TEXT:  
  The original fantasy adventure game 
  LLOYD 
   
   
  SECOND OF THREE BOOKLETS 
   
  2nd edition, 1st Printing 
   
  
   
  
  1 
  Booklet 2 
  MONSTERS & 
  TREASURE 
  BY 
  LLOYD 
   
   
  Dedicated to all those whose imaginations still run rampant with 
  warriors, wizards, dragons, treasures, and adventure. 
   
  This work is inspired by the works of 
  E. Gary Gygax and Dave Arneson. 
   
   
  Cover Art Illustrator 
  Luigi Castellani 
   
   
   
   
   
   
  2nd edition, 1st Printing 
  ©2019 OSR Hobbies™ 
   
    
   
  Product Identity: The following are Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, Sword & Spell, OSR Hobbies, Harkangraf, 
  Crag Keep, proper names (characters, icons, spell names, item names, place names, new deities, and so on), 
  dialogue, plots, story elements, locations, characters, artwork, and trade dress.  
  Open Content: Except Product Identity (see above), the game mechanics of this work are Open Game Content, as 
  defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission. Sword & Spell is 
  published by OSR Hobbies under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 
  Sword & Spell is a trademark of OSR Hobbies. ©2019 OSR Hobbies. All rights reserved. 
   
  
  2 
  TABLE OF CONTENTS 
  MONSTERS ..................................................................................................................... 3 
  Monster Reference Table ............................................................................................... 3 
  Animals .......................................................................................................................... 5 
  Basilisks ......................................................................................................................... 6 
  Black Puddings .............................................................................................................. 6 
  Centaurs......................................................................................................................... 6 
  Chimera ......................................................................................................................... 6 
  Cockatrices ..................................................................................................................... 6 
  Demons .......................................................................................................................... 6 
  Dragons ......................................................................................................................... 6 
  Dragon Turtles ............................................................................................................... 8 
  Elementals ..................................................................................................................... 8 
  Gargoyles ....................................................................................................................... 9 
  Giants ............................................................................................................................ 9 
  Gorgons ......................................................................................................................... 9 
  Gray Oozes ..................................................................................................................... 9 
  Green Slimes .................................................................................................................. 9 
  Griffins .......................................................................................................................... 10 
  Hippogriffs .................................................................................................................... 10 
  Human-Types ................................................................................................................ 10 
  Hydrae .......................................................................................................................... 13 
  Invisible Stalker ............................................................................................................ 13 
  Lycanthrope .................................................................................................................. 13 
  Manticores .................................................................................................................... 13 
  Medusae ....................................................................................................................... 13 
  Minotaurs ..................................................................................................................... 13 
  Ochre Jelly ..................................................................................................................... 13 
  Ogre .............................................................................................................................. 13 
  Pegasi ........................................................................................................................... 13 
  Purple Worm ................................................................................................................. 13 
  Roc ................................................................................................................................ 14 
  Treant ........................................................................................................................... 14 
  Troll, True ..................................................................................................................... 14 
  Undead ......................................................................................................................... 14 
  Unicorn ......................................................................................................................... 15 
  Wyvern .......................................................................................................................... 15 
  Yellow Mold .................................................................................................................. 15 
   
  TREASURE .................................................................................................................... 15 
  Treasure Type Table ...................................................................................................... 15 
  Coins, Gems, and Jewelry .............................................................................................. 16 
  Magic/Maps Determination Tables ............................................................................... 16 
  Swords .......................................................................................................................... 18 
  Armor ............................................................................................................................ 21 
  Potions .......................................................................................................................... 21 
  Scrolls .......................................................................................................................... 22 
  Rings ............................................................................................................................ 22 
  Wands & Staves ........................................................................................................... 23 
  Miscallaneous Magic ................................................................................................... 25 
  Saving Throws for Magic Items .................................................................................... 26 
  Artifacts ........................................................................................................................ 26 
   
   
  
  3 
  MONSTERS 
  Monsters and their special abilities herein are of a strength and variety most commonly 
  encountered. Weaker or stronger monsters may be encountered; in which case, alter 
  their hit dice, AC, speed, damage, saves, and so on. Use monsters herein to help you 
  create your own. 
  A monster with an asterisk (*) after its name is harmed only by fantastic-type attacks.   
  All monsters have dark vision, except when they serve a character.
  Chance in Lair (LR). This is the chance the party encounters a monster in the wilderness 
  in its lair. If found in its lair, use the Treasure Type (if any) to determine treasure.  
  Number Appearing (NA). Use this number only for when a party meets a monster in its 
  lair, in wilderness adventures. Use the method for determining the number of monsters 
  in a dungeon in the Dungeons & Wilderness Adventures (Bk 3)  booklet. 
  Treasure Type (TT). Use the treasure type for determining treasure found in monster 
  lairs in the wilderness. Adjust the amount based on the proportion of monsters 
  encountered. For example, 1-4 Dragons can be encountered, and they have treasure 
  type H when in their lair. The average number of Dragons expected is 2.5. Two Dragons 
  will have 2 ÷ 2.5 = 80% of the amount of treasure randomly determined while four 
  Dragons will have 4 ÷ 2.5 = 160% of the treasure randomly determined. Use the method 
  for determining treasure for dungeon adventures in the Dungeons & Wilderness 
  Adventures (Bk 3) booklet. Unintelligent monsters rarely have treasure. If they have any, 
  it’s generally because of some unexpected or unintentional reason. Generally, treasures 
  of significance are found in monster lairs. Wandering monsters often have little to none. 
  Move (MV). Monsters have a base move, which is the rate in feet indoors and the rate 
  in yards outdoors. Monsters may have more modes of travel besides earth-bound 
  movement, such as swimming or flying. 
  Hit Dice (HD). This is the fighting capability of a monster. Roll this number of d6 to 
  determine hit points for the monster. See the section on Combat in the Dungeons & 
  Wilderness Adventures (Bk 3) booklet for more details on the effect of hit dice in battle.  
  Enchanted, fantastical, or special monsters may have their saving throws modified in 
  some way or may use the Wizard progression instead. 
  Armor Class (AC). To-hit rolls that meet or exceed this number hit the monster. 
  Below is the Monster Reference Table, which provides a single place of pertinent 
  monster information. Note that each monster has a monster type, whether Animal, 
  Demon, Dragon, Elemental, Fay, Giant, Humanoid, Lycanthrope, Ooze, Plant, Supernal, 
  or Undead. 
  Monster-Type 
  Chance  
  in Lair 
  Nº 
  Appearing 
  Treasure 
  Type 
  Armor 
  Class 
  Move  
  Rate 
  Hit  
  Dice 
  Animal, Horse, Draft 
  — 
  — 
  — 
  7 
  120 
  2+1 
  Animal, Horse, Heavy War 
  — 
  — 
  — 
  7 
  120 
  3 
  Animal, Horse, Light 
  — 
  — 
  — 
  7 
  240 
  2 
  Animal, Horse, Medium War 
  — 
  — 
  — 
  7 
  180 
  2+1 
  Animal, Horse, Mule 
  — 
  — 
  — 
  7 
  120 
  2+1 
  Animal, Small Normal 
  — 
  6d6 
  — 
  Var. 
  Var. 
  Var. 
  Animal, Large Normal & Giant 
  — 
  2d8 
  — 
  Var. 
  Var. 
  Var. 
  Basilisk 
  40% 
  1d6 
  F 
  4 
  90/f180 6+1 
  Black Pudding 
  — 
  1 
  — 
  6 
  60 
  10 
  Centaur 
  05% 
  2d10 
  A 
  5 
  180 
  4 
  Chimera 
  50% 
  1d4 
  F 
  4 
  120/f180 
  9 
  Cockatrice 
  35% 
  1d8 
  D 
  6 
  90/f180 
  5 
  Demon, Baalrog 
  25% 
  1d6 
  F 
  2 
  60/f150 10 
  
  4 
  Monster-Type 
  Chance  
  in Lair 
  Nº 
  Appearing 
  Treasure 
  Type 
  Armor 
  Class 
  Move  
  Rate 
  Hit  
  Dice 
  Dragon, White* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon, Blue* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon, Green* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon, Green* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon, Red* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon, Gold* 
  60% 
  1d4 
  H 
  2 
  90/f180 Var. 
  Dragon Turtle* 
  60% 
  1d4 
  H 
  2 
  30/s180 Var. 
  Elemental, Air, Device* 
  —  
  1 
  — 
  2 
  f360 
  12 
  Elemental, Air, Djinni* 
  — 
  1 
  — 
  5 
  90/f240 7+1 
  Elemental, Air, Spell* 
  — 
  1 
  — 
  2 
  f360 
  16 
  Elemental, Air, Staff* 
  — 
  1 
  — 
  2 
  f360 
  8 
  Elemental, Earth, Device* 
  — 
  1 
  — 
  2 
  60 
  12 
  Elemental, Earth, Spell* 
  — 
  1 
  — 
  2 
  60 
  16 
  Elemental, Earth, Staff* 
  — 
  1 
  — 
  2 
  60 
  8 
  Elemental, Fire, Device* 
  — 
  1 
  — 
  2 
  120 
  12 
  Elemental, Fire, Efreet* 
  — 
  1 
  — 
  3 
  90/f240 10 
  Elemental, Fire, Spell* 
  — 
  1 
  — 
  2 
  120 
  16 
  Elemental, Fire, Staff* 
  — 
  1 
  — 
  2 
  120 
  8 
  Elemental, Water, Device* 
  — 
  1 
  — 
  2 
  60/s180 12 
  Elemental, Water, Spell* 
  — 
  1 
  — 
  2 
  60/s180 16 
  Elemental, Water, Staff* 
  — 
  1 
  — 
  2 
  60/s180 
  8 
  Gargoyle* 
  25% 
  2d10 
  C 
  5 
  90/f150 
  4 
  Giant, Cloud 
  30% 
  1d8 
  E 
  4 
  120 
  12+2 
  Giant, Fire 
  30% 
  1d8 
  E 
  4 
  120 
  11+3 
  Giant, Frost 
  30% 
  1d8 
  E 
  4 
  120 
  10+1 
  Giant, Hill 
  30% 
  1d8 
  E 
  4 
  120 
  8 
  Giant, Stone 
  30% 
  1d8 
  E 
  4 
  120 
  9 
  Gorgon 
  50% 
  1d4 
  E 
  2 
  120 
  8 
  Gray Ooze 
  — 
  1 
  — 
  8 
  10 
  3 
  Green Slime 
  — 
  1 
  — 
  — 
  — 
  2 
  Griffin 
  10% 
  2d8 
  E 
  3 
  120/f300 7 
  Hippogriff 
  — 
  2d8 
  — 
  5 
  180/f360 3+1 
  Human-type, Dwarf 
  50% 
  40d10 
  G 
  4 
  60 
  1 
  Human-type, Dwarf, Gnome 
  60% 
  40d10 
  C 
  5 
  60 
  1 
  Human-type, Elf 
  25% 
  30d10 
  E 
  5 
  120 
  1+1 
  Human-type, Gnoll 
  30% 
  20d10 
  D 
  5 
  90 
  2 
  Human-type, Goblin 
  50% 
  40d10 
  C 
  6 
  60 
  1-1 
  Human-type, Goblin, Hobgoblin 
  30% 
  20d10 
  D 
  5 
  90 
  1+1 
  Human-type, Goblin, Kobold 
  50% 
  40d10 
  C 
  7 
  60 
  ½ 
  Human-type, Goblin, Orc 
  50% 
  30d10 
  D 
  6 
  90 
  1 
  Human-type, Human, Bandit 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1 
  Human-type, Human, Berserker 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1+1 
  Human-type, Human, Brigand 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1 
  Human-type, Human, Buccaneer 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1 
  Human-type, Human, Cave People 
  15% 
  30d10 
  — 
  Var. 
  Var. 
  2 
  Human-type, Human, Dervish 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1+1 
  Human-type, Human, Nomad 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1 
  Human-type, Human, Pirate 
  15% 
  30d10 
  A 
  Var. 
  Var. 
  1 
  Human-type, Merfolk 
  15% 
  30d10 
  A 
  Var. 
  s120 
  1 
  Human-type, Sprite, Dryad 
  20% 
  1d6 
  D 
  5 
  120 
  2 
  Human-type, Sprite, Nixie 
  100% 
  10d10 
  B 
  7 
  120 
  1 
  Human-type, Sprite, Pixie 
  25% 
  10d10 
  C 
  6 
  90/f180 
  1 
  Hydra 
  25% 
  1 
  B 
  5 
  120 
  Var. 
  Invisible Stalker 
  — 
  1 
  — 
  3 
  120 
  8 
  Lycanthrope, Werebear 
  15% 
  2d10 
  C 
  2 
  90 
  6 
  Lycanthrope, Wereboar 
  15% 
  2d10 
  C 
  4 
  120 
  4+1 
  Lycanthrope, Weretiger 
  15% 
  2d10 
  C 
  3 
  120 
  5 
  
  5 
  Monster-Type 
  Chance  
  in Lair 
  Nº 
  Appearing 
  Treasure 
  Type 
  Armor 
  Class 
  Move  
  Rate 
  Hit  
  Dice 
  Lycanthrope, Werewolf 
  15% 
  2d10 
  C 
  5 
  150 
  4 
  Manticore 
  25% 
  1d4 
  D 
  4 
  120/f180 6+1 
  Medusa 
  75% 
  1d4 
  F 
  8 
  90 
  4 
  Minotaur 
  10% 
  1d8 
  C 
  6 
  120 
  6 
  Ochre Jelly 
  — 
  1 
  — 
  8 
  30 
  5 
  Ogre 
  30% 
  3d6 
  C 
  5 
  90 
  4+1 
  Pegasus 
  — 
  1d12 
  — 
  6 
  240/f480 2+2 
  Purple Worm 
  25% 
  1d4 
  D 
  6 
  60 
  15 
  Roc 
  20% 
  1d20 
  I 
  4 
  60/f480 
  6 
  Treant 
  — 
  2d10 
  — 
  2 
  60 
  8 
  Troll, True 
  50% 
  2d6 
  D 
  4 
  120 
  6 
  Undead, Ghoul 
  20% 
  2d12 
  B 
  6 
  90 
  2 
  Undead, Mummy 
  30% 
  1d12 
  D 
  3 
  60 
  5+1 
  Undead, Skeleton 
  — 
  3d10 
  — 
  7 
  60 
  ½ 
  Undead, Specter 
  25% 
  1d8 
  E 
  2 
  150/f300 6 
  Undead, Vampire 
  20% 
  1d6 
  F 
  2 
  120/f180 7-9 
  Undead, Wight 
  60% 
  2d12 
  B 
  5 
  90 
  3 
  Undead, Wraith 
  20% 
  2d8 
  E 
  3 
  120/f240 4 
  Undead, Zombie 
  — 
  3d10 
  — 
  8 
  60 
  1 
  Unicorn 
  — 
  1d4 
  — 
  2 
  240 
  4 
  Wyvern 
  60% 
  1d6 
  E 
  3 
  90/f240 
  7 
  Yellow Mold 
  — 
  — 
  — 
  — 
  — 
  — 
   s = swim   f = fly  
  MONSTER DESCRIPTIONS 
  ANIMALS are small, unintelligent monsters with the body of a rooster and a  
  Horses (Mules) are of four types: Light, Medium, Heavy, or Draft. Mules are crossbreeds 
  meant as beast of burdens. All are spooked by noises, fires, or smells, though Medium 
  and Heavy War Horses generally remain disciplined. Mules are the only animals able to 
  enter and navigate dungeons. Light Horses can carry 3,000 coins, Medium War Horses 
  can carry 3,750 coins, Heavy War Horses and Draft Horses carry 4,500 coins, and Mules 
  carry 3,500 coins.  
  Smaller Normal-type animals come in a variety of types. Smaller animals die with a 
  single hit, while larger animals (such as wolves) have 1 HD. Generally, these animals 
  have an AC 8. 
  Larger Normal-type and Giant-type animals include normal-type animals, such as 
  crocodiles, or fantastic, giant-type animals, such as Giant Spiders, Giant Ants, or 
  prehistoric animals, such as Dinosaurs. AC ranges from 4-6, and HD ranges from 2 to 
  20. Damage for each hit should inflict anywhere between 2d6 to 4d6 hit points of 
  damage. 
  Giant Crabs (MV 60, HD 3, AC 2) don’t swim. They threaten beaches and land. Each 
  pincer attacks in a turn.   
  Crocodiles and Giant Crocodiles (MV 90/s150, AC 5) inhabit swamps and warm rivers 
  with slow current. A ship can ram them to kill them, but there’s a 50% chance the ship 
  takes damage too unless a ram is attached. Giant Crocodiles can overturn boats and 
  rafts if 20 feet long or longer and inflict 2d6 damage. 
  Giant Fish (MV 300-500) can be found anywhere except cold climates. They attack 
  swimmers, small vessels, and nearby monsters. When attacking small vessels, they’re 
  susceptible to missile attacks for a brief time. The larger specimens can ram ships. 
  Giant Leeches (MV 60, HD 2, AC 8) inhabit swamps. A hit from these beasts means 
  they’ve attached themselves. In the next turn, and every two turns thereafter, they drain 
  one level. They must be detached to kill them.  
  
  6 
  Giant Sea Snakes (MV 20, HD 6, AC 6) live in lakes and oceans. Like Purple Worms, they 
  swallow foes Ogre-size or smaller if they hit by 4 or more (or with a 20 in any case). 
  Swallowed foes die in 6 combat turns and are completely digested (forever lost) after 12 
  combat turns. The largest can coil around Longships or smaller and constrict them for 
  10% of their maximum hit points each turn. 
  BASILISKS petrify foes they hit, touch, or see. They can be petrified by their own gaze. 
  They are unintelligent creatures. They’re probably best treated as Dragons: detect 
  hidden and invisible foes within 150; foes within 150 must check morale; only fantastic-
  type attacks harm them. 
  BLACK PUDDING* is an unintelligent, formless blob. It travels walls and ceilings, and it 
  can move through small openings, such as keyholes. It devours all but stone, eating 
  through wood and metal in a combat turn. It inflicts 3d6 damage to exposed flesh. A 
  black pudding is harmed only by fire. Hits from a weapon or lightning divides it into 
  smaller blobs. It never checks morale. 
  CENTAURS are half-horse, half-human creatures that live in hidden meadows and deep 
  forests. They’re at least semi-intelligence, with 50% using clubs (treat as Morning 
  Stars), 25% using lance-like Spears, and 25% using Long Bows. They always attack at 
  least twice—once for the human form and once for their horse form. Their lair has 1d6 
  additional males, females in numbers equal to twice the males, and young equal to the 
  males. Females and young don’t fight unless in life-or-death situations. 
  CHIMERAS have the forebody and head of a lion, hind body and head of a goat, and the 
  serpent wings and head of a dragon. The goat head can gore with horns, the lion head 
  bite with fangs, and the dragon head can either bite or breathe a 50-foot long cone, 10 
  feet wide at the end, which inflicts 3 hits. 
  COCKATRICES are like Basilisks, though they petrify only with their touch. They’re 
  probably best treated as Dragons: detect hidden and invisible foes within 150; foes 
  within 150 must check morale; only fantastic-type attacks harm them. 
  DEMONS, BAALROG* are highly intelligent fiends with strong anti-magical natures. If 
  they immolate (7-12 on 2d6, check every combat turn), they can immolate any normal-
  types they touch. Against fantastic-types, they attack with a +1 sword. If they immolate 
  in a turn, they can use a flaming whip to catch and pull a foe into their flaming body, 
  which causes 2d6, 3d6, or even 4d6 damage, depending on size. Baalrogs are harmed 
  only by fantastic-type attacks. They ignore spells used by 6th-level or lower spell-users, 
  have a 95% chance of ignoring spells from 7th-level spell-users, 90% chance of 
  ignoring spells from 8th-level spell-users, and so on. Baalrogs can fly at 150 for three 
  turns at a time before landing. 
  DRAGONS* come in six varieties: White, Black, Green, Blue, Red, and Gold. Dragons 
  can detect hidden and invisible foes within 150, and all foes within 150 must check 
  morale, as if they suffered casualties. Only fantastic-type attacks harm them. All but 
  Gold Dragons immediately attack the following monster-types, in this order, even if 
  allied: Dragons, Giants, Demons, Rocs, True Trolls, Treants. They never check morale. 
  White Dragons roam cold climates only.  
  Black Dragons rove swamps and marshes. Those that speak have a 5% chance of using 
  1st-level spells.  
  Green Dragons frequent woods and forests. Those that speak have a 10% chance of 
  using 1st- and 2nd-level spells.  
  Blue Dragons wander arid climates. Those that speak have a 15% chance of using 1-st 
  and 2nd-level spells.  
  Red Dragons abide mountainous and hilly terrain. Those that speak have a 15% chance 
  of using spells up to 3rd level.  
  
  7 
  Gold Dragons inhabit every clime and country. They’re the most intelligent of Dragons. 
  They employ spells of up to 6th level, earning one level for each age category they have 
  and one spell for each HD they have. They travel disguised as human or some other 
  form, and they generally avoid service to any character. 
  Breathe Weapon. A Dragon can use its breath weapon three times a day. Roll 2d6 to 
  determine if it bites (2-6) or uses its breath weapon (7-12). 
  Type 
  Type 
  Dimensions 
  Shape 
  Hit Dice 
  Speak 
  Sleeping 
  White 
  Cold 
  80×30 
  Cone 
  5-7 
  25% 
  60% 
  Black 
  Acid 
  60×5 
  Line 
  6-8 
  40% 
  50% 
  Green 
  Gas 
  50×40 
  Cloud 
  7-9 
  55% 
  40% 
  Blue 
  Lightning 
  100×5 
  Line 
  8-10 
  70% 
  30% 
  Red 
  Fire 
  90×30 
  Cone 
  9-11 
  85% 
  20% 
  Gold  
  Fire or Gas  See Above See Above 
  10-12 
  100% 
  10% 
  Cone-shaped breath is always 5-ft. wide at their origin. Line-shaped breath extends 
  from the height of th head of the Dragon. Cloud-shaped breath extends to a height of 
  30. 
  Hit Dice. Roll d% to determine if the Dragon is smaller than normal (has the fewest HD 
  possible, 01-20), normal sized (has the average number of HD, 21-80), or is larger than 
  normal (has the most HD possible, 81-00). The maximum hit points it can sustain, and 
  the number of hit points of damage its breathe weapon inflicts, is based on its age. 
  1d6 
  Dragon Age (yrs) 
  HP per HD 
  1 
  Very Young (0-5) 
  1 
  2 
  Young (6-15) 
  2 
  3 
  Sub-Adult (16-25) 
  3 
  4 
  Mature (26-75) 
  4 
  5 
  Old (76-100) 
  5 
  6 
  Very Old (100+) 
  6 
  Fighting Dragons. Foes get a free turn to attack sleeping Dragons with +2 to hit. Dragons 
  varieties have resistances or vulnerabilities to certain types of attacks. The modifiers 
  below apply to hit and to each damage die rolled. The Attack Types listed are for 
  creatures or modes of attack that are based on that attack type. 
   
  Attack Type 
  Type 
  Air 
  Earth 
  Fire 
  Electricity 
  Water 
  White 
  — 
  -1 
  +1 
  +1 
  -1 
  Black 
  — 
  -1 
  — 
  — 
  +1 
  Green 
  +1 
  — 
  — 
  — 
   
  Blue 
  — 
  — 
  +1 
  -1 
  -1 
  Red 
  -1 
  -1 
  -1 
  — 
  +1 
  Gold  
  — 
  — 
  — 
  — 
  — 
  Foes may choose to subdue a Dragon instead of kill it. This must be announced before 
  melee begins (missile weapons and magic spells can’t be used in this case). Determine 
  damage normally. At the end of each turn, the ratio of hit-points-sustained to 
  maximum-hit-points is the percentage chance the attackers subdue the Dragon. For 
  example, a normal-sized, Very Old, Gold Dragon with 11 HD can sustain 66 hit points of 
  damage. In the first combat turn, it accrues 9 hit points. The ratio is 9/66, or about 14%. 
  There’s a 14% chance the Dragon surrenders to the party. If the subdue roll fails, and 
  the Dragon doesn’t sustain any damage the next round, there’s still a 14% chance it 
  surrenders. Subdued Dragons escape or kill their masters the first chance they get, 
  though they never revolt against a master in command.  
  Selling Dragons. Masters of subdued Dragons can sell them for (1d6+4)×100 GP per hit 
  point on the open market. Doing so removes the Dragon from play if not sold to a player-
  character. 
  
  8 
  Two or More Dragons. When a party encounters two Dragons, the Dragons are mates 
  of Adult age or older. If a party encounters three or four Dragons, two are Adult Dragons 
  or older, while the third and fourth beasts are Very Young. If a party attacks the 
  offspring, both older Dragons use their breath weapons. If a party attacks one of the 
  older Dragons exclusively, the other older Dragon attacks as if it had twice the normal 
  hit dice until both such creatures are threatened. 
  Dragon Treasure. Dragons have a base Treasure Type of H. Very Young and Young 
  Dragons have no treasure. Sub-Adult Dragons have half the normal treasure. Adult 
  Dragons have a normal amount, while Very Old Dragons can have as much as twice the 
  amount. 
  DRAGON TURTLES* roam the deepest of rivers, lakes, and oceans. They have 11-13 HD. 
  They’re so large, they can lift ships out of the water on their backs. Dragon Turtles can 
  use a 90-foot long, 30-foot wide breath weapon of steam like that of a Dragon. They 
  can detect hidden and invisible foes within 150, and all foes within 150 must check 
  morale. Only fantastic-type attacks harm them. 
  ELEMENTAL* beings are conjured entities from other dimensions. There are four types: 
  air, earth, fire, and water. Air and Water Elementals are susceptible to fire attacks, while 
  Earth and Fire Elementals are susceptible to electricity attacks. Three means exist to 
  conjure elementals: by staff, by device, or by spell. Those conjured by staff have 8 HD; 
  those by device have 12 HD; and those by the 5th-level spell conjure elemental have 16 
  HD. No more than one of each type of elemental can be summoned in a day, no matter 
  the method or person summoning it, and they must be summoned from a great body of 
  like substance (large pools of water, immense bonfires or lava pools, and so on). Control 
  of an elemental requires concentration. If the summoner loses control, the elemental 
  attacks him or her, and anything that gets in its way. Control can never be regained 
  once lost. Elementals return to their native dimension once dispelled, slain, or dismissed 
  by the summoner. They’re harmed only by fantastic-type attacks. 
  Air Elementals move only by flying. They have +2 to hit and +1 to damage vs airborne 
  foes. They can transform into a whirlwind 30 in diameter at the base, 60 in diameter at 
  the top, and either 80, 120, or 160 tall, depending on HD. It takes a full turn to form or 
  dissolve the whirlwind. Foes of fewer than 2 HD caught in the whirlwind are killed and 
  flung aside immediately. 
  Djinni* are intelligent air elementals that look like giant humans enveloped in clouds 
  of vapor. They inflict 2d6-1 damage per hit in melee. They have +2 to hit and +1 to 
  damage vs airborne foes. They can carry up to 6,000 coins walking; if they fly with this 
  load, they do so only for a short time. Slain Djinni return to their home dimension. Djinn 
  hate Efreet. Djinni can use any of the following abilities:  
   Create food and drink for any number of people. 
   Create soft and wooden goods for limited or permanent durations.  
   Create metallic goods for limited duration (gold, for example, lasts a day). 
   Create illusions that last until touched or dispelled. No concentration is needed. 
   Become invisible or turn into a gaseous vapor. 
   Form into a whirlwind 30-foot tall, 10-foot wide (base, 20-foot wide at top). It 
  takes one turn to transform into and out of the whirlwind. Creatures of fewer than 
  2 HD are killed and swept away by the whirlwind. 
  Earth Elementals manifest as huge, humanoid-like shapes. They can’t cross water. 
  They have +1 to hit vs earthbound foes. They inflict 2d6 damage normally, or 3d6 
  damage against those on ground or objects they batter. 
  Fire Elementals manifest as swirls of flaming pillars. They have +2 to hit vs fire-using 
  foes. They inflict 2d6 damage per hit against non-fire-using foes, and 1d6+1 damage 
  
  9 
  against fire-based foes. Fire Elementals can’t cross water. They ignite all flammable 
  objects they touch. 
  Efreet* are intelligent fire elementals. They look like large demon-like humans 
  enveloped in hot, hazy smoke. They inflict 2d6 damage per hit in melee. They can carry 
  up to 10,000 coins while flying. Efreet hate Djinni and attack them immediately. Efreet 
  can use each of the following abilities:  
   Create food and drink for any number of people. 
   Create soft and wooden goods for limited or permanent durations.  
   Create metallic goods for limited duration (gold, for example, lasts a day). 
   Create illusions that last until touched or dispelled. No concentration needed. 
   Become invisible or turn into a gaseous vapor. 
   Use the wall of fire spell at will. 
   Become incendiary and ignite all flammable items they touch. 
  If conjured, they serve 1,001 days and attempt to distort their master’s commands. 
  Water Elementals manifest as great waves. They can’t move more than 60 feet from 
  water. They have +2 to hit foes in water or within 30 of a large body of water, like a river 
  or lake). Against foes in water, they inflict 2d6 damage per hit. They can prevent ships 
  from moving and can overturn small vessels.   
  GARGOYLES* are semi-intelligent, bi-pedal beasts, with horns, wings, claws, fangs, and 
  the like. They attack any creature 75% of the time. Only fantastic-type attacks harm 
  them. 
  GIANTS are towering humanoids. They inflict 2d6 damage normally, All Giants carry 1d6 
  × 1,000 GP when wandering outside their lairs. When in their lair, they have 5,000 GP 
  in addition to their Treasure Type. Each giant-type can throw stones at a range of 200, 
  while Stone Giants have a range of 400. Encounters are with Hill Giants 60% of the 
  time, with the other four giant-types encountered in equal measure (10% chance each). 
  Giants never check morale. 
  There’s a 50% chance that Cloud, Fire, and Frost Giants have additional guards in their 
  strongholds: 
  1d6 
  Result 
  1-4 
  1d4+6 headed Hydra 
  5-6 
  (1-3) 6d6 wolves, (4-6) 3d6 bears 
  Cloud Giants stand about 20 feet tall. They live in strongholds on mountain tops and 
  have keen smell. 
  Fire Giants stand 16 feet tall. They’re immune to fire damage. They inflict 2d6+2 
  damage. 
  Frost Giants stand 18 feet tall. They’re immune to cold damage. They inflict 2d6+1 
  damage. 
  Hill Giants stand about 12-foot tall. Their homes are caves in the foothills of mountains. 
  Stone Giants stand 14 feet tall (Huge size). Their homes are in caverns or stone huts. 
  GORGONS are bull-like monsters, with massive iron scales for protection. Gorgons can 
  breathe a cone-shaped haze, 60 feet long and 10 feet wide, that petrifies foes. 
  GRAY OOZES are slick excretions that look like wet stone. It is ineffectual against wood 
  and stone but destroys metal in one combat turn. It inflicts 2d6 damage per hit to 
  exposed flesh. Only weapons and lightning attacks harm them. It never checks morale. 
  GREEN SLIMES are a pale-lime secretion found in dungeons, sticking to stone walls and 
  dropping on unsuspecting prey. It burns through clothing, wood, and metal in a combat 
  
  10 
  turn. When it touches flesh, it turns a victim into Green Slime within a combat turn. It 
  can’t be scrapped off nor harmed by anything but fire or cold. A remove affliction spell 
  kills it instantly. It never checks morale. 
  GRIFFINS are fierce steeds. So fond of horseflesh, they attack horses if they come within 
  360. Wild Griffins will attack nearly any creature for any reason. Griffins cause foes 
  within charge range to check morale. They can detect hidden (but not invisible) foes 
  within 480. They never check morale. 
  HIPPOGRIFFS are a mix of giant eagle and horse. Hippogriffs generally attack Pegasi. 
  Hippogriffs cause foes within charge range to check morale. They can detect hidden (but 
  not invisible) foes within 480. They never check morale. 
  HUMAN-TYPES are human or look human: they have a head, two arms, move about on 
  two legs, and have sentience to some degree. Human-types are susceptible to charm 
  person and hold person spells. 
  Dwarves live in clans in hilly or mountainous regions. For every 40 Dwarves 
  encountered, they’ll have a Fighter leader of 1d6 levels. In a lair, the result of 1-2 = 3rd 
  level, 3-4 = 4th level, 5 = 5th level, and 6 = 6th level. There’s a 1-in-6 chance for every 
  two levels a leader has of having a magic shield, magic armor, or a magic sword (1-4) 
  or magic hammer (5-6). Roll for each item. Dwarves may sometimes use unintelligent 
  beasts (bears, wolves, and so on) to defend their lairs. Dwarves know the Dwarf, Gnome, 
  Goblin, and Kobold tongues. They hate Goblins and generally attack them on sight. 
  When hit by an Ogre, Troll, or Giant, they suffer only half damage. Their saving throws 
  are considered four levels higher than normal, and spot slanting passages, new 
  construction, traps, and shifting walls when underground. They have 2-in-6 chance to 
  hear noise when listening at doors. Dwarves can take full advantage of the +3 war 
  hammer. 
  Gnomes are smaller cousins of Dwarves and follow the same guidelines above, except 
  for the ability to use the +3 war hammer to full effect. They’re longer bearded and live 
  in hills and lowland burrows. Like their cousins, they’re reclusive, perhaps more so. 
  Gnomes hate Kobolds and generally attack them on sight. 
  Elves are of two kinds, those that live in isolated forests and those that live in remote 
  meadowlands. When a group of 50 or more elves are encountered, they’ll have a leader 
  with 1d4 Fighter-levels and Wizard levels as follows—roll 1d6: 1-2 = 2nd, 3 = 3rd, 4 = 4th, 
  and 5-6 = 5th. For every 100 encountered, there’s a leader of 4th-level Fighter/8th-level 
  Wizard. Half of any group of Elves will have Swords and Short Bows, the other half will 
  have Swords and Spears. Elves on foot may use split-fire when using Bows (except 
  Crossbows). They have +1 to hit Orcs/Hobgoblins and +2 to hit Goblins. All such Elves 
  will have Elf Boots & Cloaks, which allow them to be silent and hidden in the outdoors. 
  They do double damage against Ogres. Elves with magical Swords have +1 to hit and to 
  damage with them, and with any magical weapon, they have an additional +3 to attack 
  rolls against Orcs and +2 to attack rolls against Goblins. An Elf wearing magical armor 
  may use spells. They know the Elf, Orc, Hobgoblin, and Gnoll languages. They have 4-
  in-6 chance to sense a secret door when passing by one. They have 2-in-6 chance to 
  find secret doors when looking for them. 
  Gnolls are cross between Gnomes and Trolls. They make their homes within the trunks 
  of trees in the densest of woods. The Gnoll king and his 1d4 bodyguard fight as True 
  Trolls, though without regenerative powers. They have +2 to morale checks. 
  Goblins are nasty, cruel, often nocturnal human-like beings. All remain satisfied when 
  able to murder and slaughter as they will, which they do for amusement. They tend to 
  avoid larger, stronger monsters unless forced to fight by their leaders. Individuals 
  become leaders by murdering one of their own. In their lair is a “king” that fights like a 
  Hobgoblin (see below). The king is protected by 5d6 guards, which also fight as 
  Hobgoblins. Goblins are sometimes foot-soldiers of powerful Chaos beings. Goblins 
  
  11 
  attack Dwarves on sight. Goblins are hindered in daylight (-1 to hit, -1 to morale checks). 
  Goblins attack Dwarves who are within their charge range. 
  Kobolds are a smaller specimen of Goblin, with features of rodent, canine, and reptile. 
  They are found primarily in mountainous areas or woodland. They’re thin, sickly-brown, 
  and dwell in dank subterranean caves or overgrown forests. Kobolds attack Gnomes 
  who are within their charge range. Kobolds are hindered in daylight (-1 to hit, -1 to 
  morale checks) 
  Hobgoblins are a larger, stronger, crueler specimen of Goblin. They have +1 to morale 
  checks and are unaffected by daylight. In their lair, they have a “king” that fights like 
  an Ogre, as do his 1d3+1 retinue of Hobgoblin bodyguards.  
  Orcs are even larger, more vicious Goblins than Hobgoblins and are hindered in daylight 
  too (-1 to hit, -1 to morale checks). They comprise innumerable tribes hostile toward one 
  another. Five such tribes are Orcs of… a) the [Red] Eye, b) Mordor, c) the Mountains, d) 
  the White Hand, d) Isengard. Unless under the command of a strong monster, they have 
  a 50% chance of attacking Orcs of a different tribe on sight. 
  When found in their lair, it is either a cavern complex (1-4) or an outdoor settlement (5-
  6). Sentries guard cavern lairs, while ditches, a palisade, a light catapult for every 50 
  Orcs, and a central tower protect a settlement. Orcs who defend their lairs never check 
  morale unless outnumbered 3 HD to 1 HD. See below for the chance of additional allies. 
  Leader/Ally 
  Cave Lair 
  Settlement 
  Fighter, 1d3+6 levels 
  — 
  25% per 100 
  Wizard, 11th level 
  — 
  10% per 100 
  Dragon 
  10%per 100 
  — 
  1d6 Ogres 
  10%per 50 
  15% per 50 
  1d4 Trolls 
  10%per 100 
  — 
  When encountered in a lair, note the tribe on the map. Orcs encountered in the same 
  area will be from the tribe noted. 
  Outside a lair, there’s a 50% chance Orcs escort 1d8 wagons, each carrying 2d6 × 100 
  SP. There are 10 additional Orcs for each wagon, with a 50/50 chance of being led by a 
  Fighter (1d6: 1 = 7th level, 2-4 = 8th level, 5-6 = 9th level) or a Wizard (1 = 9th level, 2-5 
  = 10th level, 6 = 11th level). 
  Humans come in a variety of types. 
  Bandits are normal (1 HD) rogues and ruffians. They side either with Neutrality (50%) 
  or Chaos (50%). Each bandit carries 2d10 SP. For every 10 bandits, they have a prisoner 
  of little note.  
  For every 30 bandits, there is a 4th-level Fighter. For every 50 bandits, there is a Fighter 
  of 1d2+4 levels. For every 100 bandits, there is a Fighter of 1d2+7 levels. If there are 200 
  or more bandits, there is a 50% chance a Wizard of 1d2+9 levels and a 25% chance an 
  8th-level Cleric of Chaos is with them. With 300 or more bandits, a Wizard type is 
  automatically present and a 50% chance of the Cleric. Fighters and Wizards ride Heavy 
  Horses fitted with barding. There’s a 5% chance per level a character-type has a magic 
  item. For Fighters, check each for magic armor, magic shield, and magic sword. For 
  Wizards, check each for wand or staff, ring, and miscellaneous magic item. For Clerics, 
  check each for miscellaneous weapon (if edged weapon is indicated, roll on Wand/Staff 
  table instead), magic armor, and magic shield. Each has a Heavy Horse with barding. 
  The composition of a bandit force is generally as follows: Half have either Leather & 
  Shield with one-handed weapons (50%) or Leather armor with either Short Bow or Light 
  Crossbow (50%); Half have either Leather & Shield and ride Horses (50%); half have 
  Mail & Shield and ride Medium Horses (without barding) (50%). 
  Berserkers (1+1 HD) are hardened but normal Humans with a lust for battle. They wear 
  armor equivalent to Leather. Berserkers have a chance of having high level Fighters 
  
  12 
  among them, like bandits above. They have +2 to hit human normal-types because of 
  their battle rage. They never check morale. 
  Brigands are bandits who serve Chaos. They have +1 to morale checks. For every 20 
  bandits, they have a prisoner of some importance. Each brigand carries 2d10 SP. 
  Dervishes are Lawful, nomadic fanatics who fight as nomads (see later), though they 
  have +1 to hit and never check morale. A Cleric of Law, of 1d3+7 levels, leads them. They 
  have neither SP or prisoners, like nomads do. 
  Nomads are bandits, except they raid deserts and steppes. Each nomad carries 5d6 SP. 
  For every 25 bandits, they have a prisoner of little note. 
  Desert nomad composition is 50% Leather & Shield with Mounted Lances on Horses; 
  20% Leather with Bows on Horses; 30% Mail & Shield with Mounted Lances on Medium 
  Horses. The composition of steppe nomads is as follows: 50% Leather armor and Horse 
  Bows on Horses; 20% Leather & Shield, carrying Mounted Lances on Horses; 20% Mail 
  armor with Horse Bows, on Medium Horses; 10% Mail & Shield, carrying Mounted 
  Lances on Medium Horses. Encampments of either nomad type are guarded by an 
  additional (1d3+1)×10 nomads with Mail & Shield, one-handed weapons, and Composite 
  Bows. 
  Buccaneers are Neutral waterborne bandits. Each buccaneer carries 2d6 GP. For every 
  10 bandits, they have a prisoner of little note. The composition of a buccaneer force is 
  generally as follows: 60% have Leather & Shield with one-handed weapons; 30% have 
  Leather armor and use Light Crossbows; 10% have Mail & Shield and use Heavy 
  Crossbows. 
  Pirates are buccaneers who serve Chaos. Each pirate carries 2d10 SP. For every 10 
  pirates, they have a prisoner of little note. 
  Cave People are devolved Humans (2 HD) who use weapons equivalent to morning stars. 
  They are always Neutral. They have -1 to morale checks. 
  Merfolk live off seacoasts and can remain submerged indefinitely. They feed on fish and 
  kelp, and wield tridents (sea spears), spears, or daggers. They are known to have trained 
  marine animals and monsters guard their villages. Merfolk are like bandits (see Humans 
  earlier) in all other respects and wear sea-armor equivalent to Leather. They have -1 to 
  hit on land. When on the surface of water, each group of 10 Merfolk has a 10% chance 
  to grapple a ship within 10. Each success reduces its move by 20. 
  Sprites are diminutive fay-folk of various types found in woodlands. They’re generally 
  aloof, whimsical, free-spirited, and cruel. All sprites can become invisible at will and 
  remain so, even when attacking! Foes in melee can’t target them unless they have some 
  means of detecting invisible creatures. 
   Dryads are beautiful, female earth-sprites, shy and peaceable. They are tied 
  inextricably to a specific tree. While they are unable to move more than 240 away 
  from their tree, they have an exact knowledge of the woods around them. There’s a 
  90% chance a Dryad uses charm person on any who approach them. A target has 
  -2 to their saving throw. Charmed victims never return from the forest. 
   Nixies are gorgeous, female water-sprites that lair in the deepest areas of 
  freshwater rivers and lakes. Ten of them together can use charm person to charm 
  anyone passing within 30 of their lair. A charmed foe enters their underwater world 
  to serve for a year before being returned unharmed to the surface. A dispel magic 
  attempt to end the charm has a 75% chance of succeeding if done before the victim 
  enters the water. Nixies use daggers and javelins (range 60). When in water, 10d10 
  large, fierce fish accompany them and do as they command. Magical fire 
  underwater drives the fish away (but not the Nixies). When on the surface of water, 
  each group of 10 Nixies has a 10% chance to grapple a ship within 10. Each success 
  reduces its move by 20.  
   Pixies are air-sprites that can fly for 3 turns before they must land for a turn. 
  
  13 
  HYDRAS are dinosaur-like beasts with 5-8 serpentine heads. It has 1 HD for each head 
  and can sustain 6 hit points of damage for each head; thus, a six-headed Hydra has 6 
  HD and can sustain 36 hit points. It can attack with every head it has each round. For 
  every 6 hit points it sustains, a head is killed. Though it may lose heads, it continues to 
  fight at the hit-die level it started with. Other kinds of Hydras exist, including Sea Hydras. 
  Special versions of Hydra may exist, such as those with poisonous breath or stenches. 
  INVISIBLE STALKERS are flawless trackers of another dimensional space. They tireless 
  pursue their commanded goal, at which point they return to their native dimension. 
  They can be only destroyed or dispelled (though the conjure stalker spell notes they 
  can’t be dispelled). They faithfully follow commands that are accomplished quickly. 
  Commands that entail longer missions are distorted while the literal command is kept. 
  These monsters are always invisible, even when they attack. 
  LYCANTHROPES are shapeshifters. Only silver weapons and fantastic-attacks harm 
  them. If there are 2-4 Lycanthropes, they are simply a pack. If there are 5-8 
  Lycanthropes, they’re a family. There’s a 4-in-6 chance groups of 8-20 are packs of 
  1d3+1, and a 2-in-6 chance they’re family packs of 1d4+4.  A family consists of two adults 
  and the rest are younglings, Younglings vary in age: one is always “near-adult” while 
  the others are no younger than half-grown. Female Lycanthropes fight at triple value 
  for four combat turns if younglings are attacked; dropping to half value thereafter. Male 
  Lycanthropes fight at double value if females are attacked. When all adults are killed, 
  all young become subdued except for “near-adults,”  who fight until killed. Any creature 
  that sustains half or more of its maximum hit points from the natural attacks of a 
  Lycanthrope becomes infected with the disease. In 2d12 days, they shapeshift into a 
  beast like the one that harmed them unless a Cleric of Law uses cure disease on them. 
  MANTICORES are have the body of a lion, face of a human, horns, serpent wings, and a 
  tail of iron spikes. There are 24 spikes on the tail, and they can launch 6 of them at one 
  time at one direction only (treat as a Heavy Crossbow, with range 180). They favor the 
  flesh of humans. 
  MEDUSAE have a head and torso of a human and a lower body of a snake. The tresses 
  of hair on their heads are poisonous snakes. The glance of a Medusa petrifies its foes 
  and itself. 
  MINOTAURS are Large size, men with bull heads. They attack anything their size or 
  smaller, and they pursue prey so long as it’s in sight. Minotaurs lair in twisting, maze-
  like structures. They enjoy the taste of human flesh. They always attack and always 
  pursue if prey is in sight. They never check morale. 
  OCHRE JELLIES resemble giant amoebas. They ooze through small holes and destroy 
  wood, leather, and clothing in 1 combat turn. They’re harmed only by fire or cold. 
  Weapons and lightning divide them into smaller organisms. They inflict 1d6 damage to 
  exposed flesh. It never checks morale. 
  OGRES are brutish hulks, standing 7 to 10 feet tall. They have +2 to damage rolls in 
  melee. Each carries 1d6×100 GP in large sacks when encountered outside their lair.  
  TROLLS, TRUE suffer damage only from fantastic-type attacks from Demons, Elementals, 
  Heroes, Giants, or Legends. They have exceptional strength like Ogres but do normal 
  damage, because they use their talons and fangs. Trolls eschew 3 hit points of damage 
  each combat turn, starting in the third combat turn after they’ve been hit. Even if they 
  accrue their maximum hit points, they resume combat after 6 hit points wane. Only 
  immersion in fire or acid destroys these creatures. They never check morale. 
  PURPLE WORMS are 50-foot long, 10-foot wide monsters. They burrow under 
  unsuspecting foes and come from underneath to attack. A Purple Worm that hits by 4 
  or more (or with a 20 in any case) swallows its foe if it’s Ogre-size or smaller. Swallowed 
  foes die in 6 combat turns and are completely digested (forever lost) after 12 combat 
  turns. In addition to their bite, Purple Worms can also strike with their poisoned tails. 
  They always attack and never check morale. 
  
  14 
  ROCS are immense birds that resemble eagles. They prefer to live in solitary 
  mountainous regions, high away from all monsters. The statistics given are for the 
  smallest variety. For the largest specimens, double or triple the values. There’s a 50% 
  chance that a Roc lair has 1d6 eggs or young in it. Young Rocs can be tamed and trained 
  as steeds. Rocs attack any who aren’t careful in their approach. They’re hostile to all 
  Chaos or Neutral creatures, and either ignore (5-in-6) or befriend (1-in-6) those of Law 
  who keep their distance. They can carry a human-sized rider at a move of 360 per turn. 
  Rocs cause foes within charge range to check morale. They can detect hidden (but not 
  invisible) foes within 480. They never check morale. 
  PEGASI are reclusive winged horses. They serve only those of Law. Treat as a Heavy 
  Horse. Pegasi generally attack Hippogriffs. Pegasi cause foes within charge range to 
  check morale. They can detect hidden (but not invisible) foes within 480. They never 
  check morale. 
  TREANTS are sentient trees found in forests and woodlands. They are aloof, involving 
  themselves in situations that only directly concern them. They can animate up to two 
  trees within 60, which move at 30 and fight as Treants. Only fantastic-type attacks harm 
  Treants. They and their animated trees are susceptible to fire. 
  UNDEAD monsters were once living beings who, through dark sorcery, now have vile, 
  wicked existence. They’re unaffected by such things as poison and are immune to the 
  effects of charm, hold, and sleep spells. Undead are unnaturally silent. Only those 
  associated with pure evil can create or command the undead. 
  Skeletons and Zombies are generally found in dungeons, graveyards, and the like. They 
  act under compulsion of their masters, whether Clerics of Chaos or Wizards. They’re 
  immune to normal-type missiles, and they never check morale. Except for Elves, normal-
  type foes hit by either monster become paralyzed with fear for the rest of combat. 
  Daylight hinders them (-1 to hit, -1 to morale checks). 
  Ghouls paralyze with fear all normal-type foes (except Elves) they hit. Paralysis lasts for 
  the length of combat. Daylight hinders them (-1 to hit, -1 to morale checks), and normal-
  type missiles harm them. Human-types killed by Ghouls become Ghouls. 
  Wights are impervious to all normal-type missiles, except those of silver. They suffer 
  normal damage from normal-type melee weapons and maximum damage from 
  fantastic-type melee weapons. Fantastic-type missile weapons inflict 2d6 damage (no 
  damage from bonuses). Wights drain one level from a foe with a hit. They paralyze with 
  fear all normal-type foes (except Elves) they hit. Paralysis lasts for the length of combat. 
  A Human-type killed by a Wight becomes one, as does any foe drained of all its levels. 
  Daylight hinders them (-1 to hit, -1 to morale checks). Human-types killed by Wights 
  become Wights. 
  Wraiths are nasty, ghostly versions of Wights. They’re impervious to normal-type 
  attacks, act as Legends (see Might & Magic (Bk 1)), drain one level from any foe they hit, 
  and cause human-types to become Wraiths in the same manner as Wights. If they hit a 
  normal-type foe, they paralyze them. However, fantastic-types and Elves can rally 
  victims out of their paralysis by coming within 10 of them. Silver missiles inflict only ½ 
  damage and fantastic-type missiles inflict just normal damage. Daylight hinders them 
  (-1 to hit, -1 to morale checks). 
  Mummies can be harmed only by spells, fire, and fantastic-type attacks, which all inflict 
  only half damage. A hit from a Mummy infects the victim with a rot that permanently 
  increases the time to heal by ten-fold. A cure disease from a Cleric of Law within an 
  hour of being hit by a Mummy reduces this penalty to only twice as long. 
  Specters are incorporeal undead. They’re harmed only by fantastic-type attacks and 
  silver missiles. They drain two levels when they hit a foe. Human-types killed by Specters 
  become Specters and serve the ones who killed them. 
  
  15 
  Vampires drain two levels from foes when they hit. They immediately remove 3 hit points 
  each combat turn when harmed. They can summon 10d10 rats, 10d10 bats, or 3d6 wolves 
  to aid them in battle. They can shapeshift at any time into a huge bat or into gaseous 
  form. They can use charm person on humans (-2 to saving throws) when looking into 
  their eyes. Humans killed by Vampires become Vampires and serve the ones who killed 
  them. Vampires recoil (but don’t retreat) from a strongly presented symbol of Law, the 
  odor of garlic, or the face of a mirror. During daylight, they must always remain in a 
  coffin lined with dirt from their homeland. Exposure to direct sunlight, immersion in 
  running water, or impalement through the heart with a wooden stake instantly kill 
  Vampires. They suffer only from fantastic-type attacks. If they sustain their maximum hit 
  points from magic weapons or attacks, they become gaseous and return to their coffins. 
  UNICORNS are one-horned, horse-like monsters prized for their horns and their purity. 
  They’re reclusive beasts, hiding deep within dense forests. Unicorns avoid all contact 
  with other creatures, except virgin human women, who are the only ones that can 
  approach and ride a Unicorn. When they fight, they fight as a Lance the first turn, and 
  a Spear and Heavy Horse every turn thereafter. They save as 11th-level Wizards. They 
  detect hostile creatures up to 240. Once a day, Unicorns can dimension door along with 
  a rider up to 360. 
  WYVERNS are winged beasts, related to dragons but smaller, with just two legs. Though 
  without a breath weapon like their cousins, they have a poisonous stinger on their tails. 
  There’s a 4-in-6 chance each turn a Wyvern uses its tail; otherwise, it will bite. Wyverns 
  cause foes within charge range to check morale. They can detect hidden (but not 
  invisible) foes within 480. They never check morale. 
  YELLOW MOLD is a fungus vulnerable only to fire. While ineffectual against stone and 
  metal, it destroys wood and inflicts 1d6 damage to exposed flesh. There is a 50% chance 
  contact with Yellow Mold releases spores in a 10 × 10 area. A failed Death saving throw 
  results in death. 
  TREASURES 
  Treasure is any coin, jewel, gem, magic item, or other valuable object or substance 
  found while on an adventure. Treasure removed from a dungeon grants the most XP 
  and enables player-characters to obtain better equipment, hire more retainers, and pay 
  for better services. Magic items enable them to do things they would be unable to do. 
  Treasure, for Wilderness Lairs only 
   
  Type 
  Copper 
  Silver 
  Gold 
  Gems &  
  Jewelry* 
  Magic or Maps 
  A -land- 
  25% 1d6 30% 1d6 35% 2d6 
  50% 6d6 40% any 3 
  A -desert- 20% 1d4 25% 1d4 30% 1d6 
  50% 10d4 60% 3 magic 
  A -water- 
  — 
  — 
  60% 5d6 
  60% 10d6 50% 1 map 
  B 
  50% 1d8 25% 1d6 25% 1d3 
  25% 1d6 
  10% Sword, Armor, Misc. 
  Weapon 
  C 
  20% 1d12 30% 1d4 
  — 
  25% 1d4 
  10% any 2 
  D 
  10% 1d8 15% 1d12 60% 1d6 
  30% 1d8 
  20% any 2 + potion 
  E 
  05% 1d10 30% 1d12 25% 1d8 
  10% 1d10 
  30% any 3 + scroll  
  F 
  — 
  10% 2d20 45% 1d12 
  20% 2d12 35% any 3 + potion + scroll 
  (no weapons) 
  G 
  — 
  — 
  75% 10d4 
  25% 3d6 
  25% 1d10 
  40% any 4 + scroll 
  H 
  25% 3d8 50% d% 75% 10d6 
  50% d% 
  50% 10d4 
  20% any 4 + potion + scroll 
  I 
  — 
  — 
  — 
  50% 2d8 20% any 1 
  * Roll for both categories. Chances are split if different. 
  
  16 
  COINS. The exchange rate for coins follows. 
  1 Gold Piece (GP) = 10 Silver Pieces (SP) = 50 copper pieces (CP) 
  Electrum may be worth either 5 SP or 2 GP. Platinum is worth 5 GP. 
  GEMS. Determine the base value for gems with d%. 
  d% 
  01-10 
  11-25 
  26–75 
  76–90 
  91–00 
  Result 
  10 GP 
  50 GP 
  100 GP 
  500 GP 
  1,000 GP 
   
  Roll 1d6 for each gem or arbitrary group of gems. 1 = the gem or gems is over the next 
  higher base value category. Categories over 1,000 GP follow. 
  5,000 GP 
  10,000 GP 
  25,000 GP 
  50,000 GP 
  100,000 GP 
  500,000 GP 
  JEWELRY. Determine the base value for jewelry with d%. 
  d% 
  01-20 
  21-80 
  81–00 
  Result 
  3d6 × 100 GP 
  1d6 × 1,000 GP 
  1d10 × 1,000 GP 
   
  Fire and lightning melt metal into lumps and devalue jewelry by 25%. Lightning 
  destroys gems, while fire doesn’t (though an option could be a 10% chance). 
   
  MAGIC ITEM DETERMINATION TABLES 
  MAGIC OR MAPS 
  Roll d%: 01-25, roll on the Maps table; 26-00, roll on the Magic Items table. 
  MAPS 
  Roll on the table below to determine to which type of horde the map leads. 
  d% 
  01-60 
  61-90 
  91-00 
  Type 
  Treasure 
  Magic 
  Both 
   
   
  Map to Treasure & Magic 
  d8 Result 
  1 
  1d4×10,000 SP + 1 item 
  2 
  5d6×1,000 GP + 1 item 
  3 1d4×10,000 SP + 5d6×1,000 GP + Any 2 items 
  4 
  Map to 1d6×10 gems + 2d10 jewelry + Any 3 items (no Swords) [already there] 
  5 5d6×1,000 GP + 5d6 gems + Any 2 items 
  6 Map to 1d4×10,000 SP + 1 item [already there] 
  7 
  1d4×10,000 SP + 5d6×1,000 GP + d% gems + 3 items + 1 Potion + 1 Scroll 
  8 1d4×10,000 SP + 5d6×1,000 GP + 1d6×10 gems + 2d10 jewelry + 3 items + 1 Potion
  Appropriate monsters guard all hordes. Use the Monster Level Tables in Bk 3 if desired. 
  Map to Treasure 
  d8  Result 
  1 
   1d4×10,000 SP 
  2 
   5d6×1,000 GP 
  3 
   Results 1 and 2 
  4 
   1d4×10,000 SP + 2d10 gems 
  5 
   5d6×1,000 GP + 5d6 gems 
  6 
   Results 1 and 2 + d% gems 
  7 
   1d6×10 gems + 2d10 jewelry 
  8 
   Results 1, 2, and 7 
  Map to Magic 
  d8 
  Result 
  1-3 
  Any 1 item 
  4-5 
  Any 2 items 
  6 
  Any 3 items (no Swords) 
  7 
  Any 3 items + 1 Potion 
  8 
  Any 3 items + 1 Potion + 1 Scroll 
  
  17 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  POTIONS  
  d%  Result 
   
   
    
  01-04  Growth 
   49-52  Clairvoyance 
  05-08  Diminution 
   53-55  Clairaudience 
  09-12  Giant Strength  56-60  Animal Control 
  13-16  Invisibility 
   
  61-64  Undead Control 
  17-20  Gaseous Form 
   65-68  Plant Control 
  21-24  Polymorph Self  69-72  Human Control 
  25-28  Speed 
   73-76  Giant Control 
  29-32  Levitation 
   77-80  Dragon Control 
  33-36  Flying 
   81-84  Poison 
  37-38  Detect Thoughts  85-88  Invulnerability 
  39-40  Delusion 
   89-92  Fire Resistance 
  41-44  Healing 
   93-96  Treasure Finding 
  45-48  Longevity 
   97-00  Heroism 
  MAGIC ITEMS 
  d%  
  Result 
  01-20  
  Swords 
  21-35  
  Armor 
  36-40  
  Miscellaneous Weapons 
  41-65  
  Potions 
  66-85  
  Scrolls 
  86-90  
  Rings 
  91-95  
  Wands & Staves 
  96-00  
  Miscellaneous Magic 
  ARMOR 
  d%  
  Result 
  01-30  
  +1 shield 
  31-60  
  +1 armor 
  61-75  
  +1 armor & +1 shield 
  76-83  
  +2 shield 
  84-90  
  +2 armor 
  91-97  
  +2 armor & +2 shield 
  98-00  
  +3 shield 
   
  SWORDS 
  d%  
  Result 
  01-35  
  +1 sword 
  36-40  
  +1 sword, +2 vs Lycanthropes 
  41-45  
  +1 sword, +2 vs Wizards and Enchanted Monsters 
  46-50  
  +1 sword, locate objects 
  51-60  
  +1 sword, +3 vs Trolls [Clerics] 
  61-65  
  +1 sword, flaming, 
  +2 vs Trolls [Pegasi, Hippogriffs, Rocs] 
  +3 vs Undead [Treants] 
  66-70  
  +1 sword, 2d4 wishes 
  71-75  
  +1 sword, +3 vs Dragons 
  76-78  
  +2 sword 
  79-80  
  +2 sword, charm person 
  81-82  
  +3 sword 
  83  
  Sword, drain 1 level 
  84-00  
  -2 sword 
  MISCELLANEOUS WEAPONS 
  d%  
  Result 
  01-25  
  +1 arrows (10) 
  26-40  
  +1 arrows (3d10) 
  41-55  
  +1 dagger vs human-types, +2 vs Goblins and Kobolds 
  56-60  
  +2 dagger vs human-types, +3 vs Orcs, Goblins, and Kobolds 
  61-65  
  +1 bow 
  66-70  
  +1 hand axe 
  71-80  
  +2 mace 
  81-85  
  +1 war hammer 
  86-89  
  +2 war hammer 
  90  
  +3 war hammer, dwarven throwing 
  91-96  
  +1 spear 
  97-99  
  +2 spear 
  00  
  +3 spear 
  
  18 
  SCROLLS 
  01-20  1 spell  
  61-70 
   Protection against Lycanthropes 
  21-35  2 spells  
  71-80 
   Protection against Undead 
  36-45  3 spells  
  81-90 
   Protection against Elementals 
  46-50  7 spells  
  91-00 
   Protection against Magic 
  51-60  1 curse  
   
    
  RINGS 
   
  01-09  Invisibility 
   
  81-85  Protection Field 
  10-15  Mammal Control 
   
  86-90  Regeneration 
  16-21  Human Control 
   
  91-92  Djinn Summoning 
  22-30  Weakness 
   
  93-94  Telekinesis 
  31-39  Protection 
   
  95-96  X-Ray Vision 
  40-49  Wishes (3) 
   
  97-98  Spell Turning 
  50-60  Delusion 
   
  99 
   Spell Storing 
  61-70  Water Walking 
   
  00 
   Wishes (4d6) 
  71-80  Fire Resistance 
   
   
    
  WANDS & STAVES  
   
  01-15  Detect Metals Wand (W) 
   
  61-65  Polymorph Wand (W) 
  16-20  Detect Evil Wand (W) 
   
  66-70  Negation Wand (W) 
  21-25  Detect Magic Wand (W) 
   
  71-80  Healing Staff (C) 
  26-30  Detect Secret Doors & Traps Wand (W) 
  81-85  Commanding Staff (C/W) 
  31-35  Illusion Wand (W) 
   
  86-90  Snake Staff (C) 
  36-40  Fear Wand (W) 
   
  91-95  Striking Staff (C/W) 
  41-45  Cold Wand (W) 
   
  96-97  Withering Staff (C) 
  46-50  Paralysis Wand (W) 
   
  98-99  Power Staff (W) 
  51-55  Fire Balls Wand (W) 
   
  00  Wizard Staff (W) 
  56-60  Lightning Bolts Wand (W) 
   
   
   C = Cleric, W = Wizard 
  MISCELLANEOUS MAGIC  
   
  01-04  Crystal Ball 
   
  48-52  Boots of Speed 
  05-06  Crystal Ball, clairaudience 
   
  53-57  Boots of Levitation 
  07 
   Crystal Ball, detect thoughts  
  58-62  Boots of Traveling & Leaping 
  08-15  Medallion, detect thoughts   
  63-67  Broom of Flying 
  16-18  Amulet of Concealment  
   
  68-72  Helm of Read Magic & Languages 
  19-24  Scarab of Protection 
   
  73-75  Helm of Telepathy 
  25-29  Bag of Holding 
   
  76 
   Helm of Teleportation 
  30 
   Censor of Air 
   
  77-87  Helm of Chaos (Law) 
  31 
   Stone of Earth 
   
  88 
   Flying Carpet 
  32 
   Brazier of Fire 
   
  89 
   Drums of Panic 
  33 
   Bowl of Water 
   
  90 
   Horn of Blasting 
  34-35  Efreet Bottle 
   
  91-97  Gauntlets of Ogre Strength 
  36-38  Displacer Cloak 
   
  98-99  Girdle of Giant Strength 
  39-47  Elf Cloak & Boots 
   
  00 
   Mirror of Life Trapping 
   
  MAGIC ITEM DESCRIPTIONS 
  SWORDS. All Swords have an Intelligence score, an Ego score, and an alignment to one 
  of the three factions (Law, Neutrality, Chaos). They may also have a purpose, at the 
  discretion of the referee. Follow the steps below to determine all aspects of a Sword.  
  Origin/Purpose. Roll d%. A result of 91-00 indicates the Sword has an explicit purpose 
  or mission. Such a Sword has an Intelligence of 12 and an Ego of 12 (see below). Some 
  possible purposes include slay Wizards, slay Clerics, slay Fighters, slay Monsters, defeat 
  Law, or defeat Chaos. Swords with purpose also gain an additional power, based on the 
  faction they serve. 
   Lawful Swords paralyze Chaotic foes 
   Neutral Swords convey to their user +1 to all saving throws 
   Chaotic Swords disintegrate Lawful foes 
  
  19 
  The special powers mentioned above affect only the object of the purpose, whether 
  Wizard, Fighter, and so on. However, a general purpose, such as slay Law, affects all 
  targets associated with it. Neutral Swords affect Law and Chaos monsters equally. 
  Swords with purpose never tire in their efforts to fulfill their function. Users that attempt 
  to prevent Swords from fulfilling their function trigger an immediate control check. 
  Alignment. Roll d%. 
  d% 
  01–65 
  66–90 
  91–00 
  Result 
  Lawful 
  Neutral 
  Chaotic 
  If the Sword has the level drain ability (see below), the chance the Sword is Chaotic is 
  01-65, and the chance it’s Lawful is 91-00. Also, if the Sword is Chaotic, it affects 
  creatures listed in brackets rather than the creatures listed normally. 
  A character whose alignment differs from the Sword takes damage when picking it up. 
  See the table below for damage.  
  Step Difference 
  Law vs. Chaos/Chaos vs. Law 
  Neutrality vs. Law/Chaos 
  Result 
  2d6 
  1d6 
  Nonplayer-characters directed to pick up a Sword take only half damage, since they 
  aren’t completely free agents. Other effects of picking up a Sword of a different 
  alignment may be the dispelling of a spell or obtaining powers that remove them from 
  the service of their master. Also, a struggle ensues immediately. See the process of 
  determining the results of a struggle under the Ego section later. If the Sword wins the 
  struggle, it controls the character, compelling the wielder to align with the same faction 
  as the Sword and to act accordingly immediately. For example, a Lawful player-
  character who picked up a Neutral Sword may lie about its abilities, while a he would 
  attack if he picked up a Chaotic Sword. 
  Intelligence. Roll 1d12. The result is the Intelligence score of the Sword and determines 
  any other powers. If the Sword can communicate (see below), it relates all primary and 
  extraordinary powers to the user. Also note that rolling the same power more than once 
  increases its strength, range, accuracy, and so on, accordingly. 
  1d12 
  Number and Type of Powers 
  Communication Mode 
  1-6 
  None 
  None1 
  7 
  1 primary power 
  Empathy 
  8 
  2 primary powers 
  Empathy 
  9 
  3 primary powers  
  Empathy 
  10 
  3 primary powers, languages2 
  Speech 
  11 
  As 10, and read magic 
  Speech 
  12 
  As 11, and 1 extraordinary power  
  Telepathy 
  1 The user must experiment to learn the powers (bonuses and such) of the Sword. 
  2 The referee rolls to determine the number. The Sword knows its alignment tongue.  
   
   
   
   
   
   
  d% 
  Primary Power 
  01-15 
  Note shifting walls & rooms 
  16-30 Note sloping passages 
  31-40 Find secret doors 
  41-50 Find traps  
  51-60 See invisible 
  61-70 Detect evil (and/or gold) 
  71-80 Detect metal (and kind) 
  81-90 Detect magic 
  91-95 Detect gems (number and size) 
  96-99 Roll twice, ignore 96-99% 
  00 
  Roll for extraordinary power 
  d% 
  Number of Languages 
  01-50 
  1 
  51-70 
  2 
  71-85 
  3 
  86-95 
  4 
  96-99 
  5 
  00 
  Roll twice, ignore 00 
  
  20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Refer to spells in Might & Magic or equivalent powers associated with other magic items 
  for help with adjudicating powers. 
  Ego. Only Swords with an Intelligence score of 7 or greater have Ego scores. Roll 1d12 to 
  determine the score. 
  When a character initially claims the Sword, compare the Ego of the Sword with the 
  level of the Fighter, and consult the following table for the result. 
  Difference When to check for control 
  6 
  Party with higher score always prevails, no check 
  2-5 
  Party with higher score prevails, check only in situations noted below 
  0-1 
  Parties are in constant struggle, check at all stress/decision points 
  The Sword attempts to compel its user to do the following in relevant situations. 
   Ignore better weapons 
   Take great risks in combat to exalt the power of the Sword 
   Allow it to be captured by a higher-level character closer to its station 
   Allow it to be captured by a lower-level character it can dominate more easily 
   Demand greater shares of treasure to better decorate the Sword 
   
  Use the following process to determine who maintains control over whom. 
   Sum Intelligence and Ego of the Sword, +1 for each extraordinary power 
   Sum Intelligence and Strength of the user, modify as follows: 
  — 
  +1d6 if sustained less than 10% maximum hit points 
  — 
  -1d4 if fatigued or sustained 10% to 50% maximum hit points 
  — 
  -2d4 if severely fatigued or sustained over 50% maximum hit points 
   
  Consult the following table for the result. 
   
  Difference Result 
  6 
  Character with higher score controls 
  2-5 
  75% chance character with higher score controls 
  0-1 
  50% chance character with higher score controls 
  SWORD BONUSES. Apply the bonus of a Sword to hit-rolls only, not to damage-rolls. 
  Bonuses specific to monster-types apply to damage. For example, a +1 sword, +2 vs 
  Wizards inflicts 1d6 damage normally, or 1d6+2 damage vs Wizards. 
  d% 
  Extraordinary Power 
  01-10 
  Clairaudience 
  16-20 Clairvoyance 
  31-30 Detect thoughts 
  41-40 Telepathy 
  51-50 Telekenesis 
  61-59 Teleport 
  71-68 X-ray vision 
  81-77 Generate illusion 
  91-82 Levitate 
  96-87 Fly 
  88-92 Heal (1 hp/6 turns or 6 hp/day) 
  93-97 1d4 times Strength for 1d10 turns, once a day 
  98-99 Roll twice, ignore 98-00 
  00 
  Roll thrice, ignore 98-00 
  
  21 
  ARMOR. Subtract the bonus of armor or Shield from the hit-roll of a foe. The bonuses of 
  armor and Shield don’t stack. If a Shield has a better bonus than armor, there’s a 2-in-
  6 chance each blow the Shield applies instead of the armor. 
  MISCELLANEOUS WEAPONS. Apply the bonus of a miscellaneous weapon to all damage-
  rolls, unless noted below. 
  +1 arrows. The bonus applies to hit-rolls and damage-rolls. 
  +1 bow. The bonus applies to hit-rolls only. However, with a +1 arrow, a user has +2 
  to hit and +1 to damage. 
  +1 hand axe. Use in melee or throw it. It has a range of 30 and no modifier for range. 
  +1, +2, and +3 war hammer. Users can throw these too. Range is 30. When a Dwarf 
  uses the +3 version, it has a range of 60, automatically returns to the Dwarf, inflicts 
  2d6 damage normally (no modifier from bonus) or 2d6+3 damage against Giants. 
  +1, +2, and +3 spear. Users can throw these too. Range is 30. 
  POTIONS. Unless noted otherwise, users must imbibe the entire potion to benefit from 
  its effect. However, they can sample a small portion without penalty to identify its power. 
  Potions of limited duration last for 1d6+6 turns. Potions not detailed here are self-
  explanatory or work as described for a similar magic item. 
  Animal Control. One turn after consumption, users can control 3d6 small animals, 2d8 
  medium-sized animals, or 1d6 large ones. 
  Delusion. Users believe the potion is whatever he desires. This potion always seems to 
  be some other kind of potion.  
  Diminution. Users become half a foot if the entire potion is consumed. 
  Dragon Control. A charm monster that affects 1d3 Dragons. Saving throws apply. Roll to 
  determine the type of Dragon susceptible to its effects. 
  Fire Resistance. Users are immune to normal fires, ignore the effects of the wall of fire 
  spell, have +2 to saving throws vs Fire Balls and Dragon fire-breath, and ignore 1 hit 
  point of damage for each hit die of damage caused. 
  Gaseous Form. The form of the user becomes a cohesive gas, leaving behind clothes, 
  armor, equipment, and so on. He can penetrate any space not completely sealed. 
  Giant Control. A charm monster that affects 1d4 Giants. Saving throws apply. 
  Giant Strength. Users gain Giant strength and 2d6 damage with each hit. 
  Growth. Users become 30 feet tall if the entire position is imbibed. Otherwise, growth is 
  proportionate to the amount used; for example, a user becomes 15 feet tall if imbibing 
  half the potion.  
  Healing. 1d6+1 hit points vanish from the user. 
  Heroism. Normal-type humans act like 4th-level Fighters. Fantastic-type Fighters of 5th, 
  6th, or 7th level act as if they were 7th, 8th, or 9th level, respectively, while those of 8th, 
  9th, and 10th level act as if they were 9th, 10th, or 11th level, respectively. 
  Human Control. A charm person that affects one of the following groups of human-types: 
  1d12 of 3 HD and fewer, 2d4 of 4 to 6 HD, 1d4 of 7 to 9 HD, or 1 of 10 HD or more. Saving 
  throws apply. 
  Invulnerability. Imbibers have +2 to AC and saving throws. Those who use this kind of 
  potion more than once in a game week have -2 to AC and saving throws.  
  
  22 
  Longevity. The imbiber loses 10 years from his age. The potion counters the aging effects 
  of the withering staff. 
  Plant Control. Users control within 60 either 1d6 plants (including fungus-types) or a 10 
  x 10 area of ground cover. 
  Poison. Call this any other potion to mislead player-characters. If someone inspects it 
  carefully, reveal the potion for what it is. 
  Speed. The move rate of the user doubles.  
  Treasure Finding. Users know the direction and distance to any treasure within 360 that 
  has a) 5,000 or more CP, SP, or GP, or b) has 50 or more gems. It works through all 
  intervening obstacles. 
  Undead Control. One turn after consumption, users can control 2d4 Undead of 3 HD or 
  fewer, or 1d4 Undead of 4 HD and greater. 
  SCROLLS. There’s a 75% chance a scroll is a Wizard scroll, with Wizard spells; otherwise, 
  it’s a Cleric scroll, with Cleric spells. Wizards can use any spell from a Wizard scroll, 
  regardless of spell-level, with a read magic spell. Spells on all scrolls are used as 6th-
  level spell-user, unless the level must be higher. Then the spell-user level is the 
  minimum necessary. When a spell on a scroll is used, it vanishes. Clerics can use a scroll 
  with Cleric spells without any aid. Roll 1d6 to determine the spell-level of a spell, then 
  randomly determine the exact spell from the relevant spell level. 
  Curse Scrolls. Mislead and trick player-characters into reading these scrolls. Curses take 
  effect immediately. Roll on the following table to determine the nature of the curse. 
  Curses affect all within 15 feet of the user. 
  1d8 
  Result 
  1-2 
  A monster of your choice instantly appears 
  3-4 
  Contracts a disease fatal in 3 turns unless cured 
  5-6 
  Transformed into an insect of your choice 
  7 
  Instantly relocated to a destination 1,000 miles away in a random direction 
  8 
  Instantly relocated to another planet 
  Protection from Elementals. The scroll prevents 1 Elemental from harming the reader 
  and those within 10 of him. The effect lasts for 4 turns. 
  Protection from Lycanthropes. The scroll prevents 2d6 Lycanthropes from harming the 
  reader and those within 10 of him. The effect lasts for 6 turns. 
  Protection from Magic. The scroll functions as an anti-magic barrier that extends up to 
  10 around the user. The effect lasts for 8 turns. 
  Protection from Undead. The scroll prevents 2d12 Undead of 3 HD or fewer, 2d6 Undead 
  of 4 and 5 HD, or 1d6 Undead of 6 HD or more from harming the reader and those within 
  10 of him. The effect lasts for 6 turns. 
  RINGS. Any character-type can use a ring. Users must wear rings to enjoy their benefits. 
  Only one ring per hand can function at any given time. Rings unmentioned below 
  function as a spell or potion, but without any limit to their duration. 
  Mammal Control. The wearer can control 3d6 small mammals or 1d8 large mammals 
  within 60, without consideration to those mammals on the Monster Reference Table. 
  Controlled mammals can be made to attack their friends who aren’t controlled.  
  Weakness. When donned, the user begins to weaken. He has -2 to hit and AC after one 
  turn, -4 to hit and AC after two turns, up to -10 to hit and AC after five turns. A remove 
  curse spell is required to remove the ring. 
  
  23 
  Protection. Wearers have +1 armor, which benefits both AC and saving throws. 
  Wishes. Ensure player-characters use these wisely by applying detrimental effects to 
  the more outlandish, greedy, venal requests. For example, wishing for endless wishes 
  might eviscerate the character so his spirit might be free to wish eternally that he had 
  never wished such a wish. Or again, wishing for one’s very own mirror of life trapping 
  might entrap the wisher inside his very own mirror. Grant wishes that seek to undo 
  unfortunate adventures or situations. Provide clues leading to powerful items or 
  immense treasure when player-characters wish for such items. 
  Regeneration. Wearers alleviate 1 hit point every turn, even if they sustain their 
  maximum possible hit points. Only fire or acid can forever kill the wearers. 
  Djinn Summoning. A Djinn eternally bound to the ring serves the wearer. It appears 
  immediately when called. 
  Telekinesis. Wearers can use the telekinesis spell as if they were 10th-level Wizards. 
  X-Ray Vision. Wearers who take a turn to scan a 10 × 10 area can see up to 30 beyond  
  10 feet of rock or half a foot of iron. Users can’t see through lead or gold. Users can find 
  hidden doors and traps with this ability. 
  Spell Turning. Wearers of this ring targeted directly with a spell by Dragons or Clerics 
  have a percentage of the spell reflected onto the spell-user. Roll d%. The result is the 
  portion that affects the spell-user instead. The remainder affects the wearers. The ring 
  doesn’t turn spells from Wands or Staves, nor does it turn the finger of death spell used 
  by Chaotic Clerics. 
  Spell Storing. The ring contains 1d6 spells. Roll 1d6 to determine the spell level of each 
  spell. There’s an 80% chance the ring contains Wizard spells; otherwise, they’re Cleric 
  spells, with 50% chance the spell are Chaotic. Wearers become instantly aware of which 
  spells are stored, and they can use them as if they were a Wizard or Cleric. Only a spell-
  user can restore spells in the ring.  
  WANDS AND STAVES. Wands generally emit rays whose effects are of the 6th level. 
  Effects of Staves are of the 8th level. Wands can be used 100 times and Staves 200 times 
  before they cease functioning. 
  Detect Metals. They point in the direction of precious metals within 20 worth no less 
  than 1,000 GP. Users know what type of metal is present. 
  Detect Enemies. If hostile creatures within 60 know of the user or his associates, users 
  know of their presence and location, whether hidden or invisible. 
  Detect Magic. Users know whether any dweomer exits within 20. Concentration on 
  quadrants enables uses to learn general details of the kind of magic used. 
  Detect Secret Doors and Traps. Users find secret doors and traps within 20. 
  Illusion. Users can use the illusory forces spell without the need to concentrate. 
  Fear. These wands emit a cone-shaped effect, 60 long and 30 wide at the end. Creatures 
  within the effect that fail a saving throw panic and flee immediately.  
  Cold. These wands emit a cone-shaped effect, 60 long and 30 wide at the end. Creatures 
  within the effect take cold damage. Those that succeed with a saving throw suffer half 
  damage. 
  Paralysis. These wands emit a cone-shaped effect, 60 long and 30 wide at the end.  
  Fire Balls. Users can use the fire ball spell.  
  Lightning Bolts. Users can use the lightning bolt spell. 
  
  24 
  Polymorph. Users may use the polymorph others and polymorph self spells. 
  Negation. Users with these Wands can negate/dispel the magical effects/power of other 
  Wands and Staves. Wands are made completely ineffective. Staves are reduced in power 
  by three-quarters (to 2d6 damage, for example). Only one Wand or Staff can be targeted 
  at a time.   
  Healing Staff. Only Clerics can use these Staves. Users can use the cure light wounds 
  spell once per day, per person. 
  Commanding Staff. Both Clerics and Wizards can use these Staves. Users can employ 
  any one of the following effects. 
  animal control—users can control 3d6 small animals, 2d8 medium-sized animals, or 1d6 
  large ones. 
  human control—users can use the charm person spell to affects one of the following 
  groups of human-types: 1d12 of 3 HD and fewer, 2d4 of 4 to 6 HD, 1d4 of 7 to 9 HD, or 1 
  of 10 HD or more. Saving throws apply. 
  plant control—users can control within 60 either 1d6 plants (including fungus-types) or 
  a 10 x 10 area of ground cover. 
  Snake Staff. Only Clerics can use these Staves. They have +1 to hit and damage with it. 
  The Staff also coils around a struck foe on command to render human-types helpless or 
  all others unable to attack for 1d4 turns. Thereafter, the Staff slithers back to the Cleric.  
  Striking Staff. Both Clerics and Wizards can use these Staves. A hit inflicts 2d6 damage. 
  Withering Staff. Only Clerics can use these Staves. A hit shortens the lifespan of the 
  creature by 10 years. Humans stagger and dodder after being struck four times, animals 
  die after but one or two strikes, and so on. Undead and creatures with long lifespans 
  ignore these effects. 
  Power Staff. Only Wizards can use these Staves. Users can employ any one of the 
  following effects. 
  cold—emit a cone-shaped effect, 60 long and 30 wide at the end. Creatures within the 
  effect take cold damage. Those that succeed with a saving throw suffer half damage. 
  fire ball—users can use the fire ball spell. lightning bolt—users can use the lightning bolt 
  spell. striking—users can use the lightning bolt spell. continual light—users can use the 
  continual light spell. telekinesis—users can use the telekinesis spell. 
  Users may also use a final strike, in which they break the Staff and release all its power. 
  All those within 30 take damage equal to 8 × the number of remaining uses.  
  Wizardry Staff. Only Wizards can use these Staves. They have +1 to hit with it. Users can 
  employ any one of the following effects. 
  paralysis. invisibility—users can use the invisibility spell. wall of fire—users can use the 
  wall of fire spell. passwall—users can use the passwall spell. conjure elementals—users 
  can use the conjure elemental spell, though this version conjures 1d4 of a random type.   
  whirlwind—users can conjure a whirlwind 30-foot tall, 10-foot wide (base, 20-foot wide 
  at top). The whirlwind moves at 90. Creatures of fewer than 2 HD are killed and swept 
  away by the whirlwind. 
  webs—users can conjure masses of sticky webs in a 10 × 10 × 20 area. Giants and 
  similarly powerful creatures can break through them in 2 turns. Creatures of lesser 
  strength break through them in proportionately longer time. A Flaming Sword cuts 
  through them in 1 turn. 
  Users may also use a final strike, in which they break the Staff and release all its power. 
  All those within 30 take damage equal to 8 × the number of remaining uses.  
  
  25 
  MISCELLANEOUS MAGIC. 
  Unless otherwise noted, anyone can use miscellaneous magic items. 
  Amulet of Concealment. The amulet always and completely prevents the user from being 
  located, seen, or detected by a crystal ball or the detect thoughts spell. 
  Bag of Holding. The bag is equivalent to a large sack, though it can hold up to 10,000 
  coins as if it were only 300. Objects may also be placed into the bag, though they can 
  be no larger than 10 feet long, 5 feet wide, and 3 feet tall. When users place objects 
  other than coins in the bag, its weight becomes 600. 
  Crystal Balls. Only Wizards can use these devices. If they use them more than three 
  times a day go mad. Attempts are less likely to succeed when the subject of scrying is 
  less known and farther away, when abjuration is used to ward off viewers, and when 
  lead interposes. Extended use of the devices in a single day requires the users to rest 
  and recuperate the next day. Spells can’t be used through them, though users may place 
  a dweomer on themselves that would benefit their efforts, such as a dark vision spell to 
  see in the dark. Some of these devices allow the user to hear what is being said 
  (clairaudience) or detect whether sentient beings are somewhere nearby to the scene 
  being spied (detect thoughts). 
  Displacer Cloak. Users of this cloak appear to be displaced, up to 10 away from their 
  actual location. They have +2 to AC and saving throws. 
  Efreet Bottle. The finder of the bottle can call out of it an Efreet that serves him only for 
  1,001 days. 
  Elemental Control Items. Only Wizards can use these devices. Each device conjures a 
  relevant elemental (12 HD) in a turn (1 minute). Only the owner of the item may use the 
  device. It takes a turn (10 minutes) to either set up or store a device. 
  Elven Cloak & Boots. The cloak renders the wearer next to invisible, the boots render 
  him totally silent when moving. 
  Medallions. They enable the user to use the detect thoughts spell. On a roll of 08-12, the 
  range is 30; on 13-15, the range is 60. There is a 1-in-6 chance the item malfunctions 
  when used. 
  Scarab of Protection. The item negates a finger of death spell directed at the wearer. It 
  can do so 12 times before it disintegrates. 
  Boots of Speed. Users can move at 240 for a day, but they must then rest for a day. 
  Boots of Levitation. Users can use the levitate spell without a limit to duration. 
  Boots of Traveling and Leaping. When outdoors, users of the boots increase their move 
  by one-third. When indoors or underground, users can leap up to 10 feet vertically and 
  30 feet horizontally. 
  Broom of Flying. Only Wizards may use this item. Users who know the word of command 
  for the device can summon it to their hand from up to 240 away and can fly at 240. It 
  can carry two human-types but at a move of 180. 
  Helm of Reading Magic and Languages. Users benefit from the read languages and read 
  magic spells. If worn in combat, there’s a 10% chance each turn it’s hit and ruined.  
  Helm of Telepathy. Users can read the thoughts of any creature within 90. They can 
  implant suggestions into the minds of human-types if their Intelligence scores are 
  greater than those of the human-types. For nonplayer human-types, roll on the reaction 
  table with +2 to the result to determine if the suggestion works. For player human-
  types, roll d% + 10% for users of the helm and compare that to d% for the player. 
  Suicidal suggestions are never followed. If worn in combat, there’s a 10% chance each 
  turn it’s hit and ruined.   
  
  26 
  Helm of Teleportation. Only Wizards can use this item. Wizards that have a teleport spell 
  prepared can use their spell to transport themselves without loss of the spell. If they use 
  it on an object or other creature, the spell is used. If worn in combat, there’s a 10% 
  chance each turn it’s hit and ruined. 
  Helm of Chaos (Law). The user becomes Chaotic (or Lawful). Only dispel magic can 
  remove it from the user, who makes every effort to avoid its removal. 
  Flying Carpet. Users who know the word of command for the device can summon it to 
  their hand from up to 240 away and can fly at 300. It can carry up to three human-types 
  but at 180. 
  Drums of Panic. When played, the drums cause normal-types and fantastic-types who 
  fail their morale check (or saving throw) to flee in rout. Animals of 4 or fewer HD, and  
  non-carnivorous animals with 5 HD or more, flee (no save). Users can play them while 
  moving if the drums are secured in some way. Those within 10 of the drums are 
  unaffected by the playing. 
  Horn of Blasting. The device emits a sound up to 10 feet long and 20 feet wide at its 
  terminus. The sound inflicts 12 hit points of damage to objects such as walls, gates, and 
  so on, and 2d6 hit points to creatures. Creatures are also deafened for one turn. 
  Gauntlets of Ogre Power. Users have +2 to damage rolls. 
  Girdle of Giant Strength. Users are treated as 8 HD creatures that inflict 2d6 hit points 
  of damage with each hit. 
  Mirror of Life Trapping. Only Wizards can use this device, which is up to a foot and a 
  half in diameter. Wizards operating the device must concentrate. It can be set on a wall, 
  for example, and allowed to operate on its own. When openly displayed, there’s a 90% 
  chance a unsuspecting human-type or Undead looks into the mirror. A knowing person 
  has only a 10% chance to avoid looking into it. Any human-type or Undead looking into 
  the mirror, up to 10 away, has its life-force trapped therein. They can be released only 
  on command of its owner or by breaking the mirror, the latter thereby releasing all 
  occupants. The physical bodies of those trapped disappear and reappear accordingly. 
  Trapped entities remain in separate areas within the mirror. They can converse with 
  someone outside the mirror if called upon. Undead are powerless within the mirror. 
  Such devices hold up to 20 life-forces. 
  SAVING THROWS for MAGICAL ITEMS. Assume magic items survive if their user  
  survives. If fire or lightning of a fantastic origin (monster or spell) kills a user or strikes 
  an unattended item, it’s destroyed, unless it’s one of nine items listed below. In that 
  case, make a saving throw for the item. 
   
  Power Wizard 
  Fire or 
  Lightning Ring of Fire 
  Ring of 
  Armor,  
  Shield, Weapon 
  Item 
  Staff 
  Staff 
  Wand 
  Resistance Protection 
  +1 
  +2 
  +3 
  Success 
  10 
  12 
  14* 
  10 
  12** 
  14 
  12 
  10 
  * -2 if hit by opposite type (fire vs lightning, lightning vs fire). ** -2 if hit by lightning. 
  ARTIFACTS. These items of Chaos or Law are of such legendary power, they transcend 
  those of any magic item listed earlier. Determine their powers accordingly, and handle 
  these with care. Examples of Artifacts include a) a teleportation machine; b) a set of 
  Crown, Orb, and Scepter associated with each character-type; c) a Stone Crystallization 
  Projector; and so on. For such items, include harmful effects for those of Neutrality or 
  the opposing faction who handles one. Example effects include instant death, paralysis 
  (until dispelled by some means), loss of four to six experience levels, insanity for one 
  game month, 10d6 hit points of damage, and so on. What limited chances there might 
  be for a saving throw to avoid the effects would be slim. 
  
  27 
   
   
   
   
   
  Other Booklets from OSR Hobbies 
  MIGHT & MAGIC.  A complete set of guidelines for players of S&S, including attributes, 
  character-types, equipment, and spells. 
  DUNGEON & WILDERNESS ADVENTURES. Definitive guidelines for referees who want to 
  plan and adjudicate a SWORD & SPELL game.  
  Find us online 
   
  PATREON 
  Join our Patreon community and help support quality OSR materials and game play. 
  https://www.patreon.com/OSRHobbies 
   
  DRIVTHRURPG 
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  DISCORD 
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  and get access to Harkangraf only material. 
  https://www.discord.gg/BT6738e
  
  28 
  OPEN GAME LICENSE Version 1.0a 
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  All Rights Reserved. 
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  15. COPYWRITE NOTICE.  
  Sword & Spell. Copyright 2019, OSR Hobbies; Authors J. Alexander Lloyd.  
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  Williams, based on material by E. Gary Gygax and Dave Arneson 
  
SOURCE: textdata/thevault/Sword & Spell (osr)/Sword & Spell Book 2 Monsters & Treasure.pdf