Basic Fantasy Field Guide r29
Basic Fantasy Field Guide r29
Basic Fantasy Field Guide r29
Credits
Contributors: Ray “maddog” Allen, Ola Berg, James D. Jarvis, Chris Gonnerman, R. Kevin Smoot,
Omer Golan-Joel, Steveman, MtBlack, Maliki, Bill Beatty, Sidney Parham, J.D.Neal,
Ray Schmidt, Dan Buterbaugh, Dave Gerard, Stuart Marshall, Brandon "jackel" Baker,
Ross Williams, Rachel Ghoul, and Jered Taikith
Artwork: Steveman, Jay042, Cory "Shonuff" Gelnett, Andrew Hartmann, SmokestackJones,
Stephen Trenkamp, Natalie Schoonover, Martín Serena, Alexander Cook,
John Fredericks, Luigi Castellani, Erik Wilson, and Stephen Bennett
Proofing: Beren Belagund, J. D. Neal, and mwest
BASIC FANTASY FIELD GUIDE INTRODUCTION
INTRODUCTION
Need a few new monsters? You've come to the right place! In addition, a distance may appear in parentheses after a
What you are reading is the first monster supplement for movement figure; this is the creature's turning distance (see
the Basic Fantasy Role-Playing Game. If you aren't Part 5: The Encounter in the Core Rules). If a turning
familiar with the Basic Fantasy RPG, please visit our distance is not listed, assume 5'.
website at basicfantasy.org and download a copy of the
Attacks: The number (and sometimes type or types) of
rules.
attacks the monster can perform. For example, Grimlocks
Monsters in this work are presented in the same format as may attack once with a weapon, so they are marked 1
in the core rules. Below is the explanatory text from that battleaxe. Chasenets are marked 1 spines/1 bite as they
work: can attack with both spines and also bite in one round.
Terms Used In This Work Damage: The damage caused by successful attacks by the
monster. Generally this will be defined in terms of one or
Name: The first thing given for each monster is its name more die rolls.
(the most common name, if the monster is known by
more than one). If an asterisk appears after the monster's No. Appearing: This is given in terms of one or more die
name, it indicates that the monster can only be hit by rolls. Monsters that only appear underground and have no
special weapons (such as silver or magical weapons, or lairs will have a single die roll; those that have lairs and/or
creatures affected only by fire, etc.) which makes the those that can be found in the wilderness will be noted
monster harder to defeat. appropriately. For example, a monster noted as “1d6,
Wild 2d6, Lair 3d6” is encountered in groups of 1d6
Armor Class: This line gives the creature’s AC for normal individuals in a dungeon setting, 2d6 individuals in the
combat. If the monster customarily wears armor, the first wilderness, or 3d6 individuals in a lair.
listed AC value is with that armor, and the second, in
parentheses, is unarmored. Some monsters are only able Note that number appearing applies to combatants. Non-
to be hit (damaged) by silver or magical weapons; these combatant monsters (juveniles, and sometimes females)
are indicated either in words or with a dagger †; some do not count in this number. The text of the monster
monsters may only be hit with magical weapons, indicated description should explain this in detail where it matters,
by a double dagger ‡. but the Game Master is always the final arbiter.
Hit Dice: This line gives the creature’s number of hit dice, Save As: The character class and level the monster uses
and lists any bonus hit points. Monsters always roll eight for saving throws. Most monsters save as Fighters of a
sided dice (d8) for hit points, unless otherwise noted. So a level equal to their hit dice.
creature with 3+2 hit dice rolls 3d8 and adds 2 points to
Morale: The number that must be rolled equal to or less
the total.
than on 2d6 for the monster to pass a Morale Check.
One or more asterisks (*) may appear after the hit dice Monsters having a Morale of 12 never fail morale checks,
figure; where present, they indicate a Special Ability Bonus and fight until destroyed or have no enemies left.
to experience points (XP) awarded for the monster. See
Treasure Type: This line reflects how much wealth the
Character Advancement in the Adventure section of the
creature owns. See the Treasure section of the Core Rules
Core Rules for more details.
for more details. In most cases, a creature keeps valuables
If the monster's Attack Bonus is different than its number in its home or lair and has no treasure with it when it
of Hit Dice, for convenience the Attack Bonus will be listed travels. Intelligent creatures that own useful, portable
in parentheses after the Hit Dice figure. treasure (such as magic items) tend to carry and use these,
leaving bulky items at home.
Movement: This line gives the monster's movement rate,
or rates for those monsters able to move in more than one XP: The number of experience points awarded for
fashion. For example, Goblins have a normal walking defeating this monster. In some cases, the figure will vary;
movement of 20', and this is all that is listed for them. for instance, Dragons of different age categories will have
Mermaids can only move about in the water, and so their different XP values. Review the Experience Points awards
movement is given as Swim 40'. Pegasi can both walk table in the Adventure section of the Core Rules to
and fly, so their movement is listed as 80' Fly 160'. calculate the correct figure in these cases.
1
MONSTERS BASIC FANTASY FIELD GUIDE
MONSTERS
Aboleth (and Skum) a remove curse spell. The control is also broken if the
aboleth dies or is separated from its slave by more than a
Aboleth Skum mile.
Armor Class: 16 13
Hit Dice: 8** 2* The slime an aboleth secretes allows a creature (generally
its slaves) to breathe underwater for the next 3 hours, but
No. of Attacks: 4 tentacles 1 bite / 2 claws, or by
at the same time air is no longer breathable. An affected
weapon
creature suffocates in 2d6 minutes if removed from water.
Damage: 1d6 tentacles 2d6 bite, 1d4 claws Continuous and repeated exposure to the slime slowly
Movement: 10' Swim 60' 20' Swim 40' transforms the creature into a Skum (see below). The
No. Appearing: 1, Lair 1d3+1 1d4+1, Wild 1d4+1, transformation takes about a month and once complete
Lair 1d10+5 the creature is forever a slave of the aboleth.
Save As: Magic-User: 8 Fighter: 2
Morale: 9 8 or 12 Skum are hapless humanoid creatures transformed by
aboleths to serve them. A skum resembles a horrific
Treasure Type: H B
combination of fish and humanoid. They have slimy, scaly
XP: 1015 100
skin and a finned tail used for swimming. Skum attack with
The Aboleth are an ancient race of fish-like amphibians teeth and razor-sharp claws, or with any weapon given to
usually found lurking in subterranean waters. They them by their masters. Skum can see in the dark in the
resemble huge, slimy fish with three big eyes and four same way that a human can see in broad daylight, and
long, sticky tentacles reaching from around its mouth. An they can also breathe underwater with no difficulty.
oily, foul-smelling slime is secreted from its mouth, In the presence of their aboleth master, skum become
polluting the surrounding water where the creature lurks. totally fearless, their Morale raising to 12. If the aboleth
A blow from an aboleth’s tentacle deals 1d6 points of dies, the skum enter a frenzied rage, attacking anything in
damage and a creature hit by a tentacle must save vs. their vicinity.
Paralysis or begin to transform over the next 1d4+1
combat rounds. The skin gradually becomes a clear, slimy
membrane. An afflicted creature must remain moistened
with fresh water or take 1d12 points of damage every 10
minutes. A remove disease spell cast before the
transformation is complete will restore an afflicted creature
to normal. Afterward, however, only a heal spell can
reverse the affliction.
An aboleth can cast ventriloquism, phantasmal force
and hallucinatory terrain at will, as long as these illusions
appear within a range of 60 feet of the creature.
Up to three times per
day, an aboleth can
attempt to enslave any
one living creature
within 30 feet, which
must save vs. Spells or
be utterly dominated by
the aboleth's mental
prowess. An enslaved
creature obeys the
aboleth’s telepathic
commands. Such a
creature can attempt a
new save vs. Spells
every 24 hours to break
free, or can be freed by
2
BASIC FANTASY FIELD GUIDE MONSTERS
Allip Ankheg
Armor Class: 15 Armor Class: 18
Hit Dice: 6** Hit Dice: 5*
No. of Attacks: 1 touch + special No. of Attacks: 1 bite + special
Damage: energy drain (1 level) Damage: 2d6 bite + special
Movement: Fly 30' Movement: 30' Burrow 20'
No. Appearing: 1d4, Lair 1d6 No. Appearing: 2d8, Wild 2d8, Lair 1
Save As: Fighter: 6 Save As: Fighter: 5
Morale: 12 Morale: 7
Treasure Type: None
Treasure Type: None
XP: 405
XP: 610
An Ankheg is a burrowing insect-like monster with six legs
An Allip is the spectral remains of someone driven to
and a nasty disposition. It is about 10 feet long and weighs
suicide by a madness that afflicted it in life. Allips are not
about 800 pounds. An ankheg usually lies 5 to 10 feet
entirely mindless, but are quite insane.
below the surface until its antennae detect the approach of
The insane babbling of an allip causes all creatures within prey; it then burrows up to attack. Clusters of ankhegs
60 feet of hearing it to save vs. Paralysis or stop and stare may share the same territory but do not cooperate.
blankly, unable to move, attack, or defend. Anyone who
If an ankheg hits with its bite attack, it will grab its prey and
saves successfully cannot be affected by the allip's babble
retreat down its tunnel, dragging the victim with it. The
for 24 hours. An allip's touch does no direct physical
individual automatically takes bite damage each round and
damage but instead drains one level. The allip regenerates
may only attempt to break the hold as if doing an 'open
1d6 hit points for each level drained.
doors' attempt (1 on d6, adding Strength bonus to range).
As with all undead, they can be Turned by a Cleric (as a
An ankheg can spit a 30 foot line of acid but it does not
mummy), and are immune to sleep, charm or hold spells.
use this ability unless it is desperate. It most often spits acid
If any sort of mind reading effect is used against them, the
when reduced to fewer than half its hit points or when it
person is affected by an energy drain, just as if touched.
has not successfully grabbed an opponent. The attack
An allip always fights until destroyed.
depletes the ankheg’s acid supply for 6 hours.
3
MONSTERS BASIC FANTASY FIELD GUIDE
The Giant Ant Lion is a humungous predatory beetle Anubians are a noble race of desert dwellers that have
about the size of a herd animal. They build a network of heads resembling a jackal's. Anubians are very distrustful
underground tunnels with multiple trapdoors of about nine of outsiders, but they are not inherently hostile. They will,
feet in diameter above the tunnels. The trap doors are however, defend the scarce resources found within their
difficult to locate (normal trap detection rules), as they are desert oasis refuges or lush river valleys. Anubians speak
camouflaged to look like the surrounding materials. When their own language and write with a complex system of
a victim reaches the center, everything suddenly swirls hieroglyphs.
downward like a drain, dragging the victim below. The
depth of the drop can vary but is often ten to twenty feet The statistics given are for standard warriors; one can also
and normal falling damage is inflicted. encounter additional civilian types who have 1-1 HD, AC
13, and Morale of 7. In addition, for every eight typical
warriors, there is a leader type having 3+3 HD (145 XP)
who grants a +1 morale bonus to those he commands.
Anubians are fervently religious, and in addition to the
leader types above, one will also find a priest with 3rd level
4
BASIC FANTASY FIELD GUIDE MONSTERS
Ape, Bonobo
Armor Class: 13
Hit Dice: 1-1
No. of Attacks: 2 claws
Damage: 1d3 claw
Movement: 50'
No. Appearing: 1d6, Wild 2d10
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25
5
MONSTERS BASIC FANTASY FIELD GUIDE
Ape, Gigantopithecus
Armor Class: 16
Hit Dice: 7
No. of Attacks: 2 claws / 1 bite
Damage: 1d8 claw, 1d8 bite
Movement: 40'
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 7
Morale: 8
Treasure Type: None
XP: 670
Ape, Girallon
Armor Class: 16
Hit Dice: 7
No. of Attacks: 4 claws / 1 bite
Damage: 1d6 claw, 1d8 bite
Movement: 40'
No. Appearing: 1, Wild 1d2, Lair 2d4
Save As: Fighter: 7
Morale: 10
Treasure Type: None
XP: 670
6
BASIC FANTASY FIELD GUIDE MONSTERS
Gorillas are generally herbivores; they are aggressive Winged Apes resemble ordinary carnivorous apes, save
mainly in defense of their family group. Otherwise they for the bat-like wings sprouting from their backs. An adult
tend to avoid adventurers. male winged ape is 4 to 5 feet tall and weighs about 200
to 250 pounds. Winged apes often prefer to attack from
Ape, Orangutang the air, throwing rocks as far as 50 feet or by dropping
them. Each ape can carry aloft 1d4+2 rocks. Attacks
Armor Class: 13
against opponents more than 30 feet away (in any
Hit Dice: 2 or 3 direction) are made at -2 to hit.
No. of Attacks: 1 maul
Damage: 1d4 or 1d6
Movement: 40'
No. Appearing: 2d6 or 1-2
Save As: Fighter: 2 or 3
Morale: 8
Treasure Type: None
XP: 75 or 145
7
MONSTERS BASIC FANTASY FIELD GUIDE
8
BASIC FANTASY FIELD GUIDE MONSTERS
Badger, Giant
Armor Class: 17
Hit Dice: 10 (AB +9)
No. of Attacks: 1 bite
Damage: 4d4 bite
Movement: 50'
No. Appearing: 1d4
Save As: Fighter: 10
Morale: 9
Treasure Type: None
XP: 1,300
Banshee*
Armor Class: 19
Barghest*
Hit Dice: 7**
No. of Attacks: 1 touch Armor Class: 16
Damage: Special Hit Dice: 6+3*
Movement: 60' No. of Attacks: 2 claws (humanoid) or 1 bite (dog)
No. Appearing: 1 Damage: 1d6 claw (humanoid) or 2d4 bite (dog)
Save As: Fighter: 7 Movement: 40' (humanoid) or 60' (dog)
Morale: 8 No. Appearing: 1d6, Wild 1d8
Treasure Type: E Save As: Fighter: 6
XP: 800 Morale: 10
Treasure Type: D
Banshees are to the fey what ghosts, wraiths, and spectres
XP: 555
are to humans. They usually resemble colorless, ash-white
elves in ragged clothing and chains. They understand Barghests are evil shape-changing fiends that hunger for
whatever languages they spoke in life, but rarely speak, the souls of mortals. A barghest may appear as a huge
instead sobbing uncontrollably. Once per day, the demonic black dog, or in a humanoid form nearly seven
banshee's endless weeping reaches a hideous crescendo, feet tall which resembles a wingless gargoyle.
and anyone within a 50-foot radius who hears it must save
vs. Death Ray or die in 2d6 rounds. The touch of a Barghests never use weapons, even in their humanoid
banshee does no damage, but it drains 1d4 levels. form, preferring to feel the blood of their enemies run
Because they are incorporeal, banshees can only be hit by down their claws. They are tenacious; if a barghest fails its
magic weapons. morale check and flees, it will return in 1d6 turns to attack
again.
A banshee is undead, and thus immune to sleep, charm,
and hold spells, and it can be Turned by a Cleric (as a Anyone who meets the gaze of a barghest will feel the heat
vampire). Banshees can walk on water, but they cannot of the monster's stare, and may be paralyzed in terror for
cross running water; they lose the ability to drain energy or 1d6+1 turns (or until the barghest is slain); a save vs.
to wail for 2d12 days if they do. Paralysis is allowed to resist. A character is deemed to
have met the gaze of the barghest if he or she faces it in
combat, or if the character is surprised by the monster.
Fighting a barghest with gaze averted results in a penalty of
-4 on all attack rolls. If a character makes the saving
throw, he or she need not roll again for the remainder of
the encounter.
9
MONSTERS BASIC FANTASY FIELD GUIDE
10
BASIC FANTASY FIELD GUIDE MONSTERS
(AC 15). The behir may swallow multiple creatures and Bisren can gore for 1d6 points of damage with their horns
each must cut their own way out. A behir can breathe or use weapons. Bisren often charge into battle with a
forth a bolt of lightning once every 10 rounds dealing 7d6 gore attack (+2 to hit with double damage, following all
points of damage to all in its path (20 ft. long x 5 ft. wide). normal charging rules) and then switch to weaponry for
Those struck may save vs. Dragon Breath for half damage. the remainder of the fight. They must choose whether to
attack with weapons or to gore; they cannot do both in a
Bisren round. Bisren get an additional +1 bonus on feats of
Strength such as opening doors due to their great mass.
Armor Class: 15 (11)
Hit Dice: 1+2 Blade Spirit*
No. of Attacks: 1 gore, charge, or by weapon
Common Greater
Damage: 1d6 gore, charge, or by weapon
Armor Class: 17 ‡ 19 ‡
Movement: 40' (subject to encumbrance)
Hit Dice: 9 (AB +8) 12 (AB +10)
No. Appearing: 1d8, Wild 5d8, Lair 5d8
No. of Attacks: 3/2 (see below) 2 weapons
Save As: Fighter: 1
Damage: By weapon +4 By weapon +6
Morale: 9
Movement: 30' 30'
Treasure Type: D
No. Appearing: 1 1
XP: 25
Save As: Fighter: 9 Fighter: 12
The Bisren are descendants of the great minotaurs. They Morale: 9 10
appear as bovine-headed humanoids about 7 to 8 feet tall. Treasure Type: Special Special
While normal minotaurs have both distinct humanoid and XP: 1075 1875
bull features, Bisren are uniformly hybridized with
complete coat coverage, hooves, and tails. They are Blade Spirits are restless souls of warriors fallen on the
normally peaceful nomads. Bisren speak their own battlefield. The body of a blade spirit appears as a rotting
language and most can speak Common as well. or desiccated form or sometimes seems to be assembled
from various corpses, always carrying a distinctive melee
weapon. The weapon itself is possessed with the undead
spirit which animates the form in order to continue its
battles.
11
MONSTERS BASIC FANTASY FIELD GUIDE
Bog Crone
Armor Class: 15
Hit Dice: 5+2**
foul. This aura of evil even effects magic; any healing spell
cast upon a target that is standing within 30 feet of the
No. of Attacks: 2 claws
crone only heals half the normal amount.
Damage: 1d4+2 claw
Movement: 30' Swim 40' Boggart
No. Appearing: 1
Armor Class: 14
Save As: Fighter: 5
Hit Dice: 6*
Morale: 10
No. of Attacks: 2 claws
Treasure Type: C; E, N in lair
Damage: 1d6 claw
XP: 450
Movement: 40'
Bog Crones are loathsome and repugnant fey who dwell No. Appearing: 1
in marshlands, swamps, and other watery environs. They Save As: Magic-User: 1
stand near 7 feet tall hunched over. They have sickly blue- Morale: 7
white skin, long wet black hair, and jaundiced eyes. As a Treasure Type: D
race they are cunning and cruel, preferring trickery over
XP: 555
direct combat. Bog crones are master potion makers, and
their huts and caves are usually festooned with potions of What a Boggart's true form is none can say, but given the
all varieties. As their name suggests bog crones prefer to marks they leave on the bodies of their victims one can be
live in swampy, overgrown environs. They are aquatic and reasonably sure that it is clawed. Boggarts do not appear
can breathe underwater. They speak common and elvish. to truly understand language, but they are capable of
Bog crones use the terrain of their marshy homes to their imitating a wide range of sounds, including speech. They
feed on fear, especially from a creature about to be slain.
advantage. They are capable of moving in near-complete
silence while in swampy terrain, surprising opponents on A boggart prefers not to attack with its claws until it
1-4 on 1d6. A favored tactic of bog crones is to surprise a absolutely has to; instead it will use its inherent magical
single opponent and drag them away into a deep pool of abilities. Boggarts have a passive form of telepathy that
water where they then drown the individual. Bog crones allows them to know the greatest fear of any creature they
exude an aura of unwholesomeness. Near their lair see and project an illusory image of it. Creatures of 1 HD
animals grow sick and die, plants wither, and water turns or less that view such an image must save vs. Death Ray
12
BASIC FANTASY FIELD GUIDE MONSTERS
or die of fright. Should this fail, the boggart will resort to Bone Horror*
its claws. While they relish the sound of screaming,
boggarts find laughter unbearable and must check morale Common Greater
if they hear the sounds of genuine mirth. Armor Class: 14 ‡ 19 ‡
Hit Dice: 4* 12* (AB +10)
In all other respects the illusion of a boggart functions like
No. of Attacks: 2 claws or 1 sting 2 claws or 1 sting
the spell phantasmal force. Although they are intelligent,
boggarts are not affected by charm or sleep spells, or Damage: 1d6+3 claw or 1d10+4 claw or
1d4+poison 1d6+poison
illusions of any kind.
Movement: 20' Fly 30' 30' Fly 40'
Boglin No. Appearing: Varies Varies
Save As: Cleric: 4 Cleric: 12
Armor Class: 11
Morale: 12 12
Hit Dice: 1* to 5*
Treasure Type: None None
No. of Attacks: 1 weapon or spell
XP: 280 1975
Damage: 1d6 or by weapon, or per spell
Movement: 30' Bone Horrors are large, vaguely humanoid creatures
No. Appearing: 1d4 (see below) constructed from bones and parts from a handful of
Save As: Magic-User: 2 to 10 (see below) different creatures, animated to serve its master. It has a
Morale: 8 massive zombie-like head flanked by twin skulls, large
Treasure Type: R
desiccated bat wings, and a gigantic scorpion-like tail. The
bone horror attacks with its two sharp claws or its skeletal
XP: 1 HD 37; 2 HD 100; 3 HD 175
stinger (save vs. Poison or die).
4 HD 280; 5 HD 405
Magical weapons, fire, or spells are required to damage a
Occasionally a goblin is born different, developing a bluish bone horror. One can be Turned by a Cleric as a wight.
tint to its skin during its childhood; such creatures are As with other undead creatures, they are immune to sleep,
called boglins. An adult boglin has the abilities of a magic- charm or hold spells.
user of a level equal to twice the monster's hit dice. In any
given goblin lair, there is a 10% chance that 1d4 boglins A Greater Bone Horror is simply a much larger and
are present. Larger goblin societies, such as a goblin city or stronger version of the bone horror. The save against the
major fortress, will almost always have at least 1d4 boglins. greater bone horror's poison sting is made at a -4 penalty.
They are almost never encountered alone. Greater bone horrors are Turned as vampires.
A boglin receives a bonus of +4 on saves vs. any sort of
magic.
13
MONSTERS BASIC FANTASY FIELD GUIDE
Bronze Birds resemble cranes or similar water fowl. They Brownies are small fey beings closely related to pixies and
dwell in regions of extreme heat such as volcanic lake sprites, being elf-like creatures about 2 feet tall. A brownie
shores. Each feather shines like polished metal. Their is able to shape-change at will into the forms of a small
feathers, beaks, and other exposed areas contain deer, a hawk, or an otter. Brownies are industrious and
significant amounts of magical metals. The metal does not predisposed to tinkering with and fixing things. In all forms
hinder them, and the birds can move, fly, and otherwise the brownie has Darkvision with a range of 60 feet. A
behave normally. brownie can speak common as well as the languages of
pixies and sprites.
Bronze birds have a high AC due to their metal feathering.
In combat, the bronze bird attacks with its beak for 1d4 In its natural humanoid form, a brownie attacks with its
points of damage and flailing its razor sharp wings at its miniature weapon, sometimes with paralytic poison
opponent for 1d6 points of damage collectively. applied (save vs. Poison or be held for 2d4 rounds as the
Alternatively, each bronze bird can throw a dagger-like hold person spell). In its other forms, see the relevant
feather up to 30 feet from its wings dealing 1d4 points of monster entry in the Core Rules; none of these other
damage; in flight the range is 90 feet if thrown down from forms will have the poison attack. In addition to its weapon
above. It can only throw 2 such feather-daggers (one from attack, a brownie has several magical qualities available in
each wing); they regrow in 1d8 days. Bronze birds are any of its forms. It can detect magic at will, become
immune to normal fire. They save against very hot or invisible at will, and once per day can cast confusion as a
magical fire at +1 and takes 1 less hit point of damage per 7th level caster. Brownies can attack while completely
die. invisible without disrupting the effect (generally each
opponent must take a -4 penalty on attacks against the
Once removed from the bird the feathers become
brownie).
completely non-magical, but may fetch a few coins due to
their intricate metalwork. Silver or magical weapons are required to strike a brownie.
So long as it has at least 1 HP remaining, it regenerates
1 HP each round;
however, if reduced
below 1 hp a brownie
will die like any other
creature. Brownies
save against magic
(including wands) with
a +4 bonus, and have
a +1 bonus with
respect to paralysis or
petrify saves.
14
BASIC FANTASY FIELD GUIDE MONSTERS
Bulette
Armor Class: 22
Hit Dice: 9** (AB +8)
No. of Attacks: 1 bite/2 claws or 4 claws
Damage: 3d8 bite, 2d6 claw
Movement: 40' Burrow 10'
No. Appearing: 1d2
Save As: Fighter: 9
Morale: 11
Treasure Type: None
XP: 1,225
15
MONSTERS BASIC FANTASY FIELD GUIDE
Cadaver Canein
Armor Class: 17 Armor Class: 14 (11)
Hit Dice: 6** Hit Dice: 1
No. of Attacks: 1 punch or by spell No. of Attacks: 1 bite or 1 weapon
Damage: 1d6 punch Damage: 1d4 bite or by weapon
Movement: 40' Movement: 40'
No. Appearing: 1d4 No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter: 6 Save As: Fighter: 1 (+2 vs Death Ray or Poison
Morale: 8 and Paralysis or Petrification).
Treasure Type: None Morale: 8
XP: 610 Treasure Type: D
XP: 25
The conditions that create Cadavers are uncertain, but it's
rumored they arise in areas of dungeons or ruins that have Caneins are a race of dog-like humanoids known for their
been rich in undead for long periods of time. Cadavers are extreme sense of loyalty whether to liege, friend, or family.
corporeal undead creatures bearing a physical Although only marginally smaller than the average human,
resemblance to ghouls. They are not exceptionally smart there is a great deal of physical variance among the
but shouldn't be underestimated. Cadavers are believed to individual caneins; some short and stocky, others lean,
subsist by eating the flesh of other undead creatures. and variations in the coloration of their coats. However, all
caneins share a similar facial structure similar to the various
Cadavers attack with powerful blows from their fists. As bulldog or boxer type dog breeds, having jowls and squat
with all undead, they can be Turned by a Cleric (as a features. The honorable caneins follow knight-like codes
mummy), and are immune to sleep, charm or hold spells. and attitudes, often serving a patron. Most caneins speak
They have all the powers and spells of an 8 th-level Cleric, Common or the predominate human language of the
including the power to Turn undead. The spells the region; they have no true language of their own.
cadaver uses will typically include: 1 st level: cure light
wounds*, curse, and/or darkness; 2nd level: silence 15ft Caneins have a keen sense of smell, able to identify
radius; 3rd level: bestow curse, speak with dead; 4th individuals by scent alone. This also allows the canein to
level: animate dead and/or dispel magic. Healing spells sense the presence of concealed or invisible creatures, and
cast by a cadaver can even heal undead creatures. penalties associated with combating such foes are halved.
Caneins can also track with this ability; tracking a foe who
takes no countermeasures to avoid being so tracked has
an 80% chance of success, minus 15% for each hour the
canein is behind the target. The GM must rule on the
effects of any countermeasures taken.
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BASIC FANTASY FIELD GUIDE MONSTERS
Solars are zealous champions of justice. They may appear In appearance a Chasenet looks like a brightly-colored
in a variety of forms, but in general are very tall and ball of fluff in a wide range of extravagant colors. A pile of
beautiful humanoid figures with at least one set of golden Chasenets sleeping under a tree, as is their wont, can look
wings like those of a giant eagle. Solars know the like a bed of flowers in the distance.
languages of all but the most utterly mindless of creatures.
Much like the fox the chasenet is the darling of the hunting
A Solar will usually fight in an honorable manner, but is courtier set. Chasenets are extremely fast and agile which
not above pressing an obvious advantage. Solars cast accounts for its rather high AC. Chasenets are generally
spells as a 9th level cleric, and can detect the surface inoffensive creatures preferring to run than to fight, only
thoughts of any creature within 100 feet. Additionally, they attacking if cornered.
are capable of turning undead and unholy creatures as a
If cornered the Chasenet will turn and launch itself at its
cleric of 9th level.
attacker with long porcupine-like spines erupting from its
Solars take only half damage from non-magical weapons, fur. If the Chasenet hits it will continue to attack ferociously
and they are immune to sleep, hold, and charm spells, as by biting it's adversary until removed by force.
well as illusions.
Chelonian
Armor Class: 14, 17 Rear (13, 17 Rear)
Hit Dice: 1
No. of Attacks: 1 bite or weapon
Damage: 1d6 bite or by weapon+special
Movement: 30' Swim 30'
No. Appearing: 1d8, Wild 5d8, Lair 5d8
Save As: Fighter: 1 (+2 Poison saves)
Morale: 8
Treasure Type: D
XP: 25
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MONSTERS BASIC FANTASY FIELD GUIDE
Choker
Armor Class: 17
Hit Dice: 3+3
No. of Attacks: 1 choke
Damage: 1d3 choke + special
Movement: 20'
No. Appearing: 1
Save As: Fighter: 3
Morale: 7
Treasure Type: U
XP: 145
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BASIC FANTASY FIELD GUIDE MONSTERS
19
MONSTERS BASIC FANTASY FIELD GUIDE
Cockroach, Giant Ghoul ghoul. In addition to paralysis, the giant ghoul cockroach's
bite may carry disease, much like a giant rat's bite. Any
Armor Class: 16 successful bite has a 5% chance of causing a disease.
Hit Dice: 2**
A character who suffers one or more ghoul cockroach
No. of Attacks: 1 bite
bites where the die roll indicates disease will sicken in 3d6
Damage: 1d6 bite +paralysis +disease hours. The infected character will lose one point of
Movement: 50' Constitution per hour; after losing each point, the
No. Appearing: 2d6 character is allowed a save vs. Death Ray (adjusted by the
Save As: Fighter: 2 current Constitution bonus or penalty) to break the fever
Morale: 12 and end the disease. Any character reduced to zero
Treasure Type: None Constitution is dead (see Constitution Point Losses in the
XP: 125 Encounter section of the BFRPG Core Rules for details on
regaining lost Constitution).
Animated through the use of foul magics, Giant Ghoul
As with all undead, they can be Turned by a Cleric (as a
Cockroaches are ravenous monsters, seeking to devour
all flesh. Those bitten by these monstrosities must save vs. ghoul), and are immune to sleep, charm, or hold spells.
As they are mindless, no form of mind reading is of any
Paralysis or be paralyzed for 2d8 turns; elves are immune
to this effect, just as with the paralysis of the ordinary use against them. They never fail morale, and always fight
until destroyed.
Couatl
Armor Class: 16
Hit Dice: 9+** (AB +8)
No. of Attacks: 1 bite / 1 constrict or spells/powers
Damage: 1d3 bite+poison, 2d4 constriction
Movement: 20' Fly 60'
No. Appearing: 1d2 Wild, Lair 1d6
Save As: Fighter: 9+
Morale: 12
Treasure Type: B, I
XP: 1,225
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BASIC FANTASY FIELD GUIDE MONSTERS
insubstantial (ethereal). In this form, they move at half Strikes from normal weapons will only make the crypt
speed in any direction, and they can move through solid dweller pause slightly, making it lose initiative on the
objects freely. A couatl can teleport twice per day. following round. Like all undead, they may be Turned by
Clerics (as a wight) and are immune to sleep, charm and
Couatl can polymorph themselves freely, and they will not hold spells. No form of mind reading or mental contact is
hesitate to change into another, more effective form in of any use against them. Crypt dwellers always fight until
combat. destroyed.
Crypt Dweller* Cu-Sidhe
Armor Class: 13 ‡ Common Special
Hit Dice: 2* Armor Class: 16 16 †
No. of Attacks: 2 claws or 1 weapon Hit Dice: 1 1** (+2d8 hp
Damage: 1d4 claw or by weapon type enlarged)
Movement: 60' No. of Attacks: 1 bite 1 bite
No. Appearing: 1-2 Damage: 1d4 bite 1d4 bite (2d4
Save As: Fighter: 2 enlarged)
Morale: 12 Movement: 50' 50'
Treasure Type: None No. Appearing: 1d4 1d4
XP: 100 Save As: Fighter: 1 Magic-User: 1
(Elf bonuses) (Elf Bonuses)
Crypt Dwellers are undead creatures improperly buried Morale: 8 9
or placed into graves that have been desecrated or defiled. Treasure Type: None None
They resemble zombies, and are often mistaken for them.
XP: 25 100
A crypt dweller attacks with clawed hands or sometimes
with a weapon that was entombed with the creature. Its Cu-Sidhe are an elven breed of canine. Their fur matches
main defense is that it can only be damaged by magical forest tones and patterns of tree bark, giving them
weapons or spells. excellent camouflage. They have Darkvision with a 60
foot range and acute canine senses. Cu-Sidhe will bite if
cornered or when a group of them can surround a target
for a coordinated attack.
Most cu-sidhe are much like other wolf or dog breeds,
loyal and obedient pets and working dogs. One in six
pups born is a special exception. They are intelligent and
can learn magical skills. These special cu-sidhe can detect
magic and detect
invisibility at will. A magic-
wielding cu-sidhe can cast
a form of growth of
animals on itself twice per
day, lasting 1 hour or until
it decides to return to
normal size. This also
grants a temporary 2d8
bonus hit points while
enlarged. Enlarged cu-
sidhe are large enough that
a small to medium-sized
character (elf size or
smaller) can ride them.
Common cu-sidhe (if
indeed they can be called
common) can be hit by
normal weapons, but silver
or magical weapons are
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MONSTERS BASIC FANTASY FIELD GUIDE
Darkmantle
Armor Class: 17
Hit Dice: 1+2*
No. of Attacks: 1 constriction
Damage: 1d4 constriction
Movement: 20' Fly 60'
No. Appearing: 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 37
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BASIC FANTASY FIELD GUIDE MONSTERS
Death Dragon
Armor Class: 22
Hit Dice: 11** (AB +9)
No. of Attacks: 2 claws + paralysis/1 bite or breath/1
tail
Damage: 1d8 claws, 4d8 bite or breath, 1d8 tail
Movement: 30' Fly 80'
No. Appearing: 1
Save As: Fighter: 11
Morale: 10
Treasure Type: H
XP: 1,765
Delver
Armor Class: 24
successful hit, the victim takes 1d6 points of damage from
Hit Dice: 18** (AB +12) the slime unless is it washed off with at least a quart of
No. of Attacks: 2 flippers fluid. For metal or stone creatures, this damage is half of
Damage: 1d6 flipper + special the noted corrosive damage listed (2d8 or 4d10
Movement: 30' Burrow 10' respectively). Anyone attacking a delver with natural
No. Appearing: 1 weapons will take damage from the corrosive slime each
Save As: Fighter: 18 time an attack succeeds unless they succeed on a save vs.
Morale: 11
Paralysis..
Treasure Type: None Each time a delver strikes, the individual's shield, armor,
XP: 4,320 and clothing (in that order) may be destroyed. The victim
must make a save vs. Paralysis for each item; any
A delver resembles a cross between an enormous successful saving throw means subsequent items are
centipede and a slug. It is roughly 15 feet long and 12 feet unaffected. For example, a fighter is struck by a delver; he
tall. It has a huge mouth and slits for eyes. It has spongy fails his first saving throw, and his shield is destroyed. He
flipper-like arms, each of which ends in six black digging succeeds at his second save, so his armor and clothing are
nails. Its ability to sense vibrations gives the equivalent of safe... for this round, at least. Magic shields or armor will
Darkvision with a 60 foot range. lose one “plus” each time they are damaged, instead of
being destroyed outright.
A delver produces a mucus-like slime that is highly
corrosive. Merely touching it causes 2d6 points of damage
to organic creatures. The slime deals 4d8 points of damage
to metallic creatures or objects, while against stony
creatures (including earth elementals) the slime causes
8d10 points of damage. It prefers to fight from its tunnel,
which it uses to protect its flanks while lashing out with its
two flippers causing 1d6 points of damage each (plus the
corrosive damage noted above). On the round following a
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MONSTERS BASIC FANTASY FIELD GUIDE
24
BASIC FANTASY FIELD GUIDE MONSTERS
Desert Worm
Armor Class: 14
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 1d10 bite + special
Movement: 40’ Burrow 30’
No. Appearing: 1
Save As: Fighter: 3
Morale: 12
Treasure Type: None
XP: 280
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MONSTERS BASIC FANTASY FIELD GUIDE
26
BASIC FANTASY FIELD GUIDE MONSTERS
Dragonne Drat*
Armor Class: 18 Armor Class: 11
Hit Dice: 9* (AB +8) Hit Dice: 1d4*
No. of Attacks: 1 bite and 2 claws No. of Attacks: Special
Damage: 2d6 bite, 2d4 claws Damage: Special
Movement: 40' Fly 30' Movement: 30'
No. Appearing: 1d6 Wild 1d6 Lair 1d10 No. Appearing: 1
Save As: Fighter: 9 Save As: Fighter: 1
Morale: 10 Morale: 7
Treasure Type: None Treasure Type: None
XP: 1,150 XP: 13
A Dragonne appears as a strange combination of a lion The Drat, so-called because of the frequent expletives
and dragon, possessing huge claws, fangs, and eyes. Their emitted in its vicinity, is so rare as to elicit skepticism with
scales and stiff hair are the color of brass. Dragonnes are regards to its very existence. It appears to be a common
about 12 feet long and weigh about 700 pounds. They are rat, and can be encountered anywhere that a rat might be
very intelligent and communicate in one or more found. The drat would be little more than an annoyance if
languages of the region. A dragonne’s wings are useful it were not for its special ability.
only for short flights, carrying the creature for 10 to 20
minutes at a time at relatively slow speeds. A drat has an aura of bad luck which covers a radius of 30
feet around it. Non-drats within the radius suffer a
A dragonne attacks by biting and clawing. In addition, cumulative penalty of -1 per round on attack and saving
every 1d4 rounds a dragonne can produce a tremendous throw rolls, while giving opponents (who are outside the
roar. To anyone within 120 feet the roar causes temporary radius or are immune, i.e. drats) a cumulative +1 bonus
weakness, resulting in a -2 penalty to attack rolls, damage, on attack rolls against affected creatures. The maximum
and any strength checks for 2d6 rounds unless they save penalty (or bonus) which may accrue is -6 (or +6).
vs. Paralysis. Those within 30 feet also are deafened for
the same period with no save. A deafened creature can There is no way to detect this effect, other than to attempt
react only to what it can see or feel, is surprised on 1-3 on and fail at attacks or saving throws, and the drat does not
1d6, and suffers a -1 penalty to its initiative rolls. However, even need to be visible. For instance, a drat could be
a deafened creature is immune to further roars until its peacefully sleeping on the other side of a wall from the
deafness alleviates (after the 2d6 rounds). adventurers and its sphere of influence will still affect them.
The only surefire way to detect the presence of a drat is by
noticing the ever increasing string of unlikely events
beginning to happen. For instance, a very dexterous thief
will after only a few minutes exposure begin to bumble
about so clumsily that he or she will soon trip over their
own feet. It is essential that the GM be completely and
scrupulously fair in the use of this monster.
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MONSTERS BASIC FANTASY FIELD GUIDE
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MONSTERS BASIC FANTASY FIELD GUIDE
30
BASIC FANTASY FIELD GUIDE MONSTERS
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MONSTERS BASIC FANTASY FIELD GUIDE
dryads. Most adventuring fauns who travel outside their subsequent bites will produce the wounding effect anew
small shires know Common. (resetting the 10-round duration). Only one such point of
poison damage is applied each round, even if multiple
The Ibix are cousins to the fauns with heads that are much bites are scored without successfully saving. In addition to
more goat-like. Unlike fauns, ibix are ill-tempered and physical attacks, a Flederkatze can detect magic at will,
generally considered evil, sometimes even allying with become invisible at will, and once per day can bestow
humanoids such as goblins. They have identical statistics curse (reverse of remove curse) as a 7th level caster
to those listed above, except that they speak goblin rather (usually utilizing “-4 to attack rolls and saves” version).
than halfling.
Silver or magical weapons are required to strike a
Flederkatze* flederkatze. So long as it has at least 1 HP remaining, the
creature regenerates 1 HP each round; if reduced to less
Armor Class: 19 ‡
than 1 HP a flederkatze dies. They save against magic
Hit Dice: 2** (including wands) with a +4 bonus.
No. of Attacks: 2 claws, 1 bite +poison
Damage: 1d2 claw, 1d3 bite Flying Man-of-War
Movement: 40' Fly 60'
Armor Class: 11
No. Appearing: 1
Hit Dice: 2
Save As: Magic-User: 2
No. of Attacks: Special
Morale: 7
Damage: Special
Treasure Type: None
Movement: Fly 40'
XP: 125
No. Appearing: 3d4
Flederkatze (“flitter-cats”) are magical creatures that Save As: Fighter: 2
appear to be a mix of feline and bat-like features. They Morale: 7
have dark fur with leathery wings sprouting from their Treasure Type: None
back. Their heads are cat-like but with bat-like ears. XP: 75
Flederkatze can fold their wings close to their bodies and
appear as normal cats unless one makes a very close Flying Man-Of-Wars are horse-sized flying jellyfish with a
inspection. They have exceptional hearing including an distinctive crest like a sail. Their bodies are filled with hot
echolocation form of sight that is treated as 120 foot air, allowing them to float about 20 feet off the ground,
Darkvision (normal invisibility is easily detected, but with their tentacles hanging below. Any creature touched
magical silence effectively negates). Their actual eyesight is by their tentacles takes only 1 damage, but must save or
quite poor (roughly 30 feet), and they suffer discomfort in be afflicted by its paralyzing venom. The flying man-of-war
bright sunlight (-1 attack penalty in bright or magical light). will then pull itself down to its prey (if it weighs more than
100lbs) or lift its prey up to its body and begin digesting it
Flederkatze attack with claws and bite like other felines. for 1d6 points of damage per round.
Their bite contains a toxin that causes 1 additional point of
damage each round for 10 rounds as the poison travels If a flying man-of-war takes at least 6 points of damage
through the body. Each round the affected can roll a save from a single attack, its envelope is punctured and it swiftly
vs. Poison to halt any further damage, although falls to the ground, immobile; its tentacles will collapse in a
10' radius around it and remain poisonous.
32
BASIC FANTASY FIELD GUIDE MONSTERS
Frost Worm A frost worm can breathe a 30 foot cone of frost, once per
hour, for 15d6 cold damage. Those struck may save vs.
Armor Class: 18 Dragon Breath for half damage. Opponents held
Hit Dice: 16** (AB +12) motionless by the frost worm’s trill get no saving throw.
No. of Attacks: 1 bite + cold
When killed, a frost worm turns to ice and shatters in an
Damage: 2d8 bite + 1d8 cold explosion, dealing 20d6 points of damage to everything
Movement: 30' within 100 feet. A victim may save vs. Dragon Breath for
No. Appearing: 1 half damage.
Save As: Fighter: 16
Morale: 10 Gerbalaine
Treasure Type: None Armor Class: 15
XP: 3520 Hit Dice: 1
Frost Worms grow about 40 feet long, have two huge No. of Attacks: 1 punch or weapon (large form)
mandibles, and a strange orifice on its head that it uses to Damage: 1d4 or weapon (large form)
create a trilling sound during combat. It can burrow Movement: 40'
through ice and frozen earth but not stone. When moving No. Appearing: 1d6, Wild 2d4, Lair 4d8
through such hard materials it leaves behind a usable Save As: Fighter: 1 (Halfling bonuses)
tunnel about 5 feet in diameter. Morale: 6
Frost worms lurk under the snow, waiting for prey to come Treasure Type: 1d4 random small gems
near. They begin an attack with the trill which forces its XP: 25
prey to stand motionless, and then set upon helpless prey
with their bite. This trilling affects all creatures other than Gerbalaines are a very small race of fey beings. They
frost worms within a 100 foot radius. Creatures must save have a mouse-like appearance and because of their size
vs. Paralysis or be stunned for as long as the worm trills are often mistaken for common field mice unless
and for 1d4 rounds thereafter. However, if the victim is examined closely. Gerbalaine are tinkerers, using small
attacked or violently shaken, another saving throw is bits of materials gathered to fashion their homes; they
allowed. Once a creature has resisted or broken the effect, often build within walls, under floors, or otherwise right
it cannot be affected again by that same frost worm’s trill under the noses of big folk.
for 24 hours.
The body of a frost worm generates intense cold, causing
opponents to take an extra 1d8 points of cold damage
every time the creature succeeds on a bite attack. Any
creature attacking a frost worm unarmed or with non-
magical weapons suffers this same cold damage each time
one of its attacks hits.
33
MONSTERS BASIC FANTASY FIELD GUIDE
34
BASIC FANTASY FIELD GUIDE MONSTERS
each at a different target. If the die roll is greater than the Grick
number of possible targets the extras are lost. The GM
may roll to determine which rays fires or choose those with Armor Class: 16
the most destructive effect(s). Hit Dice: 2
No. of Attacks: 4 tentacles / 1 bite
Great Orb of Eyes Rays
Damage: 1d4 tentacles, 1d3 bite
1. Death – target must save vs. Death Ray or die. Movement: 30'
2. Draining – target takes 3d6 points of damage. They No. Appearing: 1, Wild 1d4
may save vs. Spells for half damage. The great orb of eyes Save As: Fighter: 2
heals half that much hit points. Morale: 12
3. Fear – target is affected by cause fear (reversed
Treasure Type: V
remove fear) spell, as cast by a 12th-level cleric.
XP: 75
4. Charm – target is affected by charm monster spell, as
cast by a 12th-level magic-user. An adult Grick is a snake-like creature about 8 feet long
5. Hold – target is affected by hold monster spell, as cast from the tip of its tentacles to the end of its body and
by a 12th-level magic-user. weighs some 200 pounds. Its body coloration is uniformly
6. Blinding – target is affected by cause blindness dark with a pale underbelly. Its tentacles are segmented
(reversed remove blindness) spell, as cast by a 12th-level like an earthworm and attach just below the head.
cleric.
Gricks attack when hungry or threatened. They hunt by
Great orbs of eyes rarely ever use their death ray unless holing up near high-traffic areas, using their natural
their very life depends on it, instead preferring to drain coloration to blend into convenient shadows. When prey
foes for sustenance. A great orb of eyes can also cast ventures near, they lash out with their tentacles. Its jaws
telekinesis three times per day (as a 12th-level caster). are relatively small and weak compared to its body mass,
Charmed individuals become slaves providing any so rather than consume its kill immediately, a grick
necessary manual labor, and a great orb of eyes can normally drags its victim back to its lair to be eaten at its
communicate telepathically with any such charmed being. leisure.
When their usefulness fades, these slaves are drained for
sustenance. Multiple gricks do not fight in concert. Each attacks the
prey closest to it, and breaks off the fight as soon as it can
drag dead or unconscious prey away.
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MONSTERS BASIC FANTASY FIELD GUIDE
Guard Fern
Armor Class: 14
Hit Dice: 6*
No. of Attacks: 3 thorn, acid, leaves
Damage: 1d4 thorn, 3d8 acid, 1d8 leaves
Movement: 0' (immobile)
No. Appearing: Wild 1d6
Save As: Fighter: 6
Morale: 12
Treasure Type: None
XP: 555
36
BASIC FANTASY FIELD GUIDE MONSTERS
(taking 1d6 days each). Finally, they can lash with long, for 1d4+1 rounds. Anyone facing a gump in combat is
sharp leaves at anything within five feet, dealing 1d8 deemed to have met its gaze, as is anyone who is
points of damage if they hit. surprised by the monster. Those who attempt to fight a
gump while averting their eyes suffer a -4 penalty on
Chopping the outside of a guard fern will disable it, but it attack rolls. It is safe to view a gump's reflection in a
will grow back in 1d6+4 weeks. Burning it or digging up mirror or other reflective surface; anyone using a mirror to
the roots will kill it for good. fight a gump suffers a penalty of -2 to attack. Characters
Gump fighting a gump must make the saving throw each round, if
not taking measures to avoid the monster's gaze.
Armor Class: 14
Gumps communicate with an odd jibbering and slobbery
Hit Dice: 4* voice that is difficult to understand. They can also speak
No. of Attacks: 2 fists or 1 weapon Common and the languages of goblinoid creatures.
Damage: 1d8+3 fists or by weapon +3
Movement: 30' Headless Horseman
No. Appearing: 1 Armor Class: According to armor worn
Save As: Fighter: 4 Hit Dice: 7+**
Morale: 10 No. of Attacks: 1 weapon (also see Mount)
Treasure Type: C Damage: 1d8 or by weapon (also see Mount)
XP: 280 Movement: 30' (also see Mount)
Gumps are large and blubbery humanoids that stand just No. Appearing: 1 (plus Mount)
over a head taller than man, with a broad, jagged toothed Save As: Fighter: 7+
grin and small deep-set eyes. Meeting the gaze of a gump Morale: special
is dangerous. Treasure Type: None
XP: 800+ (plus XP of Mount)
Anyone who meets the gaze of a gump must save vs.
Paralysis at +2 or suffer the effects of a hold person spell A Headless Horseman is a powerful undead warrior.
They appear in knightly garb, similar to that they wore in
life. Of course, as their name indicates they are headless,
but in lieu of their head may wear a jack-o-lantern, helmet
or other decoration. Upon sighting a horseman, characters
of less than fifth level must save versus spells or be stricken
with fear, running away until out of sight.
Each horseman is a fighter with a level equivalent to their
HD, and they attack appropriately. A Horseman can be
Turned by Clerics (as a vampire, but roll at -4). As with all
undead, they are immune to sleep, charm, and hold spells,
as well as cold, acid, poison, and electricity.
A horseman is always accompanied by his mount, usually
an undead (skeleton or zombie) warhorse or similar
creature. Occasionally, a more powerful mount might
accompany a higher level horseman, perhaps even an
undead dragon. These undead mounts are fearless and
can only be turned if the horseman himself is turned.
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MONSTERS BASIC FANTASY FIELD GUIDE
Hippocampus/Kelpie
Armor Class: 13
Hit Dice: 2/2*
No. of Attacks: 2 hooves
Damage: 1d4 hoof
Movement: Swim 80'
No. Appearing: Wild 10d10/Wild 1
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75/100
38
BASIC FANTASY FIELD GUIDE MONSTERS
Homunculus Homunculi will try to climb onto their victims and bite with
their venomous fangs. On a failed save vs. Poison the
Armor Class: 14 opponent will fall asleep for 6d6 minute. If the master is
Hit Dice: 2 slain the homunculus also dies, its body swiftly melting
No. of Attacks: 1 bite + poison away into a pool of ichor.
Damage: 1d4-1 bite + poison
Illusion Trapper
Movement: 20'
No. Appearing: 1 Armor Class: 18
Save As: Fighter: 2 Hit Dice: 9** (AB +8)
Morale: 12 No. of Attacks: 1 bite
Treasure Type: None Damage: 5d4 bite
XP: 75 Movement: 30'
No. Appearing: 1
A Homunculus is a miniature servant created by a wizard.
Save As: Fighter: 9
These creatures are weak combatants but make effective
spies, messengers, and scouts. A homunculus’s creator Morale: 9
determines its precise features. A homunculus cannot Treasure Type: None (see below)
speak, but the process of creating one links it telepathically XP: 1,225
with its creator.
The Illusion Trapper is a very proficient hunter. It digs a
It knows what its master knows and can convey to him 40 foot diameter funnel-shaped pit and casts
everything it sees and hears (up to a distance of 1,500 hallucinatory terrain to match the surrounding terrain.
feet). A homunculus never travels beyond this range Creatures that come near the pit must save vs. Paralysis
willingly, though it can be removed forcibly. If this occurs, each round they remain in the area or slip on the loose soil
the creature does everything in its power to regain contact and fall to the bottom. The trapper attacks from its
with its master. An attack that destroys a homunculus deals covering with its large mandibles and on a successful hit
2d10 points of damage to its master. attaches to the target. It will not open its mandibles until it
or its prey is dead. Any creature bitten by the trapper must
save vs. Poison or be paralyzed for 3d6 rounds. Paralyzed
creatures automatically take 5d4 points of damage each
round that it remains in the trapper's grip.
While it does not keep any treasure itself, there is a chance
of items left behind from previous victims.
Infernals
Infernal beings are monstrosities with otherworldly or
extra-dimensional origins. These beings are universally vile
and at odds with the powers of goodness. There are
several distinct races or groups of infernal beings, generally
grouped by their origin. They might be called demons,
devils, or other related terms.
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MONSTERS BASIC FANTASY FIELD GUIDE
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BASIC FANTASY FIELD GUIDE MONSTERS
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MONSTERS BASIC FANTASY FIELD GUIDE
42
BASIC FANTASY FIELD GUIDE MONSTERS
devil is poisonous, but not fatal; anyone bitten must make Iron Snapper
a saving throw vs. Poison or fall unconscious for 1d6
minutes. Once every 1d6 rounds a spined devil can fire a Armor Class: 17
burst of small barbed spines from its arms and legs, Hit Dice: 6*
covering a 5 foot radius around the monster; any creature No. of Attacks: 1 bite
within the area takes 4d6 points of damage from the Damage: 2d8 bite
spines. A successful saving throw vs. Dragon Breath Movement: 40'
reduces damage by half.
No. Appearing: 1d2, Wild 1d2, Lair 1d2
Infernal, Vega* Save As: Fighter: 6
Morale: 9
Armor Class: 17 Treasure Type: None
Hit Dice: 9** (AB +8) XP: 555
No. of Attacks: 1 weapon or whip
Damage: Weapon + 2, 2d6 Whip or Special Iron Snappers are large, highly territorial serpents with
Movement: 60' Fly 150' grey scales and beak, orange underbellies, and thick
No. Appearing: 1 armored plates on its back. Their bite is strong enough to
tear through steel plates; as it must be, for iron is their
Save As: Fighter: 9
primary food. Any time an iron snapper successfully bites
Morale: 10 an opponent with a natural attack roll of 19 or 20, it
Treasure Type: A destroys any armor the opponent is wearing or breaks one
XP: 1,225 object held by the opponent, preferring items made of iron
or steel if possible.
Vegas are extremely powerful infernals that resemble
winged humanoid figures made of fire and darkness. They
are among the most dishonorable and cruel of all
creatures. Vegas are extremely skilled with their whips and
on a successful hit can choose to pull a creature close
enough to itself that the heat radiating from its body deals
3d6 points of damage. Vegas are only affected by magic
weapons and spells of 3rd level or greater, and take only
half damage from fire, lightning, and cold. Vegas can cast
cause fear, darkness, detect magic, detect invisibility,
dispel magic, and telekinesis at will.
Infernal, Vrock*
Armor Class: 13
Hit Dice: 8*
No. of Attacks: 2 claws, 2 talons, 1 bite
Damage: 1d4 claw, 1d8 talon, 1d6 bite
Movement: 40' Fly 120'
No. Appearing: 1d4
Save As: Fighter: 8
Morale: 11
Treasure Type: B
XP: 945
43
MONSTERS BASIC FANTASY FIELD GUIDE
Jack O'Lantern Anyone caught in the blaze suffers 2d6 points of fire
damage; a save vs. Dragon Breath allows the victim to
Armor Class: 15 suffer only half damage.
Hit Dice: 3*
Jack O’Lanterns are constructs similar to golems, and thus
No. of Attacks: 1 breath
immune to poison, charm, fire, and sleep effects. They
Damage: 2d6 fire take double damage from ice or cold. Water or wind
Movement: 20' Fly based attacks may snuff the monster's candle, if it fails a
No. Appearing: 1d6 saving throw vs. Death Ray. If a jack o'lantern's candle is
Save As: Magic-User: 3 snuffed, it becomes instantly dormant; re-lighting the
Morale: 9 candle will restore it to life.
Treasure Type: U
Komodo Dragon
XP: 175
Armor Class: 14
Jack O’Lanterns are weird sentient pumpkins or other
Hit Dice: 2*
such squash or gourd-type fruits with a lit candle inside
them. That they were created by some mad wizard is No. of Attacks: 1 bite
obvious. Individual jack o'lanterns have distinctive Damage: 1d6 bite + disease
personalities that are generally mirrored by the expressions Movement: 30'
of their carved faces. They are always encountered within No. Appearing: Wild 1d6
a mile or two of the pumpkin patch where they originally Save As: Fighter: 2
grew, and they are able to fly. When a jack o'lantern is at Morale: 7
rest or otherwise inert one cannot tell it apart from normal Treasure Type: None
vegetation of its type; each can close its carved eyes,
XP: 100
mouth, and any other apertures and appear entirely
ordinary. Komodo Dragons are huge lizards about twice the weight
A jack o’lantern can project fire from its openings; this of an adult human. They are aggressive carnivores that
breath weapon is in the form of a cone five feet wide at hunt by ambush and have a toxic bite that can kill within
the base with a range of five feet in front of the creature. hours. These giant lizards have a keen sense of smell and
readily track dead or dying prey. A komodo dragon attacks
with its bite for 1d6 points of damage. Its mouth is filled
with virulent microbes and toxins that can quickly
44
BASIC FANTASY FIELD GUIDE MONSTERS
overwhelm a victim. These poisons cause 1d8 points of Krakens strike their opponents with their barbed tentacles,
damage per hour plus the loss of 2 points of Constitution then grab and crush their victims within their huge jaws.
unless a save vs. Poison is made; this save is made each Once an opponent has been hit, the kraken wraps a
hour until successful, or the victim is dead. tentacle around the victim and automatically inflicts 7d6
points of damage each round. When six of the tentacles
Kraken are wrapped around a ship, the kraken may crush for 4d6
points of damage to the vessel each round. Victims caught
Armor Class: 20
in the kraken’s tentacles attack at -4. If a tentacle takes 60
Hit Dice: 36** (+16) points of damage it's severed. Severed tentacles will
No. of Attacks: 10 tentacles or 1 bite regrow in 1d10+10 days.
Damage: 7d6 tentacle, 4d6 bite
Movement: 40' Swim A kraken can jet backward once per round at a speed of
280 feet in a straight line. When a kraken has lost 5 of its
No. Appearing: 1
tentacles or 50% of its hit points it will emit a cloud of jet-
Save As: Fighter: 20 black ink in a 100-foot cubic area. This can be repeated
Morale: 11 once per hour. The cloud provides total concealment,
Treasure Type: None which the kraken will use to escape. Creatures within the
XP: 18,450 cloud are automatically blinded.
45
MONSTERS BASIC FANTASY FIELD GUIDE
Lich* with spells from a distance. A lich that hits a living target
with its touch deals 1d8 points of damage and drains the
Armor Class: 19+† victim 1d4 points of Constitution while healing itself an
Hit Dice: 10+** (AB +9) equal amount of damage.
No. of Attacks: 1 touch, weapon, or spell
The Constitution damage is permanent, a result of physical
Damage: 1d8 touch+drain, by weapon and psychic drain. Due to longevity and/or vitality traits,
or by spell elves can ignore the first 10 points of Constitution drain;
Movement: 30' dwarves the first 4 points, and halflings the first 2 points.
No. Appearing: 1 Lost Constitution can be regained at a rate of 1 point per
Save As: Magic-User or Cleric: by hit dice casting of a restoration spell; nothing else (except a wish)
Morale: 8 can restore Constitution lost to a lich. If a character's
Treasure Type: G Constitution falls to 0, he dies immediately, but will rise the
XP: 1,480 following round as a lesser wight. Use statistics for the
Wight (in the BFRPG Core Rules), but instead of energy
A Lich is a former magic-user or cleric (of at least 10th level drain, the lesser wight deals 1d4 points of damage plus 1
with all spells and powers intact) who used dark magic to point of Constitution damage. Those whom were drained
prolong their life into a state of undeath. Newer liches and subsequently defeated are permanently dead and
appear rather ghoulish or zombie-like. After some time cannot be raised (but may still be reincarnated).
they appear skeletal. In spite of their great powers, a lich
will act accordingly to preserve itself by any means it has at Liches can only be hit by magical weapons or spells. Like
its disposal. It knows the value and function of all magical normal skeletons, they take only half damage from edged
items in its lair, and will use them to their best effect. weapons, and only a single point from arrows, bolts or
sling stones (plus any magical bonus). As with all undead,
Simply encountering a lich for the first time is so terrifying they can be Turned by a Cleric (as vampire, but with a -6
that the subject must save vs. Spells or flee for 2d6 penalty on the check), and are immune to sleep, charm or
rounds. A lich's gaze is also terrifying; effective up to 30 hold spells. Despite having magic-user or clerical levels, the
feet, the affected target must save vs. Spells or be lich uses d8 for rolling HP like other monsters.
paralyzed in fright for 2d4 rounds. A lich prefers to attack
A lich's life-force is kept safe within an object called a
phylactery, often hidden and protected. This allows the
lich to persist even when its physical form is destroyed; in
that event, the monster's physical form will slowly
regenerate at a rate of 1 HP per hour. In order to
completely destroy a lich, its phylactery must be located
and destroyed; however, only very powerful magic or
catastrophic natural damage (a disintegrate spell, a wish,
or throwing it into an active volcano) can actually damage
the object.
46
BASIC FANTASY FIELD GUIDE MONSTERS
Linnorm Locathah
Armor Class: 17 Armor Class: 14
Hit Dice: 7** Hit Dice: 2
No. of Attacks: 1 bite, 2 claws, or breath No. of Attacks: 1 spear or 1 light crossbow
Damage: 2d8 bite + poison, 1d10 claw or Damage: 1d6 spear, 1d6 light crossbow
breath Movement: 10' swim 60'
Movement: 40' No. Appearing: 1d4, Wild 1d20, Lair 3d10+70
No. Appearing: 1d2 Save As: Fighter: as per hit dice
Save As: Fighter: 8 Morale: 7
Morale: 9 Treasure Type: D
Treasure Type: E XP: 75
XP: 800
Although humanoid in shape, Locathahs are more fish
Linnorms, like wyverns, are distantly related to dragons. than man. The average locathah stands 5 feet tall and
They resemble large horned snakes with a pair of clawed weighs 175 pounds. Females and males look very much
forelimbs. A linnorm can breathe a cloud of fetid gas much alike, although the former can be recognized by the two
like a dragon's breath. Linnorms are immune to all ochre stripes marking their egg sacs. Locathahs speak their
poisons. own language.
Any attack from locathahs usually begins with loosing
volleys of bolts from their unique crossbows; these special
crossbows have a range of 60 feet underwater (normal
ranges on the surface). If they manage to set up an
ambush or other trap, they continue to employ crossbows
for as long as possible, otherwise they yield spears.
Although primarily used for fishing, these spears make
formidable weapons. Locathahs lack teeth, claws, and
other natural weapons, so they are not especially
dangerous if unarmed; they will generally flee at that point.
Lycanthrope, Werecockroach*
Armor Class: 15 †
Hit Dice: 3**
No. of Attacks: 1 bite or 1 weapon
Damage: 1d6 bite or by weapon
Movement: 50' Human Form 40' Fly 10'
No. Appearing: 2d4, Wild 2d10, Lair 2d10
Save As: Fighter: 3*
Morale: 8
Treasure Type: C
XP: 205
47
MONSTERS BASIC FANTASY FIELD GUIDE
48
BASIC FANTASY FIELD GUIDE MONSTERS
Mosquito, Giant
Armor Class: 11
Hit Dice: 1d4*
No. of Attacks: 1 bite
Damage: 1d3 bite + 1d3/round blood drain
Movement: 50'
No. Appearing: Wild 2d6x10
Save As: Fighter: 1
Morale: 9
Treasure Type: None
XP: 13
49
MONSTERS BASIC FANTASY FIELD GUIDE
Nazgorian
Nazgorian, Eelbat
The term Nazgorian refers to monstrous otherworldly
Armor Class: 14
beings believed to be from a realm or dimension called
Nazgor. Little is known about this realm or its inhabitants, Hit Dice: 1*
but all that have been encountered so far share a few No. of Attacks: 1 bite
common traits. Damage: 1d6 bite + 1d6/round blood drain
Movement: 5' Fly 70'
In general, beings from Nazgor have a grayish cast to their
No. Appearing: 2d6
skin, which is usually wet and slimy. They suffer damage
when exposed to sunlight and/or dry air. Sunlight alone Save As: Fighter: 1
causes 1d4 points of damage per hour, as does dry air; Morale: 10
exposure to both causes 1d8 points of damage per hour Treasure Type: None
unless the being can periodically wet its skin and move XP: 37
into areas of shadow or darkness.
Eelbats look like eyeless eels with bat-like wings and gray
Nazgorian, Digester slimy skin. Despite the lack of visual organs, they can
sense their surroundings like a bat and they effectively
Armor Class: 17 have Darkvision out to 60 feet. They attack by biting and
Hit Dice: 12* (AB +10) after a successful bite, they will hang on and drain an
No. of Attacks: 1 claw + special additional 1d6 points of damage every round. The
Damage: 1d8 claw + special creature can only be removed by killing it; any attack on
Movement: 60' the creature while attached receives an attack bonus of +2,
No. Appearing: 1, Wild 1d3, Lair 1d3+3 but any attack that misses will hit its victim instead.
Save As: Fighter: 12 Eelbats, like other outsiders from Nazgor, suffer damage
Morale: 7 when exposed to sunlight or dry air. Sunlight alone causes
Treasure Type: None 1d4 points of damage per hour, as does dry air; exposure
XP: 1,975 to both causes 1d8 points of damage per hour.
50
BASIC FANTASY FIELD GUIDE MONSTERS
51
MONSTERS BASIC FANTASY FIELD GUIDE
52
BASIC FANTASY FIELD GUIDE MONSTERS
Octopus Fungi appear similar to other giant fungi such as The Odeum is a foul undead spirit that possesses the living
shriekers. If anyone tries to pass through them, they will and drives them into madness. They are formed from the
"unfurl" into a single long tentacle and try to wrap around souls of the murderously insane and will force others to
the victim and drag them back to their biting core. A perform similarly heinous acts. Unlike other spectral
normal attack roll is made; a hit deals 1d6 points of undead an odeum is not tied to a specific location and can
damage from the clawed grasping sucker and a victim move about at-will, though it is drawn to places of great
must save versus dragon breath or be drug back to the suffering and torment. An odeum speaks the languages it
core the next round. If pulled into the body, two attacks knew in life.
will be made (the tentacle and the mouth) with a +4 bonus
each. An odeum damages a creature's mind with its touch. In
addition to normal damage, a creature so touched by an
odeum takes 1d4 points of Wisdom damage. A creature
reduced to less than 3 Wisdom by such means is driven
insane and acts as if under the effects of a confusion spell
unless their Wisdom is restored to at least 3 points.
The odeum can attempt to possess a creature at-will. This
ability is similar to magic jar as cast by a 10 th level Magic-
User, except that it does not require a receptacle. If the
attack succeeds, the odeum disappears into the target's
body. The target can resist the attack with a successful
save vs. Spells modified by the target's Wisdom bonus. A
creature that successfully saves is immune to that odeum's
possession attack for the next 24 hours. While possessing
a host the odeum takes complete control of the target's
actions, though the host remains aware of what is
happening around it. Attacking a host creature will
damage the body (not the odeum); a host that dies will
cause the odeum to return to its nebulous form.
Outside a host an odeum can only be struck by magical
weapons and spells. Like all undead they are immune to
sleep, charm, and hold spells. They can be Turned by a
Cleric (as a wraith). However, while inside a host the
odeum is rendered immune to a cleric's turning ability; the
attempt does allow the host to make a save vs. Spells to
expel the odeum. Such a save can only be made once per
day.
An odeum will possess a host for as a long as possible until
they are driven mad. The odeum then abandons the host
to seek out a new victim.
53
MONSTERS BASIC FANTASY FIELD GUIDE
Ogre Mage
Armor Class: 17
Hit Dice: 5+2**
No. of Attacks: 1 weapon (+3 to hit) or spells
Damage: 2d6+3 (large weapon), by weapon +3,
or spell
Movement: 40' Fly 40'
No. Appearing: 1, Lair 1d6
Save As: Magic-User: 6
Morale: 10
Treasure Type: E
XP: 450
54
BASIC FANTASY FIELD GUIDE MONSTERS
55
MONSTERS BASIC FANTASY FIELD GUIDE
Owlbear, Fire-breathing
Armor Class: 18
Hit Dice: 8*
No. of Attacks: 2 claws/1 bite (1 hug) or 1 breath
Damage: 1d8 claw,1d8 bite, 2d8 hug, 4d6 fire
Movement: 40' Fly 40' (10')
No. Appearing: 1d4, Lair 1d4, Wild 1d4
Save As: Fighter: 8
Morale: 9
Treasure Type: Cx2
XP: 945
Phaerim
Armor Class: 15
Hit Dice: 1d6 hp (1 HD)
No. of Attacks: 1 weapon
Damage: By weapon
Movement: 30' Fly 60'
No. Appearing: 2d4, Wild 3d6, Lair 10d6 They are normally quite reclusive. Similar to halflings,
Save As: Fighter: 1 (Elf bonuses) phaerim can hide very effectively; so long as they remain
Morale: 8 still there is only a 10% chance they will be detected
Treasure Type: D outdoors in forested environments. Even indoors they are
XP: 25 able to hide with a 30% chance of detection.
Phaerim normally walk but can fly if unencumbered.
The beautiful Phaerim are related to fey such as booka or
Phaerim can fly up to 10 rounds, but must remain
pixies. Phaerim appear to be smaller elf-like folk, except
grounded an equivalent amount of time after any flight. A
that they have a pair of wings similar to dragonflies or
lightly-encumbered phaerim can fly up to 5 rounds but
butterflies. Most phaerim encountered are female. Phaerim
must rest for 20 rounds. Phaerim take half damage from
stand no taller than the average halfling (3 feet) but have a
falls due to their reduced weight and wings.
more slight build, seldom being heavier than 40 pounds.
Phaerim speak their own language, elvish, and one or
more fey languages common to dryads or pixies.
Adventuring phaerim usually know common as well.
56
BASIC FANTASY FIELD GUIDE MONSTERS
While its normal form is completely invisible (even while Plague Hounds are undead canines infected with an
attacking), when the Phantom Fungus is killed or infliction similar to ghouls or ghasts. They appear as
somehow made visible it looks like a brown or greenish- ravenous beasts with patches of fur or skin sloughing off.
brown mass with a cluster of nodules at its highest point. Those bitten by a plague hound must save versus
The nodule cluster atop the main mass serves as its paralyzation or be paralyzed for 2d8 turns; elves are
sensory organs. The creature feeds and attacks with a immune to this effect. The plague hound's bite also carries
gaping maw lined with rows of teeth. Four stumpy legs the ghoul fever affliction, but is even more virulent. Each
support the creature and allow it to move about its bite has a 10% cumulative chance of infecting the victim
subterranean environment. with ghoul fever. (Roll once per bitten character, after the
Anyone attacking a phantom fungus does so at -4 unless encounter is over, at 10% per each bite; for example, a
the attacker can detect invisible creatures. character bitten three times has a 30% likelihood of begin
infected). If so afflicted, the victim must save versus Death
Phase Spider Ray (at a penalty of -4) or die within a day, only to rise at
the next sunset as a ghoul. Any dog or wolf will return as a
Armor Class: 15 plague hound. Plague hounds can be Turned by a Cleric
Hit Dice: 9+1 (AB +8) (as a wight) and they share the common undead traits of
No. of Attacks: 1 bite + poison immunity to sleep, charm, and hold spells.
Damage: 1d6 bite + poison
Movement: 40'
No. Appearing: 1d4
Save As: Fighter: 9
Morale: 7
Treasure Type: None
XP: 1,075
57
MONSTERS BASIC FANTASY FIELD GUIDE
A Poludnitsa, sometimes called "Lady Midday", is a cruel Giant Praying Mantises are greatly camouflaged, moving
fey who appears as a young, beautiful woman dressed in slowly and waiting motionless for hours. They ambush and
white and holding a scythe. She enjoys engaging in feed on anything smaller than themselves. They possess a
conversation, asking complicated and difficult riddles. If chameleon-like ability to change their exoskeleton color to
one answers correctly, she might tell them a great secret blend in with the surroundings. Typically, a hunting
(spoken in riddles, of course). If a wrong answer is given, praying mantis will surprise on 1-5 of 1d6; locating one
however, she will cause the one answering to suffer a heat that is hiding (from a distance) is equivalent to finding a
stroke; the victim must save vs. Spells or take a -4 penalty secret door. They can fly for brief periods, covering 120
to all attack rolls and ability checks for the next 2d6 hours. feet in a hop, but will only do so to flee or cross rough
terrain.
Most are mischievous rather than outright evil, but if
threatened a poludnitsa will attempt to behead her foes Prince Frog
with her scythe.
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 2 claws/1 bite + special
Damage: 1d4 claw, 1d6 bite + paralysis
Movement: 20' Leap 20'
No. Appearing: 1d4
Save As: Fighter: 2
Morale: 9
Treasure Type: None
XP: 100
58
BASIC FANTASY FIELD GUIDE MONSTERS
Rabbit Prince
Armor Class: 18
Hit Dice: 10* (AB +9)
No. of Attacks: 1 weapon (sword)
Poison or become comatose for 2d4 turns. During this Damage: 2d6 sword
period the victim will have strange and horrifying dreams. Movement: 50' Leap 20'
A comatose victim cannot be awakened by normal means No. Appearing: 1
until the duration has expired. Save As: Fighter: 10
Morale: 10
This poisonous effect should normally be checked for
anytime a prince frog successfully attacks a character; in Treasure Type: None
addition, the secretions remain fully potent for 1d4 turns XP: 1,390
after being separated from the creature. This means that
weapons used to successfully attack a prince frog may The Rabbit Prince appears as a four foot tall, bipedal
cause the same effect if touched, though a bonus of +2 is rabbit dressed in ruined finery, wearing an old crown and
allowed on the saving throw. wielding a broken sword. A rabbit prince will roam the
wilderness, occasionally attacking farming villages. They
Some believe that prince frogs are a form of Nazgorean have a deep hatred for predators and will defend fellow
monster, but their bright colors have caused most sages to (ordinary) rabbits from any attackers they see.
discount this theory.
The prince rabbit attacks with supernatural strength,
Pseudodragon moving rapidly and erratically so that anyone trying to
attack with ranged weapons suffers a -2 penalty to the
Armor Class: 18
Hit Dice: 2*
No. of Attacks: 1 bite or 1 sting + poison
Damage: 1 HP bite, 1d3 stinger + poison (sleep)
Movement: 10' Fly 60'
No. Appearing: 1 Wild 1d2 Lair 1d4
Save As: Magic-User: 2
Morale: 7
Treasure Type: None
XP: 100
59
MONSTERS BASIC FANTASY FIELD GUIDE
Ram, Wild
Armor Class: 13
Hit Dice: 2
No. of Attacks: 1 horns
Damage: 1d6 horns
Movement: 40' Climb 20'
No. Appearing: Wild 2d4
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 75
60
BASIC FANTASY FIELD GUIDE MONSTERS
61
MONSTERS BASIC FANTASY FIELD GUIDE
still and hiding in holes and under ledges to surprise An enraged remorhaz generates heat so intense that
victims. anything touching its body takes 8d6 fire damage.
Creatures striking a remorhaz with natural attacks or
A red slime can extend a pseudopod up to 2 feet per HD. unarmed attacks are subject to this damage, but creatures
If its attack is successful, the target is ensnared, and the striking with melee weapons do not. This heat can melt or
slime will feed off the victim, doing damage automatically char weapons; any non-magical weapon is destroyed.
each round. Hit points drained from the victim are added Magical weapons are allowed a save vs. Dragon Breath to
to the red slime's current hit points; every 6 points thus avoid destruction. Any treasure recovered will likely be
added increases the monster's Hit Dice by one, to a heat resistant.
maximum of 6 Hit Dice. Excess hit points drained after
the monster reaches its maximum of 48 are lost. Note that Roper*
the damage roll increases as the monster grows in size.
Armor Class: 20
An ensnared victim may attempt to escape by making an Hit Dice: 10* (AB +9) to 12* (AB +10)
open doors check to break free. Red slimes can only feed
No. of Attacks: 1 bite + special
on living creatures, but can still make normal attacks
Damage: 2d6 bite
against other monsters. A successful attack against a red
slime may cause it to release a victim; the GM should roll Movement: 10'
1d20, and if the die roll is equal to or less than the damage No. Appearing: 1
done to the red slime, the ensnared victim will be freed. Save As: Fighter: 10 to 12
Morale: 12
As if all that weren't bad enough, a red slime will
Treasure Type: I
regenerate 1 HP per round, even if apparently slain.
Damage from fire or acid will not be regenerated, and so XP: 10 HD 1,390; 11 HD 1,670
this is the only way to permanently slay a red slime. 12 HD 1,975
62
BASIC FANTASY FIELD GUIDE MONSTERS
Rot Vultures are undead carnivorous birds that have the The Rousirl is a massive rodent-like creature. Its stout
same general appearance of a large, healthy vulture at a body stands nearly shoulder height to most men. Like
distance, but up close they have major defects such as rodents, it has large front teeth and powerful jaws that it
missing eyes, torn beaks, and protruding broken bones. uses for biting through wood and defense.
They stink of horrible decay. They are ravenous and
driven to attack. As with all undead, they can be Turned
by a Cleric (as a Zombie), and are immune to sleep,
charm or hold spells.
Rot vultures attack with a combined pecking, clawing and
wing-flogging attack that is rolled with one attack roll.
Some rot vultures have certain special abilities (1-2 on 1d6
indicates such). The GM can roll randomly or choose the
effect, and may add more types of horrors.
1. It emits a horrid stench in a gaseous blast of gooey
rotten matter when slain, causing anyone within ten feet to
save versus poison or drop anything in their hands, fall to
their knees and wretch helplessly for 1d4 rounds.
2. It has bitten and the victim must save versus poison or
be inflicted by Rot Grubs.
3. Any victim must save versus poison or suffer the effects Sahuagin
of disease similar to a Giant Rat bite.
4. It shrieks in the face of its victim (one only) so loudly Armor Class: 16
and horrifically they must save versus spells or suffer the Hit Dice: 2+2*
effects of cause fear (reversed remove fear) for 1d6 No. of Attacks: 1 trident/1 bite, 2 talons/1 bite, or
rounds, as well as deafened for 1d6 hours. heavy crossbow or net
5. A victim must save versus paralysis or be paralyzed for Damage: 1d8 trident, 1d4 bite, 1d4 talon,
2d6 rounds just like a Ghoul's touch (elves are likewise 1d4 bite, or other weapon
immune). Movement: 30'
6. A victim who must save versus spells or be inflicted by No. Appearing: 1d8, Lair 1d6 x10, Wild 1d10+10
a horrid decaying odor for 1d6 days and attract scavengers
Save As: Fighter: 2
(at least one additional roll for wandering monsters during
each interval). The stench also means a character's Morale: 7
Charisma is reduced by 8 points (minimum score of 3). Treasure Type: Individuals N; Lair E, I, O
Their chances of stealth are greatly reduced, and XP: 100
effectively impossible when facing creatures with a keen
sense of smell. Sahuagin are a predatory fish-man race that feature green
coloration, darker along the back and lighter on the belly.
An adult male sahuagin stands roughly 6 feet tall and
weighs about 200 pounds. A sahuagin can sense
movement underwater within a 30-foot radius. They speak
their own language, as well as common and usually one
other language. A sahuagin can survive out of the water
63
MONSTERS BASIC FANTASY FIELD GUIDE
A Satyr's body has the upper half of a man and the lower
half of a goat with red or chestnut brown hair, with hooves
and horns that are jet black. They speak sylvan, and most
also speak common. Satyrs are related to their lesser kin
(fauns and ibex) but are much rarer and more reclusive.
The keen senses of a satyr make it almost impossible to
surprise one in the wild. Conversely, with their own
natural grace and agility, satyrs can sneak up on travelers
who are not carefully watching the surrounding wilderness.
Once engaged in battle, an unarmed satyr attacks with a
powerful head butt. A satyr expecting trouble is likely to be
armed with a bow and a dagger.
Satyrs can play a variety of magical tunes on their pan
pipes. Usually, only one satyr in a group carries this
instrument. When it plays, all creatures within a 60 foot Sea Cat
(except satyrs) must save vs. Spells or be affected by
charm person, sleep, or fear. The satyr chooses the tune Armor Class: 18
and its effect. In the hands of other beings, these pipes Hit Dice: 11 (AB +9)
have no special powers. A creature that successfully saves No. of Attacks: 2 claws/1 bite
against any of the pipe’s effects cannot be affected by the Damage: 1d6 claw, 1d8 bite
same instrument for 24 hours. Movement: 10' Swim 40'
No. Appearing: 1, Wild 1d10
Save As: Fighter: 11
Morale: 12
Treasure Type: None
XP: 1,575
Seat Cats are sea green colored with a feline head and
fish body. A typical sea cat is 12 feet long and weighs 800
pounds. Sea cats attack on sight, either for food or to
64
BASIC FANTASY FIELD GUIDE MONSTERS
defend their territory, and use both claws and teeth. They eyes upon one must succeed on a save vs. Spells or
display tremendous courage, always fighting to the death, instantly be weakened, reducing Strength by 2d6 points
even against creatures many times their size. Pairs and for 1d6 turns. This damage cannot reduce a victim’s
prides of sea cats attack in concert, trying to wear the Strength score below 0, but anyone reduced to 0 falls to
opponent down until one beast can dispatch it. A sea cat the ground helpless. Creatures that are affected by this
that hits with both claw attacks latches onto the opponent’s power or that successfully save against it cannot be
body and tears into its flesh. This automatically deals an affected again for 24 hours.
extra 2d6 points of damage.
A sea hag will attack with two daggers in melee combat.
They gain +4 to damage due to their supernatural
strength.
Three times per day, a sea hag can focus its evil gaze upon
any single creature within 10 feet. The target must succeed
on a save vs. Poison or be paralyzed for three days (75%)
or die (25%). Remove curse or dispel evil can restore
sanity sooner. Creatures with immunity to fear effects are
not affected.
Seahorse, Giant
Armor Class: 13
Hit Dice: 1
No. of Attacks: 1 ram
Damage: 1d4 ram
Movement: Swim 80'
No. Appearing: Wild 10d10
Save As: Fighter: 1
Morale: 6
Treasure Type: None
XP: 25
65
MONSTERS BASIC FANTASY FIELD GUIDE
66
BASIC FANTASY FIELD GUIDE MONSTERS
Shocker Lizard edged weapons due to the nature of the wires and pulleys
that make up their mechanics.
Armor Class: 16
Hit Dice: 2* Just like normal skeletons, bronze skeletons are immune to
sleep, charm or hold spells. As they are mindless in the
No. of Attacks: 1 bite
traditional sense, no form of mind reading is of any use
Damage: 1d4 bite against them. They never fail morale and always fight until
Movement: 40' Swim 20' destroyed. However, because clockwork skeletons are not
No. Appearing: 1d6, Lair 2d6 true undead they cannot be Turned by a cleric.
Save As: Fighter: 2
Morale: 7
These clockwork automatons are vulnerable to electrical
attacks, often causing them to run away in a random
Treasure Type: None
fashion or cease working. If a clockwork skeleton is hit by
XP: 100 an electrical-based spell, all such automatons within 40
feet react as if confronted by a cleric (Turning undead
A Shocker Lizard has a pale gray or blue underside and a
attempt) at the level of the caster. Roll on the clerical
darker hue on its back. They are about 1 foot tall at the
Turning table for skeleton: a result of “T” will cause the
shoulder and weigh 25 pounds. These lizards are typically
bronze skeletons to move about randomly without
found in warm marshes.
attacking, while “D” results in 1d8 points of damage per
Once per round, a shocker lizard can deliver an electrical level of the caster, often causing the automatons to stop
shock to a single opponent within 5 feet. This attack will functioning.
stun on a failed save vs. Death Ray. Whenever two or
more shocker lizards are within 20 feet of each other, they Skeleton, Crimson Bones
can work together to create a lethal shock. This effect has Armor Class: 13 (see below)
a radius of 20 feet, centered on any one contributing
Hit Dice: 2*
lizard. The shock deals 2d8 electrical damage for each
lizard contributing to it (maximum 12d8); a successful save No. of Attacks: 1 punch or weapon
vs. Death Ray reduces the damage by half. Damage: 1d6 or by weapon
Movement: 50'
A shocker lizard relies on its electrical abilities in combat No. Appearing: 2d4
and can automatically detect any electrical discharges
Save As: Fighter: 2
within 100 feet. They tend to bite only after attempting to
shock an opponent. A solitary lizard flees once it delivers Morale: 12
its shocks, but if other shocker lizards are nearby, they will Treasure Type: None
home in on their comrade’s discharges. XP: 100
67
MONSTERS BASIC FANTASY FIELD GUIDE
68
BASIC FANTASY FIELD GUIDE MONSTERS
Skraggs are smaller semi-aquatic relatives of the common Giant Cone Snails are extremely well-camouflaged and
troll, but appear slightly stockier. They are sometimes highly toxic. They have a natural long and narrow
called swamp trolls. They more likely to communicate with hypodermic tube (a modified tooth) to inject poison and
potential victims rather than just attack, demanding some can launch it up to 20 feet. Stricken victims must save
sort of tribute; they will normally leave would-be victims versus poison or be paralyzed for 2d6 hours. They
alone if their demands are met. swallow prey whole once succumbed. Each snail has but
a single tooth to launch, and if this attack is not successful,
Skraggs attack with claws and by biting. Like regular trolls, the creature will retreat inside its shell. This gives it a
they have the ability to regenerate; however, a skragg must bonus of +6 to its AC. The snail will then simply wait for
have at least 50% of its body immersed in water for their any enemy combatants to give up and leave. Giant cone
regeneration to take effect. Unlike typical trolls, skraggs snails generally will not attack groups of creatures which
regenerate from acid damage, but they fear fire like other outnumber them, but may lay in wait for a single
trolls; the lower morale rating (in parenthesis) is used when opponent to become isolated and thus vulnerable.
the skragg faces attackers armed with fire.
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MONSTERS BASIC FANTASY FIELD GUIDE
like a war hammer or mace. Their mouths are little more Sphinx
than rough grinding surfaces and do little more than 1d2
points of damage, but if hard pressed they will bite. Armor Class: 18
Hit Dice: 12* (AB +10)
Snake, Giant Two-Headed No. of Attacks: 2 claws
Armor Class: 14 Damage: 2d4+5 claw
Hit Dice: 5* Movement: 50' Fly 40' (20')
No. of Attacks: 2 bites + poison No. Appearing: 1
Damage: 1d8 bite Save As: Fighter: 12
Movement: 30' Morale: 8
No. Appearing: 1d4 Treasure Type: E
Save As: Fighter: 5 XP: 1975
Morale: 8 Sphinxes are massive winged lions with human-like faces.
Treasure Type: None A typical sphinx is nearly 10 feet long and weighs over 800
XP: 405 pounds. Sphinxes have Darkvision out to 60 feet. A
sphinx can speak all languages of men and dragons, as
Giant Two-Headed Snakes are rarely surprised, as at well as their own racial tongue. They prefer witty discourse
least one head is usually alert. Each head can attack an over open combat, but will defend themselves and their
individual target, though the targets have to be close to homes if threatened.
each other. Their poison is quite potent and saves are
made with a -2 penalty. Because their flight is rather clumsy, sphinxes prefer to
fight on the ground, tearing with their razor-sharp claws. A
Snake, Vort sphinx's roar causes all creatures within 100 feet to be
affected with fear for 2d6 rounds (as fear spell) unless they
Armor Class: 15
save vs. Spells. After a roar, a sphinx must wait 1d4
Hit Dice: 1+2 rounds before doing so again. Sphinxes continuously
No of Attacks: 1 detect invisible and detect magic. A sphinx casts spells as
Damage: 1d3 + poison either a magic-user (40%), cleric (40%), or sometimes as
Movement: 50' both (20%) equivalent to their half their hit dice (6th level).
No. Appearing: 1d4
Save As: Fighter: 1
Morale: 7
Treasure Type: none
XP: 25
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BASIC FANTASY FIELD GUIDE MONSTERS
Spider, Giant Bola heat effects. Rather than spin silk webs they spin ice into
web-like structures.
Armor Class: 15
Hit Dice: 4* Besides a poisonous bite, they can spit saliva up to 30 feet
that freezes fast and ensnares man-sized or smaller
No. of Attacks: 1 bite + poison
creatures. The Ice Spider must hit with an attack, and the
Damage: 1d8 bite affected creature can break free with a 1 on 1d6 (modified
Movement: 50' by Strength bonus).
No. Appearing: 1d3, Lair 1
Save As: Fighter: 4 Spider, Giant Shrieking Tarantula
Morale: 8
Armor Class: 18
Treasure Type: None
Hit Dice: 7*
XP: 280
No of Attacks: 1 bite
A Giant Bola Spider forms a long thread of silk, attaches Damage: 1d12 bite + poison
a web to the end, and then throws it at its target. If they Movement: 50'
succeed they drag the victim in, entangling them further to No. Appearing: 1
feed upon. Entangled individuals may break free on a roll Save As: Fighter: 7
of 1 on 1d6 (modified by Strength bonus); otherwise they Morale: 9
are stuck (like the web spell). Those entangled will be Treasure Type: None
drawn to the spider in 1 round unless they are very heavy.
XP: 735
Spider, Giant Diving Bell
Shrieking Tarantulas are rare, aberrant forms of the
Armor Class: 15 regular Giant Tarantula. They are about the size of a
Hit Dice: 4* horse and have red leg-joints. Shrieking tarantulas are
somewhat intelligent but are driven by their hunting
No. of Attacks: 1 bite + poison
instincts.
Damage: 1d8 bite
Movement: 40' Swim 30' Their bite is deadly; those bitten must save vs. Poison or
No. Appearing: 1d3, Lair 1 be forced to dance wildly. The dance lasts 2d10 rounds,
Save As: Fighter: 4 during which time the victim has a -4 penalty on attack
Morale: 8
and further saving throws. Thieves or characters with
similar thief-like abilities may not utilize such skills while
Treasure Type: None
dancing. Onlookers must save vs. Spells or begin dancing
XP: 280 themselves; such “secondary” victims suffer the same
penalties as above, but they will only dance for 2d4
Giant Diving Bell Spiders carry a supply of air with them
rounds. During each round that those bitten are dancing,
around the hairs of their body and craft an underwater lair
they must save vs. Poison again or take 1d4 points of
filled with air. They are otherwise similar to other giant
damage. The secondary victims do not suffer this effect.
spiders.
Neutralize poison will cure the original victim, and dispel
Spider, Giant Ice magic will stop the dance for all victims in the area of
effect, whether original or secondary.
Armor Class: 16
Hit Dice: 6* In addition to its normal attack, the shrieking tarantula may
flick a cloud of urticating hairs from its abdomen at an
No. of Attacks: 1 bite + poison
enemy. This fills an area of a 20 foot radius but quickly
Damage: 1d10 bite disperses by the next round. Creatures caught within the
Movement: 50' area of effect suffer a painful, itching rash, and for the next
No. Appearing: 1d6 turn must save vs. Poison each round. A failed save
Save As: Fighter: 6 indicates that the victim spends that entire round
Morale: 12 scratching and screaming. These hairs may be used only
Treasure Type: None once, after which they regrow in about a week.
XP: 555 Finally, the shrieking tarantula can shriek, causing those
within 10 feet to save vs. Poison or be stunned for 1
A Giant Ice Spider is a crystal-clear spider adapted to icy
round. When hunting, the spider often stuns its prey,
environments. They are immune to cold-based attacks but
followed by encapsulating it in silken thread, binding and
take an additional point of damage (per die) from fire or
rendering the prey helpless and to be fed upon later.
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MONSTERS BASIC FANTASY FIELD GUIDE
Stalag
Armor Class: 17
Hit Dice: 1
No. of Attacks: 1 stab
Damage: 1d6 stab
Movement: 10'
No. Appearing: 3d6
Save As: Fighter: 1
Steel Spider
Morale: 12 Armor Class: 18 †
Treasure Type: None Hit Dice: 5**
XP: 25 No. of Attacks: 2 forelegs
Damage: 1d6 forelegs
The Stalag looks very much like a stalactite, hanging from
the ceiling of a natural cave. It senses the sounds and Movement: 40'
warmth of living creatures nearby, and attacks by dropping No. Appearing: 1
onto the victim. Due to their camouflage and their silent Save As: Fighter: 5
attack they surprise on 1-5 on 1d6. Morale: 12
Treasure Type: None
XP: 450
72
BASIC FANTASY FIELD GUIDE MONSTERS
73
MONSTERS BASIC FANTASY FIELD GUIDE
Terror Bird
Armor Class: 13
Hit Dice: 3
No. of Attacks: 1 bite
Damage: 1d8 bite
Movement: 60'
No. Appearing: Wild 1d6, Lair 1d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145
during combat. In fact, most thulids are disinterested in
Terror Birds are flightless prehistoric birds. They weigh physical combat, preferring to use their mind blast (see
around 800 pounds and are armed with massive beaks; it below), magic, or slave creatures for this purpose.
is for this reason that they are often called "axe beaks.”
About one-quarter (25%) of thulids are Magic-Users (roll
They hunt in small packs, and aggressively pursue weaker
1d8 for level). The experience point value of a magic-
prey.
using thulid is greater than normal, and is shown in
Thulid parentheses after the standard amount.
Armor Class: 15 The thulid's mind blast is a cone of mental force with a 60'
range and a diameter of 50' at the far end. The mental
Hit Dice: 1* to 8* (1** to 8** if a Magic-User)
blast can be used at most one time per day per hit die of
No. of Attacks: 1 weapon or special
the monster, and may not be used more often than every
Damage: By weapon or special other round. A thulid can choose to either stun or kill
Movement: 40' those within the affected area. If the thulid chooses to
No. Appearing: 1d4 stun, those in the area of effect must save vs. Spells or be
Save As: Magic-User: 1 to 8 rendered unconscious (as if by sleep) for 2d6 rounds. A
Morale: 7 killing blast allows a save vs. Death Ray, with failure
Treasure Type: F resulting in immediate death. Mindless creatures and the
XP: 1 HD 37 (49); 2 HD 100 (125) undead are unaffected by this attack. Add +2 to the
3 HD 175 (205); 4 HD 280 (320) saving throw if the victim is more than 20' from the thulid,
5 HD 405 (450); 6 HD 555 (610) or +5 if more than 40' away.
7 HD 735 (800); 8 HD 945 (1015) A helm of telepathy adds an additional +4 to saving
A Thulid is a highly intelligent man-like creature with a throws. Further, when such saves are successful the
squid-like visage having four to ten tentacles surrounding a attacking thulid is stunned for 1d4 turns.
beak-like mouth. Though omnivorous, thulids prefer the When encountered away from their lair, a group of thulids
brains of sentient creatures as food. They can read minds will generally consist of at least one fully mature (8 hit dice)
(as the ESP spell) and communicate with each other thulid, with the remainder having 2d4 hit dice each. See
telepathically. They can speak Common, usually to below for details on thulid growth and maturation.
command slaves.
Thulids are actually a strange sort of parasite. When a
A thulid uses its tentacles to extract the brain from a foe. It group of thulids are encountered, the GM should roll
takes 1d4 turns for the tentacles to reach the brain, killing 1d20. If the result of this roll is equal to or less than the
the victim. As this process takes a long time it is not done
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BASIC FANTASY FIELD GUIDE MONSTERS
number encountered, one of the thulids is ready to spawn. Thulid, Great Brain
Do not count thulids who have only a single hit die, as
such are not mature enough to reproduce. Armor Class: 11
Hit Dice: 9** (AB +8)
If a thulid is ready to spawn, it will notify its brethren which
No of Attacks: Special
of their opponents it wants to impregnate. The group will
then attempt to render the target host unconscious Damage: Special
(generally by using the stunning form of mind blast) while Movement: 1'
removing other opponents as expeditiously as possible. If No. Appearing: 1
the thulids prevail, the pregnant one will begin using its Save As: Magic-User: 9
tentacles to penetrate the skull of the subdued opponent,
Morale: 7
but instead of extracting the brain, an egg will be laid. The
subdued opponent will then be bound and carried off by Treasure Type: H
the thulid party. Thulids seem to prefer male host bodies, XP: 1225
for no apparent reason. Humans are preferred over elves,
and elves over dwarves or halflings. Great Brains look like monstrous, immobile brains ringed
by many dexterous but weak tentacles, which it uses both
The egg hatches in 3d6 hours, but as the brain feels no as manipulators and to drag itself around. The exact
sensation the victim will not realize this. In another 1d6 relationship of the great brain to Thulids is unknown.
hours the victim will become confused (as if by the spell Great brains do not speak, but if they have need for it can
confusion), then in 2d6 more hours will fall into a coma. telepathically communicate with any creature of greater
Up to this point, the condition is reversible with a cure than animal intelligence.
disease spell, but after the coma begins the growth of the
infant thulid cannot be stopped in that way. In 3+1d6 Although slow and physically weak, great brains possess
great magical power, and it shares the thulid's ability to use
days, the victim will suddenly awaken, still appearing
normal but with the psyche (and mental blast power) of a a mental blast with the same effects.
thulid. The newly-spawned thulid can speak the thulid Up to three times per day, a great brain can attempt to
language as well as any languages formerly known by the enslave any one living creature within 30 feet, which must
host body, though little or none of that host's mind is left save vs. Spells or be utterly dominated by the brain. An
otherwise. enslaved creature obeys the brain’s telepathic commands.
Such a creature can attempt a new save vs. Spells every
A "newborn" thulid normally has one hit die. Over the
course of the next year the new thulid will slowly 24 hours to break free, or can be freed by a remove curse
transform, taking on a reddish skin tone and developing spell. The control is also broken if the brain dies or is
the distinctive thulid head; at this point the thulid gains its separated from the slave by more than a mile. A great
second hit die. Each year thereafter, the thulid gains brain can also teleport once per day with no risk of failure.
another hit die, until the maximum of eight is reached. They can psychically sense living creatures in a 100 foot
Only a few thulids have the capacity to advance beyond radius, and can use the following spells at will: charm
eight hit dice. monster, hold monster, confusion, and telekinesis.
If the victim is rescued from the thulids but the egg is not
slain, the development will be exactly as given. When the
victim awakens as a thulid it will instinctively realize that it
is not among its own kind and feign amnesia or other
illness to avoid discovery until it can find its way
underground and attempt to find its "people." It is aided in
this by its telepathy, which can be used to scan for other
thulids within a 5 mile radius.
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MONSTERS BASIC FANTASY FIELD GUIDE
Vampire Spawn are undead creatures that are created Vermen are medium-sized furred humanoids with rodent-
when Vampires slay mortals. Like their creators, spawn like heads and tails. They have long torsos and limbs.
remain bound to their coffins and to the soil of their They tend to slouch forward when walking upright, giving
graves. They appear much as they did in life, except that them a hunched appearance. Vermen fur varies in color,
they appear somehow hardened by their transformation. but all have red eyes. They wear clothing and armor that is
soiled and patched together.
Vampire spawn use their inhuman strength when engaging
mortals, hammering their foes with powerful blows. On Individually or in small groups these creatures are
any natural 20 attack roll, a vampire spawn will bite and cowardly, but in larger groups they become much braver;
drain the blood of its victim. The bite deals 1d3 points of any group of 16 or more will have a morale of 8. Any
damage and drains one level from the victim; a successful group of 20 or more will have a leader of at least 4HD,
saving throw vs. Death Ray negates the latter effect. See and such a group will have a morale of 10.
Energy Drain in the Encounter section of the BFRPG
Core Rules for details. A vampire spawn heals 1d8 hit Vermin Queen
points for each level it drains. Once it bites, the vampire
Armor Class: 13
spawn will hold fast and drain the victim each round
automatically; only a failed morale check or the death of Hit Dice: 6**
the vampire spawn will break this hold. No. of Attacks: 2 claws or weapon
Damage: 1d6 claw or weapon
Like vampires, vampire spawn are unharmed by non- Movement: 40' Fly 20'
magical weapons and are immune to sleep, charm, and No. Appearing: 1, Wild 1d3, Lair 1d3
hold spells. Vampire spawn can be Turned by a Cleric (as
Save As: Magic-User: 6
a vampire). However unlike their creator they can be slain
when their HP is reduced to 0. Morale: 9
Treasure Type: F
XP: 610
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BASIC FANTASY FIELD GUIDE MONSTERS
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MONSTERS BASIC FANTASY FIELD GUIDE
The Wolverine is a furry animal with a squat, powerful Flesh Eater Zombies are undead creatures similar to
body. Its strong forelimbs are armed with long claws for Zombies but even more dangerous. Like all undead they
digging. The adult wolverine is about the size of a medium are immune to spells that affect the mind (including sleep,
dog, with a length of 2 to 3 feet, a tail from 1 to 2 feet charm, and hold). Flesh eaters may be Turned by Clerics
long, and weighs 20 to 35 pounds. The males are as much (as a zombie). They feast on the flesh of living creatures,
as 30 percent larger than the females. preferring to target intelligent humanoids.
In appearance, the wolverine resembles a small bear with In combat they are surprisingly quick and attack with a
a long tail. It has been known to give off a very strong, flurry of claws and bites. While their claws are capable
extremely unpleasant odor, giving rise to the nicknames weapons it is the creature's bite that is most deadly. Those
"skunk bear" and "nasty cat." A wolverine that takes who are bitten and survive have a 5% chance per point of
damage in combat flies into a berserk rage on its next turn, damage of contracting a fatal disease, causing death in 2d4
clawing and biting madly until either it or its opponent is turns. Those who die from this disease rise in 2d4 rounds
dead. While in its rage it has +2 to hit but -2 to AC. as flesh eaters. Cure disease will prevent death, or if cast
on the corpse after death will prevent the corpse from
Wug rising.
Armor Class: 12 Zombie, Leper
Hit Dice: 1
No. of Attacks: 1 weapon Armor Class: 13
Damage: 1d8 or by weapon Hit Dice: 1*
Movement: 40' No. of Attacks: 2 claws/1 bite
No. Appearing: 2d4, Wild 3d6, Lair 10d6 Damage: 1d3 claw, 1d3 bite + disease
Save As: Fighter: 2 Movement: 30'
Morale: 8 No. Appearing: 1d12
Treasure Type: E (Lair Only) Save As: Fighter: 1
XP: 25 Morale: 9
Treasure Type: None
Wugs are a race of nasty, brutish humanoid frogs. They
XP: 37
infest swamps and other waterways, regularly attacking
other humanoids in search of loot and sacrifices. They Leper Zombies shuffle toward their prey with grim
resemble bipedal frogs with wide mouths, bulging eyes, purpose and hatred. More agile than other types of
and splotchy green skin. An adult male stands around 5 zombies, they are far more deadly as they carry a horrible
feet tall and weighs around 180 pounds. Females and disease that resembles leprosy.
males are roughly the same size. Wugs generally go about
naked except for a belt to carry their knives and pouches. They do not seek to consume living folk but to slay them.
All wug tribes are led by a shaman. Wugs speak common They may be Turned by a Cleric (as a Ghoul) and are
and their own croaking tongue. immune to sleep, charm and hold spells.
Wugs are crafty and merciless warriors, throwing Humanoids bitten by leper zombies may be infected with
themselves into battle with zealous fanaticism. They will zombie leprosy. Each time a humanoid is bitten or
attempt to take prisoners when possible for later sacrifice. clawed, there is a 10% (cumulative per bite and blow)
They prefer to attack from ambush and are cunning chance of the infection being passed. The afflicted
enough to use the terrain to their advantage.
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BASIC FANTASY FIELD GUIDE MONSTERS
humanoid is allowed to save vs. Death Ray; if the save is to ordinary zombies. They take only half damage from
failed, the humanoid dies in 3 days. An afflicted humanoid blunt weapons and only a single point from arrows, bolts
who dies of zombie leprosy rises as a leper zombie at the or sling stones (plus any magical bonus). They may be
next midnight. Turned by a Cleric (as a Wight) and are immune to sleep,
charm, and hold spells.
Equipment, arms and armor of one slain by a leper
zombie (or used to destroy a leper zombie) carries a 5% A zombraire slowly rots away, and as a zombraire rots it
chance of transmitting the disease each day. The infection loses its sanity; this is represented by the variable morale
can be removed from gear by washing in holy water, listed. An insane zombraire fights to the death in hopes of
heating with fire or casting Bless on each item. being slain and thus ending its tortured existence.
Zombraire (and Skeletaire) The given statistics are for a zombraire formed from a 2nd
level magic-user; the HD and saving throws of a zombraire
Zombraire Skeletaire are based on the level it had in life. A zombraire can cast
Armor Class: 12 (see below) 13 (see below) spells as it did when living, but cannot learn new spells.
Hit Dice: 2* (variable) 1* (variable) A Skeletaire is the final form of a zombraire which has
No. of Attacks: 1 dagger or 1 spell 1 dagger or 1 spell rotted away completely. It takes only half damage from
Damage: 1d4 or per spell 1d4 or per spell edged weapons, and only a single point from arrows, bolts
Movement: 20' 40' or sling stones (plus any magical bonus). One can be
No. Appearing: 1 1 Turned by a Cleric (as a zombie), and is immune to sleep,
Save As: Magic-User: by HD Magic-User: by HD charm, or hold spells. A skeletaire never fails morale, and
Morale: 9 to 12 (see below) 12 thus always fights until destroyed.
Treasure Type: None None The statistics above are for a skeletaire formed from a 2nd
XP: 100 (variable) 37 level Magic-User. A skeletaire will have HD equal to the
character's level minus 1, and will save as a magic-user of
Zombraires are free-willed undead magic-users. Like the a level equal to its HD. The skeletaire cannot speak, but
zombies they resemble, they move silently, are very strong still retains the ability to prepare and cast spells as it did in
and must be literally hacked to pieces to be destroyed. life (but like a zombraire, it can never learn new spells).
However, they do not suffer the initiative penalty common
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MONSTERS BASIC FANTASY FIELD GUIDE
80
BASIC FANTASY FIELD GUIDE MONSTERS
81
MONSTERS BASIC FANTASY FIELD GUIDE
36 Hit Dice
Kraken
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BASIC FANTASY FIELD GUIDE MONSTERS
83
MONSTERS BASIC FANTASY FIELD GUIDE
9. Updating the License: Wizards or its designated Agents Nazgorian, Grey Render, Phaerim, Plague Hound, Ram, wild,
may publish updated versions of this License. You may use Ram, War, Rat Dog, Red Cap, Skeleton (Pitch), and Tapper
any authorized version of this License to copy, modify and Copyright © 2009 R. Kevin Smoot
distribute any Open Game Content originally distributed Aboleth, Cheetah, Cockroach (giant), Cockroach
under any version of this License. (balroach), Dinosaur (Deinonychus, Velociraptor), Haunted
10. Copy of this License: You MUST include a copy of this Bones, Hippopotamus, Lerini, Lycanthrope (Were-
License with every copy of the Open Game Content You Cockroach), Orc (Snow), Poludnitsa, Skum Copyright © 2009
Distribute. Omer Golan-Joel
11. Use of Contributor Credits: You may not market or Ice devil, Vermen, Wolverine Copyright © 2009 Aaron W.
advertise the Open Game Content using the name of any Thorne
Contributor unless You have written permission from the Blade Spirit, Bone Horror, Great Orb of Eyes, Owlbear (Fire-
Contributor to do so. Breathing), Spined Devil, Sphinx Copyright © 2009 Steveman
12. Inability to Comply: If it is impossible for You to comply Bunyip Copyright © 2009 MtBlack
with any of the terms of this License with respect to some or
Zombie (Flesh Eater) Copyright © 2009 Maliki
all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open Nazgorian (Frogman, Eelbat, Hydramander, Spiderwolf),
Game Material so affected. Prince Frog Copyright © 2009 Chris Gonnerman
13. Termination: This License will terminate automatically if Crypt Dweller Copyright © 2009 Bill Beatty
You fail to comply with all terms herein and fail to cure such Ant Lion (giant), Bronze Bird, Eel (common and giant),
breach within 30 days of becoming aware of the breach. All Hyena, Hyenodon, Necrotic Ooze, Praying Mantis (giant),
sublicenses shall survive the termination of this License. Red Slime, Rot Vulture, Snail (Giant Barb, Cone, and
14. Reformation: If any provision of this License is held to be Pounder) Copyright © 2009 J. D. Neal
unenforceable, such provision shall be reformed only to the Ogre Mage, Ghoul Cockroach, and Shrieking Tarantula
extent necessary to make it enforceable. Copyright © 2013 Stuart Marshall
15. COPYRIGHT NOTICE Guard Fern, Mosquito, Giant, and Spider, Giant Trapdoor
Open Game License v 1.0 Copyright 2000, Wizards of the Copyright © 2013 J. D. Neal
Coast, Inc. Desert Worm Copyright © 2009 David Grant Sinclair.
System Reference Document Copyright 2000-2003, Wizards Bog Crone, Heucova, Odeum, Skeleton (Crimson Bones),
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Tentacled Horror, Wogg, Worghest Copyright © 2014 Ross
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Williams
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, Banshee, Barghest, Boggart, Celestial, Solar, Death Dragon,
James Wyatt, based on original material by E. Gary Gygax Dinosaur, Compsognathus, Dolphin, Dragon, Brown,
and Dave Arneson. Elemental, Cold, Elemental, Lightning, Elemental, Metal,
Basic Fantasy Role-Playing Game Copyright © 2006-2016 Elemental, Wood, Flying Man-of-War, Hippocampus/Kelpie,
Chris Gonnerman. Inferal, Lemure, Infernal, Vega, Infernal, Vrock, Iron Snapper,
New Monsters: A Basic Fantasy Supplement Copyright © Linnorm, Seahorse, Giant, Thulid, Great Brain, Vermin Queen
2008 Ray “maddog” Allen, Chris Gonnerman, Ola Berg, and Copyright © 2014 Rachel Ghoul
James D. Jarvis. Armorollo, Chasenet, Derej Pit creatures, Drat Copyright ©
Anubian, Bisren, Boglin, Canein, Chelonian, Cu-Sidhe, Faun 2014 Jered Taikith
(Ibex), Flederkatze, Flying Fox (giant bat), Gerbalaine, The Basic Fantasy Field Guide Copyright © 2010-2016 Chris
Headless Horseman, Jack O'Lantern, Nazgorian, Digester, Gonnerman, R. Kevin Smoot, James Lemon, and
Contributors.
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