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Iron Falcon Monsters r21

The Iron Falcon Handbook of Monsters is a comprehensive resource for RPG campaigns using 0e-era rules, featuring a wide array of monsters compatible with classic and retroclone adventures. It includes detailed monster statistics, descriptions, and encounter scenarios across various terrains, along with expanded treasure types and experience awards. The book aims to provide essential tools for game masters to enhance their gaming experience with classic fantasy elements.

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ramsesmeert
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© © All Rights Reserved
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0% found this document useful (0 votes)
108 views170 pages

Iron Falcon Monsters r21

The Iron Falcon Handbook of Monsters is a comprehensive resource for RPG campaigns using 0e-era rules, featuring a wide array of monsters compatible with classic and retroclone adventures. It includes detailed monster statistics, descriptions, and encounter scenarios across various terrains, along with expanded treasure types and experience awards. The book aims to provide essential tools for game masters to enhance their gaming experience with classic fantasy elements.

Uploaded by

ramsesmeert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Handbook of Monsters

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.

1st Edition, Release 21

The author would like to thank the following people for their assistance with this work:

Cover Art: Alexander Cook


Interior Art: Alexander Cook, Gabe Fua, and John Simcoe
Contributors: R. Kevin Smoot and Owen K.C. Stephens
Proofreading: James Lemon, Leonaru, and Alan Vetter
Playtesters: Michael Brantner, Jason Brentlinger,
Chris Wolfmeyer, Rob Cook, Craig Phillips,
Bill Sterns, Tevye Schmidt, Scott Maruna,
Matthew Hyke, Aidan Schmidt, Thorin Schmidt,
Val Chilson, Cody Drebenstedt,
Joseph BierFauble, Tyler Swan, Adam Kenady,
Emily Drebenstedt, John Lopez,
Pedro Pablo Miron Pozo, Robert Odom,
Will E. Sanders, James Michael Lemon,
Brian Scalise, and Sergio I. Nemirovsky

Special Thanks to Phillip Zolla and Dustinian Camburides for their


donations in support of this project. Their generosity is
responsible for much of the artwork in this book.
Table of Contents
Introduction...............................................................................................1
Monster Statistics......................................................................................1
Monsters.....................................................................................................2
Beasts of Burden..........................................................................................................2
Monster Descriptions..................................................................................................4
Dungeon Encounters............................................................................155
Wilderness Encounters.........................................................................158
Clear Terrain............................................................................................................158
Desert Terrain...........................................................................................................159
Mountain Terrain.....................................................................................................159
River Terrain..............................................................................................................160
Swamp Terrain.........................................................................................................160
Wooded Terrain......................................................................................................161
Sylvan Dwellers........................................................................................................161
City Encounters.....................................................................................162
Treasure.................................................................................................163
Adventuring...........................................................................................164
Experience Points Award Table, Expanded........................................................164
Open Game License............................................................................165
Iron Falcon Handbook of Monsters Introduction

Damage: The damage dice to be rolled for each of


Introduction the monster's attacks. Alternately, the effect may be
The goal of The Iron Falcon Handbook of Monsters is to listed here if it does not involve hit point damage; for
be the go-to resource for anyone running RPG instance, the energy draining powers of certain
campaigns using 0e-era rules, whether classic or undead or the ability of the basilisk to turn a victim to
retroclone, providing all the monsters needed to run stone.
classic adventures as well as more modern Move: The monster's movement rate per turn.
adventures written in the classic style. Multiple figures may be given if the monster is able to
To achieve this, I have combined the original Iron move in more than one medium; for instance, a
Falcon Rules for Classic Fantasy Roleplaying core pegasus has both a running and a flying rate.
rulebook creatures with the full list of monsters found in Alignment: The typical alignment of monsters of the
the Basic Fantasy Role-Playing Game. To that I given type.
added many other monsters common in adventures
released in the late 1970's through the first half or so of No. Appearing: The number of the given type of
the 1980's, and a few additional monsters by the monster to be found in a group. Usually given as a
author and contributors. All of these monsters have die roll. Multiple options may be listed for different
been made fully compatible with the Iron Falcon situations, such as encounters in a dungeon (the
rules, and due to the classic-style statistics given they default type), in the wilderness, or in their lair.
should be compatible with virtually any retroclone of % in Lair: The chance the monster or monsters will be
the 0e era. Some of the existing monsters from the found in their lair. Specifically, if a monster type is
Iron Falcon rulebook have been carefully revised, with indicated by a wilderness random encounter roll, this
attention paid to retaining their style and flavor. is the chance that a lair of the creatures has been
Some supporting information from the Iron Falcon encountered; otherwise, it is a hunting or raiding
core rules, such as encounter tables, treasure types, party.
and experience awards, has been expanded in Treasure: The general type of treasure found in the
support of these additional creature types. monster's lair. The letter codes given refer to the
Enough said. You hold the results in your hands, and expanded tables in the Treasure section on page 163
you are invited to judge them for yourself. Enjoy! of this book.
Morale: Any adjustments to the monster's morale rolls.
Monster Statistics This may say "normal" for monsters with no
Armor Class: The creature's armor class for combat adjustments, or "never checks" for those monsters
purposes. Some monsters are only hit by certain which fight until they cannot fight any longer.
attacks; those hit only by silver or magical weapons Otherwise, this statistic will usually be presented as a
will be marked (s) after the armor class number, while plus or minus adjustment, i.e. +1, +2, etc.
those hit only by magical weapons will be marked (m)
Note that the Core Rules prescribes that "unintelligent"
after the number. Other types of special defenses
monsters such as animals always fight until death; this
may be noted in this space, or may appear only in
book invites the referee to consider that even animals
the monster's descriptive text.
will try to avoid dying.
Hit Dice: The number of eight-sided (d8) hit dice to be
XP: In this book, the experience point values for each
rolled for the monster's hit points. A bonus or penalty
monster are listed with its other statistics. These
given after the number is added to or subtracted from
numbers are correct for average monsters; unusual
the total; note that a penalty may not reduce a
monsters, such as leader types or mutations, must still
monster below 1 hit point. Each asterisk following a
be looked up by the referee.
monster's hit dice indicates that a "special XP" bonus
should be added to the XP value of the monster; There are a few monsters in this book which have
multiple asterisks indicate multiple special XP bonuses. more than 21 Hit Dice (the upper limit of the
If given as ½, roll 1d4 for hit points. Experience Points Awards Table in the core rulebook).
In order to provide XP values for these creatures, an
No. Attacks: The number and kind of attacks the
expanded table appears on page 164.
monster may make in a single combat round.

1
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

Horse, Heavy Mule Pony


Armor Class 7 7 7
Hit Dice 3 2+1 1
No. Attacks 2 hooves/1 bite 1 kick or 1 bite 1 bite
Damage 1d8 hoof, 1d3 bite 1d4 kick or 1d2 bite 1d4 bite
Move 12" 12" 12"
Alignment Neutral Neutral Neutral
No. Appearing N/A N/A N/A
% in Lair None None None
Morale +1 Normal -1 [ +1 ]
XP 50 30 15

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.

Donkeys are long-eared, horselike creatures. They Medium Horses are


are surefooted and sturdy, and can be taken into the larger breeds of
dungeons or caverns. The statistics presented here working horses.
could also describe burros. A light load for a These animals are
donkey is up to 700 coins; a heavy load, up to 1,400 usually ready for
coins. heavy work by age

2
Iron Falcon Handbook of Monsters Monsters

three. Draft horses are medium horses trained for


work, primarily pulling loads, and must check
morale at -1 if any fighting is happening around it.
A light load for a medium horse is up to 2,500 coins;
a heavy load, up to 5,000 coins. Movement is
reduced by half when the horse is loaded over
2,500 coins. A medium horse can pull 5 times as
much weight as it can carry.
A courser is a light or medium horse trained for war.
Such animals make morale checks at +1, as given
in the bracketed figures above. Unlike riding
horses, coursers may attack while being ridden.
Heavy Horses, also called destriers, are the largest
breeds of warhorses, bred for strength and trained
for battle. These animals are usually ready for
heavy work by age three. A light load for a destrier
is up to 3,000 coins; a heavy load, up to 6,000 coins.
Movement is reduced by half when the horse is
loaded over 3,000 coins. A heavy horse can pull 5
times as much weight as it can carry.
Mules are sterile crossbreeds of donkeys and
horses. They can be taken into dungeons or
caverns. A mule is similar to a riding horse, but
slightly stronger and more agile. A light load for a
mule is up to 3,000 coins; a heavy load, up to 6,000
coins. A mule can pull 5 times as much weight as it
can carry.
A Pony is a small horse, under 5 feet tall at the
shoulder. Ponies are otherwise similar to riding
allow them to fight while carrying a rider. A light
horses and cannot fight while carrying a rider.
load for a pony is up to 2,750 coins; a heavy load,
Ponies can be trained for war, and the morale in
up to 5,500 coins.
brackets above is for a war pony; this does not

3
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

Move Fly 24" Armor Class – 2 (underside 4) –

Alignment Neutral Hit Dice 4* or 5* 2* or 3*

No. Appearing 1 No. Attacks – 1 bite + hold or 1 spit –

% in Lair 0% Damage 3d6 + 1d4/round 2d6 + 1d4/round


or 4d8 (acid) or 2d8 (acid)
Treasure None
Move – 12" Burrow 6" –
Morale Normal
Alignment – Neutral –
XP 4,475
No. Appearing – 1d6 –
An aerial servant is similar to an invisible stalker in % in Lair – 15% –
that it is a normally-invisible creature summoned by Treasure – C –
magic from an extradimensional realm. The aerial Morale – Normal –
servant, however, cannot be ordered or XP 4 HD: 140 2 HD: 40
compelled to attack in the normal sense. Rather, 5 HD: 325 3 HD: 80
they are generally used to acquire and transport
objects or creatures. Aerial servants can locate The ankheg is a huge burrowing insectoid monster
with a taste for fresh meat. An ankheg has six legs;
and track target creatures in much the same way
as invisible stalkers. Because they are invisible and most have brown carapaces, but a few are yellow
or mottled yellow and brown in various patterns.
fairly quiet, they surprise on 1-4 on 1d6, and
combatants who are unable to see them suffer the An adult is about 10 feet long and weighs about
8,000 coins.
usual penalty for attacking an invisible opponent.
Aerial servants are very strong, and move very fast. An ankheg burrows with legs and mandibles. A
One can carry up to 10,000 coins of weight while burrowing ankheg usually does not make a usable
moving at full speed. A creature can be grabbed tunnel, as the dirt falls in behind it; however, one
by means of a normal attack roll, and once can construct a tunnel, burrowing at half speed as
grabbed in this way, only a very strong victim (18 it does so. One often digs a winding tunnel as a
Strength or greater, or 4 or more hit dice) has any kind of lair up to 40 feet below the surface in the
chance of escape; such a victim has a base 25% rich soil of forests or farmlands.
chance to escape, plus 25% per additional point of Clusters of ankhegs share the same territory but do
Strength or 10% per additional hit die in excess of 4. not cooperate; the treasure type given should be
Creatures weighing more than 10,000 coins can be divided among all the ankhegs in a cluster.
grabbed but cannot be moved, and after a few
An ankheg usually lies 5 to 10 feet below the
rounds the aerial servant will give up.
surface until its antennae detect the approach of
If an aerial servant cannot perform its assigned task prey, at which point it burrows up to attack. If an
for any reason, it will fly into a rage, seeking out ankheg succeeds at its bite attack, it can hold on
and attacking the summoner. This is normally the and inflict additional damage each round
only way an aerial servant can be made to attack. automatically; a saving throw vs. Death Ray must
Note that a normal hit by an aerial servant is a be made to escape the monster's grip. However,
grab, as above, so that the victim, once grabbed, against "soft" prey (those wearing little or no armor)
will suffer damage automatically each round it may choose to release its grip and strike again,
thereafter.

4
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

Giant ants are among the hardiest and most


adaptable vermin. Soldiers and workers are about
5 to 6 feet long, while queens can grow to a length
of 9 feet. Giant ants may be red or black; there is
no statistical difference between them. Though
relatively shy when first encountered, once combat
begins they will fight to the death. They are known
to collect shiny things, and so will sometimes have
a small amount of treasure in their lair.
potentially doing greater damage. Furthermore, so
long as the victim of its bite is small or medium in Giant ants may occasionally mine shiny metals
size and weight, the ankheg can drag it such as gold or silver; one in three (1-2 on 1d6)
backwards, possibly even underground where the giant ant lairs will contain 1d100 x 1d100 gp value in
victim can be released and allowed to suffocate in relatively pure nuggets. Apply treasure type U to all
the loose dirt. other giant ant lairs.
An ankheg can spit acid once per day at a range Large and huge ants are similar to giant ants in all
of up to 3", doing the listed damage on a ways except for size; large ants are 1 to 2 feet long,
successful hit. This ability is only used if the monster while huge ants are 3 to 4 feet in length. Though
is desperate or frustrated; an ankheg most often smaller, their colonies have more members, and so
spits acid when reduced to fewer than half its full their lair treasures are of similar size to those found
normal hit points or when it has repeatedly failed to in the lairs of giant ants.
hit with its bite attack.
Antelope
See Herd Animal on page 69.

5
Monsters Iron Falcon Handbook of Monsters

Ape, Carnivorous An adult male carnivorous ape is 5-1/2 to 6 feet tall


and weighs 3,000 to 4,000 coins; adult females are
Armor Class 6
slightly smaller, but due to their ferocity they use the
Hit Dice 5
same statistics as the males.
No. Attacks 2 claws/1 bite + grab
Damage 1d6 per claw/1d8 bite + 1d8 grab Ape, Gorilla
Move 12"
Armor Class 6
Alignment Neutral
Hit Dice 4
No. Appearing 1d6
No. Attacks 2 fist/1 bite + special
% in Lair 30%
Damage 1d3 hand/1d6 bite + 1d6 grab
Treasure None
Move 12"
Morale Normal
Alignment Neutral
XP 200
No. Appearing 1d4
Carnivorous Apes are monstrous white-furred apes % in Lair None
similar in form to gorillas. They are vile and hateful Treasure None
monsters who live only to kill and eat, and their Morale Normal
favorite prey are humans and human-like XP 75
creatures.
On a successful hit with both hands, a gorilla grabs
On a successful hit with both claws, a carnivorous and rends its opponent, doing the additional listed
ape grabs and rends its opponent, doing the grab damage automatically.
additional listed grab damage automatically.
An adult male gorilla is 5 to 5-1/2 feet tall and
weighs 2,500 to 3,500 coins; adult females are
slightly smaller, and do 1d4 points of damage with
their bite and grab attacks.

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

The assassin vine is a semi-mobile plant found in


temperate forests that collects its own grisly fertilizer
by grabbing and crushing animals and depositing
the carcasses near its roots.
Because it can lie very still indeed, an assassin vine
surprises on a roll of 1-4 on 1d6. A successful hit
inflicts 1d8 points of damage, and the victim

6
Iron Falcon Handbook of Monsters Monsters

becomes entangled, suffering an additional 1d8 Baboon


points of damage thereafter. A victim may
Armor Class 7
attempt to escape by a roll equal to what is
Hit Dice 1+1
required to open a stuck door; this is a full action,
No. Attacks 1 bite
so the victim may not attempt this and also
Damage 1d4 bite
perform an attack. The plant will continue to crush
its victim until one or the other is dead or the victim Move 12"
manages to escape. Alignment Neutral
No. Appearing 2d6 Wild 4d8
An assassin vine can move about, albeit very
% in Lair None
slowly, but generally only does so to seek new
Treasure None
hunting grounds. They have no visual organs but
Morale Normal (see below)
can sense foes within 3" by sound and vibration.
XP 15
A mature plant consists of a main vine, about 20
feet long. Smaller vines up to 5 feet long branch Baboons are powerful and aggressive primates
off from the main vine about every 6 inches. These adapted to life on the ground. They prefer open
small vines bear clusters of leaves, and in late spaces but climb trees to find safe places to rest
summer they produce bunches of small fruits that overnight. A typical baboon is the size of a large
resemble wild grapes. The fruit is tough and has a dog; males can be 2 to 4 feet tall and weigh as
hearty but bitter flavor. Assassin vine berries make a much as 900 coins. Baboons usually prefer to
heady wine. attack in groups; single individuals suffer a -2
penalty to morale.
A subterranean version of the assassin vine grows
near hot springs, volcanic vents, and other sources Badger (and Giant Badger)
of thermal energy. These plants have thin, wiry
Badger Badger, Giant
stems and gray leaves shot through with silver,
Armor Class 5 4
brown, and white veins so that they resemble
Hit Dice 1+2 3
mineral deposits. An assassin vine growing
No. Attacks 2 claws/1 bite 2 claws/1 bite
underground usually generates enough offal to
support a thriving colony of mushrooms and other Damage 1d2 claw/ 1d3 claw/
1d4 bite 1d6 bite
fungi, which spring up around the plant and help
Move 6" Burrow 3" 6" Burrow 3"
conceal it.
Alignment Neutral Neutral
Axe Beak No. Appearing 1d6 1d6
See Terror Bird on page 138. % in Lair None None
Treasure None None
Morale +1 +1
XP 15 50

The badger is a squat, powerful mammal. Its strong


forelimbs are armed with long claws for digging.
An adult badger is 2 to 3 feet long and weighs 250
to 350 coins. Badgers attack with their sharp claws
and teeth. A badger that is injured in combat flies
into a berserk rage on its next turn, clawing and
biting madly until either it or its opponent is dead; in
this state it gains +2 on initiative die rolls, but suffers
a penalty of -2 to armor class.

7
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

Banshee (Groaning Spirit) A basilisk is a reptilian monster that petrifies living


Armor Class 0 (m)
creatures with its gaze. A basilisk usually has a dull
brown body with a yellowish underbelly. An adult
Hit Dice 7*
basilisk’s body is about 6 feet long (not including its
No. Attacks 1 touch or special (see below)
tail, which can reach an additional length of 5 to 7
Damage 1d8 touch
feet) and weighs about 3,000 coins.
Move 18"
Alignment Chaotic The gaze of a basilisk can turn a victim to stone; the
No. Appearing 1
basilisk's gaze may even turn the creature itself to
stone if it sees its reflection in a mirror or other
% in Lair 10%
reflective surface.
Treasure D
Morale Never checks The Greater Basilisk appears identical to the
XP 900 common variety, save that it is larger, having a

Banshees are said to be the spirits of evil female fey


creatures, such as elves or sprites, and are thus
quite rare. They are undead monsters (as
described on page 145), and can be turned as if

8
Iron Falcon Handbook of Monsters Monsters

Bat and Bat, Giant


Normal Giant
Armor Class 6 6
Hit Dice 1 Hit Point 2
No. Attacks 1 special 1 bite
Damage Confusion 1d4
Move 6" Fly 12" 9" Fly 18"
Alignment Neutral Neutral
No. Appearing 1d100, 1d10,
Wild 1d100, Wild 1d10,
Lair 1d100 Lair 1d10
% in Lair Special Special
Treasure None None
Morale -1 Normal
XP 10 30

Bats are nocturnal flying mammals. The statistics


presented here describe small, insectivorous bats.
They have a natural sonar that allows them to
operate in total darkness; for game purposes, treat
this ability as similar to Infravision.
Bats of both types are 95% likely to be encountered
in their lair in the daytime, but only 5% likely after
dark.
body length of about 8 feet with a 7 to 9 foot long
tail and weighing about 4,000 coins. The skin of the A group of normal-sized bats has no effective
greater basilisk is toxic to the touch, such that any attack (at least in terms of doing damage) but can
living creature bitten by one or who touches one confuse those in the area, flying around apparently
with bare skin must save vs. Death Ray or die. This randomly. For every ten bats in the area, one
effect persists even after the monster is dead, creature can be confused; such a creature will
typically for about 2d20 hours; the only way to tell if suffer a penalty of -2 on all attack and saving throw
the effect has subsided is to touch the corpse, an rolls while the bats remain in the area.
obviously bad idea. A giant bat has a wingspan of 15 feet and weighs
about 2,000 coins. They have the same sensory
abilities as normal-sized bats, but being much
larger, they are able to attack adventurers; many
are carnivorous, making such attacks likely.

9
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.

10
Iron Falcon Handbook of Monsters Monsters

Beaver, Giant Beetle, Giant Bombardier


Armor Class 6 Armor Class 4
Hit Dice 4 Hit Dice 2*
No. Attacks 1 bite No. Attacks 1 bite + special
Damage 2d8 bite Damage 1d6 + special
Move 6" Swim 12" Move 12"
Alignment Neutral Alignment Neutral
No. Appearing 4d10 No. Appearing 1d8, Wild 2d6, Lair 2d6
% in Lair 80% % in Lair 20%
Treasure C Treasure None
Morale Normal Morale Normal
XP 75 XP 40

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

Although many times larger, growing to a length of


about a foot, giant bees behave generally the same
as their smaller cousins. Giant bees are usually not
aggressive except when defending themselves or
their hive. Those stung by a giant bee must save vs.
Poison or die. A giant bee that successfully stings
another creature pulls away, leaving its stinger in the
creature. The bee then dies.
The honeycomb within a hive of giant bees will have
a single cell containing about a quart of magic
honey. If any living creature consumes this entire
quantity of honey it will be healed of 1d4 points of
damage, and will not require further food for 24 hours.

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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

These luminous nocturnal insects are prized by


miners and adventurers. They have two glands,
one above each eye, that produce a red glow.
The glands’ luminosity persists for 1d6 days after
removal from the beetle, illuminating a roughly
circular area with a 1" radius.
Giant fire beetles are about 2 feet long. They are
normally timid but will fight if cornered. Like most
beetles, they have more or less the same visual

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Iron Falcon Handbook of Monsters Monsters

Beetle, Giant Rhinoceros Beetle, Giant Tiger


Armor Class 2 Armor Class 3
Hit Dice 12 Hit Dice 3+1
No. Attacks 1 horn/1 trample No. Attacks 1 bite
Damage 3d6 horn/2d8 trample Damage 2d6
Move 12" Move 18"
Alignment Neutral Alignment Neutral
No. Appearing 1d6 No. Appearing 1d6, Wild 2d4, Lair 2d4
% in Lair None % in Lair 20%
Treasure None Treasure None
Morale +1 Morale Normal
XP 1,300 XP 50

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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Iron Falcon Handbook of Monsters Monsters

Blink Dog sheltered from the wind in order to achieve those


ideal conditions. Living creatures who smell the
Armor Class 5
fragrance must save vs. Poison or become
Hit Dice 4*
befuddled, dropping anything carried and
No. Attacks 1 bite
approaching the plant. Each round such a
Damage 1d6
creature or character is within the affected area,
Move 12" this save must be made. Befuddled characters will
Alignment Lawful not resist the plant-creature's attacks; if affected
No. Appearing 4d4 creatures are removed from the area, the effect of
% in Lair 35% the fragrance will expire 2d4 rounds later. Undead
Treasure C monsters, constructs, etc. are not affected.
Morale Normal
Each blood rose plant will have 1, 2 or 3 whiplike
XP 140 canes studded with thorns with which it can attack.
The blink dog is an intelligent canine that has a When a cane hits, it wraps around the victim and
limited teleportation ability. Blink dogs have their begins to drain blood, doing 1d6 points of damage
own language, a mixture of barks, yaps, whines, per round. A blood rose which has recently (within
and growls that can transmit surprisingly complex one day) “eaten” this way will have flowers ranging
information. from pink to deep wine red in color, which will fade
slowly back to white or yellow as the plant digests
A blink dog can teleport, as if by dimension door the blood it has consumed.
(caster level 8th), once per round. The ability
affects only the blink dog, which never appears
Boar
within a solid object and can act immediately after
teleporting. Armor Class 7
Hit Dice 3

Blood Rose No. Attacks 1 tusk


Damage 1d8 tusk
Armor Class 7
Move 15"
Hit Dice 2* to 4*
Alignment Neutral
No. Attacks 1 to 3 plus blood drain
No. Appearing 1d6
Damage 1d6
% in Lair None
Move 1"
Treasure None
Alignment Neutral
Morale Normal
No. Appearing Wild 1d8
XP 50
% in Lair 100%
Treasure None A boar is a male hog; the statistics given here are
Morale Normal for a wild boar, but even domesticated boars can
XP 40, 80, or 140 grow to this size. Female hogs (sows) are as large
as the males and will fight without checking morale
Blood roses appear to be normal rose bushes, but in defense of their young.
are actually animated plants, dimly aware of their
surroundings. These plants are always in bloom, Brown Mold
bearing beautiful flowers that are normally white See Mold, Deadly on page 100.
(or rarely, yellow) in color.
The fragrance of the flowers is detectable up to 3"
from the plant in ideal conditions. Blood roses can
move about slowly, and will try to find locations

15
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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Iron Falcon Handbook of Monsters Monsters

Bulette The armor class of a bulette varies depending on


where it is attacked.. Most of the creature's body
Armor Class -2 / 4 / 6 (see below)
has an AC of -2; its eyes are AC 4, but are relatively
Hit Dice 9
small and can only be attacked from directly in
No. Attacks 2 claws/1 bite or 4 claws
front, and only in short range when using missile
Damage 3d6 claw, 4d6 bite
weapons. A bulette has a crest similar to the dorsal
Move 12" Burrow 3" fin of a shark or dolphin, and a small area directly
Alignment Neutral behind the crest has an AC of 6. This spot can only
No. Appearing 1 (10% chance of 2) be attacked from above, and if attacked with
% in Lair None missile weapons may only be targeted from short
Treasure None range.
Morale Normal
A bulette attacks anything it regards as edible,
XP 950 choosing the easiest or closest prey first. The only
Also known as the landshark, the bulette is a creatures it refuses to eat are elves, and it dislikes
terrifying predator that lives only to eat. A bulette the taste of dwarves, targeting other victims first if
has a "cigar shaped" body, bulging in the middle attacking out of hunger.
and pointed at each end. They prefer to attack A bulette can jump into the air during combat. This
from underground, drawn by the vibrations of allows it to make four claw attacks instead of two,
creatures on the surface; in general a bulette can but when making these attacks it cannot also bite.
surprise on 1-3 on 1d6 when attacking in this way.

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Monsters Iron Falcon Handbook of Monsters

Caecilia, Giant Catoblepas


Armor Class 6 Armor Class 7
Hit Dice 6* Hit Dice 6+2*
No. Attacks 1 bite + swallow on 19/20 No. Attacks 1 tail plus death ray (see below)
Damage 1d8 + 1d8/round if swallowed Damage 1d6 + stun tail, plus special (see
Move 6" below)
Alignment Neutral Move 6"
No. Appearing 1d3, Lair 1d3 Alignment Neutral
% in Lair 10% No. Appearing 1d4
Treasure B % in Lair 60%
Morale Normal Treasure C
XP 525 Morale Normal
XP 525
Caecilia are carnivorous, legless amphibians; they
strongly resemble earthworms, but they have bony The catoblepas is a swamp-dwelling creature
skeletons and sharp teeth. Caecilia live entirely about the size of a bull, with a generally similar
underground. The giant variety grows up to 30' body structure. Its long tail carries a bulbous bony
long and frequently are found in caverns or lump at the end which is rather like a mace-head,
dungeons. They are nearly blind, but caecilia are and its heavy boar-like head is carried on a
very sensitive to sound and vibrations, and are able somewhat elongated neck that barely suffices to
to find their prey regardless of light or the absence support it. In fact it is nearly impossible for the
thereof. catoblepas to look upward. Its face bears a grim
expression, with high, shaggy eyebrows over
A caecilia can swallow a single small humanoid or
narrow, bloodshot eyes, and a mane that falls over
demi-human (such as a goblin or halfling) whole.
its forehead partially covering its face. A
On a natural attack roll of 19 or 20, such a victim
catoblepas gives off a terrible stench, detectable
has been swallowed (assuming that roll does
at a distance of up to 24" away, which is so strong
actually hit the victim). A swallowed victim suffers
that the creature itself has almost no sense of smell.
1d8 damage per round, and may only attack from
the inside with a small cutting or stabbing weapon The tail of the catoblepas can strike with incredible
such as a dagger. While the inside of the caecilia is swiftness behind, beside, and even in front of the
easier for the victim to hit, fighting while swallowed monster, and on a successful hit the victim must
is more difficult, so no modifiers to the attack roll save vs. Death Ray or be knocked out for 1d10
are applied. rounds. But this is not the most feared attack of the
catoblepas, for the true danger of this monster is in
Once a caecilia has swallowed an opponent, it will
its deadly gaze.
generally attempt to disengage from combat,
going to its lair to rest and digest its meal. The catoblepas can kill with its gaze, affecting all
upon whom it turns its gaze. Its inability to look
upward limits where and how often it can use its
gaze attack; a catoblepas can use this attack in its
first round of activity, but thereafter has only a 1 in
1d4 chance to raise its head high enough. On the
other hand its elongated neck does allow it to
direct its gaze to either side or backward. All living
creatures the creature successfully faces must save
vs. Death Ray (to avoid meeting its gaze) or die;

18
Iron Falcon Handbook of Monsters Monsters

anyone who makes this saving throw is immune to


the effect for an hour thereafter.

Cave Locust, Giant


Armor Class 4
Hit Dice 2*
No. Attacks 1 bite or 1 bump or 1 spit
Damage 1d2 or 1d4* or special
Move 6" Fly 18"
Alignment Neutral
No. Appearing 2d10, Wild 1d10
% in Lair None
Treasure None
Morale Normal
XP 40

Giant cave locusts are pale, cricket-like creatures


that live underground. An average giant cave
locust is 2 to 4 feet long. They are eyeless,
depending on their antennae, vibration-sensing
feet and a variety of sensitive “hairs” on their legs
for awareness of the environment around them.
These creatures eat subterranean fungus (including
shriekers) as well as carrion; they are not predators,
but if disturbed they will attack, shrieking loudly,
biting, jumping wildly around, or spitting nasty goo.
All giant cave locusts in a group will shriek when
disturbed, attracting wandering monsters. The
referee should roll a check each round that one or
more cave locusts are attacking; if an encounter is
indicated, the monsters will arrive in 1d4 rounds.
Any giant cave locust that is engaged (adjacent
to an opponent) will attempt to bite, doing 1d2
points of damage on a successful hit. This does not
interrupt the monster's shrieking.
A giant cave locust can leap up to 6" horizontally,
or up to 3" up. If one of these creatures is not once per encounter. This spit attack will usually be
engaged at the beginning of the round, it will leap reserved until they fail a morale check, in which
toward one of the opponent creatures; roll a case all remaining giant cave locusts will spit at
normal attack roll, and if the attack hits, the target their nearest opponent, and then all will attempt to
creature takes 1d4 points of non-lethal damage flee in the next round. To spit on an opponent, the
from the impact. giant cave locust rolls an attack against Armor
Class 9 (plus Dexterity and magical bonuses, but no
Finally, a giant cave locust can spray a greenish- normal armor value applies). If the attack hits, the
brown goo (its digestive juices) up to 1" away. target must save vs. Poison or be unable to do
Each giant cave locust can perform this attack just anything for 3d6 rounds due to the horrible smell.

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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)

Armor Class 9 Move 12" Fly 18"

Hit Dice ½ (1d4 hit points) Alignment Neutral

No. Attacks 1 bite No. Appearing 1d4

Damage Poison % in Lair 50%

Move 12" Treasure F

Alignment Neutral Morale Normal

No. Appearing 2d4 XP 1,650

% in Lair None The chimera is a bizarre three-headed creature


Treasure None having the forequarters of a lion, the hindquarters
Morale -1 of a goat, the wings of a dragon, and the heads of
XP 10 a goat, a lion, and a dragon. Each head has its
own attack, with the dragon's head being able to
Giant centipedes are simply an overgrown variety
breath fire up to three times per day covering a
of the ordinary centipede. Though they are weak,
cone 5" long and 2" wide at the base, and doing
their poison bite makes them a concern for
3d6 points of damage (with a saving throw vs.
characters who venture into the underground
Dragon Breath reducing damage by half). A
areas where they may be found.
chimera is an awkward flier and prefers to fight with
its feet on the ground.

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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

A couatl is a winged serpent about 12 feet long,


with a wingspan of about 15 feet and weighing
about 12,000 coins. They are very intelligent, and
speak both Common and Dragon; they also have
a superior form of telepathy which permits them to
understand and communicate with most intelligent
living creatures.
Cockatrice
Couatls are all spellcasters. Roll 1d10: On 1-5 a
Armor Class 6
couatl casts magic-user spells; on 6-8, clerical spells;
Hit Dice 5* on 9-0 the couatl can cast spells from either list.
No. Attacks 1 Couatls cast spells as if they are 8 th level in the
Damage 1d6 and turn to stone appropriate class.
Move 9" Fly 18"
While they prefer to deal with opponents through
Alignment Neutral
the use of magic, couatls are capable fighters,
No. Appearing 1d8
able to deliver a venomous bite (save vs. Poison or
% in Lair 35% die) as well as wrapping their serpentine bodies
Treasure D around any small or medium opponent and
Morale Normal constricting it, doing the listed damage
XP 325 automatically on each subsequent round.
Breaking free of this hold requires a successful roll to
A cockatrice is a monster that resembles a chicken
force open a door; this can be attempted each
with an elongated, featherless serpentine neck and
round.
a similar serpentine tail. The touch (or attack) of a
cockatrice can turn a living creature to stone, if the
victim fails a saving throw vs. Petrification.

21
Monsters Iron Falcon Handbook of Monsters

Crab, Giant Crocodile


Armor Class 3 Normal Large Giant
Hit Dice 2 Armor Class 5 3 1
No. Attacks 2 pincers Hit Dice 2 6 15
Damage 2d6 each pincer No. Attacks 1 bite 1 bite 1 bite
Move 6" Damage 3d4 3d6 3d8
Alignment Neutral Move – 9" Swim 9" –
No. Appearing 2d6 Alignment – Neutral –
% in Lair 10% No. Appearing 1d8 1d4 1d3
Treasure None % in Lair – 5% –
Morale Normal Treasure – None –
XP 30 Morale – Normal –
XP 30 300 1,700
Giant crabs are dangerous opponents, having
good armor and a pair of powerful attacks. They Crocodiles are predatory reptiles 11 to 12 feet long.
are unintelligent, and thus do not check morale. They lie mostly submerged in rivers or marshes, with
Giant crabs will rarely be found far from water, and only their eyes and nostrils showing, waiting for prey
may also be found in underwater environments. to come within reach; in such situations they gain
surprise on a roll of 1-4 on 1d6.
Crayfish, Giant
Large Crocodiles: These huge creatures are from
Armor Class 4
12-20 feet long. Large crocodiles fight and behave
Hit Dice 4+4
like their smaller cousins.
No. Attacks 2 claws
Damage 2d6 claw
Giant Crocodiles: These huge creatures usually live
in salt water and are generally more than 20 feet
Move 6" Swim 12"
long. Giant crocodiles fight and behave like their
Alignment Neutral
smaller cousins.
No. Appearing 1d4
% in Lair None
Treasure None
Morale Normal
XP 75

A giant crayfish has a body rather similar to that of


a lobster in overall design, but unlike lobsters, giant
crayfish live in shallow fresh water areas. They are
predatory, and like to lie in wait underwater to
ambush prey. In such a situation the giant crayfish
gains surprise on 1-4 on 1d6 (1-3 vs. aquatic
opponents already submerged in the same body
of water).

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Iron Falcon Handbook of Monsters Monsters

Deceiver (Cat-Hydra) form of illusion, but a powerful form that cannot be


Common Greater
seen through even by those who know the secret.
Any character fighting a Deceiver for the first time
Armor Class 4 4
will miss his or her first strike regardless of the die roll.
Hit Dice 6* 7**
Thereafter, all attacks against Deceivers will be at a
No. Attacks – 3 bites (see below) –
penalty of -2 to the attack roll. This is not
Damage 1d6/1d6/1d8 1d6 + poison/
cumulative with the penalty for fighting blind.
1d6 + poison/
Some monsters, such as bats, do not depend on
2d6
vision to fight and thus may be able to perceive
Move 15" 12"
the monster's true location and fight without
Alignment – Chaotic –
penalty.
No. Appearing – 1d4 –
% in Lair None None Greater Deceivers are larger and more fierce than
common Deceivers, and on top of that, their
Treasure D D
serpent heads have a deadly venomous bite;
Morale Normal +1
victims must save vs. Poison or die.
XP 525 1,300

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

The allosaurus is a member of the theropod family


of dinosaurs, which is best known for the
tyrannosaurus rex. Theropods are bipedal
carnivorous dinosaurs. Despite its enormous size
and nearly 3-ton weight, an allosaurus is a swift
runner. An average adult is slightly more than 30
feet long from nose to tail.

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Monsters Iron Falcon Handbook of Monsters

Dinosaur, Anatosaurus Dinosaur, Brachiosaurus


See Dinosaur, Edmontosaurus on page 26 Armor Class 5
Hit Dice 36
Dinosaur, Ankylosaurus No. Attacks 1 trample
Armor Class 0 Damage 4d6
Hit Dice 9 Move 6"
No. Attacks 1 tail Alignment Neutral
Damage 3d6 No. Appearing 1d6
Move 6" % in Lair None
Alignment Neutral Treasure None
No. Appearing 1d4+1 Morale Normal
% in Lair None XP 5,200
Treasure None
Brachiosaurs are the largest members of the
Morale Normal sauropod family of dinosaurs, which have heavy
XP 950 bodies, elephantine legs and feet, and long necks
and tails. They are plant-eaters who live in small
Ankylosaurus is a large dinosaur having a generally
family groups, and are normally peaceful if not
turtle-like, armored body with spiked edges and a
threatened. If aroused, however, they are
heavy knobby tail which it used as a weapon. If
formidable opponents.
attacked, or even just threatened, one will not
hesitate to turn around and apply its tail to
whomever or whatever is troubling it. Dinosaur, Camarasaurus
Armor Class 6
Dinosaur, Apatosaurus (Brontosaurus) Hit Dice 20
Armor Class 5 No. Attacks 1 trample
Hit Dice 30 Damage 3d4
No. Attacks 1 trample Move 6"
Damage 3d6 Alignment Neutral
Move 6" No. Appearing 2d4
Alignment Neutral % in Lair None
No. Appearing 1d6 Treasure None
% in Lair None Morale Normal
Treasure None XP 2,350
Morale Normal Camarasaurs are "smaller" members of the
XP 4,050 sauropod family of dinosaurs, which have heavy
bodies, elephantine legs and feet, and long necks
The apatosaurus (formerly called brontosaurus) is
and tails. They are plant-eaters who live in small
the most recognizable member of the sauropod
family groups, and are normally peaceful if not
family of dinosaurs, which have heavy bodies,
threatened. If aroused, however, they are
elephantine legs and feet, and long necks and
formidable opponents.
tails. They are plant-eaters who live in small family
groups, and are normally peaceful if not
threatened. However, their sheer bulk makes them
formidable opponents if aroused.

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Iron Falcon Handbook of Monsters Monsters

Dinosaur, Centrosaurus (Monoclonius) Dinosaur, Ceratosaurus


Armor Class 3 head, 4 body Armor Class 5
Hit Dice 8 Hit Dice 8
No. Attacks 1 gore or 1 trample No. Attacks 2 claws/1 bite
Damage 2d8 or 3d4 (special, see below) Damage 1d6 claw, 2d8 bite
Move 6" Move 15"
Alignment Neutral Alignment Neutral
No. Appearing 2d6 No. Appearing 1d4
% in Lair None % in Lair None
Treasure None Treasure None
Morale Normal Morale Normal
XP 700 XP 700

A centrosaurus (sometimes called monoclonius) is a The ceratosaurus is a smaller member of the


ceratopsian dinosaur, a member of the family best theropod family of bipedal carnivorous dinosaurs,
known for the triceratops. While the triceratops has which is best known for the tyrannosaurus rex.
three horns, the centrosaur has a single large horn Ceratosaurs are known for the short horn each had
on its nose, two smaller horns on its frill and a pair of on its nose, which is used not for combat but in
short horns pointing up over the eyes (the latter mating displays.
probably for defensive purposes). Like all
ceratopsians, the armor class of the centrosaurus Dinosaur, Cetiosaurus
depends on whether the attacker is in front of the
Armor Class 6
creature, or behind or beside it.
Hit Dice 24
They are aggressive toward interlopers, attacking No. Attacks 1 trample
anyone who might appear to be a threat. These Damage 3d6
creatures are about 18 feet long and weigh about Move 6"
120,000 coins (i.e. 6 tons). A centrosaur will usually
Alignment Neutral
attempt to trample smaller opponents. One
No. Appearing 1d4
adjacent man-sized or up to three smaller
% in Lair None
opponents may be trampled simultaneously; the
Treasure None
creature rolls a single attack roll which is compared
to the Armor Class of each of the potential victims, Morale Normal
and then rolls a separate damage roll for each one XP 3,000
successfully hit. The gore attack may only be used Cetiosaurs are members of the sauropod family of
against a single man-sized or larger creature, but dinosaurs, which have heavy bodies, elephantine
may be used in the same round as the trample if legs and feet, and long necks and tails. They are
the creature being gored is larger than man sized. plant-eaters who live in small family groups, and
Also note that a charging bonus may be applied to are normally peaceful if not threatened. However,
the gore attack. their sheer bulk makes them formidable opponents
if aroused.

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Monsters Iron Falcon Handbook of Monsters

Dinosaur, Diplodocus Dinosaur, Edmontosaurus


Armor Class 6 (aka Anatosaurus, Trachodon)
Hit Dice 24 Armor Class 5
No. Attacks 1 trample Hit Dice 12
Damage 3d6 No. Attacks 1 tail lash
Move 6" Damage 1d4
Alignment Neutral Move 12"
No. Appearing 1d6 Alignment Neutral
% in Lair None No. Appearing 2d6
Treasure None % in Lair None
Morale Normal Treasure None
XP 3,000 Morale -2

Diplodocus are sauropod dinosaurs, being in the XP 1,300


same family as apatosaurus. Sauropods have These dinosaurs are members of the hadrosaurid
heavy bodies, elephantine legs and feet, and long family, sometimes called "duck billed" dinosaurs.
necks and tails, and diplodocus is the longest They are large animals, being 40 to 50 feet in
member of the family. They are plant-eaters who length, and are are able to go on four feet or two.
live in small family groups, and are normally Edmontosaurs are plant eaters who prefer
peaceful if not threatened. However, their sheer swamplands and floodplains. They are shy
bulk makes them formidable opponents if aroused. creatures, prone to fleeing if possible; their only
effective attack is to lash out with their long, heavy
Dinosaur, Deinonychus tails.
Armor Class 5
Hit Dice 3 Dinosaur, Elasmosaurus
No. Attacks 1 bite Armor Class 7
Damage 1d8 Hit Dice 15
Move 15" No. Attacks 1 bite
Alignment Neutral Damage 2d12
No. Appearing 1d3, Wild 2d3, Lair 2d6 Move Swim 15"
% in Lair None Alignment Neutral
Treasure None No. Appearing 1d2
Morale Normal % in Lair None
XP 50 Treasure None
Morale Normal
The Deinonychus (sometimes mistakenly called a
"Velociraptor") is a medium-sized feathered XP 1,700
dinosaur weighting approximately 1500 coins and Elasmosaurus is a member of the plesiosaur family
reaching about 11 feet of length (tail included). It is of prehistoric aquatic reptiles; they are not properly
an avid predator and a skilled pack-hunter; its dinosaurs but are included here as they were
warm blood, aerodynamic build and vicious maw contemporaries with them. Plesiosaurs have flat
allow it to feed on larger but more primitive bodies, short tails, and long necks; where a
dinosaurs. quadrupedal animal would have legs, they have
flippers. As they are reptiles, they cannot breathe
underwater, though they can hold their breath for
an extended period. They are aggressive

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Iron Falcon Handbook of Monsters Monsters

carnivores, subsisting on fish and small non-aquatic Dinosaur, Gorgosaurus


animals, which will be pulled below the surface
Armor Class 5
and drowned. On any successful hit, an
Hit Dice 13
elasmosaur has established a hold on the victim,
No. Attacks 2 claws/1 bite
who will then be pulled into and under the water
Damage 1d4 claw, 3d10 bite
unless he or she can make a successful save vs.
Death Ray to break free. Note that an elasmosaur Move 15"
is not strong enough to thus move any creature Alignment Neutral
weighing more than 3,000 coins. No. Appearing 1d2
% in Lair None
Dinosaur, Euoplocephalus Treasure None
Morale Normal
Armor Class -3
XP 1,450
Hit Dice 8
No. Attacks 1 tail A gorgosaurus is a member of the theropod family
Damage 2d6 of bipedal carnivorous dinosaurs, which is best
Move 3" known for the tyrannosaurus rex, and in fact
Alignment Neutral gorgosaurus is believed to be a close relative to the
No. Appearing 1d4 tyrannosaurus. They are apex predators found in
% in Lair None floodplain habitats, preying upon hadrosaurid
Treasure None
dinosaurs like edmontosaurus or iguanadon.
Morale Normal
XP 700 Dinosaur, Iguanadon
Armor Class 4
Euoplocephalus is a large armored dinosaur, a
Hit Dice 6
smaller member of the same family as
No. Attacks 2 claws/1 tail lash
ankylosaurus. It has a generally turtle-like, armored
Damage 1d4 claw, 2d4 tail lash
body with spiked edges and a heavy knobby tail
which it used as a weapon. If attacked, or even Move 15"
just threatened, one will not hesitate to turn around Alignment Neutral
and apply its tail to whomever or whatever is No. Appearing 3d6
troubling it. % in Lair None
Treasure None
Morale Normal
XP 300

Iguanadon is a quadruped herbivorous dinosaur,


which could switch to bipedal movement at will,
possibly to reach higher branches for food. Though
one will flee if threatened, when cornered it will
fight with thumb claws and its heavy lashing tail.

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Monsters Iron Falcon Handbook of Monsters

Dinosaur, Lambeosaurus forest and savanna habitats, preying on stegosaurs


and various sauropods.
Armor Class 6
Hit Dice 12
No. Attacks 1 tail lash Dinosaur, Mosasaurus
Damage 2d6 Armor Class 7
Move 12" Hit Dice 12
Alignment Neutral No. Attacks 2 claws/1 tail lash
No. Appearing 2d8 Damage 1d4 claw, 2d4 tail lash
% in Lair None Move 3" Swim 15"
Treasure None Alignment Neutral
Morale -2 No. Appearing 1d4
XP 1,300 % in Lair None
Treasure None
These dinosaurs are members of the hadrosaurid
Morale Normal
family, sometimes called "duck billed" dinosaurs.
XP 1,300
Lambeosaurs have prominent bony crests on top of
their heads, through which their nasal passages Mosasaurus is the largest member of the
flow; males have larger, more prominent crests mosasaurid family. Though they are not properly
than females, but all are crested. They are large dinosaurs, they were contemporaries and are thus
animals, being 40 to 50 feet in length, and are are listed with them. Mosasaurus, like most members of
able to go on four feet or two. Lambeosaurs are the mosasaurid family, is adapted to aquatic living;
plant eaters who prefer swamplands and they have fishlike bodies, and instead of legs and
floodplains. They are shy creatures, prone to feet they have flippers, with the front flippers being
fleeing if possible; their only effective attack is to larger than the hind flippers. However, as they are
lash out with their long, heavy tails. Due to their reptiles they cannot breathe underwater, though
superior senses of smell and hearing, lambeosaurs they can hold their breath for extended periods
are only surprised on a 1 on 1d6. (much as with dolphins).
They are aggressive carnivores, even preying upon
Dinosaur, Megalosaurus sharks, and will attack nearly any living creature
Armor Class 5 they encounter.
Hit Dice 12
No. Attacks 1 bite Dinosaur, Pentaceratops
Damage 3d6 bite Armor Class 2 head, 6 body
Move 12" Hit Dice 10
Alignment Neutral No. Attacks 1 gore or 1 trample
No. Appearing 1d2 Damage 2d10 or 2d10 (special, see below)
% in Lair None Move 9"
Treasure None Alignment Neutral
Morale Normal No. Appearing 2d6
XP 1,300 % in Lair None
A megalosaurus is a member of the theropod Treasure None
family of bipedal carnivorous dinosaurs, which is Morale Normal
best known for the tyrannosaurus rex. Adults were XP 1,050
about 30 feet in length, with large heads and A pentaceratops is a ceratopsian dinosaur, a
toothy jaws. They are apex predators found in member of the family best known for the

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Iron Falcon Handbook of Monsters Monsters

triceratops. While the triceratops has three horns, Dinosaur, Plesiosaurus


the pentaceratops has a single horn on its nose,
Armor Class 7
two larger horns over the eyes, and a particularly
Hit Dice 20
large bony frill with a distinctive U-shaped notch at
No. Attacks 1 bite
the top. Like all ceratopsians, the armor class of
Damage 2d10
the pentaceratops depends on whether the
attacker is in front of the creature, or behind or Move Swim 15"
beside it. Alignment Neutral
No. Appearing 1d3
They are aggressive toward interlopers, attacking
% in Lair None
anyone who might appear to be a threat. These
Treasure None
creatures are about 20 feet long and weigh about
Morale Normal
140,000 coins (i.e. 7 tons). A pentaceratops will
usually attempt to trample smaller opponents. Two XP 2,350
adjacent man-sized or up to three smaller The plesiosaurus is the defining member of the
opponents may be trampled simultaneously; the plesiosaur family of prehistoric aquatic reptiles; they
creature rolls a single attack roll which is compared are not properly dinosaurs but are included here as
to the Armor Class of each of the potential victims, they were contemporaries with them. Plesiosaurs
and then rolls a separate damage roll for each one have flat bodies, short tails, and long necks; where
successfully hit. The gore attack may only be used a quadrupedal animal would have legs, they have
against a single man-sized or larger creature, but flippers. As they are reptiles, they cannot breathe
may be used in the same round as the trample if underwater, though they can hold their breath for
the creature being gored is larger than man sized. an extended period. They are aggressive
Also note that a charging bonus may be applied to carnivores, subsisting on fish and small non-aquatic
the gore attack. animals, which will be pulled below the surface
and drowned. On any successful hit, a plesiosaur
Dinosaur, Plateosaurus has established a hold on the victim, who will then
Armor Class 5 be pulled into and under the water unless he or she
Hit Dice 8 can make a successful save vs. Death Ray to break
No. Attacks 1 trample free. Note that a plesiosaur is not strong enough to
thus move any creature weighing more than 10,000
Damage 2d6
coins (i.e. half a ton).
Move 12"
Alignment Neutral
No. Appearing 2d10
% in Lair None
Treasure None
Morale -2
XP 700

Plateosaurs are bipedal plant-eating dinosaurs


having a relatively small head on a long, flexible
neck. They have heavy, muscular hind limbs and
short powerful arms; their forepaws are handlike,
able to grasp and hold trees and other foliage.
They are herd animals, prone to stampeding if
threatened.

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Monsters Iron Falcon Handbook of Monsters

Dinosaur, Pterodactyl (and Pteranodon) Dinosaur, Styracosaurus


Pterodactyl Pteranodon Armor Class 2 head, 4 body
Armor Class 8 7 Hit Dice 10
Hit Dice 1 5 No. Attacks 1 gore or 1 trample
No. Attacks 1 bite 1 bite Damage 2d8 or 3d6 (special, see below)
Damage 1d4 2d6 Move 9"
Move Fly 18" Fly 18" Alignment Neutral
Alignment Neutral Neutral No. Appearing 1d4
No. Appearing 2d4 1d4 % in Lair None
% in Lair 15% 15% Treasure None
Treasure None None Morale Normal
Morale Normal Normal XP 1,050
XP 15 200
A styracosaurus is a ceratopsian dinosaur, a
Pterodactyls are prehistoric winged reptilian member of the family best known for the
creatures, having a wingspan of around 25 to 30 triceratops. While the triceratops has three horns,
inches. Though they eat mostly fish, they may the styracosaur has a single large horn on its nose
attack smaller characters or scavenge unguarded and a frill of at least four horns; these latter horns
packs. are defensive and not normally used to attack.
Like all ceratopsians, the armor class of the
Pteranodons are just giant-sized pterodactyls,
styracosaurus depends on whether the attacker is
having wingspans of 25 feet or more. They are
in front of the creature, or behind or beside it.
predators, and may attack adventuring parties.
They are aggressive toward interlopers, attacking
Dinosaur, Stegosaurus anyone who might appear to be a threat. These
creatures are about 25 feet long and weigh about
Armor Class 3
200,000 coins (i.e. 10 tons). A styracosaur will
Hit Dice 11
usually attempt to trample smaller opponents. Up
No. Attacks 1 tail/1 bite or 1 trample
to two adjacent man-sized or up to four smaller
Damage 2d8/1d6 or 2d8 opponents may be trampled simultaneously; the
Move 6" creature rolls a single attack roll which is compared
Alignment Neutral to the Armor Class of each of the potential victims,
No. Appearing 1d4 and then rolls a separate damage roll for each one
% in Lair None successfully hit. The gore attack may only be used
Treasure None against a single man-sized or larger creature, but
Morale Normal may be used in the same round as the trample if
XP 1,175 the creature being gored is larger than man sized.
Also note that a charging bonus may be applied to
Although fearsome looking, the stegosaurus is the gore attack.
actually a peaceable creature and will only fight in
self-defense, either biting, trampling, or using its
spiked tail, depending on where the opponent is
standing in relation to the dinosaur. A stegosaurus
can't use its tail and bite attacks against the same
creature in the same round.

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Iron Falcon Handbook of Monsters Monsters

Dinosaur, Teratosaurus Dinosaur, Triceratops


Armor Class 5 Armor Class 1 head, 3 body
Hit Dice 10 Hit Dice 11
No. Attacks 2 claws/1 bite No. Attacks 1 gore or 1 trample
Damage 1d4/1d4/3d6 Damage 3d6 or 3d6 (special, see below)
Move 18" Move 9"
Alignment Neutral Alignment Neutral
No. Appearing 1d4 No. Appearing 1d4
% in Lair None % in Lair None
Treasure None Treasure None
Morale Normal Morale Normal
XP 1,050 XP 1,175

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

single attack roll which is compared to the Armor


Class of each of the potential victims, and then rolls
a separate damage roll for each one successfully
hit. The gore attack may only be used against a
single man-sized or larger creature, but may be
used in the same round as the trample if the
creature being gored is larger than man sized. Also
note that a charging bonus may be applied to the
gore attack.

Dinosaur, Tyrannosaurus Rex


Armor Class 2
Hit Dice 18
No. Attacks 1 bite
Damage 5d8 bite
Move 12"
Alignment Neutral
No. Appearing 1d4
% in Lair None
Treasure None
Morale Normal
XP 2,075

The tyrannosaurus rex is a bipedal carnivorous


dinosaur; it is in fact the most famous member of
the theropod family. Despite its enormous size and
6-ton weight, a tyrannosaurus is a swift runner. Its
head is nearly 6 feet long, and its teeth are from 3
to 6 inches in length. An adult specimen is about
40 feet long from nose to tail. A tyrannosaurus
pursues and eats just about anything it sees. Its
tactics are simple – charge in and bite.

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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

Dolphins (or porpoises) are aquatic mammals that


Dog tend to be playful, friendly, and helpful. A typical
Common or Wild War dolphin is 4 to 6 feet long and weighs 1,100 to 1,600
Armor Class 7 6 coins. The statistics presented here can be used to
Hit Dice 1+1 2+2 describe any small whale of similar size.
No. Attacks 1 bite 1 bite Dolphins are very intelligent, but communicate only
Damage 1d4 + hold 2d4 + hold in a hypersonic language inaudible to most
Move 15" 12" creatures.
Alignment Neutral Neutral
No. Appearing 3d4 Special Doppelganger
% in Lair 10% None
Armor Class 5
Treasure None None
Hit Dice 4*
Morale Normal +1
No. Attacks 1
XP 15 30
Damage 1d12 plus special
The "Common or Wild" category above includes Move 9"
most medium and large breeds, as well as wild Alignment Chaotic
dogs. War dogs are large, fierce breeds which No. Appearing 3d4
have been trained for warfare. After biting an % in Lair 40%
opponent, a dog can hold on, doing normal bite Treasure E
damage automatically every round, until killed or Morale Normal
until the victim spends an attack breaking free XP 140
(which requires a save vs. Death Ray).
Doppelgangers are strange beings that are able to
take on the shapes of those they encounter. They
make excellent use of their natural mimicry to
stage ambushes, bait traps, and infiltrate humanoid
society. They are interested only in themselves and
regard all others as playthings to be manipulated
and deceived.
Doppelgangers are immune to all forms of sleep
and charm magic, and save against all other
magical attack forms as if they are 10 th level
Fighters.

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Iron Falcon Handbook of Monsters Monsters

Dragon age category; or, three encountered together may


be a female of the 4th or higher age category and
Dragons are four-legged, winged reptilian
her young, again of the 1 st or 2nd age category.
monsters. They are intelligent, avaricious, and
Attacking the young dragons results in the adults
voracious, a formidable combination. There are
using their breath weapons every round until their
several types of dragons, known by their colors. All
foes are dead or they have exhausted the breath
dragons are long-lived, and they grow slowly for as
weapon for the day. Adult dragons are fiercely
long as they live. For this reason, they are
protective of their young and of their mate, and will
described as having eight age categories. For
not check morale if either are threatened.
convenience, a table is provided following the
description of each dragon type; this table shows Dragons of the 1st or 2nd age category will generally
the variation in damage from their various attacks, not have any treasure to speak of. Those of the 3 rd
and other features peculiar to dragons. age category will have about half the normal
amount, while those of the 7 th or 8th age category
Age Category Description XP Percentage
will have as much as double.
1 Hatchling 10%
2 Juvenile 40% All dragons have breath weapon attacks such as
3 Pre-Adult 65%
breathing fire or poison gas. Each dragon can use
its breath weapon up to three times per day,
4 Adult 90%
except that dragons of the lowest age category
5 Mature 100%
do not yet have a breath weapon, and those in
6 Old 120%
the 7th and 8th age categories may breathe 4 or 5
7 Very Old 150%
times per day respectively. A dragon's breath
8 Ancient 200% weapon generally inflicts damage equal to its
A pair of dragons encountered together will be uninjured hit points; a saving throw vs. Dragon
mates, and each will be of the 4 th or higher age Breath reduces damage by half.
category. Three or four encountered together will The dragon may use its claws and tail at the same
be such a pair plus their offspring of the 1 st or 2nd time as its breath weapon. The tail swipe attack
may only be used if there are opponents behind
the dragon, while the claws may be used only on
those opponents in front of the creature. Due to
their serpentine necks, dragons may bite or
breathe in any direction, even behind them.
Note that the dragon statistics give a range of hit
dice, representing three size categories (small,
average, large); roll 1d10, where 1-2 = the lowest
figure, 9-0 the highest, and all others are average.
Rather than rolling for the number of hit points,
each dragon receives a number of hit points per
die equal to its age category.
Sleeping Dragons: When encountered in its lair, a
dragon has a fairly good likelihood of being asleep.
The exact percentage is given in the description for
each type. Assuming they don't wake the dragon
while taking up their positions, a dragon's enemies
may take one full round of attacks (just as if the
dragon were surprised). Attacks against a sleeping
dragon are made at +2 to hit.

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Monsters Iron Falcon Handbook of Monsters

Subduing Dragons: It is possible to subdue a Dragon, Black


dragon, compelling it into service in return for its life.
Armor Class 2
When this is attempted, the attackers must state
Hit Dice 6** to 8**
intent to subdue rather than kill. All damage done
No. Attacks 2 claws/1 bite or breath/1 tail
by subduing attacks is tallied, and each round a
Damage 1d4 claw, 3d6 bite, 1d6 tail
percentile roll is made against the ratio of the
subduing points vs. the total possible. If this roll is Move 9" Fly 24"
made, the dragon submits. Alignment Chaotic
No. Appearing 1d4
For example, a 9 hit die blue dragon of the 4 th age
% in Lair 60%
category has 36 hit points. 13 points of subduing
Treasure H
damage is done; the ratio of 13 to 36 is 0.3611, or
Morale Normal
about 36%. The referee rolls percentile dice, and if
the result is 36 or less, the dragon is subdued. XP 6 HD: 750 7 HD: 1,300
8 HD: 1,800
A subdued dragon will serve its master so long as it
Black dragons prefer to dwell in swamps or very
believes its master can defeat it. Any opportunity
near to slow-moving rivers. A black dragon's
to flee or to safely slay the its master may be taken,
breath weapon is a line of acid ½" wide by 6" long.
but so long as its master maintains the appearance
of strength the dragon will not act. A black dragon has a 50% chance of being found
asleep. Note that many of them willingly sleep
Speaking and Spellcasting: Many dragons possess
almost completely submerged in swampy water,
the power of speech, and some of those who
making it more difficult for adventurers to take
speak can also cast spells. Chances of each will
advantage of the situation.
be given in the specific section for each type.
Note that Hatchling and Juvenile dragons do not They have a 40% chance of speaking, and a
usually have the power to cast spells. Hatchlings speaking black dragon has a 5% chance of being
have half the usual chance of speech, but roll able to use magic. Magic-using black dragons
normally for Juveniles. Speaking dragons will know can cast spells as follows:
their own language (Dragon) plus Common or
Level
Elvish (or both, at the referee's option), plus any
Age Category 1 2
other language the referee considers reasonable.
3 1 –
4 2 –
5 2 –
6 3 –
7 3 –
8 3 1

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Iron Falcon Handbook of Monsters Monsters

Dragon, Blue Dragon, Brass


Armor Class 2 Armor Class 2
Hit Dice 8** to 10** Hit Dice 6** to 8**
No. Attacks 2 claws/1 bite or breath/1 tail No. Attacks 2 claws/1 bite/1 tail
Damage 1d4 claw, 2d12 bite, 1d8 tail Damage 1d4 claw, 4d4 bite, 1d6 tail
Move 9" Fly 24" Move 9" Fly 24"
Alignment Chaotic Alignment 1d6: 1-2 Lawful, 3-6 Neutral
No. Appearing 1d4 No. Appearing 1d4
% in Lair 60% % in Lair 20%
Treasure H Treasure H
Morale Normal Morale Normal
XP 8 HD: 1,800 9 HD: 2,350 XP 6 HD: 750 7 HD: 1,300
10 HD: 2,550 8 HD: 1,800

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

Dragon, Bronze Dragon, Copper


Armor Class 0 Armor Class 1
Hit Dice 8** to 10** Hit Dice 7** to 9**
No. Attacks 2 claws/1 bite/1 tail No. Attacks 2 claws/1 bite/1 tail
Damage 1d4 claw, 3d8 bite, 1d8 tail Damage 1d4 claw, 5d4 bite, 1d6 tail
Move 9" Fly 24" Move 9" Fly 24"
Alignment 1d6: 1-4 Lawful, 5-6 Neutral Alignment 1d6: 1-3 Lawful, 4-6 Neutral
No. Appearing 1d4 No. Appearing 1d4
% in Lair 20% % in Lair 20%
Treasure H Treasure H
Morale Normal Morale Normal
XP 8 HD: 1,800 9 HD: 2,350 XP 7 HD: 1,300 8 HD: 1,800
10 HD: 2,550 9 HD: 2,350

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

Dragon, Gold Dragon, Green


Armor Class -2 Armor Class 2
Hit Dice 10** to 12** Hit Dice 7** to 9**
No. Attacks 2 claws/1 bite/1 tail No. Attacks 2 claws/1 bite/1 tail
Damage 1d4 claw, 3d12 bite, 1d8 tail Damage 1d4 claw, 2d10 bite, 1d6 tail
Move 9" Fly 24" Move 9" Fly 24"
Alignment Lawful Alignment Chaotic
No. Appearing 1d4 No. Appearing 1d4
% in Lair 60% % in Lair 60%
Treasure H Treasure H
Morale Normal Morale Normal
XP 10 HD: 2,550 11 HD: 2,775 XP 7 HD: 1,300 8 HD: 1,800
12 HD: 3,050 9 HD: 2,350

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

Dragon, Red Dragon, Sea


Armor Class 2 Armor Class 2
Hit Dice 9** to 11** Hit Dice 7** to 9**
No. Attacks 2 claws/1 bite/1 tail No. Attacks 2 claws/1 bite
Damage 1d4 claw, 3d10 bite, 1d8 tail Damage 1d4 claw, 2d10 bite
Move 9" Fly 24" Move 9" Fly 24"
Alignment Chaotic Alignment Neutral
No. Appearing 1d4 No. Appearing 1d4
% in Lair 60% % in Lair 60%
Treasure H Treasure H
Morale Normal Morale Normal
XP 9 HD: 2,350 10 HD: 2,550 XP 7 HD: 1,300 8 HD: 1,800
11 HD: 2,775 9 HD: 2,350

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

Dragon, Silver Dragon, White


Armor Class -1 Armor Class 2
Hit Dice 9** to 11** Hit Dice 5** to 7**
No. Attacks 2 claws/1 bite/1 tail No. Attacks 2 claws/1 bite/1 tail
Damage 1d4 claw, 3d10 bite, 1d8 tail Damage 1d4 claw, 2d8 bite, 1d6 tail
Move 9" Fly 24" Move 9" Fly 24"
Alignment 1d6: 1-5 Lawful, 6 Neutral Alignment Chaotic
No. Appearing 1d4 No. Appearing 1d4
% in Lair 20% % in Lair 60%
Treasure H Treasure H
Morale Normal Morale Normal
XP 9 HD: 2,350 10 HD: 2,550 XP 5 HD: 450 6 HD: 750
11 HD: 2,775 7 HD: 1,300

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

Dragon Turtle Dragonet


Armor Class -2 Fairy Dragon Pseudo-Dragon
Hit Dice 30** Armor Class 5 2
No. Attacks 2 claws/1 bite or breath Hit Dice 3** 2*
Damage 2d8/2d8/10d6 or 30d8 No. Attacks 1 bite or breath 1 bite, 1 tail
Move 3" Swim 9" or spell

Alignment Neutral Damage 1d2 bite or 1d4 bite, poison


special tail (see below)
No. Appearing 1
Move – 6" Fly 24" –
% in Lair None
Alignment – Neutral –
Treasure H
No. Appearing 1d6 1
Morale Normal
% in Lair 5%
XP 9,850
Treasure Special Q x 10
A dragon turtle's rough, deep green shell is much Morale Normal
the same color as the deep water the monster XP 110
favors, and the silver highlights that line the shell
resemble light dancing on open water. The turtle’s Dragonets are miniature dragon-like creatures.
legs, tail, and head are a lighter green, flecked There are two known varieties, as follows:
with golden highlights. An adult dragon turtle can Fairy Dragons are dragonets with butterfly-like
measure from 100 to 200 feet from snout to tail. wings; their body color can vary through all of the
They are occasionally mistaken for rocky colors of the common dragons. They are
outcroppings or even small islands. intelligent, speak their own language as well as the
Due to their massive size, dragon turtles are languages of the smaller fey creatures such as
immune to virtually all poisons. sprites and pixies, and can communicate with one
another telepathically with a maximum range of 2
Dragon turtles are fierce fighters and generally miles. They prefer peaceful forests but are as
attack any creature that threatens their territory or curious as cats and as unpredictable as pixies, and
looks like a potential meal. Though they are not thus might be found anywhere.
true dragons, they do advance through the same
sort of age categories as the true dragons do. Fairy dragons can become invisible at will, and
remain invisible even while attacking. While they
A dragon turtle has a 70% chance to be found can inflict a painful bite, their preferred attack is
asleep, an 80% chance of speaking, and a 25% their breath weapon, an invisible cloud of gas 2
chance of using magic. Magic-using dragon turtles feet in diameter that causes any living creature in
have the following spell-casting ability: the area of effect to become euphoric unless a
Level saving throw vs. Dragon Breath is made. Euphoria
Age Category 1 2 3 4 5 6 lasts 1d4 turns, and while affected the creature
2 1 – – – – – wanders around aimlessly in a daze, unable to
attack or cast spell and suffering a penalty of 2
3 2 1 – – – –
places to its armor class.
4 2 2 1 – – –
5 3 2 2 1 – – Besides these abilities, all fairy dragons cast spells;
6 3 3 2 2 1 – 60% of them are equivalent to 5 th level magic-users,
7 4 3 3 2 2 1 while the remaining 40% have the powers of 6 th
8 4 4 3 3 2 2
level clerics.
Fairy dragons prefer not to fight, and usually try not
to cause harm to any creature. If attacked,
however, they will fight to the best of their ability,

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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

Dryad Each dryad is linked to an oak tree of at least


mature age (twenty years or more), which she can
Armor Class 5
enter, hiding within it as if it were hollow. A dryad
Hit Dice 2*
may not move more than 24" from her tree.
No. Attacks 1 weapon
Damage 1d4 or by weapon type Dryads have the power to cast a powerful form of
Move 12"
charm person at will, against which saving throws
are made at a penalty of -2 on the die roll. Any
Alignment Neutral
character who threatens a dryad will be the target
No. Appearing 1d6
of this spell, and any such character charmed by
% in Lair 20%
the dryad will be led away and never seen again.
Treasure D
Morale Normal
Eagle, Giant
XP 40
Armor Class 5
Shy, intelligent, and resolute, dryads are as elusive Hit Dice 4
as they are alluring. A dryad’s delicate features
No. Attacks 2 claws/1 bite
are similar to those of a female elf, though her skin
Damage 1d6/1d6/1d8
resembles smooth bark and her hair is like a
Move 3" Fly 27"
canopy of leaves that changes color with the
Alignment 1d6: 1-2 Lawful, 3-6 Neutral
seasons.
No. Appearing 2d6
% in Lair 10%
Treasure Nil
Morale Normal
XP 75

A typical giant eagle stands about 10 feet tall, has


a wingspan of up to 20 feet, and resembles its
smaller cousins in nearly every way except size. It
weighs about 5,000 coins. Many giant eagles are
intelligent creatures and speak Common.
A giant eagle typically attacks from a great height,
diving earthward at tremendous speed. When it
cannot dive, it uses its powerful talons and slashing
beak to strike at its target’s head and eyes.

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Iron Falcon Handbook of Monsters Monsters

Ear Worms understood; this effect generally lasts until the


larvae undergo their final transformation and leave
Armor Class 9
the victim's body (or are killed somehow, as
Hit Dice 1 hit point
described below).
No. Attacks Special, see below
Damage Special There are several possible ways to cure a character
Move 1" or creature infested with ear worms. First, and
Alignment Neutral easiest, is to cure disease, which will instantly kill all
larvae infesting a creature. Drinking a poison
No. Appearing 3d8
potion is another method; whoever drinks the
% in Lair 90%
poison must, of course, save vs. Poison or die, but
Treasure Nil
so must the larvae. Area-effect spells (such as
Morale Normal
fireball) do full damage to the victim but only half
XP 10 damage to the larvae; consider the entire group of
Ear worms are tiny insect larvae found in old wood. larvae as a unit, where each point of damage kills
In order to mature into their adult insect form (a one of them, and any remaining thereafter
kind of large fly, according to sages), they must eat continue to damage the victim. The referee may
meat, burrowing through it as they do through choose to allow other methods of killing the larvae;
wood. They are particularly attracted to the players are counseled to be creative.
various orifices of animals and humanoids; they are
not specifically fond of ears, but were so named Eel
because of their propensity for traveling from Electric Giant Weed
decrepit dungeon doors into the ears of Armor Class 9 6 7
adventurers listening at them.
Hit Dice 2* 5 1
If any living creature makes prolonged contact No. Attacks 1 1 1
with an infested wooden object or structure (at Damage 1d4 or 3d6 1d2 plus
least one combat round), up to 1d8+8 of them will special poison
enter the creature, preferably via an orifice, but if Move Swim 12" Swim 9" Swim 15"
necessary they will puncture the skin. They secrete Alignment Neutral Neutral Neutral
a numbing agent that prevents the victim from No. Appearing 1d4 1d4 6d10
feeling their presence. The larvae will eat away at % in Lair Nil Nil 100%
the victim slowly, but as they move inward they will Treasure Nil Nil O, P, R
cause 1 point of damage every hour for each
Morale Normal Normal Normal
larva. The larva mature in 4d6 hours, at which point
XP 40 200 15
they move to the skin surface en masse doing an
additional 1 point of damage each before Eels are fish in serpentine form. Most are found in
emerging in their final form and flying off to mate shallow ocean waters, and most varieties are
and then find some rotten wood in which to lay nocturnal. A few varieties are of special interest to
their eggs. adventurers, as follows:
While the victim does not generally feel the larvae Electric Eels are not true eels in the strictest sense,
entering his or her body, there may be other side but rather members of the knifefish family, though
effects that might tend to reveal the infestation. this is purely technical distinction. Adults are about
Those making entry through exposed skin, for 6 feet in length and weigh about 450 coins each.
example, will leave a scattering of tiny holes dotted They are found in fresh water in warm climates.
with blood. Individuals who were infested by way Once per turn an electric eel can create a burst of
of the ear sometimes report hearing distant music, electricity which expands like a fireball in the water,
chanting, or singing, never clear enough to be causing damage based on the distance between

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

Elemental, Air cold elemental suffers double damage from fire


Staff Device Spell
attacks, including the attacks of fire elementals. It
deals an additional 1d8 points of damage against
Armor Class 4 (m) 2 (m) 0 (m)
creatures that are hot or flaming in nature, as well
Hit Dice 8* 12* 16*
as creatures made of liquids or oozes. A cold
No. Attacks 1 1 1
elemental's body is so bitterly cold that creatures
Damage 1d8 2d8 3d8
within 5 feet take 1d6 points of damage
Move – Fly 36" – automatically, unless they are immune to the
Alignment – Neutral – effects of cold. Any liquids the cold elemental
No. Appearing 1 1 1 touches immediately freeze solid. A cold
% in Lair – None – elemental cannot enter places where the
Treasure – None – temperature is above 50 degrees Fahrenheit, and if
Morale – Never checks – forced to do so will suffer 1d6 points of damage
XP 1,250 2,175 3,150 each round.

An air elemental is an invisible creature normally, as


Elemental, Earth
it is composed entirely of air. Their only form of
movement is by flying. An air elemental can form Staff Device Spell
itself into a whirlwind which can pick up and carry Armor Class 4 (m) 2 (m) 0 (m)
creatures of 2 hit dice or smaller. This whirlwind Hit Dice 8* 12* 16*
form is 3" in diameter at the base, 6" at the top, and No. Attacks 1 1 1
as tall in inches as the air elemental has hit dice. Damage 1d8 2d8 3d8
While in whirlwind form the air elemental has no or 2d8 or 3d8 or 4d8
normal attacks. Changing to or from whirlwind Move – 6" –
form takes one full round. Note that the air Alignment – Neutral –
elemental is visible in the normal sense while in No. Appearing 1 1 1
whirlwind form, due to dust, debris, etc. drawn into % in Lair – None –
its spinning body. Treasure – None –
Air elementals suffer double damage from attacks Morale – Never checks –
by earth or metal elementals. XP 1,250 2,175 3,150

Earth Elementals are vaguely manlike creatures


Elemental, Cold formed of earth and stone. They are slow moving
Staff Device Spell and cannot cross water. Against enemies on the
Armor Class 5 (m) 3 (m) 1 (m) ground they do an additional die of damage (as
Hit Dice 8* 12* 16* given above).
No. Attacks 1 1 1 Earth elementals are immune to damage from
Damage 1d8 2d8 3d8 normal fire or cold, and suffer only half damage
Move – 12" – when attacked by magical forms. They suffer
Alignment – Neutral – double damage when attacked by air or lightning
No. Appearing 1 1 1 elementals.
% in Lair – None –
Treasure – None –
Morale – Never checks –
XP 1,250 2,175 3,150

A Cold Elemental resembles a crude, headless ice


statue with long, sharp icicles in place of hands. A

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Iron Falcon Handbook of Monsters Monsters

Elemental, Fire but not touching solid ground, as shown above. A


Staff Device Spell
lightning elemental takes double damage when
attacked by air or wind attacks (including air
Armor Class 4 (m) 2 (m) 0 (m)
elementals), and from the attacks of wood
Hit Dice 8* 12* 16*
elementals as well. A lightning elemental can
No. Attacks 1 1 1
choose either to strike a single creature or create a
Damage 1d12 2d8 3d8
mighty thunderclap. If the latter attack is used, all
Move – 12" Fly 9" – creatures within a 3" radius must save vs. Paralysis or
Alignment – Neutral – be deafened for 1d8 turns.
No. Appearing 1 1 1
% in Lair – None – Elemental, Metal
Treasure – None –
Staff Device Spell
Morale – Never checks –
Armor Class 3 (m) 1 (m) -1 (m)
XP 1,250 2,175 3,150
Hit Dice 8* 12* 16*
Fire elementals are vaguely humanoid forms made No. Attacks 1 1 1
entirely of flames. As with any fire, they will ignite Damage 1d12 2d10 3d10
combustibles they come into contact with. A fire or 2d12 or 3d10 or 4d10
elemental can fly, but cannot cross water even if Move – 6" –
flying. As all their attacks are flames, fire resistance Alignment – Neutral –
magic will reduce damage done by their attacks in No. Appearing 1 1 1
the usual way. Fire elementals are immune to % in Lair – None –
damage from fire, obviously, but suffer double Treasure – None –
damage when attacked by magical cold or water Morale – Never checks –
attacks (including attacks by cold or water XP 1,250 2,175 3,150
elementals).
Metal Elementals resemble lithe, somewhat
Elemental, Lightning abstract humanoid figures formed from metal.
They are able to move as if liquid, though they are
Staff Device Spell
cool and hard to the touch. Their semi-liquid form
Armor Class 3 (m) 1 (m) -1 (m)
permits them to form their extremities into wickedly
Hit Dice 8* 12* 16* sharp blades, which is their preferred means of
No. Attacks 1 1 1 attack. Those wearing metal armor receive no
Damage 1d12 2d8 3d8 protection against a metal elemental (except for
or 2d12 or 3d8 or 4d8
magical bonuses, if any); indeed, on a successful
Move – 12" Fly 12" – hit one deals an additional die of damage to
Alignment – Neutral – creatures, vehicles, or structures that are made of
No. Appearing 1 1 1 or in direct contact with some form of metal, as
% in Lair – None – shown above. Lightning attacks deal double
Treasure – None – damage to a metal elemental. Like an earth
Morale – Never checks – elemental, a metal elemental cannot cross a body
XP 1,250 2,175 3,150 of water greater than its own height.

A Lightning Elemental resembles dark clouds lit from


within by flashes of lightning. One can
magnetically draw metal items towards itself as if
using telekinesis. It deals an extra die of damage
to creatures that are in contact with water or metal

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Monsters Iron Falcon Handbook of Monsters

Elemental, Water Elephant


Staff Device Spell Asiatic African
Armor Class 4 (m) 2 (m) 0 (m) Armor Class 15 16
Hit Dice 8* 12* 16* Hit Dice 9 10
No. Attacks 1 1 1 No. Attacks – 2 tusks, 1 trunk grab, 2 tramples –
Damage 1d10 or 2d10 or 3d10 or Damage 2d4 tusk, 2d6 tusk,
1d8 2d8 3d8 2d6 grab, 2d6 grab,
Move – 6" Swim 18" – 2d6 trample 2d6 trample
Alignment – Neutral – Move 12" 15"
No. Appearing 1 1 1 Alignment – Neutral –
% in Lair – None – No. Appearing 1d20 1d12
Treasure – None – % in Lair – None –
Morale – Never checks – Treasure – Special –
XP 1,250 2,175 3,150 Morale – Normal –
XP 950 1,050
A water elemental generally appears as a sort of
self-supporting wave. They cannot move more Massive herbivores of tropical lands, elephants are
than 6" away from a body of water, and their unpredictable creatures but nevertheless are
movement is slowed on land. Further, their sometimes used as mounts or beasts of burden.
damage is reduced when attacking while out of
Though elephants have five distinct attack modes
water (use the second die roll given above). Water
(two tusks, a trunk grab, and two tramples with the
elementals suffer double damage from the attacks
front feet), a single elephant can apply no more
of fire elementals.
than two of these attacks to any single opponent
of small or medium size; large opponents may be
Elemental, Wood targeted by three of these attacks in a round.
Staff Device Spell However, an elephant can attack multiple
Armor Class 5 (m) 3 (m) 1 (m) opponents in its immediate area at the same time.
Hit Dice 8* 12* 16*
A light load for an African elephant is 75,000 coins;
No. Attacks 1 1 1 a heavy load, up to 150,000 coins. For an Asiatic
Damage 1d12 2d8 3d6 elephant, a light load is up to 70,000 coins, and a
or 2d12 or 3d8 or 4d6
heavy load up to 140,000 coins.
Move – 12" –
Alignment – Neutral – An elephant has no treasure as such, but the tusks
of an elephant are worth 1d8 x 100 gp.
No. Appearing 1 1 1
% in Lair – None –
Treasure – None – Emu
Morale – Never checks – See Flightless Bird on page 54.
XP 1,250 2,175 3,150

A wood elemental appears to be a large, leafless


tree. They take double damage from fire attacks
of any kind, and deal one die of extra damage (as
given above) to creatures in contact with any
woody materials, living or dead (including
weapons or shields made mainly of wood). Wood
elementals suffer double damage from the attacks
of fire or lightning elementals.

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Iron Falcon Handbook of Monsters Monsters

Eye, Floating Fish, Barracuda (and Huge, Giant)


Armor Class 9 Normal Huge Giant
Hit Dice ½* Armor Class 6 5 4
No. Attacks Special, see below Hit Dice 2 5 9
Damage None No. Attacks 1 bite 1 bite 1 bite
Move Swim 18" Damage 2d4 2d6 2d8+1
Alignment Neutral Move Swim 30" Swim 24" Swim 18"
No. Appearing 1d12 Alignment Neutral Neutral Neutral
% in Lair None No. Appearing 2d6 2d4 1
Treasure None % in Lair None None None
Morale Normal Treasure None None None
XP 11 Morale Normal Normal +1
XP 30 200 950
Floating eyes are strange fish that live in a symbiotic
relationship with other predatory sea creatures. Barracuda are predatory fish found in salt water.
They have transparent bodies, showing their bones, Huge barracudas are about 12' long, while giant
teeth, and their internal organs plainly; most specimens can exceed 20'. They have elongated
prominent is the creature's single 3-inch-diameter bodies, pointed heads and prominent jaws. Their
eye, which comprises over 90 percent of the bodies are covered with smooth scales, typically
creature's body mass. blue, gray or silver in color. They have extremely
keen eyesight and are surprised only on a 1 on 1d6.
Any living creature meeting the gaze of a floating Due to the quickness of their attack, barracudas
eye must roll a saving throw vs. Paralyzation or are themselves capable of surprising on 1-3 on 1d6
become dazed and immobile. The fish must and gain a +2 bonus to Initiative.
maintain eye contact to control the victim, who will
recover in just 1d4 rounds after eye contact is lost. Giant barracudas always appear singly and are
While the victim is immobilized, whatever predatory 50% likely to break off the attack after 1d4 rounds if
fish are partnered with the floating eye will move in they haven't killed their prey. Both kinds are
and attack, and after all victims are slain or have attracted to shiny objects.
fled the floating eye is free to eat the leftovers of
any kills.

Fairy Dragon
See Dragonet on page 42.

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Monsters Iron Falcon Handbook of Monsters

Fish, Crusher Fish, Giant Bass


Fry Juvenile Adult Armor Class 7
Armor Class 9 8 7 Hit Dice 2
Hit Dice 1 to 2 3 to 6 7 to 8 No. Attacks 1 bite
No. Attacks – 1 bite plus spines (special) – Damage 1d6
Damage 1d8 bite 2d6 bite 3d6 bite Move Swim 12"
plus poison plus poison plus poison Alignment Neutral
Move Swim 12" Swim 9" Swim 9" No. Appearing 1d6
Alignment – Neutral – % in Lair None
No. Appearing – 2d4 – Treasure None
% in Lair – None – Morale Normal
Treasure – None – XP 30
Morale – Normal –
XP 1 HD: 15 3 HD: 50 7 HD: 500 Giant bass are generally between 10' and 25' long.
2 HD: 30 4 HD: 75 8 HD: 700 Most are greenish-grey, marked with dark lateral
5 HD: 200 stripes, though some are almost completely black.
6 HD: 300 They are generally found in lakes or rivers, as they
Crushers inhabit coral reefs upon which they are not adapted for salt water.
"graze," as their jaws and teeth are powerful Giant bass are predatory, and on a natural attack
enough to crush coral. They are able to digest the roll of 20 a giant bass will swallow whole a dwarf-
organic matter within the outer layers of a coral sized or smaller creature, which then takes 2d4
reef, and then excrete the indigestible parts. While damage per round until it is dead. Swallowed
they are not properly predators nor are they characters can attack only with daggers or similar
particularly aggressive, crushers will attack in self short weapons. Note that each giant bass can
defense if challenged or surprised. swallow at most one character, and a giant bass
Crushers are shaped more or less like thick, which has swallowed a character will attempt to
muscular eels, but each has a double row of sharp retreat (having achieved its goal).
spines protruding up and slightly backward along
its back. An individual might have 4, 6, or 8 such Fish, Giant Catfish
spines as indicated by its size (though this has little if Armor Class 4
any effect in combat). Each spine injects venom Hit Dice 8
when it penetrates a victim; any such victim must No. Attacks 1 bite/2 fins
save vs. Poison or die. These spines are not used Damage 2d8 bite, 1d4+poison fin
offensively, but rather will "hit" any melee opponent
Move Swim 9"
who attacks from above, beside, or behind the
Alignment Neutral
monster. Only those directly in front of a crusher, or
No. Appearing 1d2
attacking it from below, will be unaffected by
% in Lair None
these spines.
Treasure None
According to some legends, crushers have a Morale Normal
particular fondness for creatures who have been
XP 700
turned to stone (such as by a medusa or basilisk, or
by the spell flesh to stone) such that they will gorge Giant catfish fins are edged with a natural poison
themselves on such fare if it becomes available, that causes a painful burning sensation for 3d10
devouring a man-sized or smaller character or rounds if a save vs. Poison is failed. The pain causes
creature in about 8 hours divided by the number of the affected character or creature to suffer a -1
crushers consuming it. penalty on all attack rolls and saving throws; further

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Iron Falcon Handbook of Monsters Monsters

poisonings will increase this penalty by -1 each, Fish, Giant Pike


down to a maximum penalty of -5 as well as
Armor Class 5
adding 6 rounds to the duration of the poison
Hit Dice 4
effect for each such attack.
No. Attacks 1 bite
Because of its large size (15 to 20 feet long) and Damage 4d4 bite
body design, a giant catfish cannot target more Move Swim 36"
than one of its attacks on any single creature; that Alignment Neutral
is, it cannot bite and fin the same opponent, nor
No. Appearing 1d8
use both fins on one victim.
% in Lair None
Treasure None
Fish, Giant Gar Morale Normal
Armor Class 3 XP 75
Hit Dice 8
No. Attacks 1 Giant pike are large freshwater predators. They are
found only in relatively still waters (lakes, rather than
Damage 5d4
rivers). They have excellent vision and are quite
Move 30"
fast, making them feared predators.
Alignment Neutral
No. Appearing 1d6 These fish are often tamed by nixies (see page
% in Lair None 103).
Treasure None
Morale Normal Fish, Giant Piranha
XP 700 Armor Class 5
Hit Dice 4
Giant gar are voracious freshwater predators,
No. Attacks 1 bite
found in deep water such as large lakes and major
Damage 1d8
rivers. They can swallow prey of medium size or
smaller whole with a natural 20 on the attack die, Move Swim 15"
and creatures who are swallowed suffer an Alignment Neutral
additional 2d4 points of damage automatically No. Appearing 2d4
each round from acid (most will die of this long % in Lair None
before suffocation becomes an issue). Only the Treasure None
smallest weapons (such as daggers, for example) Morale Normal (+2 after smelling blood)
can be used by a swallowed creature, but on the XP 75
other hand a giant gar has an armor class of just 9
on the inside. Damage at least equal to one Giant piranha average 5' in length at adulthood,
quarter of the giant gar's full hit points must be and are aggressive carnivores. They are able to
inflicted in order for a victim to cut its way out. sense blood in the water just as sharks do, and
once they smell or taste blood in the water, their
If a giant gar which has swallowed a victim is morale rises to the parenthesized figure.
attacked by other creatures, there is a chance
equal to 1-2 on 1d10 that successful attacks
against the fish will cause equal damage to any
such victim.

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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

that is deadly on contact unless a saving throw vs. Gargoyle


Poison is made; this saving throw is made at a
Armor Class 5 (m)
bonus of +4 on the die, but if the roll succeeds, the
Hit Dice 4**
victim must then save vs. Paralysis at normal odds
No. Attacks 2 claws/1 bite/1 horn
or be paralyzed for 2d4 turns.
Damage 1d3 claw, 1d6 bite, 1d4 horn
Move 9” Fly 15"
Fungi, Violet
Alignment Chaotic
Small Medium Large Huge
No. Appearing 2d10
Armor Class 8 7 7 6
% in Lair 25%
Hit Dice 1* 2* 3* 4*
Treasure C
No. Attacks – 1 to 4 (see below) –
Morale Normal
Damage Special
XP 205
Move 1" 1" 1" None
Alignment – Neutral – Gargoyles often appear to be winged stone
No. Appearing 1d6 1d4 1d4 1 statues, for they can perch indefinitely without
% in Lair – None – moving and use this disguise to surprise their foes.
They require no food, water, or air, but often eat
Treasure – None –
their fallen foes out of fondness for inflicting pain.
Morale – Never checks –
XP 20 40 80 140

Violet fungi are very large purple mushrooms which


rather strongly resemble shriekers (see page 129),
with which they are 70% likely to be found. They
are about 3 feet tall plus 1 foot per hit die.
A violet fungus has 1d4 branches or "arms" which
are normally folded against the creature's stalk and
80% unnoticeable; these arms are 1 foot long for
each hit die of the fungus, and whenever any
creature comes within this range (as determined by
the referee), they begin to flail around wildly. Any
living creature (other than fungi) which is touched
by one of these arms must save vs. Poison or be
dissolved in 1 round; a cure disease spell applied
before the end of the round following the attack
will also save a victim.

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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

Gas spores are strange, non-intelligent fungal


creatures that strongly resemble some form of
oculus (as described on page 105), especially in
poorly-lit areas; unless examined closely (within 1")
characters are 90% likely to mistake the gas spore
for one of the various forms of flying eye monster.
Killing a gas spore will cause it to explode, inflicting
6d6 points of damage on all within a 20' radius; a
successful save vs. Wands reduces damage by
half.
If a gas spore hits (simply by touching a living
creature with a successful attack roll), it injects
spores into the victim. At this point the monster creatures, and trash. Inorganic material remains
dies, deflating harmlessly; the victim will then die in trapped and visible inside the cube’s body. They
2d12 hours, and his or her body will sprout 2d4 new are generally 10' on a side, though larger and
gas spores immediately thereafter. smaller specimens have been reported.
A gelatinous cube's initial attack generally involves
Gelatinous Cube slamming its body into its prey; on subsequent
Armor Class 8 rounds it lashes out with a pseudopod, doing the
Hit Dice 4* same damage either way. The touch of a
No. Attacks 1 gelatinous cube causes paralysis for 2d4 turns if the
Damage 2d4 plus paralysis victim fails his or her saving throw, and unless
Move 6" distracted by other attacks the cube will then
Alignment Neutral engulf the victim, causing 1d6 points of damage
No. Appearing 1 per round due to suffocation. Those slain in this
% in Lair 40%
way will be absorbed over the course of about a
day, at which point only metal items on the victim's
Treasure B
body will still remain in the cube. Normally, the only
Morale Never checks
way to retrieve a victim is to kill the cube, which will
XP 140
collapse into a large pool of clear goo when slain.
The nearly transparent gelatinous cube travels Gelatinous cubes are immune to cold, lightning,
slowly along dungeon corridors, absorbing carrion, paralyzation, and polymorph magic; further, as

57
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

Ghoul (and Ghast) Giant, Cloud


Ghoul Ghast Armor Class 4
Armor Class 6 5 Hit Dice 12+2
Hit Dice 2* 2** No. Attacks 1
No. Attacks 2 claws/1 bite 2 claws/1 bite Damage 6d6
Damage 1d4 (plus 1d4 (plus Move 12"
paralysis) claw, paralysis) claw, Alignment Neutral
1d4 bite 1d4 bite + stench
No. Appearing 1d8
Move 9" 9"
% in Lair 30%
Alignment Chaotic Chaotic
Treasure E + 5,000 GP
No. Appearing 2d12 Special
Morale Normal
% in Lair 20% 20%
XP 1,300
Treasure B B
Morale Normal Normal Cloud giants are known for their excellent sense of
XP 40 50 smell. They prefer to lair in castles of their own
construction, and some are said to actually build
Ghouls and ghasts are undead monsters (as castles atop the clouds. They can throw boulders
described on page 145) which prefer to eat the up to a 30" range which do 5d6 points of damage
flesh of human or humanoid creatures. Their claws to all creatures in a 1" radius circle around the
will paralyze living creatures who do not make their impact point.
saving throws; elves are immune to this effect. Like
all undead, they are immune to sleep, charm, and Giant, Cyclops
hold magic. Armor Class 4
Characters slain by a ghoul or ghast will arise at the Hit Dice 13
next nightfall (but not less than 8 hours after dying) No. Attacks 1
as ghouls; how a ghoul becomes a ghast is not Damage 3d6
known. Move 12"

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

Giant, Ettin Giant, Fire


Armor Class 3 Armor Class 4
Hit Dice 10 Hit Dice 11+3
No. Attacks 2 giant clubs No. Attacks 1
Damage 2d8 left club, 3d6 right club Damage 5d6
Move 12" Move 12"
Alignment Chaotic Alignment Chaotic
No. Appearing 1d4 No. Appearing 1d8
% in Lair 25% % in Lair 30%
Treasure C Treasure E + 5,000 GP
Morale Normal or +2 (see below) Morale Normal
XP 1,050 XP 1,175

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

Giant, Hill Giant, Storm


Armor Class 4 Armor Class 4
Hit Dice 8 Hit Dice 15*
No. Attacks 1 No. Attacks 1
Damage 2d8 Damage 7d6
Move 12" Move 15"
Alignment Chaotic Alignment Lawful
No. Appearing 1d8 No. Appearing 1d8
% in Lair 30% % in Lair 30%
Treasure E + 5,000 GP Treasure E + 5,000 GP
Morale Normal Morale Normal
XP 700 XP 2,850

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

While most titans move at 15", 10% of them are


able to move 21" per turn. They are more
intelligent than most humans, and are able to use
both Magic-User and Cleric spells up to the 7 th
level; each will have available 2 spells of each level
for each type of magic.

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Monsters Iron Falcon Handbook of Monsters

Given their magical capabilities, titans rarely need Gnome


to resort to the use of force, but they carry well-
Armor Class 5
made giant-sized weapons, and if necessary a
Hit Dice 1
titan can throw boulders as other giants do.
No. Attacks 1
Boulders thrown by a titan have up to a 30" range
Damage 1d6 or by weapon type
and do 6d6 points of damage to all creatures in a
1" radius circle around the impact point. Move 6"
Alignment Lawful or Neutral
No. Appearing 40d10
Gnoll
% in Lair 60%
Armor Class 5
Treasure C
Hit Dice 2
Morale Normal
No. Attacks 1
XP 15
Damage 1d8 or by weapon type
Move 9" Gnomes are dwarf-like beings who prefer to live in
Alignment Chaotic the foothills of the mountains their cousins call
No. Appearing 1d6, Wild 3d6, Lair 6d12 home. They are more outgoing than dwarves, but
% in Lair 30% also more capricious.
Treasure D The statistics given above are for an ordinary
Morale +2 gnome. They may, however, become members of
XP 30 any class which is allowed to dwarves, in which
case they should be treated as any character of
Gnolls are hyena-headed, hairy humanoids who the given class. Like dwarves, gnomes make
average 6 ½' tall and weigh around 2,000 coins. saving throws as if 4 levels or hit dice higher.
They are fierce fighters, receiving a general bonus
of +2 on morale checks.
Goat, Giant
Gnoll tribes are led by a chieftain having 6 hit dice.
Armor Class 7
He will be attended by 1d4 guards who each have
Hit Dice 3+1
4 hit dice.
No. Attacks 1 head butt
Damage 2d8 butt
Move 18"
Alignment Neutral
No. Appearing 1d12
% in Lair None
Treasure None
Morale Normal
XP 50

Giant goats are simply very large versions of the


common goat. They are often found in hilly or
mountainous regions where giants live. They are
quite aggressive if threatened, and if able to
charge they gain a +4 bonus to damage.
Whenever 7 or more are encountered, the
remainder will be young having 1+1 or 2+1 hit dice
(50% chance of either, but all will be the same) and
doing 1d8 points of damage per attack.

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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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Monsters Iron Falcon Handbook of Monsters

Golem, Amber weapons, giving 2 attacks per round and a


damage figure by weapon type (or just use 1d10
Armor Class -1 (m)
for each attack).
Hit Dice 10*
No. Attacks 2 claws/1 bite
Damage 2d6 claw, 2d10 bite
Golem, Bronze
Move 18" Armor Class 0 (m)
Alignment Neutral Hit Dice 20**
No. Appearing 1 No. Attacks 1 fist + special
% in Lair None Damage 3d10 + special
Treasure None Move 24"
Morale Never checks Alignment Neutral
XP 1,800 No. Appearing 1
% in Lair None
Amber golems are generally built to resemble lions Treasure None
or other great cats. They are able to detect
Morale Never checks
invisible creatures or objects within 6", and can
XP 6,100
track with 95% accuracy through any terrain type.
A magical attack that deals electricity damage These golems resemble statues made of bronze;
heals 1 point of damage for every 3 full points of unlike natural bronze statues, they never turn green
damage the attack would otherwise deal. For from verdigris. A bronze golem is 10 feet tall and
example, an amber golem hit by a lightning bolt weighs about 45,000 coins. A bronze golem
for 20 points of damage is instead healed up to 6 cannot speak or make any vocal noise, nor does it
points. If the amount of healing would cause the have any distinguishable odor. It moves with a
golem to exceed its full normal hit points, the ponderous but smooth gait. Each step causes the
excess is ignored. floor to tremble unless it is on a thick, solid
foundation.

Golem, Bone The interior of a bronze golem is molten metal.


Creatures hit by one in combat suffer an additional
Armor Class 1 (m)
1d10 damage from
Hit Dice 8*
the heat (unless
No. Attacks 4 weapons
resistant to heat or
Damage By weapon type(s) or 1d6 weapon
fire). If one is hit in
Move 12" combat, molten
Alignment Neutral metal spurts out,
No. Appearing 1 spraying the attacker
% in Lair None for 2d6 damage. A
Treasure None save vs. Death Ray is
Morale Never checks allowed to avoid the
XP 1,250 metal spray.

Bone golems are huge four-armed monsters


created from the skeletons of at least two dead
humanoids. Though made of bone, they are not
undead and cannot be turned.
Instead of four one-handed weapons, a bone
golem can be armed with two two-handed

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Iron Falcon Handbook of Monsters Monsters

Golem, Clay Golem, Iron


Armor Class -2 (m) Armor Class 3 (m+3)
Hit Dice 11** Hit Dice 17**
No. Attacks 1 fist No. Attacks 1
Damage 3d10 Damage 4d8
Move 6" Move 3"
Alignment Neutral Alignment Neutral
No. Appearing 1 No. Appearing 1
% in Lair None % in Lair None
Treasure None Treasure None
Morale Never checks Morale Never checks
XP 2,775 XP 4,950

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

Gorgons are monstrous bulls covered in iron scales. Treasure None


A typical gorgon stands over 6 feet tall at the Morale Never checks
shoulder, measures 8 feet from snout to tail, and XP 50
weighs about 40,000 coins.
Green slime grows within underground places,
A gorgon's primary weapon is its ability to breath a pooling on the floor or dripping from the ceiling; its
cone of gas 6" long and 2" wide at the base which only attack is to fall onto victims, or to be stepped
turns to stone those within the area who fail their in by them. Its acid can eat through wood or

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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

always those of rage or hatred and they rarely Hell Hound


groom themselves, giving them an overall horrible
Armor Class 6 to 2
appearance.
Hit Dice 3 to 7
Harpies like to entrance hapless travelers with their No. Attacks 1 bite or breath
magical songs. When a harpy sings, all creatures Damage 1d6 bite or breath
(other than harpies) within a 24" radius must save Move 12"
vs. Spells or become captivated. A creature that Alignment Chaotic
successfully saves cannot be affected again by the
No. Appearing 2d4
same harpy’s song for one day.
% in Lair 30%
A captivated victim walks toward the harpy, taking Treasure C
the most direct route available. Captivated Morale Normal
creatures can take no actions other than to XP 50 to 500
defend themselves. A victim within 5 feet of the
harpy stands there and offers no resistance to the Hell hounds are huge, demonic dog-creatures from
monster’s attacks. The effect continues for as long the nether planes. Their fur shades from reddish
as the harpy sings and for 1 round thereafter. brown to black, with larger individuals having
darker coats. Hell hounds come in a variety of
sizes, as indicated by their hit dice on the table
Hawk
above. Whether these different sizes indicate
Normal Giant
different stages of development or different
Armor Class 12 14
species is not known. A typical hell hound having 5
Hit Dice ½ 4 hit dice stands 4½ feet high at the shoulder and
No. Attacks 1 claw or bite 1 claw or bite weighs 2,000 coins; adjust these figures up or down
Damage 1d2 1d6 to represent larger or smaller individuals. Note that
Move 3" Fly 48" 3" Fly 45" armor class coordinates with AC, with 3 HD
Alignment Neutral Neutral monsters have AC 6, 4 HD having AC 5, and so on.
No. Appearing Wild 1d6, Lair 1d6 Wild 1d3, Lair 1d3 The most feared weapon of the hell hound is its
% in Lair 10% 10% fiery breath. This breath weapon affects all within a
Treasure None None cone 2" wide at the base and as long as the hell
Morale Normal +1 hound has hit dice (i.e. 3" to 7" respectively).
XP 10 75 Damage done is 1d6 per hit die, with a save vs.
Dragon Breath reducing damage by half. A hell
Hawks are similar to eagles but slightly smaller,
hound can breathe fire 3 times per day.
being 1 to 2 feet long with wingspans of 6 feet or
less. Hell hounds are able to sense invisible or otherwise
hidden creatures 75% of the time.
Giant hawks are 4 to 6 feet long, with wingspans of
12 feet or more; they can carry off creatures of Hell hounds are intelligent, and they are efficient
Halfling size or smaller. hunters. A favorite pack tactic is to surround prey
quietly, then attack with one or two hounds, driving
it toward the rest with their fiery breath. If the prey
doesn’t run, the pack closes in. Hell hounds track
fleeing prey relentlessly, but if confronted by an
apparently stronger force they may be driven
back.
Fire giants are known to keep hell hounds as pets.

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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

Hippogriffs are aggressive flying creatures that


combine features of horses and giant eagles.
Voracious omnivores, hippogriffs will hunt
humanoids or horses as readily as any other meal.
A typical hippogriff is 9 feet long, has a wingspan of
20 feet, and weighs 10,000 coins.

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While wild hippogriffs are dangerous foes, if they Hobgoblin


are raised from hatchlings it is possible to tame
Armor Class 5
them sufficiently that they can be used as steeds
Hit Dice 1+1
for humans or elves. They will prey upon pegasi if
No. Attacks 1
the opportunity presents itself, and as they
Damage 1d8 or by weapon type
compete with griffons for prey they greatly dislike
them. Move 9"
Alignment Chaotic
No. Appearing 1d6, Wild 2d4, Lair 5d12
Hippopotamus
% in Lair 30%
Armor Class 6
Treasure D
Hit Dice 8
Morale +1
No. Attacks 1 bite
XP 15
Damage 2d6 or 3d6 (see below)
Move 9" Swim 12" Hobgoblins are man-sized humanoids who strongly
Alignment Neutral resemble their smaller cousins, the Goblins, though
No. Appearing 2d6 their skin is generally reddish-orange to red in color.
% in Lair None They speak their own language, while 45% also
Treasure None
speak Goblin and 15% speak Common.
Morale +1 When encountered in their lair, they will be led by a
XP 700 Hobgoblin King having 4+1 hit dice and doing 1d10
points of damage on a hit. He will have 1d3+1
The hippopotamus is a large herbivorous mammal
which lives primarily in and near rivers. They are
quite large, with adults weighing around 30,000
coins (with the males slightly larger and females
slightly smaller than that figure). Though not
predators, hippos are quite aggressive and
unpredictable and are among the most dangerous
of normal animals.

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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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Some rare hydras have the ability to breathe fire; Infernals


those that do may breathe once per head each Infernal creatures are those creatures who come
day. Their breath covers a cone 2" long and 2" from the nether planes, sometimes known as Hell,
wide at the furthest point and causes 4d6 points of Gehenna, the Abyss, and so on. They are generally
damage. known as "demons" or "devils," but for the purposes
of the Iron Falcon game the exact interpretation of
Hyena (and Hyenodon) these titles is left to the referee.
Hyena Hyenodon Editorial Note: The first appearance of the monsters
Armor Class 7 7 known as demons and devils came just slightly after
Hit Dice 2+1 3+1 Iron Falcon's target era. Both groups of monsters
No. Attacks 1 bite 1 bite are "evil," but defining the precise flavor of evil
Damage 1d6 1d8 required alterations to the rules for Alignment.
Move 18" 12"
Adding such features to the Iron Falcon Core Rules
Alignment Neutral Neutral is beyond the scope of this book; therefore, these
No. Appearing 1d8 1d8 monsters are all classified as Chaotic for the
% in Lair None None purposes of the game.
Treasure None None
Morale Normal +1 Infernal, Balor (Demon)
XP 30 50
Armor Class -2
Hyenas are doglike carnivores who exhibit some of Hit Dice 8+8**
the behaviors of canines but are not related. They No. Attacks 1
not only hunt but also scavenge and steal meals. Damage 1d12+1
A hungry hyena will chew on anything that is even Move 6" Fly 15"
remotely tainted by blood, meat or other food Alignment Chaotic
traces. They will mostly be found in the same No. Appearing 1d3 Lair 1d6
savanna-like environments where lions and zebras % in Lair 20%
may be found. They can live in clans of up to a
Treasure F
hundred individuals, though smaller groups are
Morale +2
more common. They are among the favorite pets
XP 1,800
of gnolls, who may take them into regions where
they are not normally found. Balor are winged humanoid demons who stand
Hyenodon: These ancient four legged predators about 12 feet tall and weigh about 45,000 coins.
are named for their tooth shape, and while they Their skin is generally dark red, and they may be
are not technically prehistoric hyenas, the statistics wreathed in flame at will; the flame inflicts 2d6
work for the giant prehistoric varieties of hyenas as points of damage to anyone who touches them, or
well. A notable feature is that their massively built who is touched by them.
skull features a long jaw (similar to that of a Balors are usually armed with huge jagged-edged
crocodile) full of teeth, with four great fangs. swords doing 1d12+1 points of damage and whips
made of red-hot twisted barbed wire which inflict
2d6 points of damage and entangle creatures
struck by them. Entangled creatures must make a
saving throw vs. Death Ray to escape, and any
entangled creature of ogre-size or smaller may be
pulled in by the balor. A balor may attack with
only one of its weapons, but if the whip is used the

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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

Hit Dice 2+2* Morale Never checks


No. Attacks 1 tail sting XP 15

Damage 1d4 + poison Larvae are pale yellowish maggot-like creatures


Move 6" Fly 18" with the faces of men and women, or less
Alignment Chaotic frequently other sentient creatures. They are large,
No. Appearing 1 about a foot in diameter and five to eight feet
% in Lair 0% long, and their faces are always contorted in
Treasure O expressions of horror, pain, or anger. Many believe
Morale Normal that larvae are the souls or spirits of the evil dead,
XP 40 but no one has ever identified a larva as being any
specific deceased person, so this cannot be
An Imp is a humanoid standing about 2 feet tall proven.
with bat-like wings and a long tail that ends in a
One thing that is certain is that larvae are the
dagger-like stinger. It is able to change at will into
lowest form of infernal, found in the planes or
the form of a massive spider, raven, or giant rat, all
dimensions where other, more powerful demons or
with a devilish look. In all forms the imp has
devils make their lairs. Larvae are traded as if
Infravision with a range of 60.
livestock, and indeed may be consumed by other
In its natural form, an imp attacks with its poisonous infernals as food. Some say that a few of the most
stinger; those struck must save vs. Poison or die perfectly evil larvae are transformed into the forms

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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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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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Once per day a succubus may also attempt to use


gate to summon a nalfeshni (page 80) or a balor
(page 72). Roll 1d%: on a roll of 01-30, a nalfeshni
appears; on 31-40, a balor is summoned; on a roll of
41-00, the attempt fails. if the attempt fails, the
succubus can try again as often as desired (once
per round maximum) until it succeeds.

Infernal, Vroch (Demon)


Armor Class 0
Hit Dice 8*
No. Attacks 2 claws/1 bite/2 talons
Damage 1d4 claw, 1d6 bite, 1d8 talons
Move 12" Fly 18"
Alignment Chaotic
No. Appearing 1d3 or 1d6
% in Lair 5%
Treasure B
Morale Normal
XP 1,250

A Vrock is a lesser variety of demon; they appear


as humanoids with the head, long neck, and wings
of a vulture. Their bodies are partially covered in
greasy-looking black vulture feathers, and their
hands are claws and their feet, talons.
Vrocks are vicious fighters who like to fly down into
the enemy and cause as much damage as
possible. They prance about in battle, taking briefly
to the air and bringing their clawed feet into play.
Despite their advantage in mobility, the vrocks’
forehead and batlike wings sprouting from her deep love of battle frequently leads them into
back. A succubus is rarely seen in its natural form, melee combats against heavy odds.
however, as one can change shape into nearly
A vrock can perform any of the following spell-like
any humanoid form, with size ranging from as small
powers as often as desired, instead of attacking:
as a halfling to as large as a human, of either
detect invisible, darkness (as the reverse of light)
physical gender and any appearance, even a
with a radius of 5 feet, or telekinesis, all as if a 8th
perfect likeness of another character or humanoid
level caster.
creature. A succubus can change shape in a
single round, and do so as often as desired. Once per day a vrock can attempt to gate in
another vrock; this attempt is successful 10% of the
A succubus can perform any of the following spell-
time.
like powers as often as desired, instead of
attacking: charm person, ESP, clairaudience,
darkness (as the reverse of light) with a radius of 5
feet, or suggestion, all as if a 6th level caster.

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Insect Swarm Invisible Stalker


Armor Class Immune to normal weapons, Armor Class 3
including most magical types Hit Dice 8*
Hit Dice 2*, 3*, or 4* No. Attacks 1
No. Attacks 1 swarm Damage 4d4
Damage 1d3 (double against no armor) Move 12"
Move 3" Fly 6" Alignment Chaotic
Alignment Neutral No. Appearing N/A
No. Appearing 1 swarm, Wild 1d3 swarms % in Lair None
% in Lair None Treasure None
Treasure None Morale Never checks
Morale +2 XP 1,250
XP 40, 80, or 140
Invisible stalkers are creatures native to another
An insect swarm is not a single creature; rather, it is extradimensional plane. They sometimes serve
a large group of ordinary flying or crawling insects wizards, who summon them to perform specific
moving as a unit. In general, a swarm fills a volume tasks; see the spell invisible stalker for details. Note
equal to three 10' cubes, though it is possible for a that they are fully invisible all the time, and so
swarm to become more compact in order to move attacking one will be difficult without some way of
through a small doorway or narrow corridor. If the detecting it (such as by the spell detect invisible).
swarm consists of crawling insects, it covers three
A summoned invisible stalker undertakes whatever
10' squares and the flying movement above is
task the summoner commands, even if the task
ignored.
sends it hundreds or thousands of miles away. The
Any living creature within the volume or area of the creature follows a command until the task is
swarm suffers 1d3 points of damage each round. completed and obeys only the summoner.
Damage rolls are doubled if the victim is However, it will resent protracted missions or
unarmored (for creatures which do not wear complex tasks and seek to pervert its instructions
armor, any creature having worse than Armor Class accordingly.
7 is considered unarmored).
Damage is reduced to a single point per round for Jackal
three rounds if the character manages to exit the Armor Class 8
swarm. It is possible to “ward off” the insects by Hit Dice ½ (1d4 points)
swinging a weapon, shield, or other similar-sized No. Attacks 1 bite
object around, and in this case also damage is Damage 1d2
reduced to 1 point per round. If a lit torch is used in
Move 18"
this way, the swarm takes 1d4 points of damage
Alignment Neutral
per round. Weapons, even magic weapons, do
No. Appearing 2d6
not harm an insect swarm. An entire swarm can be
% in Lair None
affected by a sleep spell. Smoke can be used to
drive a swarm away; if the swarm moves away Treasure None
from the victim(s) due to smoke, the damage stops Morale -2
immediately. Finally, a victim who dives into water XP 10
will take damage for only one more round.
Jackals are small wild canines. They prefer to
attack prey en masse, swarming larger creatures
and trying to pull them down.

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Jackalwere powerful bite, preferring to deliver a fatal wound to


the skull of their prey.
Armor Class 4
Hit Dice 4*
No. Attacks 1 bite or 1 weapon Jellyfish, Giant
Damage 2d4 bite or by weapon Armor Class 9
Move 12" Hit Dice 1 to 4
Alignment Chaotic No. Attacks 1 tentacle brush
No. Appearing 1d4 Damage 1d10 plus paralysis
% in Lair 30% Move Swim 1"
Treasure C Alignment Neutral
Morale Normal No. Appearing 1d10
XP 140 % in Lair None
Treasure None
Despite the name, Jackalwere are not ordinary
Morale Never Checks
lycanthropes; their condition is not contagious, for
XP 15, 30, 50, or 75 (by hit dice)
example. These strange creatures can assume the
form of a somewhat larger than normal jackal or Giant Jellyfish are one of the more underrated
that of a man. They are rarely (1 on 1d6) found dangers of the ocean. They float with the currents
leading a pack of ordinary jackals, but otherwise and the tides, nearly invisible (surprising on a 1-4 on
will be hunting by themselves. 1d6) but moving to attack any creature who
The jackalwere has one special power: the ability passes within 3" of the monster.
to cause a living creature who meets its gaze to fall The attack of the giant jellyfish is a simple one: it
asleep. This effect is otherwise as the spell sleep, drags its trailing tentacles over the body of its
and can be used any number of times per day. victim, and many tiny stingers strike, inflicting both
Note that any character facing a jackalwere who pain and paralysis. Any living creature hit by a
is aware of the creature's identity and knows of this giant jellyfish must make a saving throw vs. Paralysis
power can easily avoid its gaze; only a truly or be paralyzed for 2d4 turns. As this will naturally
unsuspecting opponent will be affected. happen in water, a paralyzed victim may then
drown.
Jaguar A giant jellyfish has 2d10 tentacles per hit die, and
Armor Class 4 50% of successful hits will be against the tentacles;
Hit Dice 4 while each point of damage severs a tentacle,
No. Attacks 2 claws/1 bite only damage done to the creature's main body
Damage 1d4 claw, 2d6 bite counts against its normal hit points. Severing all the
Move 21" Swim 9" tentacles renders the creature harmless, and they
Alignment Neutral will regenerate over the course of a few weeks.
Attackers who are aware of these facts may
No. Appearing 1d6
choose to attack the main body specifically, in
% in Lair None
which case any successful hit will count against the
Treasure None
creature's hit points.
Morale Normal
XP 75

These great cats are about 8 to 9 feet long (from


nose to tail-tip) and weigh about 1,650 coins.
Unlike other great cats, they enjoy swimming and
often hunt near rivers or lakes. Jaguars kill with their

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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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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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Monsters Iron Falcon Handbook of Monsters

damage on the initial attack and causing 2 points Leopard


per hit die of blood loss damage each round
Armor Class 6
thereafter, until the victim or the lamprey is dead.
Hit Dice 3+2
Pulling a lamprey loose without first killing it requires
No. Attacks 2 claws/1 bite + 2 rear claws (rake)
a standard roll to open doors, and if successful the
Damage 1d3 claw, 1d6 bite, 1d4 rear claw
victim suffers damage equal to being bitten again
due to the tearing loose of the lamprey's many Move 12"
teeth. This does not substantially harm the lamprey, Alignment Neutral
which will immediately attack whoever pulled it No. Appearing 1d2
loose. % in Lair 5%
Treasure None
The giant lamprey is simply a much larger version of
Morale Normal
the common variety; these monsters are found in
areas populated with particularly huge or XP 50
prehistoric sea life.
If a leopard hits with both front claws it may make
two additional "rake" attacks with its rear claws
Leech, Giant against the same opponent.
Armor Class 3
Hit Dice 6
Leprechaun
No. Attacks 1 bite + hold Armor Class 8
Damage 1d6 + 1d6/round Hit Dice ½+1** (1d4+1 hit points)
Move 9" No. Attacks None (special, see below)
Alignment Neutral Damage None
No. Appearing 1d4 Move 15"
% in Lair None Alignment Neutral
Treasure None No. Appearing 1 or 2d10
Morale Never checks % in Lair 10%
XP 300 Treasure F
Morale Normal
Giant leeches are slimy, segmented wormlike
XP 12
creatures which live in water. Salt or fresh, clean or
stagnant, there are giant leech varieties for all wet Leprechauns are small fey creatures (averaging 2
environments. However, only a true leech expert feet in height) who prefer to live in temperate
can tell the various types apart. An average giant areas of green fields and woods. They enjoy
leech will be 4 to 6 feet long. engaging in various sorts of mischief, usually mild
Once a giant leech hits, it attaches to the victim but sometimes cruel depending on their opinion of
and sucks blood, causing an additional 1d6 points the victim.
of damage each round. Killing the leech is the only
Leprechauns have several spell-like magical
way to remove it.
powers which they can use at will, including:
polymorph any object (as the spell but affecting
only non-living items), invisibility, phantasmal
forces, and ventriloquism. They have been known
to combine the last three of these in such a way as
to disguise their actual location.

It is nearly impossible to surprise a leprechaun, such


that the referee need not even roll in most cases;

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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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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

These great cats rule the open plains. They are


intelligent hunters who will use good judgment in
choosing what to attack. If a lion hits with both
front claws it may make two additional "rake"
attacks with its rear claws against the same
opponent.

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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Living Statue, Common Living Statue, Volcanic


Armor Class 2 Armor Class 4
Hit Dice 3, 4, 5, or 6 Hit Dice 5*, 6*, 7*, or 8*
No. Attacks 1 weapon or 2 fists No. Attacks 2 lava sprays
Damage 2d6 weapon or 1d6 each fist Damage 2d6 each spray
Move 6" Move 6"
Alignment Neutral Alignment Neutral
No. Appearing N/A No. Appearing N/A
% in Lair None % in Lair None
Treasure None Treasure None
Morale Never checks Morale Never checks
XP 50, 75, 200, or 300 XP 325, 525, 900, or 1,250

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

Giant Subterranean Lizards are a species of huge


lizards with pale yellow or white skin which are
found only in large underground areas. They are
predators who hunt in large cave or tunnel systems.
Though they are large, they are able to slow their
metabolisms such that they can go without food or
water for months at a time if necessary.

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Monsters Iron Falcon Handbook of Monsters

Lizard Man Locathah


Armor Class 5 Armor Class 6
Hit Dice 2+1 Hit Dice 2
No. Attacks 2 claws/1 bite or 1 weapon/1 bite No. Attacks 1 weapon
Damage 1d3 each claw, 1d8 bite Damage 1d6 or by weapon
or 1d6 or by weapon, 1d8 bite Move 12" Swim 12"
Move 6" Swim 12" Alignment Neutral
Alignment Chaotic No. Appearing 2d4 Lair 10d20
No. Appearing 10d4 % in Lair 15%
% in Lair 60% Treasure A
Treasure D Morale Normal
Morale Normal XP 30
XP 30
Although humanoid in shape, locathah (the word is
A lizard man is usually 6 to 7 feet tall with green, both singular and plural) are clearly more fish than
gray, or brown scales. Its tail is used for balance human, having scaly yellowish skin, large eyes,
and is 3 to 4 feet long. A lizard man typically large finlike ears, fishy mouths, and gills instead of
weighs between 2,000 and 2,500 coins. Lizard men noses. The average locathah stands 5 feet tall and
have their own language, and in addition 40% weighs 1,750 coins. Females and males look very
speak Dragon and 15% speak Common. There is much alike, although the former can be
no visible difference between males and females, recognized by ochre stripes on either side of their
and both fight equally well. abdomens.
Lizard men fight as unorganized individuals. They For every full 30 locathah in a group there will be
prefer frontal assaults and massed rushes, included a 4 hit die leader and 1d4 "lieutenants"
sometimes trying to force foes into the water where having 3 hit dice each. Any group of 100 or more
the lizard men have an advantage. will also include a chieftain of 5 hit dice and 2d4 of
When encountered in their lair, a tribe of lizard men his or her lieutenants of 3 hit dice each.
will normally be led by a large individual having 4+1 Locathah armies generally include about 35%
hit dice and doing 1d4 with each claw and 1d10 mounted locathah, riding on giant eels. These eels
with its bite; if armed with a weapon, this Lizard King can also fight and will attack whichever opponent
will gain a bonus of +1 on damage rolls due to its the rider selects. See Eels on page 45 for their
great strength. Despite the name "Lizard King" it is statistics. All mounted locathah and 50% of the
roughly equally likely that the leader will be male or unmounted ones will be armed with lances (long
female... though still, outsiders won't be able to tell. spears) while the remainder will be divided more or
less evenly between those using crossbows and
those armed with net and dagger. Anyone
successfully attacked with a net will be entangled
unless a saving throw vs. Death Ray is made;
entangled characters cannot fight with two
handed or long weapons, though daggers and the
like can still be used, and while entangled those
attacking the character gain +4 on their attack
rolls. The net-wielder can use its dagger to attack
on subsequent rounds after successfully netting a
victim. Entangled victims must cut their way free,
or otherwise damage the net in order to escape,

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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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Lycanthrope, Wereboar Lycanthrope, Weretiger


Armor Class 4 (s) Armor Class 3 (s)
Hit Dice 4+1* Hit Dice 5*
No. Attacks 1 gore No. Attacks 2 claws/1 bite
Damage 2d6 gore Damage 1d4 each claw, 1d10 bite
Move 12" Move 12"
Alignment 1d6: 1-2 = Neutral, 3-6 = Chaotic Alignment 1d6: 1-4 = Neutral, 5-6 = Chaotic
No. Appearing 2d10 No. Appearing 2d10
% in Lair 15% % in Lair 15%
Treasure C Treasure C
Morale Normal Morale Normal
XP 140 XP 325

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.

Lycanthrope, Wererat Lycanthrope, Werewolf


Armor Class 7 (s) Armor Class 5 (s)
Hit Dice 3* Hit Dice 4*
No. Attacks 1 bite/1 weapon No. Attacks 1 bite
Damage 1d4 bite, 1d6 or by weapon type Damage 2d4 bite
Move 12" Move 15"
Alignment Chaotic Alignment 1d6: 1-2 = Neutral, 4-6 = Chaotic
No. Appearing 8d4 No. Appearing 2d10
% in Lair 25% % in Lair 15%
Treasure C Treasure C
Morale Normal Morale Normal
XP 80 XP 140

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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Lynx, Giant Mammoth


Armor Class 6 Armor Class 4
Hit Dice 2+2 Hit Dice 15
No. Attacks 2 claws, 1 bite + 2 hind claws (rake) No. Attacks 2 tusks, 1 trunk grab, 2 tramples
Damage 1d2 claw, 1d4 bite, 1d3 hind claw Damage 3d6 tusk, 2d8 trunk, 2d6 trample
Move 12" Leap 1" Move 12"
Alignment Neutral Alignment Neutral
No. Appearing 1d4 No. Appearing 1d12
% in Lair 5% % in Lair 0%
Treasure None Treasure Special
Morale Normal Morale Normal
XP 30 XP 1,700

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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Manticora opponents may be targeted by three of these


attacks in a round. However, one can attack
Armor Class 4
multiple opponents in its immediate area at the
Hit Dice 6+1*
same time.
No. Attacks 2 claws/1 bite/24 spikes
Damage 1d3 each claw, 1d8 bite, A light load for a mastodon is 80,000 coins; a heavy
1d6 each spike load, up to 160,000 coins.
Move 12" Fly 18"
A mastodon has no treasure as such, but its tusks
Alignment Chaotic are worth 1d10 x 100 gp.
No. Appearing 1d4
% in Lair 25%
Medusa
Treasure D
Armor Class 8
Morale Normal
Hit Dice 4**
XP 525
No. Attacks 1 weapon/1 gaze/1 bite
A manticora has the body of a lion, birdlike wings, Damage 1d6 or by weapon type,
a human-like face, and a spiked tail. Its tail will petrification, poison
have 20+2d4 spikes which can be launched up to 6 Move 9"
at a time at one or more adjacent opponents up Alignment Chaotic
to 18" away. Roll for each spike separately, No. Appearing 1d4
treating them as equivalent to crossbow bolts. % in Lair 75%
A typical manticora is about 10 feet long and Treasure F
weighs about 10,000 coins. Morale Normal
XP 205
Mastodon A medusa has the torso of a woman with a
Armor Class 2 serpentine lower body. Her face is hideous and she
Hit Dice 13 has writhing serpents in place of hair. The gaze of a
No. Attacks 2 tusks, 1 trunk grab, 2 tramples medusa can turn a living creature to stone. It is
Damage 3d6 tusk, 2d6 trunk, 2d6 trample
Move 15"
Alignment Neutral
No. Appearing 2d8
% in Lair 0%
Treasure Special
Morale Normal
XP 1,450

These prehistoric relatives of the elephant are


intelligent and able to communicate with each
other in a rudimentary way. They are more
aggressive than the common elephant and will
attack any creature they see as a threat.
Like elephants, mastodons have five distinct attack
modes (two tusks, a trunk grab, and two tramples
with the front feet), but a single individual can
apply no more than two of these attacks to any
single opponent of small or medium size; large

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safe to view a medusa with a mirror, but should she Mimic


see her own reflection she will herself be turned to
Armor Class 7
stone. In either case, the victim is allowed a save
Hit Dice 7 to 10
vs. Petrification to resist the magic.
No. Attacks 1 pseudopod or 1 bite
Worse yet, the bites of her serpent-hair are Damage 3d4 pseudopod or 1d12 bite
poisonous; treat all the bites as a single attack. Move 3"
Anyone bitten by them must save vs. Poison or die. Alignment Neutral
Any character using a mirror to fight a medusa No. Appearing 1
suffers a penalty of -2 on all attack rolls. % in Lair None
Treasure None
Mer Morale Normal
Armor Class 7 XP 7 HD: 500; 8 HD: 700;
9 HD: 950; 10 HD: 1,050
Hit Dice 1*
No. Attacks 1 weapon A Mimic is a strange amorphous creature which is
Damage 1d6 or by weapon type able to shape its body into the form of an
Move 3" Swim 12" inanimate object, providing the creature with
Alignment 1d6: 1-2 = Lawful, 3-5 = Neutral, excellent concealment and allowing it to ambush
6 = Chaotic prey very effectively. A mimic can assume the
No. Appearing 4d10 (8d10 in lair) general shape of any object that fills roughly 150
% in Lair 40% cubic feet (5 feet by 5 feet by 6 feet), such as a
Treasure A3 massive chest, a stout bed, or a substantial door.
Morale Normal The creature cannot substantially alter its size,
XP 20
though. A mimic’s body is hard and has a rough
texture, no matter what appearance it might
Mer have human-like upper bodies and fish-like present. Anyone who examines the mimic closely
lower parts; females are called Mermaids, while can detect the ruse with ease, but of course, by
males are called Mermen. They are usually armed this time it is generally far too late. As a result of this
with tridents (treat as pole arms) and darts (treat as power, mimics gain surprise on 1-5 on 1d6; if any
thrown daggers); some may instead be armed with player indicates that his or her character is
water-adapted crossbows (treat as light crossbows, examining the mimic before it attacks, this chance
with all ranges reduced 50% underwater). They do is reduced to 1-3 on 1d6.
not normally carry treasure on their persons.
A mimic exudes a thick slime that acts as a
For every 8 mer in a group there will be a leader powerful adhesive, holding fast any creatures or
having 2 hit dice and doing +1 damage on any items that touch it (including any weapons used to
successful hit due to great Strength. In their lair will attack one). The mimic may choose whether or
be a King or Queen having 4 hit dice and a +2 not victims struck in combat are also stuck fast.
Strength bonus to damage rolls, along with 1d4 Opponents who become stuck in this way cannot
guards having 3 hit dice and a +1 Strength bonus get free while the mimic is alive without removing
(this in addition to the 2 hit die leaders previously the adhesive first. Strong alcohol or acid dissolves
mentioned). There is a 35% chance of a merman the adhesive (though the latter will probably also
or mermaid having Clerical abilities of levels 2-5 injure a stuck victim or damage stuck items). A
(1d4+1); that individual will have 2 hit dice but no mimic can dissolve its adhesive at will, and the
bonus for Strength. substance breaks down 2d4 rounds after the
creature dies.

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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

Brown mold is a fungus found in underground


areas. A patch is typically about 5' in diameter,
and could be any color from dark brown to pale
tan. Brown mold feeds on light and warmth, save

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Mountain Lion Wounds caused by a mummy will be infected with


a rotting disease, and will thus take ten times the
Armor Class 6
usual time to heal. A cure disease spell applied
Hit Dice 3+2
right away (no more than 6 turns after the wounds
No. Attacks 2 claws/1 bite
were inflicted) will permit the wounds to heal in just
Damage 1d4 claw, 1d6 bite
twice the normal time. Magical healing such as
Move 15" cure light wounds will be ineffective against the
Alignment Neutral damage caused by the mummy if the disease is
No. Appearing Wild 1d4, Lair 1d4 not cured, but will work normally otherwise.
% in Lair None
Treasure None Mushroom Men (Fungoids)
Morale Normal
Armor Class 7
XP 50
Hit Dice 1 to 10
These great cats are about 7 feet long (from nose No. Attacks 1
to tail-tip) and weigh about 1400 coins. They see Damage 1-2 HD: 1d4 or by weapon -1
well in darkness and may be found hunting day or 3-5 HD: 1d6 or by weapon
6-8 HD: 1d8 or by weapon +1
night.
9+ HD: 1d10 or by weapon +2
Move 12"
Mummy Alignment Neutral
Armor Class 3 (m) No. Appearing 1d6 (5d12 in lair)
Hit Dice 5+1** % in Lair 25%
No. Attacks 1 Treasure A2
Damage 1d12 Morale 1-3 HD: -1; 4-6 HD: Normal;
Move 6" 7-8 HD: +1; 9+ HD: +2
Alignment Chaotic XP 15 to 1050
No. Appearing 1d12
Mushroom Men, sometimes called Fungoids, are a
% in Lair 30%
race of intelligent creatures found in subterranean
Treasure D
and sylvan environments. Their form is manlike,
Morale Normal though most have mushroom-cap heads. Most are
XP 450 gray or yellowish in color, but a variety of colors
Mummies are undead monsters (as described on have been reported.
page 145), preserved corpses animated through
the auspices of dark desert gods best forgotten.
Most mummies are 5 to 6 feet tall and weigh about
1,200 coins. A mummy is intelligent, having a dark
and twisted version of the personality it had in life;
most can speak Common, but seldom bother to do
so.
Mummies are immune to all non-magical weapons,
and further take only half damage from magical
weapon attacks. However, they are vulnerable to
fire, taking full damage from any fire-based attack
(even if not magical).

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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

or artifacts, or sometimes protecting shrines or other Nixie


holy places.
Armor Class 7
Hit Dice 1*
Naga, Spirit No. Attacks 1
Armor Class 4 Damage 1d4 or by weapon type
Hit Dice 9* to 11* Move 12"
No. Attacks 1 bite + gaze Alignment Neutral
Damage 1d3 + poison bite, charm gaze No. Appearing 10d10
Move 12" % in Lair 100%
Alignment Chaotic Treasure B
No. Appearing 1d3 Morale Normal
% in Lair 65% XP 20
Treasure B, T, X
Nixies are a type of sprite which live in the water.
Morale Normal
Working together, 10 or more nixies may cast a
XP 9 HD: 1,650; 10 HD: 1,800;
11 HD: 1,975 form of charm person with a 3" range once per
day; any character charmed by nixies will
Spirit Nagas are evil creatures who make their lairs immediately attempt to enter the water where
in dismal ruins or dark, often decrepit dungeons. they live and serve them for a year. Characters
Their serpentine bodies are covered in glossy black charmed by nixies can breathe normally
scales marked with circular or wavy patterns of red underwater for as long as the charm persists. Dispel
lines, while their heads are the most human-like of magic will cancel this effect 75% of the time if cast
all nagas, even having hair. before the victim has stepped into the water, or
Spirit nagas have a deadly venomous bite which 40% of the time if cast before the victim has fully
kills any victim who fails a saving throw vs. Poison. submerged.
Their gaze can charm (as the spell charm monster) Nixies are armed with daggers and small throwing
any living creature that meets the naga's gaze; a javelins (doing 1d4 points of damage with a range
successful saving throw vs. Paralysis will permit a of 6"). Normal or giant-sized fish living in their pond
victim to resist, but if this saving throw fails only or river will serve them; up to 10d10 normal fish or
dispel magic or remove curse will free the victim 3d10 giant-sized fish will appear within 1d4 rounds
from the naga's control. A spirit naga also has the of being called, and will fight without checking
magical abilities of both a 5 th level magic-user and morale.
a 4th level cleric.
In combat, spirit nagas meet foes boldly so as to
use their gaze attack to best effect; foes who avert
their eyes will be attacked with the venomous bite.

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

Nymph Ochre Jelly


Armor Class 9 Armor Class 8
Hit Dice 3** Hit Dice 5*
No. Attacks None (special, see below) No. Attacks 1
Damage None Damage 2d6
Move 12" Move 3"
Alignment Neutral Alignment Neutral
No. Appearing 1d4 No. Appearing 1
% in Lair 100% % in Lair None
Treasure Q x 10, X Treasure None
Morale Normal Morale Never checks
XP 110 XP 325

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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Iron Falcon Handbook of Monsters Monsters

Octopus, Giant Oculus Abyssi


Armor Class 1 Armor Class 5
Hit Dice 8 Hit Dice 11**
No. Attacks 8 tentacles/1 bite No. Attacks 2 claws/1 bite
Damage 1d4 per tentacle/1d6 Damage 2d4 claw, 1d8 bite
Move Swim 9" Move Swim 6" Fly 3"
Alignment Neutral Alignment Chaotic
No. Appearing 1d2 No. Appearing 1
% in Lair None % in Lair 25%
Treasure None Treasure R
Morale Normal Morale Normal
XP 700 XP 2,775

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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Monsters Iron Falcon Handbook of Monsters

Oculus Inferni aggressive, this monster is smart enough to choose


to attack in ways where it cannot in turn be
Armor Class 3
attacked.
Hit Dice 9*
No. Attacks 1 bite or fireball Attacks directed at its main eye may disable it, if
Damage 2d6 bite or fireball damage equal to one-third of its original hit points
Move Fly 6" is inflicted. The main eye will, however, regenerate
Alignment Chaotic when the monster's total hit points return to at least
two-thirds of normal.
No. Appearing 1
% in Lair 5% Oculus Rex
Treasure I
Common Emperor
Morale +1
Armor Class 0 body / 2 main eye / 7 eye stalks
XP 1,650
Hit Dice 7** 13**
The Oculus Inferni is a particularly vicious form of No. Attacks – 1 bite –
oculus. Each has only a single large central eye Damage 1d6 bite 2d4 bite
and a large toothy mouth arranged below it, much Move – Fly 3" –
as the oculus rex (below), but the oculus inferni has Alignment – Chaotic –
no additional eye stalks at all. No. Appearing 1 1
The carapace of the oculus inferni has the ability to % in Lair 55% 75%
change colors. While this ability is basic and rather Treasure I C, I
crude, combined with their silent flight ability it Morale Normal +1
grants an otherwise-unsurprised oculus inferni the XP 1,300 3,350
ability to surprise opponents on 1-3 on 1d6. When
battle is joined, the monster's hide changes to a The Oculus Rex is the largest and most powerful of
brilliant orange-red color. all the oculi species, and the Imperial Oculus Rex
(sometimes called "Oculus Imperius") is simply an
While it has a nasty bite, the main power of the even larger, older, and more powerful version.
oculus inferni is the ability to project a fireball (as
the spell) from its eye once per round. The first Besides the large central or "main" eye, an oculus
fireball launched does 9d6 points of damage; rex has seven lesser eyes on short stalks arranged in
each subsequent round this damage declines by a crown-like fashion. These lesser eyes are limited in
one die, i.e. 8d6 on the second round, 7d6 on the their viewing angle, but despite that fact they
third, and so on, to a minimum of 3d6 per fireball. If reduce the chance that one can be surprised to
the oculus inferni has the opportunity to rest, it just 1 chance in 1d8 if the opponent is visible.
increases its damage potential by two dice in each However valuable this resistance to surprise may
round it does not use the power, to a maximum of be, it is the least of the powers granted by the
the original 9d6 points of damage. This is often many eyes of an oculus rex. The main eye projects
when the monster chooses to bite an opponent, if a beam that dispels magic (as the spell) in a
it thinks it can do so without suffering significant conical area 60' wide at the base and 120' long.
injury. Note that an oculus inferni is immune to all This power functions constantly, virtually
normal fire, as well as magical fire from spells of 3rd guaranteeing that all spells will eventually be
level or lower, while it suffers only half damage from ended, all potions and scrolls destroyed, and all
more powerful fire-based attacks. permanent magic items suppressed in just a few
The oculus inferni will often choose to fly too high to rounds. The spell effect is applied as if the oculus
be reached when fighting opponents who have rex were a spellcaster of the same level as its
only melee weapons (or who prove to have number of hit dice.
formidable melee attacks). Though it is vicious and

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Iron Falcon Handbook of Monsters Monsters

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

An Oculus Somno, sometimes called a Morpheon,


appears as a slate-colored, slightly lumpy sphere
with a single large eye. It has no mouth, but rather
has three jointed probosci arranged around its
lower hemisphere; they fold up tight against the

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Monsters Iron Falcon Handbook of Monsters

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

The Oculus Vigilans (sometimes called a Sentinel


Eye) is an unusual member of the oculus family, for
unlike the others they are not hateful nor voracious.
One appears like most oculi, being a spherical
body with a single large eye, a mouth below it
body when not in use and may thus be overlooked. (though in the case of this species the mouth points
The carapace of this monster is tough and resilient, almost downward), and between 3 and 6 (1d4+2)
and they are the swiftest fliers of all oculus species. eyestalks. The eyestalks are arranged starting near
where a humanoid might have an ear, then
The main power of an oculus somno is its ability to proceeding up and over the main body in an
put its victims to sleep. Anyone who meets the evenly-spaced line ending with the last eye stalk
gaze of one must save vs. Paralysis or be put to where a humanoid's other ear might be. They are
sleep (as the spell, but with no limit as to hit dice or pale gray in overall coloration, sometimes tinged
levels that can be affected). An oculus somno will faintly with green or blue.
use its probosci only if it succeeds in either placing
all members of a party into a state of sleep or The main eye of an oculus vigilans has a power
driving them away. When it faces no opposition, similar to a ring of spell turning, projecting a cone
the monster will move into a position where it can of contrary magical force 5" long and 2" wide at
reach the maximum number of victims at the same the base (farthest point). Spells cast within this area
time, and then pierce each one with a proboscis of effect will rebound just as if the oculus were
(this will not awaken a sleeping victim) and begin wearing such a ring.
draining the victim's blood. The other eyes of the oculus vigilans have powers
For each 1d6 damage roll, the monster recovers selected from the following list:
one lost hit point (if any). Its appetite is not limited 1. Cause Serious Wounds (as the spell, but with a
to these lost hit points, however, and it can and will range of 12"; the oculus vigilans must make an
drain dry more than a dozen man-sized victims. attack roll, and on a successful hit this power inflicts
Oculus somni communicate with each other, and 2d6+2 points of damage to any living creature hit)
infrequently with other oculi, using an inherent 2. Confusion (as the spell)
telepathic ability; while it is possible for the monster
3. Create Food (as the spell, as if cast by a 9 th level
to communicate with other species in this way,
cleric)
they rarely if ever choose to do so.
4. Create Water (as the spell, as if cast by a 9 th level
cleric)

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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.

Ogres are large humanoid monsters with brutish


faces. Adult ogres stand 9 to 10 feet tall and weigh
6,000 to 6,500 coins. Their skin color ranges from

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Monsters Iron Falcon Handbook of Monsters

Orc Human Fighters, Magic-Users, or even Clerics may


also be found ruling some orc tribes.
Armor Class 6
Hit Dice 1
No. Attacks 1 weapon Ostrich
Damage 1d6 or by weapon type See Flightless Bird on page 54.
Move 9"
Alignment Chaotic Otter, Giant
No. Appearing 3d10 (In Wild 10d10; In Lair 30d10)
River Sea
% in Lair 50%
Armor Class 5 4
Treasure D
Hit Dice 5 7
Morale Normal
No. Attacks 1 bite 1 bite
XP 15
Damage 3d6 bite 4d6 bite
Orcs are short humanoids (around 5' tall) with Move – 9" Swim 18" –
solidly-built bodies. Their upturned noses, wide Alignment – Neutral –
pointed ears, and beady eyes give their faces a No. Appearing 1d4+1 2d4
piglike appearance. % in Lair 10% None
Parties met in the wilderness are 50% likely to be Treasure – None –
guarding a wagon train of 2d4 wagons. The Morale – Normal –
wagons will contain mostly supplies, but scattered XP 200 500
through the wagons will be a standard type D
Giant Otters are very large versions of the common
treasure hoard.
otter. Otters in general are aquatic mammals who
Orc lairs are 65% likely to be cave complexes; prey upon fish and other things caught in the
otherwise they will be walled villages of crude huts. water. They are playful and curious, and will
Lairs are often ruled by more powerful creatures, generally not attack creatures of halfling size or
such as a dragon or a band of ogres. Chaotic larger unless they feel threatened by them.
A giant otter who bites a character can maintain
its grip from round to round, doing additional
damage each round, but it becomes somewhat
vulnerable if it chooses to do this, as enemies
receive a +2 bonus on the attack roll. However, if a
giant otter successfully bites a character who is in
the water, the otter will generally try to drown the
victim. A giant otter can hold its breath for as
much as a turn underwater. Escaping from the bite
requires a successful roll to open a door (or simply
killing the giant otter).
Giant River Otters are found in major rivers and
streams. If encountered in their lair, two of the
giant river otters encountered will be adults and
any additional individuals present will be juveniles
having 1 to 4 hit dice; those with 1 or 2 hit dice do
1d6 points of damage with a bite, while those with
3 or 4 hit dice bite for 2d6 points of damage.

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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

Otyugh Hit Dice 4


No. Attacks 2 claws/1 bite
Common Large Huge Giant
Damage 2d4 claw, 1d4+1 bite
Armor Class 3 2 1 0
Move 3" Fly 18"
Hit Dice 6 to 7 8 to 9 10 to 11 12
Alignment Neutral
No. Attacks – 2 tentacles/1 bite –
No. Appearing 1d4+1
Damage – tentacle 1d8 1d10 1d12 2d6
% in Lair 5%
– bite 1d4+1 1d4+1 1d4+1 1d4
Treasure Q x 5, X
Move 6" 6" 6" 6"
Morale Normal
Alignment – Neutral –
XP 75
No. Appearing 1-2 1-2 1 1
% in Lair 90% 95% 95% 100% Giant owls live in remote forests, far from human
Treasure – Special (see below) – settlements. Like common owls, the giant variety
Morale – Normal – are nocturnal hunters. They are quite intelligent
XP 300- 700 - 1,050- 1,300 and speak their own language, and in addition
500 950 1,175 have a 35% chance of knowing either Common or
Elvish. They fly silently, thus surprising prey or other
Otyughs are disgusting creatures having shapeless,
opponents on a 1-5 on 1d6 if airborne at night.
bulky bodies on short elephantine legs, with two
boneless tentacular arms and a single thick If encountered in or near the nest, roll 1d4. On a 1,
eyestalk. A common otyugh has a body 8 to 10 the nest contains 1d3 eggs; on a 2 there are 1d3
feet in diameter and weighs from 5,000 to 7,500 hatchlings of 1d3 hit dice (with all being, obviously,
coins; giant varieties can be 11 to 13 feet in the same). On a roll of 3 or 4 the nest is empty.
diameter and weigh 8,000 to 10,500 coins, with the Hatchlings cannot fly but can attack trespassers in
intermediate varieties spread between those limits. the nest with their bite, doing 1d4 points of
damage on a successful hit. The parents will fight
Otyughs are omnivorous scavengers and carrion-
without checking morale if the hatchlings or eggs
eaters, and prefer to live in middens and similar
are threatened.
places full of filth and offal. They often live in
harmony with other large monsters, who value
them for their waste disposal services. They are

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Monsters Iron Falcon Handbook of Monsters

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

The Peryton is a strange chimerical creature


combining the wings, body, and legs of a large
bird with the head, neck, and antlers of a deer or
stag. Females are as large as males but have less
impressive antlers, though they inflict the same
damage as those of the males. They are found
mostly in high mountainous regions.
Perytons are omnivorous with certain special
dietary requirements. Specifically, both male and
female perytons must dine on a heart before

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Iron Falcon Handbook of Monsters Monsters

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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Monsters Iron Falcon Handbook of Monsters

Pixie giant porcupine is its quill burst, a blast of quills


launched by a swift snap of its short but flexible tail.
Armor Class 6
The quill burst consists of 1d8 quills launched at up
Hit Dice 1**
to four adjacent opponents (divided up more or
No. Attacks 1 weapon
less evenly as determined by the referee); each
Damage 1d4 or by weapon type
quill does 1d4 points of damage on a successful hit.
Move 9" Fly 18" These quills are barbed, such that removing one
Alignment Neutral causes an additional 1d4 points of damage; as
No. Appearing 10d10 they are up to 3 feet in length, leaving the quills
% in Lair 25% embedded in a victim is usually not an option.
Treasure C
A giant porcupine can bite for 2d4 points of
Morale Normal
damage, but will generally only do so after
XP 25 suffering more than half its hit points in damage, or
Pixies are a variety of sprites, little winged elf-like in any case where one has failed a morale check
beings who live in the forest. They wear bright but is cornered and cannot retreat.
clothing, often including a cap and shoes with Worse, any attacker attempting to approach to
curled and pointed toes. A pixie stands about 2- melee range will automatically suffer 1d4 quill hits,
1/2 feet tall and weighs about 300 coins. except if the attacker is using a long weapon such
Pixies are naturally invisible, and do not become as a spear or polearm (and is thus able to remain
visible after attacking. This makes it very hard out of reach of the giant porcupine's quills). A
indeed to fight pixies. One may become visible at giant porcupine has hundreds of quills, so there is
will, and may resume invisibility instantly if desired. little chance one will run out of ammunition in a
fight.
Pixies are tricksters, but are rarely malicious. On the
other hand, they are often seen as somewhat cold- Fortunately, giant porcupines are not particularly
hearted toward those in need. Those who aggressive; if left alone, they will usually choose to
successfully befriend pixies will find them to be retreat at a leisurely pace from any interlopers.
staunch allies.
Portuguese Man-O-War
Porcupine, Giant See Jellyfish, Giant on page 85.
Armor Class 5 (see below)
Hit Dice 6 Pseudo-Dragon
No. Attacks 1 quill burst, 1 bite (see below) See Dragonet on page 42.
Damage See below for quill burst, 2d4 bite
Move 6"
Alignment Neutral
No. Appearing 1d2
% in Lair None
Treasure None
Morale -1
XP 300

Giant Porcupines are simply a very large version of


the common spiny-coated mammal, though they
do have more formidable offensive capabilities as
well as strong defenses. The primary attack of a

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Iron Falcon Handbook of Monsters Monsters

Purple Worm threatening to any potential victims. This task is


made substantially easier by the fact that they can
Armor Class 6
use ESP (as the spell) at will.
Hit Dice 15
No. Attacks 1 bite/1 sting While chaotic and rather bloodthirsty in nature,
Damage 2d12 bite, 1d8 plus poison sting rakshasa may choose to fight at the side of any
Move 6" character or under the command of any ruler.
Alignment Neutral Rakshasa are naturally and powerfully magical. All
No. Appearing 1d4 rakshasa cast spells as if 6 th level magic-users, but
% in Lair 25% may choose spells from either the magic-user or the
Treasure D clerical lists without restriction and with no need for
Morale Never checks spellbooks. Rakshasa leaders will cast spells at
XP 1,700 higher levels as determined by the referee.
All rakshasa are highly magic resistant, such that
The body of a mature purple worm is nearly 10 feet
they receive a +4 on all saving throws against any
in diameter and as much as 60 feet long. The
magical spell or effect. However, they have a
creature has a poisonous stinger in its tail, but its
single significant weakness: a hit from an arrow or
most fearsome feature is its ability to swallow
crossbow bolt blessed by a cleric will kill one
creatures up to ogre size whole. On any successful
outright unless a saving throw vs. Spells (without
bite where the roll is 4 or more points higher than
magic resistance bonus) is made.
the number needed to hit, the purple worm has
swallowed its victim whole. Apply the normal
damage for that round, plus an additional 2d12 for Ram, Giant
each round the victim is in the monster's gut until it See Sheep, Giant on page 128.
is dead. After six turns the victim's body will be fully
digested and thus unrecoverable. Rat
Normal Giant
Rakshasa Armor Class 9 7
Armor Class -4 (m) Hit Dice 1 Hit Point ½ (1d4 hit points)
Hit Dice 7** No. Attacks 1 bite per pack 1 bite
No. Attacks 2 claws, 1 bite or special Damage 1d6 + disease 1d4 + disease
Damage 1d4 claw, 1d4+1 bite or special Move 6" Swim 3" 12" Swim 6"
Move 15" Alignment Neutral Neutral
Alignment Chaotic No. Appearing 5d10 3d6
No. Appearing 1d4 % in Lair 25% 25%
% in Lair 25% Treasure None None
Treasure F Morale Normal -1/+1, see below
Morale Normal XP 200* 10
XP 1,300
These omnivorous rodents thrive almost anywhere.
In their natural form, rakshasa appear as tiger- Normal rats attack as a swarm; each point of
headed humanoids; they have claws which curve damage done to the swarm reduces their numbers
backward, so that their claw attack is delivered by one animal.
with a backhand strike. However, rakshasa are
Giant rats are simply huge (roughly dog-sized)
able to create powerful illusions including sight,
versions of ordinary rats. Though technically
sound, and even touch, and generally use them to
unintelligent, they are smart enough to evaluate
change their own appearance to one less
their tactical situation, and thus do make morale

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Monsters Iron Falcon Handbook of Monsters

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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Iron Falcon Handbook of Monsters Monsters

Red Cap Remoraz


Armor Class 6 Armor Class 0 overall, 2 head, 4 underside
Hit Dice 3* Hit Dice 7* to 14* (1d8+6)
No. Attacks 1 weapon No. Attacks 1 bite
Damage 1d6 or by weapon Damage 6d6 bite + swallow
Move 18" (12") Move 12"
Alignment Chaotic Alignment Neutral
No. Appearing 1d4 No. Appearing 1
% in Lair 15% % in Lair 20%
Treasure D Treasure F
Morale Normal Morale Normal
XP 80 XP 7 HD: 900, 8 HD: 1,250,
9 HD: 1,650, 10 HD: 1,800,
Red Caps are malevolent fey creatures who prey 11 HD: 1,975, 12 HD: 2,175,
upon travelers seeking refuge in ruins or 13 HD: 2,400, 14 HD: 2,600
abandoned castles. Distantly related to both
A remoraz is a kind of giant, many-legged worm.
goblins and fairies, they appear as small ugly men
Instead of forelegs they have small membranous
with unkempt hair, red eyes, and wickedly crooked
wings that serve to help lift the monster's large
teeth. A red cap wears a blood-red hat on its
head. On their backs are double rows of hornlike
head and iron shoes that magically enhance its
protrusions which give them their excellent armor
speed; only a red cap can use these shoes, but
class. Remoraz are pale blue in color, except for a
without them the creature is reduced to the lower
white stripe running down their backs between the
speed given in parentheses above. Red caps tend
rows of protrusions.
to attack only helpless targets, usually wielding long
knives or other bladed weapons that will spill blood. When in combat special organs inside a remoraz
cause it to quickly heat up; excess heat is released
Red caps are cunning and stealthy; within its lair,
through the protrusions on its back, which will glow
one has the abilities of a 6 th level Thief, including
cherry red. Any creature who touches the
the ability to backstab. Outside its lair, a red cap is
monster's back will suffer 5d20 points of heat
limited to 3rd level Thief abilities.
damage, and any hit on the monster's back with a
A red cap can also cast sleep once daily, which it non-magical weapon will result in the weapon's
uses to incapacitate those it intends to murder. destruction (though it will still do normal damage
before being destroyed).
The hat of a red cap must be soaked in blood
regularly, or its owner will wither and fade away. A remoraz attacks by rearing up its head and
The hat, even if inert for years, can summon a red forebody, then striking swiftly like a snake. On any
cap if soaked in fresh blood. Only total destruction roll of natural 20 one can swallow man-sized or
of the hat guarantees a true end. smaller prey whole; if this happens, the victim dies
instantly due to the high temperatures inside the
monster.

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Monsters Iron Falcon Handbook of Monsters

Rhagodessa, Giant Rhinoceros


Armor Class 4 Black Woolly
Hit Dice 4 Armor Class 3 1
No. Attacks 2 legs/1 bite Hit Dice 8 12
Damage grab leg, 2d8 bite No. Attacks – 1 butt or 1 trample –
Move 15" Climb 15" Damage 2d6 or 2d8 2d8 or 2d12
Alignment Neutral Move 12" 12"
No. Appearing 1d4, Wild 1d6, Lair 1d6 Alignment Neutral Neutral
% in Lair None No. Appearing 1d12 1d8
Treasure U % in Lair None None
Morale Normal Treasure None None
XP 75 Morale +1 +1
XP 700 1,300
The rhagodessa is related to both spiders and
scorpions, though it is not properly either. The rhinoceros is infamous for its bad temper and
Rhagodessas have “pedipalps,” an elongated willingness to charge intruders.
extra pair of legs in front that have sticky pads on
The statistics presented here are based on the
them for capturing prey.
African black rhino, which is 6 to 14 feet long, 3 to 6
Giant rhagodessas are the size of a pony. Those feet high at the shoulder, and weighs up to 60,000
found in desert terrain are generally marked in coins. These statistics can describe any herbivore
yellow, red, and brown, while those found of similar size and similar natural weapons (antlers,
underground may be black or white in color (those horns, tusks, or the like).
found in the deepest caverns are always white).
The woolly rhinoceros is a prehistoric beast with
Like spiders, they can climb walls, but they are
long fur, found in primitive “lost world” areas in
unable to cross ceilings or otherwise climb entirely
colder territories. They behave much as the black
upside down.
rhino does.
A hit by a leg does no damage, but the victim is
stuck fast, and will be drawn to the rhagodessa's Roc
mouth the next round and automatically hit for 2d8
Large Huge Giant
damage. The rhagodessa will not use its bite
Armor Class 4 4 4
attack against a foe it has not captured in this way,
Hit Dice 6 12 18
and neither will it attack more than one foe with its
legs. If threatened, a rhagodessa which has No. Attacks 2 claws/1 bite –
captured a victim will attempt to withdraw to Damage 4d8 claw, 2d6 claw, 4d8 claw,
2d6 bite 3d6 bite 4d6 bite
consume its prey in peace.
Move – 6" Fly 48" –
Alignment – Neutral –
Rhea
No. Appearing – 1d20 –
See Flightless Bird on page 54. % in Lair – 20% –
Treasure – I –
Morale Normal +1 +2
XP 300 1,300 2,075

A roc is a variety of gigantic eagle. There are


several different species of roc, of different sizes as
shown above. They are voracious predators; true
giant rocs may even prey upon elephants.

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Iron Falcon Handbook of Monsters Monsters

Rock Baboon Most encounters with a roper begin when it lashes


out with up to six strong, sticky strands. These
Armor Class 6
strands are ropy secretions from the creature's own
Hit Dice 2
body; each one can strike up to 5" away. If a
No. Attacks 1 club/1 bite
strand is hit directly with an edged weapon it will
Damage 1d6/1d4
be severed, but the roper can extrude a new one
Move 40' on its next action and attack with it immediately, so
Alignment Neutral such severing attacks will be ultimately useless.
No. Appearing 2d6 Lair 5d6 Since the strands are not actually part of the roper's
% in Lair 25% body, attacks against them do no damage to the
Treasure None creature itself.
Morale Normal
A roper’s strands can sap an opponent’s strength.
XP 30 Anyone grabbed by a strand must save vs. Paralysis
Rock baboons are a large, particularly intelligent or take 2d8 points of Strength damage. This
variety of baboon. An adult male rock baboon is 4' damage can kill a victim if the Strength score is
to 5' tall and weighs 2,000 to 2,500 coins, with reduced to less than 1. If not completely reduced
females being a bit smaller and lighter. to 0 or fewer points of Strength, a victim will begin
regaining them at a rate of 1 per turn after 8 turns
Rock baboons are omnivorous, but prefer meat. have passed. Those gripped by a strand may
They are aggressive, naturally cruel creatures. They break free with a successful roll to open doors, or
will prepare ambushes in rocky or forested terrain by hacking at it with an edged weapon (as
and attack any party they outnumber. explained above). Each round that a victim is held
by a strand it is dragged 1" closer to the roper's
Roper body, and when adjacent the victim may be
Armor Class 0 subjected to the monster's powerful bite attack.
Hit Dice 11 Ropers are immune to all forms of lightning or
No. Attacks 1 electricity, and suffer only half damage from cold
Damage 2d10 or ice attacks. They suffer a penalty of -4 on all
Move 3" saving throws vs. any sort of fire or heat.
Alignment Chaotic Like many other animals, ropers do not have
No. Appearing 1d3 sufficient teeth to fully masticate their food, and so
% in Lair 95% have a kind of gizzard inside them where hard and
Treasure Special, see below sharp objects are held to assist with this process.
Morale Normal However, ropers specifically choose to swallow
XP 1,175 platinum coins, and sometimes gems, for this
purpose; any roper who is slain and then cut open
A Roper is a strange monster in the general form of
will contain 3d6 PP and 35% also have 5d4 gems of
a stalagmite, though in fact their bodies are
various types.
rubbery and flexible. An average individual stands
some 9 feet tall and tapers from 3 or 4 feet in
diameter at the base to 1 foot across at the top,
and weighs 22,000 coins. They are subterranean,
and coloration and temperature change to match
the features of the cave where they make their lair,
allowing them to gain surprise on 1-4 on 1d6.

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Rot Grub Rust Monster


Armor Class 9 Armor Class 2
Hit Dice 1 hp Hit Dice 5*
No. Attacks 1 bite No. Attacks 1 touch
Damage special Damage special
Move 1" Move 12"
Alignment Neutral Alignment Neutral
No. Appearing 5d4 No. Appearing 1d20
% in Lair 100% % in Lair 25%
Treasure None Treasure E
Morale Never checks Morale Normal
XP 10 XP 325

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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tend to fade with age. An adult male sahuagin


stands roughly 6 feet tall and weighs about 2,000
coins, while females average 5'10" and 1,850 coins.
They speak their own language, and may know the
languages of other aquatic monsters in their home
area as determined by the referee.
Sahuagin live in groups or "bands" who hunt
together. 2d4 bands will lair in a castle-like
undersea structure, or sometimes in an aquatic
cave system. Sahuagin nobles rule larger
Sabre-Tooth Cat complexes, as explained below. They prefer to lair
Armor Class 6 at a depth of around 100 feet, and do not normally
Hit Dice 8 descend below 1,500 feet.
No. Attacks 2 claws/1 bite The armor class of a sahuagin is due entirely to its
Damage 1d4 each claw, 2d6 bite tough, slippery hide; they do not wear armor of any
Move 15" sort. They prefer spear and dagger as weapons,
Alignment Neutral but there is a 25% chance that half the members of
No. Appearing 1d4 a band will be armed with heavy crossbow and
% in Lair 0% dagger instead. All of these weapons work well
Treasure None underwater, though crossbows are ineffective at
Morale Normal medium or long range.
XP 700 Even when unarmed they are formidable, for their
hands have claws that can inflict 1d2 points of
This prehistoric great cat is named for its long
damage, and their feet have claws that do 1d4
canine teeth, which give it a deadly bite. They are
points of damage. Worse, they can also bite for
canny hunters, stalking prey alone or in small
1d4 points of damage. Sahuagin can generally
groups.
only rake when submerged and cannot rake and
move in the same round.
Sahuagin
Sahuagin have impressive sensory capabilities, for
Armor Class 5
they can see up to 30" underwater at a depth of
Hit Dice 2+2 (see below)
up to 100 feet. For every additional 100 feet of
No. Attacks 1 weapon or 2 claws/1 bite/2 rake
depth, deduct 1" from their visual range. They can
Damage 1d8 or by weapon, 1d2 claw, hear sounds at great distances; sharp noises,
1d4 bite, 1d4 rake
particularly metallic sounds and splashing, can be
Move 12" Swim 24"
heard at up to a mile away, and even relatively
Alignment Chaotic
quiet sounds may be heard up to 24" away. Finally,
No. Appearing 2d4 Lair 10d20 they can smell blood in the water with the same
% in Lair 25% acuity as sharks, and can determine the direction
Treasure P, Q Individual; I, K in Lair and distance with accuracy 60% of the time.
Morale Normal
A sahuagin lair will be led by a chieftain of 4+4 hit
XP 30
dice, and for every full 10 inhabitants of the lair,
The Sahuagin are a race of aquatic humanoids one will be a lieutenant of 3+3 hit dice. 5d20 (or
with shark-like attributes. Most have greenish skin, roughly half, in other words) of the sahuagin in a lair
darker along the back and lighter on the belly. will be females, equivalent to the males in all ways
Many have dark stripes, bands, or spots, but these in combat; an additional 5d8 young having 1+1 hit
dice will also be present. Young can fight but will

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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

Damage special, 2d8 per round, Move 12"


1d8 or by weapon type, Alignment Neutral
1d6 per round No. Appearing 1d3
Move 9" % in Lair 40%
Alignment Chaotic Treasure F
No. Appearing 1d4+1 Morale Normal
% in Lair 40% XP 2,175
Treasure F
Morale Normal Frost Salamanders are creatures formed from
elemental water. They look like giant lizards with six
XP 900
legs; they can raise the front portion of their bodies
Flame Salamanders are creatures formed from and use their forelegs as arms, even to the point of
elemental fire. They have long serpentine bodies wielding weapons. Frost salamanders are very
with human-like torsos and snake-like heads. Flame cold, and all non-cold-resistant creatures within 2"
salamanders are quite intelligent, and often speak suffer 1d6 points of damage per round from the
cold. Metal weapons wielded by a frost

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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 Hag Sea Horse, Giant


Armor Class 7
Armor Class 7
Hit Dice 2
Hit Dice 3*
No. Attacks 1 bite
No. Attacks 1 dagger or special
Damage 1d4 bite
Damage 1d4 or special
Move 24"
Move 12" Swim 15"
Alignment Neutral
Alignment Chaotic
No. Appearing 2d4
No. Appearing 1d4
% in Lair 0%
% in Lair 10%
Treasure None
Treasure C
Morale Normal
Morale Normal
XP 30
XP 80

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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Sea Lion Sea Monster


Armor Class 5 head, 3 body Armor Class 5 to 2
Hit Dice 6 Hit Dice 7 to 12
No. Attacks 2 claws, 1 bite No. Attacks 1 bite or 1-8 tentacles or 1-4 claws
Damage 1d6 claw, 2d6 bite Damage from 3d8 to 5d10 bite,
Move Swim 18" or 2d6 to 4d6 tentacle,
or 2d4 to 4d4 claw
Alignment Neutral
Move Swim 9" to 21"
No. Appearing 3d4
Alignment Neutral
% in Lair 20%
No. Appearing 1d8
Treasure B
% in Lair Variable
Morale Normal
Treasure B
XP 300
Morale Normal
Sea Lions are monsters similar in nature to XP 7 HD: 900, 8 HD: 1,250,
mermaids, in that their foreparts are those of a land 9 HD: 1,650, 10 HD: 1,800,
animal (a lion in this case) while their hindparts are 11 HD: 1,975, 12 HD: 2,175
the tail of a fish. A sea lion is covered in scales from
the neck rearward, even covering the leonine Sea monsters are a general class of creatures that
forelegs, but the manes of the males are as full and may be encountered on an ocean voyage. Some
bushy as common lion's might be. are serpentine, others constructed more like squids
or octopi, and still others like truly huge crabs or
The head of the sea lion is its weakest part, having lobster. The referee should choose a type, then
an armor class of just 5, while the scaly body is select features that seem reasonable. For instance,
tougher with an armor class of 3. In general, those a gigantic crab would certainly have the best
attacking from the front may always strike at the armor class (2), and might have 9 hit dice and do
head, while those attacking from the rear may not 4d4 points of damage with each of its two claw
and those on either side may do so only if the attacks. Or, it might have two different-sized claws
player states such an intention. doing 3d4 and 4d4 points of damage respectively.
Sea lions do not collect treasure as such, but they Whatever form they are found in, sea monsters are
do usually drag the bodies of their prey back to always voracious monsters who seek to sink ships
their lair before eating them. This results in the and then eat whatever creatures they find thereon.
treasure indicated collecting at random among
the bones of their previous meals.

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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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Monsters Iron Falcon Handbook of Monsters

detect the electromagnetic fields of living Sheep, Giant


creatures as do great white sharks. They are
Armor Class 6
otherwise much like any other shark, being swift
Hit Dice 4
and ravenous hunters.
No. Attacks 1 head butt
Damage 2d6 head butt + special
Shedu
Move 15"
Armor Class 4 Alignment Neutral
Hit Dice 9+9* No. Appearing 2d4
No. Attacks 2 hooves % in Lair None
Damage 1d6 hoof Treasure None
Move 12" Fly 24" Morale Normal (ewe), +1 (ram)
Alignment Lawful XP 75
No. Appearing 2d4
% in Lair 25% Giant sheep roam wild only in hills or mountains far
Treasure G
from human lands, but domesticated varieties may
be herded by various giants for food or wool. Both
Morale Normal
male and female (ram and ewe) have the statistics
XP 1,650
given above, but generally only rams will attack
A shedu is a strange creature, appearing as a without provocation. A ram may charge to attack,
winged bull with the head of a human. They are and if it hits damage is doubled.
quite intelligent, speaking their own language as Out of any flock encountered, one will be a ram,
well as the languages of humans, elves, and half of the remainder rounded down will be ewes,
dwarves; however, they can use telepathy as an and the rest will be young having 1d3 hit dice each
innate ability and usually choose to communicate and doing 1d4, 1d6, or 2d4 respectively on a
by means of direct psychic contact. successful hit.
Shedu can detect invisible, detect evil, and detect
magic at will (by concentration) as often as Shrew, Giant
desired. Each can create the effect of cure light
Armor Class 4
wounds up to three times per day, protection from
Hit Dice 1*
evil, 10' radius once per day, and dispel magic
No. Attacks 2 bites
once per day. Three or more shedu working
Damage 1d6 bite
together can cast a flame strike once per day.
Move 18"
Shedu are naturally lawful creatures, and seek to Alignment Neutral
aid those in need first and foremost; they seek out
No. Appearing 1d4 Wild/Lair 1d8
and battling evildoers only when absolutely
% in Lair 10%
necessary.
Treasure None
Morale +1
XP 20

Giant shrews resemble giant rats, but are larger,


being up to 6' long, and darker in color. They have
a very fast metabolic rate and must eat almost
constantly. Giant shrews are omnivorous, and
aggressively defend their nests and the immediate
territory around them.

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Giant shrews move so swiftly that they are able to Skeleton


bite twice per round, and they may attack two
Armor Class 7 (see below)
different adjacent opponents in this way.
Hit Dice 1
A few giant shrew species (generally no more than No. Attacks 1
5% of those encountered) are venomous. The bite Damage 1d6 or by weapon
of such a giant shrew will kill the victim unless a Move 12"
save vs. Poison is made. A victim bitten twice in a Alignment Neutral
round need only save once for that round, but of
No. Appearing 3d6 Wild 3d10
course will have to save again in subsequent
% in Lair None
rounds if bitten again. Venomous giant shrews are
Treasure None
considered 1* with respect to hit dice.
Morale Never checks
XP 15
Shrieker
Armor Class 7 Skeletons are undead monsters (as described on
Hit Dice 3 page 145); they are the animated bones of the
No. Attacks Special dead, mindless automatons that obey the orders of
their evil masters. A skeleton is seldom garbed in
Damage None
anything more than the rotting remnants of any
Move ½"
clothing or armor it was wearing when slain. They
Alignment Neutral
may be found anywhere an evil Magic-User or
No. Appearing 1d8
Cleric might place them (i.e. as guards for some
% in Lair 100% stronghold or treasure), but are most commonly
Treasure None found in graveyards and catacombs.
Morale Never checks
Skeletons take only ½ damage from edged
XP 50
weapons, and only a single point from arrows, bolts
A shrieker is a large (3' to 5' tall and about the same or sling stones (plus any magical bonus).
size across), semi-mobile fungus that emits a loud
noise as a defense mechanism when disturbed. Skunk, Giant
Shriekers live in dark, subterranean places. They
Armor Class 7
come in several shades of purple.
Hit Dice 5
A shrieker has no means of attack. Instead, it lures No. Attacks 1 bite + special
monsters to its vicinity by emitting a loud noise. Damage 1d6 bite + special
Movement or a light source within 10 feet of a Move 9"
shrieker causes the fungus to emit a piercing sound Alignment Neutral
that lasts for 1d3 rounds. The sound attracts nearby
No. Appearing 1
creatures that are disposed to investigate it. Some
% in Lair 0%
creatures that live near shriekers learn that the
Treasure None
fungus’ noise means there is food nearby. In game
Morale Normal (see below)
terms, the referee should roll a wandering monster
check each round that a shrieker shrieks. XP 200

Giant skunks live in the forest, but are not afraid to


raid human communities for food when
convenient. Due to their great size and much-
feared special attack, humans often choose to
avoid them; as a result, giant skunks do not
generally fear humans.

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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

Pit vipers are highly venomous snakes; those bitten


by a pit viper must save vs. Poison or die. There are
many varieties ranging in size from 2' to 12' at
adulthood; the statistics above are for an
“average” variety which reaches about 9' in
length.
Pit vipers are named for the thermally sensitive
“pits” between their eyes and nostrils. These are
used to detect birds, mammals, and lizards, the

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Snake, Sea be blinded permanently (though the cure


blindness spell can be used to heal this injury). If
Armor Class 6
the cobra cannot deter a creature by spitting, it will
Hit Dice 3*
attack using its bite. In this case, those successfully
No. Attacks 1 bite
hit must save vs. Poison or die.
Damage 1 + poison
Move 3" Swim 9"
Spectre
Alignment Neutral
Armor Class 2 (m)
No. Appearing 1d8
Hit Dice 6**
% in Lair None
No. Attacks 1 touch
Treasure None
Damage 1d8 plus energy drain
Morale Normal
Move 15" Fly 30"
XP 80
Alignment Chaotic
Sea snakes are relatively small; the largest varieties No. Appearing 1d8
rarely exceed 6' in length. They have relatively
% in Lair 25%
small heads, and are very stealthy in the water.
Treasure E
Their bite does so little damage that the creature
Morale Never checks
bitten has only a 50% chance to notice the attack,
XP 750
but their poison is terribly strong, such that any
creature bitten must save vs. Poison at a penalty of Spectres are undead monsters (as described on
-4 or die. page 145). They are incorporeal, and thus hit only
Fortunately, sea snakes rarely attack; only if by magical weapons. On any successful hit
molested (grabbed, stepped on, etc.) will they do against a living creature, a spectre drains two life
so. They are very clumsy when out of the water. energy levels in addition to doing normal damage.
See Energy Drain in the Iron Falcon core rules for
details of this attack. Any character slain by a
Snake, Spitting Cobra
spectre will arise at the next sunset (but not sooner
Armor Class 7 than 6 hours after death) as a spectre under the
Hit Dice 1* control of its killer.
No. Attacks 1 bite or 1 spit
Damage 1d4 + poison or blindness Sphinx
Move 9"
Sphinxes are enigmatic creatures with great
Alignment Neutral feathery wings and leonine bodies. All sphinxes are
No. Appearing 1d6 territorial, but the more intelligent ones can
% in Lair None differentiate between deliberate intrusion and
Treasure None temporary or inadvertent trespass. A typical sphinx
Morale Normal is about 10 feet long and weighs about 8,000 coins.
XP 20 Sphinxes have their own language, and generally
also speak Common and Dragon.
Spitting cobras average about 7' in length at
adulthood. They use their spreading hood to warn
other creatures not to bother them, and generally
refrain from attacking if possible to allow larger
creatures time to retreat. Failure to retreat from the
spitting cobra will likely result in the cobra spitting
venom; the cobra can project its venom up to 5',
and any creature hit must roll a save vs. Poison or

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Iron Falcon Handbook of Monsters Monsters

Sphinx, Androsphinx Sphinx, Criosphinx


Armor Class -2 Armor Class 0
Hit Dice 9* to 12* Hit Dice 10 to 12
No. Attacks 2 claws + rake No. Attacks 2 claws, 1 head butt + rake
Damage 2d6 claw, 2d6 rake Damage 2d4 claw, 3d6 head butt, 2d4 rake
Move 18" Fly 30" Move 12" Fly 24"
Alignment Lawful Alignment Neutral
No. Appearing 1 No. Appearing 1d4
% in Lair 55% % in Lair 35%
Treasure E Treasure F
Morale Normal Morale Normal
XP 9 HD: 1,650; 10 HD: 1,800; XP 10 HD: 1,050; 11 HD: 1,175;
11 HD: 1,975; 12 HD: 2,175 12 HD: 1,300

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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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.

Crab spiders are ambush predators, hiding using


Spider, Giant Water
various forms of camouflage and leaping out to
Armor Class 5
bite their surprised prey. Giant crab spiders are
horribly enlarged, being around 3' in length. They Hit Dice 3+3
can change color slowly (over the course of a few No. Attacks 1 bite
days), taking on the overall coloration of their Damage 1d4 + poison
preferred lair or ambush location. After this change Move 15" Climb 15"
is complete, the spider is able to surprise potential Alignment Neutral
prey on 1-4 on 1d6 when in that preferred location. No. Appearing 1d10
Anyone bitten by a giant crab spider must save vs. % in Lair 90%
Poison or die. Treasure C
Morale Normal
Spider, Giant Tarantula XP 50
Armor Class 5
Giant water spiders are semi-intelligent creatures,
Hit Dice 4*
and may be allies of lesser fey creatures such as
No. Attacks 1 bite nixies or sprites who live nearby. They make
Damage 1d8 + poison underwater lairs of webs and sticks which are open
Move 15" only on the bottom to allow entry without loss of air,
Alignment Neutral as giant water spiders are air-breathers (though
No. Appearing 1d3 they are able to operate underwater for a full turn
% in Lair 10% without suffering injury). They do not swim, but
Treasure None rather walk on the bottom, climbing rocks or
Morale Normal vegetation to surface.
XP 140

Giant tarantulas are huge, hairy spiders, about the


size of a pony. They run down their prey much as
wolves do. The bite of the giant tarantula is
poisonous; those bitten must save vs. Poison or be
forced to dance wildly. The dance lasts 2d10
rounds, during which time the victim has a -4
penalty on attack and saving throw rolls. If the
victim is a Thief, he or she cannot use any Thief

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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

These voracious creatures can have bodies more


than 20 feet long and attack almost anything they
meet. Their tentacles are studded with barbs and
sharp-edged suckers. In order to bite, the giant
squid must first hit with at least two tentacles.
If a giant squid fails a morale check, it will squirt out
a cloud of black inky liquid 3" in diameter and then
jet away at twice normal speed for 3d8 rounds.

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Strangle Weed Killing a patch of strangle weed immediately frees


any victims presently entangled. The treasure of a
Armor Class 6
patch of this weed will be found scattered near the
Hit Dice 2 to 5
roots of the plant, along with the bones or other
No. Attacks Special, see below
remains of the previous victims to whom the
Damage Special, see below
treasure formerly belonged.
Move 0"
Alignment Neutral
Sylph
No. Appearing 3d4
Armor Class 9
% in Lair 100%
Hit Dice 3**
Treasure C (magic only), J, K, L, M, N, Q
No. Attacks None (special, see below)
Morale Never checks
Damage None
XP 2 HD: 30 3 HD: 50
4 HD: 75 5 HD: 200 Move 12" Fly 36"
Alignment Neutral
Strangle Weed is an aquatic plant which very
No. Appearing 1
strongly resembles ordinary kelp; however, unlike
% in Lair 10%
ordinary seaweed, strangle weed is animate, and
Treasure Q x 10, X
in fact, carnivorous.
Morale Normal
The fronds of a patch of strangle weed can affect XP 110
up to one character or creature (of man-size or
smaller) per hit die of the weed, individually A sylph is a feminine fey creature of an aerial
attacking each victim who is within 1" of the plant. nature, appearing as a beautiful woman with
Upon a successful hit, the referee should roll 2d20 to dragonfly-like wings and faintly bluish skin. They live
determine the Strength of the fronds entangling a in high places, typically mountainous regions, and
victim. so rarely have company; still, most speak both the
common tongue and the language of the fey.
If an entangled victim is stronger than the fronds
holding is, the victim has a chance equal to 10% A sylph is immune to the effects of even the most
per point of difference of escaping the plant's extreme normal weather conditions, ignoring heat,
grasp each round. Further, such a victim must save cold, icy rain, and even lightning. However,
vs. Death Ray, with a failure indicating its hands are magical forms of these conditions have normal
entangled and thus unable to use weapons or cast effect on them.
spells, though of course he or she may continue While sylphs do not fight, they have the magical
trying to break free until the percentile roll is abilities of a 7th level magic-user, and in addition
successful. can become invisible at will. One can also
Any victim entangled by fronds which are stronger summon an elemental (as the spell conjure
than the character or creature suffers 1d6 points of elemental) once per week, with the added benefit
strangling damage each round, plus the difference that the elemental will never attack the sylph if she
between the frond Strength and the character's. loses control of it; rather, it will simply return to its
own plane of existence. Elementals summoned by
Naturally, the referee must determine a Strength
a sylph using a normal spell or even a magic item
score for any non-human creature entangled by
behave in the same way.
strangle weed fronds. While this is up to the
individual referee, in general creatures having 1 hit
die would have around 10 or so points of Strength,
with up to 5 points added per additional hit die.

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Tentacle Worm Terror Bird


Armor Class 7 Large Huge Giant
Hit Dice 3* Armor Class 7 6 5
No. Attacks 6 tentacles Hit Dice 1 3 5
Damage paralysis No. Attacks – 2 claws/1 beak (see below) –
Move 12" Damage 1d3 claw/ 1d4 claw/ 1d6 claw/
Alignment Neutral 1d6 beak 2d4 beak 2d6 beak

No. Appearing 1d3 Move 21" 18" 15"

% in Lair 15% Alignment – Neutral –

Treasure B No. Appearing 2d4 1d6 1d4

Morale Normal % in Lair – None –

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)

A Thulid is a highly intelligent man-like creature with


a squid-like visage, having four to ten tentacles
arranged around a beak-like mouth. The number
of facial tentacles is roughly consistent with the
monster's hit dice, with older thulids having more

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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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Monsters Iron Falcon Handbook of Monsters

opponents as expeditiously as possible. If the Tick, Giant


thulids prevail, the pregnant one will begin using its
Armor Class 4
tentacles to penetrate the skull of the subdued
Hit Dice 3*
opponent, but instead of extracting the brain, an
No. Attacks 1 bite plus blood drain
egg will be laid. The subdued opponent will then
Damage 1d4 plus 1d6/round
be bound and carried off by the thulid party.
Thulids seem to prefer male host bodies, for no Move 3"
apparent reason. Humans are preferred over Alignment Neutral
elves, and elves over dwarves or halflings. No. Appearing 3d4
% in Lair None
The egg hatches in 3d6 hours, but as the brain feels
Treasure D
no sensation the victim will not realize this. In
Morale Normal
another 1d6 hours the victim will become confused
(as if by the spell confusion), then in 2d6 more hours XP 80
will fall into a coma. Up to this point, the condition Giant ticks are very large versions of the ordinary
is reversible with a cure disease spell, but after the sort of blood-sucking arachnids, being 5 feet or so
coma begins, the growth of the infant thulid long and weighing about 3,000 coins. The only
cannot be stopped in that way. In 3+1d6 days, the form of sustenance which they can consume is
victim will suddenly awaken, still appearing normal blood, and they will attack any living creature in
but with the psyche (and mental blast power) of a the hopes of getting it. The attack of a giant tick
thulid. The newly-spawned thulid can speak the does 1d4 points of damage, plus an additional 1d6
thulid language as well as any languages formerly points per round thereafter in the form of blood
known by the host body, though little or none of loss. It is usually necessary to kill a giant tick to free
that host's mind is left otherwise. its prey. Only a very large creature will supply
A "newborn" thulid normally has one hit die. Over enough blood to satisfy a giant tick, so once it has
the course of the next year the new thulid will slowly slain one victim it will usually go in search of
transform, taking on a reddish skin tone and another.
developing the distinctive thulid head and facial Giant ticks like to ambush their prey, as they are not
tentacles; at this point the thulid gains its second hit fast-moving creatures. A giant tick can remain
die. Each year thereafter, the thulid gains another very still and make absolutely no noise, and while
hit die until the maximum of eight is reached. (A unintelligent will instinctively seek out a position
few thulids may have the capacity to advance where it has enhanced chances of gaining surprise.
beyond 8 hit dice, at the referee's option.)
Those injured by a giant tick will contract a wasting
If the victim is rescued from the thulids but the egg sickness that will cause them to lose 1d4 points of
is not slain, the development will be exactly as Constitution per day until reduced to 0 (and thus
given. When the victim awakens as a thulid, it will killed) or until the victim receives a cure disease
instinctively realize that it is not among its own kind spell; after the disease itself is cured, the victim will
and feign amnesia or other illness to avoid regain 1d4 points of Constitution per day until
discovery until it can find its way underground and restored to his or her original state of health.
attempt to find its "people." It is aided in this by its
telepathy, which can be used to scan for other
thulids within a 5 mile radius.

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and 13' long. They have large, forked horns rather


than the pointed horns of rhinos. Like rhinos, they
are herd animals, and males aggressively defend
the herd; females only enter combat if the male(s)
are defeated or the attackers are very numerous.
If a single titanothere is encountered, it will be a
rogue male; they are bad tempered and prone to
attacking smaller creatures that enter their territory.

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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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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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

Troglodytes are very intelligent lizardlike humanoid


creatures. They have large red eyes and spiny
“combs” on their legs, head, and arms. They
normally stand 5 to 6 feet tall. They can change
color at will, and 50% of the time a group can
Troll
blend into the environment well enough to surprise
on a roll of 1-5 on 1d6. Furthermore, they gain a +2 Armor Class 4
to attack rolls during any surprise round due to their Hit Dice 6+3*
excellent ambush skills. No. Attacks 2 claws/1 bite
Damage 1d4 each claw, 1d8 bite
Troglodytes secrete a smelly oil that keeps their
Move 12"
scaly skin supple. All mammals (including, of
course, all the standard character races) find the Alignment Chaotic
scent repulsive, and those within 10 feet of the No. Appearing 2d6
Troglodyte must make a saving throw versus poison. % in Lair 50%
Those failing the save suffer a -2 penalty to attack Treasure D
rolls while they remain within range of the Morale Normal
Troglodyte. Getting out of range negates the XP 525
penalty, but renewed exposure reinstates the
penalty. The results of the original save last a full 24 Trolls are huge, rangy humanoids with lumpy skin
hours, after which a new save must be rolled. that is a dull grayish green in color. They walk
upright but hunched forward with sagging
Troglodytes are very hostile, attacking equal or shoulders. Their gait is uneven, and when they run,
weaker non-troglodyte groups on sight. They prefer their arms dangle and drag along the ground. For
to attack with surprise, depending on their color- all this seeming awkwardness, trolls are very agile.
changing ability for this. A typical adult troll stands 9 feet tall and weighs
One out of every eight troglodytes will be a warrior 5,000 coins. Females are larger than males, and in
of 4 hit dice (75 XP) that gains a +1 bonus to fact have their own monster entry (Trollwife, found
damage due to Strength. Troglodytes gain a +1 on page 144).
bonus to their morale if they are led by a warrior. In The main power of a troll is regeneration. Beginning
lairs of 24 or more, there will be a troglodyte leader on the third round after one is hit, it will begin to
of 6 hit dice (300 XP) with an Armor Class of 3 and heal at a rate of 1 point per round. Even if hacked
having a +2 bonus to damage due to Strength. In to pieces, a troll will continue to regenerate and
the lair, troglodytes never fail a morale check as may stand and fight when it has 6 or more hit
long as this leader is alive. points. Damage from fire or acid do not

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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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Iron Falcon Handbook of Monsters Monsters

Turtle, Giant Sea Turtle, Giant Snapping


Armor Class 2 overall/5 head and flippers Armor Class 0 overall/5 head and legs
Hit Dice 15 Hit Dice 10
No. Attacks 1 bite No. Attacks 1 bite
Damage 4d4 bite Damage 4d6
Move 1" Swim 15" Move 3" Swim 3"
Alignment Neutral Alignment Neutral
No. Appearing 1d4 No. Appearing 1d4
% in Lair 0% % in Lair 0%
Treasure None Treasure None
Morale Normal Morale +1
XP 1,700 XP 1,050

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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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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Iron Falcon Handbook of Monsters Monsters

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

outright). Immersing a vampire in running water or Wasp, Giant


impaling it with a stake are the only other ways to Large Huge Giant
slay one. They regenerate in a fashion similar to
Armor Class 6 5 4
trolls at a rate of 1 hit point per round starting on
Hit Dice 1* 2* 4*
the round after being injured, and like a troll will
No. Attacks – 1 bite/1 sting –
continue to regenerate even after being reduced
Damage 1d4 bite, 1d6 bite, 2d4 bite,
to 0 hit points; when reduced to 0 hit points, the
poison 1d2 sting + 1d4 sting +
vampire assumes gaseous form (as the potion) and sting poison poison
moves away. Move 3" Fly 15" 6" Fly 18" 6" Fly 21"
A vampire can actually assume gaseous form at Alignment – Neutral –
any time, or transform itself into the shape of a No. Appearing 2d12 1d20 1d12
huge bat, and in either form flies at an 18" rate % in Lair 15% 20% 25%
The attack of a vampire causes normal damage as Treasure – None –
well as draining 2 life energy levels (see Energy Morale – Normal –
Drain in the Iron Falcon core rulebook for details). XP 20 40 140

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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Iron Falcon Handbook of Monsters Monsters

Water Weird the time at a range of up to 6". Only one water


elemental can be controlled in this way at a time.
Armor Class 4 (see below)
Hit Dice 3+3*
No. Attacks 1 grab (+3 to hit) Weasel, Giant
Damage Special Armor Class 4
Move 12" Hit Dice 5
Alignment Chaotic No. Attacks 1 bite
No. Appearing 1d4 Damage 2d4 bite plus blood drain
% in Lair 50% Move 15"
Treasure I, O Alignment Neutral
Morale Normal No. Appearing 1d4 (2d4 in lair)
XP 80 % in Lair 10%
Treasure None
A water weird is a strange kind of wild water
Morale Normal
elemental. They hate living creatures, seeking to
XP 200
drown them so that they can feed off of their life
energy in some unknown way. When at rest in a Giant weasels prefer to hunt in tunnels
body of water, or even a large pool or vessel of underground, making dungeons practically their
water, a water weird is invisible. Once one senses natural habitat. Once a giant weasel bites a living
living creatures within reach, it will form itself into a creature it holds on, sucking the victim's blood; this
watery serpent in 1d4 rounds, striking suddenly out does 1d6 points of damage per round thereafter. If
of the water to grab unsuspecting victims (and attacked by characters other than the victim, one
surprising on 1-4 on 1d6). The water weird cannot may (25%) release the victim to attack another of
fully leave the water where it lives, but can reach its foes.
up to 1" out of the water in search of victims.
Any character hit by a water weird must save vs. Whale, Killer
Paralyzation or be pulled into the water, thereafter Armor Class 3
suffering 1 point of damage per round while being Hit Dice 6
forcibly drowned. No. Attacks 1 bite
Water weirds are very hard to kill. Sharp weapons Damage 2d10
(including piercing weapons) do only 1 point of Move Swim 24"
damage on a hit (plus magic bonus, if any). Blunt Alignment Neutral
weapons inflict normal damage. Spells that No. Appearing 1d6
employ cold affect a water weird like a slow spell, % in Lair None
while fire-based magic does half damage (or Treasure None
none, if the monster makes its saving throw). Magic Morale Normal
missile does normal damage; most other spells
XP 300
have no effect (as determined by the referee).
However, a water weird reduced to 0 hit points is These ferocious creatures are about 30 feet long.
merely disrupted, not killed, and the monster will Killer whales, also called “orca” (both singular and
reform with full hit points after 2d4 rounds. The only plural), are strikingly marked in black and white,
way to kill a water weird, strangely enough, is the with prominent white patches that resemble eyes.
spell purify food and water, against which the Their real eyes are much smaller and located away
monster must save vs. Spells or be instantly killed. from the fake eye-spots.
Water weirds have power over normal water
elementals, and can assume control of one 50% of

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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).

Whale, Sperm Will O'Wisp


Armor Class -2 Armor Class -8
Hit Dice 36* Hit Dice 9*
No. Attacks 1 bite or special No. Attacks 1 shock
Damage 3d20 bite or special Damage 2d6 shock
Move Swim 18" Move 18"
Alignment Lawful Alignment Chaotic
No. Appearing 1d3 No. Appearing 1
% in Lair None % in Lair 50%
Treasure None Treasure A3
Morale Normal Morale Normal
XP 8,700 XP 1,650

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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Though they are incorporeal, metal weapons will


harm a will o'wisp normally. A will o'wisp will try to
avoid combat, but if pressed it can attack by
means of an electric shock. A will o'wisp can
choose to become invisible at will (as the spell)
and will choose this over combat if given a choice.
A will o’wisp can control the color of its illumination,
making it yellow, white, green, or blue.

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

Dire wolves are huge versions of the normal wolf.


Some humanoids (especially goblins) are known to
tame them and ride them into combat.

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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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A xorn is an oddly symmetrical creature with three Yellow Mold


legs, three arms, and three eyes arranged around See Mold, Deadly on page 100.
its body. A single large mouth resides at the very
top of the creature's barrel-shaped trunk. A xorn's
Yeti
skin appears to be made of stone or brick, and is
hard and cold to the touch. A xorn has natural Armor Class 6
camouflage in underground areas, thus gaining Hit Dice 4+4*
surprise on 1-4 on 1d6 in such situations. No. Attacks 2 claws + hug (see below)
Damage 1d6 claw, 2d8 hug
A xorn’s symmetrically placed eyes allow it to look
Move 15"
in any direction, reducing their chance of being
surprised to 1 on 1d6. Since a xorn has no "back" it Alignment Neutral
cannot be attacked from behind. No. Appearing 1d6
% in Lair 5% (special, see below)
Juvenile xorn are about 3 feet tall and wide and
Treasure D
weigh about 1,200 coins. Adult xorn are about 5
Morale +1
feet tall and wide and weigh about 6,000 coins.
XP 140
Elder xorn are about 8 feet tall and wide and weigh
about 90,000 coins. A yeti is a bipedal apelike creature averaging 7 to
Xorn eat refined metals, and can smell them up to 9 feet in height and weighing around 3,000 coins.
a distance of 2". While generally neutral in outlook, Yeti are covered in shaggy white fur and have
if a xorn encounters a character or party which is in prominent, sharp canine teeth. They are fond of
possession of a large quantity of one or more the taste of human and demi-human flesh, and are
varieties of refined metal it may demand they very aggressive.
share, and further may attack if denied. If a yeti hits with both of its claw attacks, it is able to
Instead of attacking a xorn may choose to escape subject the victim to a hug attack (similar to bears)
by moving through earth or stone, moving at a rate which does an additional automatic 2d8 points of
of 9" per turn. The creature requires a full round to damage. Only man-sized or smaller opponents
alter its phase appropriately for this purpose, and can be hugged in this way.
during this round it cannot attack or take any other Yeti are very well camouflaged in snowy areas,
action. If subjected to a phase door spell during surprising on a roll of 1-5 on 1d6, and further their
this round the xorn must save vs. Spells or die appearance is so frightful that any character
instantly. surprised by one must save vs. Paralyzation or be
Attacks by means of fire or cold have no effect on frozen in fright for 1d4 rounds, allowing the yeti to
a xorn, while lightning does either half damage or hit automatically. Their adaptation to cold is such
none at all if the xorn makes the appropriate saving that they suffer half normal damage from any cold-
throw. Any spell or magical effect like stone to flesh based attack form, but on the other hand are
or rock to mud will reduce the creature's armor subject to an additional 50% damage from attacks
class to 8 until the end of the following melee based on fire (i.e. a fireball doing 15 points of
round, during which time the creature cannot damage normally would inflict 24 points of
attack or move through the earth. The spell move damage to a yeti).
earth will throw the xorn back 3" and leave it Any group of yeti encountered in their lair has a
stunned and unable to attack until the end of the chance equal to 1-3 on 1d10 of including females
following melee round. Finally, a passwall spell (equal in number to the roll of the d10, i.e. 1, 2, or 3
inflicts 3d8 points of damage on a xorn. A standard of them). Females are equal to males in combat.
saving throw is allowed to resist the effects of these If females are present, there is a further 1-2 on 1d10
spells (reducing the damage by half in the case of chance of 1d4+1 young having from 1+1 to 3+3 hit
passwall).

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dice and doing 1d4 with their claw attacks.


Juveniles having 1+1 or 2+2 hit dice cannot hug,
but those having 3+3 hit dice may do 2d4 points of
hugging damage if both claws hit.

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

Zombies are undead monsters (as described on


page 145), corpses reanimated through dark and
sinister magic. They never check morale and
always fight until destroyed. They are deathly slow,
but they move silently, are very strong and must be
literally hacked to pieces to “kill” them. They take
only half damage from blunt weapons, and only a
single point from arrows, bolts or sling stones (plus
magical bonus if any). A zombie never has
Initiative and always acts last in any given round.
Zombies may be found anywhere an evil Magic-
User or Cleric might place them (i.e. as guards for
some stronghold or treasure), but are most
commonly found in graveyards and catacombs.

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Dungeon Encounters Level 1


% Roll Monster Type
It is preferable to have specific encounter tables for
each dungeon; however, as this is not always 01-08 Bee, Giant
possible, the following tables are provided for use 09-18 Centipede, Giant
by referees needing a "standard" method for rolling 19-25 Goblin
encounters in a dungeon. 26-27 Green Slime
Normally, the referee rolls a check for an encounter 28-34 Kobolds
every 3 turns; on a roll of 1 on 1d6, an encounter is 35 Mushroom Men (1 HD)
indicated. Published adventures may have their 36-41 Orcs
own rules for encounters, and of course the referee 42-51 Rat, Giant
may choose some other method as appropriate for
52-57 Skeleton
the situation.
58-62 Snake, Cobra
Since it is reasonable to assume that monsters are
63-71 Spider, Giant Crab
not strictly distributed (i.e. first level monsters only on
72-78 Stirge
the first level of the dungeon, second level
monsters restricted to the second dungeon level, 79-81 Wolf
and so on), the first table is used to determine the 82-85 NPCs: Fighters
level of monster encountered. Roll 1d6 and read 86-87 NPCs: Magic-Users
across the table to the number rolled, then down 88-90 NPCs: Clerics
to the actual dungeon level to discover what 91-93 NPCs: Thieves
monster level table is called for. Then, roll on the
94-00 NPCs: Adventurers
relevant table to select the specific monster type.
Dungeon –––––––––––––– Die Roll –––––––––––––– Level 2
Level 1 2 3 4 5 6
% Roll Monster Type
1 1 1 1 2 2 3
01-08 Beetle, Giant Bombardier
2 1 2 2 2 3 4
09-15 Fly, Giant
3 2 3 3 3 4 5
4-5 3 4 4 4 5 6 16-24 Ghoul

6-7 4 5 5 5 6 7 25-34 Gnoll


8-9 5 6 6 6 7 8 35-37 Gray Ooze
10-11 6 7 7 7 8 9 38-50 Hobgoblin
12+ 7 8 8 8 9 10 51-55 Lizard Man
56 Mushroom Men (1d2 HD)
57-64 Snake, Pit Viper
65-67 Spider, Giant Black Widow
68-73 Toad, Giant
74-77 Troglodyte
78-84 Zombie
85-89 NPCs: Fighters
90 NPCs: Magic-Users
91-93 NPCs: Clerics
94-96 NPCs: Thieves
97-00 NPCs: Adventurers

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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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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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Wilderness Encounters Clear Terrain


When traveling in the wilderness, there are two % Roll Type of Encounter
main hazards to contend with: becoming lost and 01 Ankheg
encountering monsters. Each day, the referee 02-04 Badger
should roll on the table below to determine if either 05-06 Badger, Giant
of these things happens. If characters are traveling
07-08 Basilisk
by air or by water, the referee may wish to roll once
09-12 Bee, Giant
for encounters during travel and again for
encounters when the adventurers land. Roll 1d6 for 13-14 Blink Dog
each chance as follows: 15-16 Blue Dragon
17-23 Boar
–––––––––––– Chance of ––––––––––––
Terrain Getting Lost Encounter 24-28 Centipede, Giant

Clear 1 1 29-30 Chimera


Desert 1-3 1-2 31-32 Cockatrice
Mountains 1-2 1-3 33-34 Fly, Giant
River 1 1-2 35-36 Gnoll
Swamp 1-3 1-3 37-38 Gnome
Woods 1-2 1-2 39 Goblin
40 Gold Dragon
The referee should modify or ignore results that
involve getting lost when the characters are 41 Green Dragon
following a well-marked road or a river, or have 42 Griffon
some other relatively reliable means of navigation. 43 Hill Giant

What, exactly, is encountered depends on the 44-45 Hippogriff


type of terrain and whether or not the area is 46-50 Hobgoblin
inhabited or wild. Inhabited areas include those 51-52 Hydra, 7-12 heads (1d6+6)
regions near cities or towns, main roads, and so on; 53-55 Kobold
the area around a village that might be 56-62 Lion
considered inhabited should be quite small. Areas
63-64 Manticora
adjacent to less-used roads might be considered
65-67 Ogre
either at the referee's option. Wild areas are,
naturally, those areas far from civilization. 68 Orc
69 Red Dragon
Roll on the first table below; if by terrain type is
rolled, roll again on the relevant terrain type table. 70-71 Roc
72-74 Scorpion, Giant

Encounter Type 75-77 Snake, Giant Rattlesnake

% Roll 78-79 Snake, Pit Viper


Inhabited Wild Type of Encounter 80-84 Toad, Giant
01-15 01-12 NPCs: Fighters 85-87 Troll
16-20 13 NPCs: Magic-Users 88-90 Wereboar
21-30 14-17 NPCs: Clerics 91-92 Werewolf
31-40 18-19 NPCs: Thieves 93-96 Wolf
41-50 20-25 NPCs: Adventurers 97-98 Wolf, Dire
51-00 26-00 By Terrain Type
99-00 Wyvern

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Iron Falcon Handbook of Monsters Monsters

Desert Terrain Mountain Terrain, continued


% Roll Type of Encounter % Roll Type of Encounter

01 Ankheg 09-12 Boar

02-03 Ape, Carnivorous 13 Carnivorous Ape

04-06 Basilisk 14-15 Chimera

07-08 Beetle, Giant Tiger 16 Cockatrice

09-12 Blue Dragon 17-18 Deceiver

13-16 Centipede, Giant 19 Fire Giant

17-18 Chimera 20 Frost Giant

19-21 Cockatrice 21-23 Gnoll

22-25 Fire Giant 24-26 Goblin

26-28 Fly, Giant 27 Gold Dragon

29 Gnoll 28-29 Griffon

30 Gold Dragon 30-33 Hawk

31-33 Griffon 34-35 Hawk, Giant

34-37 Hawk 36-38 Herd Animal, Elk

38-40 Hell Hound 39-41 Hill Giant

41-44 Hippogriff 42-44 Hippogriff

45-48 Hobgoblin 45-47 Hobgoblin

49-51 Hydra, 7-12 heads (1d6+6) 48-49 Hydra, 7-12 heads (1d6+6)

52-54 Lizard, Giant Draco 50-53 Kobold

55-57 Manticora 54-58 Lion

58-61 Mummy 59-60 Lizard, Giant Tuatara

62-67 Ogre 61-62 Manticora

68-75 Orc 63-65 Mountain Lion

76-78 Purple Worm 66-69 Ogre

79-81 Red Dragon 70-75 Orc

82-85 Roc 76 Pegasus

86-87 Scorpion, Giant 77 Peryton

88 Silver Dragon 78 Red Dragon

89-91 Snake, Giant Rattlesnake 79-80 Roc

92-93 Snake, Spitting Cobra 81 Silver Dragon

94-97 Spider, Giant Tarantula 82-83 Snake, Giant Rattlesnake

98-00 Wyvern 84-85 Spider, Giant Black Widow


86-87 Stone Giant
Mountain Terrain 88 Sylph
89-90 Werewolf
% Roll Type of Encounter
91-92 White Dragon
01 Basilisk
93-96 Wolf
02-04 Bat, Giant
97-98 Wolf, Dire
05 Bear, Cave
99-00 Wyvern
06-08 Bear, Grizzly

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River Terrain River Terrain, continued


% Roll Type of Encounter % Roll Type of Encounter

01-02 Basilisk 88-89 Stirge

03-04 Black Dragon 90-92 Troll

05 Chimera 93-94 Water Termite, Giant

06-07 Cockatrice 95-96 Werebear

08-09 Crab, Giant 97-98 Wereboar

10 Crayfish, Giant 99 Werewolf

11-15 Crocodile 00 Wyvern

16-19 Fish, Giant Bass


20-22 Fish, Giant Catfish
Swamp Terrain
23-24 Fish, Giant Piranha % Roll Type of Encounter
25-27 Frog, Giant 01 Basilisk
28 Frog, Giant Killer 02-04 Black Dragon
29-30 Gnoll 05-06 Blood Rose
31-32 Gnome 07-10 Centipede, Giant
33-35 Goblin 11 Cockatrice
36 Gold Dragon 12-14 Crocodile
37 Gorgon 15 Fish, Giant Catfish
38-39 Green Dragon 16-18 Frog, Giant
40-41 Griffon 19-22 Ghoul
42-43 Hawk 23-24 Gnoll
44 Hawk, Giant 25-28 Goblin
45-46 Hill Giant 29 Gold Dragon
47-48 Hippogriff 30 Green Dragon
49-52 Hobgoblin 31 Griffon
53-54 Hydra, 7-12 heads (1d6+6) 32 Hangman Tree
55-56 Jaguar 33 Hill Giant
57-59 Kobold 34-36 Hobgoblin
60-63 Leech, Giant 37 Hydra, 7-12 heads (1d6+6)
64-67 Lizardman 38-40 Kobold
68-69 Manticora 41-43 Leech, Giant
70 Nixies 44-46 Lizard, Giant Draco
71 Nymph 47-52 Lizardman
72-75 Ogre 53 Manticora
76-80 Orc 54 Nixies
81-82 Otter, Giant 55-57 Ogre
83 Pegasus 58-61 Orc
84 Roc 62 Shadow
85 Silver Dragon 63-69 Skeleton
86-87 Snake, Giant Rattlesnake 70-71 Snake, Spitting Cobra

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Swamp Terrain, continued Wooded Terrain, continued


% Roll Type of Encounter % Roll Type of Encounter
72 Spectre 66-67 Owlbear
73-76 Stirge 68-69 Snake, Spitting Cobra
77-78 Troglodyte 70-71 Spider, Giant Black Widow
79-82 Troll 72-73 Toad, Giant
83 Wereboar 74-75 Troll
84-85 Werewolf 76-78 Weasel, Giant
86-89 Wight 79-81 Werebear
90-92 Wraith 82-84 Wereboar
93 Wyvern 85-89 Werewolf
94-00 Zombie 90-93 Wolf
94-95 Wolf, Dire
Wooded Terrain 96-00 Roll on Sylvan Dwellers subtable (page 161)
% Roll Type of Encounter
01-05 Antelope
Sylvan Dwellers
06 Assassin Vine % Roll Type of Encounter
07 Basilisk 01-09 Alicorn (see Unicorn)
08-11 Bear, Black 10-20 Dryad
12-14 Bear, Grizzly 21-23 Hangman Tree
15 Beetle, Giant Fire 24-39 Pixie
16-19 Boar 40-57 Satyr
20-21 Centipede, Giant 58-77 Sprite
22 Chimera 78-83 Sylph
23-24 Cockatrice 84-95 Treant
25-26 Gnoll 96-00 Unicorn
27-28 Gnome
29-31 Goblin
32 Gold Dragon
33-36 Green Dragon
37-38 Griffon
39-43 Hawk, Giant
44-45 Hill Giant
46-47 Hippogriff
48-51 Hobgoblin
52-53 Hydra, 7-12 heads (1d6+6)
54-56 Kobold
57-58 Manticora
59 Mushroom Men
60-62 Ogre
63-65 Orc

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City Encounters % Roll Type of Encounter


01-03 Centipede, Giant
Encounters in cities and towns will happen on a roll
04-05 Doppelganger
of 1 on 1d6; check once per day minimum, more
often if conditions warrant (i.e. characters are 06-08 Ghoul
exploring dangerous parts of the city, or perhaps 09-11 Goblin
many people fill the streets due to a market or 12 Gold Dragon
festival). Roll on the table below to determine the 13-14 Kobold
type of the encounter. 15-16 Mummy
The referee should consider selection and 17-23 Rat, Giant
placement of city encounters carefully. For 24-28 Shadow
instance, undead will normally not walk abroad in 29-32 Skeleton
daylight (indeed, vampires must not), lycanthropes
33 Spectre
and gold dragons will be in human form most of
34 Vampire
the time, giant rats or goblins might only be
encountered in a dark alley, and so on. After 35 Werebear
rolling for the sort of encounter, the referee should 36 Wereboar
plan the monster's appearance at an appropriate 37-40 Wererat
place and time. If the adventurers manage by 41-42 Werewolf
accident or good planning to avoid the encounter,
43-44 Wight
so be it. There's always tomorrow...
45-46 Wraith
47-50 Zombie
51-65 NPCs: Fighters
66-70 NPCs: Magic-Users
71-80 NPCs: Clerics
81-90 NPCs: Thieves
91-00 NPCs: Adventurers

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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.

Hit Dice Basic XP Special XP Hit Dice Basic XP Special XP


Less than 1 10 1 22 2,650 2,100
1 15 5 23 2,825 2,200
2 30 10 24 3,000 2,300
3 50 30 25 3,175 2,400
4 75 65 26 3,350 2,500
5 200 125 27 3,525 2,600
6 300 225 28 3,700 2,700
7 500 400 29 3,875 2,800
8 700 550 30 4,050 2,900
9 950 700 31 4,225 3,000
10 1,050 750 32 4,400 3,100
11 1,175 800 33 4,600 3,200
12 1,300 875 34 4,800 3,300
13 1,450 950 35 5,000 3,400
14 1,550 1,050 36 5,200 3,500
15 1,700 1,150 37 5,400 3,600
16 1,825 1,325 38 5,600 3,700
17 1,950 1,500 39 5,800 3,800
18 2,075 1,625 40 6,000 3,900
19 2,225 1,750 41 6,200 4,000
20 2,350 1,875 42 6,425 4,100
21 2,500 2,000 43 or more 6,650 4,200

164
Iron Falcon Handbook of Monsters Open Game License

Open Game License


INTRODUCTION the Product Identity and is an enhancement over the prior
The Iron Falcon Handbook of Monsters is based on the art and any additional content clearly identified as Open
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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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Elemental, Wood Copyright © 2014 Rachel Ghoul
except as expressly licensed in another, independent
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that Product Identity. The owner of any Product Identity used Iron Falcon Rules for Classic Fantasy Role-Playing Copyright
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interest in and to that Product Identity. Iron Falcon Handbook of Monsters Copyright © 2019-2022
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166

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