A
/ \ _ Play Now Nemesis on
| | | | _______ _ _ _______ _______ _ _______
| |\ | | | ____| | \ / | | ____| / ____| | | / ____|
/-------/-------------------------------------------------------------------,
O= Home <=XX| About News Pics Adventurers Wizards Download Connect >
\-------\-------------------------------------------------------------------'
| | \ | | |____ | | | | | |____ ___ \ \ | | ___ \ \
| | \_| |_______| |_| |_| |_______| |_______/ |_| |_______/
\ /
V
Documentation Area
Document Path: /doc/monsters/Another_List_of_Monsters
Banshee
The banshee is the spirit of an evil female elf, a very rare thing indeed.
Banshee hate the living, finding their presence painful and seek to harm
whoever they meet. Banshees appear as floating, luminous phantasms of their
former selves, Their image glows brightly at nicht, but is translucent in
sunlight. Most banhees are old and withered, but a few who died young re-
tain their former beauty. The hair of a groaning spirit is wild and un-
kempt. Her dress is usually tattered rags. Her face is a mask of pain and
anguish, but hatred and ire burns brightly in her eyes. Banshees frequently
cry out in pain - hence their name.
Intelligence: 15
Alignment: Chaotic evil
Armour Class: 0
Hit Points: 7d6
Weapon Class: 13
Damage: 1-8
Spells: Death wail
Magic Resistance: 50%
Size: 5'
Morale: 13
Experience: 4000
Basilisk:
A basilisk is a dragon-like creature with 8 legs. It is usually dull brown
in color with a yellowish underbelly. Its eyes glow pale green. This monster
is used typically to guard a treasure.
Intelligence: 6
Alignment: Neutral
Armour Class: 2
Hit Points: 10d6
Weapon Class: 10
Damage: 11
Spells: Gaze
Magic Resistance: Nil
Size: 12'
Morale: 16
Experience: 7000
Bat:
Bats are common animals in many parts of the world. While ordinary Bats are
annoying but harmless, larger varieties can be quite deadly. With almost 2000
different species of bats known, one can find wingspans from less than two
inches across to 15 feet or more. The small body of the ordinary bat resem-
bles a mouse, while the wings are formed from extra skin stretched across
its limbs. The larger bats are scaled up but otherwise similar in apperance.
Despite the common belief that bats are blind, nearly all known species have
rather good eyesight. In the dark, however, they do not rely on their visual
acuity, but navigate instead by echo-location. By emitting a high-pitched
squeal and listening for it to bounce back to them, they can 'see' their
surroundings by its natural form of sonar.
Intelligence: 1
Alignment: Neutral
Armour Class: 8
Hit points: 1d4
Weapon Class: 19
Damage: 3
Spells:
Magic Resistance: Nil
Size: 5'
Morale: 6
Experience: 35
Bear:
As a rather common mammal, bears tend to avoid humans unless provoked. Ex-
ceptions to this rule can be a most unfortunate occurence. Bears are, in
general, large and powerful animals which are found throughout the world's
temperate and cooler climates. With dense fur protecting them from the
elements and powerful claws protecting them from other animals, bears are
the true rulers of the anumal kingdoms in the areas where they live.
The so-called black bear actually ranges in color from black to light brown.
It is smaller then the brown bear and the most widespread species by far.
The brown bear, of which the infamous grizzly is the most well known varie-
ty, is a bear of very aggressive disposition. Brown bears are more carni-
vorous then their smaller cousins, the black bears. The grizzly in particu-
lar will oftern bring down large game such as deer and elk. Cave bears are
quite aggressive, willing to attack well-armed parties without provocation.
Polar bears are powerful swimmers and feed mostly on marine animals.
Intelligence: 3
Alignment: Neutral
Armour Class: 7 (Black)/6 (Brown)/6 (Cave)/6 (Polar)
Hit points: 3+3/5+5/6+6/8+8 d6
Weapon Class: 17/15/13/11
Damage: 2+2+4/3+3+5/4+4+6/5+5+7
Spells: Hug
Magic Resistance: Nil
Size: 6'/9'/12'/14'
Morale: 9
Experience: 175/420/650/1400
Beetle, Giant:
Giant beetles are similar to their more ordinary counterparts, but thousands
of times larger - with chewing mandibles and hard wings that provide sub-
stantial armour protection. Beetles have two pairs of wings and three pairs
of legs. Fortunately, the wings of a giant beetle cannot be used to fly, and
in most cases, its sex bristly legs do not enable it to move as fast as a
fleeing men. The hard, chitinous shell of several varieties of these beetles
are brightly colord, and sometimes have value to art collectors. While their
shells protect beetles as well as plate mail armour, it is difficult to
craft armour from them, and a skilled alchemist would need to be brought in
the job. All beetles are basically unintelligent and always hungry. They
will feed on virtually any form of organic material, including other sorts
of beetles. They taste matter with their antennae, or feelers; if a sub-
stance tasted is organic, the beetle grasps it with its mandibles, crushes
it and eats it. Beetles do not hear or see well and rely primarily on taste
and feel.
Intelligence: 1
Alignment: Neutral
Armour Class: 4
Hit points: 5d6
Weapon Class: 15
Damage: 12
Spells: None
Magic Resistance: Nil
Size: 4'
Morale: 13
Experience: 175
Beholder:
The beholder is the stuff of nightmares. This creature, also called the
sphere of many eyes or the eye tyrant, appears as a large orb dominated by
a central eye and a large toothy maw, has 10 smaller eyes on stalks sprou-
ting from the top of the orb. Among adventurers, beholders are known as
deadly adversaries. The globular body of the beholder is supported by
levitation, allowing it to float slowly about as it wills. Beholders are
usually solitary creatures, but there are reports of large communities of
them surviving deep beneath the earth. All beholders speak their own lan-
guage, in addition, they often speak the tongues of other lawful evil crea-
tures.
Intelligence: 15
Alignment: Lawful evil
Armour Class: 2
Hit points: 60
Weapon Class: 8
Damage: 5
Spells: Magic
Magic Resistance: Nil
Size: 4'
Morale: 18
Experience: 14000
Bird:
Avians, whether magical of mundane in nature, are among the most interesting
creatures ever to evolve. Their unique physiology sets them apart from all
other life, and their grace and beauty have earned them a place of respect
and adoration in the tales of many races.
Condor Eagle, Falcon, Hawk, Owl, Raven, Vulture
Intelligence: 3
Alignment: Neutral
Armour Class: 7 7 5 6 6 7 6
Hit points: 3d6+3 4d6 2d6+1 1d6 4d6 3d6+2 2d6+2
Weapon Class: 17 15 17 19 17 17 19
Damage: 4 3/3/6 3/3/3 2/2/1 4/4/2 4 3
Spells: none
Magic Resistance: none
Size: 4' 6' 4' 4' 4' 3' 4'
Morale: 9 13 9 9 11 13 9
Experience: 175, 420, 200, 65, 270, 175, 120
Bugbear:
Bugbears are giant, hairy relatives of goblins who frequent the same areas
as their smaller relatives. Bugbears are large and muscular, standing 7'
tall. Their hides range from light yellow to yellow brown and their thick
coarse hair varies in color from brown to brick red. Though vaguely humanoid
in appearance, bugbears seem to contain the blood of some larger carnivore.
Their eyes recall those of some savagebestial animal, being greenish white
with red pupils, while their ears are wedge-shaped, rising from the top of
their heads. A bugbear"s mouth is full of long sharp fangs.
Intelligence: 7
Alignment: Chaotic evil
Armour Class: 5
Hit points: 3d6+1
Weapon Class: 17
Damage: 6
Spells:
Magic Resistance:
Size: 7'
Morale: 12
Experience: 120
Cat, Great:
The great cats are among the most efficient of all predators.
Jaguar Leopard Lion Lynx Tiger
Intelligence: 3 3 3 11 3
Alignment: Neutral
Armour Class: 6 6 6 6 6
Hit points: 4d6+1 3d6+2 5d6+2 2d6+2 5d6+5
Weapon Class: 17 17 15 19 15
Damage: 2/2/4 2/2/3 2/2/5 2/2/2 3/3/5
Spells: Claws
Magic Resistance: none
Size: 5' 4' 5' 4' 6'
Morale: 9
Experience: 420, 270, 650, 175, 650
Centaur:
Centaurs are woodland beings who shun the company of men. They dwell in
remote, secluded glades andpastures. The appearance of a centaur is un-
mistakable: they have the upper torso, arms and head of a human being, and
the lower body of a large, powerful horse. Centaurs speak their own lan-
guage and some among them can converse in the tongue of elves.
Intelligence: 7
Alignment: Chaotic good
Armour Class: 5
Hit points: 4d6
Weapon Class: 17
Damage: 3/3/weapon
Spells:
Magic Resistance:
Size: 8'
Morale: 13
Experience: 175
Centipede, Giant:
Giant centipedes are loathsome, crawling arthropods that arouse almost uni-
versal disgust from all intelligent creatures (even other monsters). They
are endemic to most regions.
Intelligence: 0
Alignment: Neutral
Armour Class: 9
Hit points: 2
Weapon Class: 20
Damage: 1
Spells:
Magic Resistance:
Size: 1'
Morale: 6
Experience: 35
Crocodile:
The crocodile is a large, dangeros predatory reptile native to tropical and
subtropical climes. It spends most of its time submerged in swamps, rivers,
or other large bodies of water.
Intelligence: 1
Alignment: Neutral
Armour Class: 5
Hit points: 3d6
Weapon Class: 17
Damage: 4/6
Spells:
Magic Resistance:
Size: 11'
Morale: 9
Experience: 65
Crag, Giant:
Giant crabs look just like regular crabs except for their enormous size.
They come in a variety of colors, such as reds, browns and grays. They have
eyes set on stalks, which enable them to see around corners and onto ledges.
Their bodies are covered by a large chitinous shell. Crabs are distingushed
by their scuttling, sideways mode of locomotion.
Intelligence: 0
Alignment: Neutral
Armour Class: 3
Hit points: 3d6
Weapon Class: 17
Damage: 4/4
Spells:
Magic Resistance:
Size: 11'
Morale: 13
Experience: 65
Death Knight:
A death knight is the horrifying corruption of a Knight, cursed by the gods
to its terrible form as punishment for betraying the code of honor it held
in its former life. A death knight resembles a hulking knight, typically
taller than feet and weighing more than 300 pounds. Its face is a blackened
skull covered with shards of shriveled, rotting flesh. It has two tiny,
glowing orange-red pinpoints for eyes. Its armour is scorched black as if
it had been in a fire. The demeanor of a death knight is so terrifying that
even kender have been known to become frightened.
Intelligence: 17
Alignment: Chaotic Evil
Armour Class: 0
Hit points: 9d10
Weapon Class: 11
Damage: weapon
Spells: Magic
Magic Resistance: 75%
Size: 6'
Morale: 17
Experience: 6000
Dinosaur:
Dinosaurs are found on alternate planes of exstence, or even on lost
continents. They come in many sizes and shapes.
Intelligence: 1
Alignment: Neutral
Armour Class: 5
Hit points: 18
Weapon Class: 5
Damage: 3/3/20
Spells:
Magic Resistance:
Size: 50'
Morale: 12
Experience: 12000
Dog:
Smaller than wolves, the appearance of the wild dog varies from place to
place. Most appear very wolf-like, while others seem to combine the looks
of a wolf and a jackal.
Intelligence: 2
Alignment: Neutral
Armour Class: 7 (Wild Dog)/6 (War Dog)
Hit points: 1d6+1/2d6+2
Weapon Class: 19
Damage: 2/4
Spells:
Magic Resistance:
Size: 3'/5'
Morale: 6/9
Experience: 35/65
Dolphin:
Dolphins are intelligend seagoing mammals.
Intelligence: 11
Alignment: Neutral
Armour Class: 5
Hit points: 2d6+2
Weapon Class: 19
Damage: 4
Spells:
Magic Resistance:
Size: 5'
Morale: 11
Experience: 120
Dragon:
Dragns are an ancient, winged reptilian race. They are known and feared for
their size, physical prowess, and magical abilities. The oldest dragons
are among the most powerful creatures in the world. Most dragons are identi-
fied by the color of their scales.
Black Red Crystal Bronze Gold Silver
Intelligence: 9 12 15 15 17 15
Alignment: Ch Evil Ch Evil Ch Neut L Good L Good L Good
Armour Class: 1 -3 0 -2 -4 -3
Hit points: 12d6 15d6 10d6 14d6 16d6 15d6
Weapon Class: 9 7 11 8 5 5
Damage: 3/3/10 5/5/16 3/3/7 4/4/14 5/5/20 4/4/16
Spells: Breath
Magic Resistance: Yes
Size: 30' 48' 12' 42' 54' 48'
Morale: 16 17 17 17 17 17
Experience: 13000 15000 7000 15000 18000 17000
Dwarf:
Dwarves are a noble race of demihumans who dwell under the earth, forging
great cities and waging massive wars agains the forces of chaos and evil.
Dwarves also have much in common with the rocks and gems they love to work,
for they are both hard and unyieling. It's oftern been said that it"s easier
to make a stone weep than it is ti change a dwarf's mind.
Intelligence: 11
Alignment: Lawful Good
Armour Class: 4
Hit points: 1d6 (Hill)/1d6+1 (Mountain)
Weapon Class: 20/19
Damage: 4
Spells:
Magic Resistance: Toxic
Size: 4'
Morale: 13
Experience: 175/270
Elemental:
Elementals are sentient beings that can possess bodies made of one of the
four basic elements: air, earth, fire or water. They reside on another plane
of existance and have to be summoned by magical means.
Air Earth Fire Water
Intelligence: 6
Alignment: Neutral
Armour Class: 2
Hit points: 12d6
Weapon Class: 9
Damage: 10 18 13 17
Spells: Magic
Magic Resistance: None
Size: 8'
Morale: 16
Experience: 6000
Elephant
Elephants have thick baggy hides, covered with sparse and very coarse tufts
of gray hair. The elephant"s most renowned features is its trunk which it
uses as a grasping limb
Intelligence: 3
Alignment: Neutral
Armour Class: 6 (Elephant)/ 5 (Mammoth)
Hit points: 11d6/13d6
Weapon Class: 9/7
Damage: 8/8/6/6/6 / 9/9/8/6/6
Spells:
Magic Resistance:
Size: 11'/12'
Morale: 7
Experience: 4000/6000
Elf:
Though their lives span several human generations, elves appear at first
flance to be frail when compared to man. However, elves have a number of
special talents that more than make up for their slightlz weakter constitu-
tions
Intelligence: 17
Alignment: Chaotic good
Armour Class: 5
Hit points: 1d6+1
Weapon Class: 19
Damage: 5
Spells: Yes
Magic Resistance: Charm
Size: 5'
Morale: 13
Experience: 420
Fish:
Giant fish are a diverse group of creatures with varying attack and defense
capabilities.
Barracuda Eel Manta Piranha Shark Sting Ray
Intelligence: 1
Alignment: Neutral
Armour Class: 6 6 6 8 6 7
Hit points: 1d6 2d6 8d6 1d6 5d6 1d6
Weapon Class: 19 15 13 20 15 20
Damage: 4 9 7 2 4 2
Spells:
Magic Resistance:
Size: 2' 5' 7' 1' 7' 4'
Morale: 11 8 13 6 10 5
Experience: 35 175 4000 7 175 120
Frog, Giant:
Giant frogs resemble thair more common relatives in everything but size.
Their enormous size means that they conside larger creatures as a source of
food, making small creatures and even demihumans possible prey. A giant frog
can range from 2 to 6 feet in length and weigh between between 50 and 250
pounds.
Intelligence: 0
Alignment: Neutral
Armour Class: 7
Hit points: 1d6+3
Weapon Class: 16
Damage: 2/3/4
Spells:
Magic Resistance: None
Size: 4'
Morale: 8
Experience: 175
Gargoyle:
These monsters are ferocious predators of a magical nature, typically found
amid in ruins or dwelling in underground caverns. They have their own
guttural language.
Intelligence: 6
Alignment: Chaotic evil
Armour Class: 5
Hit points: 4d6+4
Weapon Class: 15
Damage: 2/2/3/2
Spells:
Magic Resistance: None
Size: 6'
Morale: 11
Experience: 420
Ghost:
Ghosts are the spirits of humans who were either so greatly evil in life or
whose deaths were so unusually emotional whey have been cursed with the gift
of undead status. Thus they roam about at night or in places of darkness.
These spirits hate goodness andlife, hungering to draw the living essences
from the living.
Intelligence: 13
Alignment: Lawful evil
Armour Class: 8
Hit points: 10
Weapon Class: 11
Damage: 5
Spells: Magic
Magic Resistance: None
Size: 5'
Morale: 13
Experience: 200
Ghoul:
Ghouls are undead creatures, once human, who now feed on the flesh of
corpse. Although the change from human to ghoul has deranged and destroyed
their minds, ghouls have a terribe cunning which enables them to hunt down
they prey most effectively. Ghouls are vaguely recoginzable as once having
been human, but have become horribly disfigures by their change to ghouls.
The tongue becomes long and tough for licking marrow from cracked bones, the
teeth become sharp and elongated, and the nails grow strong and sharp like
claws.
Intelligence: 6
Alignment: Chaotic evil
Armour Class: 6
Hit points: 2
Weapon Class: 19
Damage: 2/2/3
Spells: Paralyze
Magic Resistance: None
Size: 5'
Morale: 11
Experience: 175
Cyclops:
The typical cyclops weighs around 350 pounds, and stands 7 feet tall. A
single large, red eye dominates the center of its forehead. Shaggy black or
dull, deep blue hair falls in a tangled mass about its head and shoulders,
its skin tone varies from ruddy brown to muddy yellow, and its voice is
rough and sharp. They can be found in extreme wilds or on isolated islands
where they scratch out a meager existence by sheperding their flocks of
giant sheep. Cyclopes can hurl boulders up to 150 yards away, inflicting
immense damage.
Intelligence: 7
Alignment: Chaotic evil
Armour Class: 2
Hit points: 13d6
Weapon Class: 7
Damage: 21
Spells: Hurling Boulders
Magic Resistance: None
Size: 20'
Morale: 16
Experience: 4000
Giant:
Giants are huge humanoids who survive through hunting and by terrorizing and
raiding nearby communities. Despite their low intelligence, they are capable
fighters.
Intelligence: 6 (Hill)/ 9 (Mountain)
Alignment: Chaotic evil/ Chaotic neutral
Armour Class: 3/4
Hit points: 12d6+2/15d6+3
Weapon Class: 9/5
Damage: 3/4
Spells: Hurling rocks
Magic Resistance: None
Size: 16'/14'
Morale: 13/15
Experience: 3000/7000
Gnome:
Small cousins of the dwarves, gnomes are friendly but reticent, quick to
help their friends, but rarely seen by other races unless they want to be.
They tend to dwell underground in hilly, wooded regoins where they can pur-
sue their interests in peaces.
Intelligence: 13
Alignment: Neutral good
Armour Class: 6
Hit points: 1d6
Weapon Class: 19
Damage: 2
Spells: None
Magic Resistance: None
Size: 3'
Morale: 12
Experience: 65
Goblin:
The small, evil humanoids would be merely pests, if not for their great
numbers. Goblins have flat faces, broad noses, pointed ears, wide mouths
and small, sharp fangs. Their foreheads slope back, and their eyes are usu-
ally dull and glazed. They always walk upright, but their arms hang down al-
most to their knees. Their skin colors range from yellow through any shade
of orange to a deep red. Usually a single tribe has members all of about the
same color skin. Their eyes vary from bright red to a gleaming lemon yellow.
They wear clothing of dark leather, tending toward dull soiled-looking co-
lors. Goblin speech is harsh, and pitched higher than that of humans. In
addition to their own language, some goblins can speak in the kobold, orc
and hobgoblin tongues.
Intelligence: 7
Alignment: Lawful evil
Armour Class: 6
Hit points: 1d6-1
Weapon Class: 20
Damage: 3
Spells: None
Magic Resistance: None
Size: 4'
Morale: 10
Experience: 15
Golem:
Golems are magically created automatons of great power. The construction of
one involves mighty magic and elemental forces.
Intelligence: 0
Alignment: Neutral
Armour Class: 5 (Stone)/ 3 (Iron)
Hit points: 60/80
Weapon Class: 7/3
Damage: 13/22
Spells: None
Magic Resistance: None
Size: 9'/12'
Morale: 19
Experience: 8000/13000
Gremlin:
Often mistaken for imps, gremlins are small, winged goblinoids. There are
many varieties of gremlins, and most are chaotic and mischievous. Their skin
color ranges from brown to black to gray, frequently in a mottled blend.
Their ears are very large and pointed. A pair of bat-like wings enables them
to fly or glide. Gremlins never wear clothing or ornamentation.
Intelligence: 11
Alignment: Chaotic evil
Armour Class: 4
Hit points: 4d6
Weapon Class: 17
Damage: 3
Spells: None
Magic Resistance: 25%
Size: 18''
Morale: 6
Experience: 650
Halfling:
Halflings are a hard-working race of peaceful citizens. Their communities
are similar to those of humans, although they usually contain many burrow
homes in addition to surface cottages. Halflings average 3 feet in height,
have ruddy complexions, with sandy to dark brown hair, and blue or hazel
eyes. Their dress is often colorful but serviceable, and they like to wear
caps or tunics. In addition to their own language, many halflings also speak
the common tongue, gnome, goblin and orcish.
Intelligence: 11
Alignment: Lawful good
Armour Class: 7
Hit points: 4
Weapon Class: 20
Damage: 3
Spells: None
Magic Resistance: None
Size: 3'
Morale: 11
Experience: 35
Harpy:
Harpies are wicked avian beasts that prey upon nearly all creatures but
prefer the flesh of humans and demihumans. Harpies have the bodies of
vultures but the upper torsos and heads of women. Their human features are
youthful,hideous, with frayed unkempt hair and decaying teeth. A foul odor
surrounds all harpies and that which they touch. Harpies never bathe nor
clean themselves in any way. Their dress, if anything, is limited to
tattered rags and shiny trinkets taken from previous victims. The language
of harpies, in contrast to their enticing song, is a horrible collection of
cackles and shrieks. Although there are instances of harpies which could
speak the languages of other creatures, these are few and far between.
Intelligence: 6
Alignment: Chaotic evil
Armour Class: 7
Hit points: 7d6
Weapon Class: 13
Damage: 2/2/3
Spells: Singing and charm
Magic Resistance: None
Size: 6'
Morale: 13
Experience: 975
Hell Hound:
Hell hounds are fire-breathing canines from another plane of existence
brought here in the service of evil beings. A hell hound resembles a large
hound with rust-red or red-brown fur and red, glowing eyes. The markings,
teeth and tongue are soot black. It stands two to three feet high at the
shoulder, and has a distince odor of smoke and sulfur. The baying sounds
it makes have an eerie, hollow tone that send a shiver through any who
hear them.
Intelligence: 6
Alignment: Lawful evil
Armour Class: 4
Hit points: 5d6
Weapon Class: 15
Damage: 5
Spells: Breathe fire
Magic Resistance: Fire
Size: 6'
Morale: 13
Experience: 650
Hobgoblin:
Hobgoblins are a fierce humanoid race that wage a perpetual war with the
other humanoid races. They are intelligent, organized and aggressive. The
typical hobgoblin is a burly humanoid standing 7' tall. Their hairy hides
range from dark reddish-brown to dark gray. Their faces show dark red or
red-orange skin. Large males have blue or red noses. Hobgoblin eyes are
either yellowish or dark brown while their teeth are yellow. Their garments
tend to be brightly colored, often bold, blood red. Any leather is always
tinted black. Hobgoblin weaponry is kept polished and repaired. Hobgoblins
have their own language and often speak with orcs, goblins, and carnivorous
apes. Roughly 20% f them can speak the common tongue of man.
Intelligence: 9
Alignment: Lawful evil
Armour Class: 5
Hit points: 1d6+1
Weapon Class: 19
Damage: 3
Spells: None
Magic Resistance: None
Size: 7'
Morale: 11
Experience: 35
Horse:
Horses are large quadrupeds often used for transportation, or as pack and
draft animals, by human and demi-human races. A horse can be solid white,
gray, chestnut, brown, black or various reddish tones; its hide can instead
show a variation or combination of these colors. In addition to the coat's
color, the horse may have markings of various sorts. The long hairs of the
mane and tail can be lighter, darker or of the same color as the body of the
horse. Possible markings include socks, a white muzzle, a blaze and a star.
Intelligence: 9
Alignment: Neutral
Armour Class: 7
Hit points: 3d6
Weapon Class: 17
Damage: 2
Spells: None
Magic Resistance: None
Size: 8'
Morale: 6
Experience: 65
Human:
Adventurer Bandit Barbarian Farmer Knight
Alignment: Any Ch Evil Any Neutral Lawful
Armour Class: Varies 8 8 10 4
Hit points: Varies 3 3 3 2d6
Weapon Class: Varies 20 20 20 19
Morale: Varies 9 9 9 14
Experience: Varies 15 15 15 Varies
Mercenary Merchant Peasant Pirate Police
Alignment: Any Any Any Evil Lawful
Armour Class: 6 9 10 7 6
Hit points: 5 3 3 3 3
Weapon Class: 20 20 20 20 20
Morale: 11 9 9 9 10
Experience: 15 15 15 15 15
Priest Sailor Soldier Thief Wizard
Alignment: Any Any Any Evil Any
Armour Class: Varies 9 6 9 10
Hit points: 3 3 3 2d6 Varies
Weapon Class: 20 20 20 20 Varies
Morale: Varies 9 11 Varies Varies
Experience: Varies 15 15 Varies Varies
Imp:
Imps are diminuitive creatures of an evil nature who roam the world and act
as familiars for lawful evil wizards and priests. The average imp is a 2'
humanoid with leathery, bat-like wings, a barbed tail, and sharp, twisted
horns. Its skin is dark red and its horns and jagged teeth are a gleaming
white. The imp can polymorph itself into two other animal forms. The most
commonly encountered alternate forms are those of a large spider, raven,
giant rat or goat. In such forms the imp is physically identical to a normal
animal.
Intelligence: 9
Alignment: Lawful evil
Armour Class: 2
Hit points: 2d6+2
Weapon Class: 19
Damage: 3
Spells: Magic
Magic Resistance: 25%
Size: 2'
Morale: 9
Experience: 1400
Insect:
Insects are the heartiest and the most numerous of creatures. Normal insects
are found almost everywhere. The giant variety, with added brawn and power
make tough opponents.
Giant Ant Bee Dragnfly Firefly G Hornet Termite Wasp
Intelligence: 1
Alignment: Neutral
Armour Class: 3 6 3 5 2 2 4
Hit points: 2d6 1d6 7d6 1 5d6 2d6+2 4d6
Weapon Class: 16 15 13 15 15 19 17
Damage: 4 3 7 1 3 3 5/3
Spells: None Poison None Fire Poison None None
Magic Resistance: None
Size: 1'
Morale: 9 15 11 11 9 13 9
Experience: 35 270 1400 175 650 120 420
Kobold:
Kobolds are a cowardly, sadistic race of short humanoids that vigorously
contest the human and demi-human races for living space and food. They es-
pecially dislike gnomes and attack them on sight. Barely clearing 3 feet in
height, kobolds have scaly hides that range from dark, rusty brown to a
rusty black. They smell of damp dogs and stagnant water. Their eyes glow
like a bright red spark and they have two small horns ranging from tan to
white. Because of the kobolds' fondness tails, and their language (which
sounds like small dogs yapping), these fell creatures are often not taken
seriously. This is often a fatal mistake, for what they lack in size and
strength they make up in ferocity and tenacity. Kobolds speak their own
language; some speak orc and goblin.
Intelligence: 9
Alignment: Lawful evil
Armour Class: 7
Hit points: 3
Weapon Class: 20
Damage: 3
Spells: None
Magic Resistance: None
Size: 3'
Morale: 9
Experience: 15
Leech, Giant:
Giant leeches are horrid, slig-like creatures that dwell in wet, slimy areas
and suck the blood of warm-blooded creatures. These disgusting parasites
range from 2 to 5 feet long. Their slimy skin is mottled brown and tan with
an occasional shade of gray. Two antennae protrude from atop the head.
Intelligence: 0
Alignment: Neutral
Armour Class: 9
Hit points: 2d6
Weapon Class: 19
Damage: 3
Spells: Drain Blood
Magic Resistance: None
Size: 3'
Morale: 7
Experience: 120
Leprechaun:
Leprechauns are a diminuitive folk who are found in fair, green lands and
enjoy frolicking, working magic and causing harmless mischief. Rumored to
be a cross between a species of halfling and a strong strain of pixie, le-
prechauns are about 2 feet tall. They have pointed ears, and their noses
also come to a tapered point. About 30% of all male leprechauns have beards.
Pointed shoes, brown or green breeches, green or gray coats, and either
wide-brimmed or stocking caps are the preferred dress of the wee folk. Many
leprechauns also enjoy smoking a pipe, usually a long-stemmed one.
Intelligence: 15
Alignment: Neutral
Armour Class: 8
Hit points: 4
Weapon Class: 20
Damage: 0
Spells: Invisibility
Magic Resistance: 80%
Size: 2'
Morale: 11
Experience: 270
Lich:
The lich is, perhaps, the single most powerfol form of undead known to exist.
They seek to further their own power at all costs and have little or no in-
terest in the affairs of the living, except where those affairs interfere
with their own. A lich greatly resembles a wight or mummy, being gaunt and
skeletal in form. The creature's eye sockets are black and empty save for
the fierce pinpoints of light which serve the lich as eyes. The lich can see
with normal vision in even the darkest of environments but is unaffected by
even the brightest light. An aura of cold and darkness radiates from the
lich which makes it an ominous and fearsome sight. They were originally wi-
zards of at least 18th level. Liches are often garbed in the rich cloths of
nobility. If not so attired, the lich will be found in the robes of its
former professeion. In either case, the clothes will be tattered and rotting
with a small chance being magical in some way.
Intelligence: 19
Alignment: Evil
Armour Class: 0
Hit points: 11d6
Weapon Class: 9
Damage: 5
Spells: Magic
Magic Resistance: None
Size: 6'
Morale: 17
Experience: 8000
Lizard, Fire:
Fire lizards resemble wingless red dragons and are sometimes called 'false
dragons'. They are gray-colored with mottled red and brown back and red-
dish undersides. Hatchlings are light gray in color and darken as they age.
Intelligence: 1
Alignment: Neutral
Armour Class: 3
Hit points: 10d6
Weapon Class: 11
Damage: 4/4/9
Spells: None
Magic Resistance: None
Size: 30'
Morale: 11
Experience: 3000
Lizard, Giant:
This lizard is relatively normal, albeit large and lives in marshes and
swamps. Giant lizards are lazy hunters and tend to attack anything edible
that wanders by. While their great size protects them from most predators,
it renders them a sumptous feast to the black dragonns who share their
swamps. Giant lizards are sometimes domesticated by lizard men, who use
them as mounts, beast of burden, and food. Their lairs may be home to a
wide range of lizards, from eggs to century-old adults.
Intelligence: 0
Alignment: Neutral
Armour Class: 5
Hit points: 3d6+1
Weapon Class: 17
Damage: 4
Spells: None
Magic Resistance: None
Size: 15'
Morale: 9
Experience: 175
Lizardman:
Lizardmen are savage, semi-aquatic, reptilian humanoids that live through
scavenging, raiding and, in less hostile areas, by fishing and gathering.
Adult lizarmen stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin
tones range from dark green to gray to brown, and their scales give them a
flecked appearance. Their tails average 3 to 4 feet long and are not pre-
hensile. Males are nearly impossible to distinguish from females without
close inspection. Lizardman garb is limited to strings of bones and other
barbaric ornament. Lizardmen speak their own language.
Intelligence: 6
Alignment: Neutral
Armour Class: 5
Hit points: 2d6+1
Weapon Class: 19
Damage: 2/2/3
Spells: None
Magic Resistance: None
Size: 7'
Morale: 9
Experience: 65
Werewolf:
Werewolves are the most feared among the lycanthropes, men who can trans-
form into wolflike beasts. The werewolf form is equally varied. Many have a
bipedal form that is a hybrid of human and lupine features. These creatures
are about 1 foot taller and stronger than their human forms. The bodies are
fur-covered and have short tails, wolflike legs and heads that are combi-
nations in varying degrees of human and lupine features. A seond form of
hybrid is more wolflike, and may be mistaken for a large wolf when it runs
on all four legs. This hybrid can also walk erect and has humanlike hands.
Another type of werewolf (about 20%) looks exactly like a large wolf about
the size of a bear. This creature has no human features, although the eyes
may glow read in the dark.
Intelligence: 9
Alignment: Chaotic evil
Armour Class: 5
Hit points: 4d6+3
Weapon Class: 15
Damage: 5
Spells: None
Magic Resistance: Hurtably only with magic weapons
Size: 6'
Morale: 12
Experience: 420
Mammal, Large:
Mammals are the most common form of the verteberate. Generally barn alive,
mammals possess hair. Warm-blooded, mammals maintain a single body tempera-
ture, regulated by an internal thermostat. Most mammals are harmless to
humanoids and they are often trained to perform a specific function.
Car.Ape Goat Gorilla Hyena Jackal Stag
Intelligence: 1
Alignment: Neutral
Armour Class: 6 7 6 7 7 7
Hit points: 5d6 1d6+2 4d6+1 3d6 3 3d6
Weapon Class: 15 19 17 17 20 17
Damage: 2/2/4 2 2/2/3 5 1 2/2
Spells: None
Magic Resistance: None
Size: 4' 4' 6' 4' 2' 5'
Morale: 11 9 9 6 3 6
Experience: 175 35 175 65 7 65
Mammal, Herd
Herd animals live in all climates and terrain, from freezeing tundra to
termperate hills to tropical plains. Though normal passive, herd animals
can be dangerous when angered or frightened. Herd animals are four-legged
mammals covered with hair-thick fur for buffalo, curly wool for sheep and
short, coarse hair for camles, antelope and sheep. Male cattle, buffalo,
antelope and sheep have sharp horns. A camel's humps enable it to go with-
out food or water for up to two weeks.
Camel Cattle Buffalo Antelope Sheep
Intelligence: 2 3 3 1 1
Alignment: Neutral
Armour Class: 7
Hit points: 3d6 2d6 5d6 2d6 2d6
Weapon Class: 17 17 15 19 19
Damage: 2 2 4/4 2 2
Spells: Spitting Stampede Charge Stampede Charge
Magic Resistance: None
Size: 8' 8' 5' 5' 5'
Morale: 3 4 10 3 3
Experience: 65 120 175 35 35
Mammal, Small
Most small mammals are harmless to humans. Some have useful traits or
abilites. Most animals have only ridimentary languages that humanoids can't
use except with the aid of magical spells.
Beaver, Chipmunk, Ermine, Ferret, Fox, Gopher, Hedgehog, Mink, Mole,
Monkey, Mouse, Opossum, Otter, Pig, Rabbit, Raccoon, Squirrel, Woodchuck
Intelligence: 1
Alignment: Neutral
Armour Class: 7-10
Hit points: 1-3
Weapon Class: 20
Damage: 1
Spells: None
Magic Resistance: None
Size: 1'
Morale: 5
Experience: 7-35
Manticore:
The manticore is a true monster, with a lenine torso and legs, batlike
wings, a man's head, a tail with iron spikes and an appetite for human
flesh. The manticore stands 6 feet tall at the shoulder and measures 15
feet in length. It has a 25 foot wingspan. Each section of the torse has
a tawny hide, the mane is a lion's brown-black color, and the batlike
wings are dark brown with sparse hair. All manticores have heavy heads that
resemble human males; the mane resembles a heavy beard and long hair.
Intelligence: 6
Alignment: Lawful Evil
Armour Class: 4
Hit points: 6d6+3
Weapon Class: 13
Damage: 2/2/4
Spells: Tail spikes
Magic Resistance: None
Size: 15'
Morale: 13
Experience: 975
Medusa:
Medusae are female humanoids with hair of swarming snakes. They are hateful
creatures that can petrify any creature that meets their gaze. The typical
medusa has a pale-skinned, very shapely woman's form. It stands 5 to 6 feet
tall with the snakes adding up to another foot. At distances farther than 30
feet the medusa is easily confused with a normal woman. Its red-glowing eyes
are visible up to 30 feet. At distances of 20 feet of closer, the medusa's
true nature is revealed. Its face is horrible - the snakes writhe constant-
ly, especially if the medusa is excited. Medusae wear human clothing such as
loose dresses or robes. They seldom wear armour and cannot easily wear
helmets. Medusae may carry a knife, dagger or short bow. Medusae speak their
own tongue and the common one.
Intelligence: 11
Alignment: Lawful Evil
Armour Class: 5
Hit points: 6d6
Weapon Class: 15
Damage: 2
Spells: Petrification
Magic Resistance: None
Size: 6'
Morale: 13
Experience: 2000
Mimic:
Mimics are magically-created creatures with a hard rock-like outer shell
that protects their soft inner organs. Mimcs can alter their form and
their pigmentation; they use this talent to lure victims into close range,
where they attempt to feed on them. They usually appear in the form of
treasure chests. There are two varieties, the smaller, more intelligent
common mimic, and the larger, less intelligent killer mimic.
Intelligence: 9
Alignment: Neutral
Armour Class: 7
Hit points: 7d6
Weapon Class: 13
Damage: 7
Spells: Glue
Magic Resistance: None
Size: 8'
Morale: 15
Experience: 975
Minotaur:
Minotaurs are either cursed humans or the offspring or minotaurs and humans.
They usually dwell in underground labyrinths, for they are not confused in
these places, which givfes them an advantage over their prey. Minotaurs
are huge, well over 7 feet tall, and quite broad and muscular. They have
the head of a bull, but the body of a human male. Their fur is brown to
black while their body coloring varies as would a normal human's. Clothing
is minimal, usually a loin cloth or skirt.
Intelligence: 6
Alignment: Chaotic evil
Armour Class: 6
Hit points: 6d6+3
Weapon Class: 13
Damage: 5/5
Spells: Charge
Magic Resistance: None
Size: 8'
Morale: 13
Experience: 1400
Mummy:
Mummies are corpses native to dry desert areas, where the dead are entombed
by a process known as mummification. When their tombs are disturbed, the
corpses become animated into a weird unilfe state, whose unholy hatred of
life causes them to attack living things without mercy. Mummies are usually
(but not always) clothed in rotting strips of linen. They stand between 5
and 7 feet tall and are supernaturally strong.
Intelligence: 6
Alignment: Lawful evil
Armour Class: 3
Hit points: 6d6+3
Weapon Class: 13
Damage: 6
Spells: Fear
Magic Resistance: None
Size: 6'
Morale: 15
Experience: 3000
Octopus, Giant:
The dreaded 'cuttlefish' are the scourge of ocean-going sailors and fisher-
men. Malicious and cunning, giant octupi have been known to attack ships,
sinking smaller craft and stealing crew members from the larger ships.
Giant octopi change their color to blend into their surroundings, and the
range of colors and patterns available to theim is extensive, from green to
deep black, blue speckles and read stripes. Tentacles are often disguised
as seaweed. Once camouflaged, there is only a little chance to detect them,
nd usually it is their eyes that give them away. Normal coloration is grey
to brown, and their vicious beaks are a deep yellow with a bright orange
mouth and tongue.
Intelligence: 1
Alignment: Neutral
Armour Class: 7
Hit points: 8d6
Weapon Class: 13
Damage: 2/2/2/2/2/2/7
Spells: Constriction
Magic Resistance: None
Size: 9'
Morale: 13
Experience: 2000
Ogre:
Ogres are bug, ugly, greedy humanoids that live by ambushes, raids and
theft. Ill-tempered and nasty, these monsters are often found serving as
mercenaries in the ranks of orc tribes, evil clerics or gnolls. They mingle
freely with giants and trolls. Adult ogres stand 9 to 10 feet tall and weigh
300 to 350 pounds. Their skin colors range from a dead yellow to a dull
black-brwon and rarely a sickly violet. Their warty bumps are often of a
different color - or at least darker than their hides. Their eyes are purple
with white pupils. Teeth and talons are orange or black. Ogres have long,
greasy hair of blackish-blue to dull dark green. Their odor os repellent,
reminiscentof curdled milk. Dressing in poorly cured furs and animal hides,
they care for their weapons and armour only reasonably well. It is common
for ogres to speak orc, troll, stone giant and gloss as well as their own
guttural language. A typical ogre's life span is 90 years.
Intelligence: 8
Alignment: Chaotic vil
Armour Class: 5
Hit points: 4d6+1
Weapon Class: 17
Damage: 5
Spells: None
Magic Resistance: None
Size: 9'
Morale: 11
Experience: 270
Slime:
There are many different varieties of ooze, slime and jelly. More are being
discovered all the time, as warped wizards seek to create life or fashion
efficient dungeon scavengers. The unifying feature of these creatures is a
dissolving touch that consumes flesh as well as weapons and armour.
Intelligence: 0
Alignment: Neutral
Armour Class: 9
Hit points: 2d6+2
Weapon Class: 19
Damage: 2
Spells: None
Magic Resistance: None
Size: 4'
Morale: 10
Experience: 420
Orc:
Orcs are a species of aggressive mammalian carnivors that band together in
tribes and survive by hunting and raiding. Orcs belive that in order to
survive they must expand their territory and so they are constantly involved
in wars against many enemies: humans, elves, dwarves, goblins and other orc
tribes. Orcs vary widely in appearance, as they frequently crossbreed with
other species. In general, they resemble primitive humans with grey-green
skin covered with coarse hair. Orcs have a slightly stppoed bosture, a low
jutting forehead, and a snout instead of a nose, though comparisons between
this facial feature and those of pigs are exaggerated and perhaps unfair.
Orcs have well-developed canine teeth for eathing meat and short pointed
ears that resemble those of a wolf. Orcish snouts and ears have a slightly
pink tinge. Their eyes are human, with a reddish tint that sometimes makes
them appear to glow red when they reflect dim light sources in near darkness.
This is actually part of their optical system, a pigment which gives them
infravision. Male orcs are about 5 to 6 feet tall. Females average 6 inches
shorted than males. Orcs prefer to wear colors that most humans think un-
pleasant: blood red, rust red, mustard yellow, yellow green, moss green,
greenish purple and blackish brown. Their armour is unattractive besides -
dirty and often a bit rusty. Orcs speak orcish, a language derived from
older human and elvish languages. There is no common standard of orcish, so
the language has many dialects which vary from tribe to tribe. Orcs have
also learned to speak local common tongues, but are not comfortable with
them. Some orcs have a limited vocabulary in goblin, hobgoblin and ogre
dialects.
Intelligence: 8
Alignment: Lawful evil
Armour Class: 6
Hit points: 1d6
Weapon Class: 19
Damage: 4
Spells: None
Magic Resistance: None
Size: 6'
Morale: 11
Experience: 15
Phoenix:
The phoenix is a great, extra-planar bird thhought to represent the spirit
of freedom and rebirth. It is a mortal creature that displays the ultimate
in godlike detachment. A phoenix appears as a large bird with a 40' wing-
span and bright, multi-coloured feathers. The plumage includes bright vio-
let, scarlet, crimson and flaming orange. Its beak and claws are of blue-
violet. A phoenix's eyes are a deep, glowing ruby color. In addition to its
own language, a phoenix can speak with all avians. It otherwise communi-
cates with a limited telepathy or by empathy.
Intelligence: 17
Alignment: Neutral good
Armour Class: -3
Hit points: 20d6
Weapon Class: 5
Damage: 6
Spells: Shriek
Magic Resistance: 50%
Size: 40'
Morale: 15
Experience: 19000
Rat:
Rats are long-tailed rodents 5-12 inches long. They are aggressive, omni-
vorous and adaptable, and they often carry diseases. The black rat is about
8 inches long, with a tail at least that long, a lean body, pointed nose and
long ears. The black rat is dark gray with brownish patches and a gray or
white belly. t is a good climber and jumper but cannot swim. The brwon rat,
also known as the sewer rat or the wharf rat is a bout 5-10 inches long and
its tail is shorter than the black rat's. It's eyes and ears are also smal-
ler, but it has a larger, fatter body. Brown rats may be graz, white, black,
or piebald in color. They cannot climb, but are excellent swimmers and bur-
rowers. If rats infest a building, black rats inhabit the upper floors, and
brown rats occupy the lower floor and cellars.
Black Brown Giant
Intelligence: 1 1 2
Alignment: Neutral
Armour Class: 7
Hit points: 2 3 4
Weapon Class: 20
Damage: 1 2 3
Spells: None
Magic Resistance: None
Size: 1' 1' 2'
Morale: 4 3 6
Experience: 7 7 15
Satyr:
Also called fauns, satyrs are a pleasure loving race of half-human, half-
goat creatures. They symbolize nature's carefree ways. Satyrs have the tor-
so, head and arms of a man, and the hind legs of a goat. The human head is
surmounted by two sharp horns that poke through the saty's coarse, curly
hair. The skin of the upper body ranges from tan to light brown, with rare
individuals with red skin. A saty's hair is medium, reddish or dark brown.
The horns and hooves are black. Satyrs have their own tongue and can speak
elven and common. Satyrs living near centaurs are likely to be friendly with
them and speak their language.
Intelligence: 11
Alignment: Neutral
Armour Class: 5
Hit points: 5d6
Weapon Class: 15
Damage: 5
Spells: Horns
Magic Resistance: None
Size: 5'
Morale: 13
Experience: 975
Scorpion, Giant:
Giant scorpions are wichious predators that live almost anywhere, including
relatively cold places such as dungeions, though they favour deserts and
warm islands. There creatures are giant versions of the normal 4-inch-long
scorpion found in desert climes. The giant scorpion has a green carace and
yellowish green legs and pincers. The segmented tail is black, with a vici-
ous stinger on the end. Tere is a bitter smell associated with the scorpion,
which probably comes from the venom. They make an unnerving scrabbling sound
as they travel across dungeon floors.
Intelligence: 0
Alignment: Neutral
Armour Class: 3
Hit points: 5d6+5
Weapon Class: 15
Damage: 5/5/3
Spells: Sting
Magic Resistance: None
Size: 5'
Morale: 11
Experience: 650
Skeleton:
All skeletons are magically animated undead monsters, created as guardians
or warriors by powerful evil wizards and priests. Skeletons appear to have
no ligaments or musculature which would allow movement. Instead, the bones
are magically joined together during the casting. Skeletons have no eyes
or internal organs. They are made from the bones of humans and demi-humans,
animals of human size or smaller, or giant humanoids like bugbears and
giants.
Intelligence: 0
Alignment: Neutral
Armour Class: 7
Hit points: 1d6
Weapon Class: 19
Damage: 3
Spells: None
Magic Resistance: 25%
Size: 6'
Morale: 11
Experience: 65
Slug, Giant:
Giat slugs are huge, omnivorous mutations of the small and benign garden
slugs. their highly developed mouths are capable of chewing flesh as well
as plants, and they spit a highly corrosive acid on their food. Most giant
slugs are pale gray with dead white underbellies.
Intelligence: 0
Alignment: Neutral
Armour Class: 8
Hit points: 12d6
Weapon Class: 9
Damage: 6
Spells: Spits acid
Magic Resistance: None
Size: 35'
Morale: 12
Experience: 5000
Snake:
Snakes are long, slender reptiles that can be found anywhere in the entire
world, even in the coldest arctic regions. There are basically two types of
snakes, in all manner of sizes. The poisonous snakes make up for their rela-
tively smaller size with deadly venoms, while the larger constrictors squee-
ze their victims to death. Both types sleep for days after eating. All
snakes shed their skin several times each year, and fear fire and will re-
treat from open flames.
Intelligence: 1
Alignment: Neutral
Armour Class: 6 (Poison)/5 (Constrictor)
Hit points: 2d6+1/6d6+1
Weapon Class: 19/15
Damage: 2 / 2/5
Spells: Poison/Constrict
Magic Resistance: None
Size: 5'/30'
Morale: 8/9
Experience: 270/975
Spectre:
Spectres are powerful undead that haunt the most desolate and deserted pla-
ces. They hate all life and light. Spectres appear as semitransparent beings
and are often mistaken for haunts or ghosts. Unlike most undead, spectres
retain the semblance and manner of dress of their former life and can be
recognized by old friends or through paintings of the persons they used to
be.
Intelligence: 13
Alignment: Lawul evil
Armour Class: 2
Hit points: 7d6+3
Weapon Class: 13
Damage: 8
Spells: Energy Drain
Magic Resistance: 50%
Size: 6'
Morale: 15
Experience: 3000
Spider:
Spiders are aggressive predators, dwelling both above and below ground. Most
are poisonous and bite prey first because unconscious victims are easier to
carry to a lair. Spiders have eight legs and eight eyes. They usually fit
into two categories: web-spinners, which have bulbous abdomens and thin,
sleek legs; and hunting spiders, which have smaller bodies, larger heads and
fangs, and hairy bodies and legs.
Intelligence: 0 (Large)/ 1 (Huge)
Alignment: Neutral
Armour Class: 8/6
Hit points: 1d6+1/2d6+2
Weapon Class: 19
Damage: 1/3
Spells: Poison
Magic Resistance: None
Size: 2'/6'
Morale: 7/8
Experience: 175/270
Sprite:
Sprites are shy and reclusive faeriepeople, related to other faerie-folk,
like brownies and leprechauns. There are several varieties, including pixies
and nixies. Most have small semitransparent wings and elven features.
Intelligence: 11 (Sprite)/ 15 (Pixie)
Alignment: Neutral
Armour Class: 6/5
Hit points: 1d6/3
Weapon Class: 19/20
Damage: 3
Spells: Invisible
Magic Resistance: None/25%
Size: 2'
Morale: 11
Experience: 270/650
Squid, Giant:
Giant squids are huge varieties of the normal, peaceful, tentacled cephalo-
pods (unshelled invertebrates). They have ten long tentacles, who of which
are alwyas used to maintain stability when attacking or defending, and long,
protected heads with two eyes. Their beak-like mouths are located where the
tentacles meet the lower portion of their bodies.
Intelligence: 0 (Giant Squid)/ 19 (Kraken)
Alignment: Neutral/Neutral evil
Armour Class: 7/5
Hit points: 12d6/20d6
Weapon Class: 9/5
Damage: 3(x8)/12 / 10(x2)/7(x6)/17
Spells: Constriction
Magic Resistance: None
Size: 60'/90'
Morale: 13/18
Experience: 5000/14000
Titan:
Titans are gargantuan, almost godlike men an women. They, quite simply, look
like 25' tall people of great physical strength and beauty. They are common-
ly dressed in traditional Greek garb, favouring togas, loincloths and such.
They wear rare and valuable jewelry and in other ways make themselves seem
beautiful and overpowering. In addition to speaking their own language,
titans are able to speak the main dialects of giants. All titans are also
conversant in the common tongue as well as that commonly spoken by forest
creatures, as these giants have close ties with nature.
Intelligence: 20
Alignment: Chaotic good
Armour Class: 0
Hit points: 20d6
Weapon Class: 5
Damage: 25
Spells: Smash
Magic Resistance: 50%
Size: 25'
Morale: 17
Experience: 21000
Toad, Giant:
Giant toads are found in most regions. Although their smaller cousins are
beneficial insect eaters, the large toads devour (or at least attempt to
devour) any creature which appears edible. Their exact appearance varies
from species to species, but these beasts are all just what their name im-
plies, giant versions of toads. Coloration runs the gamut from weak brown to
iron red, but their skin is always dry, rough to the tough and warty.
Intelligence: 1
Alignment: Neutral
Armour Class: 6
Hit points: 2d6+4
Weapon Class: 17
Damage: 5
Spells: Jump
Magic Resistance: None
Size: 5'
Morale: 7
Experience: 120
Troll:
Trolls are horrid carnivores found in all climes, from arctic wastelands to
tropical jungles. Most craetures avoid these beasts, since trolls know no
fear and attack unceasingly when hungry. Their frame appears thin and frail,
but trolls possess surprising strength. Their arms and legs are long and
ungainly. The legs and in great three-toed feet, the arms in wide, powerful
hands with sharpened claws. The trolls' rubbery hide is colored moss green,
mottled green and gray or putrid gray. A writhing hairlike mass grows out
of their skulls and is usually greenish black or iron gray in color. Their
dull, sunken black eyes possess 90-foot infravision. Females are easily dis-
tinguished from males; they are both larger and more powerful than their
mail counterparts. Trolls walk upright but hunched forward with sagging
shoulders. The trolls' gait is uneven and, when running, the arms dangle
free and drag along the ground. For all this seeming awkwardness, trolls
are very agile. They are masterful climbers and can scale even sheer cliffs
with a good chance of success. Trolls have a poor hearing, but their sense
of smell is superior. Trolls have no language of their own, using troll-
speak, a guttural mishmash of common, giant, goblin, orc and hobgoblin.
Trollspeak is highly transient and trolls from one area are not very likely
to be able to communicate with trolls from another.
Intelligence: 6
Alignment: Chaotic evil
Armour Class: 4
Hit points: 12d6
Weapon Class: 13
Damage: 6/6/9
Spells: None
Magic Resistance: None
Size: 9'
Morale: 14
Experience: 1400
Unicorn:
Unicorns dwell only in temperate woodlands, away from human habitation.
These fierce but good creatures shun contact with all but sylvian creatures
(dryads, pixies, sprites and the like); however they will show themselves to
defend their woodland home. They are Powerful steeds with gleaming coats of
pure white hair. Uncorn eyes are usually deep sea blue or fiery pink. Long,
silky white strands of hair hang down from the mane and forelock. A single
ivory-colored horn, 2 to 3 feet in length, grows from the center of each
unicorn's forehead. Males are distinguished by the white beard beneath the
chin; females by their more elegant and slimmer musculature. The hooves of
a unicorn are cloven and yellow-ivory in color. Unicorns speak their own
language as well as those of other sylvian creatures and elves.
Intelligence: 9
Alignment: Chaotic good
Armour Class: 2
Hit points: 4d6+4
Weapon Class: 15
Damage: 3/3/6
Spells: Charge
Magic Resistance: None
Size: 8'
Morale: 14
Experience: 650
Vampire:
Of all the chotic evil creatures that stalk the world, none is more dreadful
than the vampire. Moving silently through the night, vampires prey upon the
living without mercy or compassion. Unless deep underground, they must re-
turn to the coffins in which they pass the daylight hours, and even in the
former case they mus occasionally return to such to rest, for their power is
renewed by contact with soil from their graves. One aspect that makes the
vampires far more fearful then many of its undead kindred is its appearance.
Unlike other undead creatures, the vampire can easily pass among men without
drawing attention to itself for, although its factial features are sharp and
feral, they do not seem inhuman. In many cases, a vampire's true nature is
revealed only when it attacks. There are ways in which a vampire may be de-
tected by the careful observer, however. Vampires cast no reflection in a
glass, cast no shadows, and move in complete silence.
Intelligence: 15
Alignment: Chaotic evil
Armour Class: 1
Hit points: 8d6+3
Weapon Class: 11
Damage: 7
Spells: Energy Drain
Magic Resistance: None
Size: 6'
Morale: 16
Experience: 8000
Whale:
Whales are the larges sea mammals. They are highly intelligent creatures
that occupy a number of ecological niches. The common whales include plank-
ton eaters like blue or hump-backed whales and carnivores like sperm whales.
Common whales range in size from a 100-foot-long calf to 110-foot-long blue
whales. The skin is normally blue-gray. Whales share a common language that
is difficult for land creatures to learn since it uses tones below human
hearing.
Intelligence: 6
Alignment: Neutral
Armour Class: 4
Hit points: 20d6
Weapon Class: 5
Damage: 10
Spells: Tail
Magic Resistance: None
Size: 60'
Morale: 15
Experience: 10000
Wolf:
The wolf is a very active, cunning carnivore, capable of surviving in nearly
every climate. Shrouded in mystery and suspicion, they are viewed as vicious
killers that slaughter men and animals alike for the lack of better things
to do. The truth is that never in recorded history has a non-rabid or non-
charmed wolf attacked any creature having an equal or higher intellect than
itself. Northern wolves exhibit colors from pure white, to grey, to black.
Southern wolves are reddish and brown in color. Although fur coloration vary
with climate, all wolves have various features in common. They are charac-
terized by powerful jaws, wide strong teeth, bushy tails, tall, strong ears
and round pupils. Their eyes, a gold or amber color, seem to have an almost
empathic abiliry.
Intelligence: 6
Alignment: Neutral
Armour Class: 7
Hit points: 3d6
Weapon Class: 18
Damage: 3
Spells: None
Magic Resistance: None
Size: 3'
Morale: 10
Experience: 120
Worm, Giant:
Worms vary widely in size, but they are all burrowers with long, cylindrical
shapes.
Intelligence: 0
Alignment: Neutral
Armour Class: 4
Hit points: 6d6
Weapon Class: 15
Damage: 4
Spells: Blood drain
Magic Resistance: None
Size: 20'
Morale: 17
Experience: 420
Wyvern:
A distant cousin to the dragon, the wyvern is a huge, flying lizard with a
poisonous singer in the tail. The 35-foot-long dark brwon to gray body of
the wyvern is half tail. Its leathery batlike wings are over 50 feet from
tip to tip. The head alone is 4 feet long and filled with long, sharp teeth.
Unlike the dragon, it has only hind legs, using them the same way a hunting
bird would. The tip of the tail is a thick know of cartilage from with a
2-foot-long singer protrudes, very much like that of a scorpion. The eyes
are red or orange. A wyvern does not have a strong odor, although its lair
might smell of a recent kill. These beasts can make two sounds: a loud hiss,
which sounds like a hot sword plunged into water, and a low, deep-throated
growl, much like that of a bull crocodile.
Intelligence: 6
Alignment: Neutral
Armour Class: 3
Hit points: 7d6+7
Weapon Class: 13
Damage: 9/3
Spells: Poison
Magic Resistance: None
Size: 35'
Morale: 14
Experience: 1400
Yeti:
Sometimes confused with the abnominable snowman, the yeti is a distant cou-
sin to the great carnivorous apes of warmer climates. An adult yeti stands 8
feet tall and is covered in long, white fur. Their feet and hands are wide
and flat, which helps to disperse their great weight (about 300 punds) on
treacherous snow fields. They travel on all fours like the apes, but fight
very comfortably standing erect. Unlike most apes and gorillas, the yeti
does not have opposable toe on its feet. They wear no clothing or ornamenta-
tion. The spoor, or smell, of a yeti is very subtle in cold climates, but in
confined or warm areas, they have a strong musky odor. The eyes of a yeti
are icy blue or almost colorless. Their claws and flesh are ivory white. Un-
like many arctic creatures, the yeti doesn not have a thick layer of body
fat to keep it warm. Instead, it relies upon the special properties of its
thick, warm fur. It has a transparent second eyelid, which allows the crea-
ture to see in blowing snow, and prevents its eyes from freezing in extreme
temperatures.
Intelligence: 9
Alignment: Neutral
Armour Class: 6
Hit points: 4d6+4
Weapon Class: 15
Damage: 3/3
Spells: Squeeze
Magic Resistance: None
Size: 8'
Morale: 13
Experience: 420
Zombie:
Zombies are mindless, animated corpses controlled by their creators, usually
evil wizards or priests. The condition of the corpse is not changed by the
animating spell. If the body was missing a limb, the zombie created from it
would be missing the same limb. Since it is difficult to get fresh bodies,
most zombies are in sorry shape, usually missing hair and flesh, and some-
times even bones. This affect their movement, making it jerky and uneven.
Usually zombies wear the clothing they died (or were buried) in. The rot-
ting stench from a zombie might be noticeable up to 100 feet away, being
mindless,. but have been known to utter a low moan when unable to complete
an assigned task.
Intelligence: 0
Alignment: Neutral
Armour Class: 8
Hit points: 2d6
Weapon Class: 19
Damage: 4
Spells: None
Magic Resistance: 25%
Size: 6'
Morale: 11
Experience: 65
This page was generated in LPC
Imprint / Impressum