TEXT: 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PUBLISHER: James Mishler 
   
   
   
   
   
   
               AUTHORS: James Mishler and Jodi Moran-Mishler 
   
  Find out more information about products from James Mishler Games at http://jamesmishlergames.blogspot.com or e-mail us at 
  jamesmishler@gmail.com. Expanded 20-Level Demi-Human Racial Classes © 2020 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the 
  web at www.goblinoidgames.com. This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-
  2020, Daniel Proctor. Labyrinth Lord™, Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All 
  Rights Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at www.goblinoidgames.com
  
  2 
   
  EXPANDED 20-LEVEL DWARF CLASS 
  Requirements: 
   
  Constitution 9+  
   
  Attacks As:  
  Fighter 
  Prime Requisite:   
  Strength 
   
   
  Hit Dice:  
  1d8 (1d10 Advanced Edition Option) 
   
  Dwarves have a reputation for having surly attitudes and are particularly gruff with elves. Dwarves value precious metals and 
  stones, and usually live underground or in semi-subterranean structures. Dwarves are stout, short, bearded* demi-humans who 
  average a height of approximately 3’10” to 4’ and weigh about 120 to 150 pounds. Dwarves typically live for 350 to 450 years. 
  Dwarves have skin, hair, and eye colors in earth tones. * Consult your Labyrinth Lord regarding dwarf women and beards in her campaign. 
   
  Male dwarves have a base height of 4’0”, females 3’10”. To this (d6) 1-3 Subtract or 4-6 Add 1d6”.  
   
  Male dwarves have a base weight of 150 pounds, females 120 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d6 pounds. 
   
  Dwarves generally start out at 35+4d6 years of age; consult with your Labyrinth Lord to see if there are options to begin play 
  older. 
   
  Age provides the following modifiers to 1st level characters: 
  • 
  Adolescent (35 to 55) -1 to Wisdom and +1 to Constitution.  
  • 
  Adult (56 to 149)  +1 to Strength and +1 to Constitution.  
  • 
  Middle-Aged (150 to 249) +1 to Intelligence and +1 to Wisdom.  
  • 
  Elderly (250 to 349) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.  
  • 
  Venerable (350 to 450) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom. 
  These numbers include all cumulative adjustments. 
   
  Doughty Warriors: At 2nd level dwarves gain a +1 bonus to hit humanoids (kobolds, goblins, hobgoblins, orcs, and half-orcs); 
  this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. Dwarves gain additional attacks when wielding a battle axe 
  or war hammer: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th 
  to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. Beginning at 3rd level 
  a dwarf can tinker with his crossbow such that he can attack with it every round, rather than every other round; this requires 
  one day of work and materials equal to the cost of the crossbow (this only works for the dwarf, and the crossbow is ruined if 
  he rolls a “Natural 1” to hit). 
   
  Dwarven Senses: Due to their habit of living underground in mines, dwarves have the ability to see in the dark with infravision 
  up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. 
   
  Hardy Folk: Dwarves are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend 
  against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. 
  Dwarves do not have to rest after forced marches. At 13th level dwarves suffer half damage on a failed save versus Breath 
  Attack and one-quarter damage on a successful save. 
   
  Languages: Dwarves speak their alignment tongue, Common, and Dwarvish. Because of their frequent interaction 
  underground with these creatures, dwarves also speak Gnomish, Goblin, and Kobold. 
   
  Short & Stout: Due to their short height, dwarves cannot use two-handed swords or longbows. However, they can use any 
  other weapons or armor. At 4th level ogres, trolls, giants, and titans suffer a -1 penalty to hit the dwarf in combat; this penalty 
  increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level. 
   
  Stonecunning: From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, 
  hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function. This 
  chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level. 
   
  Reaching 9th Level:  When a dwarf reaches 9th level, he has the option of creating an underground stronghold that will attract 
  dwarves from far and wide. Dwarves usually live in clans, so dwarves of the character’s clan will be attracted to live under his 
  roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A dwarf ruler is able to hire 
  dwarven soldiers or mercenaries but may only hire members of other races for other tasks, such as human alchemists or elves 
  for spell casting. 
   
   
   
   
   
  
  3 
   
  Dwarf Level Progression 
  Experience 
  Level 
  Hit Dice (1d8) 
  Special Abilities 
  0 
  1 
  1 
  Infravision 60’, Stonecunning 2/6, Easy Forced March 
  2,187 
  2 
  2 
  +1 to hit Goblinoids 
  4,375 
  3 
  3 
  Fast Crossbow 
  8,751 
  4 
  4 
  -1 to be hit by Giant-types 
  17,501 
  5 
  5 
  Axe/Hammer Attacks 3/2 
  35,001 
  6 
  6 
  Infravision 90’ 
  70,001 
  7 
  7 
  -2 to be hit by Giant-types 
  140,001 
  8 
  8 
  +2 to hit Goblinoids 
  280,001 
  9 
  9 
  Can Build Stronghold 
  400,001 
  10 
  +3 hp only * 
  Axe/Hammer Attacks 2/1 
  540,001 
  11 
  +6 hp only * 
  Stonecunning 3/6 
  660,001 
  12 
  +9 hp only * 
  -3 to be hit by Giant-types 
  800,001 
  13 
  +12 hp only * 
  Breath Attacks Half or One-Quarter 
  920,001 
  14 
  +15 hp only * 
  +3 to hit Goblinoids 
  1,060,001 
  15 
  +18 hp only * 
  Axe/Hammer Attacks 5/2, 
  1,180,001 
  16 
  +21 hp only * 
  -4 to be hit by Giant-types 
  1,320,001 
  17 
  +24 hp only * 
  Infravision 120’ 
  1,440,001 
  18 
  +27 hp only * 
  Stonecunning 4/6 
  1,580,001 
  19 
  +30 hp only * 
  +4 to hit Goblinoids 
  1,700,001 
  20 
  +33 hp only * 
  Axe/Hammer Attacks 3/1 
  *Hit point modifiers from constitution are ignored 
   
  Dwarf Saving Throws 
  Level 
   
  Breath 
  Attacks 
  Poison 
  or Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-3 
  13 
  8 
  10 
  9 
  12 
  4-6 
  10 
  6 
  8 
  7 
  10 
  7-9 
  7 
  4 
  6 
  5 
  8 
  10-12 
  4 
  2 
  4 
  3 
  6 
  13-15 
  3 
  2 
  3 
  2 
  5 
  16-18 
  2 
  2 
  2 
  2 
  4 
  19+ 
  2 
  2 
  2 
  2 
  3 
   
  Note: In the Original Edition, all dwarf saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level dwarf fighter made saving 
  throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the dwarf did not 
  receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting 
  dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the 
  Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Dwarf Saving Throws (Corrected) chart below 
  has been corrected from the original errors in calculating dwarf saving throws. It is not as generous, but it more closely fits the intent of the 
  original design. 
   
  Dwarf Saving Throws (Corrected) 
  Level 
   
  Breath 
  Attacks 
  Poison 
  or Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-2 
  13 
  10 
  12 
  11 
  14 
  3-5 
  9 
  8 
  10 
  9 
  12 
  6-8 
  7 
  6 
  8 
  7 
  10 
  9-11 
  5 
  4 
  6 
  5 
  8 
  12-14 
  4 
  4 
  5 
  4 
  7 
  15-17 
  4 
  3 
  4 
  3 
  6 
  18+ 
  3 
  3 
  3 
  3 
  5 
  
  4 
   
  EXPANDED 20-LEVEL ELF CLASS 
  Requirements: 
   
  Strength 9+ 
   
   
  Attacks As:  
  Fighter 
  Prime Requisites:  
  Strength and Intelligence 
  Hit Dice:  
  1d6 (1d8 Advanced Edition Option) 
   
  Elves are very long lived, and each elf deals with this in different ways – some are flighty, others are solemn; many are cautious 
  and restrained, others are wild and reckless. Elves are almost never grumpy or cantankerous, which exacerbates elven 
  relations with dwarves. Though they are generally peaceful people who enjoy merriment and frivolity, elves are very talented 
  fighters and users of magic.  
   
  Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, moreso than humans, and there are 
  said to be different kinds of elves in distant locations. Elves typically stand 4’6” to 5’ tall and weigh about 110 to 140 pounds. 
  Elves typically live for 1,200 to 1,700 years. Elves generally have brilliant skin, vivid hair, and dazzling eyes. 
   
  Male elves have a base height of 5’0”, females 4’6”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 
  1d6”. Male elves have a base weight of 140 pounds, females 110 pounds. To this (d10) 1-2 Subtract 3d6 pounds for males, 2d6 
  pounds for females, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 3d6 pounds for males, 2d6 pounds for females. 
   
  Elves start out at 150+9d8 years of age; consult with your Labyrinth Lord to see if there are options to begin younger or older.  
   
  Age provides the following modifiers to 1st level characters: 
  • 
  Adolescent (100 to 179) -1 to Wisdom and +1 to Constitution.  
  • 
  Adult (180 to 574)  +1 to Strength and +1 to Constitution.  
  • 
  Middle-Aged (575 to 874) +1 to Intelligence and +1 to Wisdom.  
  • 
  Elderly (875 to 1,199) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.  
  • 
  Venerable (1,200 to 1,700) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom. 
  These numbers include all cumulative adjustments. 
   
  Elf Eyes: Elves have infravision of 60’, which increases to 90’ at 6th level and 120’ at 17th level. Their keen eyes also allow them, 
  when actively searching, to detect hidden and secret doors with a chance of 2 in 6 (1-2 on 1d6). This chance increases to 3 
  in 6 at 11th level, 4 in 6 at 14th, and 5 ion 6 at 18th. Beginning at 7th level they can detect hidden and secret doors merely by 
  passing within 10’, even when not searching, with a chance of 1 in 6; this increases to 2 in 6 at 13th and 3 in 6 at 19th. 
   
  Fey Immunities: Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict. 
  Beginning at 3rd level elves have a 10% resistance to sleep and charm spells. This increases 10% per level thereafter to 90% at 
  10th level, then increases 1% per level thereafter to a maximum of 99% at 20th level. 
   
  Languages: Elves speak their alignment language, Common, and Elvish. Due to their frequent battles with these folks, they 
  can also speak Gnoll, Hobgoblin, and Orcish. 
   
  Skilled Warriors: Elves are proficient with all weapons, may wear any kind of armor, and may use shields. Unlike magic-users, 
  elves can cast their spells while wearing armor. Elves gain additional attacks when wielding a short bow, long bow, long 
  sword, or short sword: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; 
  at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. At 3rd level an 
  elf may move, make their bow attack(s) during the movement phase, then may finish their move without stopping after 
  attacking. At 14th level an elf ignores any cover a target of her bow may have other than complete cover and suffers no 
  penalties therefrom. Being both warriors and magicians, beginning at 4th level once per day an elf can enchant their weapon 
  to be a magical weapon. One weapon (which must be wielded by the elf) acts as a +1 magical weapon for one turn; this 
  can be used twice per day at 8th level. The bonus improves to +2 at 12th level and can be used three times per day at 16th 
  level. This will not work on a weapon that is already magical. 
   
  Spellcasting: Elves may learn, memorize, and cast magic-user spells. Elves begin play with a spell book containing read magic, 
  plus two other 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level magic-user spell tables. 
  Elves gain new spells by finding them in scrolls, trading with other elves and magic-users, or through spell research. Elves are 
  able to use any magic item useable by fighters, magic-users, and elves. They can use magic-user scrolls. 
   
  Stealthy: Elves are very stealthy, and whenever in woods or meadows alone or only with other elves, halflings, and/or rangers, 
  surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions). 
   
  Reaching 9th Level:  Elves can establish a stronghold in a natural setting, such as a forest, glen, or grotto, when they reach 9th 
  level. Rather than impose upon nature, this fortress must blend seamlessly with it. Because of the elven connection to nature, 
  within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn 
  of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always 
  defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, 
  but only soldiers of elven sort may be hired or recruited. 
  
  5 
   
  Elf Level Progression 
  Experience 
  Level 
  Hit Dice (1d6) 
  Special Abilities 
  0 
  1 
  1 
  Infravision 60’, Elf Eyes 2/6, Immune to Ghoul Touch, Stealthy 
  4,065 
  2 
  2 
  Charm and Sleep Resistance  
  8,125 
  3 
  3 
  Split Movement Archery 
  16,251 
  4 
  4 
  Magic Weapon +1 1/day 
  32,501 
  5 
  5 
  Bow/Sword Attacks 3/2 
  65,001 
  6 
  6 
  Infravision 90’ 
  130,001 
  7 
  7 
  Detect Hidden and Secret by Passing 1/6 
  200,001 
  8 
  8 
  Magic Weapon +1 2/day 
  400,001 
  9 
  9 
  Can Build Stronghold 
  600,001 
  10 
  +2 hp only * 
  Bow/Sword Attacks 2/1 
  800,001 
  11 
  +4 hp only * 
  Elf Eyes 3/6 
  1,000,001 
  12 
  +6 hp only * 
  Magic Weapon +2 2/day 
  1,200,001 
  13 
  +8 hp only * 
  Detect Hidden and Secret by Passing 2/6 
  1,400,001 
  14 
  +10 hp only * 
  Elf Eyes 4/6, Ignore Cover with Bows 
  1,600,001 
  15 
  +12 hp only * 
  Bow/Sword Attacks 5/2 
  1,800,001 
  16 
  +14 hp only * 
  Magic Weapon +2 3/day 
  2,000,001 
  17 
  +16 hp only * 
  Infravision 120’ 
  2,200,001 
  18 
  +18 hp only * 
  Elf Eyes 5/6 
  2,400,001 
  19 
  +20 hp only * 
  Detect Hidden and Secret by Passing 3/6 
  2,600,001 
  20 
  +22 hp only * 
  Bow/Sword Attacks 3/1 
  *Hit point modifiers from constitution are ignored 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elf Saving Throws 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-3 
  15 
  12 
  13 
  13 
  15 
  4-6 
  13 
  10 
  11 
  11 
  13 
  7-9 
  9 
  8 
  9 
  9 
  11 
  10-12 
  7 
  6 
  7 
  7 
  9 
  13-15 
  6 
  5 
  6 
  6 
  7 
  16-18 
  5 
  4 
  5 
  5 
  6 
  19+ 
  4 
  3 
  4 
  4 
  5 
  Elf Spell Progression 
  Class 
  Spell Level 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  2 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  3 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  3 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
      10 
  3 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  4 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  4 
  4 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  13 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  14 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  15 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  16 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  - 
  17 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  1 
  18 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  4 
  2 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  3 
  20 
  6 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  4 
  
  6 
   
  EXPANDED 20-LEVEL GNOME CLASS 
  Requirements: 
   
  Strength 9, Dexterity 9 
   
  Attacks As:  
  Fighter 
  Prime Requisites:  
  Strength and Intelligence 
  Hit Dice:  
  1d6 (1d8 Advanced Edition Option) 
   
  Gnomes are said to be cousins to dwarves, elves, and halflings, and share many of their idiosyncrasies while still having their 
  own unique cultural ways. Gnomes generally dwell in hills or on mountainsides, dividing their time equally above and below 
  ground. Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each 
  other.  
   
  Gnomes average about 3’3” to 3’6” tall, and range from slender to roly-poly, averaging 80 to 90 pounds. Gnomes typically 
  live for 600 to 760 years. 
   
  Male gnomes have a base height of 3’6”, females 3’3”. To this (d6) 1-3 Subtract or 4-6 Add 1d4”. Male gnomes have a base 
  weight of 90 pounds, females 80 pounds. To this (d6) 1-3 Subtract or 4-6 Add 2d6 pounds for males, 2d4 pounds for females. 
   
  Gnomes start out at 80+3d6 years of age; consult with your Labyrinth Lord to see if there are options to begin play older. 
   
  Age provides the following modifiers to 1st level characters: 
  • 
  Adolescent (55 to 89) -1 to Wisdom and +1 to Constitution.  
  • 
  Adult (90 to 299)  +1 to Strength and +1 to Constitution.  
  • 
  Middle-Aged (300 to 449) +1 to Intelligence and +1 to Wisdom. 
  • 
  Elderly (450 to 599) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.  
  • 
  Venerable (600 to 760) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom. 
  These numbers include all cumulative adjustments. 
   
  Burrow-Wise: Gnomes have a 2 in 6 (1-2 on 1d6) chance of detecting decrepit or unsafe structures above or below ground 
  (walls, floors, ceilings, etc.), knowing current depth underground, knowing direction while underground, or noticing if passages 
  are sloped. Gnomes must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 
  4 in 6 at 18th level. 
   
  Gnome Senses: Gnomes can see in the dark with Infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. 
  Gnomes are attuned to illusions and phantasms; at 5th level they gain a +1 bonus to save versus illusions and phantasms. This 
  bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. Also beginning at 5th level, if a gnome saves against an illusion or 
  phantasm by 4 or more than is needed to save, she gains control of the illusion or phantasm and directs it against the caster! 
   
  Hardy Folk: Gnomes are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend 
  against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. 
   
  Languages: Gnomes speak their alignment language, Common, and Gnomish. They also speak Dwarvish, Goblin, Halfling, 
  Kobold, and Orcish. At 2nd level they may communicate with burrowing animals. 
   
  Small Sized: Gnomes may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning 
  star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so 
  two-handed. At 4th level gnolls, bugbears, ogres, trolls, giants, and titans suffer a -1 penalty to hit the gnome in combat; this 
  penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level. 
   
  Spellcasting: Gnomes may learn, memorize, and cast illusionist spells. Gnomes begin play with a spell book containing three 
  1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level illusionist spell tables. Gnomes gain 
  new spells by finding them in scrolls, trading with other gnomes and illusionists, or through spell research. Gnomes are able to 
  use any magic item useable by fighters, illusionists, and gnomes, and at 13th level, druids. They can use illusionist scrolls. 
  Beginning at 3rd level gnomes may learn 1st level druid spells as though they were illusionist spells; these must be learned from 
  another gnome or from a druid. Gnomes may learn 2nd level druid spells at 8th level and 3rd level druid spells at 13th level. 
   
  Tunnel-Rats: Gnomes may be small, but they are fierce. They are proficient with all weapons not restricted due to their size 
  (see below). Gnomes may wear any armor; however, they cannot cast spells while wearing any armor other than padded 
  or leather. Gnomes can use shields. At 2nd level gnomes gain a +1 bonus to hit kobolds and goblins; this bonus increases to 
  +2 at 8th level, +3 at 14th, and +4 at 19th. At 4th level gnomes gain the ability to move silently, as per a thief, with a 2 in 6 
  chance of success. This chance increases to 3 in 6 at 9th level, 4 in 6 at 14th, and 5 in 6 at 18th level. The gnome can moving 
  silently only while wearing no armor, padded armor, or leather armor. 
   
  Reaching 9th Level:  When a gnome reaches 9th level, she can build a stronghold. Gnome strongholds will be in homey forested 
  earthen burrows or in stone-carved tunnels in rocky hill formations, and gnomes will travel from great distances to settle there. 
  The character becomes the leader of her people and must rule them wisely and well. The gnome might also be invited to 
  become the leader of an existing burrow or tunnel settlement. 
  
  7 
   
  Gnome Level Progression 
  Experience 
  Level 
  Hit Dice (1d6) 
  Special Abilities 
  0 
  1 
  1 
  Burrow-Wise, Infravision 60’, Spellcasting 
  3,751 
  2 
  2 
  +1 to hit Kobolds & Goblins, Speak with Burrowing Animals 
  7,501 
  3 
  3 
  May learn 1st level Druid spells 
  15,001 
  4 
  4 
  -1 to be hit by Large-types, Move Silently 2/6 
  30,001 
  5 
  5 
  +1 Save vs. Illusions & Phantasms, Control Illusions & Phantasms 
  60,001 
  6 
  6 
  Infravision 90’ 
  120,001 
  7 
  7 
  -2 to be hit by Large-types 
  180,001 
  8 
  8 
  +2 to hit Kobolds & Goblins, May learn 2nd level Druid spells 
  360,001 
  9 
  9 
  Can Build Stronghold, Move Silently 3/6 
  540,001 
  10 
  +3 hp only * 
  +2 Save vs. Illusions & Phantasms 
   720,001  
  11 
  +6 hp only * 
  Burrow-Wise 3/6 
   900,001  
  12 
  +9 hp only * 
  -3 to be hit by Large-types 
   1,080,001  
  13 
  +12 hp only * 
  May learn 3rd level Druid spells 
   1,260,001  
  14 
  +15 hp only * 
  +3 to hit Kobolds & Goblins, Move Silently 4/6 
   1,440,001  
  15 
  +18 hp only * 
  +3 Save vs. Illusions & Phantasms 
   1,620,001  
  16 
  +21 hp only * 
  -4 to be hit by Large-types 
   1,800,001  
  17 
  +24 hp only * 
  Infravision 120’ 
   1,980,001  
  18 
  +27 hp only * 
  Burrow-Wise 4/6, Move Silently 5/6 
   2,160,001  
  19 
  +30 hp only * 
  +4 to hit Kobolds & Goblins 
   2,340,001  
  20 
  +33 hp only * 
  +4 Save vs. Illusions & Phantasms 
  *Hit point modifiers from constitution are ignored 
   
  Gnome Spell Progression 
  Class 
  Spell Level 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  2 
  2 
  1 
  - 
  - 
  - 
  - 
  6 
  2 
  2 
  2 
  - 
  - 
  - 
  - 
  7 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  8 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  9 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  10 
  3 
  3 
  3 
  2 
  1 
  - 
  - 
  11 
  4 
  3 
  3 
  3 
  2 
  - 
  - 
  12 
  4 
  4 
  3 
  3 
  2 
  1 
  - 
  13 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  14 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  15 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  16 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  17 
  5 
  5 
  5 
  4 
  4 
  4 
  3 
  18 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  19 
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  20 
  6 
  6 
  5 
  5 
  5 
  5 
  4 
   
  Gnome Saving Throws 
  Level 
   
  Breath 
  Attacks 
  Poison or 
  Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-2 
  13 
  10 
  12 
  11 
  14 
  3-5 
  9 
  8 
  10 
  9 
  12 
  6-8 
  7 
  6 
  8 
  7 
  10 
  9-11 
  5 
  4 
  6 
  5 
  8 
  12-14 
  4 
  4 
  5 
  4 
  7 
  15-17 
  4 
  3 
  4 
  3 
  6 
  18+ 
  3 
  3 
  3 
  3 
  5 
  
  8 
   
  EXPANDED 20-LEVEL HALFLING CLASS 
  Requirements: 
   
  Dexterity 9, Constitution 9 
  Attacks As:  
  Fighter 
  Prime Requisites:  
  Strength and Dexterity 
   
  Hit Dice:  
  1d6 (1d8 Advanced Edition Option) 
   
  Halflings have a gentle nature, and value free time, good food, and good drink. They engage in playful activities when not 
  on an adventure. They love comfort and often spend their riches on the most extravagant items. Halflings prefer to live a 
  bucolic, rustic lifestyle, amidst fertile meadows, rolling hills, and shady forests, with well-tended gardens and farmland, amidst 
  their own kind in realms known as “shires.” 
   
  Halflings are even smaller than gnomes, only attaining a height of around 2’9” to 3’ and averaging about 50 to 60 pounds. 
  They are as diverse in appearance as humans but have furry feet and curly hair. Halflings typically live for 150 to 200 years. 
   
  Male halflings have a base height of 3’0”, females 2’9”. To this (d6) 1-3 Subtract 1d4” or 4-6 Add 1d4”.  
   
  Male halflings have a base weight of 60 pounds, females 50 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d4 pounds, 2d4 for 
  females. 
   
  Halflings start out at 20+2d6 years of age; consult with your Labyrinth Lord to see if there are options to begin play older. 
   
  Age provides the following modifiers to 1st level characters: 
  • 
  Adolescent (22 to 32) -1 to Wisdom and +1 to Constitution.  
  • 
  Adult (33 to 69)  +1 to Strength and +1 to Constitution.  
  • 
  Middle-Aged (70 to 99) +1 to Intelligence and +1 to Wisdom.  
  • 
  Elderly (100 to 149) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.  
  • 
  Venerable (150 to 200) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom. 
  These numbers include all cumulative adjustments. 
   
  Agile: Halflings have keen coordination that grants them +1 bonus to hit on any missile or thrown weapon attacks; this bonus 
  increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Any creature larger than man-sized suffers a -
  2 penalty to hit halflings; this increases to -3 at 6th level, -4 at 11th level, and -5 at 16th level. At 1st level, man-sized creatures 
  suffer a -1 penalty to hit halflings; this improves to -2 at 4th level, -3 at 8th level, and -4 at 16th level. 
   
  Burglars: At 5th level a halfling chooses one of following thief abilities: find and remove traps, pick locks, or pick pockets. The 
  halfling has a 2 in 6 chance of performing this ability. This ability increases to 3 in 6 at 10th, 4 in 6 at 15th, and 5 in 6 at 19th. 
   
  Hardy Folk: Halflings are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend 
  against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. 
  At 13th level halflings suffer half damage/effect on a failed save versus Poison, Death, and Paralysis attacks and one-quarter 
  damage/effect on a successful save (or none, as the case may be with all-or-nothing rolls). 
   
  Languages: Halflings speak their alignment tongue, Common, and Halfling. 
   
  Lucky: At 7th level once per day a halfling may reroll a single die roll of his own or force the reroll of an enemy’s die roll; an 
  enemy must be present and in line-of-sight of the halfling for the halfling to be able to use this ability but does not need to be 
  targeting the halfling. The halfling gets the better of the two rolls, the enemy the worse (for them) of the two die rolls. The 
  halfling may do this once per day. The halfling may do this twice per day at 12th level and three times per day at 17th level. 
   
  Quick: Halflings are dexterous folk who get a +1 bonus to initiative rolls when alone or in a party composed only of halflings. 
   
  Small Sized: Halflings may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning 
  star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so 
  two-handed. They may otherwise use any weapon, wear any armor, and may use shields. 
   
  Stealthy: Halflings have an uncanny ability to disappear in the wilderness. In forest, shrub, tall grasses, or other similar outdoor 
  cover, halflings can hide with 90% ability; this increases 1% every odd level up to 99% at 19th level. They have a 2 in 6 chance 
  to hide in shadows or behind other forms of cover (including man-sized beings) when indoors, underground in labyrinths, or 
  caverns; this chance increases to 3 in 6 at 3rd, 4 in 6 at 7th, and 5 in 6 at 14th. In any case, they must remain silent and motionless 
  to hide outdoors or in shadows. At 2nd level they gain the ability to move silently on a 2 in 6 chance. This increases to 3 in 6 at 
  8th, 4 in 6 at 12th, and 5 in 6 at 18th. Halflings are very stealthy, and whenever in woods or meadows alone or only with other 
  halflings, elves, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions). 
   
  Reaching 9th Level:  When a halfling reaches 9th level, he can build a stronghold. Halfling strongholds will be in serene, beautiful 
  valleys and halflings will come from great distances to settle there. The character becomes the sheriff of the people (their 
  leader) and must rule them wisely and well. The halfling might also be invited to become sheriff of an existing shire. 
   
  
  9 
   
  Halfling Level Progression 
  Experience 
  Level 
  Hit Dice (1d6) 
  Special Abilities 
  0 
  1 
  1 
  Hide, +1 to hit Missile/Thrown; -2/Large, -1/Man-sized 
  2,035 
  2 
  2 
  Move Silently 2/6 
  4,065 
  3 
  3 
  Hide 3/6 
  8,125 
  4 
  4 
  -2/Man-sized 
  16,251 
  5 
  5 
  +2 to hit Missile/Thrown, Burglar Ability 2/6 
  32,501 
  6 
  6 
  -3 to be hit by Large 
  65,001 
  7 
  7 
  Hide 4/6, Lucky 1/day 
  130,001 
  8 
  8 
  -3/Man-sized, Move Silently 3/6 
  260,001 
  9 
  9 
  Can Build Stronghold 
  390,001 
  10 
  +2 hp only * 
  +3 to hit Missile/Thrown, Burglar Ability 3/6 
  520,001 
  11 
  +4 hp only * 
  -4 to be hit by Large 
  650,001 
  12 
  +6 hp only * 
  Move Silently 4/6, Lucky 2/day 
  780,001 
  13 
  +8 hp only * 
  Poison or Death Attacks Half or One-Quarter 
  910,001 
  14 
  +10 hp only * 
  Hide 5/6 
  1,040,001 
  15 
  +12 hp only * 
  +4 to hit Missile/Thrown, Burglar Ability 4/6 
  1,170,001 
  16 
  +14 hp only * 
  -5 to be hit by Large, -4/Man-sized 
  1,300,001 
  17 
  +16 hp only * 
  Lucky 3/day 
  1,430,001 
  18 
  +18 hp only * 
  Move Silently 5/6 
  1,560,001 
  19 
  +20 hp only * 
  Burglar Ability 5/6 
  1,690,001 
  20 
  +22 hp only * 
  +5 to hit Missile/Thrown 
  *Hit point modifiers from constitution are ignored 
   
  Halfling Saving Throws 
  Level 
   
  Breath 
  Attacks 
  Poison 
  or Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-3 
  13 
  8 
  10 
  9 
  12 
  4-6 
  10 
  6 
  8 
  7 
  10 
  7-9 
  7 
  4 
  6 
  5 
  8 
  10-12 
  4 
  2 
  4 
  3 
  6 
  13-15 
  3 
  2 
  3 
  2 
  5 
  16-18 
  2 
  2 
  2 
  2 
  4 
  19+ 
  2 
  2 
  2 
  2 
  3 
   
  Note: In the Original Edition, all halfling saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level halfling fighter made 
  saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the halfling 
  did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by 
  starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas 
  the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Halfling Saving Throws (Corrected) chart 
  below has been corrected from the original errors in calculating halfling saving throws. It is not as generous, but it more closely fits the intent 
  of the original design. 
   
  Halfling Saving Throws (Corrected) 
  Level 
   
  Breath 
  Attacks 
  Poison 
  or Death 
   
  Petrify or 
  Paralyze 
   
   
  Wands 
  Spells or 
  Spell-like 
  Devices 
  1-2 
  13 
  10 
  12 
  11 
  14 
  3-5 
  9 
  8 
  10 
  9 
  12 
  6-8 
  7 
  6 
  8 
  7 
  10 
  9-11 
  5 
  4 
  6 
  5 
  8 
  12-14 
  4 
  4 
  5 
  4 
  7 
  15-17 
  4 
  3 
  4 
  3 
  6 
  18+ 
  3 
  3 
  3 
  3 
  5 
  
  10 
   
  OPEN GAMING LICENSE 
   
   
   
   
   
  DESIGNATION OF PRODUCT IDENTITY: The names “James Mishler 
  Games™,” “Goblinoid Games™,” “Labyrinth Lord™,” “Advanced 
  Labyrinth Lord™,” and all artwork, logos, and images, are 
  designated as Product Identity.  
  DESIGNATION OF OPEN GAME CONTENT: With the exception of 
  anything listed as Product Identity, all material on pages 2 through 9 
  of this work is designated as Open Game Content. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
  Reserved.  
  1.Definitions: 
  (a)"Contributors" 
  means 
  the 
  copyright 
  and/or 
  trademark owners who have contributed Open Game Content; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  "Distribute" means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)"Open Game 
  Content" means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) "Product 
  Identity" means product and product line names, logos and 
  identifying marks including 
  trade dress; 
  artifacts; 
  creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, 
  language, 
  artwork, 
  symbols, 
  designs, 
  depictions, 
  likenesses, 
  formats, poses, concepts, 
  themes and 
  graphic, 
  photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) "Trademark" means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. 
  (h) "You"or "Your" means the licensee in terms of this agreement.  
  2.The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a 
  notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.  
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.  
  4.Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content.  
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder's name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.  
  7.Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity.  
  8.Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content.  
  9.Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License.  
  10.Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
  11.Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
  12.Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected.  
  13.Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.  
  14.Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
  15.COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, 
  Wizards of the Coast, LLC.  
  System Reference Document Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden. 
  Cave Cricket from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene and Patrick 
  Lawinger. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Nick 
  Louth. 
  
  11 
   
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax,  
  Labyrinth Lord Copyright 2007-2009, Daniel Proctor; Author Daniel 
  Proctor. 
  Darwin’s World, Copyright 2002, RPGObjects; Authors Dominic 
  Covey and Chris Davis. 
  Mutant Future, Copyright 2008, Daniel Proctor and Ryan Denison; 
  Authors Daniel Proctor and Ryan Denison. 
  Aerial Servant from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Demon: Juiblex, The Faceless Lord‰ (Demon Lord) from the Tome of 
  Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, 
  copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Erica Balsley, based on 
  original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Hippocampus 
  from 
  the 
  Tome 
  of 
  Horrors, 
  copyright 
  2002, 
  Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, 
  based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based, on original material by 
  Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene based on original material by Gary 
  Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; authors Scott Greene and Clark Peterson, based on 
  original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Greene, based on original 
  material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, 
  Necromancer Games, Inc.; author Scott Green, based on original 
  material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by 
  Gary Gygax. 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; author Scott Green, based on original material by Gary Gygax. 
  System Reference Document 5.1 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor; 
  Author Daniel Proctor. 
  Advanced Labyrinth Lord, Copyright 2018, Daniel Proctor; Author 
  Daniel Proctor. 
  Expanded 20-Level Demi-Human Racial Classes, Copyright 2020, 
  James Mishler; Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - Expanded 20-Level Demi-Human Racial Classes.pdf