Monster and Treasure Assortment Set 2 1977

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The document provides descriptions of various monsters and treasures that can be used in dungeon encounters, including their stats and special abilities.

The document describes monsters such as hydras, harpies, gnolls, green slime, bugbears, yellow mold, oil beetles, rust monsters, salamanders, flesh golems, shadows, giant ticks, ghouls, shedu, giant snakes, grey ooze, fire lizards, ochre jellies, owl bears, fire giants, blink dogs, bandits, carrion crawlers, evil champions, mummies, giant rats, will o'wisps and trolls.

Some monsters have special abilities like draining strength, paralyzing opponents, gaining surprise more easily, breath weapons, constricting, draining blood, causing disease, and regenerating hit points.

 

D U N G E O N M O N S TE R S A N D T RE AS UR E

This assortment of monsters and treasures b y dungeon le vel i s designed t o answer tw o needs. First, the package
provides the Dungeon Master with a ready matrix of encounters when his players are exploring a dungeon en-
countered in a Wilderness Adventure. Second, and more important, these assorted monsters and treasures are
aimed at making the DM’s task a lighter one when it comes to readying the major dungeon in which most of his
players’ Underworld Adventures wil l take place.

It i s strongly suggested that ea ch D M prepare several special monsters - along wit h whatever treasure each such
monster guards - or each dungeon level, carefully placing them according to an overall design for the particu lar
level (and possibly in relation t o a multi-level pla n or a specific theme for the whole of the dungeon complex).
Thereafter, it i s a simple matter to move to the l i s t of randomly generated monsters and select which should be
pu t near to the specially placed monsters. Finally, the,remaining areas where some monster i s needed are easily
filled by selection from the list in any manner desired, from numerical progression to random selection by
generation of numbers 1 t o 100.

Treasures are also listed in groups of 100 by level of the dungeon in order to allow easy random selection if
desired. However, it is recommended tha t the DM selective ly plac e as many treasures as possible, doub lin g up in
It
should also be no ted that just as a dungeon level should have monsters in o nly 20% or so of the available rooms
and chambers, about 20% of the monsters should have no treasure whatsoever. By having one monster in five or
one in six with no treasure, it i s easier to conceal treasure that the other monsters guard, for players will not
automati cally know that somewhere nearby there i s certainly some loot to glean. If you believe that 15 to 20%
i s too restrictive, lower it to 10 and give the remaining 5 to 10% nothing more than a few low-value coins in
clo thin g wor n or whatever. D o likewise wit h other monsters which do have additional (ca refu lly hidden) treasure.

The assortments of monsters and treasures have been randomly selected, but they are carefully balanced none-
theless. While it i s possible to use high level monsters on the first level of a dungeon about t o be entered by ex-
perienced players, it would be certain death to use even second level monsters against a party of first level
players. In a similar vein, i t s no t good prac tice t o assign higher level treasures t o lo wer level monsters, as this w i l l
allo w players to gain experience too rapidly.

EXAMPLE OF DUNGEON monster/treasure MATRIX:

First Dungeo n Level


1. (Description of a specially designed monster and treasure which the DM has place d in a special area - such
as a barracks, armory, great hall, temple , etc .)
2 . (ditto.)
3 . (ditto.)
4. (ditto.)
5. Monster 37 (footpads): Treasure - 3, 1000 CP as shown, contained in chests, 4 (6 total), with guard
devices 3, 5, and 7 in chests 2 , 4 and 6 ; I 5 i s hidden in one of a set of leather arm guards casually th row n
on a pile of ol d and worn clot hin g and armor. See 7 below.
6 Monster 72 (giant rats): No treasure.
7 . Monster 9 (bandits): Treasure - 28, contained in a chest guarded by poisoned needles in handles. Note:
these me n serve 5 . above, and i f they hear any com moti on they will c ome to the aid o f their masters, and the
reverse i s true.

To vary the monster selection other than the simple varying of the number of creatures - you may add a
leader-type wi th th e monster(s) or jo in t wo together. Examples: Orcs wi th a gnoll leader, goblins with a bugbear
leader, berserkers wit h a berserk village priest leading them, kobolds mo unte d on giant lizards, hobgoblins
serving an evil priest, ghouls wit h giant rats for pets. Also, monsters can b e covered by an illusion spell t o make
the m appear to be something else, hidden by an invisi bility spell, a nd so on.

Treasures may be varied by changing the spells on scrolls, changing magic/cle ric scrolls, varying the type of
poti on (par ticularl y wi th regard to giant strength, giant control, and dragon contr ol types) and switching items
whic h have good/bad counterparts. Example: Substitute a helm of reading magic and languages for a helm of
chaos, switch boots of levitation to boots of dancing, change one of two human control potions to a potion of
delusion.

just bit
immeasurably, and none of your players wi ll be able to guess wha t mo nster or treasure is where
 

  cl+lLk - 0 =W4
KEY TO A B B R E V I A T I O N S USED HEREAFTER:

(I-4), etc.) = possible number of the monster type appearing


HP = number o f hit points each monster can take
#AT = number of attacks per turn the monster i s allowed

a AL =

AC =
att ac k leve l of monster as expressed by the monster's base number to score a hi t on an unarmored op-
ponent (armor class 9)
armor class of the monster
ST = saving thr ow level of monster against the various unusual attack forms listed on the saving thr ow matrix,
thus ST/F4 means that th e mo nster saves as a 4th level fighte r. C = cleric, D = dwarf, E = elf, H = half-
ling, M = magic-user, N M = normal man, T = thief.
SA = special ab ilities are possible, such as spells, breath , etc.
CP = copp er pieces, 50 equal 1 gold piece
SP = silver pieces, 10 equal gold piece
EP = electrum pieces, 2 equal 1 gold piece
GP = go ld pieces, 5 equal 1 platinum piece
PP = platinu m pieces
Note: Base values of gems are shown. Each gem should be diced f or wi th six-sided dice, and any gem for whic h
a 1 s roll ed goes up one value category, while those for which 6 s are ro lled should d r o p one category.
Value categories are: 1 GP, 5 GP, 10 GP, 50 GP, 100 GP, 500 CP, 1,000 GP, 5,000 GP, 10,000 GP, 50,000
GP, 100,000 GP and 500,000 GP.

NSA = N o special abilities

TREASURE I S C O N T A I N E D IN

1. Bags
2. Sacks
3 . Small Coffers
4. Chests
5 . Huge Chests
6. Pottery Jars
7 . Met al Urns
8. Stone Containers
) 9. IronTrunks
10. Loose

TREASURE IS G U A R D E D B Y

1. Contact Poison on Container


2. Cont act Poison on Treasure
3 Poisoned Needles in Lock
4. Poisoned Needles in Handles
5. Spring Darts Firing fro m Front of Container
6 Spring Darts Firing up from Top of Container
7. Spring Darts Firing up f rom Inside Botto m of Container
a
9. Poisonous Insects or Reptiles Li ving Inside Container
10. Gas Released by Openi ng Container
11. Trapdoor Openin g in Front of Container
12. Trapdoor Opening 6 feet in Front of Container
13. Stone Block Drop ping in Front of Container
14. Spears Released fr om Wa lls when Container Opene d
15. Explos ive Runes
16. Symbol

T R Ii A S U R E I S HIDDEN B Y / I N

1. Invisibility
2. Illusion ( to change or hide appearance)
3 Secret Space unde r Container
4. Secret Compartment in Container
5. Inside Ordinary Item in Plain View
6. Disguised to Appear as Something Else
7. Under a Heap of Trash
a. Under a Loose Stone in the Floor
9. Behind a Loose Stone in the W al l
IO. In a Secret Room Nearby --
1
 

LEVEL FOUR

1. C a r r i o n C r aw l e r s - 1-3) HP: 17,14,11; #AT : 8; AL: 7; AC: 7; ST/F 2; SA: Para lyz ati on .
2. C e n t i p e d e s - 4-40) HP: 2 each; #AT: 1; AL: 10; AC: 9; ST/NM; SA: B i t e does no damage, b ut mus t
”) 3.
save vs. poison ( + 4 on die).
O g r e s - 2-8) HP: 22,21, 2 x 19,2 x 17, 2 x 16; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None .
4. Lamias - 1-3) HP: 28,27,23; #A T: 1; AL: 9; AC: 2; ST/C 8; SA: Spells, 40% f or 1-4 (ch eck for ea ch) magic
items other than w ith edge or point.
5. Swashbucklers - ,
1-4) HP: 30.28.25.18; #AT : 1; AL: 9; AC: 2; ST/F 5; SA: 25% c han ce for eac h t o have
magic item usable b y ighters.
6. H o b g o b l i n s - 5-30) HP: 5 x 6, 5 x 5, 5 x 7, x 4, 5 x 8, 5 x 3; #AT: 1; AL : 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
7. D w a r v e s - 3-10) HP: 3 x 6, 3 x 5, 3 x 7, 4; #AT: 1; AL: 10; AC: 4; ST/D 1; SA: 25% each wi ll have magic
weapons and/or armor.
8. G r ay O o z e - 1) HP: 19; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impe rvio us t o col d or fire, corrodes metal.
9. G n o l l s - 5-20) H P : 5 x 11, 5 .x 12, 5 x 13, 5 x 10; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi l l have mis -
sile weapons.
10. Orcs - 10-40) HP: 8 x 6, 7 x 7,7 x 5, 8 x 8, 5 x 3, 5 x 4; #AT: 1; AL: 10; AC: 7; ST/F 1; SA: 25% will
have missile weapons.
11. G e l a t i n o u s C u b e s - 1-4) HP: 20,18,17,15; #AT : 1; AL: 7; AC: 8; ST/F 2; SA: Paralyzation.
12. W h i t e A p e s - 1-4) HP: 24,20,20,18; #A T: 2; A L: 7; AC: 6; ST/F 2; SA: No ne.
13. B l a c k W i d o w S p id e rs - 3-12) HP: 4 x 15, 4 x 16, 4 14; #AT : 1; AL : 8; AC : 6; ST/F 2; SA: Pois on and
web.
14. B l a c k Pu d d i n g - 1) HP: 30; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: Dissol ve wo od and meta l, onl y hur t by fire .
15. S t o n e G i a n t s - 1-2) HP: 38,34; #A T: 1; AL : 3; AC: 4; ST/F 9; SA: Hur l rocks as heavy catapults.
16. G n o m e s - 5-20) HP: 4 x 13, 4 x 10,4 x 11,4 x 14,4 x 12; #AT: 1; AL: 10; AC: 5; ST/D 1; SA: 30% will
have missile weapons. Leader i s 3rd level. 30% cha nce at having magic weapon or armor.
17. Sharpers - 2-8) HP: 22,20,18,16,14,12,11,10; #AT: 1; AL: 9; AC: 7; ST/T 6; SA: 30% ch ance that eac h w il l
have usable magic item. Strike fro m behind.
18. G a r g o y l e s - (1-4) HP: 18,18,17,13; #AT: 4; AL : 7; AC: 5; ST/F 3; SA: Ca nn ot be hit by non-magical
weaponry.
19. W e r e w o l v e s - 1-3) HP: 19,17,16; #AT : 1; AL: 7; AC: 5; ST/F 4; SA: Affe ct ed only b y silver or magical
weaponry.
20. Elves - 2-12) HP: 9,8,8,5,4,4,4,3,3,2,2,2; AT: 1; AL: 10; AC: 5; ST/E 1; SA: ’ I will be bow armed
with swords, % sword only, spells. Leader is swordmaster/conjurer wi th + 2 sword - all elves get + 1
to hit.
21. B i s h o p s - 1-4) HP: 26,21,19,10; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% fo r 1-3 (c he ck fo r
each) maEic items other than with edge or point.
22. W y v e r n - 1) HP: 39; # AT: 2; AL: 4; AC: 3; ST/F 7; SA: Tail hit causes save vs. pois on and 1-4 dama ge.
23. G h o u l s - 4-16) HP: 4 x 14,4 x 13,4 x 12,4 x 11; #A T: 3; AL: 9; AC: 6; ST/F 2; SA: Par aly za tio n.
24. W r a i t h s - 1-2) HP: 23,12; # AT: 1; AL: 7; AC: 3; ST/F 4; SA: H i t dra ins 1 evel. Can onl y be h i t by silver and
magic weapons.
25. G i a n t T ic k s - 1-3) HP: 24,14,10; #AT : 1; AL: 8; AC: 4; ST/F 3; SA: Bloo d dra in 4 poin ts/r oun d afte r hit, hit
causes diseas e.
26. H a r p i e s - 1-3) HP: 15,10,4; #A T: 3; AL: 8; AC: 7; ST/M 3; SA: Able toc ha rm .
27. G n o l l s - 5-20) HP: 6 X 11, 5 X 10, 4 X 9, 5 X 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% w i l l have mis sil e
weapons.
28. G o b l i n s - 10-60) HP: 10 x 4, 10 x 5, 10 x 6, 10 x 4, 10 x 7, 10 x 3; #AT: 1; AL: 10; AC: 6; ST/NM ; SA:
20% wi ll have missile weapons.
29. R u s t M o n s t e r - 1) HP: 18; #AT: 1; AL: 6; A C: 2; ST/F 3; SA: To uc h rusts fer rou s meta l.
30. O g r e s - 2-8) HP: 24, 2 x 21, 20,17,14,13,10; #A T: 1; AL : 6; AC: 6; ST /F4; SA: Non e.
31. O w l B ear s - (1-3) HP : 28,23,16; #AT : 3; AL: 6; AC : 5; ST/F 3; SA: Claw on 18 or be tt er means hug
(2-16 damage).
32. W i g h t s - 1-4) HP: 29,16,15,12; #AT : 1; AL: 8; AC: 5; ST/F 3; SA: H i t dra ins 1 evel. Only affected by silver
or magical weapons to hit.
33. Y el l o w M o l d - 1) HP: -; #AT: 1; AL: -; AC: -; ST/F 2; SA: Can b e killed on ly b y fire, does 1 die of damage
to exposed flesh, destroys wood , roug h conta ct releases spores (must save vs. poiso n),
34. G i a n t R a tt l es n a k e s - 1-2 ) HP: 18,16; #A T: 1; AL: 8; AC: 5; ST/F 2; SA: Poison .
35. H y d r a of 4 H e a d s - 1) HP: 32; #AT : 4; AL : 7; AC: 5; ST/F 6; SA: None.
36. O g r e s - 2-8) HP: 22,22,19,19,17,16,14,14; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
G i a n t W e a s e ls - (1-4) HP: 16,15,12,10; #AT : 1; AL: 6; AC: 6; ST/F 1; SA: After first hit blood drain
2-12 points per round.
38. B u g b e a r s - 3-12) HP: 2 X 20, 3 X 19, 2 X 18, 3 X 17, 2 X 16; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise
on 1-3.
39. H o b g o b l i n s - 5-30) HP: 5 X 6, 5 x 5, 5 x 7, 5 X 4, 5 x 8, 5 x 3; #AT: 1; AL : 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.

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F O U R T H L EV EL F O U R T H L EV EL

40. Superheroes - 1-2) HP: 43,38; #AT: 1; AL: 8; AC: 2; ST/F 8; SA: 40% chance for each to have magic item
usable by fighter.
41.

42.
G i a n t T ic k s
causes disease.
- 1-3) HP: 17,15,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, h it

G r a y O o z e - 1)HP: 21; #AT: 1; AL: 8; AC: 8; ST/F 2; SA: Impervious to cold and fire, corrodes metal.
e
43. G n o l l s - 5-20) HP: 5 X 10, 5 x 9, 5 x 11, 5 X 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi ll have missile
weapons.
44. Heroes - 2-5) HP: 23,21,18,17,14; #AT: 1; AL: 9; AC: 2; ST/F 4; SA: 20% chance for each to have magic
item usable by fighter.
45. B u g b e a r s - 2-12) HP: 3 X 19, 3 x 18, 3 x 20, 3 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Cain surprise 1-3.
46. R o b b e r s - 3-18) HP: 3 x 14, 3 x 13, 3 x 15, 3’ x 12, 3 x 16, 3 x 11; #AT: 1; AL: 10; AC: 7; ST/T 3; SA:
20% each wi ll have usable magic item. Strike from behind.
47. G i a n t T o ad s - 3-12) HP: 3 x IO, 3 x 11, 3 x 12, 3 x 8; #AT: 1; AL: 8; AC: 6; ST/F 1; SA: None.
48. Z o m b i e s - 4-16) HP: 5 x 7 , 4 x 4, 3 x 11, 4 x 12; #AT: 1; AL: 11; AC: 9; ST/F 1; SA: Special.
49. C r a b S p i d e rs - 3-12) HP: 3 x 9, 3 x 10, 3 x 8, 3 x 11; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: Poison.
50. S h r i e k e r s - 3-12) HP: 3 x 1 9 , 4 x 18, 3 x 17, 2 x 16; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
51. W e r e w o l v e s - 1-3) HP: 26,15,12; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can only be hit b y silver and magical
weaponry.
52. G i a n t R a ts - 5-50) HP: 13 x 3 , 1 3 x 2, 12 x 4, 12 x 1; #AT: 10; AC: 7; ST/NM; SA: Disease.
53. O c h r e j e l l y - 1) HP: 20; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: Not harmed by weapons or lightning, destroys
wood, does 1 die of damage t o exposed flesh.
54. Gnolls - 5-20) HP: 5 x 8, 5 x 9, 5 x IO, 5 x 7; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wi ll have missile
weapons.
55. O r c s - 10-40) HP: 5 x 3, 5 x 8, 5 x 5, 5 x 2, 5 x 6, 5 x 7, 5 x 1, 5 x 4; #AT: 1; AL: IO; AC: 7; ST/F 1;
SA: 20% wi ll have missile weapons.
56. G i a n t D r i v er A n t s - 1-4) HP: 20,16,15,12; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
57. W e r e b o a r s - (1-2) HP: 23,18; #AT: 1; AL: 6; AC: 3; ST/F 5; SA: Can only be hit by silver and magic
weaponry.
58. M y r m i d o n s - 2-5) HP: 33,33,24,19,18; #AT: 1; AL: 9; AC: 2; ST/F 6; SA: 30% each has magic i tem usable
by fighter and/or Healing Potion.
59.

60.
Trolls - 1-2) HP: 30,28; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wi ll regenerate 3 HP/round, beginning on the
3rd round after being hit.
G i a n t L i z a rd s , G ec k o - 3-12) HP: 4 x 1 7 , 4 x 1 8 , 4 x 16; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
e
61. H o b g o b l i n s - 5-30) HP: 5 x 8, 5 x 6, 5 x 3, 5 x 7, 5 x 5, 5 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.
62. Tiger Beetles - 1-3) HP: 25,23,22; #AT: 1; AL: 7; AC: 3; ST/F 2; SA: None.
63. G i a n t R a ts - 5-50) HP: 12 x 3, 12 x 2, 13 X 4, 13 x 1; #AT: 1; AL: IO; AC: 7; ST/NM; SA: Disea se.
64. G i a n t S n ak e s , P y t h o n - 1-4) HP: 26,23,22,21; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Constriction.
65. Ogres - 2-8) HP: 22,22,19,17,16,16,15,10; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
66. F i r e B e e t l e s - 1-3) HP: 5,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
67. H a r p i e s - 1-4) HP: 20,18,13,7; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Abl e t o c h a r m .
68. H o b g o b l i n s - 5-30) HP: 1 x 9, 5 x 8, 6 x 3, 6 x 7, 6 x 2, 6 x 5; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 20%
wi ll have missile weapons.
69. G h o u l s - (4-16) HP: 4 x 15, 4 x 12, 4 x 18, 4 x 14; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but elves
must save vs. para lyzatio n if hit .
70. B u g b e a r s - 3-12) HP: 23, 4 x 14, 3 x 18, 4 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise on 1-3.
71. D i s p l a c e r B e a s ts - 1-2) HP: 37,30; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appea r displaced.
72. C a r r i o n C r aw l e r s 1-3) HP: 14,12,9; #AT: 8; AL: 7; AC: 7; ST/F 2; SA: Paraly zation.
73. W r a i t h s - 1-2) HP: 20,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains 1 level, can only be hit b y magical
and silver weaponry.
74. T r o l l s - 1-2) HP: 28,20; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wi ll regenerate 3 HP/round starting on the third
round after being hit.
75. O g r e s - 2-8) HP: 23,21,20,16, 2 x 15, 14,13; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
76. G i a n t l i c k s - 1-3) HP: 16,14,10; #AT: 1; AL: 8; AC: 4; ST/F 3; SA: Blood drain 4 points/round after hit, hit
causes disease.
77. O r c s - 10-40) HP: 5 X 6, 5 x 5, 5 x 8, 5 x 3, 5 x 7, 5 x 4, 5 x 1, 5 x 2; #AT: 1; AL: 10; AC: 7; ST/F 1;
SA: 20% wi ll have missile weapons.
78. W r a i t h s - 1-2) HP: 24,18; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hit drains 1 level, can only be hit by silver and

79.
magic al weapons.
W e r e w o l v e s - 1-3) HP: 24,21,15; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Can onl y be hi t by silver and magical
weapons.
e
80. H o b g o b l i n s - 5-30) HP: 5 5 5, 5 x 7, 5 x 4, 5 x 8, 5 3; #AT: 1; AL: 9; AC: ST/F 1; SA: 20%
wi ll have missile weapons.
81. G e l a t i n o u s C u b e s - 1 - 2 ) HP: 20,15; #AT: 1; AL: 7; AC: 8; ST/F 2; SA: Paralyz ation.

12
 

F O U R T H L E VE L F O U R T H L E VE L

82. Swashbucklers - 1-4) HP: 32,28,25,20; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each wi ll have magic item
usable by fighter.
83. H a r p i e s - 1-3) HP: 19,12,6; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able tochar m.
84. B u r g l a r s - 3-12) HP: 4 x 7, 3 x 6, 3 x 8, 2 x 5; #AT: 1; AL: IO; AC: 7; ST/T 4; SA: 20% that each will
have usable magic weapon. Strike from behind.
85. O g r e s - 2-8) H P : 2 2 , 2 1 , 2 1 , 2 1 , 1 6 , 1 2 , 1 2 , 1 2 ; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
86. Ghouls 4-16) HP: 4 X 12, 2 X IO, 4 X 14, 3 X 11, 3 x 13; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All
bu t elves m ust save vs. paralyzation i f hi t.
87. Elves - (2-12) HP: 9,9,8,7,7,6,5,5,4,4,3,2; #AT: 1; AL: IO; AC: 5; ST/E 1; SA: All elves get + 1 to hit, ’h
wil l be armed wit h bow and sword, ’ sword only, plus spells. 20% will have elven cloak and boots.
Leader i s a warrior-seer and has elven cloak and boots.
88. L i v i n g S t a t u e , C r y s t a l - 1-4) HP: 15,13,12,10; #AT: 2; AL: 7; AC: 2; ST/F 3; SA: None.
89. C n o l l s - 5-20) HP: 4 x 12, 5 X 11, 4 x 10, 5 x 9, 2 x 8; #AT: 1; AL: 9; AC: 5; ST/F 2; SA: 20% wil l have
missile weapons.
90. Shriekers - 3-12) HP: 4 IO, 3 x 9 , 4 x 8, 1 x 7; #AT: 0; AL: -; AC: 7; ST/F 1; SA: Shriek.
91. G i a n t l i z a r d s , G ec k o - 3-12) HP: 3 x 16, 3 x 1 5 , 3 x 1 7 , 3 x 14; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: None.
92. W r a i t h s - 1-2) HP: 20,16; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains one level. Only a ffec ted by silver or
magical weaponry.
93. M u m m y - 1 ) HP: 26; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: H i t causes disease. Al l vie wing must save VS.
magic or be paralyz ed wi th fear ( dur atio n special). On ly affected by magic weapons ‘/I damage from
melee.
95. S t o n e G i a n t s - 1-2) HP: 40,36; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hu rl stones as heavy cata pult .
96. B l i n k D o g s - 2-5) HP: 22,20,16,16,14; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Teleportatio n.
97. G i a n t W e as e ls - 1-4) HP: 22,17,11,10; #AT: 1; AL: 6; AC: 6; ST/F 1; SA: After weasel hits blo od drain
2-12 points per round.
98. O g r e s - 2-8) HP: 18,17,16,16,15,11,11,10;#AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
99. D i s p l a c e r B e a s ts 1-2) HP: 24,18; #AT: 2; AL: 5; AC: 4; ST/D 6; SA: Appears displaced.
100 Shriekers 3-12) HP: 4 x 11, 3 x IO, 4 x 9, 1 x 8; #AT: 0; AL: -;AC: 7; ST/F 1; SA: Shriek

13
 

LEVEL FIVE
1. Hobgoblins - 7-42) HP: 7 x 6, 7 x 3, 7 x 8, 7 x 5,7 x 7, 7 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
2. G i a n t S c o r p io n s - 1-2) HP: 18,18; #AT: 3; AL: 7; AC: 2; ST/F 4; SA: Sting does 1-4 damage + save vs.
poison.
3. Weretigers - 1-3) HP: 26,24,22; #AT: 3; AL: 6; AC: 3; ST/F 5; SA: Affected only by silver or magic
weaponry.
4. Elves - 2-12) HP: 20,8, 3 x 7, 4 X 6, 3 x 5; #AT: 1; AL: IO; AC 5; ST/E 1; SA: All elves receive a + 1 o
hit. % wi ll be armed wit h bow and sword, 'A sword only, plus spells. 25% chance for each to have a usable
magic ite m. Leader s 4th level, he also has a scroll.
5. G a r g o y l e s - (2-5) HP: 20,19,18,16,15; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can't be hit by non-magical
weapons.
6. Black Pudding - 1) HP: 40; #AT: 1; AL: 2; AC: 6: ST/F 3; SA: Im pervio us to co ld, weapons, or lightni ng,
corrodes metal.
7. Ghouls - 5-20) HP: 2 X 19, 4 X 17, 5 X 16, 4 X 15, 5 X 14; #AT: 3; AL: 9; AC: 6; ST/F 2; A: All but
elves must save vs. paraly zat ion if hi t.
8. W e r e r a t s - (2-8) HP: 20,18,18,14,12,9,7,4; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Only affected by silver or
magical weaponry, able to summon 10-100 giant rats.
9. Magicians - 2-5) HP: 15,13,12,10,8; #AT: 1; AL: 10; AC: 9; ST/M 4; SA: Spells, 30% that each wi ll have a
magic item usable by a magic user.
10. -
G i an t l o a d s 4-16) HP: 2 x 16, 3 x 15, 4 x 14, 3 x 13, 4 x 12; #AT: 1; AL: IO; AC: 8; ST/F I; SA:
None.
11. -
W h i t e D r ag o n 1) HP: 18; #AT: 3; AL: 5; AC: 4; ST/F 6; SA: Breath weapon, spells, bite.
12. Trolls - 1-4) HP: 40,30,25,21; #AT: 3; AL: 4; AC: 4; ST/F 7; SA: Will regenerate 3 HP/round starti ng 3rd
round after being hit.
13. W r a i t h s - 1-4) HP: 29,21,21,15; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t does 1-6 damage and drains 1 evel.
Affe cted only by silver and magic weaponry.
14. B l a c k W i d o w S p i de r s - 3-18) HP: 4 x 15, 5 x 1 4 , 4 x 8, 5 x 12; #AT: 1; AL: 8; AC: 6; ST/F 2; SA: Poison.
15. G i a n t Ra t t l es n a k e s - 1-4) HP: 24,22,22,18; #AT: 1; AL: 8; AC: 5; ST/F 2; SA: Poison.
16. B l a c k W i d o w S p i d e r s - (3-18) HP: 4 x 16, 5 x 15, 4 x 14, 5 x 13; #AT: 1; AL: 8 ; AC: 6; ST/F 2; SA:
Poison and web.
17. G n o l l s - 6-36) HP: 3 x 12, 6 x 5, 6 x 8, 5 x 9, 6 x 10, 5 x 7, 5 x 11; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
18. C u t p u r s e s - 3-12) HP: 2 x 1 8 , 3 x 1 7 , 4 x 1 6 , 3 x 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: 25% chance for
each to have magic item usable by thief, strike from behind.
19. Ogres - 3-12) HP: 3 X 2 8 , 4 iC 26, 3 X 24, 2 x 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
20. Sorcerers - 1-4) HP: 24,20,18,15; #AT: 1; AL: 9; AC: 9; ST/M 7; SA: Spells, 35% that each wil l have item
usable by magic user.
21. G i a n t S n ak es , P y t h o n - 2-5) HP: 21,18,16,15,13; #AT: 2; AL: 6; AC: 6; ST/F 3; SA: Const riction.
22. W e r e r a t s - 2-8) HP: 17,16,16,15,14,14,13,9; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
magical weaponry. C a n summon 10-100 giant rats.
23. E v i l C u r a t e s - 2-8) HP: 25,21,21,17,15,14,13,10; #AT: 1; AL: 9; AC: 2; ST/C 5; SA: Spells, 25% that each
wi ll have a magic i tem usable by a cleric.
24. D w a r v e s - 3-18) HP: 8, 5 X 7, 6 X 6, 6 x 5; #AT: I ; AL: IO; AC: 2; ST/D 1; SA: 30% chance that each
wi ll have magic weapons and/or armor. Leader is hero wi th armor and shield + 1 and war h ammer + 2.
25. Gnolls - 6-36) HP: 3 X 12, 6 X 11, 5 X IO, 6 9, 5 x 8, 6 X 7, 5 X 6; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
26. F i r e B e e t l e s - 1-4) HP: 6,4,4,3; #AT: 1; AL: 9; AC: 7; ST/F 1; SA: None.
27. G h o u l s - 5-20) HP: 2 x 17, 4 x 15, 5 X 14, 4 x 13, 5 x 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: Al l but
elves must save vs. para lyz atio n i f hit.
28. G i a n t R a ts - 6-60) HP: 15 x 3, 15 x 2, 15 x 4, 15 x 1; #AT: 1; AL: 10; AC: 7; ST/NM; SA: Disease.
29. Bugbears 5-20) HP: 2 x 2 2 , 4 x 21, 3 x 2 0 , 4 x 19, 3 x 18, 4 x 17; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
Gain surprise on 1-3.
30. C h a m p i o n s - 1 - 2 ) HP: 34,28; #AT: 1; AL: 8; AC: 2; ST/F 7; SA: 35% each wi ll have magic ite m usable by
fighter and/or armor.
31. O w l b e a r s - 1-4) HP: 27,24,23,20; #AT: 3; AL: 6; AC: 5; ST/F 3; SA: Claw on 18 or better means hug 2-16
additional poi nts of damage.
32. G r e e n S l i m e - 2) HP: 15,13; #AT: 1; AL: special; AC: 9; ST/F I; SA: Turns flesh to slime.
33. W e r e b e a r s - 1-3) HP: 29,27,20; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2-16
hp), af fect ed only by silver or magic weapons.
34. H a r p i e s - 2-5) HP: 17,16,14,10,10; #AT: 3; AL: 8; AC: 7; ST/M 3; SA: Able toch arm.
35. G r ay O o z e - 1 )HP: 14; #AT: 1; AL: 8 ; AC: 8; ST/F 2; SA: Im pervio us to c old and fire, corrodes metal.
36. Ogres - 3-12) HP: 1 x 2 8 , 4 x 2 6 , 3 x 2 4 , 4 x 20; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
37. W e r e w o l v e s - 2-5) HP: 27,21,18,13,10; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affect ed by silver and magical
weaponry.
38. S t o n e G i a n t s - 1-3) HP: 42,40,39; #AT: 1; AL: 3; AC: 4; ST/F 9; SA: Hurl rocks as heavy catapults.

14
 

FIFT H LEVEL FIF TH LEVEL

39. Shadows - 1-3) HP: 18,11,9; #AT: 1; AL: 8; AC: 7; ST/F 2; SA: Hit drains 1 point of strength for 8 turns.
Affe cted o nly b y magical weapons, can’t be slept or charmed.
40. B u g b e a r s - 5-20) HP: 2 x 20, x 18, 5 x 16, 4 x 14, 5 x 12; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Surprise
on 1-3.
41. Trolls - 1-4) HP: 34,29,24,23; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: Wil l regenerate 3 HP/round starting 3rd
round after being hit.
42. Gnolls - 6-36) HP: 3 x 16, 5 x 12, 9 x IO, 5 7, 4 x 8, 5 x 14, 5 x 5; #AT: 1; AL: 9; AC: 5; ST/F 2; SA:
25% wi ll have missile weapons.
43. G a r g o y l e s - (2-5) HP: 27,25,25,18,10; #AT 3; SA: Can be hit only by magical
weapons.
44. G i a n t L i z ar d s , D r a c o - 3-18) HP: 2 x 22, 5 \T: 1; AL: 6; AC: 5; ST/F 3; SA: None.
45. W r a i t h s - 1-4) HP: 19,19,18,14; #AT: 1; AL. ,.__ - , _ , . , i i t drains one level. Only affected b y
silver or magic weaponry.
46. L i v i n g St a t u es , C r y s t a l - 1-4) HP: 15,12,11; #AT: 2; AL: 8; AC: 4; ST/F 3; SA: None.
47. G i a n t L i z ar d , H o r n e d C h a m e le o n - 1-2) HP: 30,22; #AT: 2; AL: 6; AC: 2; ST/F 3; SA: Tongue.
48. O g r e s - 3-12) HP: 2 x 26, 3 x 2 5 , 4 x 23, 3 x 20; #AT: 1; AL: 6; AC: 6; ST/F4; SA: None.
49. Swashbucklers - 2-5) HP: 31,28,27,27,19; #AT: 1; AL: 9; AC: 2; ST/F 5; SA: 25% each wi ll have magic
item usable b y fighter.
50. H e l l H o u n d s - 1-2) HP: 33,31; #AT: 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapon, varia ble damage.
51. M e d u s a e - 1-2) HP: 25,21; #AT: 1; AL: 7 ; AC: 8; ST/F 4; SA: Petrify, poison.
52. E v i l B i s h o p s - 2-5) HP: 28,27,25,24,18; #AT: 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% that each will have
usable magic ite m.
53. B i s h o p s - 2-5) HP: 30,29,27,26,18; #AT: 1; AL: 9 ; AC: 2; ST/C 7; SA: Spells, 35% that each wil l have a
usable magic item.
54. W i g h t s - (2-8) HP: 20,17,16,14,13,11,8,8; #AT: 1; AL: 8; AC: 5; ST/F 4; SA: Onl y affecte d by silver or
magica l weapons. Hit drains one level.
55. W e r e w o l v e s - 2-5) HP: 17,17,16,13,9; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Onl y affected b y silver or magic
weapons.
56. R u s t M o n s t e r - 1 )HP: 30; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: R u s t s ferrous metal at touch .
57. P i l f e r e r s - 1-3) HP: 16,15,13; #AT: 1; AL: 9; AC: 7; ST/T 7; SA: Strike from behind, 3 5 % chance for ea ch
to have magic item usable by thieves.
58. W e r e b e a r s - 1-3) HP: 33,26,22; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or better means hug (2-16
damage). Aff ecte d only b y silver or magic weaponry.
59. W r a i t h s - 1-4) HP: 28,24,16,15; #AT: 1; AL: 7; AC: 3; ST/F 4; SA: H it drains one level. Affecte d only by
silver or magical weaponry.
60. W i g h t s - 2-8) HP: 18,17,14,12,11,11,10,9; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Hit drains 1 level. On ly af-
fected by silver or magic weaponry.
61. W i z a r d - 1) HP: 28; #AT: 1; AL: 9; AC: 9; STJM 9; SA: Spells, 45% chance for 1 o r 2 magic items, usable
by mag ic user.
62. W e r e b e a r s - 1-3) HP: 27,25,21; #AT: 3; AL: 5; AC: 2; ST/F 6; SA: Claw on 18 or bette r means hug (2-16
damage. On ly af fected by silver or magic weaponry.
63. T r o l l s - 1-4) HP: 29,20,18,15; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: W il l regenerate 3 HP/round beginning on
the 3rd round after being hit.
64. Cave Bears - 1-3) HP: 33,25,19; #AT: 3; AL: 5; AC: 6; ST/F 3; SA: Claw on 18 or better means hug (2-16
damage).
65. B l a c k P u d d i n g - 1) HP: 57; #AT: 2; AL: 1; AC: 6; ST/F 5; SA: Dissolves wood and metal, hu rt only by fire.
66. H a r p i e s - 2-5) HP: 20,14,12,11,8; #AT: 3; AL: 8; AC: 7; S T / M 3; SA: Able tocha rm.
67. C a r r i o n C r aw l e r s - 1-4) HP: 21,18,16,15; #AT: 8; AL: 7; AC: 7; SA: Paral yzation.
68. F i r e B e e t l e s - 1-8)HP: 8,8,6,5,5,4,3,3; #AT: 1; AL: 9; AC: 4; ST/F 1; SA: None.
69. W e r e r a t s - 2-8) HP: 19,15,15,15,12,7,7,5; #AT: 1; AL: 8; AC: 7; ST/F 3; SA: O nl y affecte d by silver 01
magical weaponry. Able to summon 10-100 gian t rats.
70. G r e e n D r a g o n - 1) HP: 32; #AT: 3; AL: 3; AC: 2; ST/F 8; SA: Breath weapon, spells.
71. W e r e w o l v e s - (2-5) HP: 22,19,18,14,13; #AT: 1; AL: 7; AC: 5; ST/F 4; SA: Affected only by silver and
magical weaponry.
72. T h i e f - 1) HP: 27; #AT: 1; AL: 9; AC: 7; ST/T 8; S A : Strike from behind. 4 5 % chance for magic item
usable by thief.
73. P a t r i a r c h s - (1-2) HP: 34,31; #AT: 1; AL: 8; AC: 2; ST/C 8; SA: Spells, 40% chance for each to have a
magic ite m usable by cleric.
74. G h o u l s - 5-20) HP: 2 X 16, 4 X 15, 5 X 14, 4 X 13, 5 X 12; #AT: 3; AL: 9; AC: 6; ST/F 2; SA: All but
elves must save vs. paral yzation i f hit.
75. R u s t M o n s t e r - 1) HP: 20; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts all ferrous meta l by to uch.
76. G n o l l s - 6-36) HP: 4 x 11, 5 x IO, 4 x 9, 5 x 8, 4 x 7, 5 x 6 , 4 x 5, 5 x 4; #AT: 1; AL: 9; AC: 5; ST/F 2;
SA: 25 wi ll have missile weapons.

15
 

FIFTH LEVEL FIFTH LEVEL

77. Ghouls - 5-20) HP: 2 X 15, 4 X 14, 5 X 13, 4 X 12, 5 X 11; #AT: 3; AL: 9; AC: 6; ST/F 2 ; SA: Al l but
elves must save vs. paralyza tion i f hi t.
78. Cave Bears - 1-3) HP: 28,21,16; #AT : 3; AL : 5; AC: 6; ST/F 3; SA: Claw o n 18 or b et te r means hug (2-16
hDI.
79. T;olls - 1-4) HP: 35,31,30,21; #AT: 3; AL: 4; AC: 6; ST/F 7; SA: W i l l regenerate 3 HP/ ro un d sta rti ng 3rd
round after being hit.
80. Wights -
2-8) HP: 21,19,16,14,12,12,11,9; #A T: 1; AL: 8; AC: 5; ST/F 3; SA: Hi t drains 1 evel. Onl y af-
f ec
fecte d b y silver and magica l weap

81. T i g e r B e e t l e s - 1-4) HP: 25,24,20,14; #AT : 1; AL: 7; AC: 3; ST/F 2; SA: No ne .


82. C u t p u r s e s - 2-5) HP: 2 x 17, 2 x 16, 1 x 15; #AT: 1; AL: 9; AC: 7; ST/T 5; SA: Strike from behind. 25%

83.
chance of h aving usable magic ite m.
Wererats - 2-8) HP: 18,17,16,15,15,15,13,9; #AT : 1; AL: 8; AC: 7; ST/F 3; SA: Affected only by silver and
magic weaponry, ab le to summ on 10-100 gian t rats.
c
84. D w a r v e s - 3-18) HP: 3 x 8, 3 x 7, 3 x 6, 3 x 5, 3 x 4, 3 x 2; #AT: 1; AL : 10; AC: 4; ST/D 1; SA: 30%
wi ll have magic weapons and/or armor, 25% wi ll be 2nd level, ST/D 2 wi th doub le hit points, 10% will be
3rd level, ST/D 3 wi th trip le hit points.
85. E v i l C u r a t e s - 2-5 ) HP: 23,21,19,18,17; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 30% each will have scroll
usable by cleric or a potion.
86. Mummies - 1-2) HP: 26,23; #AT: 1; AL: 5; AC: 3; ST/F 5; SA: Any viewer must save vs. magic or be
paralyzed with fear (duration special). Hit causes disease. Can only be affected by magic weaponry. 2'
damage from melee.
87. Ogres - 3-12) HP: 4 x 26, 4 x 24,4 x 21; #AT: 1; AL: 6; AC: 6; ST/F 4; SA: No ne .
aa. G i a n t R a tt l es n a k e s - 1-4) HP: 16,15,15,12; #A T: 1; AL: 8; A C : 5; ST/F 2; SA: Poison.
89. O c h r e J e l l y - 1) HP: 23; #AT: 1; AL: 6; AC: 8; ST/F 3; SA: N o t harm ed by weapons and ligh tnin g. Destroys
wood, one die of damage to exposed flesh.
90. G i a n t T ic k s - 1-6) HP: 18,15,12,11,9,7; #A T: 1; AL: 8; AC: 4; ST/F 3; SA: Bloo d dra in 4 po int s/r oun d
cause disease.
91. H y d r a of 6 H e a d s - 1) HP: 48; # AT : 6; AL: 5; AC: 5; ST/F 6; SA: None.
92. G i a n t S c o rp i o n s - 1-2) HP: 27,18; #AT : 3; AL: 7; AC: 2; ST/F 4; SA: Stin g does 1-4 HP +
save vs. po ison .
93. G a r g o y l e s - (2-5) HP: 20,19,15,10,8; #AT: 4; AL: 7; AC: 5; ST/F 3; SA: Can't be hit by non-magical

94.
magi c armor.and/or weapons. Leader is swordmaster with +
1 armor and 2 sword. +
95. R u s t M o n s t e r - 1) HP: 22; #AT: 1; AL: 6; AC: 2; ST/F 3; SA: Rusts al l fer rou s meta ls b y touch.
96. B u g b e a r s - 5-20) HP: 4 x 21, 5 x 16, 6 x 14, 5 x 12; #AT: 1; AL: 7; AC: 5; ST/F 3; SA: Ca in surprise o n
1-3.
97. G i a n t S p i d er s , T a r a n t e l l a - 2-8) HP: 30,29,27,25,21,20,18,15; #AT: 1; AL: 7; AC: 5; ST/F 2; SA: Dance
Fever.
98. Hobgoblins -
7-42) HP: 7 x 6, 7 x 7, 7 x 8, 7 x 5, 7 x 3, 7 x 4; #AT: 1; AL: 9; AC: 6; ST/F 1; SA: 25%
wi ll have missile weapons.
99. W e r e b e a r s - (1-3) HP: 36,33,21; #AT : 3; AL: 5; AC: 2; ST/F 6; SA: On ly affe cted b y silver or magic
weapons. Claw on 18 or bett er means hug (2-16 damage).
100 W r a i t h s - 1-4) HP: 19,19,15,14; # AT: 1; AL: 7; AC: 3; ST/F 4; SA: Hi t drains one level. On ly aff ect ed by
silver and magical weaponry.

16
 

LEVEL SIX

1. Shadows - 2-5) HP: 18,10, 2 x 7, 6; A T : 1; A L : 8; A C : 7; ST/F 2; SA: Drain 1 poi nt of strength for 8 turns
per hit, on ly af fecte d by magic weapons, can’t be slept or charmed.
2. Trolls - 2-5) HP: 36,35,33,29,25; A T : 3; A L : 4; A C : 6; ST/F 7; SA: Regenerate 3 HP a round, third rou nd
after being hit.
3. Evil Vicars - 2-8) HP: 23,20,19,18,14,13,12,11; A T : 1; A L : I O ; A C : 2; ST/C 4; SA: Spells, 20% that each
wi ll have a magic ite m usable by a cleric.
4. Liv ing Statue, Rock - 1) HP: 30; A T : 2; A L : 6; A C : 4; ST/F 5; SA: May squirt magma on a h it causing 2-12
points of damage.
5. - 1-2) 30,22; A T : 1; A L : 9; A C : 7; ST/T 8; SA: 45%
have a usable magic i tem.
6. Werewolves - 2-8) HP: 27,23,22,20,19,17,15,11; A T : 1; A L : 7; AC: 5; ST/F 4; SA: Onl y affected by silver
and magica l weapons.
7. White Apes - 2-12) HP: 3 5 2 9 2 8 2 7 2 6 2 5 2 4 2 3 2 2 2 1 2 0 1 9 ; A T : 2; A L : 8; AC : 5; ST/F 2; SA: None.
8 lamas - (1-3) HP: 30,29,28; A T : 1; A L : 9; A C : 2; ST/C 8; SA: Spells, 40% that each will have a usable
magic item.
9. Elves - 2-12) HP: 22,21,20,18,17, 3 X 16, 2 X 15, 2 x 13; A T : 1; A L : 10; A C : 2; ST/E 1; SA: Spells, Vi
bow armed w ith sword, i sword only, spells, 30% that each wil l have a usable magic item. A l l elves get a
+ 1 o hit.
10. Wererats - 2-12) HP: 3 X 20, 3 x 18, 3 X 16, 3 x 14; A T : 1; A L : 8; A C : 7; ST/F 3; SA: Only affected by
silver and magical weapo nry. Can summon 10-100 giant rats.
11. Swashbucklers - 2-8) HP: 33,28,24,22, 2 x 18, 17,16; A T : 1; A L : 8; A C : 2; ST/F 5; SA: 25% that each will
have a usable magic i tem .
12. Wereboars -2-5) HP: 23,22,18, 2 x 18; A T : 1; A L : 6; A C : 4; ST/F 4; S A : Affect ed only by silver and
magical weaponry.
13. Wyverns - 1-2) HP: 37,27; A T : 2; A L : 4; A C : 3; ST/F 7; SA: Sting does 1-6 damage and causes save vs.
poison.
14. Mummies - 1-4) HP: 30,25,24,19; A T : 1; A L : 5 ; A C : 3; ST/F 5; SA: A n y viewer must save vs. magic or b e
paralyzed wit h fear (d ura tio n special). Hi t causes disease, they can only be affect ed b y magic weapons and
take half damage from melee.
15. Cave Bears - 2-5) HP: 25,24,23,21,20; A T : 3; A L : 5; A C : 6; ST/F 3; S A : Claw on 18 or better (2-16 HP
damage).
16. Phase Spider s - 1-2) HP: 32,28; A T : 1; A L : 6; A C : 6; ST/F 5; S A : Ou t of phase, poison.
17. Blue Dragon - 1) HP: 40; A T : 3; A L : 3; A C : 1; ST/F 7; SA: Chance of spells, b reath weapon, bit e.
18. Minotaurs - 1-4) HP: 34,29,25,23; A T : 2; A L : 5; A C : 6; ST/F6; SA: None.
19. Weretigers - 1-4) HP: 29, 2 x 25, 22; A T : 3; A L : 6; A C : 3; ST/F 5; SA: Only affected by silver and
magical weaponry.
 

SIXT H LEVEL SIXT H LEVEL


20. B l a c k D r a g o n - 1) HP: 42; #A T: 3; AL: 4; AC: 3; ST/F 7; SA: Chance of spells, bre ath weapon, bit e.
21. E v i l H e r o e s - 3-12) HP: 27,25,24,23,22,21,20,19,18,15,12,11;#AT: 1; AL : 9; AC: 2; ST/F 4; SA: 20% t ha t
each wil l have a usable magic item.
22.

23.
G i a n t W e a s el s - 2 - 8 ) HP: 22,18,16,15,14,13,12,10; #AT: 1; AL: 6; AC : 6; ST/F 1; SA: After a hit is scored
the weasel wi ll cause a blood drain of 2-12 points/round.
E v i l B i s h o p s - 1-4) HP: 26,24,22,21; #AT : 1; AL: 9; AC: 2; ST/C 7; SA: Spells, 35% tha t each w il l have a
c
usable magic item.
24. Troglodytes - 6-24) HP: 4 x 9, 4 x 11, 4 x 8, 4 x 10, 4 x 12, 4 x 7; #A T: 3; AL: 9; AC : 5; ST/F 2; SA:
Revuls ion odor, save vs. poiso n or lose -1 fro m strength for two turns.
G i a n t L i z a rd s , T u a t a r a - 1-2) HP : 45,36; # AT: 3; AL : 5; AC: 4; ST/F 4; SA : None .
26. L o r d s - 1-2) HP: 75,47; #AT: 1; AL: 7; AC: 2; ST/F 10; SA: 50% th at each wi l l have a usable magic item .
27. Phase Spider - 1) HP: 32; #AT: 1; AL : 6; AC : 6; ST/F 5; SA: Poison bite, ab ilit y to go ou t of phase.
28. B l i n k D o g s - 2-5) HP: 21,20,19,18,16; #AT : 1; AL: 7; AC: 5; ST/F4; SA: Tele port atio n.
29. H y d r a o f 5 H e a d s - 1) HP: 40; # AT : 5; AL: 6; AC: 5; ST/F 5; SA: Non e.
30. N e c r o m a n c e r s - 1-3) HP: 20,18,17; #AT : 1; AL: 9; AC: 9; ST/MU 8 ; SA: Spells, 40% tha t each wil l have a
usable magic item.
31. D w a r v e s - 4-24) HP: 2 x 8, 4 x 7, 6 x 6, 6 x 5, 6 4; #A T: 1; AL: 10; AC: 4; ST /D 1; SA: 25% will be
dou ble points, leader has tripl e points and misc. weapon. 30% w il l have a usable magic item.
32. L a m m a s u - 1-2) HP: 26,25; # AT : 2; AL : 4; AC : 6; ST/F 1; SA: Mag ica l powers.
33. F i r e B e e t l es - 2-5) HP: 8,6,5,4,3; #AT : 1; AL : 9; AC: 4; ST/F 1; SA: None.
34. D w a r v e n P i l fe r er s - 1-4) HP: 22,20,16,14; #AT : 1; AL: 9; AC: 7; ST/D 7; SA: Strike fr om beh ind, special
dwarven thie ving bonuses, 35% of each having a usable magic item .
35. G i a n t Sc o r p i o n s - 2-5) HP: 27,26,25,22,19; #AT : 3; AL : 7; AC: 2; ST/F 4; SA: Sting does 1-4 dam age and
causes save vs. po ison .
36. D o p p l e g a n g e r s - 2-1 2) HP: 27,24,22,21,20,19, 3 x 18, 17,16, 15; #AT: 1; AL : 7; AC: 5; S T / D 8; SA: Ability
to assume the fo rm of anything it sees.
37. G i a n t L i za r d s , D r a c o - 7-28) HP: 4 x 16, 4 x 17, 4 x 18, 4 x 13, 4 X 14, 4 x 15, 4 x 12; #AT: 1; AL: 6;
AC: 5; ST/F 3; SA: None.
38. Stone Giants 1-2) HP: 41,37; #A T: 1; AL : 3; AC: 4; ST/F 9; SA: Th ro w roc ks .
39. - (1) HP: 50; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: No t har med by weapo ns or lightn ing ,

destroys wood, corrodes metal, 3 dice t o exposed flesh.


40. G a r g o y l e s - 2-8) HP: 2 24, 3 x 23, 2 16, 12; #AT : 4; AL: 7; AC: 5; ST/F 3; SA: Can on ly be af fe ct ed
by magical weapons. 6
41. R u s t M o n s t e r s - 1-2) HP: 17,16; #AT : 1; AL: 6; AC: 2; ST/F 3; SA: Rusts al l fer rou s metals by con tac t.
42. Werebears 1-4) HP: 33,30,28,24; #AT : 3; AL : 5; AC: 2; ST/F 6; SA: Can only b e affe cted b y silver and
magical weaponry. Claw on 18 or better means hug (2-16 damage).
43. H a l f l i n g H e r o / Th i e f - 1) HP: 25; #A T: 1; AL: 5; AC: 7; ST/H 8 ; SA: Special half ling thievin g bonuses,
strike fro m behind, 45% that he will have usable magic item.
44. T y p e I D e m o n - 1) HP: 22; #AT : 5; AL: 3; AC: 0; ST/F 8 ; SA: Magic use.
45. O g r e s - 4-16) HP: 29,23,22,20, 3 19, 18, 5 x 17, 16,15,12; # AT: 1; AL: 6; AC: 6; ST/F 4; SA: None.
46. W i g h t s - 3-1 2) HP : 21,16,15,14,11, 2 x 10, 2 x 9, 6, 2 5; #AT: 1; AL: 8; AC: 5; ST/F 3; SA: Dr ai n on e
energy level per hit. On ly a ffected b y silver or magical weapons.
47. G o r g o n - 1) HP: 28; # AT: 1; AL: 3; AC: 2; ST/F 8 ; SA: Breath weapon causes savevs. pe trif ica tion .
48. G i a n t S o i d e r s . T ar a n t e l l a - 15-20] HP: 4 14. 4 x 22. 4 x 20. 4 x 16, 4 x 18; #AT: 1; AL:. 7; A C: 5;
ST/F 2, 'SA Dan ce fever
49. F r o s t G i a n t s - (1-3) HP 54,48,43, # AT 1, AL 2, AC 4, ST/F 10, SA Impervious to cold, 2 dice + I
damage.
50. T i g e r B e e t l e s - 2-5) HP : 25,24,20,20,11; #AT : 1; AL : 7; AC: 3; ST/F 2; SA: No ne .
51. C o c k a t r i c e s - 1) HP: 16; #AT: 1; AL: 6; AC: 6; ST/F 5; SA: Petrification.
52. Bugbears 6-36) HP: 6 12, 6 x 17, 6 x 8, 6 x 15, 6 x 18, 6 x 13; #AT: 1; AL: 7; AC: 5; ST/F 3; SA:
Gain surprise on 1-3.
53. H e l l H o u n d s - 1-4) HP: 38,33,29,26; #AT : 1; AL: 6; AC: 4; ST/F 4; SA: Breath weapo n, var iabl e damag e.
54. G i a n t L i z a r d , Tu a t a r a 1-2) HP: 27,18; #AT: 3; AL : 5; AC: 4; ST/F 4; SA: No ne .
55. Spectres - 1-2) HP: 36,32; #AT : 1; AL : 5; AC : 2; ST/F 6; SA: On ly affe cted by magic al weapons, drains 2
levels a hit.
56. Shriekers - 4-16) HP: 23,20,19,17,16,15,14,13,12,11,10,9,8,7,6,5;#AT: 0; AL: -;AC: 7; ST/F 1; SA: Shriek.
57. F r o s t G i a n t s - (1-3) HP: 57,49,39; #A T: 1; AL: 2; AC: 4; ST/F 10; SA: Imper vio us to cold, 2 dice + 1
damage.
58. C a e c i l i a - 1) HP: 37; #A T: 1; AL: 5; AC: 6; ST/F 2; SA: Giant worm swallows who le on a 19 or 20.
59.
60.
S a b r e -t o o t h e d T i g e r - 1) HP: 39; #AT : 3; AL : 3; A C: 6; ST/F 4; SA: Non e.
B u r g l a r s - 2-12) HP: 2 12, 4 x 8,4 x 10, 2 x 5; #AT: 1; AL: 10; AC: 7; ST/T 4; SA: Strik e fr om be hind ,
20% that each wi ll have a usable magic item.
e
61. B l ac k P u d d i n g - 1) HP: 37; #AT: 1; AL: 2; AC: 6; ST/F 5; SA: No t harmed by weapons or lightning and
cold. Dissolves woo d and metal.
62. B a s i l i s k - 1) HP: 30; #AT : 1; AL: 4; AC: 4; ST/F 4; SA: Pe tri fy by gaze.

18
 

SIXTH LEVEL SIXTH LEVEL


63. Minotaurs - 1-4) HP: 34,27,26,23; A T : 2; A L : 5; A C : 6; ST/F ; SA: None.
64. Hi ll Giants - 1-4) HP: 37,36,31,25; A T : 1; A L : 3; A C : 4; ST/F 8; SA: None.
65. Displacer Beasts - 1-2) HP: 2 x 23; A T : 2; A L : 5; A C : 4; ST/D6; SA: Appear displaced.
66. Wraiths 2-8) HP: 28 24 21 16 15 12 11 10; A T : 1; A L : 7; A C : 3; ST/F 4; SA: Only affected by silver or
magic weapons, drain 1 energy level a hit.
67. Fire Giants - 1-2) HP: 61,57; A T : 1; A L : 1; A C : 4; ST/F 11; SA: Impervious to fire, 2 dice + 2 points
damage.
8. Werewolves - 2-8) HP: 22,21,20,19,17,16,14,11; A T : 1; A L : 7; A C : 5; ST/F 4; S A : Onl y affected by silver
and magical weaponry .
69. Salamanders - 1-3) HP: 37,31,29; A T : 3; A L : 3; A C : 3/1; ST/F 7; SA: Fire resistant, can only be hi t by
magical weaponry. Can constrict for 2-8 damage a round.
70. Wizards - 1-2) HP: 27,26; A T : 1; A L : 4C: ST/M SA: Spells, 45% that each wi ll have a usable
magic item.
71. Yellow Mold - 1 ) HP: -; -; 2; Can b e killed only by fire, destroys wood, rough
co nt ac t causes i t to release its spores, must save vs. poi son and take die of dam age t o exposed flesh.
72. Hydra of 9 Heads - 1) HP: 72; A T : 9; A L : 3; A C : 5; ST/F 7; SA: None.
73. Harpies - 2-8) HP: 17,16,15,11,10,9,8,7; A T : 3; A L : 8; A C : 7; S T / M 3; SA: Able tochar m.
74. Gnolls - 7-42) HP: 6 x 14, 6 X 12, 6 x 9, 6 x 8, 6 X 7, 6 X 6, 6 X 5; A T : 1; A L : 9; A C : 5; ST/F 2; SA:
Leader wi ll have usable magic item, his tw o bodyguards wil l have potions. 30% wi ll have missile weapons.
75. Green Slime - 1) HP: 16; A T : 1; A L : 9; A C : -; ST/F 1; SA: Disintegrates wood and metal, can’t be scraped
o f f . Not affec ted b y ligh tning and weapons. Turns flesh to slime.
76. Bugbears - 6-36) HP: 6 x 19, 6 x 15, 6 x 14, 6 x 13, 6 X 10, 6 X 9; A T : 1; A L : 7; A C : 5; ST/F 3; SA:
Gain surprise on 1-3.
77. Yellow Mol d - 1) HP: 1; -; -; 2; Can be kille d only by fire, does 1 die of damage
to exposed flesh, destroys wood, roug h conta ct releases spores (must save vs. poiso n).
78. Oi l Beetles - 1-4) HP: 8,6,4,2; A T : 1; A L : 9; A C : 4; ST/F 1; SA: O i l causes blisters, range 5’, causes vic tim
to fight a -2 f o r 24 hours.
79. Rust Monsters - 1-2) HP: 22,21; A T : 1; A L : 6; A C : 2; ST/F 3; SA: Rusts all ferrous metals a t contact.
80. Salamanders - (1-2) HP: 32,30; A T : 3; A L : 3; A C : 3; SA: Fire resistant, can only be hit by magical
weaponry. Can constrict f or 2-8 damage.
81 Flesh Gole m - 1) HP: 40; A T : 2; A L : 2; A C : 7; ST/F 10-12; SA: Only affected b y magical weapons, fire
and cold slow golem, and lightning heals it. No t affected by any other spells.
82. Shadows - 1-4) HP: 12,11,10,9; A T : 1; A L : 8; A C : 7; ST/F 2; SA: Drain 1 poin t of strength for 8 turns per
hit, only affe cte d by magic weapons, can’t be slept or charmed.
83. Giant Ticks - (2-8) HP: 21,16,15,14,13,11,9,7; A T : 1; A L : 8; A C : 4; ST/F 3; SA: Blood drain 4 damage/
round, bi te causes disease.
84. Ghouls - 6-24) HP: 6 x 14, 6 x 1 2 , 6 x 7, 6 x 5; A T : 1; A L : 9; A C : 6; ST/F 2; SA: Paralyzation.
85. Shedu - 1) HP: 50; A T : 2; A L : 2; A C : 4; ST/F 9; SA: Magic al abilities.
86. Giant Snakes, Python - 2-8) HP: 3 x 16, 3 x 14; 2 x 12; A T : 2; A L : 6; A C : 6; ST/F 3; SA: Constriction.
87. Grey Ooze - 1-2) HP: 1 5 , l l ; A T : 1; A L : 8; A C : 8; ST/F 2; SA: Impervious t o cold and fire, corrodes
metal.
88 Fire Lizard - 1 ) HP: 51; A T : 3; A L : 1; A C : 2; ST/F 8; SA: Breath weapon (2-12 damage) semi-resistant to
fire.
89. Ochre Jelly - 1-2) HP: 30,16; A T : 1; A L : 6; A C : 8; ST/F 3; SA: Dissolves wood. No t harmed by lig htning
or weapons.
90. Ow l Bears - 2-5) HP: 29,26,25,24,23; A T : 3; A L : 6; A C : 5; ST/F 3; SA: Paw of an 18 or better means hug
(2-16 damage).
91. Fire Giant - 1) HP: 46; A T : 1; A L : 1; A C : 4; ST/F 11; SA: Impervious t o fire, 2 dice 2 poin t damage.
92. Blink Dogs - 1-6) HP: 20,15,14,13,12,11; A T : 1; A L : 7; A C : 5; ST/F 4, SA: Teleportation.
93. Bandits - 7-42) HP: 7 x 8, 7 x 5, 7 x 7, 7 x 4, 7 x 6, 7 x 3; A T : 1; A L : IO; A C : 7; ST/T 1; SA: The
leader has quadruple HP and four of his henchmen have double HP. The leader will have magic armor,
each of his henchmen have a 25% chance of having a usable magic item, there is a 5 % chance that each
wi ll have a usable magic item. 30% wi ll be bow armed wit h sword, the rest wi ll have spear and sword.
94. CarrionCrawlers - 2-5) HP: 18,17,12,11,10; A T : 8; A L : 7; A C : 7; ST/F 2; SA: Paralyzation.
95. Evil Champions - 2-5) HP: 45,37,33,29,27; A T : 1; A L : 8; A C : 2; ST/F 8; SA: 35% chance that each will
have a usable magic it em.
96. Bugbears - 6-36) HP: 6 X 1 9 , 6 x 1 5 , 6 x 14, 6 x 1 3 , 6 x 1 6 , 6 x 9; A T : 1; A L : 7; A C : 5; ST/F 3; S A :
Gain surprise on 1-3.
97. Mummies - 1-4) HP: 32,31,28,26; A T : 1; A L : 5; A C : 3; ST/F 5; SA: Touch causes disease, gaze causes
Save vs. magic or b e paralyzed with fear ( dura tion special). N ot affe cted by n ormal weapons, the y take %
B 98.
damage from melee.
Giant Rats - 8-64) HP: 16 x 3, 16 x 4, 16 x 2 , 1 6 x 1; A T : 1; A L : 10; A C : 7; S T / N M ; S A : Disease.
99. Wi ll O’Wisp - 1) HP: 32; A T : 1; A L : 3; A C : -8; ST/F 9; SA: Highly clever, they wil l attempt t o lure the
vic tim int o traps. They are able to change shape and lig hten or darken themselves. I f they attack they do
2-16 damage of ele ctrical damage.
100 Trolls - 2-5) HP: 34,33,32,31,30; A T : 3; A L : 4; A C : ; ST/F 7; SA: Regenerates 3 HP a round, third round
after being hit.
19

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