TEXT:  
   
  FANTASY ROLE PLAYING GAME 
  BY JOHN M. STATER 
   
  BBllooooddyy  
  BBaassiicc  
  CONTEMPORARY EDITION 
  THIS IS THE BASIC VERSION OF THE BLOOD & TREASURE FANTASY ROLE PLAYING GAME. IT SERVES 
  AS AN INTRODUCTION TO THE BLOOD & TREASURE SYSTEM WITH A CONTEMPORARY THEME  
  
   
  I. Introduction 
  1 
  II. Making a Character 
  2 
  III. Ability Scores 
  3 
  IV. Races 
  3 
  V. Classes 
  5 
      The Cleric Class 
  5 
      The Fighter Class 
  8 
      The Sorcerer Class 
  9 
      The Thief Class 
  12 
  VI. Retainers 
  13 
  VII. Feats 
  13 
  VIII. Equipment 
  14 
  IX. Alignment 
  17 
  X. Rules of Play 
  17 
  XI. Dungeons and Wilderness 
  20 
  XII. Monsters 
  23 
      Aberrations 
  24 
      Animals 
  25 
      Constructs 
  26 
      Dragons 
  26 
      Elementals 
  27 
      Fey 
  29 
      Giants and Humanoids 
  30 
      Magical Beasts 
  32 
      Monstrous Humanoids 
  33 
      Oozes 
  33 
      Outsiders 
  34 
      Plants 
  35 
      Undead 
  36 
  XIII. Experience and Treasure 
  37 
  XIV. Conclusion 
  41 
   
  Bloody Basic – Contemporary Edition is Copyright 2014 John M. Stater 
  Some artwork copyright William McAusland, used with permission 
  Some artwork copyright Octavirate Entertainment, used with permission 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  WRITTEN BY 
  John M. Stater 
  EDITED BY 
  Tanner Yea 
  David Jenks 
  COVER ILLUSTRATION 
  Eric Lofgren 
  INTERIOR ILLUSTRATIONS 
  Dave Allsop 
  Tamas Baranya 
  Tazio Bettin 
  Toby Gregory 
  David Hamilton 
  Jon Kaufman 
  William McAusland 
  Sade 
  Michael A Scott 
  Peter Szmr 
  Jason Walton 
  Shaman’s Stockart 
   
   
  BBllooooddyy  
  BBaassiicc  
  FFaannttaassyy  RRoollee  PPllaayyiinngg  G
  Gaam
  mee  
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  1 
   
  There is treasure beneath the ground, hidden in dank caverns and 
  colossal vaults carved out of the earth by the slaves of wizards 
  and dragons. Treasure enough to build a kingdom or destroy one, 
  to launch a man or woman of modest birth into the heights of 
  power. To get this treasure, you must leave the safety of hearth 
  and home, cross wild and dangerous places and finally pierce the 
  earth itself and delve deep into its mysteries. Most of the folk 
  who seek this treasure die forgotten. A few carve out legends 
  passed on by their lucky comrades. Fewer still live to tell their 
  own tale and drag that treasure out of the underworld.  
  Will you be one of the lucky few? 
  I. INTRODUCTION 
  Bloody Basic is a role playing game set in a fantasy world of 
  dwarves, demons, dragons, magic and treasure. It is a “basic” 
  version of the more advanced Blood & Treasure RPG.  
  Bloody Basic is a “pen & paper” game that requires a group of 
  players to sit around a table with pencils, pieces of paper and dice 
  and interact with one another to make things happen. One of the 
  players is declared the Referee, or Treasure Keeper (TK) and has 
  the task of running the game. The other players take on the roles 
  of fantasy characters delving into dungeons in search of treasure. 
  Most games have four to six players, but it is possible to play with 
  more or fewer players. 
  THE DICE 
  Dice are absolutely vital to a 
  game of Bloody Basic. The game 
  consists 
  of 
  several 
  people 
  weaving a tale of adventure and 
  exploration. In order to keep the 
  game from being a series of 
  arguments over whether the 
  actions 
  in 
  the 
  game 
  are 
  successful or not, dice are used 
  to determine how the events 
  unfold. 
  The game uses the six-sided dice 
  most people are familiar with 
  and several other types of dice 
  that generate different ranges of 
  numbers. These dice can be 
  purchased on the internet or in 
  most gaming stores. 
  Four sided dice are abbreviated “d4” 
  Six sided dice are abbreviated as “d6” 
  Eight sided dice are abbreviated as “d8” 
  Ten sided dice are abbreviated as “d10” 
  Twelve sided dice are abbreviated as “d12” 
  Twenty sided dice are abbreviated as “d20” 
  When the game calls for a certain dice to be rolled, it uses these 
  abbreviations and precedes them with the number of dice to be 
  rolled. If the game needs you to roll one twenty sided dice, it asks 
  you to roll “1d20”. If the game needs you to roll three six sided 
  dice, it asks you to roll “3d6”.  
  There are three additional types of “dice” that are sometimes 
  called for in the game. None of these dice technically exist, but 
  other dice can be used for such rolls. 
  Two sided dice are abbreviated d2. A two sided dice can be 
  simulated by flipping a coin (you must agree in advance whether 
  heads or tails count as 1 or 2) or rolling a d6 and treating a roll of 
  1 to 3 as “1” and 4 to 6 as “2”. 
  Three sided dice are abbreviated d3. A three sided dice can be 
  simulated by rolling a d6 and 
  treating a roll of 1 to 2 as “1”, a 
  roll of 3 to 4 as “2” and a roll of 5 
  to 6 as “3”. 
  Percentile dice are abbreviated 
  d100 or d%. To simulate a one 
  hundred sided dice, roll two d10. 
  The first dice counts as the ten’s 
  place, the second as the one’s 
  place. Thus, if the first dice was a 
  “7” and the second dice was a 
  “5”, the roll would be considered 
  a “75”. If a “0” is rolled for the 
  one’s place, it is counted as a 
  “0”. If a “0” is rolled for the ten’s 
  place, it is considered a “10”. A 
  roll of “0” and “0” is “100”. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  2 
   
  II. MAKING A CHARACTER 
  For players of Bloody Basic, the character they play is their 
  window to the world. Characters can be male or female, young or 
  old, and one of several different races and classes. Some aspects 
  of a character are rolled randomly, and thus are outside the 
  control of the player. Other aspects are chosen by the player. 
  Before you create a character, you need to understand the 
  following game-related terms. 
  TREASURE KEEPER – The referee for the game is referred to as 
  the Treasure Keeper, or TK. 
  CHARACTER – A character is a person or creature either 
  controlled by a player (a “player character”, or PC) or by the 
  referee (a “non-player character”, or NPC). 
  ABILITY SCORE – An ability score reflects a character’s potency in 
  six different measures, three physical and three mental. 
  Determining ability scores is the first step in creating a character. 
  RACE – A character’s race, human or otherwise, sets various 
  benefits and limitations that will have an impact on the character 
  during play. After ability scores are rolled, a player chooses his 
  character’s race. 
  CLASS – A character’s class is their profession. Class determines 
  how good a character is at combat, whether they can cast magic 
  spells and what kinds of tasks they are trained in. After a 
  character’s race has been decided, a class is chosen. 
  EXPERIENCE POINTS – Experience points (XP) are a numerical 
  measure of a character’s deeds. XP are earned by overcoming 
  challenges such as monsters and traps, and claiming treasures. 
  LEVEL – The more XP a character earns, the higher their level. Just 
  as an ability score measures how strong or weak a character is, 
  their level measures how accomplished they are at their chosen 
  profession. Most characters begin at 1st level. 
  HIT DICE – A character earns a Hit Dice (HD) at each level. A HD is 
  a dice rolled to determine a character’s hit points (see below). 
  The more skilled a class is at fighting, the larger their HD. Fighters 
  roll the largest HD, a d8, while sorcerers roll the smallest, a d4. 
  HIT POINTS – Hit points (hp) are a measure of one’s ability to 
  survive danger. When hit points are reduced to 0, a character 
  may die, be knocked unconscious or subdued. 
  ATTACK BONUS – A character’s attack bonus is the number they 
  add to dice rolls when trying to deal damage to or overcome an 
  opponent in combat.  
  SAVING THROWS – A saving throw is a dice roll in which a player 
  rolls a twenty-sided dice (1d20) and attempts to roll a number 
  equal to or higher than their saving throw value. There are two 
  times saving throws are used in the game. The first kind is used to 
  see if a character can escape danger or destruction from traps, 
  magic spells and other hazards. The second is used when a 
  character attempts a non-combat task and is called a Task Check. 
  When the rules permit you to re-roll a saving throw, you may only 
  attempt the re-roll once. 
  ARMOR CLASS – A character’s Armor Class (AC) is a target 
  number that an attacker must overcome with his or her attack 
  roll to inflict damage. Armor Class starts at 10 and increases due 
  to a high dexterity score, wearing armor and/or carrying a shield. 
  TASKS – Tasks are non-combat actions that some character 
  classes have as skills. A character that is skilled in a task gets 
  better at performing that task as they gain levels. A character 
  with a knack in a task is better at doing it than most, but does not 
  improve over time. 
   
   
   
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  3 
   
  III. ABILITY SCORES 
  Each character is defined by six ability scores: Strength, 
  Intelligence, Wisdom, Dexterity, Constitution and Charisma. 
  These scores represent the character’s mental and physical 
  faculties and can apply a bonus or penalty to the actions they 
  attempt over the course of a game.  
  STRENGTH  
  Roll three six-sided dice (3d6) and record the number next to 
  Strength. If the number you rolled was between 3 and 8, your 
  character is weak. You must deduct one from the roll when you 
  roll dice to attack with a melee weapon, roll dice to determine 
  damage from a successful melee attack, or roll dice when 
  performing a Strength task. If the number you rolled was 
  between 13 and 18, your character is strong. You add one to the 
  roll when you roll dice to attack with a melee weapon, roll dice to 
  determine damage from a successful attack, or roll dice when 
  performing a Strength task associated. If you rolled a number 
  between 9 and 12, you character has average strength and 
  neither adds nor subtracts when rolling dice as above. 
  INTELLIGENCE  
  Roll three six-sided dice (3d6) and record the number next to 
  Intelligence. If the number you rolled was between 3 and 8, your 
  character is stupid. You must deduct one from the roll when you 
  roll dice when performing a Knowledge task. If the number you 
  rolled was between 13 and 18, your character is smart. You add 
  one to the roll when you roll dice when performing a Knowledge 
  task. If you rolled a number between 9 and 12, you character has 
  average intelligence and neither adds nor subtracts when rolling 
  dice as described above. 
  Stupid characters know one language. Average characters know 3 
  languages. Smart characters know 6 languages. 
  WISDOM  
  Roll three six-sided dice (3d6) and record the number next to 
  Wisdom. If the number you rolled was between 3 and 8, your 
  character is foolish. You must deduct one from the roll when you 
  roll dice to make a Will saving throw, or roll dice when 
  performing a Perception task. If the number you rolled was 
  between 13 and 18, your character is wise. You add one to the 
  roll when you roll dice to make a Will saving throw, or roll dice 
  when performing a Perception task. If you rolled a number 
  between 9 and 12, you character has average wisdom and 
  neither adds nor subtracts when rolling dice as above. 
  DEXTERITY  
  Roll three six-sided dice (3d6) and record the number next to 
  Dexterity. If the number you rolled was between 3 and 8, your 
  character is clumsy. You must deduct one from your Armor Class, 
  and the roll when you roll dice to attack with a missile weapon, 
  roll a Reflex saving throw, or roll dice when performing an Agility 
  task. If the number you rolled was between 13 and 18, your 
  character is nimble. You add one to your Armor Class, and the roll 
  when you roll dice to attack with a missile weapon, roll a Reflex 
  saving throw, or roll dice when performing an Agility task. If you 
  rolled a number between 9 and 12, you character has average 
  dexterity and neither adds nor subtracts when rolling dice as 
  above. 
  CONSTITUTION  
  Roll three six-sided dice (3d6) and record the number next to 
  Constitution. If the number you rolled was between 3 and 8, your 
  character is frail. You must deduct one from the roll when you 
  roll dice for Hit Points, roll dice for a Fortitude saving throw, or 
  roll dice when performing an Endurance task. If the number you 
  rolled was between 13 and 18, your character is tough. You add 
  one to the roll when you roll dice for Hit Points, roll dice for a 
  Fortitude saving throw, or roll dice when performing an 
  Endurance task. If you rolled a number between 9 and 12, you 
  character has average constitution and neither adds nor subtracts 
  when rolling dice as described above. 
  CHARISMA  
  Roll three six-sided dice (3d6) and record the number next to 
  Charisma. If the number you rolled was between 3 and 8, your 
  character is repulsive. You must deduct one from the roll when 
  you roll dice when performing a Charisma task. If the number you 
  rolled was between 13 and 18, your character is charming. You 
  add one to the roll when performing a Charisma task. If you rolled 
  a number between 9 and 12, you character has average charisma 
  and neither adds nor subtracts when rolling dice as above. 
  Now that you have a sketch of your character’s basic physical and 
  mental abilities, you get to choose your character’s race (human, 
  automaton, drakkar or gnome) and then class (or profession). 
  IV. RACES 
  Characters in Bloody Basic can be of one of four different races. 
  Each race has a unique perspective and different special abilities 
  and limitations that it brings to the game. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  4 
   
  Some races can “multi-class”. This means advancing in two 
  classes at the same time. Multi-class characters divide their XP 
  evenly between their two classes. When they gain a new level in 
  one class, they roll hit points for that class and divide the result 
  by two, adding this to their total. They can use all the special 
  abilities of their classes, the best saving throw of either class, the 
  least restrictive weapon restrictions of their classes, and the most 
  restrictive armor restrictions of their classes. 
  HUMANS 
  Humans should require no description, for fantasy humans and 
  real humans are not terribly different. Of course, in a fantasy 
  world, “human” can be extended to creatures that look inhuman 
  (strange colors of skin, bony protrusions), but which are 
  essentially human beings.  
  Humans have a movement rate of 30’ per round. 
  Humans can advance as far as possible in any class, and are 
  permitted to take levels in the game’s sub-classes. 
   
  AUTOMATON 
  Automatons are mechanical creatures composed of metal, wood 
  and leather, with a small spark of life residing deep in their 
  breasts. This spark of life makes them sentient beings, not simple 
  programmed constructs. 
  Automatons have a movement rate of 30’ per round. They adjust 
  their constitution scores up by one point and adjust their 
  charisma scores down by one point. 
  Automatons can see in the dark to a range of 60’. 
  Automatons are not affected by poison or disease. They cannot 
  heal on their own, though, and if they are not healed by magic 
  must rely on repairs from blacksmiths. A day’s work by a 
  blacksmith repairs 1d6 points of damage on an automaton. 
  Automatons can advance to 4th level as clerics, sorcerers and 
  thieves, and to 5th level as fighters. They can also choose to 
  multi-class as fighter/thieves, advancing as high as 4th level. 
   
  DRAKKAR 
  Drakkars are lizardmen with dragon ancestry. They are slightly 
  larger than lizardmen, and have hides in the common dragon 
  colors – red, white, blue, black and green. 
  Drakkars have a movement rate of 30’ per round. They adjust 
  their constitution score up by one point, and adjust their 
  charisma score down one point. 
  Drakkars can see in the dark up to 60’. 
  Drakkars have thick scales that give them a natural +1 bonus to 
  their Armor Class. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  5 
   
  Drakkars are resistant to one form of damage, based upon the 
  color of their scales. This resistance grants them a +3 bonus to 
  saving throws against that damage. Black and green drakkars are 
  resistant to acid, blue drakkars are resistant to electricity, gold 
  and red drakkars to fire, and white drakkars to cold. 
  In addition, drakkars can, instead of making a weapon attack in 
  melee combat, make a bite attack for 1d4 points of damage, +1 
  point of the same kind of energy damage they can resist (i.e. cold 
  damage for white drakkars and fire damage for red drakkars). 
  Drakkars can advance to 4th level as clerics, fighters and thieves, 
  and to 5th level as sorcerers. They can also choose to multi-class 
  as fighter/sorcerers, advancing as high as 4th level. 
   
  GNOME 
  Gnomes are small humanoids related to dwarves. They have 
  pointed ears and whimsical personalities. Gnomes are cunning 
  and tricky, and have a natural proclivity for illusions. 
  Gnomes have a movement rate of 20’ per round. They adjust 
  their dexterity scores up by one point, and adjust their charisma 
  scores down by one point. 
  Gnomes can see in the dark to a range of 60’. They have a knack 
  for listening at doors. 
  Gnomes can cast the phantasmal force spell once per day. They 
  have a +3 bonus to save vs. magical and mundane illusions. 
  Gnomes can advance to 4th level as clerics, fighters and thieves, 
  and to 5th level as sorcerers. They can also choose to multi-class 
  as sorcerer/thieves, advancing as high as 4th level. 
  V. CLASSES 
  After a character’s ability scores have been rolled and recorded, 
  and their race has been chosen, it is time for the player to choose 
  their character’s class. 
  A class is something like a profession, and determines how well 
  the character fights, how well they avoid certain dangers, and any 
  special abilities they might have. 
  THE CLERIC CLASS 
  Clerics are servants of the celestial powers of Law and Good. They 
  are warrior priests capable of fighting alongside fighters and 
  casting spells like sorcerers, including the very valuable healing 
  spells. Clerics are expected to minister to the sick, protect the 
  weak, and spread their faith to unbelievers. 
  Because clerics are representatives of the Lawful alignment (see 
  below), they are expected to heal Lawful creatures for no 
  repayment. They can heal Neutral creatures for a donation to 
  their temple. Healing Chaotic creatures is frowned upon. 
  REQUIREMENTS & RESTRICTIONS – Clerics must have a Wisdom 
  score of 9 or higher, and they must be Lawful in alignment. They 
  are not permitted to use sharp weapons like swords and daggers, 
  but can use any sort of armor. Clerics can use magic armor, 
  weapons, potions, scrolls, wands, staves and wondrous items. 
  SPECIAL ABILITIES – Clerics have two special abilities, the ability to 
  turn undead creatures and cast cleric spells. 
  “Turning” undead means to present a holy symbol and cause 
  them to recoil in fear or be destroyed. When attempting to turn 
  undead, a cleric must present his holy symbol and utter a holy 
  chant. The cleric’s player then rolls 1d20 and compares his roll to 
  the table below, based on the cleric’s level and the type of 
  undead creature the cleric is attempting to turn. 
   
   
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  6 
   
   
  CLERIC LEVEL 
  UNDEAD 
  1 
  2 
  3 
  4 
  5 
  6 
  Skeleton 
  10 
  7 
  4 
  3 
  2 
  D 
  Zombie 
  13 
  10 
  7 
  4 
  3 
  2 
  Shadow 
  16 
  13 
  10 
  7 
  4 
  3 
  Allip 
  19 
  16 
  13 
  10 
  7 
  4 
  Ghost 
  20 
  19 
  16 
  13 
  10 
  7 
  Banshee 
  - 
  20 
  19 
  16 
  13 
  10 
  Bodak 
  - 
  - 
  20 
  19 
  16 
  13 
  Vampire 
  - 
  - 
  - 
  20 
  19 
  16 
  Devourer 
  - 
  - 
  - 
  - 
  20 
  19 
   
  When a turning attempt is made, a d20 should be rolled and the 
  Turning Undead table consulted for the result. If the number on 
  the die is equal to or greater than the number shown on the 
  table, all undead creatures of the targeted type flee for 3d6 
  rounds, or cower helplessly if they cannot flee. If the table 
  indicates “D”, the undead creature is automatically destroyed 
  and crumbles to dust. 
  Cleric spells represent the answering of a cleric’s prayers by the 
  deity or deities they worship. Cleric spells are focused on defense, 
  divination and healing, and are generally not as useful in offense 
  as are sorcerer spells. 
  To cast a spell, a cleric must first prepare his spells during his 
  morning prayers. The cleric’s player writes down the spells the 
  cleric wants to cast for the day. Spells are divided into three 
  different levels; the higher the level, the more powerful the spell. 
  A cleric can cast a certain number of spells of each level each day 
  based on the cleric’s class level. 
  CLERIC 
  SPELLS PER SPELL LEVEL PER DAY 
  LEVEL 
  1ST 
  2ND 
  3RD 
  1 
  1 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  2 
  1 
  - 
  4 
  3 
  2 
  - 
  5 
  3 
  2 
  1 
  6 
  3 
  2 
  2 
   
  Once spells are prepared, a cleric can cast them at any time for 
  the remainder of the day. Each prepared spell can be cast only 
  once. Each spell requires the cleric to present his holy symbol and 
  say a magic word. Casting the spell can be done during a combat 
  round. Spells that have a negative effect on their target allow that 
  target to make a saving throw, usually a Will saving throw, to 
  resist the effect. 
  At sixth level, a cleric gains a retainer. The retainer is a loyal 
  companion under the control of the cleric’s player. The retainer is 
  rolled randomly on the retainer table in Section VI. The TK should 
  roll ability scores for the retainer and assign them a name. The 
  retainer shares the cleric’s alignment. The cleric must pay for his 
  retainer’s room and board. Retainers receive 25% of the 
  experience points earned by the cleric. 
  FIRST LEVEL CLERIC SPELLS 
  1. CURE LIGHT WOUNDS – The recipient of the spell is instantly 
  cured of 1d6 hit points of damage. The reverse, inflict light 
  wounds, instantly deals 1d6 points of damage. In either case, the 
  target/recipient of the spell must be touched by the caster. 
  2. DEATHWATCH – You know the life status of all creatures within 
  30’: Dead, fragile (3 or fewer hp), undead or neither alive nor 
  dead, such as with constructs. The spell lasts one hour. 
  3. DETECT EVIL – The cleric can detect the presence of Chaotic 
  creatures and magic within 60’ for one hour. 
  4. DETECT MAGIC – The cleric can detect magic spells, magic 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  7 
   
  items or other magical effects within 60’ for one hour. 
  5. LIGHT – The cleric’s holy symbol glows with light as bright as 
  the light of a lantern for two hours. 
  6. PROTECTION FROM EVIL – While under the protection of this 
  spell, a person cannot be touched by a demon, devil or undead 
  unless they attack the creature first or the monsters passes a Will 
  saving throw. In addition, they can re-roll failed saving throws 
  against magic from Chaotic creatures. The spell lasts for 2 hours. 
  7. PURIFY FOOD & DRINK – This spell removes all poison, disease 
  and other contaminants from food and drink. 
  8. SHIELD OF FAITH – This spell increases the recipient’s AC by 2 
  points. It lasts for one minute. 
  SECOND LEVEL CLERIC SPELLS 
  1. BLESS – The recipient of this spell receives a +1 bonus to attack 
  rolls and to saving throws against fear effects for one hour. 
  2. CHARM ANIMAL – The target of this spell must be an animal. 
  They regard the cleric as a friend until the spell is dispelled unless 
  they pass a Will saving throw. 
  3. FIND TRAPS – The cleric can detect the presence of traps, both 
  magical and mundane, within 60’. 
  4. HOLD PERSON – The target of this spell is unable to move for 
  90 minutes unless they pass a Will saving throw. 
  5. MAKE WHOLE – This spell repairs broken objects, making them 
  as good as new. It does not restore the abilities of broken magic 
  items, nor does it repair items that have been reduced to ashes, 
  dust or disintegrated. On constructs, including automatons, it 
  heals 2d6 hit points. 
  6. SILENCE – The cleric casts this spell on a person or object. All 
  sound within 15’ of that person or object is negated for 2 hours. 
  7. SOUND BURST – You create an explosion of sound up to 30’ 
  away. All creatures within 10’ of the explosion suffer 1d8 points 
  of sonic damage and must pass a Fortitude saving throw or be 
  stunned for one round. 
  8. SPEAK WITH ANIMALS – For one hour the cleric can understand 
  and speak with animals and magical beasts. 
  THIRD LEVEL CLERIC SPELLS 
  1. CONTINUAL LIGHT – This spell is cast on objects, making them 
  glow (as the light spell) permanently. 
  2. CURE DISEASE – The cleric eradicates disease in the recipient of 
  this spell. Any effects of the disease that the afflicted creature 
  has already suffered are not reversed. The reverse of this spell 
  infects people the cultist touches. 
  3. CURE SERIOUS WOUNDS – The recipient of the spell is instantly 
  cured of 3d6 hit points of damage. The reverse, inflict serious 
  wounds, instantly deals 3d6 points of damage. In either case, the 
  target/recipient of the spell must be touched by the caster. 
  3. LOCATE OBJECT – This spell points the caster in the direction of 
  the nonliving object he seeks, so long as it is within 500’. 
  4. PRAYER – This spell creates a zone 20’ in radius around the 
  cleric in which his enemies suffer a -1 penalty to saving throws. 
  The spell lasts for one round. 
  5. REMOVE CURSE – This spell removes one curse from the 
  recipient of the spell. 
  6. SEARING LIGHT – The cleric shoots a 150’ long ray of light at a 
  single target. The spell requires a missile attack roll to hit. The 
  light deals 1d4 damage per cleric level to most creatures, but 1d6 
  damage per cleric level to undead creatures and 1d8 points of 
  damage per cleric level to undead that are vulnerable to bright 
  light, like vampires and allips. Constructs and inanimate objects 
  suffer only 1d3 damage per cleric level from this spell. Damage 
  from this spell can be halved by passing a Reflex saving throw. 
  7. SPEAK WITH DEAD – The cleric can ask a nearby corpse three 
  questions, and it will answer to the best of its ability. 
  8. SUMMON MONSTER – You summon from the ether one 
  monster with one hit dice (i.e. 1d6 hit points), or two monsters 
  with zero hit dice (i.e. 1d4 hit points or less). 
  DRUID SUBCLASS 
  Clerics with a Constitution of 13 or higher can opt to be a druid. 
  Druids are Neutral clerics that worship nature deities and spirits, 
  acting as intermediaries between them and mortals. Druids 
  cannot use armor heavier than leather, and can only use clubs, 
  slings and staves in combat. 
  Druids do not have the ability to turn undead. Instead, they can 
  immediately re-roll failed saving throws against acid, cold, fire 
  and electricity attacks. A sixth level druid can change her shape 
  into any form of animal with as many or fewer Hit Dice as the 
  druid has levels. The druid can change into an animal and back 
  once per day. 
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  8 
   
  CULTIST SUBCLASS 
  A cleric who wishes to be Chaotic must become a cultist. Cultists 
  have the same restrictions and requirements as clerics.  
  Where clerics turn undead, cultists can control undead. The 
  process is the same, but a successful roll allows the cultist to 
  control the undead for 24 hours. Instead of destroying undead, a 
  “D” indicates that the cultist can automatically control the 
  undead without rolling a dice. The cultist can control a number of 
  Hit Dice of undead equal to twice his class level. 
  Cultists can cast the same spells as clerics, but cast many of them 
  in reversed form. Cleric spells that heal damage or cure disease 
  instead cause damage and disease. Cleric spells that detect evil or 
  protect from evil instead detect good and protect against 
  creatures of the Lawful alignment. 
  CLERIC ADVANCEMENT TABLE 
  XP 
  LEVEL 
  HIT POINTS 
  ATTACK BONUS 
  TITLE 
  0 
  1 
  1d6 
  +0 
  Beadle 
  2,000 
  2 
  2d6 
  +1 
  Almoner 
  4,000 
  3 
  3d6 
  +1 
  Chanter 
  8,000 
  4 
  4d6 
  +2 
  Friar 
  16,000 
  5 
  5d6 
  +3 
  Prester 
  32,000  
  6 
  6d6 
  +3 
  Vidame 
   
  CLERIC SAVING THROWS 
  LEVEL 
  FORTITUDE 
  REFLEXES 
  WILL 
  1st to 2nd 
  13 
  15 
  13 
  3rd to 4th  
  12 
  14 
  12 
  5th to 6th  
  11 
  13 
  11 
   
  THE FIGHTER CLASS 
  The fighter is perhaps the most basic class in the game and an 
  ideal choice for new players. Fighters are men and women 
  trained in combat from a young age. While any sort of historical 
  warrior can be portrayed using the fighter class, most fighters 
  gravitate towards being heavily armored knights. 
  REQUIREMENTS & RESTRICTIONS – Fighters must have a Strength 
  score of 9 or higher. Fighters can be of any alignment, and they 
  can use any weapon and wear any armor. Fighters can use magic 
  armor, weapons, swords, potions and wondrous items. 
  SPECIAL ABILITIES – Fighters make two attacks each round against 
  monsters with 0 Hit Dice.  
  At fifth level, fighters can attack twice per round (see Combat 
  below) against opponents with any number of hit dice. 
  At sixth level, a fighter gains a retainer. The retainer is a loyal 
  companion under the control of the fighter’s player. The retainer 
  is rolled randomly on the retainer table at the end of this section. 
  The TK should roll ability scores for the retainer and assign them 
  a name and alignment. The fighter must pay for his retainer’s 
  room and board. Retainers receive 25% of the experience points 
  earned by the fighter. 
   
  ARCANE ARCHER SUBCLASS 
  A fighter with a Dexterity and Intelligence of 13 or higher can opt 
  to be an arcane archer. An arcane archer has mystical powers 
  with a bow. Arcane archers only get the extra attacks of fighters 
  when using a bow, and they cannot use armor heavier than 
  chainmail. In return, first level arcane archers can enchant three 
  arrows per day, turning them into +1 arrows (see Magic Items 
  below). At third level, they can make +2 arrows, and at fifth level 
  +3 arrows. At sixth level, arcane archers can surround their 
  arrows in fire, electricity, cold or acid, inflicting an +1d6 damage. 
  MONK SUBCLASS 
  A fighter with a Constitution and Wisdom of 13 or higher can opt 
  to be a monk. Monks are masters of kung-fu. They cannot use 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  9 
   
  armor, and eschew the collection of wealth. Monks get a bonus 
  to Armor Class equal to their attack bonus. They deal 1d4 points 
  of damage with their unarmed attacks at first level. This increases 
  to 1d6 at fourth level, and the monk gains the ability to damage 
  monsters normally only damaged by magic weapons. Once per 
  day, the monk can use a stunning attack. The monk’s player must 
  declare he is attempting this attack before he makes an attack 
  roll. If the attack is successful, the victim must pass a Fortitude 
  saving throw or lose a turn. A sixth level monk is immune to 
  disease and slow spells and can feign death for one hour per day. 
  FIGHTER ADVANCEMENT TABLE 
  XP 
  LEVEL 
  HIT POINTS 
  ATTACK BONUS 
  TITLE 
  0 
  1 
  1d8 
  +1 
  Armsman 
  2,000 
  2 
  2d8 
  +2 
  Warrior 
  4,000 
  3 
  3d8 
  +3 
  Champion 
  8,000 
  4 
  4d8 
  +4 
  Gladiator 
  16,000 
  5 
  5d8 
  +5 
  Swashbuckler 
  32,000  
  6 
  6d8 
  +5 
  Grognard 
   
  FIGHTER SAVING THROWS 
  LEVEL 
  FORTITUDE 
  REFLEXES 
  WILL 
  1st to 2nd 
  13 
  15 
  15 
  3rd to 4th  
  12 
  14 
  14 
  5th to 6th  
  11 
  13 
  13 
   
  THE SORCERER CLASS 
  Sorcerers are spell casters that can access the widest variety of 
  spells in the game. Sorcerers are born with their magic powers, 
  and often regarded as freaks in their home villages, driving them 
  to strike out on their own in search of adventure. 
  REQUIREMENTS & RESTRICTIONS – Sorcerers must have a 
  Charisma score of 9 or higher. They can belong to any alignment 
  faction. Sorcerers cannot use armor of any kind, and can only 
  fight with clubs, daggers, slings and staves. They can use magic 
  weapons, potions, scrolls, wands, staves and wondrous items. 
  SPECIAL ABILITIES – Sorcerers can cast magic spells. The process 
  of casting magic spells is not dissimilar from the process of clerics 
  casting cleric spells. The sorcerer must wave her hands, say some 
  magic words, and then the spell goes off. 
  A sorcerer knows a limited number of spells. As they advance in 
  level, they discover new powers (i.e. gain new spells). Unlike 
  clerics, who must prepare spells each day, sorcerers can cast any 
  spell they know. Like clerics, though, they are limited to a certain 
  number of spells per spell level per day. 
  SORCERER 
  SPELLS PER SPELL LEVEL KNOWN 
  LEVEL 
  1ST 
  2ND 
  3RD 
  1 
  2 
  - 
  - 
  2 
  2 
  - 
  - 
  3 
  3 
  - 
  - 
  4 
  3 
  1 
  - 
  5 
  4 
  2 
  - 
  6 
  4 
  2 
  1 
  SORCERER 
  SPELLS PER SPELL LEVEL PER DAY 
  LEVEL 
  1ST 
  2ND 
  3RD 
  1 
  3 
  - 
  - 
  2 
  4 
  - 
  - 
  3 
  5 
  - 
  - 
  4 
  6 
  3 
  - 
  5 
  6 
  4 
  - 
  6 
  6 
  5 
  3 
   
  At sixth level, a sorcerer gains a retainer. The retainer is a loyal 
  companion under the control of the sorcerer’s player. The 
  retainer is rolled randomly on the retainer table at the end of this 
  section. The TK should roll ability scores for the retainer and 
  assign them a name and alignment. The sorcerer must pay for his 
  retainer’s room and board. Retainers receive 25% of the 
  experience points earned by the sorcerer. 
  FIRST LEVEL SORCERER SPELLS 
  1. AUDIBLE GLAMER – You create an illusory sound that lasts for 
  ten minutes. You can produce as much sound as four people. 
  2. CHARM PERSON – The target of this spell must be a human, 
  dwarf, elf or halfling. If they fail a Will saving throw, they regard 
  the sorcerer as a trusted friend until the spell is dispelled.  
  3. COMPREHEND LANGUAGES – For one hour, the sorcerer can 
  comprehend all languages, whether they are spoken or written. 
  Unfortunately, he cannot speak these languages.  
  4. DETECT MAGIC – As the cleric spell of the same name. 
  5. HOLD PORTAL – The sorcerer can cause one door or lid to be 
  stuck fast and impossible to open for one hour. 
  6. LIGHT – As the cleric spell of the same name. 
  7. MAGIC MISSILE – The sorcerer conjures a missile of pure force 
  that he can direct at any target within normal arrow range. The 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  10 
   
  missile deals 1d4+1 points of damage. A sixth 
  level sorcerer can conjure two such missiles at 
  a time. 
  8. PROTECTION FROM EVIL – As the cleric spell 
  of the same name, except that it lasts for one 
  hour instead of two. 
  9. READ MAGIC – This spell allows the sorcerer 
  to read magic spells in spellbooks and scrolls. 
  10. SHIELD – This spell conjures an invisible 
  shield of force that grants the sorcerer a one 
  point bonus to Armor Class. The spell lasts for 
  ten minutes. 
  11. SLEEP – This spell puts enemies into an 
  enchanted slumber for one hour. The victims 
  do not receive a saving throw. A total of 2d8 
  hit dice or levels of victims is put asleep by the 
  spell, starting with the victims nearest the 
  caster, and affecting lower hit dice or level 
  victims before higher hit dice or level victims. 
  12. VENTRILOQUISM – The sorcerer’s voice or 
  any sound that they can normally make vocally seems to issue 
  from someplace nearby. The spell lasts for 10 minutes. 
  SECOND LEVEL SORCERER SPELLS 
  1. CONTINUAL LIGHT – As the cleric spell of the same name. 
  2. DARKNESS – Creates a field of darkness 15’ in radius around an 
  object touched. The darkness lasts for one hour. 
  3. DETECT EVIL – As the cleric spell of the same name. 
  4. DETECT INVISIBILITY – The sorcerer can detect the presence 
  and location of invisible creatures within 30’. 
  5. E.S.P. – The sorcerer can read the minds of humans, demi-
  humans and humanoids within 30’. 
  6. GHOUL TOUCH – The sorcerer’s touch paralyzes creatures for 
  1d6+2 rounds.  
  7. INVISIBILITY – The recipient becomes completely invisible, 
  though she can still be heard. They become visible if they attack. 
  8. KNOCK – The sorcerer causes a door to open, even if the door 
  is locked or held or wizard locked by another sorcerer. 
  9. LEVITATE – You can levitate up and down at a rate of 20’ per 
  round for 10 minutes per level. 
  10. LOCATE OBJECT – As cleric spell of same 
  name. 
  11. MIRROR IMAGE – For one hour, this spell 
  creates 1d4 images of the sorcerer that mimic 
  his movements. Attackers cannot tell the real 
  from the unreal without attacking and hitting 
  them. When a mirror image is hit, it 
  disappears. 
  12. PHANTASMAL FORCE – This spell creates 
  the visual illusion of an object, creature, or 
  force, as visualized by you. The illusion does 
  not 
  create 
  sound, 
  smell, 
  texture, 
  or 
  temperature. You can move the image within a 
  range of 500’ of you. 
  13. RESIST ENERGY – For one hour, the 
  recipient of this spell suffers half damage from 
  one energy type, chosen when the spell is cast: 
  Acid, cold, electricity or fire. 
  14. SCORCHING RAY – The sorcerer shoots a 
  fiery ray 30’ long at a single target. You must 
  make a ranged attack to hit them. The ray 
  deals 4d6 points of damage (Reflex save for half damage). 
  15. SPECTRAL HAND – For one minute, a ghostly hand of the 
  sorcerer’s life essence forms and follows your commands. You 
  lose 1d4 hit points while the hand is manifested, and can use it to 
  deliver touch spells within 150’. The hand lasts for one minute. 
  16. SPIDER CLIMB – For 30 minutes, the recipient of this spell can 
  walk on walls and ceilings. 
  17. STOMP – The sorcerer stomps his foot and creates a shock 
  wave. All creatures within 20’ must pass a Reflex saving throw or 
  fall to the ground and suffer 1d4 points of damage. 
  18. STRENGTH – The recipient of this spell becomes strong for 
  one hour. 
  19. WEB – Fibrous, sticky webs fill an area up to 10’ x 10’ x 10’ It is 
  extremely difficult to get through the mass of strands, taking one 
  turn if torch, sword or flaming sword is used, and creatures larger 
  than a horse can break through in 2 turns (see Combat below). 
  Humans take longer to break through, perhaps 3-4 turns or 
  longer. The webs last for 8 hours and then disintegrate. The web 
  can be dodged with a successful Reflex saving throw. 
  20. WIZARD LOCK – As hold portal, but permanent until dispelled. 
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  11 
   
  THIRD LEVEL SORCERER SPELLS 
  1. CLAIRAUDIENCE – With this spell, you can hear through solid 
  stone and other obstacles within a range of 60’ The spell’s effect 
  cannot pass through even a thin sheet of lead. The spell can be 
  cast through a crystal ball. This spell lasts for two hours. 
  2. CLAIRVOYANCE – With this spell, you can see through solid 
  stone and other obstacles within a range of 60’. The spell’s effect 
  cannot pass through even a thin sheet of lead. This spell lasts for 
  two hours. 
  3. DARKVISION – For one day you can see up to 60’ through 
  complete darkness, as a drakkar or tiefling. 
  4. DISPEL MAGIC – This spell nullifies spells and other magical 
  effects for up to 10 minutes. When dispelling an effect cast by 
  another sorcerer or a cleric, you must roll 1d20, add your level, 
  and exceed an amount equal to 10 plus the other caster’s level. 
  5. FIREBALL – This spell allows you to throw a ball of fire up to 
  500’ away. The ball explodes on your command, filling a 20’ 
  radius area with fire and inflicting 1d6 points of damage for every 
  level you possess. A successful Reflex saving throw cuts this 
  damage in half. 
  6. FLY – For 1d6 x 10 minutes the recipient of this spell can fly at a 
  movement rate of 60’, or 30’ if encumbered. 
  7. GASEOUS FORM – The recipient of this spell and all its gear 
  become an invisible gas for ten minutes. They cannot attack or 
  cast spells, but can fly at a speed of 10’.  
  8. HASTE – For 30 minutes, one recipient for every level you have 
  moves at double his or her normal movement rate, and can make 
  two attacks per round. 
  9. HOLD PERSON – As the cleric spell of the same name. 
  10. INVISIBILITY SPHERE – As invisibility, but it affects all of your 
  allies within 10’ of you. Allies who leave the invisibility sphere 
  lose their invisibility. 
  11. LIGHTNING BOLT – This spell allows you to throw a 150’ long 
  bolt of lightning. All within 10’ of the lightning bolt suffer 1d6 
  points of electricity damage for each of your levels. A successful 
  Reflex saving throw cuts this damage in half. 
  12. MAGIC CIRCLE AGAINST EVIL – As protection from evil, but it 
  affects an area 10’ in radius around you. 
  13. PROTECTION FROM NORMAL MISSILES – For two hours, you 
  are immune to arrows, bolts, bullets and similar missiles. 
  14. SLOW – In a 60-foot radius area around you, as many as 24 
  creatures failing a Will saving throw can only move at half speed 
  and attack every other round. 
  15. SPECTRAL FORCE – This spell works like phantasmal force, 
  except that sound, smells and thermal properties can be added to 
  the illusion. It lasts for up to ten minutes. 
  16. SUGGESTION – You make a hypnotic suggestion to the victim 
  of this spell. If the victim fails a Will saving throw, he carries out 
  the suggestion as best as he can for up to one week. A command 
  to kill himself will only be carried out 1% of the time. 
  17. SUMMON MONSTER – You summon a monster with one hit 
  dice (i.e. 1d6 hit points), or two with zero hit dice (i.e. 1d4 hp). 
  18. TONGUES – The recipient of this spell can speak the language 
  of any intelligent creature for up to one hour. 
  19. VAMPIRIC TOUCH – The sorcerer’s touch deals 1d4 points of 
  damage per sorcerer level. The sorcerer gains a number of hit 
  points equal to the damage she inflicts. These temporary hit 
  points disappear one hour later. 
  20. WATER BREATHING – The recipient of the spell is able to 
  breathe underwater for two hours. 
  WARLOCK SUBCLASS 
  A sorcerer with a Strength and Charisma of 13 or higher can opt 
  to be a warlock. A warlock is a more potent warrior than a 
  sorcerer, but retains the ability to cast spells. Warlocks can wear 
  leather armor and use all weapons and shields. In return, they 
  lose the ability to cast one spell of each spell level per day. 
  SORCERER ADVANCEMENT 
  XP 
  LEVEL 
  HIT POINTS 
  ATTACK  BONUS 
  TITLE 
  0 
  1 
  1d4 
  +0 
  Prodigy 
  2,500 
  2 
  2d4 
  +0 
  Curiosity 
  5,000 
  3 
  3d4 
  +1 
  Freak 
  10,000 
  4 
  4d4 
  +1 
  Spectacle 
  20,000 
  5 
  5d4 
  +1 
  Wysard 
  40,000 
  6 
  6d4 
  +2 
  Wonder Worker 
   
  SORCERER SAVING THROWS 
  LEVEL 
  FORTITUDE 
  REFLEXES 
  WILL 
  1st to 2nd 
  15 
  15 
  13 
  3rd to 4th  
  14 
  14 
  12 
  5th to 6th  
  13 
  13 
  11 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  12 
   
  THE THIEF CLASS 
  Thieves are sneaky characters that are quite useful in dungeons, 
  where they are capable of disarming traps, scouting ahead and 
  opening locks. Thieves are not powerful combatants, but they can 
  backstab for extra damage if they manage to surprise a victim. 
  REQUIREMENTS & RESTRICTIONS – Thieves must have a Dexterity 
  score of 9 or higher. They cannot belong to the Lawful alignment, 
  and so must be Neutral or Chaotic. Thieves can only use leather 
  armor and cannot use shields. They can use most weapons, but 
  may not use greatswords, battleaxes or pole arms. Thieves can 
  use magic armor, weapons, potions and wondrous items. 
  SPECIAL ABILITIES – Thieves can backstab their opponents and 
  use many special skills. 
  When a thief surprise attacks a person from behind, he doubles 
  his damage (i.e. rolls damage twice). At sixth level, a thief inflicts 
  triple damage with a backstab attack. 
  Thieves have the following specialized skills: 
  Climb Sheer Surfaces — Thieves can attempt to climb surfaces 
  that have no apparent hand and foot holds. 
  Find & Remove Traps — Thieves can find hidden traps, and 
  remove them safely with a set of thieves’ tools. 
  Hide in Shadows — Thieves can attempt to hide with nothing to 
  obscure them but the shadows. 
  Listen at Door – Thieves can attempt to hear conversations and 
  other noises clearly on the other side of a door. 
  Move Silently — When a thief moves silently, they move without 
  making any sound whatsoever, and thus there is no chance that 
  someone will hear them. 
  Open Locks — Thieves can use their thieves’ tools to pick locks, 
  and use their keen hearing and nimble fingers to crack safes. 
  Pick Pockets — Thieves can attempt to pick pockets without any 
  chance of their victims knowing they have been robbed. In 
  addition, a thief can use this skill to palm small objects and 
  perform other acts of legerdemain. 
  Use of these skills is resolved as per a skilled task check (see Task 
  Checks for more information). 
  At sixth level, a thief gains a retainer. The retainer is a loyal 
  companion under the control of the thief’s player. The retainer is 
  rolled randomly on the retainer table at the end of this section. 
  The TK should roll ability scores for the retainer and assign them 
  a name and alignment. The thief must pay for his retainer’s room 
  and board. Retainers receive 25% of the experience points 
  earned by the thief. 
  ASSASSIN SUBCLASS 
  A thief with an intelligence of 13 or higher can opt to be an 
  assassin. An assassin must be Chaotic in alignment. Assassins lose 
  the ability to find & remove traps and pick pockets, but gain a 
  more potent backstab. An assassin’s backstab deals double 
  damage from first to third level, and triple damage from fourth to 
  sixth level. An assassin can choose to forgo extra damage from his 
  backstab and instead force the target to pass a Fortitude saving 
  throw or be knocked unconscious for one hour. 
  SHADOWDANCER SUBCLASS 
  A thief with a Charisma of 13 or higher can opt to be a shadow-
  dancer. A shadowdancer does not just hide in shadows, she 
  merges with them. Shadowdancers can see up to 30’ in complete 
  darkness (unless they can see further because of their race). 
  When a shadowdancer successfully hides in shadows, she can 
  jump from that shadow to other shadows within sight.  
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  13 
   
  THIEF ADVANCEMENT TABLE 
  XP 
  LEVEL 
  HIT POINTS 
  ATTACK  BONUS 
  TITLE 
  0 
  1 
  1d6 
  +0 
  Scamp 
  1,500 
  2 
  2d6 
  +1 
  Varlet 
  3,000 
  3 
  3d6 
  +1 
  Villain 
  6,000 
  4 
  4d6 
  +2 
  Dodger 
  12,000 
  5 
  5d6 
  +3 
  Rapscallion 
  24,000 
  6 
  6d6 
  +3 
  Desperado 
   
  THIEF SAVING THROWS 
  LEVEL 
  FORTITUDE 
  REFLEXES 
  WILL 
  1st to 2nd 
  15 
  13 
  15 
  3rd to 4th  
  14 
  12 
  14 
  5th to 6th  
  13 
  11 
  13 
   
  VI. RETAINERS 
  Retainers are loyal sidekicks gained by sixth level characters. 
  When a character reaches sixth level, their player should roll on 
  the table below to determine what sidekick they attract. 
  D20 
  RETAINER 
  1 
  Brave Soldier (2nd level fighter, chainmail, pole arm) 
  2 
  Clever Tinker (2nd level thief, dagger and tools) 
  3 
  Cunning Man (2nd level sorcerer, club, spellbook) 
  4 
  Dashing Archer (2nd level arcane archer, leather, bow, dagger) 
  5 
  Devout Pilgrim (2nd level cleric, leather armor, staff, holy symbol) 
  6 
  Disguised Noble (2nd level fighter, chainmail, sword) 
  7 
  Drunken Boxer (2nd level monk, staff) 
  8 
  Elderly Scholar (2nd level sorcerer, staff, spellbook) 
  9 
  Feisty Friar (2nd level cleric, chainmail, mace, holy symbol) 
  10 
  Greedy Sellsword (2nd level fighter, chainmail, shield, sword) 
  11 
  Mysterious Ninja (2nd level shadowdancer, Nunchaku, shuriken) 
  12 
  Patient Picaro (2nd level thief, dagger) 
  13 
  Rakish Swordsman (2nd level fighter, sword, dagger) 
  14 
  Salty Sailor (2nd level fighter, crossbow, axe) 
  15 
  Sneaky Spy (2nd level assassin, dagger) 
  16 
  Street Urchin (2nd level thief, dagger) 
  17 
  Tribal Shaman (2nd level druid, staff, sling, wooden holy symbol) 
  18 
  Vampire Hunter (2nd level cleric, chainmail, mace, holy water) 
  19 
  Warrior-Mage (2nd level warlock, leather armor, sword, dagger) 
  20 
  Wise Woman (2nd level sorcerer, dagger, spellbook) 
   
   
  VII. FEATS 
  Characters are people cut from heroic cloth. They are separated 
  from normal folk by their ability to succeed where others would 
  fail and to survive myriad dangers that would fell lesser people. 
  To this end, during each session of play, a player may choose one 
  of the following heroic feats for his or her character to use during 
  that session. Feats must be chosen before play begins, and can 
  only be used once during the game session. Your feat should be 
  chosen secretly and written on the back of your character sheet, 
  so that you can reveal it when you choose to use it. 
  AGILE – You automatically pass an Agility task check. 
  ALERTNESS – You and your friends ignore surprise. 
  BLIND-FIGHT – You can fight without penalty during one combat 
  despite being unable to see. 
  BULL RUSH – You automatically push an opponent out of your 
  way, so long as they are no more than one size larger than you. 
  CHARGE – When you charge at running speed into a combat, you 
  score double damage against your target if you hit them. 
  CLEAVE – You gain a free attack against a nearby opponent after 
  reducing another opponent to zero hit points. 
  DEFLECT ARROW – When an arrow, bolt or other missile weapon 
  would end your life, you may attempt a Reflex saving throw. If 
  successful, you deflect the missile and suffer no damage. 
  DIEHARD – When a melee attack would reduce you to 0 hit 
  points, you can attempt a Fortitude saving throw to retain 1 hit 
  point for one additional round, and then drop to 0 hit points. 
  DISARM – You automatically disarm an opponent. 
  DODGE – During one combat, you can designate one opponent 
  and gain a +2 bonus to AC against them for the entire combat. 
  ENDURANCE – You automatically pass an Endurance task check. 
  ENARGE SPELL – You can double the range of a spell. 
  EXPERTISE – You can take a penalty of as much as -5 on one 
  attack roll and apply the same number as a bonus to AC. 
  EXTEND SPELL – You can double the duration of one spell. 
  FAR SHOT – You can increase a missile weapon’s range by 150%. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  14 
   
  GRAPPLE – You automatically grapple and hold one opponent. 
  The opponent has a normal chance to attack and break the hold 
  in the following rounds. 
  GREAT FORTITUDE – You automatically pass a Fortitude save. 
  IMPROVED INITIATIVE – You (or your side) automatically win 
  initiative for one combat. 
  IMPROVED TURNING – You make one turn undead attempt as 
  though you were one level higher. 
  IRON WILL – You automatically pass a Will saving throw. 
  KNOWLEDGE – You automatically pass a Knowledge task check. 
  LIGHTNING REFLEXES – You automatically pass a Reflex save. 
  MANYSHOT – You may shoot two missiles at a single opponent 
  within 30’ without penalty. 
  MAXIMIZE SPELL – You maximize damage from one spell. 
  MIGHTY – You automatically pass a Strength task check. 
  PERCEPTIVE – You automatically pass a Perception task check. 
  PERSUASIVE – You automatically pass a Charisma task check. 
  POINT BLANK SHOT – You automatically hit an opponent within 
  30’ with a missile attack. 
  POWER ATTACK – You can take a penalty of as much as -5 on one 
  melee attack roll and apply the same number as a bonus to 
  damage from that attack if it hits. 
  PRECISE SHOT – You can fire into a melee with a missile weapon 
  with no chance of hitting an ally. 
  RAPID SHOT – You can make two attacks during a round with a 
  missile weapon. 
  RUN – You can run at quintuple your normal movement rate for 
  one round, or two rounds if you are tough. 
  SPELL FOCUS – You can force an opponent to re-roll a successful 
  saving throw against a spell you throw. 
  STUNNING FIST – You can stun an opponent for one round with a 
  successful unarmed attack. 
  SUNDER – You automatically break a weapon or item held by an 
  opponent, so long as it is not magical. 
  SWING – When you attack an opponent by swinging on a rope 
  into them, you score double damage if you hit them. 
  TRIP – You automatically trip an opponent. 
  TWO-WEAPON FIGHTING – During one combat you can fight with 
  two weapons at no penalty. 
  WEAPON FOCUS – During one combat, you gain a +1 bonus to hit 
  and damage with one chosen weapon. 
  WHIRLWIND ATTACK – For one round, you can attack every 
  opponent within reach of your melee weapon. For each 
  opponent beyond the first being attacked, all attacks suffer a -1 
  penalty to hit. 
  VIII. EQUIPMENT 
  MONEY 
  Money comes in three denominations – gold pieces (gp), silver 
  pieces (sp) and copper pieces (cp). One gold piece is worth ten 
  silver pieces, and one silver piece is worth 10 copper pieces. 
  Naturally, that means one gold piece is worth 100 copper pieces. 
  Characters begin the game with 10 gp per point of Charisma. 
  ENCUMBRANCE 
  Characters adventuring into mysterious, dangerous places will 
  want to carry all the gear they might possibly need, but they are 
  limited by the weight of this gear. 
  Weight in Bloody Basic is simplified (of course), with each item in 
  the game being assigned one of three weight classes – light, 
  medium or heavy. For our purposes, a medium object weighs as 
  much as three light objects, and a heavy object weighs as much 
  as six light objects. 100 coins count as a single light item. 
  A normal character can carry 24 light objects without being 
  encumbered. 
  A weak character can carry 14 light items without being 
  encumbered. 
  A strong character can carry 34 light items without being 
  encumbered. 
  An encumbered character’s movement rate is reduced by 10. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  15 
   
   
  ARMOR 
  A character’s Armor Class (AC) is based on the armor they wear. If 
  the character is clumsy, one point is deducted from their AC. If 
  the character is nimble, one point is added to their AC. 
  ARMOR 
  AC 
  WEIGHT 
  COST 
  None 
  10 
  - 
  - 
  Leather 
  12 
  L 
  10 gp 
  Chainmail 
  15 
  M 
  150 gp 
  Plate mail 
  17 
  H 
  1,500 gp 
  Helm 
  +1 
  L 
  7 gp 
  Shield 
  +1 
  L 
  7 gp 
  Spikes 
  - 
  - 
  50 gp 
   
  Shields and helms increase a character’s AC by one point. 
  Spiked armor costs 50 gp extra, but allows you to deal +1 damage 
  when wrestling and with unarmed attacks. 
  WEAPONS 
  When faced with a horde of goblins or a rampaging dragon, a 
  weapon can be a character’s best friend. 
  Melee weapons are weapons used in hand-to-hand combat. 
  Missile weapons are weapons that strike from a distance. 
  MELEE WEAPON 
  DAMAGE 
  WEIGHT 
  COST 
  Axe 
  1d6 
  L 
  6 gp 
  Battleaxe 
  1d8 
  M 
  10 gp 
  Club 
  1d4 
  L 
  1 sp 
  Dagger 
  1d4 
  L 
  2 gp 
  Dagger, Punching 
  1d3+1 
  L 
  2 gp 
  Flail 
  1d4+1 
  M 
  8 gp 
  Greatsword 
  1d10 
  H 
  50 gp 
  Lance 
  1d6+1 
  M 
  5 gp 
  Mace 
  1d4+1 
  M 
  5 gp 
  Morning star 
  2d4 
  M 
  8 gp 
  Nunchaku 
  1d6 
  L 
  2 gp 
  Pole arm 
  1d10 
  H 
  10 gp 
  Spear 
  1d8 
  M 
  2 gp 
  Spiked Chain 
  1d8 
  H 
  25 gp 
  Staff 
  1d6 
  M 
  2 sp 
  Sword 
  1d8 
  M 
  15 gp 
  War hammer 
  1d4+1 
  M 
  12 gp 
   
  Spiked chains can be used to make two attacks per round, as 
  though one were fighting with two weapons. In this case, the 
  weapon deals 1d8 points of damage with the first attack, and 1d4 
  points of damage with the second attack. 
  MISSILE WEAPON 
  RANGE 
  DAMAGE 
  WEIGHT 
  COST 
  Axe 
  30’ 
  1d6 
  L 
  6 gp 
  Bolas 
  30’ 
  1d4 
  L 
  5 gp 
  Bow 
  200’ 
  1d6 
  M 
  30 gp 
  Crossbow 
  300’ 
  1d6+1 
  H 
  50 gp 
  Dagger 
  40’ 
  1d4 
  L 
  2 gp 
  Dart 
  60’ 
  1d4 
  L 
  5 sp 
  Javelin 
  90’ 
  1d6 
  L 
  1 gp 
  Shuriken (10) 
  30’ 
  1d3 
  L 
  1 sp 
  Sling 
  150’ 
  1d4 
  L 
  1 cp 
   
  Bows, crossbows and slings require ammunition. Bows shoot 
  arrows, crossbows shoot bolts and slings throw bullets. In a 
  pinch, smooth river stones can be used as sling ammunition. 
  MISSILE WEAPON 
   
  WEIGHT 
  COST 
  Arrows, quiver of 20 
   
  L 
  1 gp 
  Bolts, case of 10 
   
  L 
  2 gp 
  Bullets, sack of 20 
   
  L 
  1 sp 
   
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  16 
   
  ADVENTURE GEAR 
  Since not every danger in a dungeon can be solved with fighting, 
  exploration requires more than just armor and weapons.  
  ITEM 
  WEIGHT 
  COST 
  Acid (Flask) 
  L 
  10 gp 
  Alchemist Fire (Flask) 
  L 
  20 gp 
  Ale (mug) 
  L 
  4 cp 
  Antitoxin (Vial) 
  - 
  50 gp 
  Backpack 
  L 
  2 gp 
  Barding (AC 15) 
  H 
  600 gp 
  Bedroll 
  L 
  1 sp 
  Boots 
  L 
  1 gp 
  Camel 
  - 
  15 gp 
  Candles (10) 
  L 
  1 sp 
  Chain (10’) 
  L 
  30 gp 
  Chalk 
  - 
  1 cp 
  Cloak 
  L 
  1 gp 
  Crowbar 
  L 
  2 gp 
  Dog, Guard 
  - 
  25 gp 
  Everburning Torch 
  L 
  110 gp 
  Fishing Gear 
  L 
  5 gp 
  Flask 
  L 
  3 cp 
  Flint & Steel 
  - 
  1 gp 
  Gown 
  L 
  1 gp 
  Grappling Hook 
  L 
  1 gp 
  Hammer 
  L 
  5 sp 
  Hat with Feather 
  L 
  1 gp 
  Holy Symbol, Wood 
  - 
  1 gp 
  Holy Symbol, Silver 
  L 
  25 gp 
  Holy Water (Flask) 
  L 
  25 gp 
  Horse, Riding 
  - 
  75 gp 
  Horse, War 
  - 
  400 gp 
  Hose, Woolen 
  L 
  5 sp 
  Ink (Vial) 
  - 
  8 gp 
  Iron Spikes (10) 
  L 
  1 gp 
  Lantern 
  L 
  1 sp 
  Lock 
  L 
  40 gp 
  Manacles 
  L 
  15 gp 
  Map Case 
  L 
  1 gp 
  Mirror, Small 
  L 
  10 gp 
  Mule 
  - 
  8 gp 
  Oil (Flask) 
  L 
  1 sp 
  Paper (10 sheets) 
  - 
  4 gp 
  Poison (Flask) 
  L 
  100 gp 
  Pole (10’) 
  M 
  2 sp 
  Pouch, Belt 
  L 
  1 gp 
  Quill 
  - 
  1 sp 
  Rations (Week) 
  L 
  35 sp 
  Riding Gear 
  M 
  12 gp 
  Robe 
  L 
  1 gp 
  Rope (50’) 
  M 
  1 gp 
  Sack 
  - 
  1 sp 
  Sandals 
  - 
  1 cp 
  Sledge 
  M 
  1 gp 
  Smokestick 
  L 
  20 gp 
  Spade 
  M 
  2 gp 
  Spellbook (Blank) 
  L 
  15 gp 
  Sunrod 
  L 
  2 gp 
  Tent 
  M 
  10 gp 
  Thieves’ Tools 
  L 
  30 gp 
  Thunderstone 
  L 
  30 gp 
  Torches (10) 
  L 
  1 sp 
  Treasure Map* 
  - 
  10 gp 
  Trousers 
  L 
  5 sp 
  Tunic 
  L 
  5 sp 
  Wagon 
  - 
  35 gp 
  Waterskin 
  L 
  1 gp 
  Whetstone 
  - 
  2 cp 
  Wine (Bottle) 
  L 
  10 gp 
   
  * There is only a 1% chance that a treasure map is genuine. 
  Acid, alchemist’s fire and thunderstones can be thrown in combat 
  up to 10’. If they hit something hard, they shatter and deal 1d6 
  points of damage to any creature within 5’. In addition, 
  thunderstones deafen opponents who fail a Fortitude save. 
  Everburning torches are just as they sound – magical torches that 
  never extinguish. Smokesticks create a thick cloud (10’ cubed) of 
  smoke when they are ignited. Sunrods are metal rods one foot 
  long that, when struck against something hard, glow as per a light 
  spell for six hours. 
  HENCHMEN 
  Henchmen are people hired by adventurers to accompany them 
  into the dungeon. Henchmen expect to be paid a salary. Hench-
  men do not earn a share of experience points or treasure, and 
  they do not advance in level. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  17 
   
  The number of henchmen a character can hire for an adventure 
  depends on the character’s charisma. A character with average 
  charisma can hire three henchmen. A repulsive character can hire 
  only one henchman. A charming character can hire five 
  henchmen. 
  Guides – Guides work as scouts, hunters and trappers. They are 
  skilled at guiding people through the wilderness and tracking 
  monsters and animals. Guides fight as warriors (1d6 hit points, +1 
  bonus to attack) and can wear leather armor and fight with light 
  and medium weapons. Guides earn a wage of 5 gp per day. 
  Men-At-Arms – Men-at-arms are soldiers and mercenaries. They 
  fight as warriors (1d6 hit points, +1 bonus to attack). Men-at-
  arms come in the following varieties: 
  Archers – Archers wear leather armor (AC 12) and fight with 
  axe and bow. Archers earn 1 gp per day. 
  Crossbowman – Crossbowmen wear chainmail armor (AC 15) 
  and carry crossbow and axe. They earn 2 gp per day. 
  Footman – Footmen wear chainmail armor and carry a shield 
  (AC 16), and fight with a spear and dagger. Footmen earn 5 
  gp per day. Automaton footmen wear plate mail (AC 18) and 
  earn 10 gp per day. 
  Halberdier – Halberdiers wear leather armor (AC 12) and 
  carry pole arms and daggers. Halberdiers earn 5 gp per day. 
  Horseman – Horsemen wear chainmail and carry a shield (AC 
  16). They fight with lance and sword, and ride war horses. 
  Horsemen earn 10 gp per day. 
  Slinger – Slingers wear leather armor (AC 12) and fight with 
  dagger and sling. They earn 5 sp per day. 
  Rogues – Rogues are members of the criminal underworld. 
  Rogues are usually Chaotic in alignment, and thus not very 
  trustworthy. They have the skills of a first level thief. Rogues fight 
  as normal humans (1d4 hit points, no attack bonus). They cannot 
  wear armor and can only fight with daggers and clubs. Rogues 
  earn a wage of 5 gp per day. 
  Sage – A sage is a wizened old man or woman who has spent 
  their life in the pursuit of knowledge. Sages are literate in at least 
  six languages, and can cast one first level sorcerer spell per day. 
  Sages fight as normal humans (1d4 hit points, no attack bonus) 
  and cannot wear armor. They can only fight with daggers and 
  clubs. A sage earns a wage of 10 gp per day. 
  Torch Bearer – A torch bearer is a normal human being who is 
  hired to carry torches and basically serve as human pack animals. 
  Torch bearers fight as normal humans (1d4 hit points, no attack 
  bonus) and cannot wear armor. They can only fight with daggers 
  and clubs. Torch bearers earn a wage of 1 sp per day. 
   
  IX. ALIGNMENT 
  Alignment is an abstract definition of a character’s moral code. 
  There are three alignments: Lawful, Chaotic and Neutral. 
  Lawful characters believe in honesty and mercy. They do not kill 
  helpless prisoners and may not use poison or acid in combat, as 
  this is not considered honorable. Clerics will heal Lawfuls for free. 
  Chaotic characters put themselves and their desires ahead of all 
  others. They are willing to lie, cheat and steal to get what they 
  want out of life. Chaotic characters have no qualms about killing 
  helpless prisoners and they can use poison and acid in combat. 
  Clerics will heal Chaotics for a 50% portion of their treasure. 
  Neutral characters do not choose sides in the alignment wars. 
  They are generally trustworthy, but are primarily interested in 
  themselves. Neutral characters can kill helpless prisoners if they 
  feel that their lives will be in danger if they do not, and while they 
  cannot use poison in combat, they can use acid. Clerics will heal 
  Neutral characters for a 10% share of their treasure. 
  Members of an alignment have a secret “alignment language” of 
  phrases and signs to identify themselves to other true believers.  
  X. RULES OF PLAY 
  TIME 
  To measure time within the game, we use minutes, hours, days 
  and weeks, just as one normally would, but we also use rounds 
  and turns. A round represents about 10 seconds, so there are 6 
  rounds per minute. A turn is 10 minutes long. 
  Rounds are used in combat. Minutes and turns are used in 
  exploration, while hours and days are used in wilderness 
  exploration. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  18 
   
  MOVEMENT 
  Movement is measured in feet (‘) per round. The average person 
  can move 30’ per round while walking normally. A person who is 
  carefully exploring moves as a rate of 10’ per round. A person 
  that is running can move up to 120’ per round for one round, and 
  60’ per round for up to one turn. 
  TIME SPAN 
  EXPLORATION 
  WALKING 
  RUNNING 
  Round 
  10’ 
  30’ 
  120’ 
  Minute 
  60’ 
  180’ 
  720’ 
  Turn 
  600’ 
  1,800’ 
  7,200’ 
   
  Small characters, like gnomes, have a normal walking speed of 
  20’ per round, instead of 30’ per round. Their exploration 
  movement rate is the same as for larger folk, since they do not 
  need to creep around more slowly just because their normal 
  walking speed is slower than that of larger folk. Movement for 
  these folks looks like this: 
  TIME SPAN 
  EXPLORATION 
  WALKING 
  RUNNING 
  Round 
  10’ 
  20’ 
  80’ 
  Minute 
  60’ 
  120’ 
  480’ 
  Turn 
  600’ 
  1,200’ 
  4,800’ 
   
  Long distance running (i.e. running for one hour or more) is only 
  possible by making a successful Fortitude saving throw. 
  LIGHT 
  Humans cannot see in the dark, and thus need to bring a light 
  source into dungeons. Demi-humans and monsters can usually 
  see up to 60’ in the dark by sensing minor variations in 
  temperature (i.e. infrared vision). 
  LIGHT SOURCE 
  RADIUS  
  DURATION 
  Candle 
  5 ft. 
  1 hour 
  Lamp 
  15 ft. 
  6 hours 
  Lantern 
  30 ft. 
  6 hours 
  Torch 
  20 ft. 
  1 hour 
   
  Lighting something with flint and tinder takes 1d4 rounds. 
  Lighting one object from another object takes only one round.  
  SAVING THROWS 
  Saving throws are the way your character avoids dangers outside, 
  and sometimes inside, combat. There are three types of saving 
  throws: Fortitude, Reflex and Will. 
  Fortitude saving throws are made against things that attack your 
  physical body, usually from within, like poison, disease and pain.  
  Reflex saving throws are made to duck, dodge or avoid things like 
  magic rays, dragon breath or traps. 
  Will saving throws are made against magical forces, especially 
  those that attack your mind. 
  To pass a saving throw, you must roll 1d20 and try to roll equal to 
  or higher than your character’s saving throw value.  
  Frail characters deduct one from their Fortitude saving throw 
  rolls, while tough characters add one to their Fortitude roll. 
  Clumsy characters deduct one from their Reflex saving throw 
  rolls, while nimble characters add one to their Reflex roll. 
  Foolish characters deduct one from their Will saving throw rolls, 
  while wise characters add one to their Will roll. 
  TASKS 
  Characters often need to accomplish tasks that have nothing to 
  do with combat. When a player decides his or her character is 
  going to do something, the best policy is to assume it succeeds 
  unless it is difficult, a matter of life or death (i.e. it is dramatic) or 
  when it is being attempted under pressure. 
  If a character is attempting a task in which they are unskilled, the 
  player rolls 1d20 and tries to roll an 18 or higher. 
  If a character is attempting a task for which they have a knack, 
  the player rolls 1d20 and tries to roll a 15 or higher. 
  If a character is attempting a task in which they are skilled (for 
  example – a thief attempting to pick pockets), they player 
  attempts a task check. The type of task check depends on the 
  task being attempted. Skilled task checks are a modified version 
  of saving throws. 
  AGILITY TASKS – Agility tasks use a character’s Reflex saving 
  throw. A clumsy character subtracts one from his roll, while a 
  nimble character adds one to his roll. Agility tasks include 
  balancing, climbing sheer surfaces, escaping bonds, hiding in 
  shadows, moving silently, opening locks, picking pockets, and 
  removing traps. 
  CHARISMA TASKS – Charisma tasks use a character’s Will saving 
  throw. A repulsive character subtracts one from his roll, while a 
  charming character adds one to his roll. Charisma tasks include 
  collecting rumors, bluffing people, disguising oneself and 
  intimidation or entertaining people. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  19 
   
  ENDURANCE TASKS – Endurance tasks use a character’s Fortitude 
  saving throw. A frail character subtracts one from his roll, while a 
  tough character adds one to his roll. Endurance tasks include 
  ignoring pain and concentration. 
  KNOWLEDGE TASKS – Knowledge tasks use a character’s Will 
  saving throw. An stupid character subtracts one from his roll, 
  while a smart character adds one to his roll. Knowledge tasks 
  include identifying plants and animals, translating ancient 
  languages, and finding traps. 
  PERCEPTION TASKS – Perception tasks use a character’s Will 
  saving throw. A foolish character subtracts one from his roll, 
  while a wise character adds one to his roll. Perception tasks 
  include finding secret doors and listening at doors. 
  STRENGTH TASKS – Strength tasks use a character’s Fortitude 
  saving throw. A weak character subtracts one from his roll, while 
  a strong character adds one to his roll. Strength tasks include 
  bending bars, breaking down doors, jumping and swimming. 
  COMBAT 
  Combat begins with rolling initiative. Initiative determines which 
  character or monster, or which side, goes first in combat. 
  Initiative can be handled in two ways: Individual or Group. 
  For group initiative, each side in the combat rolls 1d6. The side 
  that rolls highest goes first in combat. On a tie, all actions occur 
  simultaneously. 
  For individual initiative, each character and monster rolls 1d10, 
  with the highest roller going first, then the second-highest roller, 
  and so on, until each character and monster has had a turn. 
  The following modifiers can be used with individual initiative: 
  ACTION/CONDITION 
  MODIFIER 
  Clumsy 
  -1 to initiative 
  Nimble 
  +1 to initiative 
  Encumbered 
  -1 to initiative 
  Cast Spell 
  -1 to initiative for first level spells, -2 for second 
  level spells, -3 for third level spells 
  Light Weapons 
  +1 to initiative 
  Heavy Weapons 
  -1 to initiative 
  Haste 
  +1 to initiative 
  Slow 
  -1 to initiative 
   
  Once the order of combat has been determined, each member of 
  a group or each individual combatant can take their turn. On a 
  creature’s turn, they can make a normal move and take an action, 
  make a double move and take no action, or just stand around 
  doing nothing. 
  An action, in this context, includes casting a spell, attacking with a 
  weapon, or performing some other action, like climbing a wall or 
  picking a lock. 
  To make an attack, roll 1d20 and add the attacker’s attack bonus. 
  If making a melee attack, add one to the roll if the character is 
  strong, and subtract one from the roll if the character is weak. If 
  making a missile attack, add one to the roll if the character is 
  nimble, and subtract one from the roll if the character is clumsy. 
  Any advantage to an attack, such as high ground or using a longer 
  melee weapon or your opponent being prone on the ground, 
  gives you a +1 bonus to hit.  
  If the total attack roll is equal to or greater than the target’s 
  Armor Class, the attack is successful. On a successful attack, the 
  attacker rolls damage dice, and the damage is deducted from the 
  target’s hit point total. When the target’s hit points are reduced 
  to 0, the attacker can choose whether they are killed, knocked 
  unconscious, or subdued and become prisoners. 
  When attempting a special maneuver, such as grappling, pushing 
  people out of your way, tripping people or throwing dust in their 
  eyes, you make a normal attack, but your opponent can make an 
  appropriate saving throw determined by the TK, who adjudicates 
  the effects of the attack if it succeeds. 
  Some characters like to attack with two melee weapons, e.g. a 
  sword in one hand and a dagger in the other. When attempting 
  this tricky maneuver, a character can only use two light weapons, 
  or one medium weapon and one light weapon. Doing this allows 
  the character to make one extra attack with a light weapon, but 
  all attacks made by the character in the round suffer a -2 penalty. 
  HEALING 
  Aside from magical healing, characters heal one hit point per 
  night of rest, one hit point per level per full day of rest, and one 
  ability score point per full day of rest. 
  RETREAT 
  Adventurers can retreat from combat at normal speed. This is 
  called a fighting withdrawal. If the monsters appear to be winning 
  handily, they will probably follow up and press the attack. Other-
  wise, they may be content to allow the adventurers to retreat. 
  A full retreat is made at running speed. Running from combat 
  permits the other side a free set of attacks. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  20 
   
  When half a group of monsters are reduced to 0 hit points, a 
  single monster loses half its hit points, or a leader type is killed, 
  the monsters must make a morale check to remain in combat. 
  Non-intelligent monsters, like skeletons, oozes, constructs and 
  some plants, which have no sense of self preservation, never 
  have to make morale checks – they always fight to the death. 
  Monsters with basic animal intelligence have a 5 in 6 chance of 
  making a fighting retreat. If they are pressed, they go into full 
  retreat and run away. 
  Monsters with human-level intelligence have a 5 in 6 chance of 
  making a fighting retreat if they appear to be outnumbered or are 
  flanked or in some other bad tactical situation. If they still have 
  the upper hand, they have a 3 in 6 chance of retreat. If they are 
  defending their homes or something equally important to them, 
  they have a 1 in 6 chance of retreating. Once monsters choose to 
  stand and fight, they need make no further morale checks until 
  losing another half of their numbers or hit points, or losing a 
  leader. Pressing an attack against intelligent monsters in a 
  fighting retreat forces them to make another morale check to 
  avoid making a full, running retreat. 
  CONDITION 
  CHANCE OF RETREAT 
  Non-Intelligent 
  0 
  Animal Intelligence 
  5 in 6 
  Intelligent, losing 
  5 in 6 
  Intelligent, winning 
  3 in 6 
  Intelligent, defending home 
  1 in 6 
   
  DISEASE AND POISON 
  Disease deducts 1d6 points of Constitution per day from its victim 
  until the victim reaches zero points of Constitution and dies or is 
  cured by magic. Each day, the victim of disease can attempt a 
  Fortitude saving throw to resist this damage. If the victim passes 
  two of these saving throws in a row, they have fought off the 
  disease and suffer no more ill effects. 
  A creature that is poisoned must pass a Fortitude saving throw or 
  suffers 1d6 points of damage per round. If two of these saving 
  throws in a row are passed, the poison ceases causing damage. 
  XI. DUNGEONS AND WILDERNESS 
  DESIGNING DUNGEONS 
  A sample dungeon map can be seen on this page. Drawing a 
  dungeon is a simple exercise in creativity. Find a piece of graph 
  paper and a pencil, and begin drawing rooms and corridors. Add 
  doors, some locked and others not, stairs or shafts to lower 
  levels, and other features to make the place interesting.  
  Once the map is drawn, stock the rooms. The following table can 
  be used as a guide: 
  D20 
  ROOM CONTENTS 
  1-4 
  Empty 
  5 
  Unguarded treasure (roll individual treasure) 
  6-7 
  Monster 
  8-11 
  Monster with treasure 
  12-13 
  Trap 
  14-18 
  Trap guarding treasure 
  19 
  Monster and trap guarding treasure 
  20 
  Wondrous object 
   
  Traditionally, a dungeon becomes more dangerous as one delves 
  deeper into it. The first level of a dungeon should be a challenge 
  for first level adventurers, while the sixth level of a dungeon 
  should be a challenge for sixth level parties. 
  Wondrous objects include teleportation portals, pools of magical 
  liquids, weird wall carvings that give clues to beat the dungeon, 
  magical statues that talk or curse adventurers, etc. 
  When adventurers delve into a dungeon and then leave to 
  replenish supplies and hit points, there is a 1 in 6 chance that a 
  room that has been cleared of monsters will have new occupants. 
  Dungeons are magical places, and doors will close and lock, and 
  traps reset, by themselves an hour after being opened/triggered. 
  WANDERING MONSTERS 
  A dungeon is meant to be a place full of danger. Monsters do not 
  just stay put in their rooms. Sometimes, they hunt the corridors 
  for prey, while other times they are just moving from one 
  location to another. These are termed “wandering monsters”.  
  Once each turn or hour (the time increment is determined by the 
  TK), roll 1d6. On a roll of “1”, a wandering monster has come 
  upon the adventurers. The TK should now roll 1d6 for both the 
  adventurers and the monster. A roll of “1” indicates that the 
  group is surprised. A surprised group automatically loses initiative 
  in the first round of combat. If both sides are surprised, there is 
  no modifier to initiative. 
  When the adventurers meet the monsters, the TK should roll a 
  reaction check to see what the monsters are thinking.  
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  21 
   
   
  2D6 
  REACTION 
  2-4 
  Hostile – will attack immediately 
  4-9 
  Neutral – willing to negotiate 
  10-12 
  Friendly – will propose alliance or trade 
   
  Chaotic monsters deduct one from their reaction check, while 
  Lawful monsters add one to their reaction check. 
  The reaction roll gives you the monster’s current state of mind. If 
  the monsters are not hostile, and they are intelligent and speak a 
  language known by the adventurers, a spokesperson can be 
  appointed to communicate with the monsters. The spokesperson 
  can attempt a Charisma task check to improve their mood. If 
  successful, re-roll the reaction check and add two to the roll. 
  If the monsters turn out to be friendly, let the scene unfold 
  through the role playing of the players. If the monsters are 
  hostile, use the combat rules to resolve the situation. Wandering 
  monsters never carry more than individual treasure. 
  In dungeons or wilderness areas, the TK should develop a random 
  table of wandering monsters common to the area. 
   
  TRAPS 
  Traps have been a hallmark of dungeons ever since 
  archaeologists first delved into King Tut’s tomb. 
  Traps can be found by attempting a Perception task. Thieves are 
  skilled at these Perception tasks. 
  Once a trap has been found, adventurers can attempt to remove 
  it by attempting an Agility Task. Thieves are skilled at these Agility 
  tasks. If an attempt to remove a trap is unsuccessful, the trap is 
  triggered and the would-be trap remover must pass a Reflex 
  saving throw or be hit full force by the trap. 
  Some sample traps include: 
  PITS – Pits are usually covered by trap doors. Falling into a pit 
  inflicts 1d6 points of damage per 10’ fallen. Pits can be filled with 
  spikes (+1d8 damage), acid (+1d6 acid damage) or even guardian 
  monsters or additional traps. 
  FUSILLADES – A fusillade consists of dozens of darts shot out of a 
  wall, ceiling or floor. The victim is struck by 1d8 darts (1d4 
  damage). The darts may be poisoned. 
  NEEDLES – Poisoned needles can be secreted in locks to jab 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  22 
   
  people trying to pick the lock. 
  COLLAPSING STAIRS – Stairs might be rigged to collapse 
  underneath people, turning into a chute that delivers them into a 
  very uncomfortable place, somewhat like a pit. 
  SCYTHING BLADES – A blade swings out at a person, inflicting 
  1d10 points of damage if they fail a Reflex saving throw. 
  CRUSHING STONES – Heavy stones might be balanced above 
  doorways, or ceilings might be rigged to collapse. These traps 
  deal anywhere from 2d6 to 6d6 points of damage, and might 
  leave people buried under the rubble. 
  JETS OF FIRE – A cone of fire deals 3d6 points of fire damage. 
  SHOCK PLATE – An electrified metal plate deals 2d6 points of 
  electricity damage. 
  EXPLOSIVE RUNES – As the sorcerer spell. The type of damage 
  can be modified by the Treasure Keeper. 
  WILDERNESS 
  The wilderness is the mostly uninhabited land outside of 
  civilization. Most of the best dungeons to plunder are located 
  outside of civilization, across many miles of wilderness. For this 
  reason, adventurers must often travel across wilderness. 
  Rate of movement depends on the transportation: 
  BEAST 
  MILES PER DAY 
  ENCUMBERED 
  DRAUGHT 
  Donkey or Mule 
  16 
  90 lb 
  900 lb 
  Camel 
  20 
  300 lb 
  1,000 lb 
  Elephant 
  18 
  600 lb 
  8,000 lb 
  Griffon 
  6 foot, 18 wing 
  300 lb 
  800 lb 
  Hippogriff 
  16 foot, 32 wing 
  300 lb 
  900 lb 
  Horse 
  16  
  200 lb 
  350 lb 
  Human 
  12 
  - 
  - 
  Llama 
  15 
  65 lb 
  325 lb 
  Ox 
  5 
  100 lb 
  500 lb 
  Pegasus 
  16 foot, 32 wing 
  200 lb 
  300 lb 
  Sled Dog 
  10 
  20 lb 
  100 lb 
   
  If the terrain is rough and broken, halve the mileage. If traveling 
  through mountains, divide them by three. 
  In hot places, you must double normal water intake or lose 1 hit 
  point per day. 
  In cold places, you must double normal food intake and wear 
  warm clothes or lose 1 hit point per day. 
  When traveling through wilderness, there is a 1 in 6 chance per 
  day of experiencing some form of danger. Usually, this involves 
  an encounter with monsters, but it could also involve things like 
  quicksand, poison gases, earthquakes and the like. Be creative – 
  the point is to give the players a challenge to overcome. 
  When encountering humanoids in the wilderness, civilized 
  humanoids are usually found in patrols of 3d6 warriors 
  dispatched from a nearby settlement.  
  Barbaric humanoids are found either in patrols or lairs. Barbaric 
  humanoid lairs number 20 to 80 warriors and three times as 
  many non-combatants. Barbaric humanoid lairs are governed by 
  a chief and 1d4 sub-chiefs (maximum hit points). A lair might 
  include a shaman (2 in 6 chance, cleric, roll 1d4 for level) or witch 
  doctor (2 in 6 chance, sorcerer, roll 1d4 for level).  
  CIVILIZATION 
  When adventurers are not trekking across wilderness or delving 
  into dungeons, they need a place to rest and prepare for their 
  next adventure. This is where civilization comes in. 
  Settlements come in three basic sizes: Villages, towns and cities. 
  Villages are collections of cottages and hovels protected by lords 
  or ladies in castles. Villages have populations of 10 to 60 families 
  (roll 1d6 x 10). They are surrounded by agricultural land, mines 
  and coasts that permit fishing. The lord of the village employs 1d6 
  x 10 men-at-arms to defend it, with a sergeant to assist the lord. 
  Most common items can be purchased in villages, but armor and 
  weapons usually cannot. The lord’s armorer can repair items. 
  Village shrines are tended by first level clerics, and there is a 1 in 
  6 chance that the lord employs a first level sorcerer. 
  Towns are much larger settlements, surrounded by walls and 
  defended by a duke or duchess in a citadel. Towns have 100 to 
  600 families (roll 1d6 x 100), and are usually positioned in fertile 
  regions, or on trade routes (i.e. highways, rivers or sea ports). 
  Most towns are surrounded by three or more villages that help 
  supply food and other raw materials to the town people. Towns 
  are defended by 1d6 x 100 men-at-arms, with one sergeant per 
  10 men-at-arms and one captain to assist the lord. Towns are 
  almost always composed of humans – demi-humans rarely gather 
  in large enough numbers to create full towns. Any item can be 
  purchased in a town. Town churches are tended by third level 
  clerics, and each town has at least one sorcerer (roll 1d6 to 
  determine the sorcerer’s level), usually as court mage. There is a 
  chance that a town will have a guild of thieves (1d6 x 10 first level 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  23 
   
  thieves commanded by a sixth level thief) or a chaos cult (1d6 x 
  10 worshipers and a third level cultist). 
  Cities are massive settlements that are always located at the 
  nexus of multiple trade routes. Cities have 1,000 to 6,000 families 
  (roll 1d6 x 1,000), and are always in fertile regions. Cities are 
  surrounded by three or more towns and many villages. Cities are 
  surrounded by tall walls, many towers and one two or more 
  citadels commanded by lords or ladies. The city is ruled by a king 
  or queen. It is defended by 1d6 x 1,000 men-at-arms, with one 
  sergeant per 10 and one captain per 100. Any mundane item can 
  be purchased in a city, and there may be a black market for magic 
  items. City temples (or cathedrals or monasteries) are tended by 
  a sixth level cleric. Kings always have a sixth level sorcerer as their 
  court mage, and cities often contain schools of magicians. Every 
  city has at least one guild of thieves (see town above), and they 
  might have a guild of assassins. Every city has at least one chaos 
  cult as powerful as its Lawful temple, or perhaps multiple smaller 
  chaos cults (see town above). 
  XII. MONSTERS 
  In Bloody Basic, a “monster” is defined as any opponent of the 
  player characters. Under this definition, human beings and elves 
  and dwarves can be considered monsters. 
  Monsters are primarily defined by their type and their size, and 
  some monsters have extra special abilities as well.  
  There are twelve monster types in the game: Aberrations, 
  Animals, Demons & Devils, Dragons, Elementals, Fey, Giants, 
  Humanoids, Monsters, Oozes, Plants and Undead. You can think 
  of monster types as being something like character classes. 
  Humanoids are more like player characters than monsters, and 
  are not defined as much by size as by fighting skill and strength. 
  Monsters come in five size ranges: Tiny (up to 1’ long or tall), 
  Small (2’ to 4’ long or tall), Medium (5’ to 9’ long or tall), Large 
  (10’ to 21’ long or tall) and Huge (22’ or more). 
  Monsters have three other main statistics: Hit Dice, Armor Class 
  and Attacks. A monster’s Hit Dice are the number of d6 the TK 
  rolls to determine the monster’s hit points. It is also the 
  monster’s attack bonus (i.e. a 5 Hit Dice monster has an attack 
  bonus of +5). A monster’s Armor Class works in the same way as 
  a character’s Armor Class. A monster’s attacks are the number of 
  attacks it can make each round, against the same or different 
  targets. The damage caused by these attacks is noted. 
  When creating monsters, simply assign the monster a type and 
  size, choose an Armor Class, determine the monster’s attacks and 
  then give it any special abilities you think make sense. 
  Monsters that can fly or swim do so at double their normal 
  movement rate. Monsters that can climb or burrow do so at their 
  normal movement rate.  
  Some common special attacks are poison, disease, the ability to 
  cast magic spells (either specific spells cast a specific number of 
  times per day, or simply casting spells as a sorcerer or cleric), 
  petrification (i.e. turning to stone), breath weapons, the ability to 
  drain levels or ability score points (permanent unless recovered 
  through extreme magical means involving quests), and paralysis. 
  Monsters that can only be harmed by magical weapons can 
  literally not be damaged by normal weapons – they either pass 
  through it harmlessly or bounce off its hide. Special attacks 
  always permit a saving throw to negate them or, if they cause 
  damage like dragon breath, to cut the damage they inflict in half. 
  Monsters are assigned challenge levels to help TKs gauge how 
  dangerous the monster is. An encounter between a group of 
  adventurers and monsters of the same or slightly lower level is 
  considered a balanced encounter (i.e. either side has an even 
  chance of winning the encounter). A single monster two or three 
  levels above the level of the adventurers is also considered a 
  balanced encounter. When designing an adventure, TKs want to 
  throw in many encounters where the adventurers have the upper 
  hand, a few balanced encounters, and maybe one or two 
  encounters where the monsters have the advantage. Not every 
  monster has to be attacked – adventurers should avoid combat 
  as much as possible, relying instead on their wits to stay alive. 
  A monster’s challenge level (CL) determines its XP value (i.e. how 
  many experience points the adventurers will divide between 
  them for defeating the monster). 
  CL 
  XP 
  CL 
  XP 
  0 
  50 
  7 
  1,200 
  1 
  100 
  8 
  1,500 
  2 
  200 
  9 
  1,800 
  3 
  300 
  10 
  2,200 
  4 
  500 
  11 
  2,600 
  5 
  700 
  12 
  3,000 
  6 
  900 
  13 
  3,500 
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  24 
   
  ABERRATIONS 
  Aberrations are monsters that often defy description. They are 
  unearthly creatures with alien minds and thought processes. 
  Aberrations can see in the dark to a range of 60’. Aberrations are 
  always Chaotic in alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  2 
  20 
  16 
  15 
  12 
  3 
  Medium 
  6 
  30 
  12 
  12 
  10 
  7 
  Large 
  8 
  40 
  10 
  11 
  9 
  9 
  Huge 
  10 
  50 
  7 
  10 
  8 
  11 
   
  CHAOS BEAST (MEDIUM ABERRATION) – Chaos beasts have ever-
  changing forms, but always appear as bundles of tentacles 
  punctuated by random hands, feet and faces. They have AC 16 
  and make two attacks each round (1d4 damage). Creatures 
  damaged must pass a Fortitude saving throw or lose their 
  physical stability – they become soft and misshapen, unable to 
  hold weapons or items, and losing their minds. Each round, they 
  lose one point of Wisdom; at 0 Wisdom they become chaos 
  beasts permanently. Victims can make a new Fortitude saving 
  throw each round to regain their senses and their bodies. Lost 
  points of wisdom return at a rate of one per day. Spells fails 
  against chaos beasts 20% of the time. 
  CHOKER (SMALL ABERRATION) – Chokers are humanoid-shaped 
  creatures with rubbery skin and long tentacle fingers. They have 
  AC 17 and attack with their strangling hands (1d4 damage). 
  Victims of a successful attack are choked for 1d4 damage until 
  the choker’s hold is broken with an attack or Strength task check. 
  Chokers can climb walls and ceilings. 
  CHUUL (LARGE ABERRATION) – Chuuls are a horrible mix of 
  crustacean, insect, and serpent. They lurk submerged or partially 
  submerged, awaiting intelligent prey to devour. Chuul can swim. 
  They have AC 20 and attack with two pincers (2d6 damage). 
  Creatures struck by the pincers must pass a Reflex save or be 
  grabbed and dragged to its paralytic tentacles (Fortitude save or 
  paralyzed) and bitten for 1d8 damage per round. Chuul are 
  immune to poison. 
  DARKMANTLE (SMALL ABERRATION) – Darkmantles look like 
  cone-shaped squids, their bodies ringed by short tentacles. They 
  attach themselves to ceilings and then glide from them to land on 
  peoples’ heads to suffocate them. Darkmantles have AC 17 and 
  can fly as well as crawl. They have one slam attack (1d4 damage), 
  and victims of this attack must pass a Reflex save or have their 
  head enveloped for 1d4 damage per round. The monster can be 
  removed by killing it (though attacks against an enveloping 
  darkmantle deal half as much damage to the victim as to the 
  monster) or by prying it loose with a Strength task check. 
  DESTRACHAN (LARGE ABERRATION) – Destrachans look like 
  bipedal dinosaurs with large, toothless mouths and beady eyes. 
  Destrachans can use echolocation like a bat to detect enemies. 
  They have AC 18 and attack with two claws (1d6 damage). They 
  can make themselves immune to sounds. Three times per day it 
  can emit a sonic blast in a 30’ radius or a cone 80’ long and 40’ 
  wide at the base. This sonic blast deals 4d6 damage. 
  ETHEREAL FILCHER (MEDIUM ABERRATION) – These bizarre 
  creatures have four long arms with long, bony fingers. They can 
  become ethereal at will, and use this ability to pop in behind 
  adventurers and pick their pockets (as a fifth level thief). They try 
  to avoid combat as much as possible. Filchers have AC 17 and bite 
  for 1d4 damage in combat. 
  ETHEREAL MARAUDER (MEDIUM ABERRATION) – These are squat 
  beasts with violet skin, two thick legs, no arms, heads that mostly 
  consist of toothy maws, and whip-like tails. They have AC 14 and 
  attack with a bite for 1d6 damage. Ethereal marauders can 
  become ethereal at will, and use this ability to ambush prey. 
  GRICK (MEDIUM ABERRATION) – These monsters have worm or 
  snake bodies with jagged beaks surrounded by four barbed 
  tentacles. They have AC 16 and attack with four tentacles (1d4 
  damage) and a bite (1d3 damage). They can climb. Gricks can only 
  be damaged by magic weapons and spells. 
  NEH-THALGGU (HUGE ABERRATION) – Neh-thalggus resemble 
  centipedes covered in spiny armor with tentacles flanking their 
  heads. They are naturally incorporeal creatures. They can 
  communicate telepathically to a range of 100’. Neh-thalggu have 
  AC 20 and attack with ten tentacles (1d10 damage) and a bite 
  (2d12 damage). Creatures struck by the tentacles lose one point 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  25 
   
  of strength, dexterity and constitution. Lost ability points return 
  at the rate of one per day. Once per combat, a neh-thalggu can 
  extract a brain from a victim (Fortitude save negates) through 
  extra-dimensional means. If the saving throw succeeds, the victim 
  suffers 5d6 damage and is stunned for two rounds. If the saving 
  throw is not successful, the victim dies and the neh-thalggu gains 
  its memories. If the victim was a sorcerer, the neh-thalggu also 
  gains her spell-casting ability for one hour. Neh-thalggu can only 
  be damaged by magic weapons and spells. Spells fail against them 
  50% of the time. Neh-thalggu can teleport at will. 
  WALKING SLIME (MEDIUM ABERRATION) – Walking slimes look 
  like humanoids composed of slime. They have AC 11 and attack 
  with slams (1d6 damage). If the monster’s attack roll was a 15 or 
  higher, the victim must pass a Fortitude saving throw or 
  transform into a walking slime six rounds unless a remove curse 
  spell is cast on them. They are immune to acid and electricity. 
  WORM THAT WALKS (MEDIUM ABERRATION) – These creatures 
  are colonies of intelligent worms that mass together into 
  humanoid form. They hide their true nature by wearing robes. 
  The worm that walks has AC 20 and attacks with staves (1d6 
  damage) or by engulfing their opponents with a grapple attack. 
  Victims of a grapple suffer 3d6 damage per round while they are 
  suffocated by the worms. They can discorporate and slither away 
  when threatened. Spells fail against them 25% of the time. A 
  worm that walks can cast spells as a fifth level cultist. 
  ANIMALS 
  Animals are the normal beasts that walk the world today or in the 
  past, as well as giant versions of these creatures. Most animals 
  can see in the dark to a range of 30’. Animals have no alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  30 
  14 
  13 
  18 
  1 
  Medium 
  3 
  40 
  12 
  12 
  17 
  3 
  Large 
  7 
  40 
  9 
  10 
  15 
  7 
   
  CARNIVOROUS APE (MEDIUM ANIMAL) – Carnivorous apes look 
  like especially fierce gorillas, sometimes with white fur. They have 
  AC 14 and attack with two claws (1d6) and bite (1d6). 
  CAVE BEAR (LARGE ANIMAL) – Cave bears are giant prehistoric 
  bears. They have AC 17 and attack with two claws (2d6) and a 
  bite (2d8). Creatures struck by both of a cave bear’s claw attacks 
  are hugged for an extra 1d6 points of damage. 
  CONSTRICTOR SNAKE (MEDIUM ANIMAL) – The constrictors 
  include boa constrictors and anacondas. They have AC 15 and 
  attack with a bite (1d4 damage). Bitten creatures must pass a 
  Reflex save or be constricted for 1d4 damage per round until the 
  snake is killed or removed with a successful attack or a Strength 
  task check. Constrictors can swim and climb. 
  GUARD DOG (SMALL ANIMAL) – Guard dogs have AC 15 and 
  attack with their bite (1d4 damage). 
  GIANT ANT (MEDIUM ANIMAL) – Giant ants have AC 17 and 
  attack with a stinging bite (2d4 damage). Giant ants can climb 
  walls and ceilings. 
  GIANT CENTIPEDE (SMALL ANIMAL) – Giant centipedes have AC 
  14 and attack with a poisonous bite (1d3 damage). They can 
  climb walls and ceilings. 
  GIANT RAT (SMALL ANIMAL) – Giant rats have AC 13 and attack 
  with a diseased bite (1d4 damage). Giant rats can climb walls. 
  GIANT SCORPION (LARGE ANIMAL) – Giant scorpions have AC 16 
  and attack with two claws (1d6) and a poison sting (1d6). 
  GIANT SPIDER (MEDIUM ANIMAL) – Giant spiders have AC 14 and 
  attack with a poison bite (1d6 damage). Giant spiders can climb 
  walls and ceilings (waterspouts can give them trouble). 
  GIANT VIPER (LARGE ANIMAL) – Giant vipers covers all poisonous 
  snakes. They have AC 15 and attack with a poisonous bite (1d6).  
  LION (LARGE ANIMAL) – Lions have AC 15 and attack with two 
  claws (1d6 damage) and bite (1d8 damage). 
  RIDING HORSE (LARGE ANIMAL) – Riding horses have AC 13 and 
  attack with two hooves (1d4 damage). 
  SMILODON (LARGE ANIMAL) – Smilodons have AC 17 and attack 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  26 
   
  with two claws (1d10 damage) and bite (2d8 damage). 
  WAR HORSE (LARGE ANIMAL) – Warhoses are horses trained for 
  combat. They have AC 14 and attack with two hooves (1d6 
  damage) and a bite (1d4 damage). 
  WOLF (MEDIUM ANIMAL) – Wolves have AC 14 and attack with a 
  bite (1d6 damage). 
   
  CONSTRUCTS 
  A construct is an animated object or artificially constructed 
  creature. Constructs are immune to mind-affecting effects, 
  poison, sleep effects, paralysis, stunning and disease. They do not 
  need to eat, sleep or breathe. Constructs cannot be healed with 
  traditional healing magic (i.e. cure spells), but can be repaired. 
  Constructs are usually Neutral in alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  1 
  20 
  18 
  15 
  15 
  2 
  Small 
  2 
  20 
  16 
  15 
  15 
  3 
  Medium 
  4 
  30 
  14 
  14 
  14 
  5 
  Large 
  9 
  30 
  10 
  11 
  11 
  10 
   
  ANAXIM (LARGE CONSTRUCT) – These constructs of pure Law 
  look like bronze humanoids with four arms and four legs. They 
  have AC 23 and attack with four weapons (2d6) or a lightning bolt 
  (60’ long; 8d6 damage) or sonic blast (cone 60’ long and 30’ wide 
  at base; 8d6 damage). Anaxim can only be damaged by magic 
  weapons and spells. Spells fail against them 50% of the time, and 
  they suffer half damage from cold and fire. Anaxim are immune 
  to illusions and invisibility, and can cast dispel magic and 
  invisibility at will. In addition, they can become ethereal. They 
  regenerate 1d4 hit points per round. 
  ANIMATED OBJECT (CONSTRUCT) – Animated objects can be any 
  size. They have whatever special abilities their shape suggests. 
  AUTOMATON (MEDIUM CONSTRUCT) – Automatons are human-
  oid creatures composed of metal, wood and leather. Unlike most 
  constructs, they are intelligent beings with souls. Automatons 
  have AC 16 and attack with their fists (1d4 damage) and 
  weapons. They suffer only half damage from electricity. 
  DRAGOLEM (LARGE CONSTRUCT) – These constructs are 
  fashioned in the shape of dragons. They might be made of metal, 
  carved from wood or constructed from dragon bones. They have 
  AC 17 and attack with two claws (1d6 damage) and bite (2d10 
  damage). Three times per day, they can expel a poisonous cloud 
  (20’ x 20’ x 20’). Like dragons, they are immune to sleep spells, 
  damage from fire and cold, mind-altering spells, and can make a 
  Will saving throw to detect invisibility. Dragolems are immune to 
  spells and they can fly. They can only be damaged by magic 
  weapons and spells. 
  RETRIEVER (HUGE CONSTRUCT) – Retrievers are mechanical 
  spiders used by demons, devils and other powerful ne’er-do-wells 
  to track people down for elimination. They have AC 20 and attack 
  with four claws (2d8 damage), a bite (1d8 damage) and an eye 
  ray. They have four types of rays to choose from: Laser Ray (6d6 
  damage; Reflex save halves), Freeze Ray (6d6 damage; Reflex 
  save halves), Lightning Bolt (6d6 damage; Reflex save halves) and 
  a Petrification Ray (Fortitude saving throw or turned to stone). 
  Retrievers are immune to electricity and regenerate 1d4 hit 
  points per round. 
  SHIELD GUARDIAN (LARGE CONSTRUCT) – These constructs are 
  created by sorcerers to serve as their personal bodyguards. They 
  have AC 21 and attack with two slams (1d8 damage). The creator 
  of a shield guardian wears a magical amulet that allows him to 
  control the construct with his mind. In combat, a shield guardian 
  can absorb half the damage suffered by its controller. They can 
  store one spell that their creator casts into them, and the use 
  that spell when they are commanded to do so. 
  UMBRAL BLOT (MEDIUM CONSTRUCT) – These monsters look like 
  spherical voids. Anything that comes into contact with them 
  disintegrates immediately. Creatures can attempt a Fortitude 
  saving throw to avoid disintegration, but still suffer 5d6 damage. 
  Umbral blots can become ethereal and teleport at will. Spells fail 
  against them 50% of the time. They regenerate 1d4 hit points per 
  round. They suffer only half damage from acid, cold, electricity 
  and fire. Umbral blots have AC 25. 
  DRAGONS 
  Dragons are reptilian horrors that walk on four legs and have 
  wings and a host of special abilities. They can see in the dark to a 
  range of 120’ and are immune to sleep and paralysis effects. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  27 
   
  Dragons come in all sizes, their size indicating their age. Damage 
  values indicated below are for medium-sized dragons. For each 
  size smaller, a tiny dragon deducts two from damage rolls, and a 
  small dragon deducts one from damage rolls. A large dragon adds 
  one to damage rolls, and a huge dragon adds two. 
  All dragons have wings and can fly. 
  Black, blue, green, red and white dragons are Chaotic, while gold 
  dragons are Lawful. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  3 
  40 
  13 
  12 
  13 
  4 
  Small 
  6 
  40 
  11 
  10 
  10 
  7 
  Medium 
  9 
  50 
  9 
  8 
  9 
  10 
  Large 
  12 
  50 
  6 
  6 
  6 
  13 
  Huge 
  15 
  60 
  3 
  5 
  5 
  16! 
   
  BLACK DRAGON – Black dragons live in swamps. They have AC 17 
  and attack with two claws (1d6 damage) and bite (1d8 damage). 
  Three times per day they can breathe a 60’ line of acid at a single 
  foe, dealing damage equal to the dragon’s current hit points 
  (Reflex save for half damage). Black dragons are immune to acid 
  damage. They have a 5% chance of casting spells as a first level 
  sorcerer. 
  BLUE DRAGON – Blue dragons live in deserts. They have AC 18 
  and attack with two claws (1d6 damage) and bite (1d8 damage). 
  Three times per day they can breathe a 60’ line of electricity at a 
  single foe, dealing damage equal to the dragon’s current hit 
  points (Reflex save for half damage). Blue dragons are immune to 
  electricity damage. They have a 15% chance of casting spells as a 
  third level sorcerer. 
  GOLD DRAGON – Gold dragons live under water. They have AC 19 
  and attack with two claws (1d6 damage) and bite (1d8 damage). 
  Three times per day they can breathe a cone of fire (30’ long, 15’ 
  wide at base), dealing damage equal to the dragon’s current hit 
  points to all within the cone (Reflex save for half damage) or a 
  cone of gas that forces those within it to pass a Fortitude saving 
  throw or become weak. Gold dragons are immune to fire 
  damage. They have a 25% chance of casting spells as a fifth level 
  sorcerer. 
  GREEN DRAGON – Green dragons live in the woods. They have AC 
  17 and attack with two claws (1d6 damage) and a bite (1d8). 
  Three times per day they can breathe a cone of acid gas (30’ long, 
  15’ wide at base), dealing damage equal to the dragon’s current 
  hit points (Reflex save for half damage) to all within the cone. 
  Green dragons are immune to acid damage. They have a 10% 
  chance of casting spells as a second level sorcerer. 
  RED DRAGON – Red dragons live in mountains. They have AC 18 
  and attack with two claws (1d6 damage) and bite (1d8 damage). 
  Three times per day they can breathe a cone of fire (30’ long, 15’ 
  wide at base), dealing damage equal to the dragon’s current hit 
  points (Reflex save for half damage) to all within the cone. Red 
  dragons are immune to fire damage. They have a 20% chance of 
  casting spells as a fourth level sorcerer. 
  WHITE DRAGON – White dragons live in frigid places. They have 
  AC 16 and attack with two claws (1d6 damage) and bite (1d8 
  damage). Three times per day they can breathe a cone of freezing 
  cold (30’ long, 15’ wide at base), dealing damage equal to the 
  dragon’s current hit points (Reflex save for half damage) to all 
  within the cone. White dragons are immune to cold damage. 
  They have a 10% chance to cast spells as 2nd level sorcerers. 
   
  ELEMENTALS 
  Elementals are bizarre entities formed from the basic building 
  blocks of the fantasy universe: Air, earth, fire and water. 
  Elementals are immune to poison, sleep effects, disease and 
  paralysis. Elementals can see in the dark to a range of 60’. 
  Elementals do not eat, sleep or breathe. Elementals can only be 
  damaged by magic weapons and spells. Most are Neutral. 
  AIR AND FIRE ELEMENTALS  
  Air and fire elementals come in all sizes. Tiny elementals deduct 
  two from their damage rolls, and small elementals deduct one. 
  Large elementals add one to their damage rolls and huge 
  elementals add two. 
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  28 
   
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  1 
  20 
  18 
  13 
  16 
  3 
  Small 
  3 
  20 
  15 
  12 
  15 
  5 
  Medium 
  5 
  30 
  13 
  11 
  14 
  7 
  Large 
  7 
  30 
  11 
  10 
  13 
  9 
  Huge 
  9 
  40 
  8 
  9 
  12 
  11 
   
  AERIAL SERVANT (MEDIUM AIR ELEMENTAL) – These creatures 
  are usually summoned into the world by powerful clerics. They 
  are naturally invisible. Aerial servants have AC 19 and attack with 
  two slams (2d8 damage). They are only damaged by magic 
  weapons and spells. Twice per day they can release a blast of 
  wind to a range of 80’ that deals 4d8 damage and forces victims 
  to pass a Fortitude saving throw or be knocked down. 
  AIR ELEMENTAL – Air elementals appear as tornadoes with 
  glowing eyes floating within. They have AC 18 and attack with a 
  slam (1d6 damage). Once per day they can become whirlwinds, 
  sucking all within 20’ who fail a Fortitude saving throw into 
  themselves and dealing automatic slam damage each round for a 
  number of rounds equal to the air elemental’s hit dice. Air 
  elementals are immune to electricity. 
  AIR MEPHIT (SMALL AIR ELEMENTAL) – Mephits appear as small, 
  winged imps. They have AC 16 and attack with two claws (1d4 
  damage). Twice per day they can breathe a cone (10’ long, 5’ 
  wide) of dust and grit that deals 1d4 damage and blinds those 
  who fail a Fortitude saving throw. When exposed to moving air, 
  they regenerate 1d4 hit points per round. 
  FIRE ELEMENTALS – Fire elementals appear as walls of flame with 
  glowing eyes floating within. They have AC 16 and attack with a 
  slam (2d6 damage). Creatures damaged by a fire elemental’s 
  attack must pass a Reflex save or catch on fire, suffering 1d6 
  damage each round until extinguished. They are immune to fire. 
  FIRE MEPHIT (SMALL FIRE ELEMENTAL) – Mephits appear as 
  small, winged imps. They have AC 16 and attack with two claws 
  (1d4 damage). Twice per day they can breathe a cone (10’ long, 5’ 
  wide) of fire that deals 1d8 damage. When exposed to fire, they 
  regenerate 1d4 hit points per round. 
  SALAMANDER (MEDIUM FIRE ELEMENTAL) – Salamanders look 
  like humanoids with the lower bodies of serpents. They have 
  burning red skin. Salamanders have AC 18 and attack with spear 
  (1d8 damage + 1d6 fire damage) and tail slap (2d6 damage + 1d6 
  fire damage). They are immune to fire, but suffer double damage 
  from cold attacks.  
   
  EARTH & WATER ELEMENTALS 
  Earth and water elementals come in all sizes. Tiny elementals 
  deduct two from their damage rolls, and small elementals deduct 
  one. Large elementals add one to their damage rolls and huge 
  elementals add two. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  1 
  20 
  16 
  15 
  16 
  3 
  Small 
  3 
  20 
  13 
  14 
  15 
  5 
  Medium 
  5 
  30 
  11 
  13 
  14 
  7 
  Large 
  7 
  30 
  9 
  12 
  13 
  9 
  Huge 
  9 
  40 
  6 
  11 
  12 
  11 
   
  EARTH ELEMENTAL – Earth elementals appear as humanoids 
  composed of rock and soil. They have AC 18 and attack with a 
  slam (1d8 damage). Earth elementals can move through solid 
  rock, stone and soil as easily as a fish swims through water. Earth 
  elementals are immune to acid. 
  EARTH MEPHIT (SMALL EARTH ELEMENTAL) – Mephits appear as 
  winged imps. They have AC 16 and attack with two claws (1d4 
  damage). Twice per day they can breathe a cone (10’ long, 5’ 
  wide) of rock shards that deals 1d8 points of damage. Once per 
  day they can enlarge themselves, as the giant-size potion. When 
  touching earth, they regenerate 1d4 hit points per round. 
  ICEMAN (LARGE WATER ELEMENTAL) – Icemen are humanoids 
  composed of solid ice. They have AC 17 and attack with two 
  slams (1d8 damage + 1d6 cold damage). Creatures struck by them 
  must pass a Fortitude saving throw or have their extremities 
  numbed, slowing them (per the spell slow). They can burrow 
  through snow and ice as easily as a fish swims through water.  
  THOQQUA (MEDIUM EARTH ELEMENTAL) – Thoqquas look like 
  worms composed of red-hot rock. They have AC 18 and attack 
  with a slam (1d6 damage + 2d6 fire damage). They can burrow 
  through solid rock. Creatures struck by them must pass a Reflex 
  saving throw or catch on fire. They are immune to fire and suffer 
  double damage from cold. 
  XORN (MEDIUM EARTH ELEMENTAL) – These barrel-shaped 
  monsters have giant mouth atop their bodies, three stubby legs, 
  three clawed arms and three massive eyes. They have AC 21 and 
  attack with a bite (4d6 damage) and three claws (1d4 damage). 
  They can burrow through earth and stone. Xorns eat gemstones, 
  and can smell them up to 20’ away. Xorns cannot be back-
  stabbed. They are immune to cold and fire, suffer half damage 
  from electricity and all but bludgeoning weapons. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  29 
   
  WATER ELEMENTAL – Water elementals appear as living waves 
  with glowing eyes floating within. They have AC 16 and attack 
  with a slam (1d8 damage). They cannot stray more than 180’ 
  from the body of water they were conjured in. Once per day they 
  can turn into a whirlpool, sucking all within 20’ who fail a 
  Fortitude saving throw into themselves and dealing automatic 
  slam damage each round for a number of rounds equal to the air 
  elemental’s hit dice. Water elementals are immune to cold. 
  WATER MEPHIT (SMALL WATER ELEMENTAL) – Mephits appear as 
  small, winged imps. They have AC 16 and attack with two claws 
  (1d4 damage). Twice per day they can breathe a cone (10’ long, 5’ 
  wide) of acidic liquid that deals 1d8 damage. When exposed to 
  water, they regenerate 1d4 hit points per round. 
   
  FEY 
  The fey are magical beings that are tied to nature. Fey creatures 
  have supernatural powers and the ability to cast magic spells. The 
  fey can see in the dark to a range of 60’. Most fey creatures are 
  Lawful or Neutral in alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  1d4 hp 
  20 
  19 
  13 
  13 
  1 
  Small 
  1 
  20 
  16 
  13 
  13 
  2 
  Medium 
  4 
  30 
  14 
  11 
  11 
  5 
   
  HOARY HUNTER (MEDIUM FEY) – Hoary hunters appear as tall 
  men with pallid skin and long, white beards. They ride white 
  stallions through the air, bringing with them chill winds. Hoary 
  hunters have AC 20 and attack with +2 swords (1d8 damage). A 
  blow that would defeat the hoary hunter’s opponent instead 
  transports them body and soul into a diamond on the sword’s 
  hilt. When killed, a hoary hunter is transported back to the fey 
  realm from whence it came. Hoary hunters can only be damaged 
  by magic weapons and spells. Spells fail against them 25% of the 
  time. They are immune to cold damage, but suffer double 
  damage from fire. They can cast hold person at will and dispel 
  magic 3/day. Their steeds fight as war horses that can fly.  
  NIXIE (SMALL FEY) – Nixies are water fey who look like children 
  with webbed hands and feet. Nixies have AC 14 and attack with 
  tridents (1d6 damage). Three times per day a nixie can cast charm 
  person. Spells fail against them 5% of the time.  
  NYMPH (MEDIUM FEY) – These Lawful fey creatures look like 
  incredibly beautiful women. Nymphs have AC 17 and attack with 
  daggers (1d4 damage). A person that looks at a nymph must pass 
  a Fortitude save or be blinded permanently unless the nymph 
  suppresses this power. The gaze of an angry nymph forces a 
  victim to pass a Will saving throw or be stunned into inaction for 
  2d4 rounds. Nymphs cast spells as sixth level clerics. 
  SATYR (MEDIUM FEY) – Satyrs look like bearded elves with goat 
  legs. They are wild and jovial. Satyrs have AC 15 and attack with a 
  headbutt (1d6 damage) and either bow (1d6 damage) or sword 
  (1d8 damage). Satyrs use panpipes to cast charm person or sleep. 
  SIDHE (MEDIUM FEY) – The sidhe are the progenitors of the elves, 
  and look like tall elves with brilliant eyes, golden skin and 
  shimmering hair. They have AC 20 and attack with two energy 
  swords (1d10 damage) that they manifest from their own life-
  force. Their gazes work like charm person spells. Sidhe are 
  immune to poison and disease. Spells fail against them 30% of 
  the time. They regenerate 1d4 hit points per round. They can cast 
  dispel magic, ESP, invisibility, speak with plants and water 
  breathing at will. Once per day they can cast cure light wounds. 
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  30 
   
  GIANTS 
  Giants are humanoids grown to unnatural size. They can see in 
  the dark to a range of 60’. Most giants are Chaotic in alignment. 
  GIANT 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Ogre 
  4 
  40 
  10 
  14 
  15 
  4 
  Ogre Mage 
  5 
  40 
  10 
  13 
  12 
  6 
  Troll 
  6 
  30 
  9 
  12 
  13 
  7 
  Ettin 
  10 
  30 
  7 
  10 
  10 
  10 
  Athach 
  14 
  50 
  3 
  7 
  9 
  16 
   
  ATHACH (HUGE GIANT) – These hulking, misshapen giants have 
  two normal arms and a third arm jutting from their chests. They 
  have AC 19 and attack with three clubs (3d6 damage) and a 
  poisonous bite (2d6 damage) or three rocks (2d6 damage). 
  ETTIN (LARGE GIANT) – Ettins are two-headed giants. They have 
  AC 18 and attack with two morning stars (2d6 damage) or a 
  javelin (1d8 damage). 
  HILL GIANT – Hill giants look like giant cavemen. They have AC 15 
  and attack with clubs (2d8 damage) or boulders (2d8 damage). 
  OGRE – These brutish humanoids stand 10’ tall. They have AC 16 
  and attack with fists (1d6 damage) or clubs (2d4 damage). 
  OGRE MAGE – These monsters are more intelligent and magical 
  versions of the ogre. They are also called oni. They have AC 18 
  and attack with fists (1d8 damage) or sword (2d6 damage). Spells 
  fail against ogre magi 10% of the time. Ogre magi can regenerate 
  1d6 hit points per round. They can fly (magically) and cast the 
  following spells: At will – darkness and invisibility; Once per day – 
  charm person, gaseous form and sleep. Once per day, an ogre 
  mage can throw a cone of cold (60’ long, 30’ wide at the base) 
  that deals 5d6 points of cold damage. 
  TROLL – Trolls are green-skinned giants with shaggy hair. They 
  stand 9’ tall. Trolls have AC 16 and attack with two claws (1d6 
  damage) and a bite (1d6). Trolls regenerate damage not caused 
  by fire or acid at a rate of 1d6 hit points per round. This ability 
  also permits them to re-attach lost limbs and heads. 
  HUMANOIDS 
  Humanoids include humans and demi-humans (elves, dwarves, 
  halflings) and goblinoids (orcs, goblins, hobgoblins, etc.). 
  Humanoids other than humans usually can see in the dark to a 
  range of 60’. 
  All humanoids are either small or medium in size, but there are 
  differences in their combat ability so they are treated individually 
  here rather than by size. 
   
  BARBARIC HUMANOIDS 
  HUMANOID 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Kobold 
  1d3 hp 
  20 
  16 
  13 
  16 
  0 
  Goblin 
  1d4 hp 
  30 
  13 
  16 
  16 
  0 
  Orc 
  1 
  30 
  13 
  15 
  15 
  1 
  Hobgoblin 
  1+1 hp 
  30 
  13 
  15 
  15 
  1 
  Berserker 
  1+1 hp 
  30 
  13 
  15 
  15 
  2 
  Gnoll 
  2 
  30 
  12 
  15 
  15 
  2 
  Lizardman 
  2 
  30 
  12 
  15 
  15 
  2 
  Bugbear 
  3 
  30 
  12 
  14 
  14 
  3 
   
  BERSERKER – Berserkers are Chaotic human warriors. They carry 
  shields (AC 11) and battleaxes (1d8 damage). Once per day, a 
  berserker can go berserk. This lasts for 1d6 rounds, during which 
  they attack twice per round. Berserker leaders fight as gnolls. 
  BUGBEAR – Bugbears are hulking, hairy goblins with wide, toothy 
  mouths and pointed ears. Despite their size, they are quite 
  nimble and they are strong. Bugbears have thick skin and wear 
  bits and pieces of scavenged armor (AC 14). They carry morning 
  stars and javelins into battle. Bugbear leaders fight as well as 
  ogres (see Giants above). 
  DRAKKAR (SERGEANT) – Drakkars are humanoid reptiles with 
  dragon blood in their veins. They have scale colors like those of 
  true dragons. Unlike most barbaric humanoids, they are Neutral 
  rather than Chaotic. Drakkars have thick skin and carry shields, 
  spears and axes (AC 13). Drakkar leaders fight as bugbears. They 
  gain the same special abilities as drakkar characters. 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  31 
   
  GNOLL – Gnolls are large goblins with hyena faces and hairy 
  bodies. They are lazy and cruel, and make slaves of weaker 
  peoples to save themselves from physical labor. Gnolls wear 
  leather armor and carry shields, bows and swords (AC 13). Gnoll 
  leaders fight as well as bugbears. 
  GOBLIN – Goblins are three-foot tall terrors with brilliantly hued 
  skin (green, blue, scarlet, etc.) and fangs. Goblins wear leather 
  armor and carry shields, helms, bows and axes (AC 14). Some ride 
  into battle on worgs. Goblin leaders fight as well as orcs. 
  HOBGOBLIN – Hobgoblins are human-sized goblins with orange 
  or crimson skin. They are smarter than other humanoids, and 
  fight much as the civilized races (i.e. using strategy and tactics). 
  Hobgoblins wear chainmail and they carry shields, helms, spears 
  and crossbows (AC 17). Hobgoblin leaders fight as well as gnolls.  
  KOBOLD – Kobolds are the smallest of the goblinoids, standing 
  just two to three feet tall. They have scaly skin and dog-like faces. 
  Kobolds wear leather armor and carry shields, slings and daggers 
  (AC 13). Kobold leaders fight as well as goblins. 
  ORC (WARRIOR) – Orcs are human-sized goblinoids with green 
  skin and pig faces. They often serve as mercenaries in the armies 
  of evil lords and wizards. Orc archers wear leather armor (AC 12) 
  and carry crossbows and axes. Orc warriors wear leather armor 
  and carry shields, helms, spears and axes (AC 14). Orc leaders 
  fight as well as gnolls. 
  CIVILIZED HUMANOIDS 
  The civilized races are divided into five categories. Commoners 
  include all healthy, adult non-combatants. Warriors are trained to 
  fight. Elites are veteran warriors. Sergeants usually lead groups of 
  10 warriors. Leaders lead larger groups of warriors. More 
  powerful warriors and other types should be modeled using the 
  character classes. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Commoner 
  1d4 hp 
  30 
  13 
  16 
  16 
  0 
  Warrior 
  1 
  30 
  13 
  15 
  15 
  1 
  Elite 
  1+1 hp 
  30 
  13 
  15 
  15 
  1 
  Sergeant 
  2 
  30 
  12 
  15 
  15 
  2 
  Leader 
  3 
  30 
  12 
  14 
  14 
  3 
   
  DWARF – Dwarves live in the mountains. Dwarves have a +3 
  bonus to save vs. poison and magic. They are known to be tough. 
  Dwarf archers wear chainmail and carry helm, crossbow and axe 
  (AC 16). Dwarf warriors wear plate mail and carry shield, helm, 
  war hammer and dagger (AC 19).  
  ELF – Elves live in woodlands. Elves are known to be nimble. Elf 
  archers wear chainmail (AC 16) and carry helm, bow and sword. 
  Elf archers receive a +1 bonus to damage with their bows. Elf 
  warriors wear chainmail and carry shield, helm, spear and dagger 
  (AC 17). Elf knights wear chainmail and carry shield, helm, lance 
  and sword (AC 17). Elf leaders have a 1 in 6 chance of casting 
  spells as first level sorcerers, and can cast spells even when 
  wearing armor. 
  HALFLING – Halflings dwell in fertile highlands. Halflings are 
  known to be nimble. Because of their small size, warriors fight as 
  commoners, elites as warriors, sergeants as elites and leaders as 
  sergeants. Halfling warriors wear leather armor (AC 13) and carry 
  dagger and sling. Halfling warriors receive a +1 bonus to damage 
  with their slings. Halfling elites wear chainmail and carry shield, 
  helm, spear and dagger (AC 17) and ride guard dogs. 
  HUMAN – Humans have no special abilities. Human archers wear 
  leather armor (AC 12) and carry bow and axe. Human warriors 
  (also called men-at-arms) wear chainmail and carry shield, helm, 
  spear and dagger (AC 17). Human elites wear plate mail and carry 
  shield, helm, lance and sword (AC 19) and ride war horses. 
  Human nomads fight as elites and wear leather armor, carry 
  shields, bows, swords and they ride war horses (AC 13). 
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  32 
   
  MAGICAL BEASTS 
  Magical beasts are monsters drawn from folklore and fairy tales. 
  They are usually hybrids of different animals. Magical beasts are 
  often more intelligent than animals and almost always have 
  wondrous powers at their disposal. Magical beasts can see in the 
  dark to a range of 60’. Magical beasts are usually Neutral. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  1 
  20 
  16 
  13 
  16 
  2 
  Small 
  2 
  20 
  13 
  12 
  16 
  3 
  Medium 
  4 
  30 
  11 
  11 
  15 
  5 
  Large 
  8 
  30 
  9 
  9 
  12 
  9 
  Huge 
  12 
  40 
  4 
  7 
  12 
  13 
   
  ARROWHAWK (MEDIUM MAGICAL BEAST) – Arrowhawks are also 
  called thunderbirds. They have AC 20 and attack with a bite (1d8 
  damage) or a lightning bolt (50’ range, 2d8 damage). They are 
  immune to electricity and poison. 
  BEHIR (HUGE MAGICAL BEAST) – These 
  huge monsters look like armored 
  centipedes with heads like beetles. 
  They can slither like snakes or crawl on 
  their legs. Behirs can expel a lightning bolt 
  (20’ range, 7d6 damage) from their mouths 
  once every 10 rounds. They have AC 19 and 
  attack with a bite (2d4). A bitten creature 
  must pass a Fortitude saving throw or be 
  swallowed whole and must make a 
  Fortitude saving throw to survive. 
  BULETTE (HUGE MAGICAL BEAST) – 
  Bulettes look like armored sharks with 
  four 
  stubby 
  legs. 
  They 
  burrow 
  underground and then erupt underneath 
  their prey, surprising them and gaining a free 
  attack. Bulettes have AC 20 and attack with two 
  claws (2d6 damage) and a bite (2d10 damage). 
  CARCASS SCAVENGER (LARGE MAGICAL BEAST) – Carcass 
  scavengers look like giant grubs with multifaceted eyes, small legs 
  and long feelers covered with poisonous filaments. Creatures 
  touched by the filaments must pass a Fortitude saving throw or 
  be paralyzed and then swallowed whole and digested. Carcass 
  scavengers have AC 13. 
  DIGESTER (MEDIUM MAGICAL BEAST) – These sickening reptilian 
  creatures have tube-shaped snouts and long tongues. They have 
  AC 17 and attack with two claws (1d8 damage). They spray a cone 
  of acid (20’ long, 10’ wide at base) that deals 4d6 damage or they 
  can vomit on an adjacent creature for 8d6 acid damage. Digesters 
  are immune to acid. 
  FLAIL SNAIL (LARGE MAGICAL BEAST) – These large, carbon-based 
  mollusks have four heads, each shaped like a morning star and as 
  hard as steel. They have AC 18 and attack with four tentacle 
  slams (1d8 damage). Flail snails are immune to fire and poison. 
  Spells cast at them either fail or rebound back at the caster (roll 
  d6, 1-4 fails, 5-6 rebounds). 
  FROST WORM (HUGE MAGICAL BEAST) -- Frost worms are 
  massive worms covered in horny carapaces the color of freshly 
  fallen snow. They have AC 18 and attack with bite (2d8 damage + 
  1d8 cold damage). They can burrow through ice and snow. The 
  intense cold of a frost worm deals 1 point of cold damage to all 
  creatures within 10’ of them. They can emit a weird trill that 
  forces creatures to pass a Will save or stand motionless. Frost 
  worms can breathe a cone of cold (30’ long, 15’ wide at base) 
  that deals 10d6 cold damage. When killed, a frost worm’s body 
  explodes, dealing 10d6 damage to all within 100’. They are 
  immune to cold and suffer double damage from fire. 
  GIRALLON (LARGE MAGICAL BEAST) – Girallons are tall 
  gorilla-like monsters with four arms. They have AC 16 
  and attack with four claws (1d6 damage) and bite 
  (1d8 damage). They can climb.  
  GRAY RENDER (LARGE MAGICAL BEAST) – These 
  monsters look like hairless grey gorillas with eight 
  black spider eyes. They bond with an area and its 
  creatures and protect them. Gray renders have 
  AC 19 and attack with two claws (1d6) and bite 
  (2d6). 
  KRENSHAR (MEDIUM MAGICAL BEAST) – These magical 
  predatory cats are capable of pulling the skin back from 
  their heads to expose their skulls, frightening those who fail 
  a Will saving throw (per the turn undead attack of clerics). 
  They have AC 15 and attack with two claws (1d4 
  damage) and bite (1d6 damage). 
  OWLBEAR (LARGE MAGICAL BEAST) – Owlbears have the bodies 
  of bears and the heads of giant owls. They have AC 15 and attack 
  with 2 claws (1d6 damage) and bite (1d8 damage). Like bears, 
  they can hug with their claws. 
  PHASE SPIDER (LARGE MAGICAL BEAST) – Phase spiders are giant 
  spiders that can turn ethereal. They have AC 15 and attack with a 
  poisonous bite (1d6 damage). They can climb. 
  PURPLE WORM (HUGE MAGICAL BEAST) – Purple worms are 
  massive worms with dark, purple flesh, mouths filled with jagged, 
  plate-like teeth (2d10 damage) and tails that end in poisonous 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  33 
   
  stingers (2d6 damage). Victims of a bite attack must pass a Reflex 
  save or be swallowed whole. Purple worms can swim and burrow 
  through solid rock. 
  SHOCKER LIZARD (SMALL MAGICAL BEAST) – These giant lizards 
  can generate electricity in their skin. They have AC 16 and attack 
  with a bite (1d4 damage) and can climb and swim. Once per 
  round they can generate a shock to a single target within 5’, 
  dealing 2d8 damage (Reflex save for half). They are immune to 
  electricity damage. 
  YRTHAK (HUGE MAGICAL BEAST) – These monsters resemble eye-
  less pteranodons. They sense movement magically. Yrthaks have 
  AC 18 and attack with two claws (1d6 damage) and bite (2d8 
  damage) or a sonic blast (120’ long, 6d6 damage). They suffer 
  double damage from sound attacks. 
  MONSTROUS HUMANOIDS 
  Monstrous 
  humanoids 
  are 
  humanoids with 
  magical 
  or 
  supernatural powers and usually a monstrous appearance. 
  Monstrous humanoids can see in the dark to a range of 60’. Most 
  monstrous humanoids are Chaotic in alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  20 
  16 
  13 
  13 
  2 
  Medium 
  5 
  30 
  13 
  11 
  11 
  6 
  Large 
  8 
  30 
  10 
  9 
  9 
  9 
   
  BAT MONSTER (LARGE MONSTROUS HUMANOID) – Bat monsters 
  are large humanoid bats. They have AC 13 and attack with two 
  claws (1d6 damage) and bite (2d6 damage). Bat monsters can fly, 
  and can use echolocation to locate enemies in the dark. Their 
  shrieks force those within 10’ to pass a Fortitude saving throw or 
  be struck deaf for one hour. 
  CRABMAN (MEDIUM MONSTROUS HUMANOID) – These giant 
  bipedal crabs have AC 15 and attack with two pincers (1d4 
  damage). Crabmen can swim. 
  DOPPELGANGER (MEDIUM MONSTROUS HUMANOID) – The 
  ultimate identity thieves, doppelgangers can assume the shape of 
  any beings they have encountered. They are capable of using 
  E.S.P. at all times, and use this ability to better impersonate 
  people. Doppelgangers are AC 15 and attack with their fists (1d3 
  damage). They are immune to sleep and charm spells. 
  GLOOM (MEDIUM MONSTROUS HUMANOID) – Glooms are 
  humanoid creatures with featureless faces and black skin that 
  seems to absorb light. Their skin feels rubbery. Glooms have AC 
  19 and attack with a +1 dagger (1d4+1 damage). Their gaze 
  causes terror, forcing those who fail a Will saving throw to flee in 
  panic. Glooms can backstab for triple damage. They are always 
  perfectly silent. Glooms can move through shadows in the same 
  way as shadowdancers. Glooms can only be damaged by magic 
  weapons and spells. They can see perfectly in the dark. Spells fail 
  against them 30% of the time.  
  SCORPIONFOLK (LARGE MONSTROUS HUMANOID) – Scorpionfolk 
  look like gray scorpion-centaurs. They have two pairs of arms, 
  one ending in vicious pincers, the other in humanoid hands. They 
  have AC 16 and attack with two claws (1d6 damage), a sting (1d8 
  damage) and a lance (2d6 damage). Spells fail against scorpion-
  folk 30% of the time. They suffer half damage from fire. 
  WERERAT (SMALL MONSTROUS HUMANOID) – Wererats are 
  Chaotic humans or demi-humans that can turn into giant rats or 
  into humanoid rats. They can be harmed by normal weapons, but 
  can only be killed with silver or magic weapons. Wererats have 
  AC 16 and attack with a diseased bite (1d6 damage) and sword. 
  WEREWOLF (MEDIUM MONSTROUS HUMANOID) – Werewolves 
  are Chaotic humans or demi-humans that can turn into wolves or 
  into humanoid wolves. They can be harmed by normal weapons, 
  but can only be killed with silver or magic weapons. Werewolves 
  have AC 16 and attack with a two claws (1d4) and bite (1d6). 
  OOZES 
  Oozes are protoplasmic beings that creep and slink along the 
  ground, wall or ceiling. As mindless creatures, they are immune 
  to all mind-affecting effects. Oozes are immune to poison, sleep 
  effects, paralysis, polymorph and stunning attacks. Oozes eat and 
  breathe, but they do not sleep. Oozes are Neutral in alignment. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  10 
  16 
  16 
  15 
  2 
  Medium 
  3 
  20 
  14 
  14 
  14 
  4 
  Large 
  5 
  20 
  12 
  13 
  13 
  6 
  Huge 
  10 
  20 
  7 
  10 
  10 
  11 
   
  BLACK PUDDING (HUGE OOZE) – Black puddings look like black 
  blobs that move slowly across the floor enveloping everything in 
  their path. They excrete acid that dissolves organic materials and 
  metal, but does not affect stone. Black puddings have AC 8 and 
  attacks with a slam (2d6 damage plus 2d6 acid damage). Slashing 
  and piercing weapons deal no damage to a black pudding, but 
  instead divide it into two identical monsters one size smaller with 
  half the hit points of the original. 
  GELATINOUS CUBE (LARGE OOZE) – The gelatinous cube is a clear, 
  gelatinous creature shaped like a cube. They move silently down 
  corridors, filling them, and running into people who do not spot 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  34 
   
  them (this requires a Perception task check). Gelatinous cubes 
  have AC 9 and attack with a slam (1d6 damage plus 1d6 acid) that 
  forces people to pass a Fortitude save or be paralyzed for one 
  hour. Paralyzed creatures are enveloped and slowly digested.  
  GRAY OOZE (MEDIUM OOZE) – Gray oozes are just what they 
  sound like. They excrete acid that dissolves organic materials and 
  stone, but does not affect metal. Gray ooze has AC 10 and attacks 
  with a slam (1d6 damage plus 1d6 acid). 
  GREEN SLIME (SMALL OOZE) – These small green slimes cling to 
  ceilings and drip on people, turning their flesh into green slime. 
  This deals 1d6 points of damage per round. The slime can only be 
  removed by being scraped off (inflicts 1d4 damage to the slime’s 
  victim) or fire (inflicts 1d6 damage to the slime’s victim). 
  OCHRE JELLY (LARGE OOZE) – Ochre jellies are yellow-brown 
  oozes. They excrete acid that dissolves flesh. Ochre jelly has AC 9 
  and attacks with a slam (2d4 damage plus 1d4 acid). Slashing and 
  electricity attacks do no damage to ochre jellies, but instead 
  divide it into two identical monsters one size smaller with half the 
  hit points of the original. 
  OUTSIDERS 
  Outsiders are entities that come from beyond the mortal, 
  material world. Outsiders breathe, but do not eat or sleep, unless 
  they wish to. They can see in the dark to a range of 60’ and can 
  only be damaged by magic weapons and spells.  
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Tiny 
  3 
  30 
  15 
  12 
  11 
  5 
  Small 
  4 
  30 
  12 
  11 
  10 
  6 
  Medium 
  6 
  40 
  10 
  10 
  9 
  8 
  Large 
  9 
  40 
  8 
  9 
  8 
  11 
  Huge 
  11 
  40 
  5 
  8 
  7 
  13 
   
  CHAIN DEVIL (MEDIUM OUTSIDER) – These monsters looks like 
  humanoids wrapped in chains, as a mummy is wrapped in cloth. 
  They have AC 19 and attack with two 10’ long chains (2d4 
  damage). Chain devils can only be damaged by silver or magic 
  weapon and by spells, which fail 20% of the time. They are 
  immune to cold and poison. Chain devils can animate and control 
  up to four chains within 20’, giving them up to four extra attacks. 
  Chain devils are Chaotic in alignment. 
  GHAELE (MEDIUM OUTSIDER) – Ghaele look like angelic elves. 
  They are tall and graceful, with thin, soft faces and large, 
  expressive eyes. A ghaele can take the form of an incorporeal 
  globe of light, 5’ in diameter. They have AC 22 and attack with a 
  +2 greatsword (1d10+2) or two light rays (300’ range, 4d6 
  damage). In humanoid form, their gaze slays Chaotic creatures 
  with five or fewer hit dice or levels unless a Will save is passed. In 
  globe form, it can fly and can become ethereal. In either form, 
  they are only damaged by magic weapons and spells. Ghaele are 
  always surrounded by a protection from evil effect. They are 
  immune to electricity and petrification, and spells fail against 
  them 25% of the time. Ghaele are Lawful. 
  HOWLER (LARGE OUTSIDER) – Howlers look like lions covered in 
  porcupine-like quills. They have AC 17 and attack with a bite (2d6 
  damage) and 1d4 quills per round (1d6 damage). Creatures hit by 
  the quills must pass a Reflex save or have a quill break off in 
  them; the effect of this is as the slow spell. Anyone who hears the 
  howl of a howler must succeed on a Will saving throw or lose one 
  point of Wisdom for 24 hours. Howlers are Neutral. 
  IMP (TINY DEVIL) – Imps are tiny devils with red skin, fanged, 
  grinning mouths and tiny black horns. They are cowards who love 
  causing pain and trouble. Imps have AC 20 and attack with a 
  poisonous sting (1d4 damage). Unlike most devils, they can be 
  struck with non-magical weapons. Imps can assume the forms of 
  giant spiders, ravens, giant rats and boars. Imps can cast detect 
  magic and invisibility (self) at will, and suggestion once per day. 
  Imps are Chaotic in alignment. 
  QUASIT (TINY DEMON) – Quasits are ugly little demons with cat-
  like heads and purple scales. They can assume the form of a bat, 
  cat, toad or giant centipede to spy. A quasit has AC 18 and attacks 
  with two claws (1d4 damage) and bite (1d4 damage). A quasit’s 
  claw attacks are poisonous. Unlike most demons, quasits can be 
  harmed with non-magical weapons. Each round, a quasit that is 
  still alive regenerates (i.e. heals itself) one hit point. Quasits can 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  35 
   
  use the following spells at will: Detect good, detect magic, and 
  invisibility (self only). Quasits are Chaotic in alignment. 
  RAST (MEDIUM OUTSIDER) – These weird predators look like a 
  combination of spider and bat. They have large heads and up to 
  fifteen clawed legs. A rast has AC 15 and attacks with four claws 
  (1d4 damage) and bite (1d8 damage). A rast’s gaze paralyzes 
  targets for 1d6 rounds unless they pass a Fortitude save. 
  Creatures bitten must pass a Fortitude save or lose 1d6 hit points 
  to blood drain. Rats can fly. They are immune to fire, but suffer 
  double damage from cold. Rasts are Chaotic in alignment. 
  RAVID (MEDIUM OUTSIDER) – Ravids look like flying serpents 
  with bearded dragon heads and a single clawed leg sprouting 
  from behind its head. Ravids have AC 22 and attack with a tail 
  (1d6 damage) and claw (1d4 damage). Victims of a ravid’s attack 
  feel an unpleasant tingle; undead suffer an extra 2d6 damage. 
  Once per round, a random object within 20’ of the ravid animates 
  (see Animated Object undead Constructs above). These objects 
  defend the ravid. Ravids are immune to electricity. Ravids are 
  Neutral in alignment. 
  SHADOW MASTIFF (MEDIUM OUTSIDER) – Shadow mastiffs look 
  like large dogs composed of shadow. They have AC 14 and attack 
  with a bite (1d6 damage). Creatures who hear their howl or bark 
  must succeed on a Will save or flee in panic. They can disappear 
  into shadow perfectly. Shadow mastiffs are Chaotic. 
  XILL (MEDIUM OUTSIDER) – Xill are extra-dimensional brutes with 
  crimson carapaces and four arms. Xill have AC 19 and attack with 
  two claws (1d4 damage) and two weapons (1d8 damage). They 
  can slip between the folds of space to surprise opponents, 
  moving through the etheric plane. They attempt to grab 
  opponents and drag them back into a sub-dimension to kill and 
  devour them. Victims of their claws must pass a Reflex save or be 
  bitten and paralyzed. Spells fail against them 10% of the time. 
  The xill are Chaotic in alignment. 
  PLANTS 
  Plant monsters are plants with the ability to attack and 
  sometimes crawl. Some are mindless, others are quite intelligent. 
  Most plant monsters can see in the dark to a range of 30’. Plants 
  breathe and eat, but do not sleep. They are immune to poison, 
  sleep effects, paralysis, polymorph and stunning attacks. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Small 
  1 
  20 
  14 
  15 
  16 
  2 
  Medium 
  2 
  30 
  12 
  15 
  16 
  3 
  Large 
  5 
  30 
  10 
  13 
  13 
  6 
  Huge 
  7 
  40 
  7 
  12 
  12 
  8 
   
  ASSASSIN VINE (LARGE PLANT) – The assassin vine is a semi-
  mobile plant that collects its own grisly fertilizer by grabbing and 
  crushing animals and depositing the carcasses near its roots. They 
  have AC 15 and attack with a slam (1d8 damage). Victims of the 
  slam must pass a Reflex save or be constricted for 1d8 damage 
  per round until the monster is killed. 
  MUSHROOM MAN (SMALL PLANT) – These little creatures look 
  like two to three-foot tall mushrooms with wrinkled faces, stubby 
  legs and arms. Mushroom men have AC 14 and attack with fists 
  (1d4 damage) or spears. When killed, they release 1d6 spores 
  which grow into new mushroom men in one turn. They suffer 
  only half damage from fire. 
  PHANTOM FUNGUS (MEDIUM PLANT) – This creature looks like a 
  greenish-brown mass with a cluster of nodules atop the main 
  mass and four stumpy legs to support it. The cluster of nodules 
  serves as the monster’s sensory organs. They have AC 19 and 
  attack with a bite (1d6 damage). Phantom fungi are always 
  invisible, even when attacking; this is already figured into the 
  creature’s Armor Class. They become visible one minute after 
  they are killed. 
  SHAMBLING MOUND (LARGE PLANT) – Shambling mounds look 
  like vaguely humanoid-shaped heaps of rotting vegetation, but 
  are actually intelligent, carnivorous plants. They have AC 19 and 
  attack with two slams (2d6 damage). They can hug like cave bears 
  (q.v.). Shambling mounds are immune to electricity and they only 
  suffer half damage from fire. 
  TENDRICULOS (HUGE PLANT) – A tendriculos looks like a mass of 
  plant-life. They have AC 16 and attack with two tendrils (1d6 
  damage) and a bite (2d10 damage). Bitten creatures must pass a 
  Reflex save or be swallowed whole and paralyzed for 3d6 rounds. 
  Tendriculos regenerate 1d4 hit points per round. 
  TREANT (HUGE PLANT) – Treants look like trees with human faces 
  and legs and arms. They have AC 19 and two slam attacks (2d8 
  damage). They can animate two trees within 180’. These trees 
  fight as treants. They suffer double damage from fire and half 
  damage from blunt and piercing weapons. 
  UNDEAD 
  The undead category includes corpses re-animated by dark magic 
  and the spirits of deceased creatures that still haunt the world. 
  Undead are immune to illusions and mind-affecting effects, 
  poison, sleep effects, paralysis, disease, stunning attacks and 
  death effects. They are also immune to ability damage and drain 
  and to energy damage and drain. The undead are damaged by 
  cure wounds spells and healed by their reverse. The undead do 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  36 
   
  not breathe, eat (except ghouls and vampires) or sleep. Undead 
  creatures are subject to clerical turning.  
  The undead are Chaotic in alignment. 
  Since the undead are created from humanoids, they are also 
  rated not by size but by their unholy power. 
  SIZE 
  HD 
  MV 
  FORT 
  REF 
  WILL 
  CL 
  Skeleton 
  1 
  30 
  15 
  15 
  14 
  1 
  Zombie 
  2 
  20 
  15 
  15 
  15 
  2 
  Shadow 
  3 
  40 
  14 
  14 
  13 
  5 
  Allip 
  4 
  30 
  14 
  14 
  11 
  6 
  Ghost 
  6 
  30 
  12 
  12 
  10 
  8 
  Banshee 
  7 
  30 
  12 
  12 
  9 
  9 
  Bodak 
  9 
  20 
  11 
  11 
  10 
  11 
  Vampire 
  10 
  30 
  10 
  10 
  7 
  12 
  Devourer 
  12 
  30 
  8 
  9 
  6 
  14 
   
  ALLIP (MEDIUM UNDEAD) – Allips are the ghostly remains of 
  people who committed suicide. They have AC 15 and attack with 
  a strike that permanently reduces a person’s Wisdom score by 
  1d4. Each time this happens, an allip regains 1d6 lost hit points. 
  Allips can only be damaged by silver and by magic weapons and 
  spells. Allips constantly mutter, creating a hypnotic effect. 
  Creatures within 60’ must pass a Will save or be stunned into 
  inactivity for 2d4 rounds by this hypnosis. 
  BANSHEE (MEDIUM UNDEAD) – Banshees are the evil spirits of 
  female elves that have died in the wilderness alone. They can 
  sense living creatures within 5 miles. Banshees have AC 17 and 
  attack with a strike (1d8 damage). Seeing a banshee forces a 
  creature – even undead creatures - to pass a Will save or flee in 
  panic. Because they are ghostly, they can only be damaged by 
  silver or magic weapons or spells. Characters hit by a banshee 
  must pass a saving throw or lose one point of strength for one 
  hour. Banshees are immune to cold and electricity. Spells fail 
  against them 15% of the time. 
  BODAK (MEDIUM UNDEAD) – These are the undead remains of 
  creatures killed by the touch of absolute evil. They fear sunlight. 
  Bodaks have AC 19 and attack with a slam (1d8 damage). They 
  can only be damaged by magic weapons and spells. A bodak’s 
  gaze forces any creature that meets it to pass a Fortitude saving 
  throw or be poisoned. Creatures that die in this way rise as 
  bodaks 24 hours later. Bodaks are immune to electricity. 
  DEVOURER (LARGE UNDEAD) – Devourers are undead with drawn 
  faces that expose their teeth, long, bony claws and exposed ribs. 
  They have AC 21 and attack with two claws (1d8 damage). 
  Victims of their claws must pass a Fortitude saving throw or lose 
  one level. If slain by this attack, their essence, or soul, becomes 
  trapped within the devourer’s ribcage, looking like a small, 
  shriveled version of itself in life. When the devourer has an 
  essence trapped within its ribcage, it can use it to fuel its 
  spellcasting. For every hit dice or level the trapped essence 
  possessed in life, the devourer can cast one of the following 
  spells: Darkness, E.S.P., ghoul touch, invisibility, spectral hand, 
  suggestion, summon monster, and vampiric touch.  
  GHOST (MEDIUM UNDEAD) – Ghosts are incorporeal spirits of the 
  dead. They have AC 15 and attack by using telekinesis, hurling 
  one object per round up to 30 feet and dealing 1d4 damage. As 
  incorporeal monsters, they can only be damaged by silver 
  weapons or magic weapons and spells. Ghosts can fly. A ghost 
  can emit a moan that forces creatures who hear it to pass a Will 
  saving throw or flee in panic. Once per round, a ghost can merge 
  with a living creature. If the creature fails a Will saving throw, the 
  ghost possesses and controls them for up to one minute. When 
  destroyed, a ghost only disappears for 24 hours. 
  SHADOW (MEDIUM UNDEAD) – Shadows are the animated souls 
  of wicked people. They are difficult to spot in dark places. 
  Shadows have AC 13 and attack with a strike that saps 1d6 points 
  of a person’s strength for 24 hours. A creature whose strength is 
  reduced to 0 dies and rises as a shadow 1d4 rounds later. 
  Shadows are only damaged by magic weapons and spells. 
  SKELETON (MEDIUM UNDEAD) – Skeletons are the undead 
  remains of humanoids. They are sometimes dressed in scraps of 
  armor and most carry weapons. Skeletons have AC 15 and attack 
  with claws (1d4) or by weapon. Piercing weapons deal half 
  damage to skeletons. 
  VAMPIRE (MEDIUM UNDEAD) – Vampires need no introduction. 
  They have AC 15 and attack with bite (1d6 damage) and slam 
  (1d6 damage). Vampires can only be damaged by silver or magic 
  weapons and spells. Victims of the bite attack must pass a 
  Fortitude saving throw or lose one point of Constitution. Victims 
  of their slam attack must pass a Fortitude saving throw or lose 
  one level. Vampires can be held at bay with holy symbols and 
  garlic, and they cannot cross rushing water. They suffer half 
  damage from cold and electricity, but double damage from fire. 
  At 0 hit points, vampires take gaseous form and retreat to their 
  coffins. While in their coffins, they regenerate 1d6 hit points per 
  hour. Vampires can fly and take gaseous form at will. Their gaze 
  acts as a suggestion spell. Many vampires can cast spells as 
  though they were third level sorcerers. 
  ZOMBIE (MEDIUM UNDEAD) – Zombies are shambling undead 
  corpses that crave living flesh. Zombies have AC 11 and attack 
  with their fists (1d6 damage) and a bite (1d4 damage). They are 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  37 
   
  stiff and slow, and thus can either move or attack each round, but 
  not both. They suffer half damage from bludgeoning weapons. 
  XIII. EXPERIENCE AND TREASURE 
  Adventurers are after two things above all else: Experience and 
  treasure. Experience is measured in Experience Points (XP). The 
  more XP a character has, the higher their level and thus the more 
  powerful they are. The more treasure a character has, the more 
  and better equipment they can buy. Most adventurers seek to 
  one day establish a stronghold of their own in the wilderness, and 
  this naturally requires a large sum of money. 
  XP are earned by killing monsters and finding treasure. The XP 
  value of a monster is given in the Monster section above. When a 
  monster is defeated, its XP value is divided between all the 
  characters actively involved in the fight. 
  Treasure is worth one XP per gold piece of value. One gold piece, 
  therefore, is worth one XP, while it requires 10 silver pieces or 
  100 copper pieces to equal one XP. 
  TREASURE 
  There are two types of treasure: Individual and Hoards. An 
  individual treasure is found on individual, low-level monsters (i.e. 
  Challenge Level 0 to 3). Hoards are guarded by large groups of 
  low-level monsters, or by individual powerful monsters. 
  For every 50 XP a monster is worth, make one roll on the 
  Individual Treasure Table. For every 500 XP a group of monsters 
  or a powerful individual monster is worth, make one roll on the 
  Hoard Treasure Table. 
  INDIVIDUAL TREASURE TABLE 
  D% 
  TREASURE 
  01-30 
  1d10 copper pieces 
  31-50 
  1d10 silver pieces 
  51-60 
  1d10 gold pieces 
  61-75 
  A sack of copper pieces (1d10 x 10) 
  76-85 
  A sack of silver pieces (1d10 x 10) 
  86-90 
  A sack of gold pieces (1d10 x 10) 
  91-92 
  A fancy stone (see below) 
  93-94 
  A light object (see below) 
  95-96 
  A treasure map 
  97 
  A vial of acid 
  98 
  A vial of poison 
  99 
  A vial of holy water 
  100 
  A potion (roll on potion table below) 
   
  HOARD TREASURE TABLE 
  D% 
  TREASURE 
  01-20 
  A sack of silver pieces (1d10 x 10) 
  21-40 
  A sack of gold pieces (1d10 x 10) 
  41-50 
  A coffer of silver pieces (1d10 x 50) 
  51-65 
  A coffer of gold pieces (1d10 x 50) 
  66-75 
  A chest of silver pieces (1d10 x 100) 
  76-80 
  A chest of gold pieces (1d10 x 100) 
  81-83 
  1d6 fancy stones 
  84-86 
  1d6 light objects 
  87-88 
  1d4 gems 
  89-90 
  1d4 medium objects 
  91 
  A jewel 
  92 
  A heavy object 
  93 
  1d6 potions 
  94 
  A scroll 
  95 
  A wand 
  96 
  A staff 
  97 
  A magic armor 
  98 
  A magic weapon 
  99 
  A magic sword 
  100 
  A wondrous item 
   
  FANCY STONES, GEMS AND JEWELS 
  Fancy stones are worth 10 gp, and include agates, amber, 
  hematite, jade, jasper, jet, lapis lazuli, malachite, moonstone, 
  obsidian, olivine, pearl, quartz, tiger’s eye and turquoise. 
  Gems are worth 100 gp, and include alexandrite, aquamarine, 
  aventurine, 
  beryl, 
  carnelian, 
  chalcedony, 
  chrysoberyl, 
  chrysoprase, citrine, cymophane, fire opal, garnet, hyacinth, 
  jacinth, jargoon, onyx, opal, peridot, rhodochrosite, sard, 
  sardonyx, spinel, sunstone, topaz, tourmaline, zircon. 
  Jewels are worth 1,000 gp, and include amethyst, diamond, 
  emerald, ruby and sapphire. 
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  38 
   
  OBJECTS 
  Objects are items of value, such as jewelry and statues. The value 
  of an item depends on its weight (light, medium or heavy) and 
  the material from which it was made (copper, silver, gold, gems). 
  D% 
  MATERIAL 
  LIGHT 
  MEDIUM 
  HEAVY 
  01-40 
  Copper 
  1 gp 
  10 gp 
  50 gp 
  41-65 
  Copper + gems 
  5 gp 
  20 gp 
  75 gp 
  66-85 
  Silver 
  10 gp 
  100 gp 
  500 gp 
  86-95 
  Silver + gems 
  20 gp 
  250 gp 
  1,000 gp 
  96-99 
  Gold 
  100 gp 
  1,000 gp 
  5,000 gp 
  100 
  Gold + gems 
  250 gp 
  2,500 gp 
  10,000 gp 
   
  Light objects include most pieces of jewelry, like rings, bracelets 
  and necklaces. 
  Medium objects include crowns, vases, boxes, and decanters. 
  Heavy objects include statues and thrones. 
   
  POTIONS 
  Potions are magic spells put into liquid form. The most sought 
  after are the potions of healing, especially by Chaotics, and the 
  most feared is the potion of poison, which means instant death. 
  Characters can attempt to identify a potion by tasting it. This 
  gives a 2 in 6 chance of success, but there is a 10% chance of 
  activating the potion while tasting it. 
  D% 
  POTION 
  01-05 
  Darkvision – This potion works as the sorcerer spell. 
  06-10 
  Diminution – This potion shrinks a person and their equipment to 
  one-tenth their normal size, but allows them to retain their 
  normal strength.  
  11-15 
  E.S.P. – This potion works as the sorcerer spell. 
  16-17 
  Etherealness – This potion turns people ethereal, like a ghost, for 
  one minute. While ethereal, they may walk through walls and can 
  only be harmed by silver and magic weapons. If a person solidifies 
  while within matter, they are killed instantly. 
  18-20 
  Extra Healing – This potion heals 3d6 points of damage. 
  21-25 
  Gaseous Form – This potion works as the sorcerer spell. 
  26-30 
  Giant-Size – This potion causes a creature and its equipment to 
  double in size. This grants a +2 bonus to hit and damage. 
  31-35 
  Healing – This potion heals 1d6 points of damage. 
  36-40 
  Health – This potion neutralizes poison and cures disease. 
  41-43 
  Invisibility – This potion works as the sorcerer spell. 
  44-48 
  Invulnerability – This potion increases AC to 20. 
  49-53 
  Jumping – This potion allows the imbiber to jump 30’ forwards, 20’ 
  backwards and 10’ up. 
  54-58 
  Love – This potion causes the imbiber to fall in love with the first 
  potential mate they see. 
  59-63 
  Magic Weapon (Oil) – This potion is drizzled on a weapon to turn it 
  into a +1 magic weapon for one hour. 
  64-65 
  Poison – This poison causes instant death. 
  66-70 
  Polymorph Self – This potion allows you to change into any 
  monster or into a duplicate of a person for one hour. While in this 
  body, you retain your intelligence and class abilities, but gain the 
  physical abilities of the other form. 
  71-75 
  Resist Acid – This potion works as the resist energy spell. 
  76-80 
  Resist Cold – This potion works as the resist energy spell. 
  81-85 
  Resist Electricity – This potion works as the resist energy spell. 
  86-90 
  Resist Fire – This potion works as the resist energy spell. 
  91-95 
  Spider Climb – This potion works as the sorcerer spell. 
  96-100 
  Strength – This potion works as the sorcerer spell. 
   
  SCROLLS 
  Scrolls come in two varieties – protection scrolls and spell scrolls. 
  Protection scrolls can be activated by any character, simply by 
  holding it aloft and speaking the power word written thereon. A 
  protection scroll works essentially as a protection from evil spell, 
  disallowing the creature type from making contact with the 
  holder of the scroll for one hour unless attacked. 
  Spell scrolls can only be activated by characters who can normally 
  cast the spell thereon.  The character can either cast the spell 
  directly from the scroll, or transfer the spell from the scroll into 
  their spellbook.  
  Either form of scroll is destroyed once it is cast or transfered. 
  D% 
  SCROLL 
  01-07 
  Protection from Aberrations 
  08-14 
  Protection from Constructs 
  15-21 
  Protection from Demons 
  22-28 
  Protection from Devils 
  29-35 
  Protection from Dragons 
  36-42 
  Protection from Elementals 
  43-49 
  Protection from Fey 
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  39 
   
  50-56 
  Protection from Giants 
  57-63 
  Protection from Magical Beasts 
  64-70 
  Protection from Monstrous Humanoids 
  71-77 
  Protection from Oozes 
  78-84 
  Protection from Undead 
  85-89 
  First level cleric spell 
  90-94 
  First level sorcerer spell 
  95-96 
  Second level cleric spell 
  97-98 
  Second level sorcerer spell 
  99 
  Third level cleric spell 
  100 
  Third level sorcerer spell 
   
  WANDS 
  Magic wands can only be used by sorcerers. Each wand holds a 
  sorcerer or cleric spell, with most wands having 1d4+1 charges of 
  that spell. Each time the wand is used to cast the spell, one 
  charge is expended. Wands can be recharged by casting the same 
  type of spell back into the wand. A wand can hold a maximum of 
  10 charges. 
  A sorcerer does not need to know the spell in question to cast it 
  with the wand, but he does have to know how to cast the spell to 
  recharge the wand. 
  D% 
  WAND 
  01-30 
  First level cleric spell (TK’s choice) 
  31-60 
  First level sorcerer spell (TK’s choice) 
  61-75 
  Second level cleric spell (TK’s choice) 
  76-90 
  Second level sorcerer spell (TK’s choice) 
  91-95 
  Third level cleric spell (TK’s choice) 
  96-100 
  Third level sorcerer spell (TK’s choice) 
   
  STAVES 
  Magic staves can only be used by clerics or sorcerers. They hold 
  multiple spells, and usually have 1d6+2 charges when found. The 
  number of charges a spell costs is listed after the spell names 
  below in parentheses. Like wands, staves can be recharged. 
  Staves can hold a maximum of 12 charges. 
  D% 
  STAFF 
  01-10 
  Abjuration: Dispel magic (3), protection from evil (1), shield (1) 
  11-25 
  Beasts (Clr): Charm animal (2), speak with animals (2) 
  25-35 
  Divination: Detect invisibility (2), detect magic (1), locate object (3) 
  36-50 
  Enchantment : Charm person (1), suggestion (3) 
  51-55 
  Evocation: Fireball (3), lightning bolt (3), pyrotechnics (2) 
  56-60 
  Healing (Clr): Cure light wounds (1), cure disease (3), cure serious 
  wounds (3) 
  61-70 
  Illusion: Audible glamer (1), mirror image (2), phantasmal force (2), 
  spectral force (3) 
  71-80 
  Prophecy (Clr): Detect evil (1), find traps (2), locate object (3) 
  81-90 
  Utility: Darkvision (3), light (1), knock (2) 
  91-100 
  Virtue (Clr): Protection from evil (1), bless (2), prayer (3) 
   
   
   
  MAGIC ARMOR 
  Magic armor carries a magical enchantment of +1 to +3. The 
  “plus” is added to the wearer’s Armor Class. Magical armor 
  always sizes itself to its wearer. 
  D% 
  ARMOR 
  01-34 
  Helm +1 (total +2 bonus to AC) 
  36-64 
  Shield +1 (total +2 bonus to AC) 
  65-73 
  Leather +1 (AC 13) 
  74-79 
  Chainmail +1 (AC 16) 
  80-82 
  Plate mail +1 (AC 18) 
  83-88 
  Leather +2 (AC 14) 
  89-92 
  Chainmail +2 (AC 17) 
  93-94 
  Plate mail +2 (AC 19) 
  95-97 
  Leather +3 (AC 15) 
  98-99 
  Chainmail +3 (AC 18) 
  100 
  Plate mail +3 (AC 20) 
   
  MAGIC WEAPONS 
  Magic weapons carry a “+1 enchantment”, which simply means 
  that the weapon grants its owner a +1 bonus to attack and 
  damage. Magic weapons have a 10% chance of possessing special 
  abilities (see Magic Swords below). 
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  40 
   
  D% 
  MAGIC WEAPON 
  D% 
  MAGIC WEAPON 
  01-06 
  Axe 
  51-54 
  Javelin 
  07-11 
  Battleaxe 
  55-58 
  Lance 
  12-17 
  Bow 
  59-64 
  Mace 
  18-25 
  Club 
  65-70 
  Morning star 
  26-29 
  Crossbow 
  71-74 
  Pole arm 
  30-37 
  Dagger 
  75-79 
  Sling 
  38-40 
  Dart 
  80-87 
  Spear 
  41-46 
  Flail 
  88-93 
  Staff 
  47-50 
  Greatsword 
  94-100 
  War hammer 
   
  MAGIC SWORDS 
  Magic swords are like other magic weapons in that they grant the 
  wielder a bonus to attack and damage, the bonus ranging from +1 
  to +3. In addition to this bonus, magic swords have other powers. 
  Roll once on the table below to determine the sword’s bonus. 
  Then roll again on the other table to determine the powers. 
  D% 
  BONUS 
  01-80 
  +1 to hit and damage 
  81-95 
  +2 to hit and damage 
  96-00 
  +3 to hit and damage 
   
  D% 
  POWER 
  01 
  Cursed, bonus actually acts as a penalty 
  02-04 
  Deals +1d6 damage against aquatic creatures (fishbane) 
  05-07 
  Deals +1d6 damage against demons (demonbane) 
  08-10 
  Deals +1d6 damage against devils (devilbane) 
  11-13 
  Deals +1d6 damage against dragons (dragonbane) 
  14-16 
  Deals +1d6 damage against elementals (elementalbane) 
  17-20 
  Deals +1d6 damage against undead (undeadbane) 
  21-30 
  Detects evil three times per day (as spell) 
  31-40 
  Detect magic three times per day (as spell) 
  41-45 
  E.S.P. three times per day (as spell) 
  46-47 
  Flames on command (light as torch, +1d6 fire damage) 
  48-50 
  Strikes on its own for 3 rounds, using owner’s attack bonus 
  51-55 
  Levitates owner three times per day (as the spell) 
  56-60 
  Magic circle against evil three times per day 
  61-70 
  Protection from evil three times per day 
  71-85 
  Sheds light on command (as spell) 
  86-87 
  Shocks on command (+1d6 electricity damage) 
  88-98 
  No extra special ability 
  99-100 
  Roll twice on this table 
   
   
   
  WONDROUS ITEMS 
  This category covers magic items not yet covered in this section, 
  from clothing to jewelry to crystal balls. 
  D% 
  MAGIC ITEM 
  01-08 
  Amulet of Protection (+1 to saving throws and AC) 
  09-16 
  Adder Stone (grants +2 to save against disease) 
  17-24 
  Alicorn (detects poison and can be powdered and drank to 
  neutralize poison) 
  25-26 
  Belt of Giant Strength (+3 to damage and attack) 
  27 
  Bowl of Commanding Water Elementals (when filled with water it 
  summons a large water elemental that serves the bowl’s owner for 
  ten minutes) 
  28-29 
  Cap of Invisibility (as spell, three times per day) 
  30 
  Censer of Controlling Air Elementals (when filled with burning 
  incense it summons a large air elemental that serves the censer’s 
  owner for ten minutes 
  31-32 
  Cloak of Invisibility (as spell, three times per day) 
  33 
  Crystal Ball (can see and hear any person, no matter how far away, 
  once per day) 
  34-37 
  Feathered Cloak (polymorph into any form of bird once per day) 
  38-41 
  Flying Carpet (as spell three times per day, holds 10 people) 
  42-45 
  Folding Boat (folds to pocket size, holds 20 people) 
  46-49 
  Gauntlets of Ogre Strength (+2 to attack and damage) 
  50-57 
  Hand of Glory (torches and candles held in this amputated hand 
  never extinguish and the hand can open any locked door) 
  58 
  Helm of Darkness (acts as a normal helm, and casts darkness on 
  itself once per day; only the wearer can see in this darkness) 
  59-62 
  Horn of Plenty (produces food for 10 people once per day) 
  63-64 
  Ring of Exorcism (demons and devils must save or be sent back to 
  their own realm one per day) 
  65-66 
  Ring of Invisibility (as spell, three times per day) 
  67-68 
  Ruby Slippers (teleport to a home base once per day) 
  69-70 
  Seven-league Boots (walk 20 miles in a step once per day) 
  71-78 
  Talisman of Luck (re-roll a save once per day) 
  79-86 
  Talisman of Protection from Evil (as spell, three times per day) 
  87 
  Tarnhelm (invisibility three times per day and polymorph into an 
  animal, giant or dragon with as many or fewer hit dice than you have 
  levels once per day) 
  88-95 
  Toadstone (removes poisons and disease from liquids) 
  96-99 
  Wand of Metal and Mineral Detection (concentrate on a substance, 
  operates like detect magic spell) 
  100 
  Winged Sandals (fly, as spell, once per day) 
   
   
   
  
  BLOODY BASIC | CONTEMPORARY EDITION 
  41 
   
  XIV. CONCLUSION 
  Bloody Basic is meant to be a quick, easy-to-learn game for 
  simulating fantasy adventures. The main point of the game is to 
  gather with friends and have fun. Always keep this point 
  foremost on your minds. Do not let arguments ruin the game – 
  it’s just make-believe and not worth the trouble. 
  It is important for players to remember that the Treasure Keeper 
  is the referee. He or she is there to make judgment calls, and 
  those judgments need to be accepted. Likewise, the Treasure 
  Keeper needs to remember that players love their characters, 
  and are apt to argue when they think a ruling is unfair. Give the 
  players a fair hearing and don’t be afraid to give them the 
  benefit of the doubt. 
  When you feel as though you are ready to move 
  on to a more complex game with more 
  options, you might want to check my 
  Blood & Treasure Complete game. 
  HAVE FUN! 
  
  Aberration 
  24 
  Ability Score 
  2, 3, 23 
  Alignment 
  5, 17 
  Animal 
  25 
  Arcane Archer 
  8 
  Armor 
  15, 39 
  Armor Class 
  2, 3, 15, 19, 23 
  Assassin 
  12 
  Attack Bonus 
  2, 19, 23 
  Automaton 
  4 
  Chaotic 
  17 
  Charisma 
  3, 18 
  Civilization 
  22 
  Class 
  2, 5 
  Cleric 
  5-8 
  Constitution 
  13, 18 
  Construct 
  26 
  Cultist 
  8 
  Dexterity 
  3 
  Dice 
  1 
  Disease 
  20 
  Dragon 
  26 
  Drakkar 
  4 
  Druid 
  8 
  Dungeon 
  20 
  Elemental 
  27 
  Encumbrance 
  14 
  Equipment 
  14 
  Experience Point 
  2, 23, 37 
  Feat 
  13 
  Fey 
  29 
  Fighter 
  8 
  Giant 
  30 
  Gnome 
  5 
  Hit Dice 
  2 
  Hit Points 
  2, 4 
  Human 
  4, 22, 30 
  Humanoid 
  30 
  Initiative 
  19 
  Intelligence 
  3 
  Lawful 
  16 
  Level 
   
    Challenge Level 
  23 
    Character Level 
  2 
    Dungeon Level 
  20 
    Spell Level 
  6 
  Light 
  7, 9, 18 
  Magical Beast 
  32 
  Magic Item 
  38-40 
  Melee Attack 
  3, 19 
  Missile Attack 
  19 
  Monk 
  8 
  Monster 
  23-27 
  Monstrous Humanoid 
  33 
  Movement 
  14, 18, 22 
  Neutral 
  16 
  Ooze 
  33 
  Outsider 
  34 
  Plant 
  35 
  Poison 
  16, 20, 21 
  Race 
  4 
  Retainer 
  13 
  Saving Throw 
  2, 8, 9, 11, 13, 18 
  Shadowdancer 
  12 
  Sorcerer 
  9-11 
  Spells 
  6-7, 9-11, 19 
  Strength 
  3 
  Task Check 
  2, 12, 18 
  Thief 
  12-13, 17 
  Time 
  17 
  Traps 
  18, 21 
  Treasure 
  37-40 
  Treasure Keeper 
  2 
  Undead 
  6, 35 
  Wandering Monster 
  20 
  Warlock 
  11 
  Weapon 
  15, 39-40 
  Wilderness 
  22 
  Wisdom 
  3 
   
  
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity in accordance with Section 1(e) of the Open Game License, 
  version 1.0a: Any and all logos and identifying marks and trade press, such as 
  all John M. Stater product and product line names including but not limited to 
  1800 – American EmpiresTM, Action XTM, Blood & TreasureTM, Bloody BasicTM, 
  Bloody Basic – Contemporary EditionTM, Grit & VigorTM, Mystery Men!, NODTM, 
  LAND OF NODTM, PARS FORTUNATM, Queen & KaiserTM, Space PrincessTM, 
  Target 10TM; any specific characters and places; capitalized names and original 
  names of places, artifacts, characters, races, countries, geographic locations, 
  gods, historic events, and organizations; any and all stories, storylines, 
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  is not Open Game Content. 
  Designation of Open Game Content: Subject to the Product Identity 
  designation above, all portions of Bloody Basic – Contemporary Edition are 
  designated as Open Game Content. 
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  The License: This License applies to any Open Game Content that contains a 
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  COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
   
  Bloody Basic – Contemporary Edition, Copyright 2014, John M. Stater. 
  Author: John M. Stater. 
  Blood & Treasure – Complete Game, Copyright 2012, John M. Stater. Author: 
  John M. Stater. 
  Land of Nod, Copyright 2010, 2011, 2012, 2013, 2014, John M. Stater; Author 
  John M. Stater 
   
  END OF LICENSE 
   
  
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