DMR2 Creature Catalog
DMR2 Creature Catalog
DMR2 Creature Catalog
Creature Catalog
Credits
Revision and Development: John Nephew
Editing: Julia Martin
Monsters Created By: Aaron Allston, Dave Alexander, Jim Bambra, Mike Brunton, William Carlson, Zeb Cook,
Michael Gray, Ed Greenwood, Phil Gallagher, Jeff Grubb, Gary Gygax, Bruce Heard, Tom Kirby, Ann Gray McCready,
Michael Malone, Frank Mentzer, Tom Moldvay, Graeme Morris, John Nephew, Bruce Nesmith, Doug Niles, Merle
Rasmussen, Garry Spiegle, Jean Wells, and Skip Williams.
Original Creature Catalog Compiled By: Graeme Morris, Phil Gallagher and Jim Bambra.
Cover Art: Jeff Easley
Interior Art: Jeff Anderson, Helen Bedford, Gary Harrod, Tim Sell, Brian Williams, Geoff Wingate, Pete Young, and
Dave
Simmons.
Product Manager: Bruce Heard
Typesetting: Angelika Lokotz
DUNGEONS & DRAGONS, D&D, and HOLLOW WORLD are registered trademarks owned by TSR, Inc.
DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.
©993 TSR, Inc. All Rights Reserved. Printed in the United States of America.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language
products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained
herein is prohibited without the express written permission of TSR, Inc.
9438
ISBN -56076-593-3
TSR, Inc. TSR Ltd.
POB7S6 20 Church End
USA Cherry Hilton
Lake Geneva Cambridge CB 3LB
WI S347 United Kingdom
Monster Descriptions
A
Amber Lotus Flower
Armor Class: 9
Hit Dice: ½ (1-4 hit points)
Move: 0
THAC0 19
Attacks: 1 spray
Damage: Special
No. Appearing: 0 (3d6)
Save As: Normal Man
Death Ray/Poison 14
Magic Wands 15
Paralysis/Turn to Stone 16
Breath Attack 17
Rod/Staff/Spell 17
Morale: 2
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 6
Amoeba, Giant
Armor Class: 9
Hit Dice: 10-15 (L)
Move: 30’ (10’)
THAC0 10,9,8
Attacks: 1 acidic touch
Damage: 2d6
No. Appearing: 1 (1)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 10
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 1,000-1,650
Animal, Prehistoric
Titanothere: This herbivorous quadruped resembles a huge, blunt-horned rhino, and stands 2 feet tall at the shoulder.
Titanotheres are generally peaceful if left alone, preferring to graze grass and eat leaves off trees and shrubs. They will not
hesitate to defend themselves, however, if frightened or injured. In combat, they butt or trample their opponents. Small
herds of these creatures are found roaming the grasslands of lost world areas. For other examples of prehistoric creatures
in this volume, see: Dinosaurs, Great Cats (Spotted Lion), Rhinoceros (Wooly Rhino).
Annelid, Great
Armor Class: 7
Hit Dice: 25-50 (L)
Move: 240’ (80’)
THAC0 2-1
Attacks: 1 bite
Damage: 3d8 or swallow whole
No. Appearing: 1 (1)
Save As: Fighter: 10
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 5
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: Varies
Monster Type: Monster (Very Rare). Full-grown annelids measure about 1,000 feet long and 25 feet in diameter. The
largest annelids reach 40 feet in diameter and some 2,000 feet in length. Their bodies, grayish-brown in color (the color of
rock), are segmented like earthworms. The longer the annelid, the more segments it has, up to perhaps 600 in the longest.
Biologically, an annelid is a long tube inside a larger tube. The annelid’s mouth is a circular, funnel-like opening lined
with three rows of sharp, conical teeth. The inner digestive tract, including pharynx, esophagus, crop, and gizzard, runs
from head to tail. A long nerve cord connects head and tail as well. Otherwise, each segment can live virtually on its own,
for each has two hearts around the central tube, shaped like halftoruses (half-doughnuts).
Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an
inch in diameter and a few feet long. The annelid has no other sensory equipment except light and heat-sensitive patches
at its front end.
Annelids outstrip virtually all other creatures in their ability to tunnel. An annelid tunnels almost as fast as it can crawl,
grinding and swallowing solid rock without effort.
Mature annelids also have the ability to attract and paralyze earth elementals. Though this power is poorly understood, it
apparently involves a false signal, propagated through the earth, that replicates the signal of something desirable to
elementals—a rich lode of ore, perhaps, or a beautiful cavern. Whatever its nature, this power allows the annelids to lay
their eggs in the elementals, Annelids are hermaphroditic, but only those of huge size ever reproduce. The annelid lures
several earth elementals, paralyzes them, and lays eggs within the rocks they animate. After some unknown period
(probably several weeks), the eggs hatch, and the annelid grubs dine on the elementals’ magical life force. Thus fed, the
young grubs grow to several feet in diameter and begin to tunnel. They soon reach a length of 5 feet, but they grow more
slowly thereafter. There is no known limit on an annelid’s life span.
Annelids subsist on the rock they eat. They have no other known diet. Annelids can live anywhere underground, even in
lava pools. They are immune to heat and pressure damage. Exposure to light does not damage them, but they dislike it.
Terrain: Cavern.
Creature Catalog Page 10
Aranea
Armor Class: 7
Hit Dice: 3** (L)
Move: 180’ (60’)
In web: 120’ (40’)
THAC0 17
Attacks: 1 bite
Damage: 1d6 +poison
No. Appearing: 1d3 (1d6)
Save As: Magic-User: 3
Death Ray/Poison 13
Magic Wands 14
Paralysis/Turn to Stone 13
Breath Attack 16
Rod/Staff/Spell 15
Morale: 7
Treasure Type: D
Intelligence: 14
Alignment: Chaotic
XP Value: 65
Armor Class: 7
Hit Dice: 2(S)
Move: 3’ (1’)
THAC0 18
Attacks: 1 thorn spray
Damage: 1d4
No. Appearing: 0 (1d20)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 12
Treasure Type: V
Intelligence: 0
Alignment: Chaotic
XP Value: 20
Armor Class: 6
Hit Dice: 3+1 (S)
Move: 60’ (20’)
THAC0 16
Attacks: bite +special
Damage: 2d4
No. Appearing: 1d6 (1d2)
Save As: Fighter: 1
(special)
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 10
Treasure Type: V
Intelligence: 2
Alignment: Neutral
XP Value: 50
Monster Type: Monster (Rare).
Ash crawlers are large, hog-nosed, rat-like creatures. They are about two feet long with a four-foot-long, naked tail.
Their grayish skin is flaky and sheds in ash like sheets. They can naturally resist fire (as the spell), and prefer to inhabit
warm areas with their own source of fire. They always protect the source of fire and attack any invaders. Ash crawlers’
lairs are carpeted with two to four feet of fine ash and shedding through which the creatures burrow.
Ash crawlers feed most commonly on rodents, birds, and other small creatures which pass near or fall into the ash.
Often the lair smells of seared flesh and wood smoke, and the air is hot and difficult to breathe, preventing any swift
actions. Ash crawlers are drawn to movement in the ash and by displays of bright colors. They dislike water and will curl
over their fire source to prevent it from being extinguished.
Ash crawlers attack by biting and then locking their jaws. Any successful bite means the creature has attached itself to
its victim. Each subsequent round, the bite automatically causes point of damage, while its two claws automatically hit for
an additional d4 points of damage each. The creature continues to attack until it takes 5 points of damage, at which point it
falls off and must then attack again normally.
Ash crawlers gain a +4 bonus to their Armor Class when hidden beneath the ash, but lose this when they are exposed
(such as if they are lifted out after latching their jaws onto a foot). Because of the ash’s depth, an attack will often not
expose the ash crawler attacking unless the victim makes a special effort. This +4 bonus also applies to the ash crawler’s
saving throws.
The ash crawler’s long tail is prehensile, and may be used to snare opponents and drag them beneath the ash. The tail
may not be used while the crawler is attached to a character. To use its tail, the crawler must make a successful attack roll,
and then the victim must roll less than his or her Dexterity on 1d20 or fall. Those who fall into the ash have a -4 penalty to
their Armor Class (for example, AC 4 becomes AC 8) and attack at -4.
B
Creature Catalog Page 2
Baldandar
Armor Class: 3
Hit Dice: 6**** (M)
Move: 150’ (50’)
THAC0 14
Attacks: 2 claws/1 bite +special
Damage: 1d8/1d8/1d4 +poison
No. Appearing: 1 (1)
Save As: Fighter: 12
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 9
Treasure Type: B
Intelligence: 16
Alignment: Chaotic
XP Value: 1,175
Armor Class: 3
Hit Dice: 5*(M)
Move: 150’ (50’)
THAC0 15
Attacks: Special wail
Damage: 1d4 per round
No. Appearing: 1 (1)
Save As: Fighter: 5
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: C
Intelligence: 8
Alignment: Neutral
XP Value: 300
Armor Class: 4
Hit Dice: 12** (L)
Move: 120’ (90’)
THAC0 9
Attacks: 1 club/1 bite +special
Damage: 4d6/1d10 +disease
No. Appearing: 1d4 (1d4)
Save As: Fighter: 12
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to 8
Stone
Breath Attack 9
Rod/Staff/Spell 10
Morale: 8
Treasure Type: D+5000 gp
Intelligence: 10
Alignment: Chaotic
XP Value: 3,000
Bargda live in dark, dismal caves and caverns, only emerging from them to raid isolated settlements. Their bent and
twisted bodies are nine feet tall, and they have distorted ram’s heads with sickly green eyes. The bargda are so hideous in
appearance that humans and demihumans viewing them must make a saving throw vs. spells or suffer a -2 penalty to both
hit and damage rolls.
A bargda attacks with a large, iron-shod wooden club and with its vicious bite. As well as suffering 1d0 points of
damage, any creature bitten by a bargda must make a saving throw vs. poison or be stricken with a debilitating disease.
The disease acts on the victim’s reflexes, slowing them down and causing the victim to lose initiative automatically in
every combat until the disease is cured. In addition, the disease results in the loss of point of Dexterity per hour, although
the disease will never reduce a victim’s Dexterity below 3. A cure disease spell negates the effects of the disease, with
lost Dexterity points returning at the rate of point per day.
Bargda hate all kinds of living creatures except for ogres, trolls and hill giants, whom they dominate and force to do
their bidding. Often, bargda will lead these creatures on raids against human and demihuman settlements.
Terrain: Any except aquatic types or Lost World (especially Cavern); Settled on raids only.
Beetle, Earthquake
Armor Class: -6
Hit Dice: 40** (L)
Move: 180’ (60’)
Burrowing: 90’ (30’)
THAC0 1
Attacks: 4 legs/1 bite
Damage: 4d10 (x4)/6d6
No. Appearing: 1 (1)
Save As: Fighter: 36
Death Ray/Poison 2
Magic Wands 2
Paralysis/Turn to Stone 2
Breath Attack 2
Rod/Staff/Spell 2
Morale: 9
Treasure Type: A
Intelligence: 2
Alignment: Neutral
XP Value: 18,750
If the monster has been reduced to half its original hit points, the dragon head can, once per week, breathe a cone of acid
60 feet long and 30 feet wide (handled in the same way as dragon breath). The beetle regenerates 3 hit points per day.
Since the earthquake beetle spends most of its time burrowing underground, it occasionally devours deposits of precious
metal, uncut gems, and even parts of dungeons. Thus, considerable amounts of undigested treasure can often be found
inside the creature’s cavernous stomach.
Terrain: Any.
Armor Class: 5
Hit Dice: 13** (hit points special) (M)
Move (swimming): 150’ (50’)
THAC0 9
Attacks: 2 claws/1 bite +special
Damage: 2d4/2d4/2d10 +special
No. Appearing: 0 (1)
Save As: Fighter: 13
Death Ray/Poison 6
Magic Wands 6
Paralysis/Turn to 7
Stone
Breath Attack 8
Rod/Staff/Spell 9
Morale: 10
Treasure Type: C
Intelligence: 13
Alignment: Chaotic
XP Value: 5,150
Bhut*
Armor Class: 4
Hit Dice: 7+2** (M)
Move: 20’ (40’)
THAC0 12
Attacks: 2 claws/1 bite
Damage: 1d4/1d4/1d6
+special
No. Appearing: 2d4 (2d4)
Save As: Fighter: 10
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 10
Treasure Type: A
Intelligence: 12
Alignment: Chaotic
XP Value: 1,500
Armor Class: 2
Hit Dice: 10* (L)
Move: 180’ (60)
THAC0 10
Attacks: 1 bite+spells
Damage: 1d10 +spells
No. Appearing: 1(1)
Save As: Fighter: 10
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 10
Treasure Type: C
Intelligence: 11
Alignment: Chaotic
XP Value: 1,750
Brownie
Brownie Redcap
Armor Class: 7 7
Hit Dice: 2*(S) 2*(S)
Move: 20’ (40’) 20’ (40’)
THAC0 18 18
Attacks: 1 weapon 1 weapon or 2 scratches/1 bite
Damage: 1d6 or by weapon type 1d6 or by weapon type or 1d2/1d2/1
No. Appearing: 0(1) 0(1)
Save As: Halfling: 2 Halfling: 2
Death Ray/Poison 8 8
Magic Wands 9 9
Paralysis/Turn to Stone 10 10
Breath Attack 13 13
Rod/Staff/Spell 12 12
Morale: 8 8
Treasure Type: Nil D
Intelligence: 12 12
Alignment: Lawful Chaotic
XP Value: 25 25
C
Cat, Great
Cay-men
Armor Class: 7
Hit Dice: 2 (S)
Move: 90’ (30’)
THAC0 18
Attacks: 1 bite or weapon
Damage: 1d4 or by weapon
No. Appearing: 0 (10d6)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to
14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8(9)
Treasure Type: K
Intelligence: 9
Alignment: Neutral
XP Value: 20
Chameleon Men
Armor Class: 9
Hit Dice: 2*(M)
Move: 120’ (40’)
THAC0 18
Attacks: 1 weapon
Damage: By weapon
No. Appearing: 2d4 (5d4)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 7
Treasure Type: (Q+S) E
Intelligence: 10
Alignment: Neutral
XP Value: 25
Coltpixy
Armor Class: 6
Hit Dice: 3** (S to L)
Move: 900’ (300’)
THAC0 17
Attacks: 2 hooves
Damage: 2d4/2d4
No. Appearing: 0 (1)
Save As: Elf: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 13
Breath Attack 15
Rod/Staff/Spell 15
Morale: 10
Treasure Type: Nil
Intelligence: 7
Alignment: Lawful (see below)
XP Value: 50
Crone of Chaos
Armor Class: 7
Hit Dice: 6*(M)
Move: 120’ (40’)
THAC0 14
Attacks: 2
Damage: 1d6/1d6
No. Appearing: 1 (1)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 10
Treasure Type: S+U
Intelligence: 14
Alignment: Chaotic
XP Value: 500
Cryion
Armor Class: 6
Hit Dice: 2+1* (M)
Move: 60’ (20’)
On ice: 180’ (60’)
THAC0 17
Attacks: 1 weapon
Damage: By weapon
No. Appearing: 0 (10d4),
occasionally
1d4x50 +
(see below)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: A
Intelligence: 35
Alignment: Neutral
XP Value: 35
D
Dark Wing
Armor Class: 5
Hit Dice: 3* (M)
Move: 60’ (20’)
Flying: 80’ (60’)
THAC0 17
Attacks: 2 claws, 1 bite
Damage: 1d4/1d4/1d6
No. Appearing: 1d3x10 (1d3x10)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: B
Intelligence: 7
Alignment: Chaotic
XP Value: 50
Armor Class: -2
Hit Dice: 13* (M)
Move: 240’ (80’) (see below)
THAC0 9
Attacks: 1 touch +special
Damage: 1d4 +fear
No. Appearing: 1d2 (0)
Save As: Magic-User:
Death Ray/Poison 9
Magic Wands 10
Paralysis/Turn to 9
Stone
Breath Attack 12
Rod/Staff/Spell 9
Morale: 9
Treasure Type: V
Intelligence: 14
Alignment: Chaotic
XP Value: 2,300
Armor Class: 4
Hit Dice: 7** (L)
Move: 90’ (30’)
Flying: 80’ (60’)
THAC0 13
Attacks: 2 claws/1 bite
Damage: 1d4/1d4/2d4
+special
No. Appearing: 1d4 (1d4)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to
10
Stone
Breath Attack 11
Rod/Staff/Spell 12
Morale: 10
Treasure Type: E
Intelligence: 8
Alignment: Chaotic
XP Value: 1,250
Decapus (Land and Marine)
Armor Class: 5
Hit Dice: 4 (M)
Move: 90’ (30’)
On ground/hunting: 3’ (1’)
THAC0 15
Attacks: 9 tentacles or 10 tentacles
Damage: 1d6 each
No. Appearing: 0 (1)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: C
Intelligence: 11
Alignment: Chaotic
XP Value: 75
Armor Class: 4
Hit Dice: 7* (L)
Move: 90’ (30’)
Gliding: 20’ (40’)
Swimming: 90’ (30’)
THAC0 13
Attacks: 4 claws/1 bite
Damage: 2d4/ 2d4/ 2d4/
2d4/ 1d4
No. Appearing: 1d2 (1d2)
Save As: Fighter: 8
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to
10
Stone
Breath Attack 11
Rod/Staff/Spell 12
Morale: 10
Treasure Type: N, O, magic
weapons
Intelligence: 7
Alignment: Chaotic
XP Value: 850
Desert Ghost
Immature Mature
Armor Class: Not applicable 3
Hit Dice: 4* (M) 5**-8** (L)
Move: 30’ (0’) 20’ (40’)
THAC0 16 14,13,12
Attacks: By contact 1 touch
Damage: 1d6 1d8 per HD
No. Appearing: (0) 3d4 (0) 2d4
Save As: Fighter: 4 Fighter: 5 6-8
Death Ray/Poison 10 10 8
Magic Wands 11 11 9
Paralysis/Turn to Stone 12 12 10
Breath Attack 13 13 11
Rod/Staff/Spell 14 14 12
Morale: 10 10
Treasure Type: Nil See below
Intelligence: 3 5-8
Alignment: Neutral Neutral
XP Value: 25 425, 725, 1,250 or 1,750
Dinosaur
Dog
Dragon, Pocket
Armor Class: 8
Hit Dice: 3*(S)
Move: 90’ (30’)
Flying: 20’ (40’)
THAC0 17
Attacks: 1 bite
Damage: 1d3 +venom
No. Appearing: 1d6 (2d6)
Save As: Magic-User: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 13
Breath Attack 15
Rod/Staff/Spell 15
Morale: 8
Treasure Type: K, L
Intelligence: 4
Alignment: Neutral
XP Value: 50
Dragon, Sea
Armor Class: 8
Hit Dice: 8** (L)
Move (swimming or 80’ (60’)
flying):
THAC0 12
Attacks: 1 bite or 1 spit
Damage: 3d8
No. Appearing: 0 (1d4)
Save As: Fighter: 8 (see below)
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 9
Treasure Type: H
Intelligence: 8
Alignment: Neutral
XP Value: 1,750
Monster Type: Dragon (Rare).
Sea dragons are usually green in color with a bright yellow-green crest. They are intelligent and have a 20% chance of
talking and being spellcasters, with three 1st-level and three 2nd-level spells. Their breath weapon is a 0-foot-diameter
globe of poison that they can spit up to 00 feet, up to three times per day (50% chance to use). Those struck must make a
saving throw vs. dragon breath or die. (This poison loses its effectiveness after round). The bite of a sea dragon is not
poisonous.
The statistics given are for an average-sized sea dragon. Younger dragons are smaller and have acquired less treasure;
older sea dragons are larger and have acquired more. Dragons generally range in size from 3 Hit Dice smaller to 3 Hit
Dice larger than average.
Sea dragons have fin-like wings which enable them to glide above the water for up to 6 rounds (like flying fish). They
live in caves or sunken ships at the bottom of the ocean, and may attack passing ships for food and treasure.
Terrain: Ocean.
Load & Barding Multiplier: As per dragons.
Dragon, Undead
Armor Class: 5
Hit Dice: Varies (see below) (L)
Move (swimming or flying): 90’ (30’)
THAC0 Varies
Attacks: 2 claws/1 bite +special
Damage: 1d8/1d8/1d4+4 +special
No. Appearing: 1d3 (1d3)
Save As: Fighter: HD+2
Death Ray/Poison Varies
Magic Wands Varies
Paralysis/Turn to Stone Varies
Breath Attack Varies
Rod/Staff/Spell Varies
Morale: 12
Treasure Type: B
Intelligence: 5
Alignment: Chaotic
XP Value: By Hit Dice
Dragonfly
Dragonne
Armor Class: 3
Hit Dice: 8*(L)
Move: 150’ (50’)
THAC0 12
Attacks: 2 claws/1 bite or roar
Damage: 1d6/1d6/4d6 or roar
No. Appearing: 1 (1d4)
Save As: Fighter: 8
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 8
Treasure Type: E
Intelligence: 4
Alignment: Neutral
XP Value: 1,200
Monster Type: Dragon-Kin (Very Rare).
The dragonne has the head of a lion and the body of a small gold dragon. It fights with its claws and bite, but its greatest
weapon is its fearsome roar.
Any character within 120 feet of a dragonne when it roars must make a saving throw vs. dragon breath or flee in fear for
2 rounds. The dragonne’s roar deafens any creatures within 30 feet. Deafened creatures suffer a -2 penalty to their attack
rolls for 2d6 rounds. Dragonnes can roar once every 3 rounds. Creatures or people who stay within 30 feet of a dragonne
after it roars a second time do not suffer any additional penalty to their attack roll, but they may suffer the original penalty
for up to 12 rounds. The dragonne cannot bite in the same round it roars.
Dragonnes are solitary hunters, mating once a year and producing litters of one to three cubs. The females raise their
cubs alone. Cubs remain with their mother for two years.
Terrain: Any except aquatic types and Settled.
Load & Barding Multiplier: As per small dragons.
Dusanu*
Armor Class: 4
Hit Dice: 9+2** (M)
Move: 120’ (40’)
THAC0 10
Attacks: 1d3 +1 (0)
Damage: 1d8/1d8
+special
No. Appearing: 1d3 +1 (0)
Save As: Fighter: 9
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 10
Treasure Type: B
Intelligence: 10
Alignment: Chaotic
XP Value: 2,500
E
Eagle
Normal Great
Armor Class: 1 5
Hit Dice: 1 (S) 4+2 (M)
Move: 450’ (150’) 390’ (130’)
THAC0 19 15
Attacks: 2 claws/1 bite 2 claws/1 bite
Damage: 1d2/1d2/1d4 1d6/1d6/1d10
No. Appearing: 0 (1d8) 0 (1d20)
Save As: Normal Man Fighter: 4
Death Ray/Poison 14 10
Magic Wands 15 11
Paralysis/Turn to Stone 16 12
Breath Attack 17 13
Rod/Staff/Spell 17 14
Morale: 8 9
Treasure Type: Nil U
Intelligence: 2 10
Alignment: Neutral Neutral
XP Value: 10 125
Monster Type: Normal: Normal Animal (Common); Great: Giant Animal (Very Rare).
Both kinds of eagle are excellent fliers, soaring distances (often very high up in the air) on their broad wings. Their
vision is excellent, enabling them to spot prey or danger at great distances. As a result, eagles are surprised only in
exceptional circumstances.
When in flight, eagles can make their first attack by swooping down onto victims, gaining +2 to hit with their claws and
inflicting double damage on a successful hit with them (the beak attack is unaffected).
Normal Eagles: Normally only a single individual or mated pair (50% chance of 1d4 eggs or chicks) will be
encountered, but where hunting is good, several eagles may congregate together. They prefer to nest on high cliff ledges
or in the upper branches of tall trees. Like hawks, eagles are sometimes trained by humanoids for the purposes of hunting
or war. In such cases, ownership of eagles is often restricted to leaders or nobles.
Great Eagles: Not only much larger than their normal cousins, great eagles are also much more intelligent. They have
their own rudimentary language, and live in simple tribal groups led by one or more elders (HD 5). These groups make
their homes on high mountain crags or cliff ledges, normally as far from civilization as possible. If some means is found
of communicating with them, great eagles can sometimes be persuaded to help characters (especially dwarves or
halflings) if this will serve a common interest. A great eagle can carry a load up to 1000 en at normal speed or up to 2000
en at half speed.
Terrain: Normal: Desert, Mountain, Open, River/Lake, Settled, Woods; Great: Mountain.
Eel
Monster Type: Electric: Normal Animal (Common); Giant: Giant Animal (Rare); Weed: Normal Animal (Common).
Electric Eels: These creatures are nine feet long and can give off an electric shock in a radius of 60 feet. There is no
saving throw against the shock, but the damage is based on distance: 0-20 feet=3d8; 21-40 feet=2d8; 41-60 feet=1d8. The
electric eel can shock once every turn. It is immune to all forms of electrical attacks.
Giant Electric Eel: Giant electric eels can be up to 20 feet long. Although their shocks have the same ranges as normal
electric eels, all damages are doubled. They are vicious and will attack anything that threatens them.
Weed Eels: Weed eels grow up to six feet long. They are found only in large groups which resemble tangled
masses of seaweed. The creatures wrap themselves around victims, dragging them beneath the surface, pinning arms
and legs and preventing swimming. Each round, constricted victims can only break free if they roll less than their Strength
on 3d8. After 3 rounds under water victims must make an ability check each round against their Constitution. Victims
who fail this ability check have drowned unless they have a means to let them breathe water in effect. Weed eels do not
collect treasure, but the goods of previous victims often remain near the creatures’ lair.
Terrain: Ocean, River/Lake.
F
Faedorne
Armor Class: 6
Hit Dice: 9** (M)
Move: 120’ (40’)
THAC0 11
Attacks: 2 daggers
Damage: 1d4/1d4
No. Appearing: 0(1)
Save As: Elf: 10
Death Ray/Poison 2
Magic Wands 4
Paralysis/Turn to Stone 4
Breath Attack 3
Rod/Staff/Spell 3
Morale: 12(8)
Treasure Type: G
Intelligence: 19
Alignment: Neutral
XP Value: 2,300
Feywing
Armor Class: 4
Hit Dice: 7+1 (L)
Move: 60’ (20’)
Flying: 180’ (60’)
THAC0 12
Attacks: 3 bites or 3 horn gores or a combination
Damage: 2d4 (bites) or 1d10 (horns)
No. Appearing: 1d2 (1d2)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 9
Treasure Type: 4
Intelligence: B
Alignment: Chaotic
XP Value: 450
Piranha Giant
Piranha
Armor Class: 1 6
Hit Dice: ⅛ (1 hp) (S) 3+3 (M)
Move: 90’ (30’) 150’ (50”)
THAC0 19 16
Attacks: 1 bite per shoal 1 bite
Damage: 1d4 or 3d4 1d8
No. Appearing: 0(5d10) 0(2d4)
Save As: Normal Man Fighter: 2
Death Ray/Poison 14 12
Magic Wands 15 13
Paralysis/Turn to Stone 16 14
Breath Attack 17 15
Rod/Staff/Spell 17 16
Morale: 11 7
Treasure Type: Nil Nil
Intelligence: 1 2
Alignment: Neutral Neutral
XP Value: 5 50
Flitterling
Armor Class: 6
Hit Dice: ⅛* (1 hp each) (S)
Move: 30’ (10’)
Flying: 60’ (20’)
THAC0 19
Attacks: 1 small sword or song
Damage: 1 or 2 and see below
No. Appearing: 0(5d6xl0)
Save As: Elf: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 13
Breath Attack 15
Rod/Staff/Spell 15
Morale: 8
Treasure Type: Nil
Intelligence: 12
Alignment: Lawful
XP Value: 6
The rings are vital to the flitterlings’ existence. Picking more than half of any particular kind of mushroom kills the ring
and causes the flitterlings to sicken and die in 1d6 days. Any character who befriends a group of flitterlings will be
allowed to pick some of the mushrooms, but on no account will the flitterlings allow more than half of one color of
mushroom to be picked. The flitterlings always fight to the death to defend their mushroom rings.
Terrain: Woods.
Armor Class: 7
Hit Dice: 2** (S)
Move: 90’ (30’) or leap (see below)
THAC0 18
Attacks: 1 tongue or 1 bite
Damage: Special or 1d4
No. Appearing: 1d6 (1d6)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 30
Fundamental*
Armor Class: 8
Hit Dice: 10* (L)
Move: 60’ (20’)
THAC0 10
Attacks: 2
Damage: 2d10 +special
No. Appearing: 1d3 (1d2)
Save As: Dwarf: 10
Death Ray/Poison 2
Magic Wands 3
Paralysis/Turn to Stone 4
Breath Attack 4
Rod/Staff/Spell 3
Morale: 12
Treasure Type: Nil
Intelligence: 1
Alignment: Neutral
XP Value: 2,500
Armor Class: 5
Hit Dice: 10* (L)
Move: 60’ (20’)
THAC0 10
1 bite or 1
Attacks:
breath
Damage: 1d8 or 2d6
No. Appearing: 1 (1d2)
Save As: Fighter: 8
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 9 or 12
Treasure Type: M
Intelligence: 5
Alignment: Chaotic
XP Value: 1,750
G
Gakarak (Forest Brooder)
Armor Class: 0
Hit Dice: 16 **** (L)
Move: 180’ (60’)
THAC0 7
Attacks: 4 darts or 1 club+special
Damage: 1d8 (x4) or 4d6+special
No. Appearing: 0 (1d3)
Save As: Fighter: 16
Death Ray/Poison 5
Magic Wands 6
Paralysis/Turn to Stone 6
Breath Attack 7
Rod/Staff/Spell 8
Morale: 10
Treasure Type: L, N+O
Intelligence: 13
Alignment: Neutral
XP Value: 6,250
Gargoyle, Iron*
Armor Class: -1
Hit Dice: 16 **** (L)
Move: 30’ (10’)
Flying: 90’ (30’)
THAC0 7
Attacks: 2 claws/1 bite/1 horn/1 tail +special
Damage: 1d8/1d8/2d8/1d12/1d10 +special
No. Appearing: 1d2(1)
Save As: Fighter: 8
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to
10
Stone
Breath Attack 11
Rod/Staff/Spell 12
Morale: 12
Treasure Type: Nil
Intelligence: 5
Alignment: Neutral
XP Value: 7,350
Armor Class: 7
Hit Dice: 6 (L)
Move: 120’ (40’)
THAC0 14
Attacks: 1 weapon
Damage: By weapon+4
No. Appearing: 10d4 (10d6)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: Nil
Intelligence: 5
Alignment: Neutral
XP Value: 275
Armor Class: 3
Hit Dice: 7 (L)
Move: 120’ (40’)
Swimming: 180’ (60’)
THAC0 13
Attacks: 1 bite/1 weapon
Damage: 3d6/by weapon+3
No. Appearing: ld6 (10d120)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 10
Treasure Type: M
Intelligence: 7
Alignment: Chaotic
XP Value: 450
Armor Class: -2
Hit Dice: 2 (S)
Move: 60’ (20’)
THAC0 18
Attacks: 1 fist or 1 weapon
Damage: 1d8 or by weapon
No. Appearing: 2d6 (0)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: C
Intelligence: 10
Alignment: Chaotic
XP Value: 20
Armor Class: 5
Hit Dice: 5** (M)
Move: 90’ (30’)
THAC0 14
Attacks: 2 claws/1 bite+special
Damage: 1d4/1d4/1d6+special
No. Appearing: 1d4 (2d6)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 11
Treasure Type: B, Q, R, S
Intelligence: 12
Alignment: Chaotic
XP Value: 175
Ghostly Horde
Armor Class: 4
Hit Dice: 3 (M)
Move: 120’ (40’)
THAC0 17
Attacks: 1 weapon
Damage: By weapon
No. Appearing: Special
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 12
Treasure Type: Nil
Intelligence: Not Applicable
Alignment: Not Applicable
XP Value: None
Golem*
Gray Philosopher*
Philosopher* Malice*
Armor Class: 4 1
Hit Dice: 9 (M) 1* (S)
Move: Nil 150’ (500
THAC0 11 19
Attacks: Nil 1 touch
Damage: Nil 1d6, 1d8 or 1d10 (see below)
No. Appearing: 1 (1) Special
Save As: Cleric: 9 Cleric: 6
Death Ray/Poison 7 9
Magic Wands 8 10
Paralysis/Turn to Stone 10 12
Breath Attack 12 14
Rod/Staff/Spell 11 13
Morale: 12 12
Treasure Type: 0 Nil
Intelligence: 13 Not applicable
Alignment: Chaotic Chaotic
XP Value: 450 13
Warrior Horse
Armor Class: 4 4
Hit Dice: 5** (M) 5** (L)
Move: 90’ (30’) 150’ (50’)
THAC0 14 14
Attacks: 1 weapon 1 bite/2 hooves
Damage: 1d12 1d4/1d6/1d6
No. Appearing: 3d10 (0) 1d10 (0)
Save As: Fighter: 5 Fighter: 5
Death Ray/Poison 10 10
Magic Wands 11 11
Paralysis/Turn to Stone 12 12
Breath Attack 13 13
Rod/Staff/Spell 14 14
Morale: 12 12
Treasure Type: See below Nil
Intelligence: 4 2
Alignment: See below See below
XP Value: 425 425
Gyerian
Armor Class: 3
Hit Dice: 3 (S to M)
Move: 150’ (50’)
THAC0 17
Attacks: 2 claws/1 peck
Damage: 1d4/1d4/2d4
No. Appearing: 1d4 (10d4)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: K, O
Intelligence: 8
Alignment: Lawful
XP Value: 35
H
Haunt, Lesser
Normal Giant
Armor Class: 8 6
Hit Dice: ½ (1d4 hp) (S) 3+3 (M)
Move: 480’ (160’) 450’ (150’)
THAC0 19 16
Attacks: 1 1
Damage: 1d2 1d6
No. Appearing: 0 (1d6) 0 (1d3)
Save As: Normal Man Fighter: 2
Death Ray/Poison 14 12
Magic Wands 15 13
Paralysis/Turn to Stone 16 14
Breath Attack 17 15
Rod/Staff/Spell 17 16
Morale: 7 8
Treasure Type: Nil Nil
Intelligence: 2 3
Alignment: Neutral Neutral
XP Value: 5 50
Hawks are hunting birds that glide on the updrafts of the wind, watching the ground for prey. If a hawk surprises its
victim, it will do double damage on its first attack. Both types of hawks discussed below may be trained as pets or guards
by an animal trainer.
Normal Hawks: Normal hawks will not attack human- sized or larger creatures unless they appear unable to defend
themselves (wounded, bound, etc). Normal hawks are often trained by the nobility to hunt for small game and birds. The
noble will ride out to hunt (often in a party with other nobles and attendants) with a special saddle featuring a perch for the
hawk, which is kept hooded and tied to the perch until it is to be released to attack.
Giant Hawks: These birds are the size of a very large dog or small pony. Giant hawks are very strong and will attack
human-sized creatures if hungry. They can carry off halfling-sized prey. They prefer nesting in tall, rocky crags, but some
varieties will also nest in very tall trees.
Terrain: Mountain, Open, Settled, Woods.
Hephaeston*
Armor Class: -2
Hit Dice: 25**** (L)
Move: 120’ (40’)
THAC0 2
Attacks: 1 weapon/1 hand or 1 weapon+special
(see below)
Damage: 4d10/3d10 or 4d10+special (see below)
No. Appearing: 1 (1)
Save As: Fighter: 25
Death Ray/Poison 4
Magic Wands 4
Paralysis/Turn to Stone 5
Breath Attack 4
Rod/Staff/Spell 5
Morale: 11
Treasure Type: F
Intelligence: 14
Alignment: Neutral
XP Value: 15,500
Herex
Hivebrood
Broodmother Hivemind
Armor Class: 8 6
Hit Dice: 12+2* (L) 6+6**** (M)
Move: 10’ (3’) 30’ (10’)
THAC0 9 13
Attacks: 1x30’ rad. gas cloud 2 claws/1 bite
Damage: 3d6 per round 1d4/1d4/1d6+paralysis
No. Appearing: 1(1) 1d4 (1d4)
Save As: Fighter: 12 Fighter: 12 or better
Death Ray/Poison 6 6
Magic Wands 7 7
Paralysis/Turn to Stone 8 8
Breath Attack 9 9
Rod/Staff/Spell 10 10
Morale: 12 12
Treasure Type: N, O, U+V
Intelligence: 0 16
Alignment: Neutral Neutral
XP Value: 1,900 1,175
Homunculus*
Hook Beast
Armor Class: 4
Hit Dice: 8* (S to M)
Move: 90’ (30’)
THAC0 12
Attacks: 1 bite or gaze/1 tail
Damage: 1d8 or sleep/1d10
No. Appearing: 1(1)
Save As: Magic-User: 5
Death Ray/Poison 13
Magic Wands 14
Paralysis/Turn to Stone 13
Breath Attack 16
Rod/Staff/Spell 15
Morale: 9
Treasure Type: D
Intelligence: 3
Alignment: Chaotic
XP Value: 1,200
Armor Class: 4
Hit Dice: 3+1**, 4+1** or
5+1** (L)
Move: 150’ (50’)
THAC0 16,15,13
Attacks: 1 bite or 1 breath
Damage: 1d10 or special
No. Appearing: 0 (1d8)
Save As: Fighter: 4, 5, or 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 10
Treasure Type: C
Intelligence: 2
Alignment: Chaotic
XP Value: 100, 275 or 575
J
Jellyfish, Giant
Marauder Man-O-War
Armor Class: 9 6
Hit Dice: 4** (L) 9** (L)
Move: 15’ (5’) 30’ (10’)
THAC0 16 11
Attacks: Tentacles Tentacles
Damage: 1d10 each+paralysis 1d10 each+paralysis
No. Appearing: 0(1d10) 0 (1d4)
Save As: Fighter: 2 Fighter: 5
Death Ray/Poison 12 10
Magic Wands 13 11
Paralysis/Turn to Stone 14 12
Breath Attack 15 13
Rod/Staff/Spell 16 14
Morale: 8 9
Treasure Type: Nil U
Intelligence: 0 0
Alignment: Neutral Neutral
XP Value: 175 2,300
Stone* Wood
Armor Class: 0 6
Hit Dice: 30** (L) 25** (L)
Move: 90’ (30’) 120’ (40’)
THAC0 2 3
Attacks: 1 crush 1 crush
Damage: 10d10 8d10
No. Appearing: 0(1) 0(1)
Save As: Special Special
Death Ray/Poison
Magic Wands
Paralysis/Turn to Stone
Breath Attack
Rod/Staff/Spell
Morale: 12 12
Treasure Type: M+N G
Intelligence: 3 3
Alignment: Neutral Neutral
XP Value: 11,250 7,500
K
Kai-Muru * (Shipbane)
Armor Class: 4
Hit Dice: 2*(M)
Move: 120’ (40’)
THAC0 18
Attacks: 2 claws/1 bite+special
Damage: 1d3/1d3/1d6
No. Appearing: 0 (10d6)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 9
Treasure Type: Nil
Intelligence: 6
Alignment: Neutral
XP Value: 25
windswept oceans in wandering groups of 10 or more. These groups are able to completely enshroud themselves in a
cloud of magical, fog-like vapor which reduces visibility to 3 feet within its area of effect. The cloud is 20 feet deep and
has a diameter of 10 feet per kal-muai present. The fog is unaffected by the wind, and can move at the same speed as the
flying kal-murus. It will vanish if the number of kal-murus is reduced to less than 10.
Any creature caught in the fog is subject to confusion (as the spell), but creatures having 5 or more Hit Dice save at +4,
and those with 8 or more Hit Dice are unaffected. Kal-murus can change their shape (but not their size or attacks) at will,
which adds to the confusion and terror of their victims.
Kal-murus attack with two claws and a bite. They are immune to mind-affecting spells such as sleep or charm, and can
only be hit by silver or magical weapons.
Sailors know and fear the unnatural fog created by kal-murus, since ships engulfed by it usually vanish or are found
adrift with the entire crew mysteriously and viciously slain. Mariners have given the kal-muru fog the name shipbane, and
the mere mention of it is enough to strike terror in the heart of the most hardened seafarer.
Terrain: Ocean.
Kara-Kara
decorated wooden shield and one or two spears. In addition they will have a stone-headed mace, a wooden pick, or a
wooden short sword edged with shark’s teeth. Females usually have stone daggers. Stone daggers inflict 1d4 points of
damage; all of the other weapons inflict 1d6 points.
Tribes of kara-kara are usually ruled by councils of manwu-papas, or witch doctors. Most manwu-papas are 4th-level
clerics and have the following spells: cause fear, hold person and cause light wounds.
Some manwu-papas are 6th-level clerics and normally have the spells listed above plus silence 15’ radius and curse.
Manwu-papas normally have metal weapons gained through trade or war with outsiders. They often wear armor made
from thin plates of tough wood. This armor has the same Armor Class as leather armor.
The kara-kara are a singing people. In battle the males set up rhythmic chant which raises their morale to 11. It also
increases the hit points of warriors and leaders by 3 and makes them the equivalent of 2 Hit Dice creatures for the
purposes of determining the effects of spells such as sleep. The chant takes effect in the round after it is started. It requires
at least five kara-kara to maintain it and can be negated by, for example, a silence 15’ radius spell. Dispel magic or similar
spells have no effect.
Because they have little understanding of metals, kara-kara value them only for their useful qualities. Precious metals
(for example, gold and silver) are considered worthless since they are too soft to hold a shape, and the kara-kara do not
hoard them. The treasure types given above for the kara-kara should only be used to calculate the value of their treasure,
which will consist almost entirely of jewelry. Kara-kara jewelry is made from jade, pig tusks, pearls, mother-of-pearl,
bones, teeth, and other gems (occasionally).
The kara-kara are followers of a pig cult, and regard pigs and boars as semi-sacred animals. A kara-kara island will
always be inhabited by large numbers of foraging pigs (the equivalent of boars).
Terrain: Ocean, Open, Jungle (on or near tropical islands only).
Killer Tree
Armor Class: 5
Hit Dice: 6 (L)
Move: 0’
THAC0 14
Attacks: 4 limbs/1 mouth
Damage: 0 each/3d6
No. Appearing: 0 (2d6)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 12
Treasure Type: Nil
Intelligence: 1
Alignment: Neutral
XP Value: 275
Kna
Armor Class: 5
Hit Dice: 7 (L)
Move (swimming): 150’ (50’)
THAC0 13
Attacks: 1 weapon
Damage: By weapon+5
No. Appearing: 0 (2d10)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 10
Treasure Type: (V)A
Intelligence: 11
Alignment: Neutral or Chaotic
XP Value: 450
Kopru
Armor Class: 3
Hit Dice: 8+4* (M)
Move: 30’ (10’)
Swimming: 150’ (50’)
THAC0 11
Attacks: 1 bite/1 tail or charm
Damage: 1d4/3d6
No. Appearing: 1d3 (1d3)
Save As: Fighter: 9
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 9
Treasure Type: I+N
Intelligence: 10
Alignment: Chaotic
XP Value: 1,400
Kraken
Armor Class: 0
Hit Dice: 64* (plus tentacles) (L)
Move (swimming): 240’ (80’)
THAC0 1
Attacks: 1-10 tentacles/1 bite
Damage: 7d6 per tentacle/8d10
No. Appearing: 0(1)
Save As: Fighter: 36
Death Ray/Poison 2
Magic Wands 2
Paralysis/Turn to Stone 2
Breath Attack 2
Rod/Staff/Spell 2
Morale: 10
Treasure Type: G+H
Intelligence: 5
Alignment: Chaotic
XP Value: 26,000
Monster Type: Monster (Very Rare).
The kraken is one of the largest of all creatures. The body is over 150 feet long, and each of its 10 huge tentacles can
reach up to 750 feet. It usually remains deep under the sea, reaching up from the depths to attack large prey, passing ships,
and even low-flying creatures. It is greenish-blue, and when it floats on the surface (a rare occasion), it appears identical
to a mass of kelp.
When a kraken attacks a ship, it wraps six of its tentacles around the craft and attacks crew members with the remaining
four. Each tentacle inflicts 7-42 points of damage. The six tentacles hold on to the ship, automatically inflicting 7d6 points
of constriction damage each round (half damage, in hull points, to the vessel). Once the boat has been crushed, the kraken
attack the survivors with all tentacles. The victims are drawn to the monster’s cavernous mouth in 2d4 rounds. Any victim
caught has a - 4 penalty to all attack rolls, but may attack the tentacle holding him or her (60 hit points each, in addition to
the body’s 64 Hit Dice) to attempt to escape.
If the kraken loses five or more tentacles, it releases all its victims and flees, releasing a 1000 foot by 1000 foot cloud of
ink for obscurement. This cloud blinds all creatures for as long as they remain within it.
Terrain: Ocean.
Creature Catalog Page 66
L
Lamara*
Armor Class: 4
Hit Dice: 8*(L)
Move: 120’ (40’)
THAC0 12
Attacks: 1 tail/illusion
Damage: 3d8 special
No. Appearing: 1(1)
Save As: Magic-User: 8
Death Ray/Poison 11
Magic Wands 12
Paralysis/Turn to Stone 11
Breath Attack 14
Rod/Staff/Spell 12
Morale: 9
Treasure Type: C
Intelligence: 14
Alignment: Chaotic
XP Value: 1,200
Armor Class: 3
Hit Dice: 4*(M)
Move: 90’ (30’)
THAC0 16
Attacks: 1 bite+special
Damage: 1d6 +1d6
No. Appearing: 1(1)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 125
Desert Marine
Armor Class: 2 4
Hit Dice: 60** (L) 70*** (L)
Move: 240’ (80’) 300’ (100’)
THAC0 1 1
Attacks: 1 bite 1 bite
Damage: 3d12 (see below) 4d10 (see below)
No. Appearing: 0(1) 0(1)
Save As: Fighter: 36 Fighter: 36
Death Ray/Poison 2 2
Magic Wands 2 2
Paralysis/Turn to Stone 2 2
Breath Attack 2 2
Rod/Staff/Spell 2 2
Morale: 11 10
Treasure Type: Nil (see below) Nil (see below)
Intelligence: 0 0
Alignment: Neutral Neutral
XP Value: 35,750 57,500
Living Statue
Armor Class: 6
Hit Dice: 2+1 (L)
Move: 120’ (40’)
Climbing: 60’ (20’)
THAC0 17
Attacks: 1 bite
Damage: 1d6
No. Appearing: 1d3 (1d4+1)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 7
Treasure Type: Nil (see below)
Intelligence: 2
Alignment: Neutral
XP Value: 25
Armor Class: 5
Hit Dice: 3 (L)
Move: 120’ (40’)
THAC0 17
Attacks: 1 bite
Damage: 1d6
No. Appearing: 2d4 (2d4)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 35
Monster Type: Monster (Common).
If the dog is man’s best friend, then the Rockhome lizard is the best friend of many a subterranean dwarf. This lizard,
possibly an ancestor of the lizard man, stands on two legs, averaging about five feet high (about nine feet from head to
tail) and is roughly as intelligent as the domesticated dog. It has weak but long forelimbs which it uses to catch at prey. It
possesses strong jaws, runs very fast, and varies in color from pure white to whitish hues of green and blue. The creature
is completely nocturnal.
It lives in caves and can only emerge at night, and seldom chooses to do so then. In the wild, the Rockhome lizard lives
in large cave complexes and feeds on rats and the occasional choker. If subterranean food is rare, the lizards emerge at
night to feed on small forest animals and, sometimes, wolves or lone travelers.
However, the lizard thrives in captivity and can be trained to perform simple tasks. They are commonly used to
continually run in large wheels to provide power to machines, catch rats and chokers, carry dwarves, or haul wagons,
chariots, or heavy blocks of stone (when yoked together in groups).
Unfortunately, Rockhome lizards die when exposed to sunlight and don’t get along too well with horses, or else they’d
be the dwarves’ draft animal of choice. Rockhome lizards suffer 1d6 points damage for each hour they are in sunlight due
to sensitivity to ultraviolet radiation.
Terrain: Cavern.
Load: 4,500 en at normal speed; 9,000 en at half speed.
Barding Multiplier: x2.
Creature Catalog Page 71
Lupin
Armor Class: 6
Hit Dice: 2 (M)
Move: 120’ (40’)
THAC0 18
Attacks: 1 weapon
Damage: 1d8
No. Appearing: 2d6 (5d8)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: C
Intelligence: 10
Alignment: Lawful
XP Value: 20
Lycanthrope, Werejaguar*
Armor Class: 4
Hit Dice: 5+2* (M)
Move: 180’ (60’)
THAC0 14
Attacks: 2 claws/1 bite
Damage: 1d4/1d4/1d8+1d6/1d6
No. Appearing: 1(1)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 10
Treasure Type: V
Intelligence: Varies
Alignment: Chaotic
XP Value: 400
M
Magen
Magpie
Normal Giant
Armor Class: 7' 6
Hit Dice: ½ (1 hit point) (S) 1+1 (M)
Move: 360' (120') 330' (110')
THAC0 19 18
Attacks: 360' (120') 330' (110')
Damage: Nil 1 bite
No. Appearing: Nil 1d4
Save As: 0 (1d4) 0 (1d3)
Death Ray/Poison 14 12
Magic Wands 15 13
Paralysis/Turn to Stone 16 14
Breath Attack 17 15
Rod/Staff/Spell 17 16
Morale: 2 5
Treasure Type: See below See below
Intelligence: 3 3
Alignment: Neutral Neutral
XP Value: 2 15
Man, Isolated
Over the ages many human civilizations have developed. Although some still thrive, many have fallen and vanished,
and the remnants of others remain in isolated, hidden communities. These are collectively known as lost cities, although
their inhabitants could well live underground or in a lost hidden valley.
Members of isolated human communities are mostly
either normal men or 1st-level fighters, although there may be leaders or specialists of higher levels and/or other classes.
These people will not necessarily be aggressive toward outsiders but, although human, they will almost always seem
strange. This strangeness may take one or more of the following forms:
• Physical Appearance: Inbreeding within a limited community and living for a long period in a particular
environment often give lost city dwellers physical peculiarities, such as unusual stature (very tall or very short), a strange
color of skin, eyes or hair, or unusual numbers of fingers or toes.
• Unusual Abilities: Just as isolation can change the appearance of isolated humans, it can also affect their abilities.
They could, for example, have infravision, telepathy, an acute sense of smell, a highly developed (or retarded) intellect,
great physical strength (or weakness), extremely long life spans, or even poisonous fingernails!
• Artifacts, Clothes and Weapons-. Cut off from the outside world, the innovation and taste of isolated humans may
have strayed far from "normal." As a result, the objects and weapons they use and the clothes they wear may be arcane,
highly sophisticated, or simply bizarre.
• Behavior. To outsiders, the actions, responses and attitudes of isolated humans may seem irrational, outrageous,
insane or just extreme. To the isloated humans, of course, these will seem perfectly right and proper. They will often
follow odd religions or philosophies and may have a very distorted idea of history and/or the outside world. Some lost
cultures may have a subject race (slaves) to serve them. These slaves may be very different in appearance from their
masters.
Examples of isolated human groups follow. DMs can use these or be inspired by them to create fantastic humans of
their own making.
Cynidiceans
N/A
Armor Class: 9
Hit Dice: 1 (M)
Move: 120' (40')
THAC0 19
Attacks: 1 weapon
Damage: By weapon+Str. bonus
No. Appearing: 1d8 (1d8)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: Special
Treasure Type: A
Intelligence: Varies
Alignment: Chaotic
XP Value: 10
Qauriks
N/A
Armor Class: 6
Hit Dice: 2(M)
Move: 90' (30’)
THAC0 18
Attacks: 1 weapon
Damage: By weapon
No. Appearing: 0 (5d6; 2d10x10 in their city)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 10
Treasure Type: F
Intelligence: 7
Alignment: Neutral
XP Value: 20
No Qaurik can be made to doubt the wisdom of their leaders, and they are fond of pointing to the warmth and majesty
of their city as proof of the Firelords' power and beneficence. They see themselves as a people blessed, for their gods live
among them. Any evidence to the contrary will be dismissed—it is not their place in life to doubt the actions of the gods.
Qauriks are of above normal height and are very strong. Strength scores of 15-18 are quite common for them. They have
death-white skins and pale blue eyes and hair. At the corners of their mouths are two protruding fangs. Their feet are
hairy, and feature sharp, downward-curving claws which are used to grip the ice. They wear heavy furs and ride ice
wolves outside the city. Inside, they favor red-and-orange garb. Qauriks wield two-handed swords, large battle axes, and
lances. They do not use shields.
The Firelords have an unimposing appearance. They are short and thin, with straggly gray hair and small, sharp needle-
like teeth. None of the Quariks are aware of the Firelords' true appearance.
Terrain: Cold/Arctic.
Traldar
N/A
Warrior Vocal Other
Armor Class: 6 9 9
Hit Dice: 1+1 (M) 1'(M) 1-1 (M)
Move: 120' (40’) 120’ (40') 120' (40')
THAC0 18 19 19
Attacks: 1 weapon 1 shout or 1 weapon 1 weapon
Damage: By weapon+1 By weapon or see By weapon
below
No. Appearing: See below See below See below
Save As: Fighter: 1 Fighter: 1 Normal Man
Death Ray/Poison 12 12 14
Magic Wands 13 13 15
Paralysis/Turn to
14 14 16
Stone
Breath Attack 15 15 17
Rod/Staff/Spell 16 16 17
Morale: 10 9 7
Treasure Type: R R R
Intelligence: 8 9 8
Alignment: Neutral Neutral Neutral
XP Value: 15 15 5
Armor Class: 7
Hit Dice: 20* (L)
Move: 90' (30')
THAC0 5
Attacks: 1 bite/1 sting
Damage: 3d8/2d8+poison
No. Appearing: 0(1)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 9
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 4,175
Mesmer*
Armor Class: 3
Hit Dice: 7*** (M)
Move: 180' (60')
THAC0 13
Attacks: 1 bite+spedal
Damage: 1d10+special
No. Appearing: 0(1)
Save As: Fighter: 7, plus immune to spells
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 12
Treasure Type: G
Intelligence: 17
Alignment: Chaotic
XP Value: 1,650
Nagpa
Armor Class: 3
Hit Dice: 9** (M)
Move: 120' (40')
THAC0 11
Attacks: 1 bite or spells
Damage: 1d8 or special
No. Appearing: 1 (1)
Save As: Magic-User: 9
Death Ray/Poison 11
Magic Wands 12
Paralysis/Turn to Stone 11
Breath Attack 14
Rod/Staff/Spell 12
Morale: 9
Treasure Type: 1
Intelligence: 12
Alignment: Chaotic
XP Value: 2,300
Nightmare
Armor Class: -4
Hit Dice: 7*** (M)
Move: 180' (60')
fly 360' (120’)
THAC0 13
Attacks: 3
Damage: 1d12/2d6/2d6
No. Appearing: 1 (1)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 12
Treasure Type: Nil
Intelligence: 13
Alignment: Chaotic
XP Value: 1,650
N
O
Octopus, Giant
Armor Class: 7
Hit Dice: 8 (L)
Move: 90' (30’)
THAC0 12
Attacks: 8 tentacles/1 bite
Damage: 1d3 (x8)/1d6
No. Appearing: 0 (1d2)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 7
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 650
Monster Type: Giant Animal (Rare).
In combat, a giant octopus will squeeze a creature with its tentacles and stab or bite the creature with its fearsome beak.
Once its tentacles hit, they will constrict and automatically do 1d3 points of damage each round. Each tentacle that hits
also reduces its victim's chance to hit by 1. A character severs a tentacle when any single hit with an edged weapon does 6
or more points of damage. If combat is going against the giant octopus, it will flee, jetting away at triple speed and trailing
a large, black cloud of ink (40-foot radius).
Terrain: Ocean.
Owl, Giant
Armor Class: 6
Hit Dice: 4 (M)
Move: 300' (100’)
THAC0 16
Attacks: 2 claws/1 bite
Damage: 1d8/1d8/1d6
No. Appearing: 0 (1d3)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: V (no coins)
Intelligence: 4
Alignment: Neutral
XP Value: 75
P
Pachydermion
Armor Class: 3
Hit Dice: 7 (L)
Move: 90' (300’)
THAC0 13
Attacks: 2 swords/1 mace
Damage: 1d10+3/1d10+3/1d12+6
No. Appearing: 1d3 (2d10)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to 10
Stone
Breath Attack 11
Rod/Staff/Spell 12
Morale: 9
Treasure Type: A
Intelligence: 14+
Alignment: Neutral
XP Value: 450
A shield gives a -1 adjustment to Armor Class to the creature's humanoid foreparts. No randomly encountered pegataurs
carry shields.
Terrain: Mountain, Open.
Load & Barding Multiplier: As per pegasus.
Armor Class: 7
Hit Dice: 1-1 (S)
Move: 90' (30')
Glide: 150' (50’)
THAC0 19
Attacks: 1 weapon
Damage: 1d6 or by weapon
No. Appearing: 0 (3d6; village 3d10x10)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 7
Treasure Type: Nil
Intelligence: 8
Alignment: Lawful
XP Value: 5
Monster Type: Monster (Rare).
Phanatons look like a cross between raccoons and monkeys. They are roughly the size of halflings and have four-foot-
long tails that can grasp objects and even clumsily manipulate them. For example, when fighting in the trees, a phanaton
often wraps its tail around a branch for support.
In addition, phanaton have membranes of skin stretching from arm to leg, which can be spread to allow them to glide
from branch to branch. They have a +2 bonus on all saving throws due to their small size and superior agility.
Phanatons are omnivores. They prefer to eat fruit and vegetables, although they may eat meat. They find spiders
particularly delicious. They live in treetop villages built on platforms of wood and woven vines connected by rope
bridges. Each village houses a
distinct clan of 30-300 phanatons.
For every 30 phanatons there is a clan warchief who has 3 Hit Dice and at least 15 hit points. The warchief also has a
bodyguard of 26.6 phanaton warriors who fight as 2 Hit Dice monsters, and have ld6+4 Hit Dice, 30 hit points, and a +1
bonus to all damage rolls.
If 300 phanatons are encountered, they are led by a tribal king who has 8 Hit Dice, 50 hit points, and a +2 bonus to all
damage rolls. The king has four phanaton warriors who act as his loyal bodyguards. Each bodyguard phanaton has 6 Hit
Dice, 30 hit points, and a +1 bonus to all damage rolls.
Phanatons are the allies of treants and dryads, and are usually quite friendly with elves. They are the traditional and
instinctive enemies of araneas, the spiderfolk, and attack them on sight.
Terrain: Jungle.
Phantom, Lesser*
Armor Class: 9
Hit Dice: 6** (S)
Move: 120' (40')
Flying: 240' (80')
THAC0 14
Attacks: 1 blow+special
Damage: 1d4
No. Appearing: 1d3 (1d4)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 6
Treasure Type: C
Intelligence: 10
Alignment: Chaotic
XP Value: 725
Monster Type: Enchanted (Very Rare).
Phantoms are magical beings. They appear to be solid, but their bodies are made of mist which they can form into any
shape of human size or smaller. They use this ability to lure creatures to their doom by leading them into dangerous areas,
then feeding off the fear their victims emit when they realize they have been tricked. They can appear as a fellow
adventurer, a limping dog, or whatever the DM considers appropriate. Phantoms fly, and because they are made of mist,
they can walk on water or quicksand as if it were solid ground. A favorite phantom tactic is to to take an innocuous form
and call for aid. Any character who tries to aid the phantom discovers that the seemingly solid ground it stands on is
actually quicksand.
Magical attacks upon a phantom will do full damage, while other attacks will do only half damage. Phantoms can
become invisible at will and can cast the following spells once per day: confusion, hallucinatory terrain, and phantasmal
force. These creatures are cowardly, and if their deception is discovered, they will become invisible and attempt to flee. If
forced to fight, they will attack, causing 1d4 points of damage with each blow.
Terrain: Any.
Creature Catalog Page 83
Piranha Bird
Lesser Greater
Armor Class: 6 7
Hit Dice: ½ (1d4 hit points) (S) 2 (M)
Armor Class: 9
Hit Dice: 10* (S to L)
Move: 60' (200
THAC0 10
Attacks: 3 blows
Damage: 1d6/1d6/1d6
No. Appearing: 1d2 (1d3)
Save As: Fighter: 5
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 20
Treasure Type: B
Intelligence: 5
Alignment: Chaotic
XP Value: 1,750
Monster Type: Monster (Rare).
The polymar is an intelligent creature that can change its shape. It can look like any creature with 10 or fewer Hit Dice,
or any object no larger than 100 cubic feet (10 feet long by 10 feet wide by one foot deep, for example). The polymar
gains no special abilities when it changes.
This change ability is physical, not magical. Thus, a detect magic spell will not detect the polymar. The change,
however, is not perfect. Characters, including NPCs, have the same chance to detect the polymar as they do to find secret
doors. Thus elves are more likely to notice polymars than other character classes. If the polymar is not detected before it
attacks, it will attack with surprise.
Terrain: Any.
Creature Catalog Page 84
Porcupine, Giant
Armor Class: 4
Hit Dice: 5* (M)
Move: 90' (30’)
THAC0 15
Attacks: 1 bite +1d6 quills
Damage: 1d10 +1d4 each
No. Appearing: 0 (1d4)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 300
Q
R
Rakasta
Armor Class: 6
Hit Dice: 2+1 (M)
Move: 90' (30')
THAC0 17
Attacks: 2 claws/1 bite
Damage: 1d4 each
No. Appearing: 0 (3d10+1d8 saber-toothed tigers)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: M (special)
Intelligence: 12
Alignment: Neutral
XP Value: 25
Randara*
Armor Class: 0
Hit Dice: 14***** (M)
Move: 180' (60')
THAC0 8
Attacks: 2 claws/1 bite
Damage: 2d6/2d6/3d6
No. Appearing: 1 (1d2)
Save As: Cleric: 11
Death Ray/Poison 7
Magic Wands 8
Paralysis/Turn to Stone 10
Breath Attack 12
Rod/Staff/Spell 11
Morale: 9
Treasure Type: F(x3)
Intelligence: 13
Alignment: Chaotic
XP Value: 6,500
Normal Large
Armor Class: 8 1
Hit Dice: ¼ (1d2 hit points) (S) 1+1 (M)
Move: 330' (110') 300' (100')
THAC0 19 18
Attacks: 1 bite per flock 1 bite
Damage: 1d6 1d6
No. Appearing: 0 (3d10) 0 (2d8)
Save As: Normal Man Fighter: 1
Death Ray/Poison 14 12
Magic Wands 15 13
Paralysis/Turn to Stone 16 14
Breath Attack 17 15
Rod/Staff/Spell 17 16
Morale: 5 7
Treasure Type: Nil Nil
Intelligence: 2 2
Alignment: Neutral Neutral
XP Value: 50 per flock 15
Red Worm
Armor Class: 7
Hit Dice: 2+2- (M to L)
Move: 90' (30’)
THAC0 17
Attacks: 1 bite
Damage: 1d4 +poison
No. Appearing: 2d6 (2d6)
Save As: Fighter: 3
Death Ray/Poison 9
Magic Wands 12
Paralysis/Turn to Stone 13
Breath Attack 14
Rod/Staff/Spell 15
Morale: 9
Treasure Type: L
Intelligence: 1
Alignment: Chaotic
XP Value: 35
Normal Woolly
Armor Class: 5 4
Hit Dice: 6 (L) 8 (L)
Move: 120' (40') 120' (40’)
THAC0 14 12
Attacks: 1 butt or trample 1 butt or trample
Damage: 2d4 or 2d8 2d6 or 2d12
No. Appearing: 0 (1d12) 0 (1d8)
Save As: Fighter: 3 Fighter: 4
Death Ray/Poison 12 10
Magic Wands 13 11
Paralysis/Turn to Stone 14 12
Breath Attack 15 13
Rod/Staff/Spell 16 14
Morale: 6 6
Treasure Type: Nil Nil
Intelligence: 2 2
Alignment: Neutral Neutral
XP Value: 275 650
they are unintelligent plant eaters, rhinoceroses can be very dangerous. If threatened, surprised, or charged, they will
stampede in a random direction, goring all in their path for double damage on the first attack. Roll Id8 for the direction:
1=north; 2=northeast; 3=east; 4=southeast; 5=south; 6-southwest; 7=west; 8=northwest.
Woolly Rhinos: These large rhinoceroses are covered with long, white hair. Woolly rhinos travel in small herds across
the tundra and plains, usually in lost world areas.
Terrain: Normal: Open (tropical); Woolly: Lost World, Cold/Arctic, Open (prehistoric).
Rock Man
Armor Class: 2
Hit Dice: 3 (M)
Move: 60' (20’)
THAC0 17
Attacks: 1 fist
Damage: 1d8
No. Appearing: 0 (1d6)
Save As: Dwarf: 3
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 13
Rod/Staff/Spell 12
Morale: 7
Treasure Type: (see below) I
1Intelligence: 9
Alignment: Neutral
XP Value: 35
Armor Class: 0
Hit Dice: 12***
Move: 30' (10')
THAC0 9
Attacks: 1 bite/6 strands
Damage: 5d6/weakness
No. Appearing: 1d3 (1d4+1)
Save As: Fighter: 10
Death Ray/Poison 6
Magic Wands 7
Paralysis/Turn to Stone 8
Breath Attack 9
Rod/Staff/Spell 10
Morale: 10
Treasure Type: L(x5)
Intelligence: 4
Alignment: Chaotic
XP Value: 3,875
S
Saberclaw
Armor Class: 2
Hit Dice: 5** (M)
Move: 120' (40')
Flying: 360' (120)
THAC0 15
Attacks: 1 claw
Damage: 1d12
No. Appearing: 1d100 (1d100); no
more than 20 per wing
Save As: Varies, see below
Death Ray/Poison Varies
Magic Wands Varies
Paralysis/Turn to Stone Varies
Breath Attack Varies
Rod/Staff/Spell Varies
Morale: 10
Treasure Type: D
Intelligence: 2
Alignment: Chaotic
XP Value: 425
Armor Class: 5
Hit Dice: 10* (M to L)
Move: 30' (10')
THAC0 11
Attacks: 6 pseudopods+special
Damage: 3d6 each+special
No. Appearing: 1d4 (0)
Save As: Fighter: 7
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 8
Treasure Type: Nil
Intelligence: 1-9
Alignment: Neutral
XP Value: 1,750
Scorpion, Normal
Armor Class: 8
Hit Dice: ⅛ (hit point) (S)
Move: 6’ (2’)
THAC0 19
Attacks: 1 sting
Damage: Poison (see below)
No. Appearing: 1d6 (1d6)
Save As: Normal Man
Death Ray/Poison 14
Magic Wands 15
Paralysis/Turn to Stone 16
Breath Attack 17
Rod/Staff/Spell 17
Morale: 10
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 6
Sea Horse
Armor Class: 7
Hit Dice: 2, 3 or 4 (L)
Move (swimming): 210' (70')
Mounted: 180' (60')
THAC0 18/17/16
Attacks: 1 head butt
Damage: 1d8
No. Appearing: 0 (1d20)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 5 (8 as a mount)
Treasure Type: Nil
Intelligence: 2
Alignment: Neutral
XP Value: 20, 35 or 75
Sea Serpent
Lesser Greater
Armor Class: 5 3
Hit Dice: 6 (L) 12-15 (L)
Move: 150’ (50) 240' (80')
THAC0 14 9-8
Attacks: 1 bite or 1 squeeze 1 bite or 1 squeeze
Damage: 2d6 (or 1d10) 3d6 (or 2d10)
No. Appearing: 0 (2d6) 0 (1d4)
Save As: Fighter: 3 Fighter: 6
Death Ray/Poison 12 10
Magic Wands 13 11
Paralysis/Turn to 14 12
Stone
Breath Attack 15 13
Rod/Staff/Spell 16 14
Morale: 8 9
Treasure Type: Nil Nil
Intelligence: 1 1
Alignment: Neutral Neutral
XP Value: 275 1,250-1,650
Serpentweed, Giant
Armor Class: 6
Hit Dice: 9 per stalk (L)
Move: 0’
THAC0 11
Attacks: 1 bite per stalk
Damage: 2d6
No. Appearing: 0(1)
Save As: Fighter: 9
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 12
Treasure Type: D
Intelligence: 0
Alignment: Neutral
XP Value: 900 per stalk
Armor Class: 7
Hit Dice: 3*(S)
Move: 150' (50’)
THAC0 17
Attacks: 1 bite or weapon
Damage: 1d4 or by weapon
No. Appearing: 0 (1d3)
Save As: Elf: 6
Death Ray/Poison 8
Magic Wands 10
Paralysis/Turn to 10
Stone
Breath Attack 11
Rod/Staff/Spell 11
Morale: 7
Treasure Type: Nil
Intelligence: 10
Alignment: Neutral
XP Value: 50
Armor Class: 4
Hit Dice: 6*(S)
Move: 180' (60’)
THAC0 14
Attacks: 1 bite
Damage: 1d10
No. Appearing: 0 (1d2)
Save As: Fighter: 5
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 9
Treasure Type: Nil
Intelligence: 2
Alignment: Chaotic
XP Value: 500
Shark-Kin
Armor Class: 5
Hit Dice: 2 or 3 (M)
Move: 240' (80’)
Walking: 120' (40’)
THAC0 17
Attacks: 1 bite/2 claws or +1 weapon
Damage: 1d6/1d3/1d3 or by weapon+1
No. Appearing: 0 (2d4x10; or 1d10+10 on land)
Save As: Fighter: 2 or 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: (T) I, K, L
Intelligence: 10
Alignment: Neutral
XP Value: 20 or 35
Silver Warrior
Sirenflower
Armor Class: 9
Hit Dice: 5 (L)
Move: 0'
THAC0 15
Attacks: Special
Damage: Special
No. Appearing: 1d2 (1d6)
Save As: Fighter: 5
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: v
Intelligence: 0
Alignment: Neutral
XP Value: 175
Armor Class: 5 or 4
Hit Dice: 3+3 (M)
Move: 90' (40')
THAC0 16
Attacks: 2 claws/1 bite
or 1 weapon
Damage: 1d6/1d6/1d3 or
by weapon+2
No. Appearing: 2d6 (3d6x10)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 10
Treasure Type: A
Intelligence: 8
Alignment: Neutral
XP Value: 50
Skunk
Normal Giant
Armor Class: 7 6
Hit Dice: 1-1* (S) 3* (M)
Move: 150' (50') 120' (40')
THAC0 19 17
Attacks: 1 bite+squi1t 1 bite+squirt
Damage: 1+special 1d4+special
No. Appearing: 1d2 (1d4) 1 (1d3)
Save As: Normal Man Fighter: 2
Death Ray/Poison 14 12
Magic Wands 15 13
Paralysis/Turn to 16 14
Stone
Breath Attack 17 15
Rod/Staff/Spell 17 16
Morale: 6 7
Treasure Type: Nil Nil
Intelligence: 2 2
Alignment: Neutral Neutral
XP Value: 6 50
Slime Worm
Armor Class: 5
Hit Dice: 10 (1)
Move: 60' (20')
THAC0 10
Attacks: 1 bite
Damage: 2d6
No. Appearing: 1 (0)
Save As: Fighter: 5
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 9
Treasure Type: D
Intelligence: 0
Alignment: Neutral
XP Value: 1,000
Normal Giant
Armor Class: 7 6
Hit Dice: 1* (S) 8**(M)
Move: 90' (30') 90' (30')
THAC0 19 12
Attacks: 1 bite 1 bite+special
Damage: 1 +poison 1d8+poison
No. Appearing: 1d6 (1d4+1) 1d3 (1d3)
Save As: Fighter: 1 Fighter: 4
Death Ray/Poison 12 10
Magic Wands 13 11
Paralysis/Turn to Stone 14 12
Breath Attack 15 13
Rod/Staff/Spell 16 14
Morale: 7 9
Treasure Type: Nil U
Intelligence: 1 2
Alignment: Neutral Neutral
XP Value: 13 1,750
Snappers
Armor Class: 5
Hit Dice: 3 (M)
Move: 30' (10')
Swimming: 180' (60')
THAC0 17
Attacks: 2 claws/1 beak or 1 weapon
Damage: 1d6/1d6/2d4 or by weapon
No. Appearing: 0 (1d20)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 9
Treasure Type: T
Intelligence: 8
Alignment: Chaotic
XP Value: 35
Armor Class: 0
Hit Dice: 10*-14* (L)
Move: 120' (40')
THAC0 10,9,8
Attacks: 1 weapon
Damage: 1d8+3
No. Appearing: 1 (1)
Save As: F:10- F:13-
12 14
Death Ray/Poison 6 6
Magic Wands 7 6
Paralysis/Turn to 8 7
Stone
Breath Attack 9 8
Rod/Staff/Spell 10 9
Morale: 9 (12)
Treasure Type: Nil
Intelligence: 14
Alignment: Lawful
XP Value: 1,750-2,500
Armor Class: 0
Hit Dice: 10* (M)
Move: 180' (60')
THAC0 10
Attacks: 2 claws
Damage: 1d10 each+special
No. Appearing: 1 (1)
Save As: Cleric: 10
Death Ray/Poison 7
Magic Wands 8
Paralysis/Turn to Stone 10
Breath Attack 12
Rod/Staff/Spell 11
Morale: 12
Treasure Type: Nil
Intelligence: 9
Alignment: Neutral
XP Value: 1,750
Armor Class: 6
Hit Dice: 1 +3* (S)
Move: 120' (40')
THAC0 18
Attacks: 1 bite
Damage: 1d6+poison
No. Appearing: 1d4 (4d4)
Save As: Fighter: 1
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: U
Intelligence: 2
Alignment: Neutral
XP Value: 19
Armor Class: 7
Hit Dice: 6 (L)
Move: 120' (40')
THAC0 14
Attacks: 10 tentacles/1 bite
Damage: 1d4 (x10)/1d10
No. Appearing: 0 (1d4)
Save As: Fighter: 3
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 7
Treasure Type: V
Intelligence: 2
Alignment: Neutral
XP Value: 275
Steam weevils
Armor Class: 6
Hit Dice: ½ (1d4 hit points) (S)
Move: 30' (10')
Flying: 180' (60')
THAC0 19
Attacks: 1 area effect per swam
Damage: 4 points per round
No. Appearing: 1d6 swarms of 4d6 (1d2 swarms of 4d6)
Save As: Normal Man
Death Ray/Poison 14
Magic Wands 15
Paralysis/Turn to Stone 16
Breath Attack 17
Rod/Staff/Spell 17
Morale: 11
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 5 per weevil
Armor Class: 9
Hit Dice: 8 hp per 1' square (S to L)
Move: 0'
THAC0 19
Attacks: 1
Damage: Special
No. Appearing: See below
Save As: Normal Man
Death Ray/Poison 14
Magic Wands 15
Paralysis/Turn to Stone 16
Breath Attack 17
Rod/Staff/Spell 17
Morale: 12
Treasure Type: U
Intelligence: 0
Alignment: Neutral
XP Value: 10 per 1' square
Fighter: 6
10
11
12
13
14
Strangleweed
Armor Class: 1
Hit Dice: 12* (L)
Move: 0'
THAC0 9
Attacks: Special
Damage: Special
No. Appearing: 0 (1d3+1)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: J-N, L +2 magical items
Intelligence: 0
Alignment: Neutral
XP Value: 2,225
Armor Class: 6
Hit Dice: 6* (L)
Move: 120' (40')
THAC0 14
Attacks: 2 hooves/1 bite
Damage: 1d10/1d10/1d6
No. Appearing: 0 (1d3)
Save As: Fighter: 9
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to Stone 10
Breath Attack 11
Rod/Staff/Spell 12
Morale: 8
Treasure Type: Nil
Intelligence: 3
Alignment: Chaotic
XP Value: 500
Monster Type: Monster (Very Rare).
The surtaki is a ravenous man-eater that inhabits hilly lowlands and mountain foothills. The creature is the size of a
large bull, with a giant serpent's head, tortoise feet, thick green fur, and a horse's tail. Poison quills, similar to a
porcupine's, lie beneath its shaggy fur. In melee each attacker must make a saving throw vs. magic wands to avoid the
quills; if this is failed, a saving throw vs. poison must be made. If the saving throw vs. poison is successful, the quills
inflict ld6 points of damage; if failed, the attacker also contracts a rotting disease. This causes 1 point of damage per
round thereafter, prevents the curing of any wounds, and can only be stopped by a cure disease spell. Any victim slain by
the disease can only be recovered by a raise dead fully or a wish.
Terrain: Mountain, Open, Hills.
T
Tabi
Armor Class: 6
Hit Dice: 5* (S)
Move: 60' (20')
THAC0 240' (80')
Attacks: 15
Damage: 2 claws
No. Appearing: 1d4/1d4+special
Save As: 1d4 (1d4)
Death Ray/Poison Magic-User: 5
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 13
Rod/Staff/Spell 16
Morale: 6 (12)
Treasure Type: Nil
Intelligence: 8
Alignment: Chaotic
XP Value: 300
Armor Class: 0
Hit Dice: 16** (or 8**-see below) (L)
Move: 30' (10')
Flying: 180' (60')
THAC0 7 (12)
Attacks: 2 claws/1 lightning bolt
Damage: 2d6/2d6/5d6
No. Appearing: 0 (1d3)
Save As: Fighter: 16 Fighter: 8
Death Ray/Poison 5 8
Magic Wands 6 9
Paralysis/Turn to Stone 6 10
Breath Attack 7 11
Rod/Staff/Spell 8 12
Morale: 9
Treasure Type: Nil
Intelligence: 5
Alignment: Chaotic
XP Value: 4,050 or 1,750
Armor Class: 6
Hit Dice: 3* (S)
Move: 20' (40’)
THAC0 17
Attacks: 2 claws
Damage: 1d6/1d6+special
No. Appearing: 2d4 (5d6)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 12
Treasure Type: Nil
Intelligence: 2
Alignment: Chaotic
XP Value: 50
Armor Class: 3
Hit Dice: 4 (M)
Move: 30' (10')
THAC0 16
Attacks: 2 claws/1 beak or 1 weapon
Damage: 1d4/1d4/1d6 or by weapon
No. Appearing: 0 (1d6)
Save As: Fighter: 4
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 11
Treasure Type: V
Intelligence: 8
Alignment: Lawful
XP Value: 75
Triton
A 5 HD triton, therefore, casts spells either as a 5th-level cleric, or as a 5th-level magic-user. Spell-casting tritons rarely
learn fire-based spells such as fireball or wall of fire.
Terrain: Ocean.
Creature Catalog Page 106
U
V
Vampire, Nosferatu*
Armor Class: 2
Hit Dice: 7-9** (M)
Move: 120' (40')
Flying: 180' (60')
THAC0 13-11
Attacks: 1 bite, weapon or special
Damage: 1d4 (bite), by weapon type, or by magic type
No. Appearing: 1d4 (1d4)
Save As: Former character class at equivalent level
Death Ray/Poison Varies
Magic Wands Varies
Paralysis/Turn to Stone Varies
Breath Attack Varies
Rod/Staff/Spell Varies
Morale: 11
Treasure Type: F
Intelligence: As former character
Alignment: Any
XP Value: 1,250 (7 l-ID), 1,750 (8 HD), 2,300 (9 HD) if fighter or thief;
1,650, 2,300, 3,000 if magic-user or cleric
Vampire Rose
Armor Class: 7
Hit Dice: 4• (S)
Move: 30' (20')
THAC0 18
Attacks: 1 thorn+blood drain
Damage: 1d8
No. Appearing: 0 (1d8)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Chaotic
XP Value: 125
Velya*
Armor Class: 3
Hit Dice: 7** (M)
Move: 180' (60')
THAC0 13
Attacks: 1 touch or special
Damage: 1d8+energy drain or special
No. Appearing: 0 (1)
Save As: Fighter: 9
Death Ray/Poison 8
Magic Wands 9
Paralysis/Turn to 10
Stone
Breath Attack 11
Rod/Staff/Spell 12
Morale: 11
Treasure Type: F
Intelligence: 10
Alignment: Chaotic
XP Value: 1,250
W
Water Weird
Armor Class: 5
Hit Dice: 3* (S)
Move: 60’ (20') in water only
THAC0 17
Attacks: 1
Damage: 1+drowning
No. Appearing: 1d2 (1d2)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to Stone 12
Breath Attack 13
Rod/Staff/Spell 14
Morale: 12
Treasure Type: 1
Intelligence: 2
Alignment: Chaotic
XP Value: 50
Whipweed
White-Fang
Armor Class: 4
Hit Dice: 6** (L)
Move (surface): 180' (60')
Swimming: 120' (40')
Burrowing (snow): 90' (30')
Burrowing (ice): 45' (15')
THAC0 14
Attacks: 1 bite/1 tail lash
Damage: 2d6+poison/2d6
No. Appearing: 1d3 (1d3)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 10
Treasure Type: Self
Intelligence: 3
Alignment: Neutral
XP Value: 725
Winged Warrior
Armor Class: 5
Hit Dice: 2* (M)
Move: 60' (20')
Flying: 180' (60')
THAC0 18
Attacks: 2 wings
Damage: 1d6/1d6
No. Appearing: 1d6 (1d6)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to 14
Stone
Breath Attack 15
Rod/Staff/Spell 16
Morale: 11
Treasure Type: Nil
Intelligence: 3
Alignment: Lawful
XP Value: 25
Wood Imp
Armor Class: 6
Hit Dice: ¾ (1d6 hp)* (S)
Move: 90' (30')
THAC0 19
Attacks: 1 bite or 1 weapon
Damage: 1d3 or by weapon
No. Appearing: 1d6 (8d10)
Save As: Normal Man
Death Ray/Poison 14
Magic Wands 15
Paralysis/Turn to 16
Stone
Breath Attack 17
Rod/Staff/Spell 17
Morale: 7 or 9
Treasure Type: S (C+N)
Intelligence: 10
Alignment: Chaotic
XP Value: 6
Monster Type: Humanoid (Rare).
Wood imps are small, evil humanoids who live in dark woods. Their skin is green, and they stand one and a half to two
feet tall. Their wild and tangled hair is wood brown and usually has numerous twigs and leaves stuck in it. Their faces are
round. They have a gaping slit of a mouth filled with sharp, needle-shaped teeth. A wood imp bite causes 1d3 points of
damage, but this attack is rarely used. Wood imps prefer to lay traps and ambushes for their victims. Often these rake the
form of concealed pits or snares, set to catch the unwary. Victims caught in the traps are either captured or slain by
poisoned wood imp arrows (see below).
As well as laying traps, wood imps also hunt anyone foolish enough to enter their territory. Instead of attacking directly,
they attempt to drive or lure their victims into their traps. When bunting, they ride huge wood spiders (see page 101).
They strap themselves into special saddles which allow them to stay mounted even when the spiders are clinging to the
undersides of tree branches. Because of their coloration, wood imps surprise opponents on a roll of 1-3 on 1d6.
Wood imps prefer to use short bows (which they can fire even when upside down). Arrows fired from these bows inflict
1d4 points of damage and are fired every round. By spending one round, wood imps can coat their arrow heads in venom
from their huge wood spider mounts. Saving throws vs. poison are made at +2, and characters failing their saving throw
take an additional ld8 points of damage and become sluggish for 2d4+2 rounds. Sluggish creatures roll for initiative with a
penalty of -2 and move at half speed until the effects wear off. The effects are not cumulative. Poisoned arrows must be
fired the round after they are envenomed or else the poison evaporates. Huge wood spider venom can only be successfully
extracted by a wood imp. No other creature can exercise enough control over the spiders to get them to secrete their
venom. Venom cannot be extracted from a dead spider; chemicals given off in their death throes render it inert.
If forced to, wood imps melee by dropping out of the trees riding their spider, and attack with their small two-handed
swords (damage 1d6) while the spiders attack with their bites.
For every 10 wood imps there is a leader with J-1 HD, and a tribe is Jed by a chief with 1 HD. If these leaders are slain,
wood imp morale drops to 7. A wood imp tribe abo has 1d4 shamans (clerics of 1st-4th level).
A wood imp lair consists of an area of old and rotted trees. Here the wood imps keep their prisoners and s supplies of
fresh food. The prisoners are composed of 2d6 creatures who vary from evil humanoids and humans to small forest
creatures.
Terrain: Woods.
Wychglow*
Armor Class: 0
Hit Dice: 6** (S)
Move: 180' (60')
THAC0 14
Attacks: lightning boll
Damage: 1d10
No. Appearing: 1d3 (1d6)
Save As: Fighter: 6
Death Ray/Poison 10
Magic Wands 11
Paralysis/Turn to 12
Stone
Breath Attack 13
Rod/Staff/Spell 14
Morale: 11
Treasure Type: G
Intelligence: 15
Alignment: Chaotic
XP Value: 725
Monster Type: Monster (Very Rare).
Wychglows are balls of eerie light (one to three feet in diameter) that appear only at night or in dark underground
caverns. They are attracted to metallic objects, and will attack creatures in order to obtain them. The bigger a metal object
is, the more attracted a wychglow is to it. Plate armor, metal shields, and metal swords are natural focusses for its
attention. A wychglow craves metals since it feeds on electrochemical energy which it can drain from them. This feeding
process can take hours or even days and reduces the metal to a fine, chalky dust.
Each round a wychglow can fire a bolt of electricity at any creature within its range. The bolt is 2 feet wide and 30 feet
long. It will hit the target automatically and inflict 1d10 points of damage unless the victim makes a successful saving
throw vs. magic wands. Characters wearing metal armor take half damage if they make a successful saving throw, while
those wearing leather armor or normal clothing take no damage with a successful saving throw and are allowed a bonus of
+5 to their saving throw
Wychglows are immune to electrical attacks and take minimum damage from magical fire attacks. They can only be
struck weapons of+ l or greater enchantment.
Terrain: Cavern, or any (at night only).
Wychlamp
Normal Greater
Armor Class: 4 0
Hit Dice: 4* (M) 8*** (M)
Move: 120' (40') 120' (40')
Flying: 240' (80')
THAC0 16 12
Attacks: 2 glowing spheres 2 spheres+special
Damage: 1d6/ 1d6 1d10/1d10+ paralysis
No. Appearing: 1d6 (1d6) 1d2 (1d2)
Save As: Elf: 4 Elf: 8
Death Ray/Poison 12 4
Magic Wands 13 7
Paralysis/Turn to 14 7
Stone
Breath Attack 15 7
Rod/Staff/Spell 16 7
Morale: 12 12
Treasure Type: B B
Intelligence: 6 9
Alignment: Chaotic Chaotic
XP Value: 125 2,300
Monster Type: Undead (Normal: Rare; Greater: Very Rare).
Both normal and greater wyrds can only be hit by magical or silver weapons. They are immune to sleep, charm, and
hold spells.
Normal Wyrd: A wyrd (pronounced weerd) is an undead spirit inhabiting the body of an elf. It appears as a dark, robed
figure holding a small, diffuse, glowing red sphere in each hand. In combat, the wyrd can either strike with two hands
using the spheres as melee weapons, fling the two spheres as missiles (range 30/60/90), or use one sphere in melee and
one as a missile.
If a sphere hits its target (normal roll to hit), it explodes, inflicting 1d6 points of damage against most opponents, but
1d6+3 against elves. As each sphere explodes, a replacement instantly appears in the wyrd's hand, but it can only make
two attacks per round. Clerics have the same chance tum wyrds as wraiths.
Greater Wyrd: This is a more hideous variety of the
normal wyrd. It is the result of a powerful undead spirit entering the body of a high-level elf. This undead being is
greatly feared, for its appearance causes all who view it to make a saving throw vs. spell or attack with a -3 penalty to
both attack and damage rolls. A minimum of 1 point of damage, however, will always be scored by anyone hitting the
wyrd.
A greater wyrd can create two glowing green spheres each round, using them either in melee or as missiles.
Anyone struck by a sphere suffers 1d10 points of damage and must make a successful saving throw vs. paralysis or be
paralyzed for 2d4 turns. Elves suffer 1d10 +5 points of damage and are immune to the spheres' paralyzing effect. Clerics
tum greater wyrds as phantoms.
Terrain: Cavern, Ruins, Woods.
Creature Catalog Page 115
X
Xytar
Armor Class: 3
Hit Dice: 5+1* (L)
Move: 120' (40')
THAC0 14
Attacks: 1 bite or breath
Damage: 1d10 or 3d6
No. Appearing: 1d6 (1d12)
Save As: Fighter: 2
Death Ray/Poison 12
Magic Wands 13
Paralysis/Turn to Stone 14
Breath Attack 15
Rod/Staff/Spell 16
Morale: 8
Treasure Type: Nil
Intelligence: 4
Alignment: Neutral
XP Value: 400
Y
Yowler*
Armor Class: 0
Hit Dice: 3+3** (M)
Move: 150' (30')
Flying: 270' (90')
THAC0 16
Attacks: 1 bite
Damage: 2d4
No. Appearing: 2d4 (4d4)
Save As: Magic-user: 11
Death Ray/Poison 9
Magic Wands 10
Paralysis/Turn to Stone 9
Breath Attack 12
Rod/Staff/Spell 9
Morale: 10
Treasure Type: Nil
Intelligence: 4
Alignment: Chaotic
XP Value: 100
Z
Wilderness Encounter Tables
90-93 Stirge 3d12
Wilderness Encounter Tables 94-95 Storm Giant 1d3
D100 Numb 96 Thunderhead 1d3
Monster 97-98 Werebat 1d8
Roll er
01-02 Aerial Servant 1d4 99-100 Wyvem 1d6
03-04 Airdrake 1d4
05-08 Air Elemental 1 Wilderness Encounter Tables
09-12 Bat, Giant d100 D100 Numb
13-16 Bat, Giant 1d10 Monster
Roll er
17 Blackball 1 01 Ape, White 2d4
18-19 Cloud Giant 1d3 02 Ash Crawler 1d6
20 Dark Wing 1d3x10 03 Bargda 1d4
21 Djinni, Greater 1 04 Basilisk 1d6
22-23 Djinni, Lesser 1 05-06 Bat, Giant 1d10
24-25 Dragon, Black 1d4 07 Beetle, Earthquake 11
26-27 Dragon, Blue 1d4 08 Beholder 1d4
28-29 Dragon, Gold 1d4 09 Black Pudding 1d3
30-31 Dragon, Green 1d4 10 Blast Spore 2d8
32-33 Dragon, Red 1d4 11-12 Bugbear 1d3
34-35 Dragon, White 1d4 13 Caecilia 1d4
36 Dragonfly, Black 3d6 14 Carrion Crawler 1d4
37 Dragonfly, Blue 3d6 15 Cave Toad 2d4
38 Dragonfly, Green 3d6 16-18 Centipede, Giant 2d4
39 Dragonfly, Red 3d6 19 Chameleon Man 1d6
40 Dragonfly, White 3d6 20 Choker 1d4
41-43 Eagle 1d8 21 Cockatrice 1d4
44 Eagle, Great 1d20 22 Colddrake 1d4
45 faedome 1 23-24 Crab Spider, Giant 1d2
5d8+2 25 Darkhood 1d4
46-47 Faerie
0 26 Death Fiend 1d2
48 Feywing 1d2 27 Deep Glaurdnt 1d6
49 Fundamental, Air 2d10 28 Doppleganger 1d3+1
50-51 Griffon 2d8 29 Dusanu 1
52-53 Hawk 2d4 30 Earth Elemental 1d10
54-55 Hawk Giant 1d3 31 Earth Fundamental 1d4
56 Herex (Adult) 1d3 32 Earthdrake 1d8
57-58 Hippogriff 2d8 33 Elf, Shadow 1d8
59-60 Invisible Stalker 1 34 Ferret, Giant 1d2
61 Kai-Maru 10d6 35 Feywing 1d8
62-63 Magpie, Giant 1d3 36-37 Fire Beetle, Giant 1d3
64-65 Manticore 1d4 38 Fungoid 1
66-67 Metamorph 1d20 39 Fyrsnaca 1d6
68-69 Nagpa 1 40 Gargoyle 1
70 Nightwing 1 41 Gelatinous Cube 2d6
71-72 Owl, Giant 1d3 42 Geonid 1d3
73-74 Pegasus 1d12 Giant Foot-Pad
75 Pegaraur 2d10 43 1d3
Lizard
Piranha Bird, 44-45 Gnome 2d8
76 2d6
Greater 46-47 Goblin 1d4
Piranha Bird, 48 Gray Ooze 1
77-78 4d6
Lesser 49 Green Slime 1d6
79 Randara 1d2 50 Gremlin 2d4
Raven/Crow, 51 Hellhound 1
80-81 2d8
Giant 52 Hephaeston 1d6
82-83 Robber Fly 2d6 53 Herex Larva 1d6
84 Roc, Giant 1 54-55 Hobgoblin 2d6
85-86 Roc, Large 1d8 56 Hook Horror 1d3
87-88 Roc, Small 1d12 Homed
89 Silver Warrior 1d6 57 1d4
Chameleon, Giant
58 Hulker 4d4 70-74 Nomad 3d10 98 Undead Dragon 1d3
59-60 Kobold 1 75-78 Orc 1d6x10 99-100 Xytar 1d13
61 Lava Lizard 2dl0 79-83 Polar Bear 1d2
62 Locust, Giant 1d3 84 Qaurik 5d6 Hills
63 Medusa 1d6 85-86 Sasquatch 11d10 D100 Numb
64 Minotaur 1d6 87-92 Tiger 1d3 Monster
Roll er
65 Neanderthal 1d10 93-94 Troll 1d8 01-02 Ant, Giant 4d6
66 Ochre lellv 1 95-97 White-Fang 1d3 03-04 Ape, White 2d4
67-68 Ogre 1d6 Woolly 05 Archon 1d2
98-100 1d8
69-70 Oil Beetle, Giant 1d8 Rhinoceros
06-07 Athach 1d6
71 Owl Bear 1d4
72 Pocket Dragon 1d6
08-10 Bandit 3d10
Desert
73 Purple Worm 1d2 11-12 Bargda 1d4
D100 Numbe
74-75 Rat, Giant 3d6 Roll
Monster
r
13-14 Bee, Giant 5d6
76 Red Worm 2d6 01-02 Ant, Giant 4d6 15 Beetle, Earthquake 3d10
77 Rhagodessa 1d4 03 Archon 1d2 16-17 Berserker 1d4
78 Rock Man 1d6 04-07 Bandit 3d10 18-20 Black Bear 1
79 Rockhome Lizard 2d4 Beetle, 21-24 Brigand 3d10
80 Rust Monster 1d4 08 1
Earthquake 25-27 Bugbear 5d4
81-82 Shrieker 1d8 09-12 Blink Dog 1d6+3 28-29 Caecilia 1d3
83 Slime Worm 1 13-14 Caecilia 2d4 30 Chimera 1d4
84 Slug, Giant 1 15-18 Camel 1 31 Cyclops 2d4
85 Sporacle 1d4 19 Crone of Chaos 1d4
86-87 Sprite 1d10 32-33 Cockatrice 1d4
20 Death Fiend 3d10
88 Stone Giant 1d2 34 Dark Wing 1d3x1
21-24 Deivish 3d4
89+ Thoul 1d6 25 Desert Ghost 1 0
90 Tiger Beetle, Giant 1d6 26 Desert Leviathan 1 35-36 Displacer Beast 1d4
91-92 Troglodyte 1d8 27 Djinni, Greater 1 37 Dragon, Gold 1d4
93 Troll 1d8 28-29 Djinni , Lesser 1d4 38-39 Dragon, Red 1d4
94 Tuatara, Giant 1d2 30-31 Dragon, Blue. 1d4 40-41 Dragon Ruby 1d4
95 Weasel, Giant 1d4 32 Dragon, Gold 3d6 42 Dragon, Red 3d6
96 Werebat 2d6 33 Dragonfly, Blue 3d6 43 Dragonne 1d4
97-98 Wererat 1d8 34 Dragonfly, Red 3d6 44-47 Dwarf 5d8
99 Wychglow 1d3 35 Dragonne 1d4
100 Yellow Mold 1d8
48-50 Eagle 1d8
36 Druj 1
51 Feywing 1d2
37-40 Eagle 1d20
Cold/Arctic 41 Efreeti, Lesser 1
52-55 Gnoll 3d6
D100 Numbe 42-43 Efreeti, Greater 1 56-58 Goblin 1d4
Monster 59 Gorgon 1d4
Roll r 44 Fire Fundamental 2d10
01-04 Ape, Snow 2d10 45-46 Firedrake 1d4 60-62 Grizzly Bear 5d8
05 Archon 1d2 47 Flame Salamander 2d4 63-66 Halfling 2d4
06-15 Barbarian 3d10 48 Lamara 1 67-68 Harpy 1d44d
16-18 Berserker 3d10 49-52 Lion 1d8 6
19-24 Bugbear 5d4 53-54 Manscorpion 2d10 69-71 Hill Giant 1d12
25 Crone of Chaos 1 55-56 Mountain Lion 1d4 72-74 Hobgoblin 1d6x1
26-28 Cryion 10d4 57-58 Mummy 1d12 0
29-32 Dire Wolf 2d4 59-60 Mystic 6d8
75-78 Hunting Spider, 1d4x1
33-36 Dog 4d4 61-65 Nomad 3d10
37-38 Dragon, Crystal 1d4 66-69 Ogre 2d6 Giant 0
39 Dragon, Gold 1d4 70-73 Orc 1d6x10 79-81 Kobold 1d6x1
40 Dragon, Undead 1d3 74 Phoenix, Lesser 1d2 0
41-43 Dragon, White 1d4 75-76 Rakasta 3d10 82-83 Neanderthal 1d4x1
Dragonfly, 77-91 Rattlesnake, Giant 1d4 0
44 3d6
White 82 Revenant 1 84 Randara 1d2
45-47 Frost Giant 1d4 Sand Spider, 85-86 Rhagodessa 1d6
83-84 1d4
Frost Giant 87-89 Rock Baboon 5d6
48-49 1d3
Salamander 85-86 Scorpion, Giant 1d6 90-92 Rock Rattler 1d4+1
50-52 Garl 10d6 87-90 Scorpion, Normal 1d6
93 Surtaki 1d3
53-56 Ice Wolf 1d8 91-92 Sis’thik 3d6x10
57-62 Lynx 1d4 93-94 Sphinx 1d4
94-97 Wild Man 3d10
63-65 Metamorph 1d20 95 Thoul 1d10 98 Wychglow 1d6
66-69 Neanderthal 1d4x10 96-97 Troll 1d8 99 Wychlamp 1d8
100 Yowler 4d4 D100 Numbe 04-06 Bull Shark 3d6
Monster
Roll r 07-08 Carp, Giant 1
Jungle 01-02 Ape, Snow 2d10 09-10 Crab, Giant 1d6
D100 Numb 03-04 Ape, Snow 2d4 ld6x2
Monster 11-12 Devilfish
Roll er 05-06 Athach 1d6 0
01-02 Amber Lotus Flower 3d6 07-08 Bandit 3d10 13-15 Dolphin ld20
03-04 Ant, Giant 4d6 09-10 Berserker 3d10 16-18 Eel, Electric 1d3
05 Aranea 1d6 11-13 Black Bear 1d4 19-20 Eel, Giant 1d4
06-07 Archer Bush 1d20 14 Chimera 1d4 21-23 Eel, Weed 10d6
08 Archon 1d20 15 Cockatrice 2d4 24-26 Elf, Aquatic 4d6
09-11 Bekkah 1d20 16 Cyclops 1d4 27 Great Whale 1d3
12 Caecilia 1d3 17 Dark Wing 1d3x10 28-29 Great White Shark 1d6
13-15 Centipede, Giant 1d8 18 Death Fiend 1d4 30 Kal-Maru 10d6
16-17 Chameleon Man 5d4 19 Dragon, Gold 1d4 31-33 Killer Whale 1d6
18 Cockatrice 2d4 20-21 Dragon, Red 1d4 34-36 Kna 2d6
19 Decapus 1 22 Dragonne 1d4 37 Kopru 1d3
20-21 Devil Swine 1d4 23-25 Dwarf 5d8 38 Kraken 1
22 Displacer Beast 1d4 26-28 Eagle 1d8 39-41 Mako Shark 2d6
23 Dragon, Gold 1d4 29-30 Eagle, Great 1d20 42-43 Man-O-War, Giant 1d4
24 Dragon, Green 1d4 31 Earthdrake 1d4 44-45 Manta Ray, Giant 1
25 Dragonfly, Green 3d6 32 Feywing 1d20 Marauder Jellyfish,
46 1d10
26-27 Dryad 1d6 33-34 Gnoll 3d6 Giant
28-29 Elephant 1d20 35-37 Goblin 6d10 47 Marine Decapus 1
30-32 Gecko, Giant 1d10 38-39 Griffon 2d8 48 Marine Leviathan 1
33-36 Grab Grass n/a 40-42 Grizzly Bear 1d4 49-50 Masher 1
37-38 Gyerian 10d4 43-44 Harpy 2d4 51-53 Merman 1d20
Homed Chameleon, 45-47 Hawk 1d6 54 Mesmer 1
39-41 1d6 48-49 Hawk, Giant 1d3x10 55-56 Narwhal 1d4
Giant
42-45 Jaguar 1d3 50-51 Hellhound 2d4 57-58 Octopus, Giant 1d2
46-47 Kara-Kara 10d6 52 Hephaeston 1 59-450 Oyster, Giant 1d4
48-49 Killer Tree 2d6 53-54 Hippogriff 2d8 61-63 Salt Water Termite 1d6+1
1d6x1 55-57 Hobgoblin 4d6 64 Sea Dragon 1d4
50-52 Kobold 58-59 Ice Wolf 1d8 65 Sea Giant 1d2
0
53-56 Native 3d10 60-62 Kobold 1d6x10 66 Sea Hag 1
57 Odic 1 63 Manscorpion 2d10 67-68 Sea Horse 1d20
58-59 Ogre 2d6 64-65 Manticore 1d4 69-70 Sea Serpent 1d8
1d6x1 66-67 Mountain Giant 1d20 2d4x1
60-62 Ore 71-73 Shark-Kin
0 68-70 Mountain Lion 1d4 0
63 Pachydermion 2d10 71-72 Neanderthal 1d4x10 74-75 Snapper 1d20
64-67 Panther 1d6 73-75 Ogre 2d6 Spiny Rockfish, 2d4x1
76-78
68-69 Phanaton 3d6 76-78 Ore 1d6x10 Giant 0
70 Piranha Bird, Greater 2d6 79-80 Owl, Giant 1d3x10 79-80 Squid, Giant 1d4
71-72 Piranha Bird, Lesser 4d6 81-82 Pegasus 1d12 81-32 Strangleweed 1d3+1
73-74 Rakasta 3d10 83 Pegataur 2d10 83-85 Sturgeon, Giant 2d10
75 Sirenflower 1d6 84-35 Roc 1d6 86-87 Triton 10d6
76-77 Snail, Giant 1 86-88 Rock Baboon 5d6 88-90 Vamora Shark 1d2
78-30 Spitting Cobra 1d6 89 Rock Man 1d6 91 Velya 1
81-82 Strangle Vine Special Rock Rattler, 92-93 Water Elemental 1
90-91 1d3x10
83 Tarantella 1d3 Giant 94 Water Weird 1d2
84 Topi 5d6 92-93 Sasquatch 1d10 95-96 Waterdrake 1d4
85-88 Trader 1d20 94 Storm Giant 1d3x10 97-98 Wereseal 2d10
89-90 Treant 1d8 95 Surtaki 1d6 99-100 Wereshark 2d6
91-92 Troll 1d8 96-97 Troll 1d8
93 Vampire Rose 1d8 98-99 Wyvern 1d6 Open
94-96 Wereboar 2d4 100 Yowler 4d4 D100 Numb
Monster
97 Werejaguar 1 Roll er
98-99 Whipweed 1d3 Ocean Amber Lotus
01-02 3d6
100 Wooddrake 1d4 D100 Numb Flower
Monster
Roll er 03-05 Animal Herd 3d10
Mountain 01 Beholder, Aquatic 1 06-07 Ant, Giant 4d6
Specia 08 Archer Bush 1d20
02-03 Buccaneer/Pirate
l 09-10 Bandit 3d10
11-12 Bat, Giant 5d6 Freshwater 51-52 Mummy 1d4
37-43 1d3
Beetle, Termite 53 Nightmare 1
13 1
Earthquake 44-50 Giant Bass 2d4 54 Nosferatu 1d4
14 Berserker 3d10 Giant Poisonous 55-56 Ochre Jelly 1
51-54 1d6
15-17 Blink Dog 1d6+3 Frog 57-58 Oil Beetle, Giant 1d8
18 Caecilia 1d3 55-61 Lizard Man 6d6 59 Poltergeist 1d4
19-20 Centaur 2d10 62-65 Nixie 2d20 60-62 Rat, Giant 3d6
21-23 Cheetah 1d6+3 66-68 Nuckalavee 1 63-64 Redcap 1
24 Chevall 1d4 69-75 Piranha 5d10 65 Revenant 1
25 Cockatrice 2d4 76-79 Piranha, Giant 2d4 66 Revener 1d3
26-27 Dragon, Blue 1d4 80 Saberclaw 1d100 67-68 Robber Fly 1d6
28 Dragon, Gold 1d4 81-83 Sea Hydra 1 69 Rock Golem 1d2
29 Dragonfly, Blue 3d6 Serpentweed, 70-71 Rust Monster 1d4
84-87 1
30 Dragonfly, Red 3d6 Giant 72 Scorpion, Giant 1d6
31 Dragonne 1d4 88-94 Trader 1d20 73 Shade 1
32 Eagle, Great 1d20 95 Water Elemental 1 74 Silver Golem 1d3
33-34 Elephant 1d20 Water 75 Slime Worm 1
96-97 2d10
35-37 Fire Beetle, Giant 2d6 Fundamental 76-77 Slug. Giant 1
38-39 Giant Racer 1d6+3 98 Water Weird 1d2 78 Spectre 1d4
40-41 Gnome 5d8 99-100 Waterdrake 1d4 Stone
79 1
42 Gorgon 1d4 Juggernaut
43-44 Gyerian 10d4 Ruins 80 Tabi 1d4
45-46 Halfling ; 5d8 D100 Numbe Tiger Beetle,
Monster 81-82 1d6
47-48 Hawk, Giant 1d3 Roll r Giant
49 Hypnosnake 1 01 Amoeba, Giant 1 83-84 Troglodyte 1d8
50 Insect Swarm 1d3 02 Apparition 1 Undead
85 1
51-53 Lion 1d8 03-04 Aranea 1d6 Beholder
54-55 Lupin 5d8 05 Banshee 1 86 Undead Dragon 1d6
56-57 Noble 2d6 06 Banshee, lesser 1 87 Vampire 1d4
58-60 Nomad 1d4x10 07-08 Bat, Giant 1d10 88 Vision 1
61-63 Oil Beetle, Giant 2d6 09 Beholder 1 89-90 Whipweed 1d3
64 Pachydermion 2d10 10-11 Black Pudding 1 Wood
91 1
65-67 Panther 1d6+3 12 Blast Spore 1d3 Juggernaut
68 Pegataur 2d10 13 Brain Collector 1d3 92 Wraith 1d4
69-71 Pit Viper 1d8 14-15 Carrion Crawler 1d4 93 Wychlamp 1d3
72-73 Rakasta 3d10 16-17 Centipede, Giant 2d4 94 Wyrd 1d6
74-76 Rhinoceros 1d12 18 Chimera 1d2 95 Wyrd, Greater 1d2
77-78 Robber Fly 2d6 19 Cockatrice 1d4 96-97 Yellow Mold 1d8
79-80 Rock Baboon 5d6 Crab Spider, 98-100 Zombie 2d4
81-82 Rock Python 1d3 20-21 1d4
Giant
Tiger Beetle, 22 Crone of Chaos 1 Settled
83-85 2d4
Giant 23 Darkhood 1d2 D100
86-87 Tortle 1d6+3 Monster Number
24 Death Fiend 1d4 Roll
88-90 Trader 1d20 25 Decapus 1 01 Adaptor 1d12
91-92 Vampire Rose 1d8 26 Doppleganger 1d6 02 Archon 1d2
93 Werewolf 2d6 27 Dusanu 1d3+1 Banshee,
94 Whipweed 1d3 03 1
28 Elder Ghoul 1d4 lesser
1d10x1 29 Feywing 1d2 04-06 Berserker 3d10
95-97 Wild Horse
0 Fire Beetle, 07 Bhut 2d4
98-99 Wildcat 1d20 30-31 1d8
Giant 08-10 Brownie 1
100 Yowler 4d4 32-33 Gargoyle 2d4 11-13 Chevall 1d3
34-35 Gelatinous Cube 1 14 Devil Swine 1d3
River/Lake 36 Ghost 1 15-19 Dog 1d6
D100 Numb 37 Ghostly Horde Special 20-22 Doppleganger 1d6
Monster
Roll er 38-40 Ghoul 1d6 23 Dragon, Gold 1d4
01-04 Catfish, Giant 1d2 41-42 Gray Ooze 1d4 24-26 Dwarf 1d6
05-11 Cay-Man 10d6 Gray 27-29 Elf 1d4
43 1
12-16 Crab, Giant 1d6 Philosopher 30-32 Gnome 1d8
17-23 Crocodile 1d8 44-45 Green Slime 1 33 Gremlin 1d6
24-26 Decapus 1 46 Iron Gargoyle 1d2 34-36 Halfling 3d6
27-30 Eel, Giant 1d4 47 Lich 1 37 Haunt, Lesser 1d2
31-36 Eel, Weed 10d6 48-50 Minotaur 1d6 38-40 Hawk 1d6
41-43 Mandrake 1d4 67 Nekrozon 1d3 41 Flitterling 5d6x10
44-46 Metamorph 1d20 68 Purple Worm 1d4 42 Gakarak 1d3
47 Mujina 1d4 69 Roper 1d4+1 43 Gecko, Giant 1d10
48-50 Mystic 6d8 Serpentweed, 44 Grizzly Bear 1d20
70-72 1
51-56 Noble 2d6 Giant 45 Gyerian 10d4
Normal 73-75 Sirenflower 1d6 46 Hobgoblin 4d6
57-62 3d20
Human 76-81 Snake, Giant 1d8 47 Hsiao 1d20
63 Nosferatu 1d4 82 Swamp Velya 1 Huge Wood
48 4d4
64-69 NPC Party 1d4+4 Swamp Water Spider
83-S8 1d4
70 Polymar 1d3 Termite Hunting Spider,
49 1d12
71 Randara 1d2 89-91 Tortle 1d6 Giant
72-74 Thug 2d12 92 Undead Dragon 1d3 50 Insect Swarm 1d3
75-79 Trader 1d20 Water 51 Killer Tree 2d6
* 93 2d10
80 Werebat 1d6 Fundamental 52-53 Kobold 1d6x10
81-82 Werebear 1d4 94 Water Weird 1d2 54 Lupin 5d8
83-84 Wereboar 1d4 95-96 Waterdrake 1d4 55 Lynx 1d4
85 Werefox 1d6 97-99 Whipweed 1d3 56-57 Mountain Lion 1d4
86 Werejaguar 1 100 Wychlamp 1d8 58 Oil Beetle, Giant 2d6
87-89 Wererat 1d8 59-60 Ore 1d6x10
90-91 Weretiger 1d4 Woods 61 Owl Bear 1d4
92-94 Werewolf 1d6 D100 62 Owl, Giant 1d3
95-100 Wildcat 1d2 Monster Number 63-64 Panther 1d6
Roll
01 Actaeon 1 65-66 Pixie 1d4x10
Swamp 02-03 Animal Herd 3d10 67 Pocket Dragon 2d6
D100 Numb 04 Aranea 1d6 68 Robber Fly 2d6
Monster 69 Sasquatch 1d10
Roll er 05 Archer Bush 1d20
Amber Lotus 06-07 Bandit 3d10 70 Shargugh 1d3
01-02 3d6 Shroud Spider,
Flower 08 Basilisk 1d6 71 1d3
03 Amoeba, Giant 1 09 Bee, Giant 5d6 Giant
04 Archon 1d2 10 Black Bear 1d4 72 Sirenflower 1d6
05 Baldandar 1 Black Widow 73-74 Spitting Cobra 1d6
11 1d3 75 Sprite 5d8
06-11 Bandit 3d10 Spider,Giant
12 Blackball 1 12 Blink Dog 1d6+3 76 Stirge 3d12
13-17 Cay-Man 10d6 13-14 Boar 1d6 77 Strangle Vine Special
18-23 Crocodile 1d8 15-16 Brigand 1d4+10 78 Tarantella 1d3
24 Crone of Chaos 1 17 Brownie 1 79 Tiger 1d3
25-27 Decapus 1 18 CayMan 10d6 Tiger Beetle,
80 2d4
28 Dragon, Black 1d4 19-20 Centaur 2d10 Giant
29 Dragon, Gold 1d4 21 Chameleon Man 5d4 81 Toad, Giant 1d6
30 Dragon, Onyx 1d4 22 Cockatrice 2d4 82 Treant 1d8
31 Dusanu 1d3+1 23 Crone of Chaos 1 83 Troll 1d8
Frog, Giant 24 Decapus 1 84 Unicorn 1d8
32-34 1d6 85 Vampire Rose 1d8
Poisonous 25 Devil Swine 1d4
35-37 Gator Man 10d20 26-27 Dire Wolf 2d4 86-87 Werebear 1d4
38-40 Hydra 1 28 Displacer Beast 1d4 88 Wereboar 2d4
Hydra, Draco Lizard, 89 Werefox 2d6
41 1 29-30 1d8 90 Weretiger 1d4
Regenerating Giant
42 Hypnosnake 1 31 Dragon , Gold 1d4 91-92 Werewolf 2d6
43-44 Insect Swarm 1d3 32 Dragon, Green 1d4 93 Whipweed 1d3
45-47 Killer Tree 2d6 33-34 Dryad 1d6 94-95 Wild Man 3d10
48-53 Leech, Giant 1d4 35-36 Eagle 1d8 96-97 Wolf 3d6
54-59 Lizard Man 6d6 37-38 Elf 2d12 98 Wood Imp 8d10
60 Metamorph 1d20 39 Elven Dog 1d6 99 Wooddrake 1d4
61-66 Native 3d10 40 Fire Beetle, Giant 2d6 100 Wyvern 1d6
D&D® Game Creature Index
This index is a handy reference guide to creatures that have been published for the D&D game. Monsters that are in plain
type are described in the Rules Cyclopedia. Monsters in bold type are described in this volume. Other abbreviations are:
AC9: The original Creature Catalogue
B2: Queens Harvest
CMl: Test of the Warlords
CM8: The Endless Stair
CM9: Legacy of Blood
DE: Dawn of the Emperors Boxed Set
GAZ3: The Principalities of Glantri
GAZS: The Elves of Alfheim
GAZ6: The Dwarves of Rockhome
GAZ8: The Five Shires
GAZ2: The Ethengar Khanates
HW: HOLLOW WORLD® Boxed Set
HWA: Nightrage HWR: Sons of Azca
PC: Tall Tales of the Wee Folk
PC3: The Sea People
WI: Wrath of the Immortals Boxed Set
Actaeon .................................... 56 Bandit ....................................... 58 Broodmother ........................... 5
Adaptor .................................... 57 Banshee .................................... 82 Brownie ....................7
Aerial Servant ...........................57 Banshee, lesser ....................... 3 Buccaneer ............................... 93
Agarat ...................................... AC9 Barbarian.................................. 76 Bugbear .................................... 62
Air Elemental ........................... 75 Bargda ....................................... Bull Shark ................................. 23
Air Fundamental ..................... 2 Basilisk ..................................... 59 Caecilia ..................................... 62
Allosaurus ................................ 29 Bass, Giant ............................... 77 Caldron Magen ........................ 73
Amber Dragon ......................... 7 Bat ......................................... 59 Camel ....................................... 63
Amber Golem .......................... 8 Bear ....................................... 59 Canle ........................................ 57
Amber Lotus Flower ................. 8 Bee, Giant ................................ 6 Caribou ..................................... 57
Amir ..........................................7 Beetle, Earthquake .................. Carp, Gargantua ...................... 39
Amoeba, Giant ...........................8 Beetle, Giant ............................ 6 Carrion Crawler, Gargantuan .. 77
Animal Herd ............................. 57 Beholder ................................... 6 Carrion Crawler........................ 63
Animal Spirits ..................... GAZ2 Beholder, Aquatic ................... 5 Cat, Great ................................. 63
Ankylosaurus ........................... 29 Beholder, Undead ................... 6 Cat, Great .................................. 8
Anlmal, Prehistoric .................. 9 Bekkah ...................................... l8 Catfish, Giant ........................... 39
Annelid, Great ......................... Berserker .................................. 6 Cave Bear ................................ HW
Ant, Giant ................................. 57 Bhut ........................................... 5 Cave Bear ................................. 59
Antelope ................................... 57 Bird, Piranha ........................... 8 Cave Toad ................................ 29
Ape, Snow ............................... 57 Bison, Giant ............................. HW Caveman .................................. 96
Ape, White ............................... 58 Black Bear ................................ 59 Cay-Man .................................... 20
Apparition ................................ 99 Black Dragon ........................... 68 Centam ..................................... 63
Aquatic Elf ................................ 37 Black Hag ................................. 82 Centipede, Giant ...................... 63
Aranea ....................................... Black Pudding .......................... 6 Chameleon Man ..__ .......... _....... 2
Archaeopteryx ......................... HW Black Widow Spider, Giant ..... 26 Cheetah ..................................... 8
Archelon .................................. 29 Blackball ................................... 62 Chevall ...................................... 2
Archer Bush ............................ Blast Spore ............................... 62 Chimera .................................... 6
Archon ......................................58 Blink Dog ................................. 62 Choker ...................................... 2
Ash Crawler ............................. 2 Blue Dragon ............................. 68 Cloud Giant.............................. l79
Athach ...................................... 58 Boar .......................................... 62 Cockatrice ................................ 6
Auratus ...................................... M Bone Golem ............................. 8 Coin-Sith..............._._................. 3
Aurochs .................................... HW Brain Collector ........................ 6 Colddrake ................................. 73
Automatons of the Blackmore Brigand ..................................... 93 Coltpixy -·-· ·-··· ····-·· ····-··-··· 22
Baboon, Rock .......................... 58 Brontosaurus ........................... 29 Crab Spider, Giant ...................26
Baldandar ................................ 2 Bronze Golem .......................... 8 Crab, Giant ............................... 6
Baluchitherium ......................... 9 Broodling ................................. 5 Crocodile ................................ 6
Crone of Chaos .......................23 Dragon, Undead ...................... 32 Frost Giant ............................... 79
Crow ..........................................86 Dragon, White ......................... 68 Frost Salamander ..................... 22
Cryion -·-·-· ········ ·····-··-·-·-···· 23 Dragonfly ................................. 3 Fundamental ............................ 2
Crystal DrJ.gon .........................7 Dragonne ................................. 35 Fungoid ..................................... 3
Cyclops ..................................... 6 Drake ........................................ 73 Fylgar ........................................ 57
Cynidiceans ............................. 75 Drolem ..................................... 73 Fyrsnaca ................................... 3
Dark Wing ................................2 Druj ........................................... 27 Gakarak (Forest Brooder) .....
Darkhood ................................. 25 Dryad ........................................ 7 Galvan Magen .......................... 73
Deadly Sphere ......................62 Dusanu ...................................... 35 Gargantua (Fish, Giant) ......... 39
Death Fiend.............................. 26 Dwarf ........................................ 7 Gargantua ................................. 77
Death Leech ........................... CM Eagle .......................................... 36 Gargoyle ................................... 78
Decapus .................................... 26 Earth Elemental ........................ 75 Gargoyle, Gargantuan ............. 77
Deep Glaurant ......................... 27 Earth Fundamental ................. 2 Gargoyle, Iron .........................
Deer .......................................... 57 Earthquake Beetle ................... Garl ............................................ 6
Demos Magen .......................... 73 Eater-of-Magic ........................ CM8 Gator Man ................................. 7
Dervish ..................................... 93 Eel .............................................. 36 Gecko, Giant ............................ 89
Desert Ghost ............................ 28 Efreeti, Greater ......................... 7 Gelatinous Cube ...................... 78
Desert Leviathan ..................... 69 Efreeti, Lesser ........................... 7 Geonid ...................................... 7
Desert Scourge ........................ 95 Elder Ghoul.............................. 8 Ghost ........................................ 82
Devil Swine .............................. 9 Eel, Electric............................... 36 Ghostly Horde .........................8
Devilfish ................................... 65 Elemental ................................. 75 Ghoul ....................................... 78
Devilfish Warriors ................... PC3 Elemental Drake ...................... 73 Ghoul, Elder .............................8
Diamond Dragon ..................... 72 Elemental Ruler ........................ 76 Giant ......................................... 79
Dimetrodon ............................. 29 Elephant ................................... 76 Giant Catfish ............................39
Dinosaur ................................... 65 Elf ............................................. 77 Giant Eagle (Hiak) .................. HW
Dire Wolf.................................. 22 Elf, Aquatic ............................... 37 Giant Eel ................................... 36
Displacer Beast ........................ 66 Elf, Shadow .............................. 37 Giant Foot-Pad Uzard ............. 7
Djinni, Greater ......................... 67 Elk ............................................ 57 Giant Freshwater Slug ............ CM9
Djinni, Lesser ........................... 66 Elk Centaur .............................. 56 Giant Hawk .............................. 52
Dog ............................................ 3 Elk, Giant .................................... 9 Giant Hunting Spider ...........
Dog, Elven ................................ 3 Elven Dog ................................. 3 Giant Magpie ............................ 7
Dog, War ................................... 3 Elven War Horse .................. GAZ5 Giant Octopus..........................8
Dolphin .................................... 67 Evil Spirits ........................... GAZ2 Giant Owl ................................. 8
Doppleganger .......................... 67 Faedorne...................................38 Giant Porcupine ......................85
Draco Lizard, Giant ................. 89 Faenare .................................... PC2 Giant Racer .............................. 2
Draft Horse .............................. 85 Faerie ........................................ 77 Giant Rattler ............................. 2
Dragon , Amber ........................ 7 Faun ......................................... PC Giant Rock Rattler Snake ...... 97
Dragon ..................................... 68 Feathered Serpent ............... HWA Giant Sand Spider .................
Dragon Turtle .......................... 73 Ferret, Giant ............................. 77 Giant Serpentweed ................. 9
Dragon, Black .......................... 68 Fey Hound ................................3 Giant Shroud Spider.............
Dragon, Blue ............................ 68 Feywing ....................................39 Giant Skunk ............................. 96
Dragon, Crystal ........................ 7 Fire Beetle, Giant ..................... 6 Giant Swamp
Dragon, Diamond .................... 72 Fire Elemental .......................... 75 Giant Swamp Eel.................... CM9
Dragon, Gemstone .................. 7 Fire Fundamental ................... 2 Giant, Elk ..................................... 9
Dragon, Gold ........................... 68 Fire Giant ................................. 79 Gnoll ......................................... 8
Dragon, Green ......................... 68 Fish, Giant ................................ 39 Gnome ..................................... 8
Dragon, Jade ............................ 7 Fish, Giant ................................ 77 Goats ........................................ 57
Dragon, Onyx .......................... 7 Fish, Piranha (Cold-Water) ... Goblin ...................................... 8
Dragon, Opal ........................... 72 Flame Salamander ................... 22 Gold Dragon ............................ 68
Dragon, Pearl ........................... 72 Flapsails ................................... HW Golem ....................................... 8
Dragon, Pocket........................ 3 Flitterling.................................. Golem ........................................ 9
Dragon, Red ............................. 68 Flying Hydra ............................ 86 Golem, Rock ............................ 9
Dragon, Ruby ........................... 7 Foot-Pad Uzard, Giant ........... 7 Golem, Silver ........................... 9
Dragon, Sapphire ..................... 7 Forest Brooder ........................ Gorgon ..................................... 8
Dragon, Sea .............................. 3 Fresh Water Termite ................ 29 Grab Grass ............................... 8
Dragon, The Great One .......... 72 Frog, Giant Poisonous ........... Grangeri ..................................... 9
Gray Ooze ................................ 8 Imp ....................................... GAZ3 Man, Primitive ......................... 76
Gray Philosopher ................... 9 Imp, Wood.............................. 2 Man, Wild ................................. 76
Great Boar ................................ 62 Insect Swarm ............................ 87 Mandrake ................................. 73
Eagle, Great ............................... 36 Invisible Stalker ....................... 87 Manikin ................................. GAZ3
Great Whale ............................. 22 Jade living Statue ................... 7 Manscorpion ............................ 9
Great White Shark ................... 23 Jade Dragon ............................. 7 Manta Ray ................................ 92
Green Dragon .......................... 68 Jaguar ........................................ 8 Manticore ................................. 92
Green Slime ............................. 8 Jellyfish, Giant......................... 6 Man-War ............................... 6
Gremlin .................................... 8 Juggernaut ................................ 62 Marauder .................................. 6
Gretch ....................................... 57 Kal-Muru ................................... 62 Marine Decapus ...................... 26
Griffon ...................................... 8 Kara-Kara ................................. 63 Marine Leviathan .................... 69
Grizzly Bear ............................. 59 Killer Tree ................................ 6 Masher ...................................... 78
Guard ian Owl .......................... 86 Killer Whale .............................2 2 Mastodon .................................. 76
Guardia n Horse ....................... 5 Kna ............................................ 65 Medusa ..................................... 92
Guardian Hand .......................CM8 Kobold ...................................... 87 Megatherium ............................. 9
Guardian Warrior & Horse ...5 Kopru ........................................ 66 Mek ........................................... 92
Gyerian ..................................... 5 Krake n ...................................... 66 Men ........................................... 93
Hag ........................................... 82 Kryst ......................................... 87 Merman .................................... 9
Halfling ..................................... 82 Lake K.lintest Monster .......... GAZ6 Mesmer ..................................... 78
Haoou ....................................... 57 Lamara ......................................67 Metamorph ............................... 9
Harpy ........................................ 82 Land Decapus .......................... 26 Minotaur ................................... 95
Haunt, Greater ......................... 82 Lava Ooze ................................ 88 Moan Bird ............................ HWR
Haunt, Lesser ........................... 52 Lava Uzard ............................... 68 Moose ....................................... 57
Hawk ......................................... 52 Leech, Giant ............................. 88 Mountain Giant ........................ 79
He phaesto n ..............................52 Leprechaun .............................. PC Mountain Lion .......................... 63
Headsman ................................ 8 Lesser Haunt ............................ 52 Mu jina ....................................... 95
Helion ....................................... 8 Lesser Phantom .......................83 Mud Golem .............................. 8
Hellhound ................................ 8 Leveller .................................... AC9 Mule .......................................... 95
Herex ........................................ 53 Leviathan .................................. 69 Mummy .................................... 95
Hill Giant .................................. 79 Lich ........................................... 88 Mystic ....................................... 95
Hippogriff ................................. 8 Lion ......................................... 63 Nagpa ........................................ 79
Hive brood ................................ 5 Living Crystal Statue ................ 28 Narwhal .................................... 22
Hive leader ................................ 5 Living Iron Statue ..................... 28 Native ........................................ 76
Hivemind .................................. 5 Living Rock Statue ................... 28 Nature Spirits ...................... GAZ2
Hobgoblin ................................ 85 Lizard , Giant ............................. 89 Neanderthal .............................. 96
Homunculus ............................ 56 Lizard Man ............................... 89 Neh-Thalggu ............................. l6
Hook Beast ............................... 58 Lizard, Gi ant Foot-Pad ........... 7 Nekrozon ................................. 96
Hook Horror ............................ 58 Lizard, Rockhome ................... 7 Nightcrawler ............................. 96
Horde ....................................... 85 Lizard, Thumper ...................... HW Nightgleet ............................. GAZ8
Horned Chameleon, Giant ...... 89 Locust, Giant ............................ 89 Nightmare ................................ 79
Horse ........................................ 85 Lupin ......................................... 72 Nightshade ............................... 96
Horse, Wild .............................. 57 Lycanthrope ............................. 9 Nightwalker .............................. 96
Hsiao ........................................ 86 Lycanthrope, Werejaguar ...... 72 Nightwing ................................. 96
Huge Wood Spider ................ Lynx .......................................... 8 Nixie ......................................... 97
Hulker ....................................... 58 Magen ........................................73 Noble ........................................ 93
Human, Normal ....................... 97 Magen, Caldron ....................... 73 Nomad ...................................... 93
Hunting Spider, Giant .......... Magen, Demos ......................... 73 Normal Human ........................ 97
Huptzeen ................................. AC9 Magen, Galvan ......................... 73 Nosferatu ................................ 7
Hutaakan .................................. 58 Magen, Hypnos ....................... 73 Nothosaurus ........................ HWRl
Hyenodon .................................. 9 Magpie ....................................... 7 NPC Party ................................. 98
Hydra ........................................ 86 Magpie, Giant........................... 7 Nuckalavee ............................... 98
Hydrax ...................................... 87 Mako Shark .............................. 23 O wl Bear .................................. 99
Hypnos Magen ........................ 73 Malfera ...................................... 9 Oard ........................................ AC9
Hypnosnake ............................. 59 Malice ........................................ 9 Obsidian Golem ....................... 8
Ice Wolf..................................... 6 Mammoth , Woolly .................. HW Ochre Jelly ............................... 98
Ichthyosaurus .......................... HW Man, Isolated ........................... 7 Octopus, Giant ......................... 8
Odic .......................................... 27 Raven ........................................ 86 Shark-Kin ................................. 93
Ogre ......................................... 98 Red Dragon .............................. 68 Shipbane................................... 62
Oil Beetle, Giant ...................... 6 Red Worm ................................ 87 Shrew, Giant ............................ 23
Onyx Dragon ........................... 7 Redcap ...................................... 7 Shrieker .................................... 23
Opal Dragon ............................ 72 Reflecter .................................. AC9 Shroud Spider, Giant............
Orc ............................................ 99 Regenerating Hydra ................. 86 Sidhe ........................................ PCl
Ostego ....................................... 26 Reindeer, Giant .......................HW Silk-Spider ................................. DE
Owl, Giant ................................ 8 Revenant .................................. 27 Silver Golem ............................ 9
Owl, Guardian ......................... 86 Revener .................................... 22 Silver living Statue ................. 7
Oxen ......................................... 57 Rhagodessa .............................. 22 Silver Wa.trlor .......................... 9
Oyster, Giant ............................ 8 Rhinoceros ............................... 87 Sirenflower ..............................9
Pachycephalosaurus ................ HW Rhinoceros, Woolly ................ 87 Sis’thik ......................................95
Pachydermion ......................... 8 Riding Horse ............................ 85 Skeleton .................................... 2
Panther ..................................... 63 Robber Fly ................................ 22 Skull wraith ..............................CM8
Pasha ........................................ 67 Roc ............................................ 22 Skunk......................................... 96
Pearl Dragon ............................ 72 Rock Baboon ........................... 58 Slime Worm ............................. 96
Pegasus ..................................... 99 Rock Golem.............................. 9 Slug, Giant ................................ 2
Pegataur .................................... 82 Rock Python ............................. 2 Small Riding Animals .............. HW
Phanaton .................................. 82 Rock Rattler ............................. 97 Snake ........................................ 2
Phantom ................................... 99 Rock Toad ................................ 29 Snake, Giant Rock Rattler ….... 97
Phantom, Lesser ..................... 83 Rock/Ooze living Statue ....... 7 Snake, Rock Rattler ................ 97
Phase Stinger ........................... B2 Rockfang ............................... GAZ8 Snapper .................................... 97
Phobosuchus ........................... HW Rockfish, Giant ........................ 77 Snapping Turtle .................. CM9
Phoenix .................................... 2 Rockhome Lizard .................... 7 Snow Ape ................................. 57
Phororhacos .............................. 9 RockMan.................................. 88 Sollux ........................................ 98
Phygorax ................................. AC9 Roper.........................................88 Somnastis Plant ....................... HW
Piranha Bird ............................ 8 Rorphyr .................................... 25 Soul Eater ................................. 98
Piranha, Cold-Water ............... Ruby Dragon ............................ 7 Spectral Hound ........................ 25
Piranha, Giant ......................... Ruler of Dragonkind ................ 72 Spectre ...................................... 25
Pirate ........................................ 93 Rust Monster ............................ 22 Sphinx ...................................... 25
Pisanosa urus ............................ HW Saberclaw ................................. 89 Spider, Giant ..........................
Pit Viper ................................... 2 Sabre-Tooth Tiger .................... 63 Spider, Giant ............................ 26
Pixie .......................................... 2 Sacrol ....................................... AC9 Spider, Huge Wood ...............
Plasm ........................................ 2 Salamander ............................... 22 Spider, Planar ........................... 26
Plesiosaurus ............................. 2 Salt Water Termite ................... 29 Spirit ......................................... 27
Plesiosaurus ............................. HW Sand Spider, Giant ................ Spirit Lord ........................... GAZ2
Pocket Dragon ......................... 3 Sapphire Dragon ...................... 7 Spitting Cobra .......................... 2
Polar Bear ................................ 59 Sasquatch ................................. 23 Sporacle .................................... 28
Poltergeist ................................. 82 Scamille .................................... 89 Spotted Uon ............................. 8
Polymar .................................... 8 Scorpion, Giant ........................ 23 Sprite ........................................ 28
Pony ......................................... 85 Scorpion, Normal ................... 9 Squid, Giant............................ 2
Pony, Krugel ............................ HW Sea Dragon ............................... 3 Sshai ......................................... 87
Pooka ....................................... PC Sea Giant .................................. 79 Stalwart .................................... AC9
Porcupine, Giant ..................... 85 Sea Hag .................................... 82 Statue, Living ............................ 28
Possession ...............................AC9 Sea Horse..................................9 Steam WeevU ..........................2
Prying Eyes ............................. CM8 Sea Hydra ................................. 86 Steel Uving Statue ................... 7
Pteranodon ............................... 2 Sea Serpent .............................. 9 Stegosaurus .............................. HW
Pteranodon, Giant ................... HW Sea Snake ................................. 2 Stirge ......................................... 28
Pterodactyl ............................... 2 Seergar .................................. GAZ8 Stone Giant .............................. 79
Pterosaur .................................. 2 Serpentweed, Giant ................ 9 StoneJuggernaut .................... 62
Pterosaur .................................. HW Shade ........................................ 99 Storm Giant .............................. 79
Purple Worm ............................ 2 Shadow ..................................... 23 Strangle Vine ......................... 3
Qaurlks .....................................75 shadow Elf ............................... 37 Strangleweed ......................... 3
Rakasta ................................. 85 Shargugh .................................. 92 Sturgeon, Giant ........................ 77
Randara .................................... 86 Shark ........................................ 23 Sun Brother.............................. 98
Rat ............................................. 2 Vamora Shark......................... 92 Surtaki .....................................
Swamp Velya .......................... 8 Undine ...................................... 2 Wh ite Dragon .......................... 68
Swamp Water Termite ............. 29 Unicorn .................................... 2 Whales ...................................... 22
Tabi .......................................... l Uon, Spotted ............................ 8 Whipweed ..............................
Tanystropheus ..................... HWR Uving Statue ............................ 69 White Ape ................................ 58
Tarantella ................................. 26 Uzaq .......................................... 57 White-Fang .............................
Tepictoton ........................... HWR Valley ................................... HW Wight ........................................ 22
Termite, Water ......................... 29 Vamora Shark.......................... 92 Wild Horse ............................... 57
Thoul ........................................ 29 Vampire .................................... 2 Wild Man .................................. 76
Thug ......................................... 8 Vampire Rose ........................ 8 Wildcat ...................................... 8
Thunderhead ......................... 5 Vampire, Nosferatu .............. 7 Winged Warrior .................... 2
Tiger ......................................... 63 Vapor Ghoul ........................... AC9 Wolf .......................................... 22
Tiger Beetle, Giant ................... l 6 Velya ........................................ 8 Wolf, Arctic .............................. HW
Titanothere ................................ 9 Velya, Swamp ........................ 8 Wolf, Ice .................................... 6
Toad, Giant .............................. 29 Viper, Flying ............................ HW Wood drake .............................. 73
Topi ......................................... 5 Vision ....................................... 99 Wood Golem ........................... 8
Tortle ....................................... 6 War Horse ................................ 85 Wood Juggernaut ....................62
Trachodon ................................ 29 WarDog .................................... 3 Wood lmp ............................... 2
Trader ....................................... 93 Warrior, Winged ................... 2 Wood Spider, Huge ...............
Traldar ...................................... 76 Water Elemental....................... 75 Woolly Rhinoceros ................. 87
Treant ....................................... 29 Water Fundamental ................ 2 Worm, Red ............................... 87
Tree, Killer ............................... 6 Water Weird ........................... 9 Wraith ....................................... 22
Triceratops ............................... 29 Weasel, Giant ........................... 22 Wychglow ............................... 3
Triceratops ............................... HW WeedEel ................................... 36 Wychlamp ..............................
Triton ...................................... 6 Werebat .................................... 9 Wyrd ........................................ 5
Troglodyte ................................ 2 Werebear .................................. 9 Wyvern ..................................... 23
Troll .......................................... 2 Wereboar .................................. 9 Xytar ........................................ 6
Troll, Gargantuan ..................... 77 Werefox .................................... 9 Yellow Mold ............................ 23
Tuatara, Giant .......................... 89 Werejaguar .............................. 72 Yowler ..................................... 7
Tylosaurus ................................ 29 Wererat ..................................... 9 Zebra ........................................ 57
Tyrannosaurus Rex ................. HW Wereseal ................................... 9 Zombie ..................................... 23
Tyrannosaurus Rex .................. 2 Wereshark ................................ 9 Zzonga-Bush ............................. DE
Tzitzimitl .............................. HWR Weretiger .................................. 9
Undead Dragon ....................... 32 Werewolf .................................. 9
Creature Catalog
Lurking behind these covers are over 150 of the most ferocious,
wondrous, in challenging creatures of the D&D ® game. This new
creature catalogue revises and expands on other older products of
similar name, which it replaces the perfect companion to D&D ® Rules
cyclopedia, the creature catalogue updates old monster descriptions,
provides information compatible with the new Rules Cyclopedia,
develops monster background information, includes new creatures at
the old fiends from the very best D&D adventure modules. With the
creature catalogue the DUNGEON MASTERTM can find the right
monster to challenge any adventuring party from 1st level on up
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