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Monstf

Compen
VOLUME THREE

Design Concept: David ~Zeb" Cook, Sieve Winter, Jon Pickens


Designers: William Connors, David Ma rlin, Rick Swan, Ga ry Thomas
Editor: Mike Breault
T ypeseUi ng: Angelika Lokotz
Keylining: Sieve Beck
Artist ic Coordinator: Peggy Cooper
Cover Art: Jeff Easley

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PRODUCTS Of' YOUII . . .,QINATtON ...

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ISBN 0 ·88038· 769·6


PREHISlORIC AND PLEISlOCENE ENCOUNTERS
P""historic Prl.'historic P rt' h i~ to rl( Prl.'h i~to(I.·
Plai n or Scru b Fu rt' SI lI iI! or Ro ugh M.nh
2 Tyrannosauf\lS Rex 2 Snake. giant con. 2 Tyrannosaurus Rex 2 Tanystropheu$
3 Tyrannosaurus Rex 3 Snake, giant con. 3 T yrannos;lul'\LS Rl'K 3 Tanystropht'u5

,• ,• • •
Oilophosauf\JS Uzard, giant All osaurus Snake, giant. con.
5 Ankylosaurus
Gorgo~urus or deinochus
5 Brontosaurus
Meg<ll()s;lurus ,
5 Gorgosaurus
Compsognalhu5 ,
5 Dimet rodon
Euparkeria
,
7 Struthiomimus
$legos.auruS ,,
7 Allosaurus
Ankiasaurus ,
7 Dimetrodon
Euparkl!ria ,
7 NOlhosaurus
Crocodile. giant
• Penta~ratops
10 Trachodon
or tricerato ps Trachodon
10 PI;ltwsaurus
• Ankiasaurus
10 Iguanadon
• Tf3chodon or kmtrosaurus
10 Iguanodon or lambeosauros
II 19uanadon or lambeosaurus II Stegosaurus or dacentrurus II Pentaceralops o r II Camarasaurus or rniosaurus
12 Umal"3sauTus or 12 Iguanodon or lambeos<'turus styracosaurus U Brontosaurus or
plateosaurus 13 Eupark~ria 12 Pt~radactyl brachiosaurus
13 PtenmodOI1 or pteroS<:lur 14 Compsognathus 13 Pteral1odol1 or ptlll'OS<:Iur 13 Di plodocus o r
14 Podokesaurus 15 CeratCKaurus 14 Triceratops mamenchisaurus
15 Styracosaurus 16 Paleocinthus 15 Stegosaurus 14 Pteradaclyl
16 Mo noclonius 17 Teratosaurus 16 liurd. minotaur 15 Pteral1odon o r pleroS<:lur
Massopondylus 17 AnkylOSillurus 16 Massopondy lus
17 Omithole-ste-s

" Ceratosaurus "


19 OM Special
" Paleocinthus 17 llia rd, giant
19 OM Special
20 OM Special
20 OM Special 19 OM Special
20 OM Special " Liza rd , Minotaur
19 OM Special
20 OM Special

Prehill uric PrehistOriC Preh ist oric Pleis toce ne


Fruh Wa t~r Dl.'1.'p Water o r Ocea n Sha ll o w or (OU la l W~ t en M~n;h

2 Snake, giant con. 2 Archelon ischyras 2 Lamp~y, land 2 Snake, giant con.
3 Snab. giant con. 3 Archelon ischyras 3 Strangleweed 3 Snake. giant con.

,• ,• •
,•
Pleisiosaurus EeL mari ne Elasmosaurus PhorothaC05
5 Pleisiosaurus
EIasmosaurus
5 Tennodontosaurus
oinicth ys ,
5 umptl')'
Shark, co mmon
5 Phororhac05
Axebeak
,
7 Tan ystropheus
Not hosaurus ,
7 Elasmosaurus
Shark. common ,
7 Archelon ischyras
Pleisiosa urus ,
7 Axebeak
Crocod ile, giant
•Piranha, giant
10 Fish. school • Pleis iosaurus
10 Pleisiosaurus
•C rab, giant
10 Fish. school
• Crocod ile, giant
10 Animal. herd
11 Fish, school 11 Fish. school II Fish. school 11 Animal. herd
12 Fish. school 12 Fish. school 12 Fish. school 12 Animal. herd
13 Pteradaclyl 13 Whale, common 13 Pteradactyl 13 Animal, herd
14 Ptllranodon or plerOSQur 14 Shark. common 14 Pleranado l1 or pterosaur 14 Megatherium
15 C rocodile, giant 15 Shark, giant 15 Barracuda 15 Mastodon
16 &l. w~ 16 Whale, giant 16 Snake, sea 16 Mammal, small
17 Gar, giant 17 Squid, giant 17 Octopus 17 Lizard, giant
Ray, manta
" C rayfish , giant
19 OM Special
20 OM Special
"
19 OM Special
20 OM Special
" Ray, sting
19 OM Special
20 OM Special
" Cavemen
19 OM Special
20 OM Special

Plei$ toce ne Pleistocene Pleistocene Pkistocene


Pla in or Scrub Forest Ro ug h or Hill Moun tain
2 Horse. wild 2 Snake, giant can. 2 Tiger, S.T. 2 Ape, carnivorous
3 Horse. wi ld 3 Snake, large can. 3 Ape, carnivo ro us 3 Ape. carnivoro us
• lion. spotted
• Wolf. di~
•Ape, carnivorous
• Wolf , dire
,
5 Weasel, giant
Boar, gia nt
5 Lion. spotted
6 Weasel. giant ,
5 Wolf, di~
Wall. dire ,
5 Wolf. dire
lion, spotted
,
7 Axebeak
Hyenodon ,
7 Ape. carnivo rous
Tiger, S.T. ,
7 Bear, cave
Hyenodon ,
7 Uon, spoil ed
Bear. cave
• T iger. S.T.
10 An ima l. herd • Baboon
10 An imal. herd •Lion, spotted
10 Animal. herd
• Bear, cave
10 Animal. herd
II Animal, herd II An imal, h~rd 11 Animal. herd 11 Animal. herd
12 An imal. herd 12 Animal. herd 12 An imal. herd 12 Animal. herd
13 Mammo th or mastodon 13 Megatherium 13 Animal. herd 13 Animal. herd
14 T itanothere 14 Mammal. small 14 Vulture. COmmOn 14 Vulture, commo n or giant
15 BaluchHherium 15 Mammoth o r mas todon 15 Rhino , wooley 15 Caveman
16 Rhino , wooley 16 Boar, giant 16 Mammal. small 16 Caveman
17 Camel 17 Baluchitherium 17 Cavemen 17 Caveman
Caveman 18 Caveman 18 Cavemen
"
19 OM Special
20 OM Special
19 OM Special
20 OM Special
19 OM Special
20 OM Special
" Condor
19 DM Special
20 OM Special

Notes:
Monsters in italic type are typically airborne when encountered. Wa lerb-ome Fish schools are hu~ schools of harmless fish . They are
preyed on by aquatic carnivoT('5. Some harmless schools of fish might
Pleistocene Marsh: Herd animals are 80% likely to be giant flightless
be mistaken for piranha (or vice versa ).
birds of 1-3 Hit Dice. These are non-aggressiv~ unless provoked o r
startled.
Ascallion
Adult Female Young Adult Male
_ _ _ _~ ( M o th er )
(Biter) (S..hii':;d,o"w;;l "'_ _ _ _ _ _ _. .
CUMATEITERRA1N:' Salt ater SilfW'i,,",',--------"Si' a er
,fREQUENCY: Rafll~ Rar Ve are
O RGAN IZATION: Schoo School Solitary
ACTIVITY CYCLE: Any Any Any
iOl£T: am V Oni! amlVo ni! arnlVore
~GENCE: A vec. . 8-10 Aver 8-10 Average (8-.)0)
TREASURE: Nil Nil Nil
ALIGNMENT: Neutral Neutral Neutral

NO. APPEARING: 1 2-12 I

ARMOR C~L~SS
IMOVEM£-NA ~'_________i'~----------------~3~----------------~5r,,----------------~
IHrr Ole£: 6 6 1 5 5
THACO: 15 19 15
I

Sometimes known as scallions or 'scallions, ascallions art' fear- they cannot live in fresh water. the females have been known to
some predators that inhabit the world'soccans. Those coastal and venture up wide rivers in search o f prey for brief periods of time .
aquatic communities that find themselves contending with ascal- Ascallions spawn only rarely. wi t h each mother giving birth to
lions quic kly learn to respect their powerful bite and lightning Zde young. These young are protected by the mothe r, living
speed. The most unusual featu re of ascallions is the manner in safely inside her mouth and coming out only to hunt and feed, for
which the female and her young hunt. roughly three years. When the young reach maturity, they tu rn
Adult female ascallions are much large r than their male coun- on their mothe r and eat their way out of her body, killing her in
terparts, averaging 18 feet in length. The female ascallion is dark the process. Ma ture young are trea ted as adults of the species. but
grey along her dorsal surface and shades to light grey on her un- have half the hit points that they wilt acquire when they are full
derside. Like the males, they are similar in appearance to sha rks. grown.
Ascallion young are small and fairly harmless looking, averag- Once the young ascallio ns have slain their mother. they d is-
ing just over one foot in lengt h. As a rule, they are light grey in band and leave the company of the ir siblings forever. If the
color wi th occasional individ uals being a da rk grey or black. mother is slain before they reach ma turity, they will generally re-
They normally dwell inside the gaping maw o f their mother and main together unt il they are old enough to strike out on their
are seen only when she releases them to attack her p rey. own.
Because of the singular nature of their nervous system, ascal-
Comba t; Female ascallions usually attack their prey in conjunc- lions are unable to hunt by sensing vibrations in the water as
tion wit h their young. When a victim is spotted. the female re- many ocean predators do. Instead, they are forced to seek out
mains a t a safe d istance and opens its jaws wide. Instantly. Zde their prey by sight and sml?lI alone.
young da rt fort h from within the mouth and tear at the prey with
their razor-sharp teeth. After they have eaten t heir fill, the Ecolog y: The ascallion regards a li other forms of aquatic life as
mother moves forward and consumes what remains. In the even t potential prey. Even sharks, which often stay near other preda-
that the young are unable to con tend with the chosen victim. the tors to share in their kills, do not remain in an area occupied by an
mother can rush fo rward and come to their aid. ascallion .
The female ascallion's powerful jaws have been known to splin- AscaJlions are deadly enemies of octopi and attack them on
ter the hulls of small boats and make short work of most oppo- sight. abandoning whatever else they may be dOing at the time.
nents. When employed to attack a ship or similar construct, the
jaws of the female ascallion deliver Zd4 points of hull damage. ShJdow
All types of ascallio ns have an unusual nervous system that is
far less cent ralized than that of most other creat ures . T he result of Male ascallions. commonly called shadows, range in color
from black to charcoal grey. They greatly resemble sha rks and
this unique physiology is that, while the creature has virtually no
average around eight feet in length at adulthood .
sense of touch o r pain , it is utterly immune to all forms of mental
Adult male ascallions attack with their powerful jaws and
attack or paralysis (including both mental and chemical attacks. )
sharp teeth. Although thei r bite is not nearly as powerful as that
of female 3sca llio ns, the males can hold their o wn agains t crea-
Hilbita t Sode ty: Ascallio ns are nomadic creatures that roam
tures as deadly as the giant shark.
throughout the world's tempera te and tro pical seas. Although
Asperii
CLlMAIElfERRA IN; Mountain peaks
FREQUENCY; Rare
ORGA N I ZAT
u IO~
N~' _ _ _rgH~',~d_______-,
CTIVJTY CYCLE: Day
DIET: Omnivore
",N
" TI!'t.!I.,,1"IG"EN
""C"",,
' _ _ _ _Hj:!!i,gh 13-14 to
Exceptional (15-16)
TREASURE: Nil
ALIGN M EN T: Neutral good

NO. APPEARI NG:


ARMOR CLASS: ,1-4

M O VEMENT: 21, Fl42 C


HITOlCE:
lHACO: 17

ISQ, OE.AUM:~S;-
' _ _ _~~~~~----."
DAMAGE/ATTACK: 1-811-811-4
SPEClAl AITACKS: Nil
~,~_ _'is.;r.,'l:
SPECIAL D EFE N S",ES b,.:lgo w
: l.._ _ _ _ _...,

~o
C IC RESISTANCE: Nil
SIZE: l (8')
. Elite (l:bU )'_ _ _ _ _....
XP VALUE: 420

Commonly known as wind steeds. the asperii is highly prized as a form of telepathy, which has a range of 60 yards. With this
mount and can be very loyal to its rider. power, they can also speak with other intelligent beings.
Asperii are white. grey, or dun in color and have small manes Asperii are the mortal enemies of hippogriffs and griffons,
t hat are usually silver, white, or light grey. tending to attack these creatures on sight. They have also been
known to do batt le with roes. althoug h they normally ignore
Comba t: Although asperli are gentle beings, they are also quite
such creatures il possible. Pegasi and aspe rii get along quite well,
capable of defending themselves if fo rced into combat. Each
and the two species are often found in each other's company.
round, asperii can kick with their front hooves and bite with Iheir
If taken when young, an asperii can be trained to accept a single
sharp teeth. As a rule, they direct their bites at the wings and faces
master. If this is done. it becomes utterly loyal to this individual
of their opponents. and will not bear another upon its back unless so instructed by its
Asperii are utterly immune to damage from any form of cold-
master. An aspe rii will refuse to accept a master who is not of neu-
based attack. Similarly, they are unharmed by winds of any type
tral . lawful neutral, or neutral good alignment. Young aspe rii,
(including the whirlwind attacks of an air elemental or a diinni
commonly known as "doffs." can be sold to those who wish to
and so forth). This ability also enables them to slip free of the
train them for between 4,000 and 6.000 gold pieces.
grasp of an aerial servant with unusual ease (they have a 40%
The wingless asperii are capable of flight due to their natural
chance to do so. )
powers of lev it~lion . In addition, they are able to ride wi nds of ei-
Conversely, they are unusually vulnerable to flames (though
ther magical or mundane nature. When they do so, they add 1 to
not to heat ) and suffer double the normal amount of damage from
their movement rate lor each mile per hou r over 20 of wind. Aspe-
any attack that employs flames .
rii also have an inhe rent ability to cast a featller fall spell up to four
Asperii have keen eyes that not only give them the power of
times per day on themselves or on any being they are able to touc h.
true sight but can also set: into both thc Ethereal and Astral
planes. This being the case, they are often able to warn their Ecology: Although asperii are omnivorous and eat a great vari-
riders of the approach of creatures that might otherwise be unde- ety of plants and animals, they do have a few favorite foods. As-
tected. The unusual nature of asperii makes them immune to all peril prize mint leaves, mistletoe, fish. and hawk flesh. In fac t,
forms of gaze attacks, such as those of the basilisk or catoblepas. they so delight in eating fish that they have been known to raid
When fly ing, the typical asperii is fai rly agile (having a maneu- fishi ng boats and coastal villages in search of them . Perhaps be-
verability class of C). They retain such quick response times until cause asperH can go for long periods of time without eating. they
they are burdened with more than 150 pounds. An asperii can seem to have unlimited appetites when given the chance 10 feed
carry as much as 600 pounds but its ma neuverability class is re- on their favorite foods.
duced by one for each 150 pounds carried.
A loyal asperii (that is. one who has accepted an individual as it No ble Asperii
master) flies so smoothly thai its rider may even cast spells from its
The noble asperii are a very rare off-shoot of this species, Many
back. Obviously, any normal restrictions to the use of a particular
people describe the hide of a noble as looking like an iridescent,
spell still apply. If an asperii elects to st rike with its hooves or bite in
polished abalone shell.
combat this prevents the rider from engaging in spellcasting.
Their telepathy is more powerful than that of their more com-
Ha bitat Society: Asperii sometimes live in herds of as many as mon counterparts, having a 9O-fool range and being forceful
20 animals but a re most often encountered in groups of two or enough to permit the noble to implant a suggestion on creatures
three. As a rule. they live in the uppermost regions of virtually in- of 3 or fewer Hit Dice .
accessible mountain peaks. Nobles have 6 Hit Dice (THACO 15 ) and are often found al l he
Asperii communicate with each other by means of a limited head of large herds of asperii.
Beholder-kin

rare

i
DIET: O mnivore Carnivore
IN
...:.T
:.:E:;:"::":::
IG ::.E
~N.::C
~E='_ _ Very to highly Exceptional
r (11-14) (15·16
Set- ~Iow Any
w ,. • <Y'

NO. APPEA RING: 1-2 1


ARMO R CLASS: Body 4, eyt'S 7 0 1217
MOVEMENT: FllO B Fi9 B
DICE: 4+4 6 + 6 to
hit points 9 +9
c 15 +6
11 (9 + 9 HD)
NO. O F A'ITACKS: 1 I
DAMAGE/ArrACK: 2-5 3-12
PEOAL ATTACKS: See below See below
PECIAL DEfENSES: See below See below
GIC RESISTANCE: 5% Nil
SIZE: 5 (4' diameter) l (4'--6' diameter)
MORALE: Elile (14 ) C hampion 05-16)
to Fanatic (17-18)
XP VALUE: 4,000 6,OOO {6+6HD) The spellcaster is allo wed a normal saving throw vs. his re-
9,000 (9+9 HO) flected spell and only he risks any damage . Thus. in the earlier ex-
ample, if the lightning bolt were reflected. only the mage could be
Spectator hit by it. If the mage's saving throw is successful. he receives no
Another relative of the beholder, the spectator is a guardian of damage (though a failed saving throw means he suffers the full
places and treasures. Once it is given a task. it guards for up to damage rolled ).
101 years and lets no o ne use, horrow, or exam ine an item or trea- The spectator has an initiative modifier of +1. All three "at-
N
tack eyes can be brought to bear on the same target. The s mall
sure .
The spectator has a large central eye and fou r smaller eye stalks eyes have the following powers:
protruding from the top of its hovering, spherical body. 11 : Create food arId water. Creating up to the amount of food
and water for a large meal (up to six people) takes one full round.
Co mba t: The spectator is difficult to surp rise, as it has a sur· 12 : Cause serious wounds . Inflicts 2d8 + 3 point s of damage to
prise modifier of + 2. Since the spectator is basically a passive a single being at a range of 60 yards. A saving throw vs. spell is al-
creature, it attempts to communicate and implant its suggestion lowed for ha lf damage . This attack has a casting time of 1-
as its first act , unless it is immediately attacked. In dose combat. 13: Paralyz.ation ray. Range of 90 feet , one target only. dura-
the spectator can bite for 1d4 + 1 points of damage. tion Sd4 rounds. This attack has a casting time of 1. The spectator
The creature's body is covered in tough hide and thus is AC 4. never attacks a paralyz.ed character: the character ma y even be
Any blow is 70 % likely to hit the body. which contains .111 of the allowed to go his own way if he leaves in peace.
beast's hit points. 14: Telepathy . Range 120 feet , only one target. Communica-
Hits on the eye stalks (AC 7) occur 20 % of the time while hits tion is possible in this way. The beast can also plant a suggestion if
o n the central eye (also AC 7) happen only 10% of th: time. Any the target fails a saving throw vs. spell. The suggestion is always
hit on an eye or eye stalk destroys it ; a spectato r blinded in every to leave in peace, and it has a casting time of 1. Communication
eye cannot defend its treasure and teleports to the outer plane of takes twice as long .
Nirvana. This is the only condition under whic h it leaves its post.
Its eyes regenerate in one day and then it returns. If the treasu re is Habitat /Sodety: If properly met. the spectator ca n be quite
gone, the creature again leaves for Nirvana. never to return. friendly. It will te ll a party exactly what it is guarding early in any
The spectator has a general magic resistance of 5 % . But when conversation so that there is no argument. If its charge is not
the central eye is undamaged , it can reflect one spell cast at it per threatened, it can be very amiable and talkative via its telepathy.
round back against the caster. This does not apply to touch spells. Spectators move by a very rapid levitation in any direction.
The reflection occurs only if the spectator rolls a successful saving They will d rift aimlessly when asleep (20 % likely when encoun-
throw vs. spell. tered ), never touching the ground .
Reflec tion is possible only if the caster is standing within a 60 0 Under rare circumstances, a po werful mage might have sum-
arc of t he front of the central eye . moned two spectators to guard a particularly valuable treasure.
For example, if a mage casts a lightning bolt spell at a spectator. In this case, there is no chance of surprising the creatures, as they
the OM rolls the spectato r's saving throw to set! if the spell is reo s leep in shifts.
flected. If the roll fails, then the spectator's magic resistance is On the plane of Nirvana , spectators live in large groups of up
to 1,000 individuals, using their eyes to create vast feasts. Outsid-
rolled. Only if this roll fails as well does the lightning bolt cause
any damage (and even then the spectator gets a saving throw fo r ers are usually not welcome at these spectator feast s, but at times
half damage). spectators are known to share their company with guests.
Beholder-kin

Ecology: The treasure being guarded is 90% likely to be a magi- COile of cold: This terrible power is similar to the 5th· level
cal item with a value of at least 15,000 gpo If the spectat or gains wizard's spell. It causes Jd4 points of damage and has an a rea of
incidental treasure while performing its duty, this is not part of its effect five feet wide at the base, 50 feet long, and 20 feet wide at
charge a.nd it freely allows this to be taken. Incidental treasure the mouth , [t can be used only three times per day.
can be generated as follows: 40% for 3-300 coins of mixed types, Ugh/fling bolt: This eye can unleash a straight bolt of light-
30 % for Id6 gems of S()..gp base value, 20 % for Id4 potions. 15 % ning from the eye outward to an 8O-fool range. It inflicts 4d4
fora + 1 piece of armor, 15% for a +1 weapon , and 5% for a mis- points of damage, although a successful saving throw vs. spell
cellaneous magical item valued at 1.000 XP or less. cuts that in half. This power can be used up to four times per day
Spectators are summoned from Nirvana by casting mon5ter and is otherwise similar to the 3rd-level wizard's spell.
summoning V with the material component of three o r more Paralyzation: This eye can affect a single target up to 40 feet
small eyes from a beholder. (The chance of success is 10% per away from the gauth. If the target fails its saving throw vs. paral-
eye.) The spectator Cil" be commanded only to guard some trea- ysis, then it is unable to move, Only a dispel magic spell can free
sure. It performs no other duty. and if commanded to undertake the victim from the effects of this eye,
some other task, it returns to Nirvana immediately. If its guarded Dweomer drain : Perhaps the most feared of the gauth's
treasure is ever destroyed or stolen. the spectator is released from powers, this ability permits the gau th to drain charges from magi-
service and returns 10 Nirvana. The summoner may take the item cal items. It has a 40-foot range and can be targeted on one indi-
with no interference from the spectator, but this releases the crea- vidua l per round. In addition to preventing an obiect from
ture to go back to Nirvana. functioning fo r the duration of that round, this power drains one
charge from any charged object. Permanent objects, such as mag-
Gauth ical swords, a re rendered powerless for one round by this ability.
Artifacts are not affected by the dweomer drain.
The gauth is believed to be a distant relative of the beholder. al-
In addition, this eye has no effecl on spells that have been mem-
though this has never been proven. While it is quite si milar to that
orized (but no t yet cast) and does not break the concentration of a
creature, its ability to feed on the energy of magical objects makes
wizard engaged in invoking a spell. It does neutralize any spell
it even more dangerous in some ways,
cast by its target that round, however.
The spherical body of a gauth is normally five feet in diameter
A dispel magic spell cast on any of the ga uth's eye stalks pre·
and generally brown in color, mottled with purple and grey. A
vent its use for 1d4 rounds. The cent ral eye, any fully retracted
thick layer of hard flesh provides the creature's body with an AC
eye stalks, the body's ability to glow, and the gauth's nalurallevi·
of 0. Located in the center of the gauth'sforward hemisphere is its
tation are not subject to harm by such a spell.
large central eye, which is AC 7.
If a gauth is slain, its magical energy is dissipated . Usually, this
The central eye is surrounded by a ring of smaller eyes that are
is a harmless event , but there is a 2% chance that it is cata-
protected by ridges of tough flesh (giving them the same Armor
strophic, inflicting 4<14 points of damage to all creatures within
Class as the body). These eyes provide the creature with normal
ten feet. No saving throw is possible against this damage.
vision in lighted areas and infra vision out to 90 feet in darkened
Gaulh are immune to their own powers and to those of olher
places.
gauth.
On the underside is the beast's fea rsome mouth with its accom-
panying cluster of four feeding tendrils, while the top is i1dorned
Society Habitat: Gauth prefer 10 dwell in dark caves and ca·
with a crown of six eye stalks, Both Ihe eye stalks and the feeding
verns, coming out only to feed on livestock, They are cunning
tendrils are AC 2.
enough to avoid taking from the same he rd and try to avoid insti·
gating any organized attempts to kill them.
Combat: When a gaulh moves into combat, it begins to glow,
Although gauth are not known to figh t over territories or prey,
much as if it we re the targe t of a faerie f ire spell, to attract the at-
they do go 10 great lengths to avoid each other. Even when they
tention of ils foes, Any creature distracted by this runs the risk of
encounter another of their kind in the wilderness, they often ig-
being caught in the beam of the gauth's central eye. A creature
nore them utterly.
t hat meets the gaze of this great eye must roll a successful saving
throw vs. spell, with a - 2 penalty, or be affected as if the victim
Ecology: A gaulh can survive by eating livestock and such, but
of a feeblemind spell.
it greatly prefers to devour magical objects. In some unknown
If a gauth chooses to bile with its great maw, its sharp fangs in·
manner, the creature is able 10 absorb magical energy and feed on
flict 3<14 points of damage. The four tendrils around the mouth
it. Each turn that an object spends in the gauth's stomach causes it
can grab and hold victims as if they had a Strength of 18, but they
to lose one charge. A permanent object is rendered inoperative af·
can inflict no damage themselves.
ter one day (but artifacts are nol affecled). Magical objects thai
These creatures have an unusual physiology that enables them
cannot be wholly digested by a gaulh are spat out after they have
to regenerate 1 hit point every two turns.
been drained of all their power.
A gauth in combat can also employ its six eye stal ks, Al though
Gauth are thought to live a century or so and then die of some-
these are fully retractable when not in use, they are usually all ex-
thing akin to old age. Within a week of their death, however, two
tended prior to the start of any conflict. Theses eyes have the fol-
you ng gaulh emerge from the corpse after devouring much of it.
lowing powers: Although smaller than their parent (each has 2+2 or 3+3 HD
Cause serious wOImds: This power has a 3O-£00t range but is
and a bite that causes only 2d4 points of da mage) they have all the
otherwise the same as the 4th-level priest's spell, inflicting 2d8 + 1
powers of a full-grown adult.
points of damage ,
Various portions of a gauth's body (the eyes, primarily) are
Repulsion: This power has the same effects as the 6th-level
much sought after by mages who wish to understand the biology
wizard's spell, with a 10-foot wide path and a 40-foot range .
of these mysterious creatures.
Belabra (Tangier)
ClIMATEITERRAIN: Tempera te forest s
FREQUENCY: Rare
ORGANIZATION: _ _ _-iSr;o"li;'a
;::,ry...._ _ _ _ _ _...
A01V1Ti'CYCU. • y
Carnivore
Low
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR ClASS: -2 (head)
"liiOVEMiEN'L______~6i;'(tentac"'~;::,I------_,
IJ 3, Ar(EI
HITDlCL 4+4

NO. O F ATTACKS: 1 entangle


o r 1 ram
, _ _ _-i2ji"ii;iI,:;;,mil, only)
DAMAG E!ATIACK.~
- OCS: ' Itt 6ii6ia fentac: es
DEFENSES: Blood spray

SIZE: M (5' long)


MORALE: Champion (15-16)
XP VALUE: 975

The belahra. also ca lled ~ tan&le r," is a most unusual creature, Injured tentacles release a sprax of the c reature's gray-white
highly sought after be(:ause it can sometimes be domest icated. blood, which causes all humans, elves, and halfHngs within ten
The typical belabra has a large, hemispherical shell that mea- feel to roll saving throws vs. poison, with -3 penalties. Those
sures some two feet in diameter and is generally black or da rk who fail their rolls are partially blinded and overcome by sneez-
grey in color. Extending from the underside of the shell are the ing fits. They also suffer a -4 penalty to their attack rolls and
creature's 12 rubbery tentacles, its deadly grey beak. and its pale their Armo r Classes are worsened by 2 for 3d8 rounds.
white belly. The monster's four eyes extend above its shell on
short eye stalks. Habitat Society: The belabra is a solitary creature that is found
primarily in wooded regions throughout the wo rld's temperate
Comba t: When in close combat, a belabra bounds about so that regions.
it can shield its soft underside with its hard shell. When given an When al rest or waiting for prey, the creature draws itself up in-
opening, the belabra attacks either by bounding at its targets and side its shell a nd remains perfectly s till . In this position, it is often
ramming them with its shell or by entangling them in its barbed mistaken for a large rock by the unwa ry. The belabra can sense its
tentacles and tearing at them with its beak. prey by both sight and scent.
When employing the former method, the belabra kicks with its Biologically, the belabra a re most unusual creatures. The y
tentacles to hurl itself into the air. When gliding in this manner, have only one sex, although they are not truly asexual as a lone
the creature can travel up to 60 yards. If leaping into a breeze or creature cannot reproduce. The offspring begin as buds on the in-
confronted by a strong crosswind, this distance is cut by ten ner wall of their parent's stomach. Here they gestate for six to ten
yards. In a strong headwind, the distance traveled is cut by 20 months before being ejected by the parent.
yards. The ramming innicts 2d4 points of damage to the target.
At an y point dur ing its leap, the belab ra can whip its tentacles Ecology: If taken at a young age, a belabra can be trained to
arou nd a target and attempt to entangle it. This requires the obey simple commands and act as a guard or hun ter. If so trained,
creature to roll a successful attack roll with a + 4 bonus. An en- it identifies with its master and remains with him even in the heat
tangled foe loses all of its normal Dex te rity bonuses to Armor of battle. Morale rolls are required o nly if the situation is unusu-
Class, and the belabra gains a +4 bonus to attack rolls made all y dangerous.
with its beak. Once per turn a victim ma y try to escape from the Training a captured bela bra takes 4d4 weeks and requires a
tentacles by roiling against his bend bars/ lift gates score. skilled instructor, a number of live animals (to serve as practice
Whether o r not the ro ll is successful, the victim suffers ld4 + 2 kills), and the frequent presence of the person who will be the
points of damage from the barhs tha i cover the te ntacles . The creature's mas ter. Adverse conditions can greatly extend the
g rip of the tentacles causes no damage unless the ensnared crea- training period.
ture attempts to break free. Once their training is completed , the belabra can be employed
The belabra's hard shell gives its head an Armo r Class of -2. in the same man ner as an attack dog. A young bela bra that has
As a rule, the rest of the creature (including ils tentacles) is drawn been raised for two years can be taught to capture and hold a vic-
up into the shell whe n not in use. Thus, the tentacles and under- tim without trying to kill it.
belly (which are Armor Class 6) can be attacked only when a vic- A captured belabra you ng is worth some 1,500 gold pieces on
tim has been ensnared. the open market.
Berbalang
CLiMATElTERRAIN: Any land or the Astral plane
FREQUENCY: Very ra re
ORG ANlZATlON: _ _ _ _Solitary
CTIVJTi' CYCu.; - Nlgfits onlle rulll~m;;;~=
n --'
DIET: Special
WGEN y, l-U
TREASURE: 0
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMO R CLASS: 6
MO VEMENT: 6 Fl 24 B
DICE: 4 +1
Co: 17
_ . Q~~"__~__.31~--~~__----~
DAMAGE/AITACK: 1-4 / 1-4 / 1-6
SPECIAL ATIACKS: Nil
SPECIAL DEfENSES; Nil
GIC RESISTANCE: it
M (4'-7' taU)
~~~----------~A~~"'~~l~O~------~
6S

The berbalang is a dark and ('vii creature thai spends most of its If the projection is hit or suffers any injury during its quest for
life in a comatose stale while its spirit wanders the Astral plane. food. it takes flight at onCE' and flees. As quickly as possible, the
When it does re turn 10 our world, it does so only to feed on the berbalangguides its projection back to its resting place. If the pro-
flesh of humans who dwell near its hiding place. jection is destroyed, there is a 75% chance that the shock to the
A typical berbalang is a gaunt biped with black, leathery skin. berbalang's system will prove to be fatal fo r it as well. If the pro-
Its wide, glowing eyes, which provide the berbalang with infra- jection is only in jured, but not slain, the berbalang cannot mani-
vision out to 120 yards. are watery and white in color. Two fest another for a number of days equal to the number of hit
broad, bat-like wings sprout from the creature's back and enable points it lost.
it to fly with great speed and agility. When the projection returns to its master. it is dissipated. Ad-
venturers who have followed the projection to finish it off may
Combat: When a herbalang or its projection (see below) is en- well be shocked 10 find themselves confron ted by a healthy ber-
countered and forced into combat. it makes the most of its ability balang.
to fly. When it strikes, it rips at opponents with its keen c1awsand If the berbalang is not discovered and destroyed, it will eventu-
attempts to bite them with its needle-like teeth. ally seek to avenge itself upon those who interfered with its feed-
If a berbalang's projection is hit, il immediately takes fligh t and ing. Although there may be a lull while the body of the berbalang
attempts 10 flee from the battle. The projection is immune to recovers from the shock of the attack on its projection and is able
charm, sleep , and hold spells. to send forth another, retribution is a certainty.
If the projection was forced back to the body or destroyed be-
HabitatlSociety: The berbalang is a most unusual creature. The fore it could find prey to feed upon, the berbalang will send forth
vast majority of its life is spent in a death-like trance that permits another, as soon as it is able, to satisfy its hunger (regardless of
the monster's spirit to wander at will throughout the Astral plane. the phase of the moon) before seeking its revenge.
Here the berbalang stalks those creatures that are weaker than it-
self and engages in its complex courtship and mating ri tuals . Ecology; When the prOjection kills a human, it piCks up the
If the body is discovered or disturbed in any way. the berbalang corpse and begins to retu rn with it to its lai r. As it does so, the ber-
is aware of this and returns to defend itself. Because of the great baJang itself awakens from its trance and the projection begins to
distance which the berbalang's spirit may have to cross to reach feed on the body. By the time the projection has reached the ber·
its material form, however. this can take quite a long time (ldl00 h.1\ang's hiding place, the body has been all but stripped of flesh
rounds). U the body is destroyed before the berbalang can defend and the berbalang's hunger has been satisfied.
itself, the astral spirit is also slain. For this reason, the berbalang In order to avoid drawing attention to itself, the berbalang usu-
does its best to seclude and protect the resting place of its physical ally moves its lair every thfE'(! or fou r months. At this time, it
form. moves only during the night and avoids any confrontation if it
Once per month, on the th ree days of the full moo n, the berba- can. Thus actual contact with the berbalang itself, as opposed to
lang returns to the Prime Material plane to feed. At this time, the its projection, is minimal.
creature alters its trance slightly and manifests an exact duplicate There is no record of anyone discovering how the berbalang is
of itself, known as a projection . Once the projection is formed , it able to derive sustenance when only its projection feeds on the
is sent forth in search of the berbalang's only food - a freshly slain slain humans it hunts . likewise, the exact process by which the
human being. berbalang is able to mate and reproduce when its only contact
The projection, whic h is controlled directly by the berbalang, with others of its species takes place in a spiritual form on the As-
can travel up to three miles from its body. If the proje<:tion must tral plane remains a mystery.
fight , it does so just as the berbalang itself would (see above).
Bhaergala

C LlMATElfERRAIN: Tempera te or tropical jungles


and forests
Rare
....- - -SOI;;i..
:...,,
.;;-- - - - - . . . ,
D.y
·vo
INTELUGENCE: Average
TREASURE: N il
AUGNMENT: Neu tral

NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 1S
HIT DICE: 4+4
Co: 15
D.Q~~~~------~~c~~s ~dJ biL~------~
DAMAGE/ATTACK: 1-6 / 1-6 / 1-8
SPECIAL ATTACKS; Pounce
SPECIAL DEFENSES: Poison resistance. spell turning
MAGIC RESISTANt£: Nil
SIZE: L (9' long)
OML" !iii!< WO".l l.._ _ _ _....I
XP VALUE: 650

The bhaergala is a large predator that roams temperate and tropical van woodlands. It normally moves in on its prey from downwind
jungles or woodlands in search of prey. It is greatly feared by trav- so that its distinctive scent does not give it away before it can
elers because of its fond ness for huma n, elven, and satyr prey. strike.
A bhaergala looks something like a cross between a wolf and a When a bhaergala is encountered in the wilds, there is a chance
lion, alt ho ugh it is clearly not rela ted to either creature. that it will not a ttac k. The bhaergala are known fo r their great
T he fur of a bhaergala gives off a faint but unmistaka ble odor, love of song and music and can often be lulled to sleep by a tal-
which has been described as smelling like fresh bread o r biscuits. ented singer or musician. The chance that a bhaergala can be se-
The bhaergala can mimic the speech and songs of men and dated in this manner depends upon its own belief that it is safe
elves with great skill. When hunting, it often uses this power to and free from any threat of attack. The base chance to sing a
lure them into an ambush. Most bhaergalas can speak the com- bhaergala to sleep is 25%. This is increased by 5% if the singer is
mon tongue of men. alone, by 5% per point of the singer's Charisma over 16, and by
15 % if the singer is a professional or talented performer. If t he
Combat: A bhaergala usually attacks unsuspecting victims by bhaergala feels threatened, has been recently injured, attacked,
pouncing o n them from a great heigh t. The superior agility of the o r is hungry and on the hunt, t hen any attempt at calming it is
bhaergala enables it to drop from as high as 60 feet wi thout sus- doomed to fail.
taining damage. Afte r that, it suffers Id6 points of damage (up to If lulled to sleep, the bhaergala naps for o nly IdlO rounds, as
a maxi mum of 2Od6) fo r every ten fee t it falls. they neve r sleep for longer periods of time. W hen it awakes, it
W hen it pounces on a victim , the bhaergala can strike only will likely give chase to the singer if it finds that he has gone.
wi th its cla ws duri ng t he first round. If these hit, however, they
inflict their maximum da mage. Ecology: Bhaergala seek oul others of their kind only to mate.
In no rmal combat, t he creature lashes out with its two front When they do find a partner, they mate only in sandy areas (river
claws a nd tears at its foes with its powerful jaws. The bhaergala is banks, sandbars, and so forth). Six months later, the female
fearsome in combat a nd often rips grea t pieces of flesh from an bhaergala gives birth to a litter of 2d4 cubs.
enemy, which are then d ropped for later consumption. The The parents remain together fo r just over a yea r to raise thei r
bhaergala has been known to keep ri pping apart a body that has progeny. As soon as the cubs ma ke their first kill, they are turned
long since ceased figh ting back. out from their parent's den a nd must go thei r own way. At this
The great constitution of a bhaergala enables it to regenerate 2 point, they have all the powers and abilities of adult bhaerga las,
points of damage per day a nd gives it a + 3 bonus to all saving but have only 2 +2 Hit Dice. Further, their attacks cause only half
th rows vs. poison. Furt her, the creature has a 99% chance to sur- the usual damage. When t he last of the: cubs is gone, the parents
vive a severe system shock. also part company, never to meet again.
The bhaergala has a limited ability to protect itself from magi- An adult bhaergala usually sleeps in the boughs of talltrei'S, re-
cal at tacks as well. Up to four times per day, the creature can tum tuming to ils lair only rarely. This well-hidden den is often in a
a spell that has been directed against it . In these instances, the caves, ruin , o r similar place of desolation and serves as a storage
power acts jusl as would a ring of spell iuming. It is important to area for whatever items the bhaergala has collected over the
noll', however, that this is not an inna te ability; it requires the years. A5 a ru le, there is litt le if any true treasure in the lair of a
bhaergala to focus its attention a nd prevents it from ta king any bhaergala. It often collects musical inst ruments and noise-
other action that round. makers, which are usually broken , from the bodies of its victims.
From time to time, an unusual or even magical instrument has
HabitallSociety: The bhaergala is a solitary creature that stalks tumed up in the lair of a bhaergala.
its prey from the dense underbrush common to jungles and syl-
Bichir (Lungfish, Giant)
C LIMATE/TERRAIN: Any swamp
FREQUENCY: Rare
ORGANIZATION: _ _ _-i
SCiih~OO
;::I-------~
ACi'iVlf'fCYCU;- y
DIET: Carnivore
INTEllIGENCE:. Animal 1
TREASURE: J, K, l , M, N, Q , S, and X
(up 10 J types per individual)
ALIGNMENT: Nil

NO. APPEARING: 1-4


ARMOR CLASS; 6
MOVEM
~EN~T~,_ _ _ _~.~.~S~w~1~
5 --------~
FUfl5fCL 5107
THACo: 15 (if s..(, HD)
3 .
NO. OF ATTACKS: 1
DAMACf.iAITACK: 3-12
SPECIAL ATTACKS: ~tangle
l'EdAltrEtENSESo...- -fiif.::;;:;,;..-----.,
MAGIC RESISTANCE: 30%
SIZE: L (9:' to U '
MORALE: Average (8-10)
XP VALUE: 1,400 (5 HD)
3,000 (7 HD)

The biehir is a giant relative of the more COmmon lungfish that is bodies behind them. ) When on land, they must keep their skins
found throughout t he temperate and tropical swamps of the moist and so never stray far from water.
wo rld. Although often mistaken fo r a lizard, the biehir is actually Bichir live in small schools, although o nly those on a hunt are
related to sharks and similar fishes. normall y encountered. When hunting underwater, the bichir uses
Bichirs have long, thick bodies thai are a tan, brown, and its keen eyesight to track its prey. T he favorite food of a bichir is
cream color to provide them with camouflage in their native envi- the flesh of lizard men, which they fi nd to be a great delicacy.
ronment. They have strong jaws set with sharp white teeth and Bichir also enjoy a wide variety of frogs , fish. and insects. They
black, pu pil-less eyts. Their heads are broad and flat. Although ha ve been known to hunt large animals as well and can devour
covered with small scales, the hide of bichirs feels smooth to the creatures as large as a nine-foot-tall humanoid.
touch. A ridge of fins runs down their backs to end in a broad, Because of the unusual structure of their eyes, they can see
fa n-shaped lail. clearly as far as 80 yards when submerged . Of course, unusually
mu rky or muddy water can greatly reduce the effective range of
ConI bat: When hunting on land, a biehir moves forward their sight. O n land, their eyes a re far less effective, seeing for
slowly, much asa snake does, until it reaches a point where it can onl y 20 yards.
strike at its prey. As it moves, it pauses frequently to sniff around Conversel y, their sense of smell is more acute on land than in
before continuing onward . the water. When hunting out of the: water. the biehif can smell
When it st rikes, the biehir lunges forward to snap with its pow- prey as fa r as90yards away. In the wate r. however, t.hey can only
erful jaws and sharp teeth. Despite the size of its maw, the bichir smell creatures wit hi n 20 yards.
neve r swallows its prey whole. When in the water, a bichircan also sense even the most minute
If confronted by a creature that it can not overcome o r if it is of vibrations. In fact , bichir have been known to move toward a
having difficulty slaying its victim, the biehir can cast an entangle faint vibration whose source was as far as half a mile awa y.
spell. This spell can be used as many as six limes per day and has a
range of 60 yards; it is othe rwise identieal to the priesl's spell of (cology: The bichlr breeds whenever its swamps are flooded
the same name. The biehir can make use of the entemg/e spell to (by spring run-off, for example). Males and females have been
flee from danger or to a id it in defeating a creature more powerful kn own to cross great distances to find each otner for mating.
Ihan itself. T he young, from 1 to 3 in number. are born three to six months
Although the bichir has a natural resistance to magieal spells after the mating. These newt-like creatures typicall y have an Ar-
and their effects, it greatly fears such attacks. When confronted mor Class of 8, a movement rate of 3 on land (or 12 in the water),
by creatures t hat clea rl y ha ve magical abilities, the biehir will ei- and 2 o r 3 Hit Dice. Asa rule. their bite inflicts only Id4 + 1 points
ther flee or, if that is impossible, attempt to ambush them. of damage. They can employ their ability to entangle only three
times per da y. but they have their parents' full magic resista nce.
Ha bita t,Sudety: Bichir are able tu dwell wit h equal ease in wa- Although the bichlr cannot talk and have no language of their
ter ur on la nd. They have lungs for breathing and swim bladders own, they have been known to emit an open-mout hed pant.ing
much like those of fish . When they move about in the water, they noise that is quite un usual and can be heard for great distances. It
swim with broad strokes of t.hei r wide tail fins. On land, they use is believed that they use this sound to signal each other or attract
their front fins to move about much as seals do (d ragging their mates.
Bunyip
CUMATEfTERRAIN: Temperate fresh water
FREQUENCY:

i
ALIGNMENT: Neut ral

NO. APPEARING: 1
ARMOR CLASS: 5
MOVEMENT: Sw 12
it DIC'r;,- - - - -rj,f""- - - - - - -
CO: 15
O. OF ATTACKS,
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Roar, sever limb
SPECIAL DEFENSES: Nil
CIC RESISTANCE: Nil
SIZE: M (6' long)
MORAL£:, _ _ _ _ _ _- (Averil e (8-10)
XP VALUE! 175

The bun yip isa large aquatic animal that has the physical cnarae- (50 % chance) enter a feed ing frenzy and begin attacking anything
lerist icsof both seals and sharks. Unlike Ihe former, however, the it comes across. In such cases, the bun yip receives a bonus of +2
bunyip is utterly unable to venture onto land. Like a shark, the to its attack rolls. However, because the bunyip is unable to prop-
bunyip breathes by mea ns of gills. The bunyip's body is covered erly defend itself while in a feeding frenzy, its enemies also receive
with shaggy black hair and a long mane, which is almost always a a bonus of + 2 on their attack rolls.
dark grey or blaCK in color.
Although it is not an inherentl y evil creature, the bunyip is Habit at Socie ty: The bunyip is a solitary creature that spends
very mischievous. Because of its great bulk and powerful jaws, a much of its time swimming about and harassing other creatures.
playing bunyip is quite likely to inflict serious injury on swim- Bunyips prefer to dwell in open water, such as lakes or rivers, but
mers and can overturn small boats. can sometimes be found in swamps and marshes.
The diet of a bunyip is made up primarily of fish and other
Combat: The bunyip is able to sense the approach of human be- aquatic creatures. From time to time. they have been known to
ings or similar creatures through a latent sense of telepathy. When lunge at creatures on the edge of the water o r at low-flying birds
the bunyip notes the presence of such creatures. it may (50% and such, but this is done only when the local food supply is low.
chance) decide to confront them . To do 50, it lifts its head from
the water an unleashes a mighty roar which forces all characters Eeulogy; Once per year, a bunyip seeks out a mate and the two
who are below 4th level to roll successful saving throws vs. rods, travel to the sea. Once they reach salt wate r, the female under-
staves, or wands with a - 2 penalty or be forced to flee from the goes slight physiological changes and the actual mating occurs.
bun yip in panic for 2d4 rounds. Three months later, she gives birth to a single pup that remains
When the bunyip elects to engage in combat, it does so by bit- with her for the first two yea rs of its life. Shortly after the pup is
ing wi th its powerful jaws. In combat. the teeth of a bun yip inflict born, the fathe r leaves, returni ng to his former home to await the
ld6 points of damage. next mating season.
If a bunyip comes upon a sma ll creature (a dwarf, gnome, or When the pup is old enough. the mother turns it out and, like
halfling, for example) that is swimming or struggling in the water the father, ret urns to her fonne r home. At this point. the pup has
there is an 80 % chance that it attacks the creature. Such an attack only 3 Hit Dice and its bite causes only ld4 points of damage. In
takes the form of a bite that may sever a limb from the victim. If all other ways, however, it is s imilar to its parents.
the bunyip's attack roll is a natural 20. then a limb has been re- For the next three y~ars. the pup will be too young to mate.
moved and swallowed by the bunyip. The OM should determine With the coming of its sixth yea r, however. it will join the bunyip
which limb is lost in accordance with the exact situation or in a mating rituals.
random manner. Although bunyip meat is safe for human consumption, it is un-
Al though the bunyip does not nor mall y attack creatures larger usually oily and rather strong tasting. Thus they are not hunted
than a dwarf o r halfling, there are exceptions. If the bun yip were by most cult ures.
attacked. for example, it would certainly defend itself if unable to The hide of a bun yip can be made into a rugged leather, but it
flee. no matter how large the attacker. has no special qualities to set it above other, easier to hunt. ani-
Like a shark, a bunyip is excited by the smell and taste of mals. This being the case, the bunyip is also free from molestation
blood. When a bunyip detects traces of blood in the water it may by trappers.
Burbur

CLiMATElTERRAIN: Any land


FREQU ENCY: Rm
ORGANIZATION: Solitary
~cnVI1Y CYCLE: Any
DIn See below
IlfiU.I.K;.uiCl' rnmal (U
TREASU RE: Nil
ALIG NMENT: Neutral

NO. APPEARI NG: 1-4


ARMOR CLASS: 9
MOVEMENT:
HIT DICE:
mAC",
,.,
12

20
!O~OUUAC."S, 1 bite affects slimes rna""
and molds only)
DAMAGE/ATTACK: 2·8
S~EClAl ATTACKS: Nil
SPECIAL DEfENSES: Immunities
MAGIC RESISTANCE: Nil
6- to l' 10
MORALE: Irregular (5-7)
XP VALUE: 3S

Burburs are small creatures that look much like worms. HabliallSociety: Burburs wander constantl y in sea rch of food.
They have large, glistening black eyes and a sucking tube for a Although they are normall y found alone, they have been known
mouth, much like that of a mosquito. Just behind the creature's to gather in groups of as many as four individuals to feed on a sin-
head are a pair of tiny forelegs of considerable dexterity. With its gle slime, mold, or moss.
forelegs, a burbur can climb, grip, and manipulate objects, A bur- Once every year, usually in the spring, a burbur will begin to
bur that has just fed will be very bloated and somewhat sluggish. swell in size. At this point it develops a bulge at the end of its taiL
Burburs are ivory or yellow in color and have soft, moist skin. which for ms into a second head. As the second head forms, a pair
They have a somewha t spicy body odor that has been described of forelegs begins to grow out from the body. Shortly thereafter.
as smelling like cinnamon. the burbur splits in half to form two separate creatures.
Burburs are highly prized creatures that consume many vari-
eties of slimes, m05se5, and molds that might otherwise cause Ecology: The burbur is much sought after by adventurers who
considerable harm to other creatures. find the creatures a useful ally when they do battle against slimes
and similar horrors. As a rule, burburs are extremely docile and
Combat: Burburs are very gentle and harmless creatures as far do no t attack their keepers or stray unless they are underfed. In
as the humanoid races are concerned. They feed only on slimes, o rde r to keep a burbur content so that it does not seek to escape
molds, or mosses and are wholly un",ble to inflict damage on any its owner, it must be allowed to feed at least once per day.
other living thing. In the marketplace, a captive burbur can be sold for as much as
When it decides to feed, a burbur simply crawls out onto the 1.000 gold pieces.
bod y of the creature it intends to consume, extends its feeding Although a small and defenseless creature like the burbur
tube and begins to siphon up its meal. Each round that it feeds, might normally be eXpe<:ted to rail vic tim to a wide variety of
the burbur inflicts 2d4 points of damage to the slime, mold. or other predators, this is not the case. Most animals have long ago
moss it is consuming. Once the burbur has scored a hit against the learned that eating a burburcan be a painful and, often, falal mis-
creature it is attempting to ingest. it need not roll again unless it take. If the burbur has recentl y fed, most creatures that consume
takes a break in its feeding. A burbur ceases feeding after it has it are affected as if they had come into contact with the creature
d rained its victim of hit points equal to thrice its own initial value. the burbur recentl y fed upon . Thus those animals foolish o r hun-
For example, a burbur with 4 hit points will be sated after it has gry enough to devour a burbur have been weeded out by natural
inflicted 12 po ints of damage to its victim. selection a long time a go .
A burbur is utterl y immune to the attacks of such creatures as Butburs often build small lairs that they visit from time to time
olive or green slime, obliviax moss, and brown, yellow, or russet to res t and recover from injuries. As a rule, these are located in
molds. In addition. it finds these creatures to be delicacies beyond out-of-the-way ptacesand , as often as not , are protected by some
compa re. creature the burbur is immune to. For example, it is not uncom-
The burbur is also unaffected by yellow musk creepers. zy- mon for a burbur to seek refuge in the midst of a yellow musk
goms, and violet fungi , although it finds these creatures utterly creeper's coils.
inedible. A burbur is affected normally by oozes, jellies, poison-
ous vapors, and other creatures, as well as by spell attacks.
Claw, Crawling
CLiMATElTERRAIN: Any
FREQUENCY: Rm
ORGANIZATION: Swarm
cnVITY cye!'£' Any
lET: Special
EN o • 0
TREASURE: Any
ALIGNMENT: Neutral

NO. APPEARING: 1-20


ARMOR CLASS: 7
MOVEMENT: 9
DICE; 2-4 hit points
C<> 20
O, j}F ,jITACKs,:_ _ _..,l.-.'~-,..,.....,.. __---'
DAMAGE/ATTACK: ]·4 (armored foes )
]-6 (unarmored foes)

below

XPVALUE: 35

The much feared crawling claw is frequently employed as a This takes the form of a basic telepathic link between all the claws
guardian by those mages and priests who have learned the secret of a single "batch." Whenever one claw finds a victim, all of the
of its creation. others in the a rea who were made at the same time move in to
No single description of a crawling claw is possible as they are help it.
not uniform in appearance. Since claws are the anima ted remains In addition, claws that have been instructed to do so can act in
of hands o r paws of living creatu~, they are apt to be found in a concert with each other to move large objects. The OM should
wide variety of shapes and sizes. use five pounds per claw as a reasonable limit to the weight that
can be moved.
Comba t: When a claw detects a potential victim, it leaps to the
attack. Although it may not appear to be capable of such a feat, Ecolog y: Crawling claws can be created by any mage o r priest
its great strength enables it to do so. The maximum distance a who has knowledge of the techniques required to do so. To begin
claw can leap is 15 feet. with, the creator must assemble the severed limbs that are to ani-
Once a claw lands on its victim, it attacks in one of two ways. If mated. The maximum number of claws that can be created at any
the victim is wearing metal armor, the claw delivers a powerful o ne time is equal to the level of the person enchanting them. The
blow that inflicts Id4 points of damage. Against those who are hands (or paws) can be either fresh , skeletal. or al any stage of de-
not armored (or only wearing leather) the claw can employ its composition in between ,
great strength in a c rushing grip. This manner of attack causes Claws can be controlled in one of two ways: directly or via pro-
Id6 points of damage. gramming. The manner of a claw's control must be specified
In some cases, a claw may be instructed to attempt to strangle when it is crea ted and cannot be changed thereafter. A1i of the
o r gouge out theeyesof a victim . In any such case. the OM should claws in a particular batch must be controlled in the same
consider all aspects of the situat ion and determine how much, if manner.
any, damage is done. Programmed claws are given a single, brief ins truction that
Claws are immune to any form of death magic or raise dead they attempt to carry out to the best of their ability. The maxi-
spells, although a resurrection spell renders them immobile for a mum length of the programming. in words, is 15 plus the level of
number of turns equal to the level of the caster. Claws have the the creator. This programming sets the conditions under which
same resistance to charm , sleep, and hold spells that undead do, the claw attack. A sample command might be: Kill anyone except
but claws are not subject to turning. cOMtrol uMdead spe1is, or me who opens this chest.
damage by holy water. Cold-based spells make claws brittle so Directly controlled claws are manipulated by the thoughts of
that all rolls to damage them are increased by 1 point per die. their creator. The menial effort of controlling claws is quite tiring
Edged weapons inflict only half damage on a claw; all magical and cannot be maintained for more than three consecutive rounds
weapons cause damage as if they we re not enchanted in any way without a one-round rest. Further, the range of such control is
<although to hit bonuses still apply). limited to ten feet plus five feet per level of the creator. A person
controlling claws cannot undertake spellcasting or any other ac-
Society/Habitat: Crawling claws are nothing more than the ani- tivity, Injury to a controller does not break his control unless un-
mated hands and paws of once-living creatures. As such, they consciousness results. If direct control is broken for some reason,
have no culture o r society to speak of. Despite this, crawling the claws continue to follow the last orders they we re given.
claws do have a limited abili ty to communicate with each other.
C10aker

jC~L~I~MA~T~EIf~EIRRA~;IN~'___lAn>' subterranean

ALIGNMENT: Chaotic neutral

NO. APPEARING: 1-4


ARMOR CLASS: 3(1)
MOVEMENT: 1, FilS (D)
6

2 +spec:ial
1-6/1-6/ + Ipecial

MAGIC RESISTANCE: Nil


SIZE: L (8' long)
M ORALE: Elite (13-14)
XP VALUE: 1,400

Cloakers are fiendish horrors that dwell in dark places far be- of this moan is to cause a -2 penalty to the victims' attack and
neath the surface of the earth. They genera lly seek to kill those damage rolls against the clO<Iker. Further, any creature that is
who enler their lairs. unless they can think up some other, more forced to listen to the moan fo r six consecutive rounds is tempo-
amusing way to punish interlopers. rarily forced into a trance that fenders it unable to attack or de-
When a doaker is first seen, it is almost im possible to distin- fend itself as long as the moaning continues.
guish this monster from a common black cloak. The monster's The second intensity of moaning acts as a fellr spell. All crea-
back has two rows of black eye spots running down it that took tures within 30 feet of the cloaker must roll a successful saving
much like buttons. and the two ivory.-colored claws on its upper throw vs. spell or flee in terror for two rounds.
edge can easily be mistaken for bone clasps. The third intensity of moaning causes nausea and weakness
When it unfurls itself and moves to attack, however, its true and affects all those in a cone 30 feel long and 20 feet wide at its
nalure becomes 0111100 obvious. At this point, its white underside open end . Anyone caught in this area must Toll a successful sav-
is clear and the monster's face is fully visible. This face, with the ing throw vs. poison or be overcome by nausea and weakness for
glow of its two piercing, red eyes and the n~le-like fangs that Id4 + 1 rounds. During this time, those who fail their saving
line its mouth, is a truly horrible sight. At this point , the monster throws are unable to act in any ma nner.
also uncurls the whip-like tail at its trailing edge and begins to The fourth and final intensity of mO<lning acts as a hold per50n
swish it back and forth in anticipation. spell. This power can be used on only one person at a time, has a
range of 30 feet, and lasts for five rounds.
Comba t: When a clO<lker strikes at its victim, it moves with Each of the various effe<:ts of the cloaker's moan can be de-
blinding speed. Without warning, the cloaker flies at its target feated by the use of a neutralize poison spell on a victim.
and, if the attack roll is successful, engulfs its prey within its Cloakers also have the power to manipulate shadows. Known
folds. Any creature that falls victim to this attack is all but help- as shadow shifting, this power can be used in a number of ways,
less and can be bitten easily (no roll required) for Id4 points of but in only one particular manner at any given time. The cloaker
damage plus the victim's unadjusted Armor Class. Thus, an ad- can employ its shadow shifting ability to obscure its opponents'
venturer in chain mail (AC 5) suffers Id4 + 5 points of damage vision, thus bettering its Armor Class to 1. Or the creature can
each round. Shields offer no prote<:tion from such attacks. produce precise images from the shadows that can be used to trick
While it is devouring its chosen victim, the cloaker uses its its adversaries. One common means of employing these images is
whip-like tail to inflict Id6 points of damage on those who move to create a du plicate of the cloaker to draw away enemy attacks.
in to help rescue the captive. The tail is AC 1 and can be wt off if a If this method of shadow shifting isemp[oyed, it can be treated as
total of 16 points of damage are inflicted upon it . a mirror image spell that creates Id4 + 2 images.
Any attacks made on the c10aker inflict half their damage to the A light spell cast directly at a specific clO<Iker blinds it and pre-
cloaker and the other half to the trapped victim. Area effe<:t vents it from using its shadow shifting powers.
spells, such as fireball, cause full damage to both the monster and
its victim. Habitat/Society; The thought processes of cloakers are utterly
The cloaker can also emit a special subsonic moan of increasing alien to most other life forms. As such, they can only be commu-
intensities. Although this power is blocked by stone or other nicated with by mages who have devoted long hours to training
dense materials, it can be very effective in an open chamber. their minds in the arcane discipline ne<:essary to understand these
Cloakers may not moan and bite during the same round. A creatures.
cloaker may emit one of four types of moan each round.
The first intensity of moaning causes unease and numbs the Ecology: It is believed that cloakers are asexual , although no
minds of those within 80 feel of the cloaker. The immediate effect definitive proof of this has ever been found.
Darkenbeast
CLlMATElfERRAIN: Any
FREQUENCY:

~~~~-:

ALIGNMENT: Neutral evil

NO. APPEARING : see below


ARMOR CLASS: 4
MO VEMENT: 18
DICE
C.. 19
. OF
DAMAGfJATrACK:

The darkenbeast, also known as the death horror, is a normal ani- Regardless of the nature of the original animals used, all
mal that has been magically transformed into a savage beast un- darkenbeasts are carnivorous. Because the spell uses local ani-
der the control of the mage responsible for ils transformation. mals. the mage gains several ad va ntages over using other, perma-
The darkenbeast resembles a cross between a miniature nent beasts. He can replace his creations as needed ; because of the
wyvem and a pterodactyl. It has a black. reptilian hide, fangs and daylight reversion . darkenbeasts leave little trace of their exist-
claws, and dimly glowing red eyes. The darkenbeast measures ence; ad venturers who slay the monsters face the w rath of t.he
three to four feet long and has a wingspan of six feet. livestock's proper owners when they discover their animals dead .

Comba t: The darken beast attacks with either its fangs or a com- [colnKY; Darkenbeasts are useful when a mage needs allies or
bination of fangs and claws. The bite inflicts 3d4 points of dam- distrac tions to use aga inst a foe. Mages dwelling in subterranean
age while each claw causes Id4 points. regions away from daylight may keep a permanent pack of
Darkenbeasts suffer a -1 penalty to their attack rolls when ex- darken beasts as guard animals.
posed to bright light.
These creatures operate under the telepathic direction of the Cr('ate Darkenbeas t
mage who created them and thus do not check fo r morale. They 4th-Level Wizard Spell
a re immune to mind- or monste r-controlling spells. They ca nnot (Alteration)
be summoned by another wizard . However, if a darkenbeast is Range: 10 yards/ level
ordered to attack its normal master (for example, a dog's owner), Components: V, S, M
the beast resists the order if it rolls a successful saving throw vs. Duration: Special
spell. In this case, the creature remains as a darkenbeast but it Casting time: 4
again acts as its normal self and obeys its true master. Area of Effect: Special
Saving th row: None
Habit;)tlSoc iet~~ The da rkenbeast is a magical creation with a
limited existence. A mage casts the darkenbeast spell on one or This spell enables a mage to transform one or more mammals
more normal animals, usually domestic or local animals, such as into darkenbeasts. The animals to be transformed must all be
sheep and dogs. Only animals of 2 Hit Dice o r less are affected . within a 20-foot-diameter circle. The spell automatically af-
The affected animals are transformed into darkenbeasts within fects ordinary, nonmagical mammals of animal or semi-
three rounds. The spell can be cast only in the absence of sunlight intelligence. Animals with an Intelligence of 5 o r mo re get a
(Le., at night or indoors ). The transformation lasts until they are saving throw to resist the spell. Only animals of 2 Hit Dice or
exposed to daylight ; at that time any living o r dead darkenbeasts less are affected by this spell. Humans, humanoids, and demi-
revert to their natural form. humans are immune. The mage can transform one animal for
Darkenbeasts automatically obey the telepathic commands of each level of his experience.
their c reator, thus they do not need to be trained or controlled by The spell can be cast only in darkness (i.e .. night, inside, or
means such as leashes, ve rbal commands, o r gestures. The mage underground ) and its effects last until daylight strikes the
can give the darkenbeasts limited orders based on mental images. da rkenbeast. At that time, the creature automatically reverts
The darkenbeasts then hunt down or pursue the quarry portrayed to its true form. Slain darkenbeasts also revert at this time.
in those images. The darkenbeasts carry out this task until the The spell sun ray or a magical sun sword breaks the spell. but a
task is accomplished, the darkenbeasts are slain, or daylight continua/light spell has no effect.
breaks the spell . The material component is dried wyvem's blood .
Death, Crimson
Bogs, swam ps
Ve ry rare
:_ _ _-"N
Solit,,
'ry
..,_ _ _ _ _ _.,
" @it
Carnivore
u..___-.J!$nl•• I)H~J'_~~_..
Z
Neutral evil

NO. APPEARING: 1
ARMOR CLASS: 0 (4)
MOVBMtiEN
~ ~C-__. .__. ._fF~
' l~2.,.
FI.6~a.fn
t '.
,~f~
. .i~
n ~I.B.)-.,
~~~ . ;3
INQ:QF.AmP\:;,_ _ _~~~-----....
OAMAGE'JAITA(K: 3-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 95%
SIZE: M (6')
ORAL&:~-__---~~ ~m~~i~ on~I~1~
~~16~). .--~
XP VALUE: 10,000

The crimson death is a malevolent, vapo rous creature tha t feeds The crimso n death is a secretive creatu re. It prefers to feed on
on the bodily fluids of its victims. solitary beings, since these are easy to sneak up on and have no
The body of the crimson dea th is a humanoid-shaped cloud of allies to lend them support. If several people are present, the crim-
pale color. It is difficult to distinguish if seen against fog and son death tries to pick off the guard while the others sleep; it then
nearl y invisible to infravisio n. During this time, the creature has feeds on the others at its leisure. In order to conceal its p resence,
a n initiative bo nus o f +4 . When the creatu re is fed, it develops a the crimson dea th disposes of corpses in its lair or a deep bog .
crimson flush tha t is easily v isible b y no rmal or infravision . The It main ta ins a lair in a thicket , undercut bank. or a hollow
cloud possesses humanoid featu res. The fingers elongate into te n- space under a windfall. There the mo nster stores the valuables it
tacles when it is feedin g. collects from its victims. These can be used as bribes fo r human-
The crimson d eath's la nguage is a barely a ud ible series of whis- o id allies or bait for intended victims . T he lair may also contain
pers. It can communica te with o ther vaporous beings such as ai r the remains of pas t victims.
elementals. It communicates with humano ids o nly if it is their The crimson death prefers to feed o n humano ids. It no rmally
capti ve. requires o ne victim per week. If mo re people are availa ble, the
monster may feed continuously un til destroyed o r driven off.
COlli bat: The monster attacks onl y to feed or d efend itself. It Legends tell of a co nnection between crimson deaths and vam-
surrounds its victim with vapo rous tentacles. W henever it hi ts , pires . One tale suggests Iha t, when an und ead va mpire is de-
the ten tacles drain bodily fluid s and cause 3dlO points of da mage. stroyed, its spirit is tra nsformed into a crimson d eath. Another
The creature is no rmally immaterial (AC 0) and can be struck tale suggests that, when a vampire is created, the monster's lost
only by magical weapons o f + 2 o r better. Afte r feeding , the crea- soul is reborn elsewhere as a crimson deat h . This legend also sug-
ture attains solidit y (AC 4) fo r six turns . At this time the creat ure gests tha t a vampire may be resto red to normal life if it is rejoined
turns red, moves more slowly (FI 6), and ca n be st ru ck by magical by its crimson death counterpart. A third legend says that ex-
weapo ns o f + 1 o r better. tremely evil air elementals a re condemned a nd cast out into the
When a crimson death dies, it immediately d issipates in to the Prime Material plane in the forms of crimson dea ths.
air while its undigested fluids fali to the ground in a gro tesque
shower. Ecolo gy: T he cri mson death is a dangerous preda to r tha t roams
The crimson death is able to carry lo ads b y levitating a nything the swamps [ike a living ghost. A crimson death can be collected
surrounded by its vaporo us mass. Despite its vapo rous na ture, a nd im prisoned in an ai rtight co ntainer. This does not harm it . A
the crimson dea th possesses strength equal to a no rma l h uma n. It crimson death in such a container ma y be mistaken for, or mis-
is able to carry a passive weight equal to an adult h uman. If it at- la beled as , a bottled djinn o r mag ical vapo r. If someone releases
tempts to pick up a st.ruggling victim, it must ma ke a successful the crimson death, the starving creature immediately atta cks its
attack roil for each ro und it carries the person. Failu re means the unwitting rescuer.
person drops to the ground (suffering damage app ropriate to the Crimson d eaths are awa re of the advan tages of alliances. They
height o f the fail ). ma y agree to cooperate with evil humanoids who can p rovide
them with a steady sup ply of victims. They make excellen t allies
Habita tlSociely: The crimson death d wells in the bogs a nd for those dwelling in or near thei r lairs.
ma rshes where chill and damp prevail. The creature is nearly in-
visible in its native habitat .
Dinosaurs

Dinosaurs are reptiles, their name being derived from the Greek their own. Once hatched. the baby dinosaur immediately sets out
"terrible lizard," that are descended from a va riety of the spedes to find something to eat , an instinct that drives it for its entire life.
caHed thecodonts. The two orders of dinosaurs are saurischians An individual might ra nge over thousands of miles, moving sea-
(Hlizard _h ipped dinosaurs") and omithischians ('bird-hipped di- sonally to find food, o r it might settle down and spend its whole
nosaurs"), A ll carnivorous dinosaurs fall into the former order. life in an area of only a few hundred square yards. Some of these
All armored and horned dinosaurs fall inlo the latter order. dinosaurs are territorial. attacking outsiders on sight.
Because of the nature of time in planes where magic works, di-
nosaurs widely separate in time are discussed hereunder, for they Ecology: Placing dinosaurs into a campaign requires no more
can be found intermingled on some alternate world, strange plan ning- and no less - than that required for including an y
plane, or isolated continent somewhere. Great detail will not be other type of monster. Scientists do not clearly understand why
given to anyone kind, but all major forms are depicted. dinosaurs disappeared on some worlds, but if those events had
Dinosaurs are typically larger than any other naturally occur- no t occurred, these giant reptiles would still be roaming about in
ring c reatu res encountered by adventurers. While some species search of food.
are drab or blend in with their surroundings, some are quite
colorful - as are some of the smaller rept ile species. Many dino- Dinosaur FamIly Tree: Faced with o nly an alphabetical listing,
saurs look ferocious, with large heads full of sharply pointed it can be difficult to determine the interrelatio nships betw~n the
teeth, but even those tha t look friendly at first glance can be dan- various species described here. The following paragraphs place
gerous because of their size or tremendous appetites. the creatures listed here into family groupings.
The dinosaurs proper include the ornithischians and sauris-
Combat: Dinosaurs could not have survived for as long as they chians, distinguished from each other by the underlying shape of
have if they were incapable of defending themselves and finding their hip bones. Other relatives in the following pages include the
sufficient food - sometimes by particularly violent means. The pterosaurs, or flying reptiles.
larger camosaurs favor attacks that hold prey with their claws. A few fishes and turtles have also found their way into these
while t.hey crush it with their powerful jaws. Smaller camosaurs pages, on account of their ferocity, size, and primitive state of de-
often hunt in packs, ambushing prey or relentlessly chasing it un- velopment.
til it is captured. The jaws of these littler dinosaurs may be smaller
than those of their larger cousins. but the teeth are every bit as Fishes: Dinichthys
sharpl Most herbivorous dinosaurs defend themselves wi th built- Reptiles; These include the synapsids, chelonia Hurtles and tor-
in armor plating or sheer size, but even these can cause considera- toises), ichthyosaurs, placodonts, plesiosaurs, and lacertilians
ble damage if they step on their enemies by rearing up on their (lizards), as well as the archosauromorphs and the later "true
hind legs or trampling. Some have long tails that can suddenly dinosaurs" -the saurischians and ornithischians, and their rela-
lash out at a foe. tives the thecodontians and pterosaurs.
I! must be borne in mind that all of these reptiles are extremely Synapsids; These forerunners of the mammal-like reptiles
stupid-some sauropods, despite their massive size, have brains include the pelycosaurs and therapsids.
the size of walnuts. No di nosaur is as intelligent as a horse or the Pelycosaurs; Dimetrodon
family dog-a dinosa ur's primary motivation is hunger. The Chelonia (turtles and tortoises): Archelon
predatory types are both ferocious and voracious. The herbivo- Ichthyosaurs: Temnodontosaurus
rous dinosaurs are likewise insatiable eaters, but they tend either PJacodonls: Nothosaurus
to ignore anything that appears both inedible and nonthreaten- Plesios,aurs: Elasmosaurus, plesiosaurus
ing, or to flee in panic from anything that appears dangerous. Lacertilians {lizards}: Mosasaurus
Certain plant eaters, however, are aggressive in their defense, Archosauromorphs: Tanystropheus
and these sorts are dange rous, notably the stegosaurs, ankylo- Thl'codonlians: These include the earliest "ruling reptiles,"
saurs, and ceratopians. such as the ornithosuchians.
The larger marine dinosaurs might overturn vessels to get at Omithosuchians: Euparkeria
the "food" aboard, o r they might snatch unsuspecting creatures Pterosaurs: Pteranodon, pterosaUTllS
from the decks of passing ships. Land carnivores pursue anything Saurischians: These include the coelurosaurs (ancestors of
that looks or smells edible, ceasing pursuit only when the prey the birds), carnosaurs, prosauropods, and sauropods.
has obviously moved completely out of their grasp. Herbivorous Coelurosaun: Compsognathus, deinonychus, podoke-
dinosa ur herds might stampede in virtually any di rection, as long saurus, Slruthiomimus
as it is away from one of the big meat-eaters. Any creature di- Camosaurs: Allosaurus (antrodemus), ceratosaurus,
rectly in the path of such a stampede will be carried along or dilophosaurus, megalosaurus, teratosaurus, tyranno-
killed-the latter if smaller, slower, and weaker. saurus
Prosauropods: Anchisaurus, massospondylus, pla-
Habitat/Society: Herbivorous dinosaurs are dependent on a teosaurus
plentiful supply of plants fo r food , and carnivorous dinosaurs are Sauropods: Brachiosaurus, brontosaurus (apatosau-
dependent on a plentiful supply of herbivorous dinosaurs for rus), camarasaurus. cetiosau rus. diplodocus. mamen-
food, so for the most pari both types of dinosaurs live in such re- chisaurus
gions. A jungle or swamp, of course, would be ideal. but there is Ornithin:hians: These include the ceratopians, ornithopods,
no reason why a dinosaur could not happily dwell in a sylvan for- stegosaurs, and ankylosaurs.
est or grassy plain. Deserts, high mountains, and frozen wastes Ceratopians: Monoclonius, pentaceratops, styraco-
are oul , but dinosaurs could be found virtually anywhe re else. saurus, triceratops
Most dinosaurs are solitary in their habits, but many her- Ornithopods: Camptosaurus , iguanodon, lam-
bivores. especially the ornithopods and ceratopians, tend to beosauTlls, trachodon (anatosaurus)
travel in herds. Some of the smaller carnosaurs hunt in packs. Stegosaurs: Stegosaurus, dacentrurus, kenlrosaurus
For the most part, dinosaur family life is like that of other rep- Ankylosaurs: Ankylosaurus and paleocinthus
tiles. Dinosaurs lay eggs, and then abandon them to hatch on
Dinosaurs
Allosaurus to Archelon

ALIGNMENT: Nil Nil Nil

NO. APPEARING: 1-2 2-20 2-5 1-'


-3
1-'
3
3 3,

Allosaurus (Antrodemus) Paleocinlhus


One of the most vicious of predators, this monsler can run across In the same family as the ankylosaurus, the paleocinthus is a veri-
hard ground al great speed. In size, the allosaurus is between its table walking dread nought. fo r its heavy pla led skin, sharp side
two relatives, the smaller megalosaurus and the larger ty ranno- spines, and spiked ta il make it nearly invulnerable to attack. A
saurus rex. predator Irying 10 bite one is likely to suffer 3<:14 points of damage
The allosaurus has a massive skull, formed of bony plates that upon itself if it scores a hit! Of course, the paleocinthus will lash
give it strength . The design of these plates is such that the head is its thorn y tail to drive off its attacker. This plant eater might be-
51ill light enough to snap quickly at its prey. come aggressive if intruded upon.
Besides f«ding on the occasional brontosaurus and diplodo-
cus, this "flesh lizard" is known to eat carrion. Archclon (Ischyras)
Few other c reatures a re foolish enough to fight the allosaurus
This large marine turtle is not truly a dinosaur, but a rep tile. Its
for a share of its meal.
shell is like that of a leatherback turtle-thick a nd rubbery rather
Anchisauru~
than being formed of solid plates. With its powerful front flip-
pers. the archelon is a fast swimmer; it seldom ventures onto dry
This bipedal herhivore feeds upright from time to time, but land .
spends most of its time on all fours. If there is vegetatio n large
enough nearb y, it will climb to escape small predators. Its teeth
are sha rp enough to de liver retaliatory bites upon opponents. but
the anchisaurus will not slarl a fight.

Ankylosaurus
This a rmadillo-like ornithischian weighs four or five to ns-most
of this weight being its armor plating, side spines, and great
knobbed tail. If attacked or threatened, this creature will lash ils
tail, delivering blows of considerable fo rce.
Brachiosaurus to Camptosaurus
Brachi OSil urus Brontosaurus Camarahurus Camptosaurus
'tUMATf./TE " y swarnp ny swamp .yswamp Aiiy lana
REQUENCY, Uocommon Common Common Comm n
O RGANIZATION: Solitary Soli tary Herd Herd
AcrIVITY CYCLE: D.y D.y D.y D.y
~irt, Herbivore em .vore mivore f1ertil vore
INJ:EIJlG_ENCJ: - 0 Non- 0
"'" - !1J
0
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Nil Nil Nil Nil

NO . APPEARING: 1-6 1-. 2-S 2-16


ARMO R ClASS:
MOVEMENT:
5
6
5
• •• 7
9 (stampede 18)
HIT 0 CE; 36 30 20 ' -3
THACo: 5 5 5 1-2 HO: 19
3 HO; 17
NO. OF AITACkS,
DAMAGEIATTACKl.
SPECIAL ATTACKS:
..,,,
1

See below
2
18 1-6
See below
1
12
See below
0
Stampede

XPVALUE: 28,000 22,000 10,000 15-65

Brachiosaurus The front legs of the brontosaurus are shorter than those in the
rear, like all sauropods except the brachiosaurus. Th is configura-
The heaviest of all dinosaurs, this monster dwells in warm tion enables sauropods to get up on their back feet to reach the
swamps and lakes. The brachiosaurus's long front feet are
topmost leaves of a tree. The brontosaurus could also use this
deadly- if it steps on something small, the giant beast inflicts
ability to fight against its principal enemy, the allosaurus, The
BellO points of damage.
thunder lizard could tilt itself up on its long back legs, then come
The brachiosaurus is the largest dinosaur in the family of
crashing down onto its enemy to inflict SdlO points of damage.
sauropods. This great creature is the largest land animal k nown,
The brontosaurus's tail can be whipped, causing 1d6 points of
for the length of 75 feet given above is an average-there are un-
damage to any foe close enough .
verified reports that some relatives of the brachiosaurus are as
large as 130 feet long. The brachiosaurus can easily reach the tops
Camarasaurus
of trees with its 40-foot height, half of that being its long neck.
It weighs in at an ungainly 90 tons, three times as much as its Yet another sauropod, this swamp-dwelling herbivore is small for
relative, the brontosaurus. (A whale, the largest marine animal. its type. Its fearful nature causes it to live in herds with its fellows,
is ty pically 100 feet long and 150 tons. ) To support its great bulk. but the creature still panics more easily tha n does a brontosaurus.
the b rachiosaurus spends literally aU of its waki ng hours eating. Stepping or trampling damage is 3dl0 points.
With its tiny brain, it is unlikely to notice interlopers in its Despite being a sauropod, the camarasauTus tends to eat ferns
range-but then who would be foolish enough to a ttack a brachi- and leaves of lower branches, so it does nol compete for food
osaurus1 with its larger cousins, Herds of camarasauri tend to migrate sea-
sonally, so can be found almost anywhere, dependi ng on the time
Brontosaurus (apatosaurusl of the year.
To help digest its food, the camarasaurus swallows rocks,
T he "thunder lizard" is a 40-Ion plant-eater found nea r marshes
which help grind vegetable matter in its large stomach, like a
and lakes. The creature spends much of its time in shallow water
bird'sgizzard. Presumably, valuable gems might be found in a ca-
to support its bulk (and because food is plentiful there), but never
marasaurus's belly, but searching for one would be like looking
moves to deep water because the increase in pressure makes it im-
for a needle in a haystack.
possible for the tremendous dinosaur 10 breathe.
Apatosaurus ignores small things, but it is prone to step on Camptosaurus
anything in its way (causing 4dlO points of damage),
The body of the brontosaur is 65 feet long. but the tiny head is This slow, exceptionally dumb iguanodo nt is easy prey for any
less than two feet of that - a man with the same dimensions hungry predator, typically too stupid to run until one of its num-
would stand six feet tall , but have a head only two inches long! ber is killed . Anyone caught in a stampede of these creatures must
The brontosaurus tips the scale at a mere 30 to ns, rather light for roll a successful saving throw vs. death ray or be crushed to
a sauropod. death. A herd consists of small, medium. and large individuals.
Ceratosaurus to Deinonychus
Cera losaurus

ACTIVITY CYCLE:
" [T,
W
T REASURE: Nil
ALIG NMENT: Nil

1-4
5
IS
TH!A~C~~~------~~~3-------------0L.------------~cL------------~l'-----------.a

CeratosaurU5 Compso gnathus


The ceratosaurus, or "hom lizard,His a camosaur- related to the Compsognathus is a very small carnivorous dinosaur. about the
allosaurus and tyrannosaurus rex, but smal ler in size. Both heavy size of a chicken. (In fact , compsognathus is related to the earliest
and fast, the ceratosaurus can move on at! fours or on its two hind known birds-if it had wings and feathers, it might be a chicken .)
legs. These creatures often hunt in groups. Their small size allows
This carnivore is unusual in thai it has a horn on its nose, but it them to hide, even in packs, and surprise prey-others suffer -3
does not use the horn fo r attacking-in fact. only males have this penalties to their surprise roll. Attacks at night might occur on
horn. (Those who have trouble telling dinosaurs apart have no s leeping prey, as the compsognathus tends to be nocturnal.
trouble with the ceratosauTu5.) The back of this creature also dis- When hunting alone. the compsognathus usually eats lizards
tinguishes it from other carnosaurs, for a thin line of bony plates and insects.
runs from the top of the ceratosaurus's head down to the end of
his tail, making the dinosaur's bade. look like a giant saw blade. Deinonyc hus
A lso unlike the larger carnosaurs, the ceratosaurus hunts in
This fast carnivore uses speed , its long, grasping forearms , its
packs. and is thus able to bring down creatures much larger than
large teeth, and its hind legs with ripping talons in terrible combi-
itself .
nation. It hunts by running at prey, leaping, and delivering gut-
ting rakes with its rear legs as it claws and bites. The jumping rear
Celiosaurus
talon attack is gains a + 2 bonus to the attack roll a nd delivers 2d6
These huge plant-eaters dwell in lakes and marshes. Their heads points of damage. When attacking a larger creature, the deinony-
are somewhat larger than other sauropods, such as the brachio- chus often jumps up o n top of it, holding on with its front claws
saurus, brontosaurus, and diplodocus. If they step on something while continuing its horrible raking attacks.
small-such as a human - the cetiosaurus's 10 tons of bulk inflicts The deinonychus has a relativel y large brain for a dinosaur, so
4d10 points of damage. these pack attacks are often successful.
Like its relatives, the cetiosaurus must eat vast quantities of Despite being 12 feet long. this dinosaur is only about sil( feet
plants to keep its weight up. The main reason that sauropods tall. Its tail el(tends straight out behind it, held aloft by an intri-
have such large bodies is that they are filled with stomach and in- cate structu re of bony supports, thus allowing its 150 pounds of
testines to process their dietary intake. weight to be carried entirely on the back legs.
Dilophosaurus to Diplodocus
Dilophosa u rus Dimetrodon Dinichth ys Temnodontosaurus Diplodocus
~ UMATFJTERAAIN: Myla Any I My"""" y""",, Aiiyswamp
RIQUENCY, Rare Uncommon Commo R. Common
ORGANIZATION: Solitary, polck Solitary Solitary Solitary Solitary
ACTIVITY CYCLE:
-lET:
D., D., D., D., D.,m ivon
Carni vore Camivo~ Ca---riUvon Carnivore
INTWJGEN<:& Non- (0 0 N - 0 N Q) N - 0
TREASURE: Nil Nil Nil Nil Nil
ALIGNMENT: Nil Nil Nil Nil Nil

NO. APPEARING: 1-3 1-2 ]-4 1 (10 % for 2) ] -6


ARMOR CLASS;
OVEMENT:
5
.,
18(+1 jump
4
1216
, S
7
2] ,.
4 6
6
IT 1<:&
THACo: 13 3-4 HD : 17 11 11 5
5 HD: 15
NO. orA-TTACKS: 3 1 ] 1 ~ 1 1
DAMAGE/ATTACK; 2-U/l-llJl-6 6-15 20 S- and2-
SPECIAL ATIACKS: Nil Nil Swallow Nil See below
SPECIAL DEFENSES: Nil Nil Nil Nil Nil
MAG-Ie RiSlSTANCE! Nil if • N. Ni
SIZE: H (20' 10 L 9' 10 H G (30' I G 8(Y lonal
MORALE: Average (IO) Steady (11) Steady (11) Steady (12) Steady (12)
XPVALUE: 1, 400 65-175 4,000 2,000 16,000

DilophOs.lurus Temnodontosaurus
The weak skull of this monster prevents strong jaw muscle at- This monste r is a large ichthyosaur or Nfish lizard:' Although it is
tachments, so it uses its taloned hind feet, especially its spurs, to not a dinosaur, it thrives in the same marine habitats as do mosa-
innict horrible wounds on its prey, while its snaky neck strikes to saurs, fo r example-ils young are bo rn Jive at sea, and the temno-
deliver biting damage. It prefers open areas to jungle, and seldom do nlosaurus must come 10 the surface to breathe.
ventures into areas thick with trees. Dilophosaurus often hunts Its speed and ferocity allow it 10 compete fearlessly for choice
with one or mo re of its kind, seeking a la rge dinosaur to kill for a prey with any creature. When in a feeding frenzy, a temnodon to-
fea st. saurus slrikes with its powerful tail, inflicl ing damage on any
One other unusua l feature of this carnosaur is its pair of head crealure behind it Ihal is struck by this lashing.
crests, which only ma les of the species have.
Diplodocus
Dimetrodo n
This dinosau r is another sauropod, like the brachiosaurus, that
The sail-backed dimetrodon is a fierce predator and an example eats water plants. Despite being longer than its relatives, the di-
of the mammal-like reptiles. Its large fin works like a solar heater, plodocus weighs only about ten tons.
allOWing the dimetrodon to heat up to ac tive temperature hours Like the other sauropods, the diplodocus can rear up on its
befo re its prey. Its ability to swim is ques tionable but likely. The back legs. If it comes down on anythi ng smaller than itself, the
dimetrodon's alligator-like jaws give it a powerful bite (3d4+ 3 creature causes 3dl0 points of damage.
points of damage), more than making up for its lack of claw a t-
tacks.

Dinichthys
N
Dinichthys's name-"terrible fish -reveals that this fearsome
creature is not actually a dinosau r but a huge, primitive fish. Its
great mouth can swallow man-sized prey on a natural attack ro ll
of ZOo
E1asmosaurus to Iguanodon

TREASURE: Nil Nil


AllGNM ENT: Nil Nil Nil Nil

NO. APPEARING: 1-2 2-8 1-2 3-18


4

Elasmosaurus Gorgosaurus
If not for its long neck and un usual way of hunting, the average This ho rrid creature is probably ano ther ancestor of tyrannosa u-
adventurer might not notice that the elasmosaurus is a reptile rus rex. The gorgosaurus is a fleet , carnivorous dinosaur of very
rather than a fish. The neck of this oddly shaped beast is fully half aggressive instincts.
of its length, and its ungainly spine numbers 71 verteb rae. If the
elasmosaurus wanted to, it could curve its neck around behind it- Iguanodon
self, and then continue twisting until it looked forward again.
The iguanodon is a mo re primitive dinosaur that walks on all
This reptile hunts by swimming near the surface of the water,
fours, but it can stretch up to reach vegetation that looks particu-
with its head below water but its neck held above.
larly a ppealing. The creature looks much like a small sauropod.
When the elasmosaurus spots its prey, it snaps its head down
about 15 feet tall and 30 feet long, weighing in at only five tons.
suddenly upon it .
Typically traveling in herds, the iguanodon ru ns from carni-
Like the ichthyosaur, the elasmosaurus has no gills, and must
vores, but if cornered it can employ its thumb spikes and lashing
breathe air by swimming to the surface or st retching its head up
tail to defend itself.
above the water. The elasmosaurus must crawl entil"('ly out of the
water to lay its eggs on some sandy beach, and of course thecrea-
tUI"(' is most vulnerable in this state.
The elasmosaurus is carnivorous and highly aggressive.

Euparkeria
A small dinosaur, probably ancestor to the larger carnosaurs,
such as tyrannosaurus rex and allosaurus, the carnivorous
euparkeria is about the size of a small dog.
The euparkeria is found in groups of 2cl4, which attack 1-2 fig-
ures of small size or a single man.-sized figure if the odds seem to
be with the pack. If sufficientl y hungry, a pack will stalk and at-
tack even a large group of prey, especially if one of the intended
victims is wounded.
While the euparkeria normally walks on all fours, if threatened
it is able to stand up on its hind legs and run a short distance.
Lambeosaurus to Megalosaurus

ACTIVITY CYCLE: D.y D.y D.y D.y


[PIrro Herbivore
on· (0
J1emlvore
-(2
Rei'6ivore
N • 0
Carnivore
Non· 0
TREASURE: Nil Nil Nil Nil
ALIGNMENT: Nil Nil Nil Nil

NO. APPEARJNG: 2-16 1-6 4-16 1-2


ARMOR ClASS: 6 7 5 5
MOVEMENT: U 6 15 12
HlI...DI~E:
TIlACo:
U
9 5
• 13 9
~

Lambeosaurus Massospo nd ylus


This unusual looking d inosaur is a hadrosau r, or "duckbilled di- Anothe r common dinosaur, this seemingly peaceful herbivo re is
nosaur," all of whom have differently shaped crests on their well equipped with long, sharp teeth fo r defensive biting. If
heads. Other crested dinosaurs include corythosaurus, para- attacked-a common occurrence, for the beast is a favorite of
saurolophus, prosaurolophus, and saurolophus. The lam- such carnosa urs as tyrannosaurus, deinonychus, a nd
beosaurus is the most peculiar of all of these, for it has two crests, allosaurus-the massospondylus delivers swift bites and t hen
a hollow o ne that sticks straight up from its snout and a solid one runs away.
pointing back from the top of its head. While this di nosaur's fro nt claws look like fonnidable weap-
This herbivorous dinosaur is able to see, hear, and smell excep- ons, with five long fingers and a sharp spike on the thumb, the
tionally well. and is thus able to detect enemies frequently and massospo nclytus uses these hands only to gather vegetable mate-
flee to safety- ei ther outdistancing its predator or hiding in a rial for food. like the camarasaurus, the massospondylus swal-
swampy area . The lambeosaurus usually travels on all fours, but lows stones to help grind the food thai it eats.
when it has to ru n it is perfectly capable of rearing itself up on its The massospondyius is stupid, and any approach by strange
longer hind legs. creatures might be interpreted as an attack.
The lambeosaurus is one of the most common of all dinosau rs,
because it can chew up almost any plant tha t it can get inlo its Megalosaurus
mouth; the lambeosaurus has powerfu l tee th on the sides of its
The megalosaurus is another camosaur, like the allosaurus and
mouth, but none at all in front.
ty rannosaurus, but is smaller- 30 feet long, ten feet tail, and
Some giant specimens of this dinosaur grow as long as 50 feet.
weighing only o ne ton. While it is as able as its larger cousins of
functioning bipeda lly, the megalosaurus often travels o n all
Mame nchis.aurus
fours.
The mamenchisaurus is another sauropod, like the brontosaurus The megalosaurus eats sauropods, like the mamenchisaurus
and diplodocus, bUI much longer and much lighter. This swamp above, principally using its large jaws and teeth to bring down
dwelling herbivo re uses its 35-foot-Iong neck- fully half of its un- any unsuspecting victim. The claws of the megalosaurus, while
gainly length-to browse the foliage at the very top of nearly any sharp, a re capable of causing only incidental damage to such gi-
t ree it chooses, simply by standing up on its back legs and reach· ants as the diplodocus and brachiosaurus.
ing for it.
Sages who study such things claim that the mamenchisaurus
has the longest neck of any natu rally occurring creature, but it
pays for this extra length. The 19 neck verteb rae of the mamen-
chisaurus are held together by bony struts, so the immense crea-
ture cannot bend its neck except at the head and slightly at the
shoulders.
The mamenchisaurus strikes o nly in defense, but if it acciden-
tally steps o n some small creature (such as a human), it inflicts
3d8 points of damage.
Monoclonius to Pentaceratops
Omilholesles Pen laceralOps
Any land

Monoclonius Ornitholestes
This dinosaur. also known by the name "centrosaurus,~ some- This exceptionally fast carni vore roams the plains hunting small
what resembles a single-horned rhinoceros . Its head and neck are prey. from insects and eggs to creatures its own size. Altho ug h
protected by a bony shield (AC 3), while its skin is very thick- quite light in weight, it is difficult to strike an ornitholestes be--
although plated like that of the ankylosaurus. cause of its speed. Packs of omitholestes have been known to at-
The monoclonius is herbivorous. and can eat almost any plant tack larger creatures if the dinosaurs significantly outnumber
because of ils strong jaws and teeth. T he head of the monodonius their victims and they ate sufficiently hungry.
is attached to the neck much like a human arm is attached to the
shoulder, so the creature can swing its head in almost any direc- Pentaceratops
tion at a moment's notice. The main attack of this dinosaur is thus
This is another of the quadrupedal dinosaurs of the ornithischian
its horn, but herds can trample smaller creatures in a charge, with
order; it is a relative of monocionius, styracosaurus, and tricera-
each monoclonius inmcting 2d8 points of damage.
tops. The name pentaceratops means "five-ho rned face," but the
agg ressive herbivore really has only three true horns - the two
Mosasaurus
apparent horns on the sides of its face are o nly cheek bones. Its
The mosasaurus is a marine lizard, with species such as platecar- shield (sometimes reaching over much of the back) and horns give
pus and plotosaurus. This reptile breathes air like a crocodile. 11 its head AC 2, while the unprotected parts of its body are AC 6. If
travels very slowl y on land, but its flippers mo ve it with ease and it charges it can trample smaller creatures, inflicting ldl0 points
grace through the water. The mosasaurus preys on all forms of of damage .
marine animals-its powerful jaws can crack shell or bone easily.
Much of the length of the mosasaurus is due to its large number
of vertebrae, numbering over 100 in some species.

Nothosaurus
The nothosaurus is a particularly aggressive marine dinosaur-
another ichthyosaur. It dwells mostly in tropical seas, always
seeking prey in the water when not sunning itself on rocks in be-
tween hunts. It lumbers on its flippers when on land but swims
rapidly. When in a frenzy it can lash at its victim with huge fore
nippers, but its usual attack is a darting bite. as its iong neck
moves its head at great speed.
Plateosaurus to Pterosaurus

ALIGNM ENT: Nil Nil

NO. APPEARING: 5-20 1-3 3-12 3-18 1-8

MAGIC RESISTANCE: Nil Nil Nil Nil Nil


SIZE
MOIIAI.L A_
H
10
[
A
+
(10 A 10 A_ " A. !O' 10
XP VALU E: 650 120 35 65 420

Pla teosaurus Pler,mo d o n


The plateosaurus is related to the massospondylu5 and Ihe Although this flying reptile typically dives for mari ne prey, it at-
smaller anchisa urus. Like these relatives, the plateosaurus usu- tacksany creature that appears to be vulnerable. The pteranodon
ally moves about on all fours. When it wa nts to walch fo r ene- has no teeth, but spears victims with its beak if they are too la rge
mies or to rea ch the leafy crowns of ferns. palms, o r o ther trees, it to swallow at a gulp.
travels slowly in a bipedal ma nner, using its ta il as a balance. The beak of a typical pteranodon is about four feet long. The
These plant-eaters are fair ly heavy (about eight to ten Ions on the creatu re weighs only 40 to 50 pounds, but it can carry off prey
average) and panicky. four times its own weight .

Plesiosauru$ Ph' rosaurus


The plesiosaurus strongly resembles a snake wearing a turtle's T his ghastly looking crealure has a len-foot-Iong snake-like nec k
body (sans shell). It tends to be very aggressive, attacking any- and long jaws-truly a nightmare to behold. Even though its
thing it notices. While not as long overall as its relative, the elas- lower jaw has no teeth, it can inflict great wounds when swoop-
mos.1Urus, the p lesiosaurus has a neck that is about one-third of ing upon p rey. The size of this dinosaurs shadow approaches that
its total length. The creature is strong and fast, a nd highly ma neu- of the roc, w hich has a slightly larger w ingspan of 60 feet .
verable in the water-it ca n ~turn on a silver p iece~ to lunge at its T he pterosaurus swoops down on prey from high in the sky,
prey. In a marine battle it can strike with its powerful fore flip- thus causing a -3 penalty to opponents' surprise roll. If the ptero-
pers, inflicting 2d6 points of damage with each. saurus surprises an opponent, it has swooped down at double
speed to a ttac k (with a +4 bonus to its attack roll), and any dam-
Po d o kes.turus age thus inflicted is doubled. Although a p lerosaurus weighs only
about 75 pounds, it can carry prey of thr« or four times that
This swift carnivore, a re lat ive of the compsognathus, hunts in
weight.
packs across grassy plains a nd in forests. \1 flees la rger p redators,
The pterosaurus is the dinosaur soulmate of the vulture; the gi-
but ruthlessly pu rsues any creature it perceives as potential prey.
ant flyer will eat carrion if nothi ng else suitable presents itself.
Although len feet long fr om snout to tail, a podokesaur is thin
and light, weighing only abou t SO poun ds. T h us these creatures
are very fast and usually attack first. Their speed also accounts
for their fine A rmor Class.
Podokesau rus doesn' t worry excessively if ap propriate p rey
cannot be found-this dinosa ur will as soon stri ke one of its fel-
lows if driven by hunger.
Stegosaurus to Tanystropheus
Siruthiomimus

Stegosaurus Siruthiomimus
Another of the omithischians, the stegosaurus, or Nplated Iizard,~ The slruthiomimus is omnivorous. It has to be very hungry 10 at·
is a large, very stupid herbivorous dinosaur with aggressive de- tack men, but smaller humanoids and demihumans look delicious
fenses. It thrives nearly anywhere and is often found in plains or any time. It prefers areas of tall grass as its habitat.
jungles. Its great plates allow the creature to defend 90% of the
time at AC 2. Its spiked tail. with four or more bony spikes of one StyratosauTUS
to over two feel in length, has its own brain. The stegosaurus
An aggressive plant·eater, styracosaurus charges at anything
turns its rear continuall y toward an enemy, while tucking its head
threatening. The bony plate gives the head area an AC of 2, and
low . If anything near it ~ms threatening, it reacts in this man-
there is a 50 % chance that anything attempting to bite its rear
ner.
portions is stabbed by one or more of the sharp frills of the head
plate, each frill inflicting Id6 points of damage, 1·3 frills pOSSibly
Dacentruru5
striking. If styracosaurus charges, it tramples smaller creat ures,
This creature looks like a stegosaurus with long, sharp spikes in- inflicting 2clS points of damage.
stead of plates along its back and tail. It is an aggressive defender,
dwelling mainly in areas of heavy vegetation. When attacked, its Tanystropheus
active defense allows it a 75 % probability of being AC 3. Attack·
Resembling a snake with thin, prOjecting legs, the rear set webbed
ers are also 25% likely to have to suffer an attack resulting in IdS
for swimming, about half the length of tanystropheus is neck and
points damage when striking at this dinosaur's neck, back, or tail .
The dacenlrurus continually turns itself so that its lashing tail can head. The relatively small head and jaws are long, the latter filled
with many sharp teeth. This carnivore lurks alo ng river banks
strike opponents.
and swamp edges, prowling through the waters. Tanyslropheus
usually surprises o pponents: others suffer a 06 penalty to their
Kentros.mrus
surprise roll . When attacking with surprise, tanystropheus strikes
This dinosaur appears to be a cross between a stegosaurus and a with a +2 bonus to hit. If the victim is under 500 pounds in
clacentrurus. The spine area is protected by bony back plates weight, the monster drags it into the water to further attack and
from neck to hip sockets. Behind this, sharp, backward·pointing devour it.
spikes ron to the tail tip, which it keeps turned toward enemies.
Creatures attacking its rear third have a 2S % chance of suffering
an attack resulting in IdS points damage. It is 80% likely that it
defends at AC 2. Kentrosaurus is also a jungle dweller.
Teratosaurus to Tyrannosaurus

ALIGNMENT: Nil Nil Nil Nil

NO. APPEARING: 1-3 2-12 2-8 1-2


ARMOR CLASS: 5 5 21. 5

IUTDiCI.
THACo:
18

11
0
, ,.
5 5
5

NO. Of AITACKS: 3 1 3 3
>AMAGflA'ii'Al:'J(, 1-3! -3 1 8 -8
~0<50 NJI Na s.. below See below
SPECIAL DEFENSES: Nil Nil Nil Nil
I Nil

Tera tosaurus T yran nosaurus Rex


A fierce carnivore found mainly on the plains. the teratosauru5 There can be no question that Ihis ravenous creature is the most
runs nimbly after any creature that appears to be edible. This fearsome and terrible of all carnivorous dinosaurs. [kspite its
creature hunts o nly on dry land-plains or forest. huge size and eight-ton weight. the monster is swift afoot. Its
The leralosaurus is another camosaur, rela ted to megalosa u- huge head is nearly six feet long, and its tee th are from three to six
rus, allosaurus, ceralosaurus, and tyrannosaurus rex. but the inches in length .
teratosaurus is more primitive and somewhat heavier. Tyrannosaurus rex, the "tyrant lizard king," is a plains dweller.
and so stupidly fierce that it will attack a smalliriceralops, kill ii,
Tracho do n (Anat osa uTuS) a nd swallow its head in one gulp-thus ki lling itself in a matte r of
hours as the horns of the victim pierce the stomach of the victor.
This duckb med dinosaur is the archetype of its kind-the name
This dinosaur's favorite food is any of the hadrosaurs, such as
a natosaurus means "duck lizard:' A peaceful, four-ton plan t
eater, the anatosau rus runs from attack; its only defense is its lambeosaurus and anatosaurus. Of course, this monster pursues
and eats nearly anything, engulfing man-sized creatures whole on
lashing ta il.
a natural attack roll of 18 o r better. Tyrannosaurus also eats car-
Enemies include any of the carnosaurs, but especially ty ranno-
rion, chaSing away any smaller creatures to s teal a meal found
saurus rex.
with its keen sense of smell.
Other hadrosaurs, related to anatosauTus, include the lam-
beosaurus.

Tricerato ps
T he largest of the ceratopians, or horn-faced di nosaurs, and by
fa r the most aggressive. this beaked herbivore is a plains dweller.
It has a huge front plate of bone protecting its six-foot-long head,
from whic h project two grea t ho rns (each over three feel long),
while a somewhat shorter ho rn juts from its nose. Its body is not
armored, and thus is only AC 6. The trice ratops tips the scales at
over ten tons, compared to the six to eight tons of an elephant
that stands 13 feet high at the shoulder.
Any creature thai infringes on the territory of these reptiles is
likely 10 be charged and speared . Smaller creat ures are simply
tra mpled, suffering 2d12 points of da mage.
The triceratops also uses its horns to fight for dominance
w ithin the herd, so it is not unusual to find specimens with past
injuries on their heads.
Dinosaurs

Ankylosa uru s
Allosaurus

Archelon icythasis

Camptosaurus Ceratosaurus Compsognath us Dein o nych us


Dinosaurs

Euparkeria
Tenn odont osaurus
D im et rodon

Ig uanodo n
GOI -: " saurus

l ambeosa urus Megalosa uru s


Dinosaurs

Nothosaurus Pleisiosa urus


Monodonius

Pteranodon Stegosa urus

Styracosaurus Tanystropheus Trachodon


Dinosaurs

Triceratops

8alucitherium
Megalotherium

Phorohacos
Titanothere Wooley Rhino
Dracolich
CLiMATElfERRAIN: See below

k~~~~~~

NO. APPEARING: 1
ARMOR CLASS: See below
MOVE M E~ N~T~,_ _ _->~r former dragon type

e
Dc'~ As per former dragon type:
.... As per former dragon type
NO. OF ATTACKS: As ~r former dt on t
DAMAGE/ATTACK: See below

RESISTANCE:

XP VALUE: As per individual dragon. plus 1.000


(both dracolich and host must be
destroyed)

The dracolich is an undead creature resulting from the unnatural The dracolich has a slightly stronger ability to cause fea r in o p-
transformation of an evil dragon. The mysterious Cult of the po nents than it did in its original form; opponents must roll their
Dragon practices the powerful magic necessary for the creation of saving throws vs. spell with a - 1 penalty (in addition to any
the dracolich, though other practitioners are also rumored to exist. other relevant modifiers) to resist the dracolich's fear aura. The
A dracolich can be created from any of the evil dragon sub- gaze of the dracolich's glowing eyes can also paralyze crea tures
species. A dracolich retains the physical appearance of its original wi thin 40 yards if they fail their saving throws (creatures of 61h
body, exa:pt that its eyes appear as glowing points of light float- level l or 6 Hit Dicel or higher gain a + 3 bonus to their saving
ing in shadowy eye sockets. Skeleta l or semi-skeletal dracoliches throws). If a creature successfully saves against the gaze of a dra-
have been observed on occasio n. colich, it is permanently immune to the gaze of that particular
The senses of a dracolich are similar to those of its o riginal dracolich.
form; it can detect invisible objects and creatures (including those The attack routine of a dracolich is similar to that of its original
hidden in da rkness of fog) within a 10·foot rad ius per age cate- form; for example, a dracolich that was o riginally a green dra gon
gory and also possesses a natural clairaudie"ce ability while in ils will bring down a weak opponent with a series of physica l at-
lair equal to a range of 20 feet per age category. A dracolich can tacks, but it will stalk more fo rmidable o pponents, attacking at
speak, cast spells, and employ the breath weapon of its original an opportune moment with its breath weapon and spells.
form; il can cast each of its spells once per day and can use its All physical attacks, such as clawing and biting, inflict the
breath weapon o nce every three combat rounds. Additionall y, a same damage as the dracolich's original form , plus 2d8 points of
dracolich retains the intelligence and memory of its original form. chilling damage. A victim struck by a dracolich who fails a saving
thro w vs. paralyzation is paralyzed for 2d6 rounds. Immunity to
Combat: Dracoliches are immune to charm, sleep, enfeeble· cold damage, temporary or permanent, negates the chill ing dam-
ment, polymorph, cold (magical or natural), electricity, hold, in· age but not the paralyzation. Dracolichescannot drain life levels.
sanity, and death spells or symbols. They cannot be poisoned, All dracoliches can attempt undead control (as per a potion of
paralyzed, or turned by priests. They have the same magic resist- undead co"trol) once every three days on any variety of undead
ance as their original forms; only magical attacks from wizards of with 60 yards. The undead's saving throws against this power suf-
6th level or higher, or from monsters of 6 or more Hit Dice have a fer a - 3 penalty; if the undead control is successful, it lasts for
chance of affecting dracoliches . o ne turn o nly. While undead control is in use, the d racolich can-
The Armor Class of a dracolic h is equal to the Armor Class of not use other spells. If the dracolich interrupts its undead control
its original form , bettered by -2 (for example, if the AC of the before it has been used for a fulllu m , thedracolic h must still wail
original form was - 1, the AC of the dracolich is -3). Attacks o n three days before the power can be used again .
a dracolich, due to its magica l nature, do not gain any attack or If a dra colich or prolo-dracolich is slain, its spirit immediately
damage roll bonuses. returns to its host . If there is no corpse in range fo r it to possess,
Initially, a dracolich has the same morale ra ting as its original the spirit is trapped in the host until such a time- if ever- that a
form. Ho wever, after a dracolich is successful in its fi rs t battle, its corpse becomes available. A dracolich is difficult to destroy. It
morale rating permanently becomes Fea rless (19 base); this as- can be destroyed outright by power word, kill o r a similar spell. If
sumes that the opponent or opponents invo lved in the battle had its spirit is currentl y contained in its host, destroying the host
a Hil Dice tolal of at least 100 % of the Hit Dice of the dracolich when a suitable corpse is no t within ran ge effectively destroys the
(for instance, a 16-HD dracolic h must defeat an o pponent or op- d racolich . Likewise, an active dracolich is unable to attempt fur-
ponents of at least 16 total HD to receive the morale increase). ther possessions if its host is destroyed. The fate of a disembodied
Once a dracolich receives the morale increase, it becomes im- dracolich spirit - that is, a spirit with no body or host- is un-
mune to magical fear as well. known, but it is presumed that it is drawn to the lower planes.
Dracolich

Habitat Society; The creation of a dracolich is a complex proc- If the corpse accepts the spirit . it becomes anima ted by the spirit.
ess involving the transformation of an evil dragon by arcane If the animated corpse is the spirit's former body, it immediately
magical forces, the most notorious practitionen of which are becomes a dracolich; however. it will not regain the use of its
members of the Cult of the D ragon. The process is usually a coop- voice and breath weapon for another seven days (note that it will
erative effort betw~n the evil dragon and the wiza rds, but espe- no t be able to cast spells with ve rba l components during this
cially powerful wizards have been known to coerce an evil time). At the end of seven days, thedracolich rega ins the use of its
dragon to undergo the transformation against its will. voice and breath weapon .
Any evil dragon is a possible candidate for transformation, al- If the animated corpse is not the spirit's former body, it immedi-
though old dragons or older with spel l-casting abilities are prefer- ately becomes a proto-dracolich. A proto-dracolich has the mind
red. Once a candidate is secured , the wizards first prepare the and memories of its original form, but has the hit points and im-
dragon's host , an inanimate object that will hold the dragon's life munities to spells and priestly turni ng of a dracolich. A proto-
force . The hos t must be a solid item of not less than 2,OOOgp value dracolich can neither speak nor cast spells; further. it cannot
resis tant to decay (wood, for instance, is unsuitable). A gemstone cause chilling damage, use a breath weapon, or cause fear as a
is commonly used for a host . particularly ruby, pearl, carbuncle. dracolich. Its strength, movement. and Armo r Class are those of
and jet, and is often set in the hilt of a sword or o ther weapon. the possessed body.
The host is prepared by casting enchant an item upon it and To become a full d racolich. a proto-dracolich must devour at
speaking the name of theevil drago n; the item may resist the spell least 10% of its original body. Unless the body has been dis-
by successfully saving vs. spell as an 11 th· level wizard. If the spell patched to another plane of existence, a prolo-dracolich can al-
is resisted, another item must be used for the host. If the spell is ways sense the presence of its original body, regardless of the
not res isted, the item can then function as a host. If desired, glas- distance. A proto-dracolich will tirelessly seek out its o riginal
steel can be cast upon the host to protect it. body to the exclusion of all o ther activities. If its original body
Next. a special potion is prepared for the evil dragon to con- has been burned, dismembered, or o therwise destroyed. the
sume. The exact composition of the potion varies according to proto-dracolich need only devou r the ashes o r pieces equal to or
the age and type of the dragon, bUI it must co ntain precisely seven exceeding 10% of its original body mass (total destruction of the
ingredients, among them a potion of evil dragon control, a potion o riginal body is possible only through use of a disintegrate or sim-
of invulnerability, and the blood of a vampire. When the evil ilar spell; the body could be reconstructed with a wish or similar
d rago n consumes the potion, the results are determined as fo l- spell. so long as the spell is cast in the same plane as the disintegta-
lows (roll percentile dice): tiorl). If a pro to-dracolich is unable to devour its original body. it
is trapped in its current form until slain.
Roll Resu lt A proto-dracolich transforms into a full dracolich within seven
01-10 No effect.
days after it devours its o ri ginal body. When the transformation
11-40 Potion does not work. The dragon suffers 2d12
is complete, the dracolich resembles its o riginal body; it can now
points of damage and is helpless with convul-
spea k, cast spells, and employ the breath weapon of its o ri ginal
sions for 1-2 rounds.
body, in addition to having all of the abilities of a dracolich.
41 -50 Potion does not wor k. The dragon dies. A fu ll
The procedure for possessing a new corpse is the same as ex-
wish or similar spell is needed 10 restore the plained above, except that the assistance of a wizard is no longer
dragon to life; a wish to transform the dragon
necessary (casting magic jar is requ ired o nly for the first posses-
into a draco lich results in another roll on this
sions). If the spirit successfull y re-possesses its original body. it
table. once again becomes a full dracolich. If the spirit possesses a differ-
51-00 Potion works.
ent body, it becomes a pro to-dracolich and must devour its
former body to become a full dracolich.
if the potion works, the dragon's spirit transfers to the host , re-
A symbiotic relationship exists between a dracolich and the
gardless of the distance between the d ra gon's body and the host.
wizards who create it. The wizards honor and aid their dracolich,
A dim light within the host indicates the presence of the spirit.
as well as providing it with regular offerings of treasu re items. In
While contained in the host, the spirit ca nnot take any actions; it
retu rn , the dracolich defends its wizards against enemies a nd
cannot be contacted nor aUacked by magic. The spirit can remain
other threats, as well as assisting them in the ir various schemes.
in the host indefinitely.
like dragons, dracoliches are loners, but they take comfort in the
Once the spirit is contained in the host, the host must be
kn owledge that they have allies.
brought wi th in 90 feet of a reptilia n corpse; under no circum-
Dracoliches are generall y found in the same ha bitats as the
stances can the spirit possess a living body. The spirit's o ri gi nal
dragons from which they were created; dracoliches created fro m
body is ideal. but the corpse of any reptilian creature that died or
green dragons. for instance, are likely to be fou nd in subtropical
was killed within the previous 30 days is suitable .
and tempe ra te forests. Though they do not live with their wiz-
The wizard who originally prepared the host must touch the
ards, thei r lairs are never more than a few miles away. Draco-
host, cast a magic ja r spell while speaking the name of the dragon.
liches prefer darkness and are usually encountered at night , in
then touch the corpse. The corpse must fail a saving throw vs.
shadowy forests, o r in underground labyrinths.
spell for the spirit to successful ly possess it; if it saves, it will never
accept the spirit. The following modifiers apply to the roll :
Ecology: Dracoliches are never hungry, but they must eat in or-
der to refuel their breath weapons. Like dragons. dracoliches can
-10 if the corpse is the spirit's own former body (which can be
consume nearly anything, but prefer the food eaten by their o ri gi-
dead for any length of time). nal forms (fo r instance, if a dracolich was originally a red dragon.
-4 if the corpse is of the same alignment as the dragon .
it prefers fresh meat). The body of a dest royed dracolich crum-
-4 if the corpse is that of a true dragon (any type) .
bles into a foul-smelling powder wi thi n a few hours; this powder
- 3 if the corpse is that of a firedrake, ice lizard. wyvern, or fire
can be used by knowledgeable wizards as a component for creat..
lizard. ing potions of undead control and similar magical substances.
- 1 if the corpse is that of a dracolisk, dragonne. dinosaur.
snake, or other reptile.
Dragon, Faerie
CUMATEITERRAIN: Temperate, tropical. and
subt ropical forests
Very rare
,Ni----~SOlitary or clan
Any
Herbivore
INTELUGENCE: Genius (17-18)
TREASURE: S, 1; U
AUGNMENT: Chaotic good

NO. APPEARING: 1-6


5 when invisible)
I

1-2
Breath weapon, spells
SPECIAL DEFENSES: ~_..;lnV i Sib.~
iJiiiiIY,-_ _ _ _ _...
etC RESl5TANCEi ' Sft6elow
SIZE: T (I-I Ill' long)
~~~~ ________-J~"~ad:LU1,~____~__~
XP VALUE: 3,000

Ag. Hit M agic Wiulrd Pries t

,...
Category POints Color Resis. t.v.1 Level

......
1

3 Young
<Iilliii 1-
J-4
5-6
Rod-<><_
O range
0 ..

" .. ,
2 3
4

'" ,,%
,
....
4 Juvenile 7-' ~ ellow 4 6
iili -1 w 40 ..
• Aduk 11-12 _w 6 8
7 Mature Adult 13-14 Gr~n .. % 7 9
8 Old 15-16 Blue-gre-en ,, % 8 10
10 1
'" " 12
11 Wyrm
12 Creat Wyrm
21 -22
23-24
Violet
Black ....
.. %
,.
14 11
14

A chao tic offshoot of the pseudodragon, the faerie dragon lives in A victim failing a saving throw vs. breath weapon will wander
peaceful, tangled forests and thrives on pranks. mischief, and practi- arou nd aimlessly in a state of bliss for the next 3d4 minutes, during
cal jokes. which time he is unable to attack and his Armor Class is worsened by
Faerie drago ns resemb le miniature drago ns with thin bodies, long 2. Even though he is unable to attack, the victim can keep his mind on
p rehensile tails, gossamer butterfly wings, and huge smiles. Their col- the situation if he succeeds in an Intelligence check (by rolling his In-
o~ range through the spectrum, changing as they age from the red of telligence score or less o n ld20) each round; if he fai ls an Intelligence
a hatchling to the black of a great wynn (see chart). The hides of fe- che<:k, he completely loses interest in the matters at hand for the dura-
males have a golden tinge that sparkles in the sunlight; males have a tion of the breath weapon's effect.
silver tinge. Faerie dragons avoid combat and never intentionally inflict dam-
All faerie dragons can communicate telepathically with one an- age unless cornered or defending their lain. If attacked, however,
other at a distance of up to two miles. They speak their own language, they engage in a spirited defenSol'. ably supported by their sprite and
along with the languages of sprites, pixies, elves, and the birds and pixie friends until the opponents are driven away.
animals in their area.
t-I dbitat Societ),: Faerie dragons make their lai~ in the hollows of
Combat: Faerie dragons can become invisible at will. and they are high trees. preferably near a pond or stream, as they are quite fond of
able 10 attack, USol'spells, and em ploy their breath weapons while in- swimming and diving. They often live in the company of a group of
visible. They attack as 4-HO monsters, biting for 1-2 points of dam- pixies OT sprit es.
age. Most (65'1&) faerie d ragons employ wiurd spells as a wizard of Faerie dragons take advan tage of every opportunity to wreak mis-
the level indicated on the accompanying chart; 35% employ priest chief on passers-by. frequently using fOn'$t creatures to help them in
spells of the Animal. Plant, Elemental, and Weather Sphen'$. All thei r pranks. Though many of these pranks are spontaneous, months
spells ale chOSol'n for their mischief potential. The two most common of preparation can go inlO a singl~, spectacular practical joke. A tell-
spells of faerie d ragons are wote r breathing and legelld lore; other fa- tale giggle, which sounds like Ihe tinkling of liny silver bells, often al-
vored spells indude ventriloquism, UII5Nm serv.:mt, forget, sugges- erts potential victims to the presence of invisible faerie dragons.
tion , dist&mce distortion, limited wish, obscuremellt, allima/gTowth,
and animate rock . I:.colog)': Faerie dragons eat fru it, vegetables, nuts. roots, honey.
A faerie dragon usually begins its attacks by turning invisible and and grains. They an' particularly fond of fruit pastries and have been
using its breath weapon, a two-foot-diameter cloud of euphoria gas. known to go to great lengths to get a fresh apple pie.
Oriental Dragons
Oriental dragons, especially of adult age and older. tend to be sol- than the Armor Class of the dragon it was taken from (though the
itary creatures. When multiple d ragons areencounterecl. they are Armor Class can be no worse than 8) .
usually a mated pair and young. Mated pairs aTe never found to- like other dragons, young adult and older oriental dragons ra-
gether when o lder than mature adults, and their offspring are al- diale an aura that may cause opponents to panic. Humans and
ways young adults or younger. To detennine the age of the demihumans with fewer than 1 Hit Die and non-aggressive crea-
offspring, roll Id6: 1:::J egg. 2" hatchling, 3"" very young, tures with fewer Hil Dice than Ihe dragon automa tically flee in
4 '" young,S" juvenile. 6" you ng adult . panic for4d6 minutes at the sight of the dragon. Other opponents
may be panicked and forced to fight with a - 2 penalty to both
The Celestia l Bureaucracy their attack and damage rolls if they are within the radius of an
oriental dragon's fear aura and fail their saving t hrows vs. petrifi-
Most oriental dragons are officials in the Celestial Bureaucracy, a
cation. Victims adjust their saving throws by the modifier indi-
governing body of powerful spirits headed by the Celestial Em-
cated on the following table; the table also lists the fear aura
peror. Each subspecies of oriental dragon is charged by the Celes-
radius for each oriental dragon age category.
tial Bureaucracy to direct a particular governmental funct io n;
Diving oriental dragons can strike with their claws with a + 1
Chiang lung, for instance. aTe charged with guarding rivers and
bonus to the attack roll. When engaging o ther flying oppOnents,
lakes and dispensing rain.
oriental dragons can either claw or bite, but not both.
Every year, the oriental dragon officers journey to the Celestial
Certain subspecies have the ability of scaly command that
Palace to file their reports of the previo us year's activities and
gives them control over varying numbers of scaly c reatures with
events. Rewards and punishments are distributed based on the
animal inteiligence or less (primarily reptiles and fishes) living in
evaluation of the reports. A corrupt or inefficient dragon may be
the water within a half- mile radius. This control lasts for 2d6
removed and rep laced by a new appointee; an industrious dragon
tums a nd cannot be dispelled . No saving th rows are allowed .
may be promoted to a position of higher responsibility.
Creatures under the scaly cOlllllla'ld of one dragon cannot fall un-
der the control of another. Additionally, scaly c reatures will
Hit Die and Combat Modifiers never voluntarily attack an oriental dragon wi th the scaly com-
Oriental dragons' Hit Dice and combat modifiers vary according mand ability.
to age category. Consult the individual dragon entries for their Other subspecies have the ability to surround themselves in an
base Hit Die information and the table below for the modifiers. aura of water fire whenever they are under or touching wate r.
An oriental dragon saves as a fighter equal in level to the dragon's Wat er fire appears as ghostl y, flickering multi-colored flames and
Hit Dice. Its combat modifier applies to both attack and damage causes a variable amount of damage to anyone who touches it.
ro lls for each physical attack; it does not apply to breath weapon All o riental dragons are themselves immune to water fire. It ma y
o r other special attacks. {For example, a Ii lung has 13 Hit Dice as be dispelled by the creator at any time; otherwise, it disappears
a base. A very young Ii lung subtracts 4 dice, which gives it a total for 2d6 turns if contacted by real or magical fire, and cannot be
of 9 Hit Dice. It saves as a 9th-level fighter and has a +1 bonus recreated until the end of that period.
applied to its physical attacks.
Special Abilities
Orie ntal Dra gon Attarks <lnd Defe nses
Oriental dragons do not have the spe\lcasting abilities of other
like other dragons, o riental dragons have a claw/ claw/ bite at- dragons, and not all of them have breath weapons. They do,
tack. Though claws can attack creatures to the dragons' front a nd however, have several special abilities of their own. All, for in-
sides, only certain oriental dragons have necks long enough to en- stance, have continual ESP (as the spell) at a range in feet equal to
able them to allack opponents to their sides as well as to their five times their age level. Oriental dragons do not require sla!p.
front. Young adult and o lder o riental dragons able to fly can at- All can become invisible and visible at will, though they always
tempt snatch attacks like other dragons (including a 50% chance become visible when attacking. All except yu lung can poly-
that the snatched victim's arms are pinned, automatic claw dam- morph into human fonn and hack at will.
age each round if the victim is squeezed, and a transfer to the Oriental dragons can detect invisible objects and creatures (in-
dragon's mou th if an attack roll is successful, which then inflicts cluding those hidden in darkness o r fog) within a ten-foot radius
automatic bite damage each round). As indicated in the individ- per age category. They also have a natural clairaudience ability
ual listings, o nly certain o riental dragons can attack with kicks, with respect to their lairs; the range is 20 feet per age category.
wing buffets, or tail slaps. The dragon must concentrate on a specific section of its lair or the
An oriental dragon's Armor Class improves as it ages, as does surrounding area to use this ability.
its ability to resist magic. Old and older oriental dragons are im- Most oriental dragons can fl y because of the powers of a magi-
mune to normal missiles because of their tough hides. As with cal gem o r pearl that is imbedded within the brain. This o b ject
other dragons, the skin of an oriental dragon can be made into funct ions o nly fo r the dragon and cannot be extracted so as to
dragon armor that grants its wearer an Annor Class of 4 wo rse confer flight on any other creature.

1.001-1.200 +, +10 40 -2
1.201 + +7 +11 45 -3
Chiang Lung (River Dragon)
CLIMATEfTERRAIN: Tropical, subtropical, and
temperate lakes and ri vers

TREASURE: Special
ALIGNMENT: lawful neutral (good)

NO. APPEARING: 1-2


ARMOR CLASS: 0 (base)
MOVEME~
NT~'________~1~2~
. F~I~'~'~
IE~
).~S~
w~2~'______~
-~~ - 5
CQ 5
• Of AITACKS: 3+ .1
DAMAGE/ArrACK; 1-8/ 1-8/ 3-36
SPECIAL ATIACKS: Snatch, tail slap. and magical
abilities
C1AL DEFENSES< Variabk
CK RESISTANCE: Variable
1m G SO·
MORALE: Fanatic (18)
XPVALUE: Variable

MR Trus.

12 Great Wynn 144-158 130-142 -, 70 .. 18,000

Chiang luns resemble giant serpents; it is difficult to determine where A •• Abilities


Ihcirbodiesend and theirlails begin. Though winglns, they are able to fly Young Bless and curse, each once per round
though the power of magical blue pearls im~ded in their brairuo, Their Juvenile Omen and ,ute, each once per round
bodies are various shade of blue and grffn; their bellies are brilliant yel- Adult Dispel ellil. co ntrol weather, and remo ve Cll r5e. each
low. Multi-colored bends sprou t beneath the chins of young adult and once per round
older chia ng lung, and pairs of long, white homs grow from their he;tds. Mature adult Major creation a nd rewQrd, each once per day
Chiang lung are often encountered in human form. which they seem to Great wyrm T51mllmi ona per day'
prefer over their natural bodies. ' Only when so ordered by tM Celt'Stial Bureaucracy; disobedience is
Chiang lung speak their own tongue, the languages of shen lung, fishes. punishable by death.
and the Celestial Court. and all huma n languages.
H ~bit . t"S<x,ety, The Celt'Sti..ll Bureaucracy assigns a chiang lung to
Combat: Chiang lung prefer to avoid combat , but they fight fiercely to every river and lake. Their lairs are magical palaces located beneath the
protect thei r domai n . In combat, they charge for a claw / claw / biteattack, water's surface; regardless of the siu of the riller or lake, the pOllace is OIl·
maneuvering into position for a tail slap at the earliest opportunity (only wOlys opulmt and immense. Unless fr~ly given by the chiang lung, items
adult or older chiang lung can at tack with a tail slap, inflicting damage taken from the palace become worthless upon reaching the surface.
equal to two claw attacks and affecting as many o pponents as the dragon 's Chiang lung sometimes entertain lI;nuous scholars and men of learning
age category: th05ewithin the sw~p of the dragon's tail must TOil success· and an on I.. vishly decorated boats, posing as wealthy nobles o r govern-
ful saving throws vs. petrification or be slunned for 1d4 + 1 rounds). ment officials.
If in human form, a chiang lung is automatically a rmed with a sword The daughtfl"S of chiang lung are often attracted to handsome human
+ 5; this blade isso ""'55ive tha t others must mah a $uccessful bend barsl males. occasion~lIy resulting in secret love affairs and marriage. Such liai-
lift gutes roll to use it . sons usually md sadly when the daughters return home. never to see their
husband$ or 10lltrsagain. Childrtn hom of such a marriage arespirit folk .
Special AbiU Ul's: From birth. chia ng lung ca n breathe both water and air
and can polymorph three times per day to any form desired. They can e)t· Ecology: Chiang lung can eat any type of miner~l or gem , but they also
pel storm clo uds at will, enabling them to cause rain whenever and wher- halle a taste for fish and sheep. They are alwa ys attended by lesser nature
ever they cho OSoe. They can also lower wa te r in a one-square-mile radius spirits (who also assume human form) in their palaces and have Id6 shen
per age level at will. Any person in physical contact with a chiang lung lung acting as bodyguards and aides. There is a 75% chance of hailing 2d4
can breath a nd move underwater as if he were on dry land. offspring in their palaces. When encountered outside their lai r, there is a
As they age, chiang lung sain the following additional abilities (older 75% ch..ance they are accompanied by 1d41esser nature spirits a nd a 40 %
chiang lu ng have all 1M abilities listed in the younger ca tegories): chance that 1-2 shen lung are present.
Li Lung (Earth Dragon)
CUMATElIIRRAIN: Tropical, subtropical. and
temperate subterranean
fREQ UENCY: Rare
IRCANIZATION", -~~-:SOli'~''-'=
Y o'~d'''
iri''----''
cnVTTY CYCLE: Any
DIET: Specia
INTELUGENCE: Average (8-10]
TREASURE: Special
ALIGNMENT: Neutral

NO. APPEARING: 1-4


ARMOR CLASS: 2 (base)
MOVEME:;N:,:
T:.' _ _ _ _ _..'f2.\lA'l;f30;;.:(E;:)• Si::W
:;.;:. ;:.:,..9~_..
9.. .B
~~ /
!~OF ATTACK~ _______3~+~~;a~I~________--I
DAMAGEIATTACK7" 2·812·812-20
SPECIAL ATIACKS: Snatch, wing buffet , kick, and
____ magical abilities
SPEt:JA["OEfEN'SES: Vini6le
MAGIC RESISTANCE: Variable
SIZE: G 30' b_l
MORALE: Champion (16)
XP VALUE: Variable

12 Great Wyrm 110.-120 -, 45 % 16,000

A Ii lung has a lion's body and tail and a human face. Small black Spe{ial AbiUties: Li lung can create earthquakes once per day (;IS the
pupils are centered in its golden eyes. and colorful quills resembling the speU but with no chance of it bt'ing dispelled) with a width and length
feathers of a peacock extend from its leathe ry wings. As a hatchling, (in yards) equal to 10 times their age level (for example. a young adul t
the Ii IUr\3's body is covered with light green scales, but as it grows, the Ii lung can c~ate an earthquake affecting an area 50 yards by 50
scales hqin to darken and change into CO;lrse fur. By the time the Ii yards). li lung are never harmed by an earthquake. rl'Xardless of
lung grows into a juvenile, the scales a~ completely gone and the fur whether it was created naturally o r by a Ii lung; if an earthquake brings
has the t~ture of thick wire. The fur continues to darken as it ages, down a C<lvem in which a Ii lung is living. it is only affected by the
turning Marl y black by the ti~ a Ii lung ~aches the great wyrm stage. inconvenience of having to dig itwlf out of the rubble.
li lung speak their own tongue, thf' language of the Celestial Court. As they age. Ii lung gain the following additional abilities (each
and all huma n languages. useable three times per day ):

Combat, Li lung prefer to avoid combat. hiding in the shadows o r


A,_ Abilities
Juvenile Stone shape
burying them~lves in rubble until all intruders leave. If cornered or
Adult Wall of stone
attacked, Ii lung first use their earthquake ability in an attl'mpl to bury Mature adult Motle earth
their opponents. If th is fails, they engage in vicious melee combat.
using claw / claw / bite attacks on opponents in front , kicking attacks on The powerful cla ws of the Ii lung enable it to burrow through the earth
o pponents in back (kicks inflict claw damage; victims must roll thei r at a movemPnt rate of 9 and through solid Slone ,It a movement r;lte of
Dt?cterity o r less o n Id20 or bt' kicked back Id6 feet +1 foot per age 1. Though Ii lung can swim. they can not breathe water.
category of the dragon and must also roll a successful s.;Jving throw vs.
petrification, ad justed by the dragon's comba t modifi.er, o r fall). and H~bitlil'Society: li lung lair in caverns at the end of winding IIIby.
wing buffets on opponents at the skies (only dragons that a~ young rinths deep inside the earth. the farther IIway from civilization, the
adult or ol<kr get this attack; damage is equal to a claw ;lttack, and better. They wldom leave their la irs unless orde red to do 50 by the
victims must roJltheir Dexterity or less on l d20 or be knocked prone.) Celestial Bureaucracy, usually to punish heretical communities with
li lung roar continually while engaged in melee. Their raspy roars their earthquake abi lities. but sometimes to reward needy communities
sound like metal scraping against stone and are so loud that those by revealing treasu re mines o r underground springs.
within 60 feet can hear nothing el~.
An airborne Ii lung can change direction quickly by executing a Erology: li lung mainly subsist on earth and stone. though they lire
wingover maneuver. allowing it to m;lke a turn of 120 to 240 deg:r~ fond of gold. silver. and other precious metals. U lung rarely associate
rl'Xardl ess of its spt.>ed or size. A Ii lu ng ca nnot gain altitude during the with other dragons and cooperate with them only o n di rect orders from
rou nd whe" it performs a wingover, but it can dive. the Celestial Bureaucracy.
Lung Wang (Sea Dragon)
CUMATEfI'ERRAIN: Tropical, subtropical. and
temperate ocean
FREQUENCY: _ _ _ _Very rare
'ORGAN'IZATION: Solitary
~CT1VITY CYCLE: Any
~nT' S"..,~·.~I,"~ __________"
INTELUGENCE: Very (11.12)
TREASURE: Special
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: ·2 (base)
MOVEME~
N_T_
' ________~lr,n,SW12
!HIT DICE: ' 5 (base
frtlACO: 5
[NO. Of ATIACKS: 3 +sprtD1
DAMAG~ATTACK~,------f'-~12~/~1-~'~2/~l~-~~--------~
SPECIAL ATTACKS: Breath weapon and magical
abiliti6
eClArOEFENSES:;----Varialile~----------...,
GIC RESISTANCE: Variable
SlZE: G 40' base
MORALE: Fanatic (18 base)
XP VALUE: Variable

: ~;-",,-------i
-9 45 %
123-135 -10 12d8+12 SO% HRd 18,000

A ""Ialive of the dragon turtle, a lung wang has a tu rtle's body. ill cre5ted feet wide at the base. Danu.ge caused by the breath wupon yaries with
neck. and a head like a shen lung, complete with long. golden whiskft'S. Its the dragon's age (see table). Victims caught in the blast g~ to roll a saYing
shell is ma<k of thick grftn sca16 with SilVff fiKks. Smaller scale, lighltr throw YS, bruth weapon for haIr damage. The breath wupon is as effec·
8I'ft'Il with golden necks, COVtT its neck and head. lIS hind Jegs a"" liulemon" tiye underwater as It is in the open air and can be used th~ times perday.
than $lum py flippers, but its front legs an" formidable weapons - each b From birth, lung wang can breath bo th watn and air, They have the
80 .. the length of its shell. ending in two ruor-sharped talons. sCllly commllnd power oyer 4d10 creat ures times the age category of the
Lung wang speak their own tongue, the languages of shen lung. fishes, dragon (a young lun g wang, for instance, has the SCQ/y comm(.md power
and the Celestial Court, and all human languages. oyer 4d10 x 3 ~atu res ), lung wang art' also immune to all heat and fi re
attacks, magical and otherwise.
Combat: Though urable to fly and physiuUy unab le to atlack with As they age, lung wa ng gain the followi ng additional abilities (each use-
kkks, ta il slaps. or wing buff~s, lung wang a~ neyertheless aWr$Ome op- able once per day),
ponents and are especially menacing to passing ships. Ability
A",
If an una uthoriud YfSSfl enters the waters of a lung wang, it surfaces Adult Willi of f08 (obscures vision in a radius equal to SO
beneath the yessel and attempts to capsize it. The chance of capsizing a feet multiplied by the dragon's agt category
ship is equal to the peTttn tage ratio of the ship's size to the lung wang's size Old SU88 t1/ ion
(diYide the lung wang's size by the ship's size and mUltiply the result by
100; fo r instance, if a 20-foot lung wilng attempts to capsize an 8O-ioot
HabitJt SocielF As 1'1.Ilers of the sea, lung wang demand tribute from
ship, it has a 25 % chance of success). This chance neye r exCffds 95%;
every paS$ing ship. Regular trayelers often work. out an arrangement,
therdore, a lung wang always has a 95 % chance of capsizing a ship the
dumping a pre-determined amount of treasure oyerboard at a giym spot
same size as itself or smaller.
Once a ship is capsized, the lung wang attacks wi th Its breath weapon to placate the lung wang.
and attempts claw / claw/ bite attacks on all victims it can reach . If the vic·
tims are sufficimtly deferential to the lung wang and offer it a sizeable Ecology: Unlike other oriental dragons, lung wang art' basicillly heroiv·
treasure (usually the ship's entire hoard ), the lung wa ng may show mercy; o rous and prder to eat algae and seaweed. They will, howeyer, eat fish
otherwise, it will attempt to slaughter all of the ship's passengers as pun· and minerals and haye been known to consume entire ships. lung wa ng
ishment for entering its waters uninvited. lung wang are equally merei· maintain cordial relationships with other orimtal d ragons , particularly
less to underwater int1'1.lders, attacking them in a similar fashion . shen lung. They are friendly with sharks, whales, and other ocean denio
zens on whom they rely for information. They do not get along with tun
mi lung (typhoon dragons ),
Breath We01pon ....d Sped..1 AbllUll'S: A lung wang's breath weapon is a
cone of steam 100 feet long, fiye feet wide at the dragon's mouth, and 50
Pan Lung (Coiled Dragon)
CUMATElTERRAlN: Tropical. subtropical, and
temperate swamp and jungle
Rare

CYCL&

TREASURE: Special
ALIGNMENT: Chaotic neutral

NO. APPEARING: I·'


ARMOR CLASS: o (hase)
MOVEMENT: 12, FIlS (E), Sw 12
Dict,

!E
12 aseJ
llIACOo 9
NO. Of AITACJ(S, .3+~al
DAMAGE/ATIACK: 1-611-6/2-16
SPECIAL ATTACKS: Snatch, tail slap, constriction
_ _ _""a"n~d magical abilities

~CULDEFENSES: -<aria6li
MAGIC RESISTANCE: Variable
G (5(' bMo
MORALE: Fanatic (17)
XP VALUE: Variable

'I. H

126-139 IHH29 -,
-, 16.000
12 Grut Wyrm 139-142 129-141 "><2 17,000

p",,, lut\8 are '" th.inner iIond longer variety of shen lung. A hatchling has 3<:110 creature). They also Ciln produce WQter Ii" that inflicts 1d6 poin ts of
gray scall'Sa! birth. which change color as the dragon grows. Pan lung (lUI damage from p.1n lung of age hatchling through young adult, 2d6 points of
befound in a number of b rill iant hues, with various shades of red, o range, damage from pan lung of age adult through very old, and 3<:16 points of
and green among the most common. A multi-colored manf' su rrounds its damage from pan lung of age venerable through great wynn.
neck, and duk whiskers grow from its snout. Pan lung scales are natu- As they age, pan lung gain the following additional abi lities (each usa-
rally oily, which makl'S them gleam in the sunlight. Though wingless, pan ble three times per day):
lung have magical blood·red pearls imbedded in their brains that give
them the ability to ny. A,.
Young
Abilities
Bless or curse
Pa n lung speak their own tongue, which Ihey share with the shen lung.
They also speak the languages of fishes, reptiles, and the Celestial Court, Young adult V..ntriloquis m
and all hu man anguages , Mature adult Pll1lntlUma/ force

H"bi'~t Society: A pan lung makes its lair in the c rypt or temple it has
ComNt: Pan lung prefer to appraise thei r advers-aries before a ttack ing,
~n a ssigned to guard by the Celestial Bureaucracy. Guardianship is
usually by casting vent riloquism or phantasmal force spells to distract
passed through 5uccl'SSive generations; it is not unusual for a fami ly to
them or by ordering minions to engage them in combat. Once the pan
lung have evaluated their memil'S' penormanCt'. they attack savagely, us- maintain the same la ir for tens of thousands of years.
ing claw / claw / bite attacks a long with ta il slaps {only adul t o r olde r pan The gods often punish un fai thful human husbands and wives b y mak-
lung ca n attack with a tail slap, innicting damage equal to two cla w a t- ing them minions of a pan lung. Pan lung minions do nOI age, and are typ-
ically condemned to serve for a term in years equal to the number of tears
tacks and affecting as many o pponents as the dragon'S age ca tegory: those
within the sweep of thedragon's tai l must roll successful saving th rows vs. they have caused their mate to shed. A pal'l lung's mil'lions obI:-y it implic-
petrification or be stunned for I d4 +1 rounds}. itly, fighting to the deat h if so ordered. There is a 25 % charu::e a pan lung
Instead of a tail slap, a pan lung that is adult o r older can encoil a victim will han slaves (equal 10 half the number of crea tures it ca n control by
scl'ly commQnd).
in its tail, automatically innicting 2d6 points of constrn:tion damage per
round (there is a 50 ~ chanCt' th at an encoiled victim 's arms are pinned,
mak ing him unable to a ttack the dragon ). Ecologr; Pan lung prefer to eat fruits and veget ables, often maintaining
elaborate ga rdens that are cuhivatKl by tht ir min ions. Generally. they a re
Sp«i.. 1Ablliti~ From birth. pan lung can breathe both air and water and indifferent 10 the affairs of ot her oriental dragons and cooperate with
can cast chQtm monsl .., spells three lilTleS per day. Addit ionally. they have them on ly if so o rderKl by the Celestial Bureaucracy. They particula rly
the SCQly commllnd power over IdlO creatures per age category of the rest'nt the power and position of the fien lung (Ct'lestial dragon s), and
dragon (a young pan lUll&. for instance, has the scl'/Y comml'nd power over they have ~n known to attack them in a jealous frenzy,
Shen Lung (Spirit Dragon)
CliMATElTERRAIN: Tropical. subtropical. and
'"np""" lakes and ri vers

ALIGNMENT:

NO. APPEARING: 1-4


ARMOR CLASS: -1 (base)
MOVEME~N~T~;__________1r.2n·~FI~'~8~
(E~I,~S~W~9~____..,
flIt Dlcr; ' ...
ooCI> 7
NO. OF AITAC + I
DAMAGE/ATTACK: I-B/ l..aI2-2411-10
SPECIAL AITACKS: Snatch, tail slap, kick, a nd
~____:magical abilities
SP'E<:tArO"EfEiifSES; Va riable
~GIC RESISTANCE: Variable
SIZE: C 48' se)
MORALE: Fanatic (17)
XP VALUE: Varia ble

"

7 Ma ture
-,, H 12.000
13,000
8 O ld
VeTY(j~
~
...99
99-1 2
79-91
91-103
35 %
• "'"
OW 101,000
0
11 Wynn
12 G reat Wyrm
125-138
lJa.-151
l03-11S
115-127
127-140 -,
8 50%
55 %
Hx3
Hx3
""
16,000
17,000

Shm lu", are slender and bright-eyed, with spiked lai ls. ridged backs, level of the dragon (a young lung wang, for instance. has Ihe 5Cllly co m·
and two sharp horns rising from the tops of their heads. Golden whiskers mand POWt'T over 6dlO crea tures ). They also can produce wllt"r firlt that
grow from thrir snouts. TtH! scales of h<llchlings are dull shades of ~ . inflicts 2<16 points of damage from dragons of age hatchling through
blue. green , o ra nge, or any combiniltion of these colol"5; the scales yOU"S adult, 3d6 points of damage from dragons of age adult through
brighten into brillian t hues by the time a shen lung reaches the age of very old. and 4d6 points of damage from dragon s of age venerable
young ad ult . Though wing!1?SS, shen luns can fly through the power of a th rough great wyrm . Shen lung are al50 immune to lightning and all forms
magical yellow pearl imbedded in the ir brains; the pearl is similar to that of poi50n. but suffer double damage fro m .. II fire-based .. !tacks. magic..l
of the fie" 11.11'18. o r ot herwi~ . No insect. arachnid. o r .. rthropod can approach a shen lung
Shen IUl'lg speak the!rowl'I tonsue (which they share with pan lung), the within a radius of 60 feel.
languages of chia"Slung, fishes. reptiles, and the Celestial Court , al'ld all As they age, shen tung gain the following additional abilities:
human la"Suages.
AS· Abilities
Co mbat: Unless the oPPOl'IC!I'Its are optTlly hostile, shen lung usually Young Bless and curu. each once per d"ly
parley before combat. If the opponen ts are resistant or their responses are Young adult Ice storm three limes per da y
unsati sfactory, shen lung ensage in vicious melee, augmenting their at- Adult Control Wi!<lfher three ti mes per day
lacks wilh water /ire, assa ul ts from the companions under their Milly
commllnd, and, if available, ice storm . Unlike other o riental d ragons, Habitdt'Society: Shen lung are most commonly encountered in the com'
pany of the chiang lung they have been ..ssigned by the Celestial Bureauc·
shen lu"S can perform cla w / claw / bi te / lail attacks: the powerful spiked
ra~ to assist and guard; Id6shen luns usually accompany a single chia ng
lail can easily reach opponents to the dragons' sides and fro nl. Shen lung
lung. Shm lung tai r in modest but well·kepl ma nsions of stone at the bot-
can also attack with ta il slaps (on ly adult o r older shen lung can attack
toms of rivers and lakes. usua ll y not far from the palaces of tht'ir chiang
with a tail slap, inflicting damage equal to two claw attacks and affe<:ting
as man y opponents as the dragon's age category; those within the sweep lung.
of the dragon's tail must roll succ1?SSful saving throws vs. petrificat ion or Ecology: Shen lung sustain themselves on any type of precious gems. al·
be stunned for 1d4 .... 1 rounds ) and kicking attacks on opponents in bad: thOUgh they also enjoy fish and rodents. They are intensely loyal to their
(kicks inflict claw damage; victims must roll their Dexterity o r 11?SS on chiang lung and also main ta in clow relationships with na ture spirits.
1d20 o r be kicked back 1d6 feet .... 1 foot per age ca tegory of the dragon Most are fascinated by hum ans, often taking human form to mi ngle in hu·
and must al so roll a successful saving throw V5. petrification. adj usted by man villages. Humans. in tu rn , view shen lung as messengel"5 of the gods
the dragon's combat modifier, or fall) . and bringers of good fortune , constructing ornat e shrines and staging
elabora te ceremonies to gain their fa vor.
S~cial Abilit ies; From birth. shen lung can breathe both water and air.
They ha ve the Milly co mmQnd power over 2dlO creatures times the age
T'ien Lung (Celestial Dragon)
ClIMATElTERRAIN: Tropical. subtropical, and
tempera te mountains
FREQUENCY: Very fare
'OR{;ANlZATIOiRi- - - -'Solitary
ACTIVITY CYClE:. Any
ID lm S_l
INTElLIGENCE: Exceptiona 15.16
TREASURE: Special
ALIGNMENT: Lawful neut ral

NO. APPEARING: 1
ARMOR CLASS: - 4 (base)
MOVEMEN ....:
T;.' _ _ _ _-i9~.F,i 48 ( 0 ), Sw 6
5 (Dase)

~
lllCE: .
O. 5
O. OFAJTACK5,c,_ _ _~+~s~·~.I~_ _ _ _ _~
DAMAGE/ArrACK: 1-8 / 1-8/ 4-40
SPECIAL ATIACKS: Breath weapon, snatch, tail
_ _ _ _ slap, kick. and magical abilities
SPEGAL OEfENSES: Variable
MAGIC RESlSTA NCE: Variable
SIZL 50'
MORALE: Fanatic (1 8)
XP VALUE: Variable

Tail

12 Grt'al Wynn 141-155 116-128 -12 24.dIO+ 12


" .. HFxJ 19,000

A t'i~ lung'sscates are dull gold al birth. but brighten to a brilliant yenow bnath weapon for half damage. A nell lung can use its breath weapon
when it reachn the young .. dult age: orange and light green varieties have o nce t'vt'ry three rounds.
al50 ~ seen. Mul ti-hued manes su rround t~r necks. and similarly col- From birth, fien lung can breathe both watt'r and air. They can cast
orful whisker.; branch from their snouts and rise over the tops of their control weutht'T a number of times pt'r day equal to twiet' their age level.
heads like an tlers. Wispy golden bea«ls dangle beneath their chins. From AI; they age, t'ien lung gain the following additional abilities:
the age of young adult and up, their scales give off a sweet arOma resem-
bling that of ch~ blossoms. Though wingless, fien lung can ny through A,.
Young
Abili ty
Pyrotechnics three times per day
the powrr of a magical yellow pearl imbedded in their brains; the pearl is
Adult SuggP5 tion thTH times per day
simila r to that of the shen lung.
Tien lung spe,lok their own tongue, the langua.ges of air elfil\entals and Old Fire $toml once per da y
the Celestial Coun, and all human la nguages,
Habitat SOClel)" T'ien lu ng live in resplendent castles in cloud banks
Combat: Whenever possible, t'ien lu ng a ttempt to warn away potential and on high moun ta in peaks. Molle fit'n lung nt'vt'r remain wi th thei r
opponents with a fiery blast from their breath weapon, If their warnings mates, and females banish their offspring a5 500n as the reach the age of
young. Adult and o lder t'ien lung have a SO'll> chanet' of being accompa-
go unheeded, they fight ferociously, T'ien lung prefer to fight from the air,
circling their opponents and attacking with their breath weapons, then nied by 1d4 air t'lementais (of 8 Hit Diet') Ihat iKt as their serva nt s and
swooping for snat ch and claw / claw/bite attacks when given ,lon opening. bodyguards; these elementals unquestioningly obey their masters, de-
Tien lung can perfonn tail slaps (o nly adult or older !'ien lung can attack fending them to tht' death if necessary.
with tailsiaps, inflicting damage equal to two claw attacks an d aifeding
as many opponents as the dragon's age category; those wilhin the sweep Ecology: Tien lung enjoy eating o pals and pearls and look kindly o n
of the dragon's tail must roll successful saving throws vs. petrification o r any mort al who g ives them such delicacies. Fanners who rt'ly on the good
bestunned forld4. +1 rounds) and can kick opponents behind them (kicks will of t'ien lung for good weather oftefl make sizeablt' offt'rings of these
inniel clolw damage; victims must roll their De:derity or less on Id20 or be precious gems. lien lung a re thought to be ;l.mong the most favored offi-
kicked back Id6 feet + I foot per age category of tht'dragon and must al so cials of Ihe Celestial Bunaucracy; true or not , t'len lung do little to dis-
roll successful saving throws vs. petrification, adjusted by the drago n's courage their tqlutation. Pan lung in Jnrticular resent tht' power and
combat modifier, or fall) , posit ion of t'ien lung ;l.nd h;l.ve ~n known \0 ;I.\lack them in ."alous fren-
zies. Though SIKh battles can lut for weeks, tht' powerfu l fien lung usu-
8",,,th Wupo n li nd Spe<ial Abilit ies: A !'ien lung's bna th weapon is a ally triumph in the end.
cont' of fin 90 feet long, five feet w ide at the dragon's mount, and 30 feet
wide at the t'nd, Vid ims with in the brt'ath wt'olpon cont' must save V5.
Tun Mi Lung (Typhoon Dragon)
CUMATEfI'ERRAIN: Tropical, subtropical, and
'"np' ''''' o«ans

AUGNMENT: """,,., evil

NO. APPEARING: 1
ARMOR CLASS: -3 (base)
MOVEMENT:
"rr DrCEo?'
Ce>.
- -----fim:;;,,;r.o-----.,
5
12, A 48 (E), Sw 12

. OF~~ ~____~.~~~--~----..I
DAMAGfJATIACK: 1-6/1 -6 / 2-20
SPECIAL ATTACKS: Snatch, tail slaps, and magical
abilities
5~~S~~---~m@~
' -----------,
IMAc.le RESISTANCE: V.. riable
ISI.ZE; 60' base
MORALE: Fanatic (17)
XP VALUE: Variable

"

138-152 -10 55% 16.000


152-167 134-146 -11 60% 17,000

Tun mi lung. al50 known as typhoon dragons. have ~n chuge<! by the ing la rge boats, a 70% chance of snapping tree tru" ks. a 70% chance of
Celestial Emperor to dispense destructive hurricanes and typhoons, a task k nocking man-sized victims to the grou nd (victims suffer ld6 points of
they greatly ~joy. Though tun mi lung art only supposed to cause storms damage for every 10 feet blown by the wind ). Flying vic tim s are blown
when d ire<:ted to do so by the C"leslial Bureaucracy, they often ignore backward 50-100 feet. and all vktims exposed to Ihe wil'lds suffer ldlO
their orders, launching into rampages of destruction to ravage the coasts !'Oints of damage per tum. The radius of the effect (in miles) equals fi ve
of wanner lands out of sheer ~licioU5ness. Such is the power of the tun times the dragon's age level. The duration of the effect is 6d4 hours.
mi lu"g that the Celestial Emperor must send t'ie" lu"g to ~in them i". As they age. tun mi lung gain the foHowing additional powers:
The la rgest of the orien tal drago"s. tu" mi JUII3 have lo"g. si"uous
bodies covered with thick scales in a variety of colors, with blue-green , A., Ability
Juven ile Darkness with a radius equal to SO feet tim es the
dark red, a"d violet among the most com mon. They have dark beady
dragol'l's age level, o nce per day
eyes, stringy beards dangling from thei r chi",. and enonnous iaws lined
Adult Lig/IUng boll 20 feet long that innicls 6<16 points of
with hooked teeth as sharp as razors. Though w["gless. tun mi lung can
damage, three times per day (increa sing to six times
fly from the power of a magical black pearl imbedded in thei r b rains.
per day for dragons of ve"erable age or older)
Tun mi lung s peak their own language. the languages of all sea crea-
tures , the Sea Lords. and the Celestial Court. and all human languages. Habitat Society: Nothing conclusive is known of tun mi lung lairs,
though it is believed that they maintain lavish palaces on Ihe ocean floor.
Combat: If possib le. tu n mi lung will always attack with thei r divine
Because they ilre disliked by the more peaceful and cultured creatures of
wind power, supplemen ted with lightning bolt spells as n~ed . Other-
the sea, their lail'5 presumably are located in remote areas of the ocea".
wise, tun mi lung resort 10 me lee combat. first casting dArKness (If availa-
Tun mi IUT18 spend most of their time roaming up and down the sea coasts
ble), then ripping and sna pp ing with claw / claw /bi te attacks. Tun mi lUT13
or circling in the skies a bove the o pen ocean, usually in the centers of dj·
are physically ul"lable to conduct eff«tive kick ill3 attacks. but can attack
vine winds of their own creation, which move with them as they travel.
wit h tail slaps (only adu lt or older tu" mi lung can attack with tail slaps.
Tun mi lung shu n the company of other creatures, includ i"g olher tun
innict ing damage equal 10 two claw attacks and affecting as ma ny oppo-
nt:Tlts as the d ragon's agf ca tfgory; thOSf within thf sweep of the dragon's mi lung. Female tun mi lung abandol'l their offspring as 5001'1 as they
hatch: infant mortalit y is high. accou"ting for Ihe relative scarcity of this
tail must roll successful saving throws vs. petrificatio n o r be s tunned for
Id4 + 1 rounds). subspecies.

Sp«ial AbililillS: From bi rth, tun mi lung ca n breathf both air and water Emlogy: When it comes to food. tu" mi lung are the least choosy of a ll
oriental dragons. equally fond of fish, precious gems. a"d capsized ships.
and are immune to all water-based and ai r·based attacks. Additionally,
they can summon a divine wind of great strength once per week . These Oblivious to the territorial claims of other dragons, tun mi lung are partic'
winds automatically capsize small boats and have a 70% c ha nce of capsi:· ularly disliked by the seafaring IUII3 wang.
Yu Lung (Carp Dragon)
CUMATEITERRAIN: Tropical, subtropical, and
temperate lakes and rivers
FREQUENCY,
R'C~ONi"'"
_ _ _-iR"" ==.=___. . . .
~
SOlitary or d an
ACTIVlTY CYCL£: Any
S 101
INTELLIGENCE: Low (5~7
TRf.ASURE: Special
AUGNMENT: Neutral

NO. APPEARING: 1-4


ARMOR CLASS: 1 (base)
".!c~'_ _ _ _ _.:6"'<iSw 18• • _ _ _ _ _.....
MOVEMENJ;

~~~'E: ' ~~ (Da'Se)"


~ OF ATIACKS: 3 $ . I
DAMAGfJATIACK: 1-811-8 /2-12
SPEC IAL ATTACKS: Swallow who le and magical
abilities
SPECIAL DEFENSE!> Variable
MAGIC RESlS1'AJIICL Variable
IZE< H 18' base
M O RALE: Champion (16)
XP VALUE: Variable

Tail

Yu lung, also known as carp dragons, live in all types of fresh water once per day. Juvenile and young adult yu lung can exhale a ten-foot·
rivers and lakes. They have no positions in the Celts!ial Bu~aucracy; diameter cloud of g;ls that has the same effect as a potion of hea/hlg
instead, they metamorphose inlo other subspecies upon ~aching the (restores 2d4. + 1 hit points) on ;Ill those within its area of effect; they
age of adu lt and art then relocated and charged with specific dUlies as un breathe these clouds once per da y.
determined by the Celestial Emperor. Reclusive and shy, yu lung aTC
the smallest of the oriental dragons and the most docile. HilbllauSociety: Yu lung lair in small mansions made of mud and
Yu lung ha ve dragons' heads and the bodies and tails of giant carp. stone locilted deep in the murkiest waters of the lake o r river they in·
Their scales a re blue-gray with variously colored markings. They habit. Though neat and well-built, yu lu ng mansions are crude by ori-
have two arms, long wispy beards, and bright yellow eyes resembling ental dragon standards. They are also relativel y barren, as yu lung do
those of cats. They cannot fly and are able to move on land only by not collect t reasure.
dragging themselves along the ground with thei r claws. When yu lung reach the age of adult , they metamorphose into an
Yu lung speak their own language, the languages of all fresh water adult of another oriental d ragon subspecies, determined randomly as
c~atures, and the Celestial Court, and all human languages. follows (roll percentile dice):

Combat: The timid yu lung shun combat. If provoked or threat~ Roll Rt'Sult
01-30 Shenlung
ene<!, yu lung attack with their claws and bite; if their opponents
withdraw, yu lung seldom pursue. The yu lung's tail is too flaccid for 31-50 Pan lung
tail slap attacks, and they are phYSically unable to perform kicks o r 51-65 Chiang lung
66-.0 li lung
snatches.
81-90 lung wang
When a yu lung reaches the age of young adult, it can unhinge its
jaw like a serpent and swallow a victim whole (the victim can be no 91-95 Tun m! lung
larger than a small man). A swallowed victim suffers bite damage, 96-00 T'ien lung
plus 1 point of damage per round thereafter from the yu lung's dig~
tive juices. The victim also has a 5% cumulative chance per round of This transformation, which occurs exactly al midnight on the drag-
suffocating. (When the yu lung loses 50% of its hit points, the victim o n's 101st birlhday, is instantaneous and accompanied by a lo ud
can be freed. The swallowed victim suffers a - 2 penalty to his attilck crack of thunder. The newly transformed dragon is then T(!located to
rolls when attempting to cut himself free; thrusting and st;lbbing at- a new domain and given an assignment by the Celestial Bureaucracy
tacks o riginating from outside the yu lung have;l 20 % chance of strik- befitting its new stalus.
ing the swallowed victim. )
Ecology: Yu lung are scavengers, eating the organic and inorganic
Speci31 Abilities: Unlike other orient;ll dragons, yu lung are unable matter dug from the ooze at Ihe bottom of their lake o r river. They
to polymorph or tum invisible. They can bre;lthe only WOlter, al- peacefully co-e)(ist with all forms of aqualic life. Yu lung occasionally
though they are able to exist o n I,~nd for up to one hour, after which befriend humans, and Ihese friendships are notable fo r their longev-
they have a 5% cumulative chance per round of suffocating. At the ity; a yu [ung's bond with a human persists even after its transforma-
age of very young they acquire the ability to cast bless and curSi'. each tion into another subspecies.
firenewt

CUMATEITERRAIN: Hot or volcanic regions


FREQUENCY: Ra"
ORGANIZATION: Tribal
CTIVITY CYC!'[' An y

~GEN<L
Carnivore
Low 5-7
TREASU RE: Indivi uals K, M ; in lair F
AU GNMENT: Neu tral evil

NO. APPEARING: 10--100


ARMOR CLASS: 5
MOVEMENT: 9
DICE: 2+2
C(k 19
. OF AtTACKS,
DA MAGfJATTACK: By wea po n
SPECiAL ATTACKS: Breathe fire
SPECIAL DEFENSES,,',..-_ _ See below
cn:-WJS~CE 1'\11
M (5 112'-6')
Stead 11·12
Normal: 175
Elile: 270
Priest: 650
Overlord: 420

Firenewts, also known as salamen, art distant relat ives of lizard thei r lair, they are members of a hunting or war party. They de-
men. They are cruel marauders that roam hot regions. light in to rturing captives and roasting them alive. Inte rtribal re-
The fi renewt's dry skin is a mottled sepia color, darkest along lations tend toward genocidal warfare. Warriors earn great honor
the spine and fading to near-white on the belly. The smooth flesh by destroying the hatching ground of an enemy tribe.
and fea tures resemble those of an eel. The eyes are deep crimson. Firenewts are carnivorous . They eat anything they can hunt
Fema les 3re slightly shor ter (S'Il' tall) a nd are a duller brown. down, even indulging in cannibalism when d isposing of captives
The young are light in color but darken as t hey mature. and eggs from rival fi renewt tribes. They find humanoids a deli-
They speak their own language and a dialect of the lizard man cacy.
tongue. Priests, elite warriors, and overlo rds may speak Com- In addition to the males encountered . a firenewt lair also con-
mon. tains females equal to 70 % of the number of males, 150 % young,
and 200 % eggs. The eggs are hidden in a secret, well-guarded
Comba t: Firenewt wa rriors (the most common variety) are typ"- ha tchi ng ground. The hatching ground is under the cont rol of the
ically armo red in chain mail a nd carry one o r two weapons~pike priests a nd guarded by Id3 young fire liza.rds.
and sword (45 %), sword only (25 % ), pike and hand-axe (20 %), The entire lair is ruled by a. firenewt overlord (4 + 4 HD, AC 3)
or bat tle axe (10%). For every ten warriors encountered, there is and his retinu~ of four elite warrio rs. The overlord controls the
one elite warrior with 3 + 3 HD and AC 3 (chain mail plus Dexter- firenewt s' treasu re. Wealth gathered from vanquished foes is
ity bonus). Elite warriors carry battle-axes. brought back to the lair and added to the communal hoard. Indi-
For every 30 warrio rs encountered, there is a priest with 3 + 3 viduals are rewarded with a few silver or gold coins, though they
HD, AC 5, and the follo wing spetts, usable o nce each day : animal have little use for them.
friendship, faerie fire, predict weather, produce flame, heat Firenewt females lay two to six eggs twice each year. All eggs
metal, and pyrotechnics. Priests carry maces. are collected by the priests a nd taken to the hatching ground. The
All firenewts have a limited breath weapon . Once per turn they hatching ground is the heart of both the firenewt colony's life and
can brea the fire on a foe directly in fro nt of them . This flame has a the priests' power. Although eggs and hatchlings are supposedly
five-foot range and inflicts Id6 points of damage; a successful raised communally without record or regard for bloodline, in
saving throw reduces the da mage by half. truth the priests mai ntain secret records of each egg. The priests
Firenewts are highly resistant to fire-based attacks a nd save discret!tly eliminate the eggs of thei r enemies or of those who pos-
w ith +3 bonuses against these. In addition, all fire-based attacks sess "undesirable" traits. Eggs hatch in six months. The young are
that do affect them are reduced by 1 hit point of damage per die of divided by sex and assigned to groups of ten that are each raised
the attack . Conversely, fi renewts save wi th - 3 penalties against a nd taught by two females. Each young firenewt is assigned to a
cold-based attacks; such damage is increased by 1 hit point per an adult who serves as mentor. The priests reward their allies by
die of the attack. secretly assigning them their actual offspring.
Fully 33 % offirenewtsencountered o n the surface, 90% of elite
warriors, and all priests are mou nted o n giant striders. These Ecology: The firenewts are vicious marauders that ru le the in-
beasts a re highly trained in melee combat and fight even if the hospitable regions of volcanoes and unendurable heat. They are
ride r dismounts (see the "Strider, Giant" entry). hostile toward all outsiders, including firenewt s from other
tribes. They rarely ally themselves with any but the most power-
Habita t/Society: Firenewts live in a cruel. martial society domi- fu l of evil beings.
na ted by the priests. When firenewls a re encountered outside
Firestar

CUMATEfTERRAIN: Temperate forests, hills


FREQUENCY: Uncommon
ORGANlZATION:_ _ _-iPi"~;;k;,..------...
crrvrrrctclE: ' i t
lET: Therm05ynthesis
INTElLlGCIEN
~a,,;·;..----iH;..., 4
TREASU RE: Nil
ALIGNMENT: Neutral

APPEARING:
CLASS: ,
1·12

SPECIAL ATTACKS: Electricity


SPECIAL DEFENSES: Immune to magic;
heat / electrical absorption;
~__~iinvisib i lity
Crc RtS1STARtE:- J'JI
SIZE: T W -6" diameter)
MORALE: Stead n-U)
XP VALUE: 2,000

Firesta rs, also known as moondancers, are glowing beings that normal effects on the firestar. A firestar may be hit by normal
roam forests and hills and generally ignore travelers. weapons. Flaming weapons both injure and heal the firestar si-
Fi restars appear to be silent, floating, fist-sized motes of light. multaneously.
They are frequently mistaken for will-o-wisps o r torches. If a firestar is slain, the light fades, revealing its actual body, a
Firestars can consciously control their illumination level, from two-inch-Iong, egg-shaped body covered in a black spider web of
bright torchlight to total darkness. During a black-out they are nerves. The nerves intersect in a number of nodes a nd eyes.
effectively invisible. The light fails completely when the firestar
dies. Habi tat'Sodety: The firestar is normally found floating among
The firestars' language consists of intricate patterns of flashing the hills or trees, dancing intricate patterns with its companions.
lights accom panied by fluctuations in their light level. They un- It is a completely alien being that shows some curiosity towa rd its
derstand some humanoid gestures, movements, a nd languages. surroundings but otherwise ignores animals and adventurers
alike. It is att racted by artificial lights a nd magic. It investigates
Combat: A firestar never initiates combat. If attacked, it de- campfires and magical lights within two miles and magic used
fends itself with an electrical jolt similar to a miniature lightning within 200 yards.
bolt that inflicts 2d6 points of damage with no saving throw. Most encounters with firestars occur when adven turers mis-
These bolts have a range of JO feet , are conducted through metal , take them for to rches or will-o-wisps. Adventurers may attack
and can be released five times each day. the peaceful firestars, which then defe nd themselves wit h their
A firestar can abso rb energy from normal or magical flames; it powers. Injured firestars may initiate an encounter by seeking out
gains as additional hit points the amount of damage the flames and draining an adventurer's campfire as a means of healing
would have inflicted on another creature. For example, a 12 hit- themselves.
point firestar attacked by a fi reball that would normally cause t8 During the day, firestars rest. They land in high, inaccessible
points of damage would gain that 18 points as additional hit spots, retract their glowing nerves, and spend the day absorbi ng
points, fo r a new total of JO hit points. the sun's light and heat. They may be mistaken for an exotic or or-
A firestar can attain a maximum hit point lotal of four times its namented egg; advent urers may accidentally collect these "eggs"
original amount. These added hit points are lost after Id4 + 1 with the idea of later reselling them. When night falls, the firestar
hours, leaving the firestarwith its original amount . Any extra hit reveals its true self a nd seeks to escape.
points are not absorbed but rather harmlessly dissipated. Fire- Firestars are intelligent but reclusive. They o nly communicate
stars can absorb the damage done by a (lametollglle sword at a with creatures that employ telepathy or speak with mOll!lters
rate of 1 hit point per sword strike . Firestars are immune to elec- spells. Firestars are also secretive about their life span and repro-
trical attacks. duction. It is suspected that firestars reproduce asexually by bud-
Firestars can drain energy from a normal campfire al a rate of ding.
2d6 hi t points per round or from torchesat a rate of td6 hit points
per round. It can extinguish a fire by abso rbing all its energy at Ecology: The firestar's body contains several organs t hat are
once, gaining5d6 hit points in the process; in order todo this. the useful as spell components or ingredients in magical concoctions.
firesta r must remain motionless and take no other actions. Fire- It contains a distinctive organ that can be used in a darlcillg lights
stars au to matically att ract sparks within 20 feet; Ihese are harm- spell. Any of its o rgans may be used to prepare the magical inks
lessly absorbed but may betray a blacked-out firesta r's position . for affect normal fires, dallcing lights , and detect magic scrolls.
Firestars are immune to most magical spells. Detection and These organs are worth 1-5 gp each.
communication spells, magic missile, and cold-based spells have
Maedar

Maedar Glypta r
CUMATEITERRAIN: Subterranean Aoy
<are

AUGNMENT: lawful evil

NO. APPEARING: 1 1
ARMOR CLASS: 5 5

XP VALUE: 65

Maedar elyplar
Maedar are male counterparts to medusae, though they lack the Glyptars are rock crystals animated by the spirits of maedar. When
petrifying gaze of the females. a maedar has foreknowledge of his death. he can transfer his life
The ty pical maedar is a muscular, hairless humanoid male, force into the rocks. An extremely evil maedar retains his con·
usually dressed in a kilt or tunic. sciousness as it drifts through the ground. When such a life force
encounters gemstones, such as feldspar or amethyst, it is trapped
Combat: Maedaf attack with powerful fists that each cause 2d4 within and cannot leave voluntarily. Eventually the maedar goes
points of damage. One every three turns, the maedar can turn mad. (Note that once a maedar is trapped within a glyptar crystal,
stone to flesh by touch. Maedar can pass through stone at their his life for« cannot be trapped in a second crystal. )
nonnal movement rate. They require one round of concentration If this glyptar is removed intact from the ground. the maeda r's
before this; no other activity can be undertaken that round. spirit is now able to animate the crystal and anything inorganic
Maedar struck by a phase door spell while passing thro ugh stone attached to it. Thus if the glyptar is set in the eye of a stone statue,
are killed insta ntly. the maedar's life force animates it as a golem. This can affecl a
Maedar are immune to petrifaction and paralyzation (includ· maximum of 1,000 pounds.
ing re lated spells, such as hold and slow). They are immune to the Similarly, if the glyptar is set in the pommel of a sword, the
poisonous bite of a medusa's serpentine ha ir. In addition, maedar sword can be animated to strike as though it were wielded by the
can see into and extend their stone into Resh power into the Astral living maedar. The weapon gains a + 1 bonus to its attack roil,
and Ethereal planes. strikes as if it were wielded by a 6th· level fighter, and gains a + 2
bonus to its damage roll . Note that the glyptar's stone to flesh
Habitat/Society: Maedar are the little-known male versions of power enables the weapon to sink harmlessly into stone as the
medusae. Only 1 % of males born to medusae are maedar; the re- glyptar uses its power.
maini ng 99 % are normal h uman infants who die upon first sight The glyptar retains its other powers as well . The glyptar and its
of their mothers. Because of the maedar's rarity and natural redu· attac hments may pass through stone at will at the no rmal move-
siveness, even most sages are unaware of their existence. Maedar ment rate. It is immune to phase door spells. Once every three
are rarely seen; normally they remain in the lair shared wi th their turns the glyptarcan perform a stone 10 flesh attack against a tar·
medusae mates. get touched by the glyptar or its setting. Glyptars remain immune
A maedar's magical power provides meat for him and his mate . to paralyzation and petrification attacks of all sorts.
He smashes her petrified victims, then transforms the rubble to Gly ptars cannot be mentall y contacted or innuenced by any
raw meat. mind·affecting spells, They cannot be forced to cooperate by any
The typical maedar is a monogamist who mates for life; he is means. They only cooperate when they choose. Glyptars cannot
fier«ly devoted to his mate and will go to any length to assist o r be spoken with telepathically; however, they can cause their at·
avenge her. A widowed maedar will pursue his male's killers for tachment to write out messages in common, medusa, or an y
years. other language understood by the maedar.
A glyptar can be destroyed only by shattering its stone, at
Ewlog)': Maedar may cooperate with lawful evil creatures, which time the maedar's spirit leaves the Prime Material plane. It
such as kobolds and orcs, in exchange for security or rewa rd. If does not care whether this happens or not. A glyptar can see 90
forced to aid another creature, maedar seek revenge at the first feet on the Astral and Ethereal planes, and it can use infravision
opportunity. to see 90 feet in all directions.
Meazel

CLiMATflrERRAIN: Marshes, subterranean


FREQUENCY: Uncommon
' ';j,y_ _ _ _ _ _'"'I
ORCANIZATION: _ _ _ _SOlit"'
CTIVITY CYCLE '
DIET: Carnivore
""iii'
UCENCE: L s,.7
TREASURE: B
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: 8
MOVEMENT,
~,~________~u~--------------_.
-'Ct,- •
Co: 15
. OF ATIACKS: 2
DAMAG E/ATIACK: 1-4/ 1-4
SPECIAL ATIACK5: Nil
SPECIAL DEfENSES: ~_wSee below
e.C'C RESISTANCr III
SIZE: M (4'-5')
RAL£: Stead (11-12)
XP VALUE: 120

The meazel is a vicious, malevolent creature that preys on other Meazels are rarely encountered away from their lairs. They
subterranean dwellers or anyone else in the area. prefer marshes. caverns, or other cold, dark, dank places as sites
The meazel is slightly smaller than a human . Its skin varies to build their squalid homes. Such homes are appallingly dirty.
from light g ray to dark gree n. Eigh ty-five percent of meazels have Each meazers possessions are gathered into a pile tha t also serves
irregular patches of angry red color; these are the result of a non- as the creature's bed. Rats and insects overrun the mess, polish off
contagious skin disease peculiar to meazels. The patches give the the leftovers, and also serve as snacks.
creature a leprous appea rance . The eyes are jet black. The thick, Only two things can make meazels willingly congregate; the
waxy hair is dark green-gray. The toes are partially webbed. need for cooperation against a foe. and the infrequent urge to
Males and fema les are nearly identical. mate. Meaze] females give birth to 1-2 whelps. The whelps are in-
dependent al three years and mature in six years. The whelps are
Comba t: Meazels aUack with their clawed hands, each hand in- incapable of being tamed; even if captured at birth and raised in a
flicting Id4 points of damage. They may use a cord to strangle a kind environment, the whelps still grow malevolent (a lthough
victim seven feet tall or sho rter, if they can approach from the probably more intelligent and cunning ).
rear a nd surprise the victim. If they try this, a successful attack Meazds are greedy and strip a corpse of anything they finds
roll means the cord has wrapped around the victim's throat; the valuable. But they either do not understand o r recognize that
victim will die in two rounds unless the meazel relaxes its grip or magical items are valuable. hence such items a re never found in
the victim breaks the cord or pulls it free of his th roat. Meazels meazel hoards. On the other hand. they grab items that they
only relax their grip if they are dead o r forced to defend them- might be unable to use, such as human armor o r large weapons.
selves from anot her attack. The bones of past meals are stored in sacks near the meazels' la irs.
Meazels possess the following natural thieving abilities; The sacks also contain any gems t hat the creatures found among
PP OL FRT MS }-IS ON CW RL t.heir victims' possessions. Meazels do not recognize gems and
semiprecious stones as treasure. hence they throw these away.
45% 37 % 35 % 33 % 25 % 15 % 88 % 20 %
They rarely attack openly. They prefer to hide, sneak up from the Ecology: Meazels prey on anything that roams the subterra-
rear, and either strangle stragglers from behind or pick pockets in nean realms. They are unique in that hatred of them unites virtu-
search of gold. ally all other subterranean travelers.
Meazels a re 100 mean-spirited to make reliable allies. How-
Habitat/Society: Meazels are hostile hermits. They prey mainly ever. they occasionally can be duped into acting as unwitting
o n orcs a nd Kobolds, although they gladly attack anyone else pawns or recruiled against a common foe.
who is available. Because of this, almost any subterranean
dweller attack a meazel on sight. Meazels are camivorous and
prefer humanoid flesh.
Pleistocene Animals

ORGANIZATION:
Axe.
Plans
Unc.
Rock
B."I....._ _--iMii,~~-.:..J:~_ _ Phor.
Plains
Rare
Solitary
uvus •
Unc
Solitary
Plains
U
Flock
W. Rhino

Co
Herd
ns ..'"
Titan.

Unc
Herd

ALIGNMENT: Nil Neutral Nil Nil

1-6 1-3 1-6 2-12 1-4

NO. OF ATTACKS: 3 2 2 3 1 1
~AmGElA1TA - . -3 'Z,;s 5- 0 ~ -12 -2 - 2 2-16
SPECIAL ATTACKS< Nil Nil Nil s.e below At tram le. ~ .ktram~ie
SPECIAL DEFENSES: Nil Nil Nil Nil Nil Nil
MAGIC RESISTANCE: Nil Nil Nil Nil Nil Nil
FmS' H 20' LID') L 5 H
ORAIL Un 5-7 A (8-10 A 8-10) A 8-10 A (8-10)
XPVALUE: 6S 8.000 1,400 6SO 1,400

Axebeaks make crude nests of stones atop rocky outcroppings.


During wann weather, there is a 25 % chance that eggs o r chicks
are nearby. The chicks are 10%-80% grown with a proportionate
number of Hit Dice. Immature axebeaks do not initiate combat,
although they can defend themselves by biting for Id4 points of
damage.
Axebeak eggs and hatchlings are worth 50-80 gpo They can be
raised as guards, hunters, and mounts. The long plume feathers
of the wings and tail are worth two gp each.

Balu(Uherium
The baludtherium is a prehistoric, hornless ancestor of the rhi-
noceros. It is a herbivore with a thick, grey-brown hide. The
ad ult stands 15-18 feet at Ihe shoulder and may measure up 10 25-
28 feet from nose to rump . The four-fool -Iong head swings on a
thick, six-fOOl-long neck. The adult ma y weigh up to 30,000
pounds. It has poor eyesighl but keen senses of hearing and smell.
The animal is very defensive. It tends 10 attack any animal it
delects nearby. The beasl attacks by trampling a foe with its front
feet. Either hoof does 5d4 points of crushing damage.
Balucitheria are nonnally solitary crealures. If two are encoun-
tered, they are a mated pair. A third balucitherium is their calf.
Roll a percentile die and multiple that by 14 HD and 15 feet to de-
termine the calf's hit points and size.
If magically controlled or raised from a calf, a balucitherium
can be trained to serve as a beast of burden. 115 immense size and
Axebeak strength enable the beast to carry up to 8,000 pounds.
The hide is well-suited fo r making leather annor. An adult hide
Axebeaks are flightless, carnivorous birds that stand four feel tall can be wo rth 50-100 gpo
at the shoulder. Axl.'beak markings resemble those of an oSI.rich .
The immense head and long neck are covered in short white Megatherium
feathers. The body is covered in dense black feathers with a white
The megatherium is a giant. ground-dwelling sloth about the size
underbelly and tail. The legs are covered in yellow scales.
of a grizzly bear. An adult may stand 20 feet tall and weigh 6,000
Theaxebeak has a loud, honking voice that can be heard for 1/2
pounds. It is covered in long, russet hair. The beast is slow mov-
mile. During mating time, the males make a thrummi ng sound ing but more powerfu l than most animals that might otherwise
like a bass violin. In combat, the bird hisses when not biting.
prey on it. Because of its slow nature, the megatherium always
They are fast runners and aggressive hunters that pursue prey
strikes last in the round. Despite its awesome appearance, theme-
until fed o r killed . They attack by kicking (1d3 points of damage
gatherium is primarily a peaceful herbivore grazing the wooded
for either foot ) and biting (2d4 points).
plains.
Pleistocene Animals

Each forepaw has three foot-long claws. These are primarily charges. The horn inflicts 2d6 points of damage, double if it
used to tear apart trees and shrubs for food, but they can also be strikes while charging. Man-sized or smaller targets are also
used 35 weapons. The megalherium rears on its hind legs, then at· tossed 10-20 feet by the force of the blow . The wooly rhino can
tacks with swipes that cause 2d6 points of damage from each trample man-sized or smaller victims, each foreleg causing 2d4
paw. points of damage.
The female megatherium gives birth to 1-2 cubs every other A wooly rhino will charge wagons or other vehicles, thinking
year. Cubs grow to maturity in four years and are found in 33% them animals. Such charges deliver a crushing blow to the vehi-
of all encounters. cle. An enraged wooly rhino can smash a wagon apart with little
effort.
Phororhacos If two or th ree wooly rhinos are encountered, one isa female , If
four are encountered, the last one is a calf (30 %-60% adult size).
The phororhacos isa nonflying bird with a huge head a nd power-
Adults gain +1 bonuses to their attack rolls if the calf is threat-
ful beak. It stands ten feet tall (six feet at the shoulder), It is cov-
ened. Wooly rhinos rarely abandon a captured or injured male or
ered with dark gray and brown feathers. An adult male will have
offspring.
a red crest and a tuft of brilliant orange feathers on the back of its
An adult hide is worth 20-30 gp; the thick skin is well suited for
head. The legs are light gray with black claws.
making armor. The horn is worth 10-20 gp to alchemists who use
The phororhacos has a deep. braying voice. The bird will emit
it in counterfeit healing potions.
a fierce battle cry when fighti ng or challenging another male over
territory.
Titanothere
Phororhacos gather in hunting and breeding packs. T here is a
10 % chance for either eggs or chicks in an encounter. The chicks The titanothere, also known as the brontotherium, is a rhino-like
have 10 %-80% of full growth with a proportionate number of animal. The adult measures eight feet at the shoulder and 16 from
Hit Dice. Chicks do not attack an active foe, but they do tear into nose to rump and weighs up to S,OOO pounds,
a helpless victim in imitation of the adults. It is a huge and fearless herbivore armed with a yoke-shaped
It is a fearless killer and attacks even if it is outnumbered. It ini- . horn on its nose. The horn can be used 10 ram an opponent for
Hates an attack by jumping on its victim. When it is jumping to 2ds points of damage. Opponents of man-sized or smaller are
allack, its claws inflict double damage (2d4/ 2d4). Each round also tossed up to 20 feet in the air by the force of the blow. It can
thereafter. the phororhacos kicks and claws for 1d4 points of trample man-si2.ed or smaJler victims with its forelegs, inflicting
damage per blow. It also snaps with its beak for a 2d6 points of 2d4 points of damage with each foot.
damage. If the phororhacos successfully bites a ta rget smaller If any creature threatens the herd, the bulls charge. If the
than man-sized, it picks up the victim and shakes it around before charge strikes home, horn and trample damage is doubled .
throwing it back to the ground (l d6 points of falling damage). If more than six titanotheres are encountered, there are Id4
Such victims are unable to take any action the following round. calves. The calves are 10 % 10 SO% grown. They do not attack . If
Phororhacos eggs and hatchlings are worth 70-100 gpo They threatened, they head For their mothers and try to hide under-
can be raised as guards, hunters, and mounts. neath or behind them.
The tlianothere's hide is worth 20-70 gpo It is extremely thick
Rh ino, Wooly and well-suited for making leather armor, especially for larger
humanoids or other armor-wearing beings.
The wooly rhinoceros is similar to the modem rhino except that it
is covered by a shaggy, russet coat and roams cold, temperate,
O ther Pleistocene animals detailed elsewhere in the Monstrous
and subarctic regions. It is an aggressive, belligerent herbivore
Compendium include the spotted lion/ sabertooth tiger (under
that is very defensive about its territory.
Cats, Great), mammoth/ mastodon (Elephant), dire wolf (Wolf),
The wooly rhi no has poor eyesight but keen senses of hearing
cave bear (Bear), hyenaedon (Hyena), and cavemen (Men).
and smell. When one detects an intruder, the wooly rhino
Revenant
C LiMATEf fERRAI N: Any
rare

ALIGNMENT: Neutral

NO . APPEARJNG: 1
ARMOR CLASS: 10
MOVEM~ENT
~~ ' ________~9p-______________~
[iii'I'DiC" 8
THACo: 13 (base)
• OF A1TACJ(5,
DAMAGFIATIACK: 2-16
SPECIAL AlTACKS: Paralyzation
SPECIAL DEfENSES: ,._ _;See below
~~IC-mJSiANtE: ~:-6~)
1MiLRALE: below
XP VALUE: 4,000

Revenants are vengeful spirits that have risen from the grave 10 must be 90 or more. Even if these conditions are met. there is only
destroy their killers. a 5% chance that the dead characte r becomes a revenant.
The revenant appears as a spectral, decayed versio n of its ap-- If both Intelligence and Wisdom are over 16, the chance in-
pearance at the time of its death. Its pallid skin is drawn tightly creases to 10 % . If Intelligence, Wisdom. and Constitution are all
over its bones. The flesh is cold and clammy. The sunken eyes are 18, the creature can shift at will into any freshly killed humanoid,
dull and heavy-lidded hut , when the revenant (act'S his intended if t he revenant rolls a successful saving throw vs. deat h.
victim, the eyes blaze with unnatural intensity. The revenant If the character died a particularly violent death, it ma y be un-
bears an aura of sadness, anger, and determination. able to reoccupy its original body. In this case, the spirit occupies
any available, freshly-deadcorpse. However, the revenant's killer
Combat: A revenant attacks by hooking its claw-like hands and associates always see the revenant as the person they killed .
around its victim's throat. This strangulation causes 2d8 points of T he revenant retains all the abilities it possessed in its previous
damage each round. It will not release its grip until either the re- life and has at least the hit points and saving throws of an a-Hit
venant is destroyed or its victim is dead. It never uses weapons. Die creature. Its alignment is neu tral , regardless of its alignment
If the revenant stares into its victim's eyes, that person must roll in life . It can converse fluently in its o riginal language, although
a successful saving throw vs. spell o r be paralyzed with terro r for the stiffness of its vocal cords deters it from speaking except under
2d4 rounds. This power affects only the revenant's killer. extreme circumstances, such as when casting a spell at its killer.
If a revenant is dismembered, the severed parts act indepen- T he sole purpose of the revenant's brief existence is to wreak
dently, as though guided by the revenant's mind. The revenant's vengeance on its killer, together with anyone who ma y have
willpower causes the parts to reunite. It can also regenerate 3 hit aided in the murder. It stops at nothing to achieve its purpose and
points of damage each round, except fo r fire damage. It is im- can locate its intended victim wherever he may be. Accomplices
mune to acid and gas. Although a revenant's body can be cut are also tracked down if they are in the company of the killer, but
apart by normal or magical weapons, the damage is tempo rary if they are elsewhere they are ignored un til the killer is dealt with.
and does not dest roy the revena nt. Only burning dest roys a If the associates of the killer are with him in a party, they are dealt
revena nt-the original body must be completely consumed and with after the killer is dead.
reduced to ash . The revenant's body does decay, though at a slower rate than
Although it is undead, the revenant is motivated entirely by nonnal. Within three to six months, the corpse deco mposes ra p-
self-w ill . Therefore, as it is not inherently evil, it is not affected by idly a nd the revenant's spirit returns to the plane from which it
holy water, holy / unholy symbols, or o t her religious parapher- came. When the revenant has completed its mission, the body im·
nalia. It cannot be turned by priests nor can it be raised o r resur- mediately disintegrates and its spirit finally rests in peace.
rected. A revenant does not attack innocents except in self-defense. If
necessary, the revenant can use cunning to get to its prey.
Habilat/Society: Under exceptional circumstances, a character
who has died a violent death may rise as a revenant from the Ecology: Revenants give murder victims a chance to avenge
grave to wreak vengeance on his killer(s ). In o rder to make this their own murders. They pursue their goals alone wit hout desire
transition, two requirements must be met. The dead character's or need for allies. However, if t he revenant faces a powerful foe
Constitution must be 18 and either his Wisdom o r Intelligence able to destroy the revenant's new form , the revenant may decide
must be greater than 16. Also, the total of his six ability scores to use adventurers as pawns in its quest.
Rhaumbusun
CLiMATElfERRAIN: Warm, dry regions
FREQUENCY: Rare
ORGANIZATION: Mated airs
ACTIVITY CYCLE: D.y
DIn Herbivore
INTEllIGENCE, Semi· -4
TREASURE: 0, possibly Q or R
ALIGNMENT: Neutral

NO. APPEARING: 1-3


ARMOR CLASS: 6
MOVEMENT:
HJTDlCE
TIlAco,
DA~~~'----~'~-3~------------~
,.
9
1 2

SPECIAL AITACKS: Gaze

The rhaumhusun is a small, reptilian creature that is distantly re- They make their lairs in small, dark, dry caves or other secure
lated to the basilisk. It is a timid herbivore with a dangerous para- places. Lairs are o nly used as a place to rear young. There is a
lyzing gaze. 60% chance the lair contains an egg or 40% that there is a young
The rhaumbusun has eight legs and dorsal spikes. The male's rhaumbusun. A rhaumbusun's location may be revealed by the
thick hide is covered with glittering purple scales, while the fe- presence of paralyzed animals that wandered by.
male is predominantly orange. All young are a dusty red, al- Rhaumbusuns mate in late spring. The female lays a single egg
though their coloration changes with maturity. The eyes resemble that hatches in 40 +ld8 days. The offspring are weak at first , but
small, dear, multifaceted gems. they attain full growth in 20 days.
The creature is not graceful. Its legs curl slightly under, giving The creatures decorate their lairs with stray items that have at-
the beast a scuttling gait that enables anything with 60 feet to hear tracted their attention, such as shiny objects. Sometimes this
its approach. shiny hoard includes precious metals, coins, or even cui gem-
A rhaumbusun communicates with others of its kind through a stones .
simple language of clicks and hisses. When agitated, the creature's Although rhaumbusuns are timid, they will communicate with
foot-long tail flips from side to side. humanoids who U5-e a speak with monsters spell or are actually
able to use the rhaumbusun's rudimentary language.
Combat: The rhaumbusun relies on its magical gaze to defend
itself. It can paralyze one victim per round at a range of 20 yards. Ecology: Although the rhaumbusun is a timid creature, it acts
If the victim fails its saving th row vs. paralyzation, it is paralyzed as an accidental predator by paralyzing threatening animals and
for 3d4 turns. The victim must make eye contact before paralyza- thus allowing other creatures to feed on these victims. Small ani-
tion can occur. Mirrors do no t reflect the gaze but the spell gaze mals often make their dens near the rhaumbusun's lair in order to
reflection can tum the creature's power against itself, if the crea- take advantage of the protection thus offered.
ture fai ls a saving throwvs. petrification. The power does not ex- The hide is worth one gp per Hit Die and is used primarily for
tend into the Astral or Ethereal planes. small items or decorations. If the eyes are removed intact and pre-
A rha umbusun is immune to the gaze of others of its kind, but served from decay, they are worth up to 200 gp each to alchemists
it is vulnerable to its own reflected gaze. or wil:ards. Rhaumbusun eyes are used in the preparation of mag-
If desperate o r surprised, the rhaumbusun may bite for 1d3 ical inks a nd potions related to paralyzation.
points of damage. Rhaumbusuns may be kept as pets or guards by high-level wiz-
ards or priests. Rhaumbusuns sell for 2,000 gp per pair and eggs
Habitat/Society: Rhaumbusuns are usually encountered in for SOO gpo If mated rhaumbusuns are separated by captivity or
mated pairs. They normally mate for life and fight to the death to death, they physically deteriorate as they mourn. They lose 1 hp
defend their family or lair. Solitary rhaumbusun usually have a each week for 1d4 weeks. Rhaumbusuns that survive the mourn-
mate hiding nearby. A third rhaumbusun is their offspring (ld4 ing period recove r and eventually seek new mates.
hp, bite for 1-2 points, victims gains a +2 bonus to saving
throw). If the offspring is attacked, the parents attack with + 1
bonuses to attack and damage rolls.
Strider, Giant
CLlMATElTERRAJN: Hot, volcanic regions
FREQUENCY: Rare
ORGANIZATIO"Nr.,_ _ _-lAi1iock~~---~-.....
ACTIVITY CYCib Any
DIET: Carnivore
ENC£: Animal 1
TREASURE: Nil
ALIGNMENT: Neutral evil

NO. APPEARING: 1-0


ARMOR CLASS: 4
MOVEMENT: 15
HITDICEi 2
THACc> I.
~...QM~SI!!!~--~~~----.J
DAMAGEtAlTACK: I-S/ 1-10
SPECIAL ATTACKS: Fireball

These large, featherless, nightless birds are used as mounts by HabitatlSoclety: Giant striders are completely adapted to life in
firenew ls. hot , volcanic regions. Their meager diet consists of the few ani-
The giant strider is about the size of an ostrich. It has a bumpy, mals and plants that share their hot realm. They are able to di-
dusky red hide and dully-glowing red eyes. It is often mistaken rectly metabolize the heat of their surroundings, and they use this
for a lizard. to fuel their own bodily functions. Without this extra heat, the gi-
ant strider grows chilled and sluggish.
Combat: T hegianl strider attacks to its fronl with a bite that in- Their physiology is so modified that normal conditions are
flicts 1da points of damage. It can also attack to the rear with a dangerous to them. They are poisoned by ingested water and
kick that causesldlOpoints of damage. It cannot use both attacks harmed by cold weather or frigid attacks.
in the same round; it generally attacks in whatever direction it Despite their abnormal nature, gia nt striders' behavior is simi-
was last struck. lar to other flightless birds. Maling season occurs in the spring.
It can emit a small fireball from the duct that lies next to either Cocks compete for mates by elaborate dances punctuated by the
eye. Each fireball has a ra nge of 20 yards and a burst radius of 10 explosions of fireballs. The hens lay Id4 eggs in a simple nest,
feet. Anyone caught by the blast must roll a successful saving usually a pit scratched in the ground. The chicks hatch in five to
throw vs. breath weapon or suffer 1d6 points of damage . The gi- six weeks and stand about six inches high. They grow swiftly,
ant strider can genera te one fireball per eye per hour. adding six inches per month . They can begin to emil fla me after
Giant striders are immune to magical fire. In addition, they six months. Giant striders mature in one year.
gain a + 2 bonus to saving throws against any magical attack . In- Wild striders have a potential1ife span of 10-20 years, although
tense heat and flame actually act as cure light wounds spells on gi- the struggle for survival usually shortens this. Striders domesti-
ant striders . This effect can occur only once every three rounds. cated by Hrenewts are usually killed and eaten after 15 years.
Fireballs and other intense fiery attacks have this effect immedi- Giant striders are the primary mounts of firenewts. The
ately. firenewts may keep herds of up to 100 giant striders . Gian t strid-
Conversely, cold-based attacks inflict an additional Id6 + 1 ers are fitted with a saddle atop the hips . The firenew ls control
points of damage and water acts as a poison if they drink it. Any these mount by kicki ng their sides or hitting them with spears (the
cold liquid poured on their bodies does some damage, usuall y 1-2 giant striders' sharp teeth would saw th rough any bridle).
points (at the discretion of the DM).
Giant striders are generally fearless and gain a + 4 bonus to
their morale.
Sull
CUMATEITERRAIN: Any
FREQUENCY: Rare
ORGANIZATlON: _ _ _-:G;.i'iii°,'.:;,
P _ _ _ _ _ _ _..,
xcnvlTf CYClE · Any
DIET: Carnivore
INTELUG"E""'C"Ei
N ' -_ _ _LA
ffi:ver!:S! to liishlY'u("
..,,
14....
l _ ..
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING:
ARMOR CLASS: '"
9
MOVEMENT: FJ 8 o r 16 (A )
no to
THAC", 3-4 HO: 17
lID·
NO. OF AlTACK5: 1
DAMAGE/ATTACK: 1-4 or 4-16
SPECIAL ATTACKS: Nil
SPEciAL DEt ENSESC"
, - ---iG;;;
.. C;,"lo; ;,"a·------..
MAGIC RESISTANCE: Resistant to channs
S~ 14" er
MORALE: Steady (11-12)
XP VALUE: 420 / 650 / 975 / 1400

Sull, also known as floaters, are living flying saucers, predators its jaws and floats away with it in search of a quieter place to feed.
who may also serve as aerial mounts. A sull can carry 40 pounds of weight for each Hit Die.
The suI! is a rounded saucer ten feet in diameter and one foo t SuUs are omnivorous. Prey is consumed by the great jaws that
thick at the r im. A dome rises three feel on the top, while a mouth hang undernea th . They can extend a six-foot tube to suck in liq-
extends two feet from the bottom. The otherwise featureless body uids.
is light blue in color. The sull has a mildly sour odor. Sulls reproduce by budding asexually in their sixth year. The
miniature sulls (Zd4 ) develop within the safety of the upper
Combat: A sull rams into opponents with its hard, rubber-like hump. When they are one foot wide, they are released through
rim with as much force as it can manage. This attack causes Id4 the mouth. Young suUs have 3 HD but do not attack. They trail
points of damage. The sull then rebounds away. If the sull is able behind their parent and share in its meals. By their first birthday,
to drop down o n top of a victim, it bites for 4d4 points of damage. the suUs have grown to five feel in diameter, developed their rims,
Sull do 1'101 crush with their bodies. and can now attack with either rim or bite. Each year the suUs
When engaged in combat, a sull emits gas from the orifices gain an additional Hit Die and grow another five feet. At age
spaced around the underside of the rim. This gas is a byproduct of four, the suUs reach their full growth of Zo feet and 6 HO.
digestion and hangs in the air in a blinding, irritating cloud. The SuUs lack visible sensory organs. However, they possess infra-
sull's opponents suffer a - 4 penalty to their attack rolls if they vision (60-foot range) and hearing and smell (ZO-foot range for
fail their saving throws vs. poison and the gas affects their eyes. If these senses). They understand common but cannot speak it.
t hey successfully save vs. poison o r ha ve magical protection fo r Their own language consists of clicks and whistles. They a re
t heir eyes, they receive only a -1 penalty to their attack rolls as quick to learn new languages: if one is serving a humanoid mas-
t hey contend with the swirling vapors. ter, the sull quickly masters more of that humanoid's language
Sulls support themselves by the buoyant gases withi n their than the sulllets on. SuBs always recognize their masters' voices
hump . By rapidly inhaling and exhaling, suUs can travel verti- and commands .
cally at a rate of 18 o r horizontally at a rate of 6. Air currents can
alter their speed and turbulence can cause sulls to lose control. Ecolog y: SuUs are very secretive, neither hostile nor friendly to
For this reason, suUs fear aerial creatures who cause severe turbu- most other races. They are distrustful of humanoids, especially
lence in their wakes (wind walkers, etc.). spellcasters, because such people view suUs as vehicles rathe r
than intelligent beings. SuUs are used by birds as landing places;
Habilal.'Sodety: Su Us are nomadic creatures Ihat Silently float this annoys the sulls as they lack the means to drive the birds off.
along in small groups. Sulls live in the clouds most of t he time. Sull are occasionally captured and t.rained to serve spellcasters
T hey descend when hunger forces them to hunt on the surface. as aerial platforms. Sulls deeply resent such servitude. They co-
Sulls prefer to hunt in open areas, such as fields and plains. operate only under the threat of pain from electrical shock o r
When a sull spots a quarry, it dives on it at a 45 % angle at full magic missiles. SuUs lack the ability to tu rn over in midair, thus
speed. Further attacks a re made horizon tall y at ground level. If they are helpless to voluntarily dump any riders. They conceal
the sull is prevented from feeding on the spot, it grabs its victim in their true intelligence as they await a chance to escape.
Svirfneblin (Deep Gnome)
CUMATFffERRAIN: Subterranean
FREQUENCY: Very rare
ORGANIZATION: Clan
AC'IlVI'IY CYCLE: Day
DIET: Omnivore
JNT£WG ~ EN
","...._ _~_{Ex~~tional 15-1
TREASURE: K (xl) and Q (xl)
AUGNMENT: Neutral (good)

REAcnON:
NO. APPEARING: 3-30
ARMOR ClASS: 2 and better

~
OVIMENT: 9
HIT DICE: 3 +6
Cc> 7
NO. OF ArrACKS: 1
DAMAGEIATTACK: By weapon
SPECIAL ATTACKS: Stun darts al + 2
SPECIAL DEFENSES: ave al + 3, + 2 vs. poison
MAGIC RESISTANCE: 20% (or more)
=
MORA
~·~L"£':- S(l~
· ------~E1~it.'1:
(l-;;
31~-----
XP VALUE: 420

Far beneath the surface of the earth dwell the $virfnebli - the deep every level above 3rd, the typical svirfnebli's Armo r Class im-
gnomes-a race related to the the gnomes of the bright world. proves by one point- i.e., a 4th level deep gnome has AC 1, a 5th
Small parties of these demihumans roam here and the re in under- level ACO, and a 6th level AC -1.
world mazes of small passageways, always in search of gem min- All deep gnomes are 20% magic resistant , gaining a nd extra
erals. Their realm is in a region unknown, but thought to consist 5% magic resistance for each level they attain a bove 3rd. They
of a closely-connected series of vast caverns in which thousands are immune to illusions, phantasms, and hallucinations. Because
of these diminutive creatures labor for their king. Only males of their high wisdom, speed, and agility, they make all saving
have ever been seen, and those only in very deep places beneath throws at +3, except against poison, when their bonus is +2 .
the ground . Deep gnomes are typicall y armed with a nonmagicai +1 pick
The svirfnebli are gnarled and muscular. Their skin colo r is (as horseman's pick fo r purposes of damage, size, etc.) a nd a non-
usually medium brown to brownish gray. Deep gnomes have magical + 1 dagger. They fight wi th these as fighte rs of the same
g ray eyes and tend to be bald . level.
The svirfnebli communicate with each other by a fo rm of racial Each individua l also carries a pouch of special darts, 7-10 hand-
empathy when outside their own domains. They also have their hurled missiles of about nine inches length . Two da rts can be
own dialect of gnomish that a normal gnome is 60% likely to un- thrown each round, with an attack bonus, due to dexterity, of
derstand. Most deep gnomes are also able to converse in the un- + 2. The range of the dart is 40' a nd the dart inflicts 1-3 points of
derworld cant (the trade language) and speak and understand a damage. It is constructed to contain a small glass bead filled with
fair amount of kuo-toan and drow (tongues of thei r hated and a gas, which compacts and breaks o n impact . Any creature strock
feared enemies who, along with the mind flayers, are the worst on its front parts by one of these darts must save versus poison. If
threat to any deep gnome gem-gathering expedition). All these it fails, the puff of gas has reached the creature's system and the
small creatures can converse with speaking creatures from the El- creature will be stulllled the next round and slowed for the four
emental Plane of Eart h. rounds following that . Deep gnomes above 3rd level also carry 3-
6 special darts containing an acid that eats a three-inch hole in ar~
Combat: Despite their metal armor and arms, these small and fast mor protection in 1 round, or inflicts an additional 2·8 points of
moving creatures are able to move very quietly. They are 60 % damage on non-protected targets (such as armor wi th holes, ring
likely to be unseen by any observer, even a kuo-toan, as deep mail. chain mail, etc,).
gnomes are able to "freeze" in place for long periods without any When being pursued by enemies, svirfnebli will typically dash
hint of movement. They are surprised only on a 1 due to their into a secret escape passage tunnelled to their size . Larger escape
keen hearing and smelling abilities. They are likely to surprise op- routes used by the deep gnomes will be filled with covered pit
ponents 90% of the time. traps and rock deadfalls. A deep gnome leader is 75% likely to
All the svirfnebli have the follOWing magical powers of illu- carry 3-12 small rock-like crystals (dl0+2), and these will be
sionist nature: blindness, blur, and change self. Each of these strewn in the palh of pursuing enemies if no handy escape route is
spell-like abilities can be used once each day by any deep gnome. nearb y. These crystals are croshed if stepped on by any creature
All these creatures radiate 110tl-detectiol1 identical to the spell of weighing more than 100 pounds, and each releases a cloud of po i~
the same name. sonous gas abo ut 10' in diameter and 15' high. Any crea ture pass-
The deep gnomes wear leather jacks sewn with rings or scales ing through t he cloud must save ve rs us poison or lose
of mithral-steel alloy over finechainma il shi rts. They do not usu- consciousness fo r 1-12 turns. The gas cloud dissipates in 2
ally carry shields, as these devices wo uld tend to hinder move- rounds.
ment through the narrow co rridors fa vo red by the 5virfnebli . For
Svirfneblin (Deep Gnome)

liabitallSociety: Deep gnomes have 120' infra vision . The have tion . The ability to summon creatures of the Elemental Plane of
the no nnal gnomish powers: Earth once per da y (as per the table) is a gran ted ability fo r deep
gnome clerics at 7th level. and deep gnome clerics have no ability
Detect slope in passage 1-5 on Id6
Detect unsafe walls, ceilings, or floors ]·7 on IdlO to tum undead .
Determine approl' . depth underground 14 on I d6 Deep Gnome Elemental Summoning Table
Determine approx. dirKtion underground 1-3 on I d6 Die roll Elemental
1 24 Hit Dice earth elemental (or OM's special)
All males of the race are doughty fighlers. For every four svirf-
2-6 16 Hit Dice earth elemental
nebli encountered, there will will be an additional leader-type
7-10 12 Hit Dice earth elemental
with Hit Dice 4 + 7. If more than twenty no rmal deep gnomes are
11-15 8 Hit Dke earth elemental
encountered there will be an additiona16th level fighter (Hit Dice
16-18 xom
6+9)-3 burrow warden -with two 5th level assistants (Hit Dice
19-20 summoning fail s
5 +8). It is 25 % probable that a 6th level deep gnome will have il-
lusionist abilities of 5th, 6th, or 7th abilities. Note that a deep
Ecology: Deep gnomes will usually aid any non-enem y for a fee ,
gnome of 6th level, if not an illusionist, is 50% likely to be able to
and they will certainly hel p in fighting drow. kuo-toans. or mind
summon an earth elemental. The type of earth elemental that can
£layers. providing there is a reasonable chance of defeating these
be summoned is found on the Special table. and the summoning
mortal enemies. They love gems and will take great risks in order
can be attempted onl y once per day. Deep gnome derics might
to gain them . Creatures from the Elemental Plane of Earth are
reach 9th level. though levels 5-7 are most common. Priest spell
90% unlikely to ha rm a deep gnome, though the gnome might
sphere include the following: Charm. Divination, Elemental
have to pay a heavy bribe in precious metals or gems to escape.
(earth onl y), Healing, Necromantic (minor access), and Protec-
Thessalmonster

Thessalhydra Thessalmera Thessa lgo rgon Thessahrice


CLiMATflfERRAIN: Damp, dark places dark places da rk places Damp, dark places
".......• rare

ALIGNMENT: Neu tral Neutral evil Neut ral Neutral

NO. APPEARiNG: 1 1 1 1
ARMOR CLASS: 0 51210 2 3
MOVEMENT: 12 12 12 12
'1>lC., 2 10 10 8
Co. 9 11 11 13
. Of ATIACKS: 1-10 below 5« below See below
DAMAGfJATIACK: 1-6(x8)11 -12!1-20 See below See below See below
SPECIAL AITACKS: Acid Petrif . Petrif.
See below
Nil
G
Steady 11·12)
8.000

Thessalh yd ra
The thessalhydra resembles an eight-headed hydra . It has a large,
reptilian torso and tail measuring 30 feel long (eight fee t tall at the
shoulder). Eight serpentine heads surround a large, circular
mouth rimmed with jagged teeth. Each serpentine head and neck
measu res six feet long. At the end of the 18--fool-10ng tail is a pair
of sharp pincers .
Most of the shiny hide is a deep green . The undersides of the
necks, to rso, and tail are ocher yellow. Patches of reddish yellow
hair cover the chest and upper forelegs. The eyes aTe dark red.

Comba t: The thessalhydra attacks with its serpentine heads.


Each head attacks independently and bites for ld6 points of dam-
age plus an additionallcl6 points if the vict im fails a saving throw
vs. poison. The main mou th bites for ld20 points of damage plus
an addi tionalld20 points if the victim fails a saving thro w vs.
poison. The tail pincer can grasp an o pponent, deliver ld12
points of damage, and deposit the victim in the mo ulh in the same
round. Items placed in the «ntral moulh must roll saving throws
vs. acid and crushing blows each round un til destroyed or re-
moved.
Once per day, the thessalhyd ra can spit out a gob of acidic sa-
liva from its main mouth. This gob can cover a 12-foot-dia meter
circle at a range of 30 yards. Creatures struck by the acid suffer
12d6 points of damage (half if a saving throw vs. poison is suc-
cessfu l).
Thessalhydrae are immune to all acids and acidic poisons.
The thessalmonsters art' a fa mily of hybrid monsters resembling
A fringe head can suffer 12 points of damage before it is sev-
hydras. There are four know n types of thessalmonsters.
ered. Damage done to heads does not affect t he overall hit points
The actual derivation of the name "thessal" is unknown. leg-
of the monster. Severed heads are regenerated in 12 days.
ends suggest that Ihe name Thessa l referred to a person or organi-
zation responsible for the creation of these monst rosities or the
Habita t/Society: Thessalhydrae prefer da rk, damp settings,
land where they were first encountered .
The original thessalmonster is now extinct. It resembled the such as swamps, jungles, and subterranean lairs.
T hessa lhydrae do not collect treasure. Such items as they pos-
thessalhydra except that illacked the fringe of serpentine heads.
sess are the remains of former meals that have somehow survived
The thessalmonster was so genetically unstable that it was able 10
crossbreed with o ther mo nsters, such as hydras, gorgons, chime- the chewing and acid of the monsters' digest ive t racts.
rae, and even the drastically smaller cockatrice.
Thessalmonster

Ecology: Thessalhydrae are often confused with hydras. They like heads, and a bull's head in the middle of the snake heads. The
prey upon their less intelligent kin and anything else edible that entire body is covered in thick, metallic scales that are a coppery
wanders by. They may take advantage of their resemblance to at· green in color. A thatch of green-black hair covers the top of the
tack would-be hydra slayers. bull's head, the chest, and upper forelegs.
Eggs are worth 7,500 gpo Young are worth 12,000 gpo The
young can be chained in place to act asguardians for specific loca- Combat: Each head attacks independently and bites fo r 1d6
tions or set to roaming normally unused areas. points of damage plus an additional 1d6 points if the victim fails a
saving th row vs. poison. The main mouth bites for 2d6 points of
Thess.1lme ra damage plus an addi tional 2d6 points if the victim fails a saving
throw vs. poison.
The thessalmera is a hybrid of thessalh ydra and chimera. II has
Four times per day, the thessalgorgon can breathe out a cone of
the scaled, lizard-like body and pincer-clawed tail of the thes-
petrifying gas measuring five feet at the mouth, 60 feet long, and
salhydra, six to eight snake-like heads, a lion's head in the middle
20 feet wide at the end. Victims who fail their saving throws vs.
of the snake heads, and a red dragon-like head above these on the
petrification are immediately turned to stone.
uppe.r back. The lion's head is covered in reddish gold hair.
Th~lgorgons are immune to petrification and all acids.
Patches of red-black hair cover the chest and upper forelegs.
A fringe head can suffer 12 points of damage before it is sev-
ered. Damage done to heads does not affect the overall hit points
Combat: The snake-like heads cause 1d6 points of damage per
bite, plus 1d6 on each hit from the monster's acidic venom (ha lf if of the monster. Severed heads are regenerated in 12 days.
a saving throw vs. poison is successful). The thessalmera cannot
H;tbitatlSor !ety: These monsters prefer caves in wilderness re-
spit acid.
gions.
The lion jaws bite for 3d4 points of damage. The pincer-like tail
inflicts 1d12 points of damage on a hit and can grasp one human-
Ecology: Eggs are wort h 7,000 gpo Young are worth 10,0IXl gpo
sized or smaller opponent. Victi ms are held immobile and can
The young can be chained in place to act as guardians fo r specific
only escape by rolling less than their Strength on ld20 (one at-
locations or set to roami ng no rmally unused areas.
tempt per round).
The dragon head bites for 2d4 points of damage or breathes fire T hessa li rirc
up to six times. The flame extends in a cone five feet wide at its
mouth, widening to 50 feet wide at its maximum range of 20 feet. The th~ltrice is a hybrid of a thessalhydra and a cockatrice.
The flame causes 3d8 points of damage (half if saving throw vs. The eight fringe heads of the thessaltrice resemble the head and
breath weapo n succeeds). neck of a cockatrice. The wattle, comb, eyes, and tongue are
The serpentine heads can be severed after suffering 12 points of bright red. The green nec k is covered wit h reddish gold feathers .
damage; harming them does no t diminish the monster's overall The reptilian torso and tail are deep green with a yellow unde r-
hit points. The thessalmera is always cont rolled by the lion head belly. The torso measures 12 feel long (six feet at the shoulder),
unless this is damaged o r destroyed, in which case the dragon while the tail is eight feet long. Each cockatrice-like head and neck
head takes over. If that is dest royed, the thessalmera becomes a measures six feet in length.
semi-intelligent, frenzied killing machine, fearlessly and reck-
lessly attacking everything within reach. When it is done, it re- Combat: The thessaltrice attacks with its circle of cockatrice-
tires to a cave to regrow its missing heads. like heads. Each head can attack independently with a bite that
Thessalmera regenerate 2 hit points of damage every 24 hours. causes ld6 points of damage plus an additionalld6 points if the
They are resistant to fi re (+ 3 bonus to saving throws vs. heat and victim fails a saving th row vs. poison. The central mouth inflicts
fire ). They are immune to petrification and acid . 1d10points of damage plus ld10 if the victim fails a saving throw
vs. poison. Each head can attack independently. Fringe heads
HabitallSociety: These fearsome creatures make their lairs in take 8 points of damage before they are severed . lost heads re-
swamps, jungles, and caverns. They can endure extreme environ- generate in ten days. Damage done to heads does not injure the
ments with impunity. body.
Each head can, once per day, petrify a victim by touch. This
Ecology; The cunning thessalmera is often found dose to soci- aura of petrification can extend into the Ast ral and Ethereal
ety, where it can feed on livestock and travelers under the cover of planes.
night. It prefers human flesh .
Eggs are worth 8,000 gpo Young are wor th 12,000 gpo The Ha bilo1!iSOciety. The thessaltrice prefers warmer conditions,
young can be chained in place to act as guardians for specific loca- such as tropical swamps, jungles. and caverns.
tions or set to roaming nonnally unused areas.
Ecology: Thessaltrice treasure consists of the possessions of pet-
Thcsulgorgon rified victims.
Eggs are worth 5,000 gpo Young are worth 10,000 gpo The
The thessaIgorgon is a hybrid of a thessalhyd ra and a gorgon . It
young can be chained in place to act as guardians for specific loca-
has the scaled, lizard-like body of the thessalhydra, eight snake-
tions or set to roaming nonnally unused areas.
Thri-kreen (Mantis Warrior)

CUMATElTERRAlN: ~rts, dry lands


FREQUENCY: Rare
ORGANIZATION: Packs
CY y
Carnivore

TRfASUR£: Q
AUGNMENT: Chao tic neu tral

NO. APPEARING: 2·12


ARMOR CLASS: 5
MOVEM~ENT
~' __________ f'8~ ______________ ~

~ 6+3
13
• OF .41TACKSs .s or J
DAMAGE/ArrACK: 1-4(x4) / 2-5 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Dodge missiles on 9 or better

EGJW.E.'
Ie Ni (5'-7')
M
,~ __________ ~S~~~ll
~-~
U~ ________ ~

XP VALUE: 1,400

The thri-krecn are carn ivorous insect-men that roam deserts and summer. Thri-kreen larvae resemble small versions of their adult
dry lands. forms. They possess 1 Hit Die and attack for 1 point of damage
The typial thri-k ra>n adult resembles a human-sized praying for each ann and bite. Extensive instincts guide the young th ri-
mantis. The exoskeleton is sandy yellow. The multi-faceted e~ kreen in developing hunting and tool-making skills. Unfortu-
are shiny blaCK. It is nearly impossible to differentiate males from nately such instincts do nol guarantee survival; 90% of the larvae
females. They may wear utili ta rian leather harnesses that carry die before adulthood. Thri-kreen gain a Hit Die each year and
their weapons and other possessions. reach adulthood in 6 years.
Packs are generally clutch-mates. Meetings with other thri-
Combat: Thri-kreen are extremely agile. They can dodge any kreen tend to erupt into battle. Occasionally solitary young or
missile attack o n a roll of 9 O T better on ld20. They can leap 20 the survivo rs of vanquished packs may join into new packs.
feet upward or 50 feet forward. Humanoids find it difficult to establish rela tions with thri-
Thri-kreen use two weapons of their own design. They use a kreen, as thti-k reen instinctively see humanoids as food. not al-
poleann with a blade at either end. These can be used to slash for lies o r trading partners. The thri-kreen value few humanoid
Id6 points of damage against a man-sized or smaller target o r goods; such treasures as they possess are kept more for decorative
IdlO points of damage against a larger ta rget. If thrown as a or utilita rian value rather than as raw wealth. If they can be per-
spear, it causes Id6+2 points of damage. suaded, thri-kreen can make valuable allies or assistants. Human-
They also carve small, triangular throwing wedges from crys- oid realms that border thri-kreen territories sometimes make
talline substanC6. These wedges automatically return to their alliances that encourage the thri-kreen to act against intruders
throwe r if they miss a target. Thri-kreen carry IdlO of these. from a third region .
They can be thrown 90 yards for Id6 + 2 points of damage. Thri-kreen requi re little food or water to survive. Extra meat
Even if unarmed, t hri-kreen are still dangerous. T hey can at- from their kills is dried for later consumption. They can also eat
tack with their four clawed arms for 1d4 points of damage apiea! ca rrion or each other if food is scarce. This cannibalism accounts
and bite for Id4 +1 points of damage. Because of the thri-kreen's for the high attrition rate of young thri-kreen .
venomous saliva, bite victims must succeed with saving throws
vs. paralyzation o r be pa ralyzed for 2dB rounds. Erology: The Ihri-been are the dominant nonhuman intelligent
race to live exclUSively in the dry deserts and sava nnah plains.
Habitat/Society: Thri-kreen a re not social creatures. They live Thri-kreen harness and weaponry are valued by collectors. A
in small hunting bands in the deep desert or savannah. They spear or harness in good condition may fetch prices as high as 25
make their lairs in small, light-less burrows devoid of luxuries. gpo The throwing wedges are worth 1d6 gp to collectors, though
They hunt a variety of creatures. They especially like the taste they will cut an unanned hand and are thus difficult for othe rs to
of elves and consider such beings a delicacy. learn to use.
Mating occurs in the spring. Thri-kreen females dig ~ cham- Thri-kreen eXO$keletons may be mounted intact as trophies o r
bers in the ground where they lay clutches of 10-120 eggs. The egg be magicalty animated as a mantis-equivalent of a skeleto n. The
chamber is then sealed and aba ndo ned. Eggs hatch in mid- head may be hollowed out and worn as a mask or helmet.
Thylacine
CLIMATflfERRAIN: Rocky or wooded regions
FREQ UENCY: Rare
O R G A N IZATlON: ~ _ _ _:;:So:;;l;;ita:;:.._ _ _ _ _ _ _..
cn~cYCl.E: · ny
DIET: Carnivore
INTELUGE"
N", "~_ _ _ _;Average (l\-.10
Ctj
TREASURE: !\I'il
ALIGNMENT: Neutral

NO. APPEARING: 1 (see below)


ARMO R CLASS: 5
MOVEMENT: 15
HIT DICE: 4+4
THACo: 15
O. Of~CK&
~·~ ____~3~~~________-"
DAMAGE/ArrACK: 1-4 / 1-4/ 2-8
SPECIAL AlTACKS: Pounce
SPEOAL DEFENSES: ____,+ 2 bonus to its surprise roll
MAGIC RESI5TANCE:- see Jielow
SIZ£, L 18')
MORA1..£: FJite 13-1\1
XP VALUE: 650

The thylacine. also known as the jumping tiger or manliger. is a It tries to destroy magical items, scrolls, and potions, as well as
fearless predator that possesses illusionary powers. cripple wizards.
It is similar in 5i:te and shape to a normal tiger. The fur is a
smudgy, smoky-gray with irregular patches of varying hues. The Habitat/Society: The thylacine dwells in rocky areas and deep
eyes are black. This cal possesses infravision (Uo-yard range). Its forests. It is a solitary hunter. It does not maintain a lair, although
acute senses of hearing and smell enable it to track with 80% effi- it may have several favo red rest spots. High, rocky ledges and
ciency. small , concealed caves are its first choice; it will make do with
tangled thickets and ruins. The beast hides the remains of its
Combat: The thylacine can leap upon opponents to bite and meals. Alt hough it does not collect treasure, it sometimes uses
rend. Its claws inflictld4 points of damage, while the teeth tear such items as bait to lure humanoids into a trap.
for 2d4 points. Each thylacine stalks a territory 30 miles across. It prefers a va-
The thylacine can leap 20 feet upward and 50 feet forward . If riety of game, including large herbivores, small predators, and
can make a running leap of 65 feet. It suffers only 1 point of dam· humanoids. It stays clear of communities and roads.
age when falling, no matter what the distance. If it has surprise Thylacines are solitary hunters. Even mating occurs only once
when jumping on a victim, the thylacine gains a + 2 bonus to its every 12 years. At this time, mature thylacines are driven by in-
attack rolls with its front claws. If both front claws strike, the stinct to travel to isolated forests and arctic regions. There they
beast can rake with its rear claws (ld4 points each), as well as bite form prides of 10-40 individuals. They stay together fo r mon ths,
with a +4 bonus to the attack roll. Such bites inflict the maxi· hunting en masse and howling loudly as they do so. The males
mum damage each round un til the beast is dislodged or killed. then leave the region. The pregnant females remain together. Six
Dislodging a thyladne requires a successful bend bars/ lift gates months afte r conception, each female gives birth to one to three
roll . The front claws automatically inflict minimum damage each cubs. The cubs remain with their mothers in the pride until they
round the beast simply holds onto its prey. are fully grown in three years. The pack breaks up as the young
Its camouflage coat enables a motionless thylacine to escape mature and the females return to their isolation. The newly ma-
detection 70% of the time if it is in the woods or standing against tured thylacine are left to find their own hunting ranges.
rocks. The thylacine is immune to charm, fear, and other mind- Thylacine have been known to live as long as 70 years, al-
controlling or influencing spells. It cannot be magically sensed or though most die early.
summoned.
One out of five thylacines can cast an illusion upon itself once a Ew)ogy: Thyiacines may make alliances with other intelligent
day; the illusion makes the beast appear to be human. The illu- felines or feline monste rs when dealing with a common problem
sion can be maintained for Id3 rounds; it is used to elude pursuit or foe. They are closest in temperament to weretigers and may
or approach alert prey. Viewers gain a +2 bonus to their saving share territories with such beings. They detest canine and lu pine
throws against this illusion. species and monsters.
The beast is a clever hunte r. It avoids large groups of The thylacine's coat is valued for its use in making camouflage
intelligent-looking prey, preferring instead to pick off solitary be· cloaks. It is worth 1d3 gpo The brain is a component the magical
ings or those in small, weaker-looking groups. It can recognize inks used to write mi"d bla"k spells. It is worth 25-50 gp on the
wizards and magical items, e.speciaUy the dangers they represent. open market.
Vulture
Common Giani Condo r
CUillATEinRRAlN, Temperate, tropical mountams Temperate, tropical mountaU15 Temperate. tropical mountams
FRI UENCY: Common ,,'re lWe
ORGANIZATION; Flock ~ock Solitary
ACTIVITY CYCLE: Day Day Day
DIET: CarniVore, S<'avenger am vore, scavenger Carnivore, scavenger
IGENC al a
TREASURE: Nil Nil Nil
ALIGNMENT: Nil Nil Nil

NO. APPEARING: 4-24 2-12 1-2

Vultures and their kin are carrion eaters thai roam the skies in Giant Vulture
search of injured or dead creatures to feed upon.
Ciant vultures measure three to five feet from beak to tail and
The typical vulture measures two to three feet long from beak have a wingspan of ten to 12 feet. They are more fierce than their
to tail and has a wingspan of five to seven feet. Greasy blue-black smaller kin . When they are attacking a prospective meal. they
feathers cover the torso and wings. The pink head is bald.
must be physically struck before they retreat.
The tendency of giant vultures to trail injured creatures makes
Combat: Vul tures aTe cowards thai wait until an intended meal
them useful as scouts. Domesticated giant vultures can be trained
stops moving. If six or morE' vultures are present, they may attack to associate specific species (such as humanoids) with food, hence
a weakly moving victim. Vultures peck with their beaks, causing the birds will tend 10 concentrate on locating and following such
1-2 points of damage with each bite. Their claws are used to hold creatures. If domesticated giant vultures are also trained to stay
rather than attack a meal. If the victim defends himself, the vul-
in a specific region. their trainers can locate members of the in-
tures move back out of reach but maintain their deathwatch. dicted species by following the birds' flight. C iant vultures must
During the course of a melee in vultures' terrain. vultures ap- be raised domestically in order to train them in this way. Ciant
pear Id6 + 6 rounds after a creature is felled. Creatures that are
vulture eggs and hatchlings are worth 3().6() gpo
unconscious and injured, dead, magically sleeping. or magically
held are considered meals. If the surviving combatants are farther
than 20 feet from the fallen creatures. the vultures alight and im- Condm
mediately begin feeding. Condors measure three to six feet from beak to tail and have a
wingspan of 13 to 20 feet. They have black. shiny feathers. The
Habitat/Society: Vultures live in flocks that roam warm. open head may be bald o r covered with black pinfeathers.
lands. The updraft providt.'d by rising, warm air enables them to Condors are the largest of the natural aerial scavengers. They
remain aloft for hours, while the open landscape helps their are immense birds that prefer cliffs and mountainous regions.
search for food. Vulture hens lay Id4 + 4 eggs. These hatch in They rarely land except to feed or sleep. With their great wing-
two months. Chicks are able to fly at four months. span. they can soar for hours.
Because of their diet, vultures and their kin have developed a Hens lay 1-2 eggs per year. Chicks mature in two years.
natural resistance to disease and organiC toxi ns. They can safely Condor eggs and hatchlings are worth JO..6O gpo They can be
eat decayed or diseased meat without risk of illness. trained to act as spotters or retrievers. Humanoids of size 5 or
smaller can train them to serve as aerial mounts. Condors can
Ecology: Vul tures feed on carrion a nd injured animals. They carry up to 80 extra pounds, either held in their claws or riding
soar along at g reat altitude, scanning the landscape with their atop their backs.
keen eyesight. When they spot an erratically moving. crippled, o r Condor feathers are prized for their size and beauty. Pinion
fallen animal, they swoop lower to determine whether the crea- feathers are worth one sp each, other wing feathers one cp each.
ture is sleeping. injured, or dead. If it is either of the latter cases, An intact condor is worth five to ten gpo
tnt.' vultures land and prepare to make a meal of the creature.
Vurgens
CUMATEffERRAIN: Ocean depths
FREQUENCY: rare

Nil

NO. APPEARING: I
ARMOR CLASS: 4
MOVEM.,E"N"'T
:.:,_____oii
Sw'i;j'''';;o=- - - - - - .
iHIT 01CL 7 + 7109 + 9
THACo: 7 + 7to 8+ 8 HD:13
9 D:
NO. OF ATTACKS: 1 bite or tail slap
DAMAGE/ArrACK: 2·12 or 3·12
SPECIAL ATIACKS: Swallows whole, paralyzes,

~PEClArI5EFENSES:
GtC RESISTANCE:
____
' ~."~d--------------~
it '
Nil
M ORALE: Average (8-10)
XPVALUE: 4,000 to 6,000

The vurgens, also known as the giant guJper eel, is a fierce marine Habitat/Society: Little is known about the vurgens for the sim-
predator that roams the depths of the sea. ple reason that anytime someone encounters the monster. that
Its body consists of a long, sinuous torso and tail, and an over- person is faced with a struggle that usually ends in the death of the
sized head and detachable jaw . The vurgens has a bile radius of observer o r the vurge ns .
six feet; the moulh and stomach can expand to hold prey as large These solitary hunters endlessly cruise the ocean depths. swal-
as it is. Rows of spines extend down either side of its body from its lowing anything edible in their path . These creatures consider
head to the tip of its tail. The tail is e)(tremely strong and formed vast tracts of ocean to be their territories. Rival vurgens partici-
from a pointed, tapered duster of spines. pate in titanic battles over territory. Vurgens do not keep lairs, al-
Most vu rgens are colored mottled brown, although olive, rus- though they may retreat to ocean-floor ca ves to give birth or heal
set . white and purple specimens have been repo rted . The small wounds. Vurgens will certainly haunt waters that have yielded
eyes are a flat black. plentiful food in the past.
Vurgens spawn once every two years, producing 20-40 off-
Combat: Vurgens normally prefer to strike quickly, swallow spring. The female carries the fertilized eggs and hatchlings
prey whole, and move on to the next meal . The great jaws enabJe within her. The hatchlings emerge when they are one foot long (1
the vurgens to swallow even huge prey. The large jaws of the HD. inflict 1 point of damage). Vurgens gain 1 HD each year and
vurgens cause only 2d6 points of damage, as they are toothless, mature in six years, proVided they live that long.
bony ridges designed to damp down on prey and hold it inside
the mouth rather than shred or chew food. EcoloRY: Vurgens are the terro r of sea-dwelling races like loca-
Once prey is swallowed, corrosive saliva floods the mouth. thah. They seeanycreature their own size asa rival. thus they at-
Victims must roll successful saving throws vs. poison or be para- tack even whales and haken .
lyzed by it. Digestive juices combine with the saliva to dissolve Humanoids are fortunate in that vurgens prefer the depths of
the intended meal; victims suffer 4d4 points of damage each the sea and come near the surface only when forced to by
round they remain within the vurgens. This occurs whether the unguessed-at disturbances.
victim is paralyzed or not. Active prey can easily cut or eat its
way free if the victim is in good shape and can fit through be-
tween the curving ribs and jaw.
The spines are extremely sharp; anything that comes in contact
with them suffers ld4 points of damage. The vurgens may lash
with its tail to cause 3d4 points of damage.
Web, Living
living Memory
CU MATE/fERRAIN: Caverns, ruins Caverns, ruins
FREQUENCY: Very rare Very rare
O RGANIZATlON: ~-:.P~""k'-_ _ _-iSo<iiilit;.;;.;
'Y~ __..,
~Cl1VITY cYClE · y y
iDlET: Carnivorous Carnivorous
"!IN1'WlGw.!M~ENC£,
~.!<..
. _-ls.m~i,,-
- \i\
2-4
:!l._ _ Ym 11-12)
TREAsURE: Nil Nil
AUGNM EN'T: Neutral Neutral

NO. APPEARING: 1-8 1


ARMOR CLASS: 9 2
MOVEM E"NT
~'_-w_~'r,o.,~_____;J~(~
I'~
'P~18~1_ _",
ItDTlllCE ' 2 10 6
THACo. 1/2to 2 HD: 19 13
3-4 HD: 17
. 5
NO. OF AITACKS: 1 1
DAMAGE/ArrACK: See below 1~
SPECIAL ATTACKS: Lightning>"'_ _ojNil
:sP£CIA("DEF£lIlSES: Sft 6elow see lii'Iow
iMAGK RESISTANCE: Nil Nil
IZE: 1'- ' below
MORALE: Average (9-10) Elite (13-14)
XP VALUE: 650 to 2,000 3000

Living webs, also known as carnivorous webs or duleep, are om- They seem to flow over surfaces, moving like caterpillars on
nivores that roam caverns and ruins. millions of tiny filaments. The filaments can fuse together into a
Living webs are smalL amorphous creatures that resemble larger, denser mass. Living webs can climb walls and ceilings of
thick gray sheets, fi laments, and filaments of dusty cobwebs. any material. They never slip, and they grasp a surface so
They lack visible sensory organs and specialized body parts. strongly that they cannot be removed by any physical or magical
They appear to consist of colonies of microscopiC, identical cells. attack that fa ils to slay them.
Though living webs move and act independently, they sense
Combat: The touch of a livi ng web delivers an electrical shock . the directiOn and size of other living webs within 90 feet. If a liv-
This attack causes a minimum of Id4 points of damage. Webs of ing web detects another web with less than 9 hit points, it at·
3-5 HO inflict Id6 points of damage, while those of 6 HD cause tempts to join together with thewe..ker web. If successful , it adds
2d4 points of damage. the hit poinlsand Hit Dice to its own total, up to a maximum total
Living webs can fire a miniature lightning bolt (20 ya rd range, of 6 HD.
3d4 points of damage) up to twice per turn . Living webs with less
than 9 hit points can fire only one lightning bolt per tum . All web Ecology: Living wtbs are u~ful for their role in killing vermin.
fragmenls have this power, thus a living web CUI in two can fire They may be caught and used for guards in normally unused sec-
four such bolts per tum . tion of habitats and caverns.
Living webs absorb all electrical energy, whether natural or
magical, and permanently gain I Hit Die for each 8 hit points of Memory Web
electricity absorbed. Such energy causes the web to visibly grow.
They are unaffected by fire, water, heat, and cold attacks. This creature is a mass of fibers resembling those created by a web
spell; it has similar but not identical attributes. II can hide by
Blows from edged weapons inflict full damage to these creatures;
such blows divide them into two smaller wisps. Each has half the compressing itself into a tight ball. It auacks by leaping up to 180
parent's remaining hit points and wiJI continue to advance on the feet. spreading out into a circular web 20 feet in diameter. The
web does not need ancho r points. Anyone caught by the memory
prey. Blunt weapons cause only half damage as the living web
web has the same chance of breaking free as if escaping a normal
stretches to absorb the damage without tearing. Note that separa-
web. As the web constricts, enwrapped victims suffer ld6 points
tion occurs only as a result of an opponent's attack or an accident ;
of damage per round until they escape. die, or the web is de-
living webs cannot voluntarily divide.
Living webs attack instinctively; they are unaffected by fear, stroyed. A memory web suffers only half damage from non-
magical weapons or fire.
repulsion, or similar spells.
Memories of slain victimsOlrt absorbed by the memory web. If
the web is destroyed, it will emit all the memories gained d uring
Habilat.So(i~ty: These are nomadic omnivores Ihat perpetually
roam subterranean and wilderness areas. They prefer locations tht previous day in the form of a telepathic shock wave. The
such as caverns and ruins, places full of normal webs that living memories lodge into the minds of all creatures up to 200 fei!t from
the web and lake the form of dream-like recollections. Some de-
webs can hide among. They spend their lives in endless search of
plant life, carrion, and live prey. Ingested matter is converted into tails will be clear, others beyond recall.
the electrical energy they use for movemeflt and attacks.
Dnpite the lack of visible sensory organs, the living web can
sense Vibrations, variations in heat. and the presence of other liv-
ing webs. Such senses have a maximum range of 90 feel.
Wemic
CLIMATEITERRAIN: Temperate plains
FREQUENCY: Very Rare
ORG ANlZAnON: ~_ _~Pr;rid~"
;;..._ _ _ _ _ _...
CllvrrYl:fta: • Day
DIET: Carnivore
Bverag i 10)
INTEWGENn"C"E'' -_ _ _"iA
TREASURE:
ALJGNMENT: Neutral

NO. APPEARING: 2-16


ARMOR CLASS: Males 6(5), females 7
MOVEME~
NT __
, ______~'~2~_ _ _ _ _ _ _~
HIT DiICE: ·' +
(IHACO: 15
NO. Of AtTACKS: 1 or J
DAMAGE/ATTACK: 1-4 / 1-4 and weapon
SPECIAL ATIACKS: Nil
SPECIAL DEfENSES: - 2 initiative modifier
~GIC RESISTANC.",· ,- -'Nil
SlZE: L (7')
MORAUo Steod, '-12
XP VALUE: Normal: 270
Chief/ Chieftain: 420
Witch Doctor /King: 975

Wemics are leonine counterparts to centaurs. ical pride consists of 4d4 adult males, 2<112 adult females, and
A wemic's body consists of a leonine body with a humanoid 1d12 cubs.
torso extending from what would be a lion's neck. The Iypical Up to leilO prides often band together into a tribe that is led by
wemic measures len feet from head to rump. When standing erect a chief. The chief has an Armor Class of 5, 6 +4 Hit Dice, and its
in centaurian posture, the wemic stands six to seven fed tall. claws inflict Id6 points of damage. It gains a + 1 bonus to its at-
Most of the body is covered in dusky golden fur. The tail is tack rolls with any weapon.
tipped by a brush of long, black hai r. Adult males also have a Sometimes 1d4 tribes join together into a clan or nation. Such a
mane of long black hai r; the mane covers the top and back of the grand gathering is led by a king and 2cl4 chieftains. The king has
head and extends to the neck and shoulders. Male cubs develop an Armor Class of 3, 9 Hit Dice, and claws that inflict IdS points
this mane in their third year. T he underbelly is covered in short. of damage. It has a +1 bonus to its attack rolls with any weapon.
white fur. The nose may be black or russet. The eyes are gold with Some wemiesare able to use magic. There is a 70% chance that
vertically slit pupils. The digits on all limbs end in claws. The any tribe includes a witch doctor. Such wemics may attain a max-
claws on the forelegs are retractable. imum level of 7th-level priest and 4th-level wizard.
Wemies speak their own Jeonine language and a highly ac- Mating occurs at an)' time of year. The female bears a litter of
cented dialect of the common tongue. one to three cubs in ten months. The cubs are born with a camou-
flage pattern of black spots; these fade within two months.
Combat: Wemies use forepaws and weapons to attack. A claw Wemic cubs are playful and curious; they possess few instincts
delivers a vicio us swipe that inflicts 1d4 points of damage. Nor- and thus must learn everything. Cubs are born with I HD and
mally the wemic uses his forelegs to claw and empioy5 his hands gain 1 HD each )'ear. They reach maturity at age 3.
to wield a weapon. Wemies have human-level intelligence. Th!'!y possess a Stone
Wemic males carry javelins and either a stone club or short age culture, using fire and possessing modest manufacturing skills
sword. They often carry a tough leather shield (AC 5) for protec- with which they can create stone weaponry, pottery, and orna-
tion. Females are AC 7 and do not use weapons; however, they ments. They can be taught more complex skills. They are excel-
gain a + 2 bonus to attack rolls if thei r cubs are attacked. Cubs lent trackers and guides. They may hire out their services in
under 2 yea rs do not attack. exchange for treasure and tools, such as weapons and magical
Wemics possess keen senses. They are masters of ambushes and items. They may also charge travelers a toll for safe passage
hunting strategy. If they cannot surprise an intended victim, 1-3 through their nation's territory.
wemies move to outflank prey.
Wemies possess powerful leg muscles. They can leap 10 feet up- [('Olog),: Wemic cubs are worth 500 gpoThey can be trained as
ward or 30 feet forward. servants or allies.

HabHaIlSociet)': Wemic society is a blend of leonine and ab-


original human cultures. They live in groups ca lled prides. A ty p-

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