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Warlock's Menagerie Copyright © Nick Smith, 1980. All rights reserved. Except
for brief passages for purposes of review, the contents of this book may not be
reproduced or republished by any mechanical means without the express written
permission of the author of the text.
I t fltnagtrit
IDablt nf <trnnttnts

TABLE OF CONTENTS
INTRODUCTION 2
MEASUREMENTS 2
How To UsE THE MONSTER LIST 3
MONSTER LIST: A, B 4
c 5
D 6
E, F 7
G,H 8-9
K IO
L I1-13
M 14-15
0, p 16
R, S 17-19
T 20
u 21-22
V, W 23-24
Y, Z 25-26
MEN AND ANIMALS 27
STRENGTH 27
ATTACK MATRICES AND NOTES ON COMBAT 28-29
SPECIAL SAVINO THROW TABLE AND NOTES 30
TURNING UNDEAD 30
MONSTER SAVING THROWS 31
ENCOUNTER MODIFIERS 32
CARRIED MAGIC ITEMS 33
TREASURE CLASSES 34
GEMS AND JEWELRY 35
ADAPTING MONSTERS FROM FICTION 36-39
ORIGINAL MONSTERS 40
SPECIAL WEAPONS 41
POISON 41
ARMING MONSTERS 42
ARMOR CLASSES 43
GOBLINOIDS 44
HUMANOIDS 44
MONSTER SPEEDS 45
ALIGNMENT 45

l
n
1fntrnhurtinn is the same used for most common
miniature figures, 6 feet equals 1
of 10 feet to the scale inch. Any
other normal scale means
This is Warlock's Menagerie. scale inch, there are other fantasy constantly introducing fudge
It is a book designed to aid the games that use other distance factors whenever you measure
referee of any fantasy role-playing scales. These descriptions take this anything in comparison to your
game, especially the referee using fact into account. Whenever a miniatures. If you don't use
the Warlock system or anything speed or distance is given in miniature figures at all, you could
similar. This book assumes that inches, these are scale inches, and use any scale you like, but you
you have played, or are currently should be adapted to whatever should try to keep it sensible
playing, some form of fantasy your scale is, whether it be 6 feet compared to your time and
role-playing game, and are to the inch or 20. When sizes or movement scale. We have found
interested in refereeing such games, distances are given in feet, though, that, if anything, you should have
or are already doing so. If you are it means that, no matter what scale a movement scale that is slower
not, and do not intend to be, a you are using (assuming some than real life, to take into account
referee, this book will be of limited degree of sense, and no light-years that planning and other actions
use to you. Consider yourself to the inch), that the size or take time. Thus, throughout this
warned. distance should be converted into list you will find creatures with a
Now that that's out of the way, the equivalent distance in your movement speed of, say, 12". In a
welcome to the Menagerie! The scale. These assume that you, or 6 foot/inch scale, this is 72 feet
material in this book is designed to the game you are using, have per tum when walking, or per
help make you a better referee by correctly figured out what you are phase when running. With our
improving and adding to your doing with time and distance, and turns being 1 minute, or phases 10
available monsters. The adding to why. seconds, this is not extremely fast,
is achieved by giving you a list of If you're not sure what scale to but it works out very well when
monsters, with descriptions and use, and are just starting out, we playing the game.
enough information for you to use suggest that you use a scale that is As a further reminder, please
them in your games. The convenient to you, and that either note that, when figuring out how
improving comes from the section 6 feet to the inch or 10 feet to the quickly a monster or creature is
immediately following the monster inch is best. The main reason for a moving toward or away from a
lists and explanations, where the scale of 6 feet to the inch is that, if party of characters, that the
sections deal with specific subjects you ever use miniature figures to normal movement speed is per turn
that come up when designing measure out distances in battles, when walking, or per phase when
monsters of your own, or adapting the most common (25mm) size of running or attacking. For flying
them from other sources. There miniature fantasy figure is at a creatures, the stated movement
are also Combat and Saving scale of approximately 6 feet to the speed is normally per phase, but
Throw tables designed for use with inch (actually, it is 6 feet to the can be doubled if diving.
the monsters contained herein, as 25mm, which is pretty close). The Forgetting these things can really
well as information on Treasure. second most common figure size is confuse a battle, and ruin whatever
These tables are designed to go 15mm, which fits nicely on a scale realism there might be.
with the Warlock system, but are
easily adapted for use with other
fantasy role-playing games. We
hope that you will find this volume
a useful addition to your fantasy
games, and that it helps you to
become the best referee in town.

Throughout this book,


measurements are given in what
may seem to be a confusing
fashion. For example, there are
references to both feet and inches
(often abbreviated "). The reason
for this is quite simple. While
Warlock uses a standard scale that
and let them know what they normally encountered at one level
ID4t fllltnn.sttr 11li.st: should, but be reasonable, too. only. This is usually abbreviated
The Alignment and intelligence HD, following a number. This
1flnw Wn lt.s.e 1Jt of the monster. These are not number is also normally used to
announced to the party unless calculate the Attack and Defense
As you have probably noticed they have proper Detection levels of the creature, as well as
by now, this is a book about abilities of a magical or clerical its value in Experience Points to
monsters. The list of monsters on nature, but you will need to the person or party defeating it.
the following pages will give you know, in order to run its actions. Attack Weapons Used. Any
a large number of examples of A typical location, or weapon with a W is a hand-
pre-designed monsters, enough to restrictions on location, tell the carried weapon. Any weapon with
allow you to run dungeon and referee where the monster should an M is a natural body weapon
wilderness adventures. When and should not be in his dungeon of some kind. The attached
combined with the smaller list in or wilderness. Sometimes a note numbers correspond to those on
Warlock's Tower, it is a good, about this is at the end of the the Attack Matrices. Thus M6
solid set of basic monsters with description, instead of here in would be Medium-sized Claws,
which to build the foundations of order. and W3A would be a
your adventures. Type of Being comes next. Warhammer.
It is recommended that anyone This is a short description which Strength. This is calculated on
attempting to utilize a monster helps the referee determine the human scale, with attack and
listed here fully familiarize whether Control, Charm or other damage bonuses adjusted
himself with the description and specific spells apply, or whether accordingly. Thus, a monster with
details before attacking a party specific Weapon Damage Bonuses Strength of 25 would do + 2 per
with it, or even having it wander apply, as well as to remind him die of damage he does in melee.
by without attacking. The reason just what 'ecological' spot the Armor Class (AC) or its
for this is that it is very easy for monster takes up in a dungeon or equivalent, numbered the same
a referee to overlook some crucial wilderness. Many referees arrange way as they are at the top of the
detail about a monster if he is their encounter tables so that this Attack Matrices.
just glancing at its description for type is determined first, and then Attack and Defense Levels
the first or second time, while a specific monster within the (these are adjusted from the Hit
also attempting to handle all of type. Dice as stated).
the details of the game. It's even Number Appearing. This is an Saving Throw Class. Use the
possible to forget what the average or suggested number, and Monster Saving Throw Matrix
monster looks like, and describe can be modified by the use of the line that corresponds to the
it as being completely different in Encounter Table in circumstances number listed.
appearance from what it really is. where the numbers could vary Treasure Class. See the
Or, worse, it might behave in a widely. Treasure Class listings and roll
completely unreasonable (or Percentage chance of the dice appropriately if the party
impossible) manner. Just learn encounter taking place in the acquires the treasure of the
your monsters, and you'll do fine. monster's lair. Usually abbreviated monster.
For each monster in the list, as '% in lair' or something Special Notes. This is just a
there is the name of the monster, similar, this is used to help catch-all class for everything else
in bold letters, followed by determine whether the monster's that should be mentioned about
information about the monster, as treasure is nearby, as well as how the monster.
follows: well the monster knows the If all that is clear, it is time
The physical description of the terrain, and how hard he is to start reading the Monster List.
monster. This is important, since willing to defend it. You might
it can provide vital clues to the scare a mother wolf away from a
characters about what they're piece of meat, but not away from
facing and what to do about it. her home and cubs. This principle
The referee should be careful not applies to monsters as well, in
to give away too much many cases.
information when describing the Normal Movement Speed of
monster, however, especially with the monster (in scale inches). This
ones not encountered before. For is normally a per-turn speed for a
example, if a creature has more monster moving casually or
than one possible form or carefully, and a per-phase speed
appearance (such as a Were for a monster attacking, or
creature), don't tell the party otherwise in a hurry. The only
that, unless they see the thing exception is that naturally flying
changing. Don't tell the party creatures always move at that
things like: "You see the illusion speed per phase, and can dive at
of a pretty girl," when something up to double that speed.
is casting an illusion of a pretty Hit Dice Range. This gives
girl in order to draw the party any upper and lower limits, or
near. Be fair to the characters, the typical level for creatures
3
Amorph attacks using Mll and
M14, an envelopment and crushing
attack. If it has copied a shape, it
may attack as whatever weapons
that shape might possess, but will
tend toward striking or battering
attacks rather than tooth or claw
Allosaurus: This is one of the attacks, since it is very difficult to Barrow Wight: This bears the same
upright dinosaurs, from 10 to 15 sharpen a liquid form into a tooth relationship to a Wight that a Lich
feet tall, and from 25 to 35 feet or claw. Strength = HD + I 5. does to a Skeleton. A Barrow
long from head to tail. It has a Thus, a 10th level Amorph would Wight has the appearance of a
large head, small front legs, and have a strength of 25. Armor Class corpselike figure wearing fancy
large teeth. The Allosaurus 5b (difficult to hit anything armor of an antique type, wearing
inhabits any flatlands that happen damageable). Attack and defend at tattered and torn clothing. It
to be filled with late Reptile Age a level equal to its HD, no matter sometimes wears a crown on its
life. The Allosaurus is no more what strength. Saving Throw Class helmeted head, since it may have
intelligent than any normal animal 10. No treasure of its own (how been a king or other royalty in its
(in some ways, a bit less could it carry it?), but may be in former life. Barrow Wights are
intelligent) and has no alignment. an area with some odds and ends intelligent, Chaotic and Evil. They
By type, it is a Dinosaur (Reptile, left over from a previous are of the Solid Undead type. Only
Predator). Each Allosaurus inhabitant. When in the form of 1 Barrow Wight is normally found,
normally hunts alone, and thus is an animal, an Amorph may be but it usually has 2-12 normal
encountered alone. This creature hurt by impact weapons (but not Wights as followers. Spends 60%
keeps no fixed home or lair. Speed by archery or edged weapons), of its time in lair. Speed 12". 10
18". Ranges from 20 to 25 HD. which splash liquid away from the HD. May use any weapon that has
Attacks using M3 and M7. central form. Otherwise, or when a cutting edge, preferring swords
Strength ranges from 25 to 35 shapeless, it may only be harmed and axes. Strength 18. Armor
(same as length). Armor Class 6b. directly by fire or by magic. Cold Class 5. Attacks at 11th level,
Attacks at a level 3 higher than its freezes it into dormancy, and heat defends at 12th level, both possibly
HD. Defends at a level equal to its may evaporate it into mist, which enhanced by magic weapons and
HD. Saving Throw Class 6, except will make it helpless for several armor. Saving Throw Class 5.
vs. Micro-type or other Individual- hours, until it can re-liquefy. It Treasure Class N. Each time that a
type spells~ against which its cannot be put to sleep or charmed. Barrow Wight wounds a victim
Saving Throw Class becomes 15. An Amorph may be communicated with his weapon, the victim must
No treasure, except for any with by means of magical make a saving throw as if vs.
remains of previous meals left in Telepathy. Death. If the victim succeeds in
its wake. The Allosaurus is quick this saving throw, he loses only 1
to spot and attack prey that is Ankylosaurus: This dinosaur is a Life Level. If the saving throw
man-sized. The Allosaurus runs by low-slung model, a quadruped 6 fails, he loses 1-4 Life Levels. A
leaning forward, stretching its tail feet wide, 18 feet long, covered Barrow Wight may only be
out behind it. Unless stated with studded armor scales and with damaged by destructive magic or
otherwise, this is true of any other a large, spiked tail. The whole by magical weapons. Anyone
upright dinosaur types listed here. beastie weighs 5-7 tons. It has little drained to 0 Life Levels by a
intelligence and no alignment. It is Barrow Wight will become a Wight
Amorph: Sometimes known as The found in flatlands of Reptile Age under his command in 1-6 phases
Living Liquid, this moving puddle types. It is of the Dinosaur unless a clerical Dispel Evil is done
is actually alive and quite (Herbivore) type. From 1-4 are to the body before the change is
intelligent. It normally takes the typically encountered together. The complete. In addition to all of this,
shape of a small body of water, Ankylosaurus has no true lair. a Barrow Wight is equipped with
although it may copy simple Speed 12". 16 HD. Attacks using magic items as if he were a l 0th
animal shapes and move around in its tail as.M31. Strength 25. Armor level fighter, and thus may have
the copied form. The Amorph may Class 6b. Attacks at 16th level. magical armor, shields, etc. If you
only be found in damp climates Defends at 20th level. Saving use the Carried Magic Items chart
that have a normal temperature Throw Class 8. No treasure. The in Warlock's Tower to determine
above freezing. They do NOT Ankylosaurus is a slow-moving what magic items he is carrying,
appear in deserts or arctic regions. herbivore that will defend itself if simply ignore the Potions column,
The Amorph is Chaotic by nature, threatened, but will not go out of since it's been a long time since he
although not actively evil in most its way to pick fights, especially could drink a potion.
cases. It is of the Shapeshifter with man-sized beings. Its spiked
type. Usually only one Amorph is tail and overall toughness make it
encountered at a time. There is a difficult prey for anything small,
10% chance of finding it in or so it isn't too worried about little
near its lair. Speed 15'', unless ·it things wandering nearby.
has copied a slower shape. 5 or
more HD. In liquid form, an
4
Black Beetle: This is an enormous by pressing the flower petals Attacking these cubs is an excellent
insect, at least 6 feet long and 4 against them. Tiny membranes on way to get ripped to shreds by the
feet high, with a black, shiny the flowers insert themselves under mother. A Cave Bear is somewhat
carapace. It has functional wings the victim's skin, and sharp spines less intelligent and more hostile
folded on its back inside its outer prevent the flower from easily than modern bears, but will not go
shell. This creature is more being removed. Each flower that is out of its way to attack humans
intelligent than an average animal, attached to a victim does that unless they threaten it or startle it.
and is a skilled predator. It has no victim 1 point of damage per phase
alignment, and can be found in that it is attached (damage figured Cload: These creatures have the
almost any terrain (it will not be at the beginning of each appearance of a very crusty-
found in areas cold enough to have magic/archery phase). Thus, a looking toad that happens to be 15
unmelted snow on the ground). It person who has had 3 flowers or more feet tall. Their only
is of the Giant Insect type. From attached to him during a combat outstanding physical characteristic
1-8 Black Beetles can be found per phase will take 3 Hit Points of is a very thin, stretchable tongue
group. They are found in or near damage right after movement for that stretches out to nab prey as
their lairs 20% of the time, since the next phase. From 4~24 flowers far away as 10 times the height of
they tend to live in groups. Speed can attack a single human-sized the Cload. Cloads are not
9" walking, 15" flying. 7 or more victim. The flowers slowly turn intelligent, and their only
HD. Attacks using MIO (2 blows from white to red as they feed, alignment might be called
per phase). Strength 25 or more, their color coming from their 'Hungry'. They are found
determined by taking HD/2 and victims' blood. Of course, if they anywhere that such a large creature
adding 22. Thus, a 10th level Black drain someone with blood' of might be comfortable, although
Beetle would have a Strength of another color, the flowers will they prefer warm climates. Type:
27. Armor Class 8. Attacks at a reflect that. Someone with, say, General Monster. Number
level 2 higher than HD. Defends at copper-based blood would cause encountered: 1-2. Move 12"
a level equal to HD. Saving Throw the flowers to turn blue-green. normally, 36" if outdoors and able
Class 8. Treasure Class D. These Remember that if you attack some to build up hopping speed. 20 or
creatures are purely predatory, and alien being with a Bloodflower. more HD (always take 6 hits per
find human prey to be quite tasty. die). Attack using M7 or M28
Their vision is not extremely keen, (tongue), with a chance to
and thus they hunt largely by successfully pull in and swallow a
hearing and smell. Due to this, human-sized target equal to 50%
hiding in shadows is ineffective minus 1% per scale inch of
without other methods of hiding distance, once it succeeds in hitting
one's sounds or scent. Even with its tongue. Thus, it is very
invisibility is only 50% effective in dangerous to stand right in front
disguising the location of edible of a Cload, since it will have an
prey from the attention of Black excellent chance of swallowing you
Beetles. if it gets its tongue on you.
Strength 30. Attacks and defends
Bloodflowers: These grow in Cave Bear: This creature is an at a level equal to Hit Dice (Cloads
innocent-looking patches, normally enormous brown-black variety of are strong, but not skillful). Armor
consisting of a small-to-medium- bear, with a slightly over-sized Class 6b. Saving Throw Class 11.
sized field of white flowers, with head. It is found in forest and Treasure Class P. Due to their size
occasional pinkish or reddish mountain areas suitable for the and toughness, Cloads only absorb
flowers scattered around. They survival of prehistoric mammals. It Yi the rolled damage on any
grow anywhere in warm, dry soil. has only limited intelligence and no magical damage-causing spell.
They are not truly intelligent, and alignment. The Cave Bear is of the Also, subtract 1 per die from any
have no alignment. They are of the Mammal type. Unless there are a impact damage done in melee or ~
Flora (Carnivorous) type. From mother and cubs, no more than 2 archery. After each human-sized
1-1000 (that is not a typo) are are found together. They are victim or its equivalent in flesh,
found blooming in a single patch. found in or near lairs 50% of the there is a 50% chance that a Cload
Since Bloodflowers do not move time. Speed 12". 18 HD. Attack that has eaten but is still being
far, they are always in or near using M3 and M6 or M22. attacked will attempt to hop away
their lair. They can move 1" per Strength 36. Armor Class 5b (due to comfortably digest its meal.
turn toward prey. Each stalk with to toughness). Attack at 20th level,
a bloom has 1 HD. The flowers defend at 18th level. Saving Throw Crab, Giant: This is exactly what it
attack using Ml. Strength 10. Class 11 (except for a Belief saving sounds like, a crab that is six or
Armor Class 2. Attack and Defend throw of 14). Cave Bears do not more feet across at the pincers.
at 1st level. Saving Throw Class 6 keep treasure of a type useful to The size, in feet of width, should
(no chance of believing illusions or humans. There is a 40% chance correspond to the Hit Dice of the
phantasms of any kind). Treasure that, during spring or summer, a Giant Crab. These creatures have
Class B (from previous victims). female Cave Bear will have 1-3 little or no intelligence, and no
These patches of flowers sense the cubs nearby. These cubs are 6 HD, alignment. Giant Crabs are found
presence of warm-blooded life Strength 18, Armor Class 5a, in shallow water or on seashores.
forms. They attack these victims Attack Class M2 and M6. They are of the Giant Crustacean
5
type. From 2-12 are found No treasure, unless something is type. From 2-12 are found in a
together. Giant Crabs have no lair left behind from a recent victim. typical pack if game is plentiful,
or fixed home. They move at speed Usually, however, a Creeper will otherwise in ones and twos. No
6" on land, 12" in water. 6 or move a short distance away from specific lair is home to this
more HD. Attack using MlO. its favorite spot to dispose of creature. Speed 15". 6 HD.
Strength 18. Armor Class 8. anything it was not able to Attacks using M2. Strength 18.
Attack at 1 level higher than HD, dissolve. A Creeper's digestion can Armor Class 4. Attacks at 7th
defend at a level equal to HD. dissolve any living animal flesh, level, defends at 6th level. Saving
Saving Throw Class 6. No and metals that react with acids. Throw Class 8. No treasure. This
treasure. These are primarily Oddly enough, it cannot dissolve is another creature to put in your
scavengers, but if something soft wood, and of course its acid leaves 'prehistoric world' area of
and tasty should happen to venture gold and platinum relatively wilderness. Just a simple predator
into their grasp (like a human, for undamaged. It is very hard to with simple needs: food, and lots
instance) they will happily consume damage with fire, and thus takes of it.
it, him or her. Their hard shells Yi damage from area fire spells,
make them especially powerful and no damage from Micro or
under water, where impact Dart spells of any kind.
weapons are difficult to wield.
Several of them may combine to Crocodile, Giant: This creature is
drag a single victim under water to just a somewhat expanded version
be s.hredded. of its normal counterpart. It is
from 15-20 feet in length, and
Creeper: This monstrous creature inhabits the same areas, slow-
has the appearance of a gray-green moving fresh water in warm
pile of moss or leaves, usually climates. It has only a limited
lying still in a shady place. This intelligence, and no alignment. It is Deinonychus: This dinosaur is an
pile is usually no more than 6 feet of the Giant Reptile type. From 8-foot long, 4-foot tall upright
across, and from 1-2 feet thick, 1-8 are found together. They spend bipedal reptile with spurlike claws
except when wrapped around a 20% of the time in favorite spots on its hind feet and medium-sized,
victim. It has no apparent or lairs. Speed 9" on land, 15" in clawed front legs. It also has lots
intelligence or alignment, and is water. 10 or more HD. Attack of teeth in its lizard-like head. It
found primarily in forests or using M3. Strength 25. Armor weighs roughly the same amount
swamps. It ···is of the "Cleanup" Class 6b. Attack at a level 2 higher as an average human. The
type of monster. Normally only than HD. Defend at the same level Deinonychus is found primarily in
one is found at a time, although as HD. Saving Throw Class 8. open terrain and forested areas. It
there may be several in an area Treasure Class A (occasional gold is a small example of the predatory
especially abundant in food. A pebbles of a value determined Dinosaur type. From 3-18 of these
Creeper is found near its favorite from rolling for that class). These creatures may be found together.
place 90% of the time, since it creatures are not truly intelligent, They have no fixed lair. Speed 18".
does not move easily or often. but are crafty predators, and 6 HD. Attack using M2, M5 (front
When it must, it moves at speed dangerous to anyone caught legs) and M6 (hind legs). Strength
3". A Creeper has 9 or more HD. unawares in their waters. Their low 18. Armor Class 4. Normal attack
Its only weapons are simple ones: profile makes them difficult to level is 8, defense level is 6. Saving
a Creeper can move, apparently by spot at a distance or at night, and Throw Class 6. No treasure. These
Telekinesis, objects whose total they make little noise in the water. reptiles attack in swarms. They
weight is no more than 30 pounds Ow land, they are clumsier and attempt to grapple with their
per Hit Die of the Creeper. It noisier, and prefer not to venture victims with the front claws, and
normally moves only a single very far from the water's edge (no kill with teeth and hind claws. If a
object at a time, but it may move more than 24"). Deinonychus succeeds in hitting
several objects that are clustered with its front claws, it hangs on.
together at the time the Creeper Cynognathus: This is one of the In such a case, the defense levels
lifts them, as long as the weight dinosaurian ancestors of modern of both it and its victim drop to a
restriction is obeyed. When the mammals. It is a five foot long, base value of zero, adjusted by any
Creeper drags its victim to itself, two foot tall quadrupedal reptile magical or clerical effects covering
or if it comes of its own accord, with a somewhat wolflike head and either the creature or victim.
deliberately or accidentally, the lots of teeth. It should remind you Further, the victim may not defend
Creeper attacks to envelop its of a cross between a wolf and a himself with any weapons that
victim, using Attack Class Ml 1. giant lizard. It has no real require the use of more than one
Once it has enveloped a victim, it intelligence, and no alignment. It hand, since this grappling is
proceeds to dissolve it at the rate may be found anywhere with lots normally done from the front, to
of 6 dice of damage per magic of available food. Since it is allow the Deinonychus to
phase. The Strength of a Creeper exclusively a meat-eater, there disembowel its victim with its spurs
is 13. It is Armor Class 2. A must be lots of small animals or rip out the victim's throat with
Creeper attacks and defends at its around for it to eat. The its teeth. Another 'prehistoric
own level. Saving Throw Class 6. Cynognathus is of the Dinosaur world' monster.

li
Dinohyus: This creature is roughly Eels, Giant: These are enormous
six feet tall, ten feet long, and is a electric eels, from 8-12 feet long.
piglike animal with tusks They are not intelligent, and have
protruding downward from its no real alignment. They are found
upper jaw. It is found in generally in shallow water, and are
prehistoric plains and forests. It is of the Aquatic type. From 1-8 are
not intelligent and has no Eagles, Giant: These are usually found together. They swim at
alignment. It is an omnivorous seen to be very large (20 foot speed 12". 2 or 3 HD. Attack
creature of the Prehistoric wingspan) dark birds with lighter using M2 plus electric shock.
Mammal type. From 1-4 are found heads and wingtips. They are Strength 18. Armor Class 2.
together. No fixed lair. Speed 15". rather intelligent, and are Neutral Attack 1 level higher than HD.
15 HD. Attacks using M19 or Lawful in alignment. They are Defend at a level equal to HD.
(trampling) or M2 (tusks). Strength found primarily in mountainous Saving Throw Class 8. No
28. Armor Class 4. Attacks at 17th regions. They are of the Giant treasure. Each Giant Eel can cause
level, defends at 15th level. Saving Avian type. From 1-10 are found an electric shock doing 4 dice of
Throw Class 6. No treasure. This in any area, and one can summon damage to any non-eels within 12
is a foul-tempered creature, sort of others by calling out. 20% chance feet, or 1 die of damage to any
a proto-warthog with all of the of finding them in any favorite non-eels within 24 feet. This
bad points of that creature's area. Their nests are normally damage is cut in half for anyone
nature, and little good to balance inaccesible to anyone not able to successfully making a saving throw
it. It is edible, of course, but tends fly. Speed 6" walking, 48" flyir:ig. 7 as if vs. Dragon Breath. Notice
to be extremely tough and stringy to 10 HD. attack using M2 and that a single Giant Eel is not a
compared to domestic pork. When M6. Strength 30. Armor Class 4 very dangerous thing, but several,
encountered, anything of (hard to hit damagingly). Attack 2 together, can do a great deal of
significant size that doesn't run levels higher than their HD. damage very quickly. The shock
away from the Dinohyus had best Defend at a level equal to HD. effect may be used by each Eel no
be prepared to fight it, for it will Saving Throw Class 8. Treasure more than once per minute.
attack anything that it sees as Class R. These creatures are
intruding on its domain. intelligent and sometimes helpful,
but rather conceited and self-
Dryad: This being is normally centered. Unless directly bribed,
found in the appearance of a they will only do good for others if
humanoid woman with green- they are convinced that it will also
brown hair, usually around 4 feet be good for eagle-kind in general,
tall. She is intelligent, and usually or for their own personal good.
of Neutral or Lawful alignment. They tend to look down on anyone
Dryads live only in old forests, or anything that cannot fly.
normally ones consisting of
hardwood trees (not evergreens). Frogs, Giant: These are simply
Dryads are of the Spirit type. frogs that are 3 feet tall. They
From 1-4 are found in an area. have no intelligence or alignment,
They spend 75% of their time in and are found in swamps or
or near their tree-trunk lairs. Speed otherwise damp places that are not
24". 4 HD. Dryads may use small too cold. They are of the Giant
weapons to defend themselves, but Amphibian type. From 2-20 are
usually do not fight unless found together. They have no
attacked. Strength 9. Armor Class fixed lair. They walk at speed 3'',
1. Defend at 6th level. Saving swim at speed 6", and hop at speed
Throw Class 13. Treasure Class M. 24". 3 HD. Attack using Ml.
Dryads are usually friendly to Strength 12. Armor Class 3.
anyone who does not harm the Attack and Defend at 3rd level.
forest. Each Dryad normally is Saving Throw Class 8. No
named after some type of tree or treasure. There is scarcely a worse
other plant. Anyone attacking a method of dying than to be
Dryad may find himself fighting nibbled to death by Giant Frogs.
every plant and animal in the Actually, they won't attack unless
forest capable of doing harm, since disturbed or startled, or unless you
Dryads are the natural guardians happen to look like a very large
of many forests, and all things in a bug. (Note: men in armor look a
forest are friend to the Dryad. lot like very large bugs.)

7
Dogs may be hit by magical
weapons or spells, or by silver
weapons. Normal weapons will not
harm Ghost Dogs. Ghost Dogs
may travel through any solid
matter that is not magically or
JI
clerically protected. They may be
driven back by holy water being
Gads: These creatures, named after splashed in their faces, but the Hell Horse: This is usually found
the exclamation of the first human holy water will not do them any in the form of a jet black horse,
to see them, are shaped somewhat direct damage. Ghost Dogs must with shining red eyes, and flame or
like a centipede made up of become solid in order to attack, smoke coming from its nostrils. At
humanoid bodies, joined chest to but use their ability to turn night it will have a glowing aura of
back. Each segment has two arms intangible to maneuver into the faint flames. Hell Horses are
and two legs, and a pair of eye- best positions to attack intelligent, Evil and Chaotic. They
stalks in place of a head. There are successfully. are of the Demonic type. From 1-4
normally 5-10 segments to a Gad, are found at a time. These have no
the number being the same as their lair in the realms we know, but
Hit Dice. Gads are somewhat only in hell. Speed 24". 6 or more
intelligent, and Chaotic in Great Wolves: These creatures HD. Attack using M19. Strength
alignment. They are not of any of have the appearance of a very 25. Armor Class 4b. Attack at 1
the standard types, and therefore large, grey wolf. They are highly level higher than HD. Defend at 4
may only be affected by intelligent, in fact they are levels higher than HD. Saving
enchantments affecting Gads telepathic as well, and Lawful in Throw Class 15. No treasure of its
specifically, or by enchantments alignment. They were bred to assist own, but its rider, if any, may
general enough to include all men in wilderness areas, and so possess something. When struck by
Monster types. They may be found will normally be friendly to the hooves of a Hell Horse, the
in any environment that would be humans and similar beings unless victim must save vs. Death if he is
comfortable for a human, attacked or threatened. Great of lower level than the Hell Horse.
although they are not common Wolves are Intelligent Non- If he fails to successfully make this
anywhere. Gads spend 400/o of Humans by type, and may· be saving throw, he drops dead. If he
their time in or near their lair. found anywhere where normal makes this saving throw
Speed 18" when running forward, wolves would be comfortable. successfully, he still loses one Life
12" sideways, and melee as if Number: 2-12 per pack. 400/o of Level. Further, Hell Horses of
moving at speed 12". 5-10 HD. the time in lair. Speed 18" (and get 10th level or higher may breathe
Gads normally attack as M21, this speed bonus in melee, demonic flame from their nostrils
using their hands to strike. adjusting number of blows per at a single target no more than 6
Strength 15. Armor Class Sb. phase). 6-10 HD, with a rare Great feet away, with a 500/o chance of
Attack and Defend at the same Wolf of higher level. Attack using being able to use this ability each
level as their Hit Dice. Saving M2. Strength 30. Armor Class 6a magic phase. This demonic flame
Throw Class 11. Treasure Class D. (toughness and skill at absorbing may be Hellfire (3/6 chance),
If possible, Gads will stand blows). Attack and defend at a Pyrotics (2/6 chance) or Soulfire
sideways to their opponent in level 2 higher than their Hit Dice. (116 chance). Chaotic, evil beings
melee, in order to strike with arms Saving Throw Class 13. Treasure may attempt to befriend a Hell
from more than one segment. Class C. Great Wolves tend to take Horse (50/o chance per level of the
a high number of hits per Hit Die. being). If he or she succeeds, the
Ghost Dogs: These are setter-sized Therefore, add 2 to each die if the Hell Horse may be ridden until the
light gray doglike creatures with rolled number of hits (rolled next sunrise, at which time the
the ability to pass through solid separately or on the Monster Hit Hell Horse is released. The
matter, but far less powerful than Points table) is less than or equal drawback to this is that, sometime
Hell Hounds. They are somewhat to 4 per die. Great Wolves during the riding time, the Hell
intelligent, and actively Evil by regenerate from all types of Horse must be given the chance to
nature. They are of the Spirit type. damage at a rate of l Hit Point drink, and it will only drink the
From 3-8 make up a normal pack per magic phase. In addition, blood of an intelligent being. If
of Ghost Dogs. They are in or subtract 1 point per die from any you haven't given it something to
near their earthly lair 500/o of the form of damage done to a Great drink in time, you're it! A Hell
time. Speed 24", but do not gain Wolf, physical or magical. Always Horse will not allow a Neutral or
extra melee blows due to this remember, when using a Great Good person to ride it under any
speed. 2-6 HD. Attack using Ml. Wolf as a monster, that the conditions. Any such person put
Strength 16. Armor Class 4a (acts perceptions and attitudes of a wolf on the back of a Hell Horse will
as + O armor for calculating are not the same as those of a immediately suffer the effects of a
weapon breakage against Ghost house dog. While friendly toward Pyrotics demon-spell, even if
Dogs). Attack at 1 level higher man, a Great Wolf is not a forced to climb aboard the Hell
than Hit Dice. Defend at same slobbering servant, and must be Horse by a magical spell or item.
level as Hit Dice. Saving Throw treated as an equal if its friendship Ride this creature at your own
Class 5. Treasure Class F. Ghost is desired. risk.
Hell Hounds: These creatures look Hounds normally breathe simple Hydra: This monster takes the
like large, shaggy hunting hounds, Fire at their victims, but some may form of a greenish quadruped
surrounded by a slightly breathe Cold, Heat, Energy, or reptile with multiple necks, each
shimmering aura. They are very even (rarely) Pyrotics or Soul Fire neck supporting one lizard-like
intelligent, and actively Evil by at their victims, all in the shapes of head with a large mouth and teeth.
nature. Hell Hounds are of the cones as described below. Hell The Hydra is not a very intelligent
Spirit type. Number: 2-4 appearing Hounds of levels 5-10 may breathe monster, but it is Chaotic by
at a time. In lair 50% of the time. a weapon that, except for Pyrotics nature, and enjoys every minute of
Speed 18" (but only take melee or Soul Fire, does damage equal in it. The Hydra is found anywhere
blows as if moving at speed 12"). 5 Dice of Damage to the Level of that is not extremely cold. It is a
or more HD. Attack using M2 and the Hell Hound. This breath is a distant relative of the Dragon, adn
breath weapons. Strength 26. cone 3" long and 1 Yz" wide at the thus is of both the Dragon and
Armor Class 6a (and acts as + O point farthest from the Hound, Reptile types. Normally no more
armor in terms of breaking and may be used no more than than 2 are found in any one spot.
weapons). Attack at a level 2 once per turn (every six melee Hydras have a 25 % chance of
higher than their Hit Dice, and rounds). Hell Hounds of levels being in lair at any moment. Speed
defend at a level equal to their Hit 11-15 have the added ability to 12". 2-12 HD, with one head per
Dice. Saving Throw Class 11. breathe every three melee phases, HD. Attacks using M3. Strength
Treasure Class H (Treasure Class S if they choose, but doing damage 20. Armor Class 5b. Attacks at a
for Hell Hounds higher than 15th equal to only Yz the level of the level 2 higher than HD. Defends at
level). Hell Hounds have the Hell Hound if this option is ta,ken. a level equal to HD. Saving Throw
magical ability to walk through Hell Hounds of levels 16-20 have a Class 10. Treasure Class K. Each
walls and other solid objects in an breath that is 4" long and 2"wide, head must be slain individually,
intangible form. They may not and may breathe every 3 phases at and the creature grows one new
pass through magically shielded their own level in damage, or 4 head each magic phase after losing
walls, or walls clerically sanctified times per turn at Yz their own level one or more in any previous phase .
or that are wet with holy water. in damage. Hell Hounds of levels of the battle. These new heads may
Hell Hounds may only change to 21-30 have the same ability, but never increase the total number of
or from solid form during their cone is 5" long, and 2Yz" heads beyond the original total,
movement phase, with no more wide at the widest point. Hell and appear on any vacant neck, as
than 1 change each phase. They Hounds of 31 or more Hit Dice the old, dead heads drop off the
may be driven away (although not (the thought is horrifying) have a necks. The creature may only be
killed) with holy water thrown in breath cone that is 6" long and 3" killed by destroying all heads
their faces while tangible. Hell wide at its widest point. Since simultaneously, and the only way
Hounds must turn solid in order to these ·are magical rather than to keep them from regenerating is
melee or use breath weapons. natural creatures, Saving Throws to apply fire to each neck stump.
Magical weapons or spells are against the breath weapon of a This fire will keep the creature
needed to damage a Hell Hound. Hell Hound are rolled as Magic unconscious for 1-4 hours if non-
Hell Hounds do not bleed, even saving throws rather than as if magical, or kill it outright if the
when damaged by a Critical Hit. against Dragon Breath. fire is magical. The Hydra is a
They are not affected by Sleep sturdy beast, and normally has at
spells of any type or level. Hell least 6 Hit Points per Hit Die, and
thus each head takes at least 6
points of damage to kill,
individually. Damage to one head
does not affect any other head.

Hydragon: This creature is similar


in appearance to the Hydra, but is
somewhat larger (10-12 feet tall at
the shoulder). It has somewhat
0~: more shiny scales, each of which
<-:·:~-:
I has a slight rainbow coloring. They
are somewhat intelligent and
L,,. Chaotic in alignment. Hydragons
< are found mainly in wilderness
areas. They are of the Dragon
type, since they are closely related
. ·-..., to Dragons. Normally only 1
(···
Hydragon is found at a time,
unless you find a lair with young,
? where both mother and father
might also be found. In lair 50%
of the time. Speed 15". 4-24 HD
(even number only). Attack using
M3 and breath weapon. Strength
25. Armor Class 6b. Attack and harmless unless scorned, at least likely to use a fancy setting for a
defend 2 levels higher than their until they tire of their newest find. cheap garnet or hunk of crystal
HD. Saving Throw Class 7. If attacked, threatened, or turned than they are to create real
Treasure Class J. Hydragons have down, they become dangerous jewelry. Kobolds are very proud of
from 5-12 heads, each taking 2 Hit opponents, due to their great their workmanship, however, and
Dice. Each head can breathe like a strength and the ability to breathe the grt<atest insult you can give one
Dragon, doing an amount of under water. Their illusions allow is to insult his personal dagger,
damage equal to its own Hit them to strike by surprise with since he probably made it himself,
Points, each phase. If the seemingly-innocent objects, and with many hours of effort.
Hydragon chooses, it may breathe they like to drag an opponent into Kobolds live underground, where
entirely through 1 head each the water to drown. There is no they do their mining and work.
phase, doing damage based on the Belief saving throw applied to a They hate Goblins, Dwarves and
entire Hit Point total of the Kelpie's illusions until and unless it daylight, in about that order. A
Hydragon. When breathing a attacks someone. At that point all Kobold would do almost anything
divided breath through all the viewing the attack check their to improve its skill at working
heads, each breath forms a cone Belief saving throw. If this saving metals, but it would never admit in
six feet long and three feet wide at throw is made successfully, they public. Therefore, they steal coins,
the end away from the mouth. If see through the Kelpie's illusion of gems, jewelry, weapons and
the breath is combined, the cone is personal appearance, and may roll anything else to examine and
2 feet long and 1 foot wide per again each time the Kelpie makes study, but other creatures usually
HD of the Hydragon. This breath use of an illusion-disguised object, steal them back very quickly, since
weapon is usually flame, but may to find out if they see through the the Kobold is only interested in the
also be cold or anything else that illusion. If scorned, but not workmanship and doesn't guard
may be in a cone shape. The recognized as a Kelpie, a Kelpie things very well. Kobolds are not
Hydragon regenerates in the same may wait and arrange a subtle very brave, and will tend to
way as a Hydra. Each Hit Die of a revenge later, arranging tricks and surrender if outnumbered, as long
Hydragon has 5 or more Hit traps. However, a Kelpie may not as they think they won't be killed
Points. move more than 48" away from by their captors.
water, and may not stay dry and
away from water for more than Kraken: This is an enormous
one hour, or it will die. squid-like creature that lives under
the sea, usually on ocean shelves
Kobold: Kobolds have an or other places no more than a few
appearance somewhat like a cross hundred feet deep. A Kraken may
between a Goblin and a Dwarf, be over a hundred feet long, with
Kelpie: This being will have the although not very muscular. tentacles % of that length. A
appearance of an attractive human Kobolds are about 3 Y2 feet tall, Kraken is only slightly intelligent,
woman. It is normally found with mud-colored complexions. and while considered Chaotic, is
sitting beside a river or lake, or on They are intelligent, and Chaotic not actively evil, since it hunts
a beach by the sea. Those by nature, although not really evil. primarily out of hunger. It does
possessing True Sight or other They wear only a form of padded destroy ships, but these are seen as
means of seeing through powerful leather armor plus crude clothing, a threat and a competitor by the
illusions will see a horribly ugly, since their skills are not with things Kraken. Type: Aquatic. Number:
gilled humanoid with scales. The produced above the ground. only 1, normally. Sits in a favorite
Kelpie is quite intelligent and is Kobolds are an offshoot of the spot (lair) 30% of the time. Speed
Chaotic by nature, although not Goblin type. Number: 10-60 per 24" in water; cannot move on
actively Evil. The Kelpie is an group. They spend 50% of their land. 50 HD. Attacks using M3
intelligent amphibian, and is thus time in or near their lairs. Speed 6" (squid beak) and M31 (tentacles).
both Intelligent Non-Human and (this is due to short legs, so their Strength 71 (that is not a typo).
Amphibian by type. If found in melee blows are not reduced). 1 Armor Class 4. Attacks at 54th
groups, there are from 1-4 Kelpies HD. Kobplds use any weapon of level, defends at 50th level. Saving
together. They are in or near their length 1-4, but are most proficient Throw Class 15. Treasure Class F
lairs 70% of the time, since the lair with daggers of their own making. inside Kraken, Treasure Class I in
is under water near where Strength 9-12. Armor Class 3 (due lair. Treasure is acquired from
encountered. A Kelpie moves at to the leather's padding and ships that it sinks. A Kraken will
speed 6" on land, swims at speed stiffness). Attack and defend at 1st pull small boats underwater
18". 10 HD. A Kelpie may use any level. Saving Throw Class 1. directly, or rip vital parts off of
weapon of lengths 1-5, but will not Treasure Class A. Kobolds like to larger ships until they sink to
keep any large weapons visible mine and work metals and gems, where the Kraken can deal with
(part of the illusion hides them as but they aren't really very good at them directly. These vital parts
driftwood or other natural it. They can make very presentable may accidentally include people,
objects). Strength 25. Armor Class weapons, and their daggers are since the Kraken can't see what it's
5. Attack and defend at 10th level. very nice, at least when examined grabbing. Any person grabbed
Saving Throw Class 13. Treasure without much light. However, they takes a lot of damage from such a
Class K. Kelpies seek to attract can't really judge fine metals or blow, as you can calculate from its
human lovers, and are friendly and gemstones very well, and are more strength.
10
Armor Class 1 in human form, AC Leech, Giant: This disgusting
6 in snake form. Attack at 14th beastie is a five-foot long, blood-
level, defend at 12th level. Saving sucking monstrosity. No
Throw Class 11. Treasure Class J description will suffice, and before
Lamia: These creatures have two (with 1-6 magic items instead of you referee this one, go out and
basic forms: that of a human 1-4). The Lamia can change from look at a picture of one in your
woman in iridescent robes (that fully human to fully snake form in encyclopedia, and then imagine it
may hide a snake-like lower body), 1 turn, or may change partway, five feet long. They have little or
or the form of a giant snake with for convenience or special purposes no intelligence, and no alignment
very shiny scales. In both forms, (such as leaving the lower body or evil intent; they just like the
Lamia are highly intelligent and available to act as if a constrictor taste of blood. This Giant
Chaotic by nature, as well as snake). In human (or upper-body Insectoid is basically aquatic by
actively Evil. They are human) form, the Lamia enthralls nature, loving swampy situations.
Shapeshifters by type. From 1-4 any human, elven or dwarven From 2-12 are encountered
are normally encountered. They males who fail to make their together. They have no lair or
spend 70% of their time in or near Charm I saving throw. (see Special fixed residence. Speed 6". 2 HD.
their lairs. Lamia move at speed Saving Throws). Males failing to Attack using M2. Strength 16.
18" in fully human form, or at successfully make this saving throw Armor Class 2. Attack at 3rd level,
speed 12" whene,'er they have the will do anything to prevent harm defend at 2nd level. Saving Throw
lower or full body of a snake. corning to the Lamia who has Class 1. No treasure. These Giant
Lamia normally have 12 HD, but charmed them. When in snake Leeches swim along under the
may be of higher level in rare form, the Lamia may paralyze any surface of swamps and marshes,
cases. In human form, Lamia may one victim per phase by gaze, if and attach themselves to warm-
fight using weapons of lengths 1-5 that victim fails to roll his Charm blooded animals, including
on the Attack Matrix. In snake II saving throw successfully. This humans. The first hit with mouth
form, they use M2 or M3 as their paralysis lasts for one turn per attaches the leech, and from that
bite, according to size (poison level of the Lamia, and the point on the Leech drains blood,
factor 1.0), or M12 and M14 for paralyzed victim may not move, causing from 1-6 points of damage
Envelopment and Crushing. act, or defend himself or others in per phase, and causing the
Strength in both forms is 28. any way. As if all that weren't temporary draining of the victim's
enough, V3 of all Lamia are magic Constitution at a rate of 1-2 points
users when in human form, at a per phase. This Constitution loss is
level equal to their Hit Dice. recovered at the rate of 1 point per
Lamia are crafty enough not to be hour, if the victim remains alive
caught by surprise often, and may until recovery. If the victim dies
attempt to trick or trap a party to while not fully recovered, his
its death rather than simply attack chances of being raised from the
in a mob. Remember, a Lamia dead are based on his Constitution
often looks like a beautiful at the time of death.
woman, and thus more attractive
than dangerous.
Leopard, Were: This creature is
normally encountered either in the
form of a large yellowish cat with
black patterned spots, or as a
human wearing a cloak made of
such a fur. While Were Leopards
may be of any alignment, they are
most commonly Neutral or
Chaotic, and some are actively
Evil. They are of the Lycanthrope
type, and from 1-4 are normally
encountered. They travel around,
and spend only 15% of their time
at their true home and lair. Were
Leopards move at speed 18" in
either form, unless weighed down
by something unusual. 7 HD. In
Leopard form, they attack using
M2 and M6. In human form, any
one-handed weapons are
permitted. Strength 18. Armor
Class 4 in Leopard form, AC 2 in
human form. Attack at 8th level,
defend at 7th level. Saving Throw
Class 9. Treasure Class L. These
11
beings, derived from African 3.5, and use the result as a Due to their long lives and arcane
mythology, would be most percentage chance of winning the knowledge, Liches know more
comfortable in jungle or veldt match. If the challenger loses to different spells than a magic user
terrain, and would seldom be the Leprechaun, he forfeits his of their own post-death level, but
found in dungeons or castles. In most valuable possession (at the may not use ones that would
their own sort of terrain, Were Leprechaun's choosing). If require the skills of a magic user
Leopards are stealthy and skilled someone who has subdued a of a higher level than their own
hunters in either form, and Leprechaun attempts to force it to Hit Dice. Thus, a bare minimum
unlikely to attack unless they do more than it has to do, leading Lich, 10 HD, was once a 19th level
expect to win. him to extra treasures or answer magic user (also 10 HD), and
more questions, the Leprechaun would have knowledge of the 1st
Leprechaun: Yes, this is indeed the may claim a forfeit as if he won a through 5th level spells of a 19th
little man out of Irish folklore. wrestling match. In such a case, level magic user, but would no
(It's pronounced something like the Leprechaun uses his longer be able to handle 6th or 7th
Lu-pre-kaan, by the way.) Teleportation abilities, and takes level spells, and would have only
Anyway, this little green sprite has the forfeit item with him. In a case the effect of a 10th level magic
the appearance of a man, 2-3 feet where this is not possible, (i.e. in a user when casting any spells.
tall and dressed in tree-green Magic Damping Field or some
clothes made of finest cloth, and such), the Leprechaun instead may Living Statues: These are actually
generally of high spirits and fun curse the greedy person. Such a not alive, but are magically
disposition. Leprechauns are highly curse will cause a subtraction of animated statues or constructs,
intelligent and Neutral of 1-6 points from the cursed usually made mobile by binding a
alignment. Although pranksters, character's die rolls on any Saving minor demon into them.
Leprechauns are never actively evil Throw rolls until the curse is Sometimes these are mis-called
by nature. They are of the Spirit lifted. The amount of the curse 'Golems', after a famous legend
class, and usually are only (1-6) is rolled separately for each involving a Living Statue made of
encountered one at a time. Saving Throw the character must clay. Living Statues are normally
Leprechauns spend only 10% of roll. This curse may only be lifted, of any shape that has hands, but
their time at their true lairs, voluntarily, by the Leprechaun most often a larger~than-normal
although may be found at other who placed it. Clerics may not humanoid. It may be painted to
favorite spots at will. Speed 24". remove this type of curse, nor may disguise the type. Remember, these
15 HD. A Leprechaun's only non-Leprechaun magic users. things may weigh quite a bit, so
weapons are· a cudgel or shilelagh don't put them on flimsy floors.
(as Mace, W4) or a knife (as Lich: This is the skeletal, self- There are several different
Dagger, Wla). Strength ranges animated remains of a dead magic materials from which a Living
from 3-18, rolled per Leprechaun. user. It normally has the Statue may be made, and the most
Armor Class 2. Attacks at only appearance of a robed figure with common of these will be listed
10th level, defends at 20th level. bony hands and skull-like head, below, along with their special
Saving Throw Class 14. Treasure sometimes with skin stretched characteristics. All Living Statues
Class F (but with no Jewelry). tightly across the bones. Lich es share certain characteristics,
Leprechauns can use any Type V are, by their nature, Chaotic and however, as follows: Living Statues
or Illusionist spell of 5th level or actively evil. They are Undead by have the same alignment as their
lower, plus Dimension Door, type. They are often encountered animator, usually Neutral or
Teleport and Passenger Teleport. singly, or otherwise in groups of Chaotic, and only a limited
The effects of a Leprechaun's 1-4. They spend 900Jo of their time intelligence of their own. They
spells (other than Passenger in 6r near their lairs or tombs. may be found wherever their
Teleport) are as if the Leprechaun Speed 6" (old, tired bones). Liches creators have placed them, often
were a 10th level magic user or ' are of such a level as to have at guarding important places: tombs,
illusionist. If subdued unharmed, a least 10 HD. They are magic using, laboratories, etc. Living Statues,
Leprechaun will lead his subduer but have forgotten some of their due to their method of animation,
to a treasure (not necessarily his magic in .. death, as explained are of the Spirit type. While a
own) or answer any three questions below. They may fight using their Demon is often bound inside, it is
to which it knows the answer. hands (W Ob or M5), or daggers, not susceptible to normal
Subduing a Leprechaun is staves and magical swords as if dispelling, nor will it be damaged
accomplished by challenging it to a living magic users. Strength 12. by things that specifically harm
wrestling match and winning, or Armor Class 3. Attack and Defend Demons. From 1-3 are found in
by putting it to sleep, paralyzing it, at levels equal to Hit Dice. Saving any one place, and 700Jo of the
or charming it magically, or by Throw as if magic users of 16th time this is in or near a lair that
making it impossible to run away level or higher, but of course not the Living Statues are guarding.
or magically escape from an affected by Poison or Death With the exceptions listed below,
individual or party. Wrestling a effects. Treasure Class S. Living Statues move at speed 12".
Leprechaun is done as follows: Creatures of no greater level than They have 10 or more HD,
take the average of the Strength, Y1 that of the Lich must save vs. depending on the animator and the
Dexterity and Agility of the Fear when first within 6" of the bound Demon. Living Statues are
challenger, multiply the result by Lich, or else run away in panic. usually found wielding two

12
weapons, and these weapons may from the damage done to the Lizards, Giant: These are typically
be of a type normally requiring Living Statue by the spell. This a very enlarged version of a
two hands each to swing. Thus, a often results in no damage being common garden lizard, roughly
Living Statue may hold two Mauls done to it by energy magic. The 6-10 feet in length. Not very
or two Great Axes, or some Crystal Living Statue takes an intelligent, and of no alignment,
mixture, at the whim of the extra 2 points per die of damage these are of the Giant Animal or
animator. These weapons are, done by water or acid magic, Reptile type. From 1-6 are
when possible, enchanted weapons however, since these damage the normally encountered, and they
of at least + 0, to make them less binding holding the crystals spend 40% of their time in or near
likely to break in battle. The together. A Crystal Living Statue their favorite lairs. Speed 18". 6-10
Strength of a Living Statue is is often its own treasure, since its HD (same as length in feet).
determined by taking 2 times the surface is covered with low-grade Attack using M2 or M3 (depending
HD of the Statue, and adding a gemstones and semi-precious on size). Strength 18. Armor Class
Strength Bonus per type of Statue. stones. Unfortunately, it is bulky 6. Attack at a level equal to Hit
Thus, a 10th Level Bronze Living and hard to carry away. Saving Dice plus 1, defend at a level equal
Statue would have a Strength of Throw Class 15. to Hit Dice. Saving Throw Class 3.
30, while one of Crystal would FLESH: This type has the Treasure Class K. Will attack
only be Strength 28. Unless noted appearance of natural flesh, but is almost anything if hungry enough,
otherwise, all Living Statues are actually of a somewhat tougher but will generally go for smallest
Armor Class 8. All Living Statues substance. Its Strength Bonus is 5. targets first.
attack at a level 2 higher than their This type moves at speed 18" ~ and
HD. All Living Statues defend at a takes twice the normal number of Losels: (Also called Woses or
level 4 higher than their HD. blows for its weapons. 1 is Wodewoses) These beings are
Magic weapons are needed to subtracted from each die of 7-foot tall hairy humanoids with
damage a Living Statue, and the Electricity damage done to this pointy ears and teeth. They wear
outer surface of one counts as + 4 type. Armor Class 4b. Saving furs and leaves, and live in the
armor when figuring out whether Throw Class 13. deep forests. Losels are greenish in
weapons break due to a fumble. IRON: This type has a Strength color, although this may be partly
The minimum treasure guarded by Bonus of 16. Magical Fire repairs due to the leaves they wear. They
a Living Statue is Class F. It may an amount of damage equal to the are Chaotic by nature, and usually
be more at the discretion of the damage it would do to a normal Evil. They are of the Giant family,
referee. The following are the target. Magical or natural lightning although rather small for giants.
special characteristics of the bolts have the effect of a Slow From 2-12 encountered in a basic
individual types of Living Statues: spell if the Living Statue fails to group, and they spend 40% of
BRONZE: This type has a make its Saving Throw, as it their time in or near their chosen
Strength Bonus of 10. It is becomes magnetized. 3 points are lair. Speed 12". 9 or more HD.
invulnerable to electricity in any subtracted per die of any impact Use a club to fight (as Mace, W4,
form. If it is struck by damaging damage done to an Iron Living or as Maul, W9b). Strength equal
energy of any other type (fire, Statue. (Hitting this one makes a to 2 times HD. Armor Class 2.
energy, heat, etc.) the damage is lot of noise, by the way.) Saving Attack at a level equal to HD plus
reduced by 50%. 1 is subtracted Throw Class 15. 1, defend at a level equal to HD.
from each die of impact damage SILVER: This type has a Saving Throw Class 13. Treasure
that it takes. This type moves at Strength Bonus of 5. It reflects Class E. The leaves and furs that
speed 15", and is Saving Throw magic and energy back at the the Losel wears help to camouflage
Class 11. source. 1 is subtracted from each him in the forest. Thus, a Losel is
CLAY: This type has a Strength die of impact damage done to this VJ harder to spot than an average
Bonus of 8. It is invulnerable to type. Saving Throw Class 13. being. Losels tend to climb up into
edged weapons and magical cold STONE: This type has a Strength trees to drop down on their
of any form. 1 is subtracted from Bonus of 12. 2 is subtracted from victims, or hide in bushes and leap
each die of damage done to it with each die of damage of any type out upon their victims. Losels are
any form of energy. 2 points of that is done to a Stone Living carnivorous, and enjoy the taste of
damage are subtracted from Statue. There is a 50% chance that wild pig and tame human, not
damage done to it by impact, per a Living Statue of this type has necessarily in that order.
die of damage. This means that, had a special enchantment cast
occasionally, you may hit a Clay upon it that causes a 6-foot radius
Living Statue, but not damage it at special effect of some kind. Any
all. Armor Class 6b, Saving Throw living being within this radius must
Class 13. successfully make a saving throw
CRYSTAL: This type has a vs. Magic or have the effect of a
Strength Bonus of 8. In addition, Slow, Weakness, or other Class I
any directed magic that hits it is spell hamper him. Which spell is
bounced off in a random direction, determined by the referee. Saving
due to the shiny crystals of which Throw Class 11.
this is made. For each die of
damaging energy magic that hits
this type, 3 points are subtracted
13
their extended fingertip suckers to these spikes can be used for
suck the blood from living warm- striking or hurling, at the
blooded victims, including human. discretion of the Manticora. The
They do not, however, like to fight Manticora is Chaotic, and actively
their victims unless necessary, since evil, but not of high intelligence. It
they do not drink the blood from falls into the category of Mythical
Mandrake: An adult Mandrake is corpses, and there is too great a Beast in most bestiaries. From 1-4
a 6-foot tall humanoid being. The likelihood of slaying a potential are normally encountered. They
adults have a very rough, bark-like dinner. When possible, they like to spend 25 OJo of the time in or near
skin. The young Mandrakes, trick victims into places where they their own lairs. Speed 18". 6 or
similar in size to human children, can be quietly subdued. Young more HD. Attack as M2, M6,
look somewhat like human Mandrake children, especially the M30, or as hurled spikes. Spikes
children of a similar age. female ones, look sweet and are fired during Magic/ Archery
Mandrakes are Chaotic by innocent enough that wayfarers phase, and have the accuracy and
alignment, although not necessarily may mistake them for children lost penetration of a Light Crossbow
Evil in nature. They are only in the forest. The sweet, cute little bolt. A Manticora may fire from
encountered in or near forests. For Mandrake will, if given the 1-6 spikes in any one phase, at any
purposes of magical effects, opportunity, snuggle up and drain single target or small area (3 foot
Mandrakes are more plantlike than a little blood snack. Mandrake circle). Strength 12. Armor Class
animal by nature, and anything children, once suckers are 4. Saving Throw 10. Treasure
with a specific damaging effect attached, drain 1-3 Hit Points Class M. A Manticora has a total
toward plants would likewise worth of blood per phase. Adults of 24 tail spikes, and grows
damage a Mandrake. However, drain 1-6 points per phase. A replacements at a rate of 1-6 per
they cannot be controlled by spells Mandrake, child or adult, has day. They are filthy beasts, so
that would control true plants. thick, green blood. The attachment there is a 25 OJo chance that anyone
Mandrakes appear in small groups of the suckers is accompanied by a struck by a Manticora's teeth or
of 1-4, and spend 70% of their slightly anesthetic touch, so that claws and not killed will contract a
time near their chosen lair. Speed there is no pain associated (thus fatal (1-4 days) disease from the
9". Hit Dice range from 2-12, with making it easier to be sneaky wound, unless appropriate
age. Attack using Monster Matrix about sucking blood). treatment (Cure Disease, etc.) is
weapons M21, M12 (to smother), applied. The favorite food of a
or M27 (to . attach sucker tips to Manticora: This creature has a Manticora is human flesh, and
drain blood). Strength 16. Armor reddish body shaped like that of a thus this monster can be found
Class 4b for adults, AC 1 for lion, with a head that is a cross almost anywhere except under
children. All attack at a level = between a human and a lion, with water, since it hunts anywhere that
HD+ 1. Saving Throw Class 8. three rows of pointed teeth. The it might find humans.
Treasure Class D. Mandrakes use tail of a Manticora is spiked, and

14
Mantkora Pods: This plant is at the discretion of the referee, but They are of little intelligence, and
named after the monster with most should share the basic no alignment. Type: Giant Insect.
which it shares a common trait, physical strengths and weaknesses Groups of 1-4 are normal. They
hurling weapons at potential of this one type. Any differences have no lair, but may be found
dinners. Manticora Pod plants, should be restricted primarily to near any given Giant Moth resting
when fully grown, are 6-8 feet tall the effects of inhaling or place lOOJo of the time. Walk at
bush clusters, with blue-green disk- contacting spores. In any case, speed 3", fly at speed 18". 5HD.
shaped flowers and large ovoid with normal Mold, there is no Armor Class 3. Saving Throw
seed-cluster pods. They are intelligence or alignment. This type Class 3. No treasure or mode of
unintelligent plants, able to sense of life-form is classified as attack. They are included primarily
only heat, movement and vibration "Cleanup Crew" by most, since the to confuse parties, especially since
when seeking targets. Manticora only reason for cultivating it is to they are of a similar color to stone
Pod plants grow in groups of 1-4, dispose of garbage of one type or found in dungeon or castle walls,
and since they are immobile, they another. Normally only one patch and may not be spotted until
are "in lair" lOOOJo of the time, and of mold will be encountered at a accidentally disturbed. A sudden
have no movement speed. A fully time, but of varying size. Since the fluttering of wings, especially a
grown plant is lOHD. The Mold cannot move, it is in its fluttering that approaches and
individual spiky seeds, when hurled "lair" lOOOJo of the time. The circles the party's torches, can be
by the Pod, have the damage and Mold's Hit Dice are equal to 1 HD disturbing and startling.
penetration capabilities of an per 4 square feet of mold. The
arrow fired from a short bow, but Mold's only form of attack is the Mummies: These are the linen-
with only a 12" accurate range. cloud of spores given off when it is wrapped, long-dead remnants of
Strength 10. Armor Class 3. disturbed physically or touched. ages past, animated by sorcery of a
Saving Throw Class 6 (cannot The mold is Armor Class 1, but powerful nature. Due to this
believe Phantasms). Treasure Class cannot be damaged except by fire animation, they show up on
C (from previous victims). Each or flaming weapons, since it has Detection spells as Evil and
plant has from 2-12 pods. The no individually vital spots. Saving Chaotic, no matter what alignment
plant may fire one pod each Throw Class 6. No treasure except when alive. They are Undead of a
Magic/ Archery phase that it senses whatever previous victims might Solid nature. Encountered in
one or more targets in range. Each have dropped nearby. Since this groups of 1-8, they are found in or
pod contains from 1-20 spike- type does not kill instantly, this near their favorite tomb or resting
seeds. The plant aims in a line with means that there will usually be no place 70% of the time. Speed is
the biggest concentration of treasure. Spores given off by the the same as HD, both starting at
movement and warmth, and the Mold and ihnaled begin to grow in 5. Mummies attack as M21 on the
seeds are fired in a beam-like path the lungs of the victim unless the Monster Matrix, doing damage
1" wide. Any seeds implanted in a victim makes an initial saving and possibly causing disease from
dead body grow quickly, throw as if vs. Poison. If this their touch. Strength equal to 12
germinating within hours. If the saving throw is not successfully + HD. Armor Class 5b. Attack at
seeds are not removed, the body made, the victim will be drained one level higher than HD, due to
will not be raisable by clerical one Hit Point per turn until death. strength. Saving Throw Class 5.
means by the end of 1 hour per These spores, once inhaled, may be Treasure Class M. Any person hit
level of the cleric. A body of an slain by the Cloudkill or Poison by a Mummy must be treated
animal of at least 100 pounds mass Gas spells, or by steam from Holy immediately by a cleric (within one
is necessary for the successful Water inhaled deeply by the turn per level of the cleric) or else
growth of a Manticora Pod, since victim. Since the spores are not a suffer the effects of one of the
the young seed uses the body to disease, but a parasitic bunch of dreaded Mummy Diseases. These
nurture its rapid growth. The plant organisms, a clerical Cure Disease, may include, at the discretion of
reaches one-half of its adult size in for example, would not work. The the referee: a rapid form of
one week, and then grows slowly, inhaled spores could also be leprosy, causing 1-4 points of
as a normal plant, reaching destroyed by fire, but the fire damage per turn after an initial
maturity in six months. Only adult would have to be of a magical delay of 2-12 turns (this type
plants have seed pods. nature, and an area spell, such as makes bodies difficult to raise
Flame or Mini-Ball, and of a level from the dead, cut normal
in Hit Dice equal to the number of percentage chance in half); a
Mold: The most commonly- Hit Points the spores have done to disease that increases bleeding
encountered dangerous mold is of their victim, since fire is not easily from other injuries, preventing
a fine-tendrilled, translucent gray inhaled. healing of other injuries; a slow
stem and spore material. The rot, causing damage from the
translucence tends to allow the Moth, Giant: This is exactly what Mummy battle to take 2-12 times
background color of the surface it sounds like, and is not usually as much healing as normal (rolled)
under the mold to show through, dangerous to a party. It is a Moth to heal; a deteriorating brain
giving some natural camouflage with a five-foot wingspan, usually disease, leaving the victim a
and making the mold difficult to grayish-white or light brown in mindless vegetable within a few
see in dim light or at a distance. color. These are what Giant days; a slow dehydration that
Other types of mold are possible, Caterpillars often grow up to be. gradually leaves the victim looking
15
like an unwrapped mummy Otter, Giant: This is an otter that
himself. The possibilities are many. is 6-8 feet long. Sleek and brown,
Just remember to make the more this creature is a wondrous thing
powerful diseases correspond to to watch in the water. Somewhat
the higher level Mummies. Also intelligent, the Giant Otter is
take note of the fact that a Lawful or Neutral in alignment. It
Mummy's tomb may have a curse is of the Giant Mammal type. Pegasi: These are the classical
associated with it or its treasure, From 2-12 Giant Otters may be winged horses. They come in all of
again at the discretion of the found together, and there is a 20% the colors of normal horses, but
referee. The effects of these chance of them being in lair. Speed their wings are always white. They
diseases and curses may be negated 9" on land, 18" in the water. 3 or 4 are slightly more intelligent than
later only by a cleric of at least the HD. If forced to fight, will attack normal horses, and are somewhat
same level as the Mummy causing using M2. Strength 14. Armor Lawful in alignment. They are
them, and only within one day per Class 4. Attacks at 1 level higher classified as Mythical and Flyers.
level of the cleric, if it will still than HD, defends at 3 levels From 1-4 are normally
help the victim by then. higher than HD. Saving Throw encountered. Other than their very
Class 10. Treasure Class L. While hidden nests, they spend no more
reasonably intelligent, the Giant than 10% of the time in any one
Otter is extremely playful, and place. They run at speed 24", and
may overturn rafts or small boats fly at speed 48". Pegasi have 4
to dunk their occupants. It will not HD. When they fight, they use
attack humans unless threatened or Monster Matrix M19. Strength 18.
provoked, but may do them minor Armor Class 4 (toughness and

N harm with pranks and splashings.

Owl, Giant: There are two basic


forms of this giant avian creature.
Both are roughly 12 feet tall when
agility). Attack as 5th level, defend
as 4th level when on the ground,
6th level when flying. Saving
Throw Class 13. Pegasi do not
collect treasure of a type valuable
Due to circumstances beyond standing, and have a wingspan of to men. If befriended, Pegasi make
our control, all of our 'N' monsters 25 feet. The two varieties are highly valuable riding mounts, but
are listed elsewhere in the book. White and Brown. The White remember, they are not as docile
The same will prove true of 'X', in Giant Owl flies by day, the Brown as domesticated horses, and should
case you were wondering. Sorry. Giant Owl flies by night. Neither not be treated as such. Anyone
are very intelligent, and have no who uses spurs in midair deserves
alignment. Giant Owls are found what will happen to him.
primarily in forests or mountains.
They are of the Giant Avian type. Peryton: These beasts have the legs
From 1-2 hunt together normally. and head of a deer, the wings,
Giant Owls spend 50% of the time body and beak of a large bird, and
in lair, usually eating or sleeping. green feathers covering all. This
Speed 30" flying. Will walk only in being casts a human shadow in
desperation, at speed 6". 10 HD. daylight. Although not actively evil
Attack using M3 and M7. Strength by nature, they register on
Octopus, Giant: This is an 28. Armor Class 4. Attack and Detection spells as Chaotic.
ordinary, everyday 40-foot octopus defend at 12th level. Saving Throw Mythical and Flyer by type,
with nearly human intelligence. It Class 10. Treasure Class R. Will Peryton are encountered in groups
is encountered solely in deep ocean occasionally attack humans or of 1-4. They have no lair, and may
water. Giant Octopi may be of any horses, but will especially attack appear anywhere outdoors. They
alignment, depending on personal any humanoid figure that happens fly at speed 24", and, when forced
attitude, but will tend toward what to be flying. Both varieties are to run, do so at speed 18". Normal
humans would regard as Neutral. keen-sighted at the time of day Peryton have 8 HD. They attack
This creature is of the Aquatic that they normally hunt, but must using M2 (for beak) and M19 (for
type. From 1-4 may be found in an depend on scent and hearing at hooves, when flying). Strength 16.
area. They may be found in lair any other time. Both glide quietly Armor Class 4. Attack at 9th level,
30% of the time. Speed 15". 10 above their prey and strike defend at 8th level. Saving Throw
HD. Attack using M28. Strength quickly. Class 11. When encountered, if the
18. Armor Class 4. Attack at 11th party does not attack the Peryton,
level, defend at 10th level. Saving they will each attempt to kill one
Throw Class 8. Treasure Class L. and only one member of the party
The Giant Octopus, while encountered, and will only attempt
intelligent, will not tend to think to kill intelligent beings. They are
of things in human terms, or speak not fooled by illusions or changed
an easily understood language. It shapes. If the party attacks one or
will not necessarily attack you, but more Peryton, including while the
if you threaten it in any way, you Peryton are attempting to slay
had best be prepared to fight. their chosen victims, the Peryton
16
will defend themselves found almost anywhere that has
appropriately. Once a given shadows and darkness, since they
Peryton has slain its chosen victim, do not like direct sunlight. They
it will fly away, if possible. If it are of the Giant Animal (Mammal)
succeeds in doing so, it reduces by type. From 3-18 are found per
lOOJo the chance of successfully group. Giant Rats are in or near
raising the Peryton's victim from their lairs 400Jo of the time. Speed
the dead, since the Peryton's 15". Range from 1-10 HD, mostly
human shadow is made up of from 2 to 4, with HD roughly Sabre Tooth Tiger: While this
fragments of previous victims' corresponding to size. Giant Rats animal is not a true tiger, its name
souls. attack using Ml (M2 for 6 or more gives a decent idea of the physical
HD). Strength 10. Armor Class 2. shape. It is a large feline creature,
Pixies: These tiny winged Attack and defense levels same as roughly 12 feet long including its
humanoid beings are visible or HD. Saving Throw Class 3. tail, with brownish fur and foot-
invisible at will. They are as small Treasure Class A. Treasure is long fangs sticking down from its
as a few inches tall, or as large as usually hidden away in rat upper jaw. (For those prehistory
two feet tall. They are generally bedding, along with food stores. buffs out there, yes, we realize that
Neutral in alignment, quite there were several different Sabre
intelligent but not educated in Roe: This enormous eagle-like bird Tooth Cats, but this one will have
human terms. They are extremely has generally dark feathers, with to cover all of the common ones.
mischievous, but not actively evil. some color or white at wingtips. It More precisely, it is the variety
They are considered Spirit class. has a wingspan of 60-100 feet' for Smilodon, as well as it can be used
From 1-10 appear in a group, and the ones normally encountered, in a game.) Anyway, the Sabre
they spend 200Jo of their time at although legends speak of Roes Tooth Tiger is not very intelligent,
any favorite spot or lair. Speed 9" capable of lifting an elephant and and has no alignment. It is of the
walking, 18" flying. Normally only flying away with it. Roes are semi- Prehistoric Mammal type. 1 or 2
1 HD. May use daggers, slings, or intelligent, and Neutral by are found together, unless it is a
other very small weapons. Strength alignment. They are found mother and cubs, in which case
10. Armor Class 4. Attack at 1st primarily in mountainous areas of there are 1-4 cubs plus the mother.
level, defend at 5th level (difficult wilderness, far from major In lair 400Jo of the time. Speed 18".
to hit). Saving Throw Class 13. concentrations of humans. They 18 HD. Attacks using M3 and M7.
Treasure Class L. Pixies may play are of the Mythical (Flyer) Type. Strength 30. Armor Class 5
pranks on passersby, but will not No more than 2 are ever (toughness). Attacks at 20th level,
actually attack unless threatened or encountered outside of a nest, and defends at 18th level. Saving
attacked. Their invisibility makes these 2 would be a mated pair. A Throw Class 11. No treasure. This
them skilled pranksters and nest may have from 1-4 young creature can best be described as a
dangerous enemies. Roes or eggs. When there are furry killing machine. Its size
young Roes, either male or female prevents it from being quite as
will be at or near the nest 800Jo of stealthy a hunter as modern cats,
the time. Otherwise, there is only a but it is relatively quiet, roaring
300Jo chance of finding a Roe near only to frighten its prey into giving
its nest. A Roe walks on the away a hidden position. Its natural
ground at speed 12", and flies at habitat is anywhere in your
speed 60". Roes range from 15-25 'Prehistoric World' section that is
HD. They attack using M3 and not either swampy or a desert.
M7, with Strength of 50. Armor
Class 4. Attack at a level 3 greater Scorpion, Giant: This is a 6-foot
than their HD, and defend at a long black scorpion. It is found
level equal to their HD. Saving anywhere in warm climates,
Throw Class 11. Treasure Class J. especially deserts, has no
A Roe is more likely to attack and intelligence or alignment. Giant
kill a horse than a man, since men Scorpions are of the Giant
aren't all that convenient for Arachnid type. From 1-6 are found
meals. However, if a human in a group. In lair 500Jo of the
attacks a Roe, or enters its nest, or time. Speed 12". 4 or more HD.
approaches its young, the Roe will Attacks using M9 and M24 (stinger
quite happily tear said human limb is poisonous, poison factor 1.0).
from limb. Baby Roes range in size Strength 12. Armor Class 7.
Rats, Giant: These creatures are from Yi of the minimum adult size Attack and defend at a level equal
just an expanded version of their (adjust HD and Strength to HD. Saving Throw Class 3.
smaller namesake, usually black or accordingly, and attack using M2 Treasure Class B. The treasure is
dark brown, with stray ones gray, and M6) up to just smaller than usually hidden in the nesting area.
white, or mottled. Giant Rats adults. Roes can fly once they Beware of egg-hatching time, when
range from 10-100 pounds in reach Yi of adult size, but do not the ground is covered with lots of
weight. They are not intelligent venture far from the nest until they little scorpions.
and have no alignment. They are reach adulthood.
17
Sea Horse, Giant: This is a 6-8 Sea Serpent: This is the classic, Senmurv: This creature looks like
foot tall version of the Sea Horse. 100-foot long serpent with a big a cross between a bird and a dog,
It is found only in warm ocean mouth, pointy teeth, and bad the body being mostly dog, but
water. It has little intelligence and disposition. It only lives in deep with birdlike wings and tail. Head
no alignment. It is often the pet or ocean water, occasionally coming and legs may be of either kind. It
riding animal for various to the surface above the depths. It is slightly intelligent (smarter than
intelligent creatures that live under is somewhat intelligent, moreso a normal dog, less intelligent than
the sea (Mermen, etc.). The Giant than a common animal, but less a normal human), and is Lawful in
Sea Horse is of the general intelligent than a man. It is alignment. It inhabits mountainous
Aquatic type. From 1-10 are found Chaotic in alignment, and areas. This creature is of the
in a herd. No fixed lair. Speed 15" somewhat Evil by nature. It is of Mythical (Flyer) type. From 1-4
under water. May not move on the Aquatic type. Only 1 is found are found in a group. They are
land. 4 HD. Attacks using M32. at a time (thank goodness). It found in lair 30% of the time.
Strength 16. Armor Class 5b. spends 40% of its time in lair, Speed 12" on the ground, 24"
Attacks at 5th level, defends at 4th deep beneath the sea. Speed 36". flying. 4-6 HD. Attacks using M2
level. Saving Throw Class 10. 30 HD. Attacks using M3 and (also M5 if it has birdlike claws).
Treasure Class L. The treasure M14. Strength 57 (that's a damage Strength 16. Armor Class 4.
class is often in the shape of multiplier of 6!). Armor Class 6b. Attacks at 1 level higher than HD,
jewelled harness, a sure sign of Attack level 33. Defense level 30. defends at a level equal to HD.
recent ownership of the Giant Sea Saving Throw Class 15. Treasure Saving Throw Class 10. Treasure
Horse by an intelligent creature. Class I. This creature actively seeks Class D. These creatures are
out ships to sink, in order to eat generally helpful to lawful humans
the crew and hoard their treasure. or humanlike creatures. They
understand most human languages,
but do not speak an
understandable language of their
own.

Silkie: (Also spelled Selkie.) This


being may appear either as a man
apparently wearing a fur loincloth,
or as a large bull seal. It is fully
intelligent, and neutral in
alignment. This being lives in or
near the sea, and is of the
Shapeshifter type. From 1-4 are
found together, and are in or near
lair 50% of the time. Speed 12" on
land, 18" in the water. 6 HD.
Attacks using weapons or M 1
(when in seal form). Strength 28.
Armor Class 1 in human form, AC
2 in seal form. Attacks at 8th
level, defends at 6th level. Saving
Throw Class 10. Treasure Class L
(with no copper in treasure). These
beings are normally not hostile
unless they find you killing
creatures of the sea for reasons
other than self-defense or a need
for food. They hate people who
hunt sea animals for furs, oil or
sport, and will do anything in their
power to see such persons brought
to a bad end. Silkies are fond of
human women, but will never take
a human lover by force, but only
of the woman's own free will. Any
child borne by such a woman will
also be a Silkie when it reaches the
age of 12.

lB
Siren Plant: This is a 12-foot tall Since this creature is generally at These shapeshifting beings are
plant, beautiful in appearance and least 30 feet in length, it is visually both poisonous and constricting
scent. Elves and any others quite impressive. It is found in when in snake form, and attack in
especially keen of hearing will mountainous lands, is only whichever manner is most likely to
notice a faint humming sound somewhat intelligent (low for a succeed. They may only be
when in the vicinity of a Siren Dragon), and is Chaotic in nature, damaged by silver or magical
Plant. The appearance of a Siren although not actively Evil. It is a weapons, but are affected by any
Plant will vary somewhat to blend distant member of the Dragon magical spell capable of affecting
with its surroundings. It will type. Only 1 is normally found at creatures of their Hit Dice.
generally appear to be an especially a time, although more might be
nice example of some other plant found in lair in springtime, due to Spider, Giant: This creature class
that may be of that size, such as a eggs hatching. In lair 50% of the covers the giant varieties of all
flowering tree of some kind. This time. 15 or more HD (1 HD for types of spiders, and thus the
plant is not intelligent and has no each 2 feet of length). Attacks appearance varies with the type.
alignment. It is found primarily in using M3, M7, M17, and either They are not intelligent, and have
heavy forests. It is of the M23 or M3 l (M23 if used like a no alignment. They are found in
Carnivorous Plant type. Only 1 is stinger, M31 if swept from side to any area not too wet or cold for
found in any given small area. side as a bashing weapon). them to survive, as long as there is
Since it cannot move, it is at home Strength 44 (4 times normal some sort of food supply available.
100% of the time. 10 HD. Attacks damage). Armor Class 6b. Attacks They are of the Giant Arachnid
using M12 and M14 with vines 3 levels higher than HD, defends type. From 1-10 are found in an
normally hidden along the trunk. at a level equal to HD. Saving area, especially if they share a web
Strength 30. Armor Class 3. Throw Class 7. Treasure Class Q. or a trap-door pit. In lair 90% of
Attacks and defends at 10th level. This creature has no Dragon the time. Speed 9". 3 or more HD.
Saving Throw Class 6 (will not be Breath weapon, but instead is Attack using Ml (poisonous,
affected by mental or sleep spells magically resistant to being normally factor 1.0; 10% are
of any kind). Treasure Class C damaged. Subtract 2 points per die poison factor 2.0) or by spinning
(from previous victims). The Siren from any damage being done to a webs at its victims (archery shot to
Plant's humming acts as a form of Sirrush, by melee, archery or hit as if thrown warhammer).
attraction, especially to beings who magical spell. Strength 9. Armor Class 1 for
cannot clearly hear it. Anyone hairy spiders, AC 3 for shiny
coming within 36 feet of a Siren Snake, Giant: This covers the giant spiders. Attack and defend at a
Plant must make a Saving Throw forms of all normal snakes, and so level equal to HD. Saving Throw
vs. Charm I. Those not succeeding the appearance is variable Class 3. Treasure Class B. 70% of
in making this Saving Throw will depending on which kind snake the those found are poisonous, 30%
move toward the Siren Plant's normal form was. This creature is are web-shooters. Most Giant
trunk, and will not struggle against not intelligent and has no Spiders spin webs or dig disguised
the crushing vines. If someone not alignment. It is found anywhere pits in areas where victims will
charmed voluntarily walks up to except in extremely cold climates. stumble into them, to provide
the trunk, either to sniff the It is of the Giant Reptile type. leisurely meals for the Giant
flowers or to attack the plant, the From 1-6 are found together. In Spider.
Siren Plant will attack. A Siren lair 50% of the time. Speed 12". 4
Plant may only attack and attempt or more HD. 50% are poisonous, Stegosaurus: This creature is 20
to crush a maximum of 3 victims attacking with M2 plus poison, feet long, weighing roughly 10
at a time. If more than that are usually factor 1.0. The other 50% tons. It is a quadruped reptile with
charmed, they simply stand still, are constrictor snakes, attacking a very high back, and large upright
waiting their turn to be slain and with Ml2 and M13. Strength 18. triangular plates sticking up from
eaten. The blood of victims is Armor Class 5. Attacks 1 level both sides of the spine. It has a
drained down to the root network higher than HD, defends at the small, beaklike head, and a heavy,
of the plant, to nourish it. The same level as HD. Saving Throw spiked tail. The rear legs of this
leftover flesh is used to lure Class 3. Treasure Class C. creature are longer than the front.
scavengers, who may also fall No 'Prehistoric World' can be
victim to the plant, providing still Snake, Were: This being is usually complete without this creature. It
more food. found in snake form, or as a has no intelligence or alignment. It
somewhat scaly-looking human. It inhabits flatlands. It is of the
Sirrush: This is sometimes known is intelligent, Chaotic and Evil by Dinosaur (Herbivore) type. From
as the Dragon of Ishtar Gate, a nature. The Were Snake is of the 1-4 are found together. No fixed
famous archaeological relic which Lycanthrope (Shapeshifter) type. lair. Speed 12". 20 HD. Attacks
has a sculpture of this creature. It From 1-6 are found together. They using M31, its tail being a vicious
is a dragonlike reptile in basic are in lair 35% of the time. Speed weapon. If absolutely forced, it
shape, but with horns, feet like 12". 5 or more HD. Attack using will bite, using M2. Strength 30.
those of an enormous lion in M3 plus poison (factor 1.0) or Armor Class 6b. Attacks and
front, clawed feet like those of a M12 and M14. Strength 18. Armor defends at 20th level. Saving
large eagle for its hind feet, and a Class 6b. Attack and defend 1 Throw Class 8. No treasure. This
stinger tail like that of a scorpion. level higher than HD. Saving creature has almost no intelligence,
Throw Class 9. Treasure Class L. but is tough enough to survive
most of its mistakes.
19
Strige: (Note that this is not the higher, with occasional strands Tengu: This is a creature that
spelling used by some other games. hanging all the way down. comes in several varieties. All of
We have no idea where they got Tanglevines are not intelligent, but them are something of a cross
their spelling, because all of our are of the Carnivorous Plant type. between a man and a large upright
reference works spell it the way From 1-4 clusters of Tanglevines bird. This may range from a
you see it here. It is a creature out may be found in a small area. winged man with a beak-like nose,
of Greek and Balkans folklore, if Since they do not leave the trees to to a large bird with a human face.
you want to look it up yourself.) which they are attached, they are Similar ones will be together. A
The Strige is a small, light brown in lair 100% of the time. Tengu is very intelligent, and
owl-like bird with very fine Tanglevines range from 1-10 HD. normally Neutral in alignment, but
feathers. Its beak is somewhat They strike using M12 and M14. not necessarily friendly. It is of the
more pointy than that of a true Strength 20. Armor Class 3. Spirit type, and inhabits mainly
owl, but it disguises this fact by Attack and defend at a level mountainous regions. Normally
fluffing its feathers and keeping its equaling their HD. Saving Throw only 1 Tengu is encountered, but
head pointed downward. It has Class 6 Treasure Class D. there may be 1-4 others in the
little intelligence, but is somewhat Tanglevines drop vines down on vicinity. A Tengu is only
Chaotic in alignment. It inhabits anyone walking directly below the encountered in its lair 10% of the
forests and mountains. It is of the main mass of vines, or on anyone time. Speed 12" walking, 24"
Mythical (Flyer) type. From 1-4 touching one or more tendrils. flying. 12 HD. A Tengu, if in
are found together. They have no Each Tanglevine plant may attack relatively humanoid form, may use
fixed lair. Speed 3" walking, 24" 1 creature per 2 HD the Tanglevine any one-handed weapons. If in
flying. 2 HD. Attack using Ml. has. If the victim was riding on a bird form, beak and claws as
Strength 10. Armor Class 2. horse or some form of vehicle, he appropriate may be used (M2 or
Attack and defend at 2nd level. must roll an Entanglement Saving M7). Strength 20. Armor Class 4.
Saving Throw Class 8. No Throw to find out if he has Attacks at 13th level, defends at
treasure. The Strige will not fight succeeded in getting his feet on the 12th level. Saving Throw Class 13.
except in self-defense. It will make ground. If the saving throw is not Treasure Class R. A Tengu is
friends with animals and humans, successfully made, the victim is mischievous, but not necessarily
snuggling up to them. It inserts its suspended in midair by the vines, hostile unless attacked or
beak under its victim's skin, as well as being crushed. If the threatened. It is a 12th level magic
causing no pain. It drains 1-6 Hit victim is not immediately crushed, user, but has no directly
Points of blood per turn, but no he may attempt to break free on destructive spells. A Tengu has a
more than 2-12 per hour. Blood any one later movement phase. To very touchy temper, is very proud,
drained takes 10 times normal do so, he must successfully make and holds grudges. When m
healing. Screeches loudly to scare his Entanglement Saving Throw, humanoid form, a Tengu is
away monsters from its own subtracting 1 from his die roll for dressed in fine silks and other
victims. each point of strength less than 20 similar clothing. This being is from
that he is currently. Thus, a Japanese folklore, and follows its
Strength 5 character is unlikely to own warped versions of the codes
escape, since he must subtract 15 and ethics found in medieval
from his saving throw die roll. The Japan or a similar land.
victims of tanglevines are slowly
hauled up into the trees for
consumption, and the bones
crushed later. This nourishes the
tree'that is host to the Tanglevine.

Teratornis: This is a vulture-like


bird with a 10-foot wingspan. It is
found in mountains, plains and
swamps of a pre-Ice Age type. The
Teratornis is of the Giant Avian
type. From 1-4 are found together.
They spend 30% of the time near
lair nests. Speed 18". 6 HD.
Tanglevines: These are normally in Attack using M2. Strength 18.
the form of flowering vines with Armor Class 2. Attack at 7th level,
long strands and broad leaves. The defend at 6th level. Saving Throw
color varies, and is usually similar Class 8. Treasure Class L. As with
to that of surrounding vegetation. modern vultures, the Teratornis is
These vines are normally found primarily a scavenger, but will
hanging from tall, sturdy trees in attack anything that looks weak
densely forested areas. They may and helpless. It is for use in your
drop down to only a few feet 'Prehistoric World' wilderness, in
above the ground, or may be the Age of Mammals section.

20
Turtle, Giant: This is an enormous
sea turtle, 1 foot across per HD. It
is most often found in deep water,
or on the surface above such
depths. No real intelligence, and
no alignment. It is of the Giant
Reptile type. From 1-6 are found
in an area, and they have no fixed Undersea Folk: There are a great
lair. Speed 12". 8 or more HD. variety of beings who live under
Attacks using M3. Strength 30. the seas and lakes of your world.
Tick, Giant: This is another of Armor Class 8. Attacks 1 level Unfortunately, due to various
those disgusting little higher than HD, defends 2 levels confused mariners and confusing
monstrosities, an enormous version higher than HD. Saving Throw storytellers, it is difficult to keep
of the tiny, biting Tick. This one is Class 6. No treasure. This c.reature straight the names of the various
3 feet long. It has no real is not normally dangerous, unless types of folk who live under water.
intelligence or alignment, and is it mistakes you for. something Throughout the Monster List you
found anywhere that has a large tasty. It will not deliberately attack have encountered several intelligent
population of very large or Giant boats, but may accidentally types of beings who live
warm-blooded animals. It is of the overturn a rowboat or raft that is underwater, and you will
Giant Insect type. From 2-12 are too close. encounter more later. This section,
found in a group. Found near lairs however, is to help you keep
30% of the time, but not its own Tyrannos:rn.ms Rex: This is the big straight the types that are basically
lair. Instead, it is near the lair of one! Fifty feet long, twenty feet similar, or that have overlapping
one of its prospective meals. Speed high, an upright bipedal reptile legends. In cases where there is a
9". 3 HD. Attacks using M2. with a large, toothy head and very confusion as to the name of the
Strength 11. Armor Class 6. small forelegs. It has no more being, the best-known is given
Attack and defend at 3rd level. intelligence most animals, and no first, and others are given in
Saving Throw Class 3. Once the alignment. It is found in open parentheses.
Giant Tick hits, it remains lands in your 'Prehistoric World' MERMAIDS: These are the
attached, draining 1-6 Hit Points section. The T-Rex is one of the classical fish-tailed women,
per phase of blood from its victim. Dinosaur type. Only 1 is normally sometimes found on or near the
Healing damage caused by this found, and that is quite enough. surface of oceans. They are the
blood loss requires five times the No fixed lair. Speed 18". 30-35 female of a species that is also
normal amount of healing. This is HD. Attacks using M3 and M7. called Siren. They are fully
another monster that is most Strength 36. Armor Class 6b. intelligent, and Neutral or Chaotic
deadly in swarms. Attacks 4 levels higher than HD. in alignment (50/50). Mermaids
Defends at the same level as HD. are of the Undersea type. Number:
Tiger, Were: This creature is found Saving Throw Class 6 (except 1-6. 40% of the time in or near
in the form of a tiger, or as a against Individual, Micro, Dart or lair. Speed 21" in water, may not
human wearing what appears to be Beam spells, where its Saving move on land. 4-8 HD. Will not
a tiger-skin cloak. Were Tigers are Throw Class is 15). No treasure. normally melee, but may use any
fully intelligent, and either Neutral Due to the terrible tearing and underwater weapons if forced to
or Chaotic by alignment (the shredding damage done by a do so. Strength 10. Armor Class 2.
Neutral ones are the ones that only T-Rex, there is a possibility that a Attacks at a level equal to HD,
hunt and kill animals for food; the person slain by one will no longer defends at a level 2 greater than
Chaotic ones eat occasional have an intact body to be raised HD if in water, and at level 0 if on
humans, too). They are found in from the dead by clerics. For land. Saving Throw Class 8.
forest or jungle areas in warm anyone slain by a T-Rex, a Body Treasure Class L. Mermaids are
climates. Were Tigers are of the Destruction Saving Throw must be not really evil in most cases, but
Lycanthrope or Shapeshifter type. rolled. Roll the saving throw as if will seek to lure adventurers and
From 1-6 may be found in an area. vs. Acid, but add 4 to the actual sailors to come and live with them
They are found in lair 250/o of the number rolled before comparing it for a while. If a male human or
time. Speed 15". 8 HD. Attack with the table to see if the body humanoid is seen by a Mermaid,
using M2 and M21 or with survives intact. Also, a T-Rex is there is a chance equal to 5%
weapons if in human form. very hard to damage, so subtract 6 times the Charisma of the
Strength 25. Armor Class 4. points from each blow of impact character that the Mermaid will
Attack at 9th level, defend at 8th damage done to it, by archery, decide that the human should stay
. level. Saving Throw Class 9. melee or magic. The T-Rex doesn't a while. If he says no, or if the
Treasure Class R. In Tiger form, have very keen eyesight for Mermaid is in a bad mood
these creatures are among the most stationary small objects, so moving anyway, the Mermaid will use the
deadly of hunters, combining ones will tend to catch its attention Siren Song to lure him away.
human intelligence with the first. To that end, the T-Rex will Anyone hearing this song (which is
strength and deadly cunning of the make a roaring noise to startle its anyone within 12" of the Mermaid)
Tiger. They will never attack prey into moving. This is one of must successfully make a Saving
without a good chance of winning, the deadliest creatures to ever walk Throw vs. Charm I or become
and they are smart enough to dry land. Don't treat it lightly, as entranced, and move in a straight
judge their odds accurately. either player or referee. line toward the Mermaid, no
21
matter what obstacles are in the are of the Spirit type, similar to the Underwater type, and from 1-6
way. The Mermaid will keep her Dryads. From 2-12 are found are found together. They spend
personal favorite afloat in the together, and they are in lair 50% 35% of their time in or near lair.
water, but anyone else is simply of the time. Speed 12". Range Speed 3" on land, 15" in the water
going to drown if the water is too from 1-3 HD. Use Wl if forced to (their short legs are slow on land,
deep. She will then swim him to melee. Strength 10. Armor Class 3. but the tail moves them swiftly and
shallow water, if available, or a Attack and defend at a level equal powerfully through the water). 5
convenient lagoon. If the Mermaid to HD. Saving Throw Class 13. or more HD. Attacks using WlA,
is Neutral in alignment, there is a Treasure Class K. All Nereids and W2D, or W8 when weapons are
1 OJo chance per day that she will Nixies are somewhat lazy, and the available, or with M2, M5 and
release her victim, checked each Chaotic ones will attempt to gather M30 when otherwise disarmed.
day. If she is Chaotic, there is a intelligent servants by foul means: Strength 25. Armor· Class 6.
3 OJo chance per day that she will the use of a special Charm spell Attacks at a level 2 higher than
tire of him, and kill him, and this that turns an intelligent being into HD when in water, or at 4 less
is also checked each day. a water-breathing slave. If this than HD if on land. Defends at a
MERMEN: Just as the Mermaid spell is broken while the slave is level equal to HD when in water,
is basically the upper half of a under water, he will probably or at level 0 when on land. Saving
human and the lower half of a drown, since he will no longer be Throw Class 8. Treasure Class M.
fish, the Merman has the legs of a able to breathe water. If he is Sea Devils are fond of the taste of
human male, and an aquatic upper taken above the surface while the human flesh, or the flesh of any
half, although more humanoid spell is still in effect, he will mammal, since they seldom have
than most fish. This is the male of suffocate, since he can't breathe the chance to eat anything that
the species that includes the air. Nixies (this being what the doesn't live in the sea. Sea Devils
Mermaid, and the two sexes do not slave-takers are usually called, are the kind of beings who, given
find each other especially pleasant, being the obnoxious ones) will the opportunity, would keep a cage
and are together only at annual release all their slaves every of pet barracuda around for fun.
mating time each spring. Since the Midsummer's Day, and a slave They are hostile to all other
Mermen do not swim as well as the voluntarily released by its Nixie intelligent beings, sometimes
females of the species, they have owner is not susceptible to the stealing tools and weapons from
learned and developed more of an Charm spell again for a full year. Mermen. They fear only the
underwater society in order to Anyone not wishing to be the Tritons.
survive. For example, they are the personal servant of a Nixie must TRITON: This is the true king of
toolmakers of the Undersea Folk, successfully make a Saving Throw the ocean depths. When seen on
and they train and ride Giant Sea vs. Charm II. land, Tritons have the appearance
Horses, and communicate with SEA DEVIL: This being fills the of a 6-foot tall, greenish, scaled,
Dolphins. Mermen are mainly ecological niche under water that gilled humanoid with a tail just
neutral, with only 10% being the ogre fills on land. It is strong, touching the ground. The ears are
Lawful, and another 10% being ugly, and has no redeeming values large and shaped something like
Chaotic. They are of the Undersea other than its ability to survive. conch shells. The feet are webbed,
type. From 1-20 are found in a The Sea Devil is roughly 8 feet and the legs are jointed loosely, so
typical group. They spend 40% of long from head to tail, with arms that the legs fold up alongside the
their time in or near their lairs. and short legs to go with its tail when the Triton enters the
Speed 6" on land, 15" in the water. fishlike tail. Its head is an ugly water. This gives the Triton
Range from 1-12 HD. Use humanoid one with horns that something of a waddling walk
weapons WlA, W2D, W8. sweep backward on above the ears. when on land. Tritons are Neutral
Strength 16. Armor Class 3. The nose and mouth form a short or Chaotic (70/30) but not actively
Attack and defend at a level 1 snout, with pointy teeth. The Sea evil by most standards. They care
higher than HD when in water, 1 Devil is of low human intelligence, nothing for humans, however, and
lower than HD when out of water. and Chaotic in alignment. It is of any assistance or services desired
Saving Throw the same as a
Fighter of the same level. Treasure
Class E.
N1xms (NEREIDs): These two
names refer to basically. the same
being, a three-foot tall water
sprite. The basic difference is that
people tend to call friendly ones
Nereids, and annoying ones Nixies.
These sprites are humanoid in
appearance, but with somewhat
pointy teeth and ears, and webbed
fingers and toes. They may be
either Neutral or Chaotic in
alignment (50/50) but are not
actively evil in their intent. They

22
of a Triton must be paid for, and Armor Class 6b. Attacks at 20th tormenting its prey, and will strike
paid well. Tritons are of the level, defends at 23rd level. Saving to wound and hurt if its prey does
Underwater type. From 1-4 are Throw Class 15. Treasure Class I. not seem capable of striking back,
found in a typical group. They The Vodyanoi has the power to causing the maximum amount of
spend 300Jo of their time in or near magically charm any creature of a pain. The Vulture Griffon
lair. Speed 12" on land, 24" in the type that it has seen before, at the especially enjoys tormenting
water. 5 or more HD. Tri tons may rate of 1-4 creatures or beings per anyone with a strongly Lawful or
use any human weapon, but limit magic phase. Each being or Good attitude, such as a Paladin
themselves to thrusting or stabbing creature affected may roll a saving or Cleric of that alignment. The
weapons when under water. They throw vs. Magic and, if successful, Lair of a Vulture Griffon is
sometimes also use nets to entrap is not charmed. Charmed beings usually difficult to reach without
their opponents. These nets are become servants of the Vodyanoi, flying, on cliff faces or tops of
used with the M12 attack, and and while under this charm gain mountains. From such places it
anyone hit must successfully make the ability to breathe water, They views passersby, and swoops down
an Entanglement Saving Throw or serve the Vodyanoi faithfully until on any that look weak enough to
be rendered helpless. Tritons are the charm is magically broken, and victimize. The Vulture Griffon is
Strength 32 in water, Strength 25 will defend the Vodyanoi against smart enough not to attack a large
on land. Armor Class 5. Attack at any attack, even from former group of humans alone, however,
a level 4 higher than HD when in friends of the charmed being. The and will call others of its kind to
water, 2 higher than HD on land. Vodyanoi may be willing, if it join in on the fun.
Defend at a level equal to HD already has lots of servants, to
when on land, or 2 higher than release any given individual for a
HD when in the water. Saving sufficient bribe. However, the
Throw Class 15. Treasure Class N. bribe must be large enough to
Tritons are able to use Type V make up for the lost usefulness of
magical spells as if they were a the servant. Thus, if the Vodyanoi
magic user of a level equal to the has captured a high-level character,
Triton's HD. Tritons are intelligent the bribe would be much larger
enough not to attack a superior than if it has captured a low-level Walking Snakes: These creatures
force, and will not attack anyway character. The bribe might be are somewhat startling to behold.
unless threatened or harmed in money, magical items, or services, Their bodies are snakelike, but
some way. Tritons will defend at the discretion of the referee. they run along on four pairs of
themselves to the death if attacked. Remember, however, that the legs. Walking Snakes are 2-3 feet
Vodyanoi is greedy and sneaky. long, and with green scales. They
The only reason that the treasure are not intelligent, and have no
class is only Class I is that the alignment. They are found in
Vodyanoi steal from each other grasslands or forests. Walking
when possible, and thus hide their Snakes are of the Reptile type.
treasures to an extreme degree. From 3-12 are found in a normal
Class I is the part that you are group. They spend only 10% of
likely to find. their time in their lairs, since the
lair is used primarily to lay eggs,
Vulture Griffon: This creature has sometimes in a nice hole decorated
the body of a lion, and the head, with shiny stones (gems). Speed
wings and talons of a giant 15". 2 HD. Attack using Ml (bite
vulture. Fully grown, it stands is poisonous, factor 1.0, thus
Vodyanoi: This being is a fat, ugly from 10-12 feet tall. It is very doing 2 dice of poison damage per
froglike monstrosity, about six feet intelligent, Chaotic and evil. The bite, or 1 die if a saving throw vs.
tall if it could stand upright. It is Vulture Griffon is found primarily poison is successfully made).
gray-green in color, with tiny ears, in mountainous areas. It is of the Strength 9. Armor Class 4. Attack
a wide, froggy mouth, flat nose, Mythical Beast (Flyer) type. From and defend at 2nd level. Saving
no hair, and froglike legs. It is 1-4 are found together. 25 OJo of the Throw Class 3. Treasure Class L.
very intelligent, Chaotic by time in lair. Speed 19" (that is not The green scales of this creature
alignment, and generally a typo). 15 HD. Attacks using M3 tend to blend in with it's
unfriendly. It is of the Intelligent and M7. Strength 30. Armor Class surroundings, and so this creature
Non-Human type. Normally only 1 4. Attacks at 17th level, defends at is dangerous primarily because it
is found in any single body of 18th level. Saving Throw Class 15. may be in the middle of the group
fresh water, the only place that a Treasure Class R. At first glance, of characters before they notice it.
Vodyanoi may be found. It sticks or at a distance, this creature may A large group of Walking Snakes
near its home, and thus is found in appear to be the much smaller and can wipe out the middle of a party
or near its lair 90% of the time. less dangerous Griffon. By the of much higher level characters,
Speed 6" on land, 24" in water. 20 time a character or party notices just due to sheer surprise. Usually,
HD. The Vodyanoi will not melee the difference, it may be too late. heavily armored characters have no
unless desperate, and only uses Note that the speed allows the difficulty surviving an attack of
daggers, tridents and similar Vulture Griffon to run down most Walking Snakes, but magic users
stabbing weapons. Strength 12. humans and horses. It enjoys may not be so lucky.
23
War Ants: These creatures have Class 7 (cutting edges tend to Levels by a Wight will become a
the appearance of a 10-foot long glance off the hard shell, and it Wight in 1-6 phases unless a
brown ant with eight legs. They dodges well in flight). Attacks at clerical Dispel Evil spell is cast on
are of higher intelligence than 4th level, defends at 3rd level. the body before it changes. Once it
normal Giant Ants, and are Saving Throw Class 3. Treasure has changed, the body may not be
normally Evil and Chaotic by Class B. The treasure is kept inside raised from the dead by clerical
nature. They can be encountered an enormous wasp's nest, 12 feet means, nor may its soul be
underground or outdoors, but not across or more. transplanted by means of
normally in extremely wet or Reincarnation. Although solid of
swampy surroundings. War Ants Weasels, Giant: This is simply a body, Wights are turned and
are of the Giant Insect type. They weasel that happens to be several dispelled by clerics as if of the
appear in groups of 2-12. 400Jo of times as large as normal. It retains Spirit Undead type .. See Barrow
the time in lair. Speed 15". 10 HD. the quickness and viciousness of its Wight for more information.
Attack using MIO, plus poison smaller cousin. 4-6 feet long, and 2
(poison factor 1.0). Strength 18. feet tall when on all fours. Not Will 0' Wisp: This being is most
Armor Class 8 (due to toughness intelligent and has no alignment. often seen as a glowing blue-white
of exoskeleton). Attacks at 11th The Giant Weasel is of the Giant ball, 2-3 feet across. Sometimes it
level, defends at 10th level. Saving Animal (Mammal) type. From 2-12 disguises itself in flames or fogs,
Throw Class 8. Treasure Class D. Giant Weasels make up a group, so that it cannot be clearly seen
War Ants are specially bred to act and they are found in or near lair and recognized. It is somewhat
as mounts for evil beings. They are 250Jo of the time. Speed 15". 3-5 Chaotic in alignment, and
trained to attack and slay Lawful HD. Attack using Ml. Strength intelligent. The Will O' Wisp is
or Good beings on sight (or smell, 16. Armor Class 2. Attack 1 level most often found near swamps or
as the case may be). Their senses higher than HD, defend at same other damp places, and not in
act as the spells Detect Good and level as HD. Saving Throw Class direct daylight. It is of the Spirit
Detect Alignment, with a 12" 3. Treasure Class L (they like shiny type. Only 1 is found at a time,
range. While susceptible to Hold things). Not at all subtle in their and almost never near a lair of its
and Charm spells, if a Lawful or attacks, they expect to simply own. Speed 18". 9 HD. If it is
Good being actually commands a overwhelm opponents and bite forced to melee, it attacks with an
charmed War Ant to do anything, them to death. This usually works electrical lash (use W3 to
the charm is broken and the War on smaller animals or single determine chance to hit). Strength
Ant is free to continue slaying. humans. 28. Armor Class 6b (hard to hit
Thus, a Hold or Charm has no anything vital). Attacks at 9th
practical effect except to stop the Wights: These undead have the level, defends at 17th level (hard to
War Ant in its tracks. A properly appearance of corpselike figures, hit at all, actually). Saving Throw
saddled and harnessed War Ant with some tattered bits of flesh Class 11. Treasure Class H. The
can carry 300 pounds on its back. and clothing or armor, all with a Will O' Wisp will not attack a
Due to their special breeding, War faint blue glow. Each one carries a party itself, but will attempt to
Ants are hard to damage. sword or similar cutting weapon. trick or trap a party into fighting
Therefore, subtract 1 per die from They have no real intelligence, but something else, usually something
any magical or physical damage are Chaotic and Evil, obeying only dangerous and powerful. It does
done to a War Ant at the time the the instinct to seek out and destroy this by means of offering to lead
damage is recorded. Further, War living things within their domain. the party to some fabulous
Ants regenerate their Hit Points at Wights are of the Undead type. treasure and its guardian, which it
a rate of 1 per minute (game turn) From 2-12 are found together. says they can surely defeat. If this
unless damaged beyond their 600J.o chance of finding them in or ploy fails, it may think of others.
Death Level. War Ants are near lair. Speed 9". 3 HD. Attack The Will O' Wisp can use any
assumed to have a Constitution of using W5 (any sword type). Illusionist spell of 5th level or
15, for purposes of calculating Strength 12. Armor Class 5. lower, as well as any spell of 5th
Death Level and Hit Points. Attack and defend at 3rd level. level or lower involving Light. The
Saving Throw Class 12. Treasure Electric Lash effect of its strike
Wasp, Giant: This is simply a Class K. These are a much weaker does 4 dice of damage, all
3-foot long wasp, complete with a version of true Barrow Wights, electrical, no impact. As referee,
relatively enormous stinger. It has and sometimes act as followers to think 'sneaky' when using this
no real intelligence, and no Barrow Wights, who were once the being. If threatened with actual
alignment. It is of the Giant Insect rulers of those who became destruction, it will offer to lead
Type, and is found in forest and Wights. Any wound caused by the others to its own treasure, but will
mountain areas. From 1-10 are weapon or touch of a Wight drains still attempt to trick and lie its way
found together. They are in or 1 Life Level from any living thing out if it can, possibly leading its
near their lairs 200Jo of the time. not magically protected against captors into subtle traps. The
Giant Wasps walk at speed 6", fly such draining. Wights may be treasure is large enough that the
at speed 24". 3 HD. Attack using damaged by silver or magical party of characters, even if not
M24 (plus poison, factor 1.0, plus weapons, or by destructive magic. simply gullible enough to believe
1 point of damage per turn to the They may not be affected by the Will O' Wisp's protestations of
victim until the poison is mental magic or sleep spells of any honesty, will often try to find it
neutralized). Strength 16. Armor kind. Anyone drained to 0 Life anyway.
24
Wraith: This is a less tangible form Armor Class 5 (tough hide and
of the undead. It usually takes the scales). Attacks at 13th level,
form of a humanoid being in a Defends at 12th level. Saving
dark cloak, but with no face inside Throw Class 8. No treasure. Lives
the hood, merely a pair of glowing primarily in forested areas. Will
eyes. It is usually carrying a sword, not necessarily attack human-sized
and both body and sword have a beings unless startled or
sort of black aura surrounding Yale: This animal is a horse-sized, threatened.
them. The Wraith is only of 4-legged animal of an unusual
limited intelligence, but is Chaotic physical nature. It has a shaggy
and Evil. It is of the Spirit Undead black coat with light spots, and is
type. From 2-8 are found together. shaped roughly like a heavy-set
20% chance of finding them in or antelope. Its tail is like that of an
near lair. Speed 12" on the ground, elephant, and it has tusks sticking
24" flying (outdoors and at night down from its upper jaw. Its
only). 4 HD. Attack using W5 horns, shaped like that of an
(any type of sword, but antelope, are its most unusual
Broadsword is most common). feature: they swivel, individually,
Strength 12. Armor Class 5b to point in any direction the Yale
(intangible). Attack and defend at desires. When running along
4th level. Saving Throw Class 12. normally, they lay back along the
Treasure Class N. Magical Yale's head. When threatened; the
weapons will damage Wraiths, and Yale points its horns at its
silver weapons will do Y2 their opponent, if said opponent is
normal damage. Normal weapons alone and in front of the Yale.
will do nothing at all, simply Otherwise, if threatened by a pack
passing through the Wraith. of predators, the Yale swivels the
Anyone drained to 0 Life Levels horns at need, or sticks them out
by a Wraith will become a Wraith like a longhorn steer, to either
in 1-6 phases unless a Dispel Evil is side. A Yale will not attack unless Zombies: These are perhaps the
cast on the body before the change threatened, or unless challenged by most physically disgusting of the
is complete. another Yale of the same sex. A undead, animated corpses complete
Yale is not intelligent and has no with whatever wounds killed them.
Wyvem: This creature is a junior real alignment. Type: Mythical, Normally, these are human
member of the dragon family. It is Herbivore. Number: normal herd corpses, but any intelligent being
an upright, winged dragonlike of 2-20. No lair, but 10% of time can be turned into a Zombie after
being, around 7 feet tall when near any given favorite spot for death. Due to the nature of their
standing fully upright, with a tail feeding, watering or sleeping. animation, Zombies will register
something like that of an Speed 21". 4 HD. Fights using M2 on magical or clerical detection
enormous scorpion, with a or M16. Strength 18. Armor Class spells as Evil and Chaotic, no
forward-curving stinger. It is not 4. Attacks at 5th level, Defends at matter what alignment the Zombie
very intelligent, but is somewhat 4th level. Saving Throw Class 3. had been while living. Type:
Chaotic in alignment. Wyverns are No treasure. Live primarily in Undead (Animated). Number:
of the Dragon type. From 1-4 are plains or savannahs. 4-24. No lair, but may be assigned
found in a group, and they spend to guard things by their animator.
60% of their time in or near lair. Yaleosaurus: This medium-sized Speed 6". 2 HD. Attack using M5
Speed 12" walking, 24" flying. 7-10 dinosaur is nothing less than the or available weapons (116 of
HD. Attack using M2 and M23. reptilian equivalent of a large bear. normal Zombies will have been
Strength 18. Armor Class 5b. It is 8 feet long from nose to tail, given weapons; those specially
Attack 1 level higher than HD, and is 4 feet high when walking on assigned may be given them at the
defend at same level as HD. all fours. It is fully capable of discretion of the referee). Strength
Saving Throw Class 7. Treasure standing upright. Except for its 10. Armor Class 2. Attack and
Class N. Wyvern Poison is poison scales instead of fur, and a Defend at 2nd level. Saving Throw
factor 1.0. Can either bite or sting somewhat more lizard-like head, Class 4. Zombies own no treasure,
if there is . room to swing its tail its resemblance to a grizzly bear is but may be guarding it for their
forward. It stings by leaning solid. A Yaleosaurus weighs animator. The instructions given to
forward and stinging over its back. roughly 2000 pounds, is not a Zombie may not be complex in
If it stings, it may swing back intelligent, has no alignment, and nature, and thus they may become
upright and take a bite at its is omnivorous. Typical group size confused. This accounts for
opponent during the same melee is 1-4. No lair worth mentioning. Zombies encountered wandering
phase. Speed 18". 12 HD. Attack using around unattached to specific
M2, M6 or M14. Strength 25. tasks.

25
Zuvembie: This undead creature is Treasure Class N, no silver, if the Any corpse of an intelligent being
to a Zombie what a Lich is to an Zuvembie is 12th level or higher. gets a saving throw as if vs. Death.
animated Skeleton. It is a self- The Zuvembie has limited magical If it fails this saving throw, it is
animated, wilfully-evil form of powers, as follows: The Zuvembie under the control of the Zuvembie.
undead, usually female in sings a wordless song that can If an intelligent being dies within
appearance. A Zuvembie looks like entrance the living or summon and 12" of a Zuvembie, this saving
a dark, short, humanoid figure animate the dead.Any intelligent throw must be made immediately.
with wild hair, something like a being within 12" (who is able to Once a corpse has been under the
standard voodoo witch-woman out hear) must make a saving throw control of a Zuvembie, it can only
of an old movie, but even more vs. Charm III. Any being failing be raised from the dead by the
disgusting. A Zuvembie radiates an this saving throw must act to simultaneous performance of Raise
aura of evil, and is actively defend the Zuvembie, or stand Dead and Dispel Evil clerical
Chaotic in alignment. Type: immobile and undefending, at the spells, both performed by clerics of
Undead (Solid). Normally only 1 choice of the Zuvembie. Also, any a higher level than the entrancing
appearing at a time. In or near lair newly-dead being (dead no more Zuvembie. The additional powers
60% of the time. Speed 18". 8 or than 1 hour), whether formerly of a Zuvembie are: a Zuvembie of
more HD. Attacks using Weapons intelligent or not, may be turned 12th level or higher may use the
of length 1 - 5 and with magic as into a temporary Zombie under the destructive form of any clerical
explained below. Strength 18. control of the Zuvembie as long as spell as if the Zuvembie were a
Armor Class 2. Attacks at Level within 12" of the Zuvembie, or cleric of its own level; and a
HD + 1. Defends at Level until dead 1 hour. Any Zuvembie of 10th level or higher
HD+3. Saving Throw Class 5. unintelligent being's body gets no may use Type I magical spells,
Treasure Class K, no silver. saving throw against this effect. limited as if the Zuvembie were a
magic user of its own level.

... >·,.

26
Armor Class 5 if wearing Chain
fllltn & Animals Barding. Unless stated otherwise,
used. They move at speed 15",
and can attack using Small Teeth.
In addition to the Monster normal animals have Attack and A Hound has 2 Hit Dice.
List, there must also be sort of a Defense Levels equal to their Hit Mastiffs: These are the more
People List, since men will Dice. The following list gives the solid killing-dogs, bred for
sometimes be encountered during differences between the various strength. A Mastiff moves at
adventures. Basically, treat animals. speed 15", and can attack using
encountered men as if they were Mules: These are the only Medium Teeth, attacking at 4th
characters: they get the same pack animals that you can level. A Mastiff has 3 Hit Dice.
bonuses and restrictions based on normally use in caves, tunnels, or Falcon: These are the hunting
their characteristics. If you have a other narrow or steep areas. birds commonly used, and
copy of Instant Bad Guys or Mules have 3 Hit Dice, and can actually includes several varieties.
some other listing of encountered carry up to 350 pounds at speed They fly at speed 24", and can
men pre-rolled, you can just use 12". Mules can pull wagons or attack using Small Teeth (Beak)
that to determine those sleds weighing, with load, up to or Small Claws, but normally
characteristics. Otherwise, you, as 1000 pounds. A mule, if only attack small animals.
referee, should roll any attacked, will kick with Small Falcons have 2 Hit Dice, but
characteristics that might be Hooves. attack at 3rd level.
important in the situation. This Light Horses: These are the Other animals can be worked
will often include Strength, fastest horses normally available, out by individual referees.
Intelligence, Dexterity and Agility, but are not very sturdy. A Light Basically, just keep them
as well as hits (in which case you Horse can carry up to 250 reasonable relative to those listed,
should also roll Constitution, pounds at speed 24", and cannot and you should not have too
which could modify the hit be trained to pull wagons. Light many problems.
points). The Saving Throws and Horses have 2 Hit Dice, and can,
other circumstances are also the if attacked, kick with Small
same as if the encountered men Hooves.
Medium Horses: These are gtlte•gth t.Attaclo COamage COamage
were characters: just use the ob Cflet•g ~eveQ uUuQtlp.i!lelt Cfla.ug
appropriate Saving Throws for more durable, but not as fast. A
the type, level, and characteristics Medium Horse can carry 350 1 -1 1 -2 per 2 bice
of each individual man. The only pounds at speed 18", and cannot 2 -1 1 -2 per 2 bite
be trained to pull wagons, but 3 -1 1 -2 per 2 bite
thing remaining is Treasure Class. 4 -1 1 -1 per 2 bite
For low-level Fighters, use can be trained to wear barding or 5 -1 1 -1 pu 2 bite
Treasure Class C. For medium or to participate in cavalry melee. Ii n l -1 pu 2 bice
higher Fighters, use Class T. For Medium Horses have 3 Hit Dice, 7 n l -1 per 2 bice
low-level Clerics, use class D. For and, if in melee, can kick with B n 1 -1 per 2 bice
g n l n
medium-level Clerics, use class M. Small Hooves.
Draft Horses: These are lD n l n
For high-level Clerics, use Class 11 n 1 n
I. Low-level Magic Users should sturdy, durable workhorses, who 12 n 1 n
be given Class E treasure in their can carry or pull great weights, 13 n 1 +1 ptr 2 bice
but not very fast. A Draft Horse 14 n 1 +1 per 2 b!ce
lairs. Medium-level Magic Users 15 n 1 +1 per 2 bite
should have Class H. High-level has 4 Hit Dice, and can carry 16 +l 1 +1 per 2 bite
Magic Users should have Class S. 450 pounds, or pull a wagon or 17 +l l +1 pu 2 bite
Thieves should have treasure sled weighing 1500 pounds, lB +1 1 +2 per 2 bite
similar to that of Magic Users. moving at speed 12". Draft horses 1!1 +1 1 +2 ptr 2 bite
will attempt to avoid combat, but 2n +l l +2 per 2 bite
For unusual classes of men, use 21 +1 1 +2 per 2 bite
whatever is the most appropriate. if forced, will defend themselves 22 +l 1 +3 per 2 bite
For example, Paladins and using Medium Hooves. 23 +l 1 +3 per 2 bite
Rangers do not tend to Heavy Horses: These beasts, 24 +l 1 +3 per 2 bite
also known as Warhorses, are 25 +l 1 +4 per 2 bite
accumulate much treasure, and 26 +2 1 +4 per 2 b!ce
thus should not be given an bred and trained for battle. They 27 +2 1 +5 per 2 bite
overly rich class. are physically quite similar to 28 +2 2 n
There are several types of Draft Horses, being among the 2!1 +2 2 n
normal animals that are used biggest and toughest of horses. A Jn +2 2 n
31 +2 2 + 1 pu 4 llite
both by encountered men and by Heavy Horse will carry up to 450
32 +2 2 +2ptr4llice
characters, and should thus be pounds at speed 12", and can be 33 +2 2 + 3 per 4 llice
discussed. Draft animals and trained to wear barding and to 34 +2 2 + 4 per 4 llice
hunting animals are quite participate in battle, but does not 35 +2 2 + 5 per 4 llice
common, and you found some of pull wagons or sleds. Heavy 36 +2 3 n
Horses have 4 Hit Dice plus 2 hit 37 +2 3 n
them listed in the Equipment 38 +2 3 +1 pu Ii llire
tables. Basically, normal animals points. They thus have Attack 3!1 +2 3 +2 per Ii bite
all have the same Saving Throw and Defense levels of 5th level. 4ll +2 3 +3 per Ii llice
Heavy Horses, if in combat, 41 +3 3 +4 per Ii llice
Class: Class 3. Normally, they are 42 +3 3 +5 per Ii llite
Armor Class 1 if without attack using Medium Hooves.
Hounds: These are the
43 +3 4 n
harnesses or packs, Armor Class 44 +3 4 n
2 if saddled or harnessed, or tracking dogs that are commonly 45 +3 4 + 1 ptr B llice

27
ATTACK MATRIX: HAND-CARRIED WEAPONS

ARMOR CLASSES
1 2A 2B 3 4A 4B 5A 5B 6A 6B 7 8 B D D
N L B S L B c c c c p p L I A
0 T R H & R H p & p L & 0 C M
N H I L s & N s & T s w E G
E R G D s s s
WEAPONS
OA UNARMORED FIST 55 45 22 35 25 12 20 10 10 05 00 00 4
OB ARMORED FIST /SAP 55 55 32 35 35 18 25 17 15 08 10 02 4
1A DAGGER/KNIFE 55 45 25 35 35 17 35 20 20 10 05 00 4
1B KRIS 55 45 25 35 35 17 35 20 20 10 05 00 3 2
2A HATCHET 45 35 20 35 20 11 15 10 10 06 05 02 4 11/2
2B HAND AXE 35 35 25 20 20 12 20 17 15 10 15 05 3 2
2C SHORT SWORD 55 45 25 35 35 17 35 20 20 10 05 00 3 11/2
2D TRIDENT 55 45 25 35 35 17 35 20 20 10 05 00 3 11/2
3A WARHAMMER 25 25 30 25 20 22 25 30 20 22 35 25 3 2
3B BEAKED HAMM ER 40 35 35 35 25 25 25 30 20 22 35 25 3 2
4A MACE/CLUB 25 25 30 25 20 22 25 30 20 22 35 25 3 2
5A BROADSWORD 45 35 22 35 25 13 25 17 20 11 10 05 3 2
5B LONGSWORD/SCIMITAR 55 35 20 45 25 13 15 10 10 06 05 02 3 2
5C FALCHION vs. ARMOR 35 25 25 25 20 20 20 22 15 17 25 20 3 2(-2)
vs. NATURAL HIDE 35 25 15 25 20 10 20 12 15 07 05 02 3 2(-2)
5D WIDE-BLADED FALCHION 35 35 27 25 25 17 40 27 30 20 15 10 2 2
5E SAMURAI SWORD (Katana) 55 35 22 45 25 13 25 17 20 11 10 02 3 2
6A BATTLE AXE * 35 30 25 25 25 17 35 27 35 22 20 10 2 2
6B GREAT AXE * 35 35 30 25 35 27 35 30 35 27 25 20 1 4
6C BULLOVA * 2 45 45 27 45 35 20 35 22 25 15 10 05 2 2
7A MORNINGSTAR (Chain-mace) 45 45 35 35 35 27 35 27 25 22 25 20 2 2
SA SPEAR * 2 45 35 20 35 30 16 25 15 10 06 05 02 2 2
9A FLAIL/LARGE CLUB * 25 25 30 25 25 25 35 35 25 25 35 25 1 3
9B MAUL (Great Mace) * 35 35 35 35 35 35 35 35 35 35 35 35 1 4
10A 2-HANDED BROADSWORD * 35 35 35 35 35 30 35 35 35 30 35 25 1 3
11A QUARTERSTAFF * 55 45 25 35 25 12 25 15 15 07 05 00 4
12A FAUCHARD * 2 55 45 30 45 45 27 35 25 25 17 15 10 1 3
12B POLE ARM * 2 45 4§ 32 45 35 22 35 27 25 17 20 10 2
12C LUCERNE HAMMER * 2 40 35 35 35 25 25 25 30 20 22 35 25 3
13A HALBARD * 2 25 25 30 25 35 30 45 40 45 35 35 25 2
14A MOUNTED LANCE 55 55 40 55 55 37 45 35 35 27 25 20 2
15A PIKE * 2 25 25 22 . 25 25 17 25 22 25 17 20 10 2
• indicates 2-handed weapon 2
indicates weapon useable from second rank of melee

For those of you not familiar (normally, none of the base are no other adjustments. Over at
with the Warlock combat system, numbers is higher than 55). These the right-hand side of the table,
these tables are presented to allow numbers are the maximum the columns Blows and Dice
you to see how human and number that an attacker must roll Damage tell, respectively, the
monster combat has been set up. (from 00 to 99) in order to hit. number of attempts the attacker
As you can see, there are two A roll of 00 always hits, and any has to hit in any single melee
tables, one for Hand-Carried roll of 90 or higher always phase, and the number of six-
Weapons, and the other for misses, no matter what the sided dice of damage done by a
Natural Body Weapons. As you adjustments. Thus, something successful hit. If you use a
go across the line next to any one attacking with Ml (Small Teeth) combat system other than the
of the weapons on either table, against a target that is in Leather Warlock one, these Matrices
you will find a number in each Armor (AC 2) must roll between should enable you to compare the
column, ranging from 00 to 55 00 and 35 in order to hit, if there chances to hit and damage done
28
~auing ID4rnwn 111 nr MONSTER SAVING THROW MATRIX

iminnnttrn
S.T. Distraction Poison Wands Stone Dragon Spells Phantasm
Class or Death Breath &Staves Belief

1 10 12 13 14 15 16 16
While a comparison of the 2 14 10 12 5 14 12 12
Monster Saving Throw Matrix 3 16 12 12 12 14 14 18
with the Monster List will give 4 4 NA 14 16 16 16 NA
you a basic idea of how to use 5 8 NA 7 7 11 9 8
the Matrix on your own 6 16 6 7 8 8 10 3
monsters, a little explanation will 7 12 6 7 5 3 8 7
probably help you. The following 8 10 . 10 9 10 14 12 12
notes should give you a good 9 8 4 10 12 10 12 10
idea of which Saving Throw Class
is most appropriate for any 10 12 6 7 8 8 10 12
monsters of your own design. 11 NA 3 5 5 5 3 3
Class 1 is the appropriate 12 6 NA 12 14 14 12 4
Saving Throw Class for beings of 13 NA 6 8 9 11 8 7
low human intelligence and no 14 8 4 5 7 8 8/3* NA
real resistance to magic. Roughly 15 NA 3 NA 2 3 5/NA* NA
similar to a 1st level Fighter of
low intelligence.
Class 2 is the appropriate Class 12 is for medium-sized line are not affected by items in
Saving Throw Class for creatures Undead, those which may or may that particular column. Thus, a
with the power of Stone-Turning, not be independent, but are Vampire is not affected by
such as a Cockatrice. neither to be sneezed at nor run poison, already being sort of
Class 3 is for most animals, away from by characters of equal dead.
including giant animals and level. This includes most of the In Classes 14 and 15, the split
insects that have no special Spirit-type Undead. saving throw for the Spells and
characteristics. Class 13 is for non-undead Staves column indicates that the
Class 4 is for Animated Spirits and some Daemons and two types affect the being
undead, with no will of their such. differently, spells above the slash
own. Class 14 is for beings with a and staves below it. Thus, a
Class 5 is for independent strong natural resistance to magic being with Saving Throw Class 15
undead, solid and with wills of and illusions. is normally not affected by magic
their own, such as Vampires and Class 15 is for beings so cast by means of a staff at all.
other such powerful undead. resistant and so powerful that
Class 6 is for beings that are lesser magic (wands, staves, etc.)
tough but unintelligent. This class has no effect whatever.
has an excellent Phantasm Belief On the Matrix itself, a few
saving throw because it isn't things need explanation. The
intelligent enough to easily Distraction column is to be used
perceive a visualized source of whenever the monster encounters
harm. two or more things of interest. If
Class 7 is for Dragons and a monster that was busy chasing
their relatives, especially the more a character encounters something
powerful reptile beings. else to eat, of equal worth, the
Class 8 is for beings that are referee should roll a Distraction
tough, somewhat intelligent, but Saving Throw to see whether the
with no special resistances. monster will give up the chase for
Class 9 is for lycanthropes a quick snack. Some discretion
and shape.:shifters of various should be used, adjusting for
kinds, Were-creatures and such. monsters whose intelligence does
Class 10 is for large creatures not match that of the average
that are somewhat difficult to monster of the same Saving
damage. Throw Class. Basically, the more
Class 11 is for beings with a intelligent the monster, the less
considerable amount of resistance likely it is to be distracted by
to magic, either by being magic- some short-range benefit.
using and of high level, or from The entry 'NA' instead of a
sheer toughness. Usually number on the table means that
intelligent. beings using that Saving Throw
31
Encounter Numbers Lair Numbers Encounter Modifiers
Fighter Magic Parties Monster Fighter Magic Temple Monster
Types Users Numbers Types Users or Hall Numbers Encounter Distance
01-05 1 1 1-4 1 1 1 1-4 1
06-10 1-4 1 1-6 N/6 1-3 1 1-4 N/6 2 LIMIT OF VISION
11-20 1-6 1 1-8 N/4 1-4 1 1-6 N/4 3 LIMIT OF VISION
21-25 1-8 1-3 1-8 N/2 1-6 1-3 1-6 N/4 4 LONG RANGE
26-30 1-10 1-4 1-10 N 1-8 1-4 1-8 N/2 5 LONG RANGE
31-45 2-12 1-4 HO N 1-10 1-4 HO N 6 I PHASE MOVE TO MELEE
46-50 2-16 1-6 2-12 N 2-12 1-6 1-10 N 7 I PHASE MOVE TO MELEE
51-60 4-16 1-6 2-12 N 2-16 1-6 2-12 N 8 I PHASE MOVE TO MELEE
61-70 2-20 1-6 3-18 1.5N 4-16 1-6 2-12 N 9 SHORT RANGE, Vi MOVE
71-80 2-24 1-8 3-18 2N 2-20 1-8 3-18 1.5N 10 SHORT RANGE, Vi MovE
81-90 4-24 2-8 4-24 3N 2-24 2-8 3-18 2N II IMMEDIATE MELEE RANGE
91-95 4-32 1-10 5-30 4N 4-24 1-10 4-24 3N 12 IMMEDIATE MELEE RANGE
96-98 6-36 2-12 6-36 5N 4-32 2-12 5-30 4N
99 Re x 1-4 Re x 2 Re x 1-4 Re x 2 Re x 1-4 Re x 2 Re x 1-4 Re x 2
00 Re x 1-1 ORe x 1-4 Re x 1-8 Re x 1-1 O RexHO Rex1-4 Rex1-8 Rex1-10 Encounter Surprise Chance

2 MoNsTER(s) STARTLED
table is used only when those being MONSTER(S) !/3 SURPRISED,
f ntnunttr :!llltnhifitr.s checked were unaware of the 3
PARTY NOT SURPRISED
approaching encounter. If a magic BOTH SIDES 1/6 SURPRISED
user looks around a corner with 4
5 PARTY 1/6 SURPRISED
Encounter Modifier Notes his crystal ball and sees an PARTY 0 SURPRISED
6
approaching monster, he will not PARTY V3 SURPRISED
The Encounter Modifier Tables be surprised by its arrival. If it 7
8 PARTY V3 SURPRISED
allow the referee to determine arrives before he has a chance to PARTY !/3 SURPRISED
randomly just what is coming tell anyone else, however, then the 9
IO PARTY Vi SURPRISED
around the next corner, and what rest of his party still has a chance II PARTY YJ SURPRISED
to do about it. of being surprised. Likewise, if a 12 p ARTY }'6 SURPRISED
The Encounter Distance table party of player-characters has
tells the referee how far away the heard a monster behind a door, each Hit Die the monster possesses
monsters or beings are when first they will not be surprised upon above 2. Only add the bonus
noticed. Note that this distance is finding that monster where they (monster's HD - 2) to die rolls
given in relative movement rather expected it to be. They would only under 50. This will make the
than absolute distance. This is so have a chance of being surprised if monsters harder to kill without
that it can handle both indoor and the situation with the door open making the higher level monsters
outdoor situations. The phrases '1 were radically different from what take outrageous numbers of Hit
phase movement to melee' and they expected, having heard the Points of damage to kill. As you
such do not indicate that a melee noises. For example, if whichever can see, this means that a 10 HD
will automatically occur, it instead party member had listened at the monster will have a minimum roll
indicates how long it would be door had heard and told about the of 09 (natural roll of 01 plus a
until such a thing could happen. sound of tiny feet pattering around bonus of 8), giving it a minimum
The likelihood of battle depends behind the door, the party would of 2 per die. The odds of a
on the actions of the party and prnbably not be expecting to find a monster with fewer Hit Points
just what was encountered. silent dragon chasing a large group than that being able to survive at
Encounter Surprise refers to the of kobolds, and therefore would that level are slight indeed.
chance that either the members of have a chance of being surprised. The Encounter Numbers Table
the party or the encountered beings Average Hits Per Die are rolled gives the referee a set of numbers
or monsters will be surprised by on monsters where the referee does of beings encountered. For
the encounter, and suffer the not wish to determine the hits intelligent beings, use the listed
penalties from the surprise. individually, such as in large number ranges, rolling the
Surprise is normally checked for groups of small monsters. It is appropriate dice to determine exact
each person or monster, rather for recommended that hits be numbers. Thus, if you roll that the
the battle as a whole. This table determined individually for small encounter consists of 3-18 fighter-
gives the basic chance of any given groups, especially of intelligent types, roll 3 six-sided dice to
individual being surprised. beings. This table takes into determine just how many there
Remember to modify these for account the tendency for beings really are. In the Monster columns,
Special Characteristics bonuses and with more hit points to survive, as N represents the range given in the
handicaps, or for unusual well as the likelihood of hits Number Encountered section for
characters (elves are surprised 1/6 averaging out somewhat. each monster on the Monster List. ·
of the time less often than If you find that your monsters Thus, if the result of your roll is
humans, due to their superior are being killed too easily at higher N/2, and your Monster List gives
senses of sight and hearing). It is levels, add 1 to the die roll on the a Number Appearing of 2-12, you
important to remember that this Average Hits Per Die table for should have from 1-6 appearing
32
Monster's Average Hits Per Die Remember, the characters in the of the types of magic items. If the
party aren't the only ones with the being checked is determined to be
OI advantages given by magic items. carrying one or more magic items,
02-05 I.5 If you have a copy of Instant simply go to the Magic Item
06-10 2 Baell Guys, you can simply use the Tables for the appropriate type of
I l-20 2.5 listed items for each person magic items and roll the specific
2 l-30 encountered on those listings. If powers and abilities there.
3
31-40 3.5 not, you can determine the same When including beings of your
41-50 probabilities of just who is own creation, or out of fictional or
4
51-60 carrying what magic items by using mythological sources, try to make
4·5
61-70 the 'Carried Magic Items' table. use of the information you have
5
71-80 Each line of the 'Carried Magic about the beings when deciding
5.5
81-90 6 Items' table is for a different type what type of magic items they
91-96 6.5 of character or being. For types would be carrying. For example, if
97-99 not listed, the referee must use his the beings come from a world
7
00 111>-7 own discretion. For combinations where rings have a deep religious
of two character classes, such as a significance, and no one would
instt>ad. A result of l .5N would Magical Fighter, use the higher wear one as just a magic item,
have from 3-18 such monsters chance for each of the two classes. make use of this fact when
appearing. The numbers appearing on the determining what they are
In those cases where the tables table are percentage chances of carrying.
says 'Rex 1-4' or something having that type of magic item 'per There is a sort of borderline
similar, this indicates that you level of the character or being who case that should be mentioned.
should reroll, and multiply the is being checked. Thus, a 5th level When using semi-intelligent beings
result times the indicated roll or Fighter would have a 7 .5% chance in your games, such as Ogres,
number. Thus, if you rolled a '3' of having a magical Shield when there should be a chance that said
on your roll from 1-4, and got a encountered, while a 5th level beings have acquired magical items
result of 1-6 on your reroll, you cleric would only have a 5 % of some kind. Obviously, they
would roll from 3-18 to determine chance of having a clerical Staff. couldn't make them themselves,
the final actual numbers In cases where the table shows a and they couldn't use very
encountered. number like 2*1 or 2*0.5, it means complicated ones. In such cases,
that the being encountered has two you should use a chance
chances of having that type of somewhere in the range of 1 % per

* * * magic item, rolled separately, and


also that, if both rolls are within
level of the being (or less, if it isn't
very powerful) that it has been
the indicated percentage, that the able to acquire a simple magic
being has two items in that item. For example, an Ogre would
category. be able to realize that a magical
When determining the chance weapon does a better job of
that an intelligent non-human has bashing things than a non-magical
When men or other intelligent magic items, use the most similar one (assuming that the weapon was
beings are encountered, they may class of humans for basic chances, useful rather than cursed, of
be carrying magic items of their and adjust for any special course). In such cases, the Ogre
own, usually ones that the person circumstances, such as a special would keep the weapon to bash
or being carrying it can make use preference for certain types of with. That same Ogre would
of. Thus, when a party encounters objects, or restrictions from using probably ignore a magical
men or other intelligent beings, .the certain types of objects. A being backpack, however, since Ogres
referee should check and see just from a species that can't read don't wear such things, and it
what they are carrying, and make probably would not carry a Scroll, wouldn't see one as being useful.
use of the items properly if a battle for example. Just keep the magic items
or other encounter develops. Each column of the 'Carried appropriate to what's carrying
Magic Items' table represents one them, in general.
Carried Magic Items

Intelligent Armor Shield Non-Intel. Wand or Ring Potion Misc. Scroll


Weapon Weapon Staff Magic

Magic User 3 2*1 2*1 2*i 2*i 1


Fighter 1.5 1.5 2*1 2*1 2*1 0.5 0.2
Cleric 1 1 1 2*1 2*1 0.5
Thief 1 1.5 1.5 2*1 2*1 2*1 2*0.5 0.5
Paladin 1.5 2 2 2*i .5 0.2 2*0.5 2*0.5 0.5 0.2
Ranger 1.5 1.5 1. 5 2*1.5 1 2*1 2*1 1 0.5
Elf 1 1.5 1.5 2*1 2*1 2*1 2*1 2*1 1
33
Jewelry, 20%(1-6); Magic Items, greedy nonetheless, or a large and
15%(1). This treasure class is successful band of men or other
The following are the various gathered by monsters that value intelligent beings.
treasure classes referred to in the treasure, but are not very Class K: Silver, 35%(1000-6000);
Monster List and elsewhere. Each powerful, or that don't have Gold, 25%(1000-3000); Gems,
contains a set of percentages and many opportunities to gather it. 25%(1-6); Jewelry, 20%(1-6);
ranges of value of the treasure, Class E: Silver, 50%(4000-24,000); Magic Items, 10%(1). This class
as well as a short note about Gold, 50%(1000-6000); Gems, is used for low-level intelligent or
what type of monsters or beings 40%(2-12); Jewelry, 30%(1-6); somewhat intelligent beings with
should be assigned that treasure Magic Items, 20%(1). This about the relative powers and
class. Referees designing their treasure class is deliberately ab;lities of a 2nd or 3rd level
own monsters should pay gathered by monsters that value fignter.
attention to these guidelines when treasure, or is accidentally Class L: Gems, 25%(1-4);
deciding which treasure class gathered by monsters who are Jewelry, 25%(1-4). This class is
should go with which monster. low-level, but deadly to others of for the 'packrat' type of monster,
For each class, there will be similar level, such as a that gathers only shiny things,
listings such as: Silver, Cockatrice. but does not accumulate large
40%(1000-6000). What this means Class F: Silver, 50%(5000-30,000); hoards. Also good for monsters
is that there is a 40% chance that Gold, 50%(2000-12000); Gems, who are small or who cannot
the treasure contains silver, in 50%(2-12); Jewelry, 40%(1-6); carry much.
amounts ranging from 1000 to Magic Items, 25%(1). A class for Class M: Silver,
6000 pieces. Remember to convert monsters one step more deadly 20%(1000-10,000); Gold,
the actual values to gold pieces than before, or for treasure 60 OJo(l 000-6000); Gems,
when figuring total treasure later, caches being guarded by pet 30%(1-10); Jewelry, 25%(1-6);
but use the piece figure given to monsters and other guardians. Magic Items, 20%(1-3). This
determine how much can be Class G: Silver, treasure class is used for Trolls
carried away, and how quickly. 25 %(10,000-60 ,000); Gold, and other beings of similar
75%(5000-30,000); Gems, tendencies and power, that just
Class A: Silver, 90%(100-600); 50%(3-18); Jewelry, 40%(2-12); aren't all that interested in
Gold, 50%(10-60); Gems, Magic Items, 30%(1). This treasure, but gather it by
5%(1-6). This class is used for treasure class is for the more defeating those who have it.
small, accidental gatherings of deadly guardian, or for something Class N: Silver,
treasure in ··the lair of beings too that has been gathering treasure 25%(2000-12,000); Gold,
small or too unintelligent to for a while, with some success. 40%(1000-6000); Gems,
gather treasure, but who live near This is the last of the general- 10%(2-12); Jewelry, 10%(1-6);
other monsters. It is also used to purpose treasures, and should be Magic Items, 30%(1-4). This is
measure the 'pocket change' of reserved for monsters that are the basic treasure class of Giants,
low-level intelligent beings who worthy of it. modified occasionally for
are determined to be carrying Class H: Silver, 40%(1000-6000); different types.
small amounts of money. Gold, 35%(2000,12000); Platinum, Class 0: Gold, 40%(2000-12,000);
Class B: Silver, 90%(200-1200); 10 %(1000-6000); Gems, Gems, 20%(4-24); Jewelry,
Gold, 50%(100-600); Gems, 50%(6-36); Jewelry, 40%(5-30); 10%(2-12); Magic Items,
10%(1-6); Jewelry, 5%(1-6). This Magic Items, 40%(1-4). This 35%(1-6). This class is used for
class is used in circumstances treasure class is for low-to- high level Undead creatures (thus,
similar to Class A, but for medium level men or other the lack of silver) or for other
somewhat higher level intelligent int-elligent beings of similar type, monsters dangerous enough to kill
beings, or for . the lairs of when gathered in groups. Thus, lots of peo'ple who were carrying
unintelligent monsters who are this treasure would be appropriate magic items.
powerful enough to occasionally for a small band of magic users Class P: Gold, 75%(7000-42000);
kill someone who was carrying a or a larger group of fighters. Platinum, 25%(1000-6000); Gems,
small treasure. Giant animals Class I: .. Silver, 25%(1000-6000); 25%3-18); Jewelry, 20%(2-12);
might have this treasure class. Gold, 30%(1000-6000); Platinum, Magic Items, 40%(1-6). This class
Class C: Silver, 90%(1000-6000); 20%(1000-6000); Gems, is used for large tombs or for the
Gold, 50%(400-2400); Gems, 50%(6-36); Jewelry, 50%(5-30); treasure hoards of intelligent
20%(1-6); Jewelry,10%(1-6); Magic Items, 60%(1-4). This groups of beings, such as a large
Magic Items, 10%(1). This is the treasure class would be group of Dwarves.
appropriate treasure class for appropriate for a temple or other Class Q: Silver,
monsters who are not treasure- place where intelligent beings and 50%(10,000-100,000); Gold,
collectors themselves, but who are their money gather. 75%(10,000-60,000); Platinum,
somewhat dangerous to people Class J: Silver, 20%(1000-6000); 25%(3000-18,000); Gems,
passing through, and thus gather Gold, 50%(6000-36,000); 50%(10-100); Jewelry, 60%(6-36);
a little more in passing than the Platinum, 25%(1000-6000); Gems, Magic Items, 20%(2-8). This is
previous two classes. 60%(10-60); Jewelry, 50%(8-48); the treasure class for Dragons
Class D: Silver, Magic Items, 50%(1-4). This class and very little else. There is little
7 5 %(2000-12' 000); Gold, is for monsters somewhat less else powerful and greedy enough
50%(500-3000); Gems, 30% 1-6); powerful than a Dragon, but to collect such a treasure hoard.
34
Class R: Gems, 50%(3-18); the treasure tables, since it has might be extremely valuable, due
Jewelry, 50%(2-12); Magic Items, been our experience that, except to their rarity, or worthless, if no
20%(1). This is a treasure class for pocket change, most one wants them or knows what
for monsters or beings who characters do not spend time they are. Also, the workmanship
collect treasure, but don't care for gathering up copper they find of the jewelry is part of its value.
coins. anyway. If you really want A piece of jewelry that is all metal
Class S: Silver, 10% per level of copper, include it m quantities might be a rare work of sculpture,
monster or being, (1000-6000); similar to that of the silver for and thus worth a great deal, or a
Gold, 5% per level (2000-12,000); classes that include coins. cheap bracelet, and worth little or
Platinum, 2% per level Also, remember the basic rate nothing. If the shape of the
(1000-6000); Gems, 5% per level of money conversion for your jewelry matters, it should be
(6-36); Jewelry, 5% per level game. The Warlock rules were determined by the referee as
(6-36); Magic Items, 5 OJo per level designed around exchange rates of appropriate to the world and the
(1-4). This class IS commonly 20 copper pieces being equal to 1 treasure.
used for higher level magic users silver piece; 10 silver pieces being
equal to 1 gold piec~; 5 gold Gem and Jewelry Average Value Table
and magic-using monsters. All of
the percentages in this and the pieces being equal to 1 platinum
following two treasure classes are piece; and each coin weighing Carats Per Gem
multiplied times the level of the 1/20 of a pound. If your world 01-07 1
monster or being to find the has drastically different values, 08-16 2
actual percentage chance of each alter the Treasure Classes i?-27 3
type of treasure being found. accordingly, since the makeup· of 28-40 4
Thus, the lair of a 12th level the treasures should reflect the 41-55 5
magic user would have a 24% rarity and value of the coins. 56-66 6
chance of having Platinum in it 67-75 7
(2% times 12). <Stma unh Jtwtlry 76-82
83-87
8
9
Class T: Silver, 15% per level
(1000-6000); Gold, 10% per level When gems and/or jewelry are 88-90 10
(4000-24,000); Platinum, 2% per found in treasures, it is necessary 91-00 10 plus reroll (cumulative)
level (1000-6000); Gems, 5% per to determine their value. This is
Gem Value Per Carat
level (1-6 per 2 levels); Jewelry, done by use of the Gem and
5 OJo per level (1-6 per 2 levels); Jewelry Average Value Table. This 01-05 5 gold pieces per carat
Magic Items, 5% per level (1-4). table gives the .average value of the 06-15 10
This class is for groups of higher gems and jewels in a large trove. 16-20 15
level fighters or other intelligent The Jewelry part of this table can 21-30 20
beings. Note that, like Classes S be used to determine the value of a 31-35 25
and U, the magic items here are single piece just as easily, and in 36-40 30
in addition to magic items the the case of a special item can be 41-45 40
beings are carrying around with quite useful. At first, the use of 46-65 50
them. This IS also to be this table may seem complex, but 66-70 60
considered true m any treasure it becomes easy with continued 71-75 75
class used for intelligent beings. use. For example, suppose you, as 76-85 100
Class U: Gold, 10% per level referee, have determined that there 86-90 125
(1000-4000 per 2 levels); Gems, are 7 gems in a treasure. Now, roll 91-95 150
5 OJo per level (1-4 per 2 levels); on the Carats Per Gem table. This 96-98 175
Jewelry, 5% per level (1-4 per 2 gives you the average size of the 99-00 200
levels); Magic Items, 2% per level gems in the treasure. Roll on the Jewelry Composition
(1-4). This treasure class is to be Gem Value Per Carat table to find
01-20 Metal Only
used for somewhat smaller groups the average value per carat of
21-45 Metal plus 1-6 gems
of men, or men who are moving weight of the gems. Multiply the
46-65 Metal plus 2-12 gems
their lair, or groups of intelligent two together, and the whole thing
66-80 Metal plus 3-18 gems
beings who are on their own for times 7 (for your 7 gems) to find
81-90 Metal plus 4-24 gems
long periods, without constant the total value of the batch of
91-97 Metal plus 5-30 gems
sources of treasure. gems. In the case of jewelry, the
98-99 Metal plus 6-36 gems
Note that many of these only difference is that the Jewelry
00 Metal plus 1-100 gems
treasure classes do not contain all Composition is rolled first, and
of the possible types of treasure. then the value of the Metal and Jewelry Metal
This is deliberate, and has to do Gems (if any), the values of gems
01-15 10-60 gold pieces in value
with the practical limits and and metal being added together.
16-35 HOO gold pieces in value
reasons of the treasure-gathering Exactly what metals and gems
36-55 40-400 gold pieces in value
of different types of beings and are represented by these values 56-65 100-1000 g.p. in value
monsters. Platinum should be should be determined by the 66-85 100-2000 g.p. in value
considered somewhat rare, and .is individual referee, if he is so 86-90 500-3000 g.p. in value
an optional metal, its inclusion at inclined, because they change with 91-99 1000-6000 g.p. in value
the discretion of the individual the type of world or dungeon. For 1000-100,000 g.p. in value
00
referee. Copper is not listed m example, on a desert world, pearls
35
:!lnnattrs 1tr rnm The Clockwork Traitor by Stephen
Goldin, based on a series started
Now we have a creature to add
to the lists. Note that the size and
1trirtinnal ~nurtts by E.E. Smith) has just such a
small creature, the ticklemouse. A
behavior of Ticklemouse groups
must be established arbitrarily. The
This section is designed to show ticklemouse is not something that rest of the information follows
you how to bring beings and will wipe out a party, but it is from the description and the
creatures out of science fiction, something that will give a party a behavior of the creature in the
fantasy and other sources and tum feeling of an alien environment. Its story. In The Clockwork Traitor, a
them into useable monsters for description, from page 96 of the Ticklemouse in the hands of an
your fantasy games. (By the way, book, is "a little ball of fluff, animal trainer comes in very
throughout this section, the word fifteen centimeters long and only handy. The point is that this is a
'book' is used to cover all of these twenty wide ... six tiny legs ... big simple type of creature to adapt.
various sources, even though some black eyes that seemed three sizes Next we come to a slightly
of the sources may actually be too huge for his body ... as smart more difficult type of monster, one
magazines, films, TV programs. or smarter than a terrestrial with actual powers and abilities
Just thought I ought to warn you.) housecat, and infinitely more that must be figured out for the
The first thing to do when trainable." The one in the book is purposes of combat. The Far
looking for monsters is to find a brown, by the way. Now, why Frontier, by William Rotsler, has
book that you enjoy reading. This would you want such a creature, an entire planet of hostile animals
is because, as you will soon harmless as it is? Well, something and plants, and is written in such a
discover, a bad book is painful to that small and easily trained would way that it can inspire a lot more.
re-read, and you will sometimes be a valuable asset for a thief, if it From that book, we take the
have to read small parts of a book were trained to steal bright shiny Xorno Tree, probably one of the
several times to get the flavor of a keys, for example. Or it could be most dangerous plants you could
creature's actions and thinking. the first clue to a party that they ever encounter. The Xorno Tree is
Second, it must be a book that have entered an alien environment: "four or five meters high, very
contains either a well-developed "You have just noticed that the wide, with thick, tapering limbs
world of some kind, with its own 'mouse' running by has six legs." that branched out from a knobby,
varieties of creatures, or must In any case, this one is simple to stubby trunk, arching to the
contain something of a non-human adapt. From its size (and, by the ground all around and apparently
nature that isn't just more Goblins way, I think that the width was a reattaching themselves to the
in another guise (see section typo in the book, since few soil ... a few were blossoming with
entitled 'Goblinoids'). That is, creatures are wider than they are pale lumps that swarmed with
there must be some reason for long) the creature will not be able insects."(from page 170 of The Far
using a particular species of to move very fast in comparison to Frontier) The next few pages of
intelligent alien, especially if it's a human being, and will not be the book give more descriptive
just a human being with green able to absorb much damage. passages about the Xorno Tree,
blood and pointy ears or Further, it has no unusual strength deadly in all of its aspects. The
something. Basically, the more or combat abilities. Thus, we have: main reason for going near one is
effort the author of the source the fact that it grows over heavy
book you have chosen has put into Ticklemouse: This small scavenger, metal deposits, and forms pearl-
the creature you want, the less roughly the size of a small rat, has like objects the size of small
work you have to do on your own. six legs and large black eyes, cannonballs, made of iridium
The more information he or she brown fur covering the body. It (similar to platinum, and could be
has given you about physical has high intelligence for an animal, used as such in games). In any
characteristics, abilities and but has no human alignment, and case, the Xorno Tree is described
personality of the potential is not evil by nature. They are as being a receptive telepath (which
monster, the easier it will be to found in enclosed places and may be how it senses its prey)
adapt it in a way that will play burrows. Type: Scavenger. From about as intelligent as a cat. There
well. 1-6 may be found in a typical are inward-curving thorns in the
Now, let's show some actual group. 40% in lair. Speed 6". 1 leaves, to trap anything that nears
examples, and how to adapt them, HD (no more than 3 Hit Points). the trunk. Near the trunk, and for
and why. Attacks using Ml {doing ~ point three meters surrounding it, are pit
First, we have a very simple of damage per bite). Strength 9. traps, with closeable lids made of
one, not really a very important Armor Class 1. Attacks at 1st plant leaves (remember those
monster, but a useful one. In some level, defends at 3rd level (hard to branches that touch the ground?).
fantasy scenarios and worlds, it is hit) against anything more than 3 The edges of the pits have saw-
best to have as few of the creatures times its size. Saving Throw Class toothed rims with a corrosive
as possible be familiar or ordinary 3. No treasure unless living in a liquid. As if all that weren't
ones. At the same time, there are location where shiny treasure is enough, the Xorno Tree condenses
certain positions in the chain of commonly found, in which case balls of other metals also, and
life that simply have to be filled. there is a 1OJo chance per shoots them out at intruders, to
One of these is the position of the Ticklemouse that there is a gem in stun or kill them, or knock them
small scavenger animal. Well, it a given nest, value to be rolled into the pits. Even worse, the tree
just so happens that the book randomly. emits a fine pollen into the air, the

3.6
effects of which are not described 500 gold pieces. Surrounding the conversion we look at a book
in the book. So, let's see what we trunk of the Xorno Tree there are entitled The Door Into Fire, by
have to do on this one. from 1-6 pit traps, each one 3 feet Diane Duane. (As an aside at this
in diameter, and all of them within point, you should read The Door
Xomo Tree: (See physical a radius of 12 feet from the trunk. Into Fire on general principles if
description above). Type: Anyone stepping into one of these you plan to referee and use any
Carnivorous Plant. From 1-4 are pit traps must immediately make intelligent beings of a very non-
found in a 100-foot radius. Always an Entanglement Saving Throw or human nature. It has an excellent
in lair, and cannot move. 10 or immediately plunge to the bottom portrayal of the thought processes
more HD (remember, these come of a 12-foot pit. The bottom of of a fire elemental, and it may give
from a very dangerous this pit is lined with a sticky you some insight into running
environment, and must be tough to substance that slowly dissolves any creatures with unusual viewpoints
survive). Attacks of several types: animal matter (1 point of damage of reality.) Anyway, in this book,
shoots metal balls (archery shot, as per melee phase). When closed, the there is a creature called a Hralcin.
if thrown Warhammer), 1 per pit trap looks like any other area (That's probably a soft c sound,
phase, total of 2-12 available per of ground near the plant;. since the something like 'Hral-sin', in case
plant; fires pollen (The exact Xorno Tree's ground-covering you were wondering.) Anyway, the
effects of this, like any gas or leaves burrow under surface Hralcin is a monster of
mold spore, should be left up to debris. The corrosive edges of the considerable power, not to be used
the individual referee. The simplest pit have a \4 chance of eating lightly by a referee. It is also
effect would be that anyone who through a normal rope in any described in terms that are not
inhales the pollen and fails to phase of contact, and eat through easily translated into game
make his saving throw vs. Poison cloth and other similar substances specifics. However, good monsters
would drop unconscious. Other very quickly (flesh takes 1-6 points being hard to find (and this one is
effects might include hallucinations of damage per phase of contact a very good monster), we make the
or varying amounts of poison with this corrosive goop). It is effort to adapt this one. The·
damage.) up to six feet toward any important to remember that the Hralcin is described as looking like
warm-blooded creature that is Xorno Tree aims its various "a huge, awful bulk ... a botched-
emitting thoughts; anything weapons and defenses based on the looking thing, a horrible
standing next to trunk (within 3 perceptions of a telepathic plant. haphazard combination of bloated
feet) is subjected to attacks as Ml This means that visual illusions bulk and waving, snatching claws,
(the thorns, flexible and will not fool it, since it does not with an uncolored knobby hide
controlled), from 2-12 blows per rely on vision. It senses thoughts, that the filtered afternoon light
phase (rolled randomly each heat, and movement. was refusing to touch ... teeth like
phase). Strength 25 (to be able to [I realize that it may be knives in a place that should not
throw those metal balls, among difficult for some of you to learn have been a mouth, but was."
other things). Armor Class 6b to perceive things from the (page 221). The Hralcin is later
{trees just aren't that easy to viewpoint of an intelligent plant, described as having a pear-shaped
damage). Attack and defend at a but the effort will help your body, several claws, and "a circlet
level equal to HD. Saving Throw refereeing.] of irregular glittering
Class 6 (reasonably tough, and protuberances set in the rounded
since its perceptions are largely Those of you who have rushed top" of its body that apparently
telepathic, illusions and phantasms out and read the appropriate act as eyes or sensory organs for
would have little effect). Treasure section of The Far Frontier will see light. In addition to simply being
Class: Special, from 10 to 100 that a few changes and willing and able to tear victims
pounds of platinum-iridium extrapolations have had to be limb from limb physically, the
mixture in the form of 10-pound made in order to fit the Xorno Hralcin feasts on the life-force of
balls. Due to their physical Tree into a fantasy game, but that its victim. It is also nearly
structure, these balls will shatter basically it is faithful to the impossible to destroy, and is not
(and thus be very difficult to author's creation. Most fantasy truly alive in the state in which it is
gather up) if struck by lightning, games do not have high-technology normally encountered.
magical fire, or magical energy equipment or mind-expanding So here we have a challenge in
from spell or implement. If drugs, and most wizards don't monster-designing: how to convert
recovered intact, each ball is worth know a thing about Alpha-waves, such a powerful monster and still
10,000 gold. pieces on the open so the changes were just for the keep it playable. If it is given the
market, as a collector's item. If sake of simplicity and sanity. full potential power hinted at in
broken into fragments, the metal is Basically, the Xorno Tree was an the source book, no normal
worth only however much you extreme example of a brute-force fantasy-game party of characters
recover. A shattered ball loses monster that needed very little would stand a chance of surviving
from 1-100% of its maximum work or thinking, just figuring out an encounter. If it is weakened too
value in weight of platinum, and a the specifics of each weapon. much, it becomes a mockery of the
full ball would be the equivalent of What about something a little source. So our task is to make
1000 gold pieces in value. Thus, a more difficult, something with specific the general description,
shattered ball, of which only 50% special powers or abilities? Well, and turn it into a dangerous but
has been recovered, is worth only for an example of that kind of defeatable monster, like this:

37
Hrakin: This creature has a jet- victim into munching position. of the Hralcin will succeed in
black, non-reflective pear-shaped Each time the Hralcin hits a living stunning the Hralcin for 2-12
body that is roughly eight feet tall. victim with teeth or claws, the turns, but will not kill it, since it is
It has from 7 to 13 claws spaced victim is drained 1-4 life levels not alive. After that time, it
around its body, each one on an (rolled per blow). Strength 30. recovers 1-20 Hit Points per turn
armlike appendage roughly 3 feet Armor Class 8. Attacks at a level 3 until fully restored. It may attack
long. The only part of the body higher than its HD. Defends at a at any time after recovery from
that is not dull black is the circlet level 6 higher than its HD. Saving stunning. The Hralcin may be
of glittering eyes (same number as Throw Class Special: Distraction driven in a specific direction by
claws) around the top of the body. Saving Throw is 3, Dragon Breath extremely bright light and/or great
There is no separate head. On one and Spells Saving Throws are 2, all heat. It has a percentage chance
side of the lower body, there is a others are NA. [Remember, this equal to its HD of overcoming the
mouthlike opening, ringed with thing is very tough and not alive. effects of this guiding, each
sharp teeth~ The Hralcin moves Thus, poisons and death spells are movement phase. Thus, a 17th
around on six legs. [Here we note useless, wands and staves are level Hralcin would have a 17%
that the assignment of numbers of powerless, and phantasms chance of breaking through such
claws, eyes and legs has been made meaningless. And turning it to light or heat and continuing on its
arbitrarily, but not randomly. The stone probably wouldn't slow it own chosen path. The Hralcin will
description from the source book down much, since it isn't really normally move toward, and
gives no reason to believe that the flesh in the first place.] Treasure consume, the greatest source (or
Hralcin is symmetrical in design, Class G. [The Hralcin doesn't care group of sources) of life within 24"
which is why the possibly odd about treasure directly, but it (scale distance) of its position. If it
number of eyes and claws. The might find it useful as bait to is presented with multiple sources
number of legs is designed for attract living victims.] Special of approximately equal size, it will
simplicity, and to make it unlikely notes: anyone drained to or below choose one randomly rather than
that the Hralcin will be knocked 0 life levels by a Hralcin is stand around confused.
down in combat, according to the permanently dead, with his or her [As you may have noticed, the
combat systems used in Warlock soul not recoverable by anything Hralcin is one of the most
and certain other games. The even less than a full wish; anyone powerful monsters around if it gets
number of legs is for your drained any number of life levels into melee. It is also very hard to
convenience, not the Hralcin's.] by a Hralcin loses one of those life knock down with magic. Worse, it
The Hralcin is not very intelligent, levels permanently (i.e., not cannot be killed, although it can
and is not actively Evil by nature recoverable by normal clerical be imprisoned or destroyed. This
[it eats souls only for its own sake, means, but must be re-earned in last feature will bring out either
not out of nastiness], but is experience) for each full minute the best or the worst from the
Chaotic in alignment, due to its from the time drained until the characters who encounter it, as
nature. They might be found attempt is made to restore the they figure out just what to do
anywhere that is not brightly lit, levels by clerical means. [These with a Hralcin once they've
but are very, very rare in any rather drastic effects are due to the defeated it. Just letting it loose to
inhabited areas. Type: Daemon [a Hralcin's reason for draining the ravage the countryside would not
Hralcin is almost more of an life in the first place: it is eating be an acceptable solution for
elemental force than a being]. life, and converting it into life of Lawful or Neutral characters.
From 1-3 could be found together. its own. Thus, it has digested some The Hralcin is an extreme case,
In lair 50% of the time. Speed 17" or all of the life force, and it isn't and is included here in order to
[that is not a typo; Hralcins are there any more to be called back.] show how to handle the really
fast, only slightly slower than a Th'e Hralcin and its perceptions 'monstrous' monsters. It is
lightly encumbered man, and such extend into various planes of important to remember that, no
a speed enables them to overcome existence. Thus, it can perceive and matter how powerful a monster is
almost any armored being, as they attack persons or beings who are in your world, there must be some
should do]. 15 or more HD. at that time etherial, intangible, way of defeating it. If you leave a
Attack using MIO (one blow per invisible, .. or protected by the monster with no vulnerabilities
claw per phase) and M2 (against magical Indetectability spell, whatever, then it will simply defeat
any one target that is grappled). without any loss of abilities. [In the characters, go on to wipe out
[The reason for using the Pincer the book the Hralcin is able to rip the world, and end your games
base rather than the Claw base on pieces off of the flames of a Fire forever. Not much fun, right?]
the Attack Matrix is that in the Elemental.] The Hralcin may be
book the Hralcin fights in a way damaged only with great difficulty, Oddly enough, you may also
that implies the ability to grasp and subtracts 2 per die from any have noticed that the Hralcin is
with its claws.] The Hralcin may damage done to it by any form of not that hard to run as referee. Its
choose to hold onto any one victim energy, and takes no damage aims and goals are very straight-
hit by one of its pincer-claws, and whatever from cold in any form. forward, in its desire to consume
drag it into position to bite. It Any form of impact damage done life. It will be very easy for you to
cannot otherwise use its teeth, to a Hralcin is halved in effect, decide what it will do in any
unless someone is not able to whether the source of the damage typical situation. The hard part
struggle, in which case the Hralcin is magical or physical. Damage with any monster with this amount
simply shoves the unresisting sufficient to exceed the Hit Points of power is in the designing. What
38
will happen when you use your learn as you go along. The good paperback published by G. P.
most powerful monster in a game? feeling you will have when you Putnam's Sons). This book has
That is something you should discover that people are awed at quite a sampling of beasties, and a
know long before you include it on the quality of your work will make very large bibliography of possible
the charts. up for the extra sweat. sources of others. It also has an
As a rule, it is far better to give Now, you're not expected to amazing number of explanatory
up on the idea of using a fictional rush right out and design all of footnotes, to help make it easier
monster rather than redesigning it your monsters right away, but the for the modern reader to
too drastically from the way it was examples should give you some comprehend the minds of 12th
in the source book. While it's true idea of what to look for, and what century Bestiary writers. The book
that, once a player finds out the to do about the monsters once also helps one to understand just
name and description of a you've found them. Actually, how fine a dividing line there was
monster, he may recognize it and much of your monster-designing between normal animals and
thus remember something about will be in the range not covered by monsters in the eye of the medieval
how to defeat it, it is the job of the three examples, ranging from 2 man.
the referee to make sure that the or 3 Hit Dice up through about 8
player's characters don't do HD. These examples were designed
anything based on information to give you an idea of extremes, as
that they simply don't have. If you well as act as a 'How To' guide.
redesign a monster, and leave it Ah, but what about taking
with the same name and physical monsters from older sources, fairy
description as in the original tales or mythology? Well, 'the
source, but with radically different methods are basically similar to
powers and abilities, players will
view this as a deliberate attempt to
what you need to adapt monsters
from fiction, with a couple of
* * *
confuse and deceive them (and basic exceptions. When adapting a
with good reason, because you are monster from mythology or
doing just that). So, stick with folklore, it is important that you
what the author of your source remain consistent within any given
book had in mind, making only monster. If you take a monster out
those changes necessary to make of several different sources, due to
the monster playable within the the nature of folklore, you will
rules you are using. probably end up with a Special thanks to Diane Duane,
There is one particular danger hodgepodge of a monster. One Stephen Goldin, and William
in adapting monsters out of well-known fantasy game has two Rotsler for giving us permission to
fictional works: the Mixing Effect. distinct monsters that are both use their creations as examples in
The Mixing Effect is what happens based on the same mythical beast, our short course in monster-
when you take monsters out of due to this very type of confusion. conversion. All three books are
two different fictional works, and It seems that different accounts still in print at the time of this
put them together in the same gave the creature slightly different writing, and the following
place without looking at how the powers, and one of them referred information should help you to
two monsters would (or would not) to a second name for the find them at your local bookstore
interact. In order to understand creature ... you can see how easily or library.
this effect, look at what would such a thing can happen, and it is The Door Into Fire, by Diane
happen to birds in a world full of very embarrassing when it happens Duane, is a Dell paperback,
Winged Cats. Notice that, as the to you, the referee. This doesn't copyright 1979, $1.95.
natural prey of the Winged Cats, mean that you should use just one The Far Frontier, by William
birds would no longer have the source of mythical beasts, but it Rotsler, is a Playboy Press
open sky as an escape route. They does mean that you should use paperback, copyright 1980, $1.95.
would tend toward enclosed places. caution when two of them seem to The Clockwork Traitor, by
On the other hand, with Winged be very similar, or when two Stephen Goldin and the late E.E.
Cats would be less likely, and less sources conflict over the powers 'Doc' Smith, is now a Berkley or
able, to spend their time skulking and abilities of a creature. Some Jove paperback (older printings
around in the underbrush, through medieval bestiaries called two say Pyramid), copyright 1977 and
shrubs, etc. The eventual effect of different creatures by the name recently reprinted at an unknown
this is that the birds that survive 'Unicorn', one of them the price (less than $2).
are the ones that have learned to familiar, horselike creature, and As one last plug for the three
run around in the bushes. the other one the even more books, Ms. Duane's book describes
Apply this principle to any familiar Rhinoceros. Other an interesting world for fantasy
combination of monsters that are bestiaries confused the issue gaming, and the books by Rotsler
apt to encounter each other further by calling one or both of and Goldin have a great deal of
regularly, either as prey and these creatures 'Monoceros'. In any potential for science fiction role-
predator, or while trying to fill the case, an excellent sampling of playing scenarios. These are the
same niche in the ecology of your material from old Bestiaries can be types of books you should be
fantasy world. This is· something found in The Bestiary, A Book Of reading when searching for ideas
that takes practice, but you will Beasts by T. H. White (it's a for your own refereeing.
39
anything that others can't? Does it monsters are slightly better off
®riginal !IDlnnstern fill some particular hole in your fighting some types of things than
monster lists? others, but make sure the
When designing monsters on 3. Is this monster playable differences are the way you want
your own, rather than taking them enough for your purposes? Does it them to be.)
from some historical, fictional, have some special feature that will It is important to remember, in
mythological, or other pre- keep either the players or yourself all of the cases we have just
designed source, there are several awake nights figuring out how it mentioned, that you, as the
problems that can be easily works? A monster that causes referee, are the one responsible for
avoided. damage equal to the square root of what happens in your dungeon,
The inspiration for an original its own remaining Hit Points to world, or whatever. If you want
monster can come from almost unconsciousness might be the effects of one or more of your
anything. A couple of the monsters interesting, but you'd better have a monsters to be drastic and
in the Monster List in this book calculator to use, and be prepared permanent, go ahead, but be
were designed by the simple to expect a lot of upset players. An prepared to have a lot of
process of coming up with a name, extreme case, perhaps, but disappointed players on your
and then supplying a background, something worse could happen. hands if too many of them are that
powers and abilities. Can you spot The various special sections of way. Players want their characters
which ones fall in this category? Warlock's Menagerie that deal with to at least have a chance of
(We'll be grading your answers Saving Throws, Treasure, and so defeating any given monster they
later in this section.) Of course, on should give you enough encounter, unless the characters
not all monsters designed in such a information that you can handle are just somewhere that is out of
manner are worth anything, as you the basics of designing your own their league entirely (3rd level
will discover if you try it. monsters from scratch. The hard characters shouldn't expect to live
Sometimes an idea for a monster part comes when you try to decide long on the 34th level of a
will come from another monster, a how to handle any special abilities dungeon unless they are very
simple modification, a weakening that your monster might have. lucky, now should they?).
or strengthening of power, or Does it breathe flames? How far On the other hand, you
perhaps adapting the idea behind a does it exhale them, and how probably don't want your monsters
monster to a different type of much damage does it do? Does to be so easy to defeat as to make
creature or environment. (We'll be your monster have a gaze that the game boring. This is often the
nice this time and tell you the turns its victims into tapioca? case when a referee is just starting
answers: Ghost Dogs came from What is the range of the gaze, and to design his own original
Hell Hounds, and Manticora Pods are there any adjustments to the monsters, and is afraid of killing
should be obvious. Great Wolves saving throws required? And what too many people with them.
have powers and abilities far is the likelihood of a Tapioca-to- Suddenly, his monsters get the
beyond those of mortal wolves. Flesh spell being available? As silly reputation of being a living
"Look, up in the sky! ... ") as that sounded, it is true that shooting gallery, and most referees
The hardest type of monster to many referees forget to provide a don't want that to happen.
design is one that is drastically way to recover from the harmful The easiest way to reduce these
different from anything else. The effects of their monsters. All this problems is to make your first few
reason for this is simply a shortage does is eliminate characters from original monster creations simple
of brilliant inspiration. Also, let's play on a permanent basis, and ones, with limited powers and
face it, with the vast quantity of cause a lot of unnecessary hard abilities. Such monsters should be
mythology and fiction in the feelings. Just figure out, before relatively low-level, so that the
world, someone somewhere has you ever use a monster to attack a effects of errors will not be as
probably written something similar party, how a character can recover drastic. After all, a 3rd level
to what you want, so even your from the harmful effects of the monster that is too easy to kill
most original monster may turn up monster's attack. won't upset the balance of play in
in someone's book written years Along those same lines of one or two encounters, whereas a
before. Don't be too upset if it thought, is your monster powerful 12th level monster with the same
happens to you. for the wrong reasons? A pack of problem might end up grvmg
Once you have your basic idea rabid rats could totally destroy a players a lot of undeserved
for a monster, either a name to low-level party of characters, for experience points, money and
work from or a basic set of the simple reason that none of magic. In the other direction, a
characteristics or abilities to design them might be able to cast a low-level monster that is too
around, you have to make a lot of Clerical Cure Disease spell on the powerful might end up killing an
decisions: bitten victims. Those same rabid extra character or two, but will
1. How powerful is this rats would be no real danger to a probably not wipe out entire
monster supposed to be? By the party of characters just slightly parties of characters before the
time you are finished designing it, higher in level, just because of the error is noted. So try to start off
you may change your mind about difference one spell makes. Think small, it's a lot safer.
this several times, but it is best to about whether your monster's
have a basic idea. power depends on just who or [Spot-quiz answers: Cloads & Gads]
2. Why are you bothering to what it is fighting, and whether or
design this monster? Can it do not this is what you want. (Most
40
weapon in a given phase. This way paralyzes the victim, and the
§prtial llleapnn11 is most appropriate in the case of a degree of paralysis might depend
natural Weapon, such as a breath on how many points of poison
Some of your monsters will Weapon of some kind. Notice that damage were sustained compared
have natural abilities of an unusual such monsters as the Manticora are with the hit points of the victim.
nature, such as the ability to hurl limited by their ammunition We have found that, in a game
projectiles, breathe out some form supply. Purely magical Weapons system where characters gain in
of damaging gas, or other such . should be limited to the same Hit Points as they increase in level,
things. (From now on this ability recycling time as magical spells in this poison system is far superior
will be called the monster's your world, one full turn in most to the 'Zap, you're dead' type
Weapon.) The examples on the game systems. Leave the faster found in some games, where
Monster List should give you some recycling times to the special failure to achieve a saving throw
idea how to handle such monsters, monsters, the ones you want to be may mean instant death to a
but problems always arise in the most dangerous. character of any level. In any case,
designing such monsters. Here are when you are using a poison of a
some of them. variable effect, cut the damage in
1. How useful is the Weapon half if the victim successfully
to the monster rather than to the * * makes a saving throw vs. Poison.
referee? If you are refereeing a Do this by simply rolling half as
sensible and naturally developed many dice for the damage. If the
world, this is an important thing to Jni11nn poison is indeed one of the all-or-
consider. Unless a monster was nothing type ("One bite from this
artificially created, it developed its On many occasions you will use apple will put you to sleep for a
Weapon for a reason. If the a monster whose bite, touch, hundred years, heh, heh, heh!"),
monster is a predator, the Weapon breath, or mere presence is then the saving throw becomes
should be of a nature useful to poisonous in some fashion. No even more important, and must
attacking. If the monster is matter what weapon the monster not be forgotten.
normally a victim of predators, its uses to deliver this poison, there It is also possible to have
Weapon should be of a defensive are a simple set of rules for poisons with continuing effects, as
nature. The predator's Weapon handling the effects. you will find in the Monster List.
should make the victim somehow Throughout this book, you will For example, a poison might
less able to fend off the predator, notice that monsters with a continue to do a specific amount
and also leave the victim in an poisonous weapon have a Poison of damage per turn until
edible condition. Factor noted. This is for monsters neutralized, or it might slowly
2. How playable is the with a normal damage-causing paralyze the victim, or gradually
Weapon? Inexperienced referees poison, or for a poison whose put him to sleep. For the really
should avoid designing overly effects are in some way variable. imaginative, the poison might have
complicated Weapons. ("The This poison factor is a multiplier the effect of a potion, but taken
monster has just split into 47 that is to be used to determine the directly into the bloodstream, and
separate organisms, each one with strength of the poison, and its in an uncontrolled manner. Thus,
little tiny teeth.") overall effects. You multiply the a character who fails to achieve his
3. How well does the Weapon Hit Dice of the monster times the Poison saving throw might
fit into your world's rules? Is the poison factor to determine how suddenly find himself turned into a
Weapon magical by nature, or many dice of poison damage to cloud of gas until the poison is
purely a natural development of roll to determine the exact poison neutralized, or have his movement
the creature? damage. Thus, an 8th level Slowed, or any number of effects.
4. The key point: How monster with a poison factor of All this is up to you, the referee,
powerful is the weapon, and how 1.25 would do (8 x 1.25 = 10) 10 when designing your monsters. In
often can it be used? A good rule dice of poison damage. If there is general, by the way, the poison
to follow is that Weapons that a fractional die of damage, roll the effect of a monster should, in
affect a large area (breath die separately, and multiply the some way, aid the monster's
weapons, etc.) should not be result times the fraction. Thus, if survival. The Gaseous poison
useable every phase, or that there there is .7 of a die of damage left would only come about in a
should be some sort of limit to over, roll a die, and multiply the monster that only wishes to escape
how often it can be used. Weapons result times .7. its opponent, since a gas doesn't
that affect · only a single target Whether the resulting damage make a very nourishing meal. On
should have fewer restrictions on proves to be fatal depends on the the other hand, a poison that
use. One way of determining type of poison. For most types, makes the victim weak or slow
whether a Weapon can be re-used especially simple poisonous would aid a poisonous predator. A
is this: (assuming you are using a monsters, the poison simply does poison that turns the victim into
system that separates complete damage that applies toward the Hit tapioca pudding isn't reasonable
turns into several phases for Point total of the victim. It is for something that only eats meat.
combat, etc.) for every complete possible, however, to have poisons Just remember the basic principle
phase since a limited Weapon has that do other types of damage. For that monsters have to have lives of
been used, the monster has a 1/6 example, it would be possible to their own, and you won't go too
chance of being able to use the have a poison that simply far wrong.
41
Arming :!Jt1tnnsttrs paws? Most monsters should not suggest is that you give the weapon
be too much stronger than a careful thought, and study the
When you are designing your human fighter, with most ranging most similar weapon on the
own monsters, or merely adapting no higher than Strength 25. Those matrix. Then, armor class by
them from a legendary or fictional exceeding that strength should be armor class, you decide in what
source, one of the hardest things exceptionally strong or be big way the new weapon is different
to do is to decide how the monster enough for the size to make a from the listed one, and write
attacks, and why. In fact, the difference in how much damage is down the chances to hit different
Natural Body Weapons Attack done in melee. armor classes for your new
Matrix was designed because of Does your monster use artificial weapon. Just do this in your
this very problem, since, before weapons of some kind? If so, they normal preparation . and design,
that, the referee had to say "Well, should be suited to the monster and you will have no problems.
it attacks sort of like a handaxe, and its environment. For example, What you should never do is to
but with longer reach and fewer creatures that live under water attack a character with a monster's
blows per phase," and figure it out would use weapons that work well weapon, and then try and decide
for himself. in that environment, those with a what it will do. You should have
The Natural Body Weapons stabbing action. Weapons that such things worked out well in
Attack Matrix allows the referee slash or bash would not work advance of actually using them.
who is designing a monster the under water, and so would be . You should also remember that, if
luxury of simply choosing the most carried there only rarely. A very you are taking a weapon out of
appropriate form of attack from large, strong monster would tend history, there was probably a
the listed types. Thus, if his to use large weapons, and shun reason why it wasn't commonly
monster has small teeth, and uses daggers. A tiny creature wouldn't used in our tables. For example,
them to attack, he simply chooses use a Maul, for example, for just we lumped most of the Pole Arms
the Small Teeth line (Ml), and the opposite reason. A clumsy, together for simplicity, and
puts it into his description. slow monster would not use a because they consisted of whatever
The referee does, however, weapon that, realistically, requires a peasant could get his hands on.
have a few points of decision- a lot of skill and dexterity, such as Just because you've found mention
making. The first of these is a a Morningstar or Quarterstaff. The of a special type doesn't mean that
fairly simple one: is the number of examples in the Monster List it was superior in any way. The
blows per phase correct for this should give you some guidelines. same is true of many melee
monster. In other words, is this a What if your monster fights in weapons from throughout the
monster that fights at an average some way not easily described by world: different, but not better or
speed, or is it especially quick or either Attack Matrix? Well, that more useful.
slow in combat. While part of this happens occasionally. If the [A lot of referees seem to like
is taken into account (things that monster is simply using a part of adding primitive weapons of an
use Small Teeth are more likely to its body not listed, or in some exotic type, like bolos or
be quick and agile than things with unusual way, it is usually easy to boomerangs. There is nothing
mouths large enough to have Large figure out something similar. A wrong with this, but the referee
Teeth, and so Small Teeth creature using a flipper to strike should remember that these
naturally get more blows than with could be described by one of weapons were not miraculous
Large Teeth), it is possible that the Tail/Tentacle lines, if it is devices, and were generally inferior
you have an unusually fast or slow striking sideways. It probably to the more common weapons
monster. In such cases, feel free to would not be suitable to describe it when used against armored
adjust the number of blows per as .a Hoof, even if it is similar in opponents.]
phase. It should be noted, being a foot. If a monster throws
however, that unless you want a
monster that is a living buzz-saw
of activity, you should never more
something at its victim, use an
appropriate similar weapon from
your favorite archery system. The 1\rmnr.
*
than double the monster's number only part that might be difficult is
of blows with any single weapon, if the monster uses an artificial There are 12 different armor
and even that degree of change melee weapon of an unusual type. classes on the Attack Matrices,
should be very rare. While the Hand-Carried Weapons and therefore also in the monster
Another decision is: can this Attack Matrix is designed to cover descriptions. While it would be
monster fight with more than one most weapons normally possible to break things down still
weapon at a time, and if so, how encountered, sometimes an oddball further, it has been our
well. A well-coordinated predator weapon comes up that is not experience that these twelve will
that has both teeth and claws described. One simple solution is reasonably describe any normal
should be able to utilize both in to simply not use such oddball form of armor or exterior
combat with no penalty. A slow or weapons for your monsters, but covering of an animal or
clumsy monster, or one that only occasionally, the nature of the monster. Here, and throughout
rarely fights, should be restricted monster is such that, for physical the rules and lists, Armor Class is
to a single weapon per phase. or cultural reasons, it will have a often abbreviated as AC,
How strong is your monster? favorite weapon of an unusual followed by the number and letter
Can it bend steel with its bare type. The only thing that we of the particular type. Thus,

42
Chain and Shield armor is before, the 5A class is much Armor Class 7-Plate. Oh,
referred to as AC 6A (or AC more common than the 5B. This yes, we were just speaking about
6).The classes are as follows: class is for someone wearing that, weren't we. This is for
Armor Class 1-None. This is chain mesh or mail armor, or for someone actually wearing plate
basic clothing or skin with no basically scaly-hided monsters. armor, or for something with a
protective qualities. Robes and Armor Class 5B- Chain-Plate. hard outer shell.
light fur would come under this This armor class is for someone Armor Class 8 - Plate and
heading, or anything that doesn't wearing a breastplate with chain, Shield. This is for someone
have a skin thicker than that of a or for some mixture of plate and wearing plate armor and carrying
human being, and that has no chain armor, or for monsters a shield, or for something in very
special adjustments for being with a very hard and scaly hide. tough outer shell or hide. This is
difficult to hit or damage. Armor Class 6A- Chain and used primarily for the hardest
Armor Class 2A- Leather. Shield. As before, the 6A class is surfaces, usually of an inflexible
This is used for actual leather much more common than the 6B, type, rather than just for thick
armor or padding, or for slightly so sometimes it is referred to as scales. Remember, if you want
protective skin in monsters, with AC 6. This class is for· someone people to be able to hit it with a
medium fur or feathers. This in Chain armor and carrying a cutting or stabbing edge, don't
armor class is sometimes referred shield, or for something both make it AC 8, but instead go for
to simply as AC 2, the A being scaly and tough, but not hard one of the less solid classes.
dropped because it is so much and crunchy as in the case of 5B. When you're designing your
more common than Armor Class Armor Class 6B- Chain-Plate own monsters, this is one of the
2B. and Shield. This is for someone most important parts. If the
Armor Class 2B - Brigandine. wearing such armor, or for the Armor Class of a creature doesn't
This is to approximate several very tough, scaly monsters. This match its physical description,
types of armor: scale, lacquered class is also sometimes used to one of two things will happen:
leather, leather with a breastplate, represent the armor of monsters either those players who get
or other types of armor that are that are very hard to damage, but characters killed will attempt to
partially soft and partially hard. not due to the weapon simply strangle the referee, or the
It is also used for monsters glancing off of a hard surface. survivors will attempt to dissect
whose skin is basically hard with As you can see from the Attack the monster to see where it hides
lots of soft spots, or with a Matrices, this armor class is its force-field generators. Either
partial shell or carapace. easier for cutting weapons to hit of these results will slow down
Armor Class 3 - Shield. This is than AC 8, but harder for some the play of the game very much,
for someone otherwise unarmored impact weapons (maces, etc.) to especially if the efforts of the
who is carrying a shield, or for hit. Thus, this Armor Class is players are successful in either
slightly crusty or roughly padded used for any very tough armor case. Seriously, make sure that
skin in monsters. It is also used that you still want swords to be the Armor Class makes sense in
for monsters with a thin carapace able to hit, such as certain classes terms of what the monster is
or exo-skeleton, or other exposed of Undead, or most Dragons. supposed to be and do. Little
bony areas that are covering Please don't make things Plate furry animals shouldn't be AC 5
something vulnerable. armor just because they're hard without a good reason. Big, scaly
Armor Class 4A- Leather and to damage. Unicorns and Ghosts animals shouldn't be a soft and
Shield. This is for someone and things like that can be taken squishy armor class without an
wearing leather and carrying a care of in other ways, as you equally good reason. This is one
shield, or for monsters that are have seen in the lists here and in to make a special check for when
tough, but not hard or scaly. It Warlock's Tower. you are testing out your
is especially good for creatures creations.
that have thick fur and strong
muscles underneath. This class is
also sometimes referred to as AC
4, since it is by far more
common than 4B.
Armor Class 4B- Brigandine
and Shield. This is for someone
wearing such· armor and shield
(see AC 2B for description), or
for a somewhat tougher physical
structure than for AC 2B. As
with other "and Shield" classes,
this is perfect for a monster with
higher than usual physical
strength and toughness.
Armor Class 5A-Chain. This
Armor Class is sometimes
referred to as AC 5, since, as

43
(inblinnihs able to hold their own against Jtumannihs
parties of armed, well-equipped
When designing monsters, there humans in a fair fight. So, how Adding humanoid monsters to
is one trap into which many have these Goblinoids survived all your game is another difficult part.
referees fall: having too many these years, anyway? Well, they By humanoid, actually we mean
monsters that are basically the must have some other form of any intelligent being that would
same in what they do. The most natural defense. Maybe they live in live in an environment not too
obvious case of this is when large enough groups that they different from what a human being
dealing with that class of beings would be difficult to wipe out. might enjoy, and could interact
similar to humans, but generally Maybe they live in locations that with player characters. Thus, while
inferior in intelligence and abilities. humans would not find they don't look much different
We shall call that class Goblinoids, comfortable, and thus it isn't from a human being in some ways,
since Goblins are a prime example. worth the trouble to wipe them those beings that fall in the
While there is nothing wrong out. Undoubtedly, most of this Undersea Folk category of the
with having some form of type breed quickly and grow up Monster List do not qualify.
Goblinoids in a dungeon or quickly, to replace their casualties, In any case, the problems of
wilderness, some referees have since most Goblinoids are easily humanoid monsters are several:
made the mistake of having many slain. You should understand just 1. Why do they exist? That is,
different types, and with nothing which of these factors, or what what is there about them that
to distinguish them but their other factors, are the case when makes them so unique that you
names, or occasionally a minor designing your own Goblinoids. It want them in your game? In
physical characteristic. A careful is much better to understand what Tolkien's Lord of the Rings, all of
study of Tolkien's writings will you're doing than to just say, the humanoid beings had their own
show that the only difference "Well, they just exist, that's all." characteristics that made them
between his Ores and his Goblins When researching Goblinoids both real and believable. (Let's
was a matter of terminology. for use in your gaming, it is face it, the popularity of Dwarves
Thus, the same beings described as important to remember that here, in fantasy games stems largely
Goblins in one book are called even more than in most other from the image that Tolkien left in
Ores in another, based on who was fields, there is a horrible confusion people's minds, since most other
describing them. about the names of various sources did not portray them in a
There are no really harmful varieties. The names of goblin-like very nice way.) Anyway, why are
effects of having too many similar creatures are many and varied, and your humanoids there in the first
Goblinoids in your world, other just what a particular type is place?
than boredom on the part of named in a particular source book 2. If they are not human,
players. If everything that they probably depends on the where did they come from? Are
encounter is just another form of knowledge of the person writing your games in some future world
the same basic Goblinoid, then the source book. Hobs and Bogeys of mutations and evolved forms?
what is the point of having have been interchanged with great Did they come from some other
different versions at all? What is glee in many a story, and one story world, and if so, are more on their
there to distinguish the varieties, will describe as friendly a way? And if so, why did they
and make them worth noticing? Goblinoid that another will come here, to this one place?
Well, first of all, you should describe as very hostile. There are 3. In what ways are these
make any different species of only two pieces of advice here: use humanoids superior to humans,
Goblinoids have different few enough different Goblinoids and in what ways inferior? If they
personalities. You can have a basic that you can keep them straight are superior in all ways, they will
Goblin, with very little to be said when refereeing, and don't make eventually replace humans in your
in its favor. Then, for any other any drastic changes in well-known fantasy world. Do you want that
species of Goblinoid, you can have varieties. The first time you attack to happen? There is nothing wrong
various social, mental or a player-character with packs of with the idea, but some of the
personality quirks that liven up savage, man-eating Leprechauns human characters may object. Are
any encounters. You can see an may ruin your reputation for life. they inferior to humans in all
example of this by comparing the An extreme case, perhaps, but an ways? If so, they will eventually
Kobold listing in this volume you important point to remember. die out or be overrun, unless
hold in your hands with the Goblin If your dungeon or wilderness someone is helping them out.
listing in the monster list in has a specific mythology from 4. Are these humanoids
Warlock's Tower. Note that, while which it draws many of its acceptable as player-characters? If
both would be similar in terms of monsters, just look to the legends, they are too powerful as
abilities, they are quite distinct in folklore, and fairy tales of the encountered humanoids, they will
terms of what they would do and source land, and you should end be even more powerful as
why. This distinction is what you up with at least one or two good carefully-directed characters. As
should aim for when designing Goblinoid types. 'The Little People you may have noticed, a character
your Goblinoids. who live hidden away' show up in that will be continuing from game
The real problem with many lands; just look for them. to game is somehow always better
Goblinoids is that, by their very played than a one-shot monster
nature, they are not going to be that existed only to be

44
encountered. This increases the l\lignm.cnt
power of such a being enormously.
These are only some of the When designing monsters, The Alignment of intelligent
questions that you, as referee, deciding on their movement speeds monsters is something that will
should ask yourself before adding is usually a very simple procedure. take a little thought. Throughout
a humanoid monster to your list, Simply remember that an average the Monster Lists here and in
because someone may ask you the man, carrying moderate Warlock's Tower, alignment is
same questions later. encumberance, moves at a speed of stated in terms relative to that of
If you are playing any of the 12" per turn, or hurries at a speed an average human. A Lawful
more common games, you have of 12" per phase. If your monster alignment is assumed to mean that
seen a few humanoids in use, but comes from a fictional or the being described is basically
may not have recognized them as mythological source, it will often creative or beneficent in its
such. Dwarves, Elves, Halflings, have enough information to actions. A Chaotic alignment is
etc., all come under this heading. compare its movement speed· with assumed to mean that the being
If the game you use handles these that of a man. If not, its physical described is basically destructive or
types well, you can learn a lot characteristics will often tell you hostile in its actions. Neutrality
about how to add others of your what speed is appropriate. For means that it is neither, or, more
own. We recommend, however, example, a very small monster with commonly, it is a mixture. Good
that you not add a lot of oddball short, stubby legs will not move as and Evil are a different measure,
humanoids to your list of possible far with each step as a taller being based on certain basic
character types at first, but merely monster, and thus will not move· as principles, including knowledge
use them as monsters until you are quickly unless it moves those legs and understanding of right and
sure of what you are doing. There very quickly. Likewise, a monster wrong.
is nothing basically wrong with that is very well adapted to its These definitions are why
having a gathering of characters environment, such as a swimming certain monsters are described as
that looks like the cantina in Star monster, will move based on how being (or not being) actively Evil in
Wars, but it is a lot harder on strong and how streamlined it is. A their basic nature. For example, an
both the players and the referee dolphin swims much better than a Evil being would be more likely to
when one or more characters in the clam, and thus is much faster. destroy and ruin beyond its actual
party have special powers and When designing your own needs. Also, a Chaotic being
abilities that constantly affect play. monsters out of whole cloth, or would see nothing wrong with his
If you do want to add a lot of from descriptions that do not or her beliefs, but would simply
intelligent humanoid beings, or at mention relative speeds, again, use act on them, even in opposition to
least a lot of beings that fill the the physical characteristics of the the actions and beliefs of Lawful
same role, you should probably monster. Also, look at the beings. An Evil being, however,
limit your first such creations to playability of the monster. If it is probably knows and recognizes
some kind of special environments wholly your own creation, how that his or her beliefs are
within your world or dungeon fast must it move in order to do commonly disapproved of, and
(i.e., something that lives the things you want it to do. A may even enjoy this disagreement.
somewhere unusual, like through a predator that lives by chasing The easiest way to understand the
teleportal, or in a dome under the rabbits must be fast enough to distinction is that a Chaotic being
sea). This will limit the interaction catch them, or it will starve to might enjoy destroying a city, but
between your new creation and the death. At the same time, try not to an Evil being would enjoy
normal characters, and give you make all of your monsters whiz torturing the individual citizens.
some kind of idea about how your around like something out of an Once you understand this
new creations work out before you -old Warner Brothers cartoon. It difference, it is easier to handle
unleash them on the world in frustrates the players, makes intelligent monsters from the list,
general. It is much better to do battles more difficult to keep or from your other sources. The
that than to have to remove the straight, and is downright unlikely. most important thing of all to
being from circulation later, if it A few very fast monsters will be understand is this: Chaos is not the
doesn't work out. quite sufficient. Of course, if you same thing as Randomness. It is
If you have gotten your have a good reason for some of perfectly all right to make a choice
humanoids out of a well-written them to move more quickly, such between equally attractive actions
fictional or mythological source, as a home with a higher gravity by flipping a coin, at least as far
you will have a good idea of the than where they are encountered, as deciding the actions of your
type of world they come from. Use then go right ahead and make monsters. You should not,
this information to give them them fast. The two keys here are: however, decide all of the actions
flavor in your games: use their keep the monster's speed at the of a Chaotic being randomly,
religions, favorite weapons, overall right ratio to the speed of a man, unless the being's nature is so
outlook on life to liven up any and keep the speed believable and drastically different from your own
encounters the humanoids might playable. Melee doesn't work very that even you, as referee, have no
have with normal human player well at supersonic speeds. idea what it would do. And in that
characters. case, you are probably better off
not using that monster in the first
place. Use both your monster's
mind and your own, if you can.
45
LBOA
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