BX Essentials Monsters
BX Essentials Monsters
BX Essentials Monsters
Necrotic Gnome
Monsters
Written by Layout by
Gavin Norman Rachel Martin & Gavin Norman
Thanks to Alistair Caunt, Frederick Münch, Glenn Robinson, Tim Scott, Thorin Thompson,
and Perttu Vedenoja for most excellent rules pedantry and proofreading.
Cover illustration copyright Andrew Walter 2018. Illustrations: on pages 3, 6 (top), 21 cop-
yright Michael Clarke 2018; on pages 35, 43 copyright Mike Hill 2018; on pages 3, 20
copyright Tom Kilian 2018; on pages 6 (bottom), 17, 23, 27, 44, 45 copyright 2018 Kyle
Latino; on pages 9, 42 copyright 2018 Alex Mayo; on pages 6, 42 copyright Sean Poppe
2018; on pages 18, 19, 29, 32, 37 copyright Matthew Ray 2018; on pages 1, 43 copyright
Luka Rejec 2018. Necrotic Gnome logo copyright Greg Gorgonmilk 2016.
This product is released under the terms of the Open Game License Version 1.0a, Copyright
2000, Wizards of the Coast, Inc.
1
Table of Contents
Foreword4 Driver Ant 16
Notes4 Dryad16
High-Level Saves 4 Dwarf16
Infravision4 Efreeti (Lesser) 16
Persons4 Elemental17
XP Value of NPCs 4 Elephant18
Elf18
Stat Block Format 5
Ferret, Giant 18
Monsters6 Fish, Giant 18
Acolyte6 Gargoyle19
Ape, White 6 Gelatinous Cube 19
Bandit6 Ghoul19
Basilisk6 Giant20
Bat7 Gnoll21
Bear7 Gnome21
Beetle, Giant 8 Goblin21
Berserker8 Golem22
Black Pudding 8 Gorgon22
Blink Dog 8 Grey Ooze 22
Boar8 Green Slime 23
Brigand9 Griffon23
Buccaneer9 Halfling23
Bugbear9 Harpy23
Caecilia9 Hawk24
Camel10 Hellhound24
Carcass Crawler 10 Herd Animal 24
Cat, Great 10 Hippogriff24
Cave Locust 11 Hobgoblin25
Centaur11 Horse25
Centipede, Giant 11 Hydra25
Chimera11 Insect Swarm 26
Cockatrice11 Invisible Stalker 26
Crab, Giant 12 Killer Bee 26
Crocodile12 Kobold27
Cyclops12 Leech, Giant 27
Dervish12 Living Statue 27
Djinni (Lesser) 13 Lizard, Giant 28
Doppelgänger13 Lizard Man 28
Dragon14 Lycanthrope28
Dragon Turtle 15 Manticore30
2
Mastodon30 Squid, Giant 41
Medium30 Stegosaurus41
Medusa30 Stirge41
Merchant30 Thoul41
Merman31 Titanothere41
Minotaur31 Toad, Giant 42
Mule31 Trader42
Mummy31 Treant42
Neanderthal (Caveman) 31 Triceratops42
Nixie32 Troglodyte43
Noble32 Troll43
Nomad32 Tyrannosaurus Rex 43
Normal Human 32 Unicorn43
Ochre Jelly 33 Vampire44
Octopus, Giant 33 Veteran45
Ogre33 Warp Beast 45
Orc33 Water Termite 45
Owl Bear 34 Weasel, Giant 45
Pegasus34 Whale46
Pirate34 Wight46
Pixie34 Wolf46
Pterosaur34 Wraith47
Purple Worm 35 Wyvern47
Rat35 Yellow Mould 47
Rhagodessa35 Zombie47
Rhinoceros36 Open Game License 48
Robber Fly 36
Roc36
Rock Baboon 36
Rust Monster 37
Salamander37
Scorpion, Giant 37
Sea Serpent (Lesser) 37
Shadow38
Shark38
Shrew, Giant 38
Shrieker38
Skeleton39
Snake39
Spectre40
Spider, Giant 40
Sprite40
3
Foreword
This book contains all the standard Basic/ needs to run a monster is gathered
Expert monsters, retold in a new format. As together in one place. There are no “see
with all of the other books in the B/X Essen- page X” references and no mentions of
tials line, the focus of the writing and layout abilities that are described elsewhere.
is on ease of use at the table. This principle, •• In the stat blocks, the need to look up
when applied to monster descriptions, led information in other places is also virtu-
to a format that is rather different to the ally removed: the full saving throw values
standard. The main points of note are: for each monster are listed (instead of just
•• The basic description of a monster (what the class and level of the chart to be con-
it looks like, how big it is, where it lives, sulted), and the attack roll needed to hit
etc.) is separated from other elements. AC 0 is provided, allowing referees who
•• Other abilities and points of note are are not averse to a little mental arithmetic
broken out in a series of bullet points, for to do away with the monster attack chart.
easy reference. (Compare to the stand- As always, I hope that this book plays a part
ard “wall of text” monster presentation in in the furtherance of this timeless and belov-
the original Basic/Expert books.) ed game and proves useful as a reference for
•• Beyond the definition of the basic stat those already familiar with its charms.
block (see right), everything the referee Gavin Norman, Spring 2018, Berlin.
Notes
High-Level Saves XP Value of NPCs
Some powerful monsters save as a fighter of Some monster entries make reference to
greater than 14th level. In these cases, the NPCs with levels in a specific character class.
monster’s save values have been calculated The XP values for such characters are not
by extrapolating the progression of the fight- pre-calculated, as the exact value depends
er saving throw chart to higher levels. on several variable factors.
When awarding XP for defeated NPCs, the
Infravision referee may use the following guidelines:
All non-human monsters have 60’ infravision. •• The base Hit Dice are equal to the NPC’s
(See B/X Essentials: Core Rules, p16.) experience level.
•• Spell casters are treated as having one
special ability per two levels of spells they
Persons can cast (rounded up). For example, a
Spells such as charm person, hold per- character able to cast 1st, 2nd, and 3rd
son, etc. only affect humanoids (including level spells would count as having two
humans and demihumans) of up to 4+1HD. special abilities.
Monsters in this book that are affected by
•• Magic items in the possession of the
these spells are: acolyte, bandit, berserker,
character may be counted as special abil-
brigand, buccaneer, bugbear, dervish, dwarf,
ities, if they play a direct role in combat.
elf, gnoll, gnome, goblin, halfling, hobgob-
lin, kobold, lizard man, medium, merchant,
neanderthal, nixie, noble, normal human,
ogre, orc, pirate, pixie, sprite, trader,
troglodyte, veteran. Other monsters may be
affected at the referee’s judgement.
4
Stat Block Format
AC: Armour Class. NA: Number appearing. Two values are list-
HD: Hit Dice. Roll this number of d8s to ed, the second in parentheses. These values
determine each individual’s hit points. are used as follows:
5
Monsters
Acolyte Basilisk
1st level clerics on a quest for their deity. 10’ long, serpentine lizards. Unintelligent,
AC 2, HD 1 (4hp), Att 1 × mace (1d6), but highly magical. Dwell in caverns and
THAC0 19, MV 60’ (20’), SV D11 W12 twisted brambles.
P14 B16 S15 (C1), ML 7, AL Any, XP 10, AC 4, HD 6+1** (28hp), Att 1 × bite (1d10
NA 1d8 (1d20), TT U + petrification), 1 × gaze (petrification),
• Leader: Groups of 4+ are led by a higher THAC0 13, MV 60’ (20’), SV D10 W11
level cleric (1d10: 1-4: 2nd level, 5-7: 3rd P12 B13 S14 (F6), ML 9, AL Neutral, XP
level, 8-9: 4th level, 10: 5th level). Choose 950, NA 1d6 (1d6), TT F
or roll the leader’s spells. • Surprise: Characters surprised by a
basilisk meet its gaze.
• Petrifying touch: Anyone touched
by a basilisk is turned to stone (save vs
petrify).
• Petrifying gaze: Anyone meeting a
basilisk’s gaze is turned to stone (save vs
petrify). Unless averting eyes or using a
mirror, characters in melee are affected
each round.
• Averting eyes: -4 penalty to-hit; the
basilisk gains a +2 bonus to attack.
Ape, White • Mirrors: The reflection of a basilisk is
Albino, herbivorous, gorilla-like apes that harmless. Fighting by looking in a mirror
live in caves and emerge at night to forage. incurs a -1 penalty to attack. If a basilisk
sees its own reflection (2-in-6 chance), it
AC 6, HD 4 (18hp), Att 2 × claw (1d4) or 1
must save or be petrified.
× thrown rock (1d6), THAC0 16, MV 120’
(40’), SV D12 W13 P14 B15 S16 (F2), ML
7, AL Neutral, XP 75, NA 1d6 (2d4), TT
None
• Territorial: Defend their lair with threats
and, if this is ignored, violence.
Bandit
NPC thieves who live by robbery.
AC 6, HD 1 (4hp), Att 1 × weapon (1d6
or by weapon), THAC0 19, MV 120’ (40’),
SV D13 W14 P13 B16 S15 (T1), ML 8, AL
Neutral or Chaotic, XP 10, NA 1d8 (3d10),
TT U (A)
• Trickery: Use disguise or trickery to
surprise victims.
• Leader: May have a leader of 2nd level
or higher (any human class).
• Hoard: Only have treasure type A when
encountered in their wilderness lair.
6
Bat Bear
Nocturnal, flying mammals that roost in •• Bear hug: If a victim is hit by both paws
caves or ruins. in the same round, the bear hugs for an
• Echolocation: Unaffected by effects extra 2d8 automatic damage.
that impair, modify, or rely on sight. Blind-
ed by silence 15’ radius. Black Bear
6’ tall; favour eating berries and roots.
Giant Bat AC 6, HD 4 (18hp), Att 2 × claw (1d3), 1
Carnivorous bats that may attack adven- × bite (1d6), THAC0 16, MV 120’ (40’),
turers, if hungry. 1-in-20 groups of giant SV D12 W13 P14 B15 S16 (F2), ML 7, AL
bats are vampiric (see below). Neutral, XP 75, NA 1d4 (1d4), TT U
AC 6, HD 2 (9hp), Att 1 × bite (1d4), • Defensive: Adults will protect their
THAC0 18, MV 30’ (10’) / 180’ (60’) young with their lives, but otherwise only
flying, SV D12 W13 P14 B15 S16 (F1), ML attack if cornered.
8, AL Neutral, XP 20, NA 1d10 (1d10), TT • Camp raids: Sometimes raid camps, for
None food (especially fish and sweet treats).
Giant Vampire Bat Cave Bear
AC 6, HD 2 (9hp), Att 1 × bite (1d4 + Ferocious, 15’ tall grizzly bears found in
unconsciousness), THAC0 18, MV 30’ caves and Lost World settings. Omnivo-
(10’) / 180’ (60’) flying, SV D12 W13 P14 rous, but prefer meat, including humans.
B15 S16 (F1), ML 8, AL Neutral, XP 20,
AC 5, HD 7 (31hp), Att 2 × claw (1d8), 1
NA 1d10 (1d10), TT None
× bite (2d6), THAC0 13, MV 120’ (40’),
• Unconsciousness: For 1d10 rounds SV D12 W13 P14 B15 S16 (F3), ML 9, AL
(save vs paralysis). Neutral, XP 450, NA 1d2 (1d2), TT V
• Blood drain: A vampire bat may drain • Sense of smell: Poor eyesight, but keen
blood from an unconscious victim: 1d4 sense of smell. When hungry, will follow a
hit points automatic damage per round. track of blood by scent.
A victim killed by blood drain becomes
undead (possibly a vampire) after 24 hours Grizzly Bear
(save vs spells). Aggressive, 9’ tall. Silver-tipped fur, brown
or reddish brown in colour. Live in forests
Normal Bat
and mountains. Favour eating meat.
AC 6, HD 1hp, Att 1 × swarm (confusion),
THAC0 20, MV 9’ (3’) / 120’ (40’) flying, AC 6, HD 5 (22hp), Att 2 × claw (1d4), 1
SV D14 W15 P16 B17 S18 (NH), ML 6, × bite (1d8), THAC0 15, MV 120’ (40’),
AL Neutral, XP 5, NA 1d100 (1d100), TT SV D12 W13 P14 B15 S16 (F2), ML 8, AL
None Neutral, XP 175, NA 1 (1d4), TT U
• Swarm: 10 bats can swarm around a Polar Bear
character’s head, causing confusion: -2 to
Aggressive, white-furred bears that stand
hit rolls and saving throws; unable to cast
11’ tall and live in cold regions. Favour
spells.
eating fish.
• Attacks: As normal human.
AC 6, HD 6 (27hp), Att 2 × claw (1d6), 1
• Flighty: Unless magically summoned
× bite (1d10), THAC0 14, MV 120’ (40’),
or controlled, normal bats check morale
SV D12 W13 P14 B15 S16 (F3), ML 8, AL
every round.
Neutral, XP 275, NA 1 (1d2), TT U
• Swimming: Excellent swimmers.
• Snow walk: Wide paws allow running
on the surface of snow without sinking.
7
Beetle, Giant Black Pudding
Huge (5’-30’ across), mindless blobs of
Fire Beetle amorphous black jelly. Driven by ravenous
2½’ long. Commonly found underground. hunger.
AC 4, HD 1+2 (6hp), Att 1 × bite (2d4), AC 6, HD 10* (45hp), Att 1 × touch (3d8),
THAC0 18, MV 120’ (40’), SV D12 W13 THAC0 11, MV 60’ (20’), SV D10 W11
P14 B15 S16 (F1), ML 7, AL Neutral, XP P12 B13 S14 (F5), ML 12, AL Neutral, XP
15, NA 1d8 (2d6), TT None 1,600, NA 1 (0), TT None
• Glowing nodules: Three glowing • Immunity: Only harmed by fire-based
glands (two above the eyes, one on the attacks.
abdomen) cast light in a 10’ radius. If • Division: Non-fire attacks (including
removed, keep glowing for 1d6 days. spells) cause the pudding to divide. Each
hit creates a 2HD pudding that does 1d8
Oil Beetle
damage.
3’ long, burrowing beetles sometimes
• Erode wood and metal: Can dissolve
encountered below ground.
wood or metal in one turn.
AC 4, HD 2* (9hp), Att 1 × bite (1d6), 1 × • Cling: Can move across walls and
oil spray (blistering), THAC0 18, MV 120’ ceilings.
(40’), SV D12 W13 P14 B15 S16 (F1), ML
• Seep: Can squeeze through small holes
8, AL Neutral, XP 25, NA 1d8 (2d6), TT
and cracks.
None
• Oil spray: Use when attacked. Targets
one opponent within 5’. A hit causes Blink Dog
painful blistering: -2 to attack rolls for 24 Highly intelligent, dingo-like dogs that live
hours. Cure light wounds can be used to in packs. Have the innate ability to blink
cure this, instead of restoring hit points. in and out of existence.
AC 5, HD 4* (18hp), Att 1 × bite (1d6),
Tiger Beetle
THAC0 16, MV 120’ (40’), SV D10 W11
Carnivorous, 4’ long, tiger-striped beetles P12 B13 S14 (F4), ML 6, AL Lawful, XP
with powerful, crushing mandibles. Hunt 125, NA 1d6 (1d6), TT C
robber flies, but sometimes eat humans.
• Blink: In combat, teleport close to an
AC 3, HD 3+1 (14hp), Att 1 × bite (2d6), enemy, attack, then reappear 1d4 × 10’
THAC0 16, MV 150’ (50’), SV D12 W13 away. If they have initiative, can blink
P14 B15 S16 (F1), ML 9, AL Neutral, XP away without the opponent being able to
50, NA 1d6 (2d4), TT U counter-attack.
• Disappear: If in serious danger, the pack
Berserker can flee by entirely disappearing.
Fighters who enter a rage in battle. They • Hate warp beasts: Always attack.
never take prisoners.
AC 7, HD 1+1* (5hp), Att 1 × weapon Boar
(1d8 or by weapon), THAC0 18, MV 120’ Omnivorous wild boars that dwell pri-
(40’), SV D12 W13 P14 B15 S16 (F1), ML marily in forests. Can be irascible and
12, AL Neutral, XP 19, NA 1d6 (3d10), TT dangerous, if disturbed.
P (B)
AC 7, HD 3 (13hp), Att 1 × tusk (2d4),
• Battle rage: +2 to hit humans and sim- THAC0 17, MV 150’ (50’), SV D12 W13
ilar humanoids (e.g. orcs, goblins). Rage P14 B15 S16 (F2), ML 9, AL Neutral, XP
sometimes makes them attack their allies. 35, NA 1d6 (1d6), TT None
• Hoard: Only have treasure type B when
encountered in the wilderness.
8
Brigand • Arms: 60% of group have: leather
armour, sword; 30% have: leather armour,
Outlaws and mercenaries who make a sword, crossbow; 10% have: chainmail,
living by raiding settlements and attacking sword, crossbow.
travellers.
• Leaders and captains: For every 30
AC 6, 4, or 3, HD 1 (4hp), Att 1 × weapon buccaneers, there is a 4th level fighter.
(1d6 or by weapon), THAC0 19, MV 120’ Each ship has a captain (7th level fighter).
(40’), SV D12 W13 P14 B15 S16 (F1), ML • Fleet commander: 9th level fighter.
8, AL Chaotic, XP 10, NA 0 (1d4 × 10), 30% chance of a magic-user (level 1d2 +
TT A 9); 25% chance of a cleric (8th level).
• Footmen: Half the group has: leather • Treasure: Divided between vessels.
armour, shield, sword, shortbow. Instead of carrying aboard, may have a
• Cavalry: The other half is mounted on map to where it is buried.
riding horses and has: chainmail, shield, • Havens: Lawless, fortified, coastal towns
sword. may act as a haven for buccaneers and
• Leaders and commanders: For every pirates.
20 brigands, there is a leader (2nd level
fighter). For every 40 brigands, there is
a commander (4th level fighter). Leaders
Bugbear
ride war horses (with barding) and have: Large, hairy goblins with an ungainly gait.
plate mail, sword, lance. Favour attacking by surprise.
• Fortified camps: Bands commonly AC 5, HD 3+1 (14hp), Att 1 × weapon
combine and live in a camp of 5d6 × 10 (2d4 or by weapon +1), THAC0 16, MV
brigands. 90’ (30’), SV D12 W13 P14 B15 S16 (F3),
• Camp leaders: Combined camps are ML 9, AL Chaotic, XP 50, NA 2d4 (5d4),
led by a 9th level fighter, plus a 5th level TT B
fighter for every 50 brigands. Also 50% • Surprise: On a 1-3, due to stealth.
chance of a magic-user (level 1d3 + 8);
30% chance of a cleric (8th level).
Buccaneer
Sailors who make a living by raiding coast-
al settlements and robbing other ships.
Typically ply rivers, lakes, and coastal
waters; occasionally oceans.
AC 7 or 5, HD 1 (4hp), Att 1 × weapon
(1d6 or by weapon), THAC0 19, MV 120’
(40’), SV D12 W13 P14 B15 S16 (F1), ML
6, AL Neutral, XP 10, NA 0 (see below), TT
Caecilia
A Gigantic (30’ long), grey, worm-like
amphibians, with huge, toothed maws.
• Ships and crew: Depends where
encountered. Rivers or lakes: 1d8 river AC 6, HD 6* (27hp), Att 1 × bite (1d8),
boats (1d2 × 10 buccaneers each); coastal THAC0 14, MV 60’ (20’), SV D12 W13
waters: 1d6 small galleys (1d3+1 × 10 P14 B15 S16 (F3), ML 9, AL Neutral, XP
buccaneers each); any: 1d4 longships 500, NA 1d3 (1d3), TT B
(1d3+2 × 10 buccaneers each); ocean: • Swallow whole: On an attack roll of 19
1d3 small warships (1d5+3 × 10 bucca- or more. Inside the monster’s belly: suffer
neers each). (See B/X Essentials: Class- 1d8 damage per round (until the caecilia
es and Equipment, p28 for details on is killed); may attack with a dagger at -4 to
ships.) hit; body digested in 6 turns after death.
9
Camel Lion
Irascible animals that are adapted to life Hunt in groups called “prides”. Live in hot
in dry climates. Often used for transpor- regions, typically in savannah or scrub-
tation in deserts. (See B/X Essentials: lands close to deserts.
Classes and Equipment.) AC 6, HD 5 (22hp), Att 2 × claw (1d4+1),
AC 7, HD 2 (9hp), Att 1 × bite (1), 1 × hoof 1 × bite (1d10), THAC0 15, MV 150’ (50’),
(1d4), THAC0 18, MV 150’ (50’), SV D12 SV D12 W13 P14 B15 S16 (F3), ML 9, AL
W13 P14 B15 S16 (F1), ML 7, AL Neutral, Neutral, XP 175, NA 1d4 (1d8), TT U
XP 20, NA 0 (2d4), TT None
Mountain Lion
• Ill-tempered: Bite or kick creatures in
Have yellow-brown fur and favour moun-
their way, including owners.
tains, deserts, and forests. Will occasional-
• Water: After drinking well, can survive 2 ly venture into dungeons.
weeks without water.
AC 6, HD 3+2 (15hp), Att 2 × claw (1d3),
• Desert travel: Move at full speed
1 × bite (1d6), THAC0 16, MV 150’ (50’),
through broken lands and deserts.
SV D12 W13 P14 B15 S16 (F2), ML 8, AL
• Beast of burden: Carry up to 3,000 Neutral, XP 50, NA 1d4 (1d4), TT U
coins unencumbered; up to 6,000 at half
speed. Panther
• Charge attacks: Are not possible, High-speed hunters that live in plains and
when mounted on a camel. forests.
AC 4, HD 4 (18hp), Att 2 × claw (1d4), 1
Carcass Crawler × bite (1d8), THAC0 16, MV 210’ (70’),
9’ long, 3’ high, many-legged, segmented SV D12 W13 P14 B15 S16 (F2), ML 8, AL
worms with a ring of 2’ long tentacles Neutral, XP 75, NA 1d2 (1d6), TT U
around their mouths.
Sabre-Toothed Tiger
AC 7, HD 3+1* (14hp), Att 8 × tentacle
(paralysis), THAC0 16, MV 120’ (40’), SV Huge, aggressive cats with foot-long
D12 W13 P14 B15 S16 (F2), ML 9, AL fangs. Normally only found in Lost World
Neutral, XP 75, NA 1d3 (1d3), TT B regions.
10
Cave Locust Centipede, Giant
2-3’ long, herbivorous, giant crickets that 1’ long centipedes that dwell in dark,
dwell in caverns. damp locations.
AC 4, HD 2 (9hp), Att 1 × bite (1d2) or 1 × AC 9, HD ½ (2hp), Att 1 × bite (poison),
jump (1d4) or 1 × spit (stench), THAC0 18, THAC0 19, MV 60’ (20’), SV D14 W15
MV 60’ (20’) / 180’ (60’) flying, SV D12 P16 B17 S18 (NH), ML 7, AL Neutral, XP
W13 P14 B15 S16 (F2), ML 5, AL Neutral, 5, NA 2d4 (1d8), TT None
XP 20, NA 2d10 (1d10), TT None • Poison: Causes victims to become
• Blend in with stone: May be over- horribly sick for ten days (save versus
looked or mistaken for statues, due to poison): no physical activity possible
their stony colouration. except half speed movement.
• Shriek: If attacked or frightened, shriek
to warn others. This may attract wander- Chimera
ing monsters (20% chance per round).
Horrific hybrid monster with the forequar-
• Jump: Very skittish. If attacked, usually
ters of a lion, the hindquarters of a goat,
flee by jumping up to 60’ then flying
the wings of a dragon, and three heads:
away. 50% chance of jumping at a ran-
goat, lion, and dragon. Dwell in wild, hilly
dom opponent, in which case treat the
areas, or sometimes in dungeons.
jump as an attack.
• Spit: Used defensively. 10’ range. Target AC 4, HD 9** (40hp), Att 2 × claw (1d3),
treated as AC 9. The affected character is goat: 1 × gore (2d4), lion: 1 × bite (2d4),
covered in stinking spittle: unable to act dragon: 1 × bite (3d4) or 1 × breath (3d6),
for 1 turn (save vs poison). Until the goo THAC0 12, MV 120’ (40’) / 180’ (60’)
is washed off, others who come within 5’ flying, SV D8 W9 P10 B10 S12 (F9), ML 9,
must also save vs poison or be violently AL Chaotic, XP 2,300, NA 1d2 (1d4), TT F
sick. • Attack pattern: Dragon head: 50%
• Poison immunity: Immune to yellow chance of breath attack, otherwise bites.
mould and most poisons, due to their • Breath weapon: Cone of fire: end 10’
habit of eating fungi. wide, 50’ long. Can be used up to three
times per day.
Centaur
Fantastic creatures with the legs and body Cockatrice
of a horse, and the upper body and head Small, magical, bird / reptile hybrids
of a human. Live in small family or tribal with long serpent tails and the head,
groups, in wild meadows and isolated legs, and wings of a cockerel. Live in all
forests. environments.
AC 5, HD 4 (18hp), Att 2 × hoof (1d6), AC 6, HD 5** (22hp), Att 1 × beak (1d6
1 × weapon (1d6 or by weapon), THAC0 + petrification), THAC0 15, MV 90’ (30’)
16, MV 180’ (60’), SV D10 W11 P12 B13 / 180’ (60’) flying, SV D10 W11 P12 B13
S14 (F4), ML 8, AL Neutral, XP 75, NA 0 S14 (F5), ML 7, AL Neutral, XP 425, NA
(2d10), TT A 1d4 (1d8), TT D
• Weapons: Bows, clubs, lances. • Petrification: Anyone touched is turned
• Lair: Hidden in dense woods, along twist- to stone (save vs petrify).
ing, guarded paths.
• Females and young: Normally remain
in the lair. Flee if attacked. Young have
2HD and make 2 hoof attacks (1d2) and 1
weapon attack (1d4 or by weapon).
11
Crab, Giant Cyclops
Unintelligent crustaceans that lurk in 20’ tall humanoids with a single, central
coastal waters and creep along beaches. eye. Dwell in caves, alone or in small
Cannot swim. groups. Cultivate grapes and raise sheep.
AC 2, HD 3 (13hp), Att 2 × pincer (2d6), AC 5, HD 13* (58hp), Att 1 × club (3d10)
THAC0 17, MV 60’ (20’), SV D12 W13 or 1 × rock (3d6), THAC0 10, MV 90’
P14 B15 S16 (F2), ML 7, AL Neutral, XP (30’), SV D4 W5 P6 B5 S8 (F13), ML 9,
35, NA 1d2 (1d6), TT None AL Chaotic, XP 2,300, NA 1 (1d4), TT E
• Ravenous: Attack any moving creature. + 5,000gp
• Attack penalty: -2 penalty on all hit
rolls, due to limited depth perception.
Crocodile
• Rock throwing: Up to 200’.
Large reptiles that are ungainly on land
• Slow-witted: Can be tricked by clever
and live primarily in water, lurking just
PCs.
beneath the surface of subtropical swamps
and lazy rivers. If hungry, attack any crea- • Curse: 1-in-20 cyclops can cast curse
tures that venture into the water. once a week (see B/X Essentials: Cleric
and Magic-User Spells, p10).
• Feeding frenzy: Attracted to the scent
of blood or violent movement in the water.
Dervish
Giant Crocodile Fanatically religious, nomadic people who
More than 50’ long. Usually encountered wander steppes and desert regions, living
in Lost World regions. Will attack small in tents.
ships.
AC 6 or 4, HD 1 (4hp), Att 1 × weapon
AC 1, HD 15 (67hp), Att 1 × bite (3d8), (1d6 or by weapon), THAC0 19, MV 120’
THAC0 9, MV 90’ (30’) / 90’ (30’) swim- (40’), SV D12 W13 P14 B15 S16 (F1), ML
ming, SV D8 W9 P10 B10 S12 (F8), ML 10, AL Lawful, XP 10, NA 0 (1d6+1 × 10),
9, AL Neutral, XP 1,350, NA 0 (1d3), TT TT A
None
• Mounted: On warhorses.
Large Crocodile • Arms: 50% of group have: leather
armour, shield, lance; 25% have: leather
20’ or more long. May attack small water-
armour, shield, shortbow, sword; 25%
craft (canoes, rafts).
have: chainmail, shield, lance.
AC 3, HD 6 (27hp), Att 1 × bite (2d8), • Camps: Groups commonly combine
THAC0 14, MV 90’ (30’) / 90’ (30’) swim- and live in a camp or tribe of up to 300
ming, SV D12 W13 P14 B15 S16 (F3), ML dervishes, plus women, children, and
7, AL Neutral, XP 275, NA 0 (1d4), TT animals. 25% chance of a wood or brick
None enclosure.
• Camp leaders: Led by 10th level cleric.
Normal Crocodile
• Intolerant: Of other religious views.
AC 5, HD 2 (9hp), Att 1 × bite (1d8),
THAC0 18, MV 90’ (30’) / 90’ (30’) swim- • Holy war: Occasionally wage war against
ming, SV D12 W13 P14 B15 S16 (F1), other religious factions. Will slay people
ML 7, AL Neutral, XP 20, NA 0 (1d8), TT of different faith, or take them prisoner.
None Prisoners must convert; otherwise killed
or used as slaves. Characters of Lawful
alignment may be asked to join the holy
war. Dervishes are highly suspicious of
those who refuse (without good reason).
Author’s note: Dervishes’ equipment is
adapted from the 1979 Advanced rules.
12
Djinni (Lesser) Doppelgänger
Highly magical, free-willed, intelligent Intelligent, human-sized shape-shifters
beings from the elemental plane of air. of wicked character and highly magical
Tall humanoids wreathed in clouds. nature.
AC 5, HD 7+1 (32hp), Att 1 × fists (2d8), AC 5, HD 4* (18hp), Att 1 × bite (1d12),
magic, THAC0 12, MV 90’ (30’) / 240’ THAC0 16, MV 90’ (30’), SV D6 W7 P8
(80’) flying, SV D4 W5 P6 B5 S8 (F14), B8 S10 (F10), ML 10, AL Chaotic, XP
ML 12, AL Neutral, XP 450, NA 1 (1), TT 125, NA 1d6 (1d6), TT E
None • Shape stealing: Can adopt the form
• Mundane damage immunity: Can of any human-like creature (7’ tall or less)
only be harmed by magical attacks. observed. Then proceed to attack the
• Magic powers: Each can be used three person mimicked.
times per day: • Trickery: Will attempt to kill a PC, take
a. Whirlwind form: 5 rounds to on his or her role, then attack the party by
transform (or change back). 70’ tall, surprise (e.g. during a battle).
20’ wide at top, 10’ wide at base. • Reversion: If killed, reverts to its original
Moves at 120’ (40’). 2d6 damage to form.
all in path. Creatures with less than • Spell immunity: Unaffected by sleep
2HD swept aside (save vs death). and charm spells.
b. Gaseous form
c. Invisibility
d. Illusion: Visual and audial. No
concentration required. Remains until
touched or dispelled.
e. Create food and drink: For 12
humans and mounts for one day.
f. Conjure metallic objects: Up
to 1,000 coins weight. Temporary:
hardness determines duration (gold: 1
day; iron: 1 round).
g. Conjure soft goods / wooden
objects: Up to 1,000 coins weight.
Permanent.
• Carrying capacity: 6,000 coins
without fatigue. Up to 12,000 coins for 3
turns walking / 1 turn flying. Must rest 1
turn afterwards.
• If killed: Returns to the plane of air.
13
Dragon • Subduing: Will surrender if reduced to
0hp by non-lethal attacks (see Non-Le-
A proud, ancient race of gigantic, carniv- thal Combat in B/X Essentials: Core
orous, winged reptiles. There are many Rules, p25), admitting that it has been
subspecies of dragon, many of which are defeated. (Subdual damage does not
distinguished by the colour of their scales. reduce the damage done by the breath
All dragons are egg-layers and hoard treas- weapon.) A subdued dragon will attempt
ure in their lairs, far from areas of human to escape or attack its captors, if the
civilisation. opportunity presents itself or if given a
• Behaviour: Chaotic dragons usually try suicidal command. A subdued dragon may
to eat humans, but may sometimes cap- be sold for at most 1,000gp per hit point.
ture them. Neutral dragons may attack or • Age: The following stats describe dragons
ignore humans. Lawful dragons may aid of average size. Younger dragons may
parties worthy of the honour. have up to 3 HD less and ¼ or ½ as much
• Pride: Dragons are immensely proud treasure. Older dragons may have up to 3
creatures and will always listen to flattery. HD more and twice as much treasure.
• Attack pattern: A dragon always • Lairs: A dragon’s treasure is always
attacks first with its breath weapon, then kept in its well-hidden lair and is seldom
either breathes again or makes melee unguarded.
attacks (equal chance of either).
• Breath weapon: Can be used up to Black Dragon
three times per day. All caught in the area Dwell in swamps and marshes.
suffer damage equal to the dragon’s cur- AC 2, HD 7** (31hp), Att 2 × claw (1d4 +
rent hit points (save vs breath for half). 1), 1 × bite (2d10) or breath, THAC0 13,
Shapes of breath weapon: MV 90’ (30’) / 240’ (80’) flying, SV D8 W9
a. Cloud: 50’ long, 40’ wide, 20’ high. P10 B10 S12 (F7), ML 8, AL Chaotic, XP
b. Cone: 2’ wide at the mouth, 30’ 1,250, NA 1d4 (1d4), TT H
wide at far end. • Breath weapon: 60’ long line of acid.
c. Line: 5’ wide along whole length. • Language and spells: 20%; 4 × 1st
• Energy immunity: Unharmed by their level.
own breath weapon or lesser versions • Sleeping: 40%.
thereof. Automatically save versus similar
attack forms. (For example, a red dragon Blue Dragon
is immune to flaming oil and suffers half Favour open plains and deserts.
damage from fire ball spells.)
AC 0, HD 9** (40hp), Att 2 × claw (1d6 +
• Language and spells: Some dragons 1), 1 × bite (3d10) or breath, THAC0 12,
are able to speak (their own tongue plus MV 90’ (30’) / 240’ (80’) flying, SV D8 W9
Common). The chance is listed by subspe- P10 B10 S12 (F9), ML 9, AL Neutral, XP
cies. Those that can speak can also cast 2,300, NA 1d4 (1d4), TT H
randomly selected magic-user spells (num-
ber and level of spells listed by subspecies). • Breath weapon: 100’ long line of
lightning.
• Sleeping: The chance of a dragon being
asleep when encountered on the ground • Language and spells: 40%; 4 × 1st
is listed by subspecies. A sleeping dragon level, 4 × 2nd level.
may be attacked for one round with a +2 • Sleeping: 20%.
bonus to hit. Dragons may sometimes
pretend to be asleep!
14
Gold Dragon AC 1, HD 8** (36hp), Att 1 × bite (3d8)
May be encountered in any terrain, often or breath, THAC0 12, MV 180’ (60’)
in the guise of a person or animal. swimming / 180’ (60’) gliding, SV D8 W9
P10 B10 S12 (F8), ML 9, AL Neutral, XP
AC -2, HD 11** (49hp), Att 2 × claw (2d4), 1,750, NA 0 (1d4), TT H
1 × bite (6d6) or breath, THAC0 11, MV
90’ (30’) / 240’ (80’) flying, SV D6 W7 • Breath weapon: Poison spittle, 100’
P8 B8 S10 (F11), ML 10, AL Lawful, XP range, 20’ diameter. Save vs breath or
2,700, NA 1d4 (1d4), TT H die. (Poison is harmless after 1 round.)
• Language and spells: 20%; 3 × 1st
• Breath weapon: 90’ long cone of fire
level, 3 × 2nd level.
or cloud of chlorine gas.
• Sleeping: 30%.
• Language and spells: 100%; 4 × 1st
level, 4 × 2nd level, 4 × 3rd level. • Gliding: Leap out of the water and glide
for up to 6 rounds.
• Sleeping: 5%.
• Shape changing: May take on the form Author’s note: The sleeping percentage is
of a person or animal. extrapolated from dragons of like HD.
15
Driver Ant have magic items: 5% chance per level for
each magic item table (except Scrolls and
Giant (6’ long), omnivorous, black ants. Wands/Staves/Rods — see B/X Essen-
AC 3, HD 4* (18hp), Att 1 × bite (2d6), tials: Adventures and Treasures).
THAC0 16, MV 180’ (60’), SV D12 W13 • Hate goblins: Normally attack on sight.
P14 B15 S16 (F2), ML 7 (12 in melee), AL
Neutral, XP 125, NA 2d4 (4d6), TT U (see
below) Efreeti (Lesser)
• Rapacious: Consume everything in Highly magical, free-willed, intelligent
their path, when hungry. beings from the elemental plane of fire.
Manifest as giant men with demonic faces
• Morale: Attack relentlessly, once they
and an aura of heat and smoke. Solidify
are engaged in melee (morale 12). Will
out of billowing smoke clouds.
even pursue through flames.
• Miners: Lair may (30% chance) contain AC 3, HD 10* (45hp), Att 1 × fists (2d8),
1d10 × 1,000gp worth of gold nuggets. magic, THAC0 11, MV 90’ (30’) / 240’
(80’) flying, SV D4 W5 P6 B5 S8 (F15), ML
12, AL Chaotic, XP 1,600, NA 1 (1), TT
Dryad None
Shy, peaceful, yet wary tree spirits that • Mundane damage immunity: Can
can manifest as beautiful female human- only be harmed by magical attacks.
oids. Live in deep forests. • Magic powers: Each can be used three
AC 5, HD 2* (9hp), Att 1 × magic (charm), times per day:
THAC0 18, MV 120’ (40’), SV D10 W11 a. Pillar of flame: Transform into
P12 B13 S14 (F4), ML 6, AL Neutral, XP a column of fire for up to 3 rounds.
25, NA 0 (1d6), TT D Flammable items within 5’ are
• Bound with tree: Spiritually connected ignited. Attacks do additional 1d8
with a single tree. Dryad dies if the tree damage (3d8 total).
dies, or if separated by more than 240’. b. Invisibility
• Meld with tree: Can disappear by join- c. Illusion: Visual and audial. No
ing with her tree. concentration required. Remains until
• Defensive: Distrustful of strangers. touched or dispelled.
Attempt to charm anyone who approach- d. Create wall of fire
es or follows. e. Create food and drink: For 12
• Charm: Victim compelled to approach humans and mounts for one day.
the tree, vanishes inside it (save versus f. Conjure metallic objects: Up
spells with -2 penalty). If not immedi- to 1,000 coins weight. Temporary:
ately rescued, the victim is lost forever. hardness determines duration (gold: 1
• Treasure: Hidden in roots of the tree. day; iron: 1 round).
g. Conjure soft goods / wooden
Dwarf objects: Up to 1,000 coins weight.
Permanent.
Short, stocky, bearded demihumans who
• Carrying capacity: Up to 10,000
dwell in mountains and subterranean
coins (flying).
realms.
• Hate djinn: Attack on sight.
AC 4, HD 1 (4hp), Att 1 × weapon (1d8 or
• Bound servitor: Efreet summoning
by weapon), THAC0 19, MV 60’ (20’), SV
spells can be researched by high-level
D8 W9 P10 B13 S12 (D1), ML 8 (10 with
magic-users. Can be bound to servitude
leader), AL Lawful or Neutral, XP 10, NA
for 101 days. Efreet are treacherous and
1d6 (5d8), TT G
will follow commands to the letter while
• Leader: A leader of level 1d6 + 2 is pres- subverting the intent.
ent for every 20 dwarves. The leader may
16
Elemental
Beings formed of pure, elemental matter
(air, earth, fire, or water) that can be sum-
moned from their plane of origin to serve
a magic-user.
There are three power levels of elemental.
Each is typically summoned by different
means:
• Lesser: AC 2, HD 8, Dmg 1d8, SV D8
W9 P10 B10 S12 (F8). (Summoned by
magic staff.)
• Intermediate: AC 0, HD 12, Dmg
2d8, SV D6 W7 P8 B8 S10 (F12). (Sum-
moned by magic device.)
• Greater: AC -2, HD 16, Dmg 3d8, SV
D2 W3 P4 B3 S6 (F16). (Summoned by
spell.)
Fire Elemental
Air Elemental Whirling columns of fire
Huge vortexes of whirling air.
AC 2/0/-2, HD 8/12/16 (36/54/72hp),
AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × blow (1d8/2d8/3d8), THAC0
Att 1 × blow (1d8/2d8/3d8), THAC0 12/10/8, MV 120’ (40’), SV Fighter
12/10/8, MV 360’ (120’) flying, SV 8/12/16, ML 10, AL Neutral, XP
Fighter 8/12/16, ML 10, AL Neutral, XP 650/1,100/1,350, NA 1 (1), TT None
650/1,100/1,350, NA 1 (1), TT None
• Size: 8’ tall, 8’ across / 12’ tall, 12’
• Size: 16’ tall, 4’ across / 24’ tall, 6’ across / 16’ tall, 16’ across.
across / 32’ tall, 8’ across. • Blocked by water: Cannot cross a
• Whirlwind: Creatures with less than channel wider than own diameter.
2HD swept aside (save vs death). • Mundane damage immunity: Can
• Mundane damage immunity: Can only be harmed by magical attacks.
only be harmed by magical attacks. • Harm cold-based creatures: Inflict
• Harm flying creatures: Inflict extra extra 1d8 damage.
1d8 damage.
Water Elemental
Earth Elemental Huge waves of water.
Huge, humanoid figures of earth or stone.
AC 2/0/-2, HD 8/12/16 (36/54/72hp),
AC 2/0/-2, HD 8/12/16 (36/54/72hp), Att 1 × blow (1d8/2d8/3d8), THAC0
Att 1 × blow (1d8/2d8/3d8), THAC0 12/10/8, MV 60’ (20’) / 180’ (60’) swim-
12/10/8, MV 60’ (20’), SV Fighter ming, SV Fighter 8/12/16, ML 10, AL
8/12/16, ML 10, AL Neutral, XP Neutral, XP 650/1,100/1,350, NA 1 (1),
650/1,100/1,350, NA 1 (1), TT None TT None
• Size: 8’ tall / 12’ tall / 16’ tall. • Size: 4’ tall, 16’ across / 6’ tall, 24’
• Blocked by water: Cannot cross a across / 8’ tall, 32’ across.
channel wider than own height. • Water-bound: Must remain within 60’
• Mundane damage immunity: Can of water.
only be harmed by magical attacks. • Mundane damage immunity: Can
• Harm creatures on the ground: only be harmed by magical attacks.
Inflict extra 1d8 damage. • Harm creatures in water: Inflict extra
1d8 damage.
17
Elephant Fish, Giant
Massive, tusked animals that dwell near
subtropical forests. Wandering individuals Giant Bass
or complete herds may be encountered. Shy; only attack when seeing a bite-size
(halfling-size or smaller) morsel close by.
AC 5, HD 9 (40hp), Att 2 × tusk (2d4) or
1 × trample (4d8), THAC0 12, MV 120’ AC 7, HD 2 (9hp), Att 1 × bite (1d6),
(40’), SV D10 W11 P12 B13 S14 (F5), ML THAC0 18, MV 120’ (40’), SV D12 W13
8, AL Neutral, XP 900, NA 0 (1d20), TT P14 B15 S16 (F1), ML 8, AL Neutral, XP
Tusks 20, NA 0 (2d4), TT None
• Charge: In first round of combat, when Author’s note: In the original Expert rules,
not in melee. Requires clear run of at least the giant bass is only mentioned inside the
20 yards. Tusks inflict double damage. nixie monster description. Here, I have
• Trample: 3-in-4 chance of trampling adapted it to a full monster, referring to
each round. +4 to-hit human-sized or a later edition of the game for the descrip-
smaller creatures. tive details.
• Ivory: Each tusk is worth 1d6 × 100gp.
Elf
Slender, fey demihumans with pointed
ears. Live in harmony with nature, in
beautiful natural settings.
AC 5, HD 1+1* (5hp), Att 1 × weapon
(1d8 or by weapon), THAC0 18, MV 120’
(40’), SV D12 W13 P13 B15 S15 (E1), ML
8 (10 with leader), AL Neutral, XP 19, NA
1d4 (2d12), TT E
• Spells: Each individual has one random Giant Catfish
1st level magic-user spell (see B/X Essen- 15’ long, pale white. Four feelers beside
tials: Cleric and Magic-User Spells). the mouth. Lurk in the mud at the bottom
• Leader: Groups of 15+ are led by an elf of rivers and lakes. Will attack creatures
of level 1d6 + 1. The leader may have on the bottom or swimming above.
magical items: 5% chance per level for AC 4, HD 8+3 (39hp), Att 1 × bite (2d8),
each magic item table (see B/X Essen- 4 × feeler (1d4), THAC0 12, MV 90’ (30’),
tials: Adventures and Treasures). SV D10 W11 P12 B13 S14 (F4), ML 8, AL
Neutral, XP 650, NA 0 (1d2), TT None
Ferret, Giant
Giant Piranha
3’ long ferrets that hunt giant rats in their
burrows. Sometimes kept by humans for 5’ long piranhas with black and green
this aptitude. scales. Live in rivers (occasionally lakes)
and attack anything in the water.
AC 5, HD 1+1 (5hp), Att 1 × bite (1d8),
THAC0 18, MV 150’ (50’), SV D12 W13 AC 6, HD 3+3 (16hp), Att 1 × bite (1d8),
P14 B15 S16 (F1), ML 8, AL Neutral, XP THAC0 16, MV 150’ (50’), SV D12 W13
15, NA 1d8 (1d12), TT None P14 B15 S16 (F2), ML 7, AL Neutral, XP
50, NA 0 (2d4), TT None
• Volatile: Unpredictable temper; may
turn on trainers or other people. • Surround opponents: A target can be
attacked by up to 8 giant piranhas.
• Morale: When blood is in the water, do
not check morale.
18
Giant Rockfish Gelatinous Cube
Spiny fish with lumpy, rock-like skin. Live 10’ cubes of transparent jelly. Move
in saltwater shallows. Normally passive, through dungeons, absorbing debris and
but highly aggressive if disturbed. living creatures they come across.
AC 7, HD 5+5* (27hp), Att 4 × spine (1d4 AC 8, HD 4* (18hp), Att 1 × touch (2d4
+ poison), THAC0 14, MV 180’ (60’), SV + paralysis), THAC0 16, MV 60’ (20’), SV
D12 W13 P14 B15 S16 (F3), ML 8, AL D12 W13 P14 B15 S16 (F2), ML 12, AL
Neutral, XP 400, NA 0 (2d4), TT None Neutral, XP 125, NA 1 (0), TT V
• Camouflage: 70% chance of being • Surprise: On a roll of 1-4, due to
mistaken for a rock or coral formation. near-invisibility.
• Grasping: If mistaken for a rock and • Paralysis: For 2d4 turns (save vs
grasped, all 4 spines automatically hit. paralysis).
• Poison: Causes death (save vs poison). • Energy immunity: Unharmed by cold
or lightning.
Giant Sturgeon
• Embedded items: Indigestible items
Huge (nearly 30’ long), aggressive fish
(e.g. gems, coins) are carried around
with armour plating.
inside the cube.
AC 0, HD 10+2* (47hp), Att 1 × bite
(2d10), THAC0 11, MV 180’ (60’), SV
D10 W11 P12 B13 S14 (F5), ML 9, AL
Neutral, XP 1,600, NA 0 (1), TT None
• Swallow whole: On an attack roll of
18 or more. Inside the fish’s belly: suffer
2d6 damage per round (until the fish dies);
save vs death or be paralysed; may
attack with sharp weapons at -4 to hit
(inside belly has AC 7); body digested 6
turns after death.
Gargoyle
Magical monsters that look like hideous,
horned, winged statues. Semi-intelligent
and possessed of a great cunning. Ghoul
AC 5, HD 4 (18hp), Att 2 × claw (1d3), 1 × Grotesque, animalistic, undead humans
bite (1d6), 1 × horn (1d4), THAC0 16, MV that crave the flesh of the living.
90’ (30’) / 150’ (50’) flying, SV D8 W9 P10 AC 6, HD 2* (9hp), Att 2 × claw (1d3
B10 S12 (F8), ML 11, AL Chaotic, XP 75, + paralysis), 1 × bite (1d3 + paralysis),
NA 1d6 (2d4), TT C THAC0 18, MV 90’ (30’), SV D12 W13
• Blend in with stone: May be over- P14 B15 S16 (F2), ML 9, AL Chaotic, XP
looked or mistaken for inanimate statues. 25, NA 1d6 (2d8), TT B
• Guardians: Almost always attack when • Paralysis: For 2d4 turns (save vs
approached. paralysis). Elves and creatures larger
• Mundane damage immunity: Can than ogres are unaffected. After paralys-
only be harmed by magical attacks. ing a target, ghouls will attack others.
• Spell immunity: Unaffected by sleep • Undead: Make no noise, until they
or charm spells. attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
19
Giant Frost Giant
18’ tall humanoids with pale skin and pale
Cloud Giant hair (yellow or blue hued). Dress in furs or
Aggressive, 20’ tall humanoids with skin iron armour. Males have long beards.
and hair ranging from grey to white. Dress AC 4, HD 10+1 (46hp), Att 1 × weapon
in pale robes. (4d6) or 1 × boulder (3d6), THAC0 11, MV
AC 4, HD 12+3 (57hp), Att 1 × weapon 120’ (40’), SV D6 W7 P8 B8 S10 (F10),
(6d6) or 1 × boulder (3d6), THAC0 10, MV ML 9, AL Chaotic, XP 900, NA 1d2 (1d4),
120’ (40’), SV D6 W7 P8 B8 S10 (F12), TT E + 5,000gp
ML 10, AL Neutral, XP 1,100, NA 1d2 • Boulder throwing: Up to 200’.
(1d3), TT E + 5,000gp • Cold immunity: Unharmed by cold-
• Keen sight and smell: Only surprised based attacks.
on a 1. • Castle: High upon snowy mountains.
• Boulder throwing: Up to 200’. • Guardians: 20% chance of 3d6 polar
• Castle: Built into mountain-sides or bears, 6d6 wolves otherwise.
floating on cloud banks.
• Guardians: 3d6 giant hawks or 6d6 dire Hill Giant
wolves (only in mountains). Hairy, brutish, 12’ tall humanoids of low
• Hate intruders: May block mountain intelligence. Dwell in foothills. Known to
passes to ensure isolation. attack human settlements to steal food.
AC 4, HD 8 (36hp), Att 1 × weapon (2d8),
Fire Giant THAC0 12, MV 120’ (40’), SV D8 W9
16’ tall humanoids with black hair and P10 B10 S12 (F8), ML 8, AL Chaotic, XP
red skin. Dress in armour fashioned from 650, NA 1d4 (2d4), TT E + 5,000gp
golden metals (brass, bronze, copper). • Weapons: Wield giant clubs and spears.
Dwell in places of extreme heat (e.g. near
volcanoes). Stone Giant
AC 4, HD 11+2 (51hp), Att 1 × weapon 14’ tall humanoids with stone-like, grey
(5d6) or 1 × boulder (3d6), THAC0 10, MV skin. Dwell in natural caverns or primitive
120’ (40’), SV D6 W7 P8 B8 S10 (F11), huts built of stone.
ML 9, AL Chaotic, XP 1,100, NA 1d2 AC 4, HD 9 (40hp), Att 1 × weapon (3d6)
(1d3), TT E + 5,000gp or 1 × boulder (3d6), THAC0 12, MV 120’
• Boulder throwing: Up to 200’. (40’), SV D8 W9 P10 B10 S12 (F9), ML 9,
• Fire immunity: Unharmed by fire. AL Neutral, XP 900, NA 1d2 (1d6), TT E
• Castle: Black, low-walled. Made of baked + 5,000gp
mud and raw iron. • Weapons: Stone clubs made from huge
• Guardians: 20% chance of 1d3 hydras, stalactites.
3d6 hellhounds otherwise. • Boulder throwing: Up to 300’.
• Guardians: 50% chance of 1d4 cave
bears.
20
Gnome
Short demihumans with long noses and
beards. Smaller cousins of dwarves, whom
they get along with. Prefer to live in bur-
rows in non-mountainous country.
AC 5, HD 1 (4hp), Att 1 × weapon (1d6
or by weapon), THAC0 19, MV 60’ (20’),
SV D8 W9 P10 B13 S12 (D1), ML 8 (10
in sight of leader or chieftain), AL Lawful or
Neutral, XP 10, (leader: 20, bodyguard: 35,
chieftain: 75), NA 1d8 (5d8), TT C
• Weapons: Typically use warhammers
and crossbows.
• Infravision: 90’.
Storm Giant • Leader: A 2HD (11hp) leader is present
22’ tall humanoids with bronze-hued skin for every 20 gnomes.
and garish hair (red or yellow). • Clan chieftain and bodyguards: A
AC 2, HD 15 (67hp), Att 1 × weapon 4HD (18hp) chieftain and 1d6 3HD (1d4
(8d6), 1 × lightning bolt, THAC0 9, MV + 9hp) bodyguards live in the gnome lair.
150’ (50’), SV D4 W5 P6 B5 S8 (F15), ML The chieftain gains a +1 bonus to damage.
10, AL Lawful, XP 1350, NA 1 (1d3), TT • Hate kobolds: Normally attack on sight.
E + 5,000gp • Mines and machines: Love machin-
• Summon storm: Takes 1 turn. ery, mining, gold, and gems. May make
• Lightning bolts: In a storm, may throw foolish decisions to obtain precious items.
lightning once per 5 rounds: 60’ long, 5’ War with goblins and kobolds over pre-
wide; inflicts damage equal to the giant’s cious metals.
current hit point total (save vs spells
for half damage); will bounce off of hard Goblin
surfaces in its path.
Small, grotesque humanoids with pallid,
• Lightning immunity: Unharmed by earth-coloured skin and glowing, red eyes.
lightning. Enjoy basking in storms. Dwell underground.
• Castle: High among mountain peaks,
AC 6, HD 1-1 (3hp), Att 1 × weapon (1d6
atop banks of clouds, or in deep waters.
or by weapon), THAC0 19, MV 60’ (20’),
• Guardians: 2d4 griffons. Underwater: SV D14 W15 P16 B17 S18 (NH), ML 7
3d6 giant crabs. (9 with king), AL Chaotic, XP 5 (bodyguard:
20, king: 35), NA 2d4 (6d10), TT R (C)
Gnoll • Infravision: 90’.
Lazy, humanoid hyenas of low intelli- • Hate the sun: -1 to-hit in full daylight.
gence that live by intimidation and theft. • Wolf riders: 20% of goblin groups
Legends say that gnolls were magically encountered have wolf riders: ¼ of the
created by a wizard who crossbred gnomes group mounted on dire wolves.
and trolls. • Hate dwarves: Attack on sight.
AC 5, HD 2 (9hp), Att 1 × weapon (2d4 or • Goblin king and bodyguards: A
by weapon + 1), THAC0 18, MV 90’ (30’), 3HD (15hp) king and 2d6 2HD (2d6hp)
SV D12 W13 P14 B15 S16 (F2), ML 8, AL bodyguards live in the goblin lair. They do
Chaotic, XP 20 (leader: 35), NA 1d6 (3d6), not suffer attack penalties in daylight. The
TT D king gains a +1 bonus to damage.
• Leader: Groups of 20+ are led by a gnoll • Hoard: Only have treasure type C when
with 3HD (16hp). encountered in their wilderness lair.
21
Golem Wood Golem
Artificial beings constructed from differ- 3’ tall, roughly constructed, humanoid
ent materials by mighty clerics or wizards. figures of wood.
22
Green Slime
Dripping, green slime that clings to walls
and ceilings.
Halfling
AC No hit roll required, HD 2* (9hp), Att 1
× touch (consume flesh), THAC0 18, MV Diminutive, furry-footed demihumans
3’ (1’), SV D12 W13 P14 B15 S16 (F1), who dwell in small villages (30-300
ML 12, AL Neutral, XP 25, NA 1 (0), TT inhabitants).
None AC 7, HD 1-1 (3hp), Att 1 × weapon (1d6
• Surprise: Drops down on surprised or by weapon), THAC0 19, MV 90’ (30’),
characters from above. SV D8 W9 P10 B13 S12 (H1), ML 7, AL
Lawful, XP 5 (guard: 20), NA 3d6 (5d8), TT
• Acid: When in contact with a victim,
V (B)
sticks on and exudes acid. The acid
destroys wood or metal (including armour) • Leader and militia: Villages are led by
in 6 rounds, but cannot affect stone. a halfling of level 1d6 + 1. A militia of 5d4
• Consume flesh: Once in contact with 2HD guards is also present.
flesh for 6 rounds, the victim is turned into • Hoard: Only have treasure type B when
green slime in a further 1d4 rounds. encountered in the wilderness.
• Removing: Once stuck on a victim, can
only be removed by fire. This inflicts half Harpy
damage to the victim and half to the slime.
Hideous hags with the wings and lower
• Immunity: Unharmed by all attacks bodies of giant eagles. Use their song to
except cold or fire. lure victims to their doom.
AC 7, HD 3* (13hp), Att 2 × claw (1d4),
Griffon 1 × weapon (1d6 or by weapon), 1 × song
Large, rapacious predators combining the (charm), THAC0 17, MV 60’ (20’) / 150’
features of an eagle (head, wings, front (50’) flying, SV D12 W13 P14 B15 S16
claws) and a lion. Prey on horses. (F3), ML 7, AL Chaotic, XP 50, NA 1d6
(2d4), TT C
AC 5, HD 7 (13hp), Att 2 × claw (1d4), 1
× bite (2d8), THAC0 13, MV 120’ (40’) / • Charm: Anyone who hears the song
360’ (120’) flying, SV D10 W11 P12 B13 of a group of harpies must save versus
S14 (F4), ML 8, AL Neutral, XP 450, NA 0 spells or be charmed: move towards the
(2d8), TT E harpies (resisting those who try to prevent
it); defend the harpies; obey the harpies’
• Attack horses: Within 120’, unless a
commands (if understood); unable to cast
morale check is passed.
spells or use magic items; unable to harm
• Defend nest: Attack if it is approached. the harpies. A character who saves is
• Taming: Captured young can be trained unaffected for the rest of the encounter.
as loyal mounts. Their fierce nature can- Killing the harpies breaks the charm.
not be trained out: they still instinctively • Magic resistance: +2 to all saving
attack horses. throws.
23
Hawk Herd Animal
Birds of prey that drift on high currents of Wild animals that live in large, grazing
air and hunt prey on the ground. herds. The exact type depends on the
• Swoop: Can dive onto victims visible terrain.
from above. If the victim is surprised, • Stampede: Herds of 20 or more can
the attack inflicts double damage. On an trample those in their path. 3-in-4 chance
attack roll of 18 or more, the victim can each round. +4 to-hit human-sized or
be carried away (if of appropriate size). smaller creatures. 1d20 damage.
• Trainable: Can be trained as guards or • Males: In groups of 3 or more, only
hunting animals. 1-in-4 are males. These have 1d4 extra hit
points and protect the herd.
Giant Hawk • Females and young: Flee from danger.
As big as a great dog. If hungry, may Females do not have a butt attack. Young
attack humans or similar-sized creatures. have half normal hit points.
AC 6, HD 3+3 (16hp), Att 1 × talons or
beak (1d6), THAC0 16, MV 450’ (150’) Large Herd Animal
flying, SV D12 W13 P14 B15 S16 (F2), , For example: elk or moose.
ML 8, AL Neutral, XP 50, NA 0 (1d3), TT AC 7, HD 4 (18hp), Att 1 × butt (1d8),
None THAC0 16, MV 240’ (80’), SV D12 W13
• Carry prey: Up to halfling-sized. P14 B15 S16 (F2), ML 5, AL Neutral, XP
75, NA 0 (3d10), TT None
Normal Hawk
Small birds of prey. Will only attack Medium Herd Animal
humans if they appear defenceless. For example: caribou or oxen.
AC 8, HD ½ (2hp), Att 1 × talons or beak AC 7, HD 3 (13hp), Att 1 × butt (1d6),
(1d2), THAC0 19, MV 480’ (160’) flying, THAC0 17, MV 240’ (80’), SV D12 W13
SV D14 W15 P16 B17 S18 (NH), ML 7, P14 B15 S16 (F2), ML 5, AL Neutral, XP
AL Neutral, XP 5, NA 0 (1d6), TT None 35, NA 0 (3d10), TT None
24
Hobgoblin War Horse
Larger and nastier relatives of goblins. Bred for strength and courage in battle.
Dwell underground, but commonly seek Adapted to short bursts of speed; not
prey above ground. suited to long-distance riding.
25
Insect Swarm
Swarms of many tiny insects that may be
encountered protecting their nest. May
also be drawn to light or unusual smells.
AC 7, HD 2 to 4 (9/13/18hp), Att 1 ×
swarm (2 or 4hp), THAC0 18/17/16, MV
30’ (10’) / 60’ (20’) flying, SV D14 W15
P16 B17 S18 (NH), ML 11, AL Neutral, XP
20/35/75, NA 1 (1-3), TT None
• Type and locomotion: A swarm may
be composed of creepers (e.g. spiders,
ants, centipedes) or flyers (e.g. bees, hor-
nets). Some swarms are capable of both
types of movement (e.g. beetles, locusts).
• Size: 10’ × 30’ area, typically.
• Immunity: Only harmed by fire, extreme
cold, sleep spells (affect the whole swarm),
smoke (drives off), or other attacks as the
referee wishes.
• Swarm attack: Automatically damages
characters within swarm area: 2hp if
wearing armour, 4hp without.
• Warding off: Characters inside the
swarm who defend themselves by bran-
dishing a weapon (or similar) suffer half
Killer Bee
damage from the swarm. A brandished Giant (1’ long) bees of aggressive tempera-
torch damages the swarm. ment. Build hives underground.
• Escaping: On exiting the swarm, char- AC 7, HD ½* (2hp), Att 1 × sting (1d3 +
acters continue to suffer half damage until poison + lodged stinger), THAC0 19, MV
3 rounds are spent swatting the attached 150’ (50’) flying, SV D12 W13 P14 B15
insects. S16 (F1), ML 9, AL Neutral, XP 6 (guard:
• Diving into water: Suffer damage for 13, queen: 25), NA 1d6 (5d6), TT Honey
one round, then attached insects drown. • Aggressive: Usually attack on sight.
• Pursuit: An angry (i.e. damaged) swarm Always attack intruders within 30’ of their
will pursue characters until they are out of hive.
sight or inaccessible. • Die after attacking: On a successful
sting attack, a killer bee dies.
Invisible Stalker • Poison: Causes death (save vs poison).
Highly intelligent, magical creatures sum- • Lodged stinger: Inflicts 1 damage per
moned from another plane of existence to round, as the stinger works its way in. A
perform tasks for powerful magic-users. round can be spent to remove it.
AC 3, HD 8* (36hp), Att 1 × blow (4d4), • Queen: A 2HD queen lives in the hive.
THAC0 12, MV 120’ (40’), SV D8 W9 The queen does not die when she stings.
P10 B10 S12 (F8), ML 12, AL Neutral, XP • Guards: At least 10 bees (4 or more of
1,200, NA 1 (1), TT None which have 1HD) remain in or near the
hive to protect the queen.
• Tracking: Without fault.
• Honey: Magical honey (around 2 pints)
• Surprise: 5-in-6, unless target can detect
may be found in the hive. It heals 1d4 hit
invisibility.
points if eaten (in its entirety).
• If killed: Returns to plane of origin.
26
Kobold Living Statue
Small, wicked, hairless, canine humanoids Animated statues of any size and material
with scaly, rust-coloured skin. Dwell (three types described below; others may
underground. be invented by the referee).
AC 7, HD ½ (2hp), Att 1 × weapon (1d4 or • Immunity: Unaffected by sleep spells.
by weapon - 1), THAC0 19, MV 60’ (20’), • Magical origins: Created by powerful
SV D14 W15 P16 B17 S18 (NH), ML 6 wizards.
(8 with chieftain), AL Chaotic, XP 5 (bod-
yguard: 15, chieftain: 20), NA 4d4 (6d10), Crystal Living Statue
TT P (J) Formed of crystals. Often human in form.
• Ambush: Set up surprise attacks. AC 4, HD 3 (13hp), Att 2 × blow (1d6),
• Infravision: 90’. THAC0 17, MV 90’ (30’), SV D12 W13
• Hate gnomes: Attack on sight. P14 B15 S16 (F3), ML 11, AL Lawful, XP
• Chieftain and bodyguards: A 2HD 35, NA 1d6 (1d6), TT None
(9hp) chieftain and 1d6 1+1HD (6hp) • Attacks: Depend on form of statue
bodyguards live in the kobold lair. (humanoid statues may use weapons,
• Hoard: Only have treasure type J when animal statues use claws, etc.).
encountered in the wilderness or in their
lair. Iron Living Statue
AC 2, HD 4 (18hp), Att 2 × blow (1d8),
THAC0 16, MV 30’ (10’), SV D10 W11
Leech, Giant P12 B13 S14 (F4), ML 11, AL Neutral, XP
Horrid, 3-4’ long, slug-like creatures with 75, NA 1d4 (1d4), TT None
sucker mouths. Lurk in swamps. • Absorb metals: Hits with non-magical,
AC 7, HD 6 (27hp), Att 1 × bite (1d6 + metal weapons cause damage, but the
blood drain), THAC0 14, MV 90’ (30’), SV weapon may become stuck in the statue
D12 W13 P14 B15 S16 (F3), ML 10, AL (save versus spells). Stuck weapons can
Neutral, XP 275, NA 0 (1d4), TT None be removed if the statue is killed.
• Blood drain: Attaches to victim on a • Attacks: Depend on form of statue
successful hit, doing 1d6 automatic dam- (humanoid statues may use weapons,
age per round. animal statues use claws, etc.).
• Detaching: Must be killed.
Rock Living Statue
• If victim dies: Leech detaches and finds
Stony crust filled with magma which they
a hidden place to digest.
shoot from their fingertips.
AC 4, HD 5** (22hp), Att 2 × magma jet
(2d6), THAC0 15, MV 60’ (20’), SV D10
W11 P12 B13 S14 (F5), ML 11, AL Chaot-
ic, XP 425, NA 1d3 (1d3), TT None
27
Lizard, Giant Lizard Man
Semi-intelligent, tribal, aquatic human-
Draco oids with reptilian heads and tails. Often
6’ long, carnivorous lizards with skin flaps encountered in swamps and dungeons, or
between legs that enable gliding. Usually along rivers and coastlines.
dwell above ground, but sometimes shel-
AC 5, HD 2+1 (10hp), Att 1 × weapon
ter in caves. Sometimes attack humans.
(1d6+1 or by weapon + 1), THAC0 17,
AC 5, HD 4+2 (20hp), Att 1 × bite (1d10), MV 60’ (20’) / 120’ (40’) in water, SV
THAC0 15, MV 120’ (40’) / 210’ (70’) D12 W13 P14 B15 S16 (F2), ML 12, AL
gliding, SV D12 W13 P14 B15 S16 (F3), Neutral, XP 25, NA 2d4 (6d6), TT D
ML 7, AL Neutral, XP 125, NA 1d4 (1d8),
• Weapons: Favour spears or large clubs.
TT U
• Man-eaters: Kidnap humans and
Gecko demihumans, whose flesh they regard as
a delicacy.
5’ long, carnivorous, nocturnal lizards.
Light blue scales with orange spots.
AC 5, HD 3+1 (14hp), Att 1 × bite (1d8), Lycanthrope
THAC0 16, MV 120’ (40’), SV D12 W13 Shapechangers with a human and an
P14 B15 S16 (F2), ML 7, AL Neutral, XP animal form.
50, NA 1d6 (1d10), TT U • Human form: Can be hit by normal
• Cling: Climb walls, trees, etc. and drop weapons. Have physical characteristics
on victims. reminiscent of the associated animal type.
• Animal form: Only harmed by silver
Horned Chameleon weapons or magic.
7’ long lizards whose scales change colour • Languages: In human form, can speak
as camouflage. normally. In animal form, can only speak
AC 2, HD 5* (22hp), Att 1 × tongue/bite with animals of the associated type.
(2d4), 1 × horn (1d6), 1 × tail (knock down), • Armour: Not used because it hinders
THAC0 15, MV 120’ (40’), SV D12 W13 shape-changing.
P14 B15 S16 (F3), ML 7, AL Neutral, XP • Summon animals: Can summon 1-2
300, NA 1d3 (1d6), TT U animals of the associated type from the
• Surprise: On a 1-5, due to camouflage. surrounding area (wererats summon giant
• Sticky tongue: Can attack targets up to rats). Arrive in 1d4 rounds.
5’ away. If the attack succeeds, the victim • Wolfsbane: If hit, must save versus
is dragged to the mouth and bitten (2d4 poison or flee in terror.
damage). • Reversion: If killed, a lycanthrope
• Tail: Causes no damage, but knocks reverts to its human form.
opponent down: cannot attack that round. • Scent: Horses and some other animals
can smell lycanthropes and will become
Tuatara afraid.
8’ long, iguana-like, carnivorous lizards • Infection: A character who loses more
with olive scales and a ridge of white than half his or her hit points from the
spikes along the back. Have been known natural attacks of lycanthropes (i.e. bites,
to attack humans. claws) contracts lycanthropy. Humans
AC 4, HD 6 (27hp), Att 2 × claw (1d4), 1 become were-creatures of the same type
× bite (2d6), THAC0 14, MV 90’ (30’), SV (run by the referee, henceforth); non-hu-
D10 W11 P12 B13 S14 (F4), ML 6, AL mans die. The disease takes full effect in
Neutral, XP 275, NA 1d2 (1d4), TT V 2d12 days, showing signs of infection
• Infravision: 90’. Granted by retractable after half the time.
eye membranes.
28
Devil Swine Wereboar
Corpulent humans who can change into Semi-intelligent and irascible. In human
huge swine. Love to eat human flesh. Lurk form, often appear like berserkers.
in isolated human settlements close to AC 4 (9 in human form), HD 4+1* (19hp),
forests or marshes. Att 1 × tusk/bite (2d6), THAC0 15, MV
AC 3 (9 in human form), HD 9* (40hp), Att 150’ (50’), SV D10 W11 P12 B13 S14
1 × gore (2d6) or 1 × weapon (1d6 or by (F4), ML 9, AL Neutral, XP 200, NA 1d4
weapon) or 1 × magic (charm), THAC0 12, (2d4), TT C
MV 180’ (60’) / 120’ (40’) in human form, • Battle rage: In human form, may enter
SV D8 W9 P10 B10 S12 (F9), ML 10, AL a berserk rage: +2 to hit; fight to the
Chaotic, XP 1,600, NA 1d3 (1d4), TT C death. Rage sometimes causes them to
• Shapechange: Only at night. attack their allies.
• Ambush: Prefer to attack by surprise.
Wererat
• Charm person: 3 times a day. Save
versus spells at -2 or be charmed: Intelligent, humanoid rats who can change
move towards the devil swine (resisting into normal humans.
those who try to prevent it); obey the devil AC 7 (9 in human form), HD 3* (13hp),
swine’s commands (if understood); defend Att 1 × bite (1d4) or 1 × weapon (1d6 or
the devil swine; unable to cast spells or by weapon), THAC0 17, MV 120’ (40’),
use magic items; unable to harm the devil SV D12 W13 P14 B15 S16 (F3), ML 8, AL
swine. Killing the swine breaks the charm. Chaotic, XP 50, NA 1d8 (2d8), TT C
• Charmed victims: 1d4-1 accompany a • Surprise: Surprise on 1-4; set ambushes.
devil swine. • Languages: Can speak Common in
both forms.
Werebear
• Weapons: May use weapons in both
Highly intelligent, also in bear form. Dwell
forms.
alone or among normal bears.
AC 2 (8 in human form), HD 6* (27hp), Att Weretiger
2 × claw (2d4), 1 × bite (2d8), THAC0 14, Exhibit feline behaviour: curious, but
MV 120’ (40’), SV D10 W11 P12 B13 S14 dangerous when cornered. Talented swim-
(F6), ML 10, AL Neutral, XP 500, NA 1d4 mers and trackers.
(1d4), TT C
AC 3 (9 in human form), HD 5* (22hp), Att
• Amiable: May be friendly, if approached 2 × claw (1d6), 1 × bite (2d6), THAC0 15,
peacefully. MV 150’ (50’), SV D10 W11 P12 B13 S14
• Bear hug: If a victim is hit by both claws (F5), ML 9, AL Neutral, XP 300, NA 1d4
in the same round, the werebear can hug (1d4), TT C
for an extra 2d8 automatic damage. • Surprise: On a 1-4, due to stealth.
Werewolf
Semi-intelligent pack hunters.
AC 5 (9 in human form), HD 4* (18hp), Att
1 × bite (2d4), THAC0 16, MV 180’ (60’),
SV D10 W11 P12 B13 S14 (F4), ML 8,
AL Chaotic, XP 125 (leader: 300), NA 1d6
(2d6), TT C
• Leader: Groups of 5+ are led by a were-
wolf with 5HD (30hp). The leader gains a
+2 bonus to damage rolls.
29
Manticore Medusa
Monstrosities with the face of a man, the Deadly creatures of a magical nature that
body of a lion, bat-like wings, and a tail look like women with writhing snakes in
bristling with spikes. Love eating humans. place of hair.
Dwell in wild, mountainous regions. AC 8, HD 4** (18hp), Att 1 × snakebites
AC 4, HD 6+1 (28hp), Att [2 × claw (1d6 + poison), THAC0 16, MV 90’ (30’),
(1d4), 1 × bite (2d4)] or 6 × tail spike (1d6), SV D10 W11 P12 B13 S14 (F4), ML 8, AL
THAC0 13, MV 120’ (40’) / 180’ (60’) Chaotic, XP 175, NA 1d3 (1d4), TT F
flying, SV D10 W11 P12 B13 S14 (F6), ML • Disguise: Use hooded cloaks to lure vic-
9, AL Chaotic, XP 350, NA 1d2 (1d4), TT tims close before revealing their true form.
D
• Petrification: Anyone who looks at
• Tail spikes: 180’ range. 24 in total; 2 an undisguised medusa will be turned to
regrow each day. stone (save vs petrify).
• Track and ambush: Follow humans • Averting eyes: -4 penalty to-hit; the
and attack with tail spikes when they stop medusa gains a +2 bonus to attack.
to rest. • Mirrors: The reflection of a medusa is
harmless. If a medusa sees her own reflec-
Mastodon tion, she must save or be petrified.
Shaggy elephants with large tusks. Live in • Poison: The snakes’ bites are venomous:
icy or Lost World regions. save versus poison or die in 1 turn.
• Magic resistance: +2 to saves vs spells.
AC 3, HD 15 (67hp), Att 2 × tusk (2d6)
or 1 × trample (4d8), THAC0 9, MV 120’
(40’), SV D8 W9 P10 B10 S12 (F8), ML Merchant
8, AL Neutral, XP 1,350, NA 0 (2d8), TT Organized traders who travel between set-
Tusks tlements in well-armed caravans, buying
• Charge: In first round of combat, when and selling trade goods (e.g. gold, jewels,
not in melee. Requires a clear run of silk, spices, wine, etc.).
at least 20 yards. Tusks inflict double AC 5, HD 1 (4hp), Att 1 × weapon (1d6 or
damage. by weapon), THAC0 19, MV 90’ (30’), SV
• Trample: 3-in-4 chance of trampling D12 W13 P14 B15 S16 (F1), ML Varies,
each round. +4 to-hit human-sized or AL Neutral, XP 10, NA 0 (1d20), TT A
smaller creatures.
• Weapons: Sword and dagger.
• Ivory: Each tusk is worth 2d4 × 100gp.
• Mounted: On horse, camel, or mule (by
terrain).
Medium • Wagons: 2 per merchant. Pulled by
1st level NPC magic-users. horses, mules, or camels (by terrain).
AC 9, HD 1** (4hp), Att 1 × dagger (1d4) • Caravan guards: For every merchant,
or 1 × spell, THAC0 19, MV 120’ (40’), 4 guards are present (1st level fighters).
SV D13 W14 P13 B16 S15 (MU1), ML 7, AC 4, with crossbows, swords, daggers.
AL Any, XP 16, NA 1d4 (1d12), TT V • Guard lieutenants: For every 5 mer-
chants, 2 lieutenants are present (2nd-3rd
• Spells: Each individual has one 1st
level fighters). AC 4. Equipped as guards.
level magic-user spell memorized (see B/X
Essentials: Cleric and Magic-User • Guard captain: Guards are led by a 5th
Spells). (Choose or select at random.) level fighter. AC 4. Equipped as guards.
• Master: 50% of groups are led by a mag- • Pack animals: 1d12 extra horses,
ic-user of 3rd level. The master has two mules, or camels.
1st level spells and one 2nd level spell. • Treasure: Should be reduced, if less than
(Choose or select at random.) 10 merchants are in the group.
30
Merman Mummy
Aquatic humanoids with fish tails in place Undead humanoids wrapped in funerary
of legs. Live in coastal waters, farming bandages. Haunt ruins and tombs.
seaweed and hunting fish. AC 3, HD 5+1* (23hp), Att 1 × touch
AC 6, HD 1 (4hp), Att 1 × weapon (1d6 (1d12 + disease), THAC0 14, MV 60’
or by weapon), THAC0 19, MV 120’ (40’), (20’), SV D10 W11 P12 B13 S14 (F5), ML
SV D12 W13 P14 B15 S16 (F1), ML 8, 12, AL Chaotic, XP 400, NA 1d4 (1d12),
AL Neutral, XP 10 (leader: 20/75), NA 0 TT D
(1d20), TT A • Paralyse with terror: Anyone seeing
• Weapons: Spears, tridents, or daggers. a mummy must save vs paralysis or be
• Leaders: For every 10 in a group, there paralysed with terror. Paralysis is broken if
is a 2HD leader. For every 50, there is a the mummy attacks or goes out of sight.
4HD leader (saves: D10 W11 P12 B13 • Disease: Anyone hit contracts a hor-
S14 (F4)). rible rotting disease. Magical healing is
• Underwater villages: Home to 1d3 × ineffective; natural healing is ten times
100 individuals. slower. The disease can only be removed
• Guardians: Use trained sea creatures or by magic.
monsters to guard their homes. • Damage immunity: Only harmed by
fire or magic. All damage reduced by half.
• Undead: Make no noise, until they
Minotaur attack. Immune to effects that affect
Large, brutish, bull-headed men with a living creatures (e.g. poison). Immune to
craving for human flesh. Dwell in mazes mind-affecting or mind-reading spells (e.g.
and labyrinths. charm, hold, sleep).
AC 6, HD 6 (27hp), Att [1 × gore (1d6), 1
× bite (1d6)] or 1 × weapon (1d6 + 2 or by Neanderthal (Caveman)
weapon + 2), THAC0 14, MV 120’ (40’),
SV D10 W11 P12 B13 S14 (F6), ML 12, Squat, powerful, primitive demihumans
AL Chaotic, XP 275, NA 1d6 (1d8), TT C with ape-like faces. Dwell in caverns and
hunt cave bears. Shy of contact with
• Weapons: Prefer axes, clubs, or spears. humans (with whom they are related), but
• Aggressive: Attack same size or smaller friendly with dwarves and gnomes.
creatures on sight. Pursue until the victims
AC 8, HD 2 (9hp), Att 1 × weapon (2d4
are out of sight.
or by weapon + 1), THAC0 18, MV 120’
(40’), SV D12 W13 P14 B15 S16 (F2), ML
Mule 7, AL Lawful, XP 20, NA 1d10 (1d4 × 10),
Stubborn horse/donkey cross-breeds used TT C
as beasts of burden. (See B/X Essentials: • Weapons: Prefer stone axes, stone ham-
Classes and Equipment, p27.) mers, clubs, or spears.
AC 7, HD 2 (9hp), Att 1 × kick (1d4) or 1 × • Leaders: Two 6HD leaders (one male,
bite (1d3), THAC0 18, MV 120’ (40’), SV one female) live in the neanderthal lair.
D14 W15 P16 B17 S18 (NH), ML 8, AL They are 10’ tall and of a related but
Neutral, XP 20, NA 1d8 (2d6), TT None distinct race.
• Tenacious: Can be taken underground, • Racial animosity: Attack ogres on
if the referee allows it. sight. Hate goblins and kobolds.
• Defensive: May attack if threatened, but • Pets: Sometimes keep white apes as
cannot be trained to attack on command. pets.
• Beast of burden: Carry up to 2,000
coins unencumbered; up to 4,000 at half
speed.
31
Nixie Nomad
3’ tall sprites that appear as attractive Superstitious tribes who wander steppes
women with blueish, greenish, or greyish and desert regions, living in tents or tem-
skin. Lair in the deepest parts of rivers porary huts. Demeanour depends on the
and lakes. tribe: some are warlike, others peaceful.
AC 7, HD 1 (4hp), Att 1 × weapon (1d4) AC 7 to 4, HD 1 (4hp), Att 1 × weapon
or 1 × group spell (charm), THAC0 19, (1d6 or by weapon), THAC0 19, MV 120’
MV 120’ (40’), SV D12 W13 P13 B15 (40’), SV D12 W13 P14 B15 S16 (F1), ML
S15 (E1), ML 6, AL Neutral, XP 10, NA 0 8, AL Any, XP 10, NA 0 (1d4 × 10), TT A
(2d20), TT B • Mounted: On riding horses or (in the
• Shy: Will try to charm intruders, rather desert) on camels.
than entering combat. • Arms (desert): 50% of group have:
• Weapons: Daggers and small tridents (as leather armour, shield, lance; 30% have:
spears). chainmail, shield, lance; 20% have: leath-
• Charm: 10 nixies together can cast a er armour, shortbow.
charm to enchant a victim to serve them • Arms (steppes): 50% of group have:
for one year. Save versus spells or be leather armour, shortbow; 20% have:
charmed: move towards the nixies (resist- leather armour, shield, lance; 20% have:
ing those who try to prevent it); defend chainmail, shortbow; 10% have: chain-
the nixies; obey the nixies’ commands (if mail, shield, lance, and may be mounted
understood); unable to cast spells or use on a war horse.
magic items; unable to harm the nixies. • Leaders: For every 25 nomads, there is
Killing the nixies breaks the charm. a 2nd level fighter. For every 40 nomads,
• Summon giant bass: Each nixie can there is a 4th level fighter.
summon one fish to aid in combat. • Camps: Hunting / foraging groups com-
• Bestow water breathing: Can cast monly combine and live in a tribe of up to
upon charmed slaves. Lasts for one day, 300 nomad warriors.
then must be refreshed. • Camp leaders: Tribal chief (8th level
fighter), plus a 5th level fighter for every
100 nomads. 50% chance of a cleric (9th
level); 25% chance of a magic-user (8th
level).
• Hoard: Only have treasure type A in the
camp.
• Traders: Often carry trade route tales of
faraway lands.
Noble
Powerful humans with noble titles (e.g. Normal Human
Count, Duke, Knight, etc.). Dwell in Non-adventuring humans without a
castles. character class. Artists, beggars, children,
AC 2, HD 3 (13hp), Att 1 × weapon (1d8 craftspeople, farmers, fishermen, house-
or by weapon), THAC0 17, MV 60’ (20’), wives, scholars, slaves.
SV D12 W13 P14 B15 S16 (F3), ML 8, AL AC 9, HD ½ (2hp), Att 1 × weapon (1d6
Any, XP 35, NA 2d6 (2d6), TT V × 3 or by weapon), THAC0 20, MV 120’ (40’),
• Class: Usually treated as 3rd level fight- SV D14 W15 P16 B17 S18 (NH), ML 6,
ers, but may be of any class and level. AL Any, usually Lawful, XP 5, NA 1d4
• Squire and retainers: Accompanied (1d20), TT U
by a 2nd level fighter (a squire) and up to • Gaining XP: Must select a character
ten 1st level fighters (retainers). class after gaining XP on an adventure.
32
Ochre Jelly Ogre
Giant, ochre amoeboids. Frightful humanoids, 8-10’ tall, dressed in
AC 8, HD 5* (22hp), Att 1 × touch (2d6), animal hides. Often dwell in caves.
THAC0 15, MV 30’ (10’), SV D12 W13 AC 5, HD 4+1 (19hp), Att 1 × club (1d10),
P14 B15 S16 (F3), ML 12, AL Neutral, XP THAC0 15, MV 90’ (30’), SV D10 W11
300, NA 1 (0), TT None P12 B13 S14 (F4), ML 10, AL Chaotic, XP
• Immunity: Unharmed by all attacks 125, NA 1d6 (2d6), TT C + 1,000gp
except cold or fire. • Sack: Outside of the lair, carry a sack
• Division: Lightning or attacks with containing 1d6 × 100gp.
weapons cause the jelly to divide into • Hate neanderthals: Attack on sight.
1d4+1 2HD jellies that do half damage.
• Acid: After a successful attack, sticks Orc
to the victim and exudes acid. The acid
inflicts 2d6 damage per round to flesh and Ugly, bad-tempered, animalistic human-
destroys cloth, leather, or wood in one oids who live underground and are active
round. (Stone and metal are unaffected.) at night. Sadistic bullies who hate other
living creatures and delight in killing.
• Seep: Can squeeze through small holes
and cracks. AC 6, HD 1 (4hp), Att 1 × weapon (1d6
or by weapon), THAC0 19, MV 120’ (40’),
Author’s note: The description of the SV D12 W13 P14 B15 S16 (F1), ML 6 (8
ochre jelly in the original Basic rules with leader), AL Chaotic, XP 10 (leader: 10,
is ambiguous on several points. I have chieftain: 75), NA 2d4 (1d6 × 10), TT D
attempted to resolve these ambiguities in
a sensible and consistent way, based on • Hate the sun: -1 to-hit in full daylight.
the mechanics used for similar monsters, • Weapons: Prefer axes, clubs, spears, or
but other interpretations of the original swords. Only leaders can use mechanical
monster are possible. weapons (e.g. crossbows, catapults).
• Craven: Afraid of larger or strong-
er-looking creatures, though leaders may
Octopus, Giant force them to fight.
Giant, eight-armed cephalopods. Lurk in • Leader: Groups are led by an orc with 8
coastal waters, close to settlements. hit points. The leader gains a +1 bonus to
AC 7, HD 8 (36hp), Att 8 × tentacle (1d3 damage rolls. Leaders have defeated other
+ constriction), 1 × bite (1d6), THAC0 12, orcs in combat to gain their position.
MV 90’ (30’), SV D10 W11 P12 B13 S14 • Orc chieftain: A 4HD (15hp) chieftain
(F4), ML 7, AL Neutral, XP 650, NA 0 rules an orc tribe. The chieftain gains a +2
(1d2), TT None bonus to damage rolls.
• Constriction: Tentacles grab and con- • Giant companions: For every 20 orcs,
strict after a hit. Each constricting tentacle there is a 1-in-6 chance of an ogre accom-
inflicts: 1d3 automatic damage per round, panying them. There is a 1-in-10 chance
plus a -1 penalty to attacks. of a troll living in the lair.
• Severing tentacles: Requires a hit with • Tribal: Orcs of different tribes may fight
a cutting weapon that does 6 or more among themselves, unless their leaders
damage. command them not to. Each tribe has
• Ink cloud: When escaping, can emit a its own lair and has as many females as
cloud of black ink (80’ diameter) and jet males, and two whelps per two adults.
away at 3 times normal speed. • Mercenaries: Orcs may be hired to fight
in Chaotic armies (see Mercenaries in
B/X Essentials: Classes and Equip-
ment, p34). They delight in wanton
killing and razing of settlements.
33
Owl Bear • Leaders: For every 30 pirates, there is a
4th level fighter. For every 50 pirates, and
Huge (8’ tall, 1,500 pounds), ill-tempered, for each ship, there is a 5th level fighter.
carnivorous bear-like creature with the For every 100 pirates, and per fleet, there
face of an owl. Owl bears are found in is an 8th level fighter.
dense forests and underground.
• Fleet commander: Fleets of 300 or
AC 5, HD 5 (22hp), Att 2 × claw (1d8), 1 more pirates are led by a pirate lord (11th
× bite (1d8), THAC0 15, MV 120’ (40’), level fighter). 75% chance of a magic-user
SV D12 W13 P14 B15 S16 (F3), ML 9, AL (level 1d2+8).
Neutral, XP 175, NA 1d4 (1d4), TT C • Treacherous: Will attack other pirates, if
• Bear hug: If a victim is hit by both paws they can profit from it.
in the same round, the owl bear hugs for • Prisoners: 25% chance of 1d3 prisoners
an extra 2d8 automatic damage. to be ransomed.
• Treasure: Divided between vessels.
Pegasus Instead of carrying with them, may have a
map to where it is buried.
Semi-intelligent winged horses that are
wilful and timid. • Havens: Lawless, fortified, coastal towns
may act as a haven for pirates.
AC 6, HD 2+2 (11hp), Att 2 × hoof (1d6),
THAC0 17, MV 240’ (80’) / 480’ (160’)
flying, SV D12 W13 P14 B15 S16 (F2),
Pixie
ML 8, AL Lawful, XP 25, NA 0 (1d12), TT 1-2’ tall humanoids with insectoid wings.
None Distant relatives of elves.
• Hate hippogriffs: Natural enemies. AC 3, HD 1* (4hp), Att 1 × dagger (1d4),
• Training: If captured when young, will THAC0 19, MV 90’ (30’) / 180’ (60’) fly-
serve Lawful characters. ing, SV D12 W13 P13 B15 S15 (E1), ML
7, AL Neutral, XP 13, NA 2d4 (1d4 × 10),
TT R + S
Pirate
• Invisible: Naturally invisible, but may
Sailors who make a living by raiding coast- choose to reveal themselves. May remain
al settlements, robbing other ships, and invisible when attacking: cannot be
illegal slaving. Typically ply the open seas. attacked in the first round; in subsequent
Renowned for their ruthless and evil ways. rounds, may be attacked at -2 to hit (locat-
AC 7 or 5, HD 1 (4hp), Att 1 × weapon able by faint shadows and air movement).
(1d6 or by weapon), THAC0 19, MV 120’ • Surprise: Always surprise, if invisible.
(40’), SV D12 W13 P14 B15 S16 (F1), ML • Limited flight: Small wings only allow 3
7, AL Chaotic, XP 10, NA 0 (see below), turns of flight. Must rest 1 turn after flying.
TT A
• Ships and crew: Depends where Pterosaur
encountered. Rivers or lakes: 1d8 river Predatory, winged reptiles that live in
boats (1d2 × 10 pirates each); coastal warm climes, hunting creatures on the
waters: 1d6 small galleys (1d3+1 × 10 ground by gliding on air currents. Often
pirates each); any: 1d4 longships (1d3+2 found in Lost World regions.
× 10 pirates each); ocean: 1d3 small war-
ships (1d5+3 × 10 pirates each). (See B/X Pteranodon
Essentials: Classes and Equipment,
Wingspan of up to 50’. Highly aggressive;
p28 for details on ships.)
often prey on humanoids.
• Arms: 50% of group have: leather
armour, sword; 35% have: leather AC 6, HD 5 (22hp), Att 1 × bite (1d12),
armour, sword, crossbow; 15% have: THAC0 15, MV 240’ (80’) flying, SV D12
chainmail, sword. W13 P14 B15 S16 (F3), ML 8, AL Neutral,
XP 175, NA 0 (1d4), TT V
34
Pterodactyl Giant Rat
8-10’ wingspan. Prey on small to medium 3’ long (or larger), with black or grey fur.
animals, but will attack humanoids, if very Often live in dark, dungeon areas and
hungry. close to undead monsters.
AC 7, HD 1 (4hp), Att 1 × bite (1d3), AC 7, HD ½ (2hp), Att 1 × bite (1d3 +
THAC0 19, MV 180’ (60’) flying, SV D12 disease), THAC0 19, MV 120’ (40’) / 60’
W13 P14 B15 S16 (F1), ML 7, AL Neutral, (20’) swimming, SV D12 W13 P14 B15
XP 10, NA 0 (2d4), TT None S16 (F1), ML 8, AL Neutral, XP 5, NA 3d6
(3d10), TT C
Purple Worm Normal Rat
Gigantic, slimy worms with bodies 100’ Swarming packs of 6” to 2’ long individu-
long and 8-10’ thick. Bore tunnels through als, with brown or grey fur.
the earth and come to the surface to eat
AC 9, HD 1hp, Att 1 × bite per pack (1d6
other creatures.
+ disease), THAC0 19, MV 60’ (20’) / 30’
AC 6, HD 15* (67hp), Att 1 × bite (2d8), 1 (10’) swimming, SV D14 W15 P16 B17
× sting (1d8 + poison), THAC0 9, MV 60’ S18 (NH), ML 5, AL Neutral, XP 5, NA
(20’), SV D8 W9 P10 B10 S12 (F8), ML 5d10 (2d10), TT L
10, AL Neutral, XP 2,300, NA 1d2 (1d4),
• Pack: Each group of 5-10 rats attacks as
TT D
a pack. Each pack makes a single attack
• Swallow whole: A bite attack roll of roll against one creature.
20, or 4 or more than the target number • Engulf: The creature attacked must save
required, indicates that a human-sized vs death or fall prone, unable to attack
(or smaller) victim is swallowed. Inside until able to stand up again.
the worm’s belly: suffer 3d6 damage per
round (until the worm dies); may attack
with sharp weapons at -4 to hit; body
digested in 6 turns after death.
• Poison: Causes death (save vs poison).
• In restricted spaces: May not always
be able to bite and sting at once.
Rat Rhagodessa
Multitudinous, disease-ridden rodents Huge, hairy, nocturnal arachnid carni-
that will eat anything. Avoid contact with vores with large heads and mandibles
humans, but may attack if defending their and 10 legs. Yellow head and abdomen,
nest or if summoned and commanded by dark brown thorax. Dwell in caves, hunt
magic (e.g. see wererat). voraciously.
• Disease: Bite has a 1-in-20 chance of AC 5, HD 4+2 (20hp), Att 1 × sucker
infecting the target (save versus poi- (grab), 1 × bite (2d8), THAC0 15, MV 150’
son). The disease has a 1-in-4 chance of (50’), SV D12 W13 P14 B15 S16 (F2), ML
being deadly (die in 1d6 days). Otherwise, 9, AL Neutral, XP 125, NA 1d4 (1d6), TT
the victim is sick and bedridden for one U
month.
• Suckers: Front legs equipped with suck-
• Afraid of fire: Will flee fire, unless ers for grabbing prey.
forced to fight by summoner.
• Grab: When hit with a sucker, the victim
• Attacking in water: May attack with- is stuck and will be bitten automatically
out penalty; excellent swimmers. next round.
• Cling: Can walk on walls.
35
Rhinoceros Roc
Armoured, herbivorous mammals of low Gigantic birds of prey that nest in the
intelligence. highest peaks of isolated mountain rang-
• Charge: If disturbed or threatened, will es. Will attack intruders, if approached
charge in a random direction. Requires a carelessly.
clear run of at least 20 yards. Make a horn • Alignment reaction: -1 to reaction
attack on all in the path: inflicts double rolls vs Neutral characters; -2 vs Chaotic
damage. characters.
• Trample: 3-in-4 chance of trampling • Swoop: Can dive onto victims visible
each round. +4 to-hit human-sized or from above. If the victim is surprised,
smaller creatures. the attack inflicts double damage. On an
attack roll of 18 or more, the victim can
Normal Rhinoceros be carried away (if of appropriate size).
AC 5, HD 6 (27hp), Att 1 × horn (2d4) or • Eggs: 1d6 eggs or chicks in 50% of nests.
1 × trample (2d8), THAC0 14, MV 120’ • Trainable: Can be trained, if captured
(40’), SV D12 W13 P14 B15 S16 (F3), ML when young.
6, AL Neutral, XP 275, NA 0 (1d12), TT
None Giant Roc
AC 0, HD 36 (162hp), Att 2 × claw (3d6),
Woolly Rhinoceros 1 × bite (8d6), THAC0 5, MV 60’ (20’) /
Giant rhinoceroses adapted for cold cli- 480’ (160’) flying, SV D2 W3 P4 B3 S6
mates: their bodies covered with shaggy, (F18), ML 10 (12 in lair), AL Lawful, XP
white fur. Live in herds, in cold Lost World 6,250, NA 0 (1), TT I
areas.
AC 4, HD 8 (36hp), Att 1 × horn (2d6) or Large Roc
1 × trample (2d12), THAC0 12, MV 120’ AC 2, HD 12 (54hp), Att 2 × claw (1d8), 1
(40’), SV D10 W11 P12 B13 S14 (F4), ML × bite (2d10), THAC0 10, MV 60’ (20’) /
6, AL Neutral, XP 650, NA 0 (1d8), TT 480’ (160’) flying, SV D10 W11 P12 B13
None S14 (F6), ML 9 (12 in lair), AL Lawful, XP
1,100, NA 0 (1d8), TT I
Robber Fly Small Roc
3’ long, carnivorous flies with yellow and AC 4, HD 6 (27hp), Att 2 × claw (1d4+1),
black stripes. Look similar to killer bees, 1 × bite (2d6), THAC0 14, MV 60’ (20’) /
which they hunt. Sometimes also attack 480’ (160’) flying, SV D12 W13 P14 B15
humans. S16 (F3), ML 8 (12 in lair), AL Lawful, XP
AC 6, HD 2 (9hp), Att 1 × bite (1d8), 275, NA 0 (1d12), TT I
THAC0 18, MV 90’ (30’) / 180’ (60’)
flying, SV D12 W13 P14 B15 S16 (F1), ML
8, AL Neutral, XP 20, NA 1d6 (2d6), TT U
Rock Baboon
Large, ferocious, semi-intelligent baboons
• Surprise: Hunt patiently. Surprise on a
that live in packs led by a powerful male.
1-4, when waiting in shadows for prey.
Communicate with screams. Omnivorous,
• Poison immunity: Unharmed by killer but prefer flesh.
bees’ poison.
AC 6, HD 2 (9hp), Att 1 × club (1d6), 1
• Leap: Can leap up to 30’ and attack.
× bite (1d3), THAC0 18, MV 120’ (40’),
SV D12 W13 P14 B15 S16 (F2), ML 8, AL
Neutral, XP 20, NA 2d6 (5d6), TT U
• Weapons: Wield bones or branches as
clubs. (Do not use other tools.)
36
Rust Monster Frost Salamander
Magical, armadillo-like creatures with long Giant, 6-legged lizards with blue/white
tails and two long, antennae-like feelers. scales. Dwell in icy, wilderness regions.
Feed on rusted metal. AC 3, HD 12* (54hp), Att 4 × claw (1d6),
AC 2, HD 5 (22hp), Att 1 × feeler (rusting), 1 × bite (2d6), 1 × cold aura (1d8), THAC0
THAC0 15, MV 120’ (40’), SV D12 W13 10, MV 120’ (40’), SV D6 W7 P8 B8 S10
P14 B15 S16 (F3), ML 7, AL Neutral, XP (F12), ML 9, AL Chaotic, XP 1,900, NA
175, NA 1d4 (1d4), TT None 1d3 (1d3), TT E
• Rusting: Metal that touches a rust mon- • Cold aura: All creatures within 20’
ster (e.g. weapons that hit it, or armour suffer 1d8 damage per round.
struck by a feeler) crumbles instantly to • Mundane damage immunity: Can
rust. Magic items have a 10% chance per only be harmed by magical attacks.
“plus”, to be unaffected on each success- • Cold immunity: Unharmed by cold-
ful hit. Each time a magic item is affected, based attacks.
it loses one “plus”. • Hate flame salamanders: Will attack
• Mundane damage immunity: Can on sight.
only be harmed by magical attacks.
• Smell metal: Attracted by the scent. Scorpion, Giant
Huge arachnids, as big as a small horse,
with pincers and deadly stingers. Dwell in
caverns, ruins, and deserts.
AC 2, HD 4* (18hp), Att 2 × claw (1d10),
1 × sting (1d4 + poison), THAC0 16, MV
150’ (50’), SV D12 W13 P14 B15 S16
(F2), ML 11, AL Chaotic, XP 125, NA 1d6
(1d6), TT V
Salamander
• Aggressive: Normally attack on sight.
Giant, magical reptiles with an affinity for
• Poison: Causes death (save vs poison).
extreme heat or cold.
• Grab and sting: +2 bonus to sting
Flame Salamander attack, if a claw hits.
12’-16’ long, intelligent serpents with
lizard-like heads and legs. Bright orange/ Sea Serpent (Lesser)
yellow/red scales. Natives of the plane of 20’-30’ long, serpent-like sea monsters
elemental fire, but also live in volcanoes with rows of many fins.
and scorching deserts.
AC 5, HD 6 (27hp), Att 1 × bite (2d6) or
AC 2, HD 8* (36hp), Att 2 × claw (1d4), 1 1 × squeeze (1d10 hull damage), THAC0
× bite (1d8), 1 × heat aura (1d8), THAC0 14, MV 150’ (50’), SV D12 W13 P14 B15
12, MV 120’ (40’), SV D8 W9 P10 B10 S16 (F3), ML 8, AL Neutral, XP 275, NA 0
S12 (F8), ML 8, AL Neutral, XP 1,200, NA (2d6), TT None
1d4+1 (2d4), TT F
• Lunge: Up to 20’ out of water to use bite
• Heat aura: All creatures within 20’ attack.
suffer 1d8 damage per round.
• Squeeze: Coil around and crush a vessel
• Mundane damage immunity: Can (of equal size or smaller).
only be harmed by magical attacks.
• Fire immunity: Unharmed by fire.
• Hate frost salamanders: Will attack
on sight.
37
Shadow Mako Shark
Intelligent, incorporeal (but not undead) 15’ long; bluish-grey or tan colouration.
monsters that look like shadows. Able to AC 4, HD 4 (18hp), Att 1 × bite (2d6),
slightly change their shape. THAC0 16, MV 180’ (60’), SV D12 W13
AC 7, HD 2+2* (11hp), Att 1 × touch (1d4 P14 B15 S16 (F2), ML 7, AL Neutral, XP
+ strength drain), THAC0 17, MV 90’ 75, NA 0 (2d6), TT None
(30’), SV D12 W13 P14 B15 S16 (F2), ML • Unpredictable: May ignore other crea-
12, AL Chaotic, XP 35, NA 1d8 (1d12), TT tures, only to attack moments later.
F
• Surprise: On a 1-5. Shrew, Giant
• Strength drain: Victims lose 1 STR per Brown-furred, mole-like, insectivores with
hit. Recovers after 8 turns. If reduced to 0 long snouts. Dwell underground; skilled
STR, the victim becomes a shadow. burrowers.
• Mundane damage immunity: Can
AC 4, HD 1 (4hp), Att 2 × bite (1d6),
only be harmed by magical attacks.
THAC0 19, MV 180’ (60’), SV D12 W13
• Spell immunity: Unaffected by charm P14 B15 S16 (F1), ML 10, AL Neutral, XP
and sleep spells. 10, NA 1d4 (1d8), TT None
• Initiative: Always gain initiative on first
Shark attack. +1 to initiative on second attack.
Aggressive, predatory fish of low intelli- • Ferocity: Attack targets’ heads. Targets
gence and unpredictable behaviour. Live with 3 HD or less must save vs death
in saltwater. or flee.
• Blood scent: Can detect blood in water • Climbing: Skilled climbers; can jump up
up to 300’ away. to 5’.
• Feeding frenzy: Triggered by the scent • Territorial: Ferociously defend their
of blood: always attack; no morale checks. hunting area from all intruders.
• Echolocation: Perceive their surround-
Bull Shark ings up to 60’. Unaffected by lack of light.
8’ long; brown colouration. Attack by If unable to hear (e.g. silence, 15’ radius):
ramming, then biting the stunned prey. AC reduced to 8, -4 penalty to attacks.
AC 4, HD 2 (9hp), Att 1 × bite (2d4) or 1
× ram (stun), THAC0 18, MV 180’ (60’), Shrieker
SV D12 W13 P14 B15 S16 (F1), ML 7, AL
Giant, subterranean mushrooms that can
Neutral, XP 20, NA 0 (3d6), TT None
creep around slowly.
• Ram: Stunned for 3 rounds (save vs
AC 7, HD 3 (13hp), Att None, THAC0
paralysis).
17, MV 9’ (3’), SV D12 W13 P14 B15 S16
Author’s note: The original rules state (F1), ML 12, AL Neutral, XP 35, NA 1d8
that bull sharks use a ram attack to stun (0), TT None
prey, but do not give mechanics for it. The • Shriek: Triggered by light (up to 60’
rule here is derived from a later edition. away) or movement (up to 30’ away).
Shriek lasts for 1d3 rounds. Each round
Great White Shark of the shriek, there is a 50% chance of a
30’ long (or bigger!); grey colouration with wandering monster being attracted (will
white belly. Sometimes attack small boats. arrive in 2d6 rounds).
AC 4, HD 8 (36hp), Att 1 × bite (2d10),
THAC0 12, MV 180’ (60’), SV D10 W11
P12 B13 S14 (F4), ML 7, AL Neutral, XP
650, NA 0 (1d4), TT None
38
Skeleton Rock Python
Skeletal remains of humanoids, reanimat- 20’ long snakes with spiralling brown and
ed as guardians by powerful magic-users or yellow patterns on their scales.
clerics. Often encountered in cemeteries, AC 6, HD 5* (22hp), Att 1 × bite (1d4 +
crypts, or other forlorn places. constriction), THAC0 15, MV 90’ (30’),
AC 7, HD 1 (4hp), Att 1 × weapon (1d6 or SV D12 W13 P14 B15 S16 (F3), ML 8, AL
by weapon), THAC0 19, MV 60’ (20’), SV Neutral, XP 300, NA 1d3 (1d3), TT U
D12 W13 P14 B15 S16 (F1), ML 12, AL • Constriction: When a bite attack is
Chaotic, XP 10, NA 3d4 (3d10), TT None successful, the python wraps around the
• Undead: Make no noise, until they victim and begins to squeeze, inflicting
attack. Immune to effects that affect 2d4 automatic damage immediately and
living creatures (e.g. poison). Immune to on each subsequent round.
mind-affecting or mind-reading spells (e.g.
Sea Snake
charm, hold, sleep).
6’ long snakes that live underwater, com-
ing up for breath only once per hour. Will
Snake prey on humans.
Dwell in all but the most extreme climes. AC 6, HD 3* (13hp), Att 1 × bite (1hp +
Will usually only attack if cornered or poison), THAC0 17, MV 90’ (30’), SV
surprised. D12 W13 P14 B15 S16 (F2), ML 7, AL
Neutral, XP 50, NA 1d8 (1d8), TT None
Giant Rattler
• Pinprick bite: 50% chance of going
10’ long snakes with brown and white dia- unnoticed.
mond patterns on their scales, and a rattle
• Poison: Save vs poison to avoid. Slow
of rasping scales on their tails.
acting: effects felt after 1d4+2 turns. At
AC 5, HD 4* (18hp), Att 2 × bite (1d4 + this point, the neutralize poison spell has
poison), THAC0 16, MV 120’ (40’), SV a 25% chance of being ineffectual.
D12 W13 P14 B15 S16 (F2), ML 8, AL • Larger individuals: With higher HD
Neutral, XP 125, NA 1d4 (1d4), TT U may be used, if the referee wishes. These
• Rattle: Shaken to warn off creatures the snakes are 6’ long for every 3 HD.
snake does not wish to attack.
Author’s note: The original rules do not
• Poison: Causes death in 1d6 turns (save specify the effects of sea snakes’ poison. It
vs poison). is assumed to cause death shortly after the
• Speed: Attack twice per round. Second indicated delay.
attack at the end of each round.
Spitting Cobra
Pit Viper
3’ long snakes with grey/white scales.
5’ long snakes with grey/green scales. Prefer to attack from a distance with their
AC 6, HD 2* (9hp), Att 1 × bite (1d4 + poi- spit.
son), THAC0 18, MV 90’ (30’), SV D12 AC 7, HD 1* (4hp), Att 1 × spit (blindness)
W13 P14 B15 S16 (F1), ML 7, AL Neutral, or 1 × bite (1d3 + poison), THAC0 19, MV
XP 25, NA 1d8 (1d8), TT None 90’ (30’), SV D12 W13 P14 B15 S16 (F1),
• Infravision: 60’. (Pits in the head allow ML 7, AL Neutral, XP 13, NA 1d6 (1d6),
heat sense.) TT None
• Initiative: Always gains initiative (no • Blinding spit: Range: 6’. A hit causes
roll), due to special senses. permanent blindness (save vs poison).
• Poison: Causes death (save vs poison). • Poison: Causes death in 1d10 turns
(save vs poison).
39
Spectre Crab Spider
Incorporeal phantoms; one of the most 5’ long hunting spiders that can change
powerful undead monsters. their colour to match their surroundings.
AC 2, HD 6** (27hp), Att 1 × touch (1d8 + AC 7, HD 2* (9hp), Att 1 × bite (1d8 + poi-
energy drain), THAC0 14, MV 150’ (50’) / son), THAC0 18, MV 120’ (40’), SV D12
300’ (100’) flying, SV D10 W11 P12 B13 W13 P14 B15 S16 (F1), ML 7, AL Neutral,
S14 (F6), ML 11, AL Chaotic, XP 725, NA XP 25, NA 1d4 (1d4), TT U
1d4 (1d8), TT E • Ambush: Attack by dropping on victims
• Undead: Make no noise, until they from above.
attack. Immune to effects that affect • Surprise: On a 1-4, due to camouflage.
living creatures (e.g. poison). Immune to • Cling: Can walk on walls and ceilings.
mind-affecting or mind-reading spells (e.g. • Poison: Causes death in 1d4 turns (save
charm, hold, sleep). vs poison with a +2 bonus).
• Mundane damage immunity: Can
only be harmed by magical attacks. Tarantella
• Energy drain: A successfully hit target 7’ long, hairy hunting spiders that resem-
permanently loses two experience levels ble tarantulas. Magical in nature.
(or Hit Dice). This incurs a loss of two AC 5, HD 4* (18hp), Att 1 × bite (1d8 +
Hit Dice of hit points, as well as all other poison), THAC0 16, MV 120’ (40’), SV
benefits due to the drained levels (e.g. D12 W13 P14 B15 S16 (F2), ML 8, AL
spells, saving throws, etc.). A character’s Neutral, XP 125, NA 1d3 (1d3), TT U
XP is reduced to the lowest amount for
• Poison: Save vs poison or dance for
the new level. A person drained of all
2d6 turns (suffering from painful, jerking
levels becomes a spectre next night, under
spasms that resemble a macabre dance).
the control of the spectre that killed him
or her. • Onlookers: Viewers of one affected by
the poison must save vs spells or begin
dancing in the same fashion, for as long as
Spider, Giant the poisoned victim.
• Dancing: Those affected suffer a -4 pen-
Black Widow alty to attack rolls and AC. After 5 turns
6’ long, black spiders with a red hourglass of dancing, they become exhausted: fall to
pattern on their abdomens. Dwell in the ground, helpless.
web-filled lairs and sometimes prey on
humans.
Sprite
AC 6, HD 3* (13hp), Att 1 × bite (2d6 +
poison), THAC0 17, MV 60’ (20’) / 120’ 1’ tall, winged humanoids, related to pix-
(40’) in webs, SV D12 W13 P14 B15 S16 ies and elves. They are shy, but driven by
(F2), ML 8, AL Neutral, XP 50, NA 1d3 curiosity and their odd sense of humour.
(1d3), TT U AC 5, HD ½* (2hp), Att 1 × spell (curse),
• Poison: Causes death in 1 turn (save vs THAC0 19, MV 60’ (20’) / 180’ (60’) fly-
poison). ing, SV D12 W13 P13 B15 S15 (E1), ML
7, AL Neutral, XP 6, NA 3d6 (5d8), TT S
• Webs: Creatures caught in webs become
entangled and unable to move. Breaking • Curse: Five sprites can collectively curse
free depends on Strength: 2d4 turns for a target (no attack roll; save vs spells).
strength in the normal human range; 4 The effect is determined by the referee,
rounds for strength above 18; 2 rounds for but will always be used to comical effect
creatures with giant strength. The webs (e.g. target trips, target’s nose grows).
can be destroyed by fire in two rounds. • Pranksters: Even if attacked, sprites
All creatures in a flaming web suffer 1d6 have no interest in killing, merely in mak-
points of damage. ing practical jokes.
40
Squid, Giant Stirge
Giant, ten-armed cephalopods. Two of the Feathered, bird-like creatures with long,
ten arms are larger, and may be used to sharp beaks.
attack ships. Dwell in the depths of the AC 7, HD 1* (4hp), Att 1 × beak (1d3 +
sea, only surface to find prey. blood sucking), THAC0 19, MV 30’ (10’)
AC 7, HD 6 (27hp), Att 8 × small tentacle / 180’ (60’) flying, SV D12 W13 P14 B15
(1d4 + constriction), 2 × large tentacle (1d4 S16 (F2), ML 9, AL Neutral, XP 13, NA
+ constriction or 1d10 hull damage), 1 × 1d10 (3d12), TT L
beak (1d10 or 2 hull damage), THAC0 14, • Dive attack: First attack at an opponent
MV 120’ (40’), SV D12 W13 P14 B15 is at +2 to hit.
S16 (F3), ML 7, AL Neutral, XP 275, NA
• Blood sucking: Upon a successful
0 (1d4), TT V
attack, attaches to the victim and drains its
• Crush boats: 25% likely to wrap the 2 blood: 1d3 automatic damage per round.
large tentacles around a boat, doing 1d10 • Detaching: If stirge or victim dies.
hull damage per tentacle. When the large
tentacles are grappling a boat, in subse-
quent rounds, the beak inflicts 2 points of
Thoul
hull damage automatically. Magical monstrosities that look like hob-
• Grab crew: 75% likely to grab crew from goblins (except on close inspection), but
the deck and drag them underwater to be combine the powers of ghouls and trolls.
eaten. Sometimes live among hobgoblins.
• Constriction: Tentacles grab and con- AC 6, HD 3** (13hp), Att 2 × claw (1d3
strict after a hit. 1d4 automatic damage + paralysis) or 1 × weapon (1d6 or by
per round. weapon), THAC0 17, MV 120’ (40’), SV
• Severing tentacles: Requires a hit that D12 W13 P14 B15 S16 (F3), ML 10, AL
does 6 or more damage (8 small tentacles) Chaotic, XP 65, NA 1d6 (1d10), TT C
or 10 or more (2 large tentacles). • Paralysis: Successful attacks cause
• Ink cloud: When escaping, can emit a paralysis for 2d4 turns (save vs paral-
cloud of black ink (60’ diameter) and jet ysis negates). Elves and creatures larger
away at 3 times normal speed. Maximum than ogres are unaffected. After paralys-
twice a day. ing a target, thouls will attack others.
• Gargantuan specimens: Two or three • Regeneration: A damaged thoul gains
times larger can be encountered. 1 hit point at the start of each round, as
long as it is alive.
Stegosaurus Titanothere
Stocky, herbivorous dinosaurs with a ridge
Giant (12’ at the shoulder), ancient rela-
of plates along their backs, and a tail
tives of the rhinoceros, with massive, blunt
studded with spikes (used to deter attack-
horns. Eat grass and tree leaves. Dwell in
ers). Dwell in sub-tropical Lost World
small herds in Lost World grasslands.
environments.
AC 5, HD 12 (54hp), Att 1 × butt (2d6) or
AC 3, HD 11 (49hp), Att 1 × tail (2d8) or 1
1 × trample (3d8), THAC0 10, MV 120’
× trample (2d8), THAC0 11, MV 60’ (20’),
(40’), SV D10 W11 P12 B13 S14 (F6), ML
SV D10 W11 P12 B13 S14 (F6), ML 7, AL
7, AL Neutral, XP 1,100, NA 0 (1d6), TT
Neutral, XP 1,100, NA 0 (1d4), TT None
None
• Trample: 3-in-4 chance of trampling
• Peaceful grazers: Will not attack if left
each round. +4 to-hit human-sized or
alone.
smaller creatures.
• Trample: 3-in-4 chance of trampling
each round. +4 to-hit human-sized or
smaller creatures.
41
Toad, Giant
Warty amphibians with long, sticky
tongues. As large as a great hound, weigh-
ing 150 to 250 pounds.
AC 7, HD 2+2 (11hp), Att 1 × bite (1d4+1),
THAC0 17, MV 90’ (30’), SV D12 W13
P14 B15 S16 (F1), ML 6, AL Neutral, XP
25, NA 1d4 (1d4), TT None
• Surprise: On a 1-3, in forests or dark
dungeons, due to the ability to change
colour to match their surrounding.
Treant
• Sticky tongue: Attack up to 15’ away.
On a hit, prey (up to dwarf size) is dragged Giant (18’ tall) humanoids that look like
to the mouth and bitten. trees. Dwell in forests. Are concerned only
with protecting the plants of their home.
• Swallow whole: An attack roll of 20
Speak their own long-winded and circui-
indicates a small victim is swallowed.
tous language.
Inside the toad’s belly: suffer 1d6 damage
per round (until the toad dies); may attack AC 2, HD 8 (36hp), Att 2 × fist (2d6),
with sharp weapons at -4 to hit; body THAC0 12, MV 60’ (20’), SV D8 W9 P10
digested in 6 turns after death. B10 S12 (F8), ML 9, AL Lawful, XP 650,
NA 0 (1d8), TT C
Trader • Distrust fire: And those who wield it.
1st level fighters who live by trading in • Surprise: On a 1-3, in a forest, due to
borderland areas. being mistaken for a tree. Encounter
occurs at 30 yards or less.
AC 6, HD 1 (4hp), Att 1 × weapon (1d6
• Animate trees: Each individual can
or by weapon), THAC0 19, MV 120’ (40’),
animate 2 trees (within 60’; may switch
SV D12 W13 P14 B15 S16 (F1), ML 7, AL
trees at will). These fight as treants with
Any, XP 10, NA 1d8 (3d6), TT U + V
movement rate 30’ (5’).
• Arms: Usually carry: hand-axe, sword,
shield, furs (equivalent to leather armour).
Triceratops
• Mules: In the wilderness, have 1d4
mules loaded with trade goods (e.g. carved Massive (12’ to the shoulder, almost 40’
wooden items, furs, spices). long), aggressive, herbivorous dinosaurs
with a protective crest behind the head,
and three long horns. Dwell in Lost World
grasslands.
AC 2, HD 11 (49hp), Att 1 × gore (3d6)
or 1 × trample (3d6), THAC0 11, MV 90’
(30’), SV D10 W11 P12 B13 S14 (F6), ML
8, AL Neutral, XP 1,100, NA 0 (1d4), TT
None
• Aggressive: Normally attack on sight.
• Charge: In first round of combat, when
not in melee. Requires a clear run of
at least 20 yards. Horns inflict double
damage.
• Trample: 3-in-4 chance of trampling
each round. +4 to-hit human-sized or
smaller creatures.
42
Troglodyte
Intelligent, reptilian humanoids with agile
hands, long legs, short tails, and spiky
combs on their heads and arms.
AC 5, HD 2* (9hp), Att 2 × claw (1d4), 1
× bite (1d4), THAC0 18, MV 120’ (40’),
SV D12 W13 P14 B15 S16 (F2), ML 9, AL
Chaotic, XP 25, NA 1d8 (5d8), TT A
• Hateful: Attempt to kill any creatures
they encounter.
• Surprise: On a 1-4, due to the ability to
an change colour to match their surround-
ings. Lurk by rock walls and await victims.
• Nauseating stench: Oils on the skin
have a smell that sickens humans and
demihumans: save vs poison or suffer
-2 to hit, while in melee with troglodytes.
Troll
Intelligent, wicked, 8’ tall humanoids with
emaciated, rubbery bodies. Consume the
flesh of other humanoids. Dwell under-
ground, in barren wilderness, and in the
ruined homes of former victims.
AC 4, HD 6+3* (30hp), Att 2 × talon (1d6), Tyrannosaurus Rex
1 × bite (1d10), THAC0 13, MV 120’ (40’), Great (over 20’ tall), two-legged, predatory
SV D10 W11 P12 B13 S14 (F6), ML 10 (8 dinosaurs with huge jaws. Hunt human-
fear of fire), AL Chaotic, XP 650, NA 1d8 sized or larger prey. Dwell in Lost World
(1d8), TT D regions.
• Regeneration: 3 rounds after being AC 3, HD 20 (90hp), Att 1 × bite (6d6),
damaged, start regaining 3hp per round. THAC0 6, MV 120’ (40’), SV D6 W7
Severed limbs reattach. P8 B8 S10 (F10), ML 11, AL Neutral, XP
• Return from death: If killed (0hp), will 2,000, NA 0 (1), TT V × 3
regenerate and fight again in 2d6 rounds. • Large prey: Attack largest target first.
• Fire and acid: Cannot regenerate dam-
age from these sources. The only way to
permanently kill a troll. Unicorn
• Fear of fire: Morale 8 when attacked Fantastic creatures that appear as elegant
with fire or acid. horses with a long horn. Unicorns are
timid, but proud and wilful.
AC 2, HD 4* (18hp), Att 2 × hoof (1d8), 1
× horn (1d8), THAC0 16, MV 240’ (80’),
SV D8 W9 P10 B10 S12 (F8), ML 7, AL
Lawful, XP 125, NA 1d6 (1d8), TT None
• Empathy with maidens: A pure-heart-
ed maiden can communicate with and ride
a unicorn.
• Teleport: Once per day, up to 360’
(including rider).
43
Vampire • Summon beasts: In human form only.
Creatures from the surrounding area:
Greatly feared undead monsters that live 1d10 × 10 rats, 5d4 giant rats, 1d10 ×
by drinking the blood of mortals. Dwell in 10 bats, 3d6 giant bats, 3d6 wolves, or
ruins, tombs, and deserted locales. 2d4 dire wolves.
AC 2, HD 7 to 9** (31/36/40hp) Att 1 • Coffins: Must rest in a coffin during the
× touch (1d10 + energy drain) or 1 × gaze day or lose 2d6hp (only regenerated by
(charm), THAC0 13/12/12, MV 120’ resting a full day). Cannot rest in a blessed
(40’), SV D8 W9 P10 B10 S12 (F7 to 9), ML coffin. Always keep multiple coffins in
11, AL Chaotic, XP 1,250/1,750/2,300, hidden locations.
NA 1d4 (1d6), TT F • Vulnerabilities:
• Undead: Make no noise, until they a. Garlic: Odour repels: save vs poison
attack. Immune to effects that affect or unable to attack this round.
living creatures (e.g. poison). Immune to b. Holy symbols: If presented, will
mind-affecting or mind-reading spells (e.g. keep a vampire at bay (10’). May
charm, hold, sleep). attack wielder from another direction.
• Mundane damage immunity: Can c. Running water: Cannot cross
only be harmed by magical attacks. (in any form), except by a bridge or
• Energy drain: A successfully touched carried inside a coffin.
target permanently loses two experience d. Mirrors: Avoid; do not cast a
levels (or Hit Dice). This incurs a loss of reflection.
two Hit Dice of hit points, as well as all
e. Continual light: Partly blinded by
other benefits due to the drained levels
the light from this spell (-4 to attacks).
(e.g. spells, saving throws, etc.). A charac-
ter’s XP is reduced to the lowest amount • Destroying:
for the new level. A person drained of all a. Sunlight: Save vs death each round
levels becomes a vampire in 3 days. or be disintegrated.
• Charming gaze: Save vs spells at -2 b. Stake through the heart:
or be charmed: move towards the vam- Permanently kills.
pire (resisting those who try to prevent it); c. Immersion in water: For 1 turn
defend the vampire; obey the vampire’s permanently kills.
commands (if understood); unable to cast d. Destroying coffins: Permanently
spells or use magic items; unable to harm killed if all hit points lost when unable
the vampire. Killing the vampire breaks to rest (see coffins).
the charm.
• Regeneration: A damaged vampire
gains 3hp at the start of each round, as
long as it is alive.
• At 0hp: Change into gaseous form; flee
to coffin.
• Change form: At will; takes 1 round:
a. Humanoid: Standard form.
b. Dire wolf: Att 1 × bite (2d4), MV
150’ (50’). AC, HD, morale, saves as
vampire.
c. Giant bat: Att 1 × bite (1d4), MV
30’ (10’) / 180’ (60’) flying. AC, HD,
morale, saves as vampire.
d. Gaseous cloud: MV 180’ (60’)
flying. Immune to all weapons.
Cannot attack.
44
Veteran Freshwater Termite
Low level fighters, often on their way to AC 6, HD 2+1 (10hp), Att 1 × bite (1d4)
or from war. or 1 × spray (stun), THAC0 17, MV 120’
(40’), SV D12 W13 P14 B15 S16 (F2),
AC 2, HD 1 to 3 (4/9/13hp), Att 1 × ML 8, AL Neutral, XP 25, NA 0 (1d3), TT
weapon (1d8 or by weapon), THAC0 None
19/18/17, MV 60’ (20’), SV D12 W13
P14 B15 S16 (F1 to 3), ML 9, AL Any, XP Saltwater Termite
10/20/35, NA 2d4 (2d6), TT V
AC 5, HD 4 (18hp), Att 1 × bite (1d6) or
• Level and alignment: A group may 1 × spray (stun), THAC0 16, MV 180’
all be of the same level and alignment, or (60’), SV D12 W13 P14 B15 S16 (F3), ML
these may be determined randomly, per 11, AL Neutral, XP 75, NA 0 (1d6+1), TT
individual. None
Water Termite
Giant (1’-5’ long), wood-eating, aquatic Weasel, Giant
insects with a sack to take in and jet out 8’ to 9’ long, vicious, predatory mammals
water. Prone to feeding on passing ships. with rich fur of brown, gold, or white.
Only attack creatures if cornered. Dwell in subterranean tunnels, hunting
• Irritant spray: Above water; maximum alone or in small groups.
once a turn. Can spray one target: save AC 7, HD 4+4 (22hp), Att 1 × bite (2d4 +
vs poison or stunned for 1 turn. blood sucking), THAC0 15, MV 150’ (50’),
• Ink cloud: Underwater; maximum once SV D12 W13 P14 B15 S16 (F3), ML 8, AL
a turn. When escaping, can emit a cloud Neutral, XP 125, NA 1d4 (1d6), TT V
of black ink to confuse attackers. • Infravision: 30’.
• Eat ships: Cling to bottom of vessel. • Blood sucking: Upon a successful
Each individual inflicts 1d3 hull damage attack, locks onto the victim and drains its
then drops off. blood: 2d4 automatic damage per round.
• Noticing ship damage: 50% chance • Detaching: If weasel or victim dies.
per round of spotting leaks.
• Tracking: By scent, favouring wounded
prey.
• Treasure: Found in lair on bodies of
victims.
45
Whale Wight
Corpses of humans or demihumans, pos-
Killer Whale sessed by malevolent spirits.
25’ long, carnivorous whales. Dwell in
AC 5, HD 3* (13hp), Att 1 × touch (energy
cold waters and hunt sea creatures (includ-
drain), THAC0 17, MV 90’ (30’), SV D12
ing other whales).
W13 P14 B15 S16 (F3), ML 12, AL Chaot-
AC 6, HD 6 (27hp), Att 1 × bite (1d20), ic, XP 50, NA 1d6 (1d8), TT B
THAC0 14, MV 240’ (80’), SV D12 W13
• Undead: Make no noise, until they
P14 B15 S16 (F3), ML 10, AL Neutral, XP
attack. Immune to effects that affect
275, NA 0 (1d6), TT V
living creatures (e.g. poison). Immune to
• Swallow whole: An attack roll of 20 mind-affecting or mind-reading spells (e.g.
indicates a halfling-sized (or smaller) victim charm, hold, sleep).
is swallowed. Inside the whale’s belly: suf- • Mundane weapon immunity: Only
fer 1d6 damage per round (until the whale harmed by silver weapons or magic.
dies); may attack with sharp weapons at
• Energy drain: A successfully hit target
-4 to hit; drown after 10 rounds; body
permanently loses one experience level
digested in 6 turns after death.
(or Hit Die). This incurs a loss of one Hit
Narwhal Die of hit points, as well as all other ben-
efits due to the drained level (e.g. spells,
15’ long, intelligent, magical whales with
saving throws, etc.). A character’s XP is
grey to white skin and an 8’ long, spiral-
reduced to halfway between the former
ling horn on their nose. Live independent
and new levels. A person drained of all
and secretive lives in arctic waters.
levels becomes a wight in 1d4 days, under
AC 7, HD 12 (54hp), Att 1 × bite (1d8), 1 the control of the wight that killed him or
× horn (2d6), THAC0 10, MV 180’ (60’), her.
SV D6 W7 P8 B8 S10 (F12), ML 8, AL
Lawful, XP 1,100, NA 0 (1d4), TT Horn
Wolf
• Horn: Is worth 1d6 × 1,000gp. Rumours
say a narwhal’s horn vibrates when evil is Carnivorous relatives of dogs that hunt in
near. packs.
46
Normal Wolf Wyvern
Dwell primarily in wild lands, but occa- Winged, two-legged, dragon-like monsters
sionally lair in caves. with a long tail tipped with a venomous
AC 7, HD 2+2 (11hp), Att 1 × bite (1d6), stinger. Dwell in any terrain, but favour
THAC0 17, MV 180’ (60’), SV D12 W13 cliffs and forests.
P14 B15 S16 (F1), ML 6 (8 in larger packs), AC 3, HD 7* (31hp), Att 1 × bite (2d8), 1
AL Neutral, XP 25, NA 2d6 (3d6), TT None × sting (1d6 + poison), THAC0 13, MV 90’
• Training: At the referee’s discretion, (30’) / 240’ (80’) flying, SV D10 W11 P12
captured cubs may be trained like dogs. B13 S14 (F4), ML 9, AL Chaotic, XP 850,
Wolves are difficult to train. NA 1d2 (1d6), TT E
• Strength in numbers: Packs of 4 or • Poison: Causes death (save vs poison).
more wolves have morale 8. If the pack
is reduced to less than 50% of its original
size, this morale bonus is lost. Yellow Mould
Deadly fungus that covers walls, ceilings,
and other surfaces.
Wraith
AC No hit roll required, HD 2 (9hp), Att 1
Incorporeal, undead monsters that appear
× spores (1d6 + choking), THAC0 18, MV
as pale, human-like forms of coalescing
0, SV D12 W13 P14 B15 S16 (F2), ML
mist. Dwell in deserted regions or in the
12, AL Neutral, XP 20, NA 1d8 (1d4), TT
homes of former victims.
None
AC 3, HD 4** (18hp), Att 1 × touch (1d6 +
• Area: Each 10 square feet (e.g. 2’ × 5’)
energy drain), THAC0 16, MV 120’ (40’)
covered in yellow mould is treated as one
/ 240’ (80’) flying, SV D10 W11 P12 B13
“individual”. (A 10’ × 10’ area would
S14 (F4), ML 12, AL Chaotic, XP 175, NA
consist of 10 individual moulds.)
1d4 (1d6), TT E
• Immunity: Unharmed by all attacks but
• Undead: Make no noise, until they fire (a burning torch does 1d4 damage).
attack. Immune to effects that affect
• Spore cloud: 50% chance of attacking if
living creatures (e.g. poison). Immune to
touched (or damaged): releases a cloud of
mind-affecting or mind-reading spells (e.g.
spores affecting all within a 10’ cube area.
charm, hold, sleep).
• Choking: Save vs death or die within
• Mundane weapon immunity: Only
6 rounds.
harmed by silver weapons or magic.
• Erosion: Wood or leather in contact with
• Damage reduction: Half damage from
the mould will be eaten away.
silver weapons.
• Energy drain: A successfully hit target
permanently loses one experience level (or Zombie
Hit Die). This incurs a loss of one Hit Die Listless, humanoid corpses, reanimated as
of hit points, as well as all other benefits guardians by powerful clerics or wizards.
due to the drained level (e.g. spells, saving
AC 8, HD 2 (9hp), Att 1 × weapon (1d8 or
throws, etc.). A character’s XP is reduced
by weapon), THAC0 18, MV 60’ (20’), SV
to the lowest amount for the new level.
D12 W13 P14 B15 S16 (F1), ML 12, AL
A person drained of all levels becomes a
Chaotic, XP 20, NA 2d4 (4d6), TT None
wraith in one day, under the control of the
wraith that killed him or her. • Guardians: Always attack on sight.
• Initiative: Always lose (no roll).
• Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
47
Open Game License
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All artwork, logos, and presentation are product identity. The 6.Notice of License Copyright: You must update the COPY-
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covered by this License, including translations and derivative any authorized version of this License to copy, modify and
works under copyright law, but specifically excludes Product distribute any Open Game Content originally distributed
Identity. (e) “Product Identity” means product and product line under any version of this License.
names, logos and identifying marks including trade dress; arti- 10 Copy of this License: You MUST include a copy of this
facts; creatures characters; stories, storylines, plots, thematic License with every copy of the Open Game Content You
elements, dialogue, incidents, language, artwork, symbols, Distribute.
designs, depictions, likenesses, formats, poses, concepts, 11. Use of Contributor Credits: You may not market or
themes and graphic, photographic and other visual or audio advertise the Open Game Content using the name of any
representations; names and descriptions of characters, spells, Contributor unless You have written permission from the
enchantments, personalities, teams, personas, likenesses and Contributor to do so.
special abilities; places, locations, environments, creatures, 12 Inability to Comply: If it is impossible for You to comply
equipment, magical or supernatural abilities or effects, logos, with any of the terms of this License with respect to some or
symbols, or graphic designs; and any other trademark or reg- all of the Open Game Content due to statute, judicial order,
istered trademark clearly identified as Product identity by the or governmental regulation then You may not Use any Open
owner of the Product Identity, and which specifically excludes Game Material so affected.
the Open Game Content; (f) “Trademark” means the logos, 13 Termination: This License will terminate automatically if
names, mark, sign, motto, designs that are used by a Contrib- You fail to comply with all terms herein and fail to cure such
utor to identify itself or its products or the associated products breach within 30 days of becoming aware of the breach. All
contributed to the Open Game License by the Contributor sublicenses shall survive the termination of this License.
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, 14 Reformation: If any provision of this License is held to be
edit, format, modify, translate and otherwise create Derivative unenforceable, such provision shall be reformed only to the
Material of Open Game Content. (h) “You” or “Your” means extent necessary to make it enforceable.
the licensee in terms of this agreement.
15 COPYRIGHT NOTICE
2. The License: This License applies to any Open Game
Open Game License v 1.0 © 2000, Wizards of the Coast,
Content that contains a notice indicating that the Open Game
Inc.
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that System Reference Document Copyright 2000, Wizards of
you Use. No terms may be added to or subtracted from this the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip
License except as described by the License itself. No other Williams, based on original material by E. Gary Gygax and
terms or conditions may be applied to any Open Game Con- Dave Arneson.
tent distributed using this License. System Reference Document Copyright 2000-2003, Wizards
3.Offer and Acceptance: By Using the Open Game Content of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
You indicate Your acceptance of the terms of this License. Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
4. Grant and Consideration: In consideration for agreeing
James Wyatt, based on original material by E. Gary Gygax
to use this License, the Contributors grant You a perpetual,
and Dave Arneson.
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content. B/X Essentials: Monsters © 2017 Gavin Norman, author
Gavin Norman.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You END OF LICENSE
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
48
Monsters
Necrotic Gnome
is an old-school publisher specialising in
flesh-warping, dank fungi, neural manipulation,
mossy forests, forbidden rituals, fairy kingdoms,
crystal resonance, and lost pathways.
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