Iron Falcon Monsters r21
Iron Falcon Monsters r21
Chris Gonnerman
Iron Falcon Handbook of Monsters
Copyright © 2019-2022 Chris Gonnerman. All Rights Reserved.
Distributed under the terms of the Open Game License version 1.0a.
See end of book for details.
The author would like to thank the following people for their assistance with this work:
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Monsters Iron Falcon Handbook of Monsters
Monsters
Beasts of Burden
Camel Donkey Horse, Light Horse, Medium
Armor Class 7 7 7 7
Hit Dice 2 2 2 2+1
No. Attacks 1 bite/1 hoof 1 bite 2 hooves 2 hooves/1 bite
Damage 1d2 bite/1d4 hoof 1d2 bite 1d4 hoof 1d6 hoof, 1d3 bite
Move 15" [ 12" ] 12" 24" 12" (Draft) or 18"
(Courser)
Alignment Neutral Neutral Neutral Neutral
No. Appearing Wild 2d4 Wild 2d4 Wild 2d4 N/A
% in Lair None None None None
Morale Normal Normal -1 [ +1 ] -1 [ +1 ]
XP 30 30 30 30
For convenience, animals commonly used to carry Light Horses are the smaller breeds of working
loads and/or characters are listed here together. horses as well as wild horses. These animals are
Such creatures obviously have no treasure. usually ready for useful work by age two. A riding
Camels are known for their ability to travel long horse is not trained for battle, and must check
distances without food or water. The statistics morale at -1 if any fighting is happening around it.
presented here are for the dromedary, or one- Riding horses may not attack while being ridden. A
humped camel, which thrives in warm deserts. A light load for a light horse is up to 2,000 coins; a
dromedary stands about 7 feet tall at the shoulder, heavy load, 4,500 coins. Movement is reduced by
with its hump rising 1 foot higher. The two-humped, half when the horse
or Bactrian, camel is suited to cooler, rocky areas. is loaded over 2,000
It is stockier, slower (speed given in brackets), and coins. A light horse
tougher than the dromedary. A light load for a can pull 5 times as
camel is up to 4,000 coins; a heavy load, up to much as it can
8,000 coins. carry.
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Monsters Iron Falcon Handbook of Monsters
Monster Descriptions
Aerial Servant Alicorn
Armor Class 3 (m) See Unicorn (and Alicorn) on page 146.
Hit Dice 16**
No. Attacks 1 (see below)
Anhkheg
Damage 4d8 Adult Juvenile
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Iron Falcon Handbook of Monsters Monsters
Ant
Large Huge Giant
Armor Class 7 5 3
Hit Dice 1 2 4
No. Attacks – 1 bite –
Damage 1d6 bite 1d10 bite 2d6 bite
Move 12" 15" 18"
Alignment – Neutral –
No. Appearing 4d6, 3d6, 2d6,
Lair 4d10 Lair 4d8 Lair 4d6
% in Lair – 35% –
Treasure – U or special –
Morale Normal on first sighting;
Never after engaged
XP 15 30 75
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Monsters Iron Falcon Handbook of Monsters
Assassin Vine
Armor Class 5
Hit Dice 6
No. Attacks 1 + special
Damage 1d8 + special
Move 2"
Alignment Neutral
No. Appearing 1d4+1
% in Lair 100%
Treasure U
Morale Never checks
XP 300
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Monsters Iron Falcon Handbook of Monsters
Giant badgers are much like their smaller cousins, spectres. They are incorporeal, and thus hit only by
but are 5 to 7 feet in length and can weigh up to magical weapons; as well, banshees are immune
5,000 coins. They are able to burrow into solid rock to electricity (including lightning) and cold attacks.
at half normal speed.
A banshee's normal attack is by means of its chilling
Baluchitherium touch; more fearsome is its wail, which causes all
living creatures within 3" to die unless a saving
Armor Class 5
throw vs. Death Ray is made. A banshee can only
Hit Dice 14 wail once per day, and one will usually reserve this
No. Attacks 2 trample attack until most or all of its opponents are within
Damage 5d4 each trample range. They are so frightful that living creatures
Move 12" who see one must save vs. Wands or flee in fear (as
Alignment Neutral the spell).
No. Appearing 1d4
% in Lair None Basilisk
Treasure None Common Greater
Morale Normal Armor Class 4 3
XP 1,550 Hit Dice 6+1* 8+2**
The baluchitherium is a giant prehistoric animal, the No. Attacks – 1 bite, 1 gaze –
largest land mammal to ever exist. They are Damage 1d10 bite, 1d12 + death
petrify gaze bite,
quadrupeds with somewhat elongated necks.
petrify gaze
Though they are believed to be relatives of the
Move – 6" –
rhinoceros, baluchitheriums are hornless and
Alignment – Neutral –
somewhat less belligerent. Still, a herd, if alarmed
No. Appearing 1d6 1
or threatened, can be very dangerous.
% in Lair 40% 50%
An average adult baluchitherium will be around 24
Treasure F F, K
feet long, 17 feet high at the shoulder, and around
Morale Normal +1
380,000 coins in weight.
XP 525 1,800
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Monsters Iron Falcon Handbook of Monsters
Bear
Black Cave Grizzly (Brown) Polar
Armor Class 6 5 6 6
Hit Dice 4 7 5 6
No. Attacks – 2 claws/1 bite + hug –
Damage 1d4/1d4/1d6 1d8/1d8/2d6 1d4/1d4/1d8 1d6/1d6/1d10
+ 2d6 hug + 2d8 hug + 2d8 hug + 2d8 hug
Move 12" 12" 12" 12"
Alignment – Neutral –
No. Appearing 1d4 1d2 1 1
Wild 1d4 Wild 1d2 Wild 1d4 Wild 1d2
Lair 1d4 Lair 1d2 Lair 1d4 Lair 1d2
% in Lair – 50% –
Treasure – None –
Morale Normal +2 +1 +1
XP 75 500 200 300
Bears attack by rending opponents with their Cave bears are even larger than grizzly bears. They
claws, dragging them in and biting them. If a bear are ferocious killers, attacking almost anything of
hits with a claw and the roll is a natural 19 or better, equal or smaller size.
it has hugged its opponent, doing additional
Grizzly bears (also called brown bears) are massive
damage as given for each specific bear type. A
carnivores weighing more than 18,000 coins and
hug can only be employed against opponents of
standing nearly 9 feet tall when they rear up on
the bear's own size or smaller. All bears are very
their hind legs. They are bad-tempered and
tough to kill, and are able to move and attack for
territorial.
one round after losing all hit points.
Polar bears are long, lean carnivores are slightly
The black bear is a forest-dwelling omnivore that
taller than grizzly bears, and just as hostile. They are
usually is not dangerous unless an interloper
found in the icy wastes of the furthest northern
threatens its cubs or food supply. Black bears may
territories.
actually be pure black, blond, or cinnamon in
color. They are rarely more than 5 feet long.
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Iron Falcon Handbook of Monsters Monsters
Giant beavers are huge versions of the ordinary Giant bombardier beetles have red head and
aquatic mammal, often found in "lost world" areas. thorax sections and black abdomens. They are 3
They are not normally aggressive but will defend to 4 feet long. In combat, a giant bombardier
their lairs, dams, and family, with powerful bites beetle bites opponents in front of it, and sprays a
from their 5 inch long incisors. They are surprisingly cone of very hot and noxious gases from a nozzle in
intelligent and will collect valuable items, though the rearmost tip of the abdomen. This toxic blast
they rarely learn to use magic items of any sort. causes 2d6 points of damage to all within a cone
1" long and 1" wide at the far end (a save vs. Death
Bee, Giant Ray for half damage is allowed). A giant
bombardier beetle can use this spray attack up to
Armor Class 7
five times per day, but no more often than once
Hit Dice ½* (1d4 hit points)
per three rounds. Faced with opponents attacking
No. Attacks 1 sting
from just one direction, a giant bombardier beetle
Damage 1d4 + poison may choose to turn away and use the spray attack
Move 3" Fly 15" rather than biting.
Alignment Neutral
Giant bombardier beetles, like most beetles, have
No. Appearing 1d6, Wild 1d6, Lair 5d6
more or less the same visual acuity in all directions,
% in Lair 25%
and thus suffer no penalty to Armor Class when
Treasure Special
attacked from behind.
Morale Normal
XP 11
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Monsters Iron Falcon Handbook of Monsters
Beetle, Giant Boring acuity in all directions, and thus suffer no penalty to
Armor Class when attacked from behind.
Armor Class 3
Hit Dice 5
No. Attacks 1 bite Beetle, Giant Oil
Damage 2d10 Armor Class 4
Move 6" Hit Dice 2*
Alignment Neutral No. Attacks 1 bite + spray (see below)
No. Appearing 1d8, Wild 2d6, Lair 3d6 Damage 2d4 bite, special spray (see below)
% in Lair 40% Move 12"
Treasure None Alignment Neutral
Morale Normal No. Appearing 1d8, Wild 2d6, Lair 2d6
XP 200 % in Lair 25%
Treasure None
Giant boring beetles eat rotting wood, and thus
Morale Normal
are found in huge trees and similar places, or in
XP 40
underground tunnels where tree roots are available
for food; they can also eat giant mushrooms or Giant oil beetles are about 3 feet long, and are
other megafungi that might be found in often found burrowing in soil or roaming dungeon
subterranean environments. Unlike other beetles, corridors. Their eyes are arranged on the sides of
boring beetles operate almost like a hive or their heads such that they can see perfectly well
collective, and any attack against one individual is behind them as well as in front, negating any
likely to attract all others within 18". normal bonus for attacking from behind.
In addition to its bite, a giant oil beetle can attack
Beetle, Giant Fire with a spray of oil from its abdomen; this can only
Armor Class 4 be applied to opponents within 5 feet of the back
Hit Dice 1+2 of the beetle, and an attack roll is needed to hit.
No. Attacks 1 bite Living creatures hit by this spray suffer a penalty of
Damage 2d4 -2 on all attack rolls for 24 hours due to painful
Move 12" blisters inflicted by the irritating oil. A cure light
Alignment Neutral wounds spell may be used to remove this effect,
but if so used the spell does not also restore hit
No. Appearing 1d8, Wild 2d6, Lair 2d6
points to the victim.
% in Lair 20%
Treasure None
Morale Normal
XP 15
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Iron Falcon Handbook of Monsters Monsters
Giant rhinoceros beetles are the largest of the Giant tiger beetles are predatory monsters around
giant beetles, being between 10 and 14 feet long. 5 feet long, with dark brown carapaces having
They have brown or grey carapaces and huge lighter brown striped or spotted patterns.
horns, from which they get their name. They attack
They are fast runners, depending on speed to run
with their horn or by trampling opponents (but
down prey, and they willingly prey on any creature
cannot apply both attacks to one opponent in the
of man size or smaller. Like most beetles, giant tiger
same round, nor can they trample large-sized
beetles have more or less the same visual acuity in
creatures). They are territorial and thus prone to
all directions, and thus suffer no penalty to Armor
attack any interlopers.
Class when attacked from behind.
Beetle, Giant Stag Beetle, Giant Water
Armor Class 3
Armor Class 3
Hit Dice 7
Hit Dice 4
No. Attacks 1 bite
No. Attacks 1 bite
Damage 2d6 bite (female) or
Damage 3d6 bite
2d12 bite (male)
Move 3" Fly 12"
Move 6"
Alignment Neutral
Alignment Neutral
No. Appearing 1d12
No. Appearing 1d12
% in Lair None
% in Lair None
Treasure None
Treasure None
Morale Normal
Morale Normal
XP 75
XP 500
These round-bodied beetles are found in bodies of
These creatures are serious pests that greedily
fresh water of at least 30 feet deep, preferring lakes
devour cultivated crops. A single beetle can strip
or slow-moving rivers. They are always hungry and
an entire farm in short order. An adult giant stag
are attracted by vibrations or noise.
beetle is about 10 feet long. Stag beetles are so
called because the huge mandibles of the males
resemble the antlers of a stag.
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Monsters Iron Falcon Handbook of Monsters
Black Pudding
Small Medium Large Huge
Armor Class 8 7 6 5
Hit Dice 2*-4* 5*-7* 8*-9* 10*-11*
No. Attacks – 1 pseudopod –
Damage 2d6 3d6 3d8 3d8
Move 6" 6" 6" 6"
Alignment – Neutral –
No. Appearing 1d4 1d2 1 1
% in Lair – None –
Treasure – None –
Morale – Never checks –
XP * 2 HD: 40 5 HD: 325 8 HD: 1,250 10 HD: 1,800
3 HD: 80 6 HD: 525 9 HD: 1,650 11 HD: 1,975
4 HD: 140 7 HD: 900
A black pudding is an amorphous creature that attacking any creatures they encounter. They
lives only to eat. These monsters inhabit attack by lashing out with pseudopods; their entire
underground areas throughout the world, scouring body exudes acid, which is the source of the
caverns, ruins, and dungeons in search of organic damage their attacks cause.
matter, living or dead. They are unintelligent,
Neither weapons nor lightning bolts will harm a
black pudding, instead splitting the creature into
two identical puddings, each having half of the
original’s hit dice (round up) and current hit points
(round down). A 2 hit die pudding will not divide
further, but is still unaffected by lightning and
weapons. All other attack forms will work normally.
A black pudding's acid will destroy wood swiftly
and corrode away metal a bit more slowly; gold,
however, is completely resistant to it.
Black puddings gain 1 hit die for every 8 hit dice of
living creatures they consume. They reproduce by
division; any black pudding that achieves 12 hit
dice immediately divides into 1d4+1 more-or-less
equal-sized puddings. Of course, as noted,
attacking a black pudding with normal weapons or
lightning will immediately split the monster if
possible.
When awarding XP for black puddings, use the
monster's original XP value(s) rather than adding up
the XP of any "child" puddings created by
attacking adventurers. For example, if a party of
adventurers encounter a single 8 hit die black
pudding, and before defeating it they manage to
split it in two, award 1,250 XP total rather than 280
(the XP for two 4 hit die puddings).
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Monsters Iron Falcon Handbook of Monsters
Brownie Bugbear
Armor Class 3 Armor Class 5
Hit Dice ½** Hit Dice 3+1
No. Attacks 1 dagger No. Attacks 1
Damage 1d4 Damage 2d4
Move 12" Move 9"
Alignment Lawful Alignment Chaotic
No. Appearing 1d6 Lair 2d8 No. Appearing 5d4
% in Lair 20% % in Lair 30%
Treasure O, P, Q Treasure B
Morale Normal Morale Normal
XP 12 XP 50
Brownies are small fey humanoids, typically 1 to 2 Bugbears are large goblin-like creatures, with dull
feet in height. They are homely in appearance, orange skin liberally covered in darker orange hair.
having pointed ears as do most fey, and they dress They have short, thick necks and large, oddly round
in plain clothing. Brownies can be mischievous or heads. Though apparently ungainly, they move
helpful, depending somewhat on how they are very quietly, surprising on a roll of 1-3 on 1d6.
treated, though they are capricious and may still
Like other goblinoids, they see well in the darkness,
prove uncooperative. They live in hollow trees, in
having Infravision with a 6" range, and they are
burrows underground, or sometimes in the spaces
similarly uncomfortable in bright light, suffering
underneath human dwellings (or even within the
penalties of -1 on attack rolls in full daylight
walls, if possible).
conditions. They are more ferocious than other
Brownies prefer not to fight, using their various goblinoids, however, and suffer no penalty to
magical powers instead, but a brownie will never morale even in daylight.
willingly go out without a wickedly sharp knife at
hand. Once per day each one can cast
protection from evil, continual light, dimension door
(affecting only itself), mirror image, and confusion,
all as if by a 9th level caster; furthermore, a brownie
can use ventriloquism (as the spell) at will.
They are stealthy, able to move silently and hide in
shadows as if a 9 th level thief, and most have 18
Dexterity (with all the bonuses that apply). They are
also somewhat resistant to magic, receiving the
same saving throws as an elf.
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Monsters Iron Falcon Handbook of Monsters
Centaur Cheetah
Armor Class 5 Armor Class 6
Hit Dice 4 Hit Dice 2
No. Attacks 2 hooves/1 weapon No. Attacks 2 claws/1 bite
Damage 1d6 each hoof, Damage 1d4/1d4/2d4
weapon by type or 1d6 Move 30"
Move 15" Unarmored 18" Alignment Neutral
Alignment Neutral No. Appearing Wild 1d3, Lair 1d3
No. Appearing 2d10 % in Lair None
% in Lair 5% Treasure None
Treasure A1 Morale Normal
Morale Normal XP 30
XP 75
A Cheetah is a large (about 1,000 coins) cat
A centaur is a creature having the body of a horse capable of reaching up to 75 miles per hour when
with the torso of a human where the horse's head running; they are among the very fastest land
would normally be. A centaur is as big as a heavy animals. One hunts alone or in small groups
horse, but much taller and slightly heavier. They (usually composed of siblings). It will rarely attack
are generally armed with clubs, lances, and bows, humans unless compelled to do so, but a female
though if swords are available they will naturally will ferociously defend her young.
prefer them.
Centaurs are naturally very intelligent, and will use Chimera
good tactics in battle; against opponents who do Armor Class 4
not have missile weapons, centaurs will often circle Hit Dice 9*
their foes at a distance while firing arrows at them, No. Attacks 2 claws/3 heads
using their greater mobility to their advantage.
Damage 1d3 per claw/1d4 horn (goat
head) / 2d4 bite (lion head) / 3d4
Centipede, Giant bite or breath (dragon head)
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Iron Falcon Handbook of Monsters Monsters
Couatl
Armor Class 5
Hit Dice 9*
No. Attacks 1 bite/1 constrict or special
Damage 1d4 bite, 2d4 constrict
Move 6" Fly 18"
Alignment Lawful
No. Appearing 1d4
% in Lair 10%
Treasure B, I
Morale Normal
XP 1,650
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Iron Falcon Handbook of Monsters Monsters
Deceivers are greenish-black catlike monsters with Deer, Huge Prehistoric (Irish Deer)
thick serpents extending from their shoulders. All See Herd Animal on page 69
three of the monster's mouths can bite, though the
smaller serpent heads do not do as much damage.
Demon
The real danger of the Deceiver is its power of See Infernals on page 72.
displacement, which causes the monster's
apparent location to shift around constantly over a
Devil
range of 3' from the monster's true location. This is a
See Infernals on page 72.
Dinosaur, Allosaurus
Armor Class 5
Hit Dice 15
No. Attacks 2 claws/1 bite
Damage 1d4 claw, 4d6 bite
Move 15"
Alignment Neutral
No. Appearing 1d4
% in Lair None
Treasure None
Morale Normal
XP 1,700
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Monsters Iron Falcon Handbook of Monsters
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
Teratosaurs are not properly dinosaurs, but rather A triceratops is a three-horned herbivorous
simply gargantuan lizards 20 or so feet in length; dinosaur, the most recognizable member of the
they resemble long-legged crocodiles with short, ceratopsian family of dinosaurs. Like all members
heavy snouts. Teratosaurs are fierce predators of the family, the triceratops has an armored frill
found in plains areas, where they lie in wait in the protecting its head; the armor class of the
tall grass until prey comes near, at which point they triceratops depends on whether the attacker is in
spring out and attack, surprising on 1-3 on 1d6. front of the creature, or behind or beside it.
They are swift runners but lack stamina, able to
They are aggressive toward interlopers, attacking
maintain full speed for only about 6 rounds before
anyone who might appear to be a threat. These
being obliged to move at half speed until they can
creatures are about 25 feet long and weigh about
rest.
200,000 coins. A triceratops will usually attempt to
trample smaller opponents. Up to two adjacent
Dinosaur, Trachodon man-sized or up to four smaller opponents may be
See Dinosaur, Edmontosaurus on page 26 trampled simultaneously; the triceratops rolls a
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
Djinn Like most creatures from the Plane of Air, djinn are
unaffected by any form of wind, whether normal or
Armor Class 5 (m)
magical, as well as normal cold or ice. Magical
Hit Dice 7+1**
cold or ice attacks inflict only half damage.
No. Attacks 1
Damage 2d8 Djinn and efreet are natural enemies; a djinni will
Move 9" Fly 24" generally seek to avoid confrontation with an
Alignment Lawful efreeti, knowing that the efreeti is more powerful,
but if the odds appear to be in the djinni's favor it
No. Appearing N/A
may attack.
% in Lair None
Treasure None They have a number of magical abilities which they
Morale Normal may use as desired:
XP 1,300 Become invisible (as the spell) at will.
Djinn (singular djinni) are powerful, intelligent Assume gaseous form (as the potion) at will,
manlike creatures from the Elemental Plane of Air. changing between forms in either direction
They fly naturally and with the highest degree of instantly.
control, as befits creatures of air, and can carry
Create food and drink as the spells create food
6,000 coins in weight without loss of speed.
and create water, with the added feature that the
food created will be attractive and palatable, and
instead of ordinary water they may create wine.
Create objects up to 4,000 coins in weight per day.
Objects of soft materials are permanent, while any
type of stone or metal lasts only a single day.
Create illusions of high quality which persist without
need of further attention from the djinni.
Assume the form of a whirlwind which is functionally
identical to an air elemental's whirlwind, 3" tall and
having a 1" diameter at the base and 2" at the top.
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Monsters Iron Falcon Handbook of Monsters
Dolphin
Armor Class 5
Hit Dice 2+2
No. Attacks 1 bite
Damage 2d4
Move Swim 30"
Alignment Lawful
No. Appearing 2d10
% in Lair None
Treasure None
Morale Normal
XP 30
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
Blue dragons favor deserts and other dry lands. A Brass dragons favor sandy deserts. A brass dragon
blue dragon's breath weapon is a line of lightning has a choice of two different sorts of breath
½" wide by 10" long. weapon: a cloud of fear gas 4" wide and 5" long,
and a cone of sleep 7" long and 2" wide at the
A blue dragon has a 30% chance of being found
base. Note that these effects apply to characters
asleep in its lair, typically an underground chamber
or creatures of all levels. A creature affected by
such as a cave. Blue dragons particularly favor
either breath weapon may save vs. Dragon Breath
cliffside caverns in "badlands" areas.
to resist, with a penalty of -3 if the dragon is of
They have a 70% chance of speaking, and a average size or -6 if the dragon is large.
speaking blue dragon has a 15% chance of being
A brass dragon has a 55% chance of being found
able to use magic. Magic-using blue dragons can
asleep in its lair, typically an underground chamber
cast spells as follows:
such as a cave.
Level
They have a 35% chance of speaking, and a
Age Category 1 2
speaking brass dragon has a 10% chance of being
3 1 –
able to use magic. Magic-using brass dragons can
4 2 1
cast spells as follows:
5 2 2
Level
6 3 2
Age Category 1 2
7 3 3
3 1 –
8 4 3
4 2 –
5 2 1
6 2 2
7 3 2
8 3 3
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Monsters Iron Falcon Handbook of Monsters
Bronze dragons prefer to live by the sea. A bronze Copper dragons like it hot and dry, and will be
dragon has a choice of two different sorts of found in the warmest, driest place available. A
breath weapon: a line of lightning ½" wide by 10" copper dragon has a choice of two different sorts
long, and a field of repulsion affecting all within a of breath weapon: a line of acid ½" wide by 7"
3" square area in front of the dragon; this effect long, with the usual save vs. Dragon Breath for half
pushes all creatures who fail their save vs. Spells damage, and a cloud 4" wide by 4" long which
(not Dragon Breath) back 3". A creature affected slows (as the spell) up to 3d6 creatures, again with
by the lightning breath weapon may save vs. a save vs. Dragon Breath to resist this effect.
Dragon Breath for half damage as usual.
A copper dragon has a 50% chance of being
A bronze dragon has a 30% chance of being found found asleep in its lair, usually in a relatively shallow
asleep in its lair, typically a cliffside cave or ruined and well-ventilated cavern which permit the hot
castle overlooking the sea. breezes to enter. A copper dragon's lair will often
include a sun-drenched space just outside the
They have a 65% chance of speaking, and a
entrance where the dragon can sun itself.
speaking bronze dragon has a 50% chance of
being able to use magic. Bronze dragons who They have a 50% chance of speaking, and a
have the power of speech can transform speaking copper dragon has a 25% chance of
themselves (as the spell polymorph self) into the being able to use magic. Magic-using Copper
form of any normal animal at will. dragons can cast spells as follows:
Magic-using bronze dragons can cast spells as Level
follows: Age Category 1 2 3
Level 3 1 – –
Age Category 1 2 3 4 4 2 1 –
3 1 – – – 5 2 2 1
4 2 1 – – 6 2 2 2
5 2 2 1 – 7 3 2 2
6 3 2 2 1 8 3 3 2
7 3 3 2 2
8 4 3 3 2
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Iron Falcon Handbook of Monsters Monsters
Gold dragons are at home in any sort of terrain, but Green dragons are generally found living in the
often live near the territories of humans and elves. forest. A green dragon's breath weapon is a cloud
A gold dragon has a choice of two different sorts of of poisonous gas 5" wide and 4" long.
breath weapon: a cone of fire 9" long and 3" at the
A green dragon has a 40% chance of being found
base, and a cloud of poisonous gas 5" wide and 4"
asleep in its lair. Unlike other dragons, a green
long.
dragon will sometimes lair in a "nest" it has
A gold dragon has only a 10% chance of being constructed for itself in the darkest, thickest part of
found asleep in its lair. the forest.
All gold dragons speak and use magic. Gold They have a 55% chance of speaking, and a
dragons can transform themselves into human form speaking green dragon has a 10% chance of being
at will. They cast spells as follows: able to use magic. Magic-using green dragons
can cast spells as follows:
Level
Age Category 1 2 3 4 5 6 Level
2 1 – – – – – Age Category 1 2
3 2 1 – – – – 3 1 –
4 2 2 1 – – – 4 2 1
5 3 2 2 1 – – 5 2 2
6 3 3 2 2 1 – 6 2 2
7 4 3 3 2 2 1 7 3 2
8 4 4 3 3 2 2 8 3 3
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Monsters Iron Falcon Handbook of Monsters
Red dragons prefer to live in rocky, mountainous Though they live in the water and are somewhat
areas, high above all other creatures (whom they adapted to it, Sea Dragons still must breathe air,
view as prey). A red dragon's breath weapon is a similar to dolphins or whales. A Sea Dragon may
cone of fire 9" long and 3" at the base. hold its breath up to three turns while swimming or
performing other moderate activity.
A red dragon has only a 20% chance of being
found asleep in its lair, generally a cavern deep The breath weapon of a sea dragon is a cloud of
within a mountain. steam 4" wide and 5" long; they are immune to
damage from non-magical steam (including the
They have an 85% chance of speaking, and a
breath weapon of another sea dragon), and suffer
speaking red dragon has a 15% chance of being
only half damage from magical steam attacks.
able to use magic. Magic-using red dragons can
cast spells as follows: A sea dragon's feet are webbed and its tail is short,
flat and broad; for this reason, sea dragons do not
Level
have a tail attack. Young sea dragons are light
Age Category 1 2 3
bluish-gray in color (similar to dolphins), darkening
3 1 – –
to a deep slate color in older individuals.
4 2 1 –
5 2 2 1 A sea dragon has a 40% chance of being found
asleep in its lair, generally a submerged cave
6 3 2 2
which holds a substantial amount of air.
7 3 3 2
8 4 3 3 They have a 65% chance of speaking, and a
speaking sea dragon has a 15% chance of being
able to use magic. Magic-using sea dragons can
cast spells as follows:
Level
Age Category 1 2
3 1 –
4 2 1
5 2 2
6 2 2
7 3 2
8 3 3
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Iron Falcon Handbook of Monsters Monsters
Silver dragons live in the loftiest places, high on White dragons live only in the coldest areas, in the
mountain tops or even in the very clouds. A silver frozen northlands or above the snowline. A white
dragon has a choice of two different sorts of dragon's breath weapon is a cone of cold 8" long
breath weapon: a cone of cold 8" long and 3" at and 3" at the base.
the base, and a cloud of poisonous gas 5" wide
A white dragon has a 60% chance of being found
and 4" long.
asleep. They have only a 25% chance of speaking,
A silver dragon has only a 15% chance of being and a speaking white dragon has a 5% chance of
found asleep in its lair. being able to use magic. Magic-using white
dragons can cast spells as follows:
They have an 80% chance of speaking, and a
speaking silver dragon has a 75% chance of being Level
able to use magic. Those who can use magic are Age Category 1
also able to transform themselves into human form 4 1
at will. Magic-using silver dragons can cast spells as 5 1
follows: 6 2
Level 7 2
Age Category 1 2 3 4 5 8 3
3 1 – – – –
4 2 1 – – –
5 2 2 1 – –
6 3 2 2 1 –
7 3 3 2 2 1
8 4 3 3 2 2
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
calling in allies such as sprites or pixies if any live sees and hears directly with its new master. The
nearby. referee should treat this relationship as being similar
to the character having hired a retainer; the
Pseudo-Dragons resemble small red dragons
pseudo-dragon must be made to feel respected
almost completely, but instead of a breath
and valuable, and while it will not necessarily take
weapon a pseudo-dragon has a wyvern-like stinger
a share of treasure, it will be very interested in any
at the end of its tail. One has a body about 1 foot
magical items it is capable of using.
long and a 2 foot tail, and weighs about 70 coins.
The creature attacks with a combination of its bite Dragonne
and its stinger; like a true dragon, a pseudo-dragon
Armor Class 2 head, 6 body
has a serpentine neck and tail that allows it to
Hit Dice 9*
direct its attacks at any adjacent creatures. The
stinger attacks at a bonus of +4 to hit, and any No. Attacks 2 claws/1 bite or roar
living creature struck by it must save vs. Poison or Damage 1d8 claw, 3d6 bite or special
become cataleptic (paralyzed and unconscious, Move 15" Fly 9"
and appearing dead) for 1d4 days plus 2d12 hours. Alignment Neutral
Further, if the victim remains in this state too long, it No. Appearing 1
will actually die; roll 2d4, with the result indicating % in Lair 35%
how many full days the victim remains alive. If the Treasure B, S, T
result is less than or equal to the 1d6 roll above, the Morale +1
victim will obviously die on the day rolled. XP 1,650
Neutralize poison may be used to remove the
catalepsy before the duration has expired. A dragonne is a strange monster resembling a cross
between a lion and a dragon; their scaly bodies
Though normally red in color, a pseudo-dragon
may be any dragon color, though a majority are
can change its skin color to resemble its
brass-colored. A dragonne possesses huge claws
surroundings, granting it the ability to become 80%
and fangs, and large eyes, usually the color of its
unnoticeable as long as it holds still. When
scales. A dragonne is about 12 feet long and
encountered in this state the pseudo-dragon
weighs about 7,000 coins.
surprises on 1-4 on 1d6.
Dragonnes are intelligent creatures; all speak the
Pseudo-dragons can see invisible objects normally,
languages of Dragons and Sphinxes, and 45% also
a significant advantage as their natural enemies
speak either Common or Elvish.
include pixies, sprites, and fairy dragons. They gain
a special bonus of +4 on all saving throws vs. any A dragonne’s wings are useful only for short flights,
kind of magic directed at them, but gain no lasting at most 1d3 turns, and they cannot carry
resistance or immunity to area-effect damaging any significant load while flying. Nevertheless, it
spells such as fireball or ice storm. Finally, they can uses its wings effectively in battle. If opponents
communicate by means of a form of telepathy attempt to charge or encircle it, the dragonne
with any living creature within 24". simply takes to the air and finds a more defensible
position.
Though normally shy and reclusive, pseudo-
dragons sometimes attach themselves to other The dragonne's most fearful ability is its devastating
creatures or characters. A reaction roll of 13 or roar, which can be used once every 1d4 rounds.
higher (which obviously requires a bonus) may All creatures except dragonnes within a 12" radius
cause the creature to offer its services to must save vs. Paralyzation or suffer a temporary loss
whomever it has taken a liking to, but some of 1d4 points of Strength (minimum 3) for 2d6
additional inducement must be offered before the round. Those within 3" also suffer deafness for the
deal is done. When such a bond is formed, the same period of time, with no saving throw allowed.
pseudo-dragon gains the ability to share what it
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Monsters Iron Falcon Handbook of Monsters
44
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45
Monsters Iron Falcon Handbook of Monsters
the eel and each victim. Those within 5 feet suffer Efreet
3d8 points of damage; those within 10 feet, 2d8
Armor Class 3 (m)
points of damage; within 15 feet, 1d8 points of
Hit Dice 10**
damage. A successful saving throw vs. Death Ray
No. Attacks 1
reduces damage by half, but those failing the
Damage 3d8
saving throw are also stunned (unable to move) for
2d4 rounds. Creatures beyond 15 feet may feel Move 9" Fly 24"
the electricity but will not be damaged by it. Alignment Chaotic
Electric eels are not themselves affected by No. Appearing N/A
electrical attacks. % in Lair None
Treasure None
Giant Eels are simply gigantic versions of ordinary
Morale Normal
eels; the most common are giant moray eels, but
the referee may choose any sort of eel to increase XP 2,550
to giant sized. A typical giant eel is 12 feet long The efreet (singular efreeti) are powerful, intelligent
and weighs 3,750 coins. Giant eels are most manlike creatures from the Elemental Plane of Fire.
commonly found in salt water, but fresh water An efreeti stands about 12 feet tall and weighs
versions are known to exist. about 20,000 coins. Efreet love to mislead,
Weed Eels are a specific variety of venomous eels befuddle, and confuse their foes. They do so for
which have excellent natural camouflage; indeed, enjoyment as well as for tactical advantage.
a group of weed eels looks very much like a bunch As they are elemental beings from the Plane of Fire,
of seaweed due to their "shaggy" scales and efreet do not suffer damage from either normal or
coloration. An individual weed eel is around 5 feet magical fire.
long and weighs about 300 coins. Weed eels
surprise on 1-5 on 1d6 due to their camouflage, Djinn and efreet are natural enemies; an efreeti will
and will lie in wait for potential victims to move attack a djinni if the efreeti believes it has a good
close enough to attack. The bite of a weed eel will chance of success in slaying it.
kill any living creature that fails a save vs. Poison.
Colonies of weed eels live in chaotic networks of
tunnels with multiple "holes" or entrances arranged
in clusters, and by extending themselves from these
holes they complete the illusion of being just a
patch of weeds.
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Iron Falcon Handbook of Monsters Monsters
They fly naturally and can carry 10,000 coins in elementals. The hit dice of an elemental depends
weight without loss of speed. In addition, they on the type, as follows:
have a number of magical abilities:
Type Hit Dice
Transform into smoke at will, changing between Staff 8
forms in either direction instantly. This is similar to Device 12
the effect of the potion of gaseous form, save that Conjured 16
the smoke remains visible.
Create illusions of high quality which persist without The summoner of an elemental must concentrate
need of further attention from the efreeti. on it to control it, and may take no other action,
including attacking, being attacked, or moving, or
Create a wall of fire, as the spell, as if cast by a 10 th control will be lost. Once control is lost, it cannot
level Magic-User. be regained, and the uncontrolled elemental will
Finally, an efreeti may assume the form of a fire move directly toward the summoner and attack.
elemental, and while in that form may act exactly Elementals must be summoned from a large
as an ordinary fire elemental would. quantity of the appropriate natural material. For
example, air elementals require a large quantity of
Elementals air (so small underground spaces will not support
The Iron Falcon rules present elementals the summoning of one); earth elementals require
conforming to the classical elements of European access to natural earth or stone (and worked stone
tradition, specifically air, earth, fire, and water. such as the stone walls of a castle will not work); fire
Asian traditions include a different group: fire, elementals require a large fire such as a bonfire;
earth, metal, water, and wood. This book presents and water elementals require access to a
the full range needed for either tradition, and to substantial body of water, at the very least a river
those types are added cold and lightning or lake (small streams and artificial pools will not
elementals for those who wish to be less traditional. work). Finally, when an elemental is summoned, no
As always, the referee decides what sort of other elemental of the same type may be
monsters appear in his or her world. summoned in the same day within a radius of 100
miles of the location.
Each type of elemental may be summoned to the
material plane by means of one of three different Non-magical weapons cannot harm an elemental.
methods: Attacks made by an elemental should be
considered magical for purposes of determining
Conjured by the 5th level Magic-User spell conjure
how much damage creatures resistant to the
elemental; or,
elemental's attack form should suffer.
Summoned by means of a magical staff; or,
Generally, elementals are immune to both normal
Summoned by a device (as given in the and magical forms of their own attack form. Most
Miscellaneous Magic subsection of the Treasure are more susceptible to attacks from one or two
section of the Iron Falcon rules, specifically the Bowl specific other types of elemental; this is noted in the
Commanding Water Elementals, the Brazier text for each type.
Commanding Fire Elementals, the Censer
Controlling Air Elementals, and the Stone
Controlling Earth Elementals). Devices to summon
the other elementals may be created by the
referee, using the existing devices as models.
These three types of elementals are quite
reasonably called staff, device, and conjured
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Monsters Iron Falcon Handbook of Monsters
48
Iron Falcon Handbook of Monsters Monsters
49
Monsters Iron Falcon Handbook of Monsters
50
Iron Falcon Handbook of Monsters Monsters
Fairy Dragon
See Dragonet on page 42.
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Monsters Iron Falcon Handbook of Monsters
52
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Monsters Iron Falcon Handbook of Monsters
Fish, Giant Prehistoric (Dinichthys) but normally cannot employ both attacks in a
single round. Flightless birds are often ill-tempered.
Armor Class 7
Hit Dice 10
No. Attacks 1 bite Fly, Giant
Damage 2d10 bite Armor Class 6
Move Swim 21" Hit Dice 2
Alignment Neutral No. Attacks 1 bite
No. Appearing 1d4 Damage 1d8
% in Lair None Move 9" Fly 18"
Treasure None Alignment Neutral
Morale Normal No. Appearing 1d6, Wild 2d6
XP 1,050 % in Lair None
Treasure None
These giant prehistoric fish which are capable of
Morale Normal
swallowing prey of medium size or smaller whole
XP 30
with a natural 20 on the attack die, and creatures
who are swallowed suffer an additional 2d4 points Giant flies look much like ordinary houseflies, but
of damage automatically each round from acid are about 3' long. Some are banded yellow and
(most will die of this long before suffocation black, and are thus mistaken for giant bees. Giant
becomes an issue). Only the smallest weapons flies are predators; after killing prey, they will
(such as daggers, for example) can be used by a sometimes lay eggs in the remains.
swallowed creature, but on the other hand a
dinichthys has an armor class of just 9 on the inside. Frog, Giant (and Toad, Giant)
Large Huge Giant
Flightless Bird Armor Class 7 7 6
Rhea Emu Ostrich Hit Dice 1 2 3*
Armor Class 6 7 7 No. Attacks – 1 bite or 1 tongue –
Hit Dice 1 2 3 Damage 1d6 bite 1d8 bite 1d10 bite
No. Attacks – 1 bite or 1 kick – Move 3" Leap 6" 3" Leap 12" 3" Leap 18"
Damage 1d4 bite or 1d4 bite or 1d6 bite or Swim 9" Swim 9" Swim 9"
1d6 kick 1d8 kick 2d4 kick Alignment – Neutral –
Move 15" 18" 18" No. Appearing 3d10 2d10 1d10
Alignment – Neutral – % in Lair – None –
No. Appearing 2d10 2d8 2d6 Treasure – None –
% in Lair – None – Morale – Normal –
Treasure – None – XP 15 30 80
Morale – Normal –
XP 15 30 50
Giant frogs (and their cousins the giant toads) are
merely enlarged versions of the normal animals.
Flightless birds are those birds which, obviously, do They prefer prey that is smaller than they are, and
not fly. The statistics given above are for those so will generally avoid attacking man-sized
modern varieties large enough to threaten creatures; however, dwarves, halflings, and similar
adventurers. For prehistoric flightless birds, please smaller humanoids will be pursued as prey, and of
look up Terror Birds on page 138. course a giant frog will generally fight if attacked.
In general, flightless birds are found in flocks. They
attack by means of either a bite or a powerful kick,
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Iron Falcon Handbook of Monsters Monsters
Giant frogs and toads have natural camouflage, Frog, Giant Killer
surprising on a roll of 1-4 on 1d6 in their native
Armor Class 8
surroundings.
Hit Dice 2
A giant frog or toad will be about 2' long per hit No. Attacks 2 claws, 1 bite
die, and will have a tongue three times that length. Damage 1d4 claw, 1d4 bite
The creature's tongue can flick out of its mouth up Move 3" Leap 12" Swim 12"
to that range, and on a successful hit the victim is Alignment Neutral
stuck fast. On the animal's next turn it will draw in
No. Appearing 3d6
the victim (or pull itself to the victim, if the victim is
% in Lair None
substantially heavier than the giant frog) and hit
Treasure None
automatically with its bite. It can continue biting
Morale +1
every round in this way. However, in the time
between hitting with the tongue and drawing in XP 30
the victim, its tongue is vulnerable. Treat it as AC 9 Giant killer frogs are not as big as the more normal
for purposes of hitting, and if the giant frog suffers sort, but are more vicious. They are only about 1 to
any injury to its tongue it will release its prey 1½ feet in length, and are not able to use their
immediately, as of course it will if it fails a morale tongues to ensnare prey; rather, they use their
check. sharp talons and teeth. Due to their camouflage
A giant frog's leaping move allows it to cross up to markings they surprise on 1-3 on 1d6. An entire
3" per hit die horizontally or down, or up to about a group of these nasty amphibians will attack en
30 degree angle upward, but only in a straight line. masse, seeking to overwhelm their victims with
Movement downward will incur falling damage sheer numbers.
unless the animal is able to leap into water, for
which reason leaping downward is rarely done. Frog, Giant Poisonous
The largest giant frogs are able to swallow large Armor Class 8
prey whole. Any natural attack roll of 19 or 20 Hit Dice 1*
which hits a small-sized creature (such as dwarves No. Attacks 1 bite
or halflings) will have such a result. Swallowed Damage 1 point plus poison bite
victims will suffer 2d4 points of damage per round Move 3" Leap 6" Swim 9"
thereafter until dead or freed from the frog; the Alignment Neutral
latter generally requires killing the animal. No. Appearing 2d6
A swallowed victim may attack from inside if he or % in Lair None
she has a dagger; the interior of a giant frog is Treasure None
treated as Armor Class 9. Morale Normal
Giant toads are statistically similar to giant frogs, XP 20
but they may be found in any dark, moderately Giant poisonous frogs are very similar in
damp place, whereas giant frogs will never be appearance to the more normal sort, save for their
found far from water. bright coloration; though it varies by species, they
may be marked in splotches or stripes of red,
yellow, or blue, sometimes combined with black or
white. They are the smallest sort of giant frog,
being around a foot or so in length.
They lack both the tongue attack of the more
common giant frogs as well as the vicious talons of
the killer variety. Instead, their skin secretes a toxin
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
Gas Spore
Armor Class 9
Hit Dice ½*
No. Attacks 1 touch or special
Damage See below
Move Fly 3"
Alignment Neutral
No. Appearing 1d4
% in Lair None
Treasure None
Morale Never checks
XP 11
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Monsters Iron Falcon Handbook of Monsters
they have no minds to speak of they are immune Like most incorporeal creatures, ghosts may
to sleep and charm magics. normally be hit only by magical weapons.
However, if a ghost makes use of its touch attack, it
Any treasure in the possession of a gelatinous cube
becomes vulnerable to non-magical weapons until
will be encased within its body; it will be necessary
the beginning of the next round of combat.
to kill the monster to retrieve it. When generating
treasure for a gelatinous cube, omit or reroll items Lost Constitution can be regained at a rate of one
that the cube would naturally destroy. point per casting of restoration; nothing else
(except a wish) can restore Constitution lost to a
Ghost ghost. If a character's Constitution falls to 0, he or
she dies permanently and cannot be raised (but
Armor Class 0 (m) or special
still may be reincarnated).
Hit Dice 10**
No. Attacks 1 touch or special (see below) Once per turn, a ghost can use telekinesis (as the
Damage 1d8 touch (see below) spell) as if it were a 10th level Magic-User.
Move 9" Fly 9" Instead of attacking, a ghost may attempt to
Alignment Chaotic possess a living creature. This ability is similar to a
No. Appearing 1 magic jar spell (as if cast by a 10th level Magic-
% in Lair 25% User), except that it does not require a receptacle.
Treasure E To use this ability, the ghost must be able to move
Morale Never checks into the target (so it is possible to avoid this attack
XP 2,550 by outrunning the ghost). The target can resist the
attack with a successful save vs. Spells. A creature
Ghosts are the spectral remnants of intelligent that successfully saves is immune to being
beings who, for one reason or another, cannot rest possessed by that ghost for 24 hours. If the save
easily in their graves. A ghost resembles the form fails, the ghost enters the target's body and controls
the creature had in life, though sometimes altered it; control may be maintained until the ghost
by its original personality; for instance, the ghost of chooses to leave the victim's body, or until it is
an angry person might have a threatening or even driven out by means of a remove curse or dispel
demonic visage. Ghosts are undead (as described evil spell. While it is possessing a living creature, a
on page 145), and as such are immune to sleep, ghost may not use any of its special abilities.
charm, and hold magic.
Seeing a ghost is so terrible that any living creature
who does so must save vs. Spells or flee for 2d6
rounds. Anyone who successfully makes this save
may not be so affected by that ghost again.
A ghost that hits a living target with its touch attack
does 1d8 points of damage, and at the same time
regenerates the same number of hit points. In
addition, the victim loses 1 Constitution point. Elves
and dwarves (and other long-lived creatures such
as dragons) are allowed a saving throw vs. Death
Ray to resist this effect, which must be rolled on
each hit. Characters who lose Constitution appear
to have aged. If a ghost is fighting a living creature
which does not have a Constitution score, the GM
should assign whatever score he or she sees fit.
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Iron Falcon Handbook of Monsters Monsters
Ghast: Although these creatures look just like their Alignment Chaotic
lesser kin, the ghouls, they are far more deadly and No. Appearing 1d8
cunning. Ghasts are usually encountered in mixed % in Lair 30%
groups with ghouls; in any group of ghouls, there is Treasure E + 5,000 GP
a 20% chance that up to 1d8 of the creatures are Morale Normal
actually ghasts. XP 1,450
They may be Turned by Clerics as if they were Though much larger, a cyclops resembles nothing
common ghouls; however, as they are superior to so much as a hill giant with a single central eye.
ghouls, in a mixed group of ghasts and ghouls the Like hill giants, they wear crude clothing and tend
referee should apply Turning effects to the ordinary to live in caves, though they will make their
ghouls first. residence in a ruined castle or other fortification if
The true power of a ghast is the stink of death and one can be found with enough open space inside.
corruption surrounding them. Living creatures Cyclops are usually found in coastal areas or on
within 1" must succeed on a save vs. Poison or be islands, and are known to prefer warmer climates.
sickened for 2d6 rounds, suffering -2 to all attack A cyclops can throw boulders up to a 30" range
rolls. A creature that successfully saves cannot be which do 2d6 points of damage to all creatures in
affected again by the same ghast’s stench for 24 a 1" radius circle around the impact point, but due
hours. A neutralize poison spell removes the effect to their lack of depth perception they suffer a
from a sickened creature. penalty of -3 on all such attack rolls.
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Monsters Iron Falcon Handbook of Monsters
Ettins are two-headed giants resembling strangely Fire giants live in giant castles built in hot climates.
deformed hill giants. They are vicious hunters who They particularly enjoy living in close proximity to an
prefer to stalk weaker prey by night. Adults are active volcano. They can throw boulders up to a
about 13 feet tall and weigh 52,000 coins. One 30" range which do 4d6 points of damage to all
who does not die by violence or misadventure may creatures in a 1" radius circle around the impact
live as much as 75 years. point.
Ettins have no language of their own but speak a
pidgin of Orc, Goblin, and Giant. Creatures that Giant, Frost
can speak any one of these languages have a 35% Armor Class 4
chance of being able to communicate with one; if Hit Dice 10+1
two languages are known, the chance is 70%. No. Attacks 1
Knowing all three confers automatic success. Damage 4d6
Ettins aren’t very intelligent, but they live lives of Move 12"
violence and thus become cunning fighters. They Alignment Chaotic
prefer to ambush their victims rather than charge No. Appearing 1d8
into a straight fight, but once the battle has started, % in Lair 30%
an ettin usually fights furiously until all enemies are Treasure E + 5,000 GP
dead. The morale bonus given above applies only Morale Normal
after battle is joined. XP 1,050
An ettin is able to fight with a weapon in each
Frost giants live in giant castles in cold climates,
hand. Because each of its two heads controls an
high in the mountains where the snow never melts.
arm, the ettin does not take a penalty on attack or
They can throw boulders up to a 30" range which
damage rolls for attacking with two weapons. If
do 3d6 points of damage to all creatures in a 1"
armed with weapons made for adventurers, apply
radius circle around the impact point.
a Strength bonus to damage of +5; use the given
die rolls if the ettin is armed with the usual giant
wooden or stone clubs.
An ettin’s two heads help it avoid surprise, such
that they are surprised on one less chance on 1d6
(similar to the elven ability).
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Iron Falcon Handbook of Monsters Monsters
Hill giants are brutish in appearance. They most Storm giants lair in castles of their own construction
commonly live in caves. Hill giants can throw in hard-to-reach places such as under the sea or in
boulders up to a 30" range which do 2d6 points of the clouds; at the very least, a storm giant castle
damage to all creatures in a 1" radius circle around will reside atop the largest and most treacherous
the impact point. mountain they can find. They can throw boulders
up to a 30" range which do 6d6 points of damage
Giant, Stone to all creatures in a 1" radius circle around the
impact point. A storm giant can employ a version
Armor Class 4
of the spell control weather to create a storm, their
Hit Dice 9
own favorite type of weather.
No. Attacks 1
Damage 3d6
Giant, Titan
Move 12"
Armor Class 4
Alignment Neutral
Hit Dice 17* to 22*
No. Appearing 1d8
No. Attacks 1
% in Lair 30%
Damage 7d6
Treasure E + 5,000 GP
Move 15" (or see below)
Morale Normal
Alignment Neutral
XP 950
No. Appearing 1d8
Stone giants prefer to live in caves. They can throw % in Lair 5%
boulders up to a 48" range which do 3d6 points of Treasure E + 5,000 GP
damage to all creatures in a 1" radius circle around Morale Normal
the impact point.
XP 17 HD: 3,450, 18 HD: 3,700,
19 HD: 3,975, 20 HD: 4,225,
21 HD: 4,500, 22 HD: 4,750
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Iron Falcon Handbook of Monsters Monsters
Goblin Golem
Armor Class 6 Golems are magically created automatons of
Hit Dice 1-1 great power. Constructing one involves the
No. Attacks 1 employment of mighty magic and elemental
Damage 1d4 or by weapon type forces. Golems are tenacious in combat and
Move 6"
prodigiously strong as well. Being mindless, they do
nothing without orders from their creators. They
Alignment Chaotic
follow instructions explicitly and are incapable of
No. Appearing 2d4 ,Wild 6d10, Lair 10d12
any strategy or tactics. They are emotionless in
% in Lair 50%
combat and cannot be provoked.
Treasure 1d6 GP each
Morale Normal A golem’s creator can command it if the golem is
within 6" and can see and hear its creator. If not
XP 15
presently being controlled, a golem usually follows
Goblins are short, ugly humanoids with hooked its last instruction to the best of its ability, though if
noses and sharply pointed ears. Most have attacked it will retaliate. The creator can give the
yellowish to orange skin. They stand 3 to 3½ feet golem a simple command to govern its actions in
tall and weigh 400 to 450 coins each. Goblins his or her absence. The golem’s creator can order
speak their own language, and a few (15% or so) the golem to obey the commands of another
also speak Common. Most goblins encountered person (who might in turn place the golem under
outside their homes are warriors, and the statistics someone else’s control, and so on), but the
given above are for such rank-and-file goblins. golem’s creator can always resume control over his
creation by commanding the golem to obey him
When encountered in their lair, the Goblins will be
or her alone.
led by a Goblin King who has 2+1 hit dice and does
1d8 points of damage on a hit. He will be When a golem enters combat, there is a
protected by 5d6 elite guards who have 1+1 hit cumulative 1% chance each round that its
dice and do 1d8 points of damage on a hit. elemental spirit breaks free and the golem goes
berserk. The uncontrolled golem goes on a
Goblins see well in the darkness, having Infravision
rampage, attacking the nearest living creature or
with a 6" range. On the other hand, they are very
smashing some object smaller than itself if no
uncomfortable in bright light, and suffer penalties
creature is within reach, then moving on to spread
of -1 on attack rolls and morale checks if they must
more destruction. The golem’s creator, if within 6",
fight in full daylight.
can try to regain control by speaking firmly and
persuasively to the golem; he or she must make a
save vs. Spells to succeed at this, and at least 1
round of time is required for each check. It takes 1
round of inactivity by the golem to reset the
golem’s berserk chance to 0%.
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Iron Falcon Handbook of Monsters Monsters
This golem has a humanoid body made from clay. Iron golems are hit only by magical weapons of +3
A clay golem wears no clothing except for a metal or greater bonus. They are immune to almost all
or stiff leather garment around its hips. A clay magic, save for lightning which slows the monster
golem cannot speak or make any vocal noise. It (as the spell) for 3 rounds. Fire magic (such as fire
walks and moves with a slow, clumsy gait. It weighs ball) heals an iron golem by the number of points
around 6,000 coins. of damage rolled (up to the creature's normal
maximum).
The damage a clay golem deals doesn’t heal
naturally, and magical healing cures only 1 point Iron golems also have the power to breathe out a
per die rolled (but add all bonuses normally). 1" cubical volume of poison gas once per day, but
this power will generally only be used on the
Golem, Flesh command of the iron golem's master.
Armor Class 9 (m)
Hit Dice 10** Golem, Stone
No. Attacks 2 fists Armor Class 5 (m+2)
Damage 2d8 each fist Hit Dice 13**
Move 9” No. Attacks 1
Alignment Neutral Damage 3d8
No. Appearing 1 Move 6"
% in Lair None Alignment Neutral
Treasure None No. Appearing 1
Morale Never checks % in Lair None
XP 2,550 Treasure None
Morale Never checks
Flesh golems are immune to most magical attacks,
XP 3,350
and can be hit only by magical weapons. Fire or
cold will slow a flesh golem by 50% (as the spell). Stone golems are hit only by magical weapons of
Lightning attacks actually heal a flesh golem by the +2 or greater bonus. They are immune to almost all
number of points of damage rolled (up to the magic, save for spells that affect rock (such as rock
creature's normal maximum). to mud) which do 1d6 points of damage per caster
level. Mud to rock (the reverse of the spell rock to
mud) heals a stone golem by 1d6 points per caster
level (up to the creature's normal maximum).
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Monsters Iron Falcon Handbook of Monsters
Each round in addition to its normal attack a stone save. This breath weapon may be used up to five
golem may cast slow on one opponent. If the times per day; the gorgon will choose to use this
golem is not being directly commanded, it will weapon on a roll of 1-2 on 1d6 each round.
choose the victim of this spell attack randomly.
Gorgons are nothing if not aggressive. They attack
intruders on sight. There is no way to calm these
Golem, Wood* furious creatures, and they are impossible to
Armor Class 7 (m) domesticate.
Hit Dice 2+2*
No. Attacks 1 fist Gray Ooze
Damage 1d8 Armor Class 8
Move 12" Hit Dice 3*
Alignment Neutral No. Attacks 1
No. Appearing 1 Damage 2d8
% in Lair None Move 1"
Treasure None Alignment Neutral
Morale Never checks No. Appearing N/A
XP 40 % in Lair None
Wood golems are small constructs, not more than Treasure None
4' in height, and are crudely made. Being made of Morale Never checks
wood makes them vulnerable to fire-based XP 80
attacks; thus, wood golems suffer one extra point
A gray ooze appears to be little more than a lump
of damage per die from fire; any saving throws
or patch of wet stone; it attacks by extending a
against such effects are at a penalty of -2. They
pseudopod to strike with. Damage done by a gray
move stiffly, suffering a -1 penalty to Initiative.
ooze is primarily acid damage. A gray ooze is
mindless, and thus not affected by sleep, charm, or
Gorgon hold magic, nor will fire or cold harm one. Ordinary
Armor Class 2 weapons and lightning attacks will have full effect.
Hit Dice 8*
No. Attacks 1 butt or breath Green Slime
Damage 2d12 butt or turn to stone Armor Class N/A
Move 12" Hit Dice 2**
Alignment Neutral No. Attacks 1
No. Appearing 1d4 Damage special
% in Lair 50% Move None
Treasure E Alignment Neutral
Morale Never checks No. Appearing N/A
XP 1,250 % in Lair None
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Iron Falcon Handbook of Monsters Monsters
metal in 1d6 rounds, but does not affect stone. Hangman Tree
Once in contact with an item, that item must be
Armor Class 4
discarded or the green slime removed in some
Hit Dice 5
way. Worse, green slime is unharmed by weapon
No. Attacks 4 limbs plus strangle
attacks, and it is immune to lightning or other
Damage 1d6 per limb or strangle
electrical attacks. Fire and cold harm it normally.
Move 0
The worst case with respect to green slime is when Alignment Neutral
it is in contact with unprotected flesh, either directly
No. Appearing 1
or because it has destroyed the materials
% in Lair 100%
protecting the victim. Any living creature afflicted
Treasure None
in this way will be transformed completely into
Morale Never checks
green slime in 1d6 rounds. Fire or cold applied to
the slime can still kill it, saving the victim, but the XP 200
damage done to the slime is also done to the Hangman trees are horrible, semi-animate
victim (unless he or she is somehow protected from creatures that fertilize themselves with dead
the attack form used). bodies. A hangman tree has four animated limbs
that can wrap around the necks of living creatures
Griffon that pass beneath, strangling for 1d6 points of
Armor Class 3 damage per round. These limbs are arranged
Hit Dice 7
evenly around the tree in most cases, and
generally no more than one limb can attack any
No. Attacks 2 claws/1 bite
single creature at a time.
Damage 1d4 claw, 2d8 bite
Move 12" Fly 30" The roots of this tree are also animated; they do not
Alignment Neutral attack, but they do pull dead bodies below the
No. Appearing 2d8
surface of the ground for “digestion.”
% in Lair 10%
Treasure E Harpy
Morale Normal Armor Class 7
XP 500 Hit Dice 3
No. Attacks 2 claws/1 weapon + song
Griffons are powerful, majestic creatures with the
Damage 1d4 per claw, 1d6 or by weapon
bodies of lions and the heads and wings of eagles. + song (see below)
From nose to tail, an adult griffon can measure as Move 6" Fly 15"
much as 8 feet. Their broad, golden wings can
Alignment Chaotic
span 25 feet or more. A griffon weighs about 5,000
No. Appearing 2d6
coins.
% in Lair 100%
Griffons are normally very wild, but if hand-raised Treasure C
from hatchlings they can be ridden as steeds. Morale Normal
Griffons favor the flesh of horses and hippogriffs XP 50
above all other food, and will generally attack
immediately if within 36" of either sort of prey; even A harpy is a horrible creature having the head and
"tame" griffons will behave in this way, making them torso of a woman and the wings and lower
troublesome as mounts. extremities of a buzzard. Note that a harpy has no
arms; its wings spring from the creature's human-like
Groaning Spirit shoulders. The human parts of a harpy might be
considered beautiful, but their expressions are
See Banshee on page 8.
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Monsters Iron Falcon Handbook of Monsters
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Iron Falcon Handbook of Monsters Monsters
Herd Animal each such hit. Add a special ability bonus to the
experience point value of such deer, resulting in a
Armor Class 7
total of 140 XP each.
Hit Dice 1 to 5
No. Attacks 1 butt
Damage 1d4 or 1d6 or 1d8 or see below
Hippocampus
Move 24" Armor Class 5
Alignment Neutral Hit Dice 4
No. Appearing Wild 3d10 No. Attacks 1 bite
% in Lair None Damage 1d4 bite
Treasure None Move Swim 24"
Morale -1 (+1 bull in presence of females) Alignment Neutral
XP 15, 30, 50, 75, or 200 (or see below) No. Appearing 2d4
% in Lair None
The statistics above represent common sorts of wild Treasure None
herd animals, including deer (1 hit die), aurochs (2
Morale Normal
hit dice), elk or moose (3 hit dice) and bison (4-5 hit
XP 75
dice). Such creatures are often skittish and likely to
flee if provoked, but males are more aggressive in A hippocampus is a sea creature having the head,
the presence of females (the parenthesized morale chest, and forelegs of a horse and the tail of a fish.
applies in this case). These creatures are very much like merfolk in
Giant prehistoric deer, including the Irish deer, have nature, and have personality and behavior much
4 hit dice and the same general statistics as above. like ordinary horses. Though they can be
However, they have very large and wide antlers encountered in the wild, they are frequently tamed
which allow them to attack two adjacent and used by merfolk and other intelligent
opponents in the same round (but not the same humanoids of the sea to pull chariot-like vehicles or
individual twice), doing 2d4 points of damage with even as riding animals.
Hippogriff
Armor Class 5
Hit Dice 3+1
No. Attacks 2 claws/1 bite
Damage 1d6 claw, 1d10 bite
Move 18" Fly 36"
Alignment Neutral
No. Appearing 2d8
% in Lair None
Treasure None
Morale Normal
XP 50
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Iron Falcon Handbook of Monsters Monsters
bodyguards who all have 3+1 hit dice and also do A homunculus can be created by an alchemist in
1d10 points of damage on a hit. 1d4 weeks. A cost of no less than 1,000 GP must be
spent, and the Magic-User must provide a pint of
Hobgoblins see well in the darkness, having
his or her blood. Once the form of the creature has
Infravision with a 6" range. On the other hand, they
been created, the Magic-User must cast a limited
are very uncomfortable in bright light, and suffer
wish spell to animate it.
penalties of -1 on attack rolls and morale checks if
they must fight in full daylight.
Hydra
Homunculus Common Fire Breathing
Armor Class 5 5
Armor Class 7
Hit Dice 5 to 12 5* to 12*
Hit Dice 2*
No. Attacks – 1 per head –
No. Attacks 1 bite
Damage 1d6, 1d8, or 1d10 according to size
Damage 1d4 bite plus sleep venom
Move – 12" –
Move 6" Fly 18"
Alignment – Neutral –
Alignment Variable
No. Appearing – 1 –
No. Appearing Variable
% in Lair – 25% –
% in Lair None
Treasure – B –
Treasure None
Morale – Normal –
Morale Normal
XP 200 to 1,300 325 to 2,175
XP 40
A hydra is a heavy-bodied reptilian monster with
A homunculus is a miniature servant created by a
multiple heads. Each head is at the end of a
wizard (with the aid of an alchemist). A
serpentine neck, permitting the hydra to attack
homunculus is imp-like, having a manlike shape 1½
multiple creatures at the same time. The referee
feet tall with bat-like wings and greenish or grayish
should choose what size of hydra is encountered;
reptilian skin. They are weak combatants but make
those with more heads are larger and do more
effective spies, messengers, and scouts.
damage, as follows:
The bite of a homunculus inflicts a poison that
# Heads Damage per Attack
causes the victim to sleep (as the spell) unless the
victim succeeds at a save vs. Poison. Note that this 5-7 1d6
poison works only on living creatures, but can 8-10 1d8
affect a creature having any number of hit dice. 11-12 1d10
A homunculus knows what its master knows and A hydra may be slain by damage in the normal
can convey to him or her everything it sees and fashion; however, most who fight them choose to
hears, out to a 36" range. A homunculus cannot strike at their heads. If a character using a melee
speak, but the process of creating one links it weapon chooses to strike at a head and succeeds
telepathically with its creator so long as it remains in doing 6 points of damage, that head is disabled
within the given range; it will never travel beyond (severed or severely damaged) and will no longer
this range willingly, though it can be removed be able to attack. Such damage also applies to
forcibly. If this occurs, the creature does everything the monster's total hit points, of course. Losing
in its power to regain contact with its master. If a heads in this way does not reduce the monster's hit
homunculus is killed, its death causes 2d10 points of dice, damage per attack, or attack probabilities.
damage to its master (regardless of the range). If A hydra which survives the loss of one or more
the creature’s master is slain, the homunculus dies heads will grow them back over time.
and its body swiftly melts away into a pool of ichor.
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Iron Falcon Handbook of Monsters Monsters
balor will also immolate itself (as described above), are usually minions of some greater devil or other
thus inflicting additional damage to entangled infernal creature.
creatures.
Barbed devils are freakishly perceptive and vigilant
A balor may choose to shed darkness (as the and are thus effectively impossible to surprise. They
reverse of light) at will in a 10' radius; this darkness prefer to fight with their claws and tail. Any living
does not affect the balor's own vision. They may creature struck by a barbed devil must save vs.
also perform any of the following spell-like powers Magic Wands or suffer fear (as the reversed form of
as often as desired, instead of attacking: cause remove fear). Besides this power, a barbed devil
fear (as a wand of fear), detect magic, read magic, can also create the effects of the spells
read languages, detect invisible, pyrotechnics, or pyrotechnics or hold person as often as once per
telekinesis, all as if a 12th level caster. round instead of attacking. A barbed devil can
also create a flame in the palm of its hand at will,
Once per day a balor may also attempt to use
which can be used for any purpose the creature
gate to summon a glabrezu (page 75) or a
desires or which can be thrown as a missile
nalfeshni (page 80). Roll 1d%: on a roll of 01-55, a
weapon with the same range as a dagger, doing
glabrezu appears; on 56-70, a nalfeshni is
1d8 points of damage on a successful hit as well as
summoned; on a roll of 71-00, the attempt fails. If
igniting any flammable materials it comes in
the summoning fails, the balor can try again as
contact with.
often as desired (once per round maximum) until it
succeeds. Finally, once per day a barbed devil can attempt
to summon another barbed devil with a 35%
Finally, balors have a continuous true seeing ability,
chance of success. If the attempt fails, the barbed
as the spell.
devil can try again as often as desired (once per
When killed, a balor explodes in a blinding flash of round maximum) until it succeeds.
light that deals 10d10 points of damage to
anything within 10", with a successful saving throw Infernal, Bone Devil
vs. Death Ray reducing damage by half.
Armor Class -1
Hit Dice 9*
Infernal, Barbed Devil
No. Attacks 1 bone hook, 1 venomous tail
Armor Class 0
Damage 3d4 hook, 2d4 plus 1d4 STR
Hit Dice 8* damage tail
No. Attacks 2 claws/1 tail plus special Move 15"
Damage 2d4 claw, 3d4 tail plus special Alignment Chaotic
Move 12" No. Appearing 1d2 Lair 2d4
Alignment Chaotic % in Lair 50%
No. Appearing 1d2 Lair 3d4 Treasure None
% in Lair 45% Morale +1
Treasure None XP 1,650
Morale +1
Bone Devils are cadaverous humanoid monsters
XP 1,250
who appear to be nothing more than skin over
Barbed devils are humanoid monsters with sharp bones (hence the name). Each has a scorpion-like
claws and a spiked tail. Their skin is thick, leathery, tail and each is usually armed with a large barbed
and gray, with small spikes protruding from their bone hook. A bone devil stands about 9 feet tall
joints and a slightly cone-shaped head. Despite and weigh about 5,000 coins.
being somewhat hunched, they still stand a full 7
The bone devil's hook inflicts 3d4 points of damage,
feet tall. They are not particularly intelligent, and
and may become stuck fast if the target of a
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Monsters Iron Falcon Handbook of Monsters
successful attack fails to save vs. Paralysis. If this about 1,500 coins. Besides the language of devils
happens, tail attacks (see below) made by the and the Common tongue, erinyes also speak the
bone devil on the trapped opponent are at a language of Dragons.
bonus of +2 on the attack roll. The bone devil can
Erinyes are normally armed with magical venomous
always free its weapon from a stuck victim with a
daggers which drip a caustic substance that
single round's work.
causes wounds made by the daggers to be very
The scorpion-like tail inflicts 2d4 points of damage painful; anyone hit by this dagger attack must save
on a hit, plus 1d4 points of Strength damage unless vs. Poison or become unconscious for 1d6 rounds.
a save vs. Poison is made. Strength damage can Each is also armed with a rope of entanglement
kill a victim if the Strength score is reduced to less which can lash forward 2" or upward 1" to entangle
than 1. If not completely reduced to 0 or fewer up to 2d4 man-sized victims selected by the erinyes
points of Strength, a victim will begin regaining (adjust numbers for larger or smaller opponents as
them at a rate of 1d4 points per turn after one full needed). The rope can be hit only on a 20 or
turn has passed. higher, and is destroyed when it suffers 20 or more
points of damage. Finally, erinyes may be armed
These monsters, like most devils, have several spell-
with bows which are built for their great Strength
like abilities. Once per round (instead of attacking)
(which can be drawn only by characters with at
a bone devil can cast fly (only on itself),
least 18 Strength) and a quiver of 66 arrows that
phantasmal forces, invisibility (only on itself), detect
ignite when fired. Arrows fired from this bow do 1d8
invisible, or create fear (as the spell cause fear) in a
points of damage on a hit, and these arrows inflict
5' radius area around the creature (save vs. Spells
an additional 1d8 points of fire damage. If an
to resist). Once per day a bone devil can cast wall
erinyes runs out of arrows it can use any longbow
of ice, and once per day it may attempt to
arrows, but loses the bonus fire damage.
summon another bone devil with a 40% chance of
success. If the summoning attempt fails, the bone At will an erinyes can use any of the following
devil can try again as often as desired (once per powers instead of attacking: cause fear in all who
round maximum) until it succeeds. see it (save vs. Magic Wands to resist), detect
invisible, invisibility, locate object, or polymorph
Infernal, Erinyes (Devil) self.
Armor Class 2 Once per day an erinyes can attempt to use a
Hit Dice 7+2* gate to summon another erinyes, 2d10 lemures
No. Attacks 1 dagger (special) or special (page 78), or 1d4 barbed devils (page ) with a 35%
Damage 2d4 special dagger or special chance of success. Note that only one type of
Move 6" Fly 21" devil may be successfully summoned. If the
attempt fails, the erinyes can try again as often as
Alignment Chaotic
desired (once per round maximum) until it
No. Appearing 1d4 Lair 2d8
succeeds.
% in Lair 15%
Treasure Special Though erinyes are very strong, they do not
Morale +1 generally receive bonuses to attack rolls or
XP 900 damage from their Strength. However, they are
able to use weapons made for larger creatures
Unlike other devils, Erinyes appear attractive to such as ogres without difficulty. They will, of course,
humans, resembling very comely women or men. prefer to use their own weapons whenever
They can change their apparent gender at will. In possible.
their normal form they have wings, but they can
cause these wings to disappear or reappear at will.
An erinyes stands about 6 feet tall and weighs
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Iron Falcon Handbook of Monsters Monsters
Infernal, Fiend (Devil) open doors with 1d20 instead of the usual 1d6 die
roll.
Armor Class -3
Hit Dice 13** Fiends radiate a powerful fear effect which
No. Attacks 2 weapons (see below) or special functions as the spell cause fear affecting all in a 2"
Damage 1d4+4/1d6+6 or by weapon (see radius, with a saving throw vs. Spells allowed to
below) or special resist. Anyone who successfully saves vs. the fear
Move 6" Fly 15" effect of a fiend cannot be affected by that fiend's
Alignment Chaotic fear aura again until 24 hours have passed.
No. Appearing 1 Lair 1d4 Infernals are not affected by this power.
% in Lair 60% Fiends have several spell-like abilities that can be
Treasure Special used once per round instead of performing a
Morale +1 normal attack: pyrotechnics, wall of fire, detect
XP 3,350 invisible, dispel magic, polymorph self, and hold
person.
A Fiend is a large masculine humanoid devil with
batlike wings; an average individual will be 12 feet Once per day a fiend may also attempt to use
tall and weigh 8,000 coins. One often wraps its gate to summon 1d4 barbed devils (page 73) with
wings around itself like a grotesque cloak, and a 70% chance of success, and once per day may
appears wreathed in flames. They are generally attempt to use gate to summon another fiend (55%
armed with a weapon which resembles a mace chance of success). if either summoning fails, the
with a hook on one side in one hand and a club fiend can try again as often as desired (once per
with jagged teeth in the other, and a fiend can round maximum) until it succeeds.
attack with both weapons each round with no Finally, once per day a fiend can employ a symbol
penalty on the attack roll. Fiends all effectively of fear (see the spell symbol for details).
have maximum human Strength, though they do
not add attack or damage bonuses for this.
Infernal, Glabrezu (Demon)
These monsters are hard to kill due to the fact that Armor Class -4
they regenerate at a rate of 2 hit points per round; Hit Dice 10*
damage inflicted by holy water (and possibly other No. Attacks 2 pincers/2 fists/1 bite
holy items as determined by the referee) cannot
Damage 2d6 pincer, 1d3 fist, 1d4+1 bite
be regenerated. Unlike a troll, a fiend will not
Move 9"
continue to regenerate if reduced to zero or fewer
Alignment Chaotic
hit points, but can in fact be slain in the normal
No. Appearing 1d3 Lair 1d6
way.
% in Lair 15%
Instead of making a normal attack, a fiend can
Treasure D
choose to use its whiplike tail, which does 2d4
Morale +1
points of damage on a successful hit and holds fast
XP 1,800
the victim, if man-sized or smaller, inflicting an
additional 2d4 points of damage each round. Glabrezu are huge humanoid demons, averaging
Worse, once a fiend has captured a victim in this 9 feet tall and weighing about 15,000 coins. They
way, it may then act as it wishes in subsequent have doglike heads with penetrating violet eyes,
rounds while maintaining the hold and doing the bony pincers where a normal humanoid would
additional damage automatically; the only have hands, and a smaller set of human-like arms
limitation is that the fiend is reduced to half with ordinary hands protruding from their chests.
movement. Such a trapped victim generally Their wrinkled skin ranges in color from deep russet
cannot attack, but may break free by rolling to to pitch black.
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Monsters Iron Falcon Handbook of Monsters
Like succubi, glabrezu tempt victims into ruin, but At will a hezrou can use any of the following spell-
they lure their prey with offers of power or wealth like abilities: cause fear (as a wand of fear), levitate,
rather than passion. They prefer subterfuge to detect invisible, assume gaseous form (as the
combat. However, if their attempts to entice or potion, and can return to solid form at will), and
deceive fail, these enormous demons attack with a telekinesis (up to 3,000 coins in weight up to 12"
vengeance. away).
A glabrezu can perform any of the following spell- Once per day a hezrou can use gate to summon
like powers as often as desired, instead of another hezrou, but this has only a 20% chance of
attacking: cause fear (as a wand of fear), darkness success; if the attempt fails, the hezrou can try
(as the reverse of light) with a radius of 10 feet, again as often as desired (once per round
levitate, polymorph self, pyrotechnics, or maximum) until it succeeds.
telekinesis, all as if a 10th level caster.
Once per day a glabrezu may attempt to use gate Infernal, Ice Devil (Gelugon)
to summon aid. Roll 1d%: on a roll of 01-10, a vrock Armor Class -4
(page 83) appears; on 11-20, a hezrou (page 76) is Hit Dice 11*
summoned; on 21-30, another glabrezu arrives; on No. Attacks 2 claws or 1 spear/1 bite/1 tail
a roll of 31-00, the attempt fails. If the attempt fails, Damage 1d4 claw, 2d6+special spear,
the glabrezu can try again as often as desired 2d4 bite, 3d4 tail
(once per round maximum) until it succeeds. Move 6"
Alignment Chaotic
Infernal, Hezrou (Demon) No. Appearing 1 Lair 1d4
Armor Class -2 % in Lair 60%
Hit Dice 9* Treasure Q, R
No. Attacks 2 claws/1 bite Morale +1
Damage 1d4 claw, 2d8 bite XP 1,975
Move 6" Swim 12"
Ice Devils are generally humanoid in appearance,
Alignment Chaotic
with mantis-like heads, saurian legs and feet, and
No. Appearing 1d3 Lair 1d6 long, spike-covered tails. An ice devil is about 12
% in Lair 10% feet tall and weighs about 7,000 coins. They are
Treasure C sometimes called Gelugon (both plural and
Morale +1 singular) by those who are knowledgeable about
XP 1,650 devils. An ice devil prefers to fight only when doing
so serves its mission, but it never hesitates to attack
Hezrou are demons in the form of humanoid toads
when it deems a battle necessary, or possibly just
with a mouth full of sharp teeth. They prefer to
easy; weak or weak-appearing opponents may
attack with their claws and bite, and if a hezrou hits
tempt the monster into delaying the mission just a
with both claws it automatically grabs its opponent,
bit for a little fun.
preventing any normal man-sized or smaller foe
from moving as well as gaining a +2 with all Ice devils regenerate 1 hit point per round in the
subsequent bite attacks. A victim held in this way same way as trolls (page 143), but damage from
cannot generally attack, but may break free with a fire or holy water cannot be regenerated and must
normal roll to open doors. be healed at a normal rate. Unlike trolls, damage
from acid can be regenerated.
A hezrou can create darkness at will (as the reverse
of light) in a spherical volume around it up to a Ice devils radiate a fear effect which functions as
radius of 15 feet. the spell cause fear affecting all in a 1" radius, with
a saving throw vs. Wands allowed to resist. Anyone
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Iron Falcon Handbook of Monsters Monsters
who successfully saves vs. the fear effect of an ice suffering tremendous pain. It cannot attack this
devil cannot be affected by that monster's fear way in any of its other forms, but can use those
aura again until 24 hours have passed. Infernals form's normal physical attacks. In addition to
are not affected by this power. physical attacks, an imp has several magical
qualities available in any of its forms. It can cast
Only 1 in 4 (25%, or 1 on 1d4) ice devils will be
detect magic or invisibility at will, and once per
armed with a great spear, while the remainder will
day can cast charm person.
attack with their claws. Those struck by the spear
or by the ice devil's tail will be numbed with cold, An imp is immune to normal poison, cold, fire, and
suffering an effect identical to a slow spell unless a electrical attacks. Silver or magical weapons or
successful save vs. Paralysis is rolled. spells are required to harm an imp. So long as it
has at least 1 hp remaining, it regenerates 1 hp
At will an ice devil can use any of the following
each round; if reduced below 1 hp an imp will die
spell-like abilities: fly, wall of ice, detect magic,
like any other creature. An imp has a bonus of +4
detect invisible, dimension door, or polymorph self.
on all saving throws against magic (including
Once per day one can cast an ice storm. All spell
wands).
effects are cast as if by a 9th level caster.
Once per day an ice devil can use gate to Infernal, Larva
summon a pair of bone devils (page 73) or another
Armor Class 7
ice devil. Roll 1d%: On a roll of 01-40, two bone
devils appear; on a roll of 41-60, another ice devil is Hit Dice 1
summoned; and on any roll of 61 or greater, no No. Attacks 1 bite
summoning occurs. If the attempt fails, the ice Damage 1d4+1 bite
devil can try again as often as desired (once per Move 6"
round maximum) until it succeeds. Alignment Chaotic
No. Appearing 4d10
Infernal, Imp (Devil) % in Lair None
Armor Class 2 (s) Treasure None
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Monsters Iron Falcon Handbook of Monsters
of true demons or devils, and that this is how such Infernal, Malebranche (Devil)
creatures reproduce, but this has never been
Armor Class -5
successfully confirmed.
Hit Dice 5+5*
Larvae have no special powers or abilities. No. Attacks 2 claws/1 bite/1 tail or
1 weapon/1 tail
Infernal, Lemure (Devil) Damage 1d4 claw, 1d4+1 bite,
1d3 tail+special (see below),
Armor Class 7 1d8 or by weapon (see below)
Hit Dice 3* Move 9" Fly 18"
No. Attacks 1 bite Alignment Chaotic
Damage 1d3 bite No. Appearing 1d2 Lair 1d4+1
Move 3" % in Lair 55%
Alignment Chaotic Treasure I
No. Appearing 5d6 Morale +1
% in Lair 100% XP 325
Treasure None
A Malebranche, sometimes called a horned devil,
Morale Never checks
is a vaguely humanoid creature about 9 feet tall
XP 80
and weighing about 6,000 coins. Their bestial
Lemures are the least form of devil, appearing as heads are horned, and they have bat-like wings
jelly-like creatures that can rise up and form two and a long slender tail. Their skin is scaly and
arms and a head atop a shapeless torso; they reptilian in appearance, with individual colors
never form actual legs, and move about as do ranging from yellow-green to gray.
other amoeboid creatures. A lemure weighs about
Horned devils are bold fighters. They rarely retreat,
1,000 coins and can rise up to a height of five or so
even against overwhelming odds. They usually
feet.
single out the most powerful foes to eliminate
Lemures are mindless and cannot communicate, quickly.
but they are sensitive to telepathic messages from
Malebranche carry weapons roughly half of the
other devils, typically obeying a devil’s mental
time. Roll 1d%: On a roll of 01-50, the horned devil
commands. Their only tactic in combat is to surge
is unarmed; on a roll of 51-65, it is armed with a
toward anything they meet and try to claw it apart.
spiked chain flail, and on a roll of 66-00 it carries a
Only the commands of their master or their own
two-tined fork (also known as a man-catcher).
destruction can stop them from attacking.
Because they are mindless, they have full immunity The flail inflicts 2d4 points of damage on a
to mind-affecting effects such as sleep, charm, or successful hit, and the victim of such a hit must
hold magic, or any sort of illusion. Indeed, though save vs. Spells or be stunned (effectively,
they appear to have eyes they do not see, but unconscious) for 2d8 combat rounds. Stunned
rather sense the life force (or animating magic) of opponents can be hit automatically in combat.
their enemies. If forced to attack something with Successful hits with the fork inflict 1d6 points of
no such life force nor animating magic, treat any damage, and the victim must save vs. Death Ray
lemure as being blind. or be trapped by the weapon; the horned devil will
Lemures regenerate (as do trolls) at a rate of 1 hit use its great Strength (equal to that of a hill giant)
point per round. Only damage inflicted by holy to hold the victim at bay while striking with its tail at
water or other holy items (as determined by the a bonus of +2 on the attack roll. Allies of the
referee) can slay one permanently. They are not horned devil also receive this bonus to hit, but the
alive in the normal sense, and so are immune to horned devil itself may also receive immunity from
things that affect only living creatures.
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Iron Falcon Handbook of Monsters Monsters
attack by its foe if said foe does not have a clothing, revealing grayish fleshy bodies which are
weapon of sufficient length to strike at the monster. without sex. Their only attacks are physical, and
they are in fact quite weak, but if slain a manes
Any wound inflicted by the tail of a malebranche
turns into a foul-smelling gas cloud that seems to
will bleed, causing an additional point of damage
dissipate; after one day the manes reforms
each round until the victim takes a round to bind
unharmed.
up the wound or receives some magical healing.
Multiple such wounds may inflict multiple points of Manes infest the infernal planes where demons live,
damage per round. and are often used as primitive defensive forces
since they will attack almost any creature but will
Horned devils radiate a fear effect which functions
never dare oppose or resist any demon. They are
as the spell cause fear affecting all in a ½" radius,
nearly mindless and cannot be affected by sleep,
with a saving throw vs. Wands allowed to resist.
charm, or hold magics, nor by any magic affecting
Anyone who successfully saves vs. the fear effect of
the mind.
a malebranche cannot be affected by that
monster's fear aura again until 24 hours have
passed. Infernals are not affected by this power. Infernal, Marilith (Demon)
Armor Class -7 / -5
At will a horned devil can use any of the following
spell-like powers: pyrotechnics, ESP, detect magic, Hit Dice 7+7**
or phantasmal forces. Once per day a horned No. Attacks 1 constrict/6 weapons
devil can cast a wall of fire exactly as the spell but Damage 2d4 constrict, 1d8 or by weapon
inflicting three times normal damage to creatures Move 12"
touching or passing through it (so 3d6 points of Alignment Chaotic
damage to normal creatures, 6d6 to undead No. Appearing 1d3 or 1d6
monsters). % in Lair 10%
Once per day a malebranche can use gate to Treasure G
summon another horned devil; this ability has a 50% Morale Normal
chance of success. If the attempt fails, the horned XP 1,300
devil can try again as often as desired (once per
A Marilith is a demon having the form of a six-
round maximum) until it succeeds.
armed woman with a serpent's tail from the hips
down. An average individual stands about 9 feet
Infernal, Manes (Demon) tall and measures about 20 feet from head to tip of
Armor Class 7 tail, and weighs about 40,000 coins. A marilith is
Hit Dice 1* generally vain, wearing many bangles and jewels
No. Attacks 2 claws/1 bite but going naked otherwise to show off her great
Damage 1d2 claw, 1d4 bite beauty; insulting a marilith is likely to induce her to
Move 3" great rage. In combat a marilith usually wields a
Alignment Chaotic longsword in each of its six hands, attacking first by
wrapping herself around one victim and then
No. Appearing 2d8
striking at all other foes within reach with her
% in Lair None
swords.
Treasure None
Morale Never checks At will a marilith can use any of the following spell-
XP 20 like powers: charm person, darkness (having only a
5' radius but otherwise as the reverse of light),
Manes are the least form of demon, looking like detect invisible, levitate, phantasmal forces,
semi-human madmen with ragged sharp nails and polymorph self, pyrotechnics, and read languages,
teeth and eyes without iris or pupil. They wear no all cast as if by an 11th level caster.
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Mariliths are among the most powerful of demons, Infernal, Night Hag
and can use a gate once per day to summon any
Armor Class 9 (special, see below)
of a variety of allies. Roll 1d%: On a roll of 01-15, a
Hit Dice 8**
vrock (page 83) appears; on 16-25, a hezrou (page
No. Attacks 1 claw
76) responds to her summons; on 26-30 a glabrezu
Damage 2d6 claw
(page 75) arrives; on 31-40 a nalfeshnee (page 80)
comes to her aid; and on a 41-50, a balor (page Move 9"
72) chooses to respond. On a roll of 51-00 the Alignment Chaotic
attempt is a failure, but should this happen she can No. Appearing 1
try again as often as desired (once per round % in Lair None
maximum) until she succeeds. Treasure Special
Morale +1
Infernal, Nalfeshni (Demon) XP 1,800
Armor Class -1 (m) A Night Hag appears to be a woman of horrific
Hit Dice 11** appearance, hunched and bent, with devilish
No. Attacks 2 claws/1 bite facial features, taloned hands and feet, and blue-
Damage 1d4 claw, 2d4 bite black skin and hair, and is about the same height
Move 9" Fly 12" and weight as a female human. They are found
Alignment Chaotic only singly on the material plane where they search
No. Appearing 1d3 or 1d6 out victims to be slain, taken to the lower planes
% in Lair 15% and turned into larvae (page 80).
Treasure E In combat, night hags are tougher than they
Morale +2 appear. They can only be hit by silver, iron (but not
XP 2,775 steel), or magical weapons, and are immune to
both normal and magical forms of fire and cold as
Nalfeshni have the bodies of huge apes, heads like well as sleep, charm, and fear magic.
wild boars, and legs like those of a goat. They
have almost comically small bat-like wings on their Night hags prefer the most cruel and selfish of
backs, but despite these small wings they can fly. human men as prey, though they will take a
A nalfeshni is more than 20 feet tall and weighs woman if she is more cruel and selfish than any
80,000 coins. man available. For purposes of most games,
Chaotic characters are her preferred victims. Note
At will a nalfeshni can use any of the following spell- that a night hag always knows the alignment of
like powers: cause fear, darkness (having only a 10' any character or creature she encounters. When a
radius but otherwise as the reverse of light), detect victim is located the night hag casts a powerful
magic, dispel magic, levitate, phantasmal forces, form of sleep which can affect any creature or
polymorph self, read languages, and telekinesis, all character up to 12th level or 12 hit dice unless a
cast as if by a 12th level caster. successful saving throw vs. Spells is made.
A nalfeshni can use a gate once per day to Creatures who would be affected by a normal
summon any of a variety of allies. Roll 1d%: On a sleep spell do not receive a saving throw, but are
roll of 01-15, a vrock (page 83) appears; on 16-30, a automatically affected. A victim who falls asleep
hezrou (page 76) responds to its summons; on 31-45 will be strangled by the night hag and thus killed
a glabrezu (page 75) arrives; on 45-60 another automatically, unless someone intervenes to stop
nalfeshnee comes to its aid. On a roll of 61-00 the her.
attempt is a failure, but should this happen the Any victim who resists the sleep spell is not "in the
nalfeshni can try again as often as desired (once clear" just yet, for the night hag will visit the victim
per round maximum) until it succeeds. once he or she falls asleep normally. The night hag
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Iron Falcon Handbook of Monsters Monsters
will be in an ethereal (invisible and intangible) the summoned creature (if it survives) in the form of
state, and after causing the victim to become a larva from her collection, so she will only use this
ethereal she will climb on the victim's back and ride power if in dire need of assistance.
him or her until dawn. The exhausted victim
When encountered on the material plane a night
awakens after such a night having lost one point of
hag will always have a magical gemstone, a
Constitution permanently.
periapt which will cure any disease contracted by
Naturally, any character reduced to a Constitution the bearer, as well as granting a bonus of +2 on all
score of 0 is slain. Monsters are not normally of that character's saving throws. When carried by
chosen as victims, but should such a thing happen a Lawful character or creature the periapt has a
to a monster with no given Constitution score, 10% cumulative chance of decaying and
assume it has a score of 10 plus its normal hit dice. crumbling when used; that is, 10% the first time it
cures a disease, 20% the second, and so on.
Ethereal creatures can only be seen by other
ethereal creatures or by means of detect invisible,
and can only be harmed by magic weapons; most Infernal, Nightmare
spells or magic will not affect such a creature but Armor Class -4
gaze attacks can do so. Once on the back of her Hit Dice 6+6*
victim the night hag can only be removed by killing No. Attacks 1 bite/2 hooves
her, but any strike against the night hag which Damage 2d4 bite, 2d4+2 hoof
misses has a normal chance to hit the victim being Move 15" Fly 36"
ridden.
Alignment Chaotic
A night hag hates good creatures (generally, No. Appearing 1
Lawful, but check with your referee for clarification) % in Lair None
and will attack such on sight so long as she believes Treasure None
she can win. Though her physical attacks are not Morale +2
particularly fearsome, night hags have several XP 525
magical powers. As previously mentioned a night
hag can become ethereal at will, and can resume Nightmares are the horses of the lower planes.
material form in the same way; her movement rate Found in the realms of both demons and devils,
remains the same while she is ethereal. She can nightmares are gaunt beasts with eyes that glow
also polymorph at will (as the spell polymorph self). fiercely in red and orange, fire and smoke blowing
Three times a day a night hag can cast a form of from their nostrils, and hooves that burn like fiery
magic missile which launches a single missile that coals. Nightmares are able to change sizes, from
inflicts 2d8 points of damage. Worse, three times a the size of a light warhorse up to a giant form twice
day she can project a ray of darkness from her the height of a heavy warhorse, but despite these
fingertip which can strike one character; the target changes their statistics (hit dice, attacks, and so on)
must save vs. Spells or suffers weakness that are not affected. This ability allows them to serve
reduces damage done by all melee attacks to half as steeds for demons and devils of various sizes.
normal for 2d8 rounds. Night hags (page 80) and sometimes greater
undead such as vampires (page 147), spectres
A night hag can use a gate once per day to
(page 132), and liches (page 89) also may
summon an ally. Roll 1d%: On a roll of 01-25 a
occasionally use nightmares as steeds.
vrock (page 83) appears; on 26-50, a barbed devil
(page 73) responds to her summons. On a roll of Besides attacking with its fierce bite and burning
51-00 the attempt is a failure, but should this hooves, a nightmare exhales a cloud of smoke that
happen the night hag can try again as often as both blinds and chokes any living creature within 1"
desired (once per round maximum) until she unless a successful saving throw vs. Dragon Breath
succeeds. If she does this the night hag must pay is made. Those affected by the smoke suffer a
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Monsters Iron Falcon Handbook of Monsters
penalty of -2 on all attack rolls while within the In its natural form a quasit attacks with its foreclaws
smoke-filled area. Note that after moving to a new and its bite. Any successful claw hit causes not
location, one full round must pass before the only 1d2 points of damage but the loss of 1 point of
nightmare's smoke cloud is fully formed in this new Dexterity, unless a saving throw vs. Poison is made.
area; on the other hand, the smoke in its former Dexterity points are recovered at a rate of 1 per
location does not persist at all after the nightmare turn after the fight is over. Any character reduced
moves away. to 0 Dexterity points collapses to the ground,
immobilized due to loss of all sense of balance.
Nightmares can fly naturally despite having no
wings, but they do so by apparently running into Quasits can only be hit in combat by cold iron (not
the air; they can ascend and descend at up to a steel) or magical weapons, and they regenerate 1
45 degree angle at the given movement rate, and hit point per round. Neither mundane nor magical
cannot dive or perform other maneuvers as normal cold, fire, or lightning attacks will harm them, but
winged fliers do. They can sense the alignment of holy water damages them in the same way it
any creature within 6" and, unless restrained by a harms undead monsters.
rider, will viciously attack any Lawful creature within
Quasits have several magical powers. They can
that range.
detect magic automatically (as if the spell were
constantly functioning) and can detect the
Infernal, Quasit (Demon) alignment of all creatures within 6" in the same
Armor Class 2 (special) way. At will a quasit may become invisible. Once
Hit Dice 3* per day it can cause fear as the spell, except that
No. Attacks 2 claws/1 bite its area is a 3" radius around the quasit.
Damage 1d2+special claw, 1d4 bite Although quasits thirst for victory and power as
Move 15" other demons do, they are cowards at heart. They
Alignment Chaotic typically attack from ambush, using their
No. Appearing 1 polymorph ability and invisibility to get within
% in Lair 0% reach, then try to scuttle away after attacking.
Treasure Qx3 When retreating, they use their cause fear ability to
Morale Normal deter pursuit.
XP 80
Infernal, Succubus (Demon)
A Quasit is a very minor demon, generally created
Armor Class 0 (m)
by a greater demon as a servant for a mortal
Hit Dice 6**
wizard or priest. One appears as a very small
hunched humanoid with a horned demonic head No. Attacks 2 claws
and a long tapering tail. In its natural form, a quasit Damage 1d3 claw
stands about 1½ feet tall and weighs about 80 Move 12" Fly 18"
coins. Alignment Chaotic
No. Appearing 1
Each quasit can polymorph (similar to the spell
% in Lair 5%
polymorph self) at will into one or two forms from
the following list: bat (page 9), giant centipede Treasure I, Q
(page 20), toad, or wolf (page 151). In toad form a Morale Normal
quasit has no effective attacks but can hide in any XP 750
appropriate natural environment with an
A Succubus (plural succubi) is a demon in female
effectiveness of 90%; in all other forms the quasit
form, a temptress who corrupts mortal men through
can make use of the natural attacks and
lust. In her natural form, a succubus appears as a
movement of that form.
lovely human woman with small horns on her
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Monsters Iron Falcon Handbook of Monsters
Kirin Kobold
Armor Class -5 Armor Class 7
Hit Dice 12** Hit Dice ½ (1d4 points)
No. Attacks 2 hooves, 1 horn (+3 to hit) No. Attacks 1
Damage 2d4 hoof, 3d6 horn Damage 1d4 or by weapon type
Move 24" Fly 36" Move 6"
Alignment Lawful Alignment Chaotic
No. Appearing 1 No. Appearing 4d4, Wild 5d12, Lair 20d12
% in Lair 7% % in Lair 50%
Treasure Special Treasure 1d6 GP ea.
Morale +1 Morale -1
XP 3,050 XP 10
A Kirin (sometimes written Ki-Rin or Qilin) is a strange Kobolds are small greenish humanoids with reptilian
creature resembling a scaly-skinned unicorn with a skin, pointed ears, and vaguely doglike muzzles.
heavier, dragon-like head and a wild leonine They average about 3 feet tall and weigh 400 to
mane. Their scales are sparklingly golden, the hair 450 coins each. They speak their own language;
of their mane and tail are rose gold, and their eyes 35% also speak Goblin, and 15% or so also speak
are a deep lavender or violet color. Common. Most kobolds encountered outside their
homes are warriors, and the statistics given above
Kirin are natural fliers and are said to prefer to never
are for such creatures.
touch the ground. Those met in the wild are always
solitary and apparently always male; nothing is When encountered in their lair, the Kobolds will be
known about how females might differ from males, led by a Kobold Chief who has 2 hit dice and does
for none have evidently ever been seen. They are 1d8 points of damage on a hit. He will be
extremely intelligent and can communicate with protected by 5d6 elite guards who have 1 hit die
any other intelligent creature by means of their and do 1d6 points of damage on a hit.
unique form of telepathy.
Kobolds see well in the darkness, having Infravision
th
A kirin has the magical abilities of a 15 level with a 6" range. On the other hand, they are very
magic-user, but casts spells by force of will alone, uncomfortable in bright light, and suffer penalties
needing no words or gestures to cast them. In of -1 on attack rolls and morale checks if they must
addition, once per day a kirin can cast create fight in full daylight.
food, create water, control weather, and wind
walk. Once per day a kirin can create items of
wood or softer material of up to 20 cubic feet
which are of permanent nature, and once per day
can create up to 2,000 coins weight of metal items
that will persist for one day before disappearing.
Any spell cast by a kirin that affects air, wind, or sky
is at twice normal power or effect, as determined
by the referee.
The skin of a kirin is very valuable, up to 25,000 GP in
value if not too badly damaged. However, as kirin
are Lawful creatures and much revered (indeed,
almost worshiped), those who would buy such a
skin are undoubtedly very evil indeed.
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Iron Falcon Handbook of Monsters Monsters
Lamia Lammasu
Armor Class 3 Armor Class 6
Hit Dice 9* Hit Dice 6+2*
No. Attacks 1 weapon, 2 claws No. Attacks 2 claws
Damage 1d4 or by weapon type, 1d6 claw Damage 1d6 each claw plus special
Move 24" Move 12" Fly 24"
Alignment Chaotic Alignment Lawful
No. Appearing 1 No. Appearing 2d4
% in Lair 55% % in Lair 35%
Treasure D Treasure A1
Morale Normal Morale Normal
XP 1,650 XP 525
A Lamia resembles a centaur, in that one has a Lammasu are winged lions with human-like heads.
human-like head, arms, and torso atop the body of They are intelligent and very Lawful, and will
a quadruped. However, all lamias are apparently generally give aid and protection to other Lawful
female, and a lamia's beast-like lower body is scaly creatures. They can speak Common as well as any
and dragon-like, with clawed forepaws and cloven language spoken by Lawful creatures. A typical
hooves on her hind feet. A typical lamia is about 8 lammasu is about 8 feet long and weighs about
feet long and weighs about 7,000 coins. They are 5,000 coins.
usually armed with a dagger or knife of some type,
A lammasu has the spell abilities of a 6 th level Cleric.
but are able to employ nearly any weapon usable
They can become invisible at will (as if wearing a
by humans.
ring of invisibility), and teleport at will over short
A lamia can cast spells as a magic-user of the 5 th ranges as if casting dimension door. They are
level of ability, that is, 4 first level spells, 2 second constantly surrounded by protection from evil, 10'
level spells, and 1 third level spell each day. Lamia radius (as the spell).
prefer the spells charm person, mirror image,
phantasmal forces, and suggestion, but the referee Lamprey
should feel free to assign whatever spells he or she
Normal Giant
wishes. They strongly prefer spells that influence,
Armor Class 7 6
deceive, or confuse victims over those that cause
Hit Dice 1+2 5
damage directly.
No. Attacks 1 bite 1 bite
The touch of a lamia drains 1 point of Wisdom, in Damage 1d2 plus 2 per 1d6 plus 10 per
addition to any damage inflicted. This includes any round round
hit with her claws, but not with a dagger or other Move Swim 12" Swim 9"
weapon; if a lamia attempts to attack by touch, Alignment – Neutral –
roll for the attack as normal but the only damage No. Appearing – 1d4 –
done is the Wisdom drain. This draining is
% in Lair – None –
permanent, unless restored by magic; a restoration
Treasure – None –
spell will restore one lost point of Wisdom,
Morale – Never Checks –
incapacitating the caster for just 1d4 days rather
XP 10 200
than the usual 2d10 days for restoring a level of
ability. Any character reduced below 3 points of A Lamprey is an eel-like jawless fish with a funnel-
Wisdom becomes the lamia's willing slave, obeying shaped sucking mouth lined with many sharp
literally any order she gives. teeth. A lamprey attacks by boring into its prey
with these teeth and latching on, doing the given
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only the use of truly superior magic can overcome virtually always know the Common tongue, and
their finely-honed senses and reflexes. When rolling have a 25% chance to know any of the following
for initiative, leprechauns receive a bonus of +2 on (roll once per language as needed): Elvish,
the die roll. Dwarvish, Orcish, Goblin, Gnoll, or Giant.
These creatures can pick pockets in the same The leucrotta's kick attacks may only be directed at
fashion as a thief, having a 70% chance of success, opponents behind the creature, and one cannot
and they will sometimes choose to do so and then effectively bite and kick in the same round.
flee as swiftly as possible. If pursued, there is a 30%
chance per each round of successful pursuit that Lich
the leprechaun will choose to drop the item. Armor Class 3
Hit Dice 10**
Legend holds that whoever captures a leprechaun
No. Attacks 1
or corners it in its lair may demand its treasure. In
Damage 1d10 plus special
fact, the leprechaun can and will attempt to
deceive any such character, and only those who Move 6"
are very clever indeed have any chance of Alignment Chaotic
success at this endeavor. Their fondness for strong No. Appearing 1d4
drink is virtually their only weakness, but note that a % in Lair 60%
leprechaun can drink as much as a dwarf with Treasure A1
similar effect despite its small size. Morale Normal
XP 2,550
Leucrotta
A lich is a spellcasting undead (as described on
Armor Class 4
page 145), usually a formerly mortal wizard or
Hit Dice 6+1
sorcerer but sometimes a cleric or other spellcaster,
No. Attacks 1 bite or 2 kicks
who has used its magic to unnaturally extend its
Damage 3d6 bite, 1d6 kick
life. A lich is a gaunt and skeletal humanoid with
Move 18" withered flesh stretched tight across horribly visible
Alignment Chaotic bones. Its eyes have long ago been lost to decay,
No. Appearing 1d4 but bright pinpoints of crimson light burn on in the
% in Lair 35% empty sockets. Liches speak Common plus any
Treasure D other languages they knew in life.
Morale Normal The undead existence of a lich is sustained with the
XP 300 use of a device called a canopticept. This device
contains the lich's very soul, sustaining it outside the
The Leucrotta is a very strange looking creature,
slowly-decaying body of the monster. A lich must
having a body like a deer or stag with a head
be on the same plane of existence as its
resembling a European badger and a leonine tail.
canopticept; should the device and the lich be
Instead of normal teeth, the mouth of a leucrotta is
separated on different planes of existence, the
lined with saw-edged ridges of bone. They are
creature's body will fall dead instantly. Whether or
hateful predatory creatures who prefer intelligent
not the lich can recover is left to the referee's
prey.
discretion. The canopticept is sometimes
A leucrotta can imitate any male or female voice incorrectly called a phylactery, possibly because
of any human, demi-human, or humanoid, from some liches choose to use such a device of worship
the high-pitched tones of a pixie to the deepest profanely in this way. A canopticept can in fact
rumble of a giant. This ability is used to lure have almost any form, though almost all such
potential victims into ambush situations. Leucrotta devices fit comfortably in a man's hand.
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Monsters Iron Falcon Handbook of Monsters
Lion
Armor Class 6
Hit Dice 5
No. Attacks 2 claws/1 bite + 2 rear claws (rake)
Damage 1d4 each claw, 1d10 bite,
1d6 rear claw
Move 15"
Alignment Neutral
No. Appearing 2d6
% in Lair None
Treasure None
Morale Normal
XP 200
Living Statue
Living statues are magically animated. They are
true automatons, unlike golems, which are
animated by elemental spirits. While this means
that living statues have no chance of going
“berserk,” it also means that they may only perform
simple programmed activities. They may not be
A lich will have 12 th level or higher spellcasting
commanded in any meaningful fashion. They
ability, either as a Magic-User or as a Cleric (though make very effective guards for tombs, treasure
most are former Magic-Users). Most are of higher
rooms, and similar places.
levels, with 18th being more typical. In addition to
its spellcasting abilities and the resistances that Living statues can be crafted to resemble any sort
come from being undead, a lich's touch will of living creature, but most commonly are made to
paralyze living creatures (with no saving throw look like humans or demi-humans. Their hit dice
allowed) for 2d4 turns. The sight of a lich will cause vary depending on the size of the statue; the first
any living creature of 4 or fewer levels or hit dice to number given represents a dwarf-sized statue, the
flee in fear unless a successful saving throw vs. second a man-sized one, and the remaining two
Spells is made. are successively larger statues.
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Iron Falcon Handbook of Monsters Monsters
Common living statues have no special abilities. A volcanic living statue attacks by spraying molten
Those that were carved with weapons in hand may rock from its fingertips with a range of 1".
strike once per round for 2d6 points of damage;
those without weapons may strike once with each Lizard, Fire
fist, inflicting 1d6 points of damage on a hit.
Armor Class 3
Hit Dice 7* to 12*
Living Statue, Iron No. Attacks 2 claws, 1 bite or 1 breath
Armor Class 2 Damage 1d8 claw, 2d8 bite, 2d6 breath
Hit Dice 4*, 5*, 6*, or 7* Move 9"
No. Attacks 1 weapon or 2 fists Alignment Neutral
Damage 2d8 weapon or 1d8 fist + special No. Appearing 1d4
Move 3" % in Lair 50%
Alignment Neutral Treasure B
No. Appearing N/A Morale Normal
% in Lair None XP 7 HD: 900; 8 HD: 1,250;
Treasure None 9 HD: 1,650; 10 HD: 1,800;
Morale Never checks 11 HD: 1,975; 12 HD: 2,175
XP 140, 325, 525, or 900 Fire Lizards are huge creatures that resemble
If an iron living statue is struck by a non-magical wingless dragons. They are gray or tan in
weapon made of metal (even if only partially coloration, with mottled red patches and spots on
metal), the wielder must make a save vs. Spells or their backs, legs, and heads; younger fire lizards are
the weapon will be stuck in the monster. If this dusted with golden highlights that become dull
happens, it cannot be removed until the statue is and disappear as they mature.
“killed.” Though they may be found sharing a lair, fire lizards
are dull creatures which sleep most of the time if
not hunting. If encountered in their lair, there is a
50% chance each is sleeping (roll for each
individual) and will awaken in 2d8 rounds after any
commotion begins (or in a single round if
attacked). They do like shiny things, and a lair will
contain treasure (as indicated above) scattered in
haphazard piles.
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A fire lizard's breath weapon engulfs a volume Lizard, Giant Horned Chameleon
about 1" wide by 1½" long, and a normal saving
Armor Class 2
throw is allowed for half damage. Fire lizards are
Hit Dice 5
immune to normal fire and take half damage from
No. Attacks 1 tongue or 1 bite
magical fire attacks.
Damage grab or 2d6
Move 12"
Lizard, Giant Draco
Alignment Neutral
Armor Class 5
No. Appearing 1d3 Wild 1d6
Hit Dice 4+2
% in Lair None
No. Attacks 1 bite
Treasure None
Damage 1d10
Morale Normal
Move 12" Fly 21" (see below)
XP 200
Alignment Neutral
No. Appearing 1d4 Wild 1d8 Giant horned chameleons average 8' to 10' in
length. They are typically green, but can change
% in Lair None
color to blend into their surroundings, allowing them
Treasure None
to surprise prey on 1-4 on 1d6. They have very long
Morale Normal
tongues, able to spring out up to 20'. The sticky
XP 75
muscular ball on the end grabs on to the
Giant draco lizards are able to extend their ribs and chameleon's prey, and the chameleon then drags
connected skin to form a sort of wing, allowing the prey to its mouth, doing bite damage
them to fly for short distances (no more than three automatically on the following round and all
rounds, and ascending is impossible). An average subsequent rounds. This continues until the
giant draco lizard is 8' long, including its nearly 3' chameleon is killed or fails a morale check, or until
long tail. They are fierce predators. the prey is dead.
The horns of the giant horned chameleon are used
Lizard, Giant Gecko only in mating rituals, not in combat.
Armor Class 5
Hit Dice 3+1 Lizard, Giant Minotaur
No. Attacks 1 bite Armor Class 5
Damage 1d8 Hit Dice 8
Move 12" (special) No. Attacks 2 claws, 1 bite
Alignment Neutral Damage 2d6 claw, 3d6 bite
No. Appearing 1d6 Wild 1d10 Move 6"
% in Lair None Alignment Neutral
Treasure None No. Appearing 1d8
Morale Normal % in Lair 80%
XP 50 Treasure None
Morale Normal
Giant gecko lizards range from 4' to 6' in length,
and are generally green in color, though grey or XP 700
white versions can be found underground. They The Giant Minotaur Lizard is so named because of
can climb walls and even walk across ceilings at horny projections from the creature's forehead;
full movement rate due to their specialized toe however, the are used only in mating rituals, never
pads. They are carnivores, typically attacking in combat. Even when not encountered in their
weaker prey from above. lairs, giant minotaur lizards are rarely far from them;
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they hunt by hiding near intersecting subterranean Giant subterranean lizards are very quiet, and
corridors or similarly restricted areas in the normally gain surprise on 1-3 on 1d6 because of this
wilderness and leaping out at their prey, clawing feature. Though they are not particularly smart,
and biting. This method of ambush is aided by their they are able to remember the tunnels in which
mottled brown and grey coloration, which they commonly hunt in great detail (and in three
resembles natural stone so well that they surprise on dimensions) and will always take the most effective
1-3 on 1d6 in such surroundings; in "finished" route in pursuit of their prey. Worse, they often hunt
dungeon areas or in non-rocky wilderness they do in groups, and will cunningly choose to herd fleeing
not receive this bonus, but still try to ambush prey in prey into dead ends or into crossings where the
the same way. lizards may fall upon them from several directions
at once.
Any man-sized or smaller prey that is bitten is held;
the lizard will attempt to drag such prey to its lair
(generally nearby, as noted), whether dead or Lizard, Giant Tuatara
alive, inflicting additional biting damage each Armor Class 4
round automatically. One will only release prey if it Hit Dice 6
fails a morale check or is killed. These creatures are No. Attacks 2 claws/1 bite
more interested in food than in killing, so once prey Damage 1d4 claw, 2d6 bite
has been secured they will try to escape from Move 12"
battle back to the lair where they can eat in
Alignment Neutral
peace. They do not share well, though, and may
No. Appearing 1d2 Wild 1d4
fall to attacking each other if they capture fewer
% in Lair None
victims than there are lizards. Of course, so long as
Treasure None
there are interlopers in their lair they will continue to
fight them. Morale Normal
XP 300
Lizard, Giant Subterranean Giant tuataras are large, being 10' to 12' long, and
Armor Class 5 heavily built. They are predators with a powerful
Hit Dice 6 shearing bite. Giant tuataras are more resistant to
No. Attacks 1 bite cold than most lizards, and are thus sometimes
Damage 2d6 found hunting deep underground. They are also
known to hibernate in cold weather.
Move 12"
Alignment Neutral
No. Appearing 1d6
% in Lair 25%
Treasure None
Morale Normal
XP 300
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unless the net-wielder is slain or loses his or her grip Lycanthropy is spread like a disease. Those
on the net. characters who take more than half of their hit
points in damage from the natural attacks of a
Lurker Above lycanthrope (or several lycanthropes of the same
type) will be transformed into one of that type of
Armor Class 6
lycanthrope in 2d12 days. This affliction can be
Hit Dice 10
prevented by cure disease, but once the
No. Attacks 1 smother
character becomes a lycanthrope that spell will no
Damage 1d6 + 1d6/round longer work.
Move Fly 9" (special)
If encountered in their lair, lycanthropes will be
Alignment Neutral
found as one or more families; every 2-5 individuals
No. Appearing 1 Lair 1d4
will be a family consisting of two adults with the
% in Lair 50%
remainder being young of half hit dice. The young
Treasure C
lycanthropes will fight as long as the adults do, but
Morale Normal if all adults are slain the young should be treated as
XP 1,050 having been subdued; they will surrender and be
The monster known as the Lurker Above is a obedient to the attackers if the attackers so permit.
subterranean creature which appears to be Lycanthrope groups (or packs) encountered
related to aquatic creatures such as the manta outside their lairs will consist entirely of adults.
ray, though this is hardly likely. A lurker above
"swims" through the air due to buoyant gas Lycanthrope, Werebear
bladders in its "wings," and if unable to fly for some
Armor Class 2 (s)
reason one can creep no more than 1" per round.
Hit Dice 6*
A lurker above hunts by lying flat against the ceiling No. Attacks 2 claws/1 bite
of a subterranean room, camouflaged by its stony- Damage 1d4 each claw, 2d8 bite
textured dark gray underbelly (thus surprising on 1-4
Move 9"
on 1d6) and then falling on and wrapping itself
Alignment 1d6: 1-4 = Lawful, 5-6 = Neutral
around its prey. The prey is held immobile,
No. Appearing 2d10
rendered unable to breathe, and constricted in this
% in Lair 15%
way until it dies. Living creatures of man-size or
smaller will suffer 1d6 points of damage per round Treasure C
and will typically remain conscious at most 1d4+1 Morale Normal
rounds. A victim may only fight if he or she has a XP 525
short cutting or stabbing weapon already in hand
Werebears in human form tend to be stout, well-
before being attacked.
muscled, and hairy. Their hair is thick, and males
usually wear beards. They may have reddish,
Lycanthrope blond, ivory, or black hair, matching the color of
Lycanthropes are humans who are able to assume the ursine form. They dress in simple cloth and
the form of an animal. In its natural form, a leather garments that are easy to remove, repair,
lycanthrope looks like any other human, though or replace.
those who have been afflicted for a long time tend
If a werebear hits with a claw and the roll is a
to have or acquire features reminiscent of their
natural 18 or better, the werebear has hugged its
animal forms. In animal form, a lycanthrope
opponent, doing an additional 2d6 points of
resembles a powerful version of the normal animal,
damage. A hug can only be employed against
but on close inspection, its eyes show a faint spark
opponents of the werebear's own size or smaller.
of unnatural intelligence.
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Monsters Iron Falcon Handbook of Monsters
A wereboar in humanoid form tends to be a stocky, Weretigers in human form tend to be sleekly
muscular individual of average height. They dress muscular, taller than average, and very agile. Like
in simple garments that are easy to remove, repair, other cats, weretigers will tend to play with their
or replace. food if not particularly hungry.
A wererat in human form tends to be a thin, wiry Werewolves in their human form appear quite
individual of shorter than average height. Its eyes ordinary. However, they often try to assert their
constantly dart around, and the nose and mouth dominance over any group of non-werewolves.
may twitch if he or she is excited. Males often have
thin, ragged mustaches.
Wererats can move as silently as a 7 th level Thief. In
addition to assuming human and giant rat forms, a
wererat can assume an intermediate form which is
man-shaped with a rat's head and rat fur over its
entire body. A wererat can summon and control
8d10 ordinary or 2d6 giant rats; however, a group
of wererats can summon at most 10d10 ordinary or
3d6 giant rats total. Summoned rats will begin
appearing 2d4 rounds after being called, with one-
third appearing each round thereafter.
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The Giant Lynx is unusual in that it is not only larger Mammoths are huge, shaggy prehistoric relatives
than the normal sort of lynx, but also more of the elephant. Though found in a variety of
intelligent. In fact, a giant lynx is as intelligent as a climates, they are most common in colder
human (on the average) and they speak their own territories.
language and have a 15% chance of speaking
Like elephants, mammoths have five distinct attack
Common as well.
modes (two tusks, a trunk grab, and two tramples
A giant lynx attacks with its foreclaws and its bite, with the front feet), but a single individual can
and if both foreclaws hit, it may make two apply no more than two of these attacks to any
additional attacks with its hindclaws (known as a single opponent of small or medium size; large
"rake" attack). opponents may be targeted by three of these
attacks in a round. However, one can attack
They also have an uncanny ability to recognize
multiple opponents in its immediate area at the
traps, detecting them with a 35% chance by
same time.
casual observation and a 75% chance on a
standard search. They are excellent climbers, able A light load for a mammoth is 85,000 coins; a heavy
to climb in their native terrain with a 90% chance of load, up to 170,000 coins.
success.
A mammoth has no treasure as such, but its tusks
The giant lynx is found in cold regions, including are worth 2d6 x 100 gp.
both arctic and subarctic climates as well as snowy
mountainous areas. If encountered in lair there is a Man-O-War
25% chance of 1d4 kittens who have ½ or 1 hit die
See Jellyfish, Giant on page 85.
and can attack only by biting for 1d3 points of
damage.
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A mimic generally only uses its bite attack against only for ultraviolet light (which is why it is found
opponents who are already stuck to it, but due to underground, as direct sunlight or other sources of
their vulnerable position the mimic receives an ultraviolet light will cause it 1d4 points of damage
additional +3 bonus on such bite attack rolls. per turn). The area surrounding a patch of brown
mold will be noticeably colder, and any living
Minotaur creature standing within 5 feet of a brown mold will
suffer 1d8 points of cold damage each round.
Armor Class 6
Exposure to heat (such as a torch, fireball spell,
Hit Dice 6
etc.) causes the mold to grow almost instantly.
No. Attacks 1 butt/1 bite/1 weapon
Fires that would otherwise do up to 10 points of
Damage 2d4 butt, 1d3 bite, damage will cause the patch to add an additional
1d6 or by weapon type
20 square feet or so in size (approximately doubling
Move 12"
its initial size) with each additional 10 points or so
Alignment Chaotic
adding a similar area. This effectively increases the
No. Appearing 1d8 area of its cold damage. Any type of fire or cold
% in Lair 10% attack will not harm this mold, but attacks with
Treasure C weapons or lightning can damage it (though
Morale Normal weapon attacks may also damage the weapon, if
XP 300 the relatively thin layer of mold lies over metal or
stone). Exposure to ultraviolet light (including
A minotaur appears to be a hairy, bull-headed
sunlight) renders a brown mold dormant, negating
humanoid standing more than 7 feet tall and
its cold attack completely.
weighing about 7,000 coins. Minotaurs speak their
own language, and are 60% likely to speak Giant Yellow mold is also found in underground
and 10% likely to speak Common. Though of low environments. If touched, it does 1d6 points of
intelligence, minotaurs have a natural talent for damage to exposed flesh; further, any forceful or
solving mazes; they are never lost and can track damaging contact is 50% likely to cause it to burst
prey (or enemies) quite well. forth with a cloud of poisonous spores. All within 1"
of the mold must make a saving throw vs. Poison or
die of asphyxiation. Obviously, normal weapon
Mold, Deadly
attacks are useless against this creature; however,
Brown Yellow
fire destroys yellow mold, and sunlight renders it
Armor Class 9 N/A
dormant.
Hit Dice 2* 2*
No. Attacks 1 1
Damage Special Special
Move None None
Alignment Neutral Neutral
No. Appearing N/A N/A
% in Lair None None
Treasure None None
Morale Normal Normal
XP 40 40
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They begin life as ordinary-looking mushrooms or In combat, aquatic nagas prefer to stay mostly
toadstools, but continue to grow over the course of concealed in a body of water while they launch a
about a year to a height of about three feet, at spell attack, but in close combat they will not
which point they transform, gaining limbs and hesitate to use their deadly venomous bite (if
facial features. Young mushroom men (those bitten, save vs. Poison or die). However, they are
having 1 hit die) do not yet speak and generally do not naturally aggressive and will often parley with
not fight, though if cornered they will defend characters. Each has the spellcasting abilities of a
themselves. Each year a mushroom man grows 5th level magic-user.
roughly six inches, and every second year gains
another hit die (so one will have 2 HD at 3 years of Naga, Guardian
age, 3 HD at 5 years, and so on). They learn to
Armor Class 3
speak their own language at the age of 2 and are
Hit Dice 11* to 13*
considered adults at the age of 7 (at which point a
No. Attacks 1 bite or spit/1 constrict
mushroom man has 5 hit dice and stands about six
feet tall). Mushroom Men live short lives, most dying Damage 1d6 + poison bite or poison spit,
2d4 constrict
of old age before their seventeenth year (at which
Move 15"
point any individual still living stands a full eleven
Alignment Lawful
feet tall and has 10 hit dice).
No. Appearing 1d2
Mushroom Men have superior Infravision of up to % in Lair 80%
120', and move so quietly that they surprise on 1-3
Treasure H
on 1d6. However, they are peace-loving beings
Morale Normal
who will almost never start a fight, though the older
XP 11 HD: 1,975; 12 HD: 2,175;
individuals are known to be fierce when they are
13 HD: 2,400
forced into battle.
Guardian Nagas are the largest nagas, being
Naga, Aquatic around 20 feet in length and weighing around
5,000 coins at full growth. Their serpentine bodies
Armor Class 5
are patterned in green and gold with a silvery
Hit Dice 7* to 9*
triangular pattern on the back, and their eyes are
No. Attacks 1 bite
bright and intelligent, burning with an almost
Damage 1d4 + poison hypnotic inner light.
Move 9" Swim 18"
In combat, guardian nagas can wrap around a
Alignment Neutral
victim of man-size or smaller and constrict, inflicting
No. Appearing 1d4
damage each round; escaping from this
% in Lair 50%
constriction requires a roll equal to that needed to
Treasure D
open a stuck door. They also will use their deadly
Morale Normal venomous bite (if bitten, save vs. Poison or die).
XP 7 HD: 900; 8 HD: 1,250; Alternately, a guardian naga can spit its venom at
9 HD: 1,650
any target within a 3" range, and if the victim is hit
Like all nagas, Aquatic Nagas have long, snakelike he or she must save vs. Poison or die. If all of this
bodies covered with glistening scales and more or weren't enough, a guardian naga has the
less human heads and faces. Their skin color spellcasting abilities of a 6th level cleric.
ranges from an almost metallic blue through Guardian nagas are not generally aggressive, and
turquoise to emerald green, patterned in a may even assist parties of Lawful characters. They
reticulated fashion. They are the smallest nagas, are often found guarding dangerous evil creatures
being around 10 feet in length and weighing
around 2,000 coins.
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Iron Falcon Handbook of Monsters Monsters
Night Hag
See Infernal, Night Hag on page 80.
Nightmare
See Infernal, Nightmare on page 81.
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Monsters Iron Falcon Handbook of Monsters
A nymph is a feminine fey creature native to water, An ochre jelly is a form of amorphous creature that
appearing as a young and very beautiful woman lives only to eat. They inhabit underground areas
with faintly greenish skin. They live in beautiful throughout the world, scouring caverns, ruins, and
natural environments, almost always near water; a dungeons in search of organic matter, living or
nymph can breathe water as easily as air. They are dead. They are unintelligent, attacking any
usually solitary and care little for company; creatures they encounter. They attack by lashing
however, most do speak the common tongue as out with pseudopods; their entire body exudes
well as the language of the fey. acid, which is the source of the damage their
attacks cause. An ochre jelly's acid does not harm
While nymphs do not fight, they have the magical
stone or metal but does dissolve wood.
abilities of a 7th level cleric. In addition, one can
dimension door once per day. Merely looking at a Ochre jellies are harmed by fire or cold attacks, but
nymph can cause blindness, unless a saving throw are unharmed by other attack forms. Neither
vs. Wands is made; this blindness is permanent, but weapons nor lightning bolts will harm an ochre jelly,
can be cured with remove curse. If the nymph is instead splitting the creature into two identical
caught naked or chooses to undress, onlookers jellies, each having half of the original’s hit dice
must save vs. Death Ray or die. Anyone making (round up) and current hit points (round down). A
either of these saves never needs to do so again 1 hit die ochre jelly will not divide further, but is still
when encountering a nymph. unaffected by lightning and weapons. All other
attack forms will work normally.
Nymphs are solitary, as has been mentioned, and
unlikely to respond in a friendly fashion to any An ochre jelly can grow to a diameter of about 5
character. However, a character whose intentions feet and a thickness of about 1 foot, but can
are good and honorable who rolls a 12 or better on compress its body to fit into cracks as small as 1
a reaction roll may receive the nymph's aid. (normal, not scale) inch wide. A typical specimen
weighs about 5,000 coins.
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These creatures are aggressive and territorial The Oculus Abyssi is an aquatic species, able to
hunters, with arms reaching 10 feet or more in breathe equally well in the air and underwater.
length. Their tentacles are studded with barbs and While able to fly as do other oculi, they are faster
sharp-edged suckers. In order to bite a creature, and more maneuverable underwater.
the giant octopus must hit with at least two
An oculus abyssi has the usual spherical body with
tentacles first.
a single large eye and a large mouth full of many
If a giant octopus fails a morale check, it will squirt sharp teeth; two small eyes on long flexible stalks
out a cloud of black “ink” 4" in diameter and then extend from the top. Hanging beneath the main
jet away at twice normal speed for 2d6 rounds. body are a pair of vaguely humanoid arms with
nasty claws at the end; in melee they attack with
Oculus these claws and their bite. However, few of these
monsters would choose to engage in melee
An oculus (plural oculi) is a strange monster, a
without first using their magical powers.
floating chitinous sphere with a single large eye.
How an oculus floats is a matter of much The main eye is able to emit a blinding flash of light
conjecture, but at present there is no agreement affecting a conical area extending 3" from the
among the sages and wizards who have studied monster and being 2" wide at the base (far end).
them. All oculi ever encountered have been very All creatures within this area must save vs. Death
intelligent, hateful, and cruel; they do not willingly Ray or be blinded for 2d4 rounds. The lesser eyes of
associate with any other intelligent creature, not this monster can also perform magical attacks, with
even other oculi. Only adult oculi have ever been one able to generate hold person and the other
discovered, and their means of reproduction are hold monster (both as the spell). These eyes, being
entirely unknown. on long stalks, can target creatures in any
direction, even those underneath its body. All of
these powers can be used at will, once per round.
Alternately, the two eyes can be used together to
generate the effect of the spell phantasmal forces;
in this case, the two eyes cannot use their other
power while the illusion is being maintained.
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The remaining eye effects are generally distributed example diagram to help you see how to work this
as listed below, where the first eye listed is the eye out.
just to the monster's right of center in front and
The gray area in the diagram shows what part of
proceeding around to the eye just to the left of
the battlefield around the monster can be
center in front. About 20% of individuals have their
targeted by eye number 2 (the slow eye, normally).
eyes arranged in the opposite order, and one in a
This does not mean that all creatures in the area
hundred (i.e. a roll of 00 on the dice) have them
are targets at the same time, but rather that only
arranged randomly.
those creatures within the area can be targets of
The eye powers are as follows. Note that all spell that eye.
effects are applied as if cast by a magic-user of the
Of course, the oculus rex can turn around
same level as the monster's number of hit dice.
whenever it wants to, but in the interest of fairness it
Each eye can use its listed power once per round.
should only be allowed to turn once per round,
1. Cause Fear (as the Wand of Fear). before performing its attacks.
2. Slow (as the spell). An oculus rex can suffer the loss of any of its lesser
eyes without also suffering a loss of hit points.
3. Charm Monster (as the spell).
Severing an eyestalk requires 8 hit points of
4. Flesh to Stone (as the spell) with a 3" range, damage, or 12 hit points for the larger oculus
affecting a single target who does not need to imperius. Any successful hit to the monster's main
meet the monster's gaze to be affected. eye which inflicts more than one-third of the
5. Cold (as the Wand of Cold). monster's total (original) hit points in damage
renders that eye useless. The monster regenerates
6. Sleep (as the spell, but at the monster's option it slowly, such that any individual that survives an
may affect any one chosen target of any level encounter will regrow any lost or damaged eyes
who may save vs. Spells to resist). (even the main one) and all will become functional
7. Telekinesis (as the spell). when its hit points reach the normal figure once
again.
Figuring out which eyes an oculus rex can use in a
given encounter can be tricky. Please review the Oculus Somno
Armor Class 4
Hit Dice 8*
No. Attacks Gaze, 3 probosci
Damage Sleep Gaze,
1d6 + 1d6/round proboscis
Move Fly 9"
Alignment Chaotic
No. Appearing 1d4
% in Lair 35%
Treasure D, I
Morale Normal
XP 1,250
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Oculus Vigilans
Armor Class 4 body, 7 main eye/eye stalk
Hit Dice 4+4**
No. Attacks 1 bite or special
Damage 1d4+1 or special
Move Fly 9"
Alignment Neutral
No. Appearing 1
% in Lair 95% (special)
Treasure Special
Morale Never checks (special)
XP 205
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Iron Falcon Handbook of Monsters Monsters
5. Fear (as the spell) dull yellow to dull brown. Their clothing consists of
th poorly-cured furs and hides, which add to their
6. Hold Monster (as the spell, as if cast by a 9 level
naturally repellent odor.
magic-user)
Ogres speak their own language, and 35% speak
7. Telepathy (as the spell ESP, but the oculus vigilans
the language of either Orcs or Giants, while 10%
can not only hear thoughts but project its own
speak Common.
thoughts so that the target creature can hear them
as well) Ogres favor overwhelming odds, sneak attacks,
and ambushes over a fair fight. They are intelligent
The referee should choose or randomly determine
enough to fire missile weapons first to soften up
(by whatever means he or she desires) which
their foes before closing, but ogre gangs and
powers each eye possesses, noting that normally
bands fight as unorganized individuals.
no oculus vigilans has the same power in two or
more eyes. The main eye of this monster can
target only those in front of the creature, but all of Ogre Mage
its eyestalks can turn to focus on those who are Armor Class 4
behind it as well as in front. Hit Dice 5+2**
Oculus vigilans are only surprised on a roll of 1 on No. Attacks 1 weapon or spell
1d6 due to their many eyes. Any hit to an eye Damage 1d12 or by weapon type +3
(whether the main eye or an eyestalk) blinds and Move 9" Fly 15"
disables it. Alignment Chaotic
No. Appearing 1d6
These creatures come from another plane of
existence, and are summoned or otherwise % in Lair 40%
compelled to service by powerful wizards or priests. Treasure E
They will be assigned to guard some location or Morale Normal
treasure, but do not have (nor care to have) any of XP 450
their own. They are normally faithful to whatever
Ogre magi (the plural form) are unusually intelligent
bargain they have made, but if one is blinded in all
and magically gifted ogres. An ogre mage stands
its eyes it will return to its own plane, disappearing
about 10 feet tall and weighs up to 7,000 coins. Its
instantly as its next action in combat.
skin varies in color from light green to light blue,
and its hair is black or very dark brown. Ogre magi
Ogre favor loose, comfortable clothing and lightweight
Armor Class 5 armor.
Hit Dice 4+1
They have several magical abilities. They can
No. Attacks 1 weapon become invisible as if wearing a ring of invisibility,
Damage 1d10 or by weapon type +3 cast darkness with a 1" radius three times per day,
Move 9" fly as the spell for an unlimited amount of time, cast
Alignment Chaotic charm person and sleep once each per day, and
No. Appearing 3d6 cast cold once per day (as the wand, doing 8d6
% in Lair 30% points of damage). Ogre magi regenerate 1 hit
Treasure C + 1,000 GP point per round, beginning on the round after the
Morale Normal first damage is taken; however, if reduced to 0 hit
XP 75 points they will not continue to regenerate.
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Giant Sea Otters are found, obviously, in the sea. quite intelligent, speak their own language, and
They make no nests or lairs, bearing and raising have an uncanny facility with communication such
their young at sea, and any group of giant sea that they can speak with almost any intelligent
otters encountered has a 25% chance of including creature after a turn or two of practice.
an additional 1d4 juveniles (but generally not more
An otyugh has no interest in treasure, and is only
than the number of adults) who have 1 to 6 hit dice
territorial if it thinks another creature covets its filth
and do damage as given for giant river otters, with
pile, which is the only thing one values. However,
those having 5 or 6 hit dice inflicting 3d6 points of
other monsters sometimes employ them to guard
damage with a bite.
their own treasures, and the otyugh will generally
Giant otter pelts are valuable, selling for between discharge such duties faithfully.
1,000 and 4,000 GP each. But note that giant otters
Those bitten by an otyugh are very likely (1-5 on
are smart and have long memories... they will
1d6) to contract a disease or infection, as decided
remember any characters who have hunted them
by the referee.
in the past and will not hesitate to attack the
hunters if they think they have any chance of
success. Owl, Giant
Armor Class 6
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Owlbear Pegasus
Armor Class 5 Armor Class 6
Hit Dice 5 Hit Dice 2+2
No. Attacks 2 claws/1 bite + special No. Attacks 2 hooves
Damage 1d6 each claw, 1d12 bite Damage 1d8 each hoof
Move 12" Move 24" Fly 48"
Alignment Neutral Alignment Lawful
No. Appearing 1d4+1 No. Appearing 1d12
% in Lair 55% % in Lair None
Treasure None Treasure None
Morale Never checks Morale Normal
XP 200 XP 30
Owlbears are horrid monsters having the body of a The pegasus is a magnificent winged horse.
bear and an owl-like head with a huge, razor-sharp Though highly prized as aerial steeds, pegasi are
beak. An owlbear’s coat ranges in color from wild and shy creatures not easily tamed. A typical
brown-black to yellowish brown; its beak is a dull pegasus stands 6 feet high at the shoulder, weighs
ivory color. A full-grown male can stand as tall as 8 15,000 coins, and has a wingspan of 20 feet. If a
feet and weigh up to 15,000 coins. Adventurers pegasus is captured by a Lawful character it will
who have survived encounters with the creature serve that character as if it were a warhorse.
often speak of the bestial madness they glimpsed Pegasi cannot speak, but they understand
in its red-rimmed eyes. Common.
Owlbears attack prey (any creature bigger than a
mouse) on sight, always fighting to the death. They Peryton
slash with claws and beak, trying to grab their prey Armor Class 7 (m)
and rip it apart. If an owlbear hits with a claw and Hit Dice 4*
the roll is a natural 18 or better, the owlbear has No. Attacks 1 antler (+2 to hit)
hugged its opponent, doing an additional 2d8 Damage 2d8
points of damage. A hug can only be employed Move 12" Fly 21"
against opponents of the owlbear's own size or
Alignment Chaotic
smaller.
No. Appearing 2d4
% in Lair 10%
Treasure B
Morale Normal
XP 140
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becoming fertile; they may share one heart, or able to attack the phase spider when it is out of
each may acquire its own heart before seeking a phase (ethereal) but not when it is in phase.
mate.
A typical phase spider is 8 feet long and weighs
A peryton receives a bonus of +2 on the attack roll about 7,000 coins.
when striking with its antlers. Though they have
claws, they do not apparently choose to use them Piercer
in combat. They are immune to non-magical
Armor Class 3
weapons, as indicated above.
Hit Dice 1 to 4
Perytons are intelligent, and speak their own No. Attacks 1
language. They have a 65% chance of knowing Damage 1d6 per hit die
the languages of one or more monster types found Move 1" (special)
in the area of their lair, but rarely if ever speak
Alignment Neutral
Common or the languages of any demi-human
No. Appearing 3d6
races.
% in Lair 100%
Treasure None
Phase Spider
Morale Never checks
Armor Class 6 XP 1 HD: 15; 2 HD: 30;
Hit Dice 5** 3 HD: 50; 4 HD: 75
No. Attacks 1 bite
A Piercer is a cone-shaped shelled creature
Damage 1d6 bite plus poison
resembling some kind of snail or other invertebrate.
Move 6" Web 15"
They are found in a range of sizes, with a group
Alignment Chaotic
typically having members of several different sizes;
No. Appearing 1d6 each individual piercer is about 1.5 feet long per hit
% in Lair 15% die. They can move about as snails do, at a rate of
Treasure A about 1" per round, and can climb hard surfaces at
Morale Normal full speed, even moving while upside down.
XP 450 However, they move substantially faster when
attacking.
Phase spiders are giant spiders with the ability to
move quickly from the Ethereal Plane to attack Piercers hunt prey by hanging upside down in
opponents on the Material Plane. While out of natural caverns, where their conical shells strongly
phase, a phase spider cannot be harmed by most resemble normal stalactites. They lie in wait until a
forms of attack, though gaze weapons (such as the victim walks beneath them, at which point they
gaze of a medusa) will affect them. A phase door attack by simply dropping on their prey, stabbing
spell may be used to force a phase spider to with their pointed shells.
remain in its current phase for 7 rounds. Characters If this attack fails, the piercer has no further
using an oil of etherealness or similar magic will be effective attack and will try to flee; of course if
given enough time a piercer will return to its place
on the ceiling, and if any victims are available it
may be able to attack again.
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checks. A giant rat can grow to be up to 4 feet swallowed whole on any roll 2 or more points higher
long and weigh over 500 coins. A single giant rat, than that needed to score a hit, and creatures
or a small group of up to four, will generally be shy, swallowed suffer 1d8 points of damage per round
but larger packs attack fearlessly, biting and thereafter. Those swallowed may only attack with
chewing with their sharp incisors. small cutting or stabbing weapons that were
already in hand before the victim was swallowed,
Any rat bite has a 5% chance of causing a disease.
and if the manta ray fails a morale check it may
A character who suffers one or more rat bites
regurgitate the victim. The manta ray's tail spine is
where the die roll indicates disease will sicken in
not significantly poisonous, and is generally only
3d6 hours. The infected character will lose one
used to attack when the creature flees.
point of Constitution per hour; after losing each
point, the character is allowed a save vs. Death A manta ray's treasure consists of items such as
Ray (adjusted by the current Constitution bonus or coins or gems that it cannot digest, and is held in its
penalty) to break the fever and end the disease. stomach. Normally it is necessary to kill a manta
Any character reduced to zero Constitution is ray in order to take its treasure, but if it is compelled
dead. If the fever is broken or a cure disease spell to regurgitate a meal (as described above) the
is applied, Constitution lost will be regained at a treasure will be regurgitated as well. If magic items
rate of 1 point per day. are indicated in a treasure, remove any that could
be digested or otherwise damaged in the manta
* Note: The XP award for normal rats is for driving
ray's stomach.
away or killing an entire pack of normal size. If the
adventurers are forced to flee, the referee should Pungi Rays are found in shallow tropical waters,
award 2 XP per rat slain. and are not as large as manta rays, having a
wingspan of around 15 feet. They conceal
Ray themselves under the sand with their dorsal spines
exposed and wait for victims to step on them. The
Manta Pungi Sting
spines appear to be plant matter, and on 1-5 on
Armor Class 6 7 7
1d6 (treated as a surprise roll) they will not be
Hit Dice 9 4 1
recognized as dangerous. Any creature stepping
No. Attacks 1 bite, 1 to 12 1 sting
on the spiny area, a patch about 3 feet wide and 4
1 tail spine spines
feet long in the center of the pungi ray's back, must
Damage 3d4 bite + 1d4 + 1d4 +
special, poison poison
save vs. Poison or die. Characters in armored boots
2d10 tail each receive a bonus of +2 on the saving throw, while
Move Swim 18" Swim 12" Swim 9" those in heavy non-armored boots or shoes receive
Alignment Neutral Neutral Neutral a bonus of +1. If attacked the pungi ray will
attempt to flee immediately.
No. Appearing 1 1d4 1d4
% in Lair None None None A Sting Ray (or "Stingray") is a type of ray found in
Treasure A2* None None shallow tropical waters. They are normally
Morale Normal Normal Normal peaceful, being bottom feeders, but if disturbed
XP 950 75 15 they may attack with their stinger. As they lie close
to the bottom and often cover themselves with
Rays are fish with cartilaginous skeletal structures sand, they may not be seen (surprising on a roll of
related to the sharks. They have flattened bodies, 1-4 on 1d6) thus increasing the danger. If the sting
and swim as if flying. ray's attack hits, the victim must save vs. Poison or
Manta Rays live in warm ocean waters. Average become paralyzed for 5d4 turns. While this does
adults have a wingspan of around 30 feet, with not kill the victim directly, should he or she fall into
mouths of around one-fourth of that width. the water, drowning is a likely outcome.
Creatures of man-sized or smaller can be
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Rot grubs are 1-inch long vermin found in carrion, The rust monster is universally feared by warriors for
dung, and other such garbage and organic its ability to rust or corrode metal (such as weapons
material. Their skin color is white or brown. When a or armor), weakening or destroying them. A rust
living creature contacts an area (dung heap, offal, monster is shaped vaguely like a turtle, with
etc.) infested with rot grubs, the grubs will attack if feathery prehensile antennae with which it
they can come in contact the victim’s skin. A rot performs its rusting attack. The hide of these
grub secretes a powerful anesthetic when it begins creatures varies in color from a yellowish tan
to burrow into the flesh; a burrowing grub will only underside to a rust-red upper back.
be noticed if the victim succeeds at a save vs.
On a successful hit, the rust monster reduces metal
Death Ray. If successful, the victim sees strange
armor (even magical armor) to little more than
rippling beneath his skin; if failed, the creature does
flakes. Hitting a rust monster with a metal weapon
not notice the grubs. During the first two rounds, a
has the same effect on the weapon. The rust
burrowing rot grub can be killed by applying fire to
monster subsists on the metals thus corroded.
the infested skin or by cutting open the infested skin
with any slashing weapon. Either method deals 1d8 The typical rust monster measures 5 feet long and 3
points of damage to the victim, but kills the grubs. feet high, weighing 2,000 coins.
After the second round, only a cure disease can kill
the grubs before they burrow to the victim’s heart
and devour it in 1d3 turns.
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generally flee if possible, and if enemies enter the Common, Elvish, and/or Dragon as well as their
lair the females will work together to get the young own language.
out safely.
A flame salamander generates so much heat that
A noble rules 3 to 10 normal lairs. A noble's home all creatures vulnerable to heat within 2" suffer 1d6
lair will be double the normal size as given above. points of damage per round. One can wrap its
The noble will have 6+6 hit dice, and he or she will body around a creature of man-sized or smaller
be attended by lieutenants as above. and do 2d8 points of constriction damage per
round. Finally, one may be armed with a weapon
A normal lair is 90% likely to have a priestess of 5 th to
and fight like a man; they may even constrict one
8th (1d4+4) level attended by 1d4 assistant
opponent while fighting others with weapons.
priestesses of 1st to 4th level each. The gods they
Metal weapons wielded by a flame salamander
worship are harsh and cruel, and priestesses are
will add 1d6 points of heat damage after 2 rounds
more than willing to summon devils to aid them if
of combat, or immediately if the weapon was
the power to do so is available, though they will
carried on the flame salamander's person.
generally avoid other types of infernals.
The lower body of a salamander is Armor Class 2;
Sahuagin keep sharks of various types as pets, and
attacks meant to free a victim being constricted
are able to command them in simple ways, in
must be against that figure. Doing 8 or more points
particular to restrain them from attacking or to
of damage in an attack against the lower body of
direct them to attack specific targets. A normal lair
a salamander will cause it to reflexively free its
will have 2d4 shark pets. Nobles will have twice this
victim.
number at their disposal.
Flame, frost, and lightning salamanders hate each
Rumors and tales abound about reputed princes
other, and each type will attack the others on sight,
and perhaps even a king who rule over great
in preference over any other foe.
numbers of sahuagin, but no one who lives above
the waves really knows that much about them.
Salamander, Frost
Salamander, Flame Armor Class -1 (m)
Hit Dice 12*
Armor Class 4/2 (m)
No. Attacks 4 claws or 1 weapon/1 bite + cold
Hit Dice 7+3*
Damage 1d6/1d6/1d6/1d6 or by
No. Attacks 1 touch/1 constriction/1 weapon
+ heat weapon/2d6 + 1d6/round
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salamander will add 1d6 points of cold damage can are known to sing duets with themselves,
after 2 rounds of combat, or immediately if the which may give away the location of the monster
weapon was carried on the frost salamander's to those listening).
person. Frost salamanders are completely immune
Flame, frost, and lightning salamanders hate each
to all types of cold-based attacks.
other, and each type will attack the others on sight,
Frost salamanders are quite intelligent; besides their in preference over any other foe.
own language, many also speak Common, Elvish,
and/or Dragon. Satyr
Flame, frost, and lightning salamanders hate each Armor Class 5
other, and each type will attack the others on sight, Hit Dice 5
in preference over any other foe. No. Attacks 1 head butt or 1 weapon
Damage 2d4 or by weapon
Salamander, Lightning Move 18"
Armor Class 0 (m) Alignment Neutral
Hit Dice 10* No. Appearing 2d4
No. Attacks 2 bites plus lightning % in Lair 40%
Damage 2d4/2d4 + 1d6/round Treasure I, S, X
Move 12" Morale Normal
Alignment Chaotic XP 200
No. Appearing 1d3
Satyrs are humanoid creatures with goat-like horns
% in Lair 40%
and ears and shaggy legs with hooves instead of
Treasure F feet. A satyr’s hair is red or chestnut brown, while its
Morale Normal hooves and horns are jet black. An average satyr is
XP 1,800 about 5'5" tall and weighs around 1,250 to 1,500
coins. Satyrs speak their own language, and most
Lightning Salamanders are creatures formed from
also speak Elvish and Common.
elemental air. A lightning salamander resembles a
giant snake more than 12' long with two dragonlike Satyrs can play a variety of magical tunes on their
heads (on short but flexible necks). A lightning pan pipes. Usually, only one satyr in a group carries
salamander constantly emits little bolts of lightning; pipes. When it plays, all creatures within a 6" radius
all non-lightning-resistant creatures within 2" of the (except satyrs) must save vs. Spells or be affected
monster suffer 1d6 points of damage per round by charm person, sleep, or cause fear, as chosen
from being struck by them. Striking a lightning by the satyr. In the hands of other beings, these
salamander with a metal weapon results in 1d6 pipes have no special powers. A creature that
additional points of electrical damage to the successfully saves against any of the pipe’s effects
wielder. They are immune to damage from any cannot be affected by the same set of pipes for 24
type of electrical or lightning attack. hours.
Lightning salamanders are intelligent; besides their The keen senses of a satyr make it almost
own language, many will also know Elvish, impossible to surprise one in the wild, such that they
Common, and/or Dragon. are surprised only on a 1 on 1d6. Conversely, with
their own natural grace and agility, satyrs can
Despite having two heads, lightning salamanders
sneak up on travelers who are not carefully
have only one mind; either head may speak, or
watching the surrounding wilderness, surprising on
both may, but it is very rare to meet a lightning
1-3 on 1d6. Indeed, if one or more satyrs choose to
salamander who can speak different words with
lie in wait in a forested or overgrown area, they are
each head at the same time (although those who
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90% likely to go unnoticed (as if invisible) and thus Sea hags are horrific in appearance. This is more
automatically gain surprise. than common, ordinary ugliness, but is in fact truly
supernatural. The sight of a sea hag is so revolting
Once engaged in battle, an unarmed satyr attacks
that any living creature (other than another hag)
with a powerful head butt. A satyr expecting
who sets eyes upon one must save vs. Spells or
trouble is likely to be armed with a bow and a
instantly be weakened, taking 2d6 points of
dagger and typically looses arrows from hiding,
Strength damage. This damage cannot reduce a
weakening an enemy before closing.
victim’s Strength score below 1, but anyone
reduced to a Strength of 1 is effectively helpless,
Scorpion, Giant unable to move or fight. Creatures that have been
Armor Class 5 affected by this power, as well as those that
Hit Dice 4* successfully save against it, cannot be affected
No. Attacks 2 pincers/1 sting again by the same hag’s horrific appearance for
Damage 1d10 pincer, ld4 plus poison sting 24 hours.
Move 15" Three times per day, a sea hag can cast its deadly
Alignment Neutral gaze upon any single living creature within 3". The
No. Appearing 1d6 target must save vs. Poison or be killed. Creatures
% in Lair 10% who are for any reason immune to fear cannot be
Treasure None affected by the sea hag’s evil eye.
Morale Normal Sea hags are not subtle and prefer a direct
XP 140 approach to combat. They usually remain in hiding
Giant scorpions are fierce and deadly predators; until they can affect as many foes as possible with
their pincer attacks alone would make them their horrific appearance. When all opponents
formidable, but they are also equipped with a have been slain or driven away, the sea hag will
deadly poisonous stinger. They prefer to hide in feed on any victims left behind, preferring those
dark places and spring out at prey as it comes rendered helpless by her horrific appearance over
within reach. those who have been slain.
Sea Hags are monstrous creatures which resemble Giant sea horses are simply enlarged versions of the
human females of advanced age. They are found ordinary sort of creature. They are normally
in the waters of seas or overgrown lakes, and are inoffensive, but may be raised and trained as
able to breath both water and air with equal mounts by tritons (or more rarely by mermen).
facility.
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Shadow Shambler
Armor Class 7 (m) Lesser Greater
Hit Dice 2+2 Armor Class 1 0
No. Attacks 1 Hit Dice 3* to 6* 7* to 11*
Damage 1d4 plus special No. Attacks – 2 slam + special –
Move 9" Damage 2d4 slam 2d6 slam
Alignment Chaotic Move – 6" Swim 6" –
No. Appearing 2d10 Alignment – Neutral –
% in Lair None No. Appearing 1d4 1
Treasure F % in Lair 100% 100%
Morale Normal Treasure C C
XP 30 Morale Normal +1
XP 3 HD: 80 7 HD: 900
A shadow is an incorporeal monster, literally a kind 4 HD: 140 8 HD: 1,250
of living shadow. Only magical weapons will harm 5 HD: 325 9 HD: 1,650
a shadow. A shadow can be difficult to see in dark 6 HD: 525 10 HD: 1,800
or gloomy areas but stands out starkly in brightly 11 HD: 1,975
illuminated places. They are 5 to 6 feet tall, Shamblers (sometimes called Shambling Mounds)
generally man-shaped, and weightless. Despite appear to be nothing more than heaps of wet,
their appearance they are not undead monsters rotting vegetation; however, they are actually
and thus do not share those creatures' weaknesses intelligent, carnivorous plants. A shambler’s brain
or powers; however, they are immune to charm and sensory organs are located in its upper body.
and sleep magics. A lesser shambler is about 4-6 feet tall when the
Shadows lurk in dark places, waiting for living prey creature stands erect, and weighs from 3,000 to
to happen by. On a successful hit a shadow does 6,000 coins; greater shamblers range from 7 to 9
normal damage and drains 1 point of the target's feet tall and weigh from 7,000 to 20,000 coins. They
Strength. A creature reduced to 0 points of are typically encountered in temperate marshes or
Strength by a shadow falls, apparently dead, but is other warm wetlands, but may also be found in
transformed into a shadow in 2d4 hours. If not other areas where rotting vegetation can
completely reduced to 0 points of Strength, a accumulate in large quantities.
victim will begin regaining them at a rate of 1 per Shamblers are immune to lightning, and in fact
turn after 8 turns have passed. gain a hit die each time they are attacked by
lightning, up to a maximum 3 additional hit dice;
these hit dice are lost at a rate of one per hour,
while hit points granted in this way are used first
when the monster is attacked. Further, they are
resistant to both cold and fire, suffering no damage
on a successful saving throw, or half damage if the
save fails.
If a Shambler hits with both its attacks against the
same creature, that creature is engulfed by the
monster. The victim can no longer attack or cast
spells, and suffers 1d6 points of damage each
round due to suffocation. A shambler can only
engulf creatures of man-size or smaller, and may
only engulf one such creature at a time; the
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shambler will expel any such creature from its body in length have been reported. They are apex
1d4 rounds after the victim dies. Attacks against a predators. Great white sharks have the ability to
shambler which has engulfed a victim require a sense the electromagnetic fields of living creatures,
saving throw vs. Death Ray for the victim each time allowing them to find prey even when light or water
the monster is hit; if the save fails, the victim suffers clarity are poor, and are able to smell blood at
half (rounded down) of the damage done to the great distances.
monster (which still takes full damage). The victim
does benefit from the monster's resistance to fire or Shark, Mako
cold, but takes full damage from lightning attacks.
Armor Class 5
Hit Dice 4
Shark, Bull No. Attacks 1 bite
Armor Class 7 Damage 2d6
Hit Dice 2 Move Swim 24"
No. Attacks 1 bite Alignment Neutral
Damage 2d4 No. Appearing 2d6
Move Swim 18" % in Lair None
Alignment Neutral Treasure None
No. Appearing 3d6 Morale Normal
% in Lair None XP 75
Treasure None
Morale Normal
Mako sharks are fast-moving predators found in
temperate and tropical seas. They average 9' to
XP 30
13' in length and weigh up to 17,500 coins. Mako
Bull sharks are so named because of their stocky, sharks are known for their ability to leap out of the
broad build. Male bull sharks can grow up to 7' water; they are able to leap up to 20' in the air.
long and weigh around 2,000 coins, while females
have been known to be up to 12' long, weighing Shark, Megalodon
up to 5,000 coins.
Armor Class 5
Bull sharks are able to tolerate fresh water, and Hit Dice 12
often travel up rivers in search of prey. No. Attacks 1 bite
Damage 2d12
Shark, Great White Move Swim 15"
Armor Class 5 Alignment Neutral
Hit Dice 8 No. Appearing 1d4
No. Attacks 1 bite % in Lair None
Damage 2d10 Treasure None
Move Swim 18" Morale +1
Alignment Neutral XP 1,300
No. Appearing 1d4
Megalodon is a species of giant, prehistoric shark
% in Lair None
(though these statistics could also be used for any
Treasure None kind of giant shark). They generally range from 25'
Morale +1 to 55' in length, and are apex predators, preying
XP 700 even upon whales and sea monsters. Like other
sharks, they can smell blood in the water miles
Great white sharks range from 12' to 15' in length on
away, and they may have the same ability to
the average, though specimens ranging up to 30'
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If attacked, a giant skunk will turn away from its Slug, Giant
opponent and release a spray of incredibly foul-
Armor Class 8
smelling musk that covers an area 2" wide by 2"
Hit Dice 12
high for a distance of 2d6" behind it; the giant
No. Attacks 1 bite or 1 spit
skunk then simply moves away at a normal walking
Damage 1d12 bite or 2d6 spit
pace. Any normal living creature within the area of
effect must save vs. Poison or be blinded 3d12 Move 6"
turns; even if this save is made, the victim will move Alignment Neutral
away for at least a round, and suffer a penalty of -5 No. Appearing 1
(or -25% as appropriate) on all rolls made for the % in Lair 60%
next 2d4 turns. All such victims will smell terrible for Treasure Special
at least a full day, causing other characters or Morale Normal
creatures to avoid them, or possibly even attack to XP 1,300
drive them away. Traces of the stench persist for
1d4 additional days, with reduced effects as Giant slugs are truly huge, being 15 feet long, 8 feet
determined by the referee. wide and around 5 feet thick. Their tough hide and
boneless bodies make them immune to blunt
weapons, and give them the ability to squeeze
Slithering Tracker
through spaces that would be too small for any
Armor Class 5 other creature of such great bulk.
Hit Dice 5
A giant slug can spit its acid saliva a substantial
No. Attacks 1 pseudopod
distance, having a 6" short range, 12" medium
Damage Paralysis + special (see below)
range, and 18" long range. On its first such attack,
Move 12"
the slug suffers a -5 penalty to its chance to hit, but
Alignment Neutral thereafter attacks at normal odds.
No. Appearing 1
% in Lair 10%
Snake, Amphisbaena
Treasure C
Armor Class 3
Morale Normal
Hit Dice 6
XP 200
No. Attacks 2 bites
The slithering tracker is a transparent slime monster, Damage 1d4 bite + poison
similar in nature to the gelatinous cube but smaller Move 12"
and more amorphous. A slithering tracker is 95% Alignment Neutral
undetectable under normal circumstances. When No. Appearing 1d4
one encounters a possible victim (any living % in Lair 0%
creature), the monster will follow at a distance until
Treasure None
its chosen target sleeps. Then, it will attack,
Morale Normal
touching the sleeping victim, who must make a
XP 300
saving throw vs. Paralysis or be immobilized for 2d8
turns. The slithering tracker then drains the victim's The amphisbaena is a huge, fearsome serpent with
bodily fluids, doing 1d6 points of damage per turn a head at each end of its 10 to 15 foot long body;
in this way until the victim dies. each head can attack a different opponent within
that range, and any opponent bitten must save vs.
Poison or die.
An amphisbaena can clasp its mouths together,
forming a hoop, and in this form move at double
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speed over relatively smooth terrain (especially natural prey of these snakes. Note that, even
including roads or trails) for an extended period of though lizards are cold-blooded, pit vipers can still
time. Obviously it cannot attack while moving in sense them because their temperature will often
this fashion. be slightly higher or lower than their surroundings.
Rattlesnakes are a variety of pit viper; in addition to
Snake, Giant Rattlesnake the details given above, a rattlesnake has a rattle
Armor Class 5 (from which it gets its name) at the end of its tail.
Hit Dice 2* The rattle is used to warn away larger creatures.
No. Attacks 1 bite
Damage 1d8 + poison Snake, Python
Move 12" Huge Giant
Alignment Neutral Armor Class 6 5
No. Appearing 1d2 Wild/Lair 1d2 Hit Dice 2* 5*
% in Lair 5% No. Attacks – 1 bite/1 constrict –
Treasure None Damage 1d4/2d4 1d6/2d6
Morale Normal Move 12" 9"
XP 40 Alignment Neutral Neutral
No. Appearing 1d4 Lair 2d4 1d3
Giant rattlesnakes are simply much enlarged
% in Lair 5% 5%
versions of the normal rattlesnake (see pit vipers,
below, for details). They average 14 to 20 feet in Treasure None None
length at adulthood. Morale Normal Normal
XP 40 325
Snake, Pit Viper After a successful bite attack, a python will wrap
Large Huge itself around its victim (in the same round),
Armor Class 6 5 constricting for 2d4 points of damage plus an
Hit Dice 1* 2* additional 2d4 per round thereafter. If the victim
No. Attacks – 1 bite – succeeds at a save vs. Death Ray, he or she is able
Damage 1d4 + poison 1d6 + poison
to keep a hand free (50% chance of either). The
hold may be broken with a roll equal to what is
Move 9" 9"
needed to open a stuck door, but this attempt
Alignment Neutral Neutral
requires a full round.
No. Appearing 1d4 1d4
% in Lair 5% 5%
Treasure None None
Morale Normal Normal
XP 20 40
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The Androsphinx is a sphinx with the head of a The Criosphinx has the head of a goat. They are
man. They are clever and good-natured, but can not very intelligent, do not cast spells, and employ
be savage opponents. Androsphinxes are known only the most simple of battle tactics. They are
to be resentful of gynosphinxes, due, it's said, to very avaricious and will try to find some way to
their greater intelligence and Neutral alignment, convince those they meet to give them treasure.
and generally avoid their company. They have the
On any successful attack with both its claws, a
spellcasting abilities of a 6th level cleric.
criosphinx may attempt an additional rake attack
On any successful attack with both of his claw with its hind claws, as indicated in the statistics
attacks, an androsphinx may attempt an above. The rake may not be attempted if either
additional rake attack with his hind claws, as claw attack fails to hit.
indicated in the statistics above. The rake may not
be attempted if either claw attack fails to hit. Sphinx, Gynosphinx
The signature ability of the androsphinx is its roar, Armor Class -1
which can be used at most 3 times per day. The Hit Dice 8* to 11*
roar can be heard for miles. The first time the No. Attacks 2 claws + rake
creature roars, all living creatures within 36" must Damage 2d4 claw, 2d4 rake
make a save vs. Wands or flee in a panic for 3 full Move 15" Fly 24"
turns. The second roar causes all living creatures
Alignment Neutral
within 24" to save vs. Paralysis or be frozen in fright
No. Appearing 1
for 1d4 melee rounds. Further, living creatures
% in Lair 15%
within 3" of the androsphinx when it roars a second
Treasure F
time will be deafened for 2d6 melee rounds, with
no saving throw normally allowed. The third roar is Morale Normal
the most fearsome, for those within 21" must save XP 8 HD: 1,250; 9 HD: 1,650;
10 HD: 1,800; 11 HD: 1,975
vs. Spells or suffer the loss of 2d4 points of Strength
for the same number of melee rounds (roll The Gynosphinx is the female counterpart of
separately for each victim). Those within 3" of the androsphinx. In close combat, gynosphinxes use
third roar are also deafened, and must save vs. their powerful claws to flay the flesh from their
Dragon Breath or suffer 2d8 points of damage (in enemies. Despite their deadly nature, they prefer
addition to the noted Strength loss). to avoid combat whenever possible. They are
avaricious, but prefer gems and jewelry over coins
when given a choice.
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Monsters Iron Falcon Handbook of Monsters
On any successful attack with both her claws, a On any successful attack with both its claw attacks,
gynosphinx may attempt an additional rake attack a hieracosphinx may attempt an additional rake
with her hind claws, as indicated in the statistics attack with its hind claws, as indicated in the
above. The rake may not be attempted if either statistics above. The rake may not be attempted if
claw attack fails to hit. either claw attack fails to hit.
A gynosphinx has superior senses; each has the
effect of both detect magic and detect invisible at Spider, Giant Black Widow
all times (no need to cast a spell). They also have Armor Class 6
great wisdom and understanding, such that each Hit Dice 3*
gynosphinx has the effect of both read languages No. Attacks 1 bite
and read magic at all times. One can, for Damage 2d6 + poison
example, literally pick up an unknown magic-user Move 6" Web/Climb 12"
scroll and immediately use it.
Alignment Neutral
In addition to these abilities, gynosphinxes have a No. Appearing 1d3
number of spell-like powers which can be % in Lair 95%
employed once per day each: clairaudience, Treasure None
clairvoyance, dispel magic, locate object, and Morale Normal
remove curse, all of which are cast at the 7 th level XP 80
of ability.
The giant black widow spider is a much enlarged
Sphinx, Hieracosphinx version of the ordinary black widow; a full-grown
male has a leg-span of 2 feet, while an adult
Armor Class 1
female will be 3 feet or more across. Despite the
Hit Dice 9* to 11*
size difference, both genders are statistically equal.
No. Attacks 2 claws, 1 bite + rake Both genders are marked with an orange
Damage 2d4 claw, 1d10 bite, 2d4 rake “hourglass” on the abdomen.
Move 9" Fly 36"
The venom of the giant black widow is strong, such
Alignment Chaotic
that those bitten must save vs. Poison at a penalty
No. Appearing 1d6
of -2 or die. Giant black widow spiders spin strong,
% in Lair 25%
sticky, nearly invisible webs, usually across
Treasure E passageways or cave entrances, or sometimes
Morale +1 between trees in the wilderness; those who stumble
XP 9 HD: 1,650; 10 HD: 1,800; into these webs become stuck, and must roll to
11 HD: 1,975 escape just as if opening a door. Any character
The hawk-headed Hieracosphinx is cruel and stuck in such a web cannot effectively cast spells or
voracious, attacking any living creature of smaller use a weapon.
size if it thinks it has any chance of slaying it. They
can carry off creatures of man-size or smaller; in
fact, the largest hieracosphinxes can even carry
away a pony. Thus, even a large party might be
attacked if the creature believes it can carry away
a meal. Note however, they are not stupid and will
not usually try to fly with struggling prey in their
claws, but will generally only take a dead or
unconscious foe.
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Spider, Giant Crab abilities while dancing. Onlookers must save vs.
Spells or begin dancing themselves; such
Armor Class 7
“secondary” victims suffer the same penalties as
Hit Dice 2*
above, but they will only dance for 2d4 rounds.
No. Attacks 1 bite
Damage 1d8 + poison Each round the original victim dances, he or she
Move 12" Climb 12" must save vs. Poison again or take 1d4 points of
Alignment Neutral damage. Secondary victims do not suffer this
effect.
No. Appearing 1d4
% in Lair 80% Neutralize poison will cure the original victim, and
Treasure None dispel magic will stop the dance for all victims in
Morale Normal the area of effect, whether they are original or
XP 40 secondary.
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Monsters Iron Falcon Handbook of Monsters
Sprite Stirge
Armor Class 5 Armor Class 7
Hit Dice ½ (1d4 hit points) * Hit Dice 1*
No. Attacks 1 dagger or 1 spell No. Attacks 1 bite
Damage 1d4 or by spell Damage 1d4 plus drains blood
Move 6" Fly 18" Move Fly 18"
Alignment Neutral Alignment Neutral
No. Appearing 3d6 Wild 3d6 Lair 5d8 No. Appearing 3d10
% in Lair 15% % in Lair 80%
Treasure S Treasure None
Morale Normal Morale Normal
XP 11 XP 20
Sprites are reclusive fey creatures, looking like tiny Stirges are horrible little bat-winged monsters who
elves just a foot tall with dragonfly-like wings. They prey upon warm-blooded creatures, attacking
go out of their way to fight evil and ugliness and to them for their blood. A stirge’s coloration ranges
protect their homelands. Sprites fight their from rust-red to reddish-brown, with a dirty yellow
opponents with spell-like abilities and pint-sized underside. Its proboscis is pink at the tip, fading to
weaponry. They prefer ambushes and other gray at the base. A stirge’s body is about 1 foot
trickery over direct confrontation. long with a wingspan of about 2 feet, and weighs
about 10 coins.
Five sprites acting together can cast remove curse,
or its reversed form bestow curse, once per day. A stirge attacks by landing on a victim, finding a
The latter spell is often used as an attack. vulnerable spot, and plunging its proboscis into the
flesh. They are very accurate, gaining a natural
Squid, Giant bonus of +2 on attack rolls. The stirge's attack does
1d4 points of damage on a hit, and inflicts 1d4
Armor Class 3
points of damage per round thereafter in the form
Hit Dice 6
of blood loss. A stirge who kills its victim will attempt
No. Attacks 8 tentacles/1 bite
to flee the area, going off to sleep and digest its
Damage 1d4 per tentacle/1d10 meal.
Move Swim 12"
Attacks against a stirge who is embedded in a
Alignment Neutral
victim run the risk of harming the victim; any failed
No. Appearing 1d4
attack should be rolled again as if it were aimed at
% in Lair None
the character or creature being drained.
Treasure None
Morale Normal
XP 300
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Monsters Iron Falcon Handbook of Monsters
XP 80 Treasure – None –
Morale – Normal –
Tentacle worms appear to be giant worms of some XP 15 50 200
sort, averaging 6 to 8 feet long. Their heads are
pasty white or gray, but their bodies vary from livid Terror Birds are enormous flightless predatory birds,
pink or purple to deep green in color. Their usually found in prehistoric or "lost world" areas.
tentacles splay out from around the creature's There are several different families of these birds
“neck.” Some sages believe they are the larval having many different names; for convenience,
form of some other monster, but this has never they are classified here by size. All varieties are
been proven. swift-running pack hunters.
A tentacle worm can attack as many as three A terror bird may only make one claw attack on
adjacent opponents. Those hit must save vs. any round where it has moved, and may not use
Paralysis or be paralyzed 2d4 turns. No matter how any claw attacks on any round where it has made
many of a tentacle worm's attacks hit an opponent a charge move.
in a given round, only one saving throw is required
in each such round. Thulid
If all opponents of a tentacle worm are rendered Armor Class 5
paralyzed, it will begin to feed upon the paralyzed Hit Dice 1* to 8* (1** to 8** if a magic-user)
victims, doing 1 point of damage every 1d8 rounds No. Attacks 1 weapon or special
until the victim is dead; if other paralyzed victims Damage 1d6 or by weapon or special
are still alive, the worm is 50% likely to move on Move 12"
immediately to another still-living victim. Otherwise, Alignment Chaotic
it continues to eat the corpse of the slain victim for No. Appearing 1d4
1d4 turns.
% in Lair 15%
Treasure F
Morale Normal
XP 1 HD 20 (25); 2 HD 40 (50);
3 HD 80 (110); 4 HD 140 (205);
5 HD 325 (450); 6 HD 525 (750);
7 HD 900 (1,300); 8 HD 1,250 (1,800)
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Iron Falcon Handbook of Monsters Monsters
than younger ones. Though omnivorous, thulids A thulid uses its tentacles to extract the brain from a
prefer the brains of sentient creatures as food. foe. It takes 1d4 turns for the tentacles to reach the
They can read minds (as the ESP spell) and brain, killing the victim. As this process takes a long
communicate with each other telepathically. Most time, it is not done during combat. In fact, most
can speak Common, usually to command slaves. thulids are disinterested in physical combat,
preferring to use their mind blast (see below), slave
creatures, and/or spells for this purpose.
About one-quarter (25%) of thulids are magic-users
of a level equal to the monster's hit dice. The
experience point value of a magic-using thulid is
greater than normal, and is shown in parentheses
after the standard amount.
The thulid's mind blast is a cone of mental force 6"
long and 5" wide at the far end. This ability can be
used at most one time per day per hit die of the
monster, and may not be used more often than
every other round. A thulid can choose to either
stun or kill those within the affected area. Stunning
blasts render those in the area of effect
unconscious (as if by sleep) for 2d6 rounds unless a
save vs. Spells is made. A killing blast allows a save
vs. Death Ray, with failure resulting in immediate
death. Mindless creatures and the undead are not
affected by this attack. Add +2 to the saving throw
if the victim is more than 20 feet from the thulid, or
+5 if more than 40 feet away. A Helm of Telepathy
adds an additional +4 to saving throws. Further,
when such saves are successful, the attacking
thulid is stunned (unconscious) for 1d4 turns.
When encountered away from their lair, a group of
thulids will generally consist of at least one fully
mature (8 HD) thulid, with the remainder having
2d4 HD each. See below for details on thulid
growth and maturation.
Thulids are actually a strange sort of parasite.
When a group of thulids are encountered, the
referee should roll 1d20. If the result of this roll is
equal to or less than the number encountered, one
of the thulids is ready to spawn. Do not count
thulids who have only a single HD, as these are not
mature enough to reproduce.
If a thulid is ready to spawn, it will notify its brethren
which of their opponents it wants to impregnate.
The group will then attempt to render the target
host unconscious (generally by using the stunning
form of mind blast) while removing other
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140
Iron Falcon Handbook of Monsters Monsters
Toad, Giant
See Frog, Giant on page 54.
Tiger
Armor Class 6
Trapper
Hit Dice 6 Armor Class 3
No. Attacks 2 claws/1 bite/2 rear claws (rake) Hit Dice 9 to 12
Damage 1d6 claw, 2d6 bite, 1d8 rear claw No. Attacks Special, see below
Move 15" Damage Special, see below
Alignment Neutral Move 3"
No. Appearing 1d3 Alignment Neutral
% in Lair None No. Appearing 1
Treasure None % in Lair 90%
Morale Normal Treasure G
XP 300 Morale Normal
XP 9 HD: 950; 10 HD: 1,050;
These great cats stand more than 3 feet tall at the 11 HD: 1,175; 12 HD: 1,300
shoulder and are about 9 feet long. They weigh
from 4,000 to 6,000 coins. If a tiger hits with both A trapper is an amorphous ambush predator which
front claws it may make two additional "rake" lies in wait of prey in dark underground places such
attacks with its rear claws against the same as caves or dungeons; one literally lies flat and
opponent. pretends to be the floor. They are able to alter their
surface coloration and texture to resemble virtually
any kind of natural or cut stone, allowing one to
Titanothere
fool onlookers and thus gain surprise on 1-5 on 1d6.
Armor Class 5 Common ploys for a trapper are to form part of its
Hit Dice 12 body into a "hump" or other protrusion that might
No. Attacks 1 butt or 1 trample be mistaken for a chest, or to present the
Damage 2d6 or 3d8 appearance of a hole or displaced stone that
Move 12" might cover either a treasure or the entrance to
Alignment Neutral some small creature's lair; any of these methods
No. Appearing 1d6 might be used to lure intelligent creatures onto the
% in Lair 0% trapper.
Treasure None A trapper can cover an area equal to 40 square
Morale +1 feet per hit die; thus, a 10 hit die trapper can cover
XP 1,300 400 square feet, or up to a 20 foot by 20 foot room.
A titanothere is a huge prehistoric animal that It is when potential victims are standing on its
resembles the rhinoceros; adults average 10' tall surface that the trapper attacks, rolling itself up
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Monsters Iron Falcon Handbook of Monsters
around them and crushing them. A trapper having tree. A treant is about 30 feet tall, with a trunk
9 hit dice can entrap at most 2 normal-sized about 2 feet in diameter, and weighs about 45,000
characters (or twice that many small characters); coins.
one having 10 hit dice can entrap 3 such
Treants prefer to watch potential foes carefully
characters, one having 11 hit dice can entrap 4,
before attacking. They often charge suddenly
and one having 12 hit dice can entrap up to 5. At
from cover to trample the despoilers of forests.
the referee's option, characters near the edge of
Treants have the ability to animate up to two trees
the creature's body at the time of attack may be
within a 6" range, causing them to move and act
allowed to roll a save vs. Death Ray to avoid
as if they were themselves treants. Animated trees
entrapment, but those at the center are
move at a 3" movement rate, and each animated
automatically captured.
tree will have a number of hit dice equal to or less
Victims wearing no armor suffer 3d6 points of than that of the controlling treant (as rolled or
damage each round; those in leather, 2d6, and chosen by the referee). Note that while XP is
those in metal just 1d6. Entrapped characters are earned from defeating such subordinate animated
held so firmly that they cannot use weapons, nor trees, they should not receive the "special XP"
cast spells of any kind, though at the referee's bonus. Thus, the XP awards for animated trees are
option certain magic items may be usable. as follows: 7 HD: 500 XP; 8 HD: 700 XP; 9 HD: 950 XP;
10 HD: 1,050 XP; 11 HD: 1,175 XP; 12 HD: 1,300 XP.
Trappers have a particular resistance to both heat
and cold, and suffer only half damage from such Treants speak their own language, plus Common
attack forms. Entrapped victims are subject to half and the languages of any sylvan creatures (elves,
damage from any area effect spell (such as pixies, etc.) which might live in their area. Most also
fireball) which might affect the monster. can manage a smattering of just about all other
humanoid tongues — at least enough to say "Get
Treant away from my trees!"
Armor Class 2
Hit Dice 7* to 12* Triton
No. Attacks 2 limb flails Armor Class 6 to 4
Damage 7-8 HD: 2d8 limb flail Hit Dice 5 to 7
9-10 HD: 3d6 limb flail No. Attacks 1
11-12 HD: 4d6 limb flail
Damage 3d6 plus special
Move 6"
Move Swim 15"
Alignment Neutral
Alignment Neutral
No. Appearing 2d10
No. Appearing 5d6 or more
% in Lair None
% in Lair 25%
Treasure None
Treasure G
Morale Normal
Morale Normal
XP 7 HD: 900, 8 HD: 1,250,
XP 200, 300, or 500
9 HD: 1,650 10 HD: 1,800,
11 HD: 1,975, 12 HD: 2,175 Tritons are similar to mermen, but larger and
Treants are huge tree-like intelligent plant significantly more powerful. They are able to use
creatures. A treant’s leaves are deep green in the magic, operating as if they were Magic-Users of
spring and summer. In the fall and winter the two levels lower than their hit dice. They will often
leaves change to yellow, orange, or red, but they have giant sea horses as mounts.
rarely fall out. A treant’s legs fit together when
closed to look like a tree trunk; when motionless, a
treant is nearly indistinguishable from an ordinary
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Iron Falcon Handbook of Monsters Monsters
Troglodyte
Armor Class 5
Hit Dice 2
No. Attacks 2 claws/1 bite
Damage 1d4 claw, 1d4 bite
Move 12"
Alignment Chaotic
No. Appearing 1d8 Lair 5d8
% in Lair 35%
Treasure A
Morale Normal
XP 30
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Monsters Iron Falcon Handbook of Monsters
regenerate in this way, and are about the only way Trollwife
to successfully kill a troll permanently. Armor Class 3
Trolls speak a primitive language, and are often Hit Dice 7+4*
fluent in Goblin, Hobgoblin, Orc, Ogre, or Giant No. Attacks 2 claws/1 bite
depending on which of these species live nearest Damage 1d6 each claw/2d6 bite
them. A few (20% or so) speak Common. Move 12"
Alignment Chaotic
No. Appearing 1 (special, see below)
Trollkin % in Lair 50%
Infant Juvenile Adolescent Treasure D
Armor Class 6 5 4 Morale Normal, +1 with mate,
Hit Dice 1*-2* 3*-4* 5*-6* +2 with young
No. Attacks 2 claws/1 bite XP 900
Damage 1d4 claw/ 1d4 claw/ 1d6 claw/ A trollwife is a female troll; despite the name, there
1d4 bite 1d6 bite 1d6 bite
is no requirement that she be married (nor, in fact,
Move 30' 50' 40'
do trolls normally engage in formal marriages). A
Alignment Chaotic
typical adult trollwife stands 11 feet tall and weighs
No. Appearing special, see below
% in Lair 50%
6,000 coins. They have no outward appearance of
Treasure None femininity, at least according to the standards of
Morale -2 -1 Normal humans, elves, or even orcs; rather, a trollwife
XP 20-49 80-140 325-525 simply looks like an extraordinarily large troll. Like a
normal male troll, a trollwife has lumpy skin that is a
Trollkin are young trolls. They have all the powers
dull grayish green in color. They walk upright but
and weaknesses of trolls, and look exactly like
hunched forward with sagging shoulders, which
smaller than normal adult trolls. Even an infant has
often serves to conceal their true size.
the same ability to regenerate as an adult troll.
Trollwives have all the abilities and weaknesses of
When you encounter trollkin, you can rest assured
the males of the species; in particular, they
that there is a trollwife nearby (unless, of course,
regenerate exactly as the males do.
you've already slain her). They are as bloodthirsty
as their parents; as such, determining the number When encountered, a trollwife may be alone,
appearing is done in a particularly unusual fashion: cohabitating with a male (her "husband"), or raising
a brood of trollkin. Roll 1d10; on a result of 1, she is
Roll 1d6 for the number of individuals, and 2d6 for living alone; on a roll of 2-3, she is raising her young;
the number of hit dice. Divide the number of hit on 4 or higher, she is living with a male. If one has a
dice by the number of individuals to arrive at the hit mate or offspring, there is a 1-3 on 1d10 chance
dice of each individual. Note that a trollkin won't she is encountered alone, 4-7 that her mate or
be encountered having more than 6 hit dice, so if young are encountered in her absence, or 8-10
only one individual is indicated by the 1d6 roll but that all are present.
the 2d6 roll totals more than 6, you must increase
If a trollwife's mate or offspring are slain in her
the number of individuals. The referee should feel
absence, she will track the killers unerringly, and
free to round the number of hit dice up or down as
upon finding them will attack with the same Morale
he or she sees fit, or to allocate them in an
bonus as if they were with her (as given above).
approximately equal fashion if desired. Trollkin
broods are rolled in this way owing to the fact that Trollwives are solitary with respect to other adult
bigger or tougher individuals are likely to eat the trollwives; they hate each other with a fierce
weaker ones, generally when their mother is out passion, but if forced together they will put aside
hunting. their enmity until all non-troll enemies are dead (at
which point they may well fight over who will eat
the choicest of the remains).
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Giant Sea Turtles are shy creatures which prefer to The Giant Snapping Turtle is a foul-tempered
avoid conflict; however, due to their armor and omnivorous creatures with a well-known powerful
their powerful bite they can be formidable bite. They often lie in wait partially submerged in a
enemies. Indeed, a giant sea turtle can swallow a swampy area, and due to their excellent
victim of man-size or smaller whole on any natural camouflage they gain surprise on 1-4 on 1d6 in
roll of 19 or 20 on the attack die (assuming the such a situation.
attack hits); such victims can attack the creature's
Any creature of man-sized or smaller slain by a
AC 7 interior only with short stabbing or cutting
giant snapping turtle will be eaten immediately;
weapons such as daggers, but they suffer 2d8
small characters can be swallowed in a single gulp,
points of damage per round from the creature's
while man-sized creatures require an extra round to
digestive secretions, making this a losing battle in
bite in half before swallowing.
most cases.
Females come ashore on remote islands or rugged Undead
coastlines once a year in the early summer to lay a
Undead monsters are corpses or spirits of the dead,
clutch of 2d8 eggs, which will be buried in the sand
animated by dark magic into a mockery of life.
to be warmed by the sun until they hatch about six
Undead monsters are immune to sleep, charm,
weeks later. Such egg clutches are often
and hold magics, and any other effect that targets
monitored by large, intelligent predators such as
living creatures. Undead monsters may be turned
dragons, who will wait until the hatchlings break
by Clerics, as described under Turning the Undead
free from their shells and make a break for the sea.
in the Iron Falcon core rulebook. They are
Hatchlings have 1 hit die and do 1d4 points of
damaged by holy water as described in the
damage on a bite, but will always try to flee into
Combat section of that book.
the sea rather than fight if they are given the
option.
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Monsters Iron Falcon Handbook of Monsters
Unicorn (and Alicorn) dimension door spell once per day. They save
Unicorn Alicorn
against magical effects as if they were 11 th level
Magic-Users. Finally, they can sense the presence
Armor Class –2 –
of enemies up to 24" away.
Hit Dice – 4* –
No. Attacks – 2 hooves/1 horn – Only pure-hearted Lawful maidens may approach
Damage 1d8 each hoof, 2d4 each hoof, a unicorn; tales are told of warrior-maidens, both
1d8+3 horn 2d4+1 horn human and elvish, who ride unicorns into battle,
Move 24" 21" but such will surely be quite rare. They are
Alignment Lawful Chaotic otherwise very shy creatures who prefer to remain
No. Appearing 1d4 1d6
aloof from even the noblest of humans.
% in Lair None None An Alicorn resembles a unicorn in all details, save
Treasure None None that they always have yellow, orange or red eyes,
Morale Normal +1 and (if one gets close enough to see) pronounced,
XP 140 140
sharp canine teeth. Alicorns are as evil as unicorns
are good, using their razor-sharp horns and clawlike
Unicorns are horselike creatures with cloven hooves hooves as weapons. They attack any weaker
and a single horn in the center of the forehead. creatures for the sheer pleasure of killing, but will try
Males have a beard similar to that of a goat. They to avoid stronger parties. Alicorns are less
are generally white in color, though there are magically powerful than unicorns: an alicorn's horn
reports of very rare unicorns colored in other ways. is only a +1 weapon, they cannot transport
Unicorns are very intelligent and Lawful. Their horn themselves by magic, and they can detect
is a +3 magic weapon, though its power fades enemies at only an 18" range. However, alicorns
within a day if removed from the unicorn. They may become invisible at will, exactly as if wearing
have the ability to transport themselves as if by the a ring of invisibility.
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Urgoblin Vampire
Armor Class 6 (9) Armor Class 2 (m)
Hit Dice 2* Hit Dice 7** to 9**
No. Attacks 1 weapon No. Attacks 1
Damage 1d8 or by weapon Damage 1d10 and energy drain
Move 9" Unarmored 12" Move 12" Fly 18"
Alignment Chaotic Alignment Chaotic
No. Appearing Special No. Appearing 1d6
% in Lair 30% % in Lair 20%
Treasure Q, R, S each; special in lair Treasure F
Morale +1 Morale Normal
XP 40 XP 1,300, 1,800, or 2,350
These creatures appear to be normal hobgoblins, Vampires are undead monsters (as described on
but urgoblins are actually a mutant subspecies.
page 145), surprisingly well-preserved animated
Urgoblins are able to regenerate much as do trolls corpses that appear alive (if rather pale) to any
(with the same limitations). All urgoblins are male; if
cursory examination.
an urgoblin mates with a female hobgoblin, any
offspring will also be male, but only one in four such They are unable to bear sunlight, and will avoid it at
offspring will share their father's gifts. Like all costs (as exposure to the sun will slay a vampire
hobgoblins, urgoblins wear toughened hides and
carry wooden shields into battle, blending in
perfectly with hobgoblin troops.
Some hobgoblin tribes consider urgoblins an
abomination, and kill them whenever they can be
identified. Other hobgoblin tribes employ them as
bodyguards for the chieftain, and accord them
great honor. There are even rumors of a tribe
entirely made up of urgoblins, with kidnapped
hobgoblin females as their mates; reportedly they
slit the throats of all infants born to their mates, so
that only those who have the power of
regeneration will survive.
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Monsters Iron Falcon Handbook of Monsters
A vampire can summon and control 10d10 Giant wasps (including the large and huge
ordinary rats or bats, or 4d6 giant rats, or 3d6 varieties) are essentially oversized versions of the
wolves. Summoned animals will begin appearing common type. They come in a variety of colors
1d4 rounds after being called, with one-third and patterns, from the drab brown of the mud
appearing each round after that point. dauber to various patterns of black and yellow or
As if these powers were not enough, a vampire white, and even some colored red or blue.
can charm any human or humanoid creature at The sting of the giant wasp is widely feared, for
will by means of its gaze (as if casting the spell those who fail their saving throw vs. Poison are
charm person, with a penalty of -2 on saving throws rendered permanently paralyzed; such a victim will
against the effect). Charmed individuals will not die after 2d6 days due to lack of food and
resist the vampire's energy draining attack. (especially) water (the venom having slowed the
Vampires are repelled by holy symbols, mirrors (in victim's metabolism so that he or she can survive
which they cast no reflection), and the smell of longer). Note that saving throws against the
garlic; any of these held forth will drive one back. venom of huge wasps are made at +2, while those
They must spend the daylight hours in a coffin filled rolled against large wasps are done at +4.
with dirt from their homelands. Failure to rest in this Fortunately, the permanent paralysis can be cured
way causes the vampire to lose its power of with a neutralize poison spell. But the giant wasps
regeneration, though draining life energy will will attempt to carry off any paralyzed victim to be
restore the power temporarily. food for their larva, breaking off from combat to do
so. Large wasps cannot carry off creatures as large
Humans and humanoids slain by a vampire will as player characters, but huge wasps can carry
arise at the next sunset (but not sooner than 6 hours smaller characters such as dwarves or halflings.
after death) as vampires under the control of the
one who slew them.
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Monsters Iron Falcon Handbook of Monsters
Killer whales eat fish, squid, seals, and other whales, roll is required, but a save vs. Death Ray is allowed
but are not above consuming a meal of human or to resist. A sperm whale can emit as many such
demi-human fare. blasts of sound as it desires, once per round,
instead of biting.
Whale, Narwhal
Armor Class 19 Wight
Hit Dice 12 Armor Class 5 (s)
No. Attacks 1 horn Hit Dice 3*
Damage 2d6 No. Attacks 1
Move Swim 18" Damage Energy drain
Alignment Neutral Move 9"
No. Appearing 1d4 Alignment Chaotic
% in Lair None No. Appearing 2d12
Treasure Special % in Lair 60%
Morale Normal Treasure B
XP 1,300 Morale Normal
XP 80
Narwhals are aquatic mammals resembling large
dolphins with a single (or rarely, double) tusk Wights are undead monsters (as described on
protruding straight forward from the mouth. The page 145), corpses of the dead animated by dark
tusk is helical in shape, and they are sometimes cut magic. They despise the living, seeking out all such
short and sold as “unicorn horns.” However, they and attacking on sight. Wights cause no normal
have no particular magical value. Narwhals are damage on a hit, but drain one life energy level
found in cold northern seas. They are not instead (see Energy Drain in the Iron Falcon core
particularly aggressive. rulebook for details).
Sperm whales can be up to 60 feet long, and prey Will O'Wisps are glowing incorporeal creatures
on giant squid. They can emit an invisible focused which inhabit deserted areas. A will o'wisp will
beam of sound ½" wide up to a 5" range choose a place near some natural hazard such as
underwater. This blast of sound disorients living quicksand, a crumbling cliff-top, or other area
creatures, leaving them effectively stunned for 1d4 where it can use its resemblance to a lantern or
rounds. A stunned creature can neither move nor torch to lure creatures to their death. As the victim
take action for the indicated duration. No attack dies, the will o'wisp consumes its life-force.
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Iron Falcon Handbook of Monsters Monsters
Wind Walker
Armor Class 7 (m)
Hit Dice 6+3** Wolf
No. Attacks Special Armor Class 7
Damage 3d6 Hit Dice 2
Move Fly 30" No. Attacks 1 bite
Alignment Neutral Damage 1d6 bite
No. Appearing 1d3 Move 18"
% in Lair 20% Alignment Neutral
Treasure C No. Appearing 1d6 (in wild or lair 2d6)
Morale Normal % in Lair 25%
XP 750 Treasure None
Morale Normal
Wind Walkers are intelligent monsters from the
XP 30
Elemental Plane of Air. Like other elementals, they
do not normally live on the material plane, but can Wolves are pack-hunting canines known for their
be summoned by certain magic. They are persistence and cunning. A favorite tactic is to
naturally invisible, and remain so even after send a few individuals against the foe’s front while
attacking. Due to their incorporeal form they can the rest of the pack circles and attacks from the
be harmed only by magical weapons (and spells, flanks or rear.
within some limits as given below).
Wolf, Dire
They are immune to magic that affects only living
creatures (such as sleep, charm, or hold) as well as Armor Class 6
mind-affecting magic such as ESP. They take half Hit Dice 4
damage from any sort of cold or electrical attack. No. Attacks 1 bite
They are, however, especially susceptible to the Damage 1d8 bite
spells haste and slow, suffering 1d6 points of Move 15"
damage per caster level if subjected to a slow spell Alignment Neutral
and half that number of dice (rounded up) if No. Appearing 1d4 (in wild or lair 2d4)
subjected to haste. Neither spell has its normal % in Lair 20%
effect if used against a wind walker. Treasure None
Morale Normal
XP 75
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Monsters Iron Falcon Handbook of Monsters
Wolverine Wyvern
Normal Giant Armor Class 3
Armor Class 5 4 Hit Dice 7*
Hit Dice 3 4+4 No. Attacks 1 bite/1 sting
No. Attacks – 2 claws/1 bite – Damage 2d8 bite, 1d6 plus poison sting
Damage 1d4 claw, 1d6 claw, Move 9" Fly 24"
1d4+1 bite 2d4 bite Alignment Neutral
Move 12" 15" No. Appearing 1d6
Alignment Neutral Neutral % in Lair 60%
No. Appearing 1 1 Treasure E
% in Lair 15% 15% Morale Normal
Treasure None None XP 900
Morale +1 +2
XP 50 75 A distant cousin to the true dragons, the wyvern is a
huge flying lizard with a poisonous stinger in its tail.
A Wolverine is an aggressive, bearlike animal found A wyvern’s body is 15 feet long, and dark brown to
generally in cool forested regions. They have a gray; half that length is tail. Its wingspan is about 20
strong, unpleasant odor which may tend to give feet, and it weighs about a ton.
them away. They are excellent climbers, and thus
Wyverns are rather stupid but always aggressive:
cannot be escaped by climbing a tree. Wolverines
They attack nearly anything that isn’t obviously
are unafraid of larger creatures and will attack
more powerful than themselves. Add a bonus of
prey twice their size without fear.
+2 to morale checks for these monsters.
Giant Wolverines are simply larger, and even more
aggressive, versions of the common wolverine. Xorn
Juvenile Adult Elder
Wraith Armor Class -1 -2 -3
Armor Class 3 (m) Hit Dice 4+4* 7+7* 10+10*
Hit Dice 4** No. Attacks – 3 claws/1 bite –
No. Attacks 1 Damage 1d4 claw, 1d4 claw, 1d6 claw,
Damage 1d6 plus energy drain 3d6 bite 4d6 bite 5d6 bite
Move Fly 24" Move – 9" (plus special, see below) –
Alignment Chaotic Alignment – Neutral –
No. Appearing 2d8 No. Appearing 1d4 1d4 1d2
% in Lair 20% % in Lair 20% 40% 60%
Treasure E Treasure None B Bx2
Morale Never checks Morale – Normal –
XP 205 XP 140 900 1,800
Wraiths are undead monsters (as described on Xorn are strange alien creatures who many wizards
page 145), spirits of the dead which live on, driven believe come from the Elemental Plane of Earth.
by hatred for the living. In addition to the normal Little is known about them, save that they are very
damage done by its attack, a wraith drains one life rare except in a few special places deep
energy level on a successful hit (see Energy Drain in underground. Their name, xorn, is both singular
the Iron Falcon core rulebook for details). and plural, though some do say "xorns" as a plural
form.
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Monsters Iron Falcon Handbook of Monsters
Zombie
Armor Class 8 (see below)
Hit Dice 2
No. Attacks 1
Damage 1d8 or by weapon
Move 6"
Alignment Chaotic
No. Appearing 3d10
% in Lair None
Treasure None
Morale Never checks
XP 30
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155
Monsters Iron Falcon Handbook of Monsters
Level 3 Level 5
% Roll Monster Type % Roll Monster Type
01-09 Ant, Giant 01-09 Bear, Cave
10-20 Beetle, Giant Tiger 10-13 Caecilia, Giant
21-29 Harpy 14-20 Cockatrice
30-33 Hell Hound (3 hit dice) 21-24 Hell Hound (5 hit dice)
34-44 Lycanthrope, Wererat 25-33 Hydra (5 heads)
45 Mushroom Men (1d4 HD) 34 Mushroom Men (1d4+2 HD)
46-55 Shadow 35-43 Ochre Jelly
56-60 Tentacle Worm 44-48 Ogre Magi
61-71 Tick, Giant 49-58 Owl Bear
72-78 Wight 59-65 Phase Spider
79-84 NPCs: Fighters 66-73 Rust Monster
85 NPCs: Magic-Users 74-84 Weasel, Giant
86-89 NPCs: Clerics 85-88 NPCs: Fighters
90-93 NPCs: Thieves 89-90 NPCs: Magic-Users
94-00 NPCs: Adventurers 91-93 NPCs: Clerics
94-96 NPCs: Thieves
Level 4 97-00 NPCs: Adventurers
% Roll Monster Type
01-09 Ape, Carnivorous Level 6
10-19 Bugbear % Roll Monster Type
20-27 Doppelganger 01-05 Basilisk
28-33 Gargoyle 06-12 Deceiver
34-41 Gelatinous Cube 13-19 Dragon, White
42-45 Hell Hound (4 hit dice) 20-23 Hell Hound (6 hit dice)
46-51 Lizard, Giant 24-31 Hydra (6 heads)
52-57 Lycanthrope, Werewolf 32 Hydra, Fire Breathing (5 heads)
58 Mushroom Men (1d6 HD) 33-39 Lammasu
59-67 Ogre 40-48 Lycanthrope, Weretiger
68-77 Scorpion, Giant 49-56 Manticora
78-82 Wraith 57-66 Minotaur
83-87 NPCs: Fighters 67 Mushroom Men (1d6+2 HD)
88-89 NPCs: Magic-Users 68-72 Mummy
90-92 NPCs: Clerics 73-77 Spectre
93-95 NPCs: Thieves 78-85 Troll
96-00 NPCs: Adventurers 86-89 NPCs: Fighters
90-91 NPCs: Magic-Users
92-94 NPCs: Clerics
95-96 NPCs: Thieves
97-00 NPCs: Adventurers
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Iron Falcon Handbook of Monsters Monsters
Level 7 Level 9
% Roll Monster Type % Roll Monster Type
01-04 Deceiver, Greater 01-11 Black Pudding
05-16 Dragon, Black 12-23 Chimera
17-24 Hell Hound (7 hit dice) 24-32 Dragon, Blue
25-39 Hydra (7 heads) 33-44 Giant, Stone
40-41 Hydra, Fire Breathing (6 heads) 45-50 Golem, Flesh
42 Mushroom Men (2d4+1 HD) 51-61 Hydra (9-10 heads)
43-54 Salamander 62 Hydra, Fire Breathing (9-11 heads)
55-72 Wyvern 63 Mushroom Men (1d4+6 HD)
73-80 NPCs: Fighters 64-69 Salamander, Lightning
81-83 NPCs: Magic-Users 70-76 Will O' Wisp
84-88 NPCs: Clerics 77-82 NPCs: Fighters
89-91 NPCs: Thieves 83-85 NPCs: Magic-Users
92-00 NPCs: Adventurers 86-89 NPCs: Clerics
90-92 NPCs: Thieves
Level 8 93-00 NPCs: Adventurers
% Roll Monster Type
01-10 Dragon, Green Level 10
11-25 Giant, Hill % Roll Monster Type
26-34 Gorgon 01-10 Dragon, Red
35-46 Hydra (8 heads) 11-14 Giant, Cloud
47-48 Hydra, Fire Breathing (7-8 heads) 15-21 Giant, Fire
49-53 Invisible Stalker 22-27 Giant, Frost
54-60 Lycanthrope, Wereboar 28-30 Golem, Iron
61 Mushroom Men (2d4+2 HD) 31-34 Golem, Stone
62-68 Salamander, Flame 35-45 Hydra (11-12 heads)
69-77 Vampire 46 Hydra, Fire Breathing (12 heads)
78-84 NPCs: Fighters 47-49 Lich
85-87 NPCs: Magic-Users 50 Mushroom Men (10 HD)
88-91 NPCs: Clerics 51-60 Purple Worm
92-94 NPCs: Thieves 61-68 Salamander, Frost
95-00 NPCs: Adventurers 69-78 Slug, Giant
79-84 NPCs: Fighters
85-87 NPCs: Magic-Users
88-91 NPCs: Clerics
92-94 NPCs: Thieves
95-00 NPCs: Adventurers
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Monsters Iron Falcon Handbook of Monsters
158
Iron Falcon Handbook of Monsters Monsters
49-51 Hydra, 7-12 heads (1d6+6) 48-49 Hydra, 7-12 heads (1d6+6)
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Monsters Iron Falcon Handbook of Monsters
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Monsters Iron Falcon Handbook of Monsters
162
Iron Falcon Monster Guidebook Treasure
Treasure
The Iron Falcon core rules include only lair-type treasures for those monsters found within that book;
however, many monsters could be expected to be carrying smaller amounts of treasure with them while
roaming away from the lair. The table below repeats the treasure types found in the core rules, and adds
treasure types relevant to individuals. Additional lair-type treasures relevant to creatures added in this
book have been included as well.
Lair Treasures
100's of 100's of 100's of
Type Copper Silver Gold Gems Jewelry Magic Items or Maps
A1 35% 4d10 60% 4d8 70% 6d10 50% 6d6 50% 6d6 40% 1d4
A2 35% 3d8 45% 3d8 55% 3d12 50% 10d4 50% 10d4 60% 1d4
A3 None None 80% 20d12 60% 10d6 60% 10d6 50% 1 Map
B 55% 7d10 60% 3d8 55% 2d8 25% 1d6 25% 1d6 10% 1 Weapon or Armor
C 40% 7d8 50% 3d8 None 25% 1d4 25% 1d4 10% 1d3
D 30% 7d10 30% 9d6 60% 6d10 30% 1d8 30% 1d8 20% 1d3 plus 1 Potion
E 10% 5d10 65% 9d6 45% 4d10 10% 1d10 10% 1d10 30% 1d4 plus 1 Scroll
F None 45% 9d10 65% 7d12 20% 2d12 20% 2d12 35% 1d4 non Weapons or Armor
plus 1 Potion and 1 Scroll
G None None 85% 4d100 25% 3d6 25% 1d10 40% 1d6 plus 1 Scroll
H 60% 9d10 85% 25d10 85% 3d100 50% 1d100 50% 10d4 20% 1d6 plus 1 Potion and
1 Scroll
I None None None 50% 2d8 50% 2d8 20% 1
J 45% 3d8 45% 1d8 None None None None
K None 90% 2d10 35% 1d4 None None None
L None None None 50% 1d4 None None
M None None 90% 6d10 55% 5d4 45% 2d6 None
N None None None None None 40% 2d4 Potions
O None None None None None 50% 1d4 Scrolls
Individual Treasures
Pieces of Pieces of Pieces of
Type Copper Silver Gold Gems Jewelry Magic Items or Maps
P 100% 3d8 None None None None None
Q None 100% 3d6 None None None None
R None 100% 1d4 50% 2d4 None None None
S None None 100% 2d4 None None None
T None None 100% 5d6 None None None
U 50% 1d20 50% 1d20 25% 1d20 5% 1d4 5% 1d4 2% Any 1
V None 25% 1d20 60% 1d20 10% 1d4 10% 1d4 5% Any 1
W None 4d6 6d6 60% 2d8 50% 2d8 60% Any 2
X None None None None None 100% 1d4 Potions
Y None None 2d6 x 100 None None None
Z 1d8 x 100 1d10 x 100 1d12 x 100 55% 1d6 50% 2d6 50% Any 3
163
Adventuring Iron Falcon Monster Guidebook
Adventuring
Experience Points Award Table, Expanded
The standard Experience Points Award Table in the Iron Falcon core rules only gives experience point
values up to 21 hit dice. As there are several creatures in this book which have more than 21 hit dice, this
supplementary table is provided to calculate their XP values.
164
Iron Falcon Handbook of Monsters Open Game License
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Open Game License Iron Falcon Handbook of Monsters
holder's name to the COPYRIGHT NOTICE of any original Castles & Crusades: Monsters Product Support, Copyright
Open Game Content you Distribute. 2005, Troll Lord Games.
7. Use of Product Identity: You agree not to Use any Product The Basic Fantasy Field Guide Copyright © 2010 Chris
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except as expressly licensed in another, independent Basic Fantasy Role-Playing Game Copyright © 2006-2016
Agreement with the owner of each element of that Product Chris Gonnerman.
Identity. You agree not to indicate compatibility or co- Red Cap Copyright © 2009 R. Kevin Smoot
adaptability with any Trademark or Registered Trademark in
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conjunction with a work containing Open Game Content
Elemental, Wood Copyright © 2014 Rachel Ghoul
except as expressly licensed in another, independent
The Basic Fantasy Field Guide Copyright © 2010-2019 Chris
Agreement with the owner of such Trademark or Registered
Gonnerman, R. Kevin Smoot, James Lemon, and
Trademark. The use of any Product Identity in Open Game
Contributors.
Content does not constitute a challenge to the ownership of
that Product Identity. The owner of any Product Identity used Iron Falcon Rules for Classic Fantasy Role-Playing Copyright
in Open Game Content shall retain all rights, title and © 2014-2016 Chris Gonnerman.
interest in and to that Product Identity. Iron Falcon Handbook of Monsters Copyright © 2019-2022
8. Identification: If you distribute Open Game Content You Chris Gonnerman.
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System Reference Document Copyright 2000-2003, Wizards
copyright holder.
of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
You may not under any circumstances describe your work
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
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