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  The inhabitants herein 
  were conceived and 
  created by 
  DANA & RHONDA SCHAEFER 
  This world so vast, so variously foul --
  Who can have made its ugliness? In what 
  Revolting fancy were the Forms begot 
  Of all these monsters? 
  Huxley -- Leda 
  and illustrated by 
  DAVID STEPHENS/ DON SMITH/ SAM KIRKMAN 
  • some stupendous 
  And tremendous (Heaven defend us !) 
  Monstr'-inform'-ingens-horrend-ous 
  Demoniaco- seraphic 
  Penman's latest piece of graphic . 
  Br owning -- Waring 
  *****************************-k-k********************************************** 
  EDITORIAL STAFF 
  Ben Ezzell 
  Mary Ezzell 
  · Carl Ferrell 
  Let these describe the undescribable. 
  Byron - - Childe Harold 
  Cover Design By 
  Elizabeth Ford 
  And such designs of such a mind are made. 
  Anonymous -- The Conspirators 
  ***************************************************************************** 
  Here is the whole set ! A character dead at every word. 
  Sheridan - - School For Scandal 
  118 Sayles Blvd . 
  Abilene, Texas 79605 
  ISBN# 0- 940918-00-5 
  Stock 41 81- 001 
  
  MONSTER FILE# 1 
  2nd Edition September 1981 
  2nd Printing January 1983 
  Copyright 1981 
  Dana Schaefer/ Ben Ezzell 
  DRAGON TREE PRESS 
  118 Sayles Blvd. 
  Abilene, Texas 
  _..,,.,..,..../,~--(_~, 
  j ' 
  ~ \L. 
  
  To prepare cards for file - cut carefully on marked lines. 
  (Use +2 blade or equivalent) 
  ·-. 
  ~~ 
  ~~~' 
  lo.- '1b-') 
  ~ 
  His face 
  Deep scars of thunder had intrenched, and care 
  Sat on his faded cheek, but under brows 
  Of dauntless courage, and considerate pride 
  Waiting revenge. 
  Mil ton -- PARADI SE LOST 
  ~ 
  
  MONSTER 
  FILE NUMBER 
  ONE 
  DRAGON 
  R A I N B O W 
  TIIE 
  DRAGON 
  TREE 
  ML 20 
  AC 0 
  HD 19 
  ATTK 3 
  Claws (2) ld4 / Bite 5d6 or Special 
  ALIGN LG-NN 
  MOVE 9/24 
  INTELLIGENT ( 18+) 
  #APP l 
  SIZE L 
  llas breath weapons of all dragon types 
  A Rainbow Dragon is usually found in high mountains or in a dungeon. 
  Ile will appear slate 
  grey until one melee round before 
  usi.ng his breath weapon; 
  then he will turn the appropriate 
  color. This color will last one round after he uses the breath weapon -- thus two intervening 
  melee rounds must pass before another type of breath weapon can be used. 
  Each breath weapon may 
  be used only 3 times per day. 
  (See standard references for breath weapon types -
  DM's option) 
  Rainbow Dragons speak all languages, 
  and are never found sleeping. 
  They can use up to 6th 
  level player- character spells, as well as Dragon Spells from the Dragon Tree Spell Book. 
  (If of 
  lawful or good alignment, they can use clerical spells> otherwise use ~ 
  M-U spells or 'Dragon 
  Spells') 
  AC -2 
  ALIGN CE 
  Other things ore all very well in their way, but give me lHood ! 
  DAVID COPPERFIELD, Mr. WaLcrbrook 
  IIOIISTER 
  FILE 
  NU!UIER 
  ONE 
  THE 
  DRAGON 
  TREE 
  ML 15 
  DRACULA 
  HD 12 (9611TK) 
  MOVE 12/ 18 
  K I N G 
  O F 
  ~ A M P l R E $ 
  ATTK 4+ld6 
  + Drain two life levels 
  INTELLIGENT (18) 
  #APP Unique 
  SIZE II 
  In sunlight or running water he is -3 to attack and -3 on all Saves 
  Dracula is a 12th level MU. 
  All vampires reverence him as their king and protect his life at 
  all cost. Be is similar to other vampires except as follows: 
  llis strength is 18(00), and he is 100% magic resistant. 
  He can shape change 
  to any of the following at will: Bat, Rat, Wolf, Fog. 
  (Stats remain 
  the same) 
  He can do any of the 
  telepathy with animals. 
  following at will: Spider Climb, Telekinesis, Generate Fog 30' radius, 
  Re has a 35% chance to overcome 
  any religious 
  symbol or mirror 
  presented 
  Sunlight and running water cause him pain (save -3) and he tries to avoid them, 
  not kill him. 
  He carries: Amulet of Etherealness that allows travel between worlds. 
  ~ 
  against 
  him. 
  but they will 
  AC 2 
  ALIGN 
  \ 
  MONSTER 
  FILE NUMBER 
  ONE 
  CHILDREN OF THE DRAGON TEETH 
  HD 5 
  MOVE 6 
  INTELLIGENT (6+2d6) 
  THE 
  DRAGON 
  TREE 
  ML 3 
  ATTK 
  ld6 + Weapons 
  #APP --
  SIZE M 
  Born, as the name implies , from the teeth of dragons, 
  these beings appear as skeletons in 
  full armour carrying weapons. 
  They fight as fifth level fighters. 
  Not being undead, they are 
  not turned by clerics. 
  Only an MU of fifth level or higher can produce these beings -- one Child per dragontooth. 
  The teeth may come from any type o f dragon, 
  but the Children's alignment is that of the MU 
  producing them. 
  Please note -- dragons 
  do not part with their teeth readily, 
  but a slain dragon may have 
  45-95 teeth ( 45+5dl0 ) • 
  AC 3 
  ALIGN NN 
  MONSTER 
  FILE 
  NU!UIER 
  OHE 
  THE 
  DRAGON 
  TREE 
  ML 10 
  HD 3d6 
  MOVE 9 
  E L E C T R O A N T 
  ATTK 5 
  Bite ldlO + ld4 ACID/ Special (4) 
  INTELLIGENT 
  (ld4) 
  #APP 1-100 
  SIZE M 
  Special Attacks (4) Electrical Blasts ldlO each 
  A man-sized ant with two rod-like antennae, which are nonnally carried upright. 
  When 
  leveled at a target, these antenna. can fire electrical charges. 
  Each antenna can fire twice per 
  melee round (ldlO damage per charge). 
  These creatures are similar in ~entality to army ants, and once they have engaged an enemy 
  they never retreat. 
  Special note -- these ants are the favorite food of the Nigyysob, 
  and wherever 
  they are, 
  there is a 50% chance that he will be also. 
  (See Nigyysob card) 
  
  This many-headed monster. 
  · 
  -- The Roman Actor 
  Massinger 
  .. ,,, - .»' _. 
  . 
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  .,,.,µ,, -
  I¾-~' 
  :..,,/,~I• ,; 
  ,,,,,, 
  .~ :-:,:;, c.J,11..4 • 
  My heart 
  Is true as steel. 
  Shakespeare -- MIDSUMMER NIGHT'S DREAM 
  v'. Vv/ 
  " 
  ~v 
  (./ 
  ~;it 
  ~~. 
  "'~ 
  ~-''i!O'-,,,. 4~ 
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  Swini;• the •c"ly horror of 111• Luld~d tull. 
  Hilton -- On the Morning of Chriet .. e Nativity 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  P L A N T 
  M E N 
  ML 4+ 
  AC 7 
  ALIGN CE 
  HD 4 
  ATTK 3 
  Talons (2) ldlO each/ Tail* ldlO 
  MOVE 36 
  INTELLIGENT (6+ld6) 
  #APP 10- 30 
  SIZE M 
  * TAIL HAS 20% CHANCE OF AUTOMATIC KILL BY CI\ITICAL TO HEAD 
  This creature looks rather like a human-sized kangaroo with a single large eye and a 
  pointed tail. 
  Kis skin is ghoulish blue and his blue hair moves with a life of its own. 
  He 
  moves by jumping like a kangaroo on his powerful hind legs, 
  His eye is white, with a white ring around it; his only other facial feature 
  is a round 
  hole just below the eye. 
  Each of his arms moves 
  l ike 
  an elephant's trunk, 
  and ends in a 
  3-fingered hand with long claws. 
  His favorite attack is to leap over his victim and slash with his tail -- which has a hard, 
  sharp tip, The tail is extremely accurate and whenever it bits there is a 20% chance that the 
  victim will be killed by a critical head injury, 
  He eats anything, including carrion. Close examination vill discover a mouth in the palm 
  of each hand (the throat runs through the arm). 
  The mobile hairs -- which resemble spaghetti - -
  are his ears . 
  AC Variable 
  ALIGN CB 
  Their fatal hands 
  No second stroke intend. 
  Mil ton -
  PARADISE LOST 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  E L E C T R O M A G N B T I C 
  M O N S T E R 
  ATTK (l) by Weapon Type 
  THE 
  DRAGON 
  TREE 
  ML 7 
  HD 4d6 
  MOVE 18 
  INTELLIGENT ( 3d6) 
  #APP 1-2 
  SIZE Varies 
  An intelligent form of electromagnetic energy. 
  This creature inhabits metal objects (such 
  as armour and weapons) in the same manner that the soul inhabits a body. 
  He is able to animate 
  the objects, causing them to appear to act by themselves. 
  This evil creature lives on the energy 
  produced 
  by other creatures in combat. 
  Normal 
  damage has no effect on him -- if the object he is using is sufficiently damaged (monster 11P), 
  he will move to some other object. 
  · 
  Ball Lightning traps the monster (for the duration of the spell) if a To llit roll is made 
  (if the roll is failed, then the ball forms somewhere else, with no effect on the monster). 
  Any 
  round when the object takes damage from normal lightning, there is a 50% chance that the monster 
  will flee the area because of the pain it causes him (lO miles), 
  Dispell Evil will also cause 
  him to flee the area (10 miles). 
  A Protect from Evil spell will keep the monster from inhabiting the wearer's armour. 
  Only 
  magical objects with IQ and Ego have a saving throw against being possessed, 
  ~ 
  AC 3 
  ALIGN CE 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  C A L O T 
  T R E E 
  ML 7 
  HD Special 
  MOVE 0 
  ATTK (Special) l Bite per jaw ld6 -
  3d6 
  Uninte 11 igent (2) 
  #APP 1-100 
  SIZE S 
  Carnivorous plant about the size of a sagebrush. 
  The branches are extremely tough and 
  pliable. 
  Each branch ends in a set of strong ja~s c3pable of seizing and holding a large beast 
  while the other branches devour it. 
  The bush has 10-30 branches (or more) . 
  Each branch is treated as an individual having ld6 
  to 6d6 HTK and a bite that depends on the size of the branch. 
  Only when all branches have been killed will the tree .be dead. 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  DRAGON-MAN 
  ML 11 
  THE 
  DRAGON 
  TREE 
  AC 2 
  ALIGN 
  HD 8 
  ATTK 3 
  Claws (2) ld6 / Bite ldlO or Breath Weapon 6d6 
  MOVE 6/18 
  INTELLIGENT (12+ld6) 
  #APP 1-2 
  SIZE L 
  Special Attacks -
  Can use weapons or magic 
  These 9' -tall humanoid creatures have green reptilian skin, long tails and huge dragon-like . 
  wings . 
  They prefer warm, humid places . 
  They can use all ~agic and all weapons suited to their. 
  size. 
  Cold does double damage. 
  But if frozen quickly (killed by cold in 1 me lee round), 
  they 
  enter a kind of suspended ani~ation: if thawed, they will revive in 1-4 melee rounds. 
  Despite their na~es, Dragon-men 
  have no affinity to real dragons. 
  they are the artificial 
  creation of Ganedroquyne. 
  After he built them (one mated pair) and used 'Raise Dead Fully' to 
  resurrect the.m, they escaped and killed their creator. 
  
  I/ft~ 
  ~~•111,•,M 
  Alt 
  . })(w;--
  1 l~f~:r ,,.-.-,-. 
  \!!~\ 
  and Nature breeds, 
  Perverse, all monstrous, all prodi gious things, 
  Abominable, inutterable, and worse 
  Mil ton -- PARADISE LOST 
  l I ( 
  (\ 
  ' 
  \ 
  J.. 
  <_ca 
  the Arch Fear in a visible form 
  Browning -- Prospice 
  ~ 
  A~'! 
  ,. 
  ' •' , 
  ? _{ , ' __ 
  J 
  f(....,,.;._ 
  ~:,-
  ~ 
  , ' ,..... 
  '-
  ~ 
  _):;/ ) 
  ;_ 
  y-;f ((©)) ~ 
  U1 
  
  AC 8 
  ALIGN CB 
  Or whl1por I 11¥ w I ti. wh l to II I'•, 111'h• fo• I 'l'hoy como I th@y como I" 
  Oyron -- ClllLDlt IIAROLD' 8 l'lLGl\lMAG~ 
  MONSTER 
  FILE NUMBER 
  ONE 
  RD l (l HP) 
  MOVE 12 
  S A N D 
  M l R K S 
  ATTK Bite ld3 + . Special 
  INTELLIGENT (ld8) 
  #llP 100-1000 
  THE 
  DRAGON 
  TREE 
  ML 8+ 
  SIZES 
  Large nocturnal rat-like creatures "Which travel in large packs. 
  Their main weapon is their 
  chittering voice which produces unreasoning fear in their victims. 
  When a victim runs from them 
  they follow him until he drops from exhaustion, 
  then attack. 
  They are devout cowards and will 
  always attempt to stay out of strike range unless the victim appears helpless. 
  Anyone hearing their chittering must save vs fear (at -3). If he does not make the save, 
  fear overcomes him and he must run until he either outruns the Sand Mirks or collapses 
  (save on 
  constitution every round after the 6th). 
  The Mirks dislike light but cannot be driven off by it. 
  Only Direwolves are unaffected by their chittering and can drive them off by attacking 
  them. 
  ""*SAND IIIRKS WILL NOT ATTAC A FRESII, AWAKE AND ALERT VICTIM*** 
  **"'VICTIMS MUST BE EXAUSTED OR ASLEEP*** 
  AC 0 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  ELEMENTAL LORD GOBE -
  RULER OF EARTH ELEMENTALS 
  HD 32 
  ATTK l0d6 / Earthquake 
  MOVE 6 
  INTELLIGENT 
  (12+ld6) 
  #APP Unique 
  THE 
  DRAGON 
  TREE 
  ML 15 
  SIZE L 
  Gobe looks like a very large earth elemental . 
  He appears only rarely, 
  when great damage 
  has been done to the earth. or is about to be, 
  He may also appear (his decision) 
  on request of 
  an earth elemental (but there had best be a good and sufficient reason) . 
  Gobe can at will cause an earthquake to open fissures that may (50% chance) swallow 1-4 of 
  his enemies if they fail to save on dexterity. When this happens everyone in the vicinity falls 
  down (no save). 
  Such an earthquake can be disasterous underground, since it may cause ceilings and walls to 
  collapse. 
  But that does not harm Gobe, for he simply fades· back into the earth. 
  If a person does a great service for Gobe or for one of his subjects, 
  Gobe may (OM option) 
  give the person the services of a gnome-like figure who dwells in a brazier filled with earth. 
  The figure can cast all earth-related spells (Rock to Mud, Stone Shape, etc). It will remain in 
  his service until it has cast seven spells, plus one additional spell for each three levels the 
  person has attained. 
  Re can free any of his subjects (earth elementals) from any type of control. 
  The other shape, 
  If shspe it might be call'd that shape had none 
  Distinguishable in member~ joint, or litt1b, 
  Or substance might be call'd that shadow seem'd, 
  For each seem'd either 
  Milton -- PARADISE LOST. 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  SL IVEY 
  T O _V_U 
  THI! 
  DRAGON 
  TREE 
  ML 5+ 
  AC 0 
  ALIGN CN 
  HD 3dl0 
  MOVE 30 
  ATTK None 
  UNINTELLIGENT 
  #APP 10d6 
  SIZE M 
  Slivey Toves are always found in large grassy plots (wabes) where they will be observed 
  gyreing and gimballing in the sunlight (which causes the light to appear very brillig). 
  Any 
  person 
  seeing 
  them from nearer 
  than 30' must save vs confusion (every round, 
  at -4), or be 
  unable to take any methodical action. 
  Their appearance is very indistinct 
  due to their rapid 
  and irregular movements which 
  confuse the observer, 
  as do the brillig reflections from their angular reflective 
  integument. 
  Any attack made against a Slivey Tove requires a second Save VS Confusion before the attack can 
  be made. 
  If the save is successful, any attack is made at -4 to hit, -2 to damage . 
  If the save 
  is unsuccessful, roll percentage for the attack results: 
  01-05 Attack inflicts critical injury on attacker 
  06-35 Attack inflicts non-critical injury on attacker 
  36-70 Attack strikes other member of party 
  71-95 Attack fails totally 
  96-00 Attack strikes intended target 
  Slivey Toves have no known 
  purpose or intelligence and will oevet' make any attack nor 
  return any attack. 
  '9 
  AC 8 
  ALIGN CE 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  MAN 
  FLOWER 
  THE 
  DRAGON 
  TREE 
  ML l+ 
  RD 2d6 
  MOVE 
  ATTK Bite 
  2d6 
  INTELLIGENT (4+ld6) 
  #APP 1-1000 SIZE S 
  A creeper or vine whose blooms have eyes, hands and a mouth to catch prey. 
  Usually 
  just a 
  nuisance, 
  they may become dangerous if a large number at tack a SEMl l party. 
  They may move 10' 
  from their point of attachment. 
  
  ") }' 
  -
  ~ -... 
  ! .i .. · 
  <.~tJ~~-· 
  ) 
  I 
  _l ' 1j 
  i.~ "-<' 
  '-h~\\,,, 
  '"\: 
  . 
  ..,, .. 
  ··---.. , _ _,~ 
  --~:.~>--·~~ 
  t"••·--·, ... ,~ 
  The EditorS are not responsible for death or injury to Player-Characters 
  As a result of the actions of the creatures herein detailed. 
  ~-
  /' 
  f.'. /:..--
  .,,} 
  ',$~ .. -~· 
  \'-{//' 
  ):,!..._..<··· 
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  / 
  , 
  ,•' 
  ·,,,,..~·='"; 
  0 
  ) 
  0 
  ~ 
  
  AC 6 
  ALIGN NN 
  MONSTER 
  FILE NUMBER 
  ONE 
  D R A G O N E W T S 
  HD (Special) 
  ( P R I E S T S ) 
  TilE 
  DRAGON 
  TREE 
  ML 10 
  ATTK 3 Bite ld8 / Claws (2) ld6 
  MOVE 12/80 
  INTELLIGENT (l2+ld6) 
  /JAPP 1-2 
  SIZJ:t M 
  These creatures are roughly humanoid except for their reptilian beads and scaly skin. 
  Their skin, like that of a chameleon, 
  changes color to match their surroundings 
  and is usually 
  mottled. 
  Generally they keep to themselves in their own cities, which are located deep in 
  forests. 
  They a~e all Cleric-MU's, 
  but use no weapons except their talons and fangs. 
  They progress 
  by levels as humans do, and use spells appropriate to their level. 
  Dragonnewt Priests trave.l 
  accompanied by 5-10 Dragonnewt 
  Soldiers, 
  and 
  ride great 
  demi-birds -- for birds' stats see cards for Dragonnewt Soldiers. 
  All Dragonnewts are friends of dragons and will never ham them. 
  AC 3 
  What act, 
  that roars so loud, and thunders in the index? 
  Shakespeare -- HAMLET 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  BAN TH 
  ML 15 
  THE 
  DRAGON 
  TREE 
  HD 12 
  ATT~ 1/6+1 Bite 5dl0 or Cla1<s ld6 + Tail ld4 + Special 
  ALIGN NN (Hungry) 
  Unintelligent (1-3) 
  Special attack - Loud Roar 
  #APP 1-5 
  SIZE L 
  Save VS Paralyzation 
  The Banth is a giant eight-legged cat (lS' at shoulders) with protruding green eyes that 
  glow in the dark. 
  He is almost hairless except for his tawney yellow mane. 
  His mouth reaches 
  back to a point far behind his tiny ears, and his enor,nous 
  jaws are equipped with rows of 
  needle- sharp teeth. 
  His powerful tail strikes like a 1<hip for ld4 damage. 
  His roar is so wierd that even 
  intelligent creatures 
  who bear it mu&t save vs paralyzation or be unable to lQOVe for 2 melee 
  rounds. 
  cc 
  AC 6/2 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  DRAGONEWTS 
  ( S O L D I E R S ) 
  TIIE 
  DRAGON 
  TREE 
  ML 1-10 
  HD (Special) 
  MOVE 12/80 
  ATTK 3 Bite ldlO / Claws (2) ld6 or Weapons 
  INTELLIGENT (3d6) 
  #APP Any 
  SIZE M 
  These creatures are roughly humanoid except for their reptilian heads and scaly skin. 
  Their deep indigo skin is covered with fine but tough scales. 
  They can 1<ear any type of amour 
  and use any type of weapon. 
  When accompanying priests of their race, there will usually be 5 to 10 soldiers. Like the 
  priests, Dragonnewt soldiers are friends of dragons and will never harm them in any way. 
  (See 
  DRAGONNEWT PRIESTS) 
  . 
  The Dragonnewt soldiers ride great demi-birds (coriches) that resemble huge ostriches with 
  condor-type wings. 
  When ridden, 
  these birds run for l/2"turn (6), then glide for l 1/2 turns 
  (80) . 
  The birds have one attack per melee round, 
  which may be either a bite (ldlO) or kick 
  (ld6). 
  They are AC6 and 10 HD The birds can be controlled only by the Dragonnewts, 
  and if 
  riderless they will fight independently for the Dragonnewt side. 
  AC 4 
  ALIGN CE 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  TilE 
  DRAGON 
  TREE 
  M A N 
  T R E E 
  ML 12 
  HD 12d6 
  MOVE 0 
  ATTK (MULTIPLE) Constriction 3d6 / Bite (l) ldlO 
  INTELLIGENT (3d6) 
  #APPl-100 SIZE L 
  A large, intelligent carnivorous tree with mobile limbs. Each tree has 20+ldl0 limbs that 
  try to grab people. 
  Each limb must roll to hit. If it hits, it does 3d6 constriction damage 
  that round and for each round thereafter. 
  At the end of the central stem is a huge blossom containing a many-toothed mouth (bite 
  ldlO) and two lidless eyes. Any hit on this flower (2% chance) is an automatic kill as this is 
  the most direct route to the brain. 
  
  Coming ooon - Demon File #I 
  Includes both major ond minor demons 
  From Dragon Tree Press 
  A very gentle beast , and of a good conscience. 
  Shakespeare -- MIDSUMMER NIGHT' S DREAM 
  ~ 
  Jl 
  
  MONSTER FILE 
  NUMBER 
  ONE 
  _1____l!_A R K 
  ML 10+ 
  AC 5 
  HD 8d6 
  ATTK 4 Claws ld6 or by Weap-0n Type 
  ALIGN LE-LN 
  MOVE 12 
  INTELLIGENT 3d6 
  #APP 1-100 
  THE 
  DRAGON 
  TREE 
  SIZE L 
  A Thark appears to be a reptile with 
  the torso of a man -
  except that on top of his 
  shoulders grow• another waist and the top part of anot her body: thus giving the creature 4 ams 
  and 2 legs. Tusks grow fro~ his lower jaw. 
  Most Tharks are fighters (2% are clerics -
  no other classes). They easi ly use weapons and 
  armour, handling a two-handed sword as though it were a normal sword. 
  After fighting fo, 2 melee rounds a Thark develops blood-lust. On round 3 he will be +l to 
  hit; on round 4, +2; on round 5, +3, etc; up to a maximum of +10 on round 8. When at a +10 to 
  hit, he is also +3 to damage. 
  Any sign or kindness or affection is considered weakness by Tharks, but fighting prowess is 
  highly respected an honoured. 
  If the leader of a group is killed in single combat, the killer 
  becomes the new leader, no matter who or what be is. 
  Female Tharks are always clerics and healing competant. 
  AC 4 
  ALIGN 
  The fatal facility of the octosyllabic verse. 
  Byron -- THE CORSAIR 
  MONSTER FILE 
  NUMBER 
  OIIE 
  THE 
  DRAGON 
  TREE 
  C R E S H I R E 
  C A T 
  ML 
  HD 4 
  ATTK (2) Claws ld4 each+ magic 
  MOVE Infinite 
  INTELLIGENT (18+) 
  #APP Unique 
  SIZES 
  The Cheshire cat looks as though he stepped out of ALICE rn WONDERLAND 
  (and, perhaps, he 
  did). He is not dangerous unlesa attacked. 
  Ne is fascinated by adventurers and will follow 
  them around asking inane questions and being a general bother. If he is asked any question, he 
  will answer in a way that will be of no use to the inquirer. 
  He prefers to give answers that 
  contain alliterative P's or inane rhymes. 
  The Cat has two unique p-0wers. First -- Body Part Telep-0rtation. 
  He can teleport any body 
  part (leg, tail, eye, etc) to any location or locations (100% accurate). 
  His favorite· practice 
  is to telep-0rt his eyes (and perhaps grin) to some place from which he can watch a party that he 
  is not sure about. Since bis eyes reflect light, this can be quite eerie. 
  Second -- Pinstripes. 
  Re can cause. his stripes to lift off his body and pin a person to a 
  wall. 
  (He can ,end out up to 4 stripes per melee round. All 4 can pin the same person, or each 
  can pin a different person. 
  A separate To Hit roll is required for each stripe. If a stripe 
  misses, 
  it will hang in the air and ne,:c.t round he can roll to hit again or do anything else he 
  likes ,;.,ith it. 
  After a person is pinned, 
  the Cat will simply fade away, leaving him to his fate. Each 
  stripe must be removed separately -- treat as an iron bar.) He has 10 stripes. 
  The Cat will not attack unless attacked -- but then he can use ANY magic be likes. 
  repel him but be is fond of cream . 
  Water 
  will 
  ~ 
  AC 
  9 
  ALIGN LN 
  MONSTER FILE 
  NUMBER 
  ONE 
  HD ld6/Level 
  MOVE 6/12 
  W I N D 
  R I D E R S 
  ATTK Special/Magic/Weapon Type 
  INTELLIGENT 10+ld8 
  #APP 1-5 
  THE 
  DRAGON 
  TREE 
  ML 3+ 
  SIZE M 
  These rare flying creatures look like nude angels with beautiful white feathered wings 
  and they all have a charisma of 18. 90¾ of all Windriders encountered are female. 
  They are Mll's, and are the only creatures able to conjure Sylphs. (This is like conjuring 
  elementals I at perfomance level 6 ), except that a Sylph comes instead, and once the Sylph is 
  present the Windrider need not concentrate. See card for Sylphs) 
  Windriders tend to be pacificists, but will fight if threatened. 
  They use only 
  light-weight weapons, as heavy ones would weigh them down. · 
  If a Windrider likes a person, the rider may lend him a Sylph (see card). 
  AC 6 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  D R A G O N 
  L A S E R 
  R A Y 
  THE 
  DRAGON 
  TREE 
  ML 13 
  HD 6d6 
  ATTK 6 Claws (2) ld4 / Bite ldlO / Laser Ray (3) ld20* 
  MOVE 6/24 
  INTELLIGENT (8~ld6) 
  #APP 1-2 
  .SIZE L . 
  *Laser Ray has 20% automatic kill 
  This creature looks like a small dragon with leather.skin instead of scales, but in fact .it 
  is an extraterrestial species. It draws its power froin suolight (and is never found in caves .or 
  dark places) . 
  No other light can power it. 
  It can swoop down using <;laws, 
  bite and lasers all at once. 
  It can fire laser beams from 
  both eyes and tail. 
  (It can fire when out of sunliglit for only an hour, and then its power 
  fades) 
  · 
  It can carry a rider in·definitely, stopping ~o rest. only at night. 
  
  There is a reaper whose name is Death 
  Longfellow -- The Reaper and the Flowers 
  The Angel of Death has been abroad throughout the land; 
  You may almost hear the beating of his wings. 
  John Bright - speech 
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  MONSTER 
  FILE 
  NUMBER 
  ONE 
  E N E R G Y 
  M O N S T E R 
  AC Special 
  HD 6dl0 
  ATTK Special 
  THE 
  DRAGON 
  TREE 
  ML 8 
  ALIGN Any 
  MOVE 24 
  INTELLIGENT (3d6) 
  #APP 1-2 
  SIZE L 
  This creature or creation (origin is not known) appears as a glowing outline able to change 
  size and shape at will. 
  (In fact it is composed entirely of a stabilized form of energy) 
  Weapons or other solid objects simply pass through it. 
  It attacks by touch. 
  The damage done is determined by the power the creature wishes to 
  funnel into the attack. 
  (The amount of damage done to the target will also be subtracted from 
  the creature's total HTK's -- eg, if 10 hit points damage are done to the target, 
  the creature 
  also looses 10 hit points) 
  It absorbs energy from any type of energy attack or weapon (fireball, 
  lightning bolt, 
  laser, etc) -- which restores that many lost hit points. It is immune to all other spells, and 
  i ts intelligence is so alien that psi powers and mental powers are useless against it. 
  There are only two ways to kill this monster. 
  One way is to drain its hit points -- but 
  very few Energy Monsters are dumb enough to go on attacking after their hit points get l ow. 
  The 
  other way is to overload it to the point of explosion. 
  I/hen the energy 
  absorbed and not 
  re-emitted totals 10 times its original BTK, there is a 10% chance per point of overload that 
  the creature will explode, 
  This explosion will do ld20 damage to all within 60'. 
  AC 10 
  ALIGN NN 
  We will now discuss in a little more detail 
  the Struggle for Existence. 
  Darwin -- THE ORIGIN OF SPECIES 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  ML 8 - 15 
  HD(lHP) 
  MOVE 0 
  FIGEROA'S FRANTIC FUNGI 
  ATTK Special 
  NON-INTELLIGENT 
  #APP 1-20 
  SIZE S 
  This soft, shapeless yellow-green fungus grows anywhere normal fungi grow. 
  It produces 
  soft orange spore caps which look like mushrooms (1/2
  11 to 2
  11 diameter). 
  These spore caps will explode at any touch or loud sound, covering every person within a 
  50' radius with spores. 
  Each and every round that the spores are in contact with any living being, the victim must 
  save vs poison or the fungus will grow and spread over his body, killing him that same round by 
  suffocation and destruction of vital organs. 
  If an attempt is made to remove or destroy the spores, roll percentile dice to determine 
  what portion of the spores are removed each melee round. 
  One spore remaining is sufficient to 
  kill the victim if he fails his save. 
  If not in contact with some food source, 
  the spores will die within 24 hours. 
  No new 
  spores will be formed until new caps appear -- for caps to appear 
  on a freshly killed victim 
  takes l week. 
  ('l 
  ~ 
  AC 4 
  ALIGN NN 
  and hell itself breathes out 
  Contagion to this world. 
  Shakespeare -
  HAMLET 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  ML 13 
  D E A T H 
  A N G E L 
  HD 7 
  ATTK (Special) Scythe ldl2 + Save (-3) VS Death (Poison) 
  MOVE 12/20 
  INTELLIGENT (19+) 
  #APP Unique 
  SIZE M 
  Skeletal form in a black hooded monk's robe with a belt made of silver rope. Anyone seeing 
  him must save (-3) vs fear. He carries a gold scythe and a silver hour-glass filled with gold 
  sand. 
  He can become ethereal at will, and is 95% magic resist3nt. 
  He carries: 
  Scythe is +5, worth 10,000 gp. 
  Robe is Robe of Flight. (If worn by mortal will also inflict wearer with 1-12 plagues, 
  no 
  save. 
  Each plague 
  has a 20% chance for contagion per melee round for each potiential victim 
  within 30') 
  Hour-gl ass lets the Angel time-jump up to one hour, and act to change events during that 
  hour. 
  (Mortals can use it only to observe those events, not to change them) 
  Belt has no powers 
  except 
  that if worn by a mortal it will act like a necklace of 
  strangulation (strength 28). 
  AC 3/2 
  the blunt monster with uncounted heads. 
  Shakespeare -- KING HENRY IV 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  ML 20+ 
  V E N U S 
  M A N T R A P 
  HD Special 
  Pod (Acid) 3d6 or Bite ldl2 (see note) 
  ALIGN NN (HUNGRY) 
  ATTK 
  MOVE 0 
  UNINTELLIGENT 
  #APP 1- 10 
  SIZE L 
  *"" 10+2dl0 PODS per PLANT -- I ATTACK per POD*** 
  A giant, genetically-altered Venus fly-trap -- usually fills an entire room. 
  It has 10-30 
  pods which bite like mouths, and each pod is large: enough to enclose a bear-sized creature. 
  The 
  pods can mov~ quickly and can strike anywhere in the room. 
  The pods 
  usually bite for ldl2 damage. 
  On a roll of 15 or better, the victim is 
  'swallowed' 
  and trapped inside the pod, where he will take 3-18 points of damage per round from 
  digestive acid. 
  A victim trapped in a pod cannot free himself and is totally helpless -~ unleSs 
  rescued he will die. 
  The only way to defeat this plant is to attack the individual pods, which have ld8 H;K 
  each. 
  When that much damage has been done too pod, it is severed 
  from the main plant and will 
  release its victims. 
  Individual pods may be polymorphed, 
  but the plant as a whole is immune. 
  Both plant and 
  pods are too dumb to be charmed. 
  The main stalk is so large that it has 10,000 HTK. 
  *** PODS ARE AC 3 / ld8 HTK ---- STALK IS AC 2 / 10,000 HTK*** 
  
  • 
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  wo•~•a 
  Thu11 f ,1bl ou yet hnvo fuigncd, or t6nr co11cuivod 
  Gorgons on<l Hydros, and Chi ma.eras dire. 
  Mil ton -- PARADISE LOST 
  , 
  ~\.~ 
  -
  ~ 
  ~· 
  Additions to Monster File 11 will appear in selected modules 
  published by Dragon Tree Press 
  _/, u 
  - -- ~~-
  . ,.,.-,,----_,.,-/ 
  ~
  - ,• 
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  AC 7/? 
  ALIGN CE 
  MONSTER 
  FILE NUMBER 
  ONE 
  A P E 
  / 
  W I N G E D 
  THE 
  DRAGON 
  TREE 
  ML 11 
  HD 8 
  ATTK 3+1 
  Claws (2) ld8 / Bite ldlO / Hug• 3d6 / Special 
  MOVE 6/24 
  INTELLIGENT (6+ld6) 
  #APP 1-100 
  SIZE L 
  Hug only if both claws hit / Also by weapon type 
  An African gorilla with a long prehensile tail and large bat-like wings. 
  A creation of 
  evil magic users, he is intelligent and capable of using suitable weapons. 
  He has a basic AC of 
  7 but may wear armour also. 
  (Plate armour 
  or split mail would prevent flight, 
  and no annour 
  protects the vings) Ground movement is 6, aerial movement is 24. 
  MONSTER FILE 
  NUMBER 
  ONE 
  W l N D W A L K E R 
  TR8 
  DRAGON 
  TR8E 
  ML 9+ 
  AC 8 
  ALIGN NN 
  !ID 8 
  ATTK l 
  3d6 by Hurricane (area effect) 
  MOVE 15/30 
  INT8LLIGENT (12+ld6) 
  #APP 1-3 SIZE M 
  Appears to be a man with wind bowling around him at all times. 
  He frequents 
  storms and 
  windy places, and is sometimes seen skimming wave tops during gales -- and he often walks on the 
  wind. 
  He can at will make a local hurricane which does 3-18 damage to all in a 500' radius. 
  He 
  is illllnune to all weather spells. 
  5% of all Windwalkers are MU's. 
  These can do all weather spells at 10th level performance. 
  Their hurricanes damage all in al mile radius. 
  MU's do not differ from other Windwalkers 
  except by their performance. 
  ~ 
  l"""C 
  AC 7 
  ALIGN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  L A V A 
  M O N S T E R 
  TllE 
  DRAGON 
  TREE 
  ML 8 
  11D 5d6 
  MOVE 9 
  ATTK 2/1 Hands (2) ldlO each/ Lava B.;_,b 3dl0 
  INTELLIGENT (6+ld6) 
  #APP 1 
  SIZE L 
  A mass of living lava. It usually rises up out of a lava pool, occasionally from a fissure 
  in rock. It can throw parts of its body -- when they hit any solid object, 
  they explode and 
  start fires. When it is hiding in a lava pool, it is absolutely undetectable. 
  Any cuts or punctures immediately close (no da111age done). 
  Only +2 or better magic weapons 
  can hit it without melting. 
  It is impervious to any form of heat including laser beams and 
  lightning bolts. 
  Cold does only 1/2 damage until 1/2 of its hit points are gone -- after that 
  cold does double damage. 
  llhen dead it congeals into black rock. 
  AC 2 
  ALIGN NN 
  Demoniac frenzy. moping melancholy, 
  And moon-struck madness. 
  l-lil ton -- PARADISE LOST 
  MONSTER 
  FILE NUMB8R 
  ONE 
  A P E 
  THE 
  DRAGON 
  TREE 
  RD 5dl0 
  MOVE 
  9 
  R O C K 
  ML 9 
  ATTl< 1-2 Bite (1) ldlO / Fists (2) 3dl0 / Special* 
  INTELLIGENT (6+ld6) 
  #APP l-2 
  SIZE L 
  *Can throw rocks 2dl0 damage 
  l attack per round 
  This creature looks like a large ape (6'-8' ull), but it is oetuolly a form of Stone 
  Golem. Fire, cold and normal edged weapons have no effect on it. Magi cal (+l or better) 
  edged 
  weapons 
  do normal damage. 
  Rock to Mud will affect it, and Rock to Flesh will turn it into ~ 
  normal ape. This creature's tremen,d.ou• strength (Str 24) enables · it to smash regular wood doors 
  vith one blow. 
  · 
  
  0 
  r 
  T~~ 
  r-
  t 
  : \ 
  15 
  
  Believe me. a thousund friends suffice thee not; 
  In a si'ngle enemy thou hast more than enough. 
  Ali Ben Abou Taleb 
  MONSTER 
  FILE 
  NUMBER 
  ONE· 
  THE 
  DRAGON 
  TREE 
  AC -7 
  ALIGN NN 
  E N l G M A ( S ) 
  HD 12 
  ATTK Special 
  MOVE 20 
  GOD-LIKE INTELLIGENCE 
  ML 20+ 
  #APP 1 
  SIZE M-L 
  An Enigma is a created being. 
  He can only be created by the gods and only when a majority 
  of the greater gods work in concert. 
  He has no will of his own, but follows 
  the will of the 
  gods who created hi01. 
  An Enigma may change size froni Olan-sized to 50' tall . 
  He appears 
  as a 
  form. 
  His head is half white, 
  half black, vertically divided. 
  The chest 
  bald, man-shaped 
  is likewise but 
  of indeterminate 
  reversed, 
  and the arms contrast the chest. 
  Below the waist is a grey garment 
  material. 
  The legs 01atch the conesponding arms. 
  When he speaks it sounds like a hundred 
  voices syncronized. 
  An Enigma can cast all spells and fight with all weapons, both at 20th le-,el ability. 
  Due to his connection with the gods, the Enigma can use any power of his creating gods from 
  his white hand and its opposite power 
  (if any) from his black hand. 
  (He can use a different 
  power each round if he likes, but can never use more than one per round) 
  Due 
  to his unique structure 
  (a combination of matter and anti-matter, 
  energy 
  and 
  anti-energy), 
  he can use the following powers at will. 
  (These powers are completely under his 
  control, and he can touch things and people without harming theOI if he chooses) 
  1) Disintegrate any object touched. 
  2) Cell Disruption -
  Enigma must roll to hit; victim must save vs death; 
  if save is made, 
  victim is incapacitated for 20 melee rounds. 
  AC -9 
  ALIGN Any 
  ***An Enigma always refers to himself as 'WE'*** 
  Whence and what are thou , excrable shape? 
  Mil ton -- PARADISE LOST 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  Tl!E 
  DRAGON 
  TREE 
  HD ld6 - ld20 
  MOVE 6/100 
  G L O O P 
  M!,_l-!: 
  ATTK ld6 
  + SMOTHER IN 3 HELEE ROUNDS 
  INTELLIGENT (6+ld4) 
  #APP --
  SIZE S-M 
  A glob of translucent white material with two black 'eyes'. A Gloop is almost infinitely 
  stretchable, and can assume any shape and site. Normally it walks at movement 
  rate 6; but by 
  keeping one part of its body in place and stretching, 
  then pulling the rest of its l>ody after 
  it, it can move up to 100' per ~elee round. 
  It can split into several individuals> 
  whose total 
  I\TK's will be the same as the parent's. 
  Its attack is to smother a victim by enveloping him. 
  (En-,eloping takes 1 melee round -
  smothering takes 3) If the Gloop tries to move before the victim is dead, the victim will be 
  freed. 
  Or the victim may be cut out by giving the Gloop damage equal to 75% of its normal 
  IITK. 
  The Gloop's extre01ely high ACis due to its lightning speed and dexterity (dex 50), which 
  allow it to stretch out of the way of danger. 
  If it is slowed (by Slow spell, cold, or cold 
  spells, etc) it has AC 8. It regenerates cuts imtDediately, 
  but suffers permanent 
  damage from 
  fire or acid. 
  It is thought that originally there was only one Gloop created l>y a magician named Lum l>ut 
  that it split into smaller individuals after passing through 
  a magic grate. 
  Smaller versions 
  are called Gleeps. 
  19 -
  I uni tlu, daughter of Earth nnd Water 
  And the nursling of the Sky. 
  Shelly -- The Cloud 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  SY~ 
  Tl!E 
  DRAGON 
  TREE 
  ML 12+ 
  AC 
  2 
  HD 10 
  ATTK Special 
  ALIGN Special 
  MOVE 18 
  INTELLIGENT (3d6) 
  #APP 1-2 
  SIZE H 
  A Sylph is a cross between a water elemental and an air elemental 1 
  and looks like a large cloud 
  of dense fog. 
  She never appears unless conjured by a Windrider (see card) . 
  A Sylph can fly against moderately strong winds, and can seep through any opening no matter 
  how small. 
  Her only attack is to settle over an enemy> which immobilizes 
  him by confusion and lack of 
  -,isibility. 
  She may be attacked by normal weapons or by magic -
  but if she is killed, she will 
  deliberately condense in the lungs of the person under her and drown him for revenge. 
  At the request of a Windrider 
  a Sylph will serve other creatures for one battle, but then 
  she will return to her hoOle plane (which is the conjunction of the Air and the Water planes) . 
  Chief monster that has plagued the nations yet . 
  Cowper -- Table Talk 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  !l. .~ 
  Tl!E 
  DRAGON 
  TREE 
  ML 4+ 
  ATTK 1 Bite 2d6 
  AC 6 
  ALIGN CE 
  HD 5d6 
  MOVE 18 
  LOW INTELLIGENCE 
  (ld3) 
  #APP 1-100 
  SIZE S 
  A many-legged Martian rat, standing about knee-high 
  repulsive. 
  The skin looks like that of a newborn mouse. 
  bone structure that protrudes fro"' the flesh. 
  to a human, comple.tely 
  It has five sp_ade-like 
  hairless 
  and 
  teeth set in a 
  It burrows undergroundi and a man could conceivably crawl through its tunnels . 
  
  ·----
  ~
  ---······ 
  ·, 
  __ " 
  . 
  ated monsters , head and tail, 
  Scorpion and asp, and Amphisbaena dire, 
  Cera st es horned, Hydrus, and Bllops drear. 
  Milton -
  PARADISE LOST 
  -r-
  ,. -----.r-------~ ·i 
  ---....,.,.>/ 
  . 
  ~...._,.~'- -
  ,,__ ' \ 'a.,) 
  ~ 
  ~ 
  ~ 
  
  MONSTER 
  FILE NUMBER 
  ONE 
  THB 
  DRAGON 
  TRBE 
  CA L O T 
  ML 7 
  AC 3 
  ALIGN L-
  HD 3dl0 
  HOVE 48 
  ATTK Bite 2d! O + ld8 / Melee round attached 
  INTELLIGENT (6+1d2) 
  IAPP 1-10 
  SIZI! H 
  llairless dog-like creature about the size of a shetland pony. 
  It has ten short legs and a 
  froggish head with three rows of long, sharp tusks. It runs extremely fast but cannot jump or 
  fly. It is often found in packs. 
  It attacks by biting and holding on until its prey is killed. 
  These are popular hunting anio,als. 
  They are lawful in that they faithfully serve their 
  masters, but the masters may be of any alignment. 
  AC 0 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  ELEMENTAL LORD PARALOA -
  RULER OF A!R ELEMENTALS 
  HD 32 
  ATTK 4d8 / Air Hagie 
  HOVE 72 
  INTELLIGENT (12+ld6) 
  #APP Unique 
  THE 
  DRAGON 
  TREE 
  ML 15 
  SIZE L 
  Paraloa is a free-willed air elemental. 
  He will appear only if the air should be in some 
  way threatened, or at the request of an air elemental (but there had best be good and sufficient 
  reason). 
  Paraloa 
  can release any air elemental 
  from any type of control. 
  He can also create a 
  whirlwind twice the size of a regular air elemental 
  (sweeps away all beings 4 HD or less). 
  He 
  is only affected b)' magic weapons. 
  If Paraloa takes a liking to someone or if someone 
  does him a great favor , he may give the 
  person a brazier filled with swirling fog . 
  In the brazier lives a figure which looks like a 
  miniature sylph. 
  It can cast seven air-related spells plus one air spell for each t hree. levels 
  of the reci pient. 
  cO 
  -r-C 
  ,. ,. 
  AC -2 
  ALIGN NN 
  MONSTER 
  FILE 
  llUMJlER 
  ONE 
  F L EA s - F E E G H o_o T , s 
  THE 
  DRAGON 
  TREE 
  ~~l• 
  HD (1 HP) 
  MOVE 1/6 
  ATTKl 
  Bite ld3 or by Weapon Type 
  (+4) 
  INTELLIGENT (16) 
  #APP 1-100 
  SIZE S 
  These look like ordinary fleas -- but they are intelligent and have a strength of 18(00) 
  and the power to carry and use normal-sized weapons. 
  Unless 
  the weapons 
  are examined very 
  closely, they will appear to be 'dancing weapons'. 
  (They strike as 6 HD monsters) 
  The fleas' favorite tactic is for 3 or 4 fleas to attack the party with weapons, 
  while the 
  rest secretly board t he party. 
  If a person attacks a flea, every flea on that person will bite 
  him. 
  Whenever a flea is held or charmed so that he cannot move, he becomes AC 7. 
  A faultless monster which the world ne'er saw . 
  Sheffield -- Essay on Poetry 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  NIGYYSOII 
  .!!!,__1! 
  THE 
  DRAGON 
  TREE 
  AC 2 
  ALIGN NN 
  HD 6d6 
  ATTK Special - CREATES MAGICAL TRAPS / by Weapon Type 
  MOVE 18 
  INTELLIGENT (6+ld6) 
  #APP 1-10 
  SIZE L 
  This creature has chameleon-like 
  powers 
  so advanced that it can look like anything it 
  desires. 
  Thus no person (including people with true sight), has ever seen what one actually 
  looks like. 
  The monster 
  can teleport at will. 
  He can use any weapon (if he takes a suitable shape). 
  lie can magically create any type of trap. 
  This creature is also known as the 
  11Now I"ve Got You, You S.O.B." 
  Note -- The Nigyysob is very fond of eating Electroants and can often (50%) be found in the 
  vicinity of these delectable creatures. 
  
  An hax-mless flaming meteor shone for hair, 
  And fell adown hi s shoulders with loose care, 
  Cowley -- DAVIDEIS 
  ·u' 
  ~Ju~~ 
  fv }' _y =~.,,, 
  i" J; 
  IJ 
  • But do you smell scorching? 
  Not a singe for my sins • .•••• 
  . C. Fry - The Lady's Not For Burning 
  ~~ 
  ,-
  ..,0 
  
  MONSTER 
  FILE 
  MUM.BER 
  ONE 
  THE 
  DRAGON 
  TREE 
  T
  A
  Z
   
  ML 8+ 
  AC 2 
  HD 3 
  ATTK 3 
  Bite ldlO I Claws (2) ld6 each 
  ALIGN NN 
  MOVE 18 
  INTELLIGENT (l�w I 4) 
  #APP 1-5 
  SIZE S 
  A Tat is a green 4'-tall humanoid reptile, 
  semi-intelligent. 
  His skin looks like a cross 
  b�tween reptilian.scales and leather. 
  He cannot speak. 
  He is good-natured 
  (unless attacked or 
  m1streat�d), and is extreI:1ely •usceptable to human female beauty (+20% to reaction roll). 
  Re is extremely 
  strong 
  (str 22), of lov intelligence 
  and wisdom 
  (int 4. wis 4), but has 
  good dexterity (16) and constitution (16) and moderate charisma (11). 
  He can uae aiaple weapons, but prefers talons and fangs. 
  . 
  If well-treated 
  he becomes fanatically 
  loyal to those who befriend him. 
  Me can carry out 
  ·��le COCl:l4nd1, and makes an excellent body-guard. 
  If anyone mistreats him he will attack them 
  v1c1ously unless stopped by someone he is loyal to. 
  AC 5 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  THE 
  DRAGON 
  TREE 
  P T E R 0 D A C T Y L 
  ML 6+ 
  HD 4d6 
  ATTK 3 Claws (2) ld6 each / Bite ldlO 
  MOVE 3/36 
  V-LOW INTl!LLIGJ!NCI! (l) 
  #APP 3-6 
  SIZE L 
  A flying 
  dinosaur 
  about the size of an elephant. 
  He is usually 
  found in the mountains, 
  never in caverns. 
  Like normal reptiles, 
  he cannot stand extr""'e cold (+l to each dice of cold 
  damage). 
  If he can be captured 
  and tamed, he makes an excellent 
  mount -- except that he insists on 
  migrating to a warm climate for the winter, and he eats half his body weight in fresh meat every 
  week (l-2 oxen). 
  AC 0 
  ALIGN Nil 
  HD 32 
  Wl1<m fiehco fl cw ond Core et e wol kud 
  And figs grew upon thorn, 
  Some moment when the moon was blood 
  Then aurely I was born. 
  MONSTER 
  FILE 
  NUii.BER 
  ONE 
  T11B 
  DRAGON 
  TREE 
  ELEMENTAL LORD DJlN - RUL ER OF FIRE ELEMENTALS 
  ML 15 
  ATTK 8d6 / Wall of Fire 
  MOVE 24 
  INTELLIGENT (12+ld6) 
  #APP Unique 
  SIZE L 
  Djin is a free-willed 
  fire elemental. 
  He will appear 
  only 
  on request 
  of another 
  fire 
  elemental (and there had best be a good and sufficient reason). 
  He can free any fire elemental from any type of control. 
  He can also at will create a Wall 
  of Fire (8d6) or manipulate any other fire or fires within 300'. 
  If a person does a great service 
  for Djin or for one of his subjects 
  (DM's option), 
  Djin 
  aay give the person the services 
  of a salamander 
  who will fight for 9 battles 
  or cast up to 9 
  fire-related spells. 
  The salamander must be kept in a hot place when not working. 
  If it is not 
  treated correctly, it will return to Djin. 
  Things are seldoa what they seem, 
  Skim milk masquerades as cream. 
  H. H. S. PINAFORE 
  MONSTER 
  FILE 
  NUMJ1£R 
  ONE 
  THE 
  DRAGON 
  TREE 
  AOAPT
  O
  I
  D
   
  ML 10 
  AC 5 
  HD 6 
  ATTK 
  DAMAGE Bite (1) ldlO + Acid (ldlO) 
  ALIGN NH (Vicious) 
  HOVE 12 
  INTELLIGENT (12+ld6) 
  #APP l 
  SIZE H 
  This reptilian monster is fast, vicious and hard to kill --
  for he adapts perfectly 
  to any 
  environment in one round. 
  Only the first attack of any kind will cause damage. 
  After the first 
  attack, the Adaptoid 
  has adapted to counter that type of attack. 
  (This is in conjunction 
  with 
  any other type of adaptation already accomplished) 
  The Adaptoid 
  has powerful 
  back legs, 
  small 
  front 
  legs and heavy 
  jaws that 
  deliver 
  a 
  crushing bite. 
  It is both vicious and intelligent and will use ita brains to trap victims. 
  The monster 
  is filled with a type of molecular 
  ac�d for blood, so anything 
  that cuts him 
  must save vs acid at -5 or be destroyed. 
  The Adaptoid 
  also has a �efined 
  type of acid in its 
  mouth. 
  When he bites someone, 
  the porson 
  takes ldlO damage 
  from his teeth plus another 
  ldlO 
  damage from the acid. 
  
  t/;J;J;/IMJJf!' 
  \\i 
  ~ 
  A being, erect upon two legs, and bearing all the outward 
  semblence of a man, and not of a monster. 
  Dickens -
  BUZFUZ 
  __,.-..,,.s,-N,.._, 
  .(:-:-
  , , 
  ' 
  ,. 
  ~I' 
  "--.,.. •. 
  -
  ~y1Mf•., .. 
  ,Y 
  • 
  , 
  .• 
  ,,; 
  ,..-
  ' 
  N' 
  11-i 
  
  AC 3 
  ALIGN NN 
  1,',0NSTER 
  FILE 
  NUMBER 
  ONE 
  'll!E 
  DRAGON 
  TREE 
  A P T 
  ML 9 
  l!D 10d6 
  MOVE 18 
  ATTI< Bite 3dl0 + Weapons' (+8 due to strength) 
  INTELLIGENT (4+ld4) 
  #APP 1-10 
  SIZE L 
  Use of weapons requires a minimum intelligence of 6 
  This creature is the size of a hippopotamus. 
  He is covered with fur, normally a soft tan 
  or brown for camouflage. 
  His large head has a tremendous mouth with a pair of downward-gro"1ing 
  tusks. 
  The eyes reach from the top of the head to the lower jaw. 
  They are like insects' eyes, 
  having thousands of facets, each facet with an independent lid. The Apt can see in almost total 
  darkness or in brightest light . 
  The Apt has a pair of arms extending from the shoulders, and can use weapons if his IQ is 6 
  or greater. 
  AC 0 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  ELEMENTAL LORD NECl<SA -
  RULER OF WATER ELEMENTALS 
  HD 32 
  ATTK 6dl0 / Water Magic 
  MOVE 12/36 
  INTELLIGENT (12+ld6) 
  #APP Unique 
  THE 
  DRAGON 
  TREE 
  ML 15 
  SIZE L 
  Necksa is a free-"1illed water elemental. 
  He will appear only when there· is a serious 
  threat to a large body of water, or at the request of a water ele,nental (but there had best be a 
  good and sufficient reason). 
  He can free any of his subjects from any form of control. 
  Anyone doing a service for Necksa may receive the services of an Undine who will fight for 
  9 battles or east up to seven water-related spells. 
  (She must be kept in a very dainp, 
  humid 
  area. For every 10 minutes 
  she spends in dry air she takes l point of damage. 
  If anyone lets 
  an Undine die, Necksa is 50% likely to attack the person if there is water nearby to allow him 
  access . 
  ~ 
  rt 
  A lion among, lodi c11 11 tt mo11t droadf ul thing. 
  Shakespeare -- MIDSUMMER NIGHT'S DRF.AM 
  AC 
  2 
  ALIGN NN 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  0 R L U I< 
  l,',L 8+ 
  HD 10d6 
  MOVE 18 
  ATTI< 5 
  Claws (4) ld8 / Bite ldl2 
  LOW INTELLIGENCE 
  ( ld3) 
  #APP 1-10 
  THE 
  DRAGON 
  TREE 
  SIZE L 
  An Orluk is a giant cat (elephant-sized) with yellow and black striped fur and no tail. 
  They are often found hunting in packs. Despite their bulk Orluks can move quite fast, and they 
  can see in almost total darkness. 
  They are omnivores and are not vicious (unless hungry) . 
  Note -- Orluks are extremely 
  fond of catnip. 
  If catnip is thrown near an Orluk he will 
  probably (80%) stop ANY activity to roll in it. (All in a 20' radius must save on dei<terity or 
  take ld20 damage per round from being rolled on) At DH' s option, an Orluk also has 20:t per round 
  to smell catnip in a person's pack and attempt to claw the .pack off to get it. 
  AC -8 
  ALIGN Angry 
  Tell us, pray, what devil 
  This melancholy is 1 which can transform 
  Men into monstet"s . 
  Ford - -
  The Lady's Trial 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  H U L I< 
  ML 20 
  HD 20 
  ATTK 2 Fists lOdlO each 
  MOVE 20 
  INTELLIGENT (3+ld4) 
  #APP l 
  'll!E 
  DRAGON 
  TREE 
  SIZE M-L 
  Usually encountered 
  as a normal man in tattered clothing who is willing to join party. 
  He 
  seems mild-i:nannered but secretive, and if given a choice will avoid combat and flee. 
  On recaiving 4 or more points of damage he changes into an 8' -tall green-skinned man with 
  the stats given above. 
  (The transformation takes l melee round) 
  In l!ulk form he is a true berserker, 
  attacking both friend and foe -- but usually 05%) . 
  whoever or whatever 
  hurt him last . 
  He shuns weapons 
  -
  except 
  to break 
  them - -
  and usually. 
  attacks with his fists 
  (can use both fists in each melee round). 
  He can also throw heavy 
  objects for 5dl0 points. 
  He bas Strength 100, Dexterity 18, Constitution 18 -- and can do 
  virtually anything the DM would like him to do. 
  This form will last as long has. l\e is being physically 
  after attacks on him cease. 
  Then he wil 1 change back into 
  rounds) After changing 
  back he will not reme,nber anything 
  form. 
  attacked, and for ldlO melee rounds 
  a human. 
  (This change takes 3 melee 
  that happened while be was in Hulk 
  
  ' t he earth 
  What are these, that look not like creatures o 
  And yet are on 't? 
  Shakespear e -- MACRETII 
  ------
  -
  The horn, the hofn, the lusty horn 
  Is not a thing to l augh to scorn . 
  Shakespeare -- AS YOU LIKE IT 
  ~: 
  r~ --""· fn't,;,._ -$ 
  ' 
  : 
  . ' 
  .,,,,,.~,.. 
  If{/!' 
  I 
  ~- ~ 
  ~~~;..,.. . 
  w 
  N' 
  
  AC 2 
  ALIGN NN 
  MONSTER 
  FILE 
  IIUM.BER 
  ONE 
  0 C T O N O C E R O S 
  HD 5dl0 
  ATTK 2/3 
  Charge 4dl0 + Bite ldlO 
  THE 
  DRAGON 
  TREE 
  ML 6+ 
  Energy Rock (3) ld8 
  MOVE 12/24 
  INTELLIGENT 6+ld6 
  #APP 1-3 
  SIZE L 
  This creature resembles an eight-legged rhinoceros with a ring of bony plate flaring out 
  £~om his neck. 
  The single horn on his nose is a hollow cylinder. 
  He is usually found eating 
  rocks (can chew AC 2 as though it were AC 9). 
  In fact this creature lives on nuclear material he finds in the rocks. 
  He can fire 'energy 
  rocks' -- actually unstable nuclear material -- through his hollow horn. 
  (Range 50'. He can 
  fire 3 per melee round at 3 different targets if he chooses. 
  These 'rocks' explode on impact 
  for ld8 damage to whatever they hit, plus 2 points imp.act damage.) 
  His normal movement is 12, but he can charge for one turn at 24, doing 4dl0 damage. 
  His 
  bite does ldlO. 
  A tamed Octonoceros makes a go~d mount, and any person riding behind the ring on his neck 
  has the benefit of both AC 2 and her own AC before a hit is taken (separate rolls). Also, tamed 
  ones can deliver (expel without firing) 10 energy rocks per day for it's owner. 
  AC 6 
  ALIGN NN 
  I am a part of all that I have met. 
  MONSTER 
  FILE 
  NUMBER 
  ONE 
  H A C L U B 
  O F 
  Tennyson - -
  ULYSSES 
  1 0 0 0 
  E Y E S 
  HD 12 
  ATTK(ldlO) BYE BEAMS 3dl0 each 
  MOVE 6/ 12/ 18 
  NON-INTELLIGENT 
  #APP 1 
  SIZE L 
  THE 
  DRAGON 
  TREE 
  ML 20 
  This looks like a brownish-black pudding which has 'eyes' all over it -- the 'eyes' appear 
  to be made of a clear crystalline substance. 
  lt can divide at will into as many as 12 lHD 
  creatures (exactly like their parent), and these can recombine to form one creature again. 
  This 
  strange creature is made of pollution and powered by bright light. 
  It feeds on pollution to increase its body size: for each 1000 gp weight consumed, in.crease 
  monster by lHD. 
  (It only eats meat that has been dead for at least 3 days) 
  Bright light gives it power to move, and it stores 
  light-power 
  to shoot out of its 'eyes' 
  for 3dl0 laser-type damage each. 
  ( ldlO 'eyes' can shoot each round -
  in fact they are focuses 
  for the light-energy) 
  Each 'eye' can fire only 5 ti1Des without 
  a one-hour recharge of bright 
  light. 
  (Roll ldlO. That many eyes will shoot for 5 rounds. 
  Then they will be exhausted and 
  another ldlO eyes will begin to shoot.) 
  It can function out of bright light for only 24 hours; after that it goes into hibernation 
  and revives only if exposed to bright light again. 
  After 24 hours of darkness its energy 
  reserves are exhausted and it cannot fire its 'eye'-beams without a one-hour recharge. 
  It can only be destroyed by injecting oxygen into it and then igniting. 
  (Under water it is 
  invulnerable) 
  w 
  MONSTER 
  FILE NUMBER 
  ONE 
  A P E 
  HART IAN 
  THE 
  DRAGON 
  TREE 
  ML 15 
  AC 6 
  ALlGN NN 
  HD 10 
  ATTK Special: 4 Claws ldlO each / Bite ld20* / Hug 3dl0** 
  MOVE 12/18-
  INTELLIGENT (6+ld2) 
  #APP 1-10 
  SIZE L 
  *only if 2 claws hit 
  **only if 4 cla,;,s hit 
  -12 on 2 feet/ 18 on 4 feet 
  The Martian ape is 12-15' tall and resembles a hairless white African ape. 
  His only hair 
  is a bristle-like ridge on the top of its skull. 
  He bas an intermediary set of 1i1Dbs halfway 
  down the trunk that may be used either for arms or legs. 
  (When 
  he uses them for legs he can 
  move at rate 18) 
  Unlike African apes, these are fiercely aggressive, attacking on sight anything not of 
  their own species. 
  Since they have an excellent 
  sense of amell, disguises or illusions must 
  have an olfactory element to have any chance of success against them. 
  Each round "he has 4 attacks with his claws. 
  Any round when he hits with 2 claws, he may 
  bite also. Any round when he hits with 4 claws he may hug also. 
  MONSTER 
  FILE IIUMBER 
  ONE 
  D J I N N 
  G E N I E ) 
  TIIE 
  DRAGON 
  TREE 
  ML 15 
  AC 9 
  ALIGN Any 
  HD lOdlO 
  MOVE Special 
  ATTK Special 
  INTELLIGENT (12+ld6) 
  #APP 1 
  Usually found confined to some object such as a lamp or ring. 
  MU of like level, and can use weapons as a fighter of like level. 
  accurate. 
  SIZE L 
  A Djinn can cast spells as a 
  He can teleport a·t will, 100% 
  Being strict segregationsiets, 
  no Djinni will serve a party to which another 
  Djinn is 
  attached. 
  Djinni may be of any alignment. 
  
  TH:: l<J~NDBOOK OF TRAPS & TRICKS and MONSTER FILE # 1 are reviewed in the DIFFERENT 
  WORLDS -
  August 1981 issue . 
  ,~€ r;" nr,aoo((. 0 ~ 
  'l'9t'S ~"" ,1,e(S 
  The HANDBOOK 
  OF TRAPS 
  AND 
  TRICKS 
  describes 
  over 100 traps in a standard format, ready to play. 
  The traps are of all types 
  of construction: 
  magical, 
  mechanical or techno ; simple, skilled or 
  super- complex. 
  No 'Instant-Killer' type traps are included . 
  Escape is possible from ~11 of these traps, but i t 
  requires brains, not 'Monie-Haul' hardware. 
  The 
  editors 
  believe 
  that there are two 
  legitimate purposes which a trap can se;ve in the 
  game: 
  it can be a ti~e-pressure emergency . 
  as 
  exciting as a melee; or it can serve as a rest from 
  urgency. 
  allowing players · to take their time to 
  solve a puzzle or to interact with each other in an 
  interesting situation. 
  Most 
  of the traps in the 
  handbook are of the non-urgency sort . A table of 
  urgency factors is included for adding danger i f 
  the 
  DM 
  wishes, 
  but the traps are sufficently 
  interesting without it . 
  A 'Time/Total' chart is provided for ready 
  reference to help adjust danger and playing time to 
  the strength 
  of the party, 
  so most 
  traps are 
  suitable for most levels. 
  There is a section of cursed artifacts as 
  well. 
  The 
  HANDBOOK 
  also includes 
  tables 
  for: 
  insane , actions, 
  chronic 
  insanities, 
  phobias/philias, trick effects, trap detection, and combining monsters with traps . 
  HANDBOOK OF TRAPS AND TRICKS - Stock# 81-002 -
  ISBN 0-940918-01-3 - 104 Pages - $9.50 
  The DRAGON 
  TREE 
  SPELL 
  BOOK 
  contains 
  over 200 
  spells in standard format, 
  and includes · two new 
  types of spells. 
  Zero 
  Level 
  Spells 
  are 
  household 
  and 
  industrial 
  spells, 
  and 
  even a first 
  level 
  character may know several of them. They include 
  'Bait'. 'Clamp', 'Knot'. 'Sharpen', 
  'True Track,' 
  and 'Spank'. 
  Dragon Spells 
  are strange 
  and 
  powerful 
  magicks normally 
  known only to dragons, 
  such as 
  'Time 
  Stop', 
  'Body 
  Part 
  Teleportation', 
  'Shadow-walking' , and 'Animate Treasure'. 
  Player's spells range from 1st to 10th level 
  spells and include such spells as 'Lycanthrope 
  Power', 'Murphey's Law'. 'Time Rewind' and 'Attack 
  Other Planes' . 
  The section on Impromptu 
  Spells gives rules 
  and percentages for refereeing spells made up on 
  the spur-of-the- moment. 
  The 
  Spell Book also explains 
  the magic 
  systems often used by players, 
  including two new 
  systems: 
  Percentage-and-Fumble, 
  and Local Mana. 
  Checklist outlines are provided to aid the DM who 
  wishes to construct his own 
  magic system. 
  The 
  Spell Book has two indexes, 
  one alphabetical and 
  the other listing the spells by class and level . 
  •~ t,t{f!tt;O n 'IEE 
  St'Ett BOO( 
  DRAGON TREE SPELL BOOK - Stock# 81-003 -
  ISBN 0-940918- 02- l - 80 Pages -
  $7 . 50 
  
  VOO! 
  J'OLIJME ONE 
  FOUR SHORT MODULES 
  suitable for 
  low-level thmlcen or 
  med-high level .backers 
  This edition includes: 
  PRE-FIGURED 
  EXPERIENCE POINTS 
  .· ~ 
  1} 
  .. , 
  .. 
  PLOT SUMMARIES 
  I r:V·; 
  MONSTER/TRAP SUMMARIES 
  CHARACTER LEVELS 
  FOR 
  DIFFERENT STYLES OF PLAY 
  BEJ'ISED SECOND EDITION 
  
  I 
  / / 
  ' 
  _:/ .'I 
  ' ' ' 
  :;,; 
  ··~.:::/,::\ 
  ~- _,..,\' 
  .-.:~·'< 
  --
  ,...,,... 
  ~r ) 
  
SOURCE: textdata/thevault/Dragon Tree Press (osr)/Dragon Tree Press Monster File 01 [2nd Print 1983].pdf