You are on page 1of 12

 

D U N G E O N M O N S TE R S A N D T RE AS UR E

This assortment of monsters and treasures b y dungeon le vel i s designed t o answer tw o needs. First, the package
provides the Dungeon Master with a ready matrix of encounters when his players are exploring a dungeon en-
countered in a Wilderness Adventure. Second, and more important, these assorted monsters and treasures are
aimed at making the DM’s task a lighter one when it comes to readying the major dungeon in which most of his
players’ Underworld Adventures wil l take place.

It i s strongly suggested that ea ch D M prepare several special monsters - along wit h whatever treasure each such
monster guards - or each dungeon level, carefully placing them according to an overall design for the particu lar
level (and possibly in relation t o a multi-level pla n or a specific theme for the whole of the dungeon complex).
Thereafter, it i s a simple matter to move to the l i s t of randomly generated monsters and select which should be
pu t near to the specially placed monsters. Finally, the,remaining areas where some monster i s needed are easily
filled by selection from the list in any manner desired, from numerical progression to random selection by
generation of numbers 1 t o 100.

Treasures are also listed in groups of 100 by level of the dungeon in order to allow easy random selection if
desired. However, it is recommended tha t the DM selective ly plac e as many treasures as possible, doub lin g up in
It
should also be no ted that just as a dungeon level should have monsters in o nly 20% or so of the available rooms
and chambers, about 20% of the monsters should have no treasure whatsoever. By having one monster in five or
one in six with no treasure, it i s easier to conceal treasure that the other monsters guard, for players will not
automati cally know that somewhere nearby there i s certainly some loot to glean. If you believe that 15 to 20%
i s too restrictive, lower it to 10 and give the remaining 5 to 10% nothing more than a few low-value coins in
clo thin g wor n or whatever. D o likewise wit h other monsters which do have additional (ca refu lly hidden) treasure.

The assortments of monsters and treasures have been randomly selected, but they are carefully balanced none-
theless. While it i s possible to use high level monsters on the first level of a dungeon about t o be entered by ex-
perienced players, it would be certain death to use even second level monsters against a party of first level
players. In a similar vein, i t s no t good prac tice t o assign higher level treasures t o lo wer level monsters, as this w i l l
allo w players to gain experience too rapidly.

EXAMPLE OF DUNGEON monster/treasure MATRIX:

First Dungeo n Level


1. (Description of a specially designed monster and treasure which the DM has place d in a special area - such
as a barracks, armory, great hall, temple , etc .)
2 . (ditto.)
3 . (ditto.)
4. (ditto.)
5. Monster 37 (footpads): Treasure - 3, 1000 CP as shown, contained in chests, 4 (6 total), with guard
devices 3, 5, and 7 in chests 2 , 4 and 6 ; I 5 i s hidden in one of a set of leather arm guards casually th row n
on a pile of ol d and worn clot hin g and armor. See 7 below.
6 Monster 72 (giant rats): No treasure.
7 . Monster 9 (bandits): Treasure - 28, contained in a chest guarded by poisoned needles in handles. Note:
these me n serve 5 . above, and i f they hear any com moti on they will c ome to the aid o f their masters, and the
reverse i s true.

To vary the monster selection other than the simple varying of the number of creatures - you may add a
leader-type wi th th e monster(s) or jo in t wo together. Examples: Orcs wi th a gnoll leader, goblins with a bugbear
leader, berserkers wit h a berserk village priest leading them, kobolds mo unte d on giant lizards, hobgoblins
serving an evil priest, ghouls wit h giant rats for pets. Also, monsters can b e covered by an illusion spell t o make
the m appear to be something else, hidden by an invisi bility spell, a nd so on.

Treasures may be varied by changing the spells on scrolls, changing magic/cle ric scrolls, varying the type of
poti on (par ticularl y wi th regard to giant strength, giant control, and dragon contr ol types) and switching items
whic h have good/bad counterparts. Example: Substitute a helm of reading magic and languages for a helm of
chaos, switch boots of levitation to boots of dancing, change one of two human control potions to a potion of
delusion.

just bit
immeasurably, and none of your players wi ll be able to guess wha t mo nster or treasure is where
 

  cl+lLk - 0 =W4
KEY TO A B B R E V I A T I O N S USED HEREAFTER:

(I-4), etc.) = possible number of the monster type appearing


HP = number o f hit points each monster can take
#AT = number of attacks per turn the monster i s allowed

a AL =

AC =
att ac k leve l of monster as expressed by the monster's base number to score a hi t on an unarmored op-
ponent (armor class 9)
armor class of the monster
ST = saving thr ow level of monster against the various unusual attack forms listed on the saving thr ow matrix,
thus ST/F4 means that th e mo nster saves as a 4th level fighte r. C = cleric, D = dwarf, E = elf, H = half-
ling, M = magic-user, N M = normal man, T = thief.
SA = special ab ilities are possible, such as spells, breath , etc.
CP = copp er pieces, 50 equal 1 gold piece
SP = silver pieces, 10 equal gold piece
EP = electrum pieces, 2 equal 1 gold piece
GP = go ld pieces, 5 equal 1 platinum piece
PP = platinu m pieces
Note: Base values of gems are shown. Each gem should be diced f or wi th six-sided dice, and any gem for whic h
a 1 s roll ed goes up one value category, while those for which 6 s are ro lled should d r o p one category.
Value categories are: 1 GP, 5 GP, 10 GP, 50 GP, 100 GP, 500 CP, 1,000 GP, 5,000 GP, 10,000 GP, 50,000
GP, 100,000 GP and 500,000 GP.

NSA = N o special abilities

TREASURE I S C O N T A I N E D IN

1. Bags
2. Sacks
3 . Small Coffers
4. Chests
5 . Huge Chests
6. Pottery Jars
7 . Met al Urns
8. Stone Containers
) 9. IronTrunks
10. Loose

TREASURE IS G U A R D E D B Y

1. Contact Poison on Container


2. Cont act Poison on Treasure
3 Poisoned Needles in Lock
4. Poisoned Needles in Handles
5. Spring Darts Firing fro m Front of Container
6 Spring Darts Firing up from Top of Container
7. Spring Darts Firing up f rom Inside Botto m of Container
a
9. Poisonous Insects or Reptiles Li ving Inside Container
10. Gas Released by Openi ng Container
11. Trapdoor Openin g in Front of Container
12. Trapdoor Opening 6 feet in Front of Container
13. Stone Block Drop ping in Front of Container
14. Spears Released fr om Wa lls when Container Opene d
15. Explos ive Runes
16. Symbol

T R Ii A S U R E I S HIDDEN B Y / I N

1. Invisibility
2. Illusion ( to change or hide appearance)
3 Secret Space unde r Container
4. Secret Compartment in Container
5. Inside Ordinary Item in Plain View
6. Disguised to Appear as Something Else
7. Under a Heap of Trash
a. Under a Loose Stone in the Floor
9. Behind a Loose Stone in the W al l
IO. In a Secret Room Nearby --
1
 

LEVEL FOUR

1. C a r r i o n C r aw l e r s - 1-3) HP: 17,14,11; #AT : 8; AL: 7; AC: 7; ST/F 2; SA: Para lyz ati on .
2. C e n t i p e d e s - 4-40) HP: 2 each; #AT: 1; AL: 10; AC: 9; ST/NM; SA: B i t e does no damage, b ut mus t
”) 3.
save vs. poison ( + 4 on die).
O g r e s - 2-8) HP: 22,21, 2 x 19,2 x 17, 2 x 16; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None .
4. Lamias - 1-3) HP: 28,27,23; #A T: 1; AL: 9; AC: 2; ST/C 8; SA: Spells, 40% f or 1-4 (ch eck for ea ch) magic
items other than w ith edge or point.
5. Swashbucklers - ,
1-4) HP: 30.28.25.18; #AT : 1; AL: 9; AC: 2; ST/F 5; SA: 25% c han ce for eac h t o have
magic item usable b y ighters.
6. H o b g o b l i n s - 5-30) HP: 5 x 6, 5 x 5, 5 x 7, x 4, 5 x 8, 5 x 3; #AT: 1; AL : 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
7. D w a r v e s - 3-10) HP: 3 x 6, 3 x 5, 3 x 7, 4; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 25% each wi ll have magic
weapons and/or armor.
8. G r ay O o z e - 1) HP: 19; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impe rvio us t o col d or fire, corrodes metal.
9. G n o l l s - 5-20) H P : 5 x 11, 5 .x 12, 5 x 13, 5 x 10; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi l l have mis -
sile weapons.
10. Orcs - 10-40) HP: 8 x 6, 7 x 7,7 x 5, 8 x 8, 5 x 3, 5 x 4; #AT: 1; AL: 10; AC: 7; ST/F 1; SA: 25% will
have missile weapons.
11. G e l a t i n o u s C u b e s - 1-4) HP: 20,18,17,15; #AT : 1; AL: 7; AC: 8; ST/F 2; SA: Paralyzation.
12. W h i t e A p e s - 1-4) HP: 24,20,20,18; #A T: 2; A L: 7; AC: 6; ST/F 2; SA: No ne.
13. B l a c k W i d o w S p id e rs - 3-12) HP: 4 x 15, 4 x 16, 4 14; #AT : 1; AL : 8; AC : 6; ST/F 2; SA: Pois on and
web.
14. B l a c k Pu d d i n g - 1) HP: 30; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Dissol ve wo od and meta l, onl y hur t by fire .
15. S t o n e G i a n t s - 1-2) HP: 38,34; #A T: 1; AL : 3; AC: 4; ST/F 9; SA: Hur l rocks as heavy catapults.
16. G n o m e s - 5-20) HP: 4 x 13, 4 x 10,4 x 11,4 x 14,4 x 12; #AT: 1; AL: 10; AC: 5; ST/D 1; SA: 30% will
have missile weapons. Leader i s 3rd level. 30% cha nce at having magic weapon or armor.
17. Sharpers - 2-8) HP: 22,20,18,16,14,12,11,10; #AT: 1; AL: 9; AC: 7; ST/T 6; SA: 30% ch ance that eac h w il l
have usable magic item. Strike fro m behind.
18. G a r g o y l e s - (1-4) HP: 18,18,17,13; #AT: 4; AL : 7; AC: 5; ST/F 3; SA: Ca nn ot be hit by non-magical
weaponry.
19. W e r e w o l v e s - 1-3) HP: 19,17,16; #AT : 1; AL: 7; AC: 5; ST/F 4; SA: Affe ct ed only b y silver or magical
weaponry.
20. Elves - 2-12) HP: 9,8,8,5,4,4,4,3,3,2,2,2; AT: 1; AL: 10; AC: 5; ST/E 1; SA: ’ I will be bow armed
with swords, % sword only, spells. Leader is swordmaster/conjurer wi th + 2 sword - all elves get + 1
to hit.
21. B i s h o p s - 1-4) HP: 26,21,19,10; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% fo r 1-3 (c he ck fo r
each) maEic items other than with edge or point.
22. W y v e r n - 1) HP: 39; # AT: 2; AL: 4; AC: 3; ST/F 7; SA: Tail hit causes save vs. pois on and 1-4 dama ge.
23. G h o u l s - 4-16) HP: 4 x 14,4 x 13,4 x 12,4 x 11; #A T: 3; AL: 9; AC: 6; ST/F 2; SA: Par aly za tio n.
24. W r a i t h s - 1-2) HP: 23,12; # AT: 1; AL: 7; AC: 3; ST/F 4; SA: H i t dra ins 1 evel. Can onl y be h i t by silver and
magic weapons.
25. G i a n t T ic k s - 1-3) HP: 24,14,10; #AT : 1; AL: 8; AC: 4; ST/F 3; SA: Bloo d dra in 4 poin ts/r oun d afte r hit, hit
causes diseas e.
26. H a r p i e s - 1-3) HP: 15,10,4; #A T: 3; AL: 8; AC: 7; ST/M 3; SA: Able toc ha rm .
27. G n o l l s - 5-20) HP: 6 X 11, 5 X 10, 4 X 9, 5 X 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% w i l l have mis sil e
weapons.
28. G o b l i n s - 10-60) HP: 10 x 4, 10 x 5, 10 x 6, 10 x 4, 10 x 7, 10 x 3; #AT: 1; AL: 10; AC: 6; ST/NM ; SA:
20% wi ll have missile weapons.
29. R u s t M o n s t e r - 1) HP: 18; #AT: 1; AL: 6; A C: 2; ST/F 3; SA: To uc h rusts fer rou s meta l.
30. O g r e s - 2-8) HP: 24, 2 x 21, 20,17,14,13,10; #A T: 1; AL : 6; AC: 6; ST /F4; SA: Non e.
31. O w l B ear s - (1-3) HP : 28,23,16; #AT : 3; AL: 6; AC : 5; ST/F 3; SA: Claw on 18 or be tt er means hug
(2-16 damage).
32. W i g h t s - 1-4) HP: 29,16,15,12; #AT : 1; AL: 8; AC: 5; ST/F 3; SA: H i t dra ins 1 evel. Only affected by silver
or magical weapons to hit.
33. Y el l o w M o l d - 1) HP: -; #AT: 1; AL: -; AC: -; ST/F 2; SA: Can b e killed on ly b y fire, does 1 die of damage
to exposed flesh, destroys wood , roug h conta ct releases spores (must save vs. poiso n),
34. G i a n t R a tt l es n a k e s - 1-2 ) HP: 18,16; #A T: 1; AL: 8; AC: 5; ST/F 2; SA: Poison .
35. H y d r a of 4 H e a d s - 1) HP: 32; #AT : 4; AL : 7; AC: 5; ST/F 6; SA: None.
36. O g r e s - 2-8) HP: 22,22,19,19,17,16,14,14; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
G i a n t W e a s e ls - (1-4) HP: 16,15,12,10; #AT : 1; AL: 6; AC: 6; ST/F 1; SA: After first hit blood drain
2-12 points per round.
38. B u g b e a r s - 3-12) HP: 2 X 20, 3 X 19, 2 X 18, 3 X 17, 2 X 16; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise
on 1-3.
39. H o b g o b l i n s - 5-30) HP: 5 X 6, 5 x 5, 5 x 7, 5 X 4, 5 x 8, 5 x 3; #AT: 1; AL : 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.

11
 

F O U R T H L EV EL F O U R T H L EV EL

40. Superheroes - 1-2) HP: 43,38; #AT: 1; AL: 8; AC: 2; ST/F 8; SA: 40% chance for each to have magic item
usable by fighter.
41.

42.
G i a n t T ic k s
causes disease.
- 1-3) HP: 17,15,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, h it

G r a y O o z e - 1)HP: 21; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impervious to cold and fire, corrodes metal.
e
43. G n o l l s - 5-20) HP: 5 X 10, 5 x 9, 5 x 11, 5 X 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi ll have missile
weapons.
44. Heroes - 2-5) HP: 23,21,18,17,14; #AT: 1; AL: 9; AC: 2; ST/F 4; SA: 20% chance for each to have magic
item usable by fighter.
45. B u g b e a r s - 2-12) HP: 3 X 19, 3 x 18, 3 x 20, 3 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Cain surprise 1-3.
46. R o b b e r s - 3-18) HP: 3 x 14, 3 x 13, 3 x 15, 3’ x 12, 3 x 16, 3 x 11; #AT: 1; AL: 10; AC: 7; ST/T 3; SA:
20% each wi ll have usable magic item. Strike from behind.
47. G i a n t T o ad s - 3-12) HP: 3 x IO, 3 x 11, 3 x 12, 3 x 8; #AT: 1; AL: 8; AC: 6; ST/F 1; SA: None.
48. Z o m b i e s - 4-16) HP: 5 x 7 , 4 x 4, 3 x 11, 4 x 12; #AT: 1; AL: 11; AC: 9; ST/F 1; SA: Special.
49. C r a b S p i d e rs - 3-12) HP: 3 x 9, 3 x 10, 3 x 8, 3 x 11; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: Poison.
50. S h r i e k e r s - 3-12) HP: 3 x 1 9 , 4 x 18, 3 x 17, 2 x 16; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
51. W e r e w o l v e s - 1-3) HP: 26,15,12; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can only be hit b y silver and magical
weaponry.
52. G i a n t R a ts - 5-50) HP: 13 x 3 , 1 3 x 2, 12 x 4, 12 x 1; #AT: 10; AC: 7; ST/NM; SA: Disease.
53. O c h r e j e l l y - 1) HP: 20; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Not harmed by weapons or lightning, destroys
wood, does 1 die of damage t o exposed flesh.
54. Gnolls - 5-20) HP: 5 x 8, 5 x 9, 5 x IO, 5 x 7; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi ll have missile
weapons.
55. O r c s - 10-40) HP: 5 x 3, 5 x 8, 5 x 5, 5 x 2, 5 x 6, 5 x 7, 5 x 1, 5 x 4; #AT: 1; AL: IO; AC: 7; ST/F 1;
SA: 20% wi ll have missile weapons.
56. G i a n t D r i v er A n t s - 1-4) HP: 20,16,15,12; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
57. W e r e b o a r s - (1-2) HP: 23,18; #AT: 1; AL: 6; AC: 3; ST/F 5; SA: Can only be hit by silver and magic
weaponry.
58. M y r m i d o n s - 2-5) HP: 33,33,24,19,18; #AT: 1; AL: 9; AC: 2; ST/F 6; SA: 30% each has magic i tem usable
by fighter and/or Healing Potion.
59.

60.
Trolls - 1-2) HP: 30,28; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wi ll regenerate 3 HP/round, beginning on the
3rd round after being hit.
G i a n t L i z a rd s , G ec k o - 3-12) HP: 4 x 1 7 , 4 x 1 8 , 4 x 16; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
e
61. H o b g o b l i n s - 5-30) HP: 5 x 8, 5 x 6, 5 x 3, 5 x 7, 5 x 5, 5 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.
62. Tiger Beetles - 1-3) HP: 25,23,22; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
63. G i a n t R a ts - 5-50) HP: 12 x 3, 12 x 2, 13 X 4, 13 x 1; #AT: 1; AL: IO; AC: 7; ST/NM; SA: Disea se.
64. G i a n t S n ak e s , P y t h o n - 1-4) HP: 26,23,22,21; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Constriction.
65. Ogres - 2-8) HP: 22,22,19,17,16,16,15,10; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
66. F i r e B e e t l e s - 1-3) HP: 5,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
67. H a r p i e s - 1-4) HP: 20,18,13,7; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Abl e t o c h a r m .
68. H o b g o b l i n s - 5-30) HP: 1 x 9, 5 x 8, 6 x 3, 6 x 7, 6 x 2, 6 x 5; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.
69. G h o u l s - (4-16) HP: 4 x 15, 4 x 12, 4 x 18, 4 x 14; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but elves
must save vs. para lyzatio n if hit .
70. B u g b e a r s - 3-12) HP: 23, 4 x 14, 3 x 18, 4 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise on 1-3.
71. D i s p l a c e r B e a s ts - 1-2) HP: 37,30; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appea r displaced.
72. C a r r i o n C r aw l e r s 1-3) HP: 14,12,9; #AT: 8; AL: 7; AC: 7; ST/F 2; SA: Paraly zation.
73. W r a i t h s - 1-2) HP: 20,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains 1 level, can only be hit b y magical
and silver weaponry.
74. T r o l l s - 1-2) HP: 28,20; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wi ll regenerate 3 HP/round starting on the third
round after being hit.
75. O g r e s - 2-8) HP: 23,21,20,16, 2 x 15, 14,13; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
76. G i a n t l i c k s - 1-3) HP: 16,14,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, hit
causes disease.
77. O r c s - 10-40) HP: 5 X 6, 5 x 5, 5 x 8, 5 x 3, 5 x 7, 5 x 4, 5 x 1, 5 x 2; #AT: 1; AL: 10; AC: 7; ST/F 1;
SA: 20% wi ll have missile weapons.
78. W r a i t h s - 1-2) HP: 24,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains 1 level, can only be hit by silver and

79.
magic al weapons.
W e r e w o l v e s - 1-3) HP: 24,21,15; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can onl y be hi t by silver and magical
weapons.
e
80. H o b g o b l i n s - 5-30) HP: 5 5 5, 5 x 7, 5 x 4, 5 x 8, 5 3; #AT: 1; AL: 9; AC: ST/F 1; SA: 20%
wi ll have missile weapons.
81. G e l a t i n o u s C u b e s - 1 - 2 ) HP: 20,15; #AT: 1; AL: 7; AC: 8; ST/F 2; SA: Paralyz ation.

12
 

F O U R T H L E VE L F O U R T H L E VE L

82. Swashbucklers - 1-4) HP: 32,28,25,20; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each wi ll have magic item
usable by fighter.
83. H a r p i e s - 1-3) HP: 19,12,6; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able tochar m.
84. B u r g l a r s - 3-12) HP: 4 x 7, 3 x 6, 3 x 8, 2 x 5; #AT: 1; AL: IO; AC: 7; ST/T 4; SA: 20% that each will
have usable magic weapon. Strike from behind.
85. O g r e s - 2-8) H P : 2 2 , 2 1 , 2 1 , 2 1 , 1 6 , 1 2 , 1 2 , 1 2 ; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
86. Ghouls 4-16) HP: 4 X 12, 2 X IO, 4 X 14, 3 X 11, 3 x 13; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All
bu t elves m ust save vs. paralyzation i f hi t.
87. Elves - (2-12) HP: 9,9,8,7,7,6,5,5,4,4,3,2; #AT: 1; AL: IO; AC: 5; ST/E 1; SA: All elves get + 1 to hit, ’h
wil l be armed wit h bow and sword, ’ sword only, plus spells. 20% will have elven cloak and boots.
Leader i s a warrior-seer and has elven cloak and boots.
88. L i v i n g S t a t u e , C r y s t a l - 1-4) HP: 15,13,12,10; #AT: 2; AL: 7; AC: 2; ST/F 3; SA: None.
89. C n o l l s - 5-20) HP: 4 x 12, 5 X 11, 4 x 10, 5 x 9, 2 x 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wil l have
missile weapons.
90. Shriekers - 3-12) HP: 4 IO, 3 x 9 , 4 x 8, 1 x 7; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
91. G i a n t l i z a r d s , G ec k o - 3-12) HP: 3 x 16, 3 x 1 5 , 3 x 1 7 , 3 x 14; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
92. W r a i t h s - 1-2) HP: 20,16; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains one level. Only a ffec ted by silver or
magical weaponry.
93. M u m m y - 1 ) HP: 26; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: H i t causes disease. Al l vie wing must save VS.
magic or be paralyz ed wi th fear ( dur atio n special). On ly affected by magic weapons ‘/I damage from
melee.
95. S t o n e G i a n t s - 1-2) HP: 40,36; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hu rl stones as heavy cata pult .
96. B l i n k D o g s - 2-5) HP: 22,20,16,16,14; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Teleportatio n.
97. G i a n t W e as e ls - 1-4) HP: 22,17,11,10; #AT: 1; AL: 6; AC: 6; ST/F 1; SA: After weasel hits blo od drain
2-12 points per round.
98. O g r e s - 2-8) HP: 18,17,16,16,15,11,11,10;#AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
99. D i s p l a c e r B e a s ts 1-2) HP: 24,18; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
100 Shriekers 3-12) HP: 4 x 11, 3 x IO, 4 x 9, 1 x 8; #AT: 0; AL: -;AC: 7; ST/F 1; SA: Shriek

13
 

LEVEL FIVE
1. Hobgoblins - 7-42) HP: 7 x 6, 7 x 3, 7 x 8, 7 x 5,7 x 7, 7 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
2. G i a n t S c o r p io n s - 1-2) HP: 18,18; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting does 1-4 damage + save vs.
poison.
3. Weretigers - 1-3) HP: 26,24,22; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Affected only by silver or magic
weaponry.
4. Elves - 2-12) HP: 20,8, 3 x 7, 4 X 6, 3 x 5; #AT: 1; AL: IO; AC 5; ST/E 1; SA: All elves receive a + 1 o
hit. % wi ll be armed wit h bow and sword, 'A sword only, plus spells. 25% chance for each to have a usable
magic ite m. Leader s 4th level, he also has a scroll.
5. G a r g o y l e s - (2-5) HP: 20,19,18,16,15; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can't be hit by non-magical
weapons.
6. Black Pudding - 1) HP: 40; #AT: 1; AL: 2; AC: 6: ST/F 3; SA: Im pervio us to co ld, weapons, or lightni ng,
corrodes metal.
7. Ghouls - 5-20) HP: 2 X 19, 4 X 17, 5 X 16, 4 X 15, 5 X 14; #AT: 3; AL: 9; AC: 6; ST/F 2; A: All but
elves must save vs. paraly zat ion if hi t.
8. W e r e r a t s - (2-8) HP: 20,18,18,14,12,9,7,4; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Only affected by silver or
magical weaponry, able to summon 10-100 giant rats.
9. Magicians - 2-5) HP: 15,13,12,10,8; #AT: 1; AL: 10; AC: 9; ST/M 4; SA: Spells, 30% that each wi ll have a
magic item usable by a magic user.
10. -
G i an t l o a d s 4-16) HP: 2 x 16, 3 x 15, 4 x 14, 3 x 13, 4 x 12; #AT: 1; AL: IO; AC: 8; ST/F I; SA:
None.
11. -
W h i t e D r ag o n 1) HP: 18; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
12. Trolls - 1-4) HP: 40,30,25,21; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerate 3 HP/round starti ng 3rd
round after being hit.
13. W r a i t h s - 1-4) HP: 29,21,21,15; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t does 1-6 damage and drains 1 evel.
Affe cted only by silver and magic weaponry.
14. B l a c k W i d o w S p i de r s - 3-18) HP: 4 x 15, 5 x 1 4 , 4 x 8, 5 x 12; #AT: 1; AL: 8; AC: 6; ST/F 2; SA: Poison.
15. G i a n t Ra t t l es n a k e s - 1-4) HP: 24,22,22,18; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
16. B l a c k W i d o w S p i d e r s - (3-18) HP: 4 x 16, 5 x 15, 4 x 14, 5 x 13; #AT: 1; AL: 8 ; AC: 6; ST/F 2; SA:
Poison and web.
17. G n o l l s - 6-36) HP: 3 x 12, 6 x 5, 6 x 8, 5 x 9, 6 x 10, 5 x 7, 5 x 11; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
18. C u t p u r s e s - 3-12) HP: 2 x 1 8 , 3 x 1 7 , 4 x 1 6 , 3 x 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: 25% chance for
each to have magic item usable by thief, strike from behind.
19. Ogres - 3-12) HP: 3 X 2 8 , 4 iC 26, 3 X 24, 2 x 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
20. Sorcerers - 1-4) HP: 24,20,18,15; #AT: 1; AL: 9; AC: 9; ST/M 7; SA: Spells, 35% that each wil l have item
usable by magic user.
21. G i a n t S n ak es , P y t h o n - 2-5) HP: 21,18,16,15,13; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Const riction.
22. W e r e r a t s - 2-8) HP: 17,16,16,15,14,14,13,9; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
magical weaponry. C a n summon 10-100 giant rats.
23. E v i l C u r a t e s - 2-8) HP: 25,21,21,17,15,14,13,10; #AT: 1; AL: 9; AC: 2; ST/C 5; SA: Spells, 25% that each
wi ll have a magic i tem usable by a cleric.
24. D w a r v e s - 3-18) HP: 8, 5 X 7, 6 X 6, 6 x 5; #AT: I ; AL: IO; AC: 2; ST/D 1; SA: 30% chance that each
wi ll have magic weapons and/or armor. Leader is hero wi th armor and shield + 1 and war h ammer + 2.
25. Gnolls - 6-36) HP: 3 X 12, 6 X 11, 5 X IO, 6 9, 5 x 8, 6 X 7, 5 X 6; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
26. F i r e B e e t l e s - 1-4) HP: 6,4,4,3; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: None.
27. G h o u l s - 5-20) HP: 2 x 17, 4 x 15, 5 X 14, 4 x 13, 5 x 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: Al l but
elves must save vs. para lyz atio n i f hit.
28. G i a n t R a ts - 6-60) HP: 15 x 3, 15 x 2, 15 x 4, 15 x 1; #AT: 1; AL: 10; AC: 7; ST/NM; SA: Disease.
29. Bugbears 5-20) HP: 2 x 2 2 , 4 x 21, 3 x 2 0 , 4 x 19, 3 x 18, 4 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
Gain surprise on 1-3.
30. C h a m p i o n s - 1 - 2 ) HP: 34,28; #AT: 1; AL: 8; AC: 2; ST/F 7; SA: 35% each wi ll have magic ite m usable by
fighter and/or armor.
31. O w l b e a r s - 1-4) HP: 27,24,23,20; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Claw on 18 or better means hug 2-16
additional poi nts of damage.
32. G r e e n S l i m e - 2) HP: 15,13; #AT: 1; AL: special; AC: 9; ST/F I; SA: Turns flesh to slime.
33. W e r e b e a r s - 1-3) HP: 29,27,20; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2-16
hp), af fect ed only by silver or magic weapons.
34. H a r p i e s - 2-5) HP: 17,16,14,10,10; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able toch arm.
35. G r ay O o z e - 1 )HP: 14; #AT: 1; AL: 8 ; AC: 8; ST/F 2; SA: Im pervio us to c old and fire, corrodes metal.
36. Ogres - 3-12) HP: 1 x 2 8 , 4 x 2 6 , 3 x 2 4 , 4 x 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
37. W e r e w o l v e s - 2-5) HP: 27,21,18,13,10; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affect ed by silver and magical
weaponry.
38. S t o n e G i a n t s - 1-3) HP: 42,40,39; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hurl rocks as heavy catapults.

14
 

FIFT H LEVEL FIF TH LEVEL

39. Shadows - 1-3) HP: 18,11,9; #AT: 1; AL: 8; AC: 7; ST/F 2; SA: Hit drains 1 point of strength for 8 turns.
Affe cted o nly b y magical weapons, can’t be slept or charmed.
40. B u g b e a r s - 5-20) HP: 2 x 20, x 18, 5 x 16, 4 x 14, 5 x 12; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise
on 1-3.
41. Trolls - 1-4) HP: 34,29,24,23; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wil l regenerate 3 HP/round starting 3rd
round after being hit.
42. Gnolls - 6-36) HP: 3 x 16, 5 x 12, 9 x IO, 5 7, 4 x 8, 5 x 14, 5 x 5; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
43. G a r g o y l e s - (2-5) HP: 27,25,25,18,10; #AT 3; SA: Can be hit only by magical
weapons.
44. G i a n t L i z ar d s , D r a c o - 3-18) HP: 2 x 22, 5 \T: 1; AL: 6; AC: 5; ST/F 3; SA: None.
45. W r a i t h s - 1-4) HP: 19,19,18,14; #AT: 1; AL. ,.__ - , _ , . , i i t drains one level. Only affected b y
silver or magic weaponry.
46. L i v i n g St a t u es , C r y s t a l - 1-4) HP: 15,12,11; #AT: 2; AL: 8; AC: 4; ST/F 3; SA: None.
47. G i a n t L i z ar d , H o r n e d C h a m e le o n - 1-2) HP: 30,22; #AT: 2; AL: 6; AC: 2; ST/F 3; SA: Tongue.
48. O g r e s - 3-12) HP: 2 x 26, 3 x 2 5 , 4 x 23, 3 x 20; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
49. Swashbucklers - 2-5) HP: 31,28,27,27,19; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each wi ll have magic
item usable b y fighter.
50. H e l l H o u n d s - 1-2) HP: 33,31; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon, varia ble damage.
51. M e d u s a e - 1-2) HP: 25,21; #AT: 1; AL: 7 ; AC: 8; ST/F 4; SA: Petrify, poison.
52. E v i l B i s h o p s - 2-5) HP: 28,27,25,24,18; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% that each will have
usable magic ite m.
53. B i s h o p s - 2-5) HP: 30,29,27,26,18; #AT: 1; AL: 9 ; AC: 2; ST/C 7; SA: Spells, 35% that each wil l have a
usable magic item.
54. W i g h t s - (2-8) HP: 20,17,16,14,13,11,8,8; #AT: 1; AL: 8; AC: 5; ST/F 4; SA: Onl y affecte d by silver or
magica l weapons. Hit drains one level.
55. W e r e w o l v e s - 2-5) HP: 17,17,16,13,9; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Onl y affected b y silver or magic
weapons.
56. R u s t M o n s t e r - 1 )HP: 30; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: R u s t s ferrous metal at touch .
57. P i l f e r e r s - 1-3) HP: 16,15,13; #AT: 1; AL: 9; AC: 7; ST/T 7; SA: Strike from behind, 3 5 % chance for ea ch
to have magic item usable by thieves.
58. W e r e b e a r s - 1-3) HP: 33,26,22; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2-16
damage). Aff ecte d only b y silver or magic weaponry.
59. W r a i t h s - 1-4) HP: 28,24,16,15; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: H it drains one level. Affecte d only by
silver or magical weaponry.
60. W i g h t s - 2-8) HP: 18,17,14,12,11,11,10,9; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Hit drains 1 level. On ly af-
fected by silver or magic weaponry.
61. W i z a r d - 1) HP: 28; #AT: 1; AL: 9; AC: 9; STJM 9; SA: Spells, 45% chance for 1 o r 2 magic items, usable
by mag ic user.
62. W e r e b e a r s - 1-3) HP: 27,25,21; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or bette r means hug (2-16
damage. On ly af fected by silver or magic weaponry.
63. T r o l l s - 1-4) HP: 29,20,18,15; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: W il l regenerate 3 HP/round beginning on
the 3rd round after being hit.
64. Cave Bears - 1-3) HP: 33,25,19; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw on 18 or better means hug (2-16
damage).
65. B l a c k P u d d i n g - 1) HP: 57; #AT: 2; AL: 1; AC: 6; ST/F 5; SA: Dissolves wood and metal, hu rt only by fire.
66. H a r p i e s - 2-5) HP: 20,14,12,11,8; #AT: 3; AL: 8; AC: 7; S T / M 3; SA: Able tocha rm.
67. C a r r i o n C r aw l e r s - 1-4) HP: 21,18,16,15; #AT: 8; AL: 7; AC: 7; SA: Paral yzation.
68. F i r e B e e t l e s - 1-8)HP: 8,8,6,5,5,4,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
69. W e r e r a t s - 2-8) HP: 19,15,15,15,12,7,7,5; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: O nl y affecte d by silver 01
magical weaponry. Able to summon 10-100 gian t rats.
70. G r e e n D r a g o n - 1) HP: 32; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, spells.
71. W e r e w o l v e s - (2-5) HP: 22,19,18,14,13; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affected only by silver and
magical weaponry.
72. T h i e f - 1) HP: 27; #AT: 1; AL: 9; AC: 7; ST/T 8; S A : Strike from behind. 4 5 % chance for magic item
usable by thief.
73. P a t r i a r c h s - (1-2) HP: 34,31; #AT: 1; AL: 8; AC: 2; ST/C 8; SA: Spells, 40% chance for each to have a
magic ite m usable by cleric.
74. G h o u l s - 5-20) HP: 2 X 16, 4 X 15, 5 X 14, 4 X 13, 5 X 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
elves must save vs. paral yzation i f hit.
75. R u s t M o n s t e r - 1) HP: 20; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous meta l by to uch.
76. G n o l l s - 6-36) HP: 4 x 11, 5 x IO, 4 x 9, 5 x 8, 4 x 7, 5 x 6 , 4 x 5, 5 x 4; #AT: 1; AL: 9; AC: 5; ST/F 2;
SA: 25 wi ll have missile weapons.

15
 

FIFTH LEVEL FIFTH LEVEL

77. Ghouls - 5-20) HP: 2 X 15, 4 X 14, 5 X 13, 4 X 12, 5 X 11; #AT: 3; AL: 9; AC: 6; ST/F 2 ; SA: Al l but
elves must save vs. paralyza tion i f hi t.
78. Cave Bears - 1-3) HP: 28,21,16; #AT : 3; AL : 5; AC: 6; ST/F 3; SA: Claw o n 18 or b et te r means hug (2-16
hDI.
79. T;olls - 1-4) HP: 35,31,30,21; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: W i l l regenerate 3 HP/ ro un d sta rti ng 3rd
round after being hit.
80. Wights -
2-8) HP: 21,19,16,14,12,12,11,9; #A T: 1; AL: 8; AC: 5; ST/F 3; SA: Hi t drains 1 evel. Onl y af-
f ec
fecte d b y silver and magica l weap

81. T i g e r B e e t l e s - 1-4) HP: 25,24,20,14; #AT : 1; AL: 7; AC: 3; ST/F 2; SA: No ne .


82. C u t p u r s e s - 2-5) HP: 2 x 17, 2 x 16, 1 x 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: Strike from behind. 25%

83.
chance of h aving usable magic ite m.
Wererats - 2-8) HP: 18,17,16,15,15,15,13,9; #AT : 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
magic weaponry, ab le to summ on 10-100 gian t rats.
c
84. D w a r v e s - 3-18) HP: 3 x 8, 3 x 7, 3 x 6, 3 x 5, 3 x 4, 3 x 2; #AT: 1; AL : 10; AC: 4; ST/D 1; SA: 30%
wi ll have magic weapons and/or armor, 25% wi ll be 2nd level, ST/D 2 wi th doub le hit points, 10% will be
3rd level, ST/D 3 wi th trip le hit points.
85. E v i l C u r a t e s - 2-5 ) HP: 23,21,19,18,17; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% each will have scroll
usable by cleric or a potion.
86. Mummies - 1-2) HP: 26,23; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Any viewer must save vs. magic or be
paralyzed with fear (duration special). Hit causes disease. Can only be affected by magic weaponry. 2'
damage from melee.
87. Ogres - 3-12) HP: 4 x 26, 4 x 24,4 x 21; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: No ne .
aa. G i a n t R a tt l es n a k e s - 1-4) HP: 16,15,15,12; #A T: 1; AL: 8; A C : 5; ST/F 2; SA: Poison.
89. O c h r e J e l l y - 1) HP: 23; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: N o t harm ed by weapons and ligh tnin g. Destroys
wood, one die of damage to exposed flesh.
90. G i a n t T ic k s - 1-6) HP: 18,15,12,11,9,7; #A T: 1; AL: 8; AC: 4; ST/F 3; SA: Bloo d dra in 4 po int s/r oun d
cause disease.
91. H y d r a of 6 H e a d s - 1) HP: 48; # AT : 6; AL: 5; AC: 5; ST/F 6; SA: None.
92. G i a n t S c o rp i o n s - 1-2) HP: 27,18; #AT : 3; AL: 7; AC: 2; ST/F 4; SA: Stin g does 1-4 HP +
save vs. po ison .
93. G a r g o y l e s - (2-5) HP: 20,19,15,10,8; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can't be hit by non-magical

94.
magi c armor.and/or weapons. Leader is swordmaster with +
1 armor and 2 sword. +
95. R u s t M o n s t e r - 1) HP: 22; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts al l fer rou s meta ls b y touch.
96. B u g b e a r s - 5-20) HP: 4 x 21, 5 x 16, 6 x 14, 5 x 12; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Ca in surprise o n
1-3.
97. G i a n t S p i d er s , T a r a n t e l l a - 2-8) HP: 30,29,27,25,21,20,18,15; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: Dance
Fever.
98. Hobgoblins -
7-42) HP: 7 x 6, 7 x 7, 7 x 8, 7 x 5, 7 x 3, 7 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
99. W e r e b e a r s - (1-3) HP: 36,33,21; #AT : 3; AL: 5; AC: 2; ST/F 6; SA: On ly affe cted b y silver or magic
weapons. Claw on 18 or bett er means hug (2-16 damage).
100 W r a i t h s - 1-4) HP: 19,19,15,14; # AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains one level. On ly aff ect ed by
silver and magical weaponry.

16
 

LEVEL SIX

1. Shadows - 2-5) HP: 18,10, 2 x 7, 6; A T : 1; A L : 8; A C : 7; ST/F 2; SA: Drain 1 poi nt of strength for 8 turns
per hit, on ly af fecte d by magic weapons, can’t be slept or charmed.
2. Trolls - 2-5) HP: 36,35,33,29,25; A T : 3; A L : 4; A C : 6; ST/F 7; SA: Regenerate 3 HP a round, third rou nd
after being hit.
3. Evil Vicars - 2-8) HP: 23,20,19,18,14,13,12,11; A T : 1; A L : I O ; A C : 2; ST/C 4; SA: Spells, 20% that each
wi ll have a magic ite m usable by a cleric.
4. Liv ing Statue, Rock - 1) HP: 30; A T : 2; A L : 6; A C : 4; ST/F 5; SA: May squirt magma on a h it causing 2-12
points of damage.
5. - 1-2) 30,22; A T : 1; A L : 9; A C : 7; ST/T 8; SA: 45%
have a usable magic i tem.
6. Werewolves - 2-8) HP: 27,23,22,20,19,17,15,11; A T : 1; A L : 7; AC: 5; ST/F 4; SA: Onl y affected by silver
and magica l weapons.
7. White Apes - 2-12) HP: 3 5 2 9 2 8 2 7 2 6 2 5 2 4 2 3 2 2 2 1 2 0 1 9 ; A T : 2; A L : 8; AC : 5; ST/F 2; SA: None.
8 lamas - (1-3) HP: 30,29,28; A T : 1; A L : 9; A C : 2; ST/C 8; SA: Spells, 40% that each will have a usable
magic item.
9. Elves - 2-12) HP: 22,21,20,18,17, 3 X 16, 2 X 15, 2 x 13; A T : 1; A L : 10; A C : 2; ST/E 1; SA: Spells, Vi
bow armed w ith sword, i sword only, spells, 30% that each wil l have a usable magic item. A l l elves get a
+ 1 o hit.
10. Wererats - 2-12) HP: 3 X 20, 3 x 18, 3 X 16, 3 x 14; A T : 1; A L : 8; A C : 7; ST/F 3; SA: Only affected by
silver and magical weapo nry. Can summon 10-100 giant rats.
11. Swashbucklers - 2-8) HP: 33,28,24,22, 2 x 18, 17,16; A T : 1; A L : 8; A C : 2; ST/F 5; SA: 25% that each will
have a usable magic i tem .
12. Wereboars -2-5) HP: 23,22,18, 2 x 18; A T : 1; A L : 6; A C : 4; ST/F 4; S A : Affect ed only by silver and
magical weaponry.
13. Wyverns - 1-2) HP: 37,27; A T : 2; A L : 4; A C : 3; ST/F 7; SA: Sting does 1-6 damage and causes save vs.
poison.
14. Mummies - 1-4) HP: 30,25,24,19; A T : 1; A L : 5 ; A C : 3; ST/F 5; SA: A n y viewer must save vs. magic or b e
paralyzed wit h fear (d ura tio n special). Hi t causes disease, they can only be affect ed b y magic weapons and
take half damage from melee.
15. Cave Bears - 2-5) HP: 25,24,23,21,20; A T : 3; A L : 5; A C : 6; ST/F 3; S A : Claw on 18 or better (2-16 HP
damage).
16. Phase Spider s - 1-2) HP: 32,28; A T : 1; A L : 6; A C : 6; ST/F 5; S A : Ou t of phase, poison.
17. Blue Dragon - 1) HP: 40; A T : 3; A L : 3; A C : 1; ST/F 7; SA: Chance of spells, b reath weapon, bit e.
18. Minotaurs - 1-4) HP: 34,29,25,23; A T : 2; A L : 5; A C : 6; ST/F6; SA: None.
19. Weretigers - 1-4) HP: 29, 2 x 25, 22; A T : 3; A L : 6; A C : 3; ST/F 5; SA: Only affected by silver and
magical weaponry.
 

SIXT H LEVEL SIXT H LEVEL


20. B l a c k D r a g o n - 1) HP: 42; #A T: 3; AL: 4; AC: 3; ST/F 7; SA: Chance of spells, bre ath weapon, bit e.
21. E v i l H e r o e s - 3-12) HP: 27,25,24,23,22,21,20,19,18,15,12,11;#AT: 1; AL : 9; AC: 2; ST/F 4; SA: 20% t ha t
each wil l have a usable magic item.
22.

23.
G i a n t W e a s el s - 2 - 8 ) HP: 22,18,16,15,14,13,12,10; #AT: 1; AL: 6; AC : 6; ST/F 1; SA: After a hit is scored
the weasel wi ll cause a blood drain of 2-12 points/round.
E v i l B i s h o p s - 1-4) HP: 26,24,22,21; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% tha t each w il l have a
c
usable magic item.
24. Troglodytes - 6-24) HP: 4 x 9, 4 x 11, 4 x 8, 4 x 10, 4 x 12, 4 x 7; #A T: 3; AL: 9; AC : 5; ST/F 2; SA:
Revuls ion odor, save vs. poiso n or lose -1 fro m strength for two turns.
G i a n t L i z a rd s , T u a t a r a - 1-2) HP : 45,36; # AT: 3; AL : 5; AC: 4; ST/F 4; SA : None .
26. L o r d s - 1-2) HP: 75,47; #AT: 1; AL: 7; AC: 2; ST/F 10; SA: 50% th at each wi l l have a usable magic item .
27. Phase Spider - 1) HP: 32; #AT: 1; AL : 6; AC : 6; ST/F 5; SA: Poison bite, ab ilit y to go ou t of phase.
28. B l i n k D o g s - 2-5) HP: 21,20,19,18,16; #AT : 1; AL: 7; AC: 5; ST/F4; SA: Tele port atio n.
29. H y d r a o f 5 H e a d s - 1) HP: 40; # AT : 5; AL: 6; AC: 5; ST/F 5; SA: Non e.
30. N e c r o m a n c e r s - 1-3) HP: 20,18,17; #AT : 1; AL: 9; AC: 9; ST/MU 8 ; SA: Spells, 40% tha t each wil l have a
usable magic item.
31. D w a r v e s - 4-24) HP: 2 x 8, 4 x 7, 6 x 6, 6 x 5, 6 4; #A T: 1; AL: 10; AC: 4; ST /D 1; SA: 25% will be
dou ble points, leader has tripl e points and misc. weapon. 30% w il l have a usable magic item.
32. L a m m a s u - 1-2) HP: 26,25; # AT : 2; AL : 4; AC : 6; ST/F 1; SA: Mag ica l powers.
33. F i r e B e e t l es - 2-5) HP: 8,6,5,4,3; #AT : 1; AL : 9; AC: 4; ST/F 1; SA: None.
34. D w a r v e n P i l fe r er s - 1-4) HP: 22,20,16,14; #AT : 1; AL: 9; AC: 7; ST/D 7; SA: Strike fr om beh ind, special
dwarven thie ving bonuses, 35% of each having a usable magic item .
35. G i a n t Sc o r p i o n s - 2-5) HP: 27,26,25,22,19; #AT : 3; AL : 7; AC: 2; ST/F 4; SA: Sting does 1-4 dam age and
causes save vs. po ison .
36. D o p p l e g a n g e r s - 2-1 2) HP: 27,24,22,21,20,19, 3 x 18, 17,16, 15; #AT: 1; AL : 7; AC: 5; S T / D 8; SA: Ability
to assume the fo rm of anything it sees.
37. G i a n t L i za r d s , D r a c o - 7-28) HP: 4 x 16, 4 x 17, 4 x 18, 4 x 13, 4 X 14, 4 x 15, 4 x 12; #AT: 1; AL: 6;
AC: 5; ST/F 3; SA: None.
38. Stone Giants 1-2) HP: 41,37; #A T: 1; AL : 3; AC: 4; ST/F 9; SA: Th ro w roc ks .
39. - (1) HP: 50; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: No t har med by weapo ns or lightn ing ,

destroys wood, corrodes metal, 3 dice t o exposed flesh.


40. G a r g o y l e s - 2-8) HP: 2 24, 3 x 23, 2 16, 12; #AT : 4; AL: 7; AC: 5; ST/F 3; SA: Can on ly be af fe ct ed
by magical weapons. 6
41. R u s t M o n s t e r s - 1-2) HP: 17,16; #AT : 1; AL: 6; AC: 2; ST/F 3; SA: Rusts al l fer rou s metals by con tac t.
42. Werebears 1-4) HP: 33,30,28,24; #AT : 3; AL : 5; AC: 2; ST/F 6; SA: Can only b e affe cted b y silver and
magical weaponry. Claw on 18 or better means hug (2-16 damage).
43. H a l f l i n g H e r o / Th i e f - 1) HP: 25; #A T: 1; AL: 5; AC: 7; ST/H 8 ; SA: Special half ling thievin g bonuses,
strike fro m behind, 45% that he will have usable magic item.
44. T y p e I D e m o n - 1) HP: 22; #AT : 5; AL: 3; AC: 0; ST/F 8 ; SA: Magic use.
45. O g r e s - 4-16) HP: 29,23,22,20, 3 19, 18, 5 x 17, 16,15,12; # AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
46. W i g h t s - 3-1 2) HP : 21,16,15,14,11, 2 x 10, 2 x 9, 6, 2 5; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Dr ai n on e
energy level per hit. On ly a ffected b y silver or magical weapons.
47. G o r g o n - 1) HP: 28; # AT: 1; AL: 3; AC: 2; ST/F 8 ; SA: Breath weapon causes savevs. pe trif ica tion .
48. G i a n t S o i d e r s . T ar a n t e l l a - 15-20] HP: 4 14. 4 x 22. 4 x 20. 4 x 16, 4 x 18; #AT: 1; AL:. 7; A C: 5;
ST/F 2, 'SA Dan ce fever
49. F r o s t G i a n t s - (1-3) HP 54,48,43, # AT 1, AL 2, AC 4, ST/F 10, SA Impervious to cold, 2 dice + I
damage.
50. T i g e r B e e t l e s - 2-5) HP : 25,24,20,20,11; #AT : 1; AL : 7; AC: 3; ST/F 2; SA: No ne .
51. C o c k a t r i c e s - 1) HP: 16; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
52. Bugbears 6-36) HP: 6 12, 6 x 17, 6 x 8, 6 x 15, 6 x 18, 6 x 13; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
Gain surprise on 1-3.
53. H e l l H o u n d s - 1-4) HP: 38,33,29,26; #AT : 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapo n, var iabl e damag e.
54. G i a n t L i z a r d , Tu a t a r a 1-2) HP: 27,18; #AT: 3; AL : 5; AC: 4; ST/F 4; SA: No ne .
55. Spectres - 1-2) HP: 36,32; #AT : 1; AL : 5; AC : 2; ST/F 6; SA: On ly affe cted by magic al weapons, drains 2
levels a hit.
56. Shriekers - 4-16) HP: 23,20,19,17,16,15,14,13,12,11,10,9,8,7,6,5;#AT: 0; AL: -;AC: 7; ST/F 1; SA: Shriek.
57. F r o s t G i a n t s - (1-3) HP: 57,49,39; #A T: 1; AL: 2; AC: 4; ST/F 10; SA: Imper vio us to cold, 2 dice + 1
damage.
58. C a e c i l i a - 1) HP: 37; #A T: 1; AL: 5; AC: 6; ST/F 2; SA: Giant worm swallows who le on a 19 or 20.
59.
60.
S a b r e -t o o t h e d T i g e r - 1) HP: 39; #AT : 3; AL : 3; A C: 6; ST/F 4; SA: Non e.
B u r g l a r s - 2-12) HP: 2 12, 4 x 8,4 x 10, 2 x 5; #AT: 1; AL: 10; AC: 7; ST/T 4; SA: Strik e fr om be hind ,
20% that each wi ll have a usable magic item.
e
61. B l ac k P u d d i n g - 1) HP: 37; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: No t harmed by weapons or lightning and
cold. Dissolves woo d and metal.
62. B a s i l i s k - 1) HP: 30; #AT : 1; AL: 4; AC: 4; ST/F 4; SA: Pe tri fy by gaze.

18
 

SIXTH LEVEL SIXTH LEVEL


63. Minotaurs - 1-4) HP: 34,27,26,23; A T : 2; A L : 5; A C : 6; ST/F ; SA: None.
64. Hi ll Giants - 1-4) HP: 37,36,31,25; A T : 1; A L : 3; A C : 4; ST/F 8; SA: None.
65. Displacer Beasts - 1-2) HP: 2 x 23; A T : 2; A L : 5; A C : 4; ST/D6; SA: Appear displaced.
66. Wraiths 2-8) HP: 28 24 21 16 15 12 11 10; A T : 1; A L : 7; A C : 3; ST/F 4; SA: Only affected by silver or
magic weapons, drain 1 energy level a hit.
67. Fire Giants - 1-2) HP: 61,57; A T : 1; A L : 1; A C : 4; ST/F 11; SA: Impervious to fire, 2 dice + 2 points
damage.
8. Werewolves - 2-8) HP: 22,21,20,19,17,16,14,11; A T : 1; A L : 7; A C : 5; ST/F 4; S A : Onl y affected by silver
and magical weaponry .
69. Salamanders - 1-3) HP: 37,31,29; A T : 3; A L : 3; A C : 3/1; ST/F 7; SA: Fire resistant, can only be hi t by
magical weaponry. Can constrict for 2-8 damage a round.
70. Wizards - 1-2) HP: 27,26; A T : 1; A L : 4C: ST/M SA: Spells, 45% that each wi ll have a usable
magic item.
71. Yellow Mold - 1 ) HP: -; -; 2; Can b e killed only by fire, destroys wood, rough
co nt ac t causes i t to release its spores, must save vs. poi son and take die of dam age t o exposed flesh.
72. Hydra of 9 Heads - 1) HP: 72; A T : 9; A L : 3; A C : 5; ST/F 7; SA: None.
73. Harpies - 2-8) HP: 17,16,15,11,10,9,8,7; A T : 3; A L : 8; A C : 7; S T / M 3; SA: Able tochar m.
74. Gnolls - 7-42) HP: 6 x 14, 6 X 12, 6 x 9, 6 x 8, 6 X 7, 6 X 6, 6 X 5; A T : 1; A L : 9; A C : 5; ST/F 2; SA:
Leader wi ll have usable magic item, his tw o bodyguards wil l have potions. 30% wi ll have missile weapons.
75. Green Slime - 1) HP: 16; A T : 1; A L : 9; A C : -; ST/F 1; SA: Disintegrates wood and metal, can’t be scraped
o f f . Not affec ted b y ligh tning and weapons. Turns flesh to slime.
76. Bugbears - 6-36) HP: 6 x 19, 6 x 15, 6 x 14, 6 x 13, 6 X 10, 6 X 9; A T : 1; A L : 7; A C : 5; ST/F 3; SA:
Gain surprise on 1-3.
77. Yellow Mol d - 1) HP: 1; -; -; 2; Can be kille d only by fire, does 1 die of damage
to exposed flesh, destroys wood, roug h conta ct releases spores (must save vs. poiso n).
78. Oi l Beetles - 1-4) HP: 8,6,4,2; A T : 1; A L : 9; A C : 4; ST/F 1; SA: O i l causes blisters, range 5’, causes vic tim
to fight a -2 f o r 24 hours.
79. Rust Monsters - 1-2) HP: 22,21; A T : 1; A L : 6; A C : 2; ST/F 3; SA: Rusts all ferrous metals a t contact.
80. Salamanders - (1-2) HP: 32,30; A T : 3; A L : 3; A C : 3; SA: Fire resistant, can only be hit by magical
weaponry. Can constrict f or 2-8 damage.
81 Flesh Gole m - 1) HP: 40; A T : 2; A L : 2; A C : 7; ST/F 10-12; SA: Only affected b y magical weapons, fire
and cold slow golem, and lightning heals it. No t affected by any other spells.
82. Shadows - 1-4) HP: 12,11,10,9; A T : 1; A L : 8; A C : 7; ST/F 2; SA: Drain 1 poin t of strength for 8 turns per
hit, only affe cte d by magic weapons, can’t be slept or charmed.
83. Giant Ticks - (2-8) HP: 21,16,15,14,13,11,9,7; A T : 1; A L : 8; A C : 4; ST/F 3; SA: Blood drain 4 damage/
round, bi te causes disease.
84. Ghouls - 6-24) HP: 6 x 14, 6 x 1 2 , 6 x 7, 6 x 5; A T : 1; A L : 9; A C : 6; ST/F 2; SA: Paralyzation.
85. Shedu - 1) HP: 50; A T : 2; A L : 2; A C : 4; ST/F 9; SA: Magic al abilities.
86. Giant Snakes, Python - 2-8) HP: 3 x 16, 3 x 14; 2 x 12; A T : 2; A L : 6; A C : 6; ST/F 3; SA: Constriction.
87. Grey Ooze - 1-2) HP: 1 5 , l l ; A T : 1; A L : 8; A C : 8; ST/F 2; SA: Impervious t o cold and fire, corrodes
metal.
88 Fire Lizard - 1 ) HP: 51; A T : 3; A L : 1; A C : 2; ST/F 8; SA: Breath weapon (2-12 damage) semi-resistant to
fire.
89. Ochre Jelly - 1-2) HP: 30,16; A T : 1; A L : 6; A C : 8; ST/F 3; SA: Dissolves wood. No t harmed by lig htning
or weapons.
90. Ow l Bears - 2-5) HP: 29,26,25,24,23; A T : 3; A L : 6; A C : 5; ST/F 3; SA: Paw of an 18 or better means hug
(2-16 damage).
91. Fire Giant - 1) HP: 46; A T : 1; A L : 1; A C : 4; ST/F 11; SA: Impervious t o fire, 2 dice 2 poin t damage.
92. Blink Dogs - 1-6) HP: 20,15,14,13,12,11; A T : 1; A L : 7; A C : 5; ST/F 4, SA: Teleportation.
93. Bandits - 7-42) HP: 7 x 8, 7 x 5, 7 x 7, 7 x 4, 7 x 6, 7 x 3; A T : 1; A L : IO; A C : 7; ST/T 1; SA: The
leader has quadruple HP and four of his henchmen have double HP. The leader will have magic armor,
each of his henchmen have a 25% chance of having a usable magic item, there is a 5 % chance that each
wi ll have a usable magic item. 30% wi ll be bow armed wit h sword, the rest wi ll have spear and sword.
94. CarrionCrawlers - 2-5) HP: 18,17,12,11,10; A T : 8; A L : 7; A C : 7; ST/F 2; SA: Paralyzation.
95. Evil Champions - 2-5) HP: 45,37,33,29,27; A T : 1; A L : 8; A C : 2; ST/F 8; SA: 35% chance that each will
have a usable magic it em.
96. Bugbears - 6-36) HP: 6 X 1 9 , 6 x 1 5 , 6 x 14, 6 x 1 3 , 6 x 1 6 , 6 x 9; A T : 1; A L : 7; A C : 5; ST/F 3; S A :
Gain surprise on 1-3.
97. Mummies - 1-4) HP: 32,31,28,26; A T : 1; A L : 5; A C : 3; ST/F 5; SA: Touch causes disease, gaze causes
Save vs. magic or b e paralyzed with fear ( dura tion special). N ot affe cted by n ormal weapons, the y take %
B 98.
damage from melee.
Giant Rats - 8-64) HP: 16 x 3, 16 x 4, 16 x 2 , 1 6 x 1; A T : 1; A L : 10; A C : 7; S T / N M ; S A : Disease.
99. Wi ll O’Wisp - 1) HP: 32; A T : 1; A L : 3; A C : -8; ST/F 9; SA: Highly clever, they wil l attempt t o lure the
vic tim int o traps. They are able to change shape and lig hten or darken themselves. I f they attack they do
2-16 damage of ele ctrical damage.
100 Trolls - 2-5) HP: 34,33,32,31,30; A T : 3; A L : 4; A C : ; ST/F 7; SA: Regenerates 3 HP a round, third round
after being hit.
19

You might also like