TEXT: A Guide and Rules System for Fantasy Roleplaying 
  by
  Robert Doyel 
  & Stephen Chenault
  Cover art, interior art, logos and logo designs by Peter “20 Dollar” 
  Bradley,and Cover Design and Layout by Clayton Bunce & Peter Bradley
  With Christian Harris, Mac Golden, Davis Chenault, 
  Mark Sandy and Todd Gray 
  ©2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE engine, 
  Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of 
  Troll Lord Games.  All Rights Reserved.
  For more information on Castles & Crusades, and related products or
  to Join the Castles & Crusades Society please contact us at 
  Troll Lord Games
  PO Box 251171, Little Rock, AR 72225
  or on the web at www.trolllord.com or email at troll@trolllord.com or
  www.castlesandcrusades.com
  
  Castles & Crusades Monsters and Treasure
  Using Monsters
  A monster’s Hit Dice is equivalent to the monster’s attack roll modier. For example, a 3 Hit Dice creature attacks by rolling a d20 and 
  adding its Hit Dice to the result. This can be modied by circumstances.
  Damage is assessed by individual weapons.
  Saving throws and attribute checks for monsters work in the same manner. Each monster is listed as having either a physical (P), 
  mental (M), both (P+M) or none (N) as it saving throw category. This equates to their primary or secondary attributes and the base 
  number needed to make a saving throw. So, a goblin has a physical saving throw category so makes physical saving throws on 12 or 
  better and mental saving throws on 18 or better. Physical attributes are Strength, Constitution and Dexterity.  
  Monster Experience points
  HD 
  Base 
   
  special 1  
  special 2 special 3
  1 
  10 
   
  5 
   
  7 
   
  10
  2 
  20 
   
  10 
   
  15 
   
  20
  3 
  40 
   
  20 
   
  30 
   
  40
  4 
  80 
   
  40 
   
  60 
   
  80
  5 
  160 
   
  80 
   
  120 
   
  160
  6 
  240 
   
  120 
   
  180 
   
  240
  7 
  360 
   
  180 
   
  270 
   
  360
  8 
  540 
   
  270 
   
  400 
   
  540
  9 
  810 
   
  400 
   
  600 
   
  810
  10 
  1215 
   
  600 
   
  900 
   
  1215
  11 
  1520 
   
  760 
   
  1150 
   
  1520
  12 
  1900 
   
  950 
   
  1425 
   
  1900
  13 
  2375 
   
  1200 
   
  1800 
   
  2375
  14 
  2970 
   
  1500 
   
  2200 
   
  2970
  15 
  3710 
   
  1800 
   
  2800 
   
  3710
  16 
  4150 
   
  2075 
   
  3100 
   
  4150
  17 
  4650 
   
  2325 
   
  3500 
   
  4650
  18 
  5210 
   
  2600 
   
  4000 
   
  5210
  19 
  5830 
   
  2900 
   
  4400 
   
  5830
  20 
  6530 
   
  3250 
   
  4900 
   
  6530
  Experience per Hit Point: The number of hit points a monster has inuences the amount of experience it confers. To gure this, 
  simply multiply the number of Hit Points by the Hit Dice of the creature. For example, a 5d10HD creature has an average of 
  15 hit points. The base is160 experience points plus 5 experience points per hit point. So 125 extra experience points would be 
  awarded for this creature.
  Special: There are three categories of special abilities. Though the categories have not been rened, an idea has been listed below 
  and should be intuitive. Special experience is added to the base experience for the monster. For example, an Skagg (4hd) has four 
  swings a round so has a category special 1 ability. So its base experience points are increased by .5 or 40 points (for a total of 
  120) plus 1 per hit point.
   Special 1: This category includes three or more swings a round, spell use of 1-3rd  level (equivalent nature spells), unique abilities 
  such as tracking, hiding, back attacks etc.
   Special 2: This category includes 5 or more swings a round, damage of 4d6+ die or dice type, spell use of 4-7th level or equivalent, 
  ability to move invisibly etc.
   Special 3: This category includes those monsters with death attacks, use of poisons that kill, 8th level or above magic use equivalent, 
  etc.
  
  Bear, Grizzly
  Size: Large
  HD: 5d8+15
  Move: 40 ft.
  AC: 15
  Attacks: 2 claws +3 (1d8+3), bite +3 (2d8+3)Special: Hug, 
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP:400+5
  Brown bears attack by rending opponents with their claws, drag-
  ging them in and biting them. A successful hit with both paws 
  indicates a hug attack for an additional 2d6 damage. Brown bears 
  will ght until they reach -9 hit points.
  Boar, Wild
  Size: Medium
  HD: 3d8+3
  Move: 40 ft.
  AC: 14
  Attacks: gore +3 (1d8+3)
  Special: see text
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 80+3
  Wild boars continue to ght until reaching -7 hit points or less.
  Cat
  Size: Small
  HD: 1d4
  Move: 30 ft.
  AC: 14
  Attacks: claw (1) or bite (1)
  Special: Hide, Move Silently
  Saves: P
  Int: AnimalAlignment: Neutral
  Type: Animal
  Treasure: – 
  XP:5+1
  Cats can move silently (+1) and hide (+1) like a rogue. 
  Corpse Worm
  Size: Small
  HD: 2d8
  Move: 30 ft.
  AC: 13
  Attacks: 2 claws (1d3)
  Special: Paralysis
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Magical Beast
  Treasure: – 
  XP:30+2
  These small worms are deadly and vile.  They are segmented with 
  many legs and two grasping claws.  They weave cocoons around 
  their victims, and then drag them to their lair. Corpse worm 
  lairs are covered in sticky ichor, hardened into bizarre shapes. 
  In combat, a successful claw attack requires the victim to save 
  versus poison or become paralyzed for 1d3 turns. During such 
  time, the corpse worm cocoons the victim with an ichor that hard-
  ens.  Once cocooned, a victim becomes permanently paralyzed 
  until freed or death. 
  Eagle, Giant
  Size: Large
  HD: 4d8+4
  Move: 10 ft., y 120 ft.
  AC: 14
  Attacks: 2 claws (1d6+2), bite (1d12)
  Special: Dive attack
  Saves: P
  Int: Average to high
  Alignment: Neutral Good or Neutral
  Type: Magical Beast
  Treasure: – 
  XP:120+4
  These majestic creatures are intelligent and can speak common. 
  They typically attack from a great height, diving earthward at tre-
  mendous speed and attacking with both claws for double normal 
  damage. When it cannot dive, it uses its powerful talons and 
  slashing beak to strike at its target’s head and eyes. Giant eagles 
  can see great distances, much like an elf.
  Giant, Hill
  Size: Large
  HD: 8d12+8
  Move: 40 ft.
  AC: 16
  Attacks: large weapon/st (2d8+3)
  Special: Throw boulder
  Saves: P
  Int: Low
  Alignment: Chaotic Evil
  Type: Giant
  Treasure: – 
  XP: 810+8
  The smallest of giants, hill giants still stand between ten and 
  twelve feet in height. They speak crude common. Whether attack-
  ing with a weapon or st, hill giants deal 2d8+3 damage. They are 
  accomplished rock throwers with an effective range increment of 
  20 ft. When hurling small boulders they gain a +1 to hit and deal 
  2d6+3 damage. Hill giants often keep worgs as pets.
  Gibbering Mouther
  Size: Medium
  HD: 4d8+3
  Move: 6 feet, 12 feet (swim)
  AC: 19
  Attacks: Bite x6 (1+Blood Drain) and Spittle
  Special: Gibbering, Spittle, Blood Drain, Engulf, Ground Manip-
  ulation, Amorphous, Darkvision 60 ft
  Saves: P
  Int: Inferior
  Alignment: Neutral (Neutral)
  
  4
  Castles & Crusades Monsters & Treasure
  Type: Aberration
  Treasure: Individual
  XP: 700
  A Gibbering Mouther is an amoebic mass of slime and sludge, 
  covered with eyes and mouths. They are perpetually hungry, and 
  eat anything they can, revealing their presence by the lack of 
  everything else“ Gibbering Mouthers eat minerals, vegetables, 
  animals; everything it can get its mouths on is potential food. For 
  this reason, the creature nds subterranean and cold environments 
  more conducive to its survival, since it cannot be easily located.
  Combat: To avoid attention and ambush potential meals, a Gib-
  bering Mouth waits silently, its eyes and mouths closed. When 
  something approaches, they launch a nasty assault, spitting, 
  biting, and producing a bewildering assortment of odd noises.
  Gibbering (Wisdom): Gibbering Mouthers can vocalize a 
  strange plethora of smacks, grunts, and other noises from its 
  multiple mouths, effectively producing the effects of a Confusion 
  spell. All opponents within hearing distance of a Gibbering 
  Mouther must make a save to avoid suffering from this effect; 
  each round, a new save is required.
  Spittle (Dexterity and Constitution): Gibbering Mouthers are 
  able to release an acidic digestive chemical, spitting it at an 
  opponent within 10 feet. If the target is successfully hit, a Dexter-
  ity save is allowed to reduce taking 1d4 points of acid damage; 
  a save reduces damage by half. If this save is failed, a second, 
  Constitution save, is required to avoid becoming blinded by the 
  acid.
  Blood Drain (Strength): The mouths of a Gibbering Mouther 
  are strong and have an incredible grip. Whenever an opponent is 
  bit, the mouth retains a hold, automatically inicting 1 point of 
  damage on each successive round, unless the hold is broken by a 
  successful save. If the victim has more than one mouth on it at 
  once, the save is modied by 
  1 per mouth, to a maximum of 
  12.  
  Engulf (Dexterity): If an opponent is struck by 3 or more bite 
  attacks in the same round, the Gibbering Mouther attempts to 
  pull that victim to the ground and ow across it. The victim is 
  allowed a Dexterity save to avoid this effect, but if it fails, the 
  Gibbering Mouther makes 12 bite attacks against the opponent in 
  the following round, but must release all blood draining mouths to 
  do so; the Gibbering Mouther also cannot attack any other victim 
  in the same round it uses this ability.
  Ground Manipulation: A Gibbering Mouther can cause the 
  earth beneath it to soften, or harden, as it wills. The effects of 
  this ability are identical to those created by the spell Soften Soft, 
  except that the Gibbering Mouther can turn something as soft as 
  quicksand into a stable landmass.
  Amorphous: Gibbering Mouthers can attack opponents in any 
  direction, and cannot be subjected to a backstab, having no front 
  or back to dene the creature.
  Note: Put this creature under the entry for Gorilla/Ape, making 
  it a Subrace.
  Goblin
  Size: Small
  HD: 1d6
  Move: 20 ft.
  AC: 14
  Attacks: by weapon
  Special: Deepvision 60 ft.
  Saves: P
  Int: Average
  Alignment: Neutral Evil
  Type: Humanoid
  Treasure: – 
  XP: 8+1
  Enemies to dwarves, goblins are wicked, smart humanoids that 
  favor ambushes, overwhelming odds, dirty tricks, and any other 
  edge they can devise. Some ride worgs into combat, and large 
  groups of goblins will often employ worgs to track and attack. 
  Survivors of goblin attacks have reported goblin rangers, clerics, 
  rogues, assassins, and wizards.
  Harpy
  Size: Medium
  HD: 3d8
  Move: 12 feet, 30 feet (y, average)
  AC: 13
  Attacks: 2 Claw (1d3) and Weapon
  Special: Captivating Song, Darkvision 60 ft
  Saves: P
  Int: Low
  Alignment: Chaotic Evil
  Type:Humanoid  
  Treasure: Individual
  XP: 175
  Harpies look like enlarged vultures bearing the torso and face of 
  a human female. They always carry some weapon constructed of 
  the body of a previous victim, and love to sing. They normally 
  gather in ocks, ranging up to 12 in number and attack with 
  voracious appetite.
  Combat: A Harpy lays back, its wings folded, in a suggestive 
  pose, waiting for an unsuspecting victim to succumb to its song. 
  There, it charms the unfortunate, taking the victim to be tortured 
  before being devoured.
  Captivating Song (Wisdom): A Harpy’s most insidious ability is 
  its song. When a Harpy sings, all creatures (other than Harpies) 
  within a 300-foot area must succeed on a save or become capti-
  vated; Elven resistance to Charms does apply. The same Harpy’s 
  song cannot affect a creature that successfully saves again for 24 
  hours. A captivated victim walks toward the Harpy, taking the 
  most direct route available. If the path leads into a dangerous 
  area (through ame, off a cliff, or the like), that creature gets 
  a second saving throw. Captivated creatures can take no actions 
  other than to defend themselves. A victim within 5 feet of the 
  Harpy stands there and offers no resistance to the monster’s 
  attacks. The effect continues for as long as the Harpy sings and 
  
  5
  Castles & Crusades
  for 1 round thereafter. A Bard’s Countersong ability allows the 
  captivated creature to attempt a new save but it does not negate 
  the effects.
  Griffon
  Size: Large
  HD: 7d10
  Move: 24 feet, 60 feet (y, average)
  AC: 17
  Attacks: 2 Claw (1d4), Bite (2d8)
  Special: Darkvision 60 ft, Low-Light Vision, Scent
  Saves: P
  Int: High
  Alignment: Neutral (Neutral)
  Type: Magical Beast
  Treasure: Incidental
  XP: 425
  Griffons are large carnivorous avians, nesting in high mountain-
  tops, soaring down to feed on horses, the beast’s preferred prey. 
  Griffons hunt and travel in ocks, ranging up to 12 in number. 
  Combat: A Griffon will attack a horse over anything else, diving 
  low to swipe with claw. They are not above retreating and coming 
  back later, when there may be less of a defense mounted.
  Scent (Wisdom): A Griffon can identify locations, items, and 
  even people by making a successful check. Scent functions to 
  a range of 30 feet. Griffons, being natural bloodhounds, can 
  “sniff out” singular scents, even when that odor is overpowered 
  by another. Winds, weather conditions, and other situations may 
  render this ability useless or reduce its potency; multiple strong 
  odors will cause confusion, for example. Other effects are at the 
  CKs discretion.
  Hell Hound
  Size: Medium
  HD: 4d8  
   7d8
  Move: 24 feet
  AC: 16
  Attacks: Bite (1d6+1d6)
  Special: Breath Weapon, Fiery Bite, Darkvision 60 ft, Immunity 
  to Fire, Scent, Vulnerability to Cold, Extraplanar, Fire Subtype
  Saves: P
  Int:Low
  Alignment: Lawful Evil
  Type: Outsider
  Treasure: Individual
   XP: 225
  Hell Hounds are native to another plane, where they roam in 
  freely, or are used as watchdogs, for they are indeed, canine 
  creatures sheathed in a hellish ame. These creatures travel and 
  hunt in packs, and are exceptionally acute, and easily trained, 
  provided one is evil, powerful, and able to withstand the ery 
  assault of a Hell Hound.
  Combat: Moving with great stealth and speed, a pack of Hell 
  Hounds descends on its enemies, burning them into cinders, 
  gnashing with their teeth.
  Breath Weapon (Dexterity): A Hell Hound is able to exhale a 
  aming pellet of heat, large enough to explode on contact with 
  an opponent, dealing 1 hit point of damage per HD of the Hell 
  Hound; a successful save reduces damage by half.
  Fiery Bite: The bite of a Hell Hound is consumed in a wrapping 
  layer of intense heat, dealing an extra 1d6 points of re damage 
  with each successful attack.
  Scent (Wisdom): A Hell Hound can identify locations, items, and 
  even people by making a successful check. They gain a +2 bonus 
  when using their Tracking ability. Scent functions to a range of 
  30 feet. Hell Hounds, being natural bloodhounds, can “sniff out” 
  singular scents, even when that odor is overpowered by another. 
  Winds, weather conditions, and other situations may render this 
  ability useless or reduce its potency; multiple strong odors will 
  cause confusion, for example. Other effects are at the CKs discre-
  tion.
  Special: Hell Hounds possess the Tracking ability of the Ranger 
  class.
  Hippogriff
  Size: Large
  HD: 3d10
  Move: 36 feet, 72 feet (y, average)
  AC: 15 
  Attacks: 2 Claw (1d6) and Bite (1d10)
  Special: Darkvision 60 ft, Low-Light Vision, Scent
  Saves: P
  Int: Animal
  Alignment: Neutral (Neutral)
  Type: Magical Beast
  
  6
  Castles & Crusades Monsters & Treasure
  Treasure: Individual
  XP: 125
  Resembling large ying horses with the forefront of a bird of 
  prey, a Hippogriff avoids the territories and civilizations of other 
  creatures, dwelling in extreme altitudes. Griffons (q.v.) some-
  times attack them and the Hippogriff will attack those creatures 
  on sight. Preferring their own company, of which up to 12 can be 
  encountered, a Hippogriff shies from the presence of a Pegasus 
  (q.v.)
  Combat: Hippogriffs are omnivorous; entering combat only as 
  defense, save for those times a Griffon is met, Hippogriffs rarely 
  see violence, but they are still formidable.
  Scent (Wisdom): A Hippogriff can identify locations, items, and 
  even people by making a successful check. Scent functions to 
  a range of 30 feet. Hippogriffs, being natural bloodhounds, can 
  “sniff out” singular scents, even when that odor is overpowered 
  by another. Winds, weather conditions, and other situations may 
  render this ability useless or reduce its potency; multiple strong 
  odors will cause confusion, for example. Other effects are at the 
  CKs discretion.
  Hobgoblin
  Size: Medium
  HD: 1d8+1
  Move: 30 ft.
  AC: 15
  Attacks: by weapon
  Special: Deepvision 60 ft.
  Saves: P
  Int: Average
  Alignment: Lawful Evil
  Type: Humanoid
  Treasure: – 
  XP:10+1
  These creatures have a strong grasp of strategy and tactics and 
  are capable of carrying out sophisticated battle plans. Under the 
  leadership of a skilled strategist or tactician, their discipline can 
  prove a deciding factor. Hobgoblins hate elves and attack them 
  rst, in preference to other opponents.
  Horse, Heavy War
  Size: Large
  HD: 4d10+12
  Move: 50 ft.
  AC: 14Attacks: 2 hooves (1d6+3), bite (1d4+2)
  Special: None
  Saves: P
  Int: Average
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 80+4
  These animals are trained and bred for strength and aggression. 
  A heavy warhorse can ght while carrying a rider, but the rider 
  cannot also attack at the same time. A light load for a heavy 
  warhorse is up to 300 pounds; a medium load, up to 600 pounds; 
  a heavy load, up to 900 pounds. A heavy warhorse can drag 4,500 
  pounds.
  Horse, Light War
  Size: Large
  HD: 3d10+6
  Move: 60 ft.AC: 13
  Attacks: 2 hooves (1d4+2), bite (1d4)
  Special: None
  Saves: P
  Int: Average
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP:40+3
  These animals are trained and bred for combat. A light warhorse 
  can ght while carrying a rider, but the rider cannot also attack. 
  A light load for a light warhorse is up to 225 pounds; a medium 
  load, up to 450 pounds; a heavy load, up to 700 pounds. A light 
  warhorse can drag 3,500 pounds.
  
  7
  Castles & Crusades
  Horse, Riding
  Size: Large
  HD: 2d8
  Move: 60 ft.
  AC: 13Attacks: 2 hooves (1d4+1)
  Special: NoneSaves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 20+2
  These animals are bred for speed and distance. A riding horse 
  cannot ght while carrying a rider.  A light load for a light riding 
  horse is up to 150 pounds; a medium load, up to 300 pounds; 
  a heavy load, up to 450 pounds. A light horse can drag 2,250 
  pounds.
  Kobold
  Size: Small
  HD: 1d4
  Move: 20 ft.AC: 13
  Attacks: claw (1d4) or weapon
  Special: Deepvision 60 ft.
  Saves: P
  Int: Average to low
  Alignment: Lawful Evil
  Type: Humanoid
  Treasure: – 
  XP: 8+1
  Kobolds prefer ranged combat, closing only when they can see 
  that their foes have been weakened. Whenever they can, kobolds 
  set up ambushes near trapped areas. They aim to drive enemies 
  into the traps, where other kobolds wait to pour aming oil over 
  them, shoot them, or drop poisonous vermin onto them. Kobolds 
  suffer a -1 penalty to attack rolls in bright sunlight or within the 
  radius of a spells causing as such. 
  Lion, Mountain
  Size: Medium
  HD: 4d8+4
  Move: 40 ft.
  AC: 14
  Attacks: 2 claws (1d4+1) and bite (1d8)
  Special: Pounce, Rake (1d4)
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 120+4
  If a lion leaps upon a foe during the rst round of combat, it 
  can make an extra attack as if it surprised the opponent. If a lion 
  successfully bites, it can make two rake attacks with its hind legs 
  at +3 to hit for 1d4+2 damage each.
  Manticore
  Size: Large
  HD: 6d10
  Move: 24 feet, 36 feet (y, clumsy)
  AC: 17
  Attacks: 2 Claw  (1d3), Bite (1d8), or 6 Tail Spike (1d6)
  Special: Tail Spikes, Darkvision 60 ft, Low-Light Vision, Scent
  Saves: P
  Int: Low
  Alignment: Lawful Evil
  Type: Magical Beast
  Treasure: Individual
  XP: 500
  Manticores look like an overgrown lion, mounted to thick leath-
  ery wings, and a humanoid face, often like that of a human or 
  bearded dwarf. Their tail ends in an assortment of spikes, which 
  the beast uses to impale victims. Manticores are normally only 
  found in swamps, and in very small numbers.
  Combat: A Manticore attacks to kill from above, seeking to end 
  a ght before it even begins, by launching a volley of deadly 
  spikes.
  Tail Spikes: Four times a day, a Manticore can release a barrage 
  of tail spikes, each inicting 1d6 points of damage. These spikes 
  must be directed at a single creature, or at all creatures in a 
  10-foot area. In this case, average the ACs of the potential targets, 
  and make a single attack roll; if it is successfully, all targets in 
  the area must make a Dexterity save, to avoid taking half of 6d6 
  points of damage.
  Scent (Wisdom): A Manticore can identify locations, items, and 
  even people by making a successful check. Scent functions to 
  a range of 30 feet. Manticores, being natural hunters, can “sniff 
  out” singular scents, even when that odor is overpowered by 
  another. Winds, weather conditions, and other situations may 
  render this ability useless or reduce its potency; multiple strong 
  odors will cause confusion, for example. Other effects are at the 
  CKs discretion.
  Ogre
  Size: Large
  HD: 4d8+4
  Move: 25 ft.
  AC: 15
  Attacks: large weapon (2d6) or st (1d10)
  Special: noneSaves: P
  Int: Low
  Alignment: Chaotic Evil
  Type: Giant
  Treasure: – 
  XP: 80+4
  Ogres appear as large, less-evolved humans standing around 
  seven-feet tall. They have low intelligence, but speak crude 
  common. They employ direct attacks in combat, typically using 
  large clubs, axes, or pole arms, causing 2d6 damage no matter 
  the weapon type. Aquatic ogres are called merrow, and they can 
  swim 40 ft. per round.
  
  8
  Castles & Crusades Monsters & Treasure
  Orc
  Size: Medium
  HD: 1d8
  Move: 30 ft.
  AC: 14
  Attacks: by Weapon
  Special: Darkvision 60 ft.
  Saves: P
  Int: Average
  Alignment: Chaotic Evil
  Type: Humanoid
  Treasure: – 
  XP:10+1
  Orcs are grotesque humanoids bent on war and domination. They 
  utilize all manner of weapons and armor scavenged from bat-
  tleelds, and the CK should adjust AC and damage as appropri-
  ate. They suffer a -1 penalty to hit in bright sunlight or within 
  the radius of a spell causing magical light. They speak a crude 
  common and goblin.
  Owl
  Size: Small
  HD: 1d4Move: 10 ft., y 40 ft.AC: 16
  Attacks: 2 claws (1d2)
  Special: Listen, Duskvision 120 ft.
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 5+1
  Owls can listen like a rogue.
  Owlbear
  Size: Large
  HD: 5d10
  Move: 24 feet
  AC: 15
  Attacks: 2 Claw (1d6), Bite (2d6)
  Special: Improved Grab, Scent
  Saves: P
  Int: Average
  Alignment: Neutral (Neutral)
  Treasure: Individual
  XP: 225
  An Owlbear is a massive fur and feathered abomination, roughly 
  about 10 feet tall, standing bipedially, with sharp, clawed paws 
  and a razor beak. Their facial features are like those of an owl, 
  while the body is muscled like that of a bear. These creatures 
  live in the most remote areas of thick, tangled forests, harboring 
  a ravenous appetite. Owlbears hunt in small packs, usually up to 
  ve in number.
  Combat: Owlbears attack anything they consider food on sight 
  and always ght to the death.
  Improved Grab (Strength): If an Owlbear strikes with both 
  claws, it pulls the victim into itself, hugging and dealing 2d8 
  points of damage. A save is allowed to resist being rendered 
  immobilized for one round. The Owlbear deals bite damage auto-
  matically each round the hug is maintained, as well as dealing 
  2d8 points of damage. Each round, a new save is allowed to 
  escape.
  Scent (Wisdom): An Owlbear can identify locations, items, and 
  even people by making a successful check. Scent functions to 
  a range of 30 feet. Owlbears, being natural bloodhounds, can 
  “sniff out” singular scents, even when that odor is overpowered 
  by another. Winds, weather conditions, and other situations may 
  render this ability useless or reduce its potency; multiple strong 
  odors will cause confusion, for example. Other effects are at the 
  CKs discretion.
  Pony
  Size: Medium
  HD: 2d8+2Move: 40 ft.AC: 13
  Attacks: 2 hooves (1d3+1)
  Special: None
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: – 
  XP: 20+2
  A light load for a pony is up to 75 pounds; a medium load, up 
  to 150 pounds; and a heavy load, up to 225 pounds. A pony can 
  drag 1,125 pounds.
  Pony, War
  Size: Medium
  HD: 3d8+6Move: 40 ft.AC: 13
  Attacks: 2 hooves (1d4+1)
  Special: None
  Saves: P
  Int: Animal
  Alignment: Neutral
  Type: Animal
  Treasure: None
  XP: 20+2
  A warpony can ght while carrying a rider, but the rider cannot 
  also attack. A light load for a warpony is up to 100 pounds; a 
  medium load, up to 200 pounds; and a heavy load, up to 300 
  pounds. A warpony can drag 1,500 pounds.
  Skeleton
  Size: Medium
  HD: 1d8Move: 30 ft.
  AC: 13Attacks: claw or weapon (1d6)
  Special: Immunities
  Saves: M and P
  Int: Special
  Alignment: Neutral
  Type: Undead
  Treasure:  – 
  XP: 10+1
  These undead are animated by spell or other divine power. They 
  have no effective intelligence, and often act at the command of 
  an evil cleric or other master. Even when not under command, 
  they seem to follow their own unknown purpose, often becoming 
  
  9
  Castles & Crusades
  bent on destroying the living. Despite their state of being, they 
  are surprisingly agile. Skeletons are immune to mind-inuencing 
  effects, poison, sleep, charm, hold, paralysis, stunning, cold, and 
  disease. Because they lack esh or internal organs, they take 
  only half damage from piercing or slashing weapons. Holy water 
  inicts 2d4 damage per splash.
  Snake, Giant Constrictor
  Size: Large
  HD: 5d10+5
  Move: 20 ft., climb 30 ft.
  AC: 15
  Attacks: Bite (1d8+4)
  Special: Constrict (2d8)
  Saves: P
  Int: Animal
  Alignment: Neutral 
  Type: Animal 
  Treasure: – 
  XP: 240+5
  A giant constrictor can entwine an opponent after a successful 
  bite attack. If it gets a hold, a successful grapple check on the 
  following round against medium-size or small creatures deals 2d8 
  damage.
  Stirge
  Size: Small
  HD: 1d10
  Move: 30 ft., 45 ft. y
  AC: 14
  Attacks: bite (1d3)
  Special: Blood DrainSaves: P
  Int: Animal
  Alignment: Neutral
  Type: Beast
  Treasure: – 
  XP: 20+1
  Stirges are wicked creatures.  They attack by landing on a victim, 
  nding a vulnerable spot, and plunging its proboscis into the 
  esh. This is a touch attack. If a stirge hits with a touch attack, 
  it uses its eight pincers to latch onto the opponent’s body. An 
  attached stirge has an AC of 12. A stirge drains blood, dealing 
  1d4 hit points damage and 1 point of constitution each round it 
  remains attached. Once it has drained 4 points of constitution, 
  it detaches and ies off to digest the meal.  Constitution points 
  return at the rate of 1 point per hour thereafter.
  Troll
  Size: Large
  HD: 6d8+6
  Move: 30 ft.
  AC: 16
  Attacks: 2 claws (1d6+3), bite (1d8+3)
  Special: Darkvision 90 ft., Regenerate, RendSaves: P
  Int: Low
  Alignment: Chaotic Evil
  Type: Giant
  Treasure: – 
  XP: 480+6
  Trolls have no fear of death: They launch themselves into combat 
  without hesitation, ailing wildly at the closest opponent. Even 
  when confronted with re, they try to get around the ames and 
  attack. If a troll hits with both claw attacks, it latches onto the 
  opponent’s body and tears the esh. This attack automatically 
  deals an additional 2d6 points of damage.
  A troll regenerates damage at a rate of 4 hit points per round. 
  Fire and acid deal normal damage to a troll. If a troll loses a 
  limb or body part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member instantly by holding it 
  to the stump.
  Wolf
  Size: Medium
  HD: 2d8Move: 50 ft.AC: 13
  Attacks: Bite (1d4+1)
  Special: Track
  Saves: P
  Int: Average
  Alignment: Neutral
  Type: Animal
  Treasure: None
  XP: 20+2
  Wolves are found in many environments, and they hunt in packs. 
  Wolves have a superior sense of smell and can track like a ranger.
  Worg
  Size: Medium to Large
  HD: 4d8Move: 50 ft.
  AC: 14
  Attacks: Bite (2d4)
  Special: TrackSaves: P
  Int: Average
  Alignment: Neutral Evil
  Type: Magical Beast
  Treasure: – 
  XP: 80+4
  Worgs are evil, intelligent wolves that speak their own language 
  and sometimes common or goblin. They often serve goblins, orcs 
  or other humanoids.  Some are ridden as mounts.  In combat, 
  they use hit-and-run tactics to exhaust their quarry, and work in 
  pairs to bring down large game. A pack usually circles their prey, 
  with each wolf attacking in turn, biting and retreating, until the 
  creature is exhausted, at which point the pack moves in for the 
  kill. Worgs have a superior sense of smell and can track like a 
  ranger.
  Wyvern
  Size: Large
  HD: 7d8+5
  Move: 20 ft., y 60 ft.
  AC: 17
  Attacks: Bite (1d8+2), 2 claws (1d6), Sting (1d8)
  Special: Poison
  Saves: P
  Int: Inferior
  Alignment: Neutral 
  Type: Dragon 
  Treasure: – 
  XP: 720+7
  A wyvern is a dragonlike creature with a poisonous sting. It can 
  
  10
  Castles & Crusades Monsters & Treasure
  slash with its claws when making a ying attack, but bites and 
  attempts to sting with its tail when engaging in melee. A success-
  ful sting attack forces the victim to make a saving throw versus 
  poison, with failure indicating 2d6 hit points damage and a loss of 
  1d8 points of constitution for 1d4 days. A successful save results 
  in 1d6 damage. A favorite combat tactic of the wyvern is to snatch 
  a creature with both claws while ying, and then dropping them 
  from a height. Wyverns are immune to sleep or paralysis effects 
  caused by spells or other sources.
  Xorn
  Size: Mediun
  HD: 5d8
  Move: 20 feet, 20 feet (burrow)
  AC: 23
  Attacks: 3 Claw (1d3), Bite (2d8)
  Special: All-Around Vision, Earth Glide, Darkvision 60 ft, 
  Immunity: Cold and Fire, Resistance to Electricity, Tremorsense 
  60 ft, Extraplanar, Earth Subtype
  Saves: P
  Int: Average
  Alignment: Neutral (Neutral)
  Type: Outsider
  Treasure: Trove
  XP: 225
  Minor Xorn are natives to the Elemental Plane of Earth, resem-
  bling a stony tripod, topped with a gem-hungry voracious mouth. 
  Arching from the creature’s triangulated body, three arms are 
  exposed, one on each side, slightly below an eye. Xorn are always 
  searching for more gems, always hungry for them. Up to 4 of 
  these creatures can be encountered.
  Combat: Minor Xorn burrow underground, rising out of the 
  ground to strike with claws and bite, then sink back into the earth 
  before a defense can be readied.
  All-Around Vision: A Minor Xorn cannot be backstabbed, and it 
  can detect creatures moving on all sides. However, it suffers a 
  4 penalty on all saves to resist the effects of gaze attacks.
  Earth Glide: A Xorn can glide through stone, dirt, or almost any 
  other sort of earth except metal as easily as a sh swims through 
  water. Its burrowing leaves behind no tunnel or hole, nor does 
  it create any ripple or other signs of its presence. A Move Earth 
  spell cast on an area containing a burrowing Xorn ings it back 
  30 feet, stunning it for 1 round unless a successful Constitution 
  save is made. If Phase Door is cast on the Xorn while it is moving 
  this way, it is slain instantly.
  Zombie
  Size: Medium
  HD: 2d12
  Move: 12 feet
  AC: 12
  Attacks: Slam (1d8)
  Special: Slow, Undead
  Saves: P
  Int: Low
   Alignment: Neutral (Neutral)
  Type: Undead
  Treasure: 
  XP: 15
  Zombies are the reanimated corpses of humanoid creatures, 
  slowly, and methodically stalking the earth. They appear as 
  slowly rotting bodies, and always gather in masses, typically 
  reaching 24 at the most. They are deathly slow, but they have a 
  powerful attack.
  Combat: A Zombie is mindless, fearless, and only seeks to kill 
  so it can eat.
  Slow: A Zombie never has initiative and always acts last in any 
  given round.
  
  11
  Castles & Crusades
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content appearing in this 
  book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of and copyright 
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  15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. 
  Gary Gygax and Dave Arneson.  
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. 
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