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Monstrous
Compendium
More Monsters!
Ready to add to your Volume One 3-ring binder!ALPHABETICAL INDEX FOR MONSTROUS COMPENDIUM, VOL. 2
This index combines monsters from the frst two volumes of the Monstrous Compenclium. "Name" refers to the creature in question,
‘Section” refers to the entry in which that creature is Found, and "Comp. refers to the volume of the Compendium in which that entry s
found.
Monsters listed here do not have entries of their own, For example, woodchuck is not listed under “W" but rather under Mammal,
‘Small. Kapoacinth is found not under °K" but under Gargoyle. Monsters that have their own entries (that i, whose names appear at the
top of a page in the Compendiim, in large, bold type) are not listed inthis index. (e.g, Shark is listed under Shark. and therefore does not
need a separate listing. However, Megalodon js found within the entry for Shark, and so is listed in the index.)
alicized index entries are alternate names for a creature, stich as marine troll and scrag or banshee and groaning spit,
Name Section Comp. Name Section Comp. Name Seation Comp.
Abomination Crawler, carrion Carrion crawler 1 Giant marine
(yuan 1) Yoan 1 Crayfish Crustacean 2 spider Spider 1
Aborigine Men 1 Ghiesphinx Sphinx 2 Ganowl Owl 1
‘Advanced Cryohydra Hydra 1 Grant possonous
Tizard man Lizard man 1 Grystalooze Ooze 1 snake Snake 1
Adventurer Men 1 Cobe, gelatinous Qozes 1 Giant rat Rat 1
‘African lephant —lephant 1 Cutpurse Men. thiof 1 Glamtspider Spider i
Airelemental” Elemental 1 Cyclops Giart-hin 2 Giant toad Trad 1
‘Androsphing Sphinx 2 Dao Genie 1 Giant wasp Hornet 1
‘Animal skeleton Skeleton 1 Death dog Doe. 1 Giant water spider Spider 1
‘Annis Hae 2 Demilch Lich 1 Gold dragon” Dragon 1
Antelope ‘Animal, Herd 1 Dervish Men berserker 1 Gopher Mammal, Small 2
‘Aquatic ghoul Ghoul, aceon 1 ire wolf Walt 1 Gorgimera Chimera 1
‘Aquatichobgoblin Hobgoblin, iin Genie 1 Gray core ores 1
koalinth 1 Dracoisk Basilisk 2 Greater pegasus Pepasus 1
Aquatictroll Troll. serag 1 rate horse Hesse 1 Greendragon Dragon 1
‘Aqoatic umber Dragon. false Lizard. fre 1 Green hag Hag 2
hulk Umber hulk, Dragon, general Dragon 1 Green slime Ocees 1
vodyano! rider BE Drove 2 Greyalt cy 1
Ascomid Fungi 2 Denpudding Pudding 1 Guardian Naga Naga z
Banderlog Baboon 2 Ducomering Madmen 1 Gulguatira Otyueh 2
Bandit Men 1 Eath elemental Elemental 1 Gynosphine Sphinx 2
Banshee Groaning Spirit 2 Eeet Genie 1 Hairtooe Halfing 1
Barbarian Men 1 Elder-brain Mind flayer 1 Hallet ef 1
Bat, sea Ray 1 Electric el Eel 2 Haifbreod dynam ti). Yuan tb 1
Beaver Mammal, Small 2 Elothere Boar. gant 1 Hangman tee Plant,
Berserker Men 1 Exmine Mammal, Small 2 Carnivorous 2
Black bear ear 1 Eyeofthedeep Beholder 1 Heavy horse Horse i
Black dragon Dragon 1 Reerie elf Ef grey 1 Hedgehog Mammal, Small 2
Black pudding Pudding 1 Falcon Hasek 2 Herder Men, farmer 1
Black rat Rat. common 1 Faleddragon Lizard fire 1 Hieracosphinx——Sphins 2
Blink dos Dow. 1 Farmer Men 1 Highel Et '
Bloodhawk Hawk 2 Faun Satyr 1 Hill sane Giant 1
Bluedragon Dragon Ferree Mammal, Small 2 Huge bat Bat 1
Brawedeagon Dragon 1 Bebe Giants 2 Hugecentipede Centipede, giant
Brigand Men, bandit 1 Fre Snake Salamander 2 Hugespider Spider 1
Bronze dragon Dragon 1 Bireelemental Elemental 1 Halk, umber Umber bulk 1
Brown Mok! Mold 2 Fire giant Giant 1 Hyenodon Hyena 1
Brown bear Bear 1 Bie zara Lnard 1 Keetoad Toad 1
Brown pudding Pudding 1 Ficeroad ‘Tad 2 Mt Mind Bayer 1
Brown rat Rat, common 1 ‘Esher, cave Cave fisher 1 Irom golem Golem 1
Brosh rat Rat 1 Fisherman Men, sailor 1 Ixia Ray 1
Boceannier Men, pirate 1 Flesh golem Golem 1 agua Cats, Great 1
Batfalo Animal, Heed 1 lind Croll 2 Jann Genie 2
Camel ‘Animal Herd Flying Squerel_ = Mammal, Small 2 Jurjuzombie Zombie 1
Ca. house Mammal, Small 2 Fomorian Giantskin 2 Kapoacinth Gargoyle 2
Cat wild Mammal, Small 2 Forest Trapper Lurker Above. -2——‘Killer trop Frog 2
Cais Fish 2 Fe Mammal, Small 2 Knight Men 1
Cattle Animal, Herd ‘Frost gant Giant 1 Knight, akshasa Rakshasa,ruhk 1
Cave bear Bear 1 Gar Fah 2 Keoalinth Hobgoblin 1
Cavemen Men, aborigite — 1——-Gas Spore Fant 2 Kraken Squid 2
Cheetah Cats Great 1 Gelatinous cube Oozes 1 Lacedon Ghoul 1
Chipmunk Mammal, Small 2 Gentry Men 1 Large bat Bat 1
Choke Creeper Plant, Carnivo: hast Ghoul 1 Largespider Spider 1
2 Giant Squirel Mammal, Small 2 Leopart Cats, Great 1
lay golem 1 Giant bat Bo, large 1 Lemeaen hydra Hydra 1
(Cloud giant 1 Giant boar Boar 1 Leviathan Whale 2
Common bat 1 Giantcentipede Centipede 1 Light Rosse Horse 1
‘Common ove 1 Giant constrictor Lion (Cats, Great, 1
Common rat 1 snake Snake 1 Lion, mountain Cats, Great 1
Constabulary 1 Giant ee Ed 2 Lion. spotted Cats, Great 1
Constrctor snake 1 Gant hornet Homet 1 Lard king bard man 1
Copper dragon Dragon 1 Giant ieard Lrard 1 Lymm giant Cats, Great 1
Grab Crustacean 2 Giant iyme Cals, Great 1 Maharajah
Craftsman Men, tradesman 1 rakshasa Rakshasa 1
Mammoth Elephant 1ALPHABETICAL INDEX FOR MONSTROUS COMPENDIUM, VOL. 2
Name Seation Comp. Name Seaion Comp, Name Section Comp.
Manta ray Ray 1 Raccoon 2 Sumatran rat Rar, giant 1
Mantrap Plant, Carnivo- Rajah, rakshasa 1 Suindew Plant, Carnivo-
ous 2 Rakshasa knight Rakshasa, ruhk 1 rus 2
Margoyle Gargoyle 2 Rakshasa Swan Swanmay. 2
Mand Genie 2 ‘maharajah ——Rakshasa 1 Sylvan ef Et wood 1
Marine beholder Beholder Raksha raiah —Rakshasa 1 Talking ow! ul 1
ewe ofthe dee 1 Rat. Sumatran Rat. giant 1 Tallow Halfling 1
Marine ee ed 2 Rat black Rat common 1 Thiet Men 1
Marine ghoul Ghoul, facedon 1 Rt, Brown Rat common = 1 Thug Men thief 1
Marine Hobgoblin Hobgoblin. Rat brash Rat 1 Tiger sabretooth Cats, Great
koalinth 1 Rat common Rat 1 smilodon 1
Marine ogre Ogre morrow = 1 Rat. giant Rat 1 Tiger, wild Cate, Great 1
Marine spider, plat Spider 1 Rat pack Rat, brash 1 Toad fire Toad 1
Martodon Hlephant 1 Rat, trade Rat, brush 1 Toad, giant Toad 1
Medium horse Horse 1 Rata Lycanthrope. Toad, ice ‘Toad 1
Medusa, greater Medusa 1 swererat 1 Toad, poisonous Toad 1
Medksa, serpentine Mevksa, greater 1 itxachill Ray 1 Trader Men, merchant
Megalocentipede Centipede 1 santa Ray 1 Tradesman Men 1
Megatodon ‘Shack 2 Ray punsi Ray 1 Trapper Lurker Above 2
Mercenary soldier Men 1 Ray ating Ray 1 Ti FlowerFrond Plant,
Merchant sailor Men 1 Red dragon Dragon 1 Camivorous 2
Merchant Men 1 Ridinghorse Hse 1 Tebesman Men 1
Merrow Ogre a Rube Rakshasa 1 Troll worheaded Troll 1
Mice Mammal, Small 2 Russet Mold Mold 2 Tworheaded troll Troll 1
Middle clase men Men {Sabretooth tiger Cats, Great, Umber hal
Mink Mammal, Small 2 smilodon 1 ‘aquatic Umber hulk
Minotaur lizard Lizard 1 Sailor Men 1 vodyano} 1
Mobat Bat, huge 1 Sailor, merchant Men 1 Vampire, eastern Vampire 1
Mole Mammal, Small 2 Savage’ Men, aborigine 1 Nampire, western Vampire 1
Monkey Mammal, Small 2 Scrag troll, Trall 1 Verbees Giantkin 2
Monster skeleton Skeleton 1 Seabat Ray 1 Violet fungl Fungi 2
Monster zombie Zombie 1 Seahag. Hag. 2 Vedyane! Umber hull rc
Male Horse i Seasnake Sake 1 Wardog Dos. 1
Muskrat Mammal, Small 2——-Seawalf greater Lycanthrope 1 Warhorse Horse 1
Nanwhal Whale 2 Seawol,lewser— Lyeanthyope 1 Warhos Boar 1
Necotyugh ——_Otyugh 2 Serf Men, peasantry 1 Wasp, glant Hornet a
Noble din Genie. dine 1 Sheep Animal, Herd) = 1 Water Naga Naga a
‘Nomad Men, barbarian 1 Shrieker Fangs 2 Wiaterclemental Elemental 1
Northern bear Bear. polar 1 Silveréragon Dragon 1 Water spider giant Spider 2
‘Och ly ores 1 Skeleton, animal Skeleton 1 Wiatersprite Nove 1
‘Ogre mage Oxee 1 Skelton, monster Skeleton 1 Weedeel Eel ‘i
‘Oliphant Elephant 1 Shaver Men 1 Werebear Lycanthrope 1
Gore, crystal Oozes 1 Slime, geen Ouzes 1 Wererat Lyeanthrope 1
‘Ooze, gray ores i Smiledon Cats, Great 1 Weretiger Eyeanthrope 1
Opossum ‘Mammal, Small 2 Snake, constrictor Snake 1 Werewolf Lyeanthrope 1
Ore, oro Ore 1 Snake, giant Whitedragon Dragon a
Cree Ore 1 constrictor Snake 1 White pudding Pudding 1
ner Mammal, Small 2 Snake, lant Wild boar Boar 1
Peasantry Men 1 Pohanous Snake 1 Wildes Dow. 1
Pegasus. greater Pegasus 1 Snake, poisonous Shake 1 Wild horse Hore 1
Phase spider Spider Shake, tea Shake 1 Winterwolf Wo 1
Phycomid Fungi 2 Shake. spitting Snake 1 Wizard Men 1
Die Mammal, Small 2 Sol Men 1 Wolf dire wolf 1
Dike Fuh 3 Soldier, mercenary Men 1 Wolf winter Wolf 1
igri Men 1 Spider giant Spider 1 Wolf, song Wot i
Pirate Men 1 Spider Auge Spider 1 Woodie EY 1
Potsonous frog Frog 2 Spider large Spider 1 Woodchuck Mammal, Small 2
Poisonous snake Snake 1 Spider, phase Spider 1 Wore walt 1
Poisonous toad Toad 1 Spirit Naga Nasa 2 Worm, polar ——-Remorhar 1
Polar bear Bear 1 Spittingsnake Snake 1 Yellow Mold Mold 2
Polar worm Remorhaz 1 Sprite water Nixie 1 Yellow Musk Yellow Musk
Police Men 1 Squirrel ‘Mammal, Small 2 Zombie Creeper 2
Pony Horse 1 Steeder Duergar 2 Yuan ti abominae
Priest Men 1 Stingray Ray 1 ton Yuan ti 1
Pungi ray Ray 1 Store giant Giant 1 Yur ti, halforeedt Yuan ti 1
Pareblood (yuan 1) Yuan ti 1 Stonegolem ——Golern 1 Yuan, pureblood Yaar th 1
Dyrohydra Hydra 1 Storm'ant Giant 1 Zombie,jurju Zombie 1
Pyrolik Cockatrice 1 Stout Halting 1 Zombie, monster Zombie 1
Quasi Imp 1 Strangleweed Plant, Carnivo- Zombie Yellow Musk
‘Quiprers Piranha 2 ous 2 ‘yellow musk Creeper 2
Rabbit ‘Mammal, Small 2 Subterranean lizard Lizard 1Monster Summoning Tables
Moms
‘nt, siant
Bat, huge
Beetle. fre
Bullywus
Hobecsin
Jermisine Gd appear)
abold (ade appear)
Leech lant HD)
1
2
3
5 Cablin
7
5
10 Muckdweller
1 Ore
12 Rat gant (344 appear)
Monster Summoning V
‘Monater Summoning I
Beetle, Bombardier
CCemipede. pint
Frog, an or blr
Goal or find
Kamer,
land
Grand man
Mongretmen (2 HD)
Madmen
Spider, age
Stine
Toad, gi
‘Troploy
Monster Summoning Vi
‘Monster Summoning
‘Aakhgg (3-4 HD)
Bat giant (mba)
Bele, boring
gear
emp, meyalo-
Crab lant
Croce, wild
Dag death
CGdatnous cube
Choa!
laa, ant
lye. ret
Ore. or
Ossuip
Sacre
Scorpion, lage
Snake, consticor
Spider, huge
Weasel. gant
Urchin ane
‘Monater Summoning VIL
Momsr Summuaning 1
1 Ankheg (5:6 HD)
2 Ape, carnivorous
4 Banderlog
4 Heap
5 Gargoyle
& Ghat
2 Hell hound
5 Hoecuva
3 Hyea, 5 heads
10 Lye. woll
Ope
12 Cone, gray
12 Onibeer
14 Scorpion, ae
1S. Shake. plant const,
16 Toad, posonous
17 Toad, tre
18 Wosp, gant
19 Wot wore
2 Mai
Monster Summoning VBL
1 Askheg (7:8 HD) 1 Basilk 1 Bask, greater 1 Beal, rhinoceros
2 Cockatnie 2 Beale, sas 2 Behiror tunnel worm 2 Gian fire or ost
3. Daplacer beast 3) Carrion crawler 3 Buleee 3. Glan, fomorian
4 Dopplegnaer 4 Dracaik 4 Chimera 4 Golem, stone
3S Home. gant 5 rider 3 Ener hil ane 5 Gormimera
Hydra. 7 heads & Grifon & Golem sh 3 Hydra to beads
5 Hye, Sheads,cryo-or pyro: 7 Hydra, Sheads 5 Gorgon 3 yea, lernaean, 8 heads
Leverett 8 Lita: minotaur Hydra 10beads & Padding brown
© Lina, sbterranean 9 Lye. tiger 9 Hydra, Beads nyo or 9 Remorhae
10 Lye. boar 10 Manticore eye!) 10 Rist monster
1 Magoo Th Ogre ase 10 Uiatd fre 1 Willewnp
12 Minotaur 12 Oyugh Mammy 12 Worm pple
15 Ochre ely 13 Pyrolsk TL Neotyugh
14 Rast monter 14 Salamander 13 Paling black
15 Slithenng tracker 15 Spider phase 16 Roper
Ye Snake gant pois orspiting 16 Troll 15 Skembling mound
17 Spider sant 17 Wolfwere 16 Shas iat
18 Gianthin, vebees, 1 Wrath BF Sphinn, Reraco
19 Wel, wine 19 Wyvern 18 Toll Dheaded
20 dombie joe 20 Yan, hafbreed 19 Unber fuk
2 Xen
Conjured Animals
HD Roll Animal HD_Rolt_Animat HD Roll _Anima Vatue
1 OF10 Baboon Ve 4650 Lynx. sont 0125 Bear. brown 6.
1125 Dog. wild Mm Sieo Mae 3530 Lion SA
2635 Haw age 1 6170 Camel Si2S Porepine nant
Jed Hawk, Blood Vs yaa Stag 7000 Tiser a
150 Jackal " 50 Wall 7 0130 Boat gant 7
SIS Mammal. small varies 91:20 Wolverine $109. Lion spate Bn
5660 Minimal serie gone Bear black 8 0150 Bear cave Ps
ess Oter ote 1125 Boar wild ;
fi S100 Tiger nabretooth 7/5
2670 Otero Mm 2G eel le
Figo Ow common 1 S150 Iaguor a ne a
5190 Rat gant h Stab bpd 10 = Bear polar 10
91-00 Shunk ‘ S175 Gel gant ‘ ” Elephant 0
20170 Animal, Berd > 750 Wensl giant an (Atnean)
71-80. Badger ve 9140 Wall dire Mon Mastodon 2
5100 Hone, wild 2 5 O15 Ape, carnivorous 13 Mammoth B
3 o1a5 Badger gant 3 1625 Balfalo 2 ws Ll We fas
0510 Boar warthos 2640 Hyena, gant 5
oF oan oe pe 5 ste This i trge male der that can bat fr
ia coe oS selva 2 BBorstrbe with ts hooves or 13773
ee oo 5 Ghntetne Avery large stag, atthe shoulder
S135. Hyena. wild Seco Webern gant § ard weighing abou 1500 pound. I can but
3245. Lion, mountain forte 48d orstre with is hooves for
raat.
‘Terrain Guide
Pi: downs eath, meadow. moot rare, re: badlands Desert: bares, lat waste
Savanna, steppe. tundra
seca braces rath, ah hich we
fs copes groves, jungle rain forest, mows
Hs bls, dunes, rides (gorge. ni, valley
anyon)
sta glacier, mes, tor
Shams Bog en, marsh. mire, morass
‘quagmire slough
Pond fake, pool. taen‘Temperate Encounters
“Temperate Pain or Srub ‘Temperate Rough or Hil? ‘Temperate Mountain
2 Bl. grey 2 Woven oF lack dragon 2 Dragon. copper or red
3. orn (gold dragon 108) 3. Lye, wolf or welfwere 3) Bear cave, or hydra
Bear, brown 44 Bear brown, or gant badger 4 Gnome or mountain dart
SS Spier lange, oankheg (3-4 HD) 55 Snake, poisonous or spitting 5. Bear brown. oye. bear
Jackal ackaiwere 10°) 6 on, mountain, or ant ion & Bugbear
7 Boar, wild ie: boar 10%) 7 Horse or ber animal 7 Aerial encounter
3 Dog, wil, or wore 18 Gnome or mountain dwarf 8 Wait or wore
Walt 9 Trbesman (NPC party 10%) 9. ‘Tribesman INPC party 10%)
10 Herd animal 10 Griffon or hippos 10 Badger ant, or pant eae
11 Nomad oF merchant 11 Greorgnoll 3 Giant bil
12 Nomad or NPC party 12 Hobgoblin or goblin 32 Gian, stone or fomorian
13 Hone, wild 13 Wolf or wort 13. Ogre ot toll
M Ore 14 Buybear or one 14 Hobgoblin or ore
15 Hobgoblin 1S Aerial encounter 15 Ghoul or wiht
1e Aerial encounter 18 Ghoul huecuva, or wight 16 Verbeeg or galeb duhe
17 Ogre 10% hil giant) 17 Spier, large, or troll 37 Willowisp lev 10%)
18 Snake, poisonous o oll 18 Verbees or hil giant 18 Giant frost oF fire
19 DM Special 19 DM Special 19 DM Special
20 DM Special 20, DM Special 20 DM Special
‘Temperate Forest Temperate Marsh or Swamp ‘Temmpezate Desert
2 BY, wood (gnome 10%) 2 Dragon, black 2. Wyvern or dragon, blue
3. Wiyaers or grevm dragon 3 Behir 3 Dragon, bras or copper
4 Lye, tiger or enosphinx 44 Toad oF fog, poisonous 4. Hydra or hydra, pyeo
‘5 Badger, giant, or gant wease 5 Toad or fom. pant 5 Sanding
& Worg organi skunk © Lard. giant © Lizard lant
3 Ou gant, or atirge 7 Muckawellers or NPC party 7 Hore wild
5 Wal or brown bear {8 Tabesman or merchant 8 Dog. wild
3 Teibesman (NPC party 10%) 9 Troplodyte 9 Nomad or NPC party
10 Choke creeper or hangman tree 10. Ballywus 10 Nomad or dervish
1 Mammal, sll or tibesman 11 Hobgoblin or gant leech i Merchant
12 Kobold 12 Lard man 2 Lon
3 Ore 13 Groll or giant sundew 13. Goblin or hobgobiin
14 Bogbear or ogre 14 Snake, const or posonous 4 Wolf
15. Evin ortreant 18 Ghoul or ghast 15 Snake, poisonous or spiting
18 Spider, gant (ettereap 10%) 16 Troll or shambling mound 15 Spider large or at em
17 Beetle stag or bombarcier 17 Willowisp 17 Aerial encounter
18 Owibear or ghoul 18 Hydeaor yellow musk creper 18 Pegasus or grifon
19 DM Special 19 DM Special 19 DM Special
20 DM Special 29 DM Special 20, DM Special
DM Special Table
DM should either choose a creature based on party level, or roll randomly. A special encounter can also be a natural hazard
(storm, avalanche) or an encounter with a known NPC.
SPECIAL ENCOUNTERS: Cold or Temperate Regions
Die Die
Roll Encounter Roll Encounter
OL Aerial seroant 29. Dragon. bronze
(02-06 Bandit. 30. Dragon. copper
07 Basilisk 31 Dragon, gold
08 Basilisk, greater 32 Dragon, green
09 Beholder/eye of thedeep 33. Dragon. red
10-12 Berserker BL Dragon. sitver
181 Browne 35. Dragon white
15. Bolete 36 Dragonne
1617 Chimera 37 Geniekil thin or jann)
18-19 Couat! 8. Geniekind (efreet or mara)
2021 Displacer beast, 38. Giant cloud
22.23 Dog, blink 480. Giant, storm
24 Doppleganger 41 Giant kin, firboly
25. Dracolisk 42 Gorgimera
26. Dragon, black 8 Gorgon
27 Dragon, blue 44 Groming spirit
28 Dragon, brass 45 Guardian
4 Including ruins (cites, temples, ete) within Smiles ofthe party.
Monsters ted together are equally likely to occur unless otherwise
specific, Monsters in talc type are 75% likly to be aeborne wien they
{reencountered, All wilderness ogre encounters are 10% likey to be wath
‘ogre mag. All wilderness gnoll encounters are 10% likely to be with
Die Die
Roll Encounter Roll Encounter
40 Hap, annie 73.80 Men, patrol
47 Hap, green ‘81 Naga, guardian
48:39 Harpy 82. Naga, spn
'50_Homet, giant 85-84 Oust satking
51-33 Imp 85. Pegasus
‘St Devise stalker 86. Poltergeist
55. Kenks 87-88 Peeudoragon
86. Kirin ‘89 Raksha
37 Lammas 9. Rot grub
58. Lich 91 Rust monster
59:40 Lye. bear 92 Sphinx. anro
0-62 Lye, boar 93. Spline, gun
63, Lye. fox 94.95 Spider, phase
fob 68 Lye. tiger 96. Tarrasque
6668 Lye. rat 97-98 Wasp. giant
69-70 Lye., woll 99 Will owisp
71-72 Manticore 00 Xen
flind, NPC partis inthe wilderness wil often be near to the adventuring
‘group in number, level, and equipment. Otherwise the typical NPC party
trill 7h to 10th level, with henehmen of appronimately half (round up)
character level. Such parties are 90% likely to be mounted (see NPC
Parties‘Tropical Encounters
“Tropical o Subtropical Plain or Scrub ‘Tropical or Subleopical Rough or Hill ‘Tropical or Subtropial Mountain
2 Jackalwere Rakshasa 2 Pyrolisk
3 Scorpion, giant Scorpion, gant, oF ant lion 3 Cockatrice
Dog, wild or wl Mantrap 4 Pilgrim or merchant
(~ 5. Hyena or cheetah Boar Warthog, or elephant Herd animal
© Aerial encounter Dog, wild, or woll © Herd animal
7 Bandit (laver) Lizard, minotaue 2 Aarakocra
8 Merchant Bandit (slaver) or mongelmen 8 Cyclopskin
9 Herd animal Merchant or NPC pasty 9 Tnbestman
10 Herd enimal Baboon or carnivorous ape 10 Tiger or leopard
AL Elephant Tribesman LL Dog, wild, or wolf
12 Baboon Merd animal 12 Medusa
13. Tribesman or NPC party Herd anima or lion 13 Bandit (saver)
14 Lon Hyena or jackal 1a Aerial encounter
18 Leopard or jackal Aerial encounter 1S Rakshasa or ror
1 Shake, poisonous oF spitting ‘Tiger oF hieracosphing 1g Snake, poisonous
17 Hyena liye. tiger or yoan-t 12 Yuan or galeb dube
18 Ant giant, or ant lion Shake, spitting 1 Manticore (eulph 10%)
19 DM Special DM Special 19 DM Special
20 DM Special DM Special 20 DM Special
“Tropical or Subteopical Forest Tropical or Subleopical Marsh or Swamp ‘Tropical or Subtropical Desert
Scorpion. gant 2 Tiger, sabre-toth 2 Dinm or sfrect
Lye tiger or couat! 3 Yan 3 Antlion or sandling
Naga, spirit of eiosphis 44 Toad, gant oF poisonous 4 Leopard or spirit naga
Stirge or pant centinede 5 Crocodile 5
Choke ereper o tower frond. © Herd animal 6
Spider, huge or giant 2 Herd animal 7 Aerial encounter
“Tribesman or bandit Slaver) 8 Frog, pia or poisonous 8 Bandits (lavers)
“Teibesman oe NPC party 9 Tribesman or NPC party NPC party or pilgrims
Elephant or baboon 10 Lizard man 10 Nomad or dervish
Ter or lion 11 Ballywug HL Nomad or merchant
Ertercap of forest trapper 12 Snake, const. or poisonous 12 Jackal
Snake, const. oF posonos 13 Centipede, giant or eegalo- 13 Dog. wild or death
Taguar or leopard 1a Leech giant Snake, poisonous or siting
Herd animal 15 Hydra or shambling mound 15 Toad, gant or fre
Ape, carn. or thio beetle 16 Lizard, giant, or muckdveller Ig Acrial encounter
‘Tad, giant or poisonous 17 Behir or minotaur heard 12 Scorpion, huge or piant
Taidoior yuarth 18 Zombie, joja 18 Dragone oF brass dragon
DM Special 19 DM Special 19 DM Special
DM Special 20. DM Special 20 DM Special
4 Including ruins lites, temples, ec.) within $ miles ofthe party. lind, NPC partis in the wilderness will ote be near to the adventur-
Monsters sted together are equally likely 10 occur unless specified ingroup in number, level, and eauipment. Otberwise the typical
ther wise, Monsters in talc type are 75% likely tobe aizborse when NPC party wil be 7th to Oth level, with henchmen of approximately
encountered. All wildernes ogre encounters are 10% likely tobe ith half (round up) character level. Such partis are 90% likely to be
‘sere map. Ail wilderness gnall encounters ae 10% likely to be with mounted (see NPC Party).
SPECIAL ENCOUNTERS: Warm or Tropical Regions
Die Die Die Die
Roll Encounter Roll Encounter Roll Encounter Roll Encounter
1 Arial servant 28 Dragon, copper 43 Hag, annis 76.77 Mind flayer
02-05 Bandit (slaver) 29° Dragon. gold 4 Has, green 78 Mold, ruset (vezepygmy)
(06 Basisk 30 Dragon are 45-46 Hany 79 Naga, guardian
07 Basilisk, greater 3 Dragon, red 87 Homet, giant 80 Naga, spint
(08. Beholder/eye ofthe deep 32. Dragon: silver 48.49 Imp 1-83 Ose tatking
09 Bulette 33 Dragon. white 50 Irosible stalker ‘8 Rokshasa
1011 Chimera 34 Dragorine SI Kenku 85 Rot grab
12413 Cou! 35 Geniekind (ann oF jam) 52 Kirin Rast monster
5 Dieplacer beat 36 Geniekind(ofeet or marid) S3-54 Lammasu (greater 10%) 87. Sphinx. andro.
1621 Dog, blink 37 Giant, cloud 55. Lich 88 Sphine gune-
22, Doppleganwer 38° Giant, storm 80:57 Lye. tiger 89 Spider, phase
23. Dracolck 39. Gorgimera Sol Lye. at 9 Tarrasque
24 Dragon, black 40 Gorgon 62-63 Manticore 91-92 Hep, giant
25. Dragon blue AL Groaning spin (85 Medusa, greater 93.98 Yuan
26 Dragon, brase 2 Guardian (60:74 Men, pateol 98-00 Zombie, juju
~ 2 Dragon, bronze 73 Men, lost civilizationSpecial & Arctic Encounters
Inhabited o Patrolled Areas
2 Wilderness Table
3 Wilderness Table
4 Patrol
'S-Patrol or NPC party
(6 igri or traveler
2 Freeman or peasant
8 Freeman or peasant
9 Patra
10 Patel or wolf
AL Merchant
12 Merchant
13 Bandit,
14 Herd animal
15 Oreor raider
36 Bear, black or gnoll
17 Boar, wild or Berserker
18 Ogre
19 DM Special
20 DM Spec
Sylva
9 Seting
EI, grey
Deyad or swanmay:
Sprite or pixie
Bear, brown or giant
Brownie or eprechau
Pegasus or unicorn
Korred or leopard
(Ogee or minotaur
igri or trbesmnan
Centaur or ef wood
Aerial Encounters
2 Gorgimera
3 Dragonne
4 Pegasus
boar 5 Lammasu or couat!
in © Hash. blood or part wasp
7 Ou. giant or gient hornet
8 Eagle, gant or hippogrtt
9 Eagle or anffon
10 Hawk, large or small
11 Common bird oF bat
Satyr or wolf 12 Common bind or ono!
Bauer, gant, oF giant weasel 13 Harpy or gargoyle
Bandit or small mammal 14 Manticore ord
Troll a lion 18 Aarakocra or margoyle
tin o ettercap
‘Manticore or basilisk
(Chimera or harpy
DM Special
DM Special
16 Ogre mage or wyvem
17 Chimera
18 Kerin or oe
19 DM Special
2 DM Special
Bats are usually encountered only at night, Owls are usually encoun
tered only af night or in forest
(Cominon bir: These are normal avians such as wild ducks, parcots,
ravens. ceaglls sparvows, swans, and 40 on,
Spec oer encounters could include ragon,geicin, invisible
Stk, spinner, srl sevans ar slerentls and son Other
‘pedal enounters re mise ie rom the ground orspecial eral Ps
IP eg even Knights mounted on ppg
4 Including runs (cities, temples, et.) within Smiles of the party
‘Monsters Iisted together are equally likely to occur unless specie
otherwise. Monsters in talie type are 75% likely tobe aisborne when
encountered. All wilderness ojze encounters are 10% likely tobe with
‘ogre magi All wilderness gnall encounters are 10% likely to be with
find. NPC parties in the wilderness will often be near to the advent
ing group in pumbe, level, and equipment. Otherwise the typical
[NPC party il be 7th to 10th level, wth henchmen of approximately
hall (round up) character level Such parties ate 90% likely to be
mounted (ace NPC Parties
Arctic l teeain
2 Pudding, white
3 Dragon. white
4 Remorhaz
5 Oust, gant
6 Snake: constrictor
7 Heed animal
8 Herd animal
9 Herd animal
10 Trbeman
n
2
a
14 Giant, fost
15 Yet
16 Toad, ice
Wolf, winter
18 Wolf, winter
19 DM Special
20 DM Special
Subarctic Forest
2 Treant or obliviae
3 Ogre mage
4 fear eave
5 Rat giant
© Berserker or NPC party
3 Trbesman
8 Ween giant, or giant wolverine
9 Herd animal
10 Oliphant
1 Bear, brown
12 Lym. gant or tiger
13 Wot
14 Ogre or troll
15 Lye. boar, or gant boar
16 Oui. giant, or Lye, fox
17 Giants frost
18 Troll, 2headed
19 DM Special
2 DM Special
Sub
ic Plain Serle Sabarctic Rough or Hills?
Dragon, white 2 Dragon, white
Snake, poisonous 3 Remorhar
‘Mammoth or mastodon 4 Bear, brown
Bear brown 5. Groll
Berserker or NPC party © Oust, giant, or lant eat
‘Teibesman 7 Bear, cave
“Teibesman 8 Tabesman or NPC party
Herd animal 9 Verbeeg
Herd animal 10 Tiger
Oliphant 11 Wolt
Wor 12 Wo
Ore 13 Herd animal
Tiger 14 Herd animal
Giant, frost, oF Lye, bear 15 Troll
Grell 16 Giant, fost
(Oro, giant, o gant boar 17 Wolt, winter
Remorhar 18 Hydra, cry
DM Special 19 DM Special
DM Special 20. DM Special
tie Mountains Subarctic Marsh of Samp,
Goome or mountain var 2 Dragon, white
Dragon, white 3 Dragon, shite
Hell hound or syiph 4 Well ier
Tribesman or NPC party 5 Oliphant
Geooll © Rat. giant
Verbees 7 Woit
Bear, cave 3 Ou, giant
Herd animal 9 Groll
(Ou, giant, or gab duke 10 Grol or find
wolf 11 Herd animal
Ozre oF ogre mage 42 Herd animal
‘rol or Z headed trol 13 Trbeman
Giant, frost 14 Teal or ogre mage
Wolf, winter 18 Teo, Zheaded, or etn
Remorhaz 16 Hydra, cryor
Yer 17 Toad, ee
Lon, spotted 18 Toad, ice
DM Special 19 DM Special
DM Special 20 DM SpecialSalt Water Encounters
Cold Water Surtace
2 Dragon turtle
3. Sealon
4 Selkie
3 Scrap
& Depths encounter
7 Warship or fisherman
8 Narwhal,
9 Merchant
10 Shark
1 Whale
12 Pirate or killer whale
13. Hazard fice)
14 Dolphin
15 Aerial encounter
16 Ghost ship
Vy Willow
18 Seawoll greater
19 DM Special
20 DM Special
Cold Water Depths
2 Kraken
3 Urehin, black or green
4 Seawoll lesser
5 Lobster, giant (raytsh)
© Snake, gant ea
7 Dolphin
8 Mermen
9 Quipper giant, or giant erab
10 Whaleor octopus
11 Whale or fish school
12 Fshschoot
13 Shark
18 Sealion
18 Kapoacinth
36 Squid. giant
17 Shark, pant
18 Sunken ship
19 DM Special
20 DM Special
Serace Encounters Uninet rarer ate 75% Uke
tebe ten By famine ol pear. 90% actualy
Samed byt Large amour oditvowmoverborde
So. toond whan encase
Set Tha a lre pou ne tp fh the
‘ater of hrdanae Tey onal Sona
ler commande by mage mens poncho they
‘Sek wil show cburuig vane and’ movement
agen they igh ate alt damage to
1 epnigoo)
COT ip Tr lt sip mange by undead, AL
Though ean beeen a any tine ayes al at
rahe whe sere a a ll ower Hol prec
‘Bronco thc and oncefor bread. Cro
{0:0 jr soi Lends 92.90 = 14 wah, 3-00
2 Tale 180 = 1S pecs 8198 2 ps
seo Thc
Tid es Ta cane ng ie ce mun or
‘Sttsved Th nde ath oti maser of ee and
econ the hsm, he farmer sows by 0 Toe
her are 3050 hh and edace vison fo 10 fee Both
Trea or vee
ation Sometimes those have th oriial cage may
‘ear een, mera) 20 = No rata 260
rorya eocuta abi, .
‘orm. shiek vies an ee ote dep en
“Toms, awe thet aloes undermater bresing when
fst at dm sate verso of cariotow Pan
Stor gant anda
“Temperate Water Surface
“Tropical Water Surface
2 Dragon turtle 2. Ghost ship
3 Ghost ship 3. Strangleweed
4% Ower, sea 4 Pirates, small boats
5 Oter sea 5 Pirates, warship
© Depths encounter © Depths encounter
2 Pirate ship 2 Shark, ia
8 Sealion 8 Crocodile. giant
9 Ed. giant 9 Seaweed
3. Shark 20 Whale
1 Merchant 1 Merchant
12 Whale 12 Fisherman
33. Dolphin 33° Shark
14 Warship ov fisherman 14 Barracuda
15 Aerial encounter 15 Aerial encounter
16 Will wisp or seaweed 16 Warship
AP Seanved (stranglewee! 10%) 7 Seawoll, greater
18 Seawoll,ereater 18 Taton
19 DM Special 19 DM Special
20. DM Special 20 DM Special
“Temperate Water Depts
“Tropical Water Depths
2 Kraken 2 Urchin, yellow or silver
Narwhal 3 Urchin, green oF red
Urchin, black 4 Snake, poisonous
3 Lamprey, want 3. Crocodle, giant
© Sahsagin Ray, sting oF pungh
7. Sealion or hippocampus 7 Octopus or manta ray
8 Kealinth 8 Sahasgin
9 Fish school Seaweed (strangleweed 10%)
10 Fish school 10 Fah school
M1 Shark 11 Fish chool
2 Whale 12 Shak
13 Eel gant 33 Eel. giant. or locathah
14 Doiphin 14 Barracuda
15. Mermen 15 Hippocampus or triton
16 Shark, want 6 Kapoacinh or lacedon
17 Squid, pant 17 Spake. sea or giant sug
18 Seawoll, leser 18 Ray: ixitsacill
39 DM Special 19 DM Special
20 DM Special 20 DM Special
Monster Summon
Monster Summoning IV
Aquatic Monster Summoning, Salt Water
Monster Surmmoning VI
8 Urchin, green
Monster Summoning Ill
1 Barracuda (3 HD)
2 Crab, giant
3 Laceden (ghoul)
4 Sahuagin
5 Seki
6 Urchin, red
27 Spider. giant marine
8 Water weird
9 Urchin, silver
1 Barracuda (2 HD) 1 Hippocampus 1 Bal, marine
2 Lamprey, common 2 Kapoacith (gargoyle) 2 Narwhal
3 Merman 3 Lobster, giant (rayfish) 3 Octopus
4 Otter, sea 4 Merrow, ogre 4 Seawoll greater
5 Piranha (344 appear) 5 Otter. glant 5 Shark 7-H)
6 Urehin, black 6 Shark (3:5 HD) 6 Snake, gant sea
7 Triton co)
Monster Summoning I 2 lio # sari
1 Barracuda (2HD) Monster Summoning V ar “
2 Dalphin 1 Ray. manta
3 Locsthah 1 Crocodile. giant 2 Shu, giant sea
4 Ray, teach 2 Lampre, sea 5 Snake gant sea (10 HD)
5 Hay si 3 Saget 4 Squid, giant
6 Sea horse 4 Sea lion
7 Seawol, lesser 6 Shark (5:6 HD) emery
1 Eye of the deep
2 Dragon turtle (12 HD)
3 Kraken"
© Rollagain with 148 Shark giant
* This creature has a '5 Vodyanoi (16 HD)*
Mn basa lO% 6 Whale ler
chance to become fre willed
forthe duration of the spell if
fordered to act against ste
fature of nelinations.
7 Whale, small herbivore
02H)
8 Worm, mottled (purple)Swan (ewanmay 10%)
Pirate
2 Land encounter
10. Havard navigational)
11 Fisherman or trapper
12 Merchant
13 Otter or beaver
16 Aerial encounter
3
4
5
{© Depths encounter
2
8
15 Nixie
Te Merrow, ogre
17 Scrap
1B Naga, water
19 DM Special
20. DM Special
Gold Water Depths
Morkoth
3 Ober, ant
4 Quipper. common or giant
5 Vouvano!
{6 Lacedon oF kapoacinth
7 Koalinth
3) Crayfish, gant
3 Crab, pant
20 Fish schoo!
U1 Fishschoo!
12 Nixie or giant pike
13 Nivie or sant gar
14 Octopus
1S. Merrow, ogre
We Lamprey or marine eel
17 Snake, giant sea
18 Sunken ship
19 DM Special
20 DM Special
Al La DG Ese Rl a
‘rate ali the encouter no table them noe
Sertace Encounters: Unintligent monsters ate 785
Tay tobe deny amino neo, 20" i ve
tually burmed by it Lange amounts of fod thrown
‘verboard are 3 likely Yo end sch an encounter
Tih School This is alge group of ene type of Fah,
‘he aguatie version a herd arias. They tualy do
‘ot attach, ules commanded by magia means IF
anh they might ml about catracting sion
Sedmovemert. fare enough, they might ease but
‘ing damage (-2 10 8 depending on 2
{Ghowt Shipe This oat ship manned by undead A
‘hough ican beeen any me il stall atack
‘nly at ght, wher i asters ae a fl powell
fret de one forthe ew and once for het
{Esders, Cis O10 = 10 salons 4180 = 10
‘zombies: 81-40 = 1020 ju zombies Leaders 0
SST wighs 3140 = 13 wradiesoLed = C2
feces 81:98 ™ 2 ghosts 95.00 = 1 ich
Finvendievigslonall Ths on growed or damage
‘el hat dows nt have aboard plot amie wth
the waters Sch hazards as sandbae and submerged
laws often change palo,
‘Stine Tha icude bth loating mass of weed
and bso the bottom The former slows sips by
ts. The lite af $300 hgh and reduce vison 10
10 fel Both provide a 40S" chance for amare
eeounier f moved though o invest gate,
‘Spec Encounters: Theve can ine moskoth ot
ed worms, shipweck sativa an ye ofthe dee,
peartbede sudden storms seated ha allows we
‘oer vesting hen eaten, pant clams agate ver
‘Siow of carioroun plans storm lant, and 30 38
“Temperate Woter Surface
10
n
2
B
a
15
ie
v
18
19
2
Crayfish, giant
Nymph
(Ouer giant
ard man
Depths encounter
‘Swan (swanmay 10%)
Merrow of
Land encounter
Frog. giant. or pint leech
Hazard (navigational)
ter
Fisherman or merchant
‘Aerial encounter
Pirate or warship
Beetle, giant water
Lacedon
Serag or sea has
DM Special
DM Special
Temperate Water Depths
10
n
2
B
ry
1S
16
y
18
19
20
Dragon ture
Nymph
Otter
Catfish or leech, giant
Kapoacinth or lamprey
Lizard man
Koalinth
Beetle, giant water
Spider. gant water
Fh schoo!
Pike, giant
Crayfish, giant
Quipper giant
Nixie
Gar, giant
Octopus or giant lamprey
Tacedon
DM Special
DM Special
Monster Summoning 1
1 Frog, giant
(iby
2 Keoalinththabgobliny
3 Lamprey, common
4 Nixie Old appear)
5 Otte, common
6 Piranha (3d8 appear)
Monster Summoning It
1 Ea) electric
2 Frog, gant
(HD)
3 Kuo-toa
4 Leech, gant
HD)
5 Lizard man
6 Piranha, giant
“Monster Summoning It
41 Crab, giant
2 Crocouile, common
3 Frog, giant
gH
4 Lacedon (ghoul)
Aquatic Monster Summoning, Fresh Water
Monster Summoning IV
1 Beetle, giant water
2 Crayfish, giant
5 Kapoacinth (gargosle)
4 Kelpie
53 Merrow, ogre ose
6 Otter giant co)
7 Pike gant 6 Vedyanoi
8 Spider, giant water HD,
(isesicr Sinteing Y
1 Crocodile, gant
2 Eel, plant electric
3 Scrap (eo)
44 Water weird
Tropical Water Surface
Ceyntal ooze
Kelpie
‘Nymph
Fel, electric
Depths encounter
Snake, glant const
Pirate, small boats
Crocodile
10 Hazard (navigational)
AL Fisherman or merchant
12 Piranha
13. Frog. slant or poisonous
M4 Aerial encounter
15. Seaweed
1 Seaweed (choke creeper)
17 Frog. killer
18 Naga, water
19 DM Special
20 DM Special
“Tropical Water Depts
2 Vodyano!
3) Eel weed
4 Kelpie
5 Beelle, giant water
© Spider. giant water
7 Snake. giant const.
8 Seaweed or stranglewced
9 Crabor crayfish. giant
10 Octopus
11 Piranha, giant
12 Fah school
1B Eel, giant
14 Lard man
15. Nie
1g Kapoacimh
39 Banyip or water naga
18 Snake giant sea
19 DM Special
20. DM Special
Monster Summoning VI
1 Eel, marine
2 Gat, giant
3 Octopus
4 Seawol, greater
5 Snake, gant sea
Mra Semacng VL
1 Catfish, giant
2 Greenhag
3 Naga, water
44 Snake, giant sea
coHD)
Monster Summoning VIlL
1 Shug, giant sea
2 Dragon ttle
(2D)
13 Kuo-toan monitor
'§ Worm, motied
(purple)Special Encounters
Borer Ethereal Encounters
tend int the border Ethereal plane. The creature tal son the
“The perceptions and special attack form of this creature ex- Unless acount
% pemeesl wae Prine Matra ia Prime Material encounter isnot posible, 3
Bement the sonar ito 4. Wopperes papi worm
“The NPC party section is sed withthe following meafica- por
5 Bemenal: earth tons party stele sith clssrettions,One ret wit 3 Mol, brown o vie Fangus
Fee inspite thaytbe promt andatletoneieipcyeueiivar 8 A
& Cockarce” or couatl 8 Roper or no-alyugh
© Human traveler” rest thts Word than 9 Otjugh or tunnel worm
10. Dinmor eet, Warrior hast ogee hth 10 Jermlaine or osqup.
31a or Ken 11 Shrieker or unowoa angus
i oes [Anetherea cyclone requires asaving throw vs. spell AL} SRTGKE’ or una fur
‘ ‘hose who fal ace Blowin fo. single random location" on the
15 Medusa’ or spider phase ove who flare blown to a sngle random 13 Mold yellow, or giant slog
14 Invisible stalker i BO BO eee ee Se ae 14 Drow or duergar
a oe known cation onl reeued or otherwise able to each the TE DFOW or dueras
16 Jann of marid rime Matera (si) Amore dtaledtreatmentcanbefoundin 1g Umber hulk orsithering racer
17 Aerial servant ene “~ 17 Aboleth or mind flayer
18 Ethereal cycome"”* —_________——__ if Gihatterorgarspoe
19 DM Spec Unusual fungihave aspecil property asignedby the DML suck 19 DM Special
20. DM Special ts being exceptionally nourishing ving of Tight curing dam- 20. DM Special
age or disease neutaleing poton, causing srength or weak:
tes eaten, repelling cerita crestoren fe
DM speciale might include trained hunting spiders, pack lzard
Arana ochre els of twice normal size ek
DUNGEON MONSTER RANDOM LEVEL MATRIX
Equivalent Dungeon Level — Monster Level Table Conall — =
1 0 m w v uo vm ovm ox x
be ie 7490
andaird res
‘te 1s 610 eae 20
St me Paste
an 238 Sea teats 20
mm 7 R343 oto eue ais
ah 1 2 se Sioa
oth 1 3 3 a5 es oss eat
soins 1 3 3 ° a a
Lath 1 2 3 4 5 7 oa? hs 2520
latin 1 3 3 a 5 ° our iy dan
16th 6 down 1 2 3 3 5 é si nie ara
Pence: To determine the monte t Disagron Levelt Drispcaiibavet
feeence the ell of MD With he 2 Beton, gnc 3 Halles
‘Slaten ngcon evel-Then ll a00 | cue 3 Rot grub okie from
fon the indicated able to determine the £ (Denitor op ant or posanous
monster appearing. If multiple monsters ech 1 paebacrtd
are given. pick one or roll randomly. —_— { Sate
‘If monster level is lower than dungeon a et peny . eee
level, increase the number encountered, { i eeeeele 5
AW the monster level is greater than the 4 enn g Set
dungeon level, reduce the number en sai ple. large
countered (at least one will be encoun- a Reet B eee
oo esos ak ba 12 Goblin 12 Grail find 10%)
ve secre 1B Oe 13 Troglodyte
Looe BE Mra Seta
es oy 15. Bullywug 15 Centipede, large or giant
Intelligent monsters on Tables IX and i. ee ie: dakes (4H)
X will have minions instead of greater 2 aoe ee
numbers. On lesser levels minions will 2 Ree Been
19 Dat Special 19 DM Special
be fewer and/or less powerful
20 DM Special 20
OM SpecialDungeon Level I
2 angi, violet
3 Dog, death
4 Weasel, giant, or sandling
5 Ochre jelly
& Beetle, boring
2 Bugbear
8 Bat, huge (mobat)
9 NPC pany
30 Lizard, giant
AL Snake, constrictor
12 Gelatinour cube
13. Ore, otog
14 Spider. huge
18 Centipede, megalo-
16 Lye. tat
i Ghoul
18 Ankheg (6-6 HD)
19 DM Special
20 DM Special
Dungeom Level VE
2. Pyrolisk
3 rider
4 Ogre mage
3 Medusa
Basilisk
7 Hydra, 7-9 heads
8 Carron crawler of otyugh
3 NPC party
30° Lizard, minotaur
1 Manticore
ol
13 Slime, aren, or yellow mold
14 Scorpion, slant, or brown mold
18. Spider, phase
ae Wyvern
A? Wight or wrath
18 Wight or wrath
39. DM Special
20 DM Special
Dngeu Level I
2 Hyde, 1720 heads
3) Hydra, 12 heads (pyro-oreryo=)
4 Elemental, eath (12 HD)
5 Bulete
& Worm, purple
7 Kinin
3 Sig. giant
9 NPC party
10 Golem, stone
1 Xomm
12 Umber hulk
13 Giant storm
14 Rost monster
435 Dragon, black (ancient)
16 Gorgon
12 Vampire lee 7-10 level
18 Rakshasa jah
19 DM Special
20 DM Special
Dingo Level IV
“Ankheg (7-8 HD)
Hydra, $6 heads (pyro- or cryes)
‘Toad, fir or poisonous
Lye, wall, or ettercap
Hydra, 5-6 heads
‘Ape ot hell hound
(Orbea or rust monster
NPC party
30. Shake, giant const.
11 Dog. blink
12 Ogre
13 Ooze, gray
14 Scorpion, giant
15. Gargoyle
16 Shadow
17 Ghast
18 Hluecuva
19 DM Special
20M Special
Dungeon Levet Vit
2 Elreet or flesh golem
3) Dhinn oe invisible stalker
44 Hydra, 79 heads (pyeo- or cryor)
3 Behie or greater basilisk
© Neo-otyugh or mimic
7 Willewsp
8 Chimera or gongon
9 NPC party
10 Pudding, black
11 Lizard, fee, or tunnel worm
12 Hydra, 10-12 heade
13. Glant ill, orshambling mound
14 Troll, Zheaded, or ein
15. Giant, stone, or oper
16 Umber hulk or spit naga
a7 Mummy
18 Speae
19 DM Special
20 DM Special
Dungeon Level V
10
n
R
B
1“
18
16
v7
18
1»
20
Slithering tracker
Imp or quasit
Hydra, @ heads (pyro or erye-)
Shrieker or yellow mold
Displacer beast or leucrotta
Cockatrice
Fiyéra, 7 heads
NPC party
Lizard, subterranean
Lrard, subterranean
Minotase
Snake or spider, gant
Rust monster
Verbeg or marzoyle
Dopplezaneer
Shadow or juju zombie
ye. boar
DM Special
DM Special
Dungeon Level Vit
2 Hydra, lermaean
3° Golem, clay
4 Trapper or lurker above
'S) Hydra, 12 heads (pyro- or eryo-)
© Gorgimera or dratolisk
7 Shug: giant or purple worm
8 Vampire
9 NPC party
10 Hydra, 1316 heads
2 Glant. frost
12 Willwisp
13 Rust mona
14 Couatl or guardian naga
18 Giant, fire
1g Pudding, dun or brown
17 Medusa, greater
18 Ghowt or rubk (rakshasa)
19 DM Special
20 DM Special
Dungeon Level X
Demilch
Lurker above
2
3
4
$
©
7
8
°
0
n
2
a
in
5
6
v
18
»
20
Elemental, earth (16 HD)
‘Rakshasa, maharajah
Dragon, ted (ancient)
Dragon, blue ancient)
Lich
Golem, ron
NO ENCOUNTER
NO ENCOUNTER
Beholder
NPC party
Slug. giant
Ges spore
Vampire, maye 912th evel
Vampire, nage 9-12h level
Tarrasque
DM Special
DM SpecialNPC Parties
“Te avoid delays, create NPC partes before play.
“The tables allow such partis tobe setup quickly
and impartially, and the DM encouraged (0
make any changes that will enhance play ‘The
bles should be considered a starting poi.
‘Atypical NPC. party has 2-12 members—25
major characters and the rest henchmen oF men
‘Ghuracters The Character Subtable provides a
typical party strecture by limiting number and
‘lames the NPC characters encountered, Deer-
tine characer race (20% demhuman) and de
Fuman multictases on the Racal Subtable
[multiclass can exceed the Character bt
elimi.
‘Charece Level ad Espen Tse wil =
‘ay be comparable to those ofthe player charac
ters, but NOC level wil rarely exceed 2th. Arts,
armor and equipment will be typieal:a Ist evel
Starior would have sal of chain armor and min
inal gear At 2nd level, banded or plate malls
typical. weapons profuse, and eauipment com
plete mach oi haly water mirore ete). NEC
fag wll be used if fight breaks out. Note that,
TFthe NPCs ace defeated, their magical Rem wll
according to those most sued tothe NPC party
‘Waards are subject othe lint of spells known,
Henchmen spllasers ate ated likewise
Henchmen: The major NPCs wll havea total of
25 henchmen, up to the party wae, with an re
mainder men-at-arms. Ifthe encounter below
the Sed dungeon level, ll shove withthe malor
[NPCs wll be henchmen,
Henchman class and race is determined as for
the major characters Major NPCs are assigned
henchmen in order of Charama. alloting for
Comparisity eg. a paladin wud not Follow 2
{hel noe would «ranger below Bt level have
henchmen). A henchman’ level is one third of
that of his master (round up or down). I the mas
mored, Their magic i asigned as for major
NPCS, buts wally less power
‘Mena Ne Lite deta needed for these
ther than hit pints. They often have poor armor
tnd few weapons: for example, studded leather
‘ronbow and dagger or tat bet) scale mal
Shield, spear, long ord, and backpack. They re
Seldom found “undergiound below the Sed
dungeon lev!
‘Characer Subtabie
Dice Masinam
Score Number in
Party
our 3
1820 2
21-60 Fighter 5
Le Paladin 2
hes Ranger 2
b86 Wisard 3
S738 ‘Specialist i
99.98 Thiet 4
99.00 ‘ard 1
"Typically, 208 of these willbe nor-hurman,
Race Subtable
Dice Race sof
Score Maltilase
0130 Dwart* 15%
355 HF se"
Sees Goome” 25%
6-90 Hale? asm"
21-00 Halling® 10%
Inanevilly aligned party, these willbe halt-
cores elves will be renegade drow). The chance
for a mulielas haltore ie 50%: fighter shit
(01-33), fighercleric G48), oF cleci-thie
(4550).
the roll for multiclass s 01-20 the char-
Majic Items for NPC Parties
Level ChanceNo, of lem Table
at we srt
and we 21
ed woe 2 1
we t/t
th aoe 2 I
me 1
sth om) 2d
woe) 1
oh we 3st
we) 2)
7h mead
som 2)
woe 1)
oh we st
won 2)
met)
oh oe at
me 2)
wet
108s ad
we 2)
woe ly
nth ad
won 2)
soe 1) Il
we i wv
1th rad
said
woe)
meri iv
satht a
sora
se
we si
‘Automatically has this with no roll needed.
Userandom determination only when any gen
«ral magical tem would be suitable to the nd
Vidual, Note that some items ae in groups oF
test isabove bk ne benchnan Nae] S08 aoe ulti.
Meraliecloy Sfolaciacr cease Ties | SERN gi °
Sth evel mage would have a2ad evel henchman jel; for three classes, subtract 2 levels. Adjust
ian 1h evel mage would havea evel} danedownwardiothe aia ax,
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Ialor NPCs, thgh they are nota heavy
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TABLET TABLE rapt at TABLE
Die Hem d20) Die tem 20) Die em 20) Die tiem 20)
1 2Fetons: fying, heating 1" 2Fetions ol of ethereaness, 1" 1 Ring spel storing 2 Rigs tie mmoning
2 2 Potions: exinheating faverheroom 2-1 Ring: nd shieding 2. 1 Ring: human sflenee
polymorph) 2 Potions: ESP. gascous form 3 1 Rod: cancellation 51 Ring pel ening
3 TPations:fire resistance, «31 Serll'3 Spell ewe 29 or 4 1 Stalf-command 4 Thedt amaing
speed 27 5 1 Wand fowr 31 Red: terror
4 Potions: healing. hill giant 42 Ring: fire resistance & 1 Wand: negation & UWAand:fetning or fie
frensth inci 3 1 baw of ticks 3 Land iston
Boone: heroism, 5 TRing: protection +2 8 boots of peed 21 Stats shunder lightning
inonhnersny 1th Sling 8 hoof ding and 8 amulet a if protection
6 TPotonn: human cont, «1 Wand mags mits oon 10 1 cubeof fore
ieserion & 1Wind: oonier 10 Teloak af displacement 11-1 deekof Maton
7 ZPotions animal contr, 9 bracers of defense AC4—11-_ I meckac of muses 12. Ligerol charming
iment 10. 1 brooch of ehelding 121 pine ofthe severe 13. LU helm of teepotton
8 Scr Typell lvel1<¢ 11 i eloul of elombind| 15 LFope of climbing 14 thom oftcing
9 Scroll 2speis evel 12 Lear of pearance 1d rope of entanglement 13. Trobe of blending
20 1Scrolk protection rom 13 Tignes serpentine oul 151 Sena of protection 18 {sone of good lack
ine 143 jelin of lng 1S Use plte al #2 shit? 17 Let plate na 93. shild
11. T Ring: mana conrot 18. 15a Keohton ointment “3 \f
121 Ring: protection #1 16. robe of useful tems v7 shia +5 18 Tord: +4 for 43 with
1B Lamon lather’ 1P Leu‘chanmal ST shied 18 1 Sword: 3 (or 42 with wos)
ie Shed #1 o sins") 19 VArow: of saying
18 1Sword: #2(nospecial 18 eet: chain mai +3 18 TMaceor hammer: +2 (chrecter Ca)
site) 19 Swords 32 lor #1 with 2D L Spear 2 20 New of entpment
16 ToArows: +1 ahs) SiibdligsetEsnsgul
17 aol 1 20. 2Weapons: crossbow of ialggaen ang nah
18 1 Dagger: +7 speed, hammer +1 eeeetes:
19 Laven: +2
2 1Mace" +7CASTLES & FORTRESSES (Optional)
‘Most wilderness castles and fortresses will al-
ready have been placed before play begins.
Sometimes, most often when the party
mapping. new territory, a previously un-
Known castle may be discovered. In this case,
there ia base 1 in 20 chance that any wilder:
res encounter will be with an unknown
‘ronghold. When this occurs, determine the
Castle size, inhabitants, and master’s clas if
Any) before rolling to see if the party is
Surprise,
Sospeises lf the party is surprised, and ifthe
stronghold is inhabited by brigands or an
NPC master, they will have been surprised
bby a patrol from the stronghold. Otherwise
the party will see the stronghold from '/2 105
miles away and be able to pass the place or
investigate it as they wish.
Patrols: Prepare some standard patrols be
foreplay. Racal composition should be typi
cal for the area, The patrol will be mounted
Unless special considerations apply (such a5
Consuitable terrain, or a nation that shuns
mounts), Leaders will have superior mounts
(typically war horses)
‘A typical patrol will be commanded by a
fighter (or possibly ranger) of eth to 8h
level. He will have a lieutenant of ath to Sth
level, aserjeantof nd to Sed level, 3to4 Ist
level veterans, and 13-28 men-at-arms. AC:
‘companying them will be either a priest of
fth of 7th level (40% chance) or a wizard of
‘sth to ath level 60% chance)
Fighters of Ist level or higher will have
plate mail, shield, lance, flal, and long
Sword. Men-at-arms will typically have
‘hain or seale mal, shield, bow or light
‘erossbow, and a hand weapon. Magical
items are assigned by the DM (see NPC
Parties, previous page)
Cove The sizeof the castle and its garrison
are given in the tables. The reactions of the
‘cattle garrison to an approaching party will
be dictated by the culture and society ofthe
area, For example, in atypical medieval Eu-
opean fantasy setting, a friendly reaction
‘would result in the castle master welcoming
the adventurers, entertaining them royally
(with hunts, drinking bouts, et.), and offer-
ing an escort to the border of his teritory
when they choose to leave. A neuteal reac-
tion could be a demand for tol, or refusal to
Tet them into the place without facing one or
sore of their fighters in nonlethal combat
(uch as jousting), taking the fighters’ armor
and weapons if they lose. A hostile reaction
ould range from an immediate altack to
feigning friendship, then capturing them for
Tf the castle is attacked, the garrison will
rman the walls, any cavalry dismounting for
the purpose, The caste will be stocked with
food, water, and supplies of arms and mis-
siles, Heavy crossbows will be avalable to
the defenders. In addition, there wil be ati
lery and sufficient crew to operate it (see
tables).
Case Tile Sd Type Coat NPC Maser
Deal Sie Te Dice Masts hs ad eve
S20" Sat Ssh hp 120) PREST. hah
26-35 Small ‘Moat house or friary_ oc eaaa
S648 Mallm Medium al exp ee, uladin Shh
46-65 Medium Small walled castle ws a —
citer ue ae
ee a
sigs Lage Cones cmle. The mater wl ave 25 benchen, plu any
SS IME CMM. Ratelonen eda
atic
seo Lae Fan mplc
Caste Table 2 Tnabitants ‘Doses castles appear totally deserted, but en
try into the constretion will discover a mon.
call Saleen Large Inhabitants ster. Roll again on the encounter chaet; if
Spat Madu ans ttn, Ghia ew vom he Ro
46-60 31-50 16-40 Deserted ny
omer Begone rena place om
a7 5165 a100 Big eee
2 ee. Bess
ascent cmmecseele. NEC ste stasis reer to Hite
es Ss
Ca Te ary amd Gaon
Ueto
sue Tye une: samme Geilo
keep
MUM siete ;
Seated oa
Mlumese soon
“Gt
Garsson is the typical nurber of men that the castle can accommodate, The lower figure i the
peacetime complement
Ballistae ae diret fie, crewed weapons that shoot bolts of spar size. Witha 4-man crew, aballsta
tan be fired every second round.
Light catapult are indirect fire, crewed weapons that throw stones or flaming pitch
Cauldrons refilled with bling ol, which s then poured doven upon attackers. The DMshould de-
‘de the exact effect of boiling el (save vs, death for exampie
Caste Table 5: Antilery
Range Damage Rate of Base Crew
Device Min Max SMO Lie) ToHlit Min Max
Ballta — soyd 212 348 atts
Catapult light 150yd 300yd 2200 «3d DO
Range isthe distance o the argt creature, The minimum range elects the arcing trajectory of the
catapult.
Rat isthe speed of firing with the minimum crew. ere less than the minimum, the rate
of fires halved. “A balista with maximum crew can fire once every two rounds.
‘The arillery proficiency of the crew che! determines the chance to hit. Artillery fre gnores Armor
Clas. The bac number toi can be lowered by I or each evel of sil equal ta proiceney slot!
the crew chief has with the weapon, Each consecutive shot against a stationary target gets a +4
bonus (+4, 8. et.)Aarakocra
‘CLIMATE/TERRAIN: ‘Tropical and temperate
FREQUENCY: Very rare
INTELLIGENCE: Average (8-10)
TREASURE: D
ALIGNMENT: Neutral good
NO. APPEARING: 1.10
THACO: 18
NO, OF ATTACKS: 2
M (20' wing span)
Steady (11)
65
DAMAGE/ATTACK: eae
‘The aarakocra are a race of intelligent bird-men that live on the
peaks of the highest mountains, spending thelr days soaring on
the thermal winds in peace and solitude
‘Aarakocra are about five feet tall and have a wing span of 20,
feet. About halfway along the edge of each wing is a hand with
three human-sized fingers and an opposable thumb. An elon-
sated fourth finger extends the length of the wing and locks in
place for flying. Though the wing-hands cannot grasp during
‘light, they are nearly as useful as human hands when an aarako-
cra son the ground and its wings are folded back. The wing mus-
cles anchor in a bony chest plate that provides the aarakocra with
extra protection. The powerful legs end in four sharp talons that
tan unlock and fold back to reveal another pair of functional
hhands, also with three human-sized fingers and an opposable
thumb, The hand bones, like the rest of an aarakocra’s skeleton,
are hollow and fragile.
‘Aarakocra faces resemble crosses between parrots and eagles.
They have gray-black beaks and black eyes set frontally in their
heads that provide keen binocular vision. Plumage color varies
from tribe to tribe, but generally males are red, orange, and yel-
lows sshile females are brown and gray.
‘Aarakocra speak their own language, the language of giant ea-
‘les, and, on occasion, the common tongue (10% chance).
Combat: In aerial combat, an aarakocra fights with either his
talons or heavy fletched javelins that he clutches in his lower
hhands. An aarakocra typically carries a half dozen javelins
strapped to his chest in individual sheaths. The javelins, which
can be used for throwing or stabbing, inflict 2d4 points of dam-
age. Owing to the aarakocra’s remarkable skill at throwing jave-
lins in the air, it incurs none of the attack penalties for aerial
missile fire, An aarakocra will always save its last javelin for stab-
bing purposes rather than throwing it. Its favorite attack is to
dive ata victim while clutching a javelin in each hand, then pull
‘out of the dive just asit reaches his target, and strike with a blood-
ccurdling shriek. This attack gains a +4'bonus to the attack roll
and causes double damage, but an aarakocra must dive at least
200 feet to execute it properly.
‘An aarakocra is reluctant to engage in grappling or ground
‘combat, since its fragile bones are easily broken. Though rarely
used except when cornered, an aarakocra’s sharp beak can bite
for 1-3 points of damage.
abitavSociety: Aarakocra lve in small tribes of about 11-30
(1420-10) members. Each tribe has a hunting trsitory of about
10,000 square miles with colorul banners and pennants marking
the boundaries,
Each tribe liven a communal nest made of woven vines wil
soft lining of cried grass. The eldest male serves as the tribes
lead. Intribes of more than 20 members, the second oldest male
servesas the shaman, leading simple religious ceremonies involv-
ing the whistling of melodic hymns at sunset on the first day of
new month. Males spend most of thei waking hours hunting for
food and occasionally for treasure, such as gems and ather shiny
objects. Females spend eight months ofthe year incubating their
‘eggs, passing the ime by fabricating javelins and other tools from
‘wood and stone. While resting on thelr backs, aarakocra females
‘an use all four hands atthe same time to weave boundary pen-
rants, javelins sheaths, and other useful objects from vines and
feathers.
Five aarakocra, including a shaman, can summon an air ele
mental by chanting and performing an intricate aerial dance for
three melee rounds. The summoned air elemental will comply
‘withthe aarakocras’ request fora favor, though i will not endan
Br ts life on thei behat.
‘Aarakocra are extremely claustrophobic and will ot willing!
center a cave, building, oF other enclosed area, os
Ecology: Aarakocra have little to do with other species, includ-
ing neighboring aarakocra tribes, and leave their home territory
only in extreme circumstances. They rarely encounter humans
except for an occasional foray into a rural community to snatch a
stray farm animal; this is not an intentionally malicious act, as
aarakocra are unable to distinguish between domestic and wild
animals. A human venturing into aarakocra territory may be able
to convince one to serve as a guide or a scout in exchange for a
shiny jewel or coinAboleth
(CLIMATETERRAIN: ‘Tropical and
temperate/Subterranean,
FREQUENCY: Very rare
‘ORGANIZATION: Brood
ACTIVITY CYCLE: Night
DIET: ‘Omnivore
INTELLIGENCE: High (13-14)
‘TREASURE: F
ALIGNMENT: Lawful evil
NO. APPEARING: ds
ARMOR CLASS:
MOVEMENT:
HIT DICE:
THACO: 2
NO. OF ATTACKS: 4
DAMAGEATTACK: 16 (x4)
SPECIAL ATTACKS: See below
‘SPECIAL DEFENSES: Slime
“MAGIC RESISTANCE: Nil
‘SIZE: H Qo" tong)
MORALE: Elite (13)
XP VALUE: 2,000
‘The aboleth is a loathsome amphibious creature that lives in sub-
terranean caves and lakes. It despises most land-dwelling crea~
tures and secks to enslave intelligent surface beings. Its as cruel
asi is intelligent.
‘An aboleth resembles a plump fish, 20 feet in length from its
bulbous head to its Fluke-like tail Its Body is blue-green with gray
splotches, and its pink-tan underbelly conceals a toothless, rub
Dery mouth, Three sltlike eyes, purplered in color and pro-
tected by bony ridges, are set one atop the other in the Front of its
head. Four pulsating blue-black orifices line the bottom of its
body and secrete gray slime that smells like rancid grease. Four
leathery tentacles, each ten Feet in length, grow from ts head. An
aboleth usesits tail to propel itself through the water and its tent
‘les to drag itself along dry Tand
Combats The aboleth attacks with its tentacles for 1d6 points of
damage each. If victim struck by a tentacle fails a saving throw
vs. spell, the victim's skin transforms into a clear, slimy mem=
brane in 1di-+1 rounds. If this occurs, the victim must keep the
membrane damp with cool water or suffer 1d12 points of damage
teach turn, Cure disease cast upon the victim before the membrane
‘completely forms stops the transformation. Otherwise, cure seri=
‘ous wounds will cause the membrane to revert to normal skin,
Because its sluggish movement makes attacks difficult, the abo-
leth attempts to lure victims close by creating realistic illusions at
‘will complete with audible, olfactory, and other sensory compo-
nents. The aboleth can attempt to enslave creatures within 30
feet; itcan make three attempts per day, one creature per attempt.
ithe victim fails a saving throw vs. spel, he follows all of the
aboleth’s telepathic commands, although the victim will nt fight
fon the aboleth’s behalf. The enslavement can be negated by re
‘move curse, dispel magic, the death of the enslaving aboleth, or.
if the victim is separated from the aboleth by more than a mile, a
new saving throw (one attempt per day.)
When underwater, an aboleth surrounds itself with a mucous,
cloud one foot thick. A vietim in contact with the cloud and in
haling the mucus must roll a successfulsavingthrow vs. poison or
lose the ability to breathe air. The victim is then able to breathe
water, asf having consumed a potion of water breathing, for 1-3
hours. This ability may be renewed by additional contact with
the mucous cloud. An affected victim attempting to breathe air
will suffocate in 2d6 rounds, Wine or soap dissolves the mucus.
HabitavSociety: An aboleth brood consists of a parent and one
to three offspring. Though the offspring are as large and as strong,
as the parent, they defer to the parent in all matters and obey it
implicitly.
‘Aboleth have both male and female sexual organs. A mature
aboleth reproduces once every five years by concealing itself ina
‘cavern or other remote area, then laying a single egg and covering
it in slime. The parent aboleth guards the egg while the embryo
grows and develops, a process that takes about five years. A new:
born aboleth takes about 10 years to mature.
‘The aboleth spends most of its time searching for slaves, prefer
ably human ones. Its rumored that the aboleth use their slaves to
Construct huge underwater cities, though none have ever been
found, The aboleth are rumored to know ancient, horrible secrets
that predate the existence of man, but these rumors are also un-
substantiated. There is no doubt that aboleth retain a staggering
amount of knowledge. An offspring acquires al ofits parent's
knowledge at birth, and a mature aboleth acquires the knowledge
‘of any intelligent being it consumes.
An aboleth’s treasure consists of items taken from its slaves.
‘The items are buried in caverns under a layer of slime resembling
‘gray mud, recognizable by the distinctive rancid grease odor.
Ecology: The omnivorous aboleth will eat any organic matter,
usually algae and micro-organisms, but they are aso fond of in-
telligent prey so they can absorb nutrients and information at the
same time, Aboleth have no natural enemies, as even the might
fest marine creatures give them a wide berth. Aboleth slime is
sometimes used as a component for potions of water breathing.Ankheg
CLIMATETERRAIN: ‘Temperate and tropical/
Plains and forests
FREQUENCY: Rare
ORGANIZATION: Brood
ACTIVITY CYCLE: Any
DET Omnivore
INTELLIGENCE: Non- (0)
c
Nil
16
Geral 2 under ¢
MOVEMENT: 12,.Br6
HITDICE doen
THAC 612
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3418 (crush) +144 (acid)
SPECIAL ATTACKS: Squirt acid
DEFENSES: Nil
of Na,
LH (20'to 20’ long),
MORALE: ‘Average (9)
XP VALUE: 175-1,400
‘The ankheg is a burrowing monster usually found in forests or
choice agricultural land. Because of its fondness for fresh meat,
the ankheg is a threat to any creature unfortunate enough to
encounter it
“The ankheg resembles an enormous many-legged worm, Its six
legs end in sharp hooks suitable for burrowing and grasping, and
its powerful mandibles are capable of snapping a small tree in half
with a single bite. A tough chitinous shell, usually brown or yel-
low, covers its entire body except for its soft pink belly. The
ankheg has glistening black eyes, a small mouth lined with tiny
rows of chitinous teeth, and two sensitive antennae that can de-
tect movement of man-sized creatures up to 300 feet away.
Combat: The ankheg's preferred attack method is to lie five to
ten feet below the surface of the ground until its antennae detect
the approach of a victim. It then burrows up beneath the victim
and attempts to grab him in its mandibles, crushing and grinding,
for 3dé points of damage per round while secreting acidic diges-
tive enzymes to cause an additional 1d4 points of damage per
round until the victim is dissolved. The ankheg can squirt a
stream of acidic enzymes once every six hours toa distance of 30,
feet. However, sinceit is unable to digest food for six hours after it
squirts enzymes, it uses this attack technique only when desper-
ate. A victim struck by the stream of acidic enzymes suffers Bd4
points of damage (half damage if the victim rolls a successful sav-
Ing throw vs. poison).
HabitatSociety: The ankheg uses its mandibles to continuously
dig winding tunnels 30-40 feet deep in the rich soil of forests or
farmlands. The hollowed end of a tunnel serves as a temporary
Jair for sleeping, eating, or hibernating. When an ankheg ex-
hausts the food supply ina particular forest or field, it moves on
to another,
‘Auaturnn is mating season for ankhegs. After the male fertiizes,
the female, the female kills him and deposits 2d6 fertilized eggs in
his body, Within a few weeks, about 75% of the eggs hatch and
begin feeding. In a year, the young ankhegs resemble adults and
‘ean function independently. Young ankhegs have 2 Hit Dice and
fan AC 2 overall and an AC 6 for their undersides; they bite for
1d& points of damage (with an additional 1d4 points of damage
from enzyme secretions), and spit for 4d4 points of damage to a
distance of 30 feet, In every year thereafter, the ankheg functions
‘with full adult capabilites and gains an additional Hit Die until it
reaches 8 Hit Dice
Beginning in its second year of life, the ankheg sheds its chitin-
‘ous shell just before the onset of winter. It takes the ankheg two
‘days to shed its old shell and two weeks to grow a new one. Dur-
ing this time, the sluggish ankheg is exceptionally vulnerable. Its
‘overall AC is reduced to 5 and its underside AC is reduced to 7.
‘Additionally, it moves at only half its normal speed, its mandible
attack inflicts only 1410 points of damage, and it is unable to
squirt acidic enzymes, While growing a new shell, it protects itself
by hiding in a deep tunnel and secreting a repulsive fluid that
smells like rotten fruit. Though the aroma discourages most crea
tures, it can also pinpoint the ankheg’s location for human
hunters and desperately hungry predators.
‘Ankhegs living in cold climates hibernate during the winter.
Within a month after the first snowfall, the ankheg fashions a lair
deep within the warm earth where it remains dormant until
spring. The hibernating ankheg requires no food, subsisting in
stead on nutrients stored in its shell. The ankheg does not secrete
‘aromatic fluid during ths time and s thus relatively safe from de-
tection. Though the ankheg’s metabolism is reduced, its antennae
remain functional, able to alert it to the approach of an intruder.
A disturbed ankheg fully awakens in 1d4 rounds, after which
time it can attack and move normally
The ankheg does not hoard treasure. Items that were not dis
solved by the acidic enzymes fall where they drop from the
nkheg’s mandibles and can be found scattered throughout its
tunnel system,
Ecology: Though a hungry ankheg can be fatal to a farmer it
‘can be quite beneficial tothe farmland. Its tunnel system laces the
soil with paseages for air and water, while the ankheg’s waste
products add rich nutrients. The ankheg will eat decayed organic
‘matter in the earth, but it prefers fresh meat. All but the fiercest
predators avoid ankhegs. Dried and cured ankheg shells can be
made into armor with an AC of 2, and its digestive enzymes can
be used as regular acid,Ant
Giant Swarm
CLIMATETERRAIN: Temperate/Forest, Tropical/Forest,
Arriola” nib sons
rarguincy, fat Ree
mare
Ree ee ]
- Omnivore .
ECR acres aio
a
mae, at
NO ARrEAmNG —aa00 set
Mure}
e: is
2 (worker),
tog — (3 (warrior)
Taco 3
weotaracks, |
MOSES, Lew
Pei
Warriors have.
MAGIC RESISTANCE: Nil
SIZE: T (2! long) See below
MORALE: Average ) Unsteady (6)
XP VALUE: 35 (worker), __ See below
175 (warrior)
Giant ants form cooperative colonies in tropical regions. They
are normally docile, but they can be fierce fighters if their nes is
threatened.
‘Giant ants are black, red, or brown. A giant ants body is cov-
cred with by a thick outer skeleton that serves as protection and
prevents the body from dehydrating. Two thin antennae sprout
from the head and are used for smelling and feeling. An ant’s
scissor like mandibles can eut, carry, or dig. Sis long legs covered
ith fine bristles grow from the thorax, while the abdomen con-
tains most of the internal organs.
Combat: Both worker and warrior ants will fight. Ifa warrior
ant manages to bite, it will also attempt to sting for 344 points of
damage. A successful saving throw vs. poison reduces the sting
damage to 1d4 hp. The queen ant has 10 Hit Dice but neither
moves nor attacks, If she is killed, the remaining ants become
confused (asif affected by the spel) for six rounds, then scramble
from the nest
HabitavSociety: A giant ant colony makes its nest underground
Ina series of rooms and passages. Mounds of dirt and twigs mark
the entrances. The passages may reach a depth of 16 feet, and the
entire nest may be spread out over an area exceeding several
thousand square yards.
‘When encountered in the wilderness, there is 90% chance that all,
of the ants are workers. Encountered in their colony, there i usually
‘one warrior ant for every five workers; a typical colony consists of
100-200 workers, 20-40 warriors, and a single queen. The warriors
are responsible for guarding the queen and defending the nest. ll
‘other duties are divided among the workers. Some gather food, some
clean the nest, some attend to the developing larvae. Others suck
nectar from flowers and produce honey. Storage ants, a special type
‘of worker, swallow the honey until they are too fat to move or work.
In times of scarce food, the storage ants expel the honey from their
mouths to feed the rest of the colony.
"The queen has no responsibilities other than to lay thousands
of eggs per week. Her chamber also contains the colony's trea-
sure, usually shiny jewels the workers collet on hunting expedi
tions. Nurse ants care forthe young i an egg chamber; the larvae
hatch and develop into adults in just « lew weeks. From 5-50
workers and 5 warriors guard the nursery chamber
Ecology: Giant ants prefertoeat seeds and grasses, but they wil
also eat meat if given the opportunity, Nether giant ants nor their
exes have any commercial value, though some gourmets enjoy
their honey. In a pinch, giant ants are a good source of protein
Swarm
‘There is no sight more fearsome than a swarm of red or golden
army ants on the march through a tropical forest, steadily con-
suming everything in their path. The individual ants resemble
smaller versions of giant ants, red or golden in color with power-
ful mandibles, The swarm is a mobile colony of 3/4” long work-
cers numbering in the thousands (to determine the number of ants
in the swarm, roll 1410 and multiply the result by 1,500). A single
queen, identical to the workers except for her sex and tiny unusa~
‘ble wings, marches in the center the swarm. Ifthe queen is killed,
the swarm dissipates.
The swarm moves in a straight line as a solid block of ants
(about 150 ants per square foot). The ants eat all organic matter in
theie path, including any creatures too slow to get out of their
way. IF the ants approach a river or other obstacle, they turn 90
degrees and continue their march, They will not go out of tI
way to attack and are therefore easy to avoid. Any creature in
contact with the swarm has a 90% chance per round of suffering
‘1ds points of damage from bites: if bitten, the creature must rolla
successful saving throw vs. poison or suffer an additional 142
points of damage from the mild poison. Check for bites and poi-
son for each round the creature isin contact with the swarm, Each
point of damage inflicted on the swarm kills 1d20 ants. Ants may
be scattered with smoke or fire: immersion in water washes them
off, I half of a swarm is killed, the surviving ants attempt to scat-
ter and hide; since the ants scatter equally in every direction, this
actually increases the possibility a creature inthe vicinity may be
attacked, If an entire swarm is killed, award 975 experience
points per 1,500 ants,Ant Lion, Giant
CLIMATE/TERRAIN: ‘Tropical and temperate/
Mountain, hil, and plains
FREQUENCY: Rare
Zs
INTELLIGENCE: ‘Animal (1)
TREASURE: See below
ALIGNMENT: Ni
NO. APPEARING: 1
ARMOR CLAS: 2
MOVEMENT: Br iin ose soi)
HIT DICE: i RS
THACO, 2
NO. OF ATTACKS: 1
DAMAGE ATTACK: 520
SPECIAL ATTACKS: See below
‘SPECIAL DEFENSES: Sig
MAGICRESISTANCE: = Nil
LO" long)
MORALE: ‘Average (8)
XP VALUE: 1,400
The ant lion is a huge, vicious insect that lurks in the bottom of
deep pits, feeding on creatures unlucky enough to fallin. Ant I
ions live in badlands, desert fringes, and other areas with loose
soil and sand,
“The ant lion resembles a cross between a mole and a giant ant.
Its body, gray or sandy brown in color, is covered completely by
a leathery exoskeleton with patches of coarse black bristles that
are sensitive to movement and odor. It has deep-set beady eves,
rows of jagged teeth capable of both tearing and grinding, and six
thick legs with sharp claws and lat bristles. The claws are used.
for digging while the bristles sweep away the loose sol. The ant li-
fon most prominent features are its mandibles, silvery gray and
razor-edged, extending three feet from it’s mouth. A single barb
centered on the inner ridge of each mandible is used to impale and
hold prey.
‘Combat: The ant lion seldom stalks or pursues prey. Instead, it
digs deep, tapering pits about 60 feet in diameter, buries itself at
the bottom beneath a covering of sand, gravel, and stones, then
patiently waits for falling victims, About 80% of the time, the en-
trance to the pit looks ike a funnel lined with sand. The rest of the
time it looks like the entrance to a cave or lai. A creature coming,
‘within three feet of the edze of the entrance has a 20% chance of
slipping in the loose soil and sand and sliding into the pit. A crea
ture entering the pit has a 50% chance per round of sliding to the
bottom. A character who takes precautions when approaching or
entering the pit, such as securing himself toa tree witha rope, will
not slip into the pit.
When a vietim lands in the bottom of the pit, the an lion bursts
from its covering of sand and stones and attempts to grab its vic-
tim with its mandibles. If successful, the ant lion will not release
its prey until either itor the prey is dead. The ant lion impales its
victim with its barbs, crushes with its mandibles, then grinds its
‘mandibles back and forth in a sawing motion, automaticaly in-
flicting 5d4 points of damage each round after the initial ht.
HabitatSociety: Ant lions mate once per year in mid-summer.
‘The male ant lion is drawn to the female by aromatic secretions
she releases when entering her mating cycle. Only ant lions can
smell these secretions. Once a male enters the female’ lair, she
stops secreting, and the couple begin clicking their mandibles at
each other. This ritual clicking lasts for three full days, during
which time the couple neither sleeps nor eats. The clicking has a
trance-like effect on the ant lions; even if attacked, it takes the ant
lions 1d4 rounds to break their trance and respond to an intruder,
‘At the conclusion ofthe clicking ritual, the male fertilize the fe-
male, then leaves her nest. Within a week, the female lays be-
tween one and four eggs and buries them in a hole inthe floor.
The young ant lions hatch in about six months, immediately bur-
rowing away to construct airs oftheir own. A young ant lion has
4 Hit Dice, but otherwise has all the abilities of an adult. It
reaches full maturity in about a year.
The ant lion’ lair typically consists of its pit trap and a narrow
passage leading to a large chamber where the ant lion sleeps and
eats, Another passage, winding from this chamber to the surface,
is used as an escape route, The ant lion also drags the remnants of
its meals through this passage and conceals them outside: this is
usually the only opportunity to encounter an ant lion out of its
lair. Although ant lions do not collect treasure, there is a 30%
chance that 1d4 ofthe following items will be found ina lair from
previous kills (roll 1420 to determine randomly):
16 10-40 gp
710 5:20 pp,
a3 Shield”
1417 Metal weapon *
18:19 Jewelry *
20 Miscellaneous item *
ical. Roll on the appropriate table in
the Dungeon Master's Guide or assign an item of relatively low
value
Ecology: Ant lions near civilized regions are considered danger-
‘ous predators, Rewards are often available for proof of their de-
struction. Ant lions eat any creature that falls into their pits,
though they prefer giant insects, usually eating one or more giant
ants per day. Ant lions have no commercial value, though
farmers of some primitive cultures use their mandibles for plows.Ape, Carnivorous
(CLIMATETERRAIN: ‘Tropical/Fores, hills, and
plains
FREQUENCY: Rare
INTELLIGENCE:
‘TREASURE:
ALIGNMENT: Neutral
NO. APPEARING: 28
‘ARMOR CLASS: 6
12, 9in trees
5
as
NO. OF ATTACKS: 3
DAMAGE /ATTACK: L148
SPECIAL ATTACKS: Rending
fete pian ++2bonus to surprise roll
Sasa bi wi
‘Steady (11)
1s
‘The carnivorous ape i a larger, stronger, and more aggressive rel-
ative of the gorilla. Ie lives in tropical jungles and plains, some-
times lairing in tal trees
Carnivorous apes have broad shoulders, thick bodies covered
with black hair, long arms, and short legs. Hooked black claws
grow from their fingers and toes. They have light brown faces,
flaring nostrils, and mouths full of long sharp teeth for shredding,
and ripping flesh from prey. Carnivorous apes walk on all fours,
using the knuckles of their hands for support. They can also,
swing through the trees at 754 of theie normal movement rate.
Combat: Carnivorous apes have a fair intelligence and are very
cunning, Owing to their keen senses, they gain a +2 bonus to
their surprise roll. They typically hide in trees and stalk their prey
for miles, dropping down to attack when their victim pauses 10
drink from a stream or is otherwise off-guard. In plains or other
areas devoid of trees, they hide in tall grasses and thick bushes,
leaping at a victim from behind. Carnivorous apes attack by rear-
ing on their hind legs, flailing with their massive arms, and snap-
ping with their powerful jaws. Ifan ape strikes its opponent with
both hands in the same round, it inflicts an additional 1d8 points
of rending damage. When a carnivorous ape defeats an opponent
‘or wishes to frighten an intruder, it stands on its hind legs, beats
its hands against its chest, and bellows thunderously. The sound
‘of a bellowing ape has been known to panic the timid
HabitatSociety: Carnivorous apes live in families ranging from
two to 20 members with about twice as many females as males. A
pregnant female gives birth in about nine months. An infant
never leaves its mother for the first three years ofits lf, clinging
tightly to her long hair and riding on her back wherever the fam-
ily goes. The largest male serves as the leader, establishing the
daily routine and defending the family from danger. The leader is
‘ecasionally challenged by younger males, the challenge resolved
by a brutal but non-fatal wrestling match. The loser leaves the
family in humiliation; a defeated challenger eventually joins an-
other family, but a defeated leader remains alone, living out the
rest of his life in bitterness.
Families do not have permanent lairs, but instead roam from
place to place in their home range, an area of 10-20 square miles.
‘The leader marks the boundaries of a family's home range by
scratching crude symbols in tee trunks or by spraying them with
rusk secteted from glancs under his tongue. A family wanders
constantly, never spending two consecutive nights in the same
place. They keep the jewels, coins, and other treasures gathered
in their travels in hollow teees or other secure locations,
A family eats its first meal of the day shortly after sunrise. The
adult malesdo the hunting, dragging their prey back tothe family
forall to share. The meal is followed by a long nap for the adults
and play time for the youngsters. The family has a second meal
before sunset, then shortly after dark goes to sleep in a secluded
‘meadow or in a communal nest constructed in the branches ofthe
tallest trees,
Ecology: Though aggressive by nature, carnivorous apes nor-
rally kill only for food or in defense oftheir families. They enjoy
fruit and nuts, but most of their diet consists of rodents, small
reptiles, eggs, and fish, as well as the occasional giant insect oF
carrion’ Wild game supplements the family menu; antelope, bul
falo, deer, and horses are among the apes’ favorite prey. In areas
densely populated with wild game, carnivorous apes must some-
times compete with lions and other predators. Its not unusual
for a pride of lions to violently challenge a family of carnivorous,
apes for hunting rights in disputed areas: the apes will usualy re-
locate rather than risk the lives of their families.
“The carnivorous ape's reputation as a man-eater is overrated,
‘Although its true that some eat humans exclusively, raiding vil-
lages and attacking hunting expeditions for prey, such families are
rare. More common is the solitary man-eater, usually a frustrated
texleader who attacks humans as much out of anger as hunger,
Carnivorous apesare a favorite target for human sportsmen, who
hhunt them for trophies (pets, hands, and heads). Additionally,
certain primitive tribes mandate the killing of a carnivorous ape
asa rite of passage.Wild Kinooe Businiog
CLIMATETERRAIN: Tropical and Tropical and
i subiropical/ __subtropical/Forests
Forests, mountains,
and plains
FREQUENCY: Common Very rare
ORGANIZATION: Tribal Tribal
ACTIVITY CYCLE: Day. Day
DIET. Herbivore Herbivore
INTELLIGENCE: Low (5-7) Low (9-7)
"TREASURE: Nil ‘See below
‘ALIGNMENT: Neutral ‘Neutral
NO. APPEARING: 10-40 4
ARMOR CLASS; 7 ©
MOVEMENT: 12, 12intrees 6, 12n trees
HIT DICE: a4 4
THACO: a8 15
NO. OF 1 1
DAMAGE/ 1 23
SPECIAL ATTACKS: Nil See below
SPECIAL DEFENSES: Climbing Climbing
MAGIC RESISTANCE: Nil Ni
SIZE: Stall) S (4 tall
‘MORALE: Unsteady (5) Average (9)
XP VALUE: 35 120
Baboonsare large, herbivorous monkeys, They usually live in the
trees of tropical and subtropical jungles, but tribes are sometimes
found in tropical mountains and plains.
Baboons have dark brown fur, long arms and legs, and large
heads with dog-like muzzles and sharp canine teeth. Most baboon
tails are short and stubby, but some are as much as two feet long,
Accollar of gray fur encircles the necks of the largest males.
Combats Ifthe tribe's home territory is entered, the baboons
will try to drive the invaders off, but i is 90% likely that a b
boon tribe will le if threatened or surprised, hiding in trees oF
behind ground foliage until the danger has passed. Extremely ag-
ile, baboons can climb at tivice their normal movement in five-
round bursts when fleeing from an enemy. However, if cornered
for if an infant is endangered, baboons can be vicious fighters,
particularly the larger males. Baboons attack by dropping on
their victims from above or charging and leaping, biting with
their sharp teeth for 1d4 points of damage. The tribe is led by 2d4
large males that serve as the first line of defense and receive 2 +1
‘damage bonus to their attacks, Male baboons sometimes attempt
to discourage intruders by baring their fangs and screeching,
HabitatSociety: Baboons live in tribes of 10-40, though some
tribes include as many as 100 members. About haif the tribe are
juveniles or infants: the remainder are adult males and females.
‘The young will not attack, and females generally attack only if
their children are threatened. Females give birth to one child
every year.
Baboons eat in the morning, nap during the afternoon, then rest
at night after a final meal, sleeping in tree branches of on rocky
cliffs. Though the males may roam several miles searching for
food, they always return to the tribe betore sundown, carrying
fruit, nuts, and other food in pouches in their cheeks. Baboons are
‘among the more intelligent primates, with excellent memories and
an insatiable curiosity. They do not collect treasure.
Ecology: Baboons eat fruit, seeds, grass, roots, and leaves
They also enjoy bird eggs and insects. When food is scarce, ba
bboons will eat live prey. such as mice and frogs. Groups of large
males have been known to chase down and kill small antelope
‘and leopards, though this s extremely unusual, Given the oppor-
tunity, most predators will eat baboons. Since jungle baboons
spend most of their time in the high trees, they are generally safe
from attacks. Giant snakes are their most feared natural enemies,
‘Mountain baboons have a hatder time of it their enemies include
‘mountain lions, sabre-tooths, and wolf packs.
Men hunt baboons for theie furry pelts and chewy but succu-
lent meat. Baboon teeth are sometimes used for necklaces and
other simple jewelry. IF captured when young, baboons can be
tamed as pets. Some primitive cultures consider baboons tobe sa
cred and worship them as emissaries of the gods.
Bandeslog,
Banderlogs resemble baboons with green skin and brown fur.
‘They are somewhat stronger than baboons and are able to com-
rmunicate in a simple language of chatters and grunts, Not as
panic prone as baboons, banderlogs attack at close quarters with
their long canine teeth for 1d4+1 points of damage, but are more
likely to use coconuts or retch plant globes (the purple membra:
nous fruit of retch plants, also know as globe palms) as missile
‘weapons. Banderlogs will cling to tree branches with one hand
and hurl missles with the other at targets up to 39 eet away. Co:
Conuts strike for 1d4 +1 points of damage and retch plant globes
burst to splash nauseating fluid over a five-foot radius with a
25% chance for splash contact at a distance of 1d6+3 feet
(splashed creatures vomit and retch for three rounds, and their
Strengths are reduced by half for the next hour: no saving throw
allowed). Like baboons, banderlogs can climb for short bursts at
twice their normal movement allowance.
Banderlogs are organized into small tribes led by one or more
large males with 6-8 hp per die (+1 damage to attacks). They live
in communal nests made of leaves in the highest branches of palm
trees. They normally do not collect treasure, but there is 5%
cchance that a tribe has a piece of jewelry or some other random
valuable item in their nest. Their diet is similar to that of ba-
bboons, occasionally supplemented by rodents and large insects
Lions and other carnivores prey on banderlogs, while hunters kill
them to make furs from their pelts and jewelry from their teeth,Badger
Common Giant
(CLIMATETERRAIN: ————— TTemperate/
Forests, plains, swamp, and
FREQUENCY: Uncommon Uncommon
ORGANIZATION: — Family Family
ACTIVITY CYCLE: Night Night
DIET: Carnivore Carnivore
INTELLIGENCE: Semi- (2-4)
‘TREASURE: Nil
ALIGNMENT: ‘Neutral
NO. APPEARING: 2-5
25
ARMOR CLASS: 4 4
MOVEMENT: 6,83 6 Br3
HIT DICE: 142 3
THACO: w uv
NO.OF ATTACKS: 3 ie
DAMAGEATTACK: —1-2/1-2/1-3 LaLa
SPECIAL ATTACKS: Nil Nil
SPECIAL DEFENSES: Nil
AIC Nil.
ie
suai
Badgers are carnivorous burrowing animals that live under-
‘ground and hunt at night. Badgers are quick-tempered and coura-
‘geous; if threatened, badgers will unhesitatingly attack creatures
‘many times larger than themselves.
‘The badger's plump body is about two feet long, covered from,
head to toe with long thick fur. From a distance, the badger ap-
pears to be-silver or gray in color, but a close examination reveals
that each shaft of hai is actually a combination of several colors,
usually gray, black, white, and brown. A white stripe about one
to two inches thick begins atthe badger’ nose and runs between
itseyes and down its back. Black patches of fur adorn each side of
its face. The badger gets its name from these “badges” of color.
‘The badgers short legs are extremely strong, ending in sharp.
laws that enable i to burrow through the rockiest soil and effec:
tively defend itself from predators. When attempting to catch
scents in the air, the badger perches on its hind legs like a gopher.
It waddles when it walks, making it look awkward and clumsy as
its body slovly shifts from side to side, But the badger actually
can move quite fast when necessary; in fact, its speed accounts for
its relatively high AC rating. The badger has sharp senses of
smell, hearing, and sight. It also gives off an unpleasant aroma
similar to human sweat.
Combat: If a badger is encountered away from its lair, it nor=
mally attempts to run away and hide. However, if disturbed in its
lair or if cornered, it fights with surprising viciousness, regardless
ofthe size or strength ofits opponent. The badger attacks by bar-
ing its sharp teeth and lunging at its opponent, attempting to bite
and claw. Snapping, chewing, and slashing, the badger goes for
its opponents throat if within reach, otherwise it assaults the op-
ponent’s abdomen; any exposed areas of an opponent, such as
face or arms, are also likely targets of a badger's attack. A badger
snarls and salivates while attacking. and in most cases fights to
the death
HabitatSociety: Badgersare extremely skilled burrowers. They
prefer to dig their dens in the soft earth of forest floors and farm-
Tands, but they can also thrive in mountains and hillsides. The en
trance to a badger den isa circular hole about one to two fee
diameter, surrounded by a ring of sol from the original excava
tion. The tunnel angles gently into the earth, is usually about four
to si feet long, and ends in a chamber that can be as small as four
feet wide or as large as 10 feet wide, depending on the size of the
family. The floor of the den is typically littered with remnants of
previous meals and beds of leaves and grass for sleeping. Badgers
fre not particularly good housekeepers; if a den becomes exces-
sively filthy, the family may relocate toa nearby area and dig new
living quarters.
Badgers are not social animals, but they are extremely loyal to,
their mates and their families. Badgers are most typically encoun
tered as either solitary creatures or asa mated pair. more than a
pair isencountered, the rest are the pairs offspring. A family re-
facts aggressively toward any strangers, including other badgers,
invading the immediate territory ofits den
Male badgers hunt at night while the females remain in the den
to care for their young. Ifa mated pair has no young, they often
hhunt together. Badgers bring captured prey back to their den and
usually devour the entire creature, bones and all. When not hunt-
ing, badgers stay home. Badgers living in cold climates hibernate
for most of the winter. Badgers do not collect treasure,
Ecology: Badger flesh i greasy, tough, and not particularly ap-
petizing, Because of their vicious nature, hunting badgers is not
worth the trouble for most predators, although a hungry wolf or
fox can oceasionally be seen pawing the entrance toa badger den.
Badgers eat rodents, squirrels, gophers, and other small animals.
Badger fur is sold commercially to make coats, gloves, and
mufflers. A quality pelt brings as much as 10-30 gold pieces.
Badger hair can be made into brushes,
Giant Badger
‘There isa very rare variety of badger found in remote forests that
grows to about twice the siz of the common badger (about four
feet long). Itinficts more damage when attacking, and it tends to
bbe more aggressive. Its statistics are otherwise identical to those
cf the common badger. Its pelt is also more valuable.Barracuda
(CLIMATETERRAIN:
FREQUENCY:
Tropical/Ocean
Uncommon
ORGANIZATIO? ‘School
ACTIVITY CYCLE: Day
DIET Carnivore
INTELLIGENCE: Non-(0)
‘TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 2az
ARMOR CLASS: 6
‘MOVEMENT: Sw 30
HIT DICE: 13
THACo: 12 HD: 19
3HD: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 28
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: S(2’)to Lz)
MORALE: Steady (11)
XP VALUE THD: 15
2HD: 35
3 HD: 65
Barracuda inhabit warm salt waters
In appearance, the barracuda is long (up to 12 feet) and slender,
with a cruel mouth and jaw that make it look particularly fero-
cious. The lower jaw projects out and the entire mouth is rimmed
with fang-lke teeth
Combat: Barracuda bodies are shaped much like an arrow, and
can be just as deadly in tropical oceans. Able to move very rap-
ily, these fish can dart in fora bite and then swim off just as sud
enly. These predatory fish ate lightning quick, going from a
motionless state to full speed in a single melee round.
Barracuda are the bullies of their saltwater home: they attack
any prey that is injured, appears helpless, or is relatively small
‘To the barracuda, this includes most human swimmers, who will,
vield tasty tidbits even i not entirely defeated. Each hit, for 244
points of damage, represents a whole mouthful of flesh for the
hungry barracuda,
Worse yet, barracuda hunt in schools of up to 12 voracious
fish, taking turns for who gets next bite. An unprotected human
swimmer having to fight off two or three of these fas ish is virtu
ally helpless for even if he manages to fend off one, the others are
likely to score in the meanwhile
The barracuda hangs in the water about 20 feet away, watching
its prey for any signs of weakness and patiently waiting for an op-
portunity to strike, With its ugly eyes staring through the murky
depths, this can be an unnerving experience to the large fish’s vie~
tim,
‘A school of barracuda has been known to dog a swimmer for
hours, making feints and attacks now and again, until the swim
mer finally succumbs. Many such opportunities do not last long,
fenough for the barracuda to claim their victim, for if sharks are
nearby, they come atthe scent of blood once the first hit is made.
Barracuda are also attracted to shiny objects underwater, and
unfortunately for the swimmer, light skin often qualifies as a
shiny object, expecially when wiggling ust so. The first clue that a
barracuda isin the area might be a sudden pain in the foot, as the
rmarauder swims by and bites off a few tender toes, If the swim-
mer tries to cover himself up, that just makes any exposed areas
all the more tempting,
Those using magic underwater are particularly cautioned
against barracuda attacks. The sad tale of Grindonel the Maye is
worth relating here. In an attempt to visita city of sea elves that
he had heard of, he wore a ring of swimming and dove beneath
the ocean. The glints of sunlight off the ring, unfortunately, at
tracted the attentions of a school of barracuda, and on the first at.
tack, the ring (and the finger on which it was worn) were gone.
Grindonel, unable to cast a spell or to reach the surface in time
drowned a watery death,
HabitavSociety: As mentioned above, barracuda are usually
encountered in small schools in tropical oceans, although some
species are occasionally found in more temperate seas.
Mermen have learned to tame the ferocious barracuda, and iti
common to find a large school (3d6 fish) of the larger sort guard
ing a merman community.
Ecology: Barracudas share the top of the food chain with other
large, predatory sea creatures, feeding on smaller fish and sea
mammals that appear weak or injured
For those who enjoy deep sea fishing, the barracuda isan excel
lent game fish—fast, full of fight, and relatively easy to attract to
a lure. Use a heavy line, and be certain to be fastened down in the
boat. Being pulled overboard into a school of angry barracuda
makes a much more interesting story ifthe teller survived the mis-
hap.Basilisk
is
0 SS SS AEE
Lesser Greater Dracolisk
“Any land © Any land Any land
~— Uncommon Nery rare Very rare
Solitary Solitary Solitary
Day Day Day
“Animal (1) low en Low to average (6.10)
F A
ALIGNMENT: Nil Neutral (evil Chaotic evi
NO. APPEARING: 14 1 12
ARMOR CLASS: 4 2 3
MOVEMENT: 6 6 9, 15)
‘HIT DICE: +1 10 743
THACO, 15 M1 3
NO. OF ATTACKS: 1 3 =
DAMAGE/ : 166/216 1.6/1-6/342
SPECIAL. i ‘See below See below
SPECIAL DEFENSES: Surprised only on 1 Nil
MAGIC RESISTANC! Nil Nil
SIZE: 1.02" long) H5'20' long)
a ‘Champion (15)
XP VALUE: 7,000 2,000
‘These reptilian monsters all have gazes able to turn to stone any
fleshly creature, The gazes of all of these monsters extend into the
Astral and Ethereal planes,
Basilisk
‘Although it has eight legs, its slow metabolic process enables it
only slow movement, A basilisk is usually dull brown with a yel-
Towish underbelly Its eyes glow pale green.
Combat? While it has strong, toothy jaws, the basilisk’s major
weapon is its gaze, However, i ite gaze is reflected so that the bas
ilisk sees its own eyes, it will itself be petrified, but this requires,
light at least equal to bright torchlight and a good, smooth reflec-
tot, In the Astral plane its gaze kills, while inthe Ethereal plane it
turns victims to ethereal stone that can be seen only by those who
are in that plane or who can see ethereal objects.
Greater Basilisk
“The greater basilisk i a larger cousin of the more common reptil>
jan horror, the ordinary basilisk. These monsters are typically
used to guard treasure,
Combat: ‘The monster can attack by raising its forebody,stik-
ing with its sharp claws, and biting with its toothy maw. The
claws bear a weak poison (saving throws with a +4 bonus), Is
foul breath it also poisonous, and all creatures within five feet of
its mouth must rll suecesaful saving throws vs. poison (with a
“+2 bonus) or die whenever they spend even a moment s0 exposed
(cheek each round of exposure.
Even la polished reflectors used under good light conditions,
the chance fora greater basilisk to see its own gaze and be petri-
fied is only 10%, unless the reflector is within 10 fet ofthe crea-
ture, (While its gaze weapon is effective to 50 feet, the creatures
‘ddiy-shaped eyes are nearsighted and it cannot se its own gaze
tiles i is within 10 feet
Dracolisk
The dracolisk is said to be the offspring of a rogue black dragon
and a basilisk of largest size.
"The result is a deep brown, dragon-like monster that moves
with relative quickness om its six legs It can fly, but only for short
periods—a turn or two at most
Combat: This horror can attack with its taloned forelegs and
deliver vicious bites. In addition, it can spit a five-footwide
stream of acid up to 30 feet away: this acid causes 4d6 points of
damage, half-damage if a successful saving throw vs, breath
‘weapon is rolled, The dracolisk can spit up to three times per day.
“The eyes ofa dracolisk can petrfy any opponent within 20 feet
if the monsters gaze is met. Because ofits hooded eyes with nic
tating membranes, the monster is only 10% likely to be affected
by its own gaze. Opponents meleeing a dracolisk and seeking 10
avoid its gaze fight with a~4 penalty to their to attack rolls,Beetle
Bombardier Boring Fire Rhinoceros Stag Water
CLIMATETERRAIN: Any forest. Any land ‘Any land ‘Any jungle Any forest’ Fresh water.
FREQUENCY: Common, Common Common ‘Uncommon Common Common,
ORGANIZATION: — Solitary Solitary Solitary Solitary Solitary Solitary
ACTIVITY CYCLE: Day Night Night Any Any Any
DIET. Carnivore Omnivore Herbivore Herbivore Omnivore
INTELLIGENCE: Non. (0) ‘Animal (1) Non- (0) Non- (0) Non=(0) Non- (0)
‘TREASURE: Nil GRS,T Nil Nil Nil Nil
ALIGNMENT: Nil Nil Nil Nil Nil Nil
NO. APPEARING: 3-12 38 3a 16 212 12
ARMOR CLASS: 4 3 4 4 3 3
‘MOVEMENT: 9 6 2 6 6 3, Sw9
‘HIT DICE: 242 3 a4 2 7 4
THACO: 19 15 19 ° 3 7
NO. OF ATTACKS: 1 1 i 2 3 1
DAMAGEATTACK: 2-12 5.20 3.187216 416/140/140 3.28
SPECIAL ATTACKS: Acidcloud Nil Nil Nil Nil
SPECIAL DEFENSES: Firing cloud Ni Nil Nil Nil
‘MAGIC RESISTANCE: Nil Nil Nil Nil Nil
SIZE: S(4'long) ——-L@' Jong), $ Qa Jong) L (42! Tong) (10'long)-—_-M (6" long)
MORALE: lite (13) Blite 14) Steady (12) Elite (14) Blite (13) lite (14)
XP VALUE: 120 175 35 4,000 975 120
Giant beetles are similar to their ordinary counterparts, only
thousands of times larger—insects with chevving mouthparts and
hard wings that provide substantial armor protection,
As insects, beetles have two pairs of wings and three pairs of
legs. Fortunately, the wings on agiant beetle cannot be used to fly
and in most cases, its six bristly legs do not enable it to move as,
fast asa fleeing man. The hard chitinous shells of several varieties
of these beetles are brightly colored, and sometimes have value t0
art collectors. While these shells protect these beetles as well as,
plate mail armor, itis dificult to craft armor from them, and a
Skilled alchemist would need to be brought in on the job.
All beetles are basically unintelligent and always hungry. They
feed on virtually any form of organic material, including other
sorts of beetles. They taste by means of their antennae or feelers;
if the substance is organic, the beetle then proceeds to grasp it
with its mandibles, crush it up, and eat it Because of this thor
ough grinding, nothing actually eaten by giant beetles can be re-
vived in any manner short of a wish. Beetles do not hear or see
well, relying primarily on taste and feel
Except at noted below, giant beetles are not really social ani
mals; those that are found near each other are competitors for the
same biological nicke, not part of any family unit
Bombardier Beetle
This beetle is usually found above ground in wooded areas. It
feeds on offal and carrion primarily, gathering huge heaps of such
material in which to lay its eggs
Combat: If this beetle is attacked or disturbed, there is a 50%
chance each round that it will turn its rear toward its attacker and
fire off an 8! x8! x8" cloud of reeking, reddish acidic vapor from
its abdomen. This cloud causes 3c4 points of damage per round
to any creature within it. Furthermore, the sound caused by the
release of the vapor has a 20% chance of stunning any creature
with a sense of hearing within a 15-foot radius, and a like chance
for deafening any creature within the 15-foot radius that was not
stunned. Stunning lasts for 2d4 rounds, plus an additional 244
rounds of deafness after stunning. Deafening lasts 2d6 rounds,
The giant bombardier can fire its vapor cloud every third round,
but not more often than twice in eight hours.
Ecology: The bombardier action of this beetle is caused by the
explosive mixture of two substances produced internally and then
combined in a third organ. If a bombardier is killed before it has
the opportunity to fire off both of its blasts, itis certainly possible
to cut the creature open and retrieve these chemicals, The chemi-
cals can then be combined to produce a small explosion, of to fice
a projectile ifthe proper equipment is set up beforehand.
‘The chemicals also have value to an alchemist, who can use
them in various preparations, These chemicals are worth 50 gp
per dose