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This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The OSRIC™ system
text may be found at http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall.
"OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks of Stuart Marshall and Mat-
thew Finch and may be used only in accordance with the OSRIC™ license.
If I remember correctly, my given name is Tildun-Reffe’, but in far off lands and at
different times I have been known by many others. In the past I never was a man of
clever words, and now I am merely a simple warrior of declining years. For many de-
cades, I bravely ventured into the unknown, searching the forbidden wastes and the
depths of the world. For more than three centuries, with numerous companions, I have
spent most of my adventuring days in fearful danger, always in search of challenging
opponents, rare treasures, and unending glory. However, here, at the end, all I have
are the slowly fading memories of my countless adventures. I have seen so much in
my travels and I now feel the need to share all I have learned. To this end, I became
the author of this laborious manuscript.
With the aid of the Ring of Months, a magical item discovered when I was just a young
man, I have managed to stay on this world for several centuries beyond my expected
life span, outliving more than a few of my elven and dwarvish companions (see new
magic item below). Along the way, I have seen and fought hundreds of dangerous,
strange, and truly wondrous creatures. I was slain and brought back to life on several
occasions; the benefit of choosing stalwart companions. I have traveled to the farthest
reaches of the world where we live, and many others, From the arctic wilds to the black
realm, located below the underdark, I have fought innumerable foes. With stout com-
panions, I even dared to venture to the other planes of existence and journeyed across
the Elemental Planes. Many of my closest friends were lost over the years, victims of
time or the violent profession we chose; others beat the odds and have prospered
quite well. I carefully listened with anticipation to the tales related by hundreds of
others in my field, keeping detailed notes on what they claimed to have encountered
on their adventures. Their coarse words inspired me, the detailed descriptions en-
thralled me, since any small bit of information is of inestimable value. One can never
know what observation could make a difference between life and death.
Much of what they spoke of as we sat around the countless campfires in the wilderness
or with our elbows drunkenly propped on tavern tables is probably exaggerated. Much
of it may merely be the boastful one-upmanship, natural for those in the adventuring
field; some of their “absolute facts” may be outright lies. However, with my extensive
background I know from experience there are so many strange and wondrous crea-
tures populating the unknown realms, the mind refuses to believe. Such beings could
exist. Remote wildernesses and the depths of the Underdark are populated with an
extensive assortment of creatures, each filling a special niche in their environment
and most resent any intrusion.
Therefore, the manuscript you now hold is my legacy. I put my recollections down here,
with the hope that, if even half of it is true, perhaps the information herein might save
some foolish adventurer’s life. This Compendium of Beasts is the result of my many years
as an adventurer, and sometimes the memories merge to create new whole cloth from
scattered pieces. I will not bore you with the abilities of the more common creatures I have
Instead I have assembled upon these many pages of vellum dozens of strange crea-
tures, mostly unreported (as far as I can tell), in any other such compendia. I have
tried to be as objective as possible with my rather mundane descriptions, including
all of the known dangers and possible rewards one can gain by fighting these beasts.
Even though you may not believe such as these can exist, you still might keep yourself
informed in case an encounter occurs! I have seen several of these creatures or their
close relatives, these Dwellers in Dark Places, mentioned briefly in some of the more
popular, fanciful tales, but they are unrecorded as to their complete abilities and
strengths. I leave it to those who read these words to discover the truth for themselves
and I wish you good fortune on your adventures and hope the riches you discover
equal my own. My time is nearly done, for the power of the ring does not grant im-
mortality, it only delays the arrival of the final day we all must face. My companions
await, for we have one last adventure to undertake,one final treasure to reveal, an-
other foe awaits defeat. Fare thee well.
TILDUN REFFE’
RING OF MONTHS
The Rings of Months are exceedingly rare and powerful items created in a bygone age
as gifts for humans. Initially, the device is a simple silvery band of an unknown metal,
resisting all forms of attack with a +4 bonus. Upon wearing it, the user sees it is actu-
ally inset with dozens of intricate runes, and small gemstones. However, the magical
effect upon the wearer of the ring is quite remarkable. Each year that passes is as a
month to the wearer, so if the ring is worn for 12 years the user ages but a single year.
Humans can extend their lives for centuries and half orcs and other short-lived races
actively seek them out whenever the rumor of one of these ancient items surfaces.
However, for mixed species (1/2 orc, ½ elf etc.) these Rings only have a 75% chance
they function properly.
Initially, this potent device has its secondary power in effect: causing the user to be
immune to all forms of natural disease. This does not include lycanthropy, which is
as much a curse as it is a disease. Only humans and some mixed species can benefit
from wearing such a Ring of Months. After wearing the device for a full month, the user
becomes aware of rings true powers. If the user removes the Ring of Months at any
time after the one-month period, the user immediately begins to age normally once
again. In addition, the individual can never wear that particular Ring of Months again.
“It is possible we were the first outsiders to ever view the great temple of Khamma-Chakku, jewel
of the Jetch’Kekki empire. The central pyramid was a monolithic, stone structure constructed by
the hands of thousands of slaves. It soared over 200 feet upwards through the jungle canopy,
and in the approaching twilight it was illuminated by dozens of sconces full of burning oils. The
cloying scent of lush vegetation, acrid smoke and spilled sacrificial blood filled our nostrils as
we contemplated our goal. Somewhere above lay the entrance to the treasure vaults containing
a fortune in gold, silver, ornate jewelry and gems. Soon our thief, Jerma, would return to lead us
into the secret passages leading into the temples heart,”
Tildun Reff’
The majority of the 340+ creatures (well over 500 with all of the variants) presented within this work crawled out of my brain
during the past 35+ years of playing fantasy role-playing games. Many others are based on some fantastic stock art discov-
ered online. Others follow closely in the footsteps of popular monsters found throughout the many entries in the fantasy
role-playing game genre. Although laid out to be compatible with Osric, they are designed to enhance any Old School fantasy
role-playing game adventures.
It was always entertaining throwing new monsters at the various adventuring groups…something they had never encountered,
something not found in any of the various tomes of creatures. Many of my creations were quite successful, and extremely
challenging, others failed horribly, not working as I intended, so they vanished completely or I sent them back for re-tooling.
I must admit, there were a few dozen others, all dismal failures…doomed to vanish like a bad dream. A few of these survivors
have had their stats or names changed several times over the years (some have remained relatively unchanged for a decade
or more). I was always searching for the right combination of abilities that could properly challenge an adventuring group.
First, I want to thank the dozens of gamers who have participated in my games for inspiring me to always do better and who
put their characters’ lives on the line facing my assorted strangeness. All of the members of The Random Gamers Guild
were the inadvertent play testers for many of my creations; no value can be set on the memories and friendships made
during the years of gaming. Also thanks to my significant other, Jo, for putting up with the chaos sometimes created by the
various groups of players who either descended upon our home or called at odd hours with really strange questions. As
always, a big shout out to my two favorite monsters, my boys, Alexander and Zachery, for pushing me to begin gaming once
again. Running a new campaign made me take out all of my primitive sketches, and scrawled notes so I could write it down
in a legible form.
In addition, and most of all, special thanks and a major portion of the credit goes out to all of the skilled artists whose talents
helped bring my rather crude creature descriptions to life in these pages. I can never adequately thank the following: Frank
Gunter, a friend for many years, who stepped up and delivered a massive amount of art (somewhere in the area of 200
different pieces for this project). I was very fortunate to obtain many excellent drawings from Del Teigeler, Brian (“Glad”)
Thomas, Chris Letzelter, Luigi Castellani, Jacob Blackmon, and Aaron Siddall, who were so great to work with. To all of
the artists: my ideas and crude rough drafts would never have looked as good without your artistic efforts, and I hope my
writing does ample justice to the fantastic artwork you all provided. I also want to thank Zachery Hargenrader, Hunter Reid,
and Jennifer Eck for their contributions to the book. I found a veritable trove of fantastic stock artwork on Drive Thru RPG,
mostly through Purple Duck Games. There are works by Earl Geier, Bradley K. McDevitt, William McAusland, Darkzel, and,
especially Gary Dupuis, who provided over two dozen excellent drawings.
Whenever I handed my friend Frank Gunter another batch of my crude sketches he would just shake his head, look at me
curiously, give a small laugh, and sigh. He always wanted to take a walk through my head, I guess this is as close as it gets.
For over 30 years, Frank has labored to bring my crude sketches to life. Now my son and Hunter are doing the same when
I describe yet another monster (usually with tentacles)...I guess I have not changed much in more than 35 years of gaming.
Nevertheless, for now...it is with a sigh of relief and sense of great accomplishment I see the DWELLERS IN DARK PLACES
project finally finished and all of the creatures assembled in one place. It has taken over three years to comb through all
of my notes, assemble the art, and write the text, edit and layout. Along the way I came across quite a few bad ones from
twenty years ago, (the infamous “Guy with a knife” comes to mind) and some new ones as well which even made me laugh.
I hope I have culled those out and left the best intact. Will there be others down the road? Probably, for as long as there are
figures made and games released I am always be on the hunt for something different I can adapt to my campaigns. It seems
I find new creatures on a weekly basis. Who knows what still lurks back in the dark places of my brain, or where the next
inspiration comes from? I still remember reading an article in the early 80’s about the dangers of invasive species...thus were
“born” the many varieties of Necrotia.
I have tried to present a diverse mix of creatures representing the major groups encountered in most fantasy role-play-
ing games. Within these pages there are creatures from the other planes (demonic, alternate realities, and the elemental
planes), specimens from the “almost natural world” (including mammals and reptiles from our prehistoric times), several
from the domains of the undead, and fantastic creatures of both the surface world and the depths of the underdark. There
are lone predators, pack hunters and a few that even unite in tribal communities.
An added special thanks to the folks at Dragonsfoot, including Doug Rector, who helped me more than I could have believed
possible. Without his prodding and incredible assistance at the beginning, I never would have finished the project (I probably
would have never started it). I never thought I would have the drive to complete such a task...it feels good. I would also like to
thank Stephen McFadden for his blatantly honest look at the artwork; again, I avoided some ugly errors thanks to his input.
To all of my friends who were involved I say well done, and to all who contributed to the making of DWELLERS IN DARK
PLACES...I humbly thank you. I believe all the hard work should make us feel quite pleased with our finished product. To all
of the characters slain by the creatures herein, I offer my deepest regrets.
I also want to give credit to Stuart Marshall and Matt Finch for granting me permission to use the stat information from
their book Monsters of Myth written for their Osric rules system. They did the hard work with OSRIC years ago, which paved
the road leading to this book. I highly recommend not only their work, but the efforts of all the others working to keep old
school role playing alive.
I strongly encourage any interested parties to check out all of the artists’ websites, the work they have done herein reveals
just the smallest fraction of their abilities:
Frank Gunter: frankguinter.com ( especially If interested in monster or cover prints)
Additional Stock art for Dwellers in Dark Places by the following artists was obtained from
Drive Thru RPG a great resource that I highly recommend:
Some artwork copyright © 2015 Gary Dupuis / All rights reserved / Used by permission
Some artwork copyright 2015 by William McAusland / All rights reserved / Used by per-
mission
Some artwork copyright 2015 Luigi Castellani / All rights reserved / Used by permission
Some artwork copyright © 2015 Earl Geier / All rights reserved / Used by permission
Some artwork copyright © 2015 Jacob Blackmon / All rights reserved / Used by permission
Some artwork copyright © 2015 Bradley K McDevitt / All rights reserved / Used by per-
mission
Some artwork copyright © 2015 Darkzel / All rights reserved / Used by permission
Some artwork copyright © 2015 Jeremy Mohler / All rights reserved / used by permission
Some artwork copyright 2015 Maciej Zagorski / All rights reserved / Used by permission
Author and copyright holder for all text and artwork, Matthew P. Hargenrader, 2016 except
for those artists listed above ART BY FRANK GUNTER
1 Acid Bladder / Alghossi / Ammonite, Large / Ammonite, Gargantuan / Andrewsarchus / Ant, Enormous / Anzu /
Armored Behemoth / Asp / Atharak / Avosh
13 Baranath /Beetle, Narcotic / Bh’rokki-kh’chich / Bialoor / Blort Worm / Bones, Splintered / Brass Skimmer / Briarkat
/ Bure’tuzzo / By’akurin / B’watta
Canine, Winged / Carnivorous Gourd / Carnosaur, Two-Headed / Centipede, Massive / Cephalopod, Land / Chamrol
27 / Charkin / Chatterschrill / Chimeric Leopard / Chitterling / Chulkine Warrior / Churra-Pakka / Cloud Whale /
Crab, Monstrous / Crevice Crawler / Crystalle / Crystal, Living / Crystal Serpent / Crystal Stone Giant /
Cube, Deadly / Cyadith
Daeodon / Darter / Deadly Fruit / Decasarchus / Deinosuchus / Demon, Chorrill / Demon, Ebbonishi / Demon, Gangloid
51 / Demon, Mhagoti / Demon, Nuchaveer / Demon, Pane / Devil, Hound / Dhi’awan / Dinogator / Dimensional Shambler /
Dolghire / Doppleganger, Arachnia / Dragon, Snake Feather / Dragon Spawn / Dread Sentinel / Dust Gyre /
Duthar Serpent / Dyast
77 Ebe’chorrin / Eel, Energy / Elemental Energy Pod / Entangler Rock / Eorra Serpent / Epharra Leech / Erbaxx / Estrith
/ Exourt / Eyasawuni / Ezzuwari
87 Faeloon / Fire Leech / Flail Cobra / Flame Vortex / Fringe Lurker / Frocodile / Frolynx / Frond Feeder / Frozen Dead
/ Fungoid Mimic / Fungus Giant / Fungus, Luminary / Fungus, Slimy
Galoopie / Gargoyle, Lesser / Gargoyle, lord / Gargoyle, Obsidian / Gelatinous Bubble / Gelatinous Strider / Ghavial
99 / Ghelash / Ghindy / Ghoul, Glutton / Ghovian / Giant, Deep / Giant, Undead / Giant, Winged / Glomus /
Golem, Brass / Golem, Colossal Obsidian / Golem, Conglomerate Stone / Golem, Copper / Golem, Flying /
Golem, Obsidian Sentinel / Gorilla, Four Armed / Granite Warden / Grappling Slug
125 Haldroon / Harpy, Dirge / Hauleevi Finch / Hawkmare / Hellgrub / Hispaxxi / Howling Brain / H’ssslak / Hurizaq /
Hydrae, Giant / Hydroth / Hyrphus
135 Ibishi / Ice Shade / Ice Tiger / Idelesaurus / Imbrian Slime Devil / Imp, Bog / Inkrassa Worm / Inostrancevia /
Invisible Shroud / Iron Crab / Isopod / Issa
145 Jassaheri / Jelly, Burst / Jelly, Filament / Jelly, Net / Jelly, Rock / Jetch’kekki / J’hurra / Jorag / Juracoth /
Jungle Stalker
159 Kaprosuchus / Katerri / K’charr / Kellithus / Khatazeer / Khidish / Khi-ursa / Khoore / Khorgha / King Hawk /
Koolasuchus / Krakenite / Kratachan Wasp / Kreyazak / Kuuldas
173 Lajkoov / Le’heemis / Lesser Drake / L’horph / Limpet / Lishku / Lizard, Armadillo Frilled / Lizard, Giant Flying /
Lurking Death / Lycaenops
186 Magnet / Malkarst / Mantidfly / Marsh Behemoth / Maurinth / Meelinn / Moarauki Delver / Mold, Various /
Morgue Haunt / Mourglik / Mussa Lion
199 Naga, Cephaloid / Nauri / Necrotia / Necrotia, Crystal / Neo-Xorn / Nicomeyan / Norskuya / Nubrattu /
Nujibba Serpent / Ny’adar
Pane / Parasitia / Parrodile / Phalpp / Phasma / Phreen / Piercer, Huge / Piercer, Ice-Fire / Pod, Exploding /
227 Predacious Maw / Primordian Mound / Pterygotus / Pudding, Aquatic / Pudding, Chill / Pudding, Granite /
Pudding, Fire / Puff Spine
243 Qaataas / Quaartzz / Quahildrath / Quathiu / Queedi / Quesh’ tar / Quew-quew / Quindilus / Quoorie Dead
253 Rachava / Rat, Undead / Rat, Hesaki / Razor Fish / Reak / Remora Lung Creeper / Rim Stalker / Rock Mite /
Rock Terror
Sand Serpent / Sarkolath / Scorpion, Mutated / Screamer / Scum Crawler / Serpent, Hydraxith / Shard / Shard, Spined
263 / Shrouded Dead / Shrub Crab / Siphon Slug / Skeyturra / Skryllich / Sleethe / Slider / Spartoi / Spider, Jumping /
Spindle-men / Spined Zorrel / Squallus / Squark / Starr / Steel Shocker / Sticky Tendrils / Stone Worm /
Swamp Glutton / Swamp Polyphemus / Swamp Rast
291 Tarry Jelly / Teovosse Hound / Thaptor / Therizonosaurus / Thornwood Tree, Possessed / Thrakkire / Titanoboa /
Tome Mimic / Troll, Dark / Troll, Rock / Tulardin / Turaqui / Turaqui Turra / Tustranian Tendrils
303 Udajhe / Ulsilurt / Undulating Sphere / Unformed / Ura-ati / Ursadile / Urthak / Uvasha / Uxulian Gulper /
Uzzarian Tunneler
313 Vaccasu / Velax / Vidrha Fly / Viheela / Vilahook / Viloor / Vines, Giants / Vine, Serpent / Vine Spirit / Vitaur /
Volcanic Pod / Vurashi / Vusa Slime
325 Warriors of stone / Water Jukka / Watymo / Wererat, Greater / Wharile / Worm, Cluster / Worm, Indus /
Worm, Suthok / Worm, Xanniz / Wunart Leaper
337 Xat / Xeech / Xervitor / Xinnit / Xorta / Xutarian Slasher / Xylian Plant
349 Yamathu / Yannax / Yashurinn / Yellow Filament Jelly / Yellow Mushroom / Yiff / Yoshikke / Yurie Beetle
357 Zalinarre / Zartathra / Zarthine / Zidor / Zombie, Acid / Zombie, Spore Carrier / Zorthule Spider / Zroth /
Zu’uta Guardians
V MONSTER BY LEVEL
IX MONSTER INDEX
XV NEW SPELL
XVII DRAGONET
XVIII AFTERWORD
“The carrion stench within the cave was overpowering as dozens of repulsive Fire Leeches poured from the cracks
in the stone wall surrounding the pool. Covered with thick slime they slid towards us, jaws rasping as their rubbery
bodies rhythmically pulsed. Beyond the nesting area we could make out the passage leading down into the depths.”
Tildun-Reffe
FREQUENCY: The monster’s relative rarity in a “normal” game world can fall into five categories. A “Unique” monster is the
only one of its kind in existence. Usually, only adventuring heroes have encounters with those creatures listed as “Very rare”,
and whenever seen, it is a matter of great interest to naturalists and sages. A “Rare” monster is one vaguely known to the
average peasant, but only in rumor and folklore (often incorrect). Common folk of the world know of most “Uncommon”
creatures that appear in their area, but even so, they might not see such creatures in their lifetime. Common creatures are
usually well known, and when they appear, it may be cause for alarm but not surprise. Rarity values are useful for the Game
Master in creating encounter tables, because they provide rough guidelines for the probability of an encounter with any
particular monster. The actual rarity of some creatures varies, depending on the geographic location: a giant snake might
be rare in a town, but more common in an infested jungle area.
NUMBER ENCOUNTERED: This represents a guideline for the GM, and should vary according to the place in which the crea-
ture dwells. The GM must use logic and reason for any addition or subtraction to the dice when determining the number of
monsters present in a given encounter.
SIZE: Three categories are normally possible here, being Small, Medium, and Large. These are relative to normal human size,
so a Medium creature has approximately the same mass or volume as a human, even if it is not necessarily man shaped.
The size of the creatures, given in parentheses is a generalization. Large creatures can vary from as small as 8ft tall to
gargantuan monsters weighing many tons. Information that is more detailed may appear within the descriptive text.
MOVE: Movement rates are in feet per round (or turn), or otherwise as described in the OSRIC™ rulebook or other compatible
rules used by the Game Master. Some creatures will have separate movement categories for flying, swimming, burrowing, or
other special movement forms. The information in parentheses describes how sharp a turn a flying creature is able to make.
Thus, AA: V / 180-degree turn is a very nimble, sharp U-turn; AA: II 30-degree turn would be extremely slow or clumsy.
ARMOR CLASS: Armor class (“AC”), expressed as a number on a sliding scale from 10 (worst) to -10 (best), informs the players
as to the difficulty in striking the listed creature. The AC value for a creature does not necessarily mean that it is wearing
the equivalent armor type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to
a human.
HIT DICE: The number of hit points for a creature is determined by rolling dice. Usually hit dice are a d8 unless specified
otherwise. Some creatures have hit points in the format “X+Y” or “X-Y”, in which case X refers to the number of dice rolled
and Y refers to a numerical adjustment applied to the total. Thus, a creature with HD 4+1 has 4d8+1 hp, for a total possible
range of 5-33.
(*) This number is the 20-sided die roll required by the monster in order to hit an armor class of “0”. This is the base
number, possibly subject to modification by the creature due to magical, strength, and situational bonuses or penalties.
ATTACKS: This entry refers to the number of attacks per round the creature normally possesses in melee. Certain spells,
such as haste or slow, could modify the number, and it does not include any special attack forms such as a breath weapon.
DAMAGE: This entry indicates the number and type of dice rolled for damage if the creature’s physical attacks hit. If the
value provided is “by weapon”, then the GM should refer to the OSRIC™ rulebook or other compatible rule set, as applicable,
to determine the damage inflicted. Certain special attack forms will do more damage than indicated in this category, and
may offer a saving throw; see the relevant creature text for details.
SPECIAL ATTACKS: This entry is a short note regarding any unusual attack forms the creature may possess. In most cases,
a full description of these unusual attacks appears in the descriptive text below the game statistics.
SPECIAL DEFENSES: This entry, like the entry for special attacks, is really just a signal to the GM that the monster has un-
usual or magical protections detailed in the descriptive text.
LAIR PROBABILITY: -- This indicates the chance of encountering the creature in its lair. Creatures not met in their lair are
termed “wandering”. Generally, most creatures will keep some or most of their treasure in their lair, so when an encounter
with the monster occurs away from the lair, the players will possibly need to locate the lair in order to obtain the full amount
of the monster’s treasure.
INTELLIGENCE: This indicates the intelligence of the creature relative to the average human. Possible values include “Non-”,
“Animal”, “Semi-intelligent”, “Low”, “Average”, “Very”, “High”, “Exceptional”, “Genius”, or occasionally even higher. A non-in-
telligent creature effectively has an intelligence score of 0, and a “genius” has an intelligence of 18 or higher.
ALIGNMENT: See the OSRIC™ rules or other compatible rule set as applicable, for a detailed explanation of alignments. The
alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the
case of less intelligent creatures, there is usually very little variation from these alignments, for they represent instinct more
than reasoned thought. Variation in alignment is one of the attributes of humanity and the civilized races allied to humans.
Monsters do not usually vary nearly so much. It is worthy of note that in a Game Master’s individual campaign the alignment
of any particular type of creature is merely a guideline.
LEVEL/XP VALUE: See the OSRIC™ rules, or other compatible rule set as applicable, for a detailed explanation of this cate-
gory.
ACID BLADDER
Frequency: Rare
No. Encountered: 1d3
Size: S (1’–2’)
Move: 1’
Armor Class: 8
Hit Dice: 1d8 hit points (*see below)
Attacks: 1
Damage: 1d3 per hit point (*see below)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 4/600
The Acid Bladder is, in some ways, not truly a living crea-
ture since it possesses unusual traits almost putting it in a
class of its own. Some sages believe the creature belongs in
the family of slimes and jellies. In appearance, Acid Bladders
are dark gray, stony accretions found attached to the ceil-
ings of underground caves and chambers. By holding them-
selves in place with several long, elastic, fastening strands,
they slowly begin to inflate, swelling with digestive acid. They
can produce several ounces of acid per week using powerful
enzymes to transform the minerals within the rock into a
caustic substance.
ART BY ZACHERY HARGENRADER
These intimidating creatures attack and destroy ships by us- From the watery darkness, this monstrous beast lunges to
ing their massive weight to pull small vessels completely be- attack, surprising prey on a roll of 1–3 on a six-sided die due
neath the waves. With each tentacle being as thick as a grown to their uncanny ability to rapidly change their coloration
man’s torso, they effortlessly tear through any ship’s hull. In in order to blend into their surroundings. The initial attack
addition to aquatic onslaughts, they occasionally attack prey occurs with a great burst of speed as a series of powerful wa-
along the shore depending on whether or not the water is ter jets push them backwards through the inky depths. Upon
deep enough to support their bulk. reaching their prey, they rapidly spin to attack—seeking to
ART BY FRANK GUNTER
ensnare its prey with a writhing cluster of tentacles.
The Gargantuan Ammonite has an extremely dense shell Magic Resistance: Standard
protecting its vital internal organs making it quite difficult for Lair Probability: 50%
the puny weapons of man to breach (AC -5). The long, ar- Intelligence: Animal
mored tentacles (2’ per hit die) have chitinous plates (AC -2) Alignment: Neutral
and any hit of at least 12 points from sharp edged weapons Level/XP: 5/350 + 8/hp
3’ or more in length severs these appendages.
The Andrewsarchus is a dangerous predator dwelling on the
If seriously threatened or with the loss of half its limbs, the
vast scrub plains where tall grass and small groves of stunt-
Gargantuan Ammonite releases a dense black cloud of toxic ed trees offer exceptional cover. Traveling in sizable hunting
ink (acting as a darkness spell with a 30’ radius, having a packs, they move constantly while following huge herds of
duration of 1d4 rounds) and jets off into the aquatic gloom to
herbivores, often searching for and stealing the recent kills of
regenerate severed tentacles in a single week. Those caught larger predators. Andrewsarchus work in unison, as a pack to
within the confines of the cloud must save versus poison at bring down weakened herd animals themselves. A full-grown
+2 or suffer 1d8 points of damage per round of exposure. male stands nearly 6’ tall at the shoulders and weighs more
than 800 lbs. The females are slightly smaller but are just as
Within the shell of the Gargantuan Ammonite is a large sack fierce as their male counterparts.
containing 4d6 ounces of ink—each ounce worth 25 gp to
either an alchemist or mage who use this substance for writ-
ing spells.
Treasure: None
ANDREWSARCHUS
Frequency: Rare
No. Encountered: 2d4
Size: L (6’ tall)
Move: 180’
Armor Class: 4
Hit Dice: 7d8 (*13)
Attacks: 3
Damage: 1d10+2 (bite), 1d4 (×2 claws)
Special Attacks: Rending
Special Defenses: None ART BY DEL TEIGELER
Any traveler, moving unguarded through Andrewsarchus The claws of the Andrewsarchus are almost hoof-like and
territory, risks falling prey to these dangerous creatures. do just 1d4 points of damage during a successful attack. A
Covered with short, coarse fur in a variety of patterns, they typical pride of Andrewsarchus contains a single dominant
blend easily into their natural background and surprise their male (9 hit dice (*12), level: 6/900 + 12/hp), along with 1d3
prey with a roll of 1–3 on a six-sided die. lesser males. There are 1d4+2 females and 1d6+2 young (no
effective attack).
An Andrewsarchus bite is powerful, delivering 1d10+2 points
of bone crunching damage. On any roll of a natural 20, th e Treasure: None
jaws lock onto the victim with a vice-like grip. On following
Even though the queen is slightly larger than the other mem-
bers of the colony, she does not participate in combat. During
any move to relocate the colony, a group of workers along
with a flanking escort of several immense warriors remain
with the queen as her assistants. Upon reaching a secluded
location, the queen proceeds to lay eggs in a shallow tunnel,
new workers for building the new nest.
Within the lair, there are areas where the detritus and trash
is disposed. Occasionally, items of value end up in these
places. In most cases, the Enormous Ants turn all organic
materials (leather, cloth, paper, etc.) into pulp for growing
fungus.
GRANITE ASP
At first glance, the Granite Asp appears to be a statue of a
snake, meticulously carved and polished from a single piece
of solid stone. Normally, these serpents make their lair in
deep underground areas, feeding on the rock. However, if
approached too closely, they strike quickly in an attempt to
overpower intruders.
This serpent attacks with a rather dangerous bite, treating When irritated or preparing to attack, the white bands of the
all opponents as armor class 10 (modified only by dexterity Strobe Asp suddenly begin to flash in sequence—a stunning
and magical protections) since the Spectral Asp can move display intended to mesmerize and overwhelm the senses
through any solid objects with ease. The bite delivers 1d4 of any nearby creature. It affects all forms of vision. Since
points of damage and on a failed save versus poison it injects bats become catatonic and disoriented when the Strobe Asp
a rather unique toxin. This poison actually shifts the victim begins its display, this Asp seems to emit a high frequency
into the ethereal plane for 1d4 rounds where the Spectral Asp component as well. A successful save versus spells cancels
automatically coils itself around the victim in an attempt to the effect.
strangle its life essence at the rate of 1d3 points per round.
Only complete rest can cure the damage caused by this
“soul” attack, at the rate of 1 hit point per day.
The bite of the Strobe Asp does but a mere 1 point of dam-
age. In addition, the poison of the Strobe Asp is rather weak
against large creatures (+3 on saving throw). Those who fail
Magical weapons are the only weapons able to strike the the save become lethargic, with their move reduced by half—
Spectral Asp. Treating the creature as armor class 3, the making all their attacks at -2 to hit and damage for 1d6 turns.
damage inflicted is minimal and equal to the magical plus The poison of this creature is prized by alchemists, who use
of the weapon. Thus, a +2 long sword does just 2 points of it in the manufacture of neutralize poison potions. It has a
damage. Any magical augmentation or bonuses from high value of 50 gold pieces per ounce. A typical serpent has 1d3
strength also add to the damage (for example, gauntlets, or ounces of the substance in their poison glands.
belts giving a damage bonus). All other weapon attacks sim- Treasure: None
ply pass through the monster as if moving through smoke.
The only known spell harmful to a Spectral Asp is magic mis- WIDE MOUTHED ASP
sile, causing full damage as it directly strikes the essence of
the monster. All other magical attacks are ineffective. The Wide Mouthed Asp, a strange and rarely encountered
member of the snake family, is a tenacious predator, unhes-
Treasure: The poison has great value to spell casters as a itatingly attacking any intruder. These reptiles are eyeless
spell component, often bringing 1d3 × 100 gp per ounce. but see heat with the half dozen sensor pits located on the
The Wide Mouthed Asp strikes quickly, biting for 1d8 points
of damage. Any roll of 2 more than the required to hit num-
ber or a natural 20, indicates the bite victim must save ver-
sus poison. Failure means the Wide Mouthed Asp has latched
onto the prey, injecting a special poison designed to liquefy
flesh at the alarming rate of 1d6 hit points per round, but
only during the time the creature remains attached. The Asp
slowly begins to feed, greedily swallowing its meal. A suc-
cessful Minor Strength Test or inflicting 6 points of damage
dislodges the Wide Mouthed Asp.
Treasure: None
ATHARAK
Frequency: Very rare
ART BY HUNTER REID AND FRANK GUNTER
AVOSH
Frequency: Uncommon
No. Encountered: 3d12
Size: S (1'–3’ long)
Move: 180’swim, (AA: IV / 120’gliding, 90-degree turns)
Armor Class: 5
Hit Dice: 1d8-1 (*18)
Attacks: 1
Damage: 1d3 (tail slash)
Special Attacks: Nil
Special Defenses: Fast
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1/15 + 1/hp
Frequency: Rare
No. Encountered: 1d4
Size: L (6’ at shoulder, 15’ long)
Move: 180’
Armor Class: 4
Hit Dice: 10d10 (*10)
Attacks: 5
Damage: 1d6 (x4 paws), 3d4 (bite)
Special Attacks: Rake
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral
Level/XP: 7/1950+14/hp
The Bh'rokki-kh'-chich are a race of small, lightly furred, After a raid, they rise just as quickly back up to the Cloud
winged humanoids found in small colonies of up to 100 mem- Whales, carrying supplies in small woven sacks and taking
bers. Their nests are usually located upon the backs of Cloud their bounty back to the colony high above. Their depreda-
Whales (see Cloud Whale) flying high above the ground. The tions are not limited to the jungles below. It is common for a
members of a Bh'rokki-kh'-chich colony continually haul swarm of Bh’rokki-kh’-chich to descend on remote villages in
small stones and branches up to their floating host. Using well-coordinated assaults to steal crops, strip orchards, and
thin vines and mud, they weave them together to build prim- carry off anything of interest in a matter of minutes.
itive homes and structures, eventually covering any avail-
able surface of a Cloud Whale like barnacles. Cloud Whales Bh’rokki-kh’-chich usually arm themselves with small spears
not only tolerate this intrusion, but also welcome it because, (60%), doing 1d4 hit points of damage or clusters of small
once established, the Bh’rokki-kh’-chich place themselves in darts (40%), each doing 1d2 points of damage. They also car-
great danger to defend their living homes – especially guard- ry several small stones for use as projectiles, hurling these
ing against the always lurking, and exceedingly dangerous for 1 point of damage each. They throw any of these weapons
Tulardin (see Tulardin). with great skill (+2 to hit). On very rare occasions, a Bh’rokki-
kh’-chich arm themselves with a small dagger (sometimes
Each Bh’rokki-kh'-chich population is independent, but sev- magical), obtained from defeated enemies, raiding, or trading
eral communities often join forces in order to protect the with “the great ones who live below” (see Jetch’kekki).
entire pod. The Bh’rokki-kh’-chich occasionally war amongst
themselves if it means more living space, and the arrival of The Bh’rokki-kh’-chich usually start combat by swarming any
another Cloud Whale to the pod often triggers vicious com- opposition. If the swarm numbers more than 50 members,
bats. they descend in a confusing mass, intent on overwhelming
their opponents. In the first 1d3 rounds of the encounter, the
To feed their host in lean times, the Bh’rokki-kh’-chich drop entire host swirls in a 30’ radius “cloud”, attacking once per
morsels of food (or prisoners) into the Cloud Whale’s maw. round against each creature within the area, striking as a 10
Deceased, weak, and severely injured members of the colony hit die monster (with a +2 to hit modifier). The swirling melee
become food for the Cloud Whale as well. All who live in the is a confusing barrage of small spears and blades inflicting
colony would willingly sacrifice their lives for the continued 3d4 points of damage to every creature within the cloud.
existence of their home and over time the various plants and
animals form an intricate ecolgical system. Each colony of Bh’rokki-kh’-chich usually has a cadre of 3d4
larger members (4 hit dice), acting as the “war-council” mak-
As the massive Cloud Whales move over an area of jungle, ing decisions on raids, and coordinating the construction of
the Bh’rokki-kh’-chich hunting parties glide down in a swarm living spaces. A shaman (level 2 magic-user / level 3 cleric
to obtain food, gathering fruit, nuts, berries, and even meat. leads each tribe, assisted by several lesser shamans. And
Quite often, several tribes join forces in order to raid a larger while they have little use for treasure, except for trading, as
target (jungle village or caravan). they do have a fondness for shiny things.
“The Cloud Whales slowly moved far above, and from their broad backs a shrieking, chittering horde of Bh’rok-
ki-chich descended with a dry rustling from the hundreds of flapping wings . And, although they were small in stat-
ure, we knew the overwhelming numbers could spell our doom.”
Tildun-Reffe
TREASURE: Individual: 3–18 sp (30%), 1d4 gems (20%) Rumors of larger, 2–4 hit die specimens abound, but they are
Colony: 1d10 gems (30%), 1d3 magic items (25%) rare, and other than additional hit points, a bite doing 1d6
Tombs: 1d10 × 1000 gp (40%), 4d10 × 1000 sp (30%), damage, and double the experience points, all other stats
3d10 gems (20%), 1d8 jewelry (10%), 1d6 magic remain the same.
items (20%).
TREASURE: None
BIALOOR
STOCK ART BY JACOB BLACKMON
Frequency: Common
No. Encountered: 3d6
Size: S (1’ long)
Move: 90’
Armor Class: 8
Hit Dice: 1d8 hit points (*19)
Attacks: 1
Damage: 1d3
Special Attacks: Blood Drain
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/30+1/hp
The Blort Worm is a disgusting denizen found in any mucky es of food. This ooze coated grey-green denizen can grow
environment. They thrive equally well in the dark, stagnant to massive proportions. Some rare adult specimens weigh
swamp areas of the surface world, or in the murky depths several tons with lengths upwards to 40’. Being slime cov-
of a subterranean pool or sump. Occasionally one of these ered gives them the fascinating ability to squeeze their 4’–8’
creatures makes its way into the sewer system of a city where diameter bodies into openings as small as 2’ in diameter.
it soon finds a niche. They wallow in pools of fetid mud, filth,
and their own disgusting slime, often functioning as dispos- The thick slime coating the Blort Worm continuously exudes
al units in some areas by feeding on small creatures and reduces the damage received from any fire-based attacks
devouring anything living or dead in their path. If left un- by 50%. Therefore, a successful save would mean the Blort
fed they eventually slither away in search of other sourc- Worm would take only 25% damage. They take normal dam-
age from cold and electrical–based attacks;
and, because of their extremely pliable bod-
ies, any successful attacks with blunt weapons
only do 25% damage.
TREASURE: None
With the proper preparation, many adventurers are able to tecting them from melting back into the molten sea. As lon-
reach the Elemental Plane of Fire, the fabled realm of the ers or as part of a swarm they are usually peaceable crea-
Efreeti. Most often, they succeed by traveling within great tures seeking only to feed and lay their eggs. These metallic
bubbles of elemental matter rising up from the “Ethere- beetles roam throughout this hellish realm in search of prey,
al Plane”. These bubbles emerge for a brief time and drift usually immature Fire Elementals, Salamanders, or Magmen;
on the surface of the Molten Sea before slowly dissolving but they are not averse to attacking any unprotected intrud-
and dropping their contents back into the hot, liquid mag- ers from other realms. When they die, the glow fades and the
ma, home to the Efreeti. With luck, any travelers have the Brass Skimmer melts back into the magma once again.
means to be able to summon and control a Brass Skimmer,
which can then carry them safely to any solid land. There The Brass Skimmers most often encountered attack with
are magical talismans (in the form of charms, rings, or am- their crushing mandibles inflicting 3d4+3 points of damage.
ulets), giving the user the ability to summon a nearby Brass The much larger, rogue specimens are gigantic and can reach
Skimmer, compelling it to serve as a powerful mount. A small lengths of 100’ or more. Their jaws can deliver a bite doing
Brass Skimmer can carry but a single passenger, however a 4d12+12 points of damage (any carried items must save ver-
common Brass Skimmer is able to carry as many as 3 pas- sus a crushing blow on hit roll of 18+).
sengers, while the rogue can easily carry a dozen or more,
depending on its size. The Efreeti, who are the arrogant, self-proclaimed lords of
the domain, often ride these creatures in wild races across
Composed entirely of living metallic brass, these beetle-like their molten realm, navigating through the bubbling fields of
creatures emit a blue-green glow of flickering energy pro- flaming vortices, and churning whirlpools. They joy in using
BRAWN HULK
Frequency: Rare
Brass Skimmers in their eternal wars against the Djinni, and No. Encountered: 1 (very rarely 1d4)
for hunting Fire Elementals and those who intrude into their Size: L (9’ tall)
domain. Move: 90’, 10’ (digging)
Armor Class: 2
Visitors to the Plane of Fire have documented cavalry units Hit Dice: 12d10 (*9)
of more than a thousand mounted Efreeti and there are even Attacks: 2
reports of huge siege engines, mounted on truly gigantic Damage: 2d10+8 (x2 claws)
Brass Skimmer specimens (up to 200’ long). These immense Special Attacks: Kick
creatures carry catapults capable of lobbing globules of ele- Special Defenses: None
mental water used to douse the flames of their enemies. Still Magic Resistance: Standard
others function as living transports, carrying several dozen Lair Probability: 30%
Efreeti slaves into combat. Intelligence: Low
Alignment: Neutral (evil)
Travelers constantly use Brass Skimmers as steeds to move Level/XP: 8/3500+16/hp
about from one Efreeti citadel to another, navigating swiftly
across the molten terrain. While mounted upon such a steed The subterranean gloom of the underdark abounds with
the shimmering energy field also protects the rider from the many powerful and dangerous creatures. Dark gray or even
heat of the Elemental Plane of Fire. black, the Brawn Hulk is one such beast, a dull witted yet at
times extremely cunning hunch backed monster spending
The Efreeti take supreme delight in torturing prisoners, its days in search of it primary food, the many species of
many times leaving them stranded for years atop one of the great worms. Neckless, the head of the Brawn Hulk is a mere
uncountable spires of rock protruding from the Molten Sea lump centered on the massively muscled shoulders. Two tiny
of Brass. A field of anti-magical energy often surrounds these
The arms of the Brawn Hulk are thick and powerful, covered
with bands of corded muscle, ending in overly large claws
used mainly for digging. They also function as formidable
weapons, doing 2d10+8 points of damage with each success-
ful attack. On any roll of 20, they slam down on their oppo-
nent with incredibly, stone crushing force, inflicting double
the amount of damage rolled (2d10 x 2+8).
The Brawn Hulk often uses one of the hind legs to kick at an
enemy, able to strike in any direction. This attack does 1d12+8
damage along with hurling the victim 2d10 feet. If a save ver-
sus poison fails, the recipient of the kick will be stunned for
1d4 rounds.
They attempt to crush anyone who gets in their path, with Adventurers occasionally find a subterranean nursery
the damage based on the creature’s size. They also have a swarming with hundreds of marble sized Bure’tuzzo rolling
vicious bite attack (see above stats for the damage inflicted in a swarm across the ground. Any movement in such areas
based on the size of the attacking Bure’tuzzo). requires a saving throw versus wands or a character falls.
This could be dangerous, as the immature Bure’tuzzo swarm
The stony surface of the Bure’tuzzo provides excellent pro- automatically inflict 2d6 points of damage. Once these im-
tection and reduces damage from all weapon attacks by half. mature creatures reach approximately 1’ in diameter they
They are immune to the effects of fire and cold; but any move off into the surrounding tunnels.
magical lightning attacks do +2 damage per die.
TREASURE: See above for details
BY’ACKURIN
Frequency: Uncommon
No. Encountered: 1d6
Size: M (5’–6’ tall)
Move: 90’, swim 30’
Armor Class: 0 back or 2
Hit Dice: 5d10 (*14)
Attacks: 3 or by weapon
Damage: 1d4 (x2 claws, 1d4+1 (bite) or see below
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low-average
Alignment: Chaotic evil
Level/XP: Males: 4/130+5/hp
Females: 3/85+4/hp
Juveniles: 2/28+2/hp
Amidst the dense tangled roots of the great swamp trees, the
By’ackurin build sizable lodges, using reeds, mud, and vines.
Several of these structures form a “village” containing 3d4
warrior males, a like number of females (4 hit dice) and 2d6
juveniles (fight as 2 hit die monsters). Special mounds con-
taining decaying leaves, brush and branches are prepared
once per year during the spring, with each female deposit-
ing 2d6 3” round eggs. These eggs hatch in 4–6 weeks and
the young enter the swamp for the dangerous first year of
growth. The few who survive this perilous time eventually
rejoin the tribe.
STOCK ART BY BRADLEY K MCDEVITT
The By’ackurin care little for treasure, although they occa-
The B’watta is a species of gigantic carnivorous jungle plant:
sionally raid the villages of lizard men to obtain small items
a truly monstrous species evolved to feed primarily on larg-
manufactured beyond the borders of the swamp, but other-
er animals. At the core is a large central body over three
wise they avoid contact with other intelligent species. Occa-
yards across consisting of the main underground digestion
sionally a tribe of these creatures comes under the influence
pod and several tall stalks covered with hundreds of small
of a swamp hag, serving as unwitting troops.
yellow flowers. The perimeter is surrounded by at least two
TREASURE: None dozen huge, tapered leaves, up to 25’ long. These are narrow
and wickedly serrated along the edges, designed to lock tight
around any hapless prey. A sticky exudate covering the sur-
face of the leaves aids in keeping the meal in place as they
slowly curl towards the center.
“We climbed as if the devils of hell were in pursuit. From the ground erupted a dozen or more huge leaves, glistening
with a sticky exudate, the overpowering scent blurring our senses. The trap had been well set, never would I have
believed a B’watta could have been cultivated in such a place, and never had I witnessed one of such immense pro-
portions; some foul magic was at work. The entrance to the ancient temple was well and truly guarded...it was time
to rethink our plans.”
Tildun-Reffe
Many areas of remote wilderness are home to one or more If an adventurer is bold, and determined to reach the lair,
types of Winged Canine. The more common species is sim- usually located along high cliff faces, there is a 20% chance
ilar to several varieties of domesticated dog, while the large there are 1d3 pups. These young have a value of 1d3 x 200
species has much more in common with wolves. Their wings gp. The Winged Cerberus species is much more dangerous
are usually leathery, kept safely tucked along the sides when to train and only 5% of trainers accept such a commission,
the Winged Canine is on the ground. Whether evolved natu- usually at triple the cost. Occasionally, adventurers encoun-
rally or intentionally created is unknown, but there are sev- ter this species associated with ogres and giants.
eral different breeds with a variety of colored patterns (each
DM can determine the type as needed for his campaign). The rarest member of this type of creature is the Winged
They follow all of the normal guidelines for normal canines, Hellhound, a terrifying hybrid creature with the ability to
banding into close-knit packs with a dominant male as the breathe fire (range 10’) for 7 points of damage. They usually
leader. begin their attacks by flying over prey, unleashing their fire
attacks before landing to continue the fight on foot.
Although most species of Winged Canines are reluctant to
engage in direct combat, for fear of damaging their wings, TREASURE: None – see above.
they are quite fierce when hunting or forced to fight. Prefer-
ring to attack in a pack, they leap in from all directions to CARNIVOROUS GOURD
bite at their prey. The common variety bites for 1d4 points
of damage, while the larger species does 2d4 damage with a Frequency: Rare
successful attack. The mutated species, commonly called the No. Encountered: 1d6
Winged Cerberus, has two fully functioning heads, allowing it Size: L (10’ tall)
to make two bite attacks per round. Move: 10’
Armor Class: 6
If captured before weaned, the common and large Winged Hit Dice: 6d8 (*13)
Canines can be trained, making excellent adventuring com- Attacks: 2d4
panion animals. However, such training requires the talents Damage: None
of a master trainer, making it an expensive endeavor (200 gp Special Attacks: See below
minimum per week of training, taking 2d3 weeks to complete. Special Defenses: None
TREASURE: None
CENTIPEDE, MASSIVE
Frequency: Very rare
No. Encountered: 1d4
Size: L (15’–30’ long)
Move: 180’
Armor Class: 2
Hit Dice: 7d8 (*13)
Attacks: 1
Damage: 1d10+1
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non–animal
Alignment: Neutral
Level/XP: 6/575+8/hp
TREASURE: None
CHAMROL
Frequency: Very rare
No. Encountered: 1d4
Size: L (15’–500’ long, 10’–60’ diameter)
Move: 0’
Armor Class: -6 or -2
Hit Dice: 18d10+ (up to 1,000+ hit points) (*7)
Attacks: 1d6 per target
Damage: 1d6 (per hit)
Special Attacks: Positive energy burst
Special Defenses: +3 weapon to hit
Magic Resistance: 75%
Lair Probability: 100%
Intelligence: Semi–low
Alignment: Neutral
Level/XP: 9/8100+20/hp
Only weapons of +3 enchantment can damage a Chamrol and The claws of the Charkin are deadly, designed for gripping
any edged weapons attack against armor class -6. All blunt and tearing through dense carapace and heavy armor. They
weapons treat the creature as having armor class -2.The use two of these when attacking; each inflicting a 1d4 hit point
Chamrol has the following Crystal Elemental Immunities: Fire wound. They climb onto their victim to allow their snapping
and cold-based attacks do not affect the Chamrol and elec- beaks to chew for additional 1d6 points of damage. If both
trical based attacks only cause 25% or no damage depending claw attacks succeed in hitting a target, the Charkin are able
on the saving throw. Gases and poisons are ineffective when to attack with the other two clawed feet at a +2 to hit (2 at-
employed against a Chamrol. tacks inflicting 2d4 damage each).
The Chamrol do, however, suffer damage from some spells: Similar in body design, having a heavy carapace supported
Shatter causes 3d6 points of damage, a Glassee spell stuns by peripheral limbs, and possessing a sharp beak on their
these creatures for 1d3 rounds, and a Stone to Flesh spell underside are all strong indicators of a common biology with
makes it armor class 6 for one melee round. the Necrotia. In fact, the Charkin always hunt down any of
the varied Necrotia species in preference to any other prey.
TREASURE: 2d10 x 1000 gp (50%), 3d12 gems (80%), 1d4 IOUN A sure sign Charkin are in the area is a litter of cracked and
stones (10%). broken Necrotia carapace chitin.
Frequency: Uncommon
No. Encountered: 2d3
Size: S–M (2’–5’ across)
Move: 180’
Armor Class: 2
Hit Dice: 6d8 (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d6 (bite)
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral (evil)
Level/XP: 4/225+6/hp
CHATTERSCHRILL, BOG Once they have the scent of a victim however, the silence
quickly ends. With a disturbing clacking of their great teeth,
In the dreary landscape of swamps and bogs, on the dark- they communicate with each other, moving in for the kill. It
est of the moonless nights, the unfortunate adventurer may is important to note, rangers who are unfamiliar with the
hear the dismal cry of the Bog Chatterschrill. This stout, ban- Chatterschrill find it difficult to track the beast through forest
dy-legged creature has a covering of course fur of mottled since it is able to travel with ease, both through the trees and
dark colors, matted with filth, twigs, and leaves. The mouth on the ground (half the normal chance to track).
is disproportionately large, and full of enormous teeth. The
skull has hollow resonating chambers, designed to greatly The disproportionately long, muscular arms of this creature
amplify any vocalized sounds made by the Chatterschrill. are easily capable of reaching down to lift an unarmored
victim up into the foliage where they are subdued for trans-
This pack-hunting beast lopes along the ground and brachi- port to the nest or quickly dismembered and consumed. The
ate through the trees in absolute silence seeking its prey. Chatterschrill hauls those wearing heavy armor high into the
The thick three fingered hands can inflict 1d4+2 damage each,
and grab an opponent on any roll of 18+, scoring a hit. The
powerful jaws of the Bog Chatterschrill open to extraordinary
proportions, with a bite attack from the crushing teeth doing
2d4+2 damage. Any roll of 20 on the bite attack indicates
maximum damage is inflicted (10 hit points).
JUNGLE CHATTERSCHRILL
The Jungle Chatterschrill is quite similar in appearance to the
more common Bog Chatterschrill, with the major differenc-
es being in coloration and size. The fur of this sub-species
has stripes in shades of brown, green, and light yellow. This
enables it to blend easily into its environment (75% invisible
when motionless).
high in the trees. They travel through the middle and upper
canopy when hunting using their long limbs to move easily SNOW CHATTERSCHRILL
from branch to branch, rarely coming to the ground. Using
the same tactics as the Bog Chatterschrill, they prefer to at- A little known sub-species, perhaps the largest, exists in the
tack prey from above, their gangling arms emerging from the high mountains, dwelling in frozen ice caves. There, amid the
concealing foliage to grasp at prey. It is not uncommon for a rocks and glacial ice lives the great Snow Chatterschrill. This
Jungle Chatterschrill to spend its entire life in the branches 9’ tall giant is a ferocious creature covered with thick white
of the jungle, never setting foot on the ground. fur. With its powerful long arms, it can easily negotiate the
icy slopes of the frigid, forbidding environment.
SAND CHATTERSCHRILL
On any roll of 20, the injury from this monsters bite attack
In the deep deserts, there lives a sub species known as the is so damaging, only a Cure Serious Wounds, Cure Critical
Sand Chatterschrill, colored in shades of brown and tan. Wounds, or Heal repairs the damage. This sub-species often
These cunning beasts are nomadic, roaming across the hot travels as a small group of 1d6 individuals (dominant male,
sands in search of food. They bury themselves in the sand 1d 3 breeding females, and 1d2 young). Usually the younger
during the heat of the day, emerging at night to scavenge, males are loners, driven off by dominant males when they
often traveling several dozen miles. are about three years old.
Their eyes receive protection from the grit by a special mem- The Snow Chatterschrill has a +4 saving throw bonus versus
They attack with their two powerful claws doing 2d6+4 dam- Although they do not have a desire to accumulate treasure,
age with each strike and they bite for another 2d6+2 hit the pelt of this creature has value, with an intact one bringing
points of damage. The eerie clacking and screeching they as much as 200 gp.
make as they launch their attack is quite terrifying. TREASURE: None
TREASURE: Lair: 1d4x1000 gp (30%), 1d6 gems (20%), 1d2 mag-
ic items (15%).
CHIMERIC LEOPARD
Frequency: Uncommon
No. Encountered: 1d4
Size: M–L (5’–9’ long)
Move: 120’
Armor Class: 4/6
Hit Dice: 6d8+6 (see below) (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d6 (bite)
Special Attacks: 1d8 serpent heads,
mild poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Animal
Alignment: Neutral
Level/XP: 6/650+8/hp
ART BY JACOB BLACKMON
Living its entire life deep below the ground, the creature
commonly called the Crevice Crawler makes its home, rarely
(if ever) traveling to the surface. It thrives best in the extreme
heat and pressure of the deep underground realm. With a
long sturdy cylindrical body covered in thick bony plates and
more than a dozen legs protruding from all points around its
body, this creature is well suited to its subterranean environ-
ment. With this configuration, it is well adapted to spending
its life moving through tight passages, seams, and narrow
cracks in the rock, seeking any prey it can feed on.
CRYSTALLINE BEHEMOTH
The Crystalline Behemoth is a huge four-legged crystalline
creature found only in proximity to an Elemental Portal lead-
ing to the Elemental Plane of Earth or the Quasi-Elemental
Plane of Mineral. Lurking within huge forests of crystal, they
ART BY LUIGI CASTELLANI
STILTED CRYSTAL
One form of Living Crystal is the Stilted Crystal, usually found
on the Quasi-Elemental Plane of Mineral. On extremely rare
occasions, they stray onto the Prime Material Plane in search
of a rich mineral vein, but they typically stay in the deepest
places of the underdark.
These giants have acquired a small amount of magic resis- ART BY CHRIS LETZELTER
CRYSTALLINE CUBE to the energy drain (treat as cursed IOUN stones). The entire
surface of this cube is quite resilient, with an armor class of
Crystalline Cubes are natives of the Quasi-Elemental Plane -2 and only weapons of +2 or better enchantment can inflict
of Mineral, occasionally using an elemental conduit to travel damage.
into the Prime Material Plane. In appearance, they are great
cubes of living crystal of almost perfect transparency. However, the Crystal Cube is able to alter its structure, allow-
ing it to move through earth and stone as easily as we move
through the air. They also do this when attacking as a way to
ART BY CHRIS LETZELTER
engulf prey, lurching forward attempting to bring their victim
into contact. This attack does no damage but their prey sud-
denly find themselves trapped within a crystal prison. It is
during the rounds they are absorbing “food” where they are
most vulnerable, having an armor class of 3.
CUBE, GASEOUS
In the deeper underground environments, where the air is
Dangerous creatures, they feed on all forms of energy – mag-
still, unfortunate adventurers may encounter a Gaseous
ical, chemical and even the life force of living creatures serve
Cube. Their movement is vaporous, a cube of dense mist
as nutrients to the Crystal Cube. They greatly prize IOUN
slowly seeping through the darkness in search of prey. These
stones as a source of energy, sensing them if they are with-
creatures are quite deadly, not because of the damage they
in 100’. In fact, 50% of Crystal Cubes have 1d3 IOUN stones
inflict, but due to their resistance to many forms of attack.
trapped within its matrix. If so, there is an 80% chance the
crystalline structures of the IOUN stones have fractured due
CYADITH
Frequency: Uncommon
No. Encountered: 2d6
Size: M (6’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 6 (*13)
Attacks: 3
Damage: 1d4 (x2 claws), 1d4+2 (bite)
Special Attacks: Spines
Special Defenses: Spines
STOCK ART BY JACOB BLACKMON
DAEODON
Frequency: Rare
No. Encountered: 1d8
Size: L (6’ tall)
Move: 120’
Armor Class: 5
Hit Dice: 5d8 (*15)
Attacks: 2
Damage: 1d6 (bite)
Special Attacks: Overrun
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 60%
Intelligence: Animal
Alignment: Neutral
Level/XP: 3/130+5/hp
All Daeodon have a tough hide covered with short stiff fur,
patterned in wide yellow and brown stripes. A large distant ART BY LUIGI CASTELLANI
TREASURE: None
DECASARCHUS
ART BY DEL TEIGELER
Frequency: Very rare
No. Encountered: 1d6 The wide jaws of this monster are full of sharp teeth, able
Size: L (6’ tall at shoulder, 18’ long) to deliver a bone-crushing 3d8+3 points of damage while
Move: 120’ each of its normal four claw attacks slash and tear for 2d4+2
Armor Class: 3 damage. On any roll of 18+ on the bite attack, the Decasa-
Hit Dice: 10d10 (*10) rchus clamps down on its target with the fanged jaws, vio-
Attacks: 5 lently shaking its head for an additional 2d6 damage. If any
Damage: 3d8+3 (bite), 2d4 (x4 claws) two claw attacks score a hit, the Decasarchus immediately
Special Attacks: Rending, mauling attacks with two additional claws as it rears up, head rising
Special Defenses: Roar almost 3 meters above the ground to tower above its prey.
Magic Resistance: Standard
Lair Probability: 50% The roar of the Decasarchus is a major part of their attack.
Intelligence: Animal Emitting this blood-curdling scream, they try to “paralyze”
Alignment: Neutral their victims with fear. Those within 30’ must save versus
Level/XP: 8/3000+14/HP spell attack or they stand transfixed in terror for 1d3 rounds.
Any who are so affected suffer any further attacks at +4 to
Many times throughout the ages, wizards have attempted to hit.
cross species in a twisted attempt to create guardians for
important treasures or places. Most attempts fail horribly, The Decasarchus usually travel in small family groups con-
with the grotesque offspring quickly dying or being mercifully sisting of a single male, 1d3 females, and 1d6 cubs. Once
unable to reproduce. Others are quite successful, surviving weaned and before the end of their first year, any other
to fill an ecological niche. And of these, a few should never males are driven off or killed by the prides leader. The young
have been created. The Decasarchus is one of the latter; a male’s band together, forming into groups of 1d4 individuals,
creature of such malevolence it strikes terror whenever en- each awaiting its chance to take charge of a few females.
countered. Few other predators can compete with this crazed
mixture of the dangerous Andrewsarchus and the Baranath. With their multiple sets of legs (some sub-species of the De-
casarchus have as few as 8 legs, others having as many as
Standing on all ten legs it is as tall at the shoulder as a man, 12), they are excellent climbers, preferring to make their dens
and when rearing up on its three hind pairs of legs it towers along rocky outcroppings overlooking low scrub plains.
almost 12’ in height. This tawny, spotted, ten legged predator
is extremely aggressive, often killing for the sheer pleasure Often these terrifying creatures serve as “traps” or guard-
of the act. ians in a dungeon environment.
TREASURE: None
TREASURE: None
stantly chewing jaws can inflict 3d4 points of damage and on When engaged in combat, their four hands work feverishly,
any roll of 18+ striking a victim enables it to attach; inflicting producing an endless stream of magical energy, tapping into
double the normal bite damage on the following rounds (6d4 any nearby source of magical energy. Therefore, spell casters
points). A successful Major Strength Test permits the “host” within 60’ of a Chorrill Demon find it difficult to cast spells: a
to remove the Chorrill Demon. successful save versus spells is required for each attempted
The Chorrill Demons have all of the immunities common to casting or the magical energy “un-weaves”, destroying the
demons listed above. They also have the usual powers of spell. (Optionally the game master may choose to have the
infra-vision, darkness 5’ radius at, teleport (no error), gate energy transform into a random spell-like effect i.e. wand
(as the 9th level magic user spell) either a Type I demon of wonders). Chorrill Demons rarely use or possess magical
(15% chance), a Nuchaveer (25% chance), or another Chorrill devices, since over time they slowly drain these things of any
Demon (35% chance). In addition, only edged weapons of inherent powers. Nor do they ever voluntarily venture to the
+2 magical enchantment do them harm, any blunt weapons Prime Material Plane; instead, they send their intermediaries,
simply rebound from the rubbery hide of the Chorrill Demon. the Nuchaveer (see Demon, Nuchaveer).
They also have the following abilities usable one per round: TREASURE: 1d6x1000 gp (20%), 1d12 gems (50%), 1d4 magic
fear by touch, levitate (9th level), telekinese 1,500 gp weight, items (10%)
dispel magic (8th level), web (8th level), blink (8th level).
THE FOUR MINOR EFFECTS REQUIRE THE USE OF TWO HANDS WORKING IN CONCERT TO ACHIEVE THE DESIRED
MAGICAL EFFECT.
1) The Glyph of Obscurement blurs the outlines of the Chorrill Demon, causing all attacks against it to be at -2 for
1d6 rounds.
2) When activated, the Glyph of the Flame Pulse causes an incandescent burst of fire in a 10’ radius inflicting 4d6
points of damage (save versus spells for ½ damage). This chooses when to activate the glyph any time within one turn of
its creation.
3) If cast on a hallway or doorway, the Symbol of Impassibility prevents any living creature from passing through the
barrier, unless a successful save versus spells is made.
4) The Symbol of Warding creates a barrier keeping out any form of missile weapon attack for four rounds.
GREATER EFFECTS ARE MORE DIFFICULT TO CONTROL, TAKING THREE HANDS TO HARNESS AND INSCRIBE THE PO-
TENT ENERGIES INVOLVED
1) The Symbol of Protection creates a Minor Globe of Invulnerability around the Chorrill Demon lasting for one full
turn.
2) The Symbol of Cold creates a pulse of intense cold causing 6d4 damage to anyone within 20’, save versus spells
for ½ damage.
3) The Glyph of Sheet Lightning causes an electrical surge in a 10’ radius inflicting 6d6 damage (save versus spells
for ½ damage).
4) The Glyph of Confusion functions exactly as the effect from the magic user spell of the same name. It lasts for 4
rounds, and affects any who views it.
MAJOR EFFECTS, ACHIEVED BY USING ALL FOUR HANDS, BRING FORTH THE CHORRILL DEMONS MOST POTENT EF-
FECTS.
1) The Un-weaver Symbol is a most potent glyph. It has the power to “untangle” the energy contained in attack spells
cast at the Chorrill Demon. Any spell striking this barrier simply vanishes along with the glyph.
2) The Web of Death Symbol creates a temporary portal to the Negative Energy Plane. Exposure to this portal does
4d4 damage to any living creature within 10’; in addition, to avoid the permanent loss of one level of energy, it requires a
save versus spells.
3) The Symbol of Gloom is quite dangerous, requiring a save versus spells or those who view this potent symbol lose
all hope; falling into despair, fighting at -2 and all further saving throws suffer a -2 penalty.
4) The Reflector Glyph is quite potent, causing the retargeting of any single attack spell, cast from memory or device,
to strike the caster.
It is important to note a successfully cast Dispel Magic disrupts the power of a Symbol or Glyph.
TREASURE: None
Standing over 14’ tall, they stride on their four massive legs,
always on the alert for intruders. They have a wide gaping slap at opponents, the rough edges inflicting 1d8 points of
mouth full of several rows of razor edged teeth, capable of damage with each successful hit.
tearing into an opponent for 4d6 points of damage. They rear
on their hind legs in an attempt to crush an enemy with two Crowning the top of the creature is a cluster of four heavy
of its ponderous hooves; doing 2d12 points of damage with eye stalks, each able to project a magic missile every round
each successful stomp attack (treat as a crushing blow versus of combat (1d4+1 damage). However they also have the ability
any items struck). If the stomp attack rolls a natural 20, then to use even greater powers. Randomly determine the single
the Mhagoti may make an additional stomp attack with one power used by the Mhagoti each round, and one of the eye
of its rear hooves. They use the pair of scooped tentacles to stalks functions to cast the generated ability:
TREASURE: None
Dwelling upon the middle layers of the Abyss, the foul crea-
tures known as Pane Demons are powerful members of their
race. This greater demon has a non-humanoid shape, con-
sisting of a conical mass of repulsive flesh festooned with flat
panes of reflective chitin in a cacophony of colors. Protrud-
ing through the gaps between the plates of chitin are up to
six huge tentacle-limbs, writhing like pale, slimy worms. Atop
the creature there is also an extendable mouth writhing at
the end of thick stalk. This orifice is equipped with multi-
ple rows of rasping teeth, glistening and dripping with a foul
exudate. More than a dozen dead black eyes are located on
the upper body, protruding from the soft flesh between the
Pane Demons chitinous plates and the tentacle mouth. Loco- ART BY AARON SIDDALL
motion is by a thick slime coated “foot” leaving a sticky trail
whenever the Pane Demon moves. When manifesting on the The chitin plates give the Pane Demon an armor class of -4
Prime Material Plane, the Pane Demon often takes the form against attacks. The small area containing the eyes, located
of a small, slime covered humanoid. between the lower body and the neck stalk, is their weak
spot (armor class 2). Only weapons of +2 or better magical
They obey the Demon lord of the dead, often acting as in-
enchantment are able to cause injury to a Pane Demon.
termediaries to the Prime Material Plane. Wizards seeking to
complete the dark rituals designed to place their essence The Pane Demon has all of the immunities common to de-
within an obsidian slab often summon them for assistance mons listed at the beginning of this section. They also have
(see separate listing for the Pane, with more details on this the standard abilities of infra-vision, darkness 15’ radius at
process). will, teleport (no error), gate (as the 9th level magic user
spell) a Type A demon (35% chance), or a type C demon (15%
Each of the dozens of chitinous plates covering the central
chance). They also have the following abilities, usable once
mass of the Pane Demon contains constantly moving imag-
per round, at will: levitate (10th level), polymorph self, dispel
es. They are slow moving “bas-relief” scenes featuring the
magic, detect magic, read languages, telekinese 5,000 gp in
past victims of these demons attacks. These short scenes
weight, and cause Fear (as wand).
replay the victims last moments of life, the images of their
terror-stricken faces etched for eternity in the chitin plates.
Pane Demons have these additional spell abilities: 2 x day
Over the ages, as it accumulates additional panes, the de-
power word stun, 1 x day confusion, 1 x day Prismatic Spray
mon gains in prestige among its peers. Those who view these
(14th level), 1 x day Veil (12th level).
horrific images must save versus spells at -2 or become fro-
zen in place, stunned to immobility for 1d4 rounds, or until TREASURE: 1d10x1000 gp (40%), 3d6 gems (20%), 2d6 jewelry
attacked. If the result of this saving throw is 1, the victim (30%), 1d4 magic items (20%) plus 1d4 potions (10%) & 1d3
shrieks in terror, driven mad by the images and he flees in scrolls (5%)
terror from the Pane Demon for a full turn.
TREASURE: None
Dread Sentinels always have the following immunities: Im- The great Mage Kilithiog has theorized the Dread Sentinel is a
mune to Paralysis, Charm, Fire, / Cold (slows to half move- greater form of the Iron Golem. It is possible since they share
ment for D4 rounds)/Electricity (no damage, but it stops many of the same traits, and both serve as guardians. How-
Teleport ability for 1d3 rounds) / Disintegration (actually re- ever, iron golems are mere automatons and they never have
pairs damage “healing” 4D8 of any damage) inscribed spells, whereas the Dread Guardian exhibits a large
amount of free will. It is also quite rare for an iron golem to
Some special versions of the Dread Sentinel’s armor are be in possession of a magical weapon of any kind. In addition
quite ornate, engraved with magical glyphs and spells, turn- to the item(s) the Dread Sentinel serves to protect, there may
ing them into “living scrolls”. The essences within these ex- also be other items scattered within its area. The detritus left
tremely rare suits are actually able to release the engraved from past adventurers who dared pit themselves against this
spells, casting them at opponents with devastating results. powerful and always attentive guardian.
There are also reports of Dread Sentinel’s possessing armor
capable of absorbing some spells, allowing the Dread Guard- TREASURE: See above for details
ian to “volley” the same spells back at its attackers. Only
spells up to 3rd level can be absorbed, and the chance of this
occurring is 30%. It is unnerving for adventurers to see the
Dread Sentinel’s empty eye slits turn red, then spew out a
volley of Magic Missiles. These types of armor often have 2d4
Those who are killed by the least, average, and large Dust
Gyre quickly dessicate, shriveling into an emaciated corpse. ART BY FRANK GUNTER
Within 24 hours they rise as a zombie, doomed to exist as
an undead. AVERAGE
(Turn as type 4)
A cleric of sufficient level may attempt to turn the Dust Gyre,
but those affected do not flee the area. They simply lose This type of Dust Gyre takes on a definite humanoid form
as they coalesce, with long gangling arms and a dead black
their ability to retain shape, falling back to the ground for the
duration of the turning effect before rising once again. Allmouth full of sharp fragments of bone. They tear at any de-
Dust Gyre have the undead immunity to sleep, hold, charm, filers for 1d4 damage for each striking claw and bite for an
enchantment type spells and they are also unaffected by any additional 1d6 points. The saving throw versus poison from
form of cold-based magical attack (more information about the thicker cloud created by the common Dust Gyre has a -1
undead can be found in the OSRIC rulebook page 239). modifier. In a few rare cases, the common Dust Gyre wields a
pair of ancient swords, also placed in the tomb, inflicting 1d6
All Dust Gyre are “bound undead”, unable to stray more than damage per attack.
100 yards from the tombs they guard. When slain, the dark
powers inhabiting the Dust Gyre slowly drain away, the sub- LARGE
stance flowing into the black void. (Turn as type 6)
LEAST The large Dust Gyre is quite bestial in nature, the cloud form-
(Turn as type 2) ing a massive bear-like shape. It possesses a set of wide jaws
able to bite for 1d8 damage, and two powerful arms equipped
These small forms swirl along the ground, with parts of the with wide claws of sharpened slivers of bone. They seek
cloud taking on a vaguely canine shape just as they launch to embrace their victim, each swipe doing 1d6 damage with
Frequency: Uncommon
No. Encountered: 3d8
Size: S (4’ tall)
Move: 120’
Armor Class: 4
Hit Dice: 3d8 (*15)
Attacks: 2
Damage: 1d6+2 (x2 weapons) or 1d6 (bite)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 65%
Intelligence: Low–average
Alignment: Neutral evil
Level/XP: 4/65+3/hp
During combat, the Elemental Energy Pod flails with its great-
er tendrils and is able to attack three separate opponents
with 2 tendrils each. On a successful hit 2d4 of these nodules
ruptures, bursting open releasing a blast of positive energy.
The damage inflicted on a target is 1d4+2 hit points for each
exploding nodule. Once all of the nodules on a given limb are
broken, the limb has no more effective attacks, and it slow-
ly shrinks becoming a lesser tendril. Newly formed nodules
appear on the smaller immature tendrils, slowly growing as
more nodules appear.
TREASURE: None
A successful bite from the pincer-mouth of any sized specimen EORRA SERPENT
does the stated damage (see above), and on a roll of 20, the prey
is caught, snared in the coils of the attacking tendril. Once grap- Frequency: Rare
pled, prey suffers automatic bites from 1d4 mouths per round. No. Encountered: 1d6
Size: L (8’–15’ long)
Move: 180’ (AA: IV / 90-degree turn)
Armor Class: 2
Hit Dice: 4d8 (*15)
Attacks: 1
Damage: 1d6
Special Attacks: Paralyzing poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Non-
Alignment: Neutral (evil)
Level/XP: 3/125+4/hp
With jaws wide, the Eorra Serpent bites at prey for 1d6 points
of damage, seeking to inject their paralyzing toxin. If suc-
cessful, the creature moves away, seeks a perch nearby, then
waits for the substance to do its work. If the target fails a save
versus poison, the area bitten slowly goes numb, becoming
temporarily useless for 2d4 turns, with the numbness slowly
spreading to affect the targets body at the rate of 5% per
round, until complete paralyzation occurs. Roll a d8 and con-
ART BY FRANK GUNTER sult the following chart for the initial hit location:
The origin of the Estrith is unknown, except for the fact they
had never been encountered before the great “event” which
occurred several hundred years ago. During the cataclysm,
great rents were torn in the world, and perhaps some ancient
cave system was ruptured, allowing the Estrith to move into
the upper network of caverns.
ART BY FRANK GUNTER
TREASURE: None
EZZUWARI
Frequency: Very rare STOCK ART BY GARY DUPUIS
No. Encountered: 1 (1d3)
Size: S (2’–4’ long)
Move: 180’
Armor Class: 3
Hit Dice: 2d8 (*16)
Attacks: 3
Damage: 1 (x2 claws), 1d3 (bite)
Special Attacks: Coils
Special Defenses: +1 or better magic weapon to hit
Magic Resistance: 45%
Lair Probability: 10%
Intelligence: Average
Alignment: Chaotic (neutral)
Level/XP: 3/100+2/hp STOCK ART BY BRADLEY K MCDEVITT
FAELOON
Frequency: Rare
No. Encountered: 2d4
Size: S (3’ long)
Move: 180’ flying (AA: V / 120-degree turn)
Armor Class: 6
Hit Dice: 2d8 (*16 / 14)
Attacks: 1
Damage: 1d3
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Neutral
Level/XP: 2/36+2/hp
The Faeloon is a pest best dealt with at range, for experi- The Fire Leech is a nasty pest found in almost any damp
enced adventurers know whenever they find the Faeloon, environment. Rocky overhangs near stagnant pools, fetid
there are also other dangerous forms of rock imitating life swamps, subterranean sumps, and slow moving waterways all
in the vicinity. serve as a home to this pest. Moving in swarms, they slither
to attack any creatures encountered. They are a disgusting,
TREASURE: None rubbery, slug-like creature with a mottled gray-green color-
TREASURE: None
FLAME VORTEX
Frequency: Very rare
No. Encountered: 1d6
Size: M (5’–6’ long)
Move: 180’ flying (AA: IV / 90-degree turn)
Armor Class: 2
Hit Dice: 6d8 (*13)
Attacks: 1
Damage: 2d6
Special Attacks: Coils for 4d4 fire damage
Special Defenses: See below
Magic Resistance: 30% FRINGE LURKER / CREEPER
Lair Probability: 50%
Intelligence: Low Frequency: Very rare
Alignment: Neutral (evil) No. Encountered: 1d3
Level/XP: 5/1175+10/hp Size: M (6’ tall)
Move: 120’
The Flame Vortex is a living spiral of fire, an elemental crea- Armor Class: 3
ture growing to maturity near subterranean volcanic vents. Hit Dice: 6d8 (*13)
Nestled within their protective pods they slowly absorb heat, Attacks: 3
gaining hit dice while feeding on the energy from the sur- Damage: 1d6 (x2 claws), 1d4 (bite)
rounding area. They are evil tempered and attack any crea- Special Attacks: Chilling touch, surprise
ture in the vicinity if their pod is destroyed. Some more pow- Special Defenses: +2 or better magic weapon to hit,
erful creatures relocate Volcanic Pods in order to use Flame Immune to cold-based attacks
Vortices as guardians (See Volcanic Pod). Magic Resistance: 50%
Lair Probability: 75%
The Flame Vortex lashes at a target with a searing wave of Intelligence: Average
heat, any successful hit inflicting 2d6 points of damage, Alignment: Neutral (evil)
along with a 50% chance of any flammable materials igniting. Level/XP: 5/350+6/hp
Paper, cloth, and light leather must save versus normal fire or
it begins to smolder on the first round of exposure, bursting At certain times or in special places, the very fabric of re-
into flame on a second successful attack. If the Flame Vortex ality sometimes suffers from incredible amounts of stress,
rolls a 20 on its attack, it successfully coils around its victim resulting in the creation of “thin” places between the many
doing 4d4 points of damage automatically every round, as planes of reality. For the multi-verse truly is a fragile thing,
well as instantly igniting any flammable material. a series of “panes” overlapping and penetrating one another
in infinite ways. Gateways between the planes occur naturally
Only weapons of +2 or better enchantment can harm the or through magical means near these “weak spots” or holes,
Flame Vortex and spells causing injury from cold (i.e. cone allowing passage not only to other places, but also to other
of cold) inflict double damage. Water in large amounts (10 times as well. Occasionally, creatures become stuck in the
gallons or more) creates a 20’ diameter cloud of steam, and dark areas between the layers, forever doomed to seek their
force the Flame Vortex to flee to the Elemental Plane of Fire. prey from across the planar boundary.
TREASURE: None
Once it has closed with its prey, the Fringe Lurker slashes
with a pair of metal hard talons as cold as glacial ice. It is
a soul wrenching attack, with each claw doing 1d6 damage
plus an additional 1d6 damage from the intense cold if the
victim fails a save versus poison. They also bite for an addi-
tional 1d4 damage. For every 10 points of damage inflicted,
the Fringe Lurker becomes more solid, and the damage from
cold increases by +1, as the damage from the special attack
revitalizes their own structure, using the victims living force
to endure in the other realm.
TREASURE: None
ART BY FRANK GUNTER
TREASURE: None
The Frozen Dead attack with their ice hardened claws, each
successful strike inflicting 1d6+2 points of damage. In addi-
tion, their chilling touch has a chance to numb the affected
area using the preceding table (a successful save versus di-
rected spell attack nullifies the attack):
The bite attack of the Frozen Dead is its most potent weapon, ART BY DEL TEIGELER
able to drain heat from the target at the rate of 1d4+2 points
of damage. On any bite attack roll of 16+ successfully striking
an opponent, the Cold Dead latches onto its victim doing
full damage each round until the target creature dies, the
monster is turned, slain, or a successful Major Strength Test
pries the jaws from its prey. Grappling a Frozen Dead causes
1d4 points of damage to unprotected hands. The Frozen Dead
also have a special attack they may employ twice per day;
instead of making any physical attacks, they may instead
choose to exude a vaporous cloud of intense cold causing
2d4+2 points of damage to any creature within 10’ (spell save
for ½ damage). However, with each use of this attack form the
Frozen Dead suffers a temporary loss of 8 hit points.
When prey comes within 5’, the Fungoid Amoeba lashes out
with a pair of thin pseudo-pod filaments in an attempt to
latch on, and pull its victim into a caustic embrace. It se-
cretes a digestive enzyme causing 1d4 points of damage per
round as it slowly dissolves the flesh of its victim.
TREASURE: None
ART BY FRANK GUNTER
1 An extremely toxic mixture of many kinds of spores coats the surface of the amoeba, save versus poison at a -2 or the
victim drops to the ground hacking and coughing. Death occurs within 2d6 rounds.
2 An extremely rapid growth of fungus covers the target with a slick layer of mold, consuming him within 24 hours. A
Neutralize Poison spell cancels the effects.
3 A powerful hallucinogenic effect causes the victim to believing anyone nearby is an enemy. Save versus spells each round
or attack a random target. A successful save means the victim takes no actions during the round.
4 The spores cause intense waves of pain to affect the victim. The victim falls in to fits of screaming until he receives a Neu-
tralize Poison. No other actions are possible by the affected character due to the pain.
5 Extreme sensitivity to light affects the victim. Any source of light (including the glow created by magical weapons) causes
debilitating pain. No actions are possible when in a lighted environment. Exposure to direct sunlight actually causes 1d4
points of damage per turn of exposure. A Cure Disease is required to nullify the effects.
6 The spores infused into the Fungoid Amoeba induces a catatonic state until the administration of a Neutralize Poison,
unless the target makes a save versus poison at a -4 penalty.
7 The victim suffers a wave of absolute panic, collapsing and shaking with fear. Characters normally unaffected by fear are
subject to this attack due to its chemical nature.
8 The toxins invade and overpower all of the victim’s senses rendering him deaf, dumb, blind, and mute. All touch sensa-
tion is lost as well with the symptoms lasting 1d4 turns, or until a Cure Disease is administered.
9 The concentrated toxins of this strike are quite corrosive dealing 1d3 points of damage per round for 1d4 rounds.
10 The victim of this attack suffers the “quaking sickness” causing uncontrollable muscle spasms. All attacks have a -3 to hit
penalty and any Armor Class adjustment due to dexterity is lost until the administration of a Cure Disease.
NOTE: This table lists the most common effects resulting from contact by a Fungoid Amoeba, individual game masters may
devise others of their own choosing.
This clever predator conceals itself tail down within the clus-
ters of mushrooms, using its chameleon-like coloration to
blend into the growths. This makes the Fungoid Mimic 90%
“invisible” to any but the closest of examinations, allowing it
to surprise on a roll of 1-4 on a six-sided die.
The Fungoid Mimic does not normally use its large tail for
combat; it serves mainly as a means of propulsion. However,
if faced with a powerful opponent, the monster thrashes with
the tail at its attacker in an attempt to escape. This defen-
sive attack is at -2 to hit, doing 1d4 points of damage with an
additional point of damage per hit die of the Fungoid Mimic.
The action propels the Fungoid Mimic directly away from the
opponent at double the monsters normal movement.
The main prey for the Fungoid mimic is any form of sentient
fungus, but they are not averse to attacking any other crea-
tures straying too close. They usually carry slain victims t0
The Fungus Giant is a much larger form of sentient fungus, tient, yet immensely strong (Strength 20) they are unfeeling
found lurking in the deepest of caverns, thus any sizable col- juggernauts of destruction when commanded to attack.
ony might only have 1d3 of these warriors. These powerful
creatures are usually kept penned in special, nutrient rich They use their great clubbing hands to smash at their oppo-
fungus groves, being released only when either the colony nents for 1d4 points of damage, with an additional point of
goes to war, or the colony is severely threatened. Barely sen- damage per hit die, thus the largest sized Fungus Giant can
The trunk of the Fungus Giant is much denser than the sur-
face of a normal sentient fungus, with a covering consisting
of overlapping, hard plates of secondary fungus growths, giv-
ing them an armor class of 4.
TREASURE: None
TREASURE: None
The Galoopie is a rather strange, awkward looking creature occasions when several Galoopie work together, using their
found along remote rocky streams, or in deep cold lakes lo- combined weight to drown a particularly large or strong crea-
cated in ice covered mountainous regions. Here it thrives in ture. The victim does not take any additional damage from
the deeper areas of the cold waters where it feeds on large the bites on the following rounds, but unless quickly freed,
fish, mammals, or any creature inadvertently straying into its drowning shortly occurs.
territory. With its large webbed grasping footpads, perfectly
suited for grasping the rounded stones of its environment, On rare occasions, several groups of Galoopie cluster togeth-
it moves slowly along the bottom in small groupings of 1d4 er into a much larger breeding family. During this time, the
creatures. With its grey-black hide providing
camouflage it often lurks for hours hidden
in the boulder strewn streams either totally
submerged to obtain aquatic prey or with its
head held barely above water, waiting to strike
any land dwelling creatures approaching the
stream to drink.
GARGOYLE LORD
Frequency: Very rare
No. Encountered: 1d3
Size: L (8’ tall)
Move: 90’, or 120’ flying (AA: Level IV / 90-degree turn)
Armor Class: 0
Hit Dice: 8d8+8 (*12)
Attacks: 4
Rarely encountered, the Gargoyle Lords seek to assume TREASURE: Lair: 1d8 x 1000 sp (25%), 1d6 x 1000 gp (25%),
control of any rookery of common or lesser gargoyles, of- 2d6 gems (30%), 1d6 jewelry (20%), 1d6 misc. magical items
ten merging several together to form a huge raiding force. including potions and scrolls (25%)
These dark skinned, superbly muscled, dominating creatures
kill all who oppose their will, and once they have taken lead- GARGOYLE, OBSIDIAN
ership, they drive their subjects to acts of great wickedness.
Much larger than their lower brethren, the Gargoyle Lord is Frequency: Rare
stronger, having an 18/51 or higher strength, with a few of No. Encountered: 1d4
the more powerful individuals having 19 strength! Once they Size: L (8’–10’ tall)
have control of a gargoyle community, they seldom leave, Move: 60’, 120’ flying (AA: III / 60-degree turn)
unless leading a strong scavenging force, preferring instead Armor Class: -1
to send lesser minions to do their bidding. If an encounter Hit Dice: 8d8+8 (* 12)
takes place with more than one Gargoyle Lord, the strongest Attacks: 1 (or 4)
is always the leader, the others serving (grudgingly) as lieu- Damage: 3d4+4 (hammer) or 2d4 (x2 claws),
tenants. 1d6 (bite), 1d6 (horn)
Special Attacks: See below
Special Defenses: +1 weapon to hit
Magic Resistance: 25%
Lair Probability: 100%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 7/2200+12/hp
ART BY DARKZEL
Gargoyle Lords attack with their taloned fists for 1d4+3 dam-
age with each hit, using their great strength to tear at their
opponents. At the same time, they slash with their sharp
horns, doing 1d4 damage with each strike. However, in most
instances they forgo their physical attacks in order to use
weapons, usually magical in nature. When so armed they
do the appropriate weapon damage plus any magical and
strength bonus’. They use any type of melee weapon, avoid-
ing missile weapons. They also employ many of their magical
treasures with great effectiveness, being able to use any item
usable by the fighter class.
ART BY CHRIS LETZELTER
GELATINOUS BUBBLE
Frequency: Rare When a Gelatinous Bubble senses potential victims under-
No. Encountered: 1d4 (very rarely 2d4) neath, it uses its filaments, slowly moving into attack posi-
Size: M (3’–5’ diameter) tion, creeping along the ceiling. With a sudden strike, it lash-
Move: 60’ flying (AA: I) es out seeking to snare its target. Each of the filaments has
Armor Class: 7 an acidic coating causing 1d3 points of damage. If the attack
Hit Dice: 3d8 (*16) is successful, it also releases a paralytic toxin into the wound,
Attacks: 1d4 possibly incapacitating its prey for 2d6 rounds (a successful
Damage: 1d3 per filament saving throw versus poison cancels the effect). If it rolls a 20
Special Attacks: Envelopment/paralysis / surprise on a 1-4 on any of the attack rolls, the creature pulls itself directly
Special Defenses: See below onto its prey. With a burst of foul gas, the creature partial-
Magic Resistance: See below ly deflates, spreading itself out in order to coat the victim,
TREASURE: None
GELATINOUS STRIDER
Frequency: Very rare
No. Encountered: 1
Size: L (18’ tall)
Move: 240’
Armor Class: 7
Hit Dice: 12d10 (*9)
Attacks: 4 (2 per target)
Damage: 2d4 (x2 claws) ART BY FRANK GUNTER
Special Attacks: Absorption / paralysis Edged and piercing weapons only inflict half damage against
Special Defenses: half damage from edged / piercing weap- the Gelatinous Strider. A blunt weapon, while doing normal
ons damage, also has a 25% chance of becoming stuck within the
Magic Resistance: Standard creature’s substance on each hit. A successful Minor Strength
Lair Probability: 10% Test pulls a stuck weapon free.
Intelligence: Low
Alignment: Neutral The thick nature of the Gelatinous Striders body allows for
Level/XP: 8/3550+16/hp small items of value to drift for a time, suspended within the
viscous substance. Coins, gems, potion bottles, or small me-
The immense Gelatinous Strider dwells in very few remote tallic weapons are usually the most common thing found: the
locations, and is a dangerous scavenger, striking very quickly digestive acids dissolve all leather, cloth, and organic items.
and usually without warning. This creature is 80% invisible
due to the transparent nature, and the sight of half-digested TREASURE: 1d10 x 100 gp (20%), 2d10 gems (10%), 1d4 magic
prey apparently floating in mid-air is most disgusting. items including potions (10%)
The bones harden over the ages as minerals bond with the
calcium, turning them deep black. Even in death they retain
the great strength of their living form, attacking with jaws
and weapons (same damage as Greater Ghavial), but lack the
additional tail attack. All edged weapons do only half damage
and small missile weapons (arrows, stones, bullets, and darts)
have a -2 to hit.
The Greater Ghavial attacks with its powerful jaws doing 3d4
points of damage with a successful bite attack. They quite
often use long bladed weapon, slashing for 1d8 damage (plus
bonuses for exceptional strength). They also use their broad
tail with resounding force, striking opponents who are behind
this monster. Those struck take 2d4 points of damage and
must save versus aimed magic or be knocked off their feet
The massive ambush creature known in the swamplands as it almost impossible to spot (1-4 chance on a six sided die to
the Ghelash is a truly savage creature having equal aspects of surprise opponents).
both plant and animal. Using its root legs, the Ghelash slow-
ly moves into an area of ambush, usually an area of dense The first indication of the proximity of the Ghelash is the
swamp trees and tangled vines. It then devours any living snapping sound of its huge barbed tentacles as they lash
creature blundering within reach of its grasping tentacles. out to ensnare the unwary. Covered with a horny hide, the
The body of this monster has a covering of specialized chro- two greater tentacles have a reach of 30’ and each can inflict 3d6
matophores, allowing it to blend into its background, making points of damage on a successful strike. Any roll of 18+ successfull
TREASURE: None
The two powerful limbs of the foul Glutton Ghoul claw for
2d4+4 hit points of damage, and the gaping, maggot-drip-
ART BY FRANK GUNTER
ping jaws can deliver a horrific bite doing 1d10+4 points of
damage. In addition, any bite attack rolls of 20 hitting an op-
ponent indicates the Glutton Ghouls jaws have distended to
incredible proportions, swallowing any victim smaller than a
human. The Glutton Ghoul partially swallows anything larger,
with a roll of 18+ on any following round finishing the task.
The filth littered lair of a Glutton Ghoul and its minions con-
tains cracked open bones and the inedible remains left over
from their victims. There is a high probability items of value
will also be present.
GHOVIAN
(Turned as type 5)
The presence of a Ghovian creates a slight “hazy aura” around TREASURE: NONE
the victim, which can sometimes be spotted (base 5% + 1%
chance per point of constitution of the victim of spotting the GIANT, DEEP
aura). A cleric may be able to drive these malign spirits away
but this monster never suffers the fate of disruption. Any Frequency: Rare
Ghovian, driven from a host by a cleric, rarely returns. Any No. Encountered: 2d6
fortunate victim saved from the attack of a Ghovian regains Size: L (8’–10’ tall)
any lost constitution at a rate of one point per day. Move: 120’
Armor Class: 0 (base)
Hit Dice: 9d8 (*12)
Attacks: 1
Damage: 4d4+6
Special Attacks: Hurling boulders
Special Defenses: Natural camouflage
Magic Resistance: 25%
Lair Probability: 20%
Intelligence: Low–average
Alignment: Neutral (evil)
Level/XP: 7/1900+12/hp
GIANT, WINGED
Frequency: Rare
No. Encountered: 2d6
Size: L (8’–10’ tall)
Move: 120’, 180’ flying (AA: IV / 90-degree turn)
Armor Class: Varies, base 5
Hit Dice: 8d10 (*12 base)
Attacks: 1 (or2)
Damage: 2d6+6 (lance), or 1d8+6 (x2 swords)
Special Attacks: Swooping charge
Special Defenses: None ART BY FRANK GUNTER
Winged Giants prefer to use a lance when attacking; swooping TREASURE: Lair: 1d10x1000 gp (40%), 3d10 gems (30%), 1d4
in an initial charge, doing 2d6+6 damage (double the rolled magic items including scrolls and potions (20%) / Individual:
damage on any attack roll of 18+). After a few diving attack 1d3 x 1000 gp (50%), 2d4 gems (0%), 1d4 jewelry (30%)
one day for each hit die of the Glomus. Only if all of the
crystals shatter, is a Glomus destroyed. Usually the reformed
Glomus has 1d4 fewer hit dice than before its disruption. If a
Glomus is somehow captured, and brought to the Prime Ma-
terial Plane it soon dies, leaving behind a pile of gemstones
worth 2d10 x 500 gp in value.
GOLEM, COPPER
Frequency: Very rare
No. Encountered: 2
Size: L (10’ tall)
Move: 90’
Armor Class: 4
Hit Dice: 75 hit points (*7)
Attacks: 2
Damage: 2d8+8 (x2 fists)
Special Attacks: Lightning
Special Defenses: See below
Magic Resistance: See below
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/11,000 experience points
Flying golems are exquisite constructs; each component ex- The Greater Flying Golem fights as a creature having 10 hit
actingly designed using thin membranes of crystal, glass, dice, while the smaller version only functions as a 7 hit die
and diamonds They obey simple commands, often serving creature. As they swoop for an attack, they become visible,
as nearly invisible guardians, circling above their creator’s all of their brilliant colors glowing with an inner light. These
domain (85% invisible when aloft), controlled by a special constructs rarely hover in extended melee, preferring in-
wand made at the time of the Flying Golems creation. With stead to make a single strike, diving at double their normal
the power to remain airborne almost indefinitely, these tire- speed, using one of the diamond edged wings to slash as
less automatons scan the domain of their creator in search they pass closely to the target. The lesser Flying Golem does
of intruders. 3d4 damage with this attack, while the larger version does
3d6 damage. When commanded they engage an intruder in
melee combat, attacking with magically hardened talons and
beaks, raking and biting at intruders for the indicated dam-
age.
Attacking as a monster with 22 hit dice, this massive con- For construction purposes, they require the same spells as
struct slashes opponents with a pair of great stone blades most other golems (wish, polymorph object, geas, along with
inflicting 2d10+8 damage with each successful hit. Once per stone shape, meld into stone). The time and cost of con-
day the Colossal Obsidian Golem can transform one of its struction for a Colossal Obsidian Golem is 1 full year plus 1
blade arms into a deadly two handed weapon, capable of additional month for each hit die over 15, at a cost of 1,000
inflicting 4d10+10 points of damage to any creatures within gp per hit point.
its forward 120-degree arc. The effect of the transformation
lasts for three rounds, and during this time, this golem ran- Colossal Obsidian Golems are usually able to cause 1 point of
domly attacks any target within movement range. Standing at structural damage per round, but if they attack a structure
15’ or more in height, these creations are huge, towering over while using their two handed weapon, the structural damage
their enemies. They have a minimum of 90 hit points at 15’ is doubled.
tall, and an additional 3 hit points for each hit die over 15, up
TREASURE: Special: guardian
to a maximum of 24 hit dice.
The bite of the Hauleevi Finch does just 1d2 damage, but as
long as six or more attack the same target, each gains a +4
to hit.
Due to their magical nature, and affinity for good, the Hawk-
mare exhibits a small amount of resistance to magical effects
(25%), also benefits any whom they carry.
TREASURE: None
ART BY FRANK GUNTER
HAWKMARE
Frequency: Very rare
No. Encountered: 1d4+1 (4d6)
Size: L (6’ tall)
Move: 180’
Armor Class: 6
Hit Dice: 5+5 or 7+7 (*12 or 10)
Attacks: 1
Damage: 2d6 (bite)
Special Attacks: Hooves
Special Defenses: None
Magic Resistance: 25%
Lair Probability: 30%
Intelligence: Average
Alignment: Neutral (good)
Level/XP: Mare: 5/350+6/hp
Stallion: 6/725+10/hp
Within the dense forests and jungles, and along the rocky trails and roam within subterranean areas. The former often
scree plains of the mountains, there lives a great, always have other forest flora growing upon their hide, offering a
hungry predator known as the Hellgrub, or Carnivorous Cat- small amount of camouflage (surprise on a roll of 1-3 on a
erpillar. These immense creatures are relentless feeders, six-sided die) while the later coats its hide with a sticky web,
striking from concealment to quickly devour any who is fool- allowing small stones and other debris to accumulate as its
ish enough to come within reach. camouflage.
HISPAXXI
Frequency: Very rare
No. Encountered: 1d4
Size: S–M (2’–6’ tall)
Move: 10’
Armor Class: 8
Hit Dice: 1d6 (*no attack)
Attacks: None
Damage: None
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 50%
Lair Probability: 100%
Intelligence: Average
Alignment: Neutral
Level/XP: None
ART BY ZACHERY HARGENRADER
In the dim past, before the devastating wars, resulting in the However, these creatures have secondary, more powerful tal-
dark elf-kin being driven into the depths of the world, there ents; they are able to pull creatures from the ethereal plane
were other races already living in the deep earth. Among into the Prime Material Plane if they so choose. Targets gain
them were the Meelinn (see Meelinn), a race of intelligent a save versus spells with a -2 modifier to avoid the effects
worm-like creatures. They were supreme experimenters of this “attack”, but each additional Hispaxxi making the at-
with genetic science, spending much of their lives travel- tempt causes the victims save to be at a cumulative -1 pen-
ing to alternate Prime Material worlds. From these journeys, alty. Their gaze is able to nullify any kind of invisibility (such
they brought back many exotic life forms upon which they cancellation only lasting while the invisible creature is within
performed their strange experiments, using them to create sight of the Hispaxxi). Even though they only have a range of
many bizarre hybrids, some of which still exist today. Many 100’ with the power, this still makes them excellent “watch-
of these captured creatures and their progeny failed to thrive dogs” for important areas.
on our plane, others adapted easily, quickly establishing a
Over the ages, other races discovered the ruins of the an-
niche.
cient Meelinn cities and brought back a few specimens of
Among the strangest of their discoveries are the Hispaxxi, a the Hispaxxi. Now they thrive within the cavern cities of oth-
species of furred, semi-motile plant. The fur covered stalks er subterranean races. Some powerful individuals have also
of this creature are up to 3’ tall and each stalk has a large brought them to the surface world.
lidded eye patiently observing all activity happening in the
If kept well, in fresh watered and fertilized soil, the Hispaxxi
vicinity. It is fairly intelligent and able to communicate basic
will be content to live their lives. However, they are able to
feelings via eye gestures and a very simple telepathy, able to
move slowly in search of a new plot of soil if the need arises.
transmit the Hispaxxi’s emotional state (fear, wonder, hatred,
If mistreated, they might even fail to alert their masters to
etc.). However, the more powerful, innate abilities of these
the presence of danger, simply watching intruders with their
eyes drew the Meelinn to begin their genetic experiments
great eye.
with the Hispaxxi.
TREASURE: None
All Hispaxxi can see into the ethereal plane and may easily
Deep below the surface world, in a realm of perpetual dark- For physical attacks, the Howling Brain uses four of the
ness there are many strange and deadly creatures. Some spine-covered tentacles, and each of these attacks inflicts
settle in large groups building subterranean cities, others are 1d4+1 damage.
always on the move, searching continually for food. A few, are
extremely deadly loners, cleverly luring prey within reach, Protruding from the juncture between the tentacles and the
deviously laying complicated traps intended to snare the un- “brain mass” are two much larger appendages, each end-
wary. The Howling Brain is a member of the latter group, a ing in a strange, bell shaped shroud. Within the shroud are
malign intelligence seeking to control lesser creatures into housed thousands of filaments, an incomprehensible cluster
doing its bidding. In addition, although some experts believe of exposed nerve endings. These are the Howling Brains most
these monstrosities are in a way related to the Xerbel (DAN- dangerous weapons, capable of stripping the mind from the
GEROUS DUNGEONS), they base such speculation on appear- physical body of their victims. Any opponents struck by ei-
ance, not on actual observation. ther appendage, must immediately make a successful Major
Strength Test before the “neural shroud” settles about the
victims head, the filaments attaching at an incredible speed,
and the process of draining begins.
H’SSSSLAK
Frequency: Very rare
No. Encountered: 1d3
Size: M (6’ tall)
Move: 120’
Armor Class: 6 / Variable (see below)
Hit Dice: Variable (*variable)
Attacks: 6
They are equipped with six 12’ long stinging tendrils, saturat-
ed with a neurotoxic secretion designed to paralyze any vic-
tim (save versus paralysis or rendered helpless and immo-
bile by excruciating pain for 2d6 rounds). Often found lurking
within warm, freshwater pools, they surge up from the depths
to attack creatures along the shore.
Submerged in water they may attack with all six of the ten-
drils, while on land the Hydrae supports its weight on two ten-
drils, lashing with the remaining four, inflicting 1d4+1 damage
with each hit, in an attempt to overpower its prey. It takes the
creature just 1d3 rounds to engulf any paralyzed victim and
those pulled within the digestive sack dissolve at the rate of
2d4+2 hit points per round. The Hydrae expels any indigest-
ible parts (bones, metal, gems, etc.) within a few hours.
TREASURE: None
ART BY FRANK GUNTER
They are prey to the vicious Squallus, who regard the soft
Hydroth’s as a delicacy. Nevertheless, they are not defense-
less. They have the ability to form extremely tight jets of wa-
ter, able to cut through flesh with relative ease. The Hydroth
is able to form three such jets simultaneously and each can
cause a wound of 1d4 points of damage. On a roll of 20, the
jet strikes at an opponent’s eyes, and if the victim fails a save
versus poison blindness occurs for 2d4 rounds. Because of
their liquid nature, the Hydroth have a -2 modifier on any
saving throws versus fire or cold attack forms.
Frequency: Rare
No. Encountered: 2d4
Size: M (6’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 4d8 (*15)
Attacks: 2
Damage: 1d4 (x2 claws)
Special Attacks: Chilling touch
Special Defenses: +1 weapons to hit
Magic Resistance: 30%
Lair Probability: 100%
Intelligence: Low–average
Alignment: Chaotic evil
Level/XP: 4/175+4/hp
ICE TIGER
Frequency: Very rare
No. Encountered: 1 (1d3)
Size: L (4’ tall at shoulder)
Move: 180’
Armor Class: 5
Hit Dice: 6d8+6 (*13)
Attacks: 3
Damage: 1d4+2 (x2 claws), 1d8+2 (bite)
Special Attacks: Fear, see below
Special Defenses: +1 or better magic weapon to hit
Magic Resistance: 25%
Lair Probability: 40%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 6/950+8/hp
The fur of the Ice Tiger has a great value, often fetching as
much as 2,500 gp or more. If carefully cured by an expert
tanner, at triple his normal fees, the pelt often retains a
small amount of its magical resistance, roll 2d4 X 1% for the
residual amount of magic resistance.
IDELESAURUS
Frequency: Rare IMBRIAN SLIME DEVIL
No. Encountered: 3d4 Frequency: Very rare
Size: L (4’ tall at shoulder / 12’–16’ long) No. Encountered: 1d6
Move: 60’ Size: L (8’ tall)
Armor Class: 4 Move: 90’, swimming 120’
Hit Dice: 6d8 (*16) Armor Class: 5
Attacks: 1 or 2 Hit Dice: 5d8 (*14)
Damage: 2d6 (bite) or 1d4 (x 2 claws) Attacks: 3
Special Attacks: Trample Damage: 1d4 (x2 tentacles), 1d6 (bite)
Special Defenses: None Special Attacks: Slime
Magic Resistance: Standard Magic Resistance: Standard
Lair Probability: 80% Lair Probability: 90%
Intelligence: Non- Intelligence: Low
Alignment: Neutral Alignment: Neutral (evil)
Level/XP: 4/225+6/hp Level/XP: 3/130+5/hp
The Idelesaurus is a large plant eater, possessing a particu- The shores and backwaters of the Ultran-Thassa, the great
larly foul temperament. Standing 4’ tall at the shoulder and sunless sea of the underdark, are infamous for having large
reaching a length of 12’–16’ long, these slate gray creatures expanses of deep ooze and foul rotting fungal growths. As
move sedately through scrub plains and light forests grazing geological events constantly reshape the underdark, some
for hours on scrub grass, roots and low hanging tree branch- caves may be drained for decades, leaving behind the deep
es. layers of ancient mud. These plains of muck often extend for
miles; some of the largest filling several interconnected cav-
At less than 3’ tall, the Bog Imp is quite fast, moving from
cover to slash and bite at any intruders. Their bodies are
quite thin, the feet are long and prehensile, and they are
easily ably to climb and leap through the trees, dropping
down upon any enemy.
Usually armed with a small knife (1d3 damage) they also bite
for another 1d4 damage. If leaping from above, they gain
two additional attacks from their clawed feet, each doing 1d2
points of damage.
The Bog Imp has several innate spell abilities, using them
with great effectiveness; to not only hamper intruders, but
also as an aid in their attacks or defense. Each is able to use
faerie fire, trip, and pass without trace once per day. The Bog
Imp also possesses a special form of charm animal, effective
against a single reptile (usually snakes and crocodiles), using
such creatures in an attack upon their opponents.
The Bog Imp does not gather treasure for its own use, taking
any such items of interest to the lair of their hag mistress,
hidden deep in the swamps black interior.
TREASURE: None
IRON CRAB
Frequency: Very rare
No. Encountered: 1
Size: L (12’ diameter)
Move: 120’
Armor Class: -2
Hit Dice: 14d8 (*8)
Attacks: 2
Damage: 3d6+6 (x2 claws)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 35%
Lair Probability: 85%
Intelligence: Non-
Alignment: Neutral
Level/XP: 9/7300+18/hp
The Iron Crab is a terrifying creation, an ancient construct STOCK ART BY GARY DUPUIS
leftover from the distant past. Originally fabricated from
gleaming, extra-planar metal, those few survivors have cor-
roded with the passage of the ages, the survivors now cov-
ered in a flaking patina of rust and oxidation. The number of
D10 ROLL AREA AFFECTED PENALTY
1 Left hand removed Cannot hold weapon / blood loss of 5 hit points per round until bound
2 Right arm at elbow Cannot hold weapon or shield / blood loss of 8 hit points per round until bound
3 Left arm at shoulder No attacks possible / blood loss of 8 hit points per round until bound
4 Right leg at knee Half movement / blood loss of 8 hit points per round until bound
5 Left leg at hip No movement possible / blood loss of 10hp per round until bound
6 Right leg at hip No movement possible / blood loss of 10hp per round until bound
7 Left leg at knee Half movement / blood loss of 8 hit points per round until bound
8 Right arm at shoulder No attacks possible / blood loss of 8 hit points per round until bound
9 Left arm at elbow Cannot hold weapon or shield / blood loss of 8 hit points per round until bound
10 Right hand removed Cannot hold weapon / blood loss of 5 hit points per round until bound
Due to a substantial resistance to magical attack (35%), many TREASURE: 2d8 gems (80%) (Used to create several of the
spells are ineffective against an Iron Crab. Fire, cold, poison, internal mechanisms)
and gas have no effect on an Iron Crab and only weapons of
TREASURE: None
ART BY BRIAN (“GLAD”) THOMAS
“We slowly moved out into the small cavern, carefully looking for the source of the slight sound we had heard. The
acoustics of the chamber confused our senses. My gut said we were being followed by a small scavenger, perhaps
a rat. Then the Issa were upon us, striking from every direction, dropping from a small ledge above...so quiet...so
deadly.”
Tildun-Reffe’
The Filament Jelly starts its life as a small mass budding from
an adult member of the species. They are only a few inch-
es across at this stage, moving slowly across walls, floors or
ceilings in search of a small nook or crevice. It sends forth a
filament and once it attaches it “flows” along the strands to
the new location. This creature can send its filament up to 3’
for each hit dice in size, thus the largest have a reach of 36’!
As they mature, they slowly gain mass, having 1 hit die for
each ½ foot in diameter they grow, allowing for larger ar-
eas to be covered. Larger specimens having 12 hit dice, often
cover openings several yards across. In areas where food is
plentiful, it is possible several of these creatures, of varying
sizes, have taken up residence.
TREASURE: None
JELLY, NET
Frequency: Uncommon
No. Encountered: 1
Size: L (15’ diameter)
Move: 10’
Armor Class: 5
Hit Dice: 7d8+7 (*13 / 11)
Attacks: 1
Damage: See below
Special Attacks: Surprise ART BY FRANK GUNTER
The semi-amorphous creature known as Rock Jelly is a pest its chosen hunting ground (a dwarf or gnome actively search-
found in many underground environments. Most often found ing for this creature has a 20% chance to spot something
sticking to the ceilings of dungeon complexes or in the dark alerting them to the Rock Jellies presence). Patiently waiting
places within natural tunnels and caverns, this monster is for days at a time, when a victim passes beneath, the crea-
an efficient and clever killer, which many suspect denotes ture strikes, surprising opponents on a 1-4 on six-sided die.
a degree of intelligence. In appearance, the Rock Jelly is a If they succeed in surprising a target, they gain an additional
conglomerate accretion of smaller rocks and stones used to +2 to hit on the initial attack.
coat and protect the gelatinous inner material. Due to this
intentional plating, the Rock Jelly has an armor class of 3. The Rock Jelly drops from above, slamming down on prey
with great force; those struck take damage, and have a
The coating also functions as perfect camouflage, making the chance of falling unconscious by the impact based on the
Rock Jelly 100% invisible as it clings in the dark places above following chart:
The dense equatorial jungles of Khennaris are home to the A fifth type of Jetch’kekki lives apart from the rest. The Av-
race of bird-like beings known as the Jetch’kekki. In a domain arac’-ki dwell in the sacred valley of Ch’Reechi, where they
covering thousands of square miles, these evil, wingless avi- serve the needs of the Snake Feather Dragons (see Dragon,
ans rule, dwelling in great temple complexes, built for them Snake Feather).
by the many slaves they have subjugated. From countless
hidden mines, there flows a seemingly endless supply of Each temple city has an arena where ritual combats and
gold, silver, emerald, and jade. Harsh to the extreme, the sacrifices take place, to appease the gods. Turrak’-ki usually
Jetch’kekki tolerate no intruders, and pursue any who defile fight for their honor or for personal glory, while the lowly
their temples with great diligence. Each Jetch’kekki temple Chirrup’-ki fight to gain a position within a clan. And on rare
city has intricately trapped vaults within the bowels of the occasions even the Charak’-ki might enter the arena in dead-
central temple. Here they keep the majority of their vast ly magical combat in order to settle disputes between rival
wealth, storing it for the great Snake Feather Dragons. cities, or to obtain rank. The Jetch’kekki also use other crea-
tures in their rituals, usually large jungle cats, apes, croco-
Standing 7 feet tall, these brightly feathered creatures seek dile, and even huge prehistoric birds. These creatures being
to dominate the lands around their temple cities, with the set against one another or against groups of unarmed slaves.
various tribes constantly warring among themselves. Each
tribe contains several castes, each having their own part in The Jetch’kekki usually attack enemies with their sharp tal-
the maintenance of the temples. Within each tribe, several oned hands, inflicting 1d4+2 points of damage with each suc-
sub-clans recruit warriors from the lesser ranks, all of the cessful strike. They also tear at their opponents with their
clans competing for the favor of the mage priests. Led by beaks, (often cover in metal), causing 1d3+2 points of dam-
the Charak’-ki (mage-priests), the larger Turrak’-ki (warriors) age. The weapons they use: daggers, knives, short swords
and their Chirrup’-ki recruits patrol the jungle in search of and clubs, are all made of sharp edged stone, doing standard
intruders. damage from the weapon type with a +2 bonus. Occasion-
ally they use light crossbows or javelins as well. The swords
The remainder of the Jetch’kekki tribe consists of the made using the 3ft long fore claws of the Therizonosaurus
Zecharak’-ki, subservient females (artisans builders, and as blades are specially prized, and usually carried by the
workers) the young or unaffiliated Chirrup’-ki, and the hun- greatest of warriors.
dreds of menial slaves taken in raids. A typical temple city is
able to muster 50-200 warriors, but there are several great All Jetch’kekki tribes have a few jungle Anzu (see Anzu) used
cities near the heart of the Jetch’kekki domains with as many as mounts for cavalry and for certain sacrificial rituals. Spe-
JETCH’KEKKI, TURRAK’-KI
Frequency: Rare
No. Encountered: 4d4
Size: L (7’ tall)
Move: 120’
Armor Class: 4 (base)
Hit Dice: 4d8–10d8 (*varies)
Attacks: 3 JETCH’KEKKI, ZECHARAK’-KI
Damage: 1d4+2 (x 2 claws), 1d3+2 (beak) /
or by weapon Frequency: Very rare
Special Attacks: None No. Encountered: 1d10
Special Defenses: None Size: M (6’ tall)
Magic Resistance: Standard Move: 120’
Lair Probability: 75% Armor Class: 4 (base)
Intelligence: Average–high Hit Dice: 4d8 (* 15)
Alignment: Neutral (evil) Attacks: 3
Level/XP: Varies with hit dice Damage: 1d3 (x 2 claws), 1d3 (beak) / or by weapon
Special Attacks: None
The Turrak’-ki are the warrior caste of the Jetch’kekki temple Special Defenses: See below
cities. They organize the hunting parties, serve to protect Magic Resistance: Standard
the temple cities from intruders, and engage in inter-tribal Lair Probability: 75%
warfare to satisfy the gods. Their feathers are not as bright as Intelligence: High–exceptional
those of the Charak’-ki, tending towards more muted tones Alignment: Neutral (evil)
of brown and green allowing them to blend well into the jun- Level/XP: 3/85+4/hp
gle surroundings.
All Zecharak’-ki are females, the artisans and builders of the
A typical Turrak’ki war band consists of 1d8+4 warriors with 4 Jetch’kekki society, directing the vast pool of slaves in the
hit dice, led by a 6 hit die captain. The unit also includes 3d12 construction of the great temple cities. As females, they are
Chirrup’-ki trainees, treated as little more than slaves, each colored with duller plumage, and walk in deference to the
eager for their first kill. In the larger temple cities, there will Charak’-ki and Turrak’ki. Within the Zecharak’-ki ranks there
usually be a 10 hit die Turrak’-ki warlord and an escort of up are several levels of dominance, each sub-caste controlling a
to a dozen 7-9 hit die guards single aspect of the structure, each having dominance over
Turrak’-ki squads are armed with wooden or bone weap- several dozen slaves. Some specialize in the smelting of ore;
ons edged with shards of obsidian. They use swords, axes, others supervise the cutting of the great stone blocks used
or clubs doing 1d6 +2 points of damage. If not armed they in construction. There are sculptors, jewelers, carvers, paint-
are quite effective with natural weapons (see above). Some ers, and weavers, all working tirelessly to create the artworks
troops occasionally carry 1d4 javelins, thrown before en- found within the fantastic structures. They supervise all of
gaging in hand to hand combat. Others are efficient cavalry the hatchlings for the first few weeks of their lives, before
troops, fighting with lances from the backs of trained Anzu. beginning the intensive training of the young females. The
young males are driven away from the nest at maturity, and
All of the Turrak’-Ki’s equipment, including the harness of allowed to go feral, joining the ranks of the Chirrup’-ki, where
their Anzu mounts, is usually quite colorful, decorated with only the strongest survive to become Turrak’-ki.
many fetishes, charms, and totems used to help guide and
protect them from the many spirits who dwell in the jungle. Only rarely does a Zecharak’-ki ever participate in fighting
Like their Charak’-ki priests, they also prize gold and em- within the arena. They only take up weapons in the defense
eralds above all other valuables, and use them for the cre- of the city during a direct attack, falling under the control of
ating of many exquisite treasures. They proudly wear such the Turrak’-ki for the duration of the crisis. Normally they
valuables as a sign of status. Even the lowest of Turrak’-ki use their claws for 1d3 damage each, or a bite attack, doing
warriors have at least one talisman of gold, either a necklace, 1d3 damage. If armed, it usually carries a small wooden club,
Now they are but a shadow of what they once were. Most
have reverted to their savage, more primitive nature. Some
ancient ruins still have sizable populations of J’hurra, care-
fully avoiding contact with the outside world, guarding the
treasures of their long dead masters. They fiercely defend
their chosen domain, viciously attacking any intruders.
TREASURE: 1d10 x 1000 sp (40%), 1d6 x1000 gp (30%), 3d6 This armored juggernaut attacks without warning, charging
gems (25%), 1d3 magic items (15%), 1d3 scrolls (10%) in an attempt to trample the unfortunate victim. The bite
delivers 1d10 points of damage, while the two forward claws
Frequency: Very rare Once they reach a certain size, the Jungle Stalker simply
No. Encountered: 1 (2) divides its mass into two or more parts, ripping apart into
Size: L (30’ tall minimum) multiple specimens, each moving off in a different direction.
Move: 300’ per day
Armor Class: 7 TREASURE: None
Hit Dice: 16d12 (*)
Attacks: 2d6 (per target)
Damage: 1d4 per strand
Special Attacks: Ensnarement, digestion
Special Defenses: half damage from weapon attacks
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Non-
Alignment: Neutral
Level/XP: Special / 5000 experience points
" As the side of the cairn burst open, releasing the stench of corrupted flesh, the necromancer continued his
chant. Two hulking undead forms came into view, pushing stones aside as they climbed into the light."
Tildun-Reffe'
K’CHARR
Frequency: Rare
No. Encountered: 1 (1d3)
Size: S (1’–2’ diameter)
Move: 60’
Armor Class: 6
Hit Dice: 3d8 (*16)
Attacks: 1d4
Damage: 1 hit point per dart (see below)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/80+3/hp
The strange “creatures” known as K’charr seem to be a form The Kellithus is a small pest inhabiting shallow rivers, wide,
of animal/fungus combination. These mobile creatures are slow streams and the weed covered bottoms of small fresh-
extremely lightweight (approximately 5–10 pounds). The out- water lakes. These tiny vermin have large glassy eyes, a wide
er surface has dozens of small pores emitting small jets of paddle-like fin for a tail, and a long tapered proboscis. Their
gas, serving as a form of propulsion, sending them tumbling four limbs end in webbed feet equipped with suckered fin-
across the ground. The K’charr can sense their targets and gertips. Traveling in small packs, scanning the water for any
can actually navigate towards sources of heat and sound. warm-blooded prey accidentally straying into their realm.
They are usually only found singly, but occasionally they di- They quite often lurk in the mud and weeds, their mottled
vide and the two sections stay close for only a very short green and brown skin helping to conceal the danger (50%
time, before the winds or their natural gases, move them in invisible, surprise on a roll of 1–2 on a six-sided die, +2 to hit
different directions. on their initial attack). An encounter with a large swarm of
these little monsters can be quite an ordeal.
They do not attack in order to feed, but they launch 1d4 three
inch long, barbed shafts at living creatures straying too close.
These barbs are seed spores germinate inside a living host
within 24 hours. The initial hit inflicts 1 point of damage, and
the victim must save versus poison or fall unconscious. As
the seed-spore grows, it inflicts an additional 1 hit point of
damage each turn until it bursts from the host as a newly
ART BY BRIAN (“GLAD”) THOMAS
TREASURE: None
KELLITHUS
Frequency: Rare
No. Encountered: 3d4
Size: T (3in–6in long)
Move: 30’, 90’ swim
Armor Class: 6
Hit Dice: 1d6 (*20 /18)
Attacks: 1 The initial bite of the Kellithus does just 1 point of damage,
Damage: 1 but the pest also grabs on to its new host, using its suck-
Special Attacks: Blood drain ered feet to obtain a powerful grip (Minor Strength Test to
Special Defenses: None remove). Thereafter they do 1d4 points of damage per round
Magic Resistance: Standard as they drain blood from the victim. Because of this, they
Lair Probability: 65% have earned the nickname “water stirges”. After draining 8
Intelligence: Animal points of blood, the Kellithus detaches and moves away to
Alignment: Neutral digest its meal.
Level/XP: I/18+1/hp
TREASURE: None
KHIDISH (Mercenary)
Frequency: Rare
No. Encountered: 1d6
Size: M (6’–8’ tall)
Move: 120’
Armor Class: Variable
Hit Dice: Varies (as per class and level)
Attacks: 3
Damage: 1d8 (x 2 weapons), 1d6 (tail weapon)
Special Attacks: None
Special Defenses: Multiple shields
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Average–high
Alignment: Lawful / neutral (good)
Level/XP: Variable / Variable
KHI-URSA
Frequency: Very rare
No. Encountered: 1d4
Size: L (6’ at shoulder, 20’ wingspan)
Move: 120’, 180’ flying (AA: IV / 90-degree turn)
Armor Class: 5
Hit Dice: 7d10 (*13)
Attacks: 3
Damage: 1d8 (x 2 claws), 2d6 (bite)
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Semi- The hooked raptors beak does 2d6 damage on any hit, while
Alignment: Neutral the powerful claws each deliver 1d8 damage. Any claw attack
Level/XP: 6/725+10/hp hitting on an 18+ indicates a deadly, mauling embrace, with
When making its first diving attack, the Khi-Ursa drops onto
its prey, using its two hind limbs on the first round of attack,
with each do 1d6 damage. In addition, on this first round of
attack, the fore paws do double damage on any successful
hit. Encounters with an enraged Khi-ursa can be deadly.
The Khorga has a very thin frame, allowing them to slip with
ease between trees and brush, almost soundlessly stalking
their prey. Their mouth is a powerful beak, consisting of a
hard bony jaw with serrated edges, perfect for slicing through
flesh and bone alike. They have delicate and dexterous, three
fingered hands with long, clawed fingers. These assist the
Khorga when climbing through the lower level of the jungle
undergrowth. The whip-thin tail is much longer than the rest
When traveling near or through a mountainous region an ad- not trainable; they are much too dangerous and indepen-
venturer may encounter a King Hawk. These great birds have dent, quickly dying in captivity. Finding a skilled trainer is
a wingspan of 18’ and are able to soar for hours searching quite difficult (05% chance) and his fees would be extremely
for prey among the rough mountainsides. They mainly feed high; as much as 400 gp per month.
on “mountain sheep and goats, but an occasional wandering
human may fall prey to a King Hawk. Their coloration varies The Ghen-Dhar warriors refuse to sell any trained King Hawks
with the time of year, browns and tans in the summer and fall to outsiders, keeping a strict control over these fabulous
months turning to white during the winter and springtime. mounts. Long ago, they would occasionally hire themselves
out as either mercenary scouts or messengers, but in an age
In a few areas, these magnificent creatures serve as mounts, of lethal magic, the King Hawks are much too valuable and
but only after several months of intensive training. The war- vulnerable to risk in open conflict. They jealously guard the
riors of Ghen-Dhar are the most infamous of these humans; secrets of training these magnificent creatures, staying safe
dwelling in cliff side fortresses of stone where they rule over in their mountain strongholds.
the surrounding lands. Occasionally these fierce warriors
launch raids on villages and small towns, sometimes as much When the King Hawk attacks it uses its curved beak to tear at
as 500 miles from their fortresses. With a thundering of wings, its prey (see above stats for amounts), it also slashes with its
they descend in quick raids, stealing supplies, and capturing great talons for 1d6 damage each. When diving from above
slaves. From the backs of their terrifying mounts, they use a a crushing strike this great raptor may perform a crushing
short bow for hunting or in defense of their mountain aerie. strike. The King Hawk rolls only one die with a +2 to hit, and
on a successful roll it does double damage to its victim from
They must train these great avians from newly emerged both claws (2d4 / 2d4). They cannot attack with their beak
hatchling if they are to be of any value. It also takes months during the round when making a crushing strike attack.
of intensive training for the riders to learn the skills required
to master a King Hawk. Captured adult Wild King Hawks are The wild King Hawk builds it nests on cliff ledges high up the
ART BY FRANK GUNTER The Koolasuchus surprises victims on a roll of 4+, gaining a +2
to hit on their initial surge if they succeed. The wide, spade
shaped head has jaws equipped with multiple rows of short,
sharp teeth, biting for 3d4 points of damage. Any roll of 20
inflicts double the normal damage (6d4 points of damage)
and allows the slime-covered monster to latch onto its tar-
get. The next round the Koolasuchus starts dragging its vic-
tim into the muddy depths where the unfortunate individual
soon drowns. While grasped, the victim takes an additional
2d4 damage per round until freed (Minor Strength Test).
The hard bony head is armor class 2, with the rest of the
body having an armor class of 5.
TREASURE: None
KOOLASUCHUS
Frequency: Rare
No. Encountered: 1d6
Size: L (10’–16’ long)
Move: 60’, 120’ swim
Armor Class: 2 / 5
Hit Dice: 7d8+7 (*13)
Attacks: 1
Damage: 3d4
Special Attacks: Ambush
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 6/725+10/hp
Every twelve years the Krakenite gather for a few days in or-
der to spawn. The fertilized eggs are released to float in the
sea for two years before the newly hatched young emerge
onto the land.
TREASURE: None
All of the Kratachan Wasp species have a bite attack deliver- NEGATIVE WASP
ing 1d4 points of damage along with a stinger attack dealing
1d3 damage. However, each also has the special attack listed Victims of this creatures sting attack must save versus magi-
below. There is a 20% chance of any Kratachan Wasp be- cal attack or suffer the temporary loss (2d6 turns) of 1 energy
ing more powerful, inflicting double the normal damage with level, and any associated hit points (those reduced to “0”
their special attack. level fall into a comatose state for the duration of the drainng
effect). Fortunately, these Wasps are not voracious feeders,
COLD WASP and are usually satisfied with a single strike (20% chance of
continuing an attack once a level has been absorbed). This
Upon a successful attack, this wasp species injects victims species, colored a deep black is normally a night hunter.
with a freezing venom causing 1d6 damage, along with a
numbness in the area struck. Arms or legs struck by the SHOCK WASP
stinger attack become numb and rendered temporarily use-
less, if a save versus poison fails. The victim is unable to Bright blue, with wide yellow stripes, this Kratachan Wasp
perform any activity with an affected limb for 2d6 turns, thus species transmits an electrical shock upon contact with any
weapons or shields are not usable by affected arms, and on prey, inflicting 1d6 points of damage. There is a 30% chance
any leg injury, movement is reduced by 50%. The Cold Wasp of the victim dropping any items as the spasm racks their
is almost transparent, and quite difficult to see (treat as 50% body.
invisible).
Electrical based attacks are completely ineffective when used
Cold based attacks are completely ineffective when used against the Kratachan Fire Wasp.
against the Kratachan Cold Wasp.
TREASURE: The venom sacks from all Kratachan Wasp spe-
FIRE WASP cies have a certain value to alchemists:
The stinger attack from this brilliant red species injects prey Cold Wasp- 1d6 x 100gp
with a caustic venom, which ignites when exposed to air. As Fire Wasp- 1d8 x 100gp
the stinger pulls free, a fine spray of the substance engulfs Negative Wasp- 1d3 x 1000gp
Shock Wasp- 1d6 x 100gp
“We thought we were alone as we moved silently through the swamp. Without warning, a diminutive, insect headed
figure rose from the rence, weapon held at the ready. Behind it we now saw several more of the Kreyazak warriors,
well armed and ready to fight, their shrill chittering filling the air. If we failed to convince them of our peaceful in-
tentions the outcome could be grim, for there could be dozens more of them still hidden from our view.”
Tildun-Reffe’
The bite of the Cavern Drake delivers 2d6 points of damage ART BY BRIAN (“GLAD”) THOMAS
and each of the two fore claws can rake for 2d4+4 points. On per day (victims receive a saving throw versus magical fire
any roll of 20 to hit with the bite attack, the Cavern Drake for half damage).
has lifted its victim, shaking it violently, before hurling its
prey 4d6 feet in a random direction. Those thrown by the The scales of the Cavern Drake are very hard (armor class
Cavern Drake take 1d8 additional hit points of damage from -2) and only weapons of +1 or better enchantment can injure
the shaking. If the area is large enough, and opponents are in this serpentine creature. They have a limited resistance to
the area, the beast can sweep a 180-degree area, lashing with most spell effects (30%), and fire based spells cannot cause
its tail delivering 2d4+4 points of damage. However, its most damage to a Cavern Drake.
feared attack is its primitive breath weapon.
Cavern Drakes care little for treasure, but they often drag
The Cavern Drake exhales a foul smelling sulpherous gas, fill- victims back to their lair before devouring them. Thus, there
ing a 10’ radius with the initial radius increasing in size by 5’ could be odd items of value found there. They make no effort
per round. Those caught within the cloud must save versus to guard such items; to the drake, it is merely an accumula-
poison or they fight at a -2 to hit and damage as they fall into tion of litter.
fits of coughing by the choking fumes. However, each round
the Cavern Drake has a 20% cumulative chance of igniting The eggs of Cavern Drakes have small value to alchemists
the cloud. When this occurs, anyone within the cloud suffers (3d10 gp each) and any hatching young quickly perish if they
3d8 points of damage with a +2 damage modifier for each 5’ stay above ground.
of radius of the cloud. Thus-10’ radius for 3d8+4 on the first
TREASURE: 1d8 x 1000 sp (30%), 1d6 x 1000 gp (30%), 3d4
round / 15’ radius for 3d8+6 on the second round / 20’ radius
gems (25%), 1d4 jewelry (20%), 1d2 magic items including po-
for 3d8+8 on the third round / 25’ radius for 3d8+10 on the
tions, scrolls (15%)
fourth round / 30’ radius for 3d8+12 on the final round). For-
tunately, the creature can only use this breath attack once
The skin of the Forest Drake is softer than the hide of its kin, for 1d10 points of damage, attempting to immobilize its vic-
and covered with striated bands of brown, green, and black, tim. Any roll of 20 with the bite indicates it grasped the prey,
enabling it to blend easily into its forest environment (80% doing 6 points of damage each round (Major Strength Test
invisible when lying motionless amidst the foliage). The fore- to escape). Additionally, the front claws automatically hit a
limbs are equipped with 4 claws, each up to 8 inches long, grappled victim every round.
allowing for easy climbing among the branches of the trees.
Some species of Forest Drake in remote jungles often reach
The Forest Drake lurks in the lower canopy above game trails, 10 hit dice in size and their bite does 2d6 damage. These larg-
waiting patiently, sometimes for days for its next meal. When er beasts only rarely climb into the trees, but instead they
prey walks beneath, they simply drop to the ground in a hiss- hunt along the floor of the jungle.
ing rush. If they surprise the victim by rolling a 1–4 on a
six-sided die, their initial attacks have a +2 to hit. The hide of either species is quite valuable to leather work-
ers because of its variegated coloring and can be worth 1d6
The Forest Drake slashes with their front claws, inflicting 2d4 x 100 gp, depending upon condition. The long claws can be
points of damage with each successful strike. They also bite worth 1d4 gp each.
TREASURE: None
Another member of the lesser Drake species, the aggressive As is common with most other lesser drakes, Ice Drakes care
Ice Drake, lives in the deepest caverns of ice far beneath the little for treasure; since they are usually on the move, they
frozen wastes. The Ice Drake is a distant, diminutive, wing- leave any leftover treasures from prey scattered across the
less relative of white dragons, having a long serpentine body, landscape. Once every 20 years or so, a pair of Ice Drakes
well suited to its cold environment; in fact, it radiates a field make a temporary lair where they remain for several months.
of extremely intense cold, causing 1d12 points of damage to During this time, the female lays 2d4 eggs, which quickly
any unprotected adventurer coming within 5’. The front claws hatch. After a few weeks, the parent abandons the young,
are overly large, enabling the beast to burrow through ice at leaving them to fend for themselves. The eggs of an Ice Drake
a speed of 30’ per turn, digging towards enemies or prey. have small value (100GP each) to mages and alchemists as
With a deep, cracking rumble and an eruption of shards the components in many cold-based spells and elixirs.
ice shatters as this carnivore lunges at its prey. The mouth
of this drake is a sharp beak, used for slicing through ice or TREASURE: Lair: 1d6 x 1000 sp (30%), 1d4 x 1000 gp (20%), 2d4
any prey. gems (20%), 1 magic item (15%)
The Ice Drake attacks with its great digging claws, tearing LESSER DRAKE, ROCK
into their enemies for 2d8+6 points of damage. The bite is
less potent; inflicting 2d6 hit points of damage. Once per day Frequency: Uncommon
they also employ a rather unusual breath weapon attack...a No. Encountered: 1–2
numbing cloud of super cold vapor, coating its victims with Size: L (20’–30’ long)
a fine crust of ice. The effect forms a cloud filling a 15’ radi- Move: 90’
us, lasting for 3 rounds. The cloud centers on the creature’s Armor Class: -3
mouth, causing 4d4+4 points of damage on the first round, Hit Dice: 12d8 (*9)
2d4+2 points on the second round, and 1d4+1 points on the Attacks: 3
final round. Victims save only on the first round; with a suc- Damage: 3d4+6 (x 2 claws), 2d4 (bite)
cessful roll indicating he only takes half the damage for all Special Attacks: Poison gas
three rounds. Special Defenses: Camouflage, +1 weapon to hit
Magic Resistance: 20%
Because the Ice Drakes scales are intensely cold and dense, Lair Probability: 75%
they give the beast superior protection (armor class 0). In Intelligence: Animal
addition, only weapons of +1 or better enchantment are able Alignment: Neutral
to inflict damage, with any lesser weapon striking them hav- Level/XP: 8/5300+16/hp
ing a 25% chance to shatter upon striking the Ice Drakes frig-
id hide. They also have a limited resistance to most spell The hide of the largest of the Lesser Drakes, the Rock Drake,
effects (30%), and cold-based spells cannot cause damage consists of thick, stony scales almost as dense as the scales
to an Ice Drake. of a true dragon and the front claws are quite wide, suited for
burrowing through the ground. Their body is wide, and low to
the ground, covered in bumpy protrusions aiding it in blend-
The Sand Drake attacks with two claws, doing 1d8 damage
with any hit. They also bite for 1d10 points of damage. They
use their tail to hurl sand at any prey in an attempt to tem-
porarily blind it with the stinging particles (save versus breath
The scales of the Rock Drake are so hard, only superior weapon or blinded for 1d4 rounds). No save is required if any
weapons of +2 or better enchantment can harm them. sort of eye protection is being worn.
Rock Drakes have a minor breath weapon attack (usable once TREASURE: None
per day) of poisonous gas creating a 20’ diameter cloud of
noxious fumes. Those caught within the area of effect must
save versus breath weapon at +2 or they become nauseated
for 1d6 rounds (-2 to hit). If the saving throw rolled is a 1, the
victim could perish within the same amount of time, unless
the affected individual receives a Neutralize Poison.
and wide tails for swimming, these predators travel in small These members of the Lesser Drake are superb swimmer
swarms, slithering through the gnarled tree roots and murky moving along the coastal waters mainly feeding on fish. How-
waters of their home in search of food. The ravenous pack ever, they attack anything intruding into their area. They pre-
quickly overwhelms and consumes any creatures too slow fer colder water with coastlines of rocky islands and powerful
to get out of their way. The Swamp Drake has a long narrow currents. The Water Drake has a wide tail and large webbed
body, short limbs with webbed claws. Their mouth is full of fore-claws enabling easy navigation through the rough waters
dozens of needle-like teeth for grasping onto prey. it calls home.
Because of their swarming attack, all members of any group Although they subsist mainly on fish, they might attack a
of three or more Swamp Drakes have a +2 to hit. They slash group of adventurers if hungry or provoked. Water Drakes
with their two hooked claws for 1d4 damage each, and bite for attack by slashing with their two front claws for 1d8+1 damage
an additional 1d8 points of damage. each, and they bite for 1d10 points of damage.
Larger Swamp Drakes are sometimes used as mounts by the At certain times of the year, they swarm together for mating,
Kreyazak (see Kreyazak), who use them when driving out in- and during these seasons, they congregate in larger groups
truders. of 2d4 members.
The Lishku also coat the tips of small throwing spears with
the toxin from the Razor Fish (see Razor Fish). By fermenting
it for weeks they can make it exceptionally deadly, a failed
save versus poison kills a grown man in 1d10+2 rounds.
The Lishku are always on the hunt for the Razor Fish during Frequency: Very rare
its breeding and spawning seasons; usually catching several No. Encountered: 1d3
of the elusive fish for their needs. They harvest from these Size: L (18’–36’ long)
fish the foul black fatty material filled bladders, putting the Move: 120’
substance to good use. The Lishku smear the foul material Armor Class: 2 or -2
completely over the bodies of two or three of their strongest Hit Dice: 16d8 (*7)
members. This covering completely protects the Lishku from Attacks: 3
the stinging tendrils of the Swamp Polyphemus for several Damage: 1d6 (x 2 claws), 3d6 (bite)
minutes, just long enough for the chosen Lishku to dart in Special Attacks: Tail lash 2d6
and gather a bounty of the plants swamp pearls. They never Special Defenses: Armor coil
share this secret with the outside world, allowing the Lishku to Magic Resistance: Standard
dictate the prices gained from the swamp pearl trade. While Lair Probability: 50%
the Swamp Polyphemus deals with the protected intruders, Intelligence: Animal
the other Lishku quickly dart in to gather any of the large Alignment: Neutral
fleshless crocodile skulls, and huge turtle shells littering the Level/XP: 9/6500+20/hp
bottom near the Polyphemus plant. When carved, these also With its 30’ length, and the heavy armored scales, the huge
have some small value to traders from outside the swamp. Armadillo Lizards are quite often mistaken for a smaller
The Lishku build their dwellings on floating islands in the species of dragon or a Lesser Drake. Although they lack a
center of large, brackish pools, with sections of the intricate dragons natural abilities, these lizards are still formidable
structure extending both above and below water. Exploring opponents.
these places is quite dangerous, for they are a veritable The heavy, sharp-ridged scales and the powerful, broad
maze of twisting tunnels and chambers formed from reeds, body are so reminiscent of a dragon, only an expert can tell
vines and hardened mud. the difference. Many reported “dragon” attacks are in truth
TREASURE: Lair: 1d8 x 100 sp (30%), 1d6 x 100 gp (20%), 3d8 encounters with these large lizards. They are rarely found,
gems (60%) preferring to live in rocky wastelands, lurking on the higher
Individuals: 1d4 swamp pearls (50%), see above for details reaches watching tirelessly for passing prey. These reptiles
are excellent climbers, able to move easily up and down
nearly vertical surfaces. They often attack and slay entire
flocks of goats, swallowing several of them whole before rest-
TREASURE: None
Frequency: Uncommon
No. Encountered: 1d4
Size: S–M (3’–6’ long)
Move: 90’, 120’ swim
Armor Class: 5 (head), 2 (abdomen)
Hit Dice: 5d8 (*15)
Attacks: 2
Damage: 2d4 (bite), 1d4 (stinger)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 90%
Intelligence: Animal
Alignment: Neutral
Level/XP: 4/240+5/hp
TREASURE: None
ART BY BRIAN (“GLAD”) THOMAS
The Malkarst dwells within the natural passageways of the un- There is a 20% chance one can find a few stones of value
derdark, but occasionally they find their way into construct- (1d10 x 100 gp) in the material of the Common Malkarst and
ed dungeon areas where they roam in search of prey. They the chance more than doubles to 45% for the Elemental va-
are able to tear through a normal door in 1d4 rounds, the riety.
crushing impacts from it mass breaking boards and ripping
through timbers. Heavy wooden doors last for a full turn, but Some sages believe the Malkarst is an intermediary form of
a metal door stops the Malkarst. creature, developing from a simple Rock Jelly. They also are
convinced, as the Malkarst becomes more stable, it trans-
When attacking an opponent, the common Malkarst rears forms once again into a Stony Cube (see Jelly, Rock and Cube,
up into a 6’–10’ tall “wave” of stone, slamming into its victim Stony). They also believe the Malkarst are related to large
for 3d4 points of damage. On any attack roll of 20, they flow sand dwelling creatures possessing the same “fluid” struc-
completely over their opponent and if a save versus poison ture living in the great deserts.
fails, the Malkarst has knocked his prey down, burying him
under hundreds of pounds of gravel doing 2d10 damage per Occasionally 1d3 Malkarst might lurk in the same area. Why
round. Those trapped beneath the creature must roll a 1 on a they do this is a mystery, since they avoid contact with each
six sided die in order to escape, with a +1 modifier per dam- other, except to attack.
age bonus due to high strength (thus a character with a 17 TREASURE: See above for details
TREASURE: None
MEELINN
Frequency: Very rare
No. Encountered: 1d4 (2d8)
Size: L (18’–24’ long)
Move: 120’
Armor Class: 0 (or better)
Hit Dice: varies (per class and level)
Attacks: 2 (or more, see below)
Damage: 3d4 (head butt), or by weapon
Special Attacks: Spell use, magic weapons
Special Defenses: Magic armor
Magic Resistance: 75%
Lair Probability: 90%
Intelligence: High–genius
Alignment: Chaotic evil
Level/XP: Variable
A magic user specialist of at least 18th level (a few of the The Moarauki Delver is normally a resident of the deep un-
older enclaves have spell casters of up to 20th level or high- derdark realms, traveling in small bands, as they roam along
er) rules each enclave of Meelinn. He usually has 1d4 mage the shores of the Ultran-Thassa, the great subterranean sea.
assistants of between 7th–12th levels and the other Meelinn They hunt mainly for groups of Yoshikke (see Yoshikke) and
in the enclave are usually well-equipped warriors of 8th level herds of subterranean mammals. Occasionally these massive
and higher who serve to protect their overlord, guiding the creatures migrate to a new cave system, a journey through
dozens of slaves in raids or whenever combat takes place. labyrinthine tunnels, allowing them to occasionally stray into
There has never been an encounter with a Meelinn cleric the upper underdark in search of prey. In extremely rare cas-
of any kind, and most sages believe they are truly a race es, they even venture to the surface world, but only during
without a deity. They treat all other creatures and races as the dark of night. With their stone hard hide and adaptive
slaves, but the Meelinn prefer hulking Dark Trolls (see Dark coloration, they are able to blend into almost any stone en-
Troll) as their servants. vironment, their pigmentation mimicking the surrounding
stone (65% invisible when not moving).
The Meelinn warriors range from 8th–10th level of experi-
ence, and are usually equipped with enchanted weaponry, In shape, they are hulking brutes, a headless mass supported
TREASURE: None
MOLD, VARIOUS
Frequency: Rare
No. Encountered: 1 colony
Size: See below
Move: 0’
Armor Class: NA
Hit Dice: 0 (*no attack)
Attacks: See below
Damage: See below
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: NA
Rinsing the affected item or exposed flesh with water effec- If disturbed, a colony of Orange Mold expels a cloud of
tively removes the spores. spores filling a 30’ radius. Any creature caught within the
cloud takes 2d4 points of damage. In addition, he must im-
MOLD, BLUE mediately make a save versus poison at -2. Failure to save
indicates the spores have affected their vision, completely
Blue Mold thrives in areas containing an abundance of nat- canceling any form of superior vision (infra-vision and ul-
ural crystals. The pale blue fungus constantly emits clouds tra vision). The effects last 3d4 turns before the victims own
of spores, which spread over the minerals, slowly dissolving tears are able to remove the spores. However, if the roll is a
them, causing them to crumble into a fine powder. They in- natural “1”, any victims permanently lose all forms of vision
flict just 1d4 points of damage when contact with flesh is until those affected receive a remove blindness spell.
made, but gemstones of any kind, including IOUN stones,
slowly become lusterless and dull, before the powerful en- MOLD, RED
zymes within the Blue Mold crumbles them into dust.
Red Mold is another form of underground fungus found in
If adventurers enter an area containing Blue Mould spores, two different types: a light red variety, and a deeper crimson,
these settle on any material, being so fine they even pene- almost blood red variety. Both are quite dangerous whenever
trate through pouches and packs to affect gems carried by approached by the unwary. Any motion within 10’ causes the
adventurers. colony of Red Mold to emit a cloud of dangerous spores, fill-
ing a 20’ diameter area.
MOLD, GREEN
The spores from the light red variety do 1d6 points of dam-
Green Mold usually grows in large patches near subterra- age to any creature exposed to the cloud (no saving throw).
nean troll dens. In coloration, it has every shade of green, all It initially manifests as a painful burning rash, causing an
mixed together in a riot of patterns. If disturbed it releases a additional 1d3 points of damage per round for 1d4 rounds.
cloud of spores filling an area 15’ in diameter. The spores from the darker form of Red Mold are much more
dangerous, and can cause 1d10 points of damage every round,
This strange substance only has a limited duration of its main for 1d6 rounds after breathing the spores. In either case, the
effect. Anyone who breathes in the Green Mold spores must only way to neutralize the damaging effects is through the
MOLD, VIOLET
Bright in color, Violet Mold it often found growing on and
among the many forms of subterranean fungi. The spores
given off by Violet Mould are able to create a euphoric state
in any creature failing a save versus poison at -2. Those af-
fected slowly approach the Violet Mold colony, and simply lay
down to die. The mould sends rhizomes into the creatures
flesh, breaking down tissue for nourishment. This action
causes 1d4 points of damage per round. Very often, there will
be a substantial scree of bones scattered in the area around
the colony.
MOLD, WHITE
Encounters with colonies of White Mold can lead to extremely
unfortunate incidents. Any motion nearby a colony causes
it to emit a dense cloud of white, powdery spores, filling an
area 20’ in diameter. Anyone caught in the cloud takes 3d4
points of choking damage, but in addition, it is as if they have
been the recipient of a faerie fire spell.
Any gas or cold-based attack is ineffective against these Mourglik collect any small shiny items (gems, coins, etc.) and
monsters and only magical weapons of +2 or better enchant- hide them within their nesting areas. A typical Mourglik nest
ment cause them harm. All other magical attack spells have usually contains 1d3 small leathery eggs (value 50GP each).
a 45% chance to fail when targeting a Morgue Haunt. Domesticating the young is possible if one obtains them as
hatchlings. They serve the same function as house cats in
TREASURE: None keeping small rodents in check. Some remote villages have
several dozen Mourglik flitting among the huts. Some am-
MOURGLIK bitious thieves train these creatures to steal small items of
value.
Frequency: Uncommon
No. Encountered: 3d6 TREASURE: 1d4 x 100 sp (30%), 1d3 x 100 gp (20%), 2d6 gems
Size: S (1’ tall) (20%)
Move: 60’, 180’ fly (AA: V / 120 degree turn)
Armor Class: 3
Hit Dice: 2d8 (*16)
Attacks: 5
Damage: 1 (x2 fore claws), 1–2 (bite), 1d3 (x2 hind claws)
Special Attacks: Poison sting
ART BY CHRIS LETZELTER
“The stories we had been told by the dwarves of a great amorphous monster were true! We stood transfixed as the
great wooden doors buckled, and flew apart from the immense weight pressing inward from the corridor. Like a liv-
ing avalanche the Malkarst flowed into the chamber, the rocky mass held together by a thick viscous jelly. The very
stones of the floor were scoured to a polished sheen as it passed, and the defenders standing in front of the creature
were ground to powder and absorbed by the beast.”
Tildun-Reffe
As the Cephaloid Naga lunges from concealment, the writh- All Cephaloid Naga have certain spell-like abilities, usable
ing suckered tentacles surrounding the face attempt to wrap three times per day, each may use command (as the first
prey in a deadly embrace (succeeding on a roll of 16+). Once level cleric spell) / protection from good (as the 1st level cleric
attached, they grip tightly as the fanged jaws begin their gris- spell) / hold person (as the 2nd level cleric spell) / charm per-
ly work, the small, razor edged teeth located in the feeding son (as the first level magic user spell). The following abilities
orifice biting for 1d6+2 points of damage. Those so caught are usable once per day: detect invisibility (as the 2nd level
automatically suffer full damage (8 hit points) from the bite magic user spell) / dispel magic (as the 3rd level cleric spell) /
each round as the creature greedily feasts on the blood (a and charm monster (as the 4th level magic user spell).
NAURI
Frequency: Uncommon
No. Encountered: 2d4
Size: L (12’ long)
Move: 180’
Armor Class: 4 ART BY FRANK GUNTER
Hit Dice: 3D8 (*16)
Attacks: 1
Damage: 1d4+1 NECROTIA, DARK
Special Attacks: None (see picture page 83)
Special Defenses: None Frequency: Uncommon / Rare
Magic Resistance: Standard No. Encountered: 3d4 (varies with species)
Lair Probability: 50% Size: S (2’ body, or see below)
Intelligence: Animal Move: 180’
Alignment: Neutral Armor Class: 2 (or see below)
Level/XP: 2/35+5/hp Hit Dice: 3d8 (*16) (Dark Necrotia only, see below for other
species)
The Nauri is a strange inhabitant of all types of woodlands, Attacks: 1
found from the steamy tropics to the temperate hardwood Damage: 1d6 (or see below)
forests of the north. They are quite long and slender, stand- Special Attacks: Swarming (or see below)
ing less than 1’ tall, weighing 250 pounds when fully grown. Special Defenses: +1 weapon to hit, see below
The head of the Nauri, dominated an extremely sharp, nee- Magic Resistance: Standard (or see below)
dle-like beak, moves quickly from side to side as the crea- Lair Probability: 25%
ture easily slips between trees and along the ground, carried Intelligence: Animal–low
quickly on eight pairs of thin legs. Alignment: Neutral
Level/XP: 3/140 +3/hp
They hunt for small game in the forest, searching for liz-
ards, mammals, birds and eggs of all kinds. They use the The bizarre Necrotia in all of its colored varieties is either
long pointed head to probe into nooks and for stabbing up or a dangerous creation or an errant summoning made by the
down to skewer prey. The Rachava (see Rachava) is a favored sorcerous Cabal of Trindall in a bygone age. Many believe this
food of the Nauri, whose body shape is perfectly suited for assembly of mages used these creatures as a guardian trap
hunting within the low tangles of thorns. for their main treasure chambers, hidden deep beneath the
Rhindlinn Mountains.
Usually non-aggressive, they attack if cornered or to prevent
intrusion into a favorite hunting ground. They strike for 1d4+1 However, in just a short time, several of the Necrotia escaped
damage, using the long beak to stab at opponents. If given their control and quickly spread, until now these pests have
the opportunity they quickly flee from most dangerous en- moved across the known world. They are an invasive species,
counters. having overrun and destroyed resident populations in many
environments. The most commonly encountered member of
TREASURE: None
the species is the Dark Necrotia, colored a deep indigo blue
The hard glossy black shell of this, the most common Necro-
tia, is extremely hard, and only weapons of at least +1 en-
chantment are able to penetrate and injure this dungeon
pest. Due to the Necrotia’s shape and the hardness of the
carapace, arrows and all other small projectile weapons only
do half their normal damage, as they easily deflect from the
smooth, curved surface. Some primitive races even use the
hollowed out husks of some Necrotia sub-species as helmets.
DEMONIC NECROTIA
(4d8 (*15) / Armor class: -1 / Level- 6/550 + 4/hp)
Over the many centuries since the Necrotia arrived on our
Prime Material Plane, the Dark Necrotia species has exhibited
a phenomenal ability to adapt and transform itself to any
environment. They can apparently alter their genetic make-
up in order to become almost instantly at one with their
surroundings. Unfortunately, for the races of humanoids, at
some time a few Dark Necrotia apparently came into close
contact with demons. Within days they began to alter, with-
ART BY CHRIS LETZELTER in a generation they had become something quite different;
thus were spawned the Demonic Necrotia, an evil creature of
malign, chaotic intent.
For attacks, they use their beak to cause a wound of 2d6 hit
points of damage. This bite, in addition to a 50% resistance
to spells and the following spell abilities make these crea-
tures dangerous opponents.
CLEAR NECROTIA
(3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The Clear Necrotia is also known as the Glass Necrotia, since
it is so clear as to be 85% invisible, perhaps the result of
“genetic” alteration by magic in the far past. This species is
almost impossible to spot if it is standing motionless, so it is
fortunate they travel in groups of only 1d3 individuals. In all
other ways, it has similar statistics as the dark Necrotia.
COPPER NECROTIA
(5d8 (*15) / Armor class: 0/ Level- 5/280 +5/hp)
This medium sized (3’ diameter) member of the Necrotia
species attacks with a vicious bite, inflicting 1d10 points of
ART BY FRANK GUNTER
FOREST NECROTIA
(1d8 (*19) / Armor class: 6 / Level- 1/15+1/hp)
Perhaps the weakest sub-species of the Necrotia are the For-
est Necrotia, never larger than 1’ in diameter. It is evident
from these creatures, the Necrotian ability of total adapta-
tion to its environment, for there are more than two dozen
types of Forest Necrotia, each adapted to a specific kind of
tree! They can camouflage themselves (90% chance to hide)
when in any woodland area, as their color and surface tex-
ture shifts to match the natural background. Their hide is
The Giant Necrotia bites with its beak, inflicting 3d8 points
of damage. It also attacks with one of its large, splayed feet,
stomping prey for 2d6 points of damage. The carapace of
the Giant Necrotia is quite dense, and both blunt and edged
weapons only do half their normal damage. Blunt weapons
of +1 or better enchantment do their normal damage when
striking this creature.
FROST NECROTIA
GOLD NECROTIA
(6d8 (*13) / Armor class: 2 / Level- 4/295 + 5/hp)
The Frost Necrotia is a deadly opponent, using another dun- (1d8-1 (*19) / Armor class: 1 / Level- 2/75+2/hp)
geon threat as its weaponry. It subsists on a secondary diet One of the smallest sub-species yet discovered, the minus-
of Brown Mold, scraping it from surfaces with its strong beak. cule Gold Necrotia is still a danger to the inexperienced ex-
It then carries the mould within its body cavity in a diluted plorer. At just over an inch in diameter they are capable of
form. Any warm-blooded creature coming within 5’ of this resting motionless, folding their spindly legs beneath their
devious, yet resourceful creature, takes 2d8 points of dam- bodies, appearing to be nothing more than a sizable gold
age per round from the chilling cold effect of the mold, un- nugget. Adventurers have a 10% chance to spot them with
less they make a successful save versus poison. If the first a casual glance, 25% chance if they make an active search.
save fails, then the victim also needs to make a second saving
throw versus poison or he falls unconscious from the chill for Gold Necrotia thrive in treasure piles, being able to “smell”
1d3 rounds. Once prey drops from exposure, the Frost Necro- gold from great distances. The favored nesting area is atop
tia settles in for a meal, its beak automatically biting for 1d6 or within a heap of coins. They even chew a small opening
LUMPY NECROTIA
(8d8 (*12) / Armor class: -2 / Level- 5/500 +8/hp)
The Lumpy Necrotia is a large member of the species, some-
times equaling the Gray Necrotia in size, (6’ in diameter,
weighing 500lbs) but having a tarnished green and copper
coloration. Large hard nodules and plates of dense chitin
cover its entire carapace. It is quite difficult to harm this
creature since it has 50% magic resistance, and only weap-
ons of +2 enchantment or better can smash through the
heavy plates. Lumpy Necrotia usually travel in swarms of 1d6
individuals and they are fierce combatants, able to deliver a
crushing bite inflicting 4d4 points of damage, yet it is slow
having a move of 90’.
WHITE NECROTIA
(3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The White Necrotia, with its webbed feet dwells in deep caves
of ice and snow where this arctic predator is almost impossi-
ble to spot (considered 80% invisible under such conditions).
They occasionally travel in a pack of 4d4 individuals across
ART BY CHRIS LETZELTER the frozen wastes in search of prey, swarming to attack any
living thing encountered. The combat stats are all similar to
TINY NECROTIA the Dark Necrotia, with the exception of a cold effect from
(1hp each (*20) / Armor class: 7 / Level- 3/300 experience their 1d6 hit point bite, adding an additional 1d3 points of
points each swarm) damage on any successful attack.
The smallest of the species is the Tiny Necrotia, barely an
inch across, traveling in large swarms of 3d6 x 10 members WINGED NECROTIA
in search of prey. When attacking, the fast moving swarm
(2d8 (*16) / Armor class: 3/ Level- 2/25 +2/hp)
envelops the victim in a living blanket of scurrying forms, one
In appearance this sub-species has the same coloration as
victim for every 30 in the swarm. The Tiny Necrotia swarm,
the Dark Necrotia, but all Winged Necrotia are small, never
inflicts 1d6 points of damage per round automatically. The
larger than 1’ in diameter. However, despite their small size,
swarm also has a 10% resistance to magical attacks, but they
they are still quite dangerous. As they developed their wings,
suffer damage from all normal weapon attacks. Each point of
this sub-species lost their legs, becoming aerial creatures
damage kills one Tiny Necrotia, and when the swarm num-
(120’ flying (AA: IV / 90-degree turn). This sub species tends
bers 20 or fewer members, they flee.
to cluster in small groups of 3d4 members. When at rest the
brood finds a secluded spot where they hover in place, the
UNDEAD NECROTIA constant flapping of wings causing a slight buzzing sound
(6d8 (*13) / Armor class: 4 / Level- 4/275 + 6/hp) audible up to 30’ away.
Undead Necrotia are extremely dangerous, so it is fortunate
When the Winged Necrotia attacks, they swoop down, at-
they are usually only encountered in small groups of 1d6 in-
tempting to bite the target, delivering 1d3 points of damage.
dividuals. Any coloration on the carapace of this sub-species
On a successful attack roll of 18+, they latch on to the prey,
is quite dull, and the hardened shell is quite often cracked,
automatically biting for 1d3 points of damage per round.
or peeling (thus its armor class of 4). Whether they are actual
victims of undead attack, or whether they suffer from feed-
YELLOW NECROTIA
ing on undead creatures, they have adapted and taken upon
themselves some undead abilities. (3d8 (*16) / Armor class: 2 / Level- 3/140 +3/hp)
The Yellow Necrotia is a 2’ diameter sand dweller, burrowing
The bite of this creature inflicts just 1d6 points of damage,
deep beneath the surface to attack its enemies from below.
but it has paralytic saliva powerful enough to incapacitate a
It bursts upward spraying a cloud of sand in a 10’ radius.
victim for 1d3 rounds (save versus poison to avoid the effect).
Any creature caught in the cloud must make a save versus
Paralyzed victims can be bitten automatically once per round
poison or temporarily blinded by sand for 1d4 rounds. The
for full damage. Even though they are undead, they are un-
Yellow Necrotia attacks blinded opponents at a +2 to hit and
affected by any form of clerical turning, since they have no
damage. This very light yellow-tan colored member of the
concept of gods, nor do they have any discernible level of in-
species has wide splayed feet allowing them to travel at great
telligence. This species is often mistaken for a Pale Necrotia.
speed over loose sand (180’ movement). A swarm of Yellow
Necrotia normally have 3d6 members. All other stats are
similar to the Dark Necrotia.
The Crystal Necrotia is a dangerous creature found deep be- The Neo-Xorn is a resident of the Elemental Plane of Earth,
neath the ground in areas of great crystal formations. Here occasionally encountered in mineral rich areas of the Prime
these multi-colored creatures graze, feeding on the delicate Material Plane. Similar in basic appearance to the most com-
structures. Often mistaken for Crysmals, this creature is mon member of its species, the Neo-Xorn is almost twice the
much more dangerous; in fact, it actively pursues Crysmals size with a covering of thick metallic scales. The only true
and any other crystalline life forms, regarded as a delicacy. In difference is the placement of the mouth located on the front
rare cases, several smaller swarms band together in order to of the Neo-Xorn.
attack much larger creatures, even challenging the Crystal-
line Behemoth (see Crystalline Behemoth). Even though it is Cold-based attacks and all forms of normal and magical fire
still a sub-species of the invasive Dark Necrotia, it is different do not harm this creature. Lightning based attacks do half or
enough it deserves a separate listing. no damage if a saving throw is successful. Earth based spells
have some effect, with Rock to Flesh and Stone to Mud be-
The powerful beak of the Crystal Necrotia can easily crush ing effective in lowering the creatures armor class to 9 for a
the hardest of crystals, grinding them into a fine consumable single round, plus the Neo-Xorn cannot attack for one round
powder. Unfortunately for adventurers the beak is exceeding- as it rearranges its molecular structure. The spell passwall
ly sharp and can easily cut through any known armor, having inflicts 1d10+10 damage to this monster, and a move earth
a +2 to hit any armored creature with their bite, inflicting a spell stuns the Neo-Xorn and hurls it 10’–30’ away.
painful 1d6+2 points of damage. They also attack any intrud-
ers by slashing against them with the dozens of razor-sharp
crystals covering their carapace, doing 3d4 points of damage.
TREASURE: None With three huge, tri-clawed tentacles having a reach of 30’,
the attacks of the Nicomeyan slam into their prey, inflicting
NICOMEYAN 2d4 points of damage with each successful hit. A roll of 18+
indicates the tentacle grabbed its prey, and the unfortunate
Frequency: Very rare victim must escape (Major Strength Test) or he ends up with-
No. Encountered: 1 (1d4) in the gaping maw (this action takes but 1d3 rounds). If there
Size: L (12’–30’ tall) is prey in the water directly above the mouth, it lunges up-
Move: 10’ ward from beneath the water, rising up to bite for 3d6 points
Armor Class: 3 of damage. Any roll of 20 with the bite indicates it has swal-
Hit Dice: 13d8 (*9) lowed any victim of man-sized or smaller. If not freed within
Attacks: 4 1d4 rounds the victim will perish.
Damage: 2d4 (x3 clawed tentacles), 3d6 (bite)
Special Attacks: Swallow whole The Lishku (see Lishku) of the swamp quite often lure
invading enemies into a position where they suffer at-
tack by these creatures. The powerful tentacles are
quite capable of crushing small watercraft, or for tear-
ing any raft to splinters, spilling the occupants into the
water and almost certain death.
NUBRATTU
Frequency: Uncommon
No. Encountered: 3d4
Size: M (6’ tall) A sudden charge from the underbrush is usually the first
Move: 120’ indication the Nubrattu are present. Lowering their heads,
Armor Class: 4 they bear down on their opponent delivering 3d6+6 damage
Hit Dice: 4d8 (*15) on a successful hit. If the attack roll is a 20 then they knock
Attacks: 5 their enemy flying, stunning the victim for 1d3 rounds, unless
Damage: 1d3 (x2 fists), 2d4+2 (bite), 1d6 (x2 antlers) a save versus paralysis succeeds. Thereafter they strike with
Special Attacks: Charge fists for 1d3 damage, along with a savage bite attack for 2d4+2
Special Defenses: None damage, along with slashing with their antlers for 1d6 damage
Magic Resistance: Standard apiece. A few (20%) might even carry large, crude thrusting
Lair Probability: 10% spears doing 1d8+1 damage, replacing the two fist attacks.
Intelligence: Low
Alignment: Chaotic (neutral) Nubrattu often associate with, or are subservient to a coven
Level/XP: 3/110+4/hp of hags, keeping a watch for intruders. In exchange for their
service, the hags themselves often apply the magical tattoos.
The Nubrattu live in thick tangles of thorny vines, preferring Some of the inked patterns used grant a bonus to armor
to dwell in the lightly forested areas near the fringes of many class or to an attack, others aid in concealment. I leave it
great swamplands. Hooved humanoids, these boar headed up to the individual game masters as to exactly what powers
creatures are extremely belligerent, attacking any who stray manifest from the mystical tattoos.
into their hunting grounds. Thick pelts of course, unkempt
hair grow from the crown of their head and along their back. TREASURE: None
duration
OONAGRAH
Frequency: Rare
No. Encountered: 3d4
Size: M–L (4’–7’ long)
Move: 150’
Armor Class: 3 claw attacks strike, the Oonagrah then gains a rake attack
Hit Dice: 4d8 (*15) with its two rear claws. This combined attack can inflict 3d4
Attacks: 3 points of damage as it tears at the victim. In addition, as
Damage: 1d4+1 (x2 claws), 1d6+1 (bite) the Oonagrah pack swarms around their chosen prey, they
Special Attacks: Swarm / rake / see below fill with rage and blood lust, with each gaining a +2 to hit
Special Defenses: See below whenever more than two make their attack against the same
Magic Resistance: 15% target. They work as a team as they rip and tear at the flanks
Lair Probability: 45% of their prey.
Intelligence: Low
Alignment: Neutral Because of their quickness and the gauntness of the body, it
Level/XP: 4/265+4/hp is difficult to hit the Oonagrah (Armor class 3). They also have
a slight resistance to magic (15%) making all saving throws
The shores and tunnels surrounding subterranean swamps versus spells and direct magical attack at a +2. With their
and seas are home to many dangerous creatures, among keen sense of smell and exceptional vision, they have a 50%
these, the Oonagrah is one of the most cunning. This chance to spot any form of invisible creature.
pack-hunting beast is quite gaunt, almost skeletal in appear-
ance with just a few plates of chitinous hide protecting the They seek and establish a temporary den only when the
shoulders and head. They are exceptional climbers, capable females are ready to deliver their young, but within a few
of negotiating the narrowest ledges, seeking the most ad- weeks, the pups are ready to hunt, and the pack is once
vantageous position for ambush, leaping from concealment, again on the move. Such dens rarely contain items of value,
surprising victims on a 1–4 on a six-sided die. They can make dragged there by the adult Oonagrah.
their way with ease through narrow cracks in the stone, al-
ways on the move in search of prey. TREASURE: 1d4x1000 gp (15%), 1d6 gems (10%), 1 magic item
(10%)
The Oonagrah pack moves through the underdark with great
skill, and complete silence, traveling through the maze of OOZE, PARASITIC
cave systems, making up their world. Usually such packs have
nearly a dozen members, but there are occasions when such Frequency: Very rare
groupings band together forming a greater pack consisting No. Encountered: 1
of as many as thirty members. A virtual tide of living death, Size: S (1’ diameter) see below
they flow through the tunnels, running down and devouring Move: 10’
all they encounter. Armor Class: 8 (see below)
Hit Dice: 4d8 (*special, see below)
The Oonagrah attacks with a vicious bite, inflicting 1d6+1 Attacks: 2
points of damage. They also use their front two claws, with Damage: 1 (x2 globules)
each delivering 1d4+1 points of damage. If both of the initial Special Attacks: Parasitic (see below)
Each of the two blobs contains half of the DNA, the two com-
ponents joining in 3d3 days to form a new Parasitic Ooze
Most ooze grows to 3’ – 12’ across and they are able to stretch
themselves to incredible lengths, slithering up walls and
across ceilings with absolute ease. The sight of any form of
Ooze extruding it’s mass through a small opening, a large
keyhole or under a heavy door, can be very disturbing.
Most of the Ooze species rear up, into a snake-like form be-
fore making a lunging attack.
TREASURE: None
BLACK OOZE
Often mistaken for shadowed areas, these nasty predators
lurk in wait for a passing victim. On a successful attack, the ART BY FRANK GUNTER
damage inflicted depends on the type of hit die used by the
victim (fighters, and paladins take 1d10 damage; clerics, rang- GREEN OOZE
ers, and druids take 1d8 damage, thieves and assassins take
1d6 damage, magic users and illusionists take 1d4 damage). The Green Ooze lurks in subterranean “swamps” and back-
Each successful attack temporarily drains one levels energy, water sump areas, appearing to be a thick patch of slimy
with the effect lasting for 24 hours. The lost hit points return algae. It is similar to the Blue Ooze in its attack, and its sus-
at the end of the effects duration, all forms of healing magic, ceptibility to cold-based attacks (see above). However, its
by spell, device or potion, are completely ineffective in re- acid is slightly more powerful, doing 2d6 damage, and it is
placing the damage (a limited wish or wish will work). Spells able to dissolve wood, bone and other plant-like materials in
do not affect a Black Ooze; it simple absorbs the energy. addition to flesh.
BLUE OOZE Metallic Ooze is the toughest creature of its kind, a glistening
blob of living metal. As it flows it changes coloration, shifting
An aquatic Blue Ooze is an excellent swimmer, slithering from copper, to silver, to gold, etc. This species is extreme-
through the water in search of prey. In this environment, the ly difficult to slay and may only be injured by weapons of
translucent nature of its substance makes it difficult to see +1 or better magical enchantment, and even these only do
(75% invisible, surprise on a 1-3 on a six-sided die). Spells are half damage. When striking, the Metallic Ooze solidifies into
ineffective against this monster, with the exception of cold- a dense club inflicting 2d8 damage as it smashes at its op-
based attack forms doing more than 12 points of damage, ponents. Spells of all kinds are ineffective against a Metallic
immobilizing this ooze for 2d4 rounds. The Blue Ooze only Ooze, with the exception of disintegrate, which instantly de-
does 2d6 points of damage and it is unable to dissolve any- stroys this creature (save at -2).
thing except flesh. The Blue Ooze grows to huge proportions
(up to 18’ across), and often has as many as 50 hit points, yet ORANGE OOZE
they still attack as a 3 hit die creature
This type of ooze most often lurks in the mushy undergrowth
BROWN OOZE of subterranean mushroom groves. Its attack is quite mild;
doing just 1d4 points of damage, but it can easily dissolve
Living in sewers and places of extreme filth a Brown Ooze the pulpy material of most forms of fungus. Intelligent fungus
dissolves and feeds upon any organic material. On exposed creatures actively patrol their groves to root out this pest.
flesh, they do 1d8 points of damage per round. Once per day The Orange Ooze is small, reaching a maximum size of 3’
this ooze is able to release a noxious cloud of vapor (save across. Orange Ooze is vulnerable to any form of fire based
versus poison or victims within a 20’ radius fight at -2 to hit attack.
RED OOZE All of the many varieties of Deadly Orchid are quite similar in
appearance, with the exception of the size and color of the
This type of ooze prefers to live in volcanic areas, mainly flower itself. They typically flourish in sweltering equatorial
lurking in the damp areas near subterranean hot springs. jungles, but certain alchemists have managed to grow them
The Red Ooze grows to enormous size, reaching 18’ across. in specially built hot houses in cooler temperate climates.
It stretches out two tendrils when attacking, and each has However, even they admit the pollen of these “domesticated”
an acid attack doing 2d8 points of damage. This creatures is specimens is not as potent as samples from the natural en-
quite capable of dissolving flesh, wood, or even metal (which vironment. This seems to indicate a correlation between the
receives a saving throw against acid at a +2 modifier). It also plants themselves and the many insect species involved in
has a mild heat-based attack doing an additional 1d4 points the pollination process.
of damage. If attacked with any cold-based attacks, this ooze
takes double damage. Each color of Orchid has pollen with its own unique proper-
ties, all of great value to alchemists and wizards. When en-
WHITE OOZE countered, one must use extreme care and avoid jostling the
flowers, releasing this deadly substance into the air, filling a
The slow moving White Ooze lives in frozen, snowy caverns, 10’ diameter area around the Deadly Orchid (treat all as poi-
slipping with ease across the ice. They are immune to any sonous with a -2 saving throw, except for the Ebony Orchid,
form of magical cold-based attack and are vulnerable to the requiring a saving throw with a -4 save modifier). Preparation
effects of fire-based spells, which cause double damage. The of the pollen is a painstaking process requiring dozens of
acid from this monster only inflicts 2d4 points of damage to plants to procure a usable amount. Once collected, alche-
exposed flesh, and it is incapable of affecting any inorganic mists mix the substance with other materials, for to use the
material (stone, metal etc.). pollen in its raw form is potentially fatal.
AZURE ORCHID
The large, brilliant blue and white petals make this type of
Deadly Orchid instantly identifiable. The narcotic effects from
the incense made from this Deadly Orchid’s flower creates a
sense of deep euphoria, extremely deadly in an undiluted
form or if used without precautions. If the dose is excessive,
the user drifts into a comatose, dream-like state from which
escape is nearly impossible without magical means (cure
critical disease, heal). This Deadly Orchid is a favorite for use
in evil cult rituals.
Value: 25 gp per phial
CRIMSON ORCHID
Blood red leaves streaked with fine white veins are the trade-
mark of this Deadly Orchid. The effects of breathing the pol-
len is quite dangerous, creating a blinding berserk rage. The
afflicted person views all nearby creatures as enemies and
the user will most assuredly attack without warning. However, ART BY FRANK GUNTER
if a properly diluted extract is made from the plant sap, the
user experiences a temporary boost of energy (add an addi- EMERALD ORCHID
tional hit die affecting hit points, an additional 1d3 strength
with an 18/00 maximum, and the appropriate modifications The white and green flowers of this type of Orchid are very
to hit and damage from the increased strength, for 1d6 turns), large, usually reaching 1 1/2’ across. Growing in great car-
after which the user must rest for one full turn. Use of the pets upon the surface of waterways and pools, they emit a
extract more than once per 24-hour period is quite harmful; heady aroma, drifting for hundreds of yards. Those who fail
if the user fails a save versus poison, he suffers the loss of aa save against the scent move in a trance-like state toward
the plant, heedless of any danger. Such victims often suffer
full hit die of hit points for 1d8 days, along with a loss of 1d3
strength for the same period. attack from nearby aquatic predators, or drown when they
Value: 50 gp per phial founder into the waters where this Deadly Orchid thrives. The
pollen may be refined into a mild narcotic, popular in drug
EBONY ORCHID dens throughout the realms. Slavers have been known to use
this substance to subdue the unfortunate victims of their
The ebony orchid has leaves and a stalk of such a deep trade.
blue-green it appears almost black. The petals of the small, Value: 30 gp per phial
2-inch diameter flowers are a dull black, with extremely faint
streaks of red along the edges of the petals. Such plants only GOSSAMER ORCHID
germinate and grow upon rotting flesh and both necroman-
cers and followers of the dark gods of old use this deadly The petals of this Deadly Orchid are translucent, having the
substance in a variety of ways. When undiluted, the pollen shimmering, delicate look of a soap bubble. Although poi-
and liquid extract from this Deadly Orchid is extremely toxic sonous in its raw form (save at -2 or death occurs within
(-4 on saving throw), the victim dying within seconds as his 1d6 rounds), when properly mixed with other ingredients the
soul is torn away. When diluted, it is used as an aid for com- resulting extract becomes an exquisite perfume ingredient,
muning with the powers dwelling in the lower (evil aligned) prized by those of high station.
planes of existence. Many evil aligned creatures habitually Value: 50 gp per phial
use this foul substance to facilitate visions of the past and
future. Most civilized cultures ban its use, with severe penal- OCHER ORCHID
ties for possession of this deadly substance.
The pollen from the rusty orange flowers of this Deadly Or-
Value: 100 gp per phial
chid is a strange substance, having dual edged effects. Upon
OSERIA SERPENT
Frequency: Very rare
No. Encountered: 1
Size: L (120’+ long)
Move: 120
Armor Class: 3
Hit Dice: 24d10 (*7)
Attacks: 1
Damage: 3d12
Special Attacks: Swallow
Special Defenses: Immune to blunt weapon attacks ART BY FRANK GUNTER
TREASURE: None
PANE his former possessions. Many times weak willed minions are
(Turn as type 11) charmed, and compelled to hide the crystal, whereupon they
(see page 262) suffer attack and destruction by their master’s spirit in order
Frequency: Very rare to keep his secret location safe.
No. Encountered: 1d6
Size: M–L (6’–12’)
Move: 180’
Armor Class: -4
Hit Dice: 10d8 (*10)
Attacks: 2
Damage: 1d8 (x2 claws) per receptacle
Special Attacks: Essence depletion (constitution)
Special Defenses: +2 weapon to hit
Magic Resistance: 45%
These insubstantial talons are unaffected by weapon attacks, The insidious Parasitia is an opportunistic creature, special-
only the receptacle itself can be damaged and this only by a izing in forming a bond of commensalism with a larger host.
weapon of +2 or greater enchantment. The Obsidian is con- Similar to the remora, who travel in safety with sharks and
sidered armor class -4 versus attacks, has 40 hit points, and other massive aquatic creatures, the Parasitia attaches itself
the “ectoplasmic talons” it projects attack as a monster hav- to carnivorous, land animals. They earn their keep by slow-
ing 10 hit dice. ly moving around the hosts’ body, feeding on smaller para-
sites and vermin. In return for their service, they partake of
Anyone who views the actual receptacle of the spirit sees a quick meal whenever the host makes a kill. Occasionally,
the reflection of the one trapped within, but he now can be Parasitia remain in the predator’s nest, usually to dine on
affected by charm person, charm monster, hold person and the remains of any kills brought back to the lair, while also
command as the image of the Panes spirit host glares from earning their keep by feeding on small, scavenging intruders.
within the stones surface.
TREASURE: Special
PARASITIA
ART BY FRANK GUNTER
Frequency: Uncommon
No. Encountered: 1d3 The body of the Parasitia consists of a long tapered body
Size: L (1’–3’ long, 6’ long tendrils) composed of more than a dozen tubular, chitinous sections,
Move: 10’ each equipped with several fine filaments. Using these at-
Armor Class: 4 / 6 tachment filaments, it gains a hold on the host, effectively
Hit Dice: 3d8 (*16) hitching a ride to the next meal. While attached, they gain
Attacks: 2 the benefit of the host’s immunities and resistance to mag-
TREASURE: None
PARRODILE
Frequency: Rare
No. Encountered: 3d4
Size: S (3’ tall)
Move: 180’ (AA: V / 120-degree turn)
Occasionally the Phalpp lurks high up in a dark corner while The Phasma is a large non-corporeal, amorphous spirit,
it “buds”, releasing 1d6 smaller versions of itself (1 Hit die haunting dismal barrow lands, often encountered lurking
(*20), 1 point of damage from bites only). From such a posi- within or near the crypts of dead giants. Appearing as a
tion, it sometimes drops to the floor, taking no damage from free moving, “liquid mist”, they effortlessly glide across the
falls of 60’ or less, in order to attack unsuspecting prey. ground, and up vertical surfaces, completely unaffected by
wind of and sort (natural or magical). They may pass through
Small items of value (coins, gems) occasionally adhere for solid objects with ease, even reaching through closed doors
a short time to the pads of the Phalpp. However, they soon to attack their prey.
dislodge, so there is only a 10% chance of such an item being
present. When attacking, the Phasma extrudes four long arms ending
in talons as hard as steel. These horrible weapons tear at
TREASURE: See above opponents for 1d6+2 damage on each attack. On any attack
in were two or more claws score a hit of 18+, the Phasma
attempts to “inhabit” the soul of its victim. Unless the victim
makes a successful saving throw versus spells, the monster
merges with and takes temporary control of its prey. Mov-
ing as an automaton, the victim now attacks his former al-
lies, striking with weapons, magical devices, and spells. This
control continues for 1d3+2 rounds, when a second saving
throw attempt (with a -2 penalty) may be made, as the vic-
tim attempts to repel the intruding spirit. If the second at-
tempt fails, the hapless victim falls to the ground, writhing
and twitching as the contest of wills continues. Thereafter
an attempt to repulse the intruding creature occurs every
other round.
The Phasma also has a few minor spell attacks: they may
cause fear (by touch as the 4th level magic user spell), hold
person (2nd level cleric spell) and command (1st level cleric
spell), however the latter two powers are only usable during
the time when the Phasma “inhabits” a victim’s spirit.
TREASURE: None
PHREEN
Frequency: Rare
No. Encountered: 1d3
Size: L (12’–18’ long)
Move: 180’
Armor Class: 3
Hit Dice: 7d8 (*13)
Attacks: 1
Damage: 2d4
Special Attacks: Gripping spines / tail stinger
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral (evil)
Level/XP: 6/525+8/hp
The dangerous Ice Pierce lives wherever large frozen caves There is a coating on the spines, a viscous substance, attack-
and deep caverns of ice exist. These creatures are difficult ing the nervous system of the prey. If a save versus poison
to detect, due to their clear coloration, resembling clear fails, the victim slowly walks to the base of the Exploding Pod
icicles hanging from the ceiling of their lair. In most cases, plant and lays down. The Exploding Pod immediately sends
they are 90% invisible due to this lack of coloration, unless dozens of feeder tendrils into the flesh, absorbing nutrients
they have recently fed. As their subterranean cousins, they at a rate of 4 hit points per round.
slowly move into position, in order to drop directly onto un-
wary prey. The intense cold generated by the Ice Piercer does The vines each take 5 hit points before severing, and blunt
1d3 points of additional damage per hit die of the piercer, weapons only do half damage. The main trunk is much heavi-
to any unprotected creature they strike. In almost all other er, at almost 2’ thick, taking 50 points of damage to sever.
respects, they are identical to the common Piercer.
It is important to note, small carnivorous creatures occasion-
Fire Piercers are another sub-species dwelling in the hot ally make their lairs near the Exploding Pod plant, and upon
regions of the underdark. Residing in areas near subterra- hearing the noise, they investigate the disturbance in the
nean hot springs and volcanic vents, they have a reddish hopes of obtaining a free meal.
coloration, and radiate an intense heat doing 1d3 points of
additional damage, per hit die of the piercer on a success- TREASURE: None
ful attack. In all other respects, they are identical to the Ice
Piercer.
TREASURE: None
POD, EXPLODING
Frequency: Uncommon
No. Encountered: 2d12
Size: L (vines 20’–30’ long)
Move: 0’ (10’)
Armor Class: 7
Hit Dice: 1d8 (*20, see below)
Attacks: 1d6 per pod (up to12 pods)
Damage: 1 hit point per spine
Special Attacks: Poison
Special Defenses: Half damage from blunt weapons
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 5/1500 per plant
ART BY FRANK GUNTER
The monster known as the Predacious Maw is a silent pred- the Predacious Maw whenever it is within 10’. As the creature
ator, a skilled ambush attacker with the ability to move moves the stone becomes translucent, revealing the shad-
through stone and earth as easily as we move through the owy form moving beneath.
air. Its method of locomotion appears to be similar to meld
into stone and passwall, enabling it to move freely through The Predacious Maw usually lies in wait, just below the “sur-
even the densest of stone. It is interesting to note, the Pre- face” of the stone, randomly picking a single target of the
dacious Maw is unable to move through any area containing appropriate size from a group of travelers (smaller speci-
large amounts of refined metallic ores, thus a chamber with mens always attempt to swallow smaller victims whenever
walls, floors, and ceiling covered with any such substance is possible), then without warning, it strikes with a +2 to hit
safe from their depredations. on its first assault. When prey is within attack range it is as
if the earth and stone itself has come alive as the monster
The actual size of the entire creature is unknown, for none quickly moves at double its normal speed to attack. With a
has ever seen more than the great mouth, with a gullet ap- very slight grinding sound, they “slide” through the ground to
pearing to extend more than 20’ into the depths. There are place themselves under their intended victim. With a sudden
some experts who believe the Predacious Maw's physical surge, they rise upward as much as 2’ throwing their target
form extends into the Elemental Plane of earth itself, with a off balance, seeking to bite, and possibly swallow their prey.
mouth at either end! The Predacious Maw is a living pit; they open revealing a wide
gaping maw full of multiple rows of wicked teeth descending
Whether they are marauding visitors from the Elemental far down into the creature’s gullet.
Plane of Earth, merely an unusual type of elemental, or some
twisted creation is unknown, but sightings of this monster The potential victims feel a rush of wind and smells the
have slowly increased over the last hundred years. With its stench of decay wafting from within the gullet; the over-
protective coloration it is able to blend flawlessly into any whelming smell of an opened grave. A Predacious Maw of 4–7
background, lying in wait, sensing the vibrations created by hit dice can swallow small sized creatures (Dwarves, Gnomes,
any approaching prey. and Halflings); and those possessing 8 or more hit dice, can
easily engulf man sized victims. There are verified sightings
When striking, the Predacious Maw surprises its target on a of truly immense specimens having up to 20 hit dice, able
roll of 1–5 on a die 6. Any dwarf who is actively searching, and to swallow giant sized creatures, but few victims have ever
who rolls a 15% or less is able to see the vague outline of the survived such an attack, and such sightings are very rare.
lurking Predacious Maw if it is near the surface of the stone
within 10’ and only as long as there is an available source of For the man sized Predacious Maw (4–6 hit dice), the bite is
light. Gnomes are a little better, needing to roll 25% or less a terrific grinding of teeth inflicting 1d6 hit points of dam-
to spot these predators. After its initial attack a roll of 1 or 2 age, with an additional +1 of damage for each hit die of the
on a six-sided die allows a character to detect the location of creature. The damage increases to 2d6 points of damage for
Pterygotus are aquatic creatures, primitive marine scorpi- pod of younger, 2’ long individuals, containing 3d8 members.
ons distantly related to the land dwelling species, but lacking Attacks by this many are exceedingly dangerous as the crea-
the stinger tipped tail. The largest specimens have 18+ foot tures swarm around their prey, attacking from every direc-
long bodies encased in tough plates of overlapping chitin, tion. All attacks made against the swarm have a -2 penalty
along with a broad tail used to propel them through the wa- to hit due to the confusing mass of swirling bodies. The huge
tery depths. With a blue-black coloring, often covered with specimens of Pterygotus even attack small watercraft, using
barnacles, they easily conceal themselves among rocky out- their immense bulk to smash in the sides of boats.
crops, waiting for the unwary to venture into range. Despite
their immense size, the largest reaching weights of several TREASURE: None
hundred pounds, these carnivores easily glide along the sea
floor in search of prey. Occasionally the Pterygotus emerges
from the surf to attack prey along the shore. However, the
articulated limbs are unable to hold the weight of the body
for extended periods and such forays are short, rarely last-
ing more than a full turn before the Pterygotus once again
returns to the sea.
TREASURE: None
PUDDING, CHILL
Frequency: Very rare
No. Encountered: 1d2
Size: L (8’ diameter)
Move: 30’
Armor Class: 7
Hit Dice: 8d8 (*12)
Attacks: 1
Damage: 2d6
Special Attacks: Drain heat
Special Defenses: Immune to blunt weapons, see below
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Non-
Alignment: Neutral
Level/XP: 6/900+10/hp
TREASURE: None
ART BY FRANK GUNTER
TREASURE: None
“With a terrible shrieking the Chatterschrill emerged from the trees, the large male loping into the open, his great
teeth clacking. We readied our weapons, and as the magical light filled the clearing, we saw a dozen more of the foul
creatures swinging through the trees above. With a paralyzing screech, they charged.”
Tildun-Reffe
The Quahildrath attacks with a bite attack doing 1d10 damage, Items of value, left over from its kills, may sometimes litter
and with its forward claws for 1d4 damage each. At the same the den of the Quahildrath.
time, it lashes with 1d4, flailing tentacles, slashing for 1d4+1
damage for each hit. On a roll of 20 these barbed tentacles TREASURE: Lair: 1d6 x 1000 sp (30%), 1d4x1000 gp (20%), 1d3
grab onto any prey, pulling the struggling victim into range of jewelry (10%), 1d6 gems (15%), 1d3 magic items (5%)
TREASURE: None
Queedi also attempts to sting opponents, doing 1d3
QUEEDI QUEEDI (FOREST) QUEEDI (JUNGLE) points of damage. They inject a mild poison into their
Frequency: Uncommon Uncommon prey, causing an extremely painful inflammation. If
No. Encountered: 1d8 1d4 the recipient of the sting fails a save versus poison, he
Size: M (3’–6’ long) M (6’–8’ long) suffers a -4 penalty to all attack rolls, both to hit and
to damage, as any movement causes discomfort. The
Move: 180’ 180’ effects of the poison last for 2d6 turns before wearing
Armor Class: 5 5 off. (See above for details on the larger Jungle Queedi)
Hit Dice: 3d8 (*16) 6d8 (*13)
Queedi occasionally emit a cloud of noxious vapor,
Attacks: 2 2 filling a 15’ radius. Those within the area must make
Damage: 1d6 (bite), 1d3 (sting) 2d4 (bite), 1d4 (sting) a saving throw versus breath weapon to avoid the ef-
Special Attacks: See below See below fects. Failure indicates the recipient is temporarily
blinded and unable to fight due to the stinging pain
Special Defenses: Stench Stench lasting 2d4 rounds.
Magic Resistance: Standard Standard
The venom does have its uses, and alchemists pay 25
Lair Probability: 40% 40%
gp for a 1-ounce vial of the substance (each Queedi’s
Intelligence: Animal Animal poison sack contains 1d4 ounces of the poison).
Alignment: Neutral Neutral
TREASURE: None
Level/XP: 3/145+3/hp 5/275+8/hp
The creatures known as the Queedi find areas of dense QUESH’TAR
woods and tropical jungles to be the perfect habitat. This
eight-legged insectoid moves easily along the forest floor, There is a mystery surrounding the true origin of
or through the lower branches in search of food. It is an op- where the Quesh’tar race originated. There are no
portunistic feeder, attacking without hesitation. Although it reported sightings or encounters with these strange,
mainly subsists on a diet of smaller animals, it does attack aggressive creatures before the time of the Mardukian
humanoids when such prey is available. Their body shape “flash”, and some sages theorize the Zaeranni brought
and green brown coloration allows them to camouflage them- them to this world shortly after that unprecedented
selves, surprising prey on a roll of 1–2 on a six-sided die. celestial event. To date, there have been four separate
members of the species identified, whether there are
The Forest Queedi lunges from hiding, attempting to bite others, lurking in the deeps of the oceans, only time
with its large mandibles, inflicting 1d6 points of damage. The will tell.
QUESH’TAR, ABOMINATION
Frequency: Very Rare
No. Encountered: 1d8
Size: L (10’–12’ tall)
Move: 120’
Armor Class: -2
Hit Dice: 12d8 (*9)
Attacks: 4
Damage: 2d4+6 (x3 claws), 3d4+6 (foot claw)
Special Attacks: Water jet
Special Defenses: +2 weapon to hit
Magic Resistance: 20%
Lair Probability: 70%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: 7/5100+16/hp
QUESH’TAR, JUVENILE
Frequency: Rare
No. Encountered: 1d8
Size: S–M (3’–6’ tall)
Move: 60’
Armor Class: 4
Hit Dice: 5d8 (*15)
Attacks: 3
Damage: 1d10 (x3 leech mouths)
Special Attacks: See below
Special Defenses: Weapon immunity (see below)
Magic Resistance: 20%
Lair Probability: 90%
Intelligence: Animal–low
Alignment: Neutral (evil)
Level/XP: 5/300+5/hp
The Morphian also has a special attack useable once per day.
It takes the form of flickering and shifting colored lights ap-
pearing in bizarre patterns all across its body. The confusing
display functions as a special form of Color Spray affecting
any creature within 20’ looking in their direction. The dura-
tion of the display is but 3 rounds, and any who view it must
save versus aimed magical attack at -2 or be stunned for 1d4
rounds. Attackers may avoid the effect by averting their gaze,
of damage. On any roll of 18+ successfully striking an op- but suffer a penalty of -2 to hit the Morphian Quesh’tar.
ponent, the jaws clamp onto its victim, biting automatically
every round until removed. The juveniles are voracious feed-
ers, growing up to a foot every month when food is abundant.
TREASURE: None
QUESH’TAR, MORPHIAN
Frequency: Very rare
No. Encountered: 1d6
Size: L (6’–8’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 7d8 (*13)
Attacks: 3
Damage: 2d6 (x3 claws), 2d4 (rake)
Special Attacks: Color Spray
Special Defenses: +1 weapon to hit
Magic Resistance: 30%
Lair Probability: 80%
Intelligence: Low–average
Alignment: Neutral (evil)
Level/XP: 6/950+8/hp
ART BY DEL TEIGELER
TREASURE: None
The Quoorie Dead (also known as Bog Dead) are ancient vic- Submerged still living into the marshy ground, the Quoorie
tims of dark, necromantic rituals practiced by the primitive Dead are subject to the dominating will of tribal necroman-
tribes in the dismal moors of the northern latitudes. While cers who may summon these evil undead creatures to rise
still living, their arms, and legs bound with sinew, the strug- again to plague the living. They disinter the long dead victims,
gling victim found his body sewn within a glyph covered bag tearing the shriveled, pod-like bag open releasing a gout of
made from the hide of a large mammal (oxen, elk, moose, foul liquid. The highly acidic water of the bog, in conjunction
etc.). Quite often, they had horns or antlers attached to their with a lack of oxygen and cold temperature prevent the de-
heads, and their hands were replaced with the clawed paws caying of flesh. In addition, the minerals also cause the flesh
of large carnivores (bear, or feline) before burial within a pit to harden to the toughness of cured hide, darkening the des-
dug in the soft peat. iccated mass to a deep brown coloration. Special powdered
pigments are occasionally used causing variations in color,
The acidic nature of the peat also has some detrimental ef-
fects on the corpse; the calcium in the bones weakens, so
attacks from blunt weapons striking the Quoorie Dead do
+2 damage. Because of the weakened nature of the bones,
any single attack, inflicting 10 or more points of damage, has
a 10% chance to destroy a Quoorie Dead, collapsing it into
pile of hardened skin fragments and bone dust. As undead,
they are immune to all forms of sleep, charm, and hold type
spells. Magical cold cannot harm the Quoorie Dead, and fire
based attack forms are all -1 damage per die.
TREASURE: None
The Razor Fish can deliver a painful bite inflicting 1d4 points
of damage, along with slashing a victim with their extreme-
ly sharp fins adding 1d8 additional points of damage. The ART BY FRANK GUNTER
The Reak is another of the nasty predators inhabiting under- tacks made against a Reak while it has prey within its gullet
ground cavern systems, but occasionally they stray into more does half of the rolled damage to the trapped victim. The di-
frequented, man-made dungeon complexes. In appearance gestive acid of the Reak are quite strong, causing 2d4 points
they are a huge sphere of hard bony plates (armor class 0) of damage per round.
possessing several long “limbs” (armor class 3) each ending
in large conical suction cups. By extending these limbs, and After attacking, the Reak rapidly withdraws up into the dark-
with the assistance of thick, sticky exudates, the Reak can ness, where it prepares to strike again. If the Reak is some-
move about its hunting ground in search of prey. An am- how dislodged from its attachment points, it has no effective
bush killer, it prefers to lurk high up in the darkness, striking attack, being completely helpless on the ground.
downward to obtain a meal. When attacking, the 2d4 elastic
“limbs” can drop the central body downward from 20’ above A Reak has no concept of treasure or valuables, regurgitat-
at great speed; the attack being so quick, any return attacks ing any indigestible items (metal, gems, bones, etc.) onto the
against the monster are made at a -2 to hit. floor below when all of the nutrients from its prey have been
absorbed. Passing creatures usually gather such items, un-
The underside of the spherical body is a gaping maw, capable knowingly becoming a target for an attack by the Reak.
of inflicting a bite of 2d4 points of damage for the smallest
Reak, 3d6 points of damage for the more common variety, Alchemist pay 25 gp per ounce for the sticky exudates, with
and the larger 9+9 hit dice Reak can bite for 4d6 damage. A each Reak yielding 1d4+2 ounces. It is used as a spell com-
successful attack roll of 18+, allows the Reak to swallow any ponent or for the making of several potions, glues, magical
creature of man sized or smaller (see above). Swallowed vic- items and elixirs.
tims cannot attack as the muscles of the creature contract,
holding him tightly in place. There is a 30% chance any at- TREASURE: None
Many types of rock imitating life forms can become the host
to Rock Mites. These small parasites are almost impossible
to detect, appearing to be small fragments of sharp stone.
However, these creatures are able to feed on any host. Often
they become detached from the original host during combat,
and upon landing on a new victim, quickly burrowing beneath
the skin in order to feed. They exude a mild paralytic en-
The Arctic Rock Terror has six long strands, which it can shoot
towards a victim up to 60’ away, the sticky coating instantly
adhering to its target. Once snared, they drag prey towards
the waiting jaws at a rate of 10’ per round, with the bite in-
flicting 4d6 points of damage. Strands may be broken with a
successful Minor Strength Test at the rate of one per round.
The strands also have a secondary attack: the exudate coat-
ing the filament strands causes 1d4 points of damage per
round from intense, numbing cold.
The chitin plates protect the Plated Rock Terror from most
weapon attacks, and only weapons of +2 or better enchant-
ment are able to penetrate the dense covering. All forms of
blunt weapons are completely ineffective when striking this
monster.
The use of the term Sand Serpent does not truly reflect the
nature of this desert dwelling creature. The beast is actual-
ly quite a bit larger than the small portion seen above the
surface of the sandy wastes. Most adult specimens have a
discus shaped body almost 14’ across. Living just a few feet
below the surface of the sand, each has a single, 20’ long
tentacle with a huge feeding maw at the end. Lying in wait, it
“listens” for vibrations in the sand through a cluster of sev-
eral dozen sensory tendrils radiating under the surface, out-
ward to a distance of about 60’. It patiently waits for the right
moment to lash out in an attempt to latch onto its next meal. SARKOLATH
The feeding tentacle strikes with the quickness of a serpent, Frequency: Rare
smashing at the target in an attempt to latch on. The toothed No. Encountered: 1d3
maw can inflict a deadly bite of 4d4 points of damage, and Size: L (12’ diameter)
Move: 120’
any roll of 18+ indicates it has fastened itself onto its victim
with a vice-like grip, almost impossible to be broken (Major Armor Class: 4
Strength Test at half the normal chances). In 1d3 rounds, it Hit Dice: 8d8 (*12)
pulls its struggling victim under the sand where the small- Attacks: 1
er tendrils begin to bore into the flesh, seeking the liquid Damage: 2d4
nourishment within. Each round spent under the sand 1d3 Special Attacks: Various gases
Special Defenses: None
additional tendrils latch onto the victim, each doing 1 point of
damage per round. Magic Resistance: 20%
Lair Probability: 50%
Any edged weapon attack inflicting 18 or more points of dam- Intelligence: Animal
age in a single blow can sever the huge tentacle. A Sword of Alignment: Neutral
Sharpness or a Vorpal Sword severs the tentacle on any d20 Level/XP: 6/1275+10/hp
roll of 18+. If severed, the feeding tentacle re-grows within
one week as one of the smaller tendrils enlarges for the task. The Sarkolath live along the fringes of many sandy waste-
lands, scavenging for the dead and dying or attacking any-
The Sand Serpent moves slowly through the sand, relocating thing foolish enough to cross their path. The body is a 12’
several times each month as it searches for areas of plen- diameter hump, carried by countless hundreds of small tube
tiful food. If seriously threatened, the Sand Serpent burrows feet capable of moving the Sarkolath along at a very respect-
TREASURE: None
TREASURE: None
SCUM CRAWLER
Frequency: Uncommon
No. Encountered: 3d6
Size: S (6”–1’ long)
Move: 30’, 120’ swim
Armor Class: 4
Hit Dice: 1d8+4 (*18)
Attacks: 1
Damage: 1d3
Special Attacks: Fever
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 65%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/28+2/hp
ART BY FRANK GUNTER
hit point of damage, and each separate bite requires a seper- SHARD
ate saving throw at +2 . If the save is successful, the victim
suffers an additional 1d3 points of damage, if it fails the death Frequency: Very rare or common
occurs in 2d6 rounds. It is possible for adventurers to en- No. Encountered: 1d6 or 10d10
counter a Hydraxith with fewer heads, the monster having Size: S–L (4’–18’)
lost a few over the course of its lifetime. In extremely rare Move: 240’ (AA: V / 120-degree turn)
instances (10% chance) a Hydraxith is able to spit its venom Armor Class: -4 or 0
up to 20 feet. On a roll of 16+ the stream of venom strikes the Hit Dice: 5d8–10d8 (*variable)
victims eyes (save versus poison or blinded for 2d6 turns). Attacks: 1
Damage: 2d4+2 (+1 damage adjustment per hit die)
Usually there are no more than four Hydraxith in a den, but Special Attacks: Color burst
at certain times of the year, they congregate in larger num- Special Defenses: +2 or better weapon to hit/
bers (as many as 2d6 congregate in a single den during the Destroys lesser weapons / Crystal elemental immunities
colder months). The eggs, laid in clutches of 3d4, have a small Magic Resistance: 15% +2% per hit die
value, being worth 1gp each as an ingredient for potions of Lair Probability: 50%
neutralize poison with any roll of 18+ striking the eyes (save Intelligence: Low
or blinded for 2d4 rounds. Alignment: Neutral
Level/XP: 500 experience per hit die
There are also Hydraxith Serpents reaching a much larger
size, but they are very rare and quite often mistaken for a The crystalline SHARD is one of the many species of quasi-
true hydra (see stats above). In addition to the poisonous elementals on the plane of Mineral, and the one most com-
bites, this larger species is also a constrictor, crushing small monly found within the proximity of IOUN geodes. In appear-
victims for 2d4 damage per round before swallowing. ance, they are nothing more than irregularly shaped pieces
of glowing crystal, with extremely sharp edges capable of
TREASURE: Special, see above for details slicing through the hardest of metals. This sentient mineral
The Spined Shard is perhaps one of the most feared preda- In combat, the Spined Shard uses its four crystal tentacles
tors of the Quasi-elemental Plane of Mineral; a devious killer for attack purposes. Each whipping appendage can inflict 1d6
usually found hunting along the border realm with the Pos- or 1d8 points of damage. If two or more of these attacks
itive Material Plane. At home in the energy plane, it spends strike in the same round against a single target, the Spined
much of its time lurking in the torrential, fluctuating energy SHARD grabs the victim pulling him within range of one of the
fields as it awaits unwary victims (usually SHARDS). When any two double-pronged stingers. This stinger quickly releases
prey strays into its hunting grounds amidst the ever-changing a pulse of pure positive energy into the trapped opponent
mineral formations of the dangerous border zone, it quickly destroying living tissue, causing 2d6 points of damage for
strikes in an attempt to destroy its prey. As the victim dies, Spined Shards of 6–7 HD in size, and 4d6 for the larger ones.
the Spined SHARD absorbs any released “living” crystal en-
ergy or life energy.
SHRUB CRAB
Frequency: Uncommon
No. Encountered: 3d4
Size: S (2’ diameter)
Move: 90’
Armor Class: 2
Hit Dice: 2d8 (*16)
Attacks: 2
Damage: 2d4 (x 2 pincers)
Special Attacks: Surprise, swarming
Special Defenses: Camouflage
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 3/55+2/hp
TREASURE: None
SIPHON SLUG The proboscis is also the main weapon for the Siphon Slug
Frequency: Very rare when any large creature enters its chosen lair. Whenever it
No. Encountered: 1d3 feels threatened or suffers attack, the creature begins to in-
Size: L (24’ long) take hundreds of gallons of water, quickly swelling to double
Move: 30’, 120’ swim its diameter. With incredible accuracy, they aim the noz-
Armor Class: 3 zle-like proboscis, unleashing a powerful jet of water, reach-
Hit Dice: 8d10 (*12) ing up to 100’. The narrow stream sweeps from side to side,
Attacks: 1 affecting a 45-degree arc shaped area, with the torrent hav-
Damage: 2d6 ing enough force to knock a grown man off his feet. Anyone
Special Attacks: Water jet within the area of effect must make a save versus aimed
Special Defenses: Slimy / thick skinned / spells or be knocked down and stunned for 1d3 rounds. The
Immunity to blunt weapons Siphon Slug is able to use this powerful water jet every other
Magic Resistance: Standard round.
Lair Probability: 75% Once an attacker is off his feet and floundering, the Siphon
Intelligence: Low Slug strikes, quite fast for a creature its size, in an attempt
Alignment: Neutral to crush any opponent with their huge bulk. A successful
Level/XP: 6/900+10/hp attack of this nature does 1d12 points of damage and any
The Siphon Slug is a large creature, with many specimens attack roll of 20 indicates their victim lies trapped beneath
reaching up to 24’ long, and weighing as much as 5 tons. They their blubbery mass, taking 1d12 points of crushing damage
are repulsive, with thick rubbery mottled gray skin, coated each round, along with the possibility drowning. Such vic-
with a layer of sticky mucus. The front-end tapers to a long tims remain trapped until freed (Major Strength Test with a
nozzle-like proboscis made of dense chitin. +20% modifier due to the slick mucus in order to slide from
underneath).
Living in places where there is an abundance of water, the
Siphon Slug spends its days processing hundreds of gallons Because of the thickness of the blubbery flesh, small piercing
of its liquid environment for any bits of food. There are hun- weapons (darts, daggers, sling stones, shurikens, and arrows)
dreds of openings along the entire length of its body, innu- do only half damage. Any blunt weapons striking a Siphon
Believed to be ancient creatures from the depths of the un- Attacks against the Skryllich have equal chances of hitting
derdark, the Skryllich are intelligent, vindictive spider-like one of the legs, or the body. Leg damage of eight or more
monsters often found in the vicinity of ancient subterranean points from a single attack severs the limb, without affecting
temples and abandoned ruins. The elongated, central bulk of the creatures hit point total. Damage dealt to the legs less
the creature has overlapping plates of glossy black, thick chi- than this amount do not affect the Skryllich, the blow glanc-
tinous armor supported on ten extremely long, multi-jointed ing harmlessly off the chitin plates. If a Skryllich loses four or
legs. Each limb is not only serrated, having dozens of razor more legs, it flees into the dark to heal (see below).
sharp ridges used to slice at enemies, they also have small
“hooked feet” enabling the Skryllich to move easily up walls ART BY FRANK GUNTER
and across ceilings. The head of this horror is wide and tri-
angular with four huge, red, glassy orbs for eyes. Two pairs of
spine tipped, secondary grasping limbs located on each side
of the mouth serve to hold prey while the horrifying mandi-
bles begin the gruesome task of chewing.
This monster has a fair amount of resistance to magical at- TREASURE: Lair: 1d10 x 1000 sp (40%), 1d6 x 1000 gp (35%),
tacks, and only weapons of +1 enchantment or better are 3d6 gems (30%), 1d4 jewelry (20%), 1d4 magic items including
able to harm a Skryllich. In addition, the Skryllich is able to potions and gems (10%)
Some cultures raise young Sleethe of the smallest species to The Slider is a resident of a strange endless demi-plane, al-
serve as hunting, or herding animals. However, capture must most completely composed of a dense, dead black materi-
take place when they are very young just before weaning, or al, pocked with countless millions of deep frictionless bowl
shaped depressions. These cavities vary in size, from a few
dozen yards to hundreds of miles across. The strange mate-
rial of the demi-plane nullifies all magical effects, making the
entirety a dangerous trap. Gale force winds howl, with sud-
den gusts rapidly changing directions, one wrong step, and
an adventurer could find himself sliding to his death.
TREASURE: None
SLIDER
Frequency: Rare
No. Encountered: 1d4+1
Size: L (7’ long)
Move: 180’ (60’)
Armor Class: 3
Hit Dice: 5d8 (*15)
Attacks: 9
Damage: 1 (x8 tendrils), 2d4 (bite) ART BY FRANK GUNTER
They are much slower when traversing the “rim” areas of this
plane and must move quickly across the intervening ground
however, for the Rim Stalker (see Rim Stalker) vigilantly prowls
along the “rim” areas between the bowls, searching for its fa-
vorite meal (or any hapless characters).
TREASURE: None
SPARTOI
(Turned as type 5)
Frequency: Very rare
No. Encountered: 4d4
Size: M (6’ tall)
Move: 120’
Armor Class: 4
Hit Dice: 3d8+4 (*16)
Attacks: 2
Damage: Varies by weapon type
Special Attacks: None
Special Defenses: +1 or better weapon to hit Clerics may turn these monsters, treating them as a Type 5
Magic Resistance: 25% undead creature, however if successfully turned, the Spartoi
Lair Probability: None merely retreats, malevolently glaring at their enemies. They
Intelligence: Average maintain a distance of 60’ from the cleric until the effects of
Alignment: Evil (chaotic) the turning end, whereupon they instantly attack, concen-
Level/XP: 4/150+4/hp trating their furious assault on the one who held them at bay.
In ancient times, the great necromancer kings could summon
There are many ancient, black rituals designed to summon legions of Spartoi to battle, sending them into conflict against
malign, undead spirits into the physical world. The centuries mortal men. However, since the destruction of the dark tem-
old Incantations of Cadmus contain detailed rites allowing ples, few now answer the call of the dragon’s teeth.
evil clerics or necromancers to bring the Spartoi (Warriors
of Cadmus) to aid in battle. These evil, undead spirits take The Spartoi follow the commands of the summoner, remain-
the form of almost skeletal warriors, appearing within 1d6 ing until destroyed in combat. Thus, adventurers could find
rounds, growing from the ground where the summoner has these malign undead serving as tomb guardians, ages after
sown the enchanted teeth from a slain dragon. Their bones their masters bones have turned to dust.
covered in a tight layer of rigor-hardened flesh, the deep-set
eyes glowing with a malevolent light, they are fully armed TREASURE: None (see above)
However, the male Jumping Spider also has a much more sin-
ister attack it often employs. Many times the Jumping Spider
slips slowly from the foliage, emitting a sub-sonic thrum-
ming, in conjunction with rhythmic leg twitching used to lull
its victims into a catatonic state. The effect fills a 20’ radius
targeting any creature within range, even if they lack ears; for
the sound fills the air and vibrates through the very ground. Deep in the underdark, far from the light of the surface there
Affected creatures stand mesmerized, staring into the eight lives race of beings known as Spindle-Men. They are vague-
black, glassy eyes of the Jumping Spider, unless they make a ly humanoid, albeit extremely tall and thin. These strangely
save versus paralysis. During this time, the Jumping Spider distorted humanoid creatures have long and powerful limbs,
may automatically bite affected creatures, once each round. each with two elbows and two knees. The thin, six knuckled
fingers are over a foot long, ending in sharp talons enabling
Occasionally, adventurers encounter a small group of Jump-
them to climb with great skill. Their skin is a mottled stone
ing Spiders, usually this is only when a solitary female is
gray, resembling wrinkled, old parchment, and their heads
nearby, and the males are vying for her attentions. The
are elongated and quite narrow, allowing them to slip easily
“thrumming sound” from multiple Jumping Spiders is even
through narrow spaces. They have four eyes spaced even-
more deadly, with a -1 save modifier for each spider. Females
ly around the head giving 360 degree vision, making them
are almost twice as large as the males and they are usually
exceedingly difficult to surprise (only on a roll of 1 on a 10
much more aggressive.
sided die).
TREASURE: None
Spindle Men do not build structures, create items, or make
TREASURE: None
SPINED ZORREL
Frequency: Very rare
No. Encountered: 1d4
Size: S (4’ long)
Move: 120’
Armor Class: 4
Hit Dice: 6d8 (*13)
Attacks: 4
Damage: 1d6 (bite), 1d6 (spines),
1d4 (x2 claws)
Special Attacks: Grasping tentacles
Special Defenses: Spines
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Animal
Alignment: Neutral ART BY FRANK GUNTER
Level/XP: 5/300+6/hp
The Spined Zorrel is a nasty tempered creature, refusing to The Spined Zorrel is a tough opponent, willing to protect its
back down from an encounter with any creature, regardless offspring or mate to the death, and defend any territory it
of size. The beast is very heavy, densely muscled, and as te- considers its own. Usually encounters are with a briefly mat-
nacious as a wolverine. Few animals are brave enough to face ed pair, along with one or two offspring, fighting as a 3 hit
this evil, spine covered, ball of destruction. dice creatures doing ½ damage.
The Spined Zorrel has two powerful hind legs used to spring The spines are of value to magic users who use the longest
into combat, being able to leap up to 10’ in order to reach of them as needles in the sewing of some magical garments.
an opponent. It also has four tentacled forelimbs used to The spines from one Spined Zorrel are worth 25 gp.
grasp onto any prey. Any successful roll to hit of 16+ with a TREASURE: None
tentacle means it has latched onto its prey, allowing for the
bite attack and the clawed hind feet to hit automatically. A
successful Minor Strength Test removes one tentacle. Once
it has obtained a firm hold the Spined Zorrel refuses to let
go, raking with its hind claws, and biting at its enemy until
one or the other lies slain. The large number of hit points it
possesses (6 hit dice) allow it to do an incredible amount of
damage. Once latched onto a victim the Spined Zorrel has a
+2 to hit on any further tentacle attacks. STOCK ART BY WILLIAM MCAUSLAND
STARR: AIR FORM The Starr: Air Form attacks with 4 of its swirling “arms” flaying
the target with wind and collected solid material causing 1d6
Frequency: Very rare points of damage with each hit. Once per day the Starr: Air
No. Encountered: 1 Form can form into a small yet very powerful funnel cloud,
Size: L (8’ across) large enough attack a single target. A save versus spells is
Move: 240’ (AA: V / 180-degree turn) required at -3 or the chosen target is violently hurled 1d10
Armor Class: 6 x 10’ by the powerful wind, taking 1d6 points of damage for
Hit Dice: 7d8 (*13) each 10’ of distance thrown.
Attacks: 4
Damage: 1d6 (x4) Only weapons of +2 or better enchantment are able to injure
Special Attacks: See below this creature.
Special Defenses: +2 or better weapons to hit
Magic Resistance: 30% There is a 5% chance when summoning an Air Elemental a
Lair Probability: 20% spell caster actually draws the attention of this type of crea-
Intelligence: Low ture.
Alignment: Neutral
Level/XP: 6/650+8/hp TREASURE: None
The creature absorbs the fire, incorporating the substance There is a 5% chance when summoning a Fire Elemental the
into its being, waiting for a time (perhaps centuries) when the spell caster actually draws the attention of this type of crea-
fire pocket eventually makes its way back to its parent plane. ture.
TREASURE: None The Starr can hold itself upright on any three of its limbs,
while striking at opponents with the others. Each clubbing
attack is powerful enough to inflict 2d8 + 12 points of dam-
age. Any roll of 18+, striking an opponent, indicates they have
successfully wrapped the victim in its coils crushing for 2d10
points of damage (a successful Major Strength Test frees a
captive). On the next round, crushing damage occurs once
again, or the captured creature could be violently hurled
2d10 x 10’, taking 1d6 points of damage for each 10’ thrown.
The Starr has one spell attack, a pale purple beam of light
with a range of 60’, which strikes a single opponent (save
versus spells or a 5’ radius globe of purple energy surrounds
the target). On the next round, the captured creature needs
to make a second saving throw versus spells or he vanish-
es from this plane of existence, randomly Plane Shifted to
one of the four Elemental Planes (or a demi-plane, para-ele-
mental plane, or quasi-elemental plane of the game masters
choice). Such trips are quite short, and in most cases fatal,
for few adventurers enter such realms without precautions.
the basic Starr creature has traveled through all four of the
Elemental Planes is it able to manifest itself in this form. Only weapons of +3 or better enchantment injure a Prime
They are tremendously strong (strength 24), having the pow- Material Starr, and any blunt magical weapons inflict half
er to grapple with even the strongest of giants. High-level damage.
mages summon these creatures as a special form of elemen-
tal, and they often serve as guardians for the most precious TREASURE: None (see above)
of treasures or Artifacts. Once they have given their oath
they relentlessly perform their duties until slain or driven
back to one of the Elemental Planes. There are tales of these
The Starr: Water Form is the fourth and final juvenile stage
for this strange creature before it can freely travel to the
Prime Material Plane in its adult form. When it finds a pocket
of elemental Water, the Starr: Fire Form plunges in, instantly
transforming into the Starr: Water Form, while plane shifting
to the Elemental Plane of Water. Here it remains for 1d10 x
100 years, before it transforms into the Prime Material form,
and is free to travel across all of the elemental planes at will.
The Starr: Water Form attacks with four of its radial fins,
spinning and battering any opponent who dares to challenge
it. Each fin inflicts 3d4 points of damage to its target, and
a roll of 20 hurls the victim from 10’–80’. When hurled in
this fashion, an impact with a solid object causes equivalent
falling damage (1d6 per 10’ thrown). The Starr: Water Form is
also able to make one slashing attack per day, usually its first
attack before joining combat. The creature swims at great ART BY FRANK GUNTER
Sticky Tendrils are strange, motile plant hybrids, extreme- TREASURE: None
ly dangerous when found in large numbers. They put down
temporary “grasping roots” in rocky areas either above or STONE WORM
below ground, then wait motionless for any passing prey.
In appearance, the Sticky Tendril plant is merely a large Frequency: Very rare
humped shape colored a sickly shade of green. It has two or No. Encountered: 1 (or2)
more clusters of coiled tendrils, each ending with a splayed, Size: L (30’–60’ long)
razor sharp tip, dripping with sap. These long main tendrils Move: 60’, (240’)
remain tightly coiled until they suddenly flick out in an at- Armor Class: -3
tempt to slice and stick to any target straying within their 12’ Hit Dice: 16d8 (*7)
reach. Attacks: 1
Damage: 3d6+6
Special Attacks: Double damage from grinding
Special Defenses: +2 weapon needed to hit /
½ damage from fire, cold, electricity
Magic Resistance: 40%
Lair Probability: 10%
ART BY FRANK GUNTER
Intelligence: Animal
Alignment: Neutral
Level/XP: 9/9000+20/hp
Like a massive living drill, the Stone Worm bores through the
underdark leaving behind tunnels and chambers cut from
the very bedrock of world. It spends its life searching for cer-
tain types of rock, those emitting the strange radiations of
energy upon which it feeds. Unfortunately, for adventurers,
magically enchanted items emit a similar frequency and the
Stone Worm often attacks such equipped adventurers in a
mistaken belief they are a source of sustenance. The results
of such inadvertent encounters are usually quite disastrous.
The main weapons of the Swamp Glutton are the four 20’ long
grabbing tentacles, covered with hundreds of small hooks.
They strike for 1d6 points of damage each, and attempt to
grasp any man sized or smaller opponent, succeeding on any
surface of the pool gives off a heady aroma filling a 60’ radi-
us, inducing lethargy in any who breathe its fumes for more
than a few minutes (save versus poison at -2 or fall asleep
until taken from the area).
The Swamp Rast is a voracious predator, born hungry and tail used as a secondary method of attack. Striking at great
perpetually on the prowl for its next meal. Gliding effortless- speed it can impale a victim, inflicting 2d6 points of damage.
ly through even the most dense of swamps it slowly gains The jaws then strike such victims at a +3 to hit if the victim
size and strength until eventually even the largest of the gi- fails to escape via a successful Major Strength Test.
ant crocodiles avoid this rasp jawed creature. With its long
eel-like body and a series of small paddle-like fins, it easily The larger Swamp Rast’s, reaching lengths of 30 feet, are eas-
glides across thick patches of slimy mud, through the dark ily able to attack and destroy rafts and small boats whose
waters and the maze-like tangles of interlocking tree roots. crew venture into the creatures domain. Once the crews are
in the water, the Swamp Rast ruthlessly attacks until nothing
The jaws resemble those of a great lamprey, full of rows of living remains. Many times smaller scavengers (Razor Fish
rasping teeth able rapidly chew through even the toughest and Lesser Swamp Drakes) follow in the wake of the Swamp
hide or armor. Any successful attack by a Swamp Rast means Rast. Similar to the remora, following large sharks, they feed
the creature has automatically gained a hold, allowing the on any scraps, possibly attacking any survivors of the larger
jaws to do their work. Once they latch firmly onto a victim, creature’s attacks.
the only escape is by making a Major Strength Test, or by
killing the creature in order to pry open the jaws. Occasionally a hatching of 2d4 young (2 hit die) Swamp Rast's
invades an area in a churning ball of frenzy, devouring any-
While attached to a victim, the bite does damage every round; thing in their path. They attack together as a swarm, equal
with the 8–10 hit die Swamp Rast inflicting 2d6+2 points of to a 6 hit dice creature inflicting 2d6 points of damage. In
shredding damage, reducing flesh and bone to a pulp before the most desolate of swamplands there have been sightings
swallowing. The actual amount of damage dealt depends on of Swamp Rast's of truly gargantuan proportions, monstrous
the size of the Swamp Rast, as indicated on the above table. creatures over 30’ long and having over 20 hit dice, easily
There have been reports of these creatures slowly chew- able to swallow a man-sized creature on roll of 20. What such
ing their way completely through large victims. They chew a large creature would feed on is a mystery.
through leather or padded leather in a single round, chain
mail last two rounds, and plate armor of any kind is ground TREASURE: None
to ruin in but 3 rounds (+1 round for each magical plus).
The Swamp Rast also has a slashing barb on the end of its
“For days the creature has followed our boats, sliding through the tangled roots, keeping just out of range. A Swamp
Rast of great size, with a mouth opening over two feet across. Eventually it would attack, and with luck, our weapons
would be able to pierce its heavy scales. A shout from Forion alerted us...it was coming.”
Tildun-Reffe'
TREASURE: None
TEOVOSSE HOUND
THAPTOR
Frequency: Very rare
No. Encountered: 2d4 Frequency: Very rare
Size: S (3’ tall at shoulder) No. Encountered: 1d6
Move: 180’ Size: L (16’ tall)
Armor Class: 7 Move: 120’
Hit Dice: 3d8 (*16) Armor Class: 2
Attacks: 1 Hit Dice: 14d8 (*8)
Damage: 1d6+1 (bite) Attacks: 3
Special Attacks: See below Damage: 1d6+9 (x2 claws), 1d12 (bite)
Special Defenses: None Special Attacks: Rending / stomp
Magic Resistance: Standard Special Defenses: None
Lair Probability: 50% Magic Resistance: Standard
Intelligence: Animal Lair Probability: 70%
Alignment: Neutral Intelligence: Low
Level/XP: 2/50+3/hp Alignment: Neutral
Level/XP: 8/4425+18/hp
The upper torso of the Thaptor has two long arms ending in
huge hands used for gripping prey. Possessing the strength
of a frost giant (21), a Thaptor inflicts 1d6+9 damage with each
strike. On any successful attack roll of 18+ they also do an ad-
ditional 2d6 points of rending damage. Using the mandibles,
the Thaptor also bites for 1d12 damage. They occasionally
rear up on the hindmost set of legs, and smash down on a
victim with the middle limbs doing 2d10 points of damage
(treat as a crushing blow), but when doing so, they are unable
to use any other form of attack . These monsters have no
desire for accumulating treasure, but often, the areas around
their liars, littered with the frozen remains of any victims,
could have items of value.
The Jetch’kekki, a race of bird warriors sharing the same jun- Quite often, one finds items of value wrapped within the
gles (see Jetch’kekki), highly prize the claws, using them as shroud, treasures once belonging to the living, now con-
short swords, and spear tips, considering it a great feat when signed to the dead.
a hunting party returns with such a prize.
TREASURE: 1d10 gems (40%), 1d3 jewelry (35%), 1d3 magic
TREASURE: None items (15%)
SKELETAL TITANOBOA
The Skeletal Titanoboa is a dangerous form of animated skel-
eton, but not a true member of the undead since clerics are
unable to turn these monsters. Created by powerful necro-
mancers to serve as guardians for important areas, these
creatures remain unmoving until an intruder appears. They
attack with a powerful bite inflicting 3d4 points of damage,
grasping onto their victim on a roll of 18+. Instead of crush-
ing their victim or swallowing their prey whole, they violently
shake them for an additional 1d10+4 points of damage each
round, slamming them into floor, walls, and ceiling. A suc-
cessful Minor Strength Test frees a trapped character from
the jaws of this skeletal monster. The Skeletal Titanoboa takes
ART BY FRANK GUNTER only half damage from any edged weapon attacks, and mis-
Although the Tome Mimic does not gather treasure, the items
they “guard” might have great value. In addition, if safely
captured, it is possible to train these creatures. Many ar-
chivists, wizards, and even clerics would pay as much as 50
gp or more for a living Tome Mimic and up to four times the
ART BY FRANK GUNTER amount for a breeding pair.
TOME MIMIC
Frequency: Uncommon
No. Encountered: 1d8+2
Size: S (1’)
Move: 10’
Armor Class: 8
Hit Dice: 1d8 (*19 or 17)
Attacks: 1
Damage: 1d3
Special Attacks: See below
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 100%
Intelligence: Animal
Alignment: Neutral
Level/XP: 1/18+1/hp ART BY BRIAN (“GLAD”) THOMAS
TREASURE: Lair: 1d3 x 1000 gp (20%), 1d6 gems (15%), 1d3 jew-
elry (10%), 1 magic item- usually a magic weapon (15%)
TROLL, ROCK
Frequency: Very rare
No. Encountered: 1d4
Size: L (12’–14’ tall)
Move: 90’
Armor Class: 0
Hit Dice: 8d12+12 (*12)
Attacks: 3
Damage: 1d8+6 (x2 claws), 3d4+6 (bite)
Special Attacks: Weapon use
Special Defenses: Regeneration, camouflage
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 7/1600+12/hp
TREASURE: None
TULARDIN
Frequency: Rare
No. Encountered: 2d4
Size: L (12’–18’ long)
Move: 180’ (AA: V / 120-degree turn)
Armor Class: 4
Hit Dice: 8d8+8 (*12)
Attacks: 1
Damage: 3d6
Special Attacks: Swallow, possible lightning bolts
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Animal
Alignment: Neutral
Level/XP: 7/1400+12/hp
ART BY FRANK GUNTER
The four, radial pincers flanking the serpents head each in-
flict 1d3+1 damage on a successful attack (1d6+2 for the large
variety, and 1d8+4 for the massive size), and the fanged jaws
inflict the indicated damage, depending on size. On any bite
attack roll of 18+, the hollow, needle-like teeth inject a viru-
lent poison, fatal within 2d4 rounds on a failed saving throw.
TREASURE: None
TURAQUI TURRA
Frequency: Very rare
No. Encountered: 1
Size: L (12’ diameter)
Move: 90’, 90’ swimming
Armor Class: 0
Hit Dice: 8d12 (*12)
Attacks: 5 (or more)
Damage: 2d6 (x2 claws), 1d6 (x1d4+2 bites)
Special Attacks: Poison, see below
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Non-
Alignment: Neutral (evil)
Level/XP: 8/4050+14/hp
There are several different varieties of Tustranian Tendrils, STOCK ART BY WILLIAM MCAUSLAND
growing in many locales. A few species even manage to thrive veals slight fragments of white from the many bones upon
in the radiation rich environment of the deep underdark, but which they grow.
most specimens infest the dense jungles and forests of the
world, yet all have the same statistics. In appearance, they When the unwary make camp or linger within the area, the
are a cluster of normal smallish pod plants spread over an plants rapidly extend their tendrils, ensnaring and holding
area of several dozen square yards. Mingled in with other any victims in a deadly grip. For its attack, the Tustranian
foliage they are quite inconspicuous, with each plant having Tendril and the victim each roll percentage dice, indicating
several vines about one-foot long. However, the vast majority how ensnared the victim has become. To avoid the vines
of the vines length lies concealed beneath the pod within un- deadly clutches, the prey must exceed the roll made by the
derground cysts and when fully extended, these vines easily plant. If caught, the victim receives one attempt at a Major
reach up to twenty feet. Spotting Tustranian Tendrils is diffi- Strength Test in order to break free, and if this roll fails, on
cult, and only through careful examination is their presence each successive round, the plant adds an additional 2d10%
detected. Careful scanning of the surrounding area often re- to the amount of entrapment. Once cover reaches 100%, the
prey is rendered virtually helpless and thousands of hairy
root filaments then grow inward, draining the prey of vital
nutrients at a rate of 2d4 damage per round, until only a
shriveled husk remains, the decomposing flesh soon fertil-
izing the soil.
Ulsilurt are a species of mammal, best described as an TREASURE: Lair: 1d6 x 500 cp (50%), 1d4 x1000 sp (35%), 1d2
ill-tempered, giant, six-legged rat. They commonly live x 500 gp (25%), 3d4 gems (15%), 1d2 magic items (10%)
around ancient ruins, subterranean crypts, and the filth rid-
den canals and sewers in coastal cities. Feeding on carrion
and garbage left from other predators they flourish in almost
any environment. Their fur is very short, barely covering
the hideously wrinkled pale white skin. The thin whip-like
tail is almost as long as the body and the mouth is full of
over-sized sharp teeth, protruding spades jutting from their
drooling jaws. The shorter front legs end in sharp claws, nor-
mally used for digging, but they are also formidable weap-
ons. The doubled hind legs are used for jumping, allowing for
leaps of up to 10’.
All three varieties attack in the same fashion, but with vary- UNDULATING SPHERE
ing amounts of damage (see above). They initially rush to
attack an intruder, clawing and biting, seeking to knock their Frequency: Rare
victim to the ground. Any roll of 16+ on its two claw attacks No. Encountered: 1d4
allows all three species of Ulsilurt to use the intermediary Size: M (6’ sphere)
set of legs for an additional pair of raking claw attacks. The Move: 30’ (AA: III / 60-degree turn)
extremely savage mutated species of Ulsilurt are born with Armor Class: 6
two fully functional heads. Often referred to as a Cerberus Hit Dice: 4d8+4 (*15)
Rat, this species quite often breeds among themselves, con- Attacks: 2d4
tinually spawning more of their type. Their hide is heavier, Damage: 1d3
and covered with hard nodules and calloused growths, giving Special Attacks: Fluid drain
them a slightly lower armor class. Special Defenses: None
Magic Resistance: Standard
Because or the environment they live in, a victim of a bite Lair Probability: 30%
from any one of these creatures has a 10% chance of con- Intelligence: Low
tracting a serious disease unless a save versus poison is Alignment: Neutral
made. Level/XP: 4/245+5/hp
TREASURE: None
UNFORMED
Frequency: Very rare
No. Encountered: 1
Size: M–L (5’–8’ tall)
ART BY FRANK GUNTER Move: 30’
Armor Class: 7
Hit Dice: 8d8 (*12)
Attacks: 3
Damage: 2d4+2 (x3)
Special Attacks: See below
Special Defenses: See below
The strange creature known as the Undulating Sphere lives Magic Resistance: 45%
primarily in tropical locales, and occasionally in warm moist Lair Probability: 30%
subterranean environments. Floating in the air by means of Intelligence: Low–average
buoyant gases, this massive sphere of grasping pseudo pods Alignment: Neutral (evil)
attempts to attach itself to any creature straying too near. Level/XP: 7/1275+10/hp
Colored in shades of brown and green it blends well into
the background, grasping onto plants or outcroppings in or-
der to change position or to maintain a position along trails
from which it lunges at passing prey. It sometimes moves
by means of jets of air, expelled from any of the two doz-
en openings covering the outer surface of the sphere. Some
believe this creature is a weaker relative of the Gelatinous
Bubble (see Gelatinous Bubble).
Encouraged with their early successes in merging the abilities Normally a loner, there are some occasions when a mated
and features of different creatures, wizards and alchemists pair and 1-2 young Ursadile are encountered. The young
have created dozens of new species over the ages. Among fight as 5HD monsters, doing 1d6 damage with each claw and
the most deadly is the Ursadile, a ferocious combination of biting for 1d8 damage.
bear and crocodile. With its torso and legs covered with the
formers dense fur, and the head, back, and tail of the latter, TREASURE: None
this carnivore has spread to inhabit temperate and subarctic
environments. Although the hearing, smell, and sight are not
as keen as a normal bear, they are still very dangerous pred-
ators, able to lurk in dense brush or the margins of swamps
and lakes, using the powerful tail to move effortlessly across
open water.
The Ursadile not only bites at prey with the powerful, croco-
dilian jaws, doing 2d6 damage, it also swats with the massive
STOCK ART BY LUIGI CASTELLANI
This monster lashes with the four tendrils for 1d6 points of
damage each, attempting to grab opponents with the long
splayed “fingers”. Any roll of 18+ means the Uvasha has suc-
cessfully grasped its victim (Major Strength Test to escape).
It pulls the struggling prey upwards towards the mouth, the
process taking 1d3 rounds. The bite attack is at +2 to hit
against ensnared victims and does a massive 6d6 points of
damage. The Uvasha secretes a chemical compound, a sticky
substance coating the tendrils, causing a loss of strength. A
failed save versus poison (with a -2 modifier), reduces the
victim’s strength by half for a full turn. Each successful strike
incurs an additional save, with each failure extending the du-
ration of the strength loss for an additional turn.
TREASURE: None
UZZARIAN TUNNELER
Frequency: Uncommon
No. Encountered: 1d8
Size: L (7’ tall)
Move: 90’, 20’ burrowing
Armor Class: 2
Hit Dice: 6 (*13)
Attacks: 2
Damage: 2d4+4 (x 2 claws)
Special Attacks: Bite
Special Defenses: Half damage from blunt weapons
Magic Resistance: Standard
Lair Probability: 50%
STOCK ART BY GARY DUPUIS Intelligence: Low
The bite attack is the main attack used by the Uxulian Gulper, Alignment: Neutral
with size determining the damage. However, on a roll of 20, Level/XP: 4 / 225+6/hp
the common sized is able to swallow Halfling sized creatures, The Uzzarian Tunneler lives in almost any climate, dwelling
and the cavernous jaws of the huge ones do double the dam- within shallow cave systems whether they are in the frigid
age rolled, as well as swallowing creatures the size of a man north or the sweltering heat of the deep desert. Not adept at
with ease. If a swarm of six or more small, Uxulian Gulpers digging through solid stone, they prefer staying closer to the
make their attack against a single target, each gains a +2 to surface world where the soil and gravel is loose and easier
hit and damage bonus. to move through. Standing over seven feet tall and weigh-
If a standard Uxulian Gulper makes a special pounce attack ing almost 1500 pounds, these nearly “headless” monsters
it inflicts a combined 1d8 damage as the claws tear at the live in small communal groups, working together by coor-
victim upon landing. The largest sized specimens do 4d4 dinating their attacks and using elaborate ambushes. Their
crushing damage if they jump onto their prey, driving it to thick hides are normally dark gray, and quite smooth, yet
the ground, where the bite attack becomes more effective (+2 extremely resistant to damage. Two small eyes are located
to hit, +4 to damage against prone opponents). to the sides of the wide mouth provide passable vision, how-
ever, a pair of sensory organs protruding from the forehead
TREASURE: None
“From the shadow’s the huge figure emerged. Foul smelling, hair matted with filth, a hill giant over 12 feet tall. The
huge club swinging loosely as it reached for its first victim.”
Tildun-Reffe’
TREASURE: None
VELAX
Frequency: Uncommon
No. Encountered: 1d6
Size: M–L (5’–12’ long)
Move: 180’ (AA: IV / 90-degree turn)
Armor Class: 4
Hit Dice: 7d8+7 (*13)
Attacks: 1
Damage: 2d4 (fin)
Special Attacks: 1d12 (bite)
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
Level/XP: 5/475+10
STOCK ART BY GARY DUPUIS
TREASURE: None
TREASURE: None
VIHEELA
Frequency: Rare
No. Encountered: 1
Size: L (18’ long)
Move: 90’
Armor Class: 2
Hit Dice: 12d8 (*9) STOCK ART BY EARL GEIER
Attacks: 7
Damage: 1d4+1 (x6 tentacles), 1d10+2 (bite) With a sudden rush, the Viheela attacks, bursts from the
Special Attacks: Grapple ground to catch a meal (surprise on a roll of 1–3 on a six-sid-
Special Defenses: None ed die), flinging earth in all directions. Six of the writhing,
Magic Resistance: Standard spike tipped tentacles, flay at any prey, doing 1d4+1 damage
Lair Probability: 100% with each hit, all the while seeking to grapple, succeeding on
Intelligence: Non- any hit rolls of 16+. The monster uses the remaining tentacles
Alignment: Neutral against the sides of its tunnel, pulling captured prey to their
Level/XP: 8/4200+16/hp death within the subterranean chamber. A Minor Strength
Test frees a snared victim, with a penalty of +1 to the roll of
The borrowing Viheela is a large predator, dwelling in larger
the die-six for each additional, attached tentacle. The snap-
cavern areas, preferring to lair in dry subterranean river-
ping jaws do 1d10+2 damage, inflicting double damage on any
beds, consisting of loose soil and gravel. This solitary crea-
roll of 20.
ture digs a deep pit, consisting of a 4’ diameter tunnel up to
20’ deep, ending in a small subterranean chamber. The en- A Viheela often remains in the same location for several
trance is then concealed with sand and stones held togeth- weeks, only moving when the local food supply diminishes.
er with a sticky, mucus substance (80% invisible, dwarves Some intelligent creatures actually “feed” the Viheela, re-
and gnomes have a 25% chance to spot such an entryway leasing prisoners or captured animals into the area, using
if actively searching). At over 18’ in length, this dark brown them as unknowing sentries for important tunnels.
ambush predator has twelve 10’ long tentacles spaced evenly
along the length of its heavily scaled, tubular body. The large Although the Viheela does not gather treasure, it often has
2’ wide mouth has several rows of sharp teeth, perfect for items of value in its lair, or scattered about the lair, left over
latching onto any prey. A cluster of barbed hooks cover the bits from its previous meals.
tail, perfect for holding the Viheela firmly anchored to the
interior of its burrow when lunging from concealment. TREASURE: 1d4x500 gp (30%), 1d6 gems (20%), 1d3 magic
items including potions (20%).
ART BY FRANK GUNTER
GOLIATH VILAHOOK
PREHISTORIC VILAHOOK
The great expanses of immense tropical rain forests are The Prehistoric Vilahook is an ancient, massive creature
home to hundreds of dangerous beasts. From the upper found mainly in more primordial environments. This ter-
canopy to the jungle floor, dozens of creatures lurk, all ror grows up to 15’ in length, and can weigh several hundred
ready to devour some hapless adventurer. Even the thou- pounds. Their head is heavily armored (AC 0) while the rest
sands of miles of seemingly peaceful river tributaries have of the body is covered with thick scales (AC 4). The razor
their monsters, some of which move on to the land to seek edged teeth and powerful jaws are capable of tearing through
prey. The Vilahook, also known as the land piranha has two chain mail with ease, doing 3d4 damage with a successful
pairs of retractable, bird-like legs, allowing this swarming bite attack. Any roll of 20 indicates the Prehistoric Vilahook
TREASURE: None
VILOOR (STIRGE-KIN)
Frequency: Very rare
No. Encountered: 1d6
Size: S (2’ tall)
Move: 90’, flying 180’ (AA: IV / 90-degree turn)
Armor Class: 4
Hit Dice: 3d8 (*13)
Attacks: 3 The Viloor attacks as a 6 hit die monster, using a pair of
Damage: 1d3 (x2 claws), 1d4 (proboscis), or by weapon pincers, each doing 1d3 damage, as well as stabbing with the
Special Attacks: Blood drain needle-like proboscis, causing 1d4 initial damage and an ad-
Special Defenses: None ditional 1d3 per round thereafter as it drains blood from its
Magic Resistance: 15% victim. After feasting for 1d 4 rounds, the creature flies off to
Lair Probability: 60% digest its meal.
Intelligence: Average
Alignment: Chaotic evil Some Viloor are born without the pincers, instead having ac-
Level/XP: 4/130+3/hp tual arms and hands. These carry knives or daggers, using
them to great effect in melee combat, attacking twice per
Viloor, (also known as Stirge-kin) are a strange hybrid, thought round. Viloor often coat the blade with a variety of paralysis
to be the combination of a pixie-like creature and the giant poisons, (those struck must save versus poison or suffer pa-
stirge. Dangerous in the extreme, they delight in attacking ralysis for 1d3 turns).
travelers, descending in a swarm to feed. Often, these dis-
gusting parasites willingly serve as spies for a coven of hags, TREASURE: None
watching over the swamp, keeping their mistresses appraised
of any intrusions. When encountered, there is a 75% chance VINES, GIANT'S
the Viloor is traveling with a swarm of 2d6 common stirges or
1d6 larger jungle stirges. Frequency: Very rare
No. Encountered: 1d3
Size: L (12’–25’ long)
Move: 0’ (1’/ turn)
Armor Class: 2
Hit Dice: 5d8 (*10)
Attacks: 1d4 per opponent
Damage: 1d4 per tendril + strength bonus
Special Attacks: None
Special Defenses: +1 weapon t hit / see below
Magic Resistance: 30%
Lair Probability: 100%
Intelligence: Non-
Alignment: Neutral
Level/XP: 7/1775+10/hp
VINES, SERPENT
Frequency: Rare
No. Encountered: 2d12
Size: S (2’–6’ long)
Move: 10’
Armor Class: 8
Hit Dice: 1d8-1 (*20)
Attacks: 1
Damage: 1 hit point
Special Attacks: Blood drain
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 40%
Intelligence: Non- (plant)
Alignment: Neutral
Level/XP: 2/45+2/hp
ART BY FRANK GUNTER
There are a dozen feeler tendrils along the stalk, used for
moving this creature to new locations. Whenever an un-
suspecting victim strays near, they quickly strike, seeking to
latch into flesh. Many victims mistakenly believe snakes have
attacked, when first encountering the Serpent Vine.
The initial attack inflicts just one point of damage, but there-
after any attached pods begins to “suck”, drawing 3 hit points
worth of blood from the victim each round with the drained
blood showing as red veining along the stalk of the plant. The
vines are tough and 6 points of damage severs them at a rate
of one vine per round. A successful Minor Strength Test is
required in order to pull them out. Encountered singly or in
small patches they are merely an annoyance, but when an
unsuspecting food source strays into a large colony of these
plants, the results can be devastating.
VITAUR
Frequency: Very rare
No. Encountered: 1d3
Size: L (10’ tall)
Move: 120’
Armor Class: 3
Hit Dice: 10d8+10 (*10)
Attacks: 3
Damage: 1d6+2 (x2 claws), 3d6 (bite)
Special Attacks: Swallow, eye beams, tail
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 45% However, the most dangerous attack originates from the
Lair Probability: 75% many eyes attached to long flexible stalks. Five pairs of eyes
Intelligence: Animal work in tandem, one projecting a telekinetic ray pulling prey
Alignment: Chaotic evil close, the other working opposite, pushing the target away.
Level/XP: 8/4050+14/hp These results in a violent shaking effect causing increasing
The magical effect of the eye attacks has a range of 30’, with
the damage inflicted based on the number of pairs targeting
an individual creature:
On a few, the bones of the hands and fingers have been fused
into long, dagger-like blades used to slash at opponents for
1d4+2 hit points of damage. The jaws are full of long fangs,
and they stretch impossibly wide to bite at enemies. The
standard bite (feline or canine head) inflicts 1d8+2 points of
damage and the larger crocodile headed type bites for 2d6+2
damage. They may also be equipped with many different
melee weapons.
GREATER VURASHI
There are stories of Greater Vurashi, created from the bones
of giants, adorned with the skeletal heads of larger beasts,
usually cave bears, or small dragons. Quite often, these crea-
tures have four arms, making them formidable in melee (see
above for detailed information on these creatures). These ART BY FRANK GUNTER
more powerful creatures turn as type 8 undead creatures,
again with a limit of 2d4 rounds.
VUSA SLIME
WINGED VURASHI
Frequency: Rare
In large tomb complexes there may be a need for a flying No. Encountered: 1d4
guardian able to swiftly navigate the vast chambers. The Size: S (3’ tall)
Winged Vurashi stats remain identical to the Greater Vurashi, Move: 90’
with the exception of a pair of large bat-like wings enabling Armor Class: 8
them to fly for short distances. Hit Dice: 2d8 (*16)
Attacks: 1 or 1d4
TREASURE: Individual: 1d6 gems (25%), 1d3 jewelry (30%)
Damage: 1d6 or 1d3 per digestive blob
Lair: 1d8 x 1000 sp (30%), 1d4 x 1000 gp (20%),
Special Attacks: None
1d10 gems (15%), 1d4 jewelry (15%), 1d2 magic items
Special Defenses: See below
Including scrolls (10%)
Magic Resistance: Standard
Lair Probability: 50%
Intelligence: Non-
Alignment: Neutral
Level/XP: 2/36+2/hp
Once per year The Water Jukka females gather in order to lay
their eggs on a secluded island deep in the swamp. Each nest
contains up to a dozen small (2” diameter) reddish spheres
hatching within three weeks of bieng laid.
TREASURE: None
WATYMO
Frequency: Very rare
No. Encountered: 2d6
Size: S (3’ tall)
Move: 120’, leap 20’
Armor Class: 4
Hit Dice: 4 (*15)
Attacks: 5
Damage: 1d4+2 (bite), 1d3 (x2 slashes), 1d4 (x2 claws)
Special Attacks: Leap
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 20%
Intelligence: Low
Alignment: Chaotic evil
Level/XP: 3/85+4/hp
Occasionally, the curse of lycanthropy affects a member of they are mere brutes, incredibly strong monsters (strength
the monstrous rat species (see above). Victims of bite attacks 17–18/90), serving as the muscle of a warren. However, one
from such monsters become lycanthropes, but in 10% of the occasionally possesses a higher intelligence and these in-
cases, they become Greater Wererats, huge, powerful crea- dividuals always assume control over a colony of common
tures of exceptionally vile temperament. Most commonly, wererats, directing them and coordinating their attacks. The
Greater Wererat sends forth his smaller minions to scour the
area for food and victims who may be “converted” to ly-
canthropes; they also look to acquire any valuables, used to
purchase weapons and other equipment for the warren.
MALFORMED BRUTE
Very rarely one of these creatures is born severely mutated,
trapped forever into the twisted form of a giant man-rat. The
hide of these massive creatures is covered with dozens of
hard nodules, mangy patches of hair, and their long limbs are
gangling knots of twisted muscle. They are incredibly strong
(19), but clumsy. Any roll of “1” on a claw attack indicates the
creature has stumbled, losing its attacks on the next round
as it climbs back to its feet.
MONSTROUS RAT
Similar in appearance to their smaller cousins, these large
monsters usually dwell in the deepest of sewers. Almost
man-sized, these great rodents are extremely aggressive,
attacking any intruders without hesitation. On very rare oc-
casions there may be triple the number of Monstrous Rats
normally encountered, especially if a large force of wererats
is organizing for a major attack.
The slow moving water of wide rivers and swamps are home
to many dangerous creatures, some living along the banks,
others dwelling deep beneath the surface. Great fish patrol in
search of prey, swarms of smaller predators trailing behind.
ART BY FRANK GUNTER
The powerful jaws of the Indus Worm are equipped with two
wide squared off teeth, up to 12 inches wide and 18 inches
long, one each in the upper and lower jaw. They form an
immense set of shearing chisels, easily able to crush stone.
They bite for 2d6+2 damage, easily slicing through most ar-
mor. The bite is mildly caustic, and unless the victim saves
versus poison, it suffers an additional 1d6 points of damage.
Any bite attack roll of a natural 20 inflicts double the damage
rolled, along with grasping the prey within the slimy coils
(Minor Strength Test to escape).
TREASURE: None
The Suthok Worm does not value treasure, but their pools
sometimes have items from previous victims, buried in the
muck. The bite attack of the Xanniz Worm does 2d6 points of dam-
TREASURE: 1d8 x 100 sp (35%), 1d6 x 100 gp (20%), 1d8 gems age, and any roll of 20 indicates the tongue has wrapped
(15%) around the victim (Major Strength Test to escape). It takes
just 1d3 rounds for the worm to swallow a man-sized victim,
WORM, XANNIZ and such unfortunates take bite damage automatically while
grabbed. They use the stinger to strike at any opponents,
Frequency: Rare in the hopes of a few extra morsels left lying around for
No. Encountered: 1d4 consumption after the fighting ends. The initial strike with
Size: L (15’–20’ long) the sting does 1d6 points of damage. The victim must make a
Move: 180’ save versus poison at -2 or he falls to the ground, paralyzed
Armor Class: 3 for a full turn.
Hit Dice: 8d8 (*12)
Attacks: 2 There is a chance of small metal items of magical nature,
Damage: 2d6 (bite), 1d6 (sting) coins, or gemstones lodge inside the creature, or buried in
Special Attacks: Paralysis, grapple its castings, along with bones and other indigestible remains
Special Defenses: None from past meals. Also of value are the contents of the Xanniz
Magic Resistance: Standard Worms poison sack, containing 1d4 ounces of venom worth
Lair Probability: 50% 20 gp per ounce to alchemists. Some subterranean races
Intelligence: Animal (dark elves especially) often use this venom on darts or other
Alignment: Neutral weapons.
Level/XP: 7/1100+10/hp TREASURE: 1d4x100 gp (10%), 1d8 gems (15%), 1d3 jewelry (5%),
The Xanniz Worm is a large subterranean creature resem- 1 magic item (5%)
bling a huge worm crossed with a centipede. The long fat
body, supported on 18 pairs of jointed legs, give it a rapid
movement rate, even enabling the creature to climb up ver-
tical walls and move along rough ceilings. The mouth is a
“The jungle foliage erupted as the fanged beast we sought glided into view, confidently weaving through the air. A
scarlet colored Blade Yiff, fully twenty feet long, lunged for us, the drooling, fanged jaws opened wide. In a sign of
its aggitation, the wicked spines sprang from its heavily armored flanks and scraped across armor and tore into
exposed flesh. Our native guides fled into the jungle in terror, leaving us to face the monster with steel and spells”
Tildun Reffe’
Once a Xat has made contact with exposed flesh, each inflicts
one point of damage per round as they slowly draw blood
from the new host. Each Xat is able to absorb 4 hit points
from its victim, slowly changing color to a pinkish red. Once
it has become satiated, the Xat detaches, moving off, so it
may slowly digest its meal, a process taking a few days. After
this time, the Xat divides into two smaller creatures, each
waiting patiently for the next meal.
Nevertheless, the Xat does actually have its uses. When at-
tached to a host for 4 rounds, it draws out any poisons with-
in the host’s body; of course, this quite often kills the Xat.
Adventurers save the lives of many companions by simply
dropping them into a pool containing a colony of Xat. Some
STOCK ART BY WILLIAM MCAUSLAND
Spiral shaped structures with internal ramps and large cham- The Xervitor have a few unique devices, including discs for
bers are the usual buildings used by the Xervitor race. There traveling, and strange weapons only they can employ. They
are usually several dozen such structures, along with miles can also use quite a few of the standard magical devices; the
of subterranean tunnels forming the majority of an enclave. DM make such decisions. It is important to note, Xervitor
The Xervitor are extremely intelligent, capable of creating have no vocal cords thus they are unable to use any item re-
powerful magical devices similar to those made by many of quiring the use of a command word. Xervitor may merge any
the common humanoid races. Yet these items are uniquely of these devices within their body; they rarely carry them in
usable only by the Xervitor who are the only beings able to the open.
employ the energies within the devices.
XERVITOR TRAVEL DISC- This device is a thin (2-inch
The culture of the Xervitor has evolved into a caste-like sys- thick) tapered disc of rune covered metal approximately 5’
tem, with lesser members giving absolute servitude to those across. It takes several months to construct such a disc using
above. As they age and accumulate knowledge, they prog- special spells and materials. The Xervitor slides onto it and
ress upward from one class to the next. So far, we know of 7 via mental commands, it serves to move the creature at a
distinct castes: Drone, Lesser, Intermediary, Greater, Master, speed of 120’ per round (AA: IV / 90 degree turns). Only a
Protector, and Youngling. A typical enclave can have 200 in- few of the Lesser Xervitor caste ever use such a device, while
dividuals of the many castes living within its strange spiraling almost all of the upper caste members use them exclusive-
shelters. ly for moving around the enclave. At times smaller patrols
travel upon such discs, especially if scouting difficult terrain.
All of the Xervitor castes have the following abilities in com- In times of conflict the edges of these discs are fitted with a
mon: sharp blade, causing a terrible 2d6+4 hit point wound on a
successful ramming attack.
All Xervitor in a colony communicate via a telepathic link
allowing instant communication for several miles. XERVITOR KNIVES- Used only by the Lesser Xervitor,
these sharp weapons slash for 1d4+2 points of damage. Each
All Xervitor, with the exception of Protectors, have some kind
Lesser Xervitor has a 25% chance to have 1d3 of these blades.
of spell usage (determined by caste level).
Xervitor may merge these weapons within their body; they
Spells usable by the Xervitor may be from any spell casting never carry them in the open. The bizarre shape of the spi-
class. They freely mix magic user, cleric, druid and illusionist raled hilt makes it extremely difficult for other races to use
spells with ease. They do not need scrolls or books to gain this weapon effectively. (Characters can use these knives at a
spells; they simply meditate for days on end, mentally build- -2 to hit due to the rather unusual design of the hilt).
ing the neural pathways for the spell to function.
XERVITOR TENTACLE BLADES- These razor sharp
Normal weapons are ineffective when used against a Xervitor. blades fasten to a thin flexible sheath of metal, easily slid-
Only magical weapons are able to do any damage (see indi- ing onto an Intermediary Xervitors tentacle. There is a 50%
vidual listing for the + of weapon required). chance an Intermediary Xervitor having 1d3 of these blades,
They occasionally have Xervitor knives as weapons (see Xer-They can attack with up to 6 of their tentacles, each caus-
vitor devices for full details). Against prey within 3’, they may
ing 1d4 points of damage per strike. They sometimes have
also employ the spike causing 1d4 points of damage, and theXervitor Knives as weapons (20% chance), but usually rely
shearing claw, which does 1d4+1 damage. upon the more powerful Xervitor Rod (see Xervitor devices
for full details of both weapons). They are also fond of ex-
Only Xervitor devices or magical weapons of +1 enchantment perimenting with and using many standard magical devices
or better can damage a Drone Xervitor. taken from enemies.
TREASURE: See above Only Xervitor devices or weapons of +2 enchantment can
damage a Greater Xervitor.
XERVITOR, GREATER
Frequency: Very rare Each Greater Xervitor has the discs from its existence as both
No. Encountered: 1d4 a lesser and Intermediary Xervitor, and in addition it has the
Size: L (10’ tall) ability to inscribe discs with the extremely complex 6th and
Move: 60’ 7th level spells (again, only one spell per disc). However, the
Armor Class: 0 Greater Master is quite powerful and is able to have a maxi-
Hit Dice: 10D8+10 (*10) mum of four discs of each of the 1st through 4th level spells
Attacks: 6 merged with their being. After a century of study a Greater
Damage: 1d4 (x6), or by weapon Xervitor gains the knowledge to understand the workings of
Special Attacks: See below 8th and 9th level spells. Unable to scribe such things they
Special Defenses: +2 weapon to hit seek the guidance and tutoring of a Master Xervitor who ex-
Magic Resistance: 55% amines the Greater Xervitor for imperfection. If he is accept-
Lair Probability: 90% able, then the Master Xervitor assists in creating the first
Intelligence: High–genius level 8 disc. If the Master Xervitor detects a flaw of any kind,
Alignment: Neutral (evil) the Greater Xervitor willingly allows itself to be destroyed.
Level/XP: 8/4500+14/hp Again, within days after its insertion the Intermediary Xervi-
The Greater Xervitor is the caste implementing the will of tor retreats into a specially prepared structure where it has
the Master Xervitor, and supervises the lesser and Interme- constructed a special chrysalis workplace. 1 Greater Xervitor,
diary Xervitor as they perform their tasks. They determine 1d3 Intermediary Xervitor, and 2d12 Lesser Xervitor attend
XERVITOR, INTERMEDIARY Each Intermediary Xervitor has the discs from its existence
as a Lesser Xervitor, and in addition it has the ability to in-
Frequency: Very rare scribe discs with much more complex 3rd through 5th level
No. Encountered: 1d8 spells (again, one spell per disc); and is able to have a max-
Size: L (8’ tall) imum of two discs of each of these spell levels merged with
Move: 60’ their being. During this time, theyadd an additional disc of 1st
Armor Class: 1 (base) and second level spells. After many decades, an Intermedi-
Hit Dice: 7D8+7 (*13) ary Xervitor gains insight into the workings of 6th level spells.
Attacks: 3 Unable to scribe such things they seek the help of an Inter-
Damage: 1d6 (x3), or by weapon mediary Xervitor who helps to create the level 6 disc. Again,
Special Attacks: See below within days after its insertion, the Intermediary Xervitor re-
Special Defenses: +2 weapon to hit treats into a special chamber where it forms a chrysalis, and
Magic Resistance: 45% in just two weeks, it emerges as a new Greater Xervitor.
Lair Probability: 80%
Intelligence: Average–high TREASURE: See above
Alignment: Neutral (evil)
Level/XP: 7/1025+10/hp XERVITOR, LESSER
The Intermediary Xervitor is the caste supervising the Lesser Frequency: Very rare
Xervitor as they perform their tasks. They work tirelessly, No. Encountered: 2d8
searching to find sources of materials, and assists the Great- Size: M (4’–6’ tall)
er Xervitor in the fabrication of many of the Xervitor devices. Move: 60’
They function as leaders for any foraging or scouting bands, Armor Class: 3 (base)
serving to protect the enclave. Hit Dice: 5D8+5 (*15)
Attacks: 3
Damage: 1d4 (x3), or by weapon
Special Attacks: See below
Special Defenses: +1 weapon to hit
Magic Resistance: 35%
Lair Probability: 75%
Intelligence: Average–high
Alignment: Neutral (evil)
Level/XP: 4/225+6/hp
It is also during the time just before chrysalis when the Less-
er Xervitor forms 2–6 “buds”. Within a few days, they grow to
about 6 inches tall, before they drop off. The Lesser Xervitor
are also the spawners and teachers of the next generations.
The small bud-like versions of themselves fall off and are
feral. They scurry throughout the colony scavenging food,
consuming pests wherever they can, and slowly grow to al-
most 18 inches tall. At this time, these Younglings begin their
studies within the learning structures, where they grow until
they are 4’ tall. During this time, they are taught the secret
way of scribing their first disc.
XERVITOR, MASTER If forced into physical combat they can attack with two of
their tentacles each doing 1d4 points of damage per strike.
Frequency: Very rare They are also able to slash with two of their sharp tipped
No. Encountered: 1 legs for 2d4 points of damage. They sometimes have Xervitor
Size: L (12’ tall) Tentacle Blades as weapons (40% chance), but they can also
Move: 120’ use the more powerful Xervitor Rod (see Xervitor devices for
Armor Class: -2 (base) full details of both weapons).
Hit Dice: 14D8 (*6)
Attacks: 4
Each Master Xervitor has the discs from its previous exis-
tence as a lower form of Xervitor and in addition it has the
ability to inscribe two discs for each of the extremely com-
plex 8th and 9th level spells (again, only one spell per disc).
However, the Master Xervitor is quite powerful and is able
to have a maximum of five discs of each of the 1st through
4th level spells, and three discs each of 5th through 7th level
spells merged with their being.
XERVITOR, PROTECTOR
Frequency: Rare
No. Encountered: 1d6
Size: L (8’–12’ tall)
Move: 120’
Armor Class: 0 (base)
ART BY FRANK GUNTER
Whenever a Protector falls in battle, those remaining seek Those who choose to follow the path of war enter a chrys-
out and remove a Youngling from the colony. Its destiny is alis state for a month, emerging as changed individuals, in
now changed, and soon it becomes a new Protector. If a colo appearance they are small versions of the Protectors. Those
TREASURE: None
XINNIT
Frequency: Very rare
No. Encountered: 1d6
Size: L (8’–12’ long)
Move: 120’
Armor Class: 4
Hit Dice: 5d8 (*14)
Attacks: 4
Damage: 1d4 (x2 claws), 1d6 (bite), 1d3 (tail slap)
Special Attacks: None
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
Level/XP: 3/130+5/hp
TREASURE: None
YAMATHU old as time itself, the sounds of the impacts often echoing for
miles in the narrow canyons. The Yamathu leader is an im-
Frequency: Uncommon
mense creature towering almost 9’ tall, having 6 hit dice and
No. Encountered: 2d8
is quite strong (19 strength, +3 to hit and +7 on damage rolls).
Size: L (7’ tall)
The rest of the band consists of smaller males, females, and
Move: 120’
a few young.
Armor Class: 5
Hit Dice: 4d8 (*14)
Attacks: 1 or 3
Damage: 1d8+2 (weapon), or 1d4 (x2 claws, 1d3 (bite)
Special Attacks: Head butt
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 30%
Intelligence: Low
Alignment: Neutral (evil)
Level/XP: Common: 3/110+4/hp
Leader: 5/300+6/hp
Above the Arctic Circle, along the northern limits of the great
conifer forests, in the shadows of the rocky peaks of frozen
mountains lies the hunting ground of the primitive Yamathu.
Migratory hunters roaming across the eternal glaciers, fol-
lowing the herds of elk, musk oxen, and reindeer. These white
furred humanoids are long of limb and exceptionally strong
(18 or higher strength). A pair of curved horns, resembling
those on a great ram, protrude from the thick skull and the
feet are broad for rapid movement across areas of deep
snow. Adorned with trinkets of bone and ivory, they wield
crude weapons fabricated from wood, claw, horn, and stone.
STOCK ART BY GARY DUPUIS
Roving in small bands, the Yamathu travels dozens of miles
in a single day, sheltering during storms and at night in small
icy caves, or the lee of large stones.
With their thick fur, the Yamathu is immune to the effects of
Yamathu are masters of ambush, often concealing themselves cold by either nature or magic, but fire based attacks add +1
in deep drifts of snow for hours as they wait for prey to stray per die of damage.
within range. They particularly prefer to use narrow passes
Occasionally one or more bands merge forming a large raid-
or high winding trails for such an attack. As their intended
ing party of 30 or more members, with one huge Yamathu
target moves along the precipice, the Yamathu charges with
as leader. At these times, their most hated enemies (orcs,
a sudden rush, surprising opponents on a 1–4 on a six-sided
gnolls, bugbears, and men) are at risk as the Yamathu horde
die. In a spray of snow, they burst from concealment in an
descends into more civilized lands to raid and plunder. Al-
attempt to head butt their prey off a ledge or into a gorge.
though they share the same environment, the Yamathu nor-
This attack does just 1d4 damage, but due to the power of
mally avoid contact with the more reclusive Yeti and the
the Yamathu, the victim of such an attack must save versus
Snow Chatterschrill (see Chatterschrill, Snow).
paralysis to avoid losing their footing.
TREASURE: None
As they move to attack, the Yamathu employs his weapons,
preferring large stone axes, clubs, and thrusting spears, all
doing 1d8+2 damage. Those without a weapon resort to a pair
of claws (1d4 damage each) or a bite attack for 1d3 damage.
TREASURE: None
YASHURINN
Frequency: Rare
No. Encountered: 3d4
Size: S (3’ tall)
Move: 120’
Armor Class: 6
Hit Dice: 4d8 (*15)
Attacks: 1
Damage: 1d8
Special Attacks: Grabbing tendrils
Special Defenses: None
Magic Resistance: Standard
Lair Probability: 10%
Intelligence: Animal
Alignment: Neutral
The vast network of tunnels and cavern systems, located
Level/XP: 3/142+4/hp
deep below the surface world, teem with a multitude of life
forms. The Yannax is one of a vast number of rock burrowing, Many believe the Yashurinn is merely an immature form of
hulking, ambush predators skilled in the art of concealment the Swamp Glutton (see Swamp Glutton), or a dwarf mem-
and surprise (80% undetectable when motionless). Thick, ber of the same species. Whatever the truth, these voracious
iron hard plates of black chitin protect these four-armed pests travel through their jungle environment in packs, at-
monsters from many forms of attack. The powerful claws, tempting to attack and kill everything they encounter. With
suited for tearing through solid rock, are formidable weap- its spidery legs and grasping tendrils, it can move quite rap-
ons, easily able to rip through the toughest armor. Navigating idly, relentlessly tracking its intended victim.
through the perpetual darkness via sonar, they find a suit-
able niche from which they may launch an attack. The “head” of the Yashurinn is a large grasping appendage
with a small mouth at its center. When it strikes its prey, it
Each of the massive claws of the Yannax does 1d10+2 damage inflicts 1d8 points of damage. Only after a successful bite are
and on any roll of 18+, the pull the prey into a deadly em- the grasping tendrils employed. All four of them flail at a bite
brace, where the two smaller arms are able to attack. These victim in an attempt to affix themselves, seeking to hold the
lesser weapons each do 1d8 damage, automatically striking prey close for repeated bites. A Major Strength Test frees a
every round. A successful Minor Strength Test indicates the character from one tendril; if two or more manage to gain a
TREASURE: None
BLADE YIFF
(see page 336)
The scales of all Yiff are extremely fine and brightly colored.
If undamaged, the hide is worth 3d4 x 10 gp to artisans who
use it the making of many items.
TREASURE: None
TREASURE: None
YOSHIKKE, ROGUE
When a male Yoshikke reaches 50 years of age, it undergoes a
strange transformation. Finding a place of concealment, the
Yoshikke covers itself with a thin viscous membrane, which
soon hardens into a rock hard shell. Within this chrysalis, the
back plates broaden, the claws enlarge to triple their normal
size, and the face becomes festooned with a cluster of 3’ STOCK ART BY JEREMY MOHLER
From the tip of one long finger on each hand and extending
along the length of their bodies, the Zalinarre have a thin
membrane of skin, which they can extend by raising their
arms. These function as “wings” letting them glide from
branch to branch. They are also able to catch thermals to
ART BY DEL TEIGELER
move across greater distances. In the right conditions, they
are often able to stay aloft for several hours, covering many The bones of the Zalinarre are hollow and very light; there-
miles of travel. The crested head of the Zalinarre is long and fore, any weapon striking them does an additional point of
tapered, and when used with the long wide tipped tail they damage. They attempt to avoid melee combat whenever pos-
are quite maneuverable. sible, fearing damage to their fragile wings.
The Zalinarre are excellent climbers, able to move at full The Zalinarre are primitives, using a sacred fire only during
speed as they race up the trunk of a tree or the sheer face times of ceremony or celebration. They have a simple, chit-
of a cliff to reach a high place where they are able to launch tering language of their own including many hand gestures,
themselves. Born in small structures built in the high branch- but a few are able to speak in a pidgin version of the com-
es or in small caves along the cliff the average Zalinarre might mon tongue of humans.
spend its entire life without ever touching the ground.
Most Zalinarre colonies are located near clusters of Chug-
For weapons, they use light spears (1d4+1 damage), daggers gira Vines, a predatory plant growing on the trunks of the
(1d3 damage), light clubs (1d4) and a few missile weapons (long great trees. These vines are a snarled, writhing mass of knots
thorn darts (1d3 damage), or small sharp edged stones (1–2 seeking to entangle any creature, with the exception of the
damage). Most of the edged weapons and the tips for darts Zalinarre, which the plant ignores completely. When severed
and spears are made of sharpened bone. They usually avoid from the main plant, the Chuggira Vine straightens out into a
using anything made of metal due to its weight, but a light loose length almost 15’ long. A pair of Zalinarre, each holding
ZARTATHRA, HUGE (DRAKE SCORPIONS) attacking one another whenever encounters occur.
Frequency: Very rare The savage bite of the Huge Zartathra does 1d12+6 damage
No. Encountered: 1 and each massive claw inflicts 2d10+8 damage. The venom
Size: L (24’ long) engorged stinger does 1d6 damage and the poison is so po-
Move: 90’ tent, any victim has a -3 save modifier against the deadly
Armor Class: -3 toxin, with a failed save resulting in a painful death in 1d4
Hit Dice: 16d8 (*7) rounds. As with the smaller Zartathra there are mutated
Attacks: 4 sub-species with additional claws or multiple stingers.
Damage: 2d10+8 (x2 claws), 1d12+6 (bite), 1d6 (sting)
Special Attacks: Fire breath, poison The breath weapon of the Huge Zartathra fills a cone 40’ long
Special Defenses: +2 or better magical weapon to hit, with a 30’ wide base, inflicting 6d6+6 damage.
see below
Protected by extremely tough chitin plates nearly three inch-
Magic Resistance: 50%
es thick, only superior weapons of +2 or better enchantment
Lair Probability: Nil
will harm the Huge Zartathra. They also offer excellent pro-
Intelligence: Low
tection against many spell attacks (50% resistance to spell
Alignment: Neutral (evil)
effects), and by their very nature, they are completely im-
Level/XP:
mune to fire based attack forms of any kind.
The huge Zartathra is twice the size of the other members
TREASURE: Lair-3d12 x 1000 sp (50%), 2d10 x 1000 gp (35%),
of its species. These brutes are terrifying, moving quickly
3d10 gems (25%), 1d6 jewelry (15%), 1d4 magic items including
to attack any intruders. There are only red versions known
scrolls (10%)
of this species, and they are usually loners, the great males
The Zarthine is a small to large predator inhabiting caves and nent, an inadvertent encounter with a large cluster of these
the deepest of dungeon complexes. In appearance, it is an creatures can become very hectic.
armor-plated dome of chitinous plates, blending easily into
the stony background (80% invisible in any rocky environ- TREASURE: None
ment). This tough shell covers the dozens of small-suckered
feet, used to move with equal speed along floors, walls, and
ceilings. Projecting from the upper dome of the carapace
there are four clubbing tendrils, reaching up to 10’, used to
flail at its favorite food: stirges, rats and bats. Unfortunately,
the Zarthine is territorial, attacking any adventurer foolish
enough to intrude upon its hunting ground. Often moving in
packs, these monsters coordinate their attacks, drummimg
the nearby surfaces, herding prey towards a constricted area
where other Zarthine silently wait.
Each of the flailing tendrils can club for 1d4+1 points of dam-
age or more, depending upon the size of the Zarthine. The
tendrils also have a thick exudate helping it to stick to any
smaller creature it strikes (bat, stirge, rat), holding it fast until
the Zarthine can crawl over the victim in order to feed. Any
man-sized or larger target can attempt a try a Minor Strength
Test in order to free itself, otherwise all further attacks by the
Zarthine have a bonus of +2 to hit.
The predatory Zidor, the wolf of the waves, moves effortlessly excellent lightweight, waterproof garments, highly prized by
through the cold waters of rocky island coasts and along the mariners. Thus, it could have a value of 1d4 x 100 gp, de-
edge of the polar ice caps, its long tapered body, and slick pending on any damage. The teeth are quite often used by
gray hide combining to permit movement of 180’ per round. primitive coastal tribes in the making of weapons; attaching
With its wide webbed fore limbs, and powerful tail, it effort- them to clubs and long poles.
lessly pursues its prey through the rolling waves and treach-
erous currents, feeding mainly on large fish, seals, and tur- The Zidor pack occasionally make their way up rivers, some-
tles. The partially fused hind limbs and tail, joined together times traveling for hundreds of miles to reach frigid fresh
with a thin webbing, help to propel the Zidor at great speed, water lakes, but they quickly deplete the food in these areas
and allows them to make rapid turns. Using their speed, they and return once again to the sea.
often soar up from the depths, vaulting across small boats,
TREASURE: See above
seeking to grab an unwary angler or sailor. They are even
able to make short forays onto the beach, erupting from the
surf to grab the unwary.
The wide mouth of the Zidor is full of large fangs and dozens
of shearing teeth, capable of doing 3d4 hit points of damage.
On any roll of 20, the clamp down on their prey, allowing the
Zidor to drag its victim down into the depths. The talons of
the webbed “hands” do 1d6 damage on a successful attack.
Those struck by a leaping Zidor must make a saving throw
against poison, the blow knocking them off their feet, and
quite possibly into the water.
Spore Zombies are simply zombies that have become carri- The Zorthule Spider is a massive pale white creature, an
ers of one of many dangerous fungus growths. They attack eight-legged horror and a relentless predator. Over 15’ tall,
as normal zombies, but with the addition of any special dam- supported on eight razor tipped legs this albino monster is a
age from the fungus growing upon their remains. Striking a pulsating sack of death. Although it resembles a spider, it is
zombie coated with yellow mold releases the deadly toxic not truly of the same species; it is in fact a monstrous crea-
cloud, and coming within 5’ of a zombie containing brown ture brought to our world from an alternate Prime Material
mould does the appropriate damage (see Mold, OSRIC rule- world.
book page 285 for complete details on these two substances)
On the ground, the Zorthule Spider slashes at victims with
Several of the new Mold types presented elsewhere in this four of their long legs for 1d6+2 points of damage each. They
tome are also applicable. can also attempt to bite with their small jaws for 1d4 points
of damage. If they surprise an opponent by dropping from
TREASURE: None above they attack on the first round with all eight legs, a
mass of slashing limbs, ripping an unwary adventurer to
pieces. The bite attack possibly injects a deadly poison (save
at -3 or death occurs within 2d4 rounds).
TREASURE: None
ZU’UTA GUARDIANS
Frequency: Very rare
No. Encountered: 2d6
Size: L (7’ tall)
Move: 120’
Armor Class: 2
Hit Dice: 4d8 (*15)
Attacks: 4
Damage: 1d8 (x2 claws), 1d6 (weapon), 1d4 (sting)
Special Attacks: Poison
Special Defenses: None
Magic Resistance: 20%
Lair Probability: 85%
Intelligence: Average
Alignment: Chaotic (evil)
Level/XP: 4/240+4/hp
Deep in the heart of the desert wastelands is the realm of STOCK ART BY GARY DUPUIS
NUBRATTU ESTRITH
LEVEL I VOLCANIC POD OOZE, PARASITIC FUNGOID AMOEBA
VUSA SLIME PARASITIA GALOOPIE
AVOSH WARRIORS OF STONE, PIERCER, ICE-FIRE GRAPPLING SLUG
DINOGATOR, HATCHLING SANDSTONE PTERYGOTUS, COMMON HARPY, DIRGE
FUNGUS, LUMINARY YURIE BEETLE PTERYGOTUS, JUVENILE HYDRAE, GIANT
HAULEEVI FINCH ZROTH QUATHIU ICE SHADE
KELLITHUS QUEEDI IDELESAURUS
KREYAZAK, WARRIOR
MAGNET
LEVEL III QUOORIE DEAD (COMMON) INOSTRANCEVIA
RAT, HESAKI JASSAHERRI, JUVENILE
MANTIDFLY, LARGE BY’ACKURIN, FEMALE RAZOR FISH JETCH’KEKKI, AVARAC’-KI
NECROTIA, FOREST CANINE, WINGED- LARGE SHRUB CRAB JETCH’KEKKI, UNDEAD
PIERCER, ICE-FIRE CANINE, WINGED-MUTATED STICKY TENDRILS KHOORE
RACHAVA CARNOSAUR, TWO HEADED TURAQUI, COMMON KING HAWK, TRAINED
ROCK MITE CEPHALOPOD, LAND- YOUNG ULSILURT, LESSER KRATACHAN WASP, NEGATIVE
TOME MIMIC BH’ROKKI-KH’-CHICH UXULIAN GULPER, COMMON LURKING DEATH
UXULIAN GULPER, SMALL DAEODON VIDRHA FLY, COMMON NECROTIA, BLACK
VIDRHA FLY, LARVA DARTER VILAHOOK (GOLIATH) NECROTIA, BROWN
VILAHOOK (COMMON) EORRA SERPENT WARRIORS OF STONE, NECROTIA, FROST
WARRIORS OF STONE, CLAY EPHARRA LEECH, LARGE MARBLE NECROTIA, GREEN
WORM, CLUSTER (COMMON) EXOURT WATYMO NECROTIA, JUNGLE
XAT EYASAWUNI WORM, SUTHOK NECROTIA, ORANGE
EZZUWARI WUNART LEAPER NECROTIA, PURPLE
LEVEL II FIRE LEECH XERVITOR, YOUNGLING NECROTIA, RED
GELATINOUS BUBBLE XINNIT NECROTIA, SILVER
BH’ROKKI-KH’-CHICH GHAVIAL, CROQUE XORTA NECROTIA, SPECKLED
BIALOOR HELLGRUB, FOREST XUTARIAN SLASHER NECROTIA, SPINED
BY’ACKURIN, JUVENILE HYRPHUS YAMATHU, COMMON NECROTIA, UNDEAD
CANINE, WINGED- COM- IMBRIAN SLIME DEVIL YASHURINN NECROTIA, VIOLET
MON IMP, BOG YOSHIKKE NORSKUYA, FEMALE
CHURRA-PAKKA INVISIBLE SHROUD ZARTHINE OONAGRAH
EPHARRA LEECH ISOPOD, HUGE ZOMBIE, ACID ORIANI PLANT
FAELOON ISSA ZALINARRE OULTASH
FROLYNX JELLY, ROCK OXAEL, FEMALE
GARGOYLE, LESSER
INKRASSA WORM
JETCH’KEKKI, ZECHARAK’-KI LEVEL IV QUEW-QUEW
K’CHARR QUOORIE DEAD,
ISOPOD, LARGE KRATACHAN WASP, COLD ACID BLADDER WARRIOR
KHATAZEER KRATACHAN WASP, FIRE ASP, GRANITE SCREAMER
KREYAZAK, SUB-LEADER KRATACHAN WASP, SHOCK ASP, WIDE MOUTHED SERPENT, HYDRAXITH
LYCAENOPS KREYAZAK, LEADER BONES, SPLINTERED SLIDER
NAURI KREYAZAK, CHIEF BY’ACKURIN, MALE SPARTOI
NECROTIA, GOLD LAJKOOV CHARKIN SPINDEL-MEN
NECROTIA, WINGED MOURGLIK CHATTERSCHRILL, JUNGLE TURAQUI, LARGE
NORSKUYA, YOUNG NECROTIA, DARK CHATTERSCHRILL, SAND TUSTRANIAN TENDRILS
OZINAPTOR NECROTIA, BANDED CHITTERLING UNDULATING SPHERE
PARRODILE NECROTIA, BLUE CREVICE CRAWLER ULSILURT, LARGE
PHALPP NECROTIA, CLEAR CUBE, GASEOUS UZZARIAN TUNNELER
PIERCER, ICE-FIRE NECROTIA, MAGNETIC CYADITH VACCASU
PUFF SPINE NECROTIA, PUNGENT DOLGHIRE VILOOR
RAT, UNDEAD NECROTIA, TINY DUST GYRE, LEAST WARRIORS OF STONE,
SCUM CRAWLER NECROTIA, WHITE EBE’CHORRIN BASALT
TEOVOSSE HOUND NECROTIA, YELLOW WATYMO
VINES, SERPENT
2. The License: This License applies to any Open Game Content that 13. Termination: This License will terminate automatically if You fail
contains a notice indicating that the Open Game Content may only to comply with all terms herein and fail to cure such breach within
be Used under and in terms of this License. You must affix such a 30 days of becoming aware of the breach. All sublicenses shall sur-
notice to any Open Game Content that you Use. No terms may be vive the termination of this License.
added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any 14. Reformation: If any provision of this License is held to be un-
Open Game Content distributed using this License. enforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game Content You indi-
cate Your acceptance of the terms of this License. 15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royal-
ty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
1) Distribute this document for free or for profit, provided Complimentary copies of OSRIC™ material need not be sent
that no change or addition is made other than adding your to the authors, but it would be nice.
name as publisher if the product is distributed in print,
other than by print on demand. "Licensed IP" means: all of the material herein, with the
exception of the artwork, trademarks, and title.
2) Refer in your own products to the name of this docu-
ment, and indicate compatibility with the OSRICTM system. Under no circumstance should this license be construed to
violate the terms of the Open Game License, and any term
3) Produce content that is derivative of the "Licensed IP" that violates the Open Game License is to be construed as
material in this document, provided that your product is closely as possible to the original intent within the terms of
not a complete game. the Open Game License.
3) Include the following text prominently on the cover or ART BY FRANK GUNTER
NEW SPELL
Initially, this potent device has its secondary power in effect: causing the user to be
immune to all forms of natural disease. This does not include lycanthropy, which is
as much a curse as it is a disease. Only humans and some mixed species can benefit
from wearing such a Ring of Months. After wearing the device for a full month, the
user becomes aware of rings true powers. If the user removes the Ring of Months at
any time after the one-month period, the user immediately begins to age normally
once again. In addition, the individual can never wear that particular Ring of Months
again.
Matthew Hargenrader