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Caves of Chaos

AC 5 [14], HD 3+1 (14hp), Att 1 × weapon


(2d4 or by weapon +1), THAC0 16
[+3], MV 90’ (30’), SV D12 W13 P14 B15
S16 (3), ML 9, AL Chaotic, XP 50, NA

Monsters 2d4 (5d4), TT B


▶ Surprise: On a 1–3, due to stealth.

Acolyte Centipede, Giant


1st level clerics on a quest for their deity. 1’ long centipedes that dwell in dark,
AC 2 [17], HD 1 (4hp), Att 1 × mace damp locations.
(1d6), THAC0 19 [0], MV 60’ (20’), SV AC 9 [10], HD ½* (2hp), Att 1 × bite
D11 W12 P14 B16 S15 (Cleric 1), ML 7, (poison), THAC0 19 [0], MV 60’ (20’), SV
AL Any, XP 10, NA 1d8 (1d20), TT U D14 W15 P16 B17 S18 (NH), ML 7, AL
▶ Leader: Groups of 4+ are led by a Neutral, XP 6, NA 2d4 (1d8), TT None
higher level cleric (1d10: 1–4: 2nd level, ▶ Poison: Causes victims to become
5–7: 3rd level, 8–9: 4th level, 10: 5th level). horribly sick for ten days (save versus
Choose or roll the leader’s spells. poison): no physical activity possible
except half speed movement.
Bandit
NPC thieves who live by robbery. Dwarf (House of Dugin *Mountain Dwarves*))
AC 6 [13], HD 1 (4hp), Att 1 × weapon Short, stocky, bearded demihumans who
(1d6 or by weapon), THAC0 19 [0], MV dwell underground and in mountains.
120’ (40’), SV D13 W14 P13 B16 S15 AC 4 [15], HD 1 (4hp), Att 1 × weapon
(Thief 1), ML 8, AL Neutral or Chaotic, (1d8 or by weapon), THAC0 19 [0], MV
XP 10, NA 1d8 (3d10), TT U (A) 60’ (20’), SV D8 W9 P10 B13 S12 (Dwarf
▶ Trickery: Use disguise or trickery to 1), ML 8 (10 with leader), AL Lawful or
surprise victims. Neutral, XP 10, NA 1d6 (5d8), TT G
▶ Leader: May have a leader of 2nd level ▶ Leader: A leader of level 1d6 + 2 is
or higher (any human class). present for every 20 dwarves. The leader
▶ Hoard: Only have treasure type A may have magic items: 5% chance per
when encountered in their wilderness level for each magic item table (except
Lair. Scrolls and Wands/Staves/Rods—see
Magic Items, p148).
Fire Beetle ▶ Hate goblins: Normally attack on sight.
2½’ long. Commonly found underground.
AC 4 [15], HD 1+2 (6hp), Att 1 × bite Elf (Nandil *High Elves*)
(2d4), THAC0 18 [+1], MV 120’ (40’), Slender, fey demihumans with pointed
SV D12 W13 P14 B15 S16 (1), ML 7, AL ears. Live in harmony with nature, in
Neutral, XP 15, NA 1d8 (2d6), TT None beautiful natural settings.
▶ Glowing nodules: Three glowing AC 5 [14], HD 1+1* (5hp), Att 1 × weapon
glands (two above the eyes, one on the (1d8 or by weapon), THAC0 18 [+1],
abdomen) cast light in a 10’ radius. If MV 120’ (40’), SV D12 W13 P13 B15 S15
removed, keep glowing for 1d6 days. (Elf 1), ML 8 (10 with leader), AL Neutral,
XP 19, NA 1d4 (2d12), TT E
Berserker ▶ Spells: Each individual has one random
Fighters who enter a rage in battle. They 1st level arcane spell.
never take prisoners. ▶ Leader: Groups of 15+ are led by an
AC 7 [12], HD 1+1* (5hp), Att 1 × weapon elf of level 1d6 + 1. The leader may have
(1d8 or by weapon), THAC0 18 [+1], magical items: 5% chance per level for
MV 120’ (40’), SV D12 W13 P14 B15 S16 each magic item table (see Magic Items, p148).
(1), ML 12, AL Neutral, XP 19, NA 1d6
(3d10), TT P (B) Gelatinous Cube
▶ Battle rage: +2 to hit humans and similar 10’ cubes of transparent jelly. Move
humanoids (e.g. orcs, goblins). Rage through dungeons, absorbing debris and
sometimes makes them attack their allies. living creatures they come across.
▶ Hoard: Only have treasure type B AC 8 [11], HD 4* (18hp), Att 1 × touch
when encountered in the wilderness. (2d4 + paralysis), THAC0 16 [+3], MV
60’ (20’), SV D12 W13 P14 B15 S16 (2),
Bugbear ML 12, AL Neutral, XP 125, NA 1 (0),
Large, hairy goblins with an ungainly TT V
gait. Favour attacking by surprise. ▶ Surprise: On a roll of 1–4, due to
near-invisibility. inflicts 2d8 damage per round. (Magic
▶ Paralysis: For 2d4 turns (save versus armor is dissolved in one turn.)
paralysis). ▶ Energy immunity: Unharmed by cold
▶ Energy immunity: Unharmed by cold or fire.
or lightning.
▶ Embedded items: Indigestible items Hobgoblin
(e.g. gems, coins) are carried around Larger and nastier relatives of goblins.
inside the cube. Dwell underground, but commonly seek
prey above ground.
Gnoll AC 6 [13], HD 1+1 (5hp), Att 1 × weapon
Lazy, humanoid hyenas of low intelligence (1d8 or by weapon), THAC0 18 [+1],
that live by intimidation and theft. MV 90’ (30’), SV D12 W13 P14 B15 S16
Legends say that gnolls were magically (1), ML 8 (10 with king), AL Chaotic, XP
created by a wizard who crossbred 15 (bodyguard: 75, king: 175), NA 1d6
gnomes and trolls. (4d6), TT D
AC 5 [14], HD 2 (9hp), Att 1 × weapon ▶ Hobgoblin king and bodyguards: A
(2d4 or by weapon + 1), THAC0 18 [+1], 5HD (22hp) king and 1d4 4HD (3d6hp)
MV 90’ (30’), SV D12 W13 P14 B15 S16 bodyguards live in the hobgoblin lair. The
(2), ML 8, AL Chaotic, XP 20 (leader: king gains a +2 bonus to damage rolls. A
35), NA 1d6 (3d6), TT D thoul may sometimes be found among
▶ Leader: Groups of 20+ are led by a the king’s bodyguards.
gnoll with 3HD (16hp).
Kobold
Goblin Small, wicked, hairless, canine humanoids
Small, grotesque humanoids with pallid, with scaly, rust-coloured skin. Dwell
earth-coloured skin and glowing, red underground.
eyes. Dwell underground. AC 7 [12], HD ½ (2hp), Att 1 × weapon
AC 6 [13], HD 1–1 (3hp), Att 1 × weapon (1d4 or by weapon – 1), THAC0 19 [0],
(1d6 or by weapon), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18
MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 6 (8 with chieftain), AL Chaotic,
(NH), ML 7 (9 with king), AL Chaotic, XP 5 (bodyguard: 15, chieftain: 20),
XP 5 (bodyguard: 20, king: 35), NA 2d4 NA 4d4 (6d10), TT P (J)
(6d10), TT R (C) ▶ Ambush: Set up surprise attacks.
▶ Infravision: 90’. ▶ Infravision: 90’.
▶ Hate the sun: –1 to hit in full daylight. ▶ Hate gnomes: Attack on sight.
▶ Wolf riders: 20% of goblin groups ▶ Chieftain and bodyguards: A 2HD
encountered have wolf riders: ¼ of the (9hp) chieftain and 1d6 1+1HD (6hp)
group mounted on dire wolves (see bodyguards live in the kobold lair.
p126). ▶ Hoard: Only have treasure type J
▶ Hate dwarves: Attack on sight. when encountered in the wilderness or in
▶ Goblin king and bodyguards: A 3HD their lair.
(15hp) king and 2d6 2HD (2d6hp) bodyguards
live in the goblin lair. They do Medusa
not suffer attack penalties in daylight. The Deadly creatures of a magical nature that
king gains a +1 bonus to damage. look like women with writhing snakes in
▶ Hoard: Only have treasure type C place of hair.
when encountered in the wilderness or in AC 8 [11], HD 4** (18hp), Att 1 × snakebites
their lair. (1d6 + poison), THAC0 16 [+3],
MV 90’ (30’), SV D10 W11 P12 B13 S14
Gray Ooze (4), ML 8, AL Chaotic, XP 175, NA 1d3
Slimy horrors that lurk on stone surfaces (1d4), TT F
or among boulders. ▶ Disguise: Use hooded cloaks to lure
AC 8 [11], HD 3* (13hp), Att 1 × touch victims close before revealing their true
(2d8), THAC0 17 [+2], MV 10’ (3’), SV form.
D12 W13 P14 B15 S16 (2), ML 12, AL ▶ Petrification: Anyone who looks at
Neutral, XP 50, NA 1 (1), TT None an undisguised medusa will be turned to
▶ Blend in with stone: Difficult to tell stone (save versus petrify).
apart from wet stone. ▶ Averting eyes: –4 penalty to hit; the
▶ Acid: After a successful attack, sticks medusa gains a +2 bonus to attack.
to the victim and exudes acid. The acid ▶ Mirrors: The reflection of a medusa
destroys normal armour immediately and is harmless. If a medusa sees her own
reflection, she must save or be petrified. 5, NA 1d4 (1d20), TT U
▶ Poison: The snakes’ bites are venomous: ▶ Gaining XP: Must select a character
save versus poison or die in 1 turn. class after gaining XP on an adventure.
▶ Magic resistance: +2 bonus to saves
versus spells. Ogre
Frightful humanoids, 8–10’ tall, dressed
Merchant in animal hides. Often dwell in caves.
Organized traders who travel between AC 5 [14], HD 4+1 (19hp), Att 1 × club
settlements in well-armed caravans, (1d10), THAC0 15 [+4], MV 90’ (30’),
buying and selling trade goods (e.g. gold, SV D10 W11 P12 B13 S14 (4), ML 10, AL
jewels, silk, spices, wine, etc.). Chaotic, XP 125, NA 1d6 (2d6), TT C +
AC 5 [14], HD 1 (4hp), Att 1 × weapon 1,000gp
(1d6 or by weapon), THAC0 19 [0], MV ▶ Sack: Outside of the lair, carry a sack
90’ (30’), SV D12 W13 P14 B15 S16 (1), containing 1d6 × 100gp.
ML Varies, AL Neutral, XP 10, NA 0 ▶ Hate neanderthals: Attack on sight.
(1d20), TT A
▶ Weapons: Sword and dagger. Orc
▶ Mounted: On horse, camel, or mule Ugly, bad-tempered, animalistic humanoids
(by terrain). who live underground and are active
▶ Wagons: 2 per merchant. Pulled by at night. Sadistic bullies who hate other
horses, mules, or camels (by terrain). living creatures and delight in killing.
▶ Caravan guards: For every merchant, AC 6 [13], HD 1 (4hp), Att 1 × weapon
4 guards are present (1st level fighters). (1d6 or by weapon), THAC0 19 [0], MV
AC 4 [15], with crossbows, swords, 120’ (40’), SV D12 W13 P14 B15 S16 (1),
daggers. ML 6 (8 with leader), AL Chaotic, XP 10
▶ Guard lieutenants: For every 5 merchants, (leader: 10, chieftain: 75), NA 2d4 (1d6 ×
2 lieutenants are present (2nd– 10), TT D
3rd level fighters). AC 4 [15]. Equipped ▶ Hate the sun: –1 to hit in full daylight.
as guards. ▶ Weapons: Prefer axes, clubs, spears, or
▶ Guard captain: Guards are led by a swords. Only leaders can use mechanical
5th level fighter. AC 4 [15]. Equipped as weapons (e.g. crossbows, catapults).
guards. ▶ Craven: Afraid of larger or stronger-
▶ Pack animals: 1d12 extra horses, looking creatures, though leaders may
mules, or camels. force them to fight.
▶ Treasure: Should be reduced, if less ▶ Leader: Groups are led by an orc with
than 10 merchants are in the group. 8 hit points. The leader gains a +1 bonus
to damage rolls. Leaders have defeated
Minotaur other orcs in combat to gain their position.
Large, brutish, bull-headed men with a ▶ Orc chieftain: A 4HD (15hp) chieftain
craving for human flesh. Dwell in mazes rules an orc tribe. The chieftain gains a +2
and labyrinths. bonus to damage rolls.
AC 6 [13], HD 6 (27hp), Att [1 × gore ▶ Giant companions: For every 20 orcs,
(1d6), 1 × bite (1d6)] or 1 × weapon (1d6 there is a 1-in-6 chance of an ogre (see
+ 2 or by weapon + 2), THAC0 14 [+5], left). accompanying them. There is a 1-in-
MV 120’ (40’), SV D10 W11 P12 B13 S14 10 chance of a troll (Troll, p120) living
(6), ML 12, AL Chaotic, XP 275, NA 1d6 in the lair.
(1d8), TT C ▶ Tribal: Orcs of different tribes may
▶ Weapons: Prefer axes, clubs, or spears. fight among themselves, unless their
▶ Aggressive: Attack same size or smaller leaders command them not to. Each tribe
creatures on sight. Pursue until the has its own lair and has as many females
victims are out of sight. as males, and two whelps per two adults.
▶ Mercenaries: Orcs may be hired to
Normal Human fight in Chaotic armies. They delight in
Non-adventuring humans without a wanton killing and razing of settlements.
character class. Artists, beggars, children,
craftspeople, farmers, fishermen, housewives, Owlbear
scholars, slaves. Huge (8’ tall, 1,500 pounds), ill-tempered,
AC 9 [10], HD ½ (2hp), Att 1 × weapon carnivorous bear-like creature with the
(1d6 or by weapon), THAC0 20 [–1], face of an owl. Owl bears are found in
MV 120’ (40’), SV D14 W15 P16 B17 S18 dense forests and underground.
(NH), ML 6, AL Any, usually Lawful, XP AC 5 [14], HD 5 (22hp), Att 2 × claw
(1d8), 1 × bite (1d8), THAC0 15 [+4], (energy drain), THAC0 17 [+2], MV 90’
MV 120’ (40’), SV D12 W13 P14 B15 S16 (30’), SV D12 W13 P14 B15 S16 (3), ML
(3), ML 9, AL Neutral, XP 175, NA 1d4 12, AL Chaotic, XP 50, NA 1d6 (1d8),
(1d4), TT C TT B
▶ Bear hug: If a victim is hit by both ▶ Undead: Make no noise, until they
paws in the same round, the owl bear attack. Immune to effects that affect
hugs for an extra 2d8 automatic damage. living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
Giant Rat (e.g. charm, hold, sleep).
3’ long (or larger), with black or gray fur. ▶ Mundane damage immunity: Only
Often live in dark, dungeon areas and harmed by silver weapons or magic.
close to undead monsters. ▶ Energy drain: A successfully hit target
AC 7 [12], HD ½ (2hp), Att 1 × bite (1d3 permanently loses one experience level
+ disease), THAC0 19 [0], MV 120’ (40’) (or Hit Die). This incurs a loss of one Hit
/ 60’ (20’) swimming, SV D12 W13 P14 Die of hit points, as well as all other benefits
B15 S16 (1), ML 8, AL Neutral, XP 5, NA due to the drained level (e.g. spells,
3d6 (3d10), TT C saving throws, etc.). A character’s XP is
▶ Disease: Bite has a 1-in-20 chance of reduced to halfway between the former
infecting the target (save versus poison). and new levels. A person drained of all
The disease has a 1-in-4 chance of being levels becomes a wight in 1d4 days, under
deadly (die in 1d6 days). Otherwise, the the control of the wight that killed them.
victim is sick and bedridden for one month.
▶ Afraid of fire: Will flee fire, unless Zombie
forced to fight by summoner. Listless, humanoid corpses, reanimated
▶ Attacking in water: May attack without as guardians by powerful clerics or
penalty; excellent swimmers. wizards.
AC 8 [11], HD 2 (9hp), Att 1 × weapon
Skeleton (1d8 or by weapon), THAC0 18 [+1],
Skeletal remains of humanoids, reanimated MV 60’ (20’), SV D12 W13 P14 B15 S16
as guardians by powerful magic-users (1), ML 12, AL Chaotic, XP 20, NA 2d4
or clerics. Often encountered in cemeteries, (4d6), TT None
crypts, or other forlorn places. ▶ Guardians: Always attack on sight.
AC 7 [12], HD 1 (4hp), Att 1 × weapon ▶ Initiative: Always lose (no roll).
(1d6 or by weapon), THAC0 19 [0], ▶ Undead: Make no noise, until they
MV 60’ (20’), SV D12 W13 P14 B15 S16 attack. Immune to effects that affect
(1), ML 12, AL Chaotic, XP 10, NA 3d4 living creatures (e.g. poison). Immune to
(3d10), TT None mind-affecting or mind-reading spells
▶ Undead: Make no noise, until they (e.g. charm, hold, sleep).
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells
(e.g. charm, hold, sleep).

Stirge
Feathered, bird-like creatures with long,
sharp beaks.
AC 7 [12], HD 1* (4hp), Att 1 × beak
(1d3 + blood sucking), THAC0 19 [0],
MV 30’ (10’) / 180’ (60’) flying, SV D12
W13 P14 B15 S16 (2), ML 9, AL Neutral,
XP 13, NA 1d10 (3d12), TT L
▶ Dive attack: First attack is at +2 to hit.
▶ Blood sucking: Upon a successful
attack, attaches and drains victim’s blood:
1d3 automatic damage per round.
▶ Detach: If stirge or victim dies.

Wight
Corpses of humans or demihumans,
possessed by malevolent spirits.
AC 5 [14], HD 3* (13hp), Att 1 × touch

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