Encountered:20d10
Size:Man-sized
Move:120 ft
Armour Class:6
Hit Dice:2
Attacks:1
Damage:By weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Very
Alignment:Neutral
Level/XP:2/30 + 1/hp

Locathah are aquatic nomads who make their home in the warm, shallow, salt waters of seas and oceans. They roam the area around their lair, hunting and gathering food. They are rather distrustful of strangers, even strangers of their own species.

Locathah troops are organised into companies of 40 warriors, led by a war-chief with 22 hit points who fights as a 5th level fighter. The war-chief is assisted by 4 sub-chiefs with 15 hp who fight as 3rd level fighters. Any group of 4 or more companies (120 warriors) will be led by a full chief with 30 hp who fights as a 6th level fighter. The chief will be protected by his honour guard of 12 warriors who fight as sub-chiefs. There is a 5% chance a sub-chief or war-chief will be carrying a magic weapon of the appropriate type and a 10% a full chief will have one.

Locathah troops ride giant eels (q.v.) into battle and these mounts will also fight. Locathah troops typically have a roughly equal chance to be armed with: lance, trident, spear gun and dagger, or, net and dagger. Spear guns are treated as light crossbows with a 20 ft range underwater and as a normal light crossbow if used on the surface.

These nomads lair in undersea rocks very much like human fortifications, and will often alter the rock face to a distinctive fortress-like appearance. The locathah will hollow the rock into rooms, chambers, and passages as needed and doors are typically quite sturdy and well guarded either by moray eels or trapped air bubbles containing Portuguese man-o-wars.

Description: Locathah are man-sized humanoids covered in scales. They have large, fish-like black eyes and large fan-shaped finned ears. Locathah colouration is greenish-yellow, lightening to a pale yellow on their ventral surfaces and darkening toward the crest, which runs from the top of their head to the base of the stubby tails. Locathah can leave the water for short periods (2d10 minutes) of time but are loath to do so.

Treasure: None carried. In lair: 1d4×1,000 cp (30%), 1d6×1,000 sp (20%), 1d8×1,000 ep (30%), 1d10×1,000 gp (40%), 1d6×100 pp (25%), 3d12 gems (65%), 4d10 jewellery (50%), 3 random magic sword/armour/misc. Item (33%).

Lurker Above

Frequency:Rare
No. Encountered:1
Size:Large
Move:10 ft; 90 ft flying (AA:I)
Armour Class:6
Hit Dice:10
Attacks:1
Damage:1d6
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:95%
Intelligence:Non-
Alignment:Neutral
Level/XP:7/1,500+4/hp

Lurkers are dangerous creatures that wait in high places for prey to pass beneath them; in shape they are said to resemble manta rays, but have such colouration and form that they can become almost indistinguishable from the stone of the caverns in which they dwell.

It is very difficult to spot Lurkers ahead of time. Perhaps as few as one in ten are observed, even after considerable effort is made to discover them. As long as they remain undiscovered, they have a +4 bonus to their chance of surprise, attacking by dropping onto a creature. Lurkers that successfully engulf their victim automatically cause 1d6 points of damage from constriction every round and will cause suffocation within 2-5 minutes. Those engulfed may only use short weapons against their attacker and are not in a position to draw additional arms. Lurkers continue to attack until slain and are very difficult to escape.

Treasure: 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6 gems (25%), 1d3 jewellery (25%) and any two Magic Items (10%).

Manticore

Frequency:Uncommon
No. Encountered:1d4
Size:Large
Move:120 ft; 180 ft flying (AA:II)
Armour Class:4
Hit Dice:6+3
Attacks:3
Damage:1d3/1d3/1d8
Special Attacks:Tail spikes
Special Defences:None
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Low
Alignment:Lawful evil
Level/XP:6/525 + 8/hp

Dark, dank caves or desolate underground caverns are the favoured lair of the manticore. These fearsome beasts are maneaters. Their favourite tactic is to launch 6 iron spikes from their tail that act like crossbow bolts. They can do this up to 4 times before they run out. Once they have their prey in a weakened condition they use their claws to finish the job.

A manticore has a lion’s body with a human head and bat-like wings. Its tail is thick and club-like at the end, and bristles with iron spikes.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems, 1d8 jewellery, 3 misc. magic and 1 scroll (25%)

Medusa

Frequency:Rare
No. Encountered:1d3
Size:Medium
Move:90 ft
Armour Class:5
Hit Dice:6+1
Attacks:1
Damage:1d6
Special Attacks:Poison, petrifaction
Special Defences:None
Magic Resistance:Normal
Lair Probability:50%
Intelligence:Very to High
Alignment:Neutral evil
Level/XP:5/750+6/hp

Medusæ resemble the similarly-named monster from Greek myth. They can bite with their snaky hair, inflicting the damage noted, in which case their target must save vs poison or die, but their more feared attack mode is their gaze, which petrifies any creature that looks into their eyes. The creature may attempt a save vs petrifaction to avoid this. One of the most effective weapons against a medusa is a mirror, for a medusa that sees her own reflection may be petrified herself if she fails her save.

A character attempting to fight a medusa without looking at her must accept a penalty of -4 on his or her “to hit” rolls.

Note that a medusa’s gaze extends into nearby planes of existence, such as the ætheral or astral planes, and has full effect there.

Treasure: 1d6×1,000 sp (30%), 1d2×1,000 ep (25%), 2d6×1,000 gp (70%), 10d4 gems (50%), 1 misc magic + 1 potion (60%)

Mephit

Fire Lava Smoke Steam
Frequency:Very rareVery rareVery rareVery rare
No. Encountered:1111
Size:Man-sized (5 ft tall)Man-sized (5 ft tall)Man-sized (5 ft tall)Man-sized (5 ft tall)
Move:120 ft; 240 ft flying (AA: IV)120 ft; 240 ft flying (AA level IV)120 ft; 240 ft flying (AA: IV)120 ft; 240 ft flying (AA: IV)
Armour Class:5647
Hit Dice:3+1333+3
Attacks:2222
Damage:1d3/1d3See below1d2/1d21d4/1d4
Special Attacks:Breath weaponBreath weaponBreath weaponBreath weapon
Special Defences:See belowSee belowSee belowSee below
Magic Resistance:StandardStandardStandardStandard
Lair Probability:NilNilNilNil
Intelligence:AverageAverageAverageAverage
Alignment:Any evilAny evilAny evilAny evil
Level/XP:3/155 + 4/hp3/110 + 3/hp3/100 + 3/hp3/170 + 4/hp

Mephits are the varlets, lackeys, messengers, errand runners, and fetchers of the Lower Planes. They can be found in any of the evilly-aligned lower planes and will be serving the various demons, devils, evil elemental gods, or any extra-planar creature of dark purpose and evil intent. Their exact origins and home plane are not known; even the mephits themselves do not know for certain. This entry lists the known types of mephits, but dark rumours persist of other types more dangerous than these.

Mephits share various common characteristics. They are all about 5 ft tall, bat-winged, with sharp fangs. Mephits speak their own language shared by all the different types of mephits, their alignment tongue, and usually speak the common tongue of whatever lower plane they happen to call home. Mephits are mischievous and have a malignant sense of humour, finding joy in the pain of others. Mephits love to dress in outlandish clothing, choosing colours and designs that clash and draw attention. They are often found smoking an infernal cigar that gives off an offensive odour. Mephits love to strut about as they smoke, shrieking in shrill voices in their harsh tongue.

Fire Mephit: These creatures are a dull red colour with spots of black on the dorsal surfaces and a slightly lighter red on the ventral surface. Fire mephits are wreathed with tiny wisps of flame and touching one bare-handed will cause 1 point of damage. In combat mephits attack with two claws and a breath weapon. Though damage for claw attacks is listed as 1d3 points apiece, an additional 1 point of heat damage is also inflicted upon non fire-resistant opponents for a total of 2-4 points of damage per claw.

The fire mephit’s breath weapon has two modes: a jet of flame 15 ft long and 1 in wide, or a blanket of flame 5 ft square. The jet is directed against a single target and always hits, causing 1d8+1 hp; a saving throw vs breath weapons is allowed for half damage. The blanket of flame causes 4 points of damage to each victim in the area of effect, no saving throw allowed.

Fire mephits also have spell-like abilities and are able to cast magic missile (two missiles) and heat metal once each per day. The fire mephit may also gate in a mephit ally, type determined randomly, once per hour with a 33% chance of success.

Lava Mephit: These mephits are red in colour and sweat droplets of molten lava. As a result, the lava mephit is so hot it can be sensed up to 30 ft away. Touching one without protection results in 1d8 points of damage.

In combat lava mephits claw for 1 point of damage, plus the 1d8 points of heat damage to any opponent not protected against fire or heat damage. Every 3 rounds lava mephits can spit a blob of molten lava as a breath weapon, up to 8 times before recharging (see below). The projectile has a 10 ft range, always hits the mephit’s target, and inflicts 1d6 hp with no saving throw.

When in contact with molten lava the lava mephit can regenerate 2 hp per round, but if killed it cannot regenerate back to life as a troll does. Contact with lava also allows the mephit to recharge its breath weapon.

The touch of a lava mephit dissolves metal rather quickly, destroying plate mail armour in 3 melee rounds. Wood is dissolves a little more slowly, about an inch per hour of contact. The lava mephit can shape change into a pool of lava but doing so will not recharge the mephit’s breath weapon or allow it to regenerate. Lava mephits can gate in 1d2 mephits once per hour with a 25% chance of success. There is an equal chance of gating in any type of mephit but if two are gated they will be the same type.

Smoke Mephit: This type of mephit is black in colour and constantly emits smoke from its body. When encountered on the Prime Material Plane this mephit will rarely stray from dark or smoky areas except in great need.

In combat, these mephits strike with two claws for 1d2 points of damage and may employ their breath weapon every other round. The smoke mephit’s breath weapon is a ball of oily smoke that automatically strikes its target, with a range of 20 ft and dealing 1d4 hp, no save allowed. In addition to the hit point damage, the victim is blinded for 1d2 rounds. There is no limit to the number of times a smoke mephit may use its breath weapon.

Smoke mephits also have the spell-like abilities once each per day of invisibility and dancing lights. Smoke mephits can also gate in 1d2 mephits once per hour with a 25% chance of success. There is an equal chance of gating in any type of mephit but if two are gated they will be the same type.

If slain, the smoke mephit emits a burst of flash-fire which inflicts 1 point of damage to everyone with 10 ft, no saving throw allowed.

Steam Mephit: These mephits are grey and constantly sweat hot water in profuse amounts, leaving puddles of hot water behind them as they travel. Touching a steam mephit will cause 1 point of damage to unprotected skin and has a 50% chance of stunning the victim for 1 melee round.

In battle, a steam mephit will attack with two claws for 1d4 points of damage each. The steam mephit has a breath weapon of scalding water that will automatically hit any target within 20 ft for 1d3 points of damage and having a 50% chance of stunning the target, no saving throw allowed. The mephit can use this breath weapon every other round an unlimited number of times.

The steam mephit also has several spell-like abilities. Once per day it can rain boiling water in 40 × 40 ft square area of effect for 2d6 hp to each target in the affected area, no saving throw. Once per hour the steam mephit can contaminate water (as the reverse of the purify water spell). Once per hour the steam mephit can attempt to gate, with a 30% chance of success, 1d2 mephits. There is an equal chance of gating in any of the four types of mephits but if 2 appear they will both be the same type.

Treasure: 3d12pp per individual (for all mephits).

Merman

Frequency:Uncommon
No. Encountered:20d10
Size:Man-sized
Move:10 ft; 180 ft swimming
Armour Class:7
Hit Dice:1+1
Attacks:1
Damage:By weapon
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Average
Alignment:Neutral
Level/XP:2/30 + 1/hp

Mermen, or more properly "merfolk" according to the sages, are the inhabitants of oceans and seas in the warmer areas of the world being particularly fond of tropical seas. Mermen are much like rural humans, farming and harvesting vegetation on the ocean floor and hunting in the area around their settlements; they hunt for fish and other sea-going creatures. Merfolk have been known to herd certain fish, keeping them corralled in large, spherical netted seaweed pens in much the same way their human counterparts will herd cattle.

Merfolk tend to congregate in small communities, establishing their dwellings in reefs or underwater cliffs and tunnelling many rooms and passages into these natural structures. Rarely, mermen will construct dwellings of natural materials such as seashells, coral, rocks, and materials scavenged from sunken sailing vessels. The community will consist of roughly equal numbers of mermen, mermaids (as the female of the species is called), and younglings. These communities, no matter the location, will correspond to a human agricultural type community in many respects: there will be workshops, residences, pens for the food fish, and storage areas for the harvested sea vegetation. Merfolk communities are guarded by 3d6 giant gar (q.v.), bred and trained by the mermen for this purpose. Merfolk rarely venture from the ocean but can sometimes be spotted sunning themselves on coastal rocks in isolated areas.

In battle, half the merman troops encountered will be armed with dagger and trident. The remainder of the forces will be evenly split between crossbow and dagger; or net, javelin, and dagger. Mermen crossbows are identical in function to the sahuagin crossbow (see monster listing: sahuagin). If the mermen encountered are seeking to capture a surface ship (see below) 25% of the trident-armed troops will also be equipped with grapples that have 50 ft of line attached.

Though mermen tend to avoid humans under most circumstances, they have been known to attack and sink surface vessels to plunder them. Grappling hook-equipped mermen will surface and hurl their grapples up to 30 ft as the other mermen attack exposed crewman on the ship with crossbows and thrown javelins. The merfolk are quite proficient with grapples and will successfully score a hit on a roll of 1-9 on a 1d10. If a grapple hits it will be grabbed and held by 10 mermen, causing the ship to lose 30 ft per round of top speed for each successful grapple attack. If the crew of the ship manages to cut a grapple line it will take the 10 mermen holding the line a round to regroup and return to the fight. Any merman grappling the ship or laying down cover fire is exposed to ranged attack from the ship. Further, fire based attacks will cause double damage but only for a single round. If the grappled ship is successfully rendered motionless it will be pulled underwater in 4d4 rounds. Any crewmen abandoning ship at this time will be ignored as the ship and mermen sink beneath the waves. Mermen do not take surface dwellers prisoner, but will not normally harm any crewmen in the water—unless the crew of the ship foolishly try to continue the battle.

Description: Merfolk appear as completely normal humans from the waist up and as man-sized fish or dolphins from the waist down. They disdain clothing, though mermaids will often adorn themselves with plundered jewellery and mermen will use any enchanted weapons and protective magic rings or bracers they may gain in their raids. Mermen speak their own language, 50% speak locathah, and if the merfolk dwell near any other intelligent aquatic creatures at least 10% of the community will be able to speak that tongue as well.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 2d4×1,000 gp (40%), 1d6×1,000 pp (50%), 5d8 gems (55%), 1d12 jewellery (45%), 2 magic items (10%)

Minotaur

Frequency:Rare
No. Encountered:1d8
Size:Large
Move:120 ft
Armour Class:6
Hit Dice:6+3
Attacks:2 or 1
Damage:2d4/1d4, or by weapon
Special Attacks:None
Special Defences:Surprised only on a 1
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:5/225 + 6/hp

Minotaurs usually like to inhabit vast mazes whether they be underground or outdoors. They are excellent trackers (50% chance to track) and will always give chase if they can see their prey. These beasts are man-eaters and will attack savagely anything they think they can kill and eat. They are stupid and can be tricked.

They will attack with their horns for 2d4 damage if their opponent is medium sized. If their opponent is smaller they will bite for 1d4 damage. Many times minotaurs will carry a very large axe to use as a weapon instead.

Minotaurs can speak their own language and sometimes (25%) can speak common.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (20%), any 2 magic items (10%)

Mongrelman

Frequency:Rare
No. Encountered:10d10
Size:Man-sized
Move:90 ft
Armour Class:5
Hit Dice:1 to 4 hit dice
Attacks:1
Damage:1d4 (1HD), 1d6 (2HD), 1d8 (3HD) or 1d10 (4HD)
Special Attacks:None
Special Defences:Camouflage
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Low to average
Alignment:Lawful neutral
Level/XP:(1 HD) 1/20+1/hp
(2 HD) 2/30+2/hp
(3 HD) 3/50+3/hp
(4 HD) 3/100+4/hp

Mongrelmen are outcasts, unwelcome in normal society. They seem to be a blend of many different races and have a motley appearance, as if patched together from bits of orc, human, bugbear, elf, and other demi-human and humanoid creatures. They are often abused or enslaved. To avoid this they shun human society and form communities of their own kind, living together in deserted or abandoned towns, villages, and ruins. They speak a strange mixture of human tongues and animal noises, though they can usually (90%) make themselves understood in Common.

Mongrelmen are skilled scroungers and pilferers, having the abilities of a thief of level 1d6+5 (except they cannot backstab). In combat, they use a motley assortment of melee weapons, with 1 in 20 having missile weapons (such as darts or blowguns). These missiles will be coated with poison if available.

For every mongrelman with 4 hit dice, there will be two mongrelmen with 3 hit dice, three with 2 hit dice, and between thirty and fifty with 1 hit dice. Larger lairs will contain a chief of 5 hit dice.

Treasure: (in lair) 2d6×1,000 cp (20%), 1d6×1,000 sp (35%), 1d4×1,000 ep (10%), 1d4 gems (25%), 1d3 jewellery (20%), any two magic items plus two potions (10%).

Mould

Brown or Yellow
Frequency:Very rare
No. Encountered:1 patch
Size:Small to large
Move:Nil
Armour Class:10
Hit Dice:N/A
Attacks:Nil
Damage:Nil
Special Attacks:Freezing
Special Defences:See below
Magic Resistance:See below
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:None

Brown mould can be found in places where it escapes the effects of ultraviolet light. It feeds on most other sources of energy, and absorbs the body heat of any creature that comes within 5 ft. Its heat absorption deals damage to all creatures within range at a rate of 1-8hp for every 10 degrees of body heat over 55 degrees every combat round.

Brown mould grows in the presence of heat, so that the presence of high temperatures can cause the mould to increase its size by a factor of 2d8 times in the course of a melee round.

Magical light which generates no heat will not stimulate brown mould growth. Only magical cold will damage it. An ice storm or wall of ice will make the brown mould go dormant for 5d6 turns.

Yellow mould: When touched, yellow mould releases spores in a 10 ft cubed choking cloud. Any creature within this area will die unless it successfully saves vs poison; a character who fails his or her save will require a cure disease and resurrection to be made whole again. If a surface covered in yellow mould is handled roughly, there is a 50% chance spores will be released in such a cloud.

Yellow mould is susceptible only to fire and fire attacks. A continual light spell will force the mould to go dormant for 2d6 turns until it covers the light source.

Naga

A naga is an intelligent, snake-like creature with spell-casting abilities. Most naga are found in warm areas, though their actual environment depends on the type.

Guardian Spirit Water
Frequency:Very rareRareUncommon
No. Encountered:1d21d31d4
Size:Large (20 ft long)Large (15 ft long)Medium(10 ft long)
Move:150 ft120 ft90 ft swimming
Armour Class:345
Hit Dice:11 to 129 to 107 to 8
Attacks:211
Damage:1d6/2d81d31d4
Special Attacks:See belowSee belowSee below
Special Defences:NoneNoneNone
Magic Resistance:StandardStandardStandard
Lair Probability:75%60%45%
Intelligence:ExceptionalHighVery
Alignment:Lawful goodChaotic evilNeutral
Level/XP:8/3,500+ 10/hp7/2,750+ 14/hp6/1,350+ 10/hp

A guardian naga appears as a long, snake-like creature with a human head, golden eyes, and green-gold scales. The scales along its spine are triangular and silvery.

Guardian naga are mostly found in holy places. They serve as sentinels over some ancient evil or treasure belonging to the cause of good. The bite of the guardian naga is poisonous and inflicts 1d6 hp while its constriction deals 2d8 hp. It can spit its poison up to 30 ft at any single target, and the target must save vs poison or die

A guardian naga can use divine spells as a 6th level cleric:

1st level: 3
2nd level: 3
3rd level: 2

Treasure: 5d6×1cp (25%), 1d%×1,000 sp (15%), 10d4×1,000 ep (40%), 10d6×1,000 gp (55%), 5d10×100 pp (25%), 1d% gems (50%), 10d4 jewellery (50%), any 4 magic item + 1 potion + 1 scroll (15%)

The evil and corrupt spirit naga dwells in deep ruins and other subterranean places. Its scales are black with blood red bands, and its human-like head is large and misshapen.

The spirit naga’s bite is poisonous (1d3) and it can permanently charm any humanoid that meets its gaze unless the target successfully makes a saving throw vs paralysation.

A spirit naga can use divine and arcane spells to 4th and 5th levels respectively:

Divine Arcane
1st level: 3 1st level: 4
2nd level: 2 2nd level: 2
3rd level: 1

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon + 1d4 scrolls + 1 misc. magic + 1 potion (55%)

The water naga’s scales range from deep green to turquoise and its eye colour varies from light green to brilliant amber. It dwells deep below the surface of fresh water lakes ponds and rivers. The water naga is typically quite curious and harmless unless provoked. In combat, its poisonous bite deals 1d4 damage, and it can cast arcane spells as a 5th level magic user:

1st level: 4
2nd level: 2
3rd level: 1

Treasure: 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), any 2 magic item + 1 potion (15%)

Necrophidius

Frequency:Very rare
No. Encountered:1
Size:Large (15 ft long)
Move:90 ft
Armour Class:2
Hit Dice:2
Attacks:1
Damage:1d8
Special Attacks:Paralysation (and see below)
Special Defences:Immune to poison (and see below)
Magic Resistance:See below
Lair Probability:Nil
Intelligence:Average
Alignment:Neutral
Level/XP:3/125 + 2/hp

Known to common folk as the “death worm,” the necrophidius is a skeletal giant snake with a fanged skull of an adult human male for a head. Death worms move completely silently, and are immune to sleep, charm, mind-affecting spells; they never check morale and they are immune to poison. In spite of these and other similarities to the undead, the necrophidius is not an undead creature and cannot be turned by a cleric.

A necrophidius will surprise its prey 50% of the time. If it is not surprised it will begin its Dance of Death. This attack is a swaying, hypnotic dance that will dominate its victim’s attention if he or she fails a saving throw vs petrifaction. An individual so dominated will stand completely motionless and unresisting as the necrophidius advances upon him or her.

In combat the necrophidius attacks with a bite for 1d8 hp. This bite inflicts a magical paralysis upon its victim for 1d4 turns unless the target makes his or her saving throw.

A necrophidius is a construct and there are several ways to go about creating one. First, the basic materials must be assembled: the skull of a cold-blooded murderer who has been killed within 72 hours of the ritual and the complete skeleton of a giant snake. The process will also require 10 days plus the services and laboratory of an alchemist, who will charge his or her full monthly fee plus 500 gp per hp of the completed necrophidius. At the end of 10 days, the potential owner has 24 hours to complete the ritual by one of the methods detailed hereafter;

First, a magical book can be used. These work the same way as a manual of the golems (q.v.) can be used to create a golem. Second, a high level magic user can cast the following spells in this order upon the pre-necrophidius alchemical mixture: limited wish, geas, and charm person. Upon completion of the charm person spell the death worm magically assembles from the various parts, absorbing the fluids of the mixture. Last, a cleric can cast the following divine spells upon the pre-necrophidius alchemical mixture in this precise order: quest, neutralise poison, prayer, silence 15 ft radius, and snake charm. As with the magic user, when the last spell is completed the necrophidius magically assembles from the various parts, absorbing the fluids of the mixture.

Because of the artificial nature of the necrophidius, they are never encountered in a lair or as a wandering monster. Instead, they are created for a specific purpose, usually as an assassin or guard. They are perfect for this role because they never sleep, they never check morale, and they never give up.

Treasure: None, unless set to guard a specific treasure by its master.

Nereid

Frequency:Very rare
No. Encountered:1d4
Size:Man-sized
Move:120 ft
Armour Class:10
Hit Dice:4
Attacks:None
Damage:Nil
Special Attacks:See below
Special Defences:See below
Magic Resistance:50%
Lair Probability:100%
Intelligence:Very
Alignment:Chaotic neutral
Level/XP:4/150 + 4/hp

Nereids are transparent and invisible in water. On land they appear as young, slim and beautiful human women. They are playful and capricious, but few (10%) are actually evil. An equally small number are good. In extremis they can attack with their spittle (range 20 ft) that blinds its target for 1d12 rounds, but they can also control the water of their homes, speeding or slowing swimming movement through it (up to double normal speed, or down to 25% of it), causing crashing waves that deafen, prevent conversation and interrupt spell-casting, or forming miniature waterspouts that attack as 4 HD monsters (inflicting 1d4hp damage—no more than one such waterspout per nereid per round).

Males of any human, demi-human or humanoid species cannot harm a nereid at all. They will be infatuated with the nereid (no save) and seek to woo her. A man can try to catch the nereid—but she will turn to water and flow away from his embrace 50% of the time. If caught and held, she will kiss him, in which case he must save vs poison or drown.

A nereid will always have a diaphanous shawl that contains her soul. Anyone holding the shawl can control her; she will obey their commands out of fear, even if they are male. A nereid will do almost anything short of physical violence to regain her shawl.

Treasure: One miscellaneous magic item and one potion (65%).

Night Hag

Frequency:Very rare
No. Encountered:1d2
Size:Man-sized
Move:90 ft
Armour Class:10
Hit Dice:8
Attacks:1
Damage:2d6
Special Attacks:See below
Special Defences:See below
Magic Resistance:65%
Lair Probability:Nil
Intelligence:Exceptional
Alignment:Neutral evil
Level/XP:7/1,850 + 10/hp

Night hags resemble hideous women with clawed hands and feet. Their skin is dark blue-violet, their talons and lanky hair jet, their eyes red with a baneful glow.

Night hags are numerous in their own region of Hades, but seldom found elsewhere. If success seems likely, they will attack any good aligned creature. They come to the material plane to slay very selfishly evil people, whose souls in Hades form Soul Worms (q.v.: a valuable demonic and diabolical commodity).

Finding such a victim, a night hag casts a sleep spell that affects humans even up to 12th level who fail a saving throw vs magic, then strangles the sleeper. If the spell fails, she returns nightly while æthereal, which state she can assume at will. By entering the victim’s dreams, the hag makes him (or her) æthereal as well. Each ride until dawn by the hag (who cannot be unseated from the unfortunate’s back) permanently drains a point of constitution. When all points are drained, the victim dies and the night hag carries the soul to Hades.

A night hag can cast a magic missile spell for 2d8 damage or a ray of enfeeblement thrice per day each. She has the power of knowing a creature’s alignment, and can polymorph herself at will.

Night hags are invulnerable to charm, fear, sleep, and cold- or fire- based spells. To harm them, a weapon must be of iron or silver or enchanted to +3 or better.

In extremis, a night hag can try (succeeding half the time) to gate in an ally, with equal chances of a barbed devil or class A demon appearing. She must then reward the devil or demon with a Soul Worm, a price the night hags will be loath to pay.

While she has a special periapt she has forged in Hades, a night hag can astrally project her body at will. Upon losing the periapt, she can still depart the plane she is in at the time. This periapt gives the possessor +2 on all saving throws, and cures diseases the possessor contracts. With each use by a good creature, the periapt decays; after ten uses, it vanishes.

Treasure: Periapt (listed above).

Nightmare

Frequency:Very Rare
No. Encountered:1
Size:Large
Move:150 ft; 360 ft flying (AA:IV)
Armour Class:-4
Hit Dice:6+6
Attacks:3
Damage:1d6+4/1d6+4/2d4
Special Attacks:Burning hooves
Special Defences:Noxious smoke
Magic Resistance:Standard
Lair Probability:50%
Intelligence:Very
Alignment:Neutral evil
Level/XP:6/525 + 8/hp

Nightmares serve as mounts for powerful evil beings. Whilst in shape they resemble large warhorses, they are unmistakably otherworldly, having blood red eyes, fiery nostrils, powerful fangs, a midnight black coat, a mane of shadow and hooves that appear to leap aflame when they run. Though it is known that Nightmares can understand what their riders ask of them, they are not thought to be able to speak themselves; but they seem to be able to communicate with one another well enough.

Although most Nightmares do not possess wings, they can fly through the air considerably faster than they can run along the ground. Their capacity for such swift flight is greatly valued by those they serve, as is their ferocity in combat. Nightmares hate living creatures and, being given to viciousness, will generally attack any non-evil entity they encounter. They use their fangs to bite for 2d4 damage and strike with their hooves 1d6+4 damage, which will also set any flammable objects they strike alight. In their excitement, Nightmares are also known to produce a noxious smoke that causes anyone within ten feet to have to save vs paralysis or suffer a -2 penalty to hit and damage whilst in the vicinity.

Nightmares have a strong sense of purpose and this can make them difficult to control; it takes an iron will or powerful magic for a rider to perpetually retain mastery. It is thought that their services can also be bargained for, but exactly what evil such an agreement might entail is unknown.

If ridden by a creature weighing more than 100 lbs, the nightmare’s aerial agility level is reduced to III.

Treasure: None

Nilbog

Frequency:Very rare
No. Encountered:4d10
Size:Small (4 ft tall)
Move:60 ft
Armour Class:6
Hit Dice:1-1 (1 to 7 hp)
Attacks:1
Damage:1d6 or by weapon type
Special Attacks:Nil
Special Defences:See below
Magic Resistance:Standard
Lair Probability:35%
Intelligence:Average
Alignment:Lawful evil
Level/XP:3/55 + 1/hp

This monster looks and acts exactly like a goblin, even speaking the same language. The one difference between a goblin and nilbog, however, is a very important one. Goblins infected with nilbogism are surrounded by a weakness in the eldritch fabric that separates magic and magical energy from reality. Whereas in most cases such weaknesses result in null magic zones, when contained within the nilbog’s life essence these tears in reality have a completely different effect.

Results of being in the presence of a nilbog are chaotic and unpredictable, but always totally contrary to what the adventurer would normally desire.

A thief sneaking into a nilbog lair might start singing at the top of her voice, a magic user might discard a travelling spell book or favourite magic wand, or a party might feel compelled to fill an empty treasure chest in the nilbog lair with their most valuable items. Persons encountering a nilbog have no choice to avoid these reversed sensibilities; no saving throw is allowed. A wish spell or similarly powerful magic should provide a short-lived and limited area immunity to the effects of nilbogism.

Nilbogism also asserts its effect in combat. Striking a nilbog or casting damaging spells at it actually adds hp to the creature equal to the amount of damage that would have been inflicted normally. The only way to damage a nilbog appears to be curative magic, such as casting a cure light wounds spell on it. This harms the creature rather than healing it. (Some adventurers report success with force-feeding the nilbog healing potions.)

Because nilbogs look exactly like goblins, the only way to tell one from the other is to approach it. Of course, since approaching a nilbog subjects one to the effects of nilbogism this is a risky method, at best.

Even more rarely, nilbogism occurs in other creatures, the most ludicrous of which is the llort—a troll-like creature that if cured of damage, begins to degenerate at 3hp per round until dead.

Treasure 1d10×1,000 cp (25%), 2d4×1,000 sp (33%), 1d6×1,000 ep (15%), 2d4 gems (30%), 2d4 jewellery (25%), 2 magic scrolls + 1 potion (25%).

Owlbear

Frequency:Rare
No. Encountered:1d4+1
Size:Large (8 ft tall)
Move:120 ft
Armour Class:5
Hit Dice:5+2
Attacks:3
Damage:1d6/1d6/1d4
Special Attacks:Hug
Special Defences:None
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Low
Alignment:Neutral
Level/XP:3/225+8/hp

These nightmarish creatures have the body of a large bear with the head of an owl. They are voracious eaters and possessed of a foul temper. They will attack anything that moves on sight and will fight to the death. They are typically found in temperate forests.

The owlbear attacks first with its claws and beak. If it scores an 18 or better on a hit with either of its paws, the creature is ensnared in the owlbear’s hug and proceeds to take an additional 2d8 point of damage that round and every following round until the owlbear is slain.

Description: The pelt of an owlbear ranges in colour from brownish-black to a golden-brown with feathers interspersed with the fur. Males weigh from 1300 to 1500 lbs and tend to have the darker colouration. The terrible beaks of these beasts vary from ivory to yellow in colour.

Treasure: 1d12×1,000 cp, 1d6×1,000 sp, 1d6 gems (25%), 1d3 pieces of jewellery (20%).

Otyugh

Lesser Greater
Frequency:UncommonRare
No. Encountered:1d21
Size:MediumLarge
Move:60 ft60 ft
Armour Class:30
Hit Dice:6 to 89 to 12
Attacks:33
Damage:1d8/1d8/1d4+11d12/1d12/1d4+1
Special Attacks:Grab, diseaseGrab, disease
Special Defences:Never surprisedNever surprised
Magic Resistance:StandardStandard
Lair Probability:75%75%
Intelligence:LowAverage
Alignment:NeutralNeutral
Level/XP:(6 HD) 4/275+6/hp(9 HD) 6/1,000+12/hp
(7 HD) 4/400+8/hp(10 HD) 6/1,500+14/hp
(8 HD) 5/650+10/hp(11 HD) 7/2,000+16/hp
(12 HD) 7/2,300+17/hp

Otyughs are repulsive beasts that feed off the refuse and waste habitually discarded by other creatures. They are generally found in large rubbish pits and cisterns, being not always content with discards, they wait beneath the surface for anyone foolish enough to stray too close. Otyughs have no discernible head, the bulk of their form consisting of a great horn-plated torso supported by three stocky legs that conceal a powerful, sharp-toothed maw. Three long tentacular appendages extend from their bodies, two of which are hard and thorny, being used to attack and grapple prey; the third is actually a sensory organ with three eyes at its end, which are capable of 90 ft infravision. Lesser Otyughs are also capable of limited telepathy at a range of up to 30 ft, and Greater Otyughs up to 60 ft, but such communication is limited to simple thoughts and ideas.

Whilst Otyughs suffer no ill-effects from bright light, they do not like it, preferring to dwell in dark places that help them to strike with complete surprise, though their eyes, usually protruding above the surface, sometimes give them away. They can use their great tentacle like limbs to strike for 1d8 damage, or 1d12 in the case of the Greater Otyugh, but may also attempt to grapple their prey. Grappled opponents suffer 1d3+1 points of constriction damage per round and bite attacks against them are made with +2 to hit. A character with 18 strength can break free after one round of struggling, but other characters must make a successful Open Doors roll to do the same. Greater Otyughs may use grappled characters as shields; in doing so, they gain a +1 bonus to armour class and when attacked may make an attack roll of their own, which if successful results in the grappled character becoming the victim of the attack. Any character unfortunate enough to be bitten by an Otyugh is extremely likely to contract a disease, 1 in 5 cases of which are fatal.

Treasure: Otyughs possess little in the way of treasure; what meagre sums might be found in their lairs are either the remains of previous victims or have been accidentally discarded.

Pegasus

Frequency:Very rare
No. Encountered:1d10
Size:Large
Move:240 ft; 480 ft flying (AA:IV)
Armour Class:6
Hit Dice:4
Attacks:3
Damage:1d8/1d8/1d3
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:15%
Intelligence:Average
Alignment:Chaotic good
Level/XP:3/75 + 3/hp

A pegasus is a winged horse who lives in secluded areas far from civilisation. They are intelligent, but very wild and untamed. They do not trust men and must be approached very carefully. If they can be caught and tamed, they become very devoted mounts. They will however only serve a good aligned master. If mounted by a creature weighing more than 100 lbs, the pegasus’ aerial agility level decreases to III.

Like a horse, a pegasus will buck with its two front hooves and bite with its mouth. A pegasus stallion is equal in size and strength to a medium warhorse. A pegasus mare is equivalent to a light warhorse.

Treasure: None.

Phantom

Frequency:Very rare
No. Encountered:1
Size:Man-sized
Move:90 ft
Armour Class:Nil
Hit Dice:Nil
Attacks:Nil
Damage:Nil
Special Attacks:Fear
Special Defences:None
Magic Resistance:See below
Lair Probability:Nil
Intelligence:Nil
Alignment:Any
Level/XP:Nil

Neither a monster nor the undead in the truest sense of the word, a phantom is a sort of endless loop three-dimensional visual manifestation “recorded” at the time of a person’s death. These images usually depict either the death of the person or whatever was foremost in his or her mind. Phantoms have no intelligence, nor can they harm anyone directly.

Phantoms are surrounded by a field of supernatural energy which normal animals react strongly toward and will not approach. Humans or demi-humans encountering a phantom must save vs spells or immediately panic and flee as though under the influence of a fear spell.

Phantoms are often misidentified as other types of immaterial undead creatures such as ghosts or banshees, but phantoms cannot be turned as an undead creature. A cleric casting exorcise can dispel a phantom presence.

Treasure: None.

Phoenix

Frequency:Very rare
No. Encountered:1
Size:Man-sized
Move:60 ft; 400 ft flying (AA:III)
Armour Class:-3
Hit Dice:20
Attacks:1 or 2
Damage:1d12 or 1d8/1d8
Special Attacks:See below
Special Defences:See below
Magic Resistance:50%
Lair Probability:Nil
Intelligence:Genius
Alignment:Neutral good
Level/XP:9/8,000+30/hp

The phoenix is a creature that sages believe originates from one of the good aligned Outer Planes. Information provided here applies to Prime Material Plane encounters only. Often referred to by the common folk as a firebird or bennu bird, sighting a phoenix is believed to be a good omen and a mark of divine favour. Though the phoenix is a creature of the Outer Planes, it finds great joy in scenes of tranquil beauty and is therefore most often encountered deep in sylvan woods, in the company of fey creatures and woodland animals. Though a phoenix is a formidable foe many of its body parts are prized by alchemists and wizards and as a result, a phoenix in the Prime Material Plane avoids contact with most living creatures besides the fey denizens of the deep woods. Even good aligned characters seeking its help will be viewed with a degree of mistrust, at least initially.

In combat, the phoenix employs one of two attack routines; either two clawing attacks when airborne or one beak attack if not. What makes the phoenix even more imposing in combat, however, are its myriad spell-like abilities and special powers. Through the use of these abilities, it is difficult even to engage the creature in combat if it desires to avoid it.

Due to its other-planar nature, the phoenix can only be hit with +3 or better weapons. The creature can constantly and automatically detect charm, detect evil, and detect magic; constantly radiates protection from fear, 10 ft radius, and has a 50% magic resistance. The phoenix can become astral or æthereal at will, and once per week can transport itself and up to 10 man-sized creatures to its home plane (it can also reach its home dimension through the use of its astral and æthereal ability). A phoenix has finely-honed senses and therefore cannot be surprised. It receives +3 to all initiative rolls. The phoenix has 120 ft range in both infravision and low-light vision. This amazing being can heal itself or another creature spontaneously, up to 100 hit points total per day. It can also cure disease with but a touch of its beak, limited to one cure disease per creature per day. It can also cast cure light wounds at will with a brush of its wingtips, though any human or humanoid can only be healed thus twice during any one day. A phoenix has the innate ability to cause a tremendous heat up to thrice per day; igniting all flammable materials, boiling liquids, and blistering exposed skin. It can also dissipate any energy based attack, ranging from spells to dragon breath, up to thrice per day and taking no damage therefrom. Its powerful voice can dispel illusion and dispel magic at a level equal to a 40th level magic user, and cast exorcise as a 40th level cleric.

In addition to all the above, the phoenix can use the following spell-like abilities at will, once per round at a 20th level of ability, unless otherwise noted: affect normal fires, audible glamour, blink, blindness, blur, control temperature 50 ft radius, continual light, find traps, fire charm, fire shield, improved invisibility, misdirection, produce flame, pyrotechnics, remove curse, remove fear 10 ft radius, snake charm. Once per day, the phoenix can use the following spell-like abilities, again at 20th level: call woodland beings, duo-dimension, find the path, fire quench (reverse of the druid spell produce fire), fire seeds, fire storm, neutralise poison, reincarnate, veil, wall of fire. Thrice per day the phoenix can cast colour spray, heat metal, polymorph self, and once per week can cast incendiary cloud.

The phoenix has two final special abilities it will only use when great need is upon it. First, it can fire up to 8 of its feathers at its opponents per round. These feathers will sap 5 hp apiece from the phoenix and explode as a holly berry fireseed. If overcome in battle, the phoenix can release its version of a retributive strike—invoking a hellish firestorm of destruction equal in power to a firestorm combined with an incendiary cloud, each cast at 40th level of ability. This mega-firestorm can be created even if both spell abilities have already been used that day. This attack will kill the phoenix (and most likely everything else within range) but leaves behind a crystalline egg the size of an adult human head. A new phoenix will arise from the egg in 3d8 days.

Description: The phoenix is a large bird vaguely resembling a stork or heron, with beautiful plumage of bright gold and fiery red that catches the light in a manner reminiscent of dancing flames. Its dagger-sharp claws and long, hard beak are an iridescent violet; the eyes of a phoenix have been described as rubies glowing with an inner fire. The phoenix speaks the language of its kind; the language of any feathered, flying creature; and can communicate with other creatures with either telepathy or telempathy, as appropriate to the level of intelligence of the other creature.

Treasure: None.

Piercer

Frequency:Uncommon
No. Encountered:3d6
Size:Small to medium
Move:10 ft
Armour Class:3
Hit Dice:1 to 4
Attacks:1
Damage:1d6, 2d6, 3d6 or 4d6
Special Attacks:95% surprise
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:(1 HD) 1/10+1/hp
(2 HD) 2/30+2/hp
(3 HD) 3/50+3/hp
(4 HD) 4/80+4/hp

A piercer looks exactly like a stalactite. It is a living creature encased in a stone covering. Piercers are sensitive to noise and heat and when they detect a source of either passing beneath them they drop, seeking to kill and devour their target.

A piercer has a single attack, seeking to impale the unlucky victim with its sharp point. After killing and feasting the piercer will move via tiny cilia in its base back up to the ceiling. Any grouping of piercers will include a mix of the various HD, roll 1d4 with 1 = 1 HD, 2 = 2 HD, 3 = 3 HD, and 4 = 4 HD. A piercer will do 1d6 of damage for each of its HD.

The 1 HD piercer is 3 ft long and weighs about 200 lbs. With each additional HD the piercer adds another foot of length and another 100 lbs of weight. Piercers devour even the bones of their victims and any intelligent cave or dungeon dwelling denizens living nearby will often (carefully) scavenge any armour, weapons, money, magic, or anything else remaining of even the least value.

Treasure: Nil.

Pseudo-Dragon

Frequency:Very rare
No. Encountered:1
Size:Small (18 in)
Move:60 ft; 240 ft flying (AA:V)
Armour Class:2
Hit Dice:2
Attacks:1
Damage:1d3
Special Attacks:Poison sting
Special Defences:Chameleon power
Magic Resistance:35%
Lair Probability:5%
Intelligence:Average
Alignment:Neutral good
Level/XP:3/200 + 2/hp

Pseudo-dragons are tiny dragons, dark red in colour, lacking the breath weapon of their large cousins but carrying a deadly sting in their tails. Because of the lack of a breath weapon, they are not generally counted among the true dragons. Pseudo-dragons can be be found in almost every climate save the very hottest and coldest, and prefer snug lairs such as small caves or hollow trees.

In combat the pseudo-dragon will attack with a bite attack for 1d3 points of damage, but its feared weapon is its sting. The pseudo-dragon’s small size and great flying speed, coupled with the flexibility of its tail, grant a +4 bonus to stinging attacks. Any creature stung is allowed a save vs poison to negate the effects, otherwise the victim will fall into a death-like trance for 1d6 days. On the last day of the trance there is a 25% chance the victim will actually die.

Pseudo-dragons have a chameleon ability and are able to change their normal dark red colouration to match their surroundings and becoming 80% undetectable to creatures not able to see invisible. Pseudo-dragons can themselves see invisible objects.

These creatures also have an innate magic resistance and are able to grant this resistance to its human or demi-human companions by touch. Pseudo-dragons are also able to communicate everything they see and hear to its companion via a limited form of telepathy at distances of up to 240 ft. These abilities make the pseudo-dragon a highly-prized familiar or pet.

Treasure: 50% chance 1d4 gems (lair: 50% chance of 10d4 gems).

Purple Worm

Frequency:Rare
No. Encountered:1d2
Size:Large
Move:90 ft
Armour Class:6
Hit Dice:15
Attacks:1 (+1, see below)
Damage:2d12/2d4
Special Attacks:See below
Special Defences:Nil
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Non-
Alignment:Neutral
Level/XP:9/5,000+20/hp

Purple worms are huge, almost 10 ft around and 40 to 50 ft long. They live deep underground where they are constantly on the search for food. They are attracted to vibrations up to 60 ft away. These creatures always return to their lair to rest. During this time they will pass their waste consisting of metals and gems they could not digest.

A purple worm’s main attack is its bite that does 2d12 points of damage. If the purple worm scores a natural 20 then it has engulfed its prey whole. If the victim is not rescued, they will die within 6 rounds. It is also possible for the victim to cut their way out. The inside of a purple worm is armour class 10. For each round that the victim is inside subtract 1 from their damage that they inflict. This penalty is cumulative for each round, so after four rounds the damage inflicted is at -4. As well as its bite a purple worm also has a poisonous stinger on their tail. Any creature stung takes 2d4 damage and must save vs poison or die.

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d4×1,000 gp (25%), 1d20 gems (50%), 1d4 jewellery (20%), sword, armour, or misc. weapon (10%)

Rakshasa

Frequency:Very rare
No. Encountered:1d4
Size:Man-sized
Move:150 ft
Armour Class:-4
Hit Dice:7
Attacks:3
Damage:1d3/1d3/1d4 +1
Special Attacks:See below
Special Defences:See below
Magic Resistance:See below
Lair Probability:25%
Intelligence:Very
Alignment:Lawful evil
Level/XP:7/1,000 + 8/hp

Rakshasas are evil spirits. Their main diet is human flesh and they use deception to get it. When first encountered a rakshasa will use its ESP to detect whomever the victim trusts, then use illusion to assume that form. Once the victim lets his or her guard down the rakshasa will reveal its true self and attack. Rakshasas are able to cast 1st to 3rd level magic user spells as well as 1st level cleric spells. Rakshasas themselves are only affected by 8th level and higher magic. They are immune to normal weapons and magical weapons below +3 only do half damage. They do however have 1 weakness: a crossbow bolt blessed by a cleric will kill them instantly.

Treasure: 1d20×1,000 sp (10%), 1d12×1,000 ep (15%), 1d10×1,000 gp (40%), 1d8×100 pp (35%), 3d10 gems (20%), 1d10 jewellery (10%), 3 magic items except weapons + 1 potion + scroll (30%)

Remorhaz

Frequency:Very rare
No. Encountered:1
Size:Large (21 ft to 42 ft length)
Move:120 ft
Armour Class:Body 0; head 2; underside 4
Hit Dice:7 to 14
Attacks:1
Damage:6d6
Special Attacks:See below
Special Defences:See below
Magic Resistance:75%
Lair Probability:20%
Intelligence:Animal
Alignment:Neutral
Level/XP:(7 HD) 6/625+8/hp
(8 HD) 6/950+10/hp
(9 HD) 7/1,400+12/hp
(10 HD) 7/1,700+13/hp
(11 HD) 7/2,100+14/hp
(12 HD) 8/3,000+16/hp
(13 HD) 8/3,500+17/hp
(14 HD) 8/4,200+18/hp

These great polar worms are found only in arctic areas. The remorhaz attacks on sight, and if encountered in its lair there is a 1 in 4 chance it has a mate and 1d3 eggs; the eggs can be sold on some markets for 5,000 gp each.

The HD of the remorhaz determines its length: starting at 21 ft, each hit die above 7 adds 3 ft, so that a 14 HD specimen will be roughly 42 ft long. The remorhaz is ice-blue in colour, with white protrusions along its back and white insect-like eyes.

When attacking, the remorhaz rises on the back section of its body and begins beating its bat-like wings. Its attack is blinding, and the larger-sized remorhaz can swallow its prey whole. All remorhaz generate an intense internal heat that instantly destroys any swallowed opponent. An opponent is swallowed and destroyed if the remorhaz’ attack score is a 20.

When aroused for combat, the internal heat of the remorhaz seeps up into the protrusions on the back of the creature. Non-magical weapons that strike the back will melt, and any physical touch deals 10d10 hp damage.

Treasure: None

Roc

Frequency:Rare
No. Encountered:1d2
Size:Large (60 ft + wingspan)
Move:30 ft; 300 ft flying (AA:II)
Armour Class:4
Hit Dice:18
Attacks:1 or 2
Damage:4d6 or 3d6/3d6
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Animal
Alignment:Neutral
Level/XP:8/3,010 + 25/hp

Rocs are powerful creatures living at high elevations in warm environments, and look somewhat like a huge eagles. They will sometimes be found with giants, who keep them as pets. The immense size of a roc is accompanied by its equally immense appetites, as rocs will frequently consume large mammals including horses and cattle. A roc hunts much like an eagle, swooping down on its meal and capturing it in its immense claws, carrying it back to its nest. A roc will silence struggling prey by impaling it with its powerful beak for 4d6 hit points of damage.

Any treasure found in the gigantic nests of rocs is there purely on accident, since rocs have no concept of wealth. The belongings of past victims will be found woven into the intricate nest.

Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d33 jewellery (20%), 2 magic items (10%)

Roper

Normal Quartz
Frequency:RareRare
No. Encountered:1d41
Size:LargeMedium (5 ft)
Move:30 ft10 ft
Armour Class:00
Hit Dice:116
Attacks:11
Damage:2d10+21d10
Special Attacks:See belowSee below
Special Defences:See belowSee below
Magic Resistance:80%Standard
Lair Probability:93%93%
Intelligence:ExceptionalHigh
Alignment:Chaotic evilChaotic evil
Level/XP:9/2,700+16/hp5/525+6/hp

Ropers are cavern-dwelling monsters and are frequently mistaken for stalagmites. These monsters are grey-green in colour, standing around 8 ft–12 ft tall, with a hide that mimics the smooth limestone formations of a natural cavern.

Ropers are about 3 ft–4 ft at the base and approximately 1 ft wide at the apex. These monsters are almost always encountered in their stalagmite shape but can alter their appearance to some degree. A roper can assume the shape of a pillar, a boulder, or flatten themselves and lie flat to appear as no more than an irregularity on the walking surface of the cavern floor. It can also cling to a cavern ceiling (or wall) and appear as a stalactite. Through means of tiny adhesive cilia on its underside, the roper can move slowly and these cilia are what allow it to cling upside down to the ceiling. Ropers are predators and attack by means of the 6 rope-like appendages that give these monsters their name. The ropes secrete a powerful and poisonous adhesive and can lash out some distance from the creature; up to 50 ft. A successful to hit roll will weaken the target, decreasing its strength ability score by 50% (rounded down) within 1d3 rounds and lasting 2d4 turns; with multiple hits having a cumulative strength drain effect. An ensnared victim can break the strand by performing a Minor Test of Strength but for every round the victim is roped he or she will be dragged 10 ft closer to the roper. Creatures within 10 ft of the roper are subject to its vicious bite attack, this attack automatically hits any victim held by the strands of the roper. A strand can be sliced with an edged weapon but the attack must do a minimum of 6 points of damage in a single attack to the AC 0 tentacle to sever it. The strand of a roper can easily pull 800 lbs and can lift about a third of that amount.

A roper is a tough monster. The stony hide grants it AC 0 in combat and it has an innate resistance to magic. Besides its base 80% magic resistance, the roper is completely immune to electricity based damage including lightning, ropers are also resistant to cold based magic and take only half damage from any such attacks. These creatures have few weaknesses but are susceptible to fire, saving vs fire based attacks at -4. Any fire based magic attacks, however, must still overcome the monster’s magic resistance.

Ropers do not hoard treasure but their acidic bile cannot dissolve platinum or gemstones. Cutting open the gizzard of a roper has a 40% chance of yielding 3d6 (3-18) platinum pieces and 30% chance of 4d6 (4-24) gems.

Quartz Roper: To adventurers familiar with ropers, a quartz roper appears as a 5 ft tall and 2 ft wide (at the base) statue of a roper hewn from some brownish or smoky grey crystalline mineral. The quartz roper is actually a monster with a rocky hide composed of living quartz. Quartz ropers are very sensitive to motion and are able to sense movement up to 225 ft away.

In combat, quartz ropers fight in a manner similar to ropers (q.v.): its tentacles can hit targets up to 50 ft away, the poisonous adhesive of the tentacles inflicts a 50% strength penalty on its targets, and it drags roped victims toward itself to deliver its nasty bite automatically.

A quartz roper also differs from its larger cousins in a number of ways. First, it tends to concentrate its first attacks on two victims, striking each with 3 tentacles. The first two successfully roped victims will be injected with a venom which allows no saving throw and causes the victim to freeze in place, looking as if he or she has been turned to stone. One round after this apparent stoning the victim recovers and but is now under the delusion the quartz roper is a close friend and valued ally. These influenced adventurers will fight to protect the monster to the utmost of their abilities for the duration of effect of the venom; 10 turns. If the quartz roper is killed before the venom expires the deluded defenders will cease attacking and wander about aimlessly until the venom expires. The quartz roper can only inject its venom twice per day and afterward its combat tactics conform to those of a roper. A quartz roper’s tentacles are strong, but not so strong as the larger variety of roper. A roped character’s chances of breaking free are equal to double his or her chance to perform a Minor Test of Strength.

Quartz ropers also lack a roper’s magic resistance but its mineral-laden hide will resist normal missile fire, though magic missiles and hand held weapons damage it normally. All magic spells do normal damage as well. A quartz roper’s gizzard has the same percentage chance of containing platinum pieces and gemstones as the standard variety of roper.

Treasure: See creature text.

Rot Grub

Frequency:Rare
No. Encountered:5d4
Size:Small
Move:10 ft
Armour Class:9
Hit Dice:1 hit point
Attacks:0
Damage:None
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:1/5 + 1/hp

Although rot grubs can be found in animal waste and other foul refuse, they prefer to consume tissue that is still alive. Upon contact with a living being, rot grubs will begin to vigorously burrow deep into the body. Fire must be applied to the site of contact at once in order to prevent the rot grubs from burrowing further. This application of flame inflicts 1d6 hit points of damage per instance. If not stopped immediately, within 1 to 3 turns the rot grubs will find the heart and kill their victim.

Treasure: None

Rust Monster

Frequency:Uncommon
No. Encountered:1d2
Size:Medium (5 ft long)
Move:180 ft
Armour Class:2
Hit Dice:5
Attacks:2
Damage:Nil
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Animal
Alignment:Neutral
Level/XP:3/185 + 4 per hp

Rust monsters are creatures vaguely resembling a 5 ft long and 3 ft tall giant bug-like armadillo that weighs about 200 lbs. Rust monsters have rust-red colouration on their dorsal hides, yellowish tan on their ventral hides, and two prehensile antennae on their heads.

Rust monsters are only found in underground type environments, which they prowl constantly in search of food. Rust monsters consume metal of any kind, especially ferrous metals and ferrous metal alloys. The antennae of a rust monster can "smell" metal 90 ft away, and the creature will dart toward such a source of food with blinding speed, rolling 2 attacks with its antennae at the largest piece of metal it can sense. A successful attack causes up to 10 cubic ft of metal instantly to crumble into easily-digestible rust and the creature will immediately cease attacking in such a case and begin devouring its newly-created meal. Metal with magical bonuses gains a 10% chance per plus of not being affected by the rust monsters attack. For instance a +3 shield would have a 30% of resisting the rusting effect. A successful “to hit” roll against a rust monster with a metal weapon automatically subjects that weapon to a rust attack.

Rust monsters are motivated by animal intelligence and blind hunger, therefore can be easily distracted from pursuit by dropping metal objects and fleeing; some iron spikes or a heavy mace will cause the attacking rust monster to stop for 1 round to devour the treat. Otherwise, rust monsters will relentlessly pursue the PCs until slain or all metal items have been consumed.

Treasure: 1d4 gems per individual (50%)

Sahuagin

Warrior Female Hatchling Guard Warchief
Frequency:UncommonUncommonUncommonUncommonRare
No. Encountered:20d430d410d43d61
Size:Man-sizedMan-sizedSmallMan-sizedMan-sized
Move:120 ft; 240 ft swimming120 ft; 240 ft swimming120 ft; 240 ft swimming120 ft; 240 ft swimming120 ft\; 240 ft swimming
Armour Class:56754
Hit Dice:2+2213+34+4
Attacks:11111
Damage:By weaponBy weapon1d4By weaponBy weapon
Special Attacks:See belowSee belowSee belowSee belowSee below
Special Defences:See belowSee belowSee belowSee belowSee below
Magic Resistance:StandardStandardStandardStandardStandard
Lair Probability:25%100%100%25%25%
Intelligence:HighHighHighHighHigh
Alignment:Lawful evilLawful evilLawful evilLawful evilLawful evil
Level/XP:2/30+3/hp2/20+2/hp1/10+1/hp3/50+4/hp4/100+5/hp

Sahuagin (continued)

Priestess Baron Prince King
Frequency:Very rareVery rareVery rareVery rare
No. Encountered:1d4+1111
Size:Man-sizedMan-sizedMan-sizedMan-sized
Move:120 ft; 240 ft swimming120 ft; 240 ft swimming120 ft; 240 ft swimming120 ft; 240 ft swimming
Armour Class:5321
Hit Dice:2 to 66+68+810+10
Attacks:1124
Damage:By weaponBy weaponBy weaponBy weapon
Special Attacks:See belowSee belowSee belowSee below
Special Defences:See belowSee belowSee belowSee below
Magic Resistance:StandardStandardStandardStandard
Lair Probability:100%100%100%100%
Intelligence:ExceptionalHighHighExceptional
Alignment:Lawful evilLawful evilLawful evilLawful evil
Level/XP:Variable4/300+8/hp5/500+12/hp6/1,250+14/hp

Sahuagin are humanoid ichthyans of evil alignment. They dwell in shallow, warmer salt waters and raid villages and communities on land for loot and sport. They are nocturnal.

Each sahuagin realm has a King and is divided into nine provinces, each ruled by a Prince. Each Prince will have a number of Barons under his command, and each Baron controls a war-band. The “Number Encountered” listing for this creature is for the lair of a typical war-band; the lairs of a Prince will be much larger.

If encountered outside their lair, there will be no females or hatchlings, no priestesses or above, and the band will be led by a warchief.

Sahuagin are typically armed as follows:

Dagger and spear 25% of the band
Dagger, trident and net 50% of the band
Dagger and heavy crossbow 25% of the band

All these weapons are fully usable both above and below the water, which makes them quite highly prized.

The sahuagin clergy will always be led by a priestess with 6 HD and the spellcasting powers of an 8th level cleric. The remaining priestesses will be trainees of 2nd to 7th level (1d6+1). Their HD are equal to their spellcasting level -2 (minimum 2). Sahuagin priestesses will typically be attended by zombie or skeleton servants, as they are fond of the animate dead spell.

Sahuagin have been known to tame sharks and keep them as pets.

Treasure: Individuals: 1d6 pp each; Lair: 2d6×1,000 gp (75%), 3d6×100 pp (50%), 3d8 gems (50%), 2d6 jewellery (50%), 1 miscellaneous magic and 1 potion (50%).

Scorpion

Large Huge Giant
Frequency:CommonUncommonUncommon
No. Encountered:1d61d41d3
Size:SmallSmallMedium
Move:90 ft120 ft150 ft
Armour Class:543
Hit Dice:2+24+45+5
Attacks:333
Damage:1d4/1d4/1d21d8/1d8/1d31d10/1d10/1d4
Special Attacks:Poison stingPoison stingPoison sting
Special Defences:None-None-None-
Magic Resistance:StandardStandardStandard
Lair Probability:25%25%50%
Intelligence:Non-Non-Non-
Alignment:NeutralNeutralNeutral
Level/XP:3/75+3/hp4/125+5/hp5/600 + 6/hp

Large, huge and giant scorpions are vicious, fearless predators found almost anywhere. Their usual tactic is to attack anything smaller than themselves. The scorpion will try and grab its prey with its huge claws then sting it to death with its tail. While its tail only does 1d4 points of damage the victim must save vs poison or die. The scorpion can use its attacks independently of each other on 3 different targets. Anything that the scorpion kills is taken back to its lair and consumed. It should be noted that the scorpion is not immune to its own poison; if it stings itself it could die.

Treasure: (for all types, in lair only) 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (30%), 1d10 gems (10%), 1d6 jewellery (5%), 2 misc. magic + 1 potion (5%)

Sea Hag

Frequency:Rare
No. Appearing:1d3
Size:Medium
Move:90 ft; 150 ft swimming
Armour Class:7
Hit Dice:3
Attacks:2 claws or 1 weapon
Damage:1d3+3/1d3+3 or by weapon +3
Special Attacks:See Below
Special Defences:See Below
MAGIC Resistance:50%
Lair Probability:50%
Intelligence:Average
Alignment:Chaotic evil
Level/XP:5/410 +2/hp

Sea Hags are wretched creatures given to committing dreadful acts of evil. They typically make their lairs beneath the ocean depths, but they are occasionally found in large lakes or other significant bodies of water. Their true form is that of a decrepit old woman, ravaged by time and repellent beyond reason, but they generally use their magic to assume a much more pleasant visage. They have sharp claws and teeth, as well as an insatiable appetite for flesh. Most Sea Hags are thought to be capable of speaking a number of languages.

The appearance of a Sea Hag belies their true abilities, for they are all supernaturally swift and strong, but more potent are their magical abilities. They take particular delight in their ability to use change self to deceive the unwary, either luring them to an unpleasant and immediate death or as part of a more subtle scheme; they can use this power at will and the duration is unlimited. Should a Sea Hag’s true appearance ever be revealed, then the horror causes anyone within thirty feet to be subject to a saving throw versus spells to avoid losing half their strength score for 1d6 turns. Furthermore, a Sea Hag can employ an evil gaze up to three times per day that subjects one creature within thirty feet to a saving throw vs poison; failure results in immediate collapse and paralysis for three days, though for 1 in 4 victims the effect is stronger and causes instant death. If physical combat becomes unavoidable, Sea Hags will attack with a weapon or their sharp claws; regardless, they have +3 to hit and +3 to damage. Sea Hags are immune to charm, fear, sleep and fire or cold based spells and immune to weapons that are not forged of cold iron, silver or else enchanted with at least a +1 bonus.

Treasure: 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 go (25%), 1d6 gems (25%), 1d3 jewellery (25%) and any two magic items (10%).

Sea Serpent

Frequency:Uncommon
No. Encountered:1d2
Size:Large (50 ft long)
Move:120 ft swimming
Armour Class:5
Hit Dice:10
Attacks:2
Damage:1d6/3d6
Special Attacks:Poison, constrict
Special Defences:Nil
Magic Resistance:Nil
Lair Probability:5%
Intelligence:Animal
Alignment:Neutral
Level/XP:7/1,000 + 12/hp

Descriptions of sea serpents vary with the region in which they are found. Sometimes they appear as giant sea snakes and other times as dragon-like serpentine creatures with legs or flippers. What is known for certain is a sea serpent can be encountered in any ocean, sea, or large body of fresh water. Sea serpents have two attacks. It has a poisonous bite for 1d6 points of damage and death in 1d4 rounds, save vs poison to negate; and a coiling attack which can crush a ship or creature in 1d6+4 (5-10) rounds. Sea serpents are very territorial but are not otherwise aggressive, only attacking when hungry. Once a sea serpent attacks, however, it is fearless and relentless and will fight to the death. Sea serpents are capable of diving to great depths and staying underwater for long periods of time. Sea serpents only lair in caves in very deep water and tend to be solitary or, at most, a mated pair.

Treasure: None.

Shambling Mound

Frequency:Rare
No. Encountered:1d3
Size:Large
Move:60 ft
Armour Class:0
Hit Dice:8 to 11
Attacks:2
Damage:2d8/2d8
Special Attacks:Suffocation
Special Defences:See below
Magic Resistance:See below
Lair Probability:30%
Intelligence:Low
Alignment:Neutral
Level/XP:Variable according to hit dice.

Shambling mounds appear to be piles of rotting vegetation. They are a type of intelligent plant. They dwell deep underground and in swamps, wherever there is ample moisture and decay. Shambling mounds will eat anything organic. They feed by wrapping their roots around their prey and absorbing the nutrients as the material rots.

When attacking, the shambling mound swings its arms around wildly. If both arms strike the same target within the same round, that target has become tangled up inside the creature. The victim will be smothered in 2d4 rounds unless the monster can be killed.

These things are rugged since the actual creature is surrounded by layers upon layers of rotting material. Fire has no effect as they are so wet, nothing will burn.

Electricity will actually cause the shambling mound to grow, add an additional hit die. Cold based attacks do no damage if the creature makes it save, half if it does. Weapons only do half damage as well. Shambling mounds are vulnerable to spells that affect plants such as plant control or charm plant.

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon + 1d4 scrolls + 1 misc. magic item + 1 potion (60%)

Shedu

Frequency:Rare
No. Encountered:2d4
Size:Large
Move:120 ft; 240 ft flying (AA:IV)
Armour Class:4
Hit Dice:9+9
Attacks:2
Damage:1d6/1d6
Special Attacks:See below
Special Defences:See below
Magic Resistance:25%
Lair Probability:25%
Intelligence:Exceptional
Alignment:Lawful good
Level/XP:7/1,950 + 14/hp

Shedu are winged bulls with human heads. They wander endlessly battling evil and chaos. They will aid anyone of good alignment, who is in need. They are powerful magic users who cast with a 9th level ability. If attacked, they will defend themselves with their front hooves. Shedu not only travel the material plane but the æthereal and astral planes as well. They can become æthereal at will. Shedu speak their own language, using their telepathy to communicate with others.

Treasure: 10d4×1,000 gp (50%), 1d20×100 pp (50%), 5d4 gems (30%), 1d10 jewellery (25%), any 4 magic item + 1 scroll (35%)

Shrieker

Frequency:Common
No. Encountered:2d4
Size:Small to large
Move:10 ft
Armour Class:7
Hit Dice:3
Attacks:None
Damage:Nil
Special Attacks:Nil
Special Defences:Noise
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:3/50 + 2/hp

Shriekers are mobile fungi that wander around quietly underground soaking up moisture. They are the favourite food of purple worms and shambling mounds. They give off an ear-piercing shriek whenever they detect light within 30 ft or movement within 10 ft. Shriekers will continue to shriek for 1d3 rounds, with a 50% chance to attract a wandering monster each round.

Treasure: None.

Skeleton Warrior

Frequency:Very rare
No. Encountered:1
Size:Man-sized
Move:60 ft
Armour Class:2
Hit Dice:9+2 or higher
Attacks:1
Damage:By weapon (+3 to hit)
Special Attacks:See below
Special Defences:See below
Magic Resistance:90%
Lair Probability:5%
Intelligence:Exceptional
Alignment:Neutral evil
Level/XP:7/2,000+16/hp

Skeleton Warriors are the unfortunate victims of powerful magic; in life they were fighters of great prowess and likely lords in their own right. In death they have become abominations, compelled by evil sorcery to serve any who possess the golden circlets that contain their souls. Skeleton Warriors desire above all else to gain possession of their own circlet and to be revenged upon any who have possessed and used it in the past.

The appearance of a Skeleton Warrior is terrifying and creatures with less than five HD will panic and flee from its presence. A visage of desiccated and decaying flesh hanging from exposed bone is perhaps fearsome enough, but the flame red-eyes that stare forth from black sockets are said to haunt the dreams of those upon whom they look. They are generally armed and armoured with the remains of what they wore in life, or their grave goods.

A character in possession of the circlet of a Skeleton Warrior and within 240 ft may attempt to dominate it. The circlet must be worn on the attempting character’s head in order to do this; it cannot be used whilst wearing a helmet or similar headgear. On the first attempt at domination, the character has a chance of success equal to his or her Wisdom score × 5, but he or she must be able to see his or her victim and have the freedom to concentrate for one round. If the attempt fails, it may be attempted again on the following round. If concentration is interrupted before domination is achieved, such as by an attack, the character must concentrate for a further three rounds. During this time, the Skeleton Warrior will attempt to kill its would-be master and take possession of the circlet if such is at all possible.

In the event of successful domination, the Skeleton Warrior is rendered inert for as long as the character remains in possession of the circlet. Additionally, whenever they are within 240 ft of one another and the character wears the circlet without helmet as described above, the user may take control of the Skeleton Warrior, being able to see through its eyes and direct its actions as he or she desires; whilst controlling the actions of the Skeleton Warrior, the user may not act him- or herself.

Should the user lose possession of the circlet for any reason, the Skeleton Warrior will seek him or her out and slay him or her, moving at double its usual movement rate. In the event that the Skeleton Warrior ever regains possession of its circlet, it will place it upon its head and as a result both will turn to dust.

Skeleton Warriors are powerful combatants, may use any weapon and always have a +3 bonus to hit; they can only be harmed by magical weapons.

The lair of a Skeleton Warrior is normally a richly adorned tomb filled with considerable treasure. However, because they are usually either seeking the current possessor of their circlet or else in the unwilling service of said possessor, they are rarely found in their lairs.

Contrary to appearances, the Skeleton Warrior is not undead in the conventional sense. It cannot be turned, is unaffected by a scroll of protection from undead, etc.

Treasure: 1d8×1,000 cp (50%), 1d6×1,000 sp (25%), 1d4×1,000 ep (25%), 1d3×1,000 gp (25%), 1d8 gems (30%), 1d4 jewellery (20%), sword, armour, or misc. weapon + 1d4 scrolls + 1 misc. magic item + 1 potion (60%)

Slithering Tracker

Frequency:Rare
No. Encountered:1
Size:Small
Move:120 ft
Armour Class:5
Hit Dice:5
Attacks:None
Damage:None
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Average
Alignment:Neutral
Level/XP:3/250+5/hp

Slithering trackers live in dungeons, ruins and dark places. They are transparent and if not in natural sunlight are almost impossible to see (1 in 20 chance of spotting). They almost never attack their prey immediately, instead following and waiting until their target is asleep. They can follow through almost anything, being amorphous in shape and capable of seeping through tiny gaps, such as door jambs or cracks in stonework. If a slithering tracker catches its victim asleep, it will touch it, forcing the victim to roll a saving throw vs paralysation or be totally paralysed for 1d6 hours. The tracker will then feed directly on its victim’s life energy, killing it in 1 hour.

Treasure: (in lair) 1d10×1,000 cp (20%), 1d6×1,000 sp (25%), 1d3×1,000 ep (10%), 1d4 gems (20%), 1d2 jewellery (20%), any two magic items (5%).

Slime, Green

Frequency:Rare
No. Encountered:1d4
Size:Small
Move:None
Armour Class:10
Hit Dice:2
Attacks:None
Damage:Nil
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:2/20+2/hp

Green slime is an occasional dungeon hazard. Sages debate whether it is vegetable or fungoid in nature. It grows over the ceiling of an area until a pendulous bulb of slime is almost ready to drop. The vibrations from passing creatures cause these bulbs to fall.

If a bulb strikes exposed flesh, it will convert the flesh rapidly to green slime. It can also eat through wood (slowly) and metal (quickly—a metal item will be consumed in 1d6 rounds). Only stone can stop it.

Green slime is unharmed by most weapons or spells. It does take damage from cold or fire, and can be killed by a cure disease spell. Failing that, a creature with green slime on it must cut away the affected area, amputate the affected limb, or die in 1d4 rounds (after which it will be converted to green slime and cannot be raised or resurrected).

Treasure: None.

Slug, Giant

Frequency:Uncommon
No. Encountered:1
Size:Large
Move:60 ft
Armour Class:8
Hit Dice:12
Attacks:1
Damage:1d12
Special Attacks:Spit acid
Special Defences:See below
Magic Resistance:Standard
Lair Probability:Nil
Intelligence:Non-
Alignment:Neutral
Level/XP:7/2,000+16/hp

Giant slugs live in dungeons and other underground complexes where they can avoid sunlight. Since these creatures are boneless they can squeeze through narrow openings and navigate around most obstructions. They use their sharp tongues to burrow through wood and hard ground. Giant slugs have a nasty bite, but their most effective weapon is their ability to spit acid up to 100 ft away. The first shot is almost always a miss (only 10% chance to hit), but this attack serves to approximate distance. After the first shot the chance hitting is base 100%, going down 10% for every 10 ft distance from giant slug; thus at 20 ft away the chance to hit is 80%, at 70 ft away 30%, etc. Because of their tough, flexible bodies, non-magical blunt weapons do no damage against giant slugs—only edged, piercing, or magical blunt weapons can harm them.

These creatures are usually a pale light grey with a white belly, but can be brown or black.

Treasure: None.

Snake, Giant

Boa Adder Cobra Amphisbaena
Frequency:UncommonUncommonRareVery rare
No. Encountered:1d21d61d41d3
Size:LargeLargeLargeMedium (6 ft long)
Move:90 ft150 ft120 ft120 ft
Armour Class:5553
Hit Dice:6 + 14 + 24 + 26
Attacks:2112
Damage:1d4/2d41d41d41d4/1d4
Special Attacks:ConstrictionPoisonSee belowPoison
Special Defences:None-None-None-None-
Magic Resistance:StandardStandardStandardStandard
Lair Probability:NilNilNilNil
Intelligence:AnimalAnimalAnimalAnimal
Alignment:NeutralNeutralNeutralNeutral
Level/XP:5/345+8/hp4/155+4/hp4/190+4/hp5/475+6/hp

All giant snakes are carnivorous and can be found in every type of climate except for the coldest. NB: For giant sea snakes see the listing for sea serpent.

Boas will drop on its prey from above, coiling its long body around the chosen target victim and attacking by both biting and squeezing for 2d4 points of damage. Once a snake has a victim within its coils it is quite difficult to release him or her. Several strong creatures creatures can grasp each end of the snake and uncoil the victim in 1d4+1 segments. Four very strong humans, 16 or greater strength each, should be able to accomplish this task. Attacks directed against a snake will also affect the victim trapped within the snake coils, though the GM may allow certain types of attacks to not do so.

Adder is the common name for giant poisonous snakes and they come in a variety of species. The poisons are usually negated by a saving throw but some types of adders have a powerful poison which, even if saved against, causes 3d6 points of damage to the victim.

Cobras are hooded giant snakes with the ability to spit poison at a single target up to 30 ft distant. The bite of the giant cobra is also quite poisonous. In either case, the victim gets a saving throw to negate the poison.

Amphisbaena are 6 ft long snakes with a head at both ends of its body. Both heads are capable of delivering a poisonous bite and victims must save vs poison or die instantly. Its method of travel is as bizarre as the creature’s appearance, one head of this unusual snake will grab the neck of the other and the creature then rolls like a hoop upon the ground!

Amphisbaena are carnivorous and like most other reptiles, are cold-blooded and prefer warmer climes. Oddly enough, the amphisbaena is immune to cold based attacks, though the sages are at a loss as to why this is so.

Treasure: None (for all giant snakes).

Sphinx

There are four kinds of sphinx. Androsphinxes, criosphinxes and hieracosphinxes are always male, while gynosphinxes are always female.

Gynosphinxes prefer the rare androsphinxes as mates, but matings with any of the male kinds are fertile. The children tend to be gynosphinxes, criosphinxes or hieracosphinxes, irrespective of the sub-species of the father. Only a few rare eggs hatch into androsphinxes.

Sphinx, Andro-

Frequency:Very rare
No. Encountered:1
Size:Large (12 ft long)
Move:180 ft; 240 ft flying (AA:III)
Armour Class:-1
Hit Dice:10
Attacks:2
Damage:1d10+1/1d10+1
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:50%
Intelligence:Very
Alignment:Neutral/Neutral good
Level/XP:7/1,500+4/hp

The Androsphinx is a more serious-minded creature than his female counterpart. Like the Gynosphinx, the Androsphinx is a winged lion with a human torso (male though, as the name implies). Also like their female counterparts, the Androsphinx love intellectual pursuits and will often grant access to areas they are set to guard or hoards they are watching (providing doing so does not break a prior agreement or endanger the Androsphinx in any way). Androsphinxes may be “hired” (if that is the right word) as guardians for a given treasure, place or thing for a while; they are circumspect in their acceptance of such duties and payment must be made in full or they will unleash their wrath on their would-be employers upon completion of the duties set.

Androsphinx all have the ability to emit a deafening roar that functions as a horn of blasting.

Treasure: 10d8 gems (85%), 5d6 jewellery (75%), 2d4 magic items (70%).

Sphinx, Crio-

Frequency:Very rare
No. Encountered:1d2
Size:Large (9 ft long)
Move:160 ft; 240 ft flying (AA:III)
Armour Class:-2
Hit Dice:9
Attacks:3
Damage:1d8/1d8/1d10
Special Attacks:See below
Special Defences:None
Magic Resistance:Normal
Lair Probability:20%
Intelligence:Average
Alignment:Neutral
Level/XP:7/900+4/hp

Less “magical” than their more human-seeming kin, the Criosphinx is a winged lion with the head of a ram. These creatures simply collect treasure and hunt much as other intelligent beings. They attack with front claws and can headbutt an opponent. On a successful roll of 20, a head-butted opponent is stunned for a single round.

Treasure: 3d6×1,000 sp (10%), 2d6×1,000 ep (15%), 1d8×1,000 gp (40%), 1d8×100 pp (30%), 3d8 gems (15%), 1d12 jewellery (10%), any three magic plus one potion and one scroll (25%).

Sphinx, Gyno-

Frequency:Rare
No. Encountered:1
Size:Large (10 ft long)
Move:150 ft; 240 ft flying (AA:III)
Armour Class:0
Hit Dice:7
Attacks:3
Damage:1d6/1d6/1d12
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Very
Alignment:Chaotic neutral/Chaotic good
Level/XP:6/650+8/hp

The storied Gynosphinx is a winged half-woman, half lion creature that dwells in arid climes amid abandoned tombs and the like. She is often found near ruins or caves, but occasionally prowls the desert. The chief pursuits of the Gynosphinx are intellectual; their kind prefers riddles and puzzles and complex games to (almost) any other type of activity.

Although basically good in nature, the Gynosphinx is capricious and will not hesitate to “corner” a creature and demand some sort of payment for release (usually in the form of a song, story, a game of chess, etc.). Offers of payment in the form of material bribes are always welcome. Flattery can be used against these vain she-beasts as necessary.

Like her kin the Gynosphinx is a spellcaster; she can use once per day read magic, read languages, detect invisibility, locate object, dispel magic, clairvoyance, clairaudience, remove curse or legend lore (this last spell she greatly prefers to use as gynosphinxes can be storehouses of knowledge and pride themselves on the ability).

While admirers of both male and female human and demi-human forms, they loathe the male (crio- and hieraco-) counterparts of their own species, as a rule.

Treasure: 2d4×1,000 gp (40%), 1d6×1,000 pp (50%), 4d8 gems (50%), 2d6 jewellery (35%), 1 misc. magic plus one potion (50%).

Sphinx, Hieraco-

Frequency:Uncommon
No. Encountered:1
Size:Large (7 ft long)
Move:140 ft; 220 ft flying (AA:III)
Armour Class:0
Hit Dice:8
Attacks:3
Damage:1d8+1/1d8+1/1d8+1
Special Attacks:None
Special Defences:None
Magic Resistance:Normal
Lair Probability:40%
Intelligence:Average
Alignment:Chaotic neutral/Chaotic evil
Level/XP:6/600+12/hp

The dreaded Hieracosphinx is an eminently evil being. A hawk-headed, winged lion, it prowls desolate places and preys on unsuspecting lone travellers or weak parties of people. Its appetite for warm flesh is nearly insatiable and it is utterly merciless in its pursuit. The creature will often toy with opponents, chasing them for league upon league through the desert under the blazing sun, and when they think they have reached relative safety, the beast will swoop down and attack with its razor sharp beak and talons, rending and slicing flesh like a long sword.

Even the non-good aligned sphinx types hate these beasts and will not normally hesitate to attack them and slay them. Unfortunately they are often hatched, and it is rumoured that they have recently begun to appear in cold climes.

Treasure: 1d12×1,000 cp (5%), 1d10×1,000 sp (25%), 1d6×1,000 ep (25%), 1d6×1,000 gp (25%), 2d6 gems (10%), 1d8 jewellery (10%), any three magic plus one scroll (25%).

Spider, Giant

Frequency:Uncommon
No. Encountered:1d8
Size:Large
Move:30 ft; 120 ft in web
Armour Class:4
Hit Dice:4+4
Attacks:1
Damage:1d8
Special Attacks:Poison, webs
Special Defences:None
Magic Resistance:Standard
Lair Probability:75%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:4/325+5/hp

Rather than being hunters, these creatures are like their common, tiny cousins in that they build webs to ensnare prey. In addition to their venomous bite, it takes 2 combat rounds to break free from their webs (+1 additional round for each point of strength below 17). In some fantasy worlds, such as those inspired by J.R.R. Tolkien’s Middle Earth™, giant spiders can speak Common; in others, they are voiceless.

Treasure: 2d6×1,000 cp (20%), 1d6×1,000 sp (25%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (15%), 1d3 magic items (10%).

Spider, Huge

Frequency:Common
No. Encountered:2d6
Size:Medium
Move:180 ft
Armour Class:6
Hit Dice:2+2
Attacks:1
Damage:1d6
Special Attacks:See below
Special Defences:None
Magic Resistance:Normal
Lair Probability:50%
Intelligence:Animal
Alignment:Neutral
Level/XP:3/150+3/hp

Huge spiders resemble hunting tarantulas and are capable of leaping a disturbing 30 ft directly at their prey. Their venom is relatively weak and saving throws made against it are at +3.

Treasure: 4d6 cp (90%), 3d6 sp (80%), 2d6 ep (70%), 2d6 gp (60%), 1d6 pp (50%), 1d3 gems (40%).

Spider, Large

Frequency:Common
No. Encountered:2d12
Size:Small
Move:60 ft; 150 ft in web
Armour Class:6
Hit Dice:1+1
Attacks:1
Damage:1d4
Special Attacks:See below
Special Defences:None
Magic Resistance:Normal
Lair Probability:50%
Intelligence:Animal
Alignment:Neutral
Level/XP:2/75+2/hp

Large spiders come in various shapes and colours. They are among the most frequently-encountered denizens of dungeons and ruins. Their venom is relatively weak and saving throws made against it are at +2.

Treasure: 4d6 cp (90%), 3d6 sp (80%), 2d6 ep (70%), 2d6 gp (60%), 1d6 pp (50%).

Spider, Phase

Frequency:Very rare
No. Encountered:1
Size:Large
Move:60 ft; 120 ft in web
Armour Class:7
Hit Dice:5+5
Attacks:1
Damage:1d4+1
Special Attacks:See below
Special Defences:See below
Magic Resistance:Normal
Lair Probability:75%
Intelligence:Low
Alignment:Neutral
Level/XP:5/700+6/hp

The phase spider is so named because it is able to shift itself subtly in and out of reality during combat. The creature can stay out of phase, waiting to deliver its poisonous bite (victims save at -2; the creature is very deadly). If struck by a phase door spell, the phase spider must remain in phase for eight rounds. Becoming æthereal through magic or other means puts attackers in phase with the creature and they may strike at it with no disadvantage. The webs of this creature are highly sought after for the construction of bags of holding, etc.

Treasure: 1d10×1,000 cp (20%), 1d10×1,000 sp (20%), 1d10×1,000 ep (20%), 1d10×1,000 gp (20%), 1d10×100 pp (20%), 1d4 gems (10%), 1d10 jewellery (10%), any three magic items plus one scroll (15%).

Spider, Giant Water

Frequency:Common
No. Encountered:1
Size:Large
Move:140 ft underwater
Armour Class:7
Hit Dice:3+3
Attacks:1
Damage:1d4+1
Special Attacks:Poison
Special Defences:None
Magic Resistance:Normal
Lair Probability:40%
Intelligence:Semi-
Alignment:Neutral
Level/XP:4/200+4/hp

These are like their giant land-based cousins in most respects. They differ in that they do not build webs per se, rather; they build underwater lairs and carefully transfer air trapped in web-sacs to the lairs. They can hide within and wait for unwary swimmers, whereupon they will scuttle out and drag their prey down, poisoning them, cocooning them, and removing them to their lair to consume.

As their lairs are air-filled, if the creature is slain, these places may be used for one hour for creatures that require air to breathe.

Treasure: 1d8×1,000 cp (30%), 1d8×1,000 sp (30%), 1d8×1,000 ep (30%), 1d3 gems (20%), 1d6 jewellery (30%), 1d2 magic items (10%).

Squealer

Frequency:Very rare
No. Encountered:1 or 1d3+1
Size:Large
Move:120 ft
Armour Class:6
Hit Dice:12
Attacks:3
Damage:1d6+6/1d4/1d4
Special Attacks:See below
Special Defences:Camouflage
Magic Resistance:Standard
Lair Probability:20%
Intelligence:Semi-
Alignment:Neutral
Level/XP:9/2,000+16/hp

Probably originating from a distant place much like the aurumvorax, squealers live in forests. Most are solitary but there is a 10% chance of an encounter with a mated pair and young; the young have 4 HD and do half damage. They are 75% camouflaged in woodlands while they remain still, and prefer to charge by surprise.

A typical squealer is the size and weight of a large gorilla, and has a third arm protruding from its back. It depends from this extra arm and its prehensile feet while attacking with two claws and a bite. If both arm attacks succeed, it will hold its opponent fast and fall upon it from the tree-limbs, inflicting an automatic 1d10 hp damage and thereafter attacking with its hind feet as well (increasing to 5 attacks, damage 1d6+6/1d4/1d4/1d4/1d4).

Treasure: Usually none, but some incidental treasure may arise; cf. the listing for aurumvorax for details.

Stirge

Frequency:Uncommon
No. Encountered:3d10
Size:Small
Move:30 ft; 180 ft flying (AA:IV)
Armour Class:8
Hit Dice:1+1
Attacks:1
Damage:1d3
Special Attacks:See below
Special Defences:None
Magic Resistance:Normal
Lair Probability:55%
Intelligence:Animal
Alignment:Neutral
Level/XP:2/35+2/hp

Stirges are bat-like flying mammals. They live in dark places and feed on blood.

A stirge attacks as a 4 hit dice creature. Once it has hit, the stirge has latched onto its victim and will continue draining the victim of 1d3 hp worth of blood per round, without needing any further rolls “to hit”, until the stirge has drunk 10-13 (9+1d4) hp worth of blood, at which time its hunger is satisfied and it will attempt to depart. Only death will prevent the stirge feeding once it has latched on.

Treasure: 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 2d6 gems (50%), 1d6 jewellery (25%), 1d2 magic items + 1 potion (15%).

Stunjelly

Frequency:Uncommon
No. Encountered:1
Size:Large
Move:30 ft
Armour Class:8
Hit Dice:4
Attacks:1
Damage:2d4
Special Attacks:See below
Special Defences:See below
Magic Resistance:Standard
Lair Probability:95%
Intelligence:Non-
Alignment:Neutral
Level/XP:4/150+4/hp

Stunjellies appear, at a distance, to be no more than a normal section of wall, but should any individual stray too close, they will turn translucent and attack. Most known examples occupy an area 10 ft wide by 10 ft high and 2 to 5 ft thick, but larger versions have occasionally been reported.

It is very likely that a Stunjelly will catch its victim by surprise. In addition to the 2d4 damage its mutable tendrils inflict upon a its prey, a saving throw vs paralysis must also be made; failure renders the unfortunate unable to move for 5d4 rounds, which the Stunjelly uses to engulf its victim and begin the process of digestion. Stunjellies are themselves immune to paralysis, as well as polymorph, electrical attacks and mind influencing spells.

Treasure: Stunjellies carry only what they have consumed.

Tick, Giant

Frequency:Rare
No. Encountered:3d4
Size:Small
Move:30 ft
Armour Class:4
Hit Dice:3
Attacks:1
Damage:1d4
Special Attacks:See below
Special Defences:None
Magic Resistance:Standard
Lair Probability:Nil (no lair)
Intelligence:Non-
Alignment:Neutral
Level/XP:2/50 + 2/hp

These giant invertebrates typically dwell in ruins and upper dungeon levels, though some are found in forests as well. They usually seek to ambush their prey, jumping out from hiding. Their initial attack inflicts the damage indicated, and thereafter the giant tick drains 1d6 hp worth of blood automatically. Their bite can cause disease as a giant leech bite does.

Treasure: None.

Titan

Frequency:Very rare
No. Encountered:1
Size:Large (18 ft or more)
Move:Depends on HD (see below)
Armour Class:Depends on HD (see below)
Hit Dice:17–22
Attacks:1
Damage:Depends on HD (see below)
Special Attacks:Spells
Special Defences:See below
Magic Resistance:60%
Lair Probability:10%
Intelligence:Genius or Supra-Genius
Alignment:Chaotic good
Level/XP:Variable

Titans are powerful creatures not native to the material plane. They normally appear as massive humans, well-figured and possessed of an unearthly beauty. The movement rate, armour class, and damage caused by titans is as follows:

17 HD: MV 210 ft, AC 2, DAM 7d6
18 HD: MV 210 ft, AC 1, DAM 7d6
19 HD: MV 150 ft, AC 0, DAM 7d6
20 HD: MV 150 ft, AC –1, DAM 7d6
21 HD: MV 150 ft, AC –2, DAM 8d6
22 HD: MV 150 ft, AC –3, DAM 8d6

Titans may levitate at will, and twice per day can either become invisible or shift into the æthereal plane. In addition to these innate abilities, all titans have the ability to cast both clerical and magic spells. For each type of spell, roll 1d4+3. This number represents the maximum spell level the titan can cast for that type of spell. The titan can cast 2 spells of each level.

Example: the die rolls result in a 4 for magic spells and a 6 for clerical spells. The titan would be able to cast 2 first level magic spells, 2 second level, 2 third level and 2 fourth level. He or she would also be able to cast 2 first level clerical spells, 2 second level, 2 third level, 2 fourth level, 2 fifth level, and 2 sixth level.

Titans are immune to all mental attacks, and may have mental powers if the GM makes use of psionics in the campaign. It is possible (20% chance) that a titan will be accompanied by a storm giant, for the two races are friendly with each other.

Treasure: 1d10×1,000 cp (5%), 1d12×1,000 sp (25%), 1d6×1,000 ep (25%), 1d12×1,000 gp (40%), 1d6×1,000 pp (50%), 2d20 gems (50%), 1d8 jewellery (10%), any 3 magic item + 1 scroll (25%)

Trapper

Frequency:Rare
No. Encountered:1
Size:Large
Move:30 ft
Armour Class:3
Hit Dice:12
Attacks:Special enfolding attack
Damage:See below
Special Attacks:Enfolds and crushes (see below)
Special Defences:Half or no damage from fire or cold
Magic Resistance:Standard
Lair Probability:85%
Intelligence:High
Alignment:Neutral
Level/XP:9/3,000+16/hp

Trappers are underground predators, chameleon-like creatures with flat bodies like a manta ray. They are roughly square in shape, about 20 ft by 20 ft in size (larger and smaller trappers, with proportionally higher or lower hit dice have been encountered), but can alter their dimensions to a considerable degree. These dangerous creatures lie flat on dungeon floors, waiting for prey to step onto them. While waiting in this manner, trappers are completely indistinguishable from the surrounding floor, 95% likely to be completely undetectable without the use of magic. When potential prey steps onto the trapper, the monster whips upward to enfold all creatures standing on it. The trapper’s stone-hard skin and powerful muscles are deadly. Victims enfolded in the trapper cannot use weapons and will suffocate in 6 rounds. Moreover, before suffocating, victims will suffer 4hp damage per round plus 1 hp per point of armour class. As noted above, trappers take half damage from fire and cold, and no damage at all from such attacks if the monster is entitled to a saving throw and succeeds.

Treasure: 1d4×10,000 gp (50%), 1d20×100 pp (50%), 5d4 gems (30%), 1d10 jewellery (10%), 1 potion, 1 scroll, and 3 other magic items (excluding weapons) (30%)

Triton

Frequency:Rare
No. Encountered:10d6 (10-60)
Size:Man-sized
Move:150 ft; 150 ft swimming
Armour Class:4
Hit Dice:3
Attacks:1 (weapon)
Damage:By weapon
Special Attacks:See below
Special Defences:None
Magic Resistance:90%
Lair Probability:25%
Intelligence:High+
Alignment:Neutral good
Level/XP:Warrior 110+2/hp
Leader (4HD) 145 + 3/hp
Leader (5HD) 190 + 4/hp
Leader (6HD) 280 + 6/hp
Leader (9HD) 1,000 + 12/hp

Tritons resemble humans, but have two fish-like tails instead of legs. These aquatic creatures can live in any depth of water, and are found in the elemental plane of water as well as in the prime material plane. Groups of tritons are composed as follows:

Tritons are civilised, dwelling in castles beneath the waves (80% chance) or elaborate caverns of their own excavation (20% chance). These lairs contain additional tritons:

Treasure: In lair only: 1d12×1000cp (20%); 1d6×1000sp (30%); 1d4×1000ep (10%); 1d6 gems (25%); 1d3 jewellery (20%); any 2 magic items (10%); 2d4×1000 gp (40%); 1d6×1000pp (50%); 4d8 gems (55%); 1d12 jewellery (45%); 2d4 potions (40%); 1d4 scrolls (50%); 1 miscellaneous magic and 1 potion (60%).

Vilstrak

Frequency:Rare
No. Encountered:2d10
Size:Man-sized
Move:90 ft
Armour Class:2
Hit Dice:1d6
Attacks:2
Damage:1d4+1/1d4+1
Special Attacks:Surprise on 1-4
Special Defences:None
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Low
Alignment:Neutral evil
Level/XP:1/5+1/hp

Vilstrak have a rocky hide that allows them to blend well with their subterranean habitat, using an innate ability to merge with the rocks. These monsters are 75% undetectable until closer than 20 ft, at which point they often move to attack with their massive fists.

These creatures tend to lair in hollows of rock and earth. These lairs are difficult to readily access by any being unable to pass through earth and stone, though with some time and effort the opening can be widened enough to allow entry and access to the treasure, gleaned from the vilstrak’s victims, stored therein.

Vilstrak appear as a 6 ft tall cross between a human and a bug and has a hide with the consistency of heavy rock. Its forearms are half again longer than that of a human and much more massive, ending in two heavy fists.

Treasure: None carried. Lair: 2d6×1,000 cp (30%), 1d6×1,000 sp (30%), 1d6×1,000 ep (10%), 1d6 gems (30%), 1d3 jewellery (15%), 1 potion or scroll (10%).

Volt

Frequency:Uncommon
No. Encountered:2d12
Size:Small
Move:60 ft levitating (AA:II)
Armour Class:3
Hit Dice:2+1
Attacks:1
Damage:1d4
Special Attacks:See below
Special Defences:Immune to electricity and lightning
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Animal
Alignment:Neutral
Level/XP:2/50+3/hp

Volts are peculiar, magical creatures that attack almost anything that ventures near their lair. They appear as little balls of grey fur with two protruding eyes and a long, whip-like tail that crackles with electricity.

If the creature’s bite attack succeeds, it has latched onto its target and will do normal bite damage (1d4 hp) automatically every round. At the same time it will lash its foe with its tail. The tail attack inflicts a strong electric shock (2d6 hp damage). Only victims not wearing metal armour receive a saving throw against this damage, and any victim wearing metal armour is treated as unarmoured (AC 10) for the purposes of the volt’s attack.

Volt lairs usually smell slightly of ozone.

Treasure: None.

Vulchling

Frequency:Rare
No. Encountered:2d8
Size:Medium
Move:60 ft; 30 ft flying (AA:IV)
Armour Class:7
Hit Dice:1
Attacks:1 or 2
Damage:1d4+1 or 1d4/1d4
Special Attacks:None
Special Defences:None
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Low
Alignment:Chaotic evil
Level/XP:1/10+1/hp

Vulchlings are a race of birds that resemble vultures but with features that look rather like a human with a beak. Vulchlings are weak fliers, tending to swoop upon their prey with a claw attack, then fighting on the ground with a bite/bite routine.

Vulchlings can be found in desolate areas or underground, and they have been known to ally themselves with harpies or Class A demons. Vulchlings are attracted to shiny objects and a careful search of their nest usually yields a few coins.

Treasure: 3d6 each of cp, sp, ep (25%); 1d8 gp (25%)

Wasp, Giant

Frequency:Rare
No. Encountered:1d20; 1d20+20 in lair
Size:Medium
Move:60 ft; 210 ft flying (AA:V)
Armour Class:4
Hit Dice:4
Attacks:2 (bite/sting)
Damage:1d4/2d4
Special Attacks:Poison sting
Special Defences:None
Magic Resistance:Standard
Lair Probability:25%
Intelligence:Non
Alignment:Neutral
Level/XP:5/300 + 3/hp

Giant wasps have a poisonous stinger that delivers a paralysing venom. Any creature hit by the stinger must make a saving throw vs poison or become paralysed for 1d4+1 days, followed by death. The wasps generally carry paralysed victims to their nests, where the victims are kept to be eaten by larvae when eggs hatch. Giant wasp nests may be mud-daubed or paper, depending on the type of wasp. Giant wasp wings are instantly burned away if they suffer a successful hit with a flaming object; burning away the wings in this manner does not cause hit point damage to the wasp, but prevents the creature from flying.

Although giant wasps are aerial agility level V, they can hover.

Treasure: 20d4 gems (50%)

Will-O-the-Wisp

Frequency:Uncommon
No. Encountered:1d3
Size:Small
Move:180 ft flying (AA:VI)
Armour Class:-8
Hit Dice:9
Attacks:1 electric shock
Damage:2d8
Special Attacks:Electric shock
Special Defences:Spell immunities
Magic Resistance:Standard
Lair Probability:50%
Intelligence:Exceptional
Alignment:Chaotic evil
Level/XP:7/1,400+12/hp

Will-o-the-wisps are strange, fey creatures that resemble dancing lights or torches. Living in desolate and dangerous locations, they seek to draw unwary travellers into bogs or quicksand. Will-o-the-wisps are immune to all spells with the exception of protection from evil, magic missile, and maze. If a will-o-the-wisp is clearly faced with death in combat, it will bargain the location of its treasure in exchange for freedom. The range of a will-o-the-wisp’s electric shock attack is 10 ft.

Treasure: 1d3×1,000 cp (20%); 1d4×1,000 sp (25%); 1d4×1,000 ep (25%); 1d4×1,000 gp (30%); 1d6×100 pp (30%); 10d6 gems (55%); 5d6 jewellery (50%); 1d3 magic items (50%)

Wyvern

Frequency:Uncommon
No. Encountered:1d6
Size:Large (30-40 ft long)
Move:60 ft; 240 ft flying (AA:III)
Armour Class:3
Hit Dice:7+7
Attacks:2
Damage:1d6/2d8
Special Attacks:Poison sting
Special Defences:None
Magic Resistance:Standard
Lair Probability:30%
Intelligence:Low
Alignment:Neutral evil
Level/XP:6/850+10/hp

Wyverns are distant cousins of dragons, extremely voracious but dull of intellect. They do not have front legs, and cannot attack effectively with their hind legs. In combat, wyverns rely on their bite and deadly poison stinger. If a character is hit with the wyvern’s sting, in addition to the normal damage he must save vs poison or fall dead.

Treasure: (in lair only) 1d10×1,000 cp (5%); 1d12×1,000 sp (25%); 1d6×1,000 ep (25%); 1d8×1,000 gp (25%); 1d12 gems (15%); 1d8 jewellery (15%); 3 magic items plus 1 scroll (25%).

Xorn

Frequency:Very rare
No. Encountered:1d4
Size:Medium
Move:90 ft
Armour Class:-2
Hit Dice:7+7
Attacks:3 claws, 1 bite
Damage:1d3/1d3/1d3/6d4
Special Attacks:Surprise 1-5 on d6
Special Defences:Immune to fire and cold, half damage from electricity, travel through stone
Magic Resistance:Standard
Lair Probability:40%
Intelligence:Average
Alignment:Neutral
Level/XP:7/1,350+10/hp

Xorn are bizarre creatures from the elemental planes of earth that eat precious metals and other minerals. They have a rock-like consistency, granting an extremely good armour class, and appear to be made of stone. Xorn have a barrel-shaped body, radially symmetrical with three eyes, three arms, three stubby legs, and a powerful mouth set in the top of the creature’s body. The stone-like appearance grants the xorn a tremendously good chance of surprising its enemies.

Xorn are immune to fire and cold damage, and take only half damage from electrical attacks (no damage when saving throws are successful). A xorn can swim through stone, but requires a full melee round to enter solid rock, during which time it cannot attack. A phase door spell will utterly destroy a xorn that is travelling through rock or readjusting its composition.

Xorn are particularly vulnerable to spells that affect earth and stone. Move earth spells may be used to hurl a xorn backwards 30ft and stun them for a full round. Stone to flesh and rock to mud spells weaken the xorn’s elemental structure, increasing the creature’s AC to 8 until the xorn concentrates for a full round to readjust its composition. Passwall spells inflict 1d10+10 points of damage with no saving throw.

Treasure: 1d4×1,000 cp (25%), 1d8×1,000 sp (30%), 1d2×1,000 ep (25%), 2d6×1,000 gp (70%), 5d4 gems (50%), 1 misc. magic + 1 potion (60%)

Yeti

Frequency:Very rare
No. Encountered:1d6
Size:Large (8 ft tall)
Move:150 ft
Armour Class:6
Hit Dice:4 + 4
Attacks:2
Damage:1d6/1d6
Special Attacks:See below
Special Defences:Impervious to cold
Magic Resistance:Standard
Lair Probability:10%
Intelligence:Average
Alignment:Neutral
Level/XP:4/435+5/hp

Yeti are tall and vaguely ape-like humanoids completely covered in thick white hair and weighing in at 300 lbs. Yeti have ivory clawed and quite large feet and hands, a mouthful of sharp fangs, and are known to crave the taste of human flesh. Yeti inhabit regions of ice and snow, generally in the cold regions of the world, but sometimes in area with mountains high enough to stay snow-capped the year round. In spite of their appearance yeti are not albinos, they have eyes of pale blue or a very light, almost white, grey.

In combat the yeti attacks with its clawed hands and if it strikes with a roll of a natural 20 it has grabbed its opponent and squeezed him or her in its powerful arms, inflicting another 2d8 points of damage (cold-resistant creatures take only 1d8 points of damage from this attack).

If surprised by a yeti, an adventurer must roll a saving throw vs paralysis. Failing the save means he or she has inadvertently looked into the creature’s eyes and has been struck with intense fright and unable to move or react for 3 melee rounds. During this time, the unfortunate victim will be both struck twice and suffer the squeezing attack of the yeti twice.

Because of their extreme adaptation to living in cold climates, yeti suffer 50% greater damage from heat and fire based attacks. Because of their colouration and habitat, yeti are virtually invisible until within 20 ft of their prey, though higher-level characters have a 10% chance per level of spotting one at normal viewing ranges. Though yeti have no real use for treasure, they do realize its worth to other beings and, as such, a random collection of coins and valuables can be found in their lairs.

Yeti lairs usually comprise a pod of 1 male, 1d4 females, and 1d4 + 1 younglings. If younglings are present, the females will fight to the death to protect them, requiring no morale check.

Treasure: None carried. In lair: 1d6×1,000 cp (10%), 1d10×1,000 sp (35%), 1d6×1,000 ep (15%), 1d6×1,000 gp (65%), 1d10 gems (35%), 2d4 jewellery (30%), 2 random magic items + 2 potions (10%).