Basic Fantasy Field Guide r29

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The Basic Fantasy Field Guide

of Creatures Malevolent and Benign


Copyright © 2010-2016 Chris Gonnerman, R. Kevin Smoot,
James Lemon, and Contributors
All Rights Reserved
Distributed under the terms of the Open Game License version 1.0a
1st Edition (Release 29)

Featuring Creatures by Various Contributors

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

Ant Lion, Giant Anubian


Armor Class: 16 Armor Class: 14 (11)
Hit Dice: 4 Hit Dice: 1+1
No. of Attacks: 1 bite No. of Attacks: 1 punch or 1 weapon
Damage: 1d10 bite Damage: 1d4 punch or by weapon
Movement: 40' Movement: 40' unencumbered, usually 30'
No. Appearing: 1d4, Wild 1d6, Lair 2d6 No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 4 Save As: Fighter: 1
Morale: 8 Morale: 8
Treasure Type: None Treasure Type: Q, R each; D, K in lair
XP: 240 XP: 25

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

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BASIC FANTASY FIELD GUIDE MONSTERS

Clerical ability for every leader type. When applicable,


anubians use HD according to relevant class (for instance,
anubian priests use d6 for HD).

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

Bonobos are closely related to common chimpanzees, but


they are much rarer. Bonobos are less aggressive and
more social members of the ape family.

Ape, Carnivorous Snow


Armor Class: 15
Hit Dice: 6
No. of Attacks: 2 claws
Damage: 1d6 claw
Movement: 40' Ape, Chimpanzee
No. Appearing: 2d6 Armor Class: 13
Save As: Fighter: 6 Hit Dice: 1+1
Morale: 8 No. of Attacks: 2 claws
Treasure Type: None Damage: 1d4 claw
XP: 500 Movement: 50'
Snow Apes are a larger snow white variety of carnivorous No. Appearing: 1d4, Wild 2d8
ape with long shaggy fur. These creatures are have long Save As: Fighter: 1
fangs for killing and tearing flesh. Morale: 8
Treasure Type: None
Frost giants often breed snow apes and keep them as pets.
XP: 25
They are difficult to see in ice or snow, and thus surprise
on 1-4 on 1d6 in such conditions. Chimpanzees are often the weight of an average human
but are much stronger. They will often hunt and eat small
animals. Individuals are rarely aggressive but they may
become bolder in groups; dominant older male chimps
can become quite aggressive.

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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

Gigantopithecus are prehistoric gorillas, huge and


powerful. They are vegetarians like their lesser kin, but
can be as vicious as the carnivorous varieties if provoked.

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

Girallons are the savage, four-armed, magical cousins of


the gorilla. An adult girallon is about 8 feet tall, broad-
chested, and covered in thick fur. They weigh about 800
pounds. A solitary girallon usually conceals itself to attack
with surprise. When it spots or scents prey, it charges. A
girallon picks up prey that is small enough to carry and
withdraws, often vanishing into the trees before the
victim’s companions can retaliate.
A girallon that hits with two or more claw attacks latches
onto the opponent’s body and tears the flesh. This attack
automatically deals an extra 2d4 points of damage.

6
BASIC FANTASY FIELD GUIDE MONSTERS

Ape, Gorilla Ape, Winged


Armor Class: 14 Armor Class: 14
Hit Dice: 4 Hit Dice: 3
No. of Attacks: 1 maul / 1 bite No. of Attacks: 2 claws / 1 rock
Damage: 1d6 maul, 1d6 bite Damage: 1d4 claw, 1d6 rock
Movement: 40' Movement: 40' Fly 40' (10')
No. Appearing: 1d6, wild 2d4, No. Appearing: 1d6, Wild 2d4,
lair 2d4 Lair 2d4
Save As: Fighter: 4 Save As: Fighter: 4
Morale: 7 Morale: 7 (9 in flight)
Treasure Type: None Treasure Type: None
XP: 240 XP: 145

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

Orangutangs are usually heavier than humans (averaging


225 to 250 pounds or so) and stronger. The statistics for 2
HD orangutangs represents mature females or younger
males, while the 3 HD statistics are for the larger mature
males. Orangutangs would generally prefer to be left
alone, but may be very dangerous if cornered.

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MONSTERS BASIC FANTASY FIELD GUIDE

Aranea In human or hybrid form the aranea may utilize weapons


and other equipment. In these forms it has a base
Armor Class: 13 movement rate of 30 feet. The humanoid form has no
Hit Dice: 4** other abilities beyond spells and weapon use. In spider or
No. of Attacks: spider form: 1 bite, web or spells hybrid form the aranea may utilize a poisonous bite for
hybrid form: 1 bite, web, spells, or 1d6 points of damage. The victim of a bite must save vs.
weapon Poison or die. In addition these forms may throw a web up
humanoid form: spells or weapon to six times per day. This is similar to the web spell but has
Damage: 1d6 bite+poison or by weapon a maximum range of 50 feet, and is effective against
Movement: natural spider form: 50' Climb 30' targets of up to Large size. Its natural spider form is
humanoid forms: 30' necessary for climbing speed and travel within web
No. Appearing: 1d6, Wild 1d6, Lair 1 structures.
Save As: Magic-User: 4 An aranea remains in one form until it chooses to assume
Morale: 7 a new one. A change in form cannot be dispelled; a true
Treasure Type: D seeing spell, however, will reveal its natural form.
XP: 320
Armorollo
An Aranea is an intelligent, shape-changing spider with
sorcerous powers. It has three distinct forms, its natural Armor Class: 15
that of a big spider. Just below its fanged mandibles is a Hit Dice: 1
pair of small arms (about 2 ft long) with manipulative No. of Attacks: 1 claw
hands. The aranea may also be found in a spider- Damage: 1d4 claw
humanoid form or that of a distinctive humanoid ranging Movement: 60'
in size from halfling to human. The humanoid form is No. Appearing: 1d4+3, Wild 1d10+3
unique, and the aranea always looks the same when
Save As: Fighter: 1
taking this form. An aranea can speak common and may
Morale: 7
be able to speak other humanoid languages. An aranea
has Darkvision to 60 feet in any form and can cast spells Treasure Type: None
as a 4th level magic-user (equal to HD). XP: 25

The Armorollo is most commonly found on the open


grassland. When curled up it resembles a rock as its top
portion is covered in thick rock-colored plates. Armorollos
are pack creatures and are never found in groups of less
than 4. They move by rolling across the ground at high
speed, springing open at the last moment to attack with its
sharp claws. The armorollo can also emit a large cloud of
thick white smoke once per day (filling 30 cubic feet) that
serves to conceal its movements. Lastly the armorollo
emits a piercing shriek that helps find its prey by following
the echo.
Multiple armorollos will work together to attack. Some will
stop to emit smoke, others will shriek, and the remainder
attack through the smoke guided by the shriek. When
fighting as a group armorollos have a +3 attack bonus.

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

Giant Badgers are quite simply gigantic versions of


normal badgers. They are squat, broad, and fast
burrowers. Giant badgers are sometimes domesticated by
giants, but even then they are untrustworthy and may
attack their masters.

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

Although they are not undead, barghests are inherently Behir


unholy and can be Turned by Clerics (as a wight). They
can only be harmed by silver or magical weapons. Armor Class: 20
Hit Dice: 13** (AB +10)
Barghests generally speak Common as well as the
No. of Attacks: 1 bite, constriction + 6 claws, or breath
languages of infernals, goblins, hobgoblins, and bugbears,
Damage: 2d10 bite, 1d8 constrict, 1d4 claws, or
and can communicate with wolves. They can sometimes
breath
be found ruling over goblins or hobgoblins, but most
commonly they haunt a lonely stretch of road, preying on Movement: 40'
travelers. No. Appearing: 1d2
Save As: Fighter: 13
Bat, Giant Flying Fox Morale: 9
Armor Class: 14 Treasure Type: L
Hit Dice: 3 XP: 2,395
No. of Attacks: 1 bite The Behir is a serpentine monster that can slither like a
Damage: 1d6 bite snake or use its dozen legs to move with considerable
Movement: 10' Fly 60' (10') speed. A behir is around 40 feet long and weighs about
No. Appearing: 1d10, Wild 2d20 4,000 pounds. The coloration of behirs ranges from
Save As: Fighter: 3 ultramarine to deep blue with bands of gray-brown. Behirs
Morale: 9 often know the common language of the region.
Treasure Type: None A behir will bite its foe and then coil around it. On
XP: 145 following rounds, the behir causes 1d8 points of
constriction damage and rakes at the victim with 6 of its
Giant Flying Foxes are a special variety of giant bats. claws for 1d4 points of damage each. Alternatively, a behir
They are similar in appearance to some jungle fruit bats, can swallow whole a small or medium-sized creature that it
only much larger and carnivorous. They have typical bat has bitten. The swallowed creature takes 1d8 points of
senses, having a natural sonar that allows them to have damage each round. The swallowed creature may attempt
Darkvision to a range of 90 feet. to cut its way out using a small edged weapon such as a
A giant flying fox has a wingspan over 15 feet and weighs dagger to deal 20 points of damage to the behir's insides
over 200 pounds. Their bite may carry disease, much like
a giant rat's bite. Any bite has a 5% chance of causing a
disease. A character who suffers one or more bites where
the die roll indicates disease will sicken in 3d6 hours. The
infected character will lose one point of constitution per
hour; after losing each point, the character is allowed a
save vs. Death Ray (adjusted by the current constitution
bonus or penalty) to break the fever and end the disease.
Any character reduced to zero constitution is dead (see
constitution point losses in the Encounter section of the
Core Rules for details on regaining lost constitution).

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

A blade spirit deals damage according to their weapon


type with +4 added to the damage. Like most undead,
blade spirits are immune to poison, charm and hold spells.
It may be Turned by a Cleric (as a wraith), but not
destroyed permanently except as described below. Blade
spirits are only harmed by magical weapons.
Upon the defeat of a blade spirit, the animated body falls
apart and the possessed sword goes dormant for 1d10
days. A remove curse spell cast on the weapon during this
time will drive the spirit out of the weapon permanently;
otherwise the spirit will begin reassembling a body.
A common blade spirit may make 3 weapon attacks every
two rounds; this means one attack on every odd-
numbered round, and two on every even-numbered
round.
Greater Blade Spirits are simply more powerful spirits
pursuing even greater ambitions. They deal more damage
(+6 damage) and have magical weapons determined by
the Game Master. They can be Turned by a Cleric (as a
vampire), and the dispel evil spell is required to
permanently destroy the spirit.

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 Bird Brownie*


Armor Class: 16 Armor Class: 19 ‡ (also invisibility)
Hit Dice: 1 Hit Dice: 1**
No. of Attacks: 1 beak/1 wings or 1 feather throw No. of Attacks: 1 miniature weapon
Damage: 1d4 beak, 1d6 wing or 1d4 throw Damage: 1d2
Movement: 30' Fly 120' Swim 30' Movement: 30'
No. Appearing: Wild 1d10, Lair 10d10 No. Appearing: 1
Save As: Fighter: 1 Save As: Magic-User: 1 (with bonuses)
Morale: 7 Morale: 7
Treasure Type: None Treasure Type: None
XP: 25 XP: 49

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

The Bulette (pronounced Boo-lay) is a terrifying predator


that lives only to eat. Almost 10 feet tall and 15 feet long, it
resembles something akin to a gigantic armadillo crossed
with a snapping turtle. It moves by quickly burrowing
through earth, leaping out to attack those on the surface.
A bulette attacks anything it regards as edible, biting for
3d8 points of damage and clawing for 2d6 points of
damage with each fore claw. It can leap 10 feet through
the air and attack prey with all four claws but cannot bite
with such an attack. If somehow one gets on top of a
bulette, the area behind its head plates is only AC 15. It is
effectively immune to most types of attacks while Bunyip
burrowing.
Armor Class: 15
Bulettes sense vibrations in the earth, and have a sensory Hit Dice: 6
ability equivalent to Darkvision with a range of 60 feet
No. of Attacks: 1 bite
while burrowing.
Damage: 1d10+2 bite
Movement: 40' Swim 20'
No. Appearing: 1
Save As: Fighter: 6
Morale: 9
Treasure Type: None
XP: 500

Bunyips are large carnivorous, lake-dwelling creatures.


They have a dog-like face, large tusks, sturdy webbed feet,
and short otter-like fur upon a body much like that of a
great bear. They may be found in a remote wilderness and
also in underground pools and lakes. They are very
aggressive and will usually attack anyone who wanders
into their territorial waters.

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.

16
BASIC FANTASY FIELD GUIDE MONSTERS

Celestial, Solar Chasenet


Armor Class: 17 Armor Class: 15
Hit Dice: 7** Hit Dice: 1
No. of Attacks: 1 weapon No. of Attacks: 1 spines/1 bite
Damage: Weapon + 2 Damage: 1d12 spines, 1d4 bite
Movement: 50' Fly 90' Movement: 60'
No. Appearing: 1 No. Appearing: 1d4
Save As: Cleric: 10 Save As: Fighter: 1
Morale: 11 Morale: 5
Treasure Type: E Treasure Type: None
XP: 800 XP: 25

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

Inhabiting rivers and swampy regions, Chelonians are


a race of reptilian humanoids bearing resemblance to
long-necked snapping turtles. They are normally
content to remain within their own small societies, but
on occasion a more adventurous individual can be
found. They are protected by thick scaly skin as well as
a shell-like growth that covers their backside except for
their thick tail. Chelonians are about 5 feet tall.
However, their necks can stretch out to make them up
to 8 feet tall for very short periods.

17
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

Chokers are vicious little predators lurking underground,


grabbing whatever prey happens by. Their hands and feet
have spiny pads that help them grip almost any surface.
They weigh about 35 pounds, are brown or mottled gray
in color and vaguely humanoid in shape. Chokers like to
perch high, often at intersections, archways, wells, or
staircases, reaching down to attack. They generally prefer
Chelonians have their own language, and adventuring to attack lone prey.
chelonians always know common as well. Chelonians A choker deals 1d3 points of damage as it grabs its target
are natural enemies to Lizard Men, often competing and continues to deal 1d3 points of damage each round
fiercely for the same resources. by choking and tearing at its prey until its victim is dead or
A chelonian's thick skin grants them a base AC of 13, it is forced to release. Because it seizes its victim by the
neck, a creature in the choker's grasp cannot speak or cast
and their back is especially tough (AC 17). Use these
spells. Chokers are supernaturally quick, and always act
figures unless armor worn grants better AC.
first in a combat round.
A Chelonian has a vicious bite, causing 1d6 points of
damage. They can choose to either attack with a bite or
by weapon, but when utilizing a weapon and roll a
natural 20 on attack, they get to roll for a bite attack as
well. If the chelonian finds itself in a grapple (wrestling),
the chelonian gets a free bite attack roll each round at
+2 to hit. A chelonian is resistant to poisons, and has a
+2 bonus on those saves.
Chelonians have a natural swim speed of 30 feet while
unencumbered (they cannot swim while wearing armor
or encumbered), and they can hold their breath twice
as long as the normal rules. Their underwater vision is
also twice as effective as the other races. Chelonians
have the ability to submerge with just eyes and nostrils
above the surface of water. When they are able to
employ this maneuver, chelonians can surprise others
with a roll of 1-4 on 1d6.

18
BASIC FANTASY FIELD GUIDE MONSTERS

Cloaker Cockroach, Giant, and Balroach


Armor Class: 19 Giant Balroach
Hit Dice: 6** Armor Class: 15 18
No. of Attacks: 1 bite / 1 tail + special (crush) Hit Dice: 1* 5**
Damage: 1d6 bite, 1d6 tail No. of Attacks: 1 bite 1 bite
Movement: 10' Fly 40' Damage: 1d4 bite 1d8 bite
No. Appearing: 1d3 Movement: 50' 40'
Save As: Fighter: 6 No. Appearing: 1d4, Wild 2d4, 1, Wild 1, Lair 1d6
Morale: 7 Lair 2d8
Treasure Type: C Save As: Fighter: 1* Fighter: 5*
XP: 610 Morale: 6 9
Treasure Type: None G
When resting or lying in wait, Cloakers are almost XP: 37 450
impossible to distinguish from dark surroundings. Cloakers
have glowing eyes, needle sharp fangs, and a whip-like Giant Cockroaches are a massive and particularly
tail. They have an 8-foot wingspan and weigh about 100 disgusting version of the common cockroach. They reach
pounds. Cloakers are found in the darkest locales. up to 2 feet in length (not including antennae) and weigh
about 40 pounds. Giant cockroaches feed on
A cloaker lies in wait, surprising on a roll of 1-4 on 1d6. It
decomposing material and will defend their nests and
will bite and wrap itself around the target, causing damage
territories. While a giant cockroach saves as a level-1
equal to 20 minus the victim's unadjusted, shield-less AC;
Fighter in most situations, it saves as a level 10-cleric vs.
creatures with AC 20 or higher will suffer no damage.
poison and is immune to most disease-based attacks.
Dexterity offers no protection against this attack, but
magical armor bonuses do. The cloaker's tail attack The dreaded Balroach is a variety of giant cockroach
cannot be used on an enveloped victim, but will be larger than a horse. While it is an omnivore and scavenger
applied to those attempting to assist. Attacks against a rather than a predator, it will also fiercely defend its lair.
cloaker that has enveloped a victim will do half damage to
the cloaker and half to the trapped victim. The balroach is immune to all poisons, diseases, or similar
types of afflictions. Besides its powerful mandibulae, its
disgusting appearance and horrible smell offers itself
protection; any being that comes within 20 feet of a
balroach must save vs. Poison or suffer from a severe
nausea, causing a -4 penalty to all attack rolls, saving
throws and ability checks, and a -20% penalty to all thief
abilities.

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

The powerful and legendary Couatl is a large serpent with


a pair of feathered wings; since it is a shape-changer, one
rarely sees this form. They can speak common,
communicate freely with reptiles and avians, or may use
telepathic communication with intelligent creatures. A
couatl has keen senses, including paranormal, which gives
it the equivalent of Darkvision with a 90 foot range.
Couatls are a benevolent force of goodness and are rarely
aggressive unless first attacked.
When pressed into direct physical combat, a couatl will
bite for 1d3 points of damage plus a deadly poison (save
vs. Poison or die instantly). In addition the couatl wraps
about its foe causing 2d4 points of damage from
constriction each round. However, a couatl prefers to
attack from the air, using spells or other powers.
A couatl casts spells as either a magic-user (40%), cleric
(40%), or sometimes as both (20%), equivalent to their
HD (9th level). In addition, any couatl can, at will, use
detect evil, detect invisibility, detect magic, ESP, and
read languages. A couatl can also become invisible and

20
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

21
MONSTERS BASIC FANTASY FIELD GUIDE

required to harm the special cu-sidhe. For the magical


variants, so long as has at least 1 hit point remaining, it
regenerates 1 hp each round; however, if reduced below 1
hp a cu-sidhe will die like any other creature. They save
against magic (including wands) with a +4 bonus. All cu-
sidhe (including the non-magical ones) can hide very
effectively; so long as they remain still there is only a 10%
chance they will be detected. Even indoors, underground,
or in non-preferred terrain they are able to hide such that
there is only a 30% chance of detection.

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

While at rest, a Darkmantle looks much like a stalactite.


Using a muscular 'foot' it attaches itself to the ceiling, its
tentacles wrapped about its body. A darkmantle weighs
about 30 pounds and can change its skin color to match
the surrounding stone. They effectively have 90 foot
Darkvision achieved through a form of echolocation.
Magical silence effectively blinds a darkmantle.
A darkmantle attacks by dropping onto its prey and
wrapping its tentacles around the opponent’s head to
constrict and suffocate the foe for 1d4 points of damage. A
darkmantle that misses its initial attack will usually fly up
and try to drop on the opponent again. After successfully
attacking the darkmantle automatically inflicts 1d4 points
of damage each round. While attached to an individual a
darkmantle takes half damage from attacks, the other half
inflicted upon the individual it covers. Once per day a
darkmantle can cast darkness (the reverse of light, with a
6 turn duration). It most often uses this ability just before
attacking.

22
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

Death Dragons are the skeletal remains of magically


powerful dragons that have chosen to become undead for
reasons inscrutable to mortals. In place of whatever breath
weapon they had in life, they breathe a cloud of freezing
fog. In addition to taking damage, those caught in the
death dragon's breath must save vs. Death Ray or contract
a disease mummy rot (see the Mummy entry in the Core
Rules for details of this disease). A death dragon's claws
cause paralysis much like those of a ghoul, but elves are
not immune to it; a regular saving throw vs. Paralysis is
allowed as usual to resist.

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

23
MONSTERS BASIC FANTASY FIELD GUIDE

Derej Pit Creatures Derej Mongoose


These creatures were created by Derej the Mage to train Armor Class: 13
slaves destined for the fighting pits. As they were designed Hit Dice: 1*
for training, the number of these creatures appearing is No. of Attacks: 1 bite (special, see below)
generally equal to the sum of the levels of the group of Damage: 1d6 bite
adventurers facing them. They always attack until reduced
Movement: 40'
to zero hit points.
No. Appearing: Special
Derej Pit Creatures are easily identified as they are all Save As: Fighter: 1
white with a diamond-shaped red mark on their foreheads. Morale: 12
When reduced to zero hit points these creatures dissolve Treasure Type: None
into a white mist.
XP: 37
Derej Cat
The Derej Mongoose has 1 attack per round normally,
Armor Class: 13 (special, see below) but if it hits an opponent, it adds 1 attack per round for the
Hit Dice: 1* next round; subsequently, on each round when it hits with
all of its attacks, it adds an additional attack per round for
No. of Attacks: 1 claws
the next round. On any round where it misses with at
Damage: 1d6 claws least one attack, the number of attacks it can make in the
Movement: 40' next round decreases by 1 (to a minimum of 1 attack per
No. Appearing: Special round); if it is unable to attack any foe in any given round,
Save As: Fighter: 1 the number of attacks it can make returns to 1 on the next
Morale: 12 round.
Treasure Type: None
Derej Rat
XP: 37
Armor Class: 13
Each time a Derej Cat evades a strike (i.e. is attacked
Hit Dice: 1*
unsuccessfully) its armor class increases by 2 points. Its
AC is reduced by 1 point per turn after combat ends, to a No. of Attacks: 1 bite
minimum of 13. Damage: 1d6 bite
Movement: 40'
Derej Cobra No. Appearing: Special
Armor Class: 13 Save As: Fighter: 1
Hit Dice: 1* Morale: 12
No. of Attacks: 1 bite Treasure Type: None
Damage: 1d4 bite (special, see below) XP: 37
Movement: 40' Each time a Derej Rat is slain, its original hit points are
No. Appearing: Special distributed to any remaining rats in its group until all of the
Save As: Fighter: 1 rats are destroyed.
Morale: 12
Treasure Type: None
XP: 37

A Derej Cobra's poison increases in virulence every time


it hits. A Derej Cobra rolls 1d4 points of damage for its first
hit, 1d6 for its second hit, and so on up to 1d12; after
1d12, the damage becomes 2d6, then 2d8, then 2d10.
This increased damage potential is reduced 1 die level per
turn after combat ends.

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

Desert Worms are large carnivorous creatures with a


round mouth ringed with several rows of sharp teeth.
Desert worms have no eyes or olfactory organs, but they
can sense movement on the ground within 20 feet. They
spend most of their lives burrowing beneath the sands. A
desert worm will eventually leave a potential victim alone if
it no longer senses any movement within that area. On a
natural 20 attack roll, a victim of up to dwarf size will be
swallowed whole, suffering 1d6 points of damage per
round thereafter. Only one such victim may be swallowed
at a time. A swallowed creature can cut its way out by
dealing 5 or more points of damage with a small edged
weapon such as a dagger.
Dinosaur, Compsognathus
Dinosaur, Ankylosaurus
Armor Class: 12
Armor Class: 21
Hit Dice: 1d4 hit points
Hit Dice: 9 or 9* (for Paleocinthus) (AB +8)
No. of Attacks: 1 bite
No. of Attacks: 1 tail
Damage: 1d2 bite
Damage: 3d6 tail
Movement: 40'
Movement: 30'
No. Appearing: Wild 1d10
No. Appearing: 1d3, Wild 1d4+1
Save As: Normal Man
Save As: Fighter: 9
Morale: 8
Morale: 8
Treasure Type: None
Treasure Type: None
XP: 10
XP: 1,075 (Paleocinthus 1,150)
Compsognathus are tiny, chicken-sized prehistoric reptiles
The Ankylosaurus weighs about 8,000 pounds, most of that run swiftly to catch insects and other small prey. Alone
this weight due to its armor plating, side spines, and great, they are not much of a threat, but on occasion they have
knobby tail. If attacked or threatened, this creature lashes been known to gang up on a large creature.
out with its tail, delivering blows of considerable force. A
related species, Paleocinthus, has even more armor
plating (AC 24) and a spiked tail (3d6 points of damage).

25
MONSTERS BASIC FANTASY FIELD GUIDE

Dinosaur, Raptor Dragon, Brown


Deinonychus Velociraptor Armor Class: 17
Armor Class: 15 15 Hit Dice: 6**
Hit Dice: 3 1 No. of Attacks: 2 claws/1 bite or breath/1 tail
No. of Attacks: 2 claws or 1 bite 1 claw or 1 bite Damage: 1d4 claws, 2d8 bite, 1d4 tail
Damage: 1d6 claw, 1d8 bite 1d4 claw, 1d4 bite Movement: 30' Fly 80'
Movement: 50' 80' No. Appearing: 1 Wild 1 Lair 1d4
No. Appearing: 1d3, Wild 2d3, 1d4, Wild 2d4, Save As: Fighter: 6
Lair 2d6 Lair 2d8 Morale: 7
Save As: Fighter: 3 Fighter: 1 Treasure Type: H
Morale: 8 8 XP: 610
Treasure Type: None None
XP: 145 25 Brown Dragons are the smallest and weakest of the
dragons, but are far craftier. They favor rocky cliffsides and
A Deinonychus is a medium-sized feathered dinosaur canyons for their homes. They are highly territorial but
weighting approximately 150 pounds and reaching about cowardly hermits, and even a mated pair will jealously
11 feet in length from nose to tail. It is an avid predator separate their treasure from one another. Brown dragons
and a skilled pack-hunter. It attacks by either biting or prefer to ambush trespassers by blending into the rocks.
leaping and using its formidable claws. Against large prey it Some larger ones have been known to accumulate
will bite and hold on in order to use its claws for automatic boulders to drop from above onto unsuspecting
damage each round; however while holding its AC drops adventurers.
to 11.
Brown dragons' claws are especially well-suited to climbing
The Velociraptor is a small feathered dinosaur, weighing sheer cliff surfaces, which they do as well as a Thief (level
about 30 pounds and similar in size to a turkey. It acts and equivalent to the brown dragon's HD).
attacks in a similar manner to the deinonychus.
Brown Dragon Age Table
Dolphin Age Category 1 2 3 4 5 6 7
Hit Dice 3 4 5 6 7 8 9
Armor Class: 15
Attack Bonus +3 +4 +5 +6 +7 +8 +8
Hit Dice: 2
Breath Weapon Hurricane-force winds (Cone)
No. of Attacks: 1 ram
Length - 60' 70' 80' 85' 90' 95'
Damage: 2d4 ram
Width - 25' 30' 30' 35' 40' 45'
Movement: Swim 120'
Chance/Talking 0% 15% 20% 30% 45% 55% 65%
No. Appearing: Wild 2d10
Spells by Level
Save As: Fighter: 4
Level 1 - 1 2 3 3 3 3
Morale: 8
Level 2 - - - - 1 2 3
Treasure Type: None
Claw 1d4 1d4 1d4 1d4 1d4 1d6 1d8
XP: 75
Bite 2d4 2d6 2d6 2d8 2d8 2d10 2d10
Dolphins are aquatic mammals that resemble large fish. Tail 1d4 1d4 1d4 1d4 1d4 1d6 1d6
They are highly intelligent and usually act friendly toward
humans and humanoid creatures. Because they are
mammals they must surface periodically to breathe air,
though they can hold their breath for up to an hour of light
activity (or two turns of strenuous action). Dolphins are
frequently found in the company of mermaids.

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.

27
MONSTERS BASIC FANTASY FIELD GUIDE

Draugr Eel, Common & Giant


Armor Class: 17 Common Giant
Hit Dice: 9** (AB +8) Armor Class: 11 12
No. of Attacks: 1 weapon Hit Dice: 1 2, 4, or 6 (*)
Damage: 1d10+3 weapon No. of Attacks: 1 bite 1 bite
Movement: 30' Damage: 1d6 bite 1d8, 1d10 or 1d12
No. Appearing: 1 Movement: 60' Swim 60' Swim
Save As: Fighter: 9 No. Appearing: Wild 1d6 Wild 1d6
Morale: 11 Save As: Fighter: 1 Fighter: 2, 4, or 6
Treasure Type: B, M Morale: 8 8
XP: 1,225 Treasure Type: None None
XP: 25 2 HD 75;
Draugr are the undead remains of ancient kings, generally 2* HD 100;
found only in their ancient crypts. They appear as a 4 HD 240;
skeleton wearing antique plate mail. They usually wield a 4* HD 280;
two-handed sword in combat. Draugr can see invisible 6 HD 500;
opponents. 6* HD 555
Once per turn, they can breathe a cone of ice out to 10 Common Eels will often be found among reefs or other
feet in front of them. Anyone caught in this cloud of frozen areas where they can dwell in holes and nooks, hiding to
mist must save vs. Spells or be stunned (-2 to AC, in ambush fish and other prey. They are territorial and will
addition to losing any Dexterity and shield bonuses) and defend their lair aggressively.
unable to act for one round. Spellcasters in the midst of
casting a spell who fail their save lose the spell they were Giant Eels are huge cousins to the common eel and are
attempting to cast. similar in most ways except size. These great aquatic
beasts are often found in lost underwater ruins or as
As with all undead, a draugr can be Turned by a Cleric (as guardians raised and nurtured by underwater races.
a vampire), and are immune to sleep, charm or hold
spells. Some 1 in 6 giant eels can emit an electrical shock up to
three times per day which is strong enough to affect those
within a 20-foot radius. The shock causes 1d4 points of
damage for each HD of the giant eel, but a save vs.
Dragon Breath is allowed for half damage. During a round

28
BASIC FANTASY FIELD GUIDE MONSTERS

when an eel uses its shock, it is immune to electrical Elemental, Metal*


attacks. On other rounds a giant electric eel gets +2 on all
saves against electrical attacks. Staff Device Spell
Armor Class: 18 ‡ 20 ‡ 22 ‡
Elemental, Cold* Hit Dice: 8* 12* (AB +10) 16* (AB +12)
Staff Device Spell No. of Attacks: 1 punch, stomp, or special
Armor Class: 18 ‡ 20 ‡ 22 ‡ Damage: 1d12 2d8 3d6
Hit Dice: 8* 12* (AB +10) 16* (AB +12) Movement: 30'
No. of Attacks: 1 punch or stomp + special No. Appearing: -- special --
Damage: 1d12 2d8 3d6 Save As: Fighter: 8 Fighter: 12 Fighter: 16
Movement: 40' Fly 30' Morale: -- 10 --
No. Appearing: -- special -- Treasure Type: -- None --
Save As: Fighter: 8 Fighter: 12 Fighter: 16 XP: 945 1,975 3,385
Morale: -- 10 -- Metal Elementals resemble lithe figures made of molten
Treasure Type: -- None -- metal. They are able to shape their extremities into cruel
XP: 945 1,975 3,385 blades. Despite their appearance they are normally cool to
the touch. Metal armor affords no protection against a
Cold Elementals resemble crude, headless ice statues metal elemental, and indeed they deal an additional 1d8
with long, sharp icicles in place of hands. Cold elementals points of damage to creatures, vehicles, or structures that
take double damage from fire attacks. They deal an are made of or in direct contact with some form of metal.
additional 1d8 points of damage against creatures that are Lightning attacks deal double damage to them. Metal
hot or flaming in nature, as well as creatures made of elementals cannot cross a body of water greater than their
liquids or oozes. A cold elemental's body is so bitterly cold own height.
that creatures within 5 feet take 1d6 points of damage
automatically unless they are immune to the effects of Elemental, Wood*
cold; any liquids they touch immediately freeze solid. Cold
elementals cannot enter places where the temperature is Staff Device Spell
above 50 degrees Fahrenheit. Armor Class: 18 ‡ 20 ‡ 22 ‡
Hit Dice: 8* 12* (AB +10) 16* (AB +12)
Elemental, Lightning* No. of Attacks: 1 punch or stomp
Staff Device Spell Damage: 1d12 2d8 3d6
Armor Class: 18 ‡ 20 ‡ 22 ‡ Movement: 40' Fly 30'
Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. Appearing: -- special --
No. of Attacks: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16
Damage: 1d12 2d8 3d6 Morale: -- 10 --
Movement: Fly 120' Treasure Type: -- None --
No. Appearing: -- special -- XP: 945 1,975 3,385
Save As: Fighter: 8 Fighter: 12 Fighter: 16
Wood Elementals superficially resemble treants, but closer
Morale: -- 10 -- inspection reveals that rather than a single tree they are
Treasure Type: -- None -- comprised of dozens of interlinked plants and trees. They
XP: 945 1,975 3,385 take double damage from fire attacks of any kind, and deal
1d8 extra damage to creatures in contact with vegetation
Lightning Elementals resemble dark clouds, lit from (including weapons or shields made mainly of wood), as
within by flashes of lightning. They can magnetically draw well as earthen or stone structures.
metal items towards them as if using telekinesis, and deal
an extra 1d8 points of damage to creatures that are in
contact with water or metal but not touching solid ground.
They take double damage when attacked by air or wind
attacks (including air elementals). A lightning elemental
can choose either to strike a single creature, or create a
mighty thunderclap. If the latter attack is used, all creatures
within a 30 foot radius must save vs. Paralysis or be
deafened for 1d8 turns.

29
MONSTERS BASIC FANTASY FIELD GUIDE

Elephant, Shovel Tusk


Armor Class: 20
Hit Dice: 10 (AB +9)
No. of Attacks: 1 tusk or trample
Damage: 1d10 tusk, 4d10 trample
Movement: 40'
No. Appearing: Wild 1d12
Save As: Fighter: 10
Morale: 8
Treasure Type: None
XP: 1,300

Shovel Tusk Elephants predate modern elephants and


come in a variety of related forms depending on the exact
era. What is common is their bottom jaw extends out in a
shovel-like plate or tusk which is used for various
purposes. Sizes vary; the statistics listed are for a generally
larger specimen (bull) which would be most likely to
attack, usually in defense of a herd.
Ettercaps are not brave creatures, but their cunning traps
often ensure that the enemy never draws a weapon. When
an ettercap does engage its enemies, it attacks with its
keen-edged claws and venomous bite. It usually will not
come within melee reach of any foe that is still able to
move. The poison of an ettercap paralyzes its foe on a
missed saving throw vs. poison. This paralysis will wear off
naturally in 1d6+6 turns.
An ettercap can throw a web eight times per day to
entangle enemies. To hit, the ettercap must make an attack
roll against AC10 + the target's Dexterity modifier (and any
magic modifier). If the ettercap hits, the target is entangled.
An entangled creature takes a -2 penalty on attack rolls
and a -4 penalty on Dexterity. The web has a maximum
range of 50 feet and is effective against targets of up to
Ettercap Medium size. The web anchors the target in place,
preventing any movement. An entangled creature can
Armor Class: 14
burst the web as per the web spell.
Hit Dice: 6+1
No. of Attacks: 2 claws/1 bite + poison Ettercaps can also create sheets of sticky webbing of up to
Damage: 1d3 claw, 1d8 bite 60 square feet. They usually position these to snare flying
Movement: 30' creatures but can also try to trap prey on the ground.
Approaching creatures may stumble into it and become
No. Appearing: 1d2
trapped. An ettercap can determine the exact location of
Save As: Fighter: 6
any creature touching its web.
Morale: 7
Treasure Type: None
XP: 500

An Ettercap's appearance is a cross between a grossly


bloated spider and a humanoid. It is often found in the
company of 2-4 large spiders. They are about 6 feet tall,
weigh about 200 pounds and speak Common.

30
BASIC FANTASY FIELD GUIDE MONSTERS

Faun (and Ibix)


Armor Class: 15 (11)
Hit Dice: 1
No. of Attacks: 1 miniature weapon
Damage: 1d6 or by weapon
Movement: 40'
No. Appearing: 1d8, Wild 5d8, Lair 5d8
Save As: Fighter: 1 (with Dwarf bonuses)
Morale: 8
Treasure Type: D
XP: 25

Fauns are a fey-related race that resemble a sort of strange


cross of goat with a small human or elf-like being.
Standing only about 4 to 5 feet tall, they have a human-
like torso and head, but the legs and feet of a goat. One
Ettin can find fauns with other small features reminiscent of
goats such as small horns or large ears. Fauns share the
Armor Class: 18 halfling love of simple agrarian life, especially with respect
Hit Dice: 13 (AB +10) to vineyards and other brew-ingredient crops.
No. of Attacks: 2 weapons
Damage: by weapon type Fauns do not have their own language, speaking elvish
amongst themselves. They also know the language of their
Movement: 30'
most common neighbors, the halflings, and many also
No. Appearing: 1d4 know the secret languages of fey races such as pixies or
Save As: Fighter: 13
Morale: 7
Treasure Type: J (Y in lair)
XP: 2,175

Ettins are vicious and unpredictable hunters. An ettin


rarely bathes, resulting in grimy and dirty skin resembling
a thick, gray hide. Adult ettins are about 13 feet tall. Ettins
have no language of their own but speak a pidgin of orc,
and giant. Creatures that can speak any of these languages
can understand only bits and pieces of their speech.
Though ettins are not very intelligent, they are cunning
fighters. They prefer to ambush their victims rather than
charge into a straight fight. An ettin typically wields a spear
in each hand, each with +4 on damage rolls due to their
great strength. Because each of its heads controls an arm,
the ettin does not suffer penalties for attacking with two
weapons.
An ettin is almost never surprised. The Game Master rolls
for surprise once for each head; if either roll avoids
surprise, then the ettin is not surprised.

31
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.

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MONSTERS BASIC FANTASY FIELD GUIDE

Up to 3 times per day, a gerbalaine may magically assume Glyptodon


a larger form, growing to approximately halfling size. It is
this form that gives the above statistics when pressed into a Armor Class: 18
fight, although a gerbalaine is more likely to run away than Hit Dice: 4
fight. When in its natural mouse-size form, a gerbalaine No. of Attacks: 1 tail or trample
has effectively only 1 HP, but is very difficult to hit (AC Damage: 1d8 tail, 1d8 trample
22). A gerbalaine who saves (with Halfling bonuses) Movement: 20' (10')
against an area-of-effect damaging spell takes no damage,
No. Appearing: 1d6
and even if the save fails takes only half damage. A
gerbalaine's skill with devices is comparable to a 10 th level Save As: Fighter: 4
thief. Morale: 7
Treasure Type: None
Gibbering Mouther XP: 240
Armor Class: 19 A Glyptodon is a prehistoric herbivorous mammal similar
Hit Dice: 9** (AB +8) to an armadillo, only much larger with a club-like tail.
No. of Attacks: 6 bites + special Adult specimens may grow to the size of wagons. They are
Damage: 1d6 bite + special covered in bony plates and are usually only dangerous
Movement: 10' Swim 20' when harassed or attacked.
No. Appearing: 1
Save As: Fighter: 9
Morale: 12
Treasure Type: None
XP: 1225

A Gibbering Mouther is a horrible creature seemingly


drawn from a lunatic’s nightmares. It has the fluid body of
an amoeba with eyes and toothy mouths constantly
appearing and disappearing all its body.
As soon as a mouther spots something edible, it begins a
constant gibbering. All creatures (other than mouthers)
within 60 feet must save vs. Paralysis or be affected as
though by a confusion spell for 1d2 rounds. A gibbering Great Orb of Eyes
mouther may fire a stream of spittle at one opponent
Armor Class: 19
within 30 feet. The mouther makes an attack against AC
Hit Dice: 12* (AB +10)
10 + Dex bonus of the target; if it hits, it deals 1d4 points
of acid damage, and the target must save vs. Poison or be No. of Attacks: 1d4 rays or spell-like ability
blinded for 1d4 rounds. Any creature bit by 3 or more of Damage: By ray or spell
its mouths will be engulfed on the next round. The Movement: Fly 30'
mouther will be able to make 12 subsequent bite attacks No. Appearing: 1 Wild, 1 Lair
on the engulfed creature. A swallowed creature can cut its Save As: Magic-User: 12
way out by dealing 5 points of damage with a small edged Morale: 9
weapon such as a dagger. Treasure Type: None
XP: 1,975

The Great Orb of Eyes is a living mass of pulsing and


ever-moving eyes. They are highly intelligent but are
unable to communicate vocally. Great orb of eyes can see
in all directions, making it nearly impossible to surprise
one. They have Darkvision out to 120 feet and with
concentration may detect magic or detect invisible (see
below). In combat a great orb of eyes usually levitates
high, trying to avoid melee combat. From this vantage, it
fires its eye rays, preferring to cause fear, hold, or charm
as many foes as possible. Each round it fires 1d4 rays,

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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

Guard Ferns are huge, bushy plants. They are typically


cultivated and placed to guard narrow features, such as a
hallway or gap in a wall. They are immune to acids and
have a fire-retardant structure that reduces all fire-based
damage by half (a successful saving throw means they take
no damage).
The guard fern is immobile but can attack in all directions.
They react to any vibration and heat sources.
They have three attacks that intensify as targets move
closer. At sixty to thirty feet they fire off a spray of sharp,
Grimlock large thorns, each dealing 1d4 points of damage; each
human-sized person might be hit by 1d4 thorns. At five to
Armor Class: 15
thirty feet they squirt a shower of acid, dealing 3d8 points
Hit Dice: 2 of damage (save versus dragon breath for half). They can
No. of Attacks: 1 battleaxe perform the above attacks three times in any direction
Damage: 1d8 battleaxe before they must grow more thorns or replenish the acid
Movement: 30'
No. Appearing: 1d4, Wild 1d10+10, Lair 1d6 x10
Save As: Fighter: 2
Morale: 7
Treasure Type: D
XP: 75

Grimlocks are muscular humanoids with gray skin. They


are blind, but their exceptional senses of smell and hearing
allow them to notice foes nearby. As a result, they usually
shun ranged weapons and rush to the attack, brandishing
stone battleaxes.
They can sense all foes within 40 feet as a sighted creature
would. Beyond that range, treat all targets as having total
concealment. Grimlocks are susceptible to sound- and
scent-based attacks, however, and are affected normally
by loud noises, sonic spells (such as silence 15' radius)
and overpowering odors. Negating a grimlock’s sense of
smell or hearing reduces their ability to fight. If both these
senses are negated, a grimlock is effectively blinded. They
are immune to gaze attacks, visual effects, illusions, and
other attacks that rely on sight.

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.

37
MONSTERS BASIC FANTASY FIELD GUIDE

Heucova* Kelpies are flesh-eating freshwater cousins of the


hippocampus, and are able to take the form of a normal
Armor Class: 16 horse or human for 2 turns each day. They are cruel and
Hit Dice: 2** love nothing more than to drown and devour their victims.
No. of Attacks: 2 claws or 1 weapon
Damage: 1d4 claw or by weapon
Hippopotamus
Movement: 40' Armor Class: 17
No. Appearing: 1d6, Wild 2d4, Lair 2d4 Hit Dice: 6
Save As: Cleric: 2 No. of Attacks: 1 bite or 1 trample
Morale: 10 Damage: 2d6 bite, 4d6 trample
Treasure Type: D Movement: 40' Swim 30'
XP: 125 No. Appearing: Wild 3d10
Save As: Fighter: 6
Heucova are clerics who have been cursed to undeath for
their faithlessness. They resemble skeletons wrapped in Morale: 9
old, tattered robes or rusting armor. Small points of red Treasure Type: None
light can be seen in each of their empty eye sockets. A XP: 500
heucuva speaks and reads all the languages it knew in life.
Hippopotamuses are massive herbivores dwelling in
Heucova are cowardly combatants, preferring to set up tropical and sub-tropical swamps, lakes and rivers. While
traps and ambushes for potential interlopers. They will they feed on various herbs and weeds, they are territorial,
attack clerics before anyone else. Those struck by the aggressive and hot-tempered, and are likely to attack
heucova's claws must save vs. Poison or contract a terrible anyone who encroaches into their territory. Not only can
wasting disease. Each day the target takes 1d3 points of they trample their foes with their enormous weight, but
Constitution damage. Those reduced to 0 Constitution die they also have long, sharp teeth that can deliver a
and rise as a zombie on the following day under the devastating bite.
control of the heucova. A cure disease spell must be used
to prevent death. Ability points lost due to a heucova's
disease return at a rate of 1 HP per day of complete rest.
All heucova are capable of casting spells as a cleric (level
1d4+1), however these spells are always reversed.
Heucova can be Turned by Clerics (as a wight), and like all
undead are immune to sleep, charm, and hold spells.
Heucova are only harmed by silver or magical weapons. In
addition, they take 1d6 points of damage from the touch
of a holy symbol.

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

Hippocampi are the horses of the sea, with manes that


look like seaweed and dolphin tails. Although they appear
to be mammals, they are able to breathe underwater.

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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

Infernal, Ice Devil An ice devil is completely immune to cold-based damage,


and it regenerates 2 HP per round when in icy or wintry
Armor Class: 18 conditions. Fire or heat-based attacks cause an additional
Hit Dice: 3** 50% damage to an ice devil. Magical attacks, such as
No. of Attacks: 1 claw + special damaging spells, inflict only half damage to an ice devil.
Damage: 1d3 claw + 1d4 cold This magical resistance causes magical weapons to lose the
Movement: 30’ Fly 50’ benefit of any damage bonus (although any to-hit bonuses
still apply).
No. Appearing: 1d4
Save As: Fighter: 3 Infernal, Imp*
Morale: 9
Treasure Type: None Armor Class: 19 ‡
XP: 205 Hit Dice: 2**
No. of Attacks: 1 tail stinger
Ice Devils are winged, clawed humanoid monsters around Damage: 1d4 stinger +poison
3 feet tall. Their hairless bodies are genderless, with blue Movement: 20' Fly 60'
skin so light as to be almost white. No. Appearing: 1
Whenever an ice devil attacks an additional 1d4 cold Save As: Cleric: 2
damage is dealt. Every 1d4 rounds an ice devil can Morale: 7
breathe a cone of icy shards causing 1d4 cold damage to Treasure Type: None
one creature within 10 feet of the ice devil. Additionally, XP: 125
the individual struck must save vs. Paralysis or suffer a -1
penalty to hit and damage for 1d6 rounds. Any large heat Imps are diminutive, dark bat-winged humanoids standing
source nearby gives a +2 to the save. In addition an ice about 2 feet tall with a dagger-like tail stinger. They are
devil can cast magic missile once per hour at a level able to change at-will into the form of a massive spider,
equivalent to their HD (typically 3rd-level caster). raven, or giant rat, all with a devilish look. In all forms the
imp has Darkvision with a range of 60 feet.
In its natural form an imp attacks with its poisonous
stinger; those struck must save vs. Poison or die suffering
tremendous pain. In its other forms (see the relevant
monster entry), it cannot use its poison attack. In addition
to physical attacks, an imp has several magical qualities
available in any of its forms. It can detect magic at-will,
become invisible at-will, and once per day can charm
person (as a 7th-level caster).

40
BASIC FANTASY FIELD GUIDE MONSTERS

An imp is immune to poison, cold, fire, and electrical Infernal, Succubus*


attacks. Silver or magical weapons, or spells, are required
to strike an imp. So long as it has at least 1 HP remaining, Armor Class: 20 ‡
it regenerates 1 HP each round; if reduced below 1 HP an Hit Dice: 7**
imp will die like any other creature. Imps have a bonus of No. of Attacks: 2 claws + special or by weapon
+4 on all saving throws against magic (including wands). Damage: 1d4 claw or by weapon
Infernal, Lemure Movement: 30' Fly 50'
No. Appearing: 1
Armor Class: 12 Save As: Cleric: 6
Hit Dice: 3 Morale: 7
No. of Attacks: 1 claw Treasure Type: I, L
Damage: 1d4 claw XP: 800
Movement: 40'
No. Appearing: 5d6 A Succubus is a female demonic entity. In her natural
form, one appears as a beautiful winged humanoid
Save As: Fighter: 3
temptress. Succubi can speak any language and have
Morale: 6 (11) Darkvision with a range of 120 feet.
Treasure Type: None
XP: 145 A succubus prefers to avoid combat whenever she can,
using her spell-like powers instead. When forced to, she
Lemures are said to be the souls of the damned, can attack with her claws or with a normal weapon.
converted into wretched forms to serve more powerful Succubi can use the following spells at will (as a 12 th level
infernals. Their bodies resemble the ones they had in life, caster): charm person, suggestion, darkness 15' radius,
covered in bubbling pitch and utterly devoid of speech or dimension door, ESP, and clairaudience (as the potion).
intelligence. All other infernals can telepathically control
lemures without effort; while they are thus controlled, A succubus can change shape at will, and will use this
lemures use the morale value in parentheses. Lemures ability to assume a guise pleasing to her chosen target; this
regenerate 1 HP of normal damage per round, even if deception can be maintained indefinitely.
reduced to 0 HP; damage from magic weapons, fire, If the succubus can get a charmed individual alone, she
spells, or holy water cannot be regenerated in this way. will drain the victim through her kisses. A charmed victim
will submit to this willingly. Each round of kissing applies
one negative level to the recipient, and all lost HP are
transferred to the succubus (even if this temporarily raises
her above her normal maximum; excess points are
temporary and last but a single day). An unwilling target
of such affections (i.e. one not charmed) must be
restrained, obviously, but if she can do so she will;
draining the life of a victim in this way is still her preferred
method of killing.
As infernals, succubi are immune to lightning and poison,
and take only half damage from acid, cold or fire-based
attacks. Magical weapons are required to hit a succubus in
combat.

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MONSTERS BASIC FANTASY FIELD GUIDE

Infernal, Quasit* Infernal, Spined Devil*


Armor Class: 19 ‡ Armor Class: 19 ‡
Hit Dice: 2** Hit Dice: 8*
No. of Attacks: 2 claws / 1 bite No. of Attacks: 1 bite or 2 blades (or horns) or spines
Damage: 1d2 claw +poison, 1d3 bite or by 3/2 weapon
Movement: 30' Damage: 1d6 bite +poison, 1d8+2 horn, 4d6
No. Appearing: 1 spines or by weapon+2
Save As: Magic-User: 2 Movement: 30'
Morale: 7 No. Appearing: 2-5 (wild), 3-18 (lair)
Treasure Type: None Save As: Fighter: 8
XP: 125 Morale: 9
Treasure Type: None
Quasits are diminutive demonic beings, roughly XP: 945
humanoid in shape and standing about 2 feet tall. They
are natural shape-shifters, able to change at will into the Spined Devils are fearsome beastmen who stand taller
forms of a gigantic centipede, huge bat, or a wolf, all with than a man. A spined devil appears to be powerfully built
horrific visages that set them apart from normal animals. In humanoids with thick gray hides of leather-like scales, with
all forms the quasit has 60 foot Darkvision. small thorny spines protruding from the crevices. A pair of
thick bony blades protrude from its elbows; these blades
In its natural demonic form, a quasit attacks with its can be retracted into the monster's body at will. A males
poisonous claws and biting. The poisonous claws cause an will also have an impressive rack of curved horns
unnatural burning itch that will temporarily reduce the protruding from its head. Spined devils tend to favor
dexterity of the target by 1 point for each successful attack. spears and swords as weapons.
The points return 10 minutes after the end of combat. In
its other forms, see the relevant monster entry for its attack Magical weapons are needed to hit spined devils, and they
forms. In addition to physical attacks, a quasit has several are immune to non-magical fire and poison. They take
magical qualities available in any of its forms. They can only half damage from magical fire. The bite of a spined
detect magic at will, become invisible at will, and once
per day can cause fear (reversed remove fear) as a 7th
level caster.
As an infernal being, a quasit is immune to electrical and
poison attacks, and receives only half damage from acid,
cold or fire-based attacks. Magical weapons or spells are
required to strike a quasit. In addition, so long as it has at
least 1 HP remaining, a quasit regenerates 1 HP every
round; if reduced below 1 HP a quasit will die. Quasits
save against magic (including wands) with a +4 bonus.

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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

Vrocks are the warriors of the infernals. They come in


many horrible forms, but the most common one resembles
a blend of the ugliest features of a man, a vulture, and a
bat. A vrock can attack with all five of its attacks while in
flight, but cannot use their talons on the ground. They are
immune to non-magic weapons. Vrocks can cast
darkness, detect invisibility, and telekinesis at will, and
once per day have a 10% chance of summoning one of
their own kind to fight alongside them.

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.

A Kraken is possibly the largest known creature, with a Lerini


body 150 feet long and 10 barbed tentacles that can reach
an additional 500 feet. Its beak-like mouth is located Armor Class: 13 (11)
where the tentacles meet the lower portion of its body. Hit Dice: 1
They usually stay in the deepest parts of the oceans but No. of Attacks: 1 bite or weapon
will come to the surface for prey. Damage: 1d6 or by weapon
Movement: 20' (unarmored 40'), Swim 30'
No. Appearing: 2d4, Wild 3d6, Lair 6d6
Save As: Fighter: 1
Morale: 8
Treasure Type: D
XP: 25

Lerini are lizard-like humanoids dwelling in swamps and


warm, wet forests. They stand 4 to 5 feet tall, weight 60 to
100 pounds and have thick, muscular tails measuring 2 to
3 feet in length. Their skin is covered with soft scales of
green, bluish-green or yellowish-green color. Their eyes
are large and their hair is thick and oily. They tend to wear
loosely-fitting robes or gowns that don't interfere with their
tail's mobility.
Lerini are avid
swimmers and can
hold their breath up to
10 minutes. Lerini
tend to go fishing or
hunting in small, fast
river-boats. Lerini
have their own tongue
but many also speak
the language of lizard-
men and sometimes
other swamp-dwelling
beings. Lerini are not
necessarily aggressive
but will fight to defend
themselves.

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

Werecockroaches are humans (or occasionally other


humanoids) that can transform into gigantic cockroaches.
In human form, a werecockroach tends to be a thin,
unkempt person, usually walking a bit hunched and
typically fond of wearing long, brown overcoats.
Werecockroaches dislike sunlight and other bright lights,
preferring to wander about at night or underground even
when in human form. Regardless of current form, a
werecockroach tends to scurry, stopping from time to time
to sniff and look around.

47
MONSTERS BASIC FANTASY FIELD GUIDE

A werecockroach can assume the form of an enormous, Mimic


unsightly 6 foot long cockroach and will bite. When in this
insect form a werecockroach is able to fly, albeit clumsily Armor Class: 15
and slowly. In addition to the insect form, Hit Dice: 7**
werecockroaches can assume an intermediate form (a No. of Attacks: 1 slam
"roachman"). This form shares the insect form's immunity Damage: 3d4 slam
to normal weapons, but must use a weapon to attack Movement: 10'
instead of a bite. In this form, the werecockroach cannot
No. Appearing: 1
fly and looks generally humanoid in shape. It has insect
mandibles protruding from its mouth, two thin, long Save As: Fighter: 7
antennae on its head, shiny black bug eyes, spikes sticking Morale: 10
out of the limbs and four dark brown wings on its back. Treasure Type: None
XP: 800
In any form, a werecockroach is immune to normal
weapons, and one must use silver or magical weapons in A master of deception, Mimics can assume the general
order to damage it. Werecockroaches make saves as a shape of any object or creature that fills roughly 150 cubic
level 3 fighter against most attacks, but saves as a level 17 feet. A mimic’s body is hard and has a rough texture, no
cleric vs. poison and is immune to most disease-based matter what appearance it might present. Anyone who
attacks. However, werecockroaches have a weakness: they closely examines the mimic can easily detect the ruse.
recoil from bright lights (as bright as sunlight or a light These creatures can speak common. In combat a mimic
spell; twilight, torches and lanterns won't scare them off), will often surprise an unsuspecting adventurer by lashing
and must make a morale check when exposed to such a out with a heavy pseudopod.
light lest they scurry away to the nearest dark place.
A mimic exudes a thick slime that acts as a powerful
Megatherium adhesive, holding fast any creatures or items that touch it.
A weapon that strikes an adhesive-coated mimic is stuck
Armor Class: 13 fast unless the wielder succeeds on an open doors check
Hit Dice: 9 (AB +8) to pull the weapon free. Strong alcohol dissolves the
No. of Attacks: 2 claws adhesive in 3 rounds. A mimic can dissolve its adhesive at
Damage: 1d10 claw will, and the substance will break down 5 rounds after the
Movement: 30' creature dies.
No. Appearing: 1d4 wild Mohrg
Save As: Fighter: 9
Morale: 8 Armor Class: 23
Treasure Type: None Hit Dice: 14** (AB +11)
XP: 1,075 No. of Attacks: 1 slam or 1 tongue
Damage: 1d6 slam or special
A Megatherium is a gigantic prehistoric ground sloth the Movement: 30'
size of an elephant. While normal sloths are vegetarian, No. Appearing: Wild 1d4, Lair 1d4 (plus 5d4 zombies)
megatheriums are omnivorous, sometimes hunting prey or Save As: Fighter: 14
scavenging. A megatherium can climb well, assuming the
Morale: 12
surface is strong enough to support their massive weight.
Treasure Type: None
XP: 2,730

Mohrgs are the animated corpses of mass murderers or


similar heinous villains. Most mohrgs are 5 to 6 feet tall
and weigh about 120 pounds. Mohrgs attack by slamming
enemies with their fists; they may also lash out with its
tongue. Whomever the tongue touches must save vs.
Paralysis or become paralyzed for 1d4 minutes (6d4
rounds). They often catch opponents flat-footed, for they
move much faster than zombies (no initiative penalty).
As with all undead, they can be Turned by a Cleric (as a
vampire), and are immune to sleep, charm or hold spells.
Creatures killed by a mohrg rise after 1d4 days as ordinary
zombies under the mohrg’s control.

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

Giant Mosquitos swarm victims by the dozen, with 1d6+1


attacking each living creature they encounter. A successful
attack causes 1d3 points of damage and results in the
insect attaching itself to the victim, draining 1d3 HP per
round until the mosquito is sated (having caused damage
at least equal to three times its own HP total) or killed. To
aid in feeding, they inject anti-coagulants; a victim will
bleed another 1d3 HP for 1d3 rounds after feeding or
killed. Any healing spell or potion will stop the bleeding,
as will taking a round to bind the wound.

Monkey, Common & Baboon


Common Baboon
Armor Class: 16 13
Hit Dice: 1d4 hit points 1
No. of Attacks: 1 bite 1 bite
Damage: 1d3 bite 1d4 bite
Movement: 50' 40'
No. Appearing: 3d6 Wild 3d6 Wild
Save As: Fighter: 1 Fighter: 1
Morale: 7 8
Treasure Type: None None
XP: 10 25

Common Monkeys weigh about 30-40 pounds and can


be quite a nuisance, though most often they avoid contact.
Smaller types of monkeys are generally inconsequential to
adventurers.
A Baboon (the natural form of the baboon, as opposed to
the Rock Baboon in the BFRPG Core Rules) weighs 60-
90 pounds. They live in packs and often hunt other small
game. They will face down predators on occasion.
Ordinary baboons do not normally present a threat to
adventurers, but if cornered or threatened they become
hostile.

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.

Digesters are bizarre otherworldly beings from Nazgor


that seem to only exist to hunt and eat. They are about 5
feet tall, 7 feet long from snout to tail, and superficially
similar to bipedal dinosaurs except for an odd aperture on
their head that sprays digestive juices at prey. Digesters do
not have discernible eyes, locating prey by sound (treat as
Darkvision to 60 feet), so magical silence effectively blinds
them.
A digester attacks by spraying a gout of acid in a cone 20
feet long and 20 feet wide at the base, causing 8d8 points
of damage to everything in the area. A successful save vs.
Dragon Breath will reduce damage by half. The digester
can spray again every 1d4 rounds and otherwise attacks
with one hind-claw for 1d8 points of damage.
Digesters, like other outsiders from Nazgor, suffer damage
when exposed to sunlight or dry air. Sunlight alone causes
1d4 points of damage per hour, as does dry air; exposure
to both causes 1d8 points of damage per hour.

50
BASIC FANTASY FIELD GUIDE MONSTERS

Nazgorian, Frogman They are able to move in nearly complete silence,


surprising opponents on 1-3 on 1d6. Frogmen receive a
Armor Class: 13 +1 bonus on damage due to their great Strength.
Hit Dice: 3
Frogmen, like other outsiders from Nazgor, suffer damage
No. of Attacks: 2 weapons
when exposed to sunlight or dry air. Sunlight alone causes
Damage: 1d8+1 or by weapon +1 1d4 points of damage per hour, as does dry air; exposure
Movement: 40' to both causes 1d8 points of damage per hour.
No. Appearing: 2d6
Save As: Fighter: 3 Nazgorian, Gray Render
Morale: 10
Armor Class: 19
Treasure Type: None
Hit Dice: 10 (AB +9)
XP: 145
No. of Attacks: 2 claws and 1 bite
Frogmen are seven-foot-tall creatures with bodies shaped Damage: 1d6 claws, 2d6 bite
like muscular humanoids, with a second set of weaker Movement: 30'
arms below their stronger pair. They are apparently No. Appearing: 1
sexless, and their heads are frog-like but set with a second Save As: Fighter: 10
pair of eyes below the normal set. Frogmen never bother Morale: 12
to wear any sort of clothing, but do use belts or similar Treasure Type: None
harness to support their weapons and equipment.
XP: 1,300
Frogmen actually have two separate but fully cooperative
brains. One brain operates the eyes and arms on one side A Gray Render stands about 9 feet tall in spite of its
of the body, while the other brain operates the eyes and hunched posture and is about 4 feet wide, weighing about
arms on the other. One brain is always in control; it is not 4,000 pounds. They have a very amphibian, toad-like
possible to play one brain against the other. They are look, and are gray in color. Their forelimbs are rather small
generally armed with a single-edged sword, though they compared to their body but have viciously sharp claws. A
will use any sort of one-handed weapon which can be gray render has no eyes; instead, it depends on sound to
wielded by the stronger upper arms. Two-handed locate prey (treat as 90 foot Darkvision). Thus, a silent
weapons are never used, as frogmen have difficulty with opponent is as good as invisible to the monster. They are
the level of cooperative control needed to use them; the never found in groups. When hunting, it hides and waits
exception is two-handed spears, of which they can wield for prey to wander close.
two each, using one in each set of upper and lower arms. A gray render that successfully bites establishes a hold,
tearing the flesh for 2d6 points of damage each round until
it or its prey is dead. Their jaws are so powerful that it is
effectively impossible to break the hold through strength
alone.
Gray Renders, like other outsiders from Nazgor, suffer
damage when exposed to sunlight or dry air. Sunlight
alone causes 1d4 points of damage per hour, as does dry
air; exposure to both causes 1d8 points of damage per
hour.

51
MONSTERS BASIC FANTASY FIELD GUIDE

Nazgorian, Hydramander Spiderwolves, like other outsiders from Nazgor, suffer


damage when exposed to sunlight or dry air. Sunlight
Armor Class: 18 to 21 alone causes 1d4 points of damage per hour, as does dry
Hit Dice: 8 to 12 (AB +10) air; exposure to both causes 1d8 points of damage per
No. of Attacks: 5 to 8 bites hour.
Damage: 2d6 bite Necrotic Ooze
Movement: 20' (10')
No. Appearing: 1, Lair 1 Armor Class: 13
Save As: Fighter: 8 to 12 Hit Dice: 3
Morale: 11 No. of Attacks: 1 slam
Treasure Type: None Damage: 1d6 slam
XP: 8 HD 825; 9 HD 1075; 10 HD 1,300 Movement: 10'
11 HD 1,575; 12 HD 1,875 No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 3
A Hydramander is a multi-headed creature from the
dimension of Nazgor. The body of a hydramander is Morale: 11
similar to the body of a Hydra; however, the hydramander Treasure Type: None
has no eyes. It depends on sound to locate prey (treat as XP: 145
Darkvision out to 60 feet). Thus, a silent opponent is as
good as invisible to the monster. Necrotic Oozes are undead slime creatures that resemble
nothing more than a sickly mass of sticky, oozing yellow-
The individual heads of a hydramander may be attacked; white puss with pustules of running clear liquid on their
12 points of damage must be dealt to disable each head. exterior. They attack with a tentacle-like pseudopod.
Hydramanders, like other outsiders from Nazgor, suffer As with all undead, they can be Turned by a Cleric (as a
damage when exposed to sunlight or dry air. Sunlight wight), and are immune to sleep, charm or hold spells.
alone causes 1d4 points of damage per hour, as does dry As they are mindless, mind reading is useless. They are
air; exposure to both causes 1d8 points of damage per likewise immune to disease and poison.
hour.
The GM should keep track of who is struck by one; after a
Nazgorian, Spiderwolf fight is over, each stricken victim must save vs. Poison; if
this save fails, the victim will suffer a rotting disease that
Armor Class: 14 deals 1d4 points of damage per day unless cured by cure
Hit Dice: 4** disease (normal healing has no effect). If slain by the
No. of Attacks: 1 bite rotting disease, the victim will quickly turn into a necrotic
Damage: 1d10 bite + poison ooze.
Movement: 60'
No. Appearing: 2d4 Wild, Lair 2d4
Save As: Fighter: 5
Morale: 10
Treasure Type: None
XP: 320

Spiderwolves are a species of huge wolf-like monsters


having eight legs, six eyes, and no tail. They are hairless
with gray slimy skin. A typical spiderwolf stands 5 feet high
at the shoulder and weighs almost 200 pounds. In the
wild, these creatures travel and hunt in packs.
A spiderwolf's bite is poisonous; any living creature bitten
by a spiderwolf must save vs. Poison or become paralyzed
for 1d6 turns. A spiderwolf will ignore that paralyzed
creature and attack any other opponent, turning its
attention back to the paralyzed victim only after all other
opposition is quelled.

52
BASIC FANTASY FIELD GUIDE MONSTERS

Octopus Fungi Odeum*


Armor Class: 15 Armor Class: 16 ‡
Hit Dice: 6 Hit Dice: 4*
No. of Attacks: 1 tentacle or 1 tentacle + bite (at +4) No. of Attacks: 1 touch
Damage: 1d6 tentacle, 1d10 bite Damage: 1d6 touch + wisdom drain
Movement: 0' (immobile) Movement: 60' Fly
No. Appearing: 1d12 No. Appearing: 1
Save As: Fighter: 6 Save As: Fighter: 4
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: C
XP: 500 XP: 280

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

Ogre Magi are humanoids standing between 9 and 10


feet tall, have 1d4 horns, and 2 large tusks. They are
highly intelligent and speak common and ogrish among
other languages.
Ogre magi are very strong (18 Strength), granting them +3
to hit and damage with melee weapons.
Ogre magi may cast fly, invisibility, darkness, and
polymorph self at-will (one choice per round) as often as
desired. Once per day they can cast charm person and
sleep. Also once per day they may produce a special cone Orc, Snow
of cold which is 60 feet long and 12 feet diameter at the
base inflicting 12d4 points of damage (save vs. Spells for Armor Class: 14 (11)
half damage). Ogre magi regenerate 1 HP per round. Hit Dice: 1*
No. of Attacks: 1 punch or weapon
Damage: 1d8 or by weapon
Movement: 40'
No. Appearing: 2d4, Wild 3d6, Lair 10d6, Horde
10d20
Save As: Fighter: 1 (but see below)
Morale: 8
Treasure Type: D
XP: 37

Snow Orcs are white-haired relatives of the normal orc,


well-suited to cold mountain lairs. They appear even more
bestial than their normal orcish brethren. Their feet are
very wide and allow them to traverse snow with ease.
Snow orcs are so hairy that they can walk in a blizzard
without additional clothes, though they prefer to wear
armor and long capes.
Snow orcs are never affected by cold weather and treat
snowy or icy terrain as road terrain for the sake of
movement. While cold-based magic does affect them, they
save against it as level 10 fighters rather than level 1. Like
other orcs they have Darkvision to a range of 60 feet.
They speak the orcish tongue, but may also speak
Common, Goblin, or even Giant.

54
BASIC FANTASY FIELD GUIDE MONSTERS

Otter (Common and Giant)


Common Giant
Armor Class: 16 16 (see below)
Hit Dice: ½ (1d4 hp) 5
No. of Attacks: 1 bite 1 bite
Damage: 1d2 bite 2d6 bite
Movement: 30' Swim 50' 30' Swim 50'
No. Appearing: 1d4+2 1d3+1
Save As: Fighter: 1 Fighter: 5
Morale: 7 8
Treasure Type: None L
XP: 10 360

Otters are small or medium-sized semi-aquatic mammals


with long bodies. They swim with exceptional
maneuverability and speed. They are playful and social.
Giant Otters are similar in most ways but are much larger,
being 10 to 15 feet in length with a vicious bite. They are
fairly intelligent and sometimes keep small items of value
in their dens.

Otyugh Owl, Giant


Armor Class: 15
Armor Class: 17
Hit Dice: 6
Hit Dice: 6*
No. of Attacks: 2 claws
No. of Attacks: 2 tentacles/1 bite + special
Damage: 1d6 claw
Damage: 1d4 tentacle, 1d6 bite + special
Movement: 10' Fly 70'
Movement: 20'
No. Appearing: 1, Lair 1d2, Wild 1d4
No. Appearing: 1, Lair 1d3+1, Wild 1d2
Save As: Fighter: 6
Save As: Fighter: 6
Morale: 9
Morale: 9
Treasure Type: None
Treasure Type: U
XP: 500
XP: 555
Giant Owls are nocturnal birds of prey, feared for their
Otyugh stand on 4 large legs and have a body 8 feet in
ability to hunt and attack in near silence. They are
diameter, weighing about 500 pounds. Behind their large
intelligent and naturally suspicious. A typical giant owl
mouths are 3 tentacles. When so inclined, an otyugh can
stands about 9 feet tall, has a wingspan of up to 20 feet,
communicate verbally using the predominate language of
and resembles its smaller cousins in nearly every way.
the area, usually common.
A giant owl attacks by gliding silently just a few feet above
An otyugh attacks living creatures if it feels threatened or if
its prey and plunging to strike when directly overhead. A
it is hungry; otherwise it is content to remain hidden.
giant owl can see five times as far as a human can in dim
Otyugh slash and squeeze opponents with their tentacles,
light.
which they also use to drag prey into their mouths. They
deal automatic tentacle damage with a successful attack on
every round that its prey is held. The bite of an otyugh is
diseased and the recipient of the attack must save vs.
Poison or contract filth fever (incubation period 1d3 days;
1d3 reduction of Dexterity and 1d3 reduction of reduction
of Constitution).

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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

Fire-breathing Owlbears are the larger, more bestial


cousins of the Owlbear, sharing most of the same physical
features. In addition to the large wings allowing flight, their
coat tends to be closer to rust in color and its beak a bright
orange. A full-grown fire-breathing owlbear stands nearly
10 feet tall and weighs over 2000 pounds.
Fire-breathing owlbears usually rely on their powerful
claws and ferocious beak in combat. Like normal bears,
they must hit with both claws to deal hug damage. What
makes them most fearsome is its breath attack. Each
round, roll to determine which is attack form used (1d6, 1-
2 indicates breath of fire). If the beast breathes fire, its
victim may save vs. Dragon Breath for half damage. It may
use this attack a total of 4 times per combat. After an hour
of rest, the breath weapon is usable once again.

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.

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BASIC FANTASY FIELD GUIDE MONSTERS

Phantom Fungus Plague Hound


Armor Class: 14 Armor Class: 14
Hit Dice: 2 Hit Dice: 4*
No. of Attacks: 1 bite No. of Attacks: 1 bite + special
Damage: 1d6 bite Damage: 2d4 bite + paralysis
Movement: 20' Movement: 50'
No. Appearing: 1 No. Appearing: 1d8, Wild 2d8, Lair 3d8
Save As: Fighter: 2 Save As: Fighter: 4
Morale: 12 Morale: 9
Treasure Type: None Treasure Type: None
XP: 75 XP: 280

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

Phase Spiders are aggressive predators that can shift


quickly from an intangible state to attack opponents.
When intangible the phase spider is invisible, insubstantial,
and capable of moving in any direction (even up or
down), albeit at half-normal speed. As an intangible
creature, it can move through solid objects, including living
creatures. It can see and hear on the material plane. Sight
and hearing on the material plane are limited to 60 feet. A
typical phase spider’s body is 8 feet long and weighs about
700 pounds.
Once a spider locates prey, it shifts to a tangible state to
attack, attempting to catch its victim off-guard (+2 to hit).
The phase spider retreats back to intangible state at the
beginning of the next round.

57
MONSTERS BASIC FANTASY FIELD GUIDE

Poludnitsa Praying Mantis, Giant


Armor Class: 15 Armor Class: 16
Hit Dice: 3* Hit Dice: 5
No. of Attacks: 1 scythe No. of Attacks: 1 bite
Damage: 1d8 scythe Damage: 1d12 bite
Movement: 40' Movement: 40' Fly 120'
No. Appearing: 1, Lair 1d6 No. Appearing: Wild 1d4, Lair 1d6
Save As: Fighter: 3 Save As: Fighter: 5
Morale: 8 Morale: 8
Treasure Type: D Treasure Type: None
XP: 175 XP: 360

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

The creature humorously called the Prince Frog is not


truly a frog at all. It is about the size of a large dog and is
frog-shaped. Prince frogs come in a variety of bold, striking
colors, usually two-toned. Prince frogs prefer damp, warm
conditions; swamps and jungles are their native habitats.
It is the creature's eyes that led to its name. A prince frog
has six eyes on stalks, arranged in a hexagonal pattern
around the top of its head; these stalks are distinctly wider
at the bottom than at the tip, giving the appearance of a
crown. A prince frog can direct its eyes any way it wishes.
Many eyes combined with an excellent sense of hearing
means that a prince frog cannot generally be surprised. In
addition, they are able to detect invisible continuously.
Prince frogs are aggressive hunters, willing to take on prey
larger than themselves. Their success at this can be
attributed to their poisonous skin, the secretions of which
cause any creature coming in contact with one to save vs.

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BASIC FANTASY FIELD GUIDE MONSTERS

creatures within 60 feet by various means. Even against


invisible opponents any penalties (such as when attacking)
are halved for a pseudodragon.
Pseudodragons have a chameleon-like ability to change
color and are able to hide very effectively; so long as they
remain still there is only a 10% chance they will be
detected outdoors in forested environments. Even indoors
they are able to hide with a 30% chance of detection.

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

A Pseudodragon has a small body about 1 foot long, with


a 2 foot tail, and weighs 7 pounds. They can communicate
telepathically with intelligent creatures, provided they are
within 60 feet. They can also vocalize animal noises.
Pseudodragons covet shiny but worthless objects such as
broken glass.
In combat a pseudodragon can bite for 1 point of damage,
but its principal weapon is its stinger-equipped tail which
deals 1d3 points of damage. The stinger delivers a poison
that will cause the recipient to fall asleep for 1d3 hours on
a failed save. They have keen senses and can locate

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MONSTERS BASIC FANTASY FIELD GUIDE

attack roll. In addition to normal movement, a rabbit


prince can leap up to 20 feet and still make an attack in
the same round.
Instead of attacking a rabbit prince may rapidly thump its
foot loudly upon the ground. Anyone within 20 feet must
save vs. Paralysis or be unable to cast spells for the
remainder of that round (but other actions are still
possible). Any spells which would be cast simultaneously
with the rabbit prince's Initiative is lost just as if the caster
had been attacked.
Rabbit princes are solitary creatures, almost never found in
each others' company.

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

Wild Rams are a large herd animals common to high


country. They have large curved horns which they can
use to attack with great force. Few creatures can match a
wild ram's ability to scramble about the rocky slopes they
are native to. The climbing speed listed above assumes
their native terrain of rocky slopes; rams cannot climb
walls, trees, or other objects in the traditional sense. Rat Dog
Ram, War Armor Class: 15
Hit Dice: 3
Armor Class: 13
No. of Attacks: 1 bite
Hit Dice: 3
Damage: 1d6 bite
No. of Attacks: 2 horns or hooves
Movement: 40'
Damage: 1d6 horns, 1d4 hooves
No. Appearing: 1d10, Wild 2d20
Movement: 40' Climb 20'
Save As: Fighter: 3
No. Appearing: Domestic only
Morale: 9
Save As: Fighter: 3
Treasure Type: None
Morale: 9
XP: 145
Treasure Type: none
XP: 145 Rat Dogs are the size of a large dog with a rat-like face
and long hairless tail. They run and otherwise move like
Dwarves are known for their War Rams which are canines, and their front paws have opposable thumbs and
specifically bred for strength and aggression. They attack are thus able to grasp objects. Despite the name, it is not
with either their great horns (needing a short run or clear if these creatures are rats, dogs, or some sort of
charge) or with their hooves. Like the mundane breeds of magical hybrid.
ram, war rams can negotiate rocky terrain with ease. The
climbing speed listed above assumes their native terrain of
rocky slopes; war rams cannot climb walls, trees, or other
objects in the traditional sense.

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BASIC FANTASY FIELD GUIDE MONSTERS

A Rat Dog's bite may carry disease, much like a Giant


Rat's bite. A rat dog bite has a 5% chance of causing a
disease. Anyone who suffers one or more bites that results
in disease will sicken in 3d6 hours. The infected character
will lose one point of Constitution per hour; after losing
each point, the character is allowed a save vs. Death Ray
(adjusted by their current Constitution bonus or penalty)
to break the fever and end the disease. Any character
reduced to zero Constitution is dead (see Constitution
Point Losses in the Encounter section of the BFRPG Core
Rules for details on regaining lost Constitution).
A red cap can cast sleep once daily, which it uses to
Red Cap incapacitate those it intends to murder. When hard
Armor Class: 14 (14) pressed, they will flee and hide, counting on their speed to
evade any pursuers.
Hit Dice: 3*
No. of Attacks: 1 weapon The hat of a red cap must be soaked in blood regularly,
Damage: By weapon lest the being wither and fade away. This hat, even if inert
Movement: 60' for years, can summon a red cap if soaked in blood anew.
No. Appearing: 1d4 Only total destruction of the hat guarantees a true end.
Save As: Thief: 6 Red Slime
Morale: 8
Treasure Type: D Armor Class: 11 to 16
XP: 175 Hit Dice: 1* to 6*
No. of Attacks: 1 slam
Red Caps are murderous fey that prey upon travelers Damage: 1d4, 1d6, 1d8, 1d10, 1d12, or 2d8
seeking refuge in ruins or abandoned castles. Distantly per round by Hit Dice
related to both goblins and fairies, they appear as small Movement: 10'
ugly men with unkempt hair, red eyes, and wickedly
No. Appearing: 1
crooked teeth. A red cap wears small iron shoes that
magically enhance their speed (becoming useless when Save As: Fighter: 1 to 6
removed from its owner) and a blood-red hat upon its Morale: 12
head. They tend to attack only helpless targets, usually Treasure Type: None
with a knife or other bladed weapon that will spill blood. XP: 1* HD 37; 2* HD 100; 3* HD 175;
4* HD 280; 5* HD 405 ; 6* HD 555
A red cap can sneak about the ruins they call home,
knowing every shadow, nook, and cranny. Within this lair, Distant relative of ochre jellies and green slimes, the Red
a red cap has the abilities of a 6th level thief, including the Slime is an oozing mass that appears to be a red pool.
ability to sneak attack. Outside these ruins, the red cap is One is easily mistaken for an Ochre Jelly, save for its
limited to 3rd level thief abilities. color. These slimy creatures are notorious for remaining

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

Remorhaz A Roper stands 9 feet tall and tapers from 3 or 4 feet in


diameter at the base to 1 foot across at the top. It weighs
Armor Class: 20 2,200 pounds. Ropers have 60 foot Darkvision and their
Hit Dice: 7* to 14* (AB +11) coloration and temperature change to match the features
No. of Attacks: 1 bite of the surrounding cave. They hunt prey by standing very
still and imitating rock. This tactic often allows it to attack
Damage: 4d6 bite (7-8hd), 5d6(9-12hd),
with surprise. When prey comes within reach, it lashes out
6d6(13-14hd)
with its strands. In melee, it bites adjacent opponents with
Movement: 30' Burrow 20'
its powerful maw.
No. Appearing: 1
Save As: Fighter: by HD If a roper hits with a strand attack, the strand latches onto
Morale: 11 the opponent’s body. This deals no damage but drags the
Treasure Type: D (see below) stuck opponent 10 feet closer each subsequent round
unless that creature breaks free (requires an open doors
XP: 7 HD 735; 8 HD 945; 9 HD 1150;
check). If a roper can draw in a creature within 10 feet of
10 HD 1,390; 11 HD 1,670;
12 HD 1,975; 13 HD 2,285;
itself it will bite with a +4 attack bonus in the same round.
14 HD 2,615 A strand has 10 HP and can be attacked instead of the
body of the roper. If the strand is currently attached to a
A Remorhaz is light blue in color but pulses with a reddish target, the attacker takes a -4 penalty on its attack roll.
glow from the heat its body produces. It is a little more Severing a strand deals no damage to the roper itself.
than 20 feet long and about 5 feet wide, and weighs about
Ropers are immune to electricity and take half damage
10,000 pounds. Remorhazes hide under the snow and ice
from cold but are vulnerable against fire, saving at -4.
until they hear movement above them, attacking with
They are otherwise very highly magically resistant, making
surprise.
all magical saves (except fire-based) with a +4 bonus.
On an attack roll of 20, the remorhaz swallows its prey
whole. Once inside, the opponent takes 2d8 bludgeoning
damage plus 8d6 fire damage per round from the
remorhaz’s gizzard. A swallowed creature can cut its way
out by using a light slashing or piercing weapon to deal 25
damage to the gizzard (AC 15). Once the victim exits,
muscular action closes the hole; another swallowed
opponent must cut his own way out.

62
BASIC FANTASY FIELD GUIDE MONSTERS

Rot Vulture Rousirl


Armor Class: 12 Armor Class: 13
Hit Dice: 2 Hit Dice: 2
No. of Attacks: 1 flogging No. of Attacks: 1 bite
Damage: 1d6 flogging Damage: 2d6 bite
Movement: 10' Fly 120' Movement: 60'
No. Appearing: 1d10 Wild 1d10 Lair 1d10 No. Appearing: 1d6
Save As: Fighter: 2 Save As: Fighter: 1
Morale: 10 Morale: 6
Treasure Type: None Treasure Type: None
XP: 75 XP: 75

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

for 1d8 hours before dying from exposure. A sahuagin Scrab


tears with its feet as it strikes with its talons, or a weapon.
About half of any group of sahuagin are also armed with Armor Class: 18
nets. Hit Dice: 5*
No. of Attacks: 2 claws
A sahuagin fully immersed in fresh water must succeed on
Damage: 1d8 claw
a save vs. Poison or become fatigued. Even on a success,
it must repeat the save attempt every 10 minutes it Movement: 20' Swim 20'
remains immersed. Abrupt exposure to bright light blinds No. Appearing: 1d2, Wild 1d6, Lair 1d6
sahuagin for 1d4 rounds. On subsequent rounds, they are Save As: Fighter: 3
dazzled while operating in bright light. Morale: 7
Treasure Type: None
Satyr
XP: 405
Armor Class: 15
The Scrab looks like a huge crab with a 6 foot diameter.
Hit Dice: 5*
The scrab is protected by a natural form of anti-magic
No. of Attacks: 1 head butt/dagger or shortbow shell. In order to affect the scrab with a spell, the caster
Damage: 1d6 head butt, 1d4 dagger or 1d6 bow must make a normal attack roll; on a hit, the scrab is
Movement: 40' affected by the spell (but still receives a normal saving
No. Appearing: 1, Lair 1d10, Wild 1d6 throw if the spell allows one). If the attack roll fails, the
Save As: Fighter: 5 spell is reflected back onto the caster.
Morale: 10
Treasure Type: Individuals S; Lair I
XP: 405

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

Giant Seahorses are not closely related to hippocampi,


but are in fact actual seahorses, and grow almost to the
Sea Hag size of a pony. Though they are not very strong or
graceful, they are sometimes used by undersea races to
Armor Class: 14 carry or pull things.
Hit Dice: 4+1
No. of Attacks: 2 daggers
Shambler
Damage: 1d4+4 dagger Armor Class: 20
Movement: 30' Swim 40' Hit Dice: 13** (AB +10)
No. Appearing: 1 No. of Attacks: 2 slam + constrict
Save As: Fighter: 4 Damage: 2d6 slam, 4d6 constrict
Morale: 8 Movement: 20' Swim 20'
Treasure Type: F No. Appearing: 1
XP: 240 Save As: Fighter: 13
Morale: 12
Sea Hags are horrible creatures with an equally hideous
appearance. The sea hag is found in the water of seas or Treasure Type: B, O
overgrown lakes and appear as an old crone whose bent XP: 2,395
shape belies their her power and swiftness.
Shamblers appear to be heaps of rotting vegetation. They
Sea hags are not subtle and prefer a direct approach to are actually intelligent, carnivorous plants with sensory
combat. They usually remain in hiding until they can affect organs located in its upper body. A shambler’s body has an
as many foes as possible with their horrific appearance. 8 foot girth and is about 6 feet tall when the creature
The sight of a sea hag is so revolting that anyone who sets stands erect. It weighs about 3,800 pounds. They are

65
MONSTERS BASIC FANTASY FIELD GUIDE

typically encountered in temperate marshes or other warm Shield Guardian


wetlands, but may be found in other areas where rotting
vegetation can accumulate in large quantities. Armor Class: 20 ‡
Hit Dice: 15+20** (+5)
A shambler batters its opponents with two huge arm-like
No. of Attacks: 1 fist
appendages. If a shambler hits with both slam attacks, it
Damage: 1d6 fist
will automatically constrict for 4d6 points of damage on
the next and subsequent rounds. Because they have only Movement: 30'
a plant's intelligence, they will fight to the death. They will No. Appearing: 1
constrict an opponent until is dead before moving on to Save As: Fighter: 9
another foe. Morale: 12
Treasure Type: B, O
Shamblers take no damage from electricity; any electrical
attack against a shambler will heal 1d6 HP instead. XP: 3,100

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

Skeleton, Clockwork Crimson Bones are a special type of undead created


through a combination of alchemy and necromancy.
Armor Class: 13 Crimson bones appear as normal skeletons in all regards
Hit Dice: 2+2 except they are blood-red in color. They obey the will of
No. of Attacks: 1 punch or weapon their creator or greater undead beings. Each time a
Damage: 1d6 or by weapon crimson bones is reduced to 0 HP it is destroyed as
Movement: 40' normal, however 1d4 rounds later it will rise again with
half its previous HP allotment (round up). One will
No. Appearing: 2d6
continue to rise when struck down, unless targeted by a
Save As: Fighter: 2 bless spell, doused with holy water, or otherwise subjected
Morale: 12 to holy powers as determined by the GM. Crimson bones
Treasure Type: None will otherwise regenerate 1 HP per day.
XP: 75
Like ordinary skeletons, they take only half damage from
The Clockwork Skeleton is a bronze skeleton powered by edged weapons, and only a single point from arrows, bolts
a strange arrangements of pulleys, coils, wires, and gears. or sling stones (plus any magical bonus). As with all
They have rudimentary brain matrices limited to knowing undead, they can be Turned by a Cleric (as a zombie), and
a patrol area, responding to alarms, recognizing friend and any destroyed in this way will not return. They are
foe, and standing guard. They will not automatically attack immune to sleep, charm, or hold spells. Being mindless,
unless what they are guarding is disturbed. Unlike normal no form of mind reading is of any use against them.
animated skeletons, a clockwork skeleton is vulnerable to Crimson bones never fail morale and always fight until
destroyed.

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MONSTERS BASIC FANTASY FIELD GUIDE

Skeleton, Haunted Bones


Armor Class: 15 (see below)
Hit Dice: 3
No. of Attacks: 1 punch or weapon
Damage: 1d6 or by weapon
Movement: 50'
No. Appearing: 1d4, Wild 2d4
Save As: Fighter: 3
Morale: 11
Treasure Type: None
XP: 145

Haunted Bones are the undead skeletal remains of fallen


warriors possessed by malicious spirits. Unlike ordinary
mindless skeletons, haunted bones are controlled by a
malevolent intelligence residing within them. They appear
as skeletons clad in the armor and rotten clothes from their
former lives, moving with an unearthly speed and
precision and fighting with deadly skill.
Like ordinary skeletons, they take only half damage from
edged weapons, and only a single point from arrows, bolts Skeleton, Pitch
or sling stones (plus any magical bonus). As with all
undead, they can be Turned by a Cleric (as a Ghoul), and Armor Class: 15
are immune to sleep, charm, or hold spells. Hit Dice: 6*
No. of Attacks: 1 punch or weapon + special
Skeleton, Leaded Damage: 1d6 or by weapon +special
Armor Class: 16 (see below) Movement: 40'
Hit Dice: 1 No. Appearing: 1d4
No. of Attacks: 1 punch or weapon Save As: Fighter: 6
Damage: 1d8 or by weapon Morale: 12
Movement: 20' Treasure Type: B
No. Appearing: 2d6 XP: 555
Save As: Fighter: 1 Pitch Skeletons are skeletal undead that are covered in a
Morale: 12 black oily or tarry substance, giving them a slick and
Treasure Type: None blackened appearance.
XP: 25
When a Pitch Skeleton strikes in combat, a thick black
Leaded Skeletons are an altered form of a standard substance is left behind which promptly ignites, causing
Skeleton with a coat of lead over their bones, making 1d6 fire damage on the round following the successful
them slower but much tougher. They move slowly like attack. On the next round the damage is 1d4, and so on
zombies, and thus always attack last. until finally 1 point on the fifth round. Additional successful
strikes from the pitch skeleton do not cause more damage
They take only half damage from edged weapons, and concurrently, but does restart the process at 1d6 on the
only a single point from arrows, bolts or sling stones (plus next round.
any magical bonus). As with all undead, they can be
Turned by a Cleric (as a Skeleton), and are immune to Like other skeletons, they take only half damage from
sleep, charm, or hold magic. As they are mindless, no edged weapons, and only a single point from arrows, bolts
form of mind reading is of any use against them. Leaded or sling stones (plus any magical bonus). Pitch skeletons
skeletons never fail morale, and thus always fight until are completely immune to fire-based attacks. As with all
destroyed. undead, they can be Turned by a Cleric (as a Wraith), and
are immune to sleep, charm, or hold magic.

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BASIC FANTASY FIELD GUIDE MONSTERS

Skragg Snail, Giant Cone


Armor Class: 14 Armor Class: 16
Hit Dice: 4* Hit Dice: 3*
No. of Attacks: 2 claws / 1 bite No. of Attacks: 1 dart
Damage: 1d4 claw, 1d8 bite Damage: 1d6 dart + paralysis
Movement: 40' Swim 30' Movement: 10'
No. Appearing: 1d6, Wild 1d6, Lair 2d6 No. Appearing: 1d3, 1d3 Wild Lair 1d3
Save As: Fighter: 4 Save As: Fighter: 3
Morale: 10 (8) Morale: 8
Treasure Type: B, D in lair Treasure Type: None
XP: 280 XP: 175

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.

Snail, Giant Barb


Armor Class: 17
Hit Dice: 4
No. of Attacks: 1 bite or 1 barb
Damage: 1d8 bite, 1d4 barb
Movement: 10'
No. Appearing: 1d4
Save As: Fighter: 4 Snail, Giant Pounder
Morale: 8
Armor Class: 16
Treasure Type: None
Hit Dice: 2
XP: 240, 280 (poisonous)
No. of Attacks: 1 tail blow or 1 bite
Giant Barb Snails are slow, tedious creatures that grow Damage: 1d4 tail blow, 1d2 bite
strong, dagger-sized teeth which they can spit in times of Movement: 10'
duress. They are launched with extremely high pressure No. Appearing: 1d6
from their mouth to a range of 30 feet, dealing 1d4 points Save As: Fighter: 2
of damage. Some 1 in 6 of these creatures are poisonous; Morale: 7
half the time the poison is paralytic (paralyzes for 4d6
Treasure Type: None
hours) or deadly (kills). Victims hit by a tooth (or bitten)
XP: 75
must save versus Poison or suffer the effect.
Giant Pounder Snails are often heard from a distance,
pounding the ground with a hard bony appendage to
locate hollows and burrows to break into and then engulf
any living matter therein. The appendage is shaped much

69
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

Vorts, otherwise known as crested serpents, are large


snakes ranging from 7 to 9 feet in length. They are dark in
color with a contrasting brightly-colored crest on their
heads.
Crested serpents are venomous. Small animals bitten by a
crested serpent must save vs. Poison or die; larger
creatures (anything kobold size or larger) will be rendered
unconscious for 2d4 turns if the save is failed.

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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

Spider, Giant Trapdoor


Armor Class: 15
Hit Dice: 4*
No. of Attacks: 1 bite
Damage: 1d8 bite + poison or wrestling
Movement: 50'
No. Appearing: Wild 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 280

Giant Trapdoor Spiders dig deep tunnels and cover the


entrance with a trapdoor-like patch of silk covered in dirt,
leaves and other camouflage. They often lay out
camouflaged sensory threads of silk. They spring out to
attack passing creatures by detecting vibrations, trying to
drag them inside the lair (see the wrestling rules in the
Encounters section of the BFRPG Core Rules). The trap
doors can be detected as secret doors, but the spider will
usually attack long before the search can be completed.
When lying in wait in their tunnels, they gain surprise on 1-
4 on 1d6.

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

Steel Spiders are constructs used by inventive magic-


users to guard their possessions. They are made of steel,
with jeweled eyes (worth 100 gp each if removed). Their
main body is one foot in diameter, with each leg two feet
long. They are often painted black to blend in with their
surroundings. They have Darkvision out to 120 feet.
Steel spiders are often placed in ambush, and can only be
detected on a 1 on 1d6 if they are hidden (even with
Darkvision). They can leap 30 feet, and automatically gain

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BASIC FANTASY FIELD GUIDE MONSTERS

surprise when making a leap attack if they have not Tendriculos


already been detected. They attack with sword-like
forelegs. Armor Class: 16
Hit Dice: 9* (AB +8)
As constructs they are immune to fear, charm, and similar
No. of Attacks: 1 bite/2 tendrils
spells. They take an additional 1d6 points of damage per
Damage: 2d8 bite, 1d6 tendril
hit from any attack that rusts metal. They only take half
damage from non-magical weapons. They can climb walls, Movement: 20'
even hanging upside down. They are resistant to magic, No. Appearing: 1
and gain a +4 bonus to saves vs. Wands or Spells. Save As: Fighter: 9
Morale: 12
Tapper* Treasure Type: None
Armor Class: 15 † XP: 1,150
Hit Dice: 3
A Tendriculos is a plant-like creature that can rear up to a
No. of Attacks: 1 punch or mining pick height of 15 feet and weighs about 3,500 pounds.
Damage: 1d4 punch, 1d6 mining pick Prowling deep in forests or waiting in vegetated areas, a
Movement: 30' tendriculos attacks savagely, showing no fear. It attempts
No. Appearing: 1d6 to swallow as much flesh as it can.
Save As: Fighter: 3
A tendriculos can swallow whole any creature smaller than
Morale: 12 itself if it hits with a natural 20 on its bite attack. Once
Treasure Type: Special inside the plant’s mass, the opponent must succeed on a
XP: 145 save vs. Paralysis or be paralyzed for 3d6 rounds by the
tendriculos’s digestive juices, taking 2d6 acid damage per
According to legend, sometimes dwarven miners who round. A new save is required each round inside the plant.
have been suffering a "dry spell" will finally find a rich A swallowed creature can cut its way out by using a light
mineral vein. A greedy lust will overcome them, and slashing or piercing weapon to deal 25 points of damage
forgetting their health, they work themselves to death. to the tendriculos’s interior (AC 14). Once the creature
Such dwarves, it is said, will rise from the dead as tappers. exits, the hole closes behind them and any other
Tappers resemble desiccated zombies. They continue to swallowed opponents must cut their own way out.
wander their mine and the surrounding area, tapping at If a tendriculos loses part of its body mass it can be
the rock here and there. This tapping noise is unsettling as regrown in 1d6 minutes. Holding the severed portion
it echoes throughout the tunnels. against the mass enables it to reattach instantly.
Tappers jealously guard their claim, attacking with mining
picks or similar implements. Silver or magical weapons are
Tentacled Horror
needed to strike a tapper. A dwarf killed by a tapper will Armor Class: 14
rise as one unless bless is cast upon its body. Hit Dice: 10+20* (AB +9)
No. of Attacks: 5 tentacles + crush
Damage: 1d6 tentacle, 3d6 crush
Movement: 30'
No. Appearing: 1
Save As: Fighter: 10
Morale: 12
Treasure Type: None
XP: 1390

Tentacled Horrors are roughly 50 feet in diameter and are


composed of hundreds of thick wriggling tentacles. They
have no discernible body beyond the mass of pseudopods
and move by undulating across the ground. They speak
no languages.
Tentacled horrors lack subtlety in combat, simply moving
in and flailing away with their numerous tentacles. A

73
MONSTERS BASIC FANTASY FIELD GUIDE

successful hit with three or more tentacles indicates a crush


attack for an additional 3d6 points of damage. Those who
witness a tentacle horror for the first time must make a
save vs. Spells or flee in stark terror for 1d20 rounds.
Tentacle horrors are incredibly resilient; non-magical
weapons only deal 1 point of damage while magic
weapons, fire, electricity, and acid only deal half damage.
They are immune to sleep, charm and hold spells.

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

74
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.

75
MONSTERS BASIC FANTASY FIELD GUIDE

Vampire Spawn* Vermen


Armor Class: 15 ‡ Armor Class: 16 (13)
Hit Dice: 4* Hit Dice: 1+1
No of Attacks: 1 punch or 1 bite No of Attacks: 1 bite or 1 weapon
Damage: 1d6+3 punch, 1d3 bite + special Damage: 1d3 bite or by weapon
Movement: 30' Movement: 30'
No. Appearing: 1d4, Wild 1d4, Lair 2d4 No. Appearing: 1d6, Wild 2d10, Lair 2d6X10
Save As: Fighter: 4 Save As: Fighter: 1
Morale: 9 Morale: 5 (see below)
Treasure Type: B Treasure Type: P each, E in lair
XP: 280 XP: 25

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

A Vermin Queen is a swarm of horrid, intelligent black


beetles with the ability to assume the guise of a beautiful
human or demihuman. They use this disguise to waylay
travelers in order to devour their flesh and steal their skins.
When a vermin queen eats a living human, demihuman,
or humanoid creature, another beetle is born to the
swarm. When the swarm gets too big to comfortably fit
into a human skin, half of it splits off and becomes a new
vermin queen. The mother swarm typically deposits the
daughter swarm in the body of its next victim.
A vermin queen can freely change between humanoid
and swarm forms once per round. The touch of a vermin
queen in either form paralyzes (much like a Ghoul) and it
never takes more than 1d4 points of damage from
weapon attacks. While in swarm form, a vermin queen
fights just like an Insect Swarm.

76
BASIC FANTASY FIELD GUIDE MONSTERS

Violet Fungus Wolf, Giant (Winter & Worg)


Armor Class: 13 Winter Worg
Hit Dice: 2* Armor Class: 15 14
No. of Attacks: 1 tentacle Hit Dice: 6* 4
Damage: 1d6 tentacle + poison No. of Attacks: 1 bite or breath 1 bite
Movement: 10' Damage: 1d6 bite, 4d6 breath 1d6 bite
No. Appearing: 1d6 Movement: 50' 50'
Save As: Fighter: 2 No. Appearing: 1d4, Lair 1d6 1d4, Pack 1d6
Morale: 12 Save As: Fighter: 6 Fighter: 4
Treasure Type: None Morale: 7 7
XP: 100 Treasure Type: U in lair only U in lair only
XP: 555 240
Violet Fungi resemble shriekers and are often found
growing among them. Their coloration ranges from purple A Winter Wolf is a dangerous predator that grows about 8
to gray. In combat a violet fungus flails about with its feet long, stands about 4-1/2 feet at the shoulder, and
tentacles at any living creatures that come within its reach. weighs about 450 pounds. These wolves typically hunt in
The attacks of the fungus are poisonous; any creature hit packs. Their size and formidable breath weapon allow
must save vs. Poison or lose one point of Constitution. them to hunt and kill creatures much larger than
Any character reduced to zero Constitution dies. themselves. A pack usually works to circle and knock
Constitution points lost to this poison will be regained at a down its prey.
rate of one per day.
The breath weapon of a winter wolf is a 15 foot cone that
Will-o’-Wisp can be used once every 1d4 rounds for 4d6 cold damage.
A save vs. Dragon Breath for half damage applies. The
Armor Class: 29 bite of a winter wolf also deals cold damage for an extra
Hit Dice: 9** (AB +8) 1d6 points. An individual hit by a winter wolf's bite must
No. of Attacks: 1 shock save vs. Death Ray or be knocked to the ground prone.
Damage: 2d8 shock Winter wolves are immune to cold effects.
Movement: Fly 50' Worgs are thoroughly evil creatures with gray or black fur,
No. Appearing: 1d4 grow to 5 feet long and stand 3 feet tall at the shoulder.
Save As: Fighter: 9 They weigh 300 pounds. More intelligent than their
Morale: 12 smaller cousins, worgs speak their own language. Some
Treasure Type: U can also speak common and goblin.
XP: 1,225
Mated pairs or packs work together to bring down large
Will-o’-Wisps are faintly glowing spheres of light that are game, while lone worgs usually chase down creatures
yellow or white. They are easily mistaken for lanterns, smaller than themselves. Both often use hit-and-run tactics
especially in the foggy marshes and swamps where they to exhaust their quarry. A worg that hits with a bite attack
typically reside. A will-o’-wisp’s body is a globe of spongy can attempt to trip the opponent as a free action. The
material about 1 foot across and weighs about 3 pounds. target of the trip attack must save vs. Death Ray or fall to
Its body sheds as much light as a torch. They have no the ground.
vocal apparatus but can vibrate to create a voice with a
ghostly sound.
Will-o’-wisps usually avoid combat. When they are forced
to fight, they emit small electrical shocks. A will-o’-wisp is
immune to all spells except magic missile. A startled or
frightened will-o’-wisp can extinguish its glow, effectively
becoming invisible.

77
MONSTERS BASIC FANTASY FIELD GUIDE

Wolverine Zombie, Flesh Eater


Armor Class: 14 Armor Class: 14
Hit Dice: 3 Hit Dice: 2
No. of Attacks: 2 claws/1 bite No. of Attacks: 2 claws/1 bite
Damage: 1d4+2 claw, 1d6 bite Damage: 1d3 claw, 1d6 bite
Movement: 30’ Climb 10’ Burrow 1' Movement: 40'
No. Appearing: 1 No. Appearing: 2d8
Save As: Fighter: 3 Save As: Fighter: 2
Morale: 9 or 12 (see below) Morale: 12
Treasure Type: None Treasure Type: None
XP: 145 XP: 75

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.

78
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

79
MONSTERS BASIC FANTASY FIELD GUIDE

Monsters by Hit Die


Less Than 1 Hit Dice 2 Hit Dice
Dinosaur, Compsognathus Ape, Orangutan
Drat Boglin
Mosquito, Giant Cockroach, Giant Ghoul
Monkey, Common Crypt Dweller
Otter, Common Dolphin
Eel, Giant
1 Hit Dice Flederkatze
Flying Man-of-War
Anubian Grick
Ape, Bonobo Grimlock
Ape, Chimpanzee Heucova
Armorollo Skum (Aboleth)
Baboon (Monkey) Hippocampus
Bisren Homunculus
Boglin Infernal, Imp
Bonobo (Ape) Infernal, Quasit
Bronze Bird Imp (Infernal)
Brownie Kelpie (Hippocampus)
Canein Komodo Dragon
Chasenet Locathah
Chelonian Phantom Fungus
Chimpanzee (Ape) Prince Frog
Cockroach, Giant Pseudodragon
Cu-Sidhe Quasit (Infernal)
Darkmantle Ram, Wild
Derej Cat Red Slime
Derej Cobra Rot Vulture
Derej Mongoose Rousirl
Derej Rat Sahuagin
Eel, Common Shocker Lizard
Eelbat (Nazgorian) Skeleton, Clockwork
Faun (and Ibix) Skeleton, Crimson Bones
Gerbalaine Snail, Giant Pounder
Lerini Thulid
Monkey, Baboon Violet Fungus
Nazgorian, Eelbat Zombie, Flesh Eater
Orc, Snow Zombraire
Phaerim
Red Slime 3 Hit Dice
Seahorse, Giant
Skeletaire (Zombraire) Ape, Orangutan
Skeleton, Leaded Ape, Winged
Snake, Vort Bat, Giant Flying Fox
Snow Orc Boglin
Stalag Choker
Thulid Deinonychus (Dinosaur, Raptor)
Velociraptor (Dinosaur, Raptor) Frogman (Nazgorian)
Vermen Ice Devil (Infernal)
Wug Infernal, Ice Devil
Zombie, Leper Infernal, Lemure
Jack O'Lantern
Lemure (Infernal)
Lycanthrope, Werecockroach

80
BASIC FANTASY FIELD GUIDE MONSTERS

Nazgorian, Frogman 6 Hit Dice


Necrotic Ooze
Poludnitsa Allip
Ram, War Ape, Carnivorous Snow
Rat Dog Barghest
Red Cap Boggart
Red Slime Bunyip
Skeleton, Haunted Bones Cadaver
Snail, Giant Cone Cloaker
Tapper Dragon, Brown
Terror Bird Eel, Giant
Thulid Ettercap
Werecockroach (Lycanthrope) Guard Fern
Wolverine Hippopotamus
Iron Snapper
4 Hit Dice Octopus Fungi
Otyugh
Ant Lion, Giant Owl, Giant
Ape, Gorilla Red Slime
Aranea Skeleton, Pitch
Boglin Spider, Giant Ice
Bone Horror, Common Thulid
Desert Worm Vermin Queen
Eel, Giant Wolf, Giant (Winter)
Glyptodon
Gump 7 Hit Dice
Nazgorian, Spiderwolf
Odeum Ape, Gigantopithecus
Plague Hound Ape, Girallon
Red Slime Banshee
Sea Hag Celestial, Solar
Skragg Headless Horseman
Snail, Giant Barb Infernal, Succubus
Spider, Giant Bola Linnorm
Spider, Giant Diving Bell Remorhaz
Spider, Giant Trapdoor Spider, Giant Shrieking Tarantula
Spiderwolf (Nazgorian) Succubus (Infernal)
Thulid Thulid
Vampire Spawn
Wolf, Giant (Worg) 8 Hit Dice
5 Hit Dice Aboleth
Elemental, Cold
Ankheg Elemental, Lightning
Bog Crone Elemental, Metal
Boglin Elemental, Wood
Cockroach, Balroach Hydramander (Nazgorian)
Ogre Mage Infernal, Spined Devil
Otter, Giant Infernal, Vrock
Praying Mantis, Giant Nazgorian, Hydramander
Red Slime Owlbear, Fire-breathing
Satyr Remorhaz
Scrab Spined Devil (Infernal)
Snake, Giant Two-Headed Vrock (Infernal)
Steel Spider Thulid
Thulid

81
MONSTERS BASIC FANTASY FIELD GUIDE

9 Hit Dice 12 Hit Dice


Blade Spirit, Common Blade Spirit, Greater
Bulette Bone Horror, Greater
Couatl Digester (Nazgorian)
Dinosaur, Ankylosaurus Elemental, Cold
Dragonne Elemental, Lightning
Draugr Elemental, Metal
Gibbering Mouther Elemental, Wood
Hydramander (Nazgorian) Great Orb of Eyes
Illusion Trapper Hydramander (Nazgorian)
Infernal, Vega Nazgorian, Digester
Megatherium Nazgorian, Hydramander
Nazgorian, Hydramander Remorhaz
Phase Spider Roper
Remorhaz Sphinx
Tendriculos
Thulid, Great Brain 13 Hit Dice
Vega (Infernal)
Will-o’-Wisp Behir
Ettin
10 Hit Dice Remorhaz
Shambler
Badger, Giant
Elephant, Shovel Tusk 14 Hit Dice
Gray Render (Nazgorian)
Hydramander (Nazgorian) Mohrg
Lich Remorhaz
Nazgorian, Gray Render
Nazgorian, Hydramander 15 Hit Dice
Rabbit Prince Shield Guardian
Remorhaz
Roper 16 Hit Dice
Tentacled Horror
Elemental, Cold
11 Hit Dice Elemental, Lightning
Elemental, Metal
Death Dragon Elemental, Wood
Hydramander (Nazgorian) Frost Worm
Nazgorian, Hydramander
Remorhaz 18 Hit Dice
Roper
Sea Cat Delver

36 Hit Dice
Kraken

82
BASIC FANTASY FIELD GUIDE MONSTERS

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covered by this License, including translations and derivative Content does not constitute a challenge to the ownership of
works under copyright law, but specifically excludes Product that Product Identity. The owner of any Product Identity used
Identity. (e) "Product Identity" means product and product in Open Game Content shall retain all rights, title and interest
line names, logos and identifying marks including trade in and to that Product Identity.
dress; artifacts; creatures characters; stories, storylines, plots,
8. Identification: If you distribute Open Game Content You
thematic elements, dialogue, incidents, language, artwork,
must clearly indicate which portions of the work that you are
symbols, designs, depictions, likenesses, formats, poses,
distributing are Open Game Content.

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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.
END OF LICENSE

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